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Combat mage autocast spells?
Posted: Sat May 13, 2006 1:27 pm
by Valerian
There's a dozen nature magic embrace and wrath spells that I'd like to have on autocast, but I haven't come across any combat magic spells that make sense for that use. Putting curses there doesn't make sense to me, much less attack spells. I feel like those spots are going to waste. Does anyone have any suggested uses for it?
Posted: Sat May 13, 2006 3:45 pm
by swcarter
I don't know why you don't like curses, but if you don't want to use them, you could give your combat mages some nature magic levels, and then they'd be able to autocast embrace and wrath spells.
SWC
Posted: Sat May 13, 2006 3:49 pm
by Thing
for combat mage autocasting I've found it useful to have a summons spell most of the time, ideally with the highest level requirement that is compatible with your mage - this tends to accelerate the mage's levelling up, even when not attacking (and it's cute to have some extra company!)
Don't underestimate curses:
One example: "cripple" can be pretty handy when you are surrounded by mellee monsters:
1) the "ball and chain" helps you see where they are
2) it slows them down and gives your mage a chance to scoot out of the way instead of getting trounced when the odds are tight
Another example : some monsters are more vulnerable to different magic attacks such as ice or fire; using a curse which weakens the resistance even more can give you an extra edge - for example use "dehydrate" simultaneously with fire attacks, or use "drown" for ice and/or lightning attacks - in the case of "drown" have your combat mage attack with lightening whilst your nature mage uses an ice attack.
Get the picture?
With a bit of imagination you'll quickly find situations when most curses are useful
Posted: Sat May 13, 2006 3:53 pm
by Valerian
[QUOTE=swcarter]I don't know why you don't like curses, but if you don't want to use them, you could give your combat mages some nature magic levels, and then they'd be able to autocast embrace and wrath spells.[/QUOTE]
1) I figured that putting a curse in the autocast wouldn't work well. I only use curses against big, solo (boss) types because they aren't area of effect and most individual enemies die quickly. It isn't worth it to make them vulnerable to lightning rather than just kill them with lightning, most of the time. Autocast curses will just start cursing everything, which drains mana and conflicts with casting damage spells. I did put corpse transmutation (or whatever its called) into the first autocast- it's the first spell that makes sense to me to put there. Is there something I don't understand about curses that makes my logic incorrect?
EDIT: Yes, I forgot- curses *are* area of effect. But doesn't it still interfere with casting damage spells? Also, will the mage keep casting curses on the same enemies over and over (before it wears off), or is autocasting smart enough that it will only curse enemies that don't already have it?
2) Isn't there a limit of two simultaneous buffs (embrace/wrath) on a character? If I gave my combat mage a few nature levels for buffs, I didn't think she'd be able to add additional buffs beyond the two that the nature mage is doing. Is this incorrect?
Posted: Sun May 14, 2006 12:04 am
by swcarter
Curses damage enemies and make them weaker. They seemed useful when I was playing.
I think the developers intended you to use a healing spell in one of your autocast slots. But if you're using an active slot for it, or healing in some other way, then no, it won't help to have your combat mage cast embrace or wrath spells. You only get two buffs at once.
SWC
Posted: Sun May 14, 2006 9:44 am
by Valerian
I have to say I think that using your combat mage to cast embrace/wrath spells (which are nature magic) is philosophically gross. Even if it is effective.