In the game, players explore and engage in combat from a third-person perspective. Set in the world of Thedas, players assume the role of Hawke, a human mage, rogue, or warrior who arrives in the city of Kirkwall as a lowly refugee, and becomes its legendary champion over a turbulent decade of political and social conflict.
It is the second major game in the Dragon Age series and the successor to Dragon Age: Origins (2009). Together they do a good amount of Spirit/Nature dmg for their mana, and the target can't heal itself to prevent the explosion(by surviving past the spells duration).Dragon Age II is a 2011 action role-playing video game developed by BioWare and published by Electronic Arts (EA). Its also useful for protecting the tank when many targets would expload at once.Ī combo I personally like is Curse of Mortality into Walking Bomb. I recommend getting Force Field for heavy walking bomb use, so that when an infected target suddenly runs towards a party member you can protect them from the goresplosion. A perfectly executed Virulent Walking Bomb can wipe out an entire group, but the spell is at the mercy of the health/resistance of the target, and where it decides to run. Walking Bomb and its cousin have always been worth their mana in damage for me, and are two of the deadliest spells in the game. I personally really enjoyed sending minions into heavily trapped rooms to set everything off, or to aggro mobs. The abilities of the Skeleton are determined by the primary class of the spells host, for example: Raise dead on a warrior enemy will raise a skeleton with Sword/Shield, Shield Bash, and one of the sustained skills, or a 2 hander with a few related skills. The Skeletons arn't quite worth the mana in terms of dmg/tanking, but it is a pretty fun spell. So to keep the Skeleton around you have to effectively dedicate 1/3 of your mana pool.
It is a sustained spell, requires an unpilfered corpse, and has quite a large fatigue cost. Raise Dead is fun but isn't the best spell. Walking bomb/Virulent Walking bomb are very effective spells, especially early game. Its the synergy with Sleep where they fall apart. Disorient is unresistable and works against virtually all targets. Disorient and Horror on their own arn't bad. I was hoping that would be an interesting playstyle. Originally posted by Gentoo: Sorry to hear that sleep and nightmare don't work so well. When I create any mage, I always take the first 3 listed just because of how downright effective they are. There are a lot of useful/interesting interactions between these that I can go into detail upon request. I find that Mind Blast, Force Field, Crushing Prison, Mana Clash, all glyphs, both walking bombs, and primal magic are by far the most decisive spells. The effects of Waking Nightmare are very unreliable and inneffective on their own. The extra dmg done, or mental resistance bypass has never been worth the mana cost of comboing the spells together for me personally. Between the initial cast time of Sleep, and the cast times of Horror/Waking Nightmare, there are consistantly only a couple enemies still asleep in any particular battle. The issue I find is that, targets can resist Sleep outright, and those who don't will instantly be woken up when they take damage from ANY source. So, to recieve the high spirit damage from Horror, or to bypass the mental resistance of Waking Nightmare, they both must be cast on targets who are asleep. The issue with them lies on the unreliable nature of Sleep, and the high mana cost of actually comboing the spells together. I personally find the "mind" entropy spells very unreliable, and inneffective. Mage is my favorite class, and I have made several thematic builds including a "necromancer" which had more than half of the entropy spells, including sleep and nightmare.