Everyone gains from it's 20% on critical hits. Good duration, sufficient area, and with companions focused on criticals, it gets even better. One of the best Priests boosting spells, effective for whole game, and natural combat started for harder battles. With good duration, this accuracy and criticals reducing spell has it's uses. In its self it has little use, but in combo with Wizards and Druids restricting spells? Good electrical damage, no accuracy bonus against reflex, but being foe only aoe means you get twice as many enemies even in it's somewhat small circle. As game progressed it became a tinny bit underpowered.Īnother of those lovely seals. Still, a bit awkward targeting makes Warding Seal a more flexible choice.įire and forget healer. That might bonus makes it very useful even if it affects priest alone.Ĭrush damage and prone in one spell with 10/15 accuracy bonuses. It actually offers a bit more healing than lvl.2 healing spell, but it's not instant.Īura centred on caster with very small aoe, but it lasts for base 30 sec, giving +3 might and small resolve bonus. It's healing/damaging spell with huge ray-aoe that does not report damage in battlelog. I really don't know where to put this one. It has it's uses, then again, they aren't many. Just jug them over your tank when he's got plenty of enemies around him, and watch them burn, or in this case, watch them fall on their asses. I misused seals as traps early on, only when I started using them as fire and forget aoe spells, they became godly. What I'd give for it to have better range. It attacks will, and has long lasting deflection penalty, so it stays useful. Great for 2nd row priests.Ģnd direct target spell. Being centred on caster, makes it also a bit situational. Healing effect is good, but this spell really needs good Intelligence for it to last longer and gain wider range. Whenever I try to use it, the thing I try to 'suppress' does not count as an affliction. Throw it on squishy character early in battle and enemy will forget him when he gets back, throw it on rogue and he'll get free backstabbing opportunities, or just time it on decoy that runs into a pack of enemies a second before you obliterate the area with fireballs. That last characteristic makes it also a superb tactical spell. Even it's intended role is a lifesaver for whole game, it will save target from dying, and it'll make them immediately useful when they get out of it because enemies will already be engaged elsewhere. Single most useful first level spell in the game. Good duration, and decent buff on will saves, makes it useful for whole game.įairly useless because priest has more universal solutions to same problem.Įarly healing spell that losses usefulness early on, only to get a tinny bit of it back when it becomes per encounter with lvl.9. Will, good duration, and good effect compensate somewhat small area of effect. Nothing spectacular, but that extra +5 accuracy can often mean hit or graze. Great range, but effects loose importance later in game. Mainstay in priests repertoire as one of his few direct target offensive spells. Very good duration, but +4 damage reduction becomes negligible later in game. So, I decided to rank them for everyone sticking with him for some power, and hopfully finding some uses that I overlooked. His abillities are crap, his level up bonuses are crap, but his spells are a different story, even if they look a bit crap on the first look, there are some real gems hidden amongst the lousy ones. I started with a Priest, and almost switched early on due to him being very one dimensional.
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