Also on AOL
- Autos
- Technology
- Lifestyle
- Gaming
- Finance
- Entertainment on AOL
- Lifestyle on AOL
- Sports on AOL
- Travel on AOL
- More on AOL
Featured Galleries
Joystiq
© 2013 AOL Inc. All rights Reserved. Privacy Policy | Terms of Use | Trademarks | AOL A-Z HELP | About Our Ads

Reader Comments (Page 1 of 1)
6-13-2009 @ 11:21PM
zappo said...
Like others here I've found these spells useful, just not mandatory things you must have up all the time. Dampen magic is great for soloing. Not only spells, but remember that poison and such is treated as such too. For that matter if you are REALLY worried about spike damage, this sort of normalizes that. Instead of a huge spike, you get a lesser hit. In turn you heal less, but if you start from a 100% health pool this means you might have more time to get those heals in place (maybe using more efficient gheals instead of panic flash heals for instnace). Not that anyone uses it that way, just an example. There are drawbacks that work in reverse like this of course.
Amplify magic is situational, and by far the biggest problem is that you are given a situational spell, but not really given any control to remove it. In Drak'Tharon on King Dred I always ask for amplify if I'm the tank. Usually the mage has to dig it out... But then I'm responsible for removing it too. Which is annoying because as the tank I have enough to do without managing buffs too. If the mage could put it up for a fight then remove it when they choose I think it would be a pretty good tool.
Mana shield isn't that bad either. You're not supposed to have it up all the time. How much mana do you need when you're dead? zero. If it looks like you are going to kick the bucket anyway, throwing this up might save you.
Reply