Under spirit, I went with Mind Blast/Force Field/Telekinetic Weapons/Crushing Prison. Mind Blast is the only other AoE disabler that will not affect party members, aside from Mass Paralysis which you can't get until far later in the game. It's pretty useful for helping to get control of the situation if things get hairy.
Force Field is highly exploitable; it not only makes the target invulnerable for a whole half a minute (I believe), but it actually also increases the effective size of the target. Given the mechanics of how the enemy melee AI chooses its target, it's rather easy to have the force fielded party member act as an invulnerable tank while the rest of the party can pick off the enemies one by one. This has saved me from a wipe more than once.
I haven't been paying attention to the damage difference due with my melee members due to Telekinetic Weapons, but I'm assuming it's substantial on armored foes.
Crushing Prison is both a single target disabling spell and really excellent DoT. Even without the chance to shatter petrified/frozen targets it'd be great.
I got the first Heal spell in the Creation category. Every mage should have it; it's too bad it took me so long to realize how necessary it is.
In Primal, I have Flame Blast/Flaming Weapons. In retrospect, it would have been better if I went with Frost for the Freezing effects or to have just stayed out of Primal.
The Mage abilities I have are Arcane Bolt and Arcane Shield. I don't know how great Arcane Shield is. Considering how much I use my staff's basic attack, I should probably get Staff Focus the next time I level up.
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