

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. Gentoo eredeti hozzászólása: 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.
