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    So what's the general consensus on the dlc spells?

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    Post by LionheartRichard Sat Nov 17, 2012 6:28 pm

    I kinda want to use them, but they seem kinda cheap. I can't help but think of this vid

    https://www.youtube.com/watch?v=hEA0OFugIdw&feature=related

    Is it just because they haven't learned how to counter/dodge them, or are they really that OP?
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    Post by Rudmed Sat Nov 17, 2012 6:34 pm

    Some of them are dodgeable. Really the only issue I have is with Dark Beads. That is because one slightest mis-step at point blank range could very well be it.

    If anything they should make the dark beads cast timing a second longer at 45 dex. This way after you press the attack button and are commited to attack you have a chance to avoid the sawed off shotgun about to nail you.

    Other than that just learn how to dodge pursuers and play defensively. Remember they can turn, but you can crash them into the enviorment to get rid of them.
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    Post by Rarayn Sat Nov 17, 2012 6:50 pm

    I like the new miracles that came with the DLC. So what's the general consensus on the dlc spells? 932657698
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    Post by ublug Sat Nov 17, 2012 7:30 pm

    I don't like being on the receiving end, but at least mages have some viable pvp spells now. But these spells also reaises the question of a 'cooldown', since mixing them up (coupled with lag) can make them too effective.
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    Post by somnam Sat Nov 17, 2012 7:39 pm

    They're the intelligence equivalent of wrath of the gods and twop, they can be handled and when they're first experienced the reaction is pretty much "wtf".

    Are they cheap...dark bead and pursuers can and will one shot people. Its not that you just need to learn to dodge them, mages will have little trouble spamming magic while people dodge pursuers. Dlc spells provide a large advantage in pvp.
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    Post by Rudmed Sat Nov 17, 2012 11:15 pm

    somnam wrote:They're the intelligence equivalent of wrath of the gods and twop, they can be handled and when they're first experienced the reaction is pretty much "wtf".

    Are they cheap...dark bead and pursuers can and will one shot people. Its not that you just need to learn to dodge them, mages will have little trouble spamming magic while people dodge pursuers. Dlc spells provide a large advantage in pvp.

    Just with added range and multiple projectiles!
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    Post by WhatDoesThePendantDo? Sat Nov 17, 2012 11:27 pm

    At this point I don't care too much about any of these OP spells/miracles. I've been killed by them a bunch and have killed opponents with them a bunch so I am not innocent.

    My mage has Pursuers, HCSM, Dark Bead, CSS, WDB attuned so I do admit to using these spells. Although, I only take her into the forest to fight gankers so I think that's slightly more acceptable. silly
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    Post by Lord of Ash Sat Nov 17, 2012 11:28 pm

    Rarayn wrote:I like the new miracles that came with the DLC. So what's the general consensus on the dlc spells? 932657698

    what miracles
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    Post by WhatDoesThePendantDo? Sat Nov 17, 2012 11:36 pm

    Lord of Ash wrote:
    Rarayn wrote:I like the new miracles that came with the DLC. So what's the general consensus on the dlc spells? 932657698

    what miracles

    It's a joke
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    Post by Mr. Pancake Sat Nov 17, 2012 11:40 pm

    DLC sorcereries are really good for cornering your opponent because of the faster casting...at least I think its faster
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    Post by cloudstrife070 Sat Nov 17, 2012 11:45 pm

    cant wait to hae persuers and pwn them , doing nice without them happy
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    Post by FruitPunchNinja Sun Nov 18, 2012 12:16 am

    In a decent sized area they are not bad, like the arena,kiln,painted world ext. But they are not balanced what so ever for small areas like the burg.
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    Post by johnnyjwa Sun Nov 18, 2012 4:20 pm

    They are extremely strong and not too hard to avoid. They certainly make the mage build more viable now. Its gives mages more to do instead of sitting there spamming souls spears until one finally hits...lol

    My only issue is that it seems like EVERYONE that invades me is a mage now!
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    Post by Knight Alundil Sun Nov 18, 2012 4:22 pm

    ublug wrote:I don't like being on the receiving end, but at least mages have some viable pvp spells now. But these spells also reaises the question of a 'cooldown', since mixing them up (coupled with lag) can make them too effective.

    Hey man could you explaine this to me? I never really thought that mages had a bad deal before the dlc spells came. Also, enchanted weps are crazy strong.
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    Post by aceluby Mon Nov 19, 2012 1:42 pm

    Knight Alundil wrote:
    ublug wrote:I don't like being on the receiving end, but at least mages have some viable pvp spells now. But these spells also reaises the question of a 'cooldown', since mixing them up (coupled with lag) can make them too effective.

    Hey man could you explaine this to me? I never really thought that mages had a bad deal before the dlc spells came. Also, enchanted weps are crazy strong.

    I have two mages and saw less than 6 total in 300+ hours of playtime before the DLC, mostly in PvP. They didn't have a 'bad deal' per se, but they weren't very viable as winning PvP options. W/ my mages I never won a fight club battle either.
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    Post by GkMrBane Mon Nov 19, 2012 5:05 pm

    I love them it gives me an excuse not to use 6 cast of wraith of gods any more derp...... wahhhh

    D magic is really useful for pve seriously.
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    Post by LionheartRichard Wed Nov 21, 2012 1:16 pm

    Just saw this vid. It should definitely help Int builds against pursuers.
    https://www.youtube.com/watch?v=4SYnfwwfsyc
    Too bad I'm a faith build sad

    Also, this for any build
    https://www.youtube.com/watch?v=H1d-qH_4PL0

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