QUOTE(drtylyssa @ May 16 2011, 10:53)

I want to know what of those spells (the depreciating and the others in that column) I should take. I have haste now, but I get a decent number of haste scrolls and don't cast it much anyway. I tend to just use regen and shield, sometimes barrier, and then slog away. I also suck, and I am hoping to help that.
Almost all the deprecating spells are worth having, except for Confuse (it doesn't do enough, and breaks on damage) and Barrier (you take too little magic damage for it to be worth it's mana cost). In order of importance, I'd say they're something like:
Weaken - This is your bread and butter deprecating spell. Almost every single monster gets totally neutered by Weaken, as it halves their physical damage dealt,
and prevents them from critting physical attacks. The is also the cheapest offensive spell available that deals 0 damage, making it good for proc'ing Ether Theft. Put 5 points into this.
Poison - It deals decent damage for the cost, if you expect the monster to live enough turns for Poison to run most of its course. It also reduces monsters' mana and spirit regen rates by 50%, which is a really big deal for slowing down their devastating abilities. 1-2 points are mandatory for now, but fill it out by the time you reach level 100. You'll be facing at least one boss a day by then (in the Endgame arena), and it really shines on bosses.
Blind - Powerful for long-term damage mitigation against bosses, this spell also gives you even more chances of surviving those one-shot-kill Spirit attacks from Boss+ monsters. Put 5 points into this by the time you reach level 100.
Slow - Another spell I find myself casting on every single Boss monster, this will reduce the number of turns a boss takes compared to how many you take. This gives Regen more time to recover the damage the boss deals, and lets you get in more hits against him than he does against you. It's duration is very short, though, so it's essentially worthless without 5 AP.
Sleep - This spell is good to cast on a Boss at the start of a round, especially if you're a melee who deals with one monster at a time. It completely decommissions the monster until it either takes damage (only 50% chance to break with 5 AP), or the effect ends.
I'm not really a good judge of how useful supportive spells are for lower level players, though. I can't recall how much I used them back when I was that level. All I remember is that Shield was very efficient for damage mitigation compared to Cure, though now that Cure is so much better, I dunno.
All I can say is that for many dozens of levels I've kept Shield, Haste, Shadow Veil, and (more recently) Spirit Shield on Autocast at all times (using the
Innate Arcana IV hath perk), and it works out well for me.
QUOTE(drtylyssa @ May 16 2011, 10:53)

My other question is about 1st tier elemental spells. Should I get all of them, or should I just get the complete 2nd tier set and a few (Elec and Wind, due to the custom mobs) 1st for clean-up?
I personally don't find myself using any Elemental spells except Elec/Fire, so I believe that you really don't need any more than two elements. Elec/Fire is especially good for arenas because every miniboss is weak to either Elec or Fire, and the Deep Burns debuff from Elec spells makes the survivors take more Fire damage. Wind/Elec is probably shaping up to be better for IW/GF because of customs, though I haven't actually tested that yet.
By the way, both of these questions are of the type that really belong in the
Ask the Experts thread. This thread is more for asking questions about how the game's mechanics work, as opposed to asking for strategic advice.