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Arcane Warrior & Spellpower (Spell Might, Spell Wisp, Arcane Mastery)


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16 réponses à ce sujet

#1
Kaine-SGM

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I have spend many hours today searching the forums for a clear
answer on that but haven't found any.

I am playing a SH/AW and at late game his Willpower will be
somewhere between 20-30 and Magic somewhere between
65-75. Strategy is throw a couple of spells and then melee/tank.

Are Spell Might, Spell Wisp and Arcane Mastery any good for
a -non-Blood-Mage- Arcane Warrior?  And if so to what extend?

Spell Might particularly concerns me a lot, because it's a big
decision whether to go down that tree up to Mana Clash or go
with glyphs.

#2
jsachun

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As an arcane warrior I think the most important things are Hexes.
And yes you should also get spell might and complete that tree (Although only spell might & Manaclash is useful) as spell might will give you a large bonus to spellpower & manaclash will give you instant mage killer at begining of the battle.

As for Arcane Mastery & Spell Wisp, I think you should consider getting them but they do not give you a large bonus to spell power so it might be worthwhile for you to spend your spell points elsewhere.

Modifié par jsachun, 25 avril 2010 - 05:12 .


#3
Kastlefeer

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Mana clash is obviously awesome, frankly even without out it, mage fights/gaxkang go alot longer but at least hold some challenge conversly. AW with mana clash = nothing can even remotely stand against you :D ... well maybe templars ...

I typically blood wound, affliction hex, grease, virulent walking bomb, fireball, with all sustainables up, lulz mode through the game now. Mages are most fun before midling levels when stuff is still a challenge.

Ok you aren't a blood mage, so mana consumption is an issue ... lotsa willpower and get death syphon I dunno, you're gonna have to be picky with sustainables, your shimmering shield, spell might only up when spell comboing or something. Lotsa mana pots ...

If you are getting miasma, skip the glyph line might as well get mass paralysis, if you are getting telekinetic weapons might as well get crushing prison. If you get spell wisp, might as well get grease. If you get spell might, might as well get mana clash. You can probably afford to the the mage tree why not.

I dunno I've yet to fail with my arcane warrior even with this scatterbrained approach.

Modifié par Kastlefeer, 25 avril 2010 - 06:08 .


#4
Kaine-SGM

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Yes, I know about Mana Clash but I can live without it.

I don't want to take the tree just for this spell, I would

prefer the glyphs, that's why I'm trying to figure out

the usefulness of Spell Might (as also of the other two

spells I have mentioned).



jsachun states that it will give a large bonus to spellpower

but how much of a difference will it make for my SH/AW?

#5
Kastlefeer

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Most of the time I find mage fights to be boring and that's without mana clash. I just glyph of paralysis or paralysis or blood wound then beat em down. Templars or gaxkang will be more challenging, they dispell your sustainables and rape face, mana clash will help in one major fight but templars and dragons it won't help at all.

With your build and spell might + shimmering shield you will run out of mana fast but it might not matter if you have storm of the century up, you can stand in the middle of it with shimmering shield up lol.

I wouldn't worry so much. If you are not soloing I think there's even less to worry about. Spell might is only necessary if you want the biggest numbers, it's incidental in getting the best mage nuker spell mana clash. Neither are really necessary to beat the game. Spell might is necessary to get the spell combo "storm of the century" which is a nice opener! spell might + blizzard + tempest ... if your mana pool empties too fast you're gonna lose your shim shield and you will die if you're standing in there :D

Modifié par Kastlefeer, 25 avril 2010 - 06:19 .


#6
ShadowPlay 14

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Not sure about this, but if you have the RtO pack, you may be able to get away with having SS and SM on, if you wear Cailans armor, it gives a huge bonus to mana regen :)

#7
Kaine-SGM

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I do have RtO and will check about the armor, though I was intending to

not go above medium. Will have to do a comåparison. However, I never

had in mind using big nukes (inferno, tempest, blizzard, storm of the

century combo) as an AW. Maybe just one of them. I was planning

maxing out AW tree, SH tree, mana clash tree or glyph tree and

paralysis tree (or up to miasma maybe if taking glyphs because

paralysis explosion is way much better), telekinetic tree and taking

arcane shield, armor plus spell wisp and arcane mastery or taking

hexes instead or something else for cc (or maybe going for haste).



So I was wondering how much difference can spell might make

for sustainables (I know it does nothing for combat magic)

and if has any contribution at all for my melee (because I know

the combat magic description is wrong about spellpower) plus

If I would be able to cast any major spell with spell might mid

fight because of the low mana puddle due to sustainables.

#8
Ronashavar

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You don't need Cailan's armor set for the buff. Actually his armor set provides +5 combat health regen, not mana regen. As an arcane warrior tank it's the maric's blade and cailan's shield set bonus that you want. As a set it provides +5 combat mana regen for your arcane warrior, w/ an additional +5 damage. That alone should keep shimmering shield up.


#9
beancounter501

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Anything that increases your spell power will also increase your too hit through combat magic. You can turn on Spell Might/Wisp activate Combat Magic and then turn then off. As long as they are on when you activate combat magic they will buff your attack rating.

How is the description for Combat Magic wrong?

Modifié par beancounter501, 26 avril 2010 - 03:04 .


#10
Random70

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^ Have you verified this, BC? It was my understanding that Combat Magic was bugged such that instead of spellpower it was using Mag - 10 for it's calculations.

#11
Nooneyouknow13

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Random70 wrote...

^ Have you verified this, BC? It was my understanding that Combat Magic was bugged such that instead of spellpower it was using Mag - 10 for it's calculations.


This would sadly seem to be correct, Wynne's Vessel of the Spirit has no effect on he damage displayed.
Gear Maric's Blade and Cailan's Shield, tier 7, 14 strength combat magic in active, not other buffs, gives a displayed damage of 24.7.  Unbuffed spellpower of 36. Activating Combat magic brings displayed damage to 51.1.  Activating Vessel of the Sprirt w/Aneiren's token buffs spell power to 96, activating Combat Magic with 96 displayed spell power gives a displayed damage value of 51.1.

Equipping Andruil's Blessing and The Lucky stone for +3 magic however changes displayed damage to 53.0 after activating Combat Magic.

#12
Kaine-SGM

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^ This is correct as far as I know and we know spellpower doesn't

contribute to hit-rate also (dexterity does, as usual) so it seems

that it comes down to how useful is Spell Might, Spell Wisp and

Arcane Mastery for a tank/melee oriented (Combat Magic usually

on) Arcane Warrior's limited spellcasting.



I believe that Spell Wisp (1 point) and Arcane Mastery (2 points)

are not worth it but I can't really tell about Spell Might.

#13
Nooneyouknow13

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You get hit rate out of Magic at least if not Spellpower, but at only .2 per and not .5 per like you would Dexterity or Strength. At least, this is what the Combat Magic script says in the tool set, and I've seen nothing to disprove it at all. Every test I've done seems to confirm hit from Magic, but it's never enough without outside buffs/debuffs or investment in dexterity as well.

#14
Kaine-SGM

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Even if it's .2 per spellpower the deciding factor is still the AW spellcasting..

#15
lazorexplosion

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I wouldn't bother with spell might and spell wisp. Between the reserved cost and fatigue they cost a lot of mana, which means you need more willpower which means less points for magic so in the end you're probably better off not using them.

#16
beancounter501

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We are talking about two different things here.



Spellpower at the time you turn on Combat Magic sets your attack bonus. It is .2 attack per point of spell power. So at a Spell Power of 100 you get +20 attack. With a SP of 100 stacking Wisp & Might will give you a spell power of 131. Which would raise your attack up to +26. That is equivalent to 12 points of dex. The key to remember is that your attack bonus is only set when you turn on Combat Magic. So you can turn on Wisp/Might cast Combat Magic and then turn them off.



Also, taking all four Combat Skills will boost your attack rating by 6.



Magic sets your dmg. Good thing too, otherwise the AW would be insanely powerful. Just imagine the dmg Wynne would do with a stacked Vessel of the Spirt/Spell Might/Spell Wisp! Even though with that combo you are probably better off casting Aff/Vul Hex and using an Elemental Staff. I had Wynne hitting for 150 with a Staff.



Dex is waste in my opinion. Better to max spellpower and drop in and out of Combat Magic to cast. Or use a buff like Heroic Offense for a higher attack rating then most warriors.


#17
Kaine-SGM

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^ According to all this info casting Spell Wisp, Spell Might

throwing your starting spells and then activating Combat Magic

and turning Spell Wisp, Spell Might off seems like a solid tactic,

though a bit annoying (activate, activate, cast (x), activate,

deactivate, deactivate, fight melee - and not counting the other

AW sustainables). Anyway, seems you can't go wrong with

extra spellpower as tank AW.