Modifié par SuicidialBaby, 06 juin 2011 - 04:15 .
Blood Mage post 1.3
#101
Posté 06 juin 2011 - 04:14
#102
Posté 06 juin 2011 - 04:40
Blood dragon plate: 5 points in Strength, -25HP, +1 all attributes, +24 health (net +4 HP)
Monolith's Heart: 9 points in Strength, -45HP, +34 heath, +5 health regen (net -9 HP)
That's assuming only 4 points from prebuffing, more is certainly possible with RoV and other equipment. Either way, investing at least a small amount in Strength doesn't seem like a bad idea. I believe this has been discussed before, but with life total becoming an even bigger deal with One Foot In the Grave as well as the reduced ratio, the impact may need to be re-examined.
#103
Posté 06 juin 2011 - 04:45
#104
Posté 06 juin 2011 - 04:51
I'm curious to see how many people end up switching from Primal to Elemental. Elementa got a nice little boost and Brittle combos are going to be much more important with stagger dmg down. On the flip side, I think Golems Fist got more useful. Pinning shot seems to be working well for setting up disorient combos and paired with golem's fist or spirirt bolt, is a nice way to take out ranged baddies or get some quick, extra dps.
#105
Posté 06 juin 2011 - 05:00
#106
Posté 06 juin 2011 - 05:46
Seems like people still think Max con is going to be the way to go. I was thinking that willpower might be a little more important now, but maybe not with so many good ways to keep your health up.
#107
Posté 06 juin 2011 - 06:33
#108
Posté 06 juin 2011 - 08:21
Modifié par Icy Magebane, 06 juin 2011 - 08:21 .
#109
Posté 06 juin 2011 - 11:52
bit of advice:tivadar27 wrote...
Just as a point of reference, if a spell costs 60 mana (very much at the high end), no blood magic items, but both abilities, will give a 3:1 ratio and lead to a cost of 20. Using 4 slots for blood magic will give a 4:1 ratio and lead to a cost of 15... That's right around 1HP per slot you're using per spell (at the high end).
look for the common denominator of the spells chosen for the build your in, not overall available spells.
take the longview, does adding another .75 per affect my duration in blood magic at this level?
#110
Posté 07 juin 2011 - 12:38
#111
Posté 07 juin 2011 - 12:13
SuicidialBaby wrote...
bit of advice:tivadar27 wrote...
Just as a point of reference, if a spell costs 60 mana (very much at the high end), no blood magic items, but both abilities, will give a 3:1 ratio and lead to a cost of 20. Using 4 slots for blood magic will give a 4:1 ratio and lead to a cost of 15... That's right around 1HP per slot you're using per spell (at the high end).
look for the common denominator of the spells chosen for the build your in, not overall available spells.
take the longview, does adding another .75 per affect my duration in blood magic at this level?
Actually I think there are two questions here:
1) What can the equipment be replaced with? Obviously replacing 0.25BM Ring for 24% Electricity Damage (Ring of the Ferryman) is probably a winning proposition, assuming you can afford it (and assuming you went primal).
2) Can I last 45s in the sustained? That's the cooldown of Grave Robber, and once you can hit that you'll probably be able to heal yourself to near 100% anyways.
I see your point, you can't just look at an individual spell in a vacuum, but I'm guessing calculating damage over time, as well as mana/hp usage over time is really the way to go. And obviously, you'd want a buffer in terms of Grave Robber, so perhaps only using 50% or so life in the 45s.
#112
Posté 09 juin 2011 - 11:01
Honestly, depending on your choices robes of uncleaness (or however they are called) + boots/cowl/gloves of blood magic could be quite a bit better.
Especially if you went elemental, as the blood mage equipment tends to have +% element.
#113
Posté 11 juin 2011 - 05:12
#114
Posté 11 juin 2011 - 05:20
#115
Posté 11 juin 2011 - 05:23
AreleX wrote...
By the standard of being a plate-mage? Sure, I'd say so.
What does that mean? Is that like some kind of bad omen or something?
#116
Posté 11 juin 2011 - 05:24
However, pumping health has an new bonus in that one-foot-in deals 100% of your health as damage. In conjunction with +%spirit damage (which I think affects one-foot-in) your high health build should dish out lots of damage via that spell.
On the other hand, bloodmage as a whole has been nerfed via haemorrhage becoming weaker- though the reduction in enemy hp may make up for it.
So I would say that there won't be too much of a change and an armoured BM will be pretty similar as before but with a new trick in their arsenal.
#117
Posté 11 juin 2011 - 05:27
The only thing that can almost keep up with an elemental mage is a rogue-armoured crit-mage build. Even still it probably loses out in terms of elemental damage (but wins in terms of spirit/physical damage)
Modifié par mr_afk, 11 juin 2011 - 05:28 .
#118
Posté 11 juin 2011 - 05:28
Senior Cinco wrote...
AreleX wrote...
By the standard of being a plate-mage? Sure, I'd say so.
What does that mean? Is that like some kind of bad omen or something?
I couldn't tell if you meant 'plate-mage will be better than robe-mage at some points', or 'plate-mage will be better than it was before at some points', so I wanted to highlight which interpretation I was addressing.
My opinion on plate-mages are a different story, though. Many a war has been waged here over mages wearing plate, and it's been far too long since the last.
*throws rock at senior cinco, screams 'robes for life'*
#119
Posté 11 juin 2011 - 05:33
#120
Posté 11 juin 2011 - 05:35
AreleX wrote...
Senior Cinco wrote...
AreleX wrote...
By the standard of being a plate-mage? Sure, I'd say so.
What does that mean? Is that like some kind of bad omen or something?
I couldn't tell if you meant 'plate-mage will be better than robe-mage at some points', or 'plate-mage will be better than it was before at some points', so I wanted to highlight which interpretation I was addressing.
My opinion on plate-mages are a different story, though. Many a war has been waged here over mages wearing plate, and it's been far too long since the last.
*throws rock at senior cinco, screams 'robes for life'*
HA! I see..Well I love you too..
#121
Posté 11 juin 2011 - 05:38
I'm not knocking you for wanting to do it, you can play however you like, do what you enjoy, but I'm saying from a purely 'this is better, this is worse' standpoint, that what you get out of wearing plate doesn't even begin to measure up to what you lose out on.
#122
Posté 11 juin 2011 - 05:42
#123
Posté 11 juin 2011 - 05:46
#124
Posté 11 juin 2011 - 05:51
Anyway, a non-elemental mage will benefit more from crit-chance/crit-damage in terms of a dps perspective. I mean, since when did pumping health increase damage potential? haha.
Though potentially getting a high end +%spirit robe late-game may help more now that the willpower requirements are down and physical damage (e.g. haemorrhage) isn't quite as amazing.
But if you're not concerned about damage and are more about getting in amongst it like a quasi-warrior then I would say that warrior armour could have some benefits.
#125
Posté 11 juin 2011 - 05:53
ishmaeltheforsaken wrote...
Sounds like some peeps are asking for robes to have a lot less armor. I should totes do that. *screams "PC Master Race forever!"*
Nonsense, I see no PC players innovating within the game, only changing the game to make up for their shortcomings! (also making the characters naked and changing their stubble to match their hair, I hear)
The true master race consists of AreleX and AreleX fans, regardless of platform, gender, or creed.
mr afk can come too, i guess, but only if he gives me shoulder massages and refers to himself in third person as 'the worst player'
<3
i love you all





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