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Willpower is useless for mages


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#101
soteria

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MerinTB wrote...

The logic of "Willpower is useless" falls apart completely on two levels, regardless of any argument others make:

1 - Multiple, multiple people saying that it isn't useless to them - hence it is useful to someone, and therefore not useless
2 - If it was necessary to max out the Magic stat for maximum spellpower, and therefore using Willpower instead is dumb as it "gimps" your character, then people who DON'T max out their Magic stat should be frustrated and having a harder time than they are reporting.


Ok....

1 - Whether or not people say willpower is useful to them is irrevelent.  They may be mistaken, which is in fact the whole point of this discussion.  I may think raising my magic attribute on my rogue is useful (It makes traps better, right?!!), but that doesn't make it so.  If it's useful (and I'm not ruling that out in this post) then it needs to be useful for a reason, not just because people think it is.

2 - False.  This statement makes several assumptions:  That a less-than-near-perfect character will struggle to get through the game, that people who struggle at times will make conclude their character is flawed, and that a challenging game is naturally frustrating and something people will report on.  They have only their own experiences, and have no way of knowing if someone else is having a significantly easier time with a different character build.

Willpower may have value, but your counterargument here is deeply flawed.

#102
themaxzero

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How to beat Dragons of any difficulty without using potions:



1. Get a tank. Equip:



Wades Drakeskin chest (25% FR)

Wades Drakeskin boots (5% FR)

Warden Commanders Gloves (10% FR)

Spirit Charm necklace (10% FR)

Creationist's Cord Belt (10% FR)

Helm of the Red (10% FR-don't suck when defending Redcliffe)



Total tank FR: 70%



2. Get tank to stand just outside melee range and Taunt whenever its cooldown is up. Dragon will only attack using flame attacks.



3.Get some mana regen on a healer:

Leiliana song (about 0.5 stamina regen)

Level 2 Combat tactics (0.5 stamina regen)

Wicked Oath (1 stamina regen)

Magister Lord staff (2 regen) or if too poor can use Spellweaver instead (1 regen)

Tevinter Mage Robes (+1 regen)

Librarians Cowl (0.25 mana regen)



4.25 total mana regen minimum. Heal costs 20 mana with a 5 second CD. 4.25 x 5 = 22.5 mana regenerated every 5 seconds. Basically you can spam Heal forever on a tank with 70% fire resist who is only taking fire damage.



This is a basic WoW strat for dealing with any tank and spank fight with no time limits. It basically aims to reach a point where enough mana regen and tank damage mitigation is acquired so that a boss can be tanked forever. Therefore you have infinite time to DPS the boss with no chance of dying.

#103
Tomark

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argh...numbers.



Anyway, a few things:



chugging potions is not only lame, it screams of exploit to me. I really hope an official patch makes addiction to lyrium sort of possible, or at least a 'each potions taken in a fight has 50% less effect than last one'. Longer cooldown should be there too (1 mins cooldown for all-type poultices and potions are nice).



Sustained aren't taken into calculation by most of the people who are of the 'magic power is everything' school. Sure, if you don't use sustain, you might have way too much mana. If not though, in mid-levels depending on your playstyle you may generally have rarely than a quarter of the max of your mana at the beginning of the fight, and with fatigue you may be in even more trouble.



Saying willpower is useless is strictly possible only when you as a player take pleasure into a certain kind of fights. If, however, you prefer using non-damage spells (except for arcane bolts, you don't take any), or if you want to roleplay a bit, it becomes different.



Also, a lot of people *don't* enjoy using potions every ten seconds- playing a lame character can be something people dislike.

#104
DragoonKain3

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MerinTB wrote...

It obviously doesn't have EQUAL value to Magic, no.

Just like Dex or Con on a Warrior doesn't have equal value to Str.

I think most people were, at worst, advocating at 2 to 1 ratio.


Hey, I was just replying to the guy who said that they think  a mage who has balanced MAG/WIL is best.

But I'll humour you, assuming 2:1 ratio.

Max magic mage
350 mana
~150 spellpower
125 mana per lesser lyrium pot

2:1 ratio mage 
470 mana
~122 spellpower
111 mana per lesser lyrium pot

A max magic mage has ~12.6% more damage. The difference between the two is 120 mana, which is equivalent to 1 lesser lyrium pot for the max magic mage (actually, max magic mage recovers 125 mana, but for the sake of the arguement, lets round it to 120).

15 mana/sec 
Max Magic mage: 23 seconds of casting, 24th chug lesser lyirum pot, 8 seconds more of casting. Which is 34.9 casts over 32 seconds.

2:1 Mage: 31 casts over 31 seconds.


30 mana/sec
Max magic mage: 11 seconds of casting, 12th second chug lesser lyrium pot, 4 more seconds of casting. Which is 16.9 casts over 16 seconds.

2:1 mage: 15 casts over 15 seconds.

In both cases, the max magic mage STILL gets more casts per second, while having harder checks for his spells as well. Simply put, the game gives you enough base mana that increasing spellpower is better than getting more mana through WIL.


And seriously, the guy who assumes that you're OOM once you cast winter's grasp? Thinking is flawed, because you start with much more mana than that. If you have crap base mana like his numbers suggest, then obviously WIL becomes much better and needs to be improved upon by spending points.

But the fact that you already start with a CRAP TON of mana (around 350 at lvl 22 with end-game equips) even if you put every free attribute point to magic means that putting points in MAG is better since you already have a sizeable mana pool to cast spells with.



all the examples you list, DragoonKain3, of spell combos are character builds to do X - deal most damage in the least amount of time PLUS using spells and items to boost up mana regen and all the potions in the world.


Considering spells that boost mana regen are stuff you should be getting anyways, and potions are dirt cheap to make, then I don't see the problem here.


Someone might not want to use the spell lines to get the rejuvenation, spell bloom, death syphon.


Unless you're only one mage in your party, you can have one iteration between all your mages quite easily.

And if you're only running 1 mage, then you're already running a sub-optimal party.


Also, the extra mana from Willpower allows you to keep more sustained buffs running longer. Sometimes you are playing the mage who's point in the party is to keep everyone else dealing more damage and be more protected as opposed to casting tons of spells.


??? You're the mage, the lifeblood of the party. Everyone should be doing their best to support the mage, not the other way around.

The only class that deals higher DPS than you is the DW rogue, and even then he doesn't need your help apart from heals and CCs, both of which benefit more from high spellpower since you already have a lot of mana.


Mana potions, mana recovery spells, won't help when sustained abilities use up all your maximum mana


And really now, what spells help the entire party that are worth keeping up that does NOT do intense mana drain? Telekinetic weapons + Miasma? For what, 110 mana upkeep? Once you spend all 350 mana, turn on those two sustains, you still have 240 max mana to regen.

I really fail to see how you can use up ALL 350 mana with sustains unless you like turning on ALL your sustains just for the hell of it (and spend a lot of wasted talent points at it). I mean, Rock Armor/Arcane Shield/Spell Shield need not be on unless you're under attack (not to mention it only helps you and not the party), while stuff like Haste/Cleansing Aura gives you mana drain so you need some mana in your pool to keep it up.

Shimmering Shield is of course exempt, because its broken in that it does NOT turn off when you're OOM just like all other sustains that drain mana. Yeah, major exploit there.

In anycase, I still fail to see how sustains are any better than stuff like Spell Clash, Entropic Death, Blizzard, Cone of Cold, Force Field, etc. Considering how powerful these talents are, it makes more sense to have your party built around supporting these talents, rather than have the mage support the team by using sustains.

Not to say that the sustain-based mage is not viable... just sub-optimal in comparison to the spell slinging mage, who can do 1800+ spell clashes, 1000+ entropic deaths, set up shatters via Cone of Cold, save people from dying with Force Field, lay waste to an entire army of trash mobs via Blizzard + Death Cloud, etc. etc..


To a certain line of thinking, as you outlined, all points in Magic make sense.

That line of thinking, however, is FAR from the only effective way, let alone only way, to play a mage.


It might not be the only VIABLE way to play a mage, but heck, I've yet to see anyone give a better way to play the mage apart from abusing the Shimmering Shield exploit.

#105
DragoonKain3

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Tomark wrote...

chugging potions is not only lame, it screams of exploit to me. I really hope an official patch makes addiction to lyrium sort of possible, or at least a 'each potions taken in a fight has 50% less effect than last one'. Longer cooldown should be there too (1 mins cooldown for all-type poultices and potions are nice).


An exploit is the use of an unintended glitch or bug in such a way that makes your character overpowered

As such, Shimmering Shield not turning off when you're OOM  is the glitch, you keeping it on is you exploiting the glitch, and thus the exploit.

This isn't the case with lyrium pots. You might feel its 'cheap', but its Working as Intended as said by the developers. Overpowered maybe, but certainly not an exploit in the strict sense of the term.


Sustained aren't taken into calculation by most of the people who are of the 'magic power is everything' school. Sure, if you don't use sustain, you might have way too much mana. If not though, in mid-levels depending on your playstyle you may generally have rarely than a quarter of the max of your mana at the beginning of the fight, and with fatigue you may be in even more trouble.


Point is rendered moot when you can turn on sustains during battle AFTER you spend enough mana to match the upkeep cost.


Saying willpower is useless is strictly possible only when you as a player take pleasure into a certain kind of fights. If, however, you prefer using non-damage spells (except for arcane bolts, you don't take any), or if you want to roleplay a bit, it becomes different.


But we're talking about two kinds of people here. Those who like to set restrictions to themselves (such as no damage spells) or those who RP are one set of people, who really don't care much at all where they spend their points.

But to powergamers who wants their characters to be as powerful as they can be? Willpower is 'useless' for that purpose, considering that activated spells are much more powerful than sustains.


Also, a lot of people *don't* enjoy using potions every ten seconds- playing a lame character can be something people dislike.


Seriously, I use more health pots on my mage than I use lyrium pots, and I don't use a lot of health pots, much less lyrium pots.

I've used maybe ~60 lesser lyrium pots and ~25 normal lyrium pots in the course of the game, playing over 80 hours in that playthrough. Thats around 1 lyrium pot PER HOUR, not every 10 seconds.

#106
Tomark

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exactly, you got my point- Willpower is useless only for a certain kind of gamers.



If you want to play a mage that fight in a certain way (just for re-playability's sake) then you will need to vary things a bit.



Sure, if you want to powergame in direct damage, it's useless. If not, however, it isn't.



As for sustained abilities, i kind of made an homebrew rules about them being able to be activated only out of combat <_<



But, yeah, not something most people do.



I *really* doubt you used only 1 potion per hour- rare are the fights with a orange enemy where i don't take 3-4.



But, yeah, i don't have any damage spells, so it may be different.

#107
SomeoneStoleMyName

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FedericoV wrote...
Any chance of an hotfix for lyrium addiction :whistle:?


Posted Image

#108
themaxzero

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Tomark wrote...

exactly, you got my point- Willpower is useless only for a certain kind of gamers.

If you want to play a mage that fight in a certain way (just for re-playability's sake) then you will need to vary things a bit.

Sure, if you want to powergame in direct damage, it's useless. If not, however, it isn't.

As for sustained abilities, i kind of made an homebrew rules about them being able to be activated only out of combat

But, yeah, not something most people do.

I *really* doubt you used only 1 potion per hour- rare are the fights with a orange enemy where i don't take 3-4.

But, yeah, i don't have any damage spells, so it may be different.


I have done entire playthroughs where I have used 4-6 potions (health+mana) for the entire run. The only fights I have ever used them on are 3 Dragons (mainly cause I do them early).

If your really worried about mana focus more on Regeneration then max mana.

My current Mage has 6 mana regen a second (just needs the Mage belt from the Tower). He casts Spellbloom (costs 25 mana) which gives him (and the party) 60 mana back over 20 seconds. It has a 30 second CD. All Mage should get it because Grease and Spellwisp are fantasic spells in their own right.

Once I get the belt i'll have 10 mana/sec regen with Spellbloom up.

Over one minute l regen:

100+100+70+100+100+70-50 (cost of 2 Spellblooms) = 490 mana a minute

Why do I need Willpower again?

Modifié par themaxzero, 07 décembre 2009 - 09:49 .


#109
Psychoray

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Brian Chung wrote...

Ooooo I just got the juicy details on the lyrium addiction system from Georg and man o man, it's insidious. :D


Wow! :D

Care to share some details?

#110
Inarai

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themaxzero wrote...

Tomark wrote...

exactly, you got my point- Willpower is useless only for a certain kind of gamers.

If you want to play a mage that fight in a certain way (just for re-playability's sake) then you will need to vary things a bit.

Sure, if you want to powergame in direct damage, it's useless. If not, however, it isn't.

As for sustained abilities, i kind of made an homebrew rules about them being able to be activated only out of combat

But, yeah, not something most people do.

I *really* doubt you used only 1 potion per hour- rare are the fights with a orange enemy where i don't take 3-4.

But, yeah, i don't have any damage spells, so it may be different.


I have done entire playthroughs where I have used 4-6 potions (health+mana) for the entire run. The only fights I have ever used them on are 3 Dragons (mainly cause I do them early).

If your really worried about mana focus more on Regeneration then max mana.

My current Mage has 6 mana regen a second (just needs the Mage belt from the Tower). He casts Spellbloom (costs 25 mana) which gives him (and the party) 60 mana back over 20 seconds. It has a 30 second CD. All Mage should get it because Grease and Spellwisp are fantasic spells in their own right.

Once I get the belt i'll have 10 mana/sec regen with Spellbloom up.

Over one minute l regen:

100+100+70+100+100+70-50 (cost of 2 Spellblooms) = 490 mana a minute

Why do I need Willpower again?


At minimum?  Enough for any sustains you want to use, while still having enough for spells.  Potions and regen will never, ever handle sustains.

Outside of that?  If you want to use different equipment/spells.

#111
Winterbay

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This thread is funny because people seem to accept that there are two srots of players min-maxer/powergamer and RP/casual player, but then continue to argue as if only one of those are the correct way of playing...



Regarding sustained abilities: I generally have mine up at all times because otherwise I either a) forget to castthem or B) cast them after it had been a good idea to do so.



Frozen/Flaming/Telekinetic weapons for example is really only (numerically) useful if cast at the beginning of the battle so that your tank/rouge can benefit from them. If I cast them after I've thrown away 5-6 spells the (numeric) usefulness will diminsh quite a lot.



Also: If I want to have say Arcane shield up when I get attacked it might be a good idea to actually cast it before battle as I might get intrerrupted during the battle while casting and that will defnitely not do me any good...

#112
Edwind1

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except, even with spellbloom i run out of mana in long boss fights (i spent 45 health poluticess, 25 lesser health polutices 10 greater lyrium, 13 potent lyrium, 7 lyrium and 25 greater lyrium potions on the final boss fight total on all characters, on my first succesful attempt, admittedly i didn't use a lot of cannonfodder, witch mean a lot of healing and damage spells). I remember on level 10 when i had 18 wisdom and 38 magic i ran out of mana in 4 or 5 spells, witch is about 10ish seconds. With spelbloom on.

#113
mufuti7

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Crawling_Chaos wrote...

Some people don't like to spam potions after using a single spell.


This is why some people like to focus on magic so you can cast a decent number of spells before you have to throw in a potion.

Willpower is not exactly a wasted stat but I dont think there is any scenario in which it would be more profitable to spend 1 point into willpower if you can spend it into magic.

#114
T1l

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Posted Image"Willpower is useless for mages"

Modifié par T1l, 07 décembre 2009 - 12:15 .


#115
Inarai

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mufuti7 wrote...

Crawling_Chaos wrote...

Some people don't like to spam potions after using a single spell.


This is why some people like to focus on magic so you can cast a decent number of spells before you have to throw in a potion.

Willpower is not exactly a wasted stat but I dont think there is any scenario in which it would be more profitable to spend 1 point into willpower if you can spend it into magic.


To single spell damage, maybe.  Extended term?  Gets a little complex.

#116
Althernai

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DragoonKain3 wrote...

But to powergamers who wants their characters to be as powerful as they can be? Willpower is 'useless' for that purpose, considering that activated spells are much more powerful than sustains.

The choice is not between activated spells and sustains -- you can easily use both. The opportunity cost from spending points on things other than Magic is something on the order of 10-15% effectiveness of the activated spells. This is not worth building a character around it.

#117
rumination888

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Winterbay wrote...

This thread is funny because people seem to accept that there are two srots of players min-maxer/powergamer and RP/casual player, but then continue to argue as if only one of those are the correct way of playing...


Whats actually funny is that a real RP/casual player wouldn't care about this thread.

"I'm a roleplayer and I role-play my character as a very determined individual. So, I add points into willpower knowing full well its useless compared to the alternatives" <--- thats the thought process of a roleplayer intelligent enough to understand game mechanics

"I'm a roleplayer and willpower is useful!" <--- thats the thought process of a powergamer that uses "roleplaying" as an excuse for making bad decisions

#118
Urik187

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dont forget this makes more of a difference depending on the difficulty you play. also for certain spells your willpower is a save is it not?


#119
Matthew Young CT

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Urik187 wrote...

dont forget this makes more of a difference depending on the difficulty you play. also for certain spells your willpower is a save is it not?

no

#120
Creature 1

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Tomark wrote...

argh...numbers.

Anyway, a few things:

chugging potions is not only lame, it screams of exploit to me. I really hope an official patch makes addiction to lyrium sort of possible, or at least a 'each potions taken in a fight has 50% less effect than last one'.


I don't like this idea.  I try to conserve my better lyrium potions for obvious reasons.  I don't want to take a regular potion during the fight and then because of battler situations have to take a stronger one and get half of its effectiveness chopped off in one go.  Maybe they should put in an overdose option, so you get negative effects if you consume to much in one battle?

#121
Matthew Young CT

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who cares how they do it as long as they nerf them good and hard

#122
themaxzero

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rumination888 wrote...

Winterbay wrote...

This thread is funny because people seem to accept that there are two srots of players min-maxer/powergamer and RP/casual player, but then continue to argue as if only one of those are the correct way of playing...


Whats actually funny is that a real RP/casual player wouldn't care about this thread.

"I'm a roleplayer and I role-play my character as a very determined individual. So, I add points into willpower knowing full well its useless compared to the alternatives" <--- thats the thought process of a roleplayer intelligent enough to understand game mechanics

"I'm a roleplayer and willpower is useful!" <--- thats the thought process of a powergamer that uses "roleplaying" as an excuse for making bad decisions


This is the feeling I get as well.

A lot of the Willpower supporters seem just to be 2nd rate PGers.

When you call them on their poor arguments they say its for RP reasons.

If your picking WP for RP reasons why on earth would you care that its weak?

Modifié par themaxzero, 07 décembre 2009 - 01:22 .


#123
T1l

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The main argument for stacking magic is that you can spam pots; and not just "spam pots, I'm taking one every fight", I mean, "spam pots, I'm taking one every cooldown". Until that gets fixed, if that ever gets fixed, that's the correct way of thinking about playing the game.

"But how do I cast Storm of the Century without running out of mana?" Potions.
"How do a maintain DPS in a fight?" Potions.
"How do I play the game without keeping a balance of magic and willpower?" Potions.
"How do I beat any encounter in the game?" Potions.

Abuse potions until you're blue in the face. It ruins the game balance completely. Hurrah. Stupid? Yes. Game breaking? Probably. Unintentional oversight by developers? Definitely. Will it be patched? Probably not.

Modifié par T1l, 07 décembre 2009 - 01:30 .


#124
Matthew Young CT

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dunno why you say it probably wont be patched. it would be trivial to nerf them to hell just for nightmare or somesuch

#125
themaxzero

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T1l wrote...

The main argument for stacking magic is that you can spam pots; and not just "spam pots, I'm taking one every fight", I mean, "spam pots, I'm taking one every cooldown". Until that gets fixed, if that ever gets fixed, that's the correct way of thinking about playing the game.

"But how do I cast Storm of the Century without running out of mana?" Potions.
"How do a maintain DPS in a fight?" Potions.
"How do I play the game without keeping a balance of magic and willpower?" Potions.
"How do I beat any encounter in the game?" Potions.

Abuse potions until you're blue in the face. It ruins the game balance completely. Hurrah. Stupid? Yes. Game breaking? Probably. Unintentional oversight by developers? Definitely. Will it be patched? Probably not.


Who on earth uses that many pots? Honestly link me a post where someone talks about spamming pots as fast as the CD will allow.