I see no evidence that using lyrium pots is an oversight by the devs. I mean, the entire point of having lyrium pots but no stamina pots was because the Devs wanted to have someway for the mages to replenish their mana pool in battle.
So unless they take out Lyrium pots entirely (which they won't), the effectiveness of maxing magic will be here to stay. I mean, all I've ever used in battle are lesser lyrium pots, and I only used regular lyrium pots because I was too lazy to make some lesser ones and ran out of it mid dungeon (yeah, going to a new area with only 2 lesser lyrium pots wasn't a great idea lol). I haven't touched any of my tier 3/4 lyrium pots in my game, and I could use these in the case pots gets nerfed.
As such, even if they put longer cooldowns or reduced the healing factor, I seriously doubt things are going to change in that having max magic mage is the way to go. It might make it more expensive than it is right now, but considering gold (while not infinite) is easy to come by if you know what you're doing,
it will change not a whit about hard/nightmare difficulty apart from using a higher tier potion rather than a lower one.Althernai wrote...
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.
Yes, its pretty much one or the other. Why? Because of talent points restrictions. As a powergamer, one still does not have enough talent points to get every spell they want. I mean, if I already have to choose between Entropic Death combo or Storm of the Century combo for my max magic mage, how much more if I wanted to include more sustains? Sure my max magic Mage has some sustains, but those are merely gravy as they are prereqs for the more powerful activated abilities I wanted.
And 10-15% increase in effectiveness is pretty significant on bosses, as thats the difference between having spell wisp/might on and not. Sure against trash mobs, you probably won't see a difference, but you build your character against bosses, right?
This is especially true for checks, since its either your spellpower is high enough that they don't 'save' barring outright magic resist, or your spellpower isn't enough to affect the target. Since you don't know the magical number, you should get it as high as possible. After all, a CC is only worth its salt if it actually works.