Schyzm wrote...
Inarai wrote...
Schyzm wrote...
Dark83 wrote...
We get 115 mana at level 1, and 6 per level. At level 20, it's 235 base. Pumping 60 points into Willpower gives 535 mana vs 235. So 10 spells vs 4 spells, roughly, before being slowed by drinking. So roughly two more spells in the first 10 rounds.
They have a 60 Spellpower difference, which is 20.4 with CoC, 6 with Tempest/Blizzard, 24 with Inferno. 36 with Fireball, 6 with Stinging Swarm and an extra 0.3 modifier with Mana Clash. So long as you have enough spells, the slight loss of damage is easily countered by sheer quantity of spells. If you have sustains up, the spells/drink ratio goes to Willpower more as well. It's also easier to get Spellpower items than Mana/Stamina if you're sticking with robes/staves.
no amount of willpower allows you to cast more spells than a person who put zero points into willpower.
Reading: You should try it!
Dark83 wrote...
We get 115 mana at level 1, and 6 per
level. At level 20, it's 235 base. Pumping 60 points into Willpower
gives 535 mana vs 235. So 10 spells vs 4 spells, roughly, before being
slowed by drinking. So roughly two more spells in the first 10 rounds.
Emphasis mine. And that's no meager difference, either. That means you'll go through most fights in the game without even touching lyrium, and likely drop your opponents faster.
unlimited lyrium=unlimited mana. and no you aren't "slowed by drinking" since drinking takes like .3 seconds and all spells have cooldowns. you also won't "drop your opponents faster" if anything you will drop them slower because your spells will do less damage before they go on cooldown. if "not touching lyrium" is a virtue to you then ok fine, but considering it's not an actual advantage in any conceivable manner I'm tempted to ignore your biased meaningless opinion.
again it'd be nice if people who actually knew the game commented on it instead of random fanbois trying to justify combat mechanics.
Sure, it does mean unlmited mana - but it slows you down... Not much, sure (but it's closer to a complete second, and given the pace some battles see...), but in some particularily harder fights, that can make a huge diference. Now, perhaps potions should be patched. But by maintaining a balance between the two stats (and you can weight it however you want), your mage WILL be more effective, especially in relation to any healing or control spells, for which there is often an immediate need, and drinking a potion + casting time is too long. Spells that stop an opponent, for example, interrupt actions. I can't use that to for that effect if I have to drink a potion first, because the effect I'm trying to stop has already gone off. An excessive reliance on potions takes away a lot of your tactical options.
Besides that, there's also characters with a lot of sustains to consider - they need to be able to run all their sustain, and mana potions won't do that.