Matthew Young CT wrote...
No, but you should select your talents based on your attributes. Disablers (stuff that requires a save, basically) don't tend to be that good without lots of spellpower. Just as in dnd disablers weren't good unless you buffed your spell dc via +int or whatever. Damage spells scale directly with spellpower, and spells unaffected by spellpower are of course relatively speaking best for a low spellpower mage.nuculerman wrote...
For my Wynne to have 70 magic at level 16 she'd need to have 18 willpower and 12 Const. She's a blood mage/healer. How the hell does that make any sense? I'm sorry but I don't think Bioware meant all mages to dump every stat point into magic and just carry around 100 mana and healing pots just to ensure that their spells were effective. I know there's plenty of people that do that but considering there aren't any stamina potions I'd say that's 90% of the reason mages are so broken, so I refuse to do it.
And yet that's still completely irrelevant to my point considering I've played a mage with low spellpower with every single CC talent tree and not a one was resisted as easily as earthquake or even close. Morrigan with 40 spellpower also has sleep and waking nightmare. Almost never resisted. My other mage had mass paralysis and fireball. Almost never resisted. My other morrigan had blizzard. Almost never resisted. My other mage had the glyphs. NEVER RESISTED (the combo). And blood wound is almost never resisted. I mean, just let me know if I'm missing any here. Grease. Almost never resisted. Earthquake? Resisted at least 50% of the time.
And petrify? Longer cool down time than CoC, more easily resisted by a long shot than CoC, two tiers higher than CoC, and single target vs. typically 3 or 4 targets. So rock armor is fine if you're an AW, and stone fist is pretty useful, but earthquake and petrify are terrible, COMPARATIVELY. So back to my original point. Someone please mod earthquake so it doesn't suck compared to the rest of the mage spells.





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