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Which do i go for?


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10 réponses à ce sujet

#1
Naxela625

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I am about to level up into level 18, and im wondering whether or not my mage should try and start the frost line (for cone of cold), start the mana drain line (for spell might) or if i should get spell wisp for now.

#2
tetracycloide

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I usually prioritize spell wisp and spell might for after I have all the direct damage skills I'll use. Normally, however, I would have gotten to mana clash very early for the mage's tower so I'd end up getting spell might incidentally.



Consider, are you having any trouble with CC? If you feel all your fights are pretty easy as is, without much added utility then pick up spell wisp, it will speed things up. If you still have trouble with large groups or one really tough guy (revenants) and need another CC cooldown to lock them down then get CoC first.

#3
daddytat

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tetracycloide wrote...

I usually prioritize spell wisp and spell might for after I have all the direct damage skills I'll use. Normally, however, I would have gotten to mana clash very early for the mage's tower so I'd end up getting spell might incidentally.


If you cast spell might and then cast spell wisp do you get a super wisp? I've never had both spells at the same time b4

Modifié par daddytat, 16 janvier 2010 - 02:19 .


#4
tetracycloide

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Yes, the effects stack multiplicatively with one another. At 100 spellpower spell might would add 20 spell power and spell wisp would add 10. If spell wisp as activated and then spell might the net result is 131.

Technically you can make them stack indefinitely this way by cycling between them.  Wisp up, then might up, then wisp off, then wisp on, then might off, then might on, then wisp up, repeat.  Unfortunantly , or furtunatly as the case may be, the amount of spellpower that gets add gets smaller and smaller each time but it's possible to take the above scenario, at 100 spellpower, and use it to get to 132 without very many cycles at all.  My math is a little rusty on expansions and sums so I'm not sure what the limit of this function would be, I do know it grows more slowly the more iterations you go through quickly tapering off to millionths, billionths or even trillionths of a point of spellpower per cycle.

Modifié par tetracycloide, 16 janvier 2010 - 02:44 .


#5
Naxela625

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so you guys are saying spell wisp over Cone of Cold?


#6
tetracycloide

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At one point I think I'd put cone of cold off for one level to get wisp unless you're having a lot of trouble without the extra crowd control, yes.

#7
Naxela625

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No i got crowd control down, and my spellpower is low, so i went ahead and picked spell wisp :)

#8
CptPatch

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Naxela625 wrote...

I am about to level up into level 18, and im wondering whether or not my mage should try and start the frost line (for cone of cold), start the mana drain line (for spell might) or if i should get spell wisp for now.

Cone of Cold is certainly worthwhile -- it also gives you the opportunity for Shatter for quick kills.  And if you go one more to get Blizzard, that can be downright awesome.  (Not only does it inflict damage per round, it also gives a chance for Freeze in place and Knockdown.  _Anything_ that stops an enemy from doing what he would otherwise be doing is quite desirable.  Especially since, if he's not going anywhere, he takes MORE cold damage for staying in the Blizzard.)

#9
Ingahootz

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IMO, Cone of Cold is far more useful than the Wisp. However, Spellbloom is extremely useful as well (further down past wisp in the talent tree). Both require 3 points in their respective trees to get.



I'd still opt for Cone of Cold though. Great damage + Freeze Effect + Chance to Shatter an opponent. I've frozen almost 20 mobs at the same time with CoC. It's really really nice.

#10
asaiasai

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If you learn to stack the AoE spells they can be quite devistating, I like to use quake with every spell the only combo i think does not work as they cancel each other out is inferno and blizzard, but any other pairing is well worth it.



When i do the Redcliffe encounter i stack cast AoEs and keep my tanks out front the taunt what gets through the AoE and it is usually 2 hits from death. Makes the Redcliffe encounter easier and helps keep the villagers alive as the aggro is usually on me from the AoE which helps focus the taunts for the tanks.



Asai

#11
Carodej

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Naxela625 wrote...

No i got crowd control down, and my spellpower is low, so i went ahead and picked spell wisp :)


The "funny" thing about Spell Wisp and Spell Might is that they actually benefit most those who need it least.

For instance, if you're 18th level and have been trying to put about 1/2 of your attribute points into Willpower for the mana and 1/2 into Magic, you'd have a raw Magic attribute of about 46 giving a spellpower of 36.  Assuming about 14 points of spellpower more for the gear being worn, gives a total of 60.  A 10% bonus on this is 6 points.

But if you'd been putting all your points into Magic, your raw Magic attribute would be 28 higher, or 74.  With the same gear, that's a spellpower of 88.  A 10% bonus then would be either 8.8, though I am not sure if (or how) the game rounds in this case.  But even then, the previous example gives a mage with 66 spellpower with the boost on, which is less than the spellpower of this mage without any percent boosts.

All that said, Spell Wisp does not give you a 10% bonus.  It gives you 5 points plus 5%, which is a better bonus until your spellpower is 100 or higher.  Note, similarly Spell Might is not a 20% bonus, but actually 10 points plus 10%.  (I got this info by using the toolset and reading the code, but it's also posted on the Wiki.  Also, the code writes in a different, but equivalent form, i.e. it's something like (100 + spellpower)*factor, where factor is 5% for Spell Wisp and 10% for Spell Might.)

Modifié par Carodej, 16 janvier 2010 - 08:26 .