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A few questions on my mage build


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#1
Sawtooth357

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I'm about halfway through Origins, with specializations in Arcane Warrior and Blood Mage. I play my character as mostly a nuker (Arcane Warrior is just there to let me wear armor, I still use a staff). I'm playing on Nightmare for the first time and doing well, but I had a few questions:

1. Attributes: So far I've dumped every last point into Magic. Using Blood Magic and rarely ever drinking lyrium potions I've had no real trouble keeping my mana up so far. Is there a cap on what the magic attribute can do (in Origins and Awakening)? If I keep going at this rate I'll have over 100 points into the attribute by Awakening. I thought I'd add to constitution or willpower at some point, but so far there hasn't been a need.

2. Is Drain Life affected by +spirit damage gear?

3. Is Spell Might worth having active all the time? I've only experimented a little with it and wasn't sure if it was worth it.



#2
Mike3207

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I'm about halfway through Origins, with specializations in Arcane Warrior and Blood Mage. I play my character as mostly a nuker (Arcane Warrior is just there to let me wear armor, I still use a staff). I'm playing on Nightmare for the first time and doing well, but I had a few questions:

1. Attributes: So far I've dumped every last point into Magic. Using Blood Magic and rarely ever drinking lyrium potions I've had no real trouble keeping my mana up so far. Is there a cap on what the magic attribute can do (in Origins and Awakening)? If I keep going at this rate I'll have over 100 points into the attribute by Awakening. I thought I'd add to constitution or willpower at some point, but so far there hasn't been a need.



2. Is Drain Life affected by +spirit damage gear?

3. Is Spell Might worth having active all the time? I've only experimented a little with it and wasn't sure if it was worth it.


1. No cap on magic-or any stat.
2. Yes, it's spirit damage. + gear will improve it.
3. If you have the mana, sure. Or the health, with a blood mage.It augments your spellpower,which is always to the good.

#3
theskymoves

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Attributes do cap, but the max is so astronomical that it's not an issue. *looks up hard numbers*

 

The base attributes (strength, dexterity, willpower, magic, cunning and constitution) cap at 1000.

Armour, defense, spellpower, and attack also cap at 1000.

Health and Mana/Stamina cap at 9999.



#4
DarthGizka

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A few minor additions...
 

1. Attributes: So far I've dumped every last point into Magic. /.../ If I keep going at this rate I'll have over 100 points into the attribute by Awakening.


If you put all points in magic and have the usual levels of SP boosts (staff, belt and robes) then you should be able to beat enemy resistances almost all of the time in Origins, including bosses. Residual problems tend to go away late-game because of enemy level capping (+5 per level difference in resistance checks).

Resistance problems come back in a major way immediately post-Origins, because enemy resistance cap is raised from 100 to 150 under Awakening rules. That makes further investment into spellpower advisable.
 

I thought I'd add to constitution or willpower at some point, but so far there hasn't been a need.

 

For that you need spare skill tomes & points (Clarity, Vitality) and maybe runes; using attribute points would be a waste. In any case you can respec in Awakening, so there's little need to gimp your Origins character.
 

2. Is Drain Life affected by +spirit damage gear?

 

Damage: yes. Health gain: no.

Same deal as with bomb spells, where +spirit gear increases the damage taken by the target but not the strength of the explosion.
 

3. Is Spell Might worth having active all the time?


No, only for special stunts. Spell Might increases spell damage by exactly 10% but the drained mana does more damage if you cast extra spells with it instead. Spell Wisp is a fair deal, 5% more damage for 5% more fatigue. However, nukers tend to have boosting gear for their two favourite elements (e.g. fire + spirit) which makes much more of a difference than Spell Might/Wisp at less cost.

If you turn on Spell Might for casting an Inferno and turn it off afterwards then the Inferno will cool down by 10%, since caster spellpower is evaluated at the time a damage effect is created on a target, not at the time of casting. Same for switching +damage gear (which gets evaluated for every damage tick).



#5
Sawtooth357

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Thank you, everyone!



#6
Elhanan

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As my personal priority is versatility, I prefer to increase Willpower for my Mages to 30 or so. For AW, I also prefer to have a DEX of 20-30; more for defensive purposes. Rarely played a Blood Mage, but likely did the same for CON when using it.

Also tend towards redistribution with the other classes, too.

I tend to use Spell Might for buffing spells beforehand, then deactivate it thereafter until it is required again. Believe one retains the benefits.

#7
Mike3207

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If you're a mage that tries to reach elementary mastery with all elements, I'd recommend the following to get to 40% with all elements in Awakening-Elemental Mastery, 3 Amplification runes on armor, and the 10% Elementalist's Grasp gloves.You might even switch out some of the 30% gloves and look at some of the other rings to make it to 50%.

One thing though-Elemental mastery doesn't work with sustains, or so the wikia says.

#8
DarthGizka

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As my personal priority is versatility, I prefer to increase Willpower for my Mages to 30 or so.


You're playing with a team, I take it?
 

I tend to use Spell Might for buffing spells beforehand, then deactivate it thereafter until it is required again. Believe one retains the benefits.


You may well believe that, but the truth is a bit more complicated.

Spellpower matters at the time a damage effect is created on a target, and most often that is the moment of impact. Inferno & friends create new effects at each heartbeat; toggling Spell Might off reduces damage from the next heartbeat on.

Damage amplification matters at each and every damage tick (even for a ticking bomb or Crushing Prison).

That gives odd patterns of changing Inferno damage if you switch from a good staff with +fire to a weaker one without (or no staff at all), since each Inferno heartbeat creates a damage-over-time effect of three to four ticks. Inferno's little brothers tend to do one tick per heartbeat, and Blizzard is totally weird (mixture of one and two ticks).

For Entropic Death, the caster of the cloud needs to have spellpower and +spirit maxed at the moment the combo hits. It doesn't matter who casts the hex or what shape they're in.

Haven't look at SotC, though.

#9
Elhanan

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Generally, I use Spell Might for SotC and buffing spells; cannot recall if it was used for other spells.

And sometimes I play with a party; other times solo. I still prefer adaptability and versatility over a static increase to Magic, Str, etc.

Rose was one of my solo Human Mage attempts. She was a SH/ AW. Stats w/o gear:

STR - 11
DEX - 24
Will - 30
Mgc - 87
Cun - 16
Con - 10

84% Accuracy w/ 2853 kills; 99% of Party dmg; Dmg Tot - 774,637; Greatest Dmg - 1012; Injuries - 0