For fire you have 3 damage spells (Fire Blast, Fireball, Inferno) and 1 combo (Grease Fire).
For nature, you have 2 damage spells (Stonefist, Stinging Swarm) and no combos.
For cold, you have 3 damage spells (Winter's Grasp, Cone of Cold, Blizzard) and no combos.
For electricity, you have 4 damage spells (Lightning, Shock, Tempest, Chain Lightning) and 1 combo (Storm of the Century).
For Spirit damage, on the other hand, you have all of the following:
Arcane Bolt
Mana Clash
Walking Bomb (Does spirit damage in-game despite the description that says nature)
Virulent Walking Bomb (Ditto)
Crushing Prison
Drain Life
Curse of Mortality
Death Cloud
Then if you include specializations:
Blood Wound
Blood Control (if the target resist the mind control)
And if you include the Power of Blood spells:
Bloody Grasp
And of course there are spell combos:
Entropic Death
Improved Life Drain
Nightmare
Shockwave (It does do a tiny amount of spirit damage)
So thats 11 spirit damage spells, and 4 spell combos that do spirit damage. Compared to the 12 damage spells and 2 combos of the other 4 elements combined.
Which is why I personally would prefer a blaster specialization that adds more primal damage spells than one that gives my mage even more reason to stack +% to spirit damage items to the exclusion of everything else.
Modifié par Darkemorrow, 09 février 2010 - 04:03 .





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