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Mage School Spells?


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5 réponses à ce sujet

#1
Moebius2

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Is it worth taking all 4 spells of the Mage School chain?

Does Arcane Mastery get you much of a spellpower bonus?

Since obviously not all spells can be obtained, am I better off "saving" those spell slots for something else?

#2
beancounter501

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The second spell, Arcane Defense is a nice low cost way to boost defense. Staff Mastery is nice as well. Combine that with a Staff that does elemental damage with + elemtal damage gear and your staff can start doing very respectable damage. At level 13 I was hitting for 30 to 40 points. Can not go wrong with that. LOL, makes me think trying to go melee is a waste with a Mage.  The best hit I ever got from a staff was 150. Took a lot of spell stacking though with some serious boost to spell power.

The last one is OK. Five points is nice and all. Just one of those things that is good, but not game chaning good.

Modifié par beancounter501, 28 février 2010 - 02:32 .


#3
x-president

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I think it's worth it.  It's usually something I fill in during the later parts of the game.  The +5 spellscore boost is a nice cherry on top when you get close to the end.

#4
TBastian

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For any specialized mage the Arcane line is the perfect ending line. Any mage can benefit from all the spells in this line. Spell Mastery is one way of looking at almost two levels' worth of stats.



There's no reason not to get them, unless you're planning on making your mage a DPser + Crowd Controller + Supporter + Comboer + Utility all in one. Good luck with that.

#5
kombra

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It's a good line line but not a great one. Given how few spells you get, with a single mage in the party, I probably wouldn't get it.



Arcane Mastery gives 5 points of spellpower. Damage Spells scale like this:

(100 + Spellpower) * DamageFactor



So with 70 Spellpower, you get 3% damage increase from Arcane Mastery.



For spells with resistance checks, you get a 5% better chance to to beat the resistance check (e.g. for a monster resisting your spell 30% of the time, it would now be 25%).



If you have the glyph line (which I think is more useful), there is a defense increase spell in there as well. If your Mage is doing a lot of melee, you are doing something wrong. Use crowd control (the glyph line with Paralysis Explosion, Cone of Cold - the resistance check is bugged, so freezing almost always works, mind blast - short term stun and you drop aggro, Sleep / Waking Nightmare).



Of course, with staff focus you can make your mage a very good Archer. Given that you never miss and the insane armor penetration of Staves, if you toss in a Vulnerability Hex (the tier 7 staves in the core game do cold damage) and +Cold damage gear, you will be doing more damage than a 'real' Archer.

#6
Mr_Raider

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Considering you can get almost 35 spells in the game, I tend to fill out the arcane line after level 20. You just run out of good spells at one point.