You have no idea just how much you damaged your credibility with your
last few statements there.
Can someone else please help explain the
concept of Spell Resistance in
more understandable terms?
Okay, my mistype. I keep referring to physical + mental resistances collectively as spell resistance. Yes, I am aware of how spell resistance work. However, if you don't raise your Spellpower, enemies will resist you through Mental / Physical resistance. In addition, AFAIK, there is no way to lower enemies' spell resistance (wherein as elemental resistance can be lowered through vulnerability hex and affliction hex), so I assumed you were using my terms.
The game has so many +spirit damage mods because there are very few
spells that deal spirit damage. On top of that, so many enemies in
Awakening are heavily resistant towards spirit damage.
Yep, but Blood Wound is still my primary spell. As I explained earlier, I don't run primal spells for damage because of friendly fire. Even if you target certain spells carefully to avoid those (cone spells), it's pretty hard to hit everyone, especially when they aren't grouped up to attack the tank because they are all CC'd. CC / Nuker Mage implies CC is top priority. I could play a plain CC Mage if I wanted to, since a Rogue is the one that deals damage, but you can just use certain spells to CC people for so long I should do something else to contribute in that time.
You also can't deny the fact that Blood Wound is pretty much the best CC spell to use against a large group of enemies. It also deals rediculous amount of damage and pretty much kills an entire group by itself.
I've been playing the game and doing more tests and I've just discovered
that Draining Aura is actually capped at a certain damage.
It was obvious when Draining Aura never hits triple digit damage despite all the +spirit and spellpower mods I could find. But it doesn't mean I am not going to use it. I could probably be dealing more damage with Elemental Chaos, but that requires me to switch gear, and I am already using Blood Wound as my major spell. I could switch after using Blood Wound, but that's too much work.
Your claims that your CC/Nuker mage is superior to my Shapeshifter
interests me.
I am surprised. Pretty much the entire forum believes Shapeshifter is the worst specialization for the Mage and there are multiple threads petitioning it for change. This shouldn't be the first time this has happened. Even the stickied build thread doesn't mention anything about Shapeshifters (if it does, I never saw it).
Know that I am a powergamer - and I have very, very high standards.
To be honest, from the current situation where mostly everyone believes Shapeshifter sucks, I honestly don't know how you are a powergamer and promoting that to be the top build. I figured if your build was really that top end and beats all other Mage builds, most people wouldn't be complaining about Shapeshifters. That being said, I could be completely wrong about all of this since all we have been is discussing it. However, from personal experience, I've found Shapeshifters not effective.
My Shapeshifter using Reaper's Vestments, the Spellward, the Mage's
Running Boots and the First Enchanter's Cap has 40% base dodge, not including the bonus from Arcane Shield.
In human form I walk around with 33 armor thanks to Rock Armor, Shifter
and item bonuses, with 423 health from Master Vitality, Shifter
bonuses, and items (my other ring is Lifegiver). With Key to the City I
have 52% Spell Resistance on at all times, which I combine with Spell
Shield against mages. I took Spirit Healer as my second spec, so I have
more than enough heals. Combined with Elemental Mastery, I only have 20%
fatigue, 30% with Draining Aura/Elemental Chaos on so I can cast nukes
to go with with my auras. This fatigue is reduced to 1% with Invigorate
from another mage. I only have 607 mana with Master Clarity and Staff of
the Lost, but since I'm taking most of the aggro the Battlemage's Stoic
and the mana regeneration from my items actually give me a higher mana
pool in practice. And unlike a Blood Mage, I can use a poultice or use a
Heal whenever I feel like it (rarely have). My spellpower is 202 by
level 35, 226 with Spell Might for casting Inferno/Blizzard/Tempest
(lazy spells).
Why do you keep mentioning tanking? Like I said, my Mage has
never needed to tank. With all the enemies CC'd, no one is even getting a hit on anyone in my party. Even if they do get loose for some reason and tries to hit me, Glyph of Repulsion and Mind Blast serves as emergency panic buttons, and I can move back and/or throw additional CC's. I haven't met any enemies to spell immunity until the tentacles during the ending Broodmother fight in Awakening.
In short, I can lead my party's charge and nuke to my heart's content
with little to worry about. Each of my cone spells currently hit for
100-130 damage and with Fireball I can hit for 400-500 damage total per
combo, and it is ready again after 15 seconds. All the while Elemental
Chaos is hitting things around me for 40+ damage every 2-3 seconds. Hand
of Winter finishes off with 250+ damage. In practice I can repeat the
combo twice and pull off Hand of Winter before needing to use a mana
potion, so as long as mobs don't resist I can basically do 1450-1650
total damage within 30 seconds, without Time Spiral. With so much aggro
from my damage spells most mobs usually focus on me, so friendly fire is
minimized (and Stoic is optimized). I use Group Heal to deal with
friendly fire and other companion emergencies, or cast Force Field on a
party member.
You know what I do? I throw Blood Wound, and everything dies within 5 seconds. I turn on Draining Aura just to speed it up because I have nothing else to do.
To top it all off, after spending all my nukes I can shift to Bear to
Overwhelm survivors (usually a boss) for 600+ damage (yes I recently
broke my own record). Before shifting back to human form I use Slam
(Bear's Taunt) to draw Boss aggro so it focuses on me - Stoic turns each
of its hits into mana for my mage. Against monsters with Overwhelm (the
problem with Overwhelm is not the damage - Overwhelm disables my mage
for 6-8 seconds preventing me from doing my job) I shift to Flying Swarm
(immune to knockdown, knockback, Overwhelm). Swarm with Stoic is near
invincible (it regenerates mana almost as fast as it loses it, and my
40% dodge complements the Swarm's natural evasion. Swarm also draws
neaby aggro to it automatically - it draws so much aggro it can even
aggro Taunted enemies, optimizing Stoic) and with the Spirit of the
Woods gloves (+30% nature damage) my Swarm can hit for 60+ nature damage
per tick - unlike Elemental Chaos, the Swarm's does damage every 1 second. There are enough Balms
around that I don't have to worry bout Swarm's negative fire resistance.
You know what I do against a boss? I throw Petrify / Glyph of Paralysis and spam Cone of Cold and Hand of Winter. The boss is practically completely CC'd for the majority of the fight, and the Rogue is constantly backstabbing, which means the boss drops in less than 10 hits from the Rogue.
So basically my Shapeshifter/Spirit Healer/Battlemage is a
nuker/tanker/aggro-er/utility all in one, and all I need from teammates
is DPS and warrior/rogue-specific utility.
My Mage CC and nukes. CC being the primary role and nuking being a secondary role. I do two things and these two things only. I don't buff (well, I guess Glyph of Warding is technically buffing), I don't heal, and I don't tank. I don't do any of these things because someone else does it better. That's the basis of teamwork and it has been in RPGs since the early days.
That is powergaming. I'm not
saying it's the best setup, as there should be several more powerful
setups out there, but please do not take the term "powergaming"
lightly.
How is it power gaming if it isn't the best setup? Now, what exactly are you defining as the "best" setup? I have no idea if my
party setup is the best, however, I believe my Mage is the best setup because he provides the best way to ease the entire party through the game as a Mage. I believe the Mage does three things the best, CC, AOE Nuke, and Heal. CC is my primary role, and AOE Nuke is my secondary because I have enough CC as it is to basically "stunlock" everything. Your definition of the best Mage is versatility, which in my eyes, is not worth much in a team-based game in reasons I've mentioned multiple times.
In addition, I still don't understand how Arcane Warrior is a superior tank than a Warrior. Maybe in your eyes it's more versatile, but like I've repeatedly said, versatility is not worth much in this game. Warrior has better aggro management abilities than an AW, and this is further increased in Awakening. I don't know if Arcane Warrior can withstand more damage than a Warrior, but without better aggro control, that is nothing. Furthermore, with Awakening, Warrior can tank even better now, both in terms of aggro control and damage resistance. I've never ran the math for the damage resistance part, it just seems like it. While that may sound irresponsible, I hardly care, since I am not about to run tests to see if AW is better than Warrior when Warrior tanking has worked and sufficed. If there are evidence against this, I'll gladly switch over, but I am not about to go datamine it myself. Again, I've only played AW for a short time before I gave up due to boredom. I've also ran Shapeshifter and it didn't work out because I find the aspect of not casting spells while being a Mage
very counter-productive.
And I'll mention that I don't powergame, not in the same way you do. I don't bother to run repeated tests to maximize my power. I pick equipments I deem useful, look online for any information, and go with it. If it doesn't work out, I'll repeat and find something else. If it does, I'll compare it to anything that has worked out and see which is better. While that sounds like testing, I play the game to do this. I don't go out my way and find specific monsters to test on. There is not much testing anyway, there are not that many gear that boosts certain aspects.
And I still don't understand how you are a powergamer when no one accepts your theory on here about Shapeshifter. Furthermore, I can't fathom why you would promote versatility over specialization in a team based game. It feels like you are trying to min-max on a concept that wasn't top end in the first place, there's no point.
Modifié par AuraofMana, 22 mars 2010 - 06:28 .