Post:Magic 3.0 and TM - 10/5/2010 - 15:15:57

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Re: Magic 3.0 and TM · on 10/5/2010 3:15:57 PM 12445
>>Yeah, not exactly surprised. Will higher Debiliation skills matter in a Debiliation contest, once you can cap mana?

It will not help the Debilitation contest, but there are two things it'll help with.
1) Snap casting.
2) It's not safe to assume capping a spell is the given it is now. Debilitation will need to be at ~1000 ranks to cap an Esoteric spell native to your own guild. Dramatically more to cap a Esoteric spell you're casting sorcerously or otherwise at a skill penalty.

At the same time, #2 isn't going to be the end of the world due to the introduction of Magic Stance and what I hope will be a good growth curve for spell power, but the point remains that for most players capping all your spells is going to become a long-term goal.

>>I still circle around to how survival primes don't seem limited in being able to boost all of their combat related skills, but Magic Primes it appears will be limited to boosting just one?

With the exception of the few guilds who will not have access to supernatural attacks at all (Thieves and Traders), bear in mind this isn't a "your combats" versus "their combats" thing. The Cleric needs Evasion if he wants to duck an arrow, and the Barbarian needs Debilitation if he wants to roar.

To that end, we're being sparse with Magic buffs across all the guilds. The two guilds that make out the best on spell-based buffs are Clerics and Necromancers. Moon Mages can be added to the list if we consider Prediction (though at that case they get added to every list).

-Armifer

This message was originally posted in Abilities, Skills and Magic (48) \ Magic - Suggestions, Discussions and Thoughts (16), by DR-ARMIFER on the play.net forums.