Why is spirit bad for mages




















Teleport is useless in Spirit Savior. Because we don't have double jump this is near impossible for us. Iv'e been experimenting and have yet to find a strategy. Maybe rope lift? I have also been unable to succeed. I get maybe coins daily. As a BaM Main, I'm not looking forward to getting this far. Tried it again on my Kanna and I got like points. Teleport is completely awful, the delay makes it so that it's almost impossible to get away from the corrupted spirit once it gets on screen with you and the base movement speed is way too slow.

There are so many odd angles and slopes that it makes teleporting not work half the time anyway. I'm not good at this game, and will freely admit it, however, this daily will basically wall players off from getting to any higher level content because they decided to play a specific class.

There is no real alternative with symbol drop rates being so low. Honestly, this is even less fun than the Wondroid JQ. Blizzard developers need to learn to use a carrot as well as a stick. They can try to force us to take spirit by adding an ever greater mana tax, or they can make spirit useful to ALL mages, or both. They'd find that they have much better luck with the latter 2 options, for now at least they are focused on the first. Post by elilla Simply? It's only used for regen, and only one tree and specific build gains any benefit from it.

Point for point spirit is a poor itemization choice when you can pick other things that give you a better return such as spell or haste. As for molten armor? You might as well be using it long as you've got the regen to back it up and you're not bumping into the mungy point with hot streak. The best pieces for us pre-T6 quality gear had no spirit and no mp5 in fact, until 3. And as Fire was the best spec to raid with, we had to rely solely on Crits, gems, pots, and evo - no passive regen while casting.

With T6 gear, it had decent spirit on it, allowing the use of Mage Armor effectively. Problem is though, as Fire, you actually regenned more having higher crit because of talents. Warlocks also see increased damage and bigger [Life Taps] with a ratio of spirit to damage. Whenever mana is expended for any purpose, mana regeneration is interrupted for five seconds.

This is most often caused by casting spells, but diseases that drain mana will also interrupt mana regeneration. During this time, no spirit-based mana regeneration takes place unless the character has certain talents; there is also the fixed regeneration from MP5 items, which is never interrupted for any reason see the mana regeneration article for details.

Research by Whitetooth [1] shows that since Patch 2. In effect, the regeneration rate depends on Int, Spirit and character level. This is a rough rule of thumb, but is accurate enough for most situations. Intellect doesn't influence mana regen linearly, rather the square root of Intellect is used. This means that higher Int values yield diminishing returns, as can be seen in the following table:.

The moral from this table is that it's not a good idea to optimize Spirit at the cost of Intellect or vice versa. Both stats need to be developed in a fine balance. There's currently no source for the exact formula for health regeneration. It's quite probable that it has been changed similar to mana regeneration. When it comes to endgame gear, spirit health regeneration is not a factor which deserves any consideration, as the amounts of health regenerated are very low compared to the incoming damage.

Note also that, with the exception of Trolls, no Spirit-based health regeneration takes place while in combat. There are spell and consumable buffs to spirit.

Not all stack with each other, and some are seasonal.



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