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Quote:
Originally Posted by Ephirith
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The contribution from 20 STR or 20 DEX, though infinitesimal, adds up over that long period of time, and it's a solo/group scenario so those stats will not be capped in 80% of players, ESPECIALLY the type of player that is asking this type of question.
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The starting stat discussion has to do with the distribution of stats across items and buffs. Melee classes in Velious will cap STR and DEX eventually via a primal weapon and a combination of raid gear and raid buffs. This means you will eventually stop using those 20 starting stats in STR or DEX, as you'll be capped at 255 anyway. INT will most likely not be capped with gear/buffs, so INT is the better starting stat if you plan on getting a primal and raid gear. 200 extra mana is better than 0 STR or 0 DEX.
Quote:
Originally Posted by Ephirith
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Yes, this was my point exactly, and you are disagreeing with yourself in the other thread, because kill speed directly equates to mana sustain. Faster kills = less spells cast or lost opportunity cost in stunted regen, damage output, and suboptimal positioning options while waiting for a long clickie cast.
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I can give you a simple example with my recent video:
https://youtu.be/yZjWT9dj2uI?si=PB8P3Gpq26SJVdXO
Lets say we are killing a live mob in HS that needs 3 fears and takes 120 seconds to kill:
1. Fear Boots - 7 seconds cast, 0 mana.
2. Fear Spell - 3.5 second cast, 40 mana.
3. Meditate is 20 mana per tick.
3 casts of Fear is 10.5 seconds of cast time + 6 ticks (36 seconds) of med time. That is 46.5 seconds per kill.
5 casts of Fear Boots (Let's say 2 were interrupted) is 35 seconds per kill.
35 seconds (Fear Boots) is faster than 46.5 seconds (Fear Spell) when you look at both cast time and recovery.
My video already shows that I can maintain my HP with worn regen and Epic Procs, so a bit of extra HP lost during fear casts isn't a big deal.
I am not including standing mana regen, as both scenarios get the same amount of mana from standing mana regen.
Quote:
Originally Posted by Ephirith
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Max mana is such a bottom of the barrel shit stat for the majority of classes that I think even this debatable. You would have to gain a lot of max mana and/or lose very little sustain in order for that trade-off to come out ahead across a 5-10 minute fight.
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That is why I said it
can be more useful. Let's say you have FT1 and FT2. That is 40 mana per minute when including base 1 regen. You are getting 200-400 extra mana, depending on the fight duration. Whether or not the extra mana matters depends on when you need it. If you frontload most of your mana early in the fight (healing yourself while waiting for a slow proc), you may be in a position where you are OOM, and cannot wait another minute to regenerate some mana for another spell. In that case using a Crown of Rile for +300 mana roughly speaking may be better than wearing Narandi Crown for FT2.
Quote:
Originally Posted by Ephirith
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Then why is max mana any more useful for an iksar, if your solo challenge mobs are 55+ and max mana is a shit stat for other situations, according to you? What has the iksar lost in that situation, if nobody can click their blood embers?
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Max mana works the same for Iksars and non-iksars in a solo challenge scenario.
In solo/group xp scenarios, max mana is the way to increase the time between med breaks if you don't have easy access to cheap sustain items like blood ember clickies. Since Iksars don't have Blood Ember clickies, max mana is basically their only option until raid gear.
Iksars can still get Soul Defiler and Flowing Thought, but Soul Defiler in particular is expensive and rare.