![]() |
#11
|
|||
|
![]() Ya know, yummy, I would have agreed with you a hundred times over until recently. Now though, with charms breaking more often and more quickly, and resists on stuff like roots and slows and even mezzes being more common, I think that larger mana pools are much more important than they have been in the past, regardless of the situation.
Yes, mana regen is constant regardless of gear or stats. But only on the surface of things. If, over the course of 3 hours of soloing, you have to run to a zoneline or gate out of a zone a couple of times because you oomed before you could finish off the mobs you were fighting... you effectively lost a ton of useful mana because you burned a bunch but accomplished nothing AND you wasted time that could have been spent medding on the fight + recovery. The same situation applies in groups, really; if your group wipes because you OOMed after bad luck on resists during a bad pull, who cares if you normally save yourself a bit of mana over time by having extra charisma? You just lost XP and all the time required to CR and such on account of a too-small mana pool. | ||
Last edited by Tecmos Deception; 08-12-2014 at 09:44 AM..
|
|
#12
|
|||
|
![]() That's completely true and didn't take into account the new resist code.
While I would probably still stack cha over int (till caps) you've definitely gotta figure for those times things go tits up. And btw, from a completely untwinked enchanter on red, level 29 was when mana was not really a concern anymore (for the most part).
__________________
Yumyums Inmahtumtums - 59 Shaman Lemonspoon Icebeaner - 52 Enchanter Yumyums Inmahtumtums - 60 Enchanter | ||
|
#13
|
|||
|
![]() One thing to keep in mind is the only time your extended mana pool is used is when you have a full bar of mana. In XP group situations you are rarely full mana and your extended mana pool would be stats better appropriated elsewhere. If you are about to solo a tough mob or break up a hard room with a full mana bar then that extra 250-300 mana makes a difference.
Red and Blue gearing are far different for many reasons and on Red its tough to get high INT scores when you are geared heavily towards HP and resists and you don't really consider cranking all your bonus points into INT. On Blue people don't have to worry about catching a Fire or Ice spell at any time or getting pounded on by a monk, giving a whole different mentality to gearing. Regardless of what you choose to point out at roll, you don't want to be over the 200 INT softcap, when they are mostly wasted stat points. (Unless your gear is so uber you cant even help it) | ||
|
![]() |
|
|