Luster Bladewarrior
Member
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Hybrids: The fact that they lose 0,25 turns penalizes regular spells for them to the point where quickcast healing becomes good option. They would probably need some EXPENSIVE MP-using miscs and MP-costing weapon-based skills or more weapons like Heatwave at least to reasonably compete with warriors and mages, since as it is essentially 20% of their mana is wasted. Though pre-patch 39 MP-using non-INT stuff was penalized I think it would be unfair now since spells like Pumpkin Patch require you to have 3 stats to make full use and then another to be able to use. Poe build: Few major things about it: Allows the BMM to have a guest and spell of every element. If you're not a Poe BMM, then outside of few levels it is literally impossible, even with rares. And even in those levels, you're giving up pretty much 8 mastercraft bonuses to pull it off with compression, so it is rather steep penalty. This does kinda pigeonhole builds, obviously, since who the hell wants to attacks energy monster with ice guest since can't keep a water one in inventory? Especially FO ones, at that. This versatility is valuable. The other major thing about is that it combos with pre-existing equipment. Only other options for supporting guests are CHA-based or Paralysis/Celerity, while this opens up the window for all player-based boosts. Pretty much the only way to negate that is to make those boosts apply to guests as well, even if the situation can be improved by making more equipment that supports guests and pets (Golemmancer was interesting attempt but kinda impossible to use.) However, the turn delay does pigeonhole them into keeping only one pet active, and that is a huge penatly - very possibly larger than damage penalty, I'd say. Now, fun thoughts: Blood mage: One of my favourite builds, it is characterized by INT and END mainly. This idea was given birth with patch 39 providing us vastly more HP to convert to MP with +INT miscs, essentially allowing tank player to spend whole battle casting spells on each turn. Three major problems with this, though: 1) Unless you can use 45 INT MP-providing Misc, this build doesn't work since there are only efficient spells for light, water, dark. And the only one on my level are Shadow Crystals, so only being able to play on one day out of fourth is unacceptable. 2) The fact that you now have to use INT-giving Misc to get INT up to 200 to increase your MP means that the spells are essentially at large penalty compared to regular mage - kinda like using melee weapons with 150 STR. 3) The END doesn't appear out of nowhere, you have to sacrifice points for it. These problems would be in extent surpassed by CHA-based MP spells. And still, casting a spell on every turn is a nice dream and certainly possible still at higher levels. It also avoid pigenoholing into FO armors for faster battles :p. The build is rather more competitive now with recent Warlic's Orb release, even if still not quite what it used to be.
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