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Thread: Spellpower

  1. #1
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    Default Spellpower

    Hi,

    can someone give me please a breakdown for a realistic fire spellpower at endgame. I'm still sitting with 234 spellpower on a Wizzy and wonder how other can do so much dmg.

    If you have, please compare to a sorc as well.

    Thanks in advance, regards Bo
    EU player since release, US player since winter 2009.

  2. #2
    Community Member HastyPudding's Avatar
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    Well, if I can guess correctly:

    +100 flame manipulation enhancements
    +120 equipment bonus (combustion item)
    +3-27 implement bonus (depends on enhancement bonus of item, +1 ~ +8 and +1 from artificer weapon buff)
    ------------------------------
    247 raw spellpower maximum
    ------------------------------
    +150 maximize metamagic
    +75 empower metamagic
    ------------------------------
    472 with full metamagic
    ------------------------------
    +25 xachosin eardweller (psionic bonus)
    +20 greater inferno clicky (alchemical bonus)
    +30 fire dragon heritage (draconic incarnation)
    ------------------------------
    547 with miscellaneous bonuses

    As far as comparing to sorcerers, a wizard will never reach their damage capabilities. While the elemental savants do not add raw spellpower, they do add caster/maximum caster levels to their specific spells which increases damage due to a higher level spell (as well as bypassing 15% a mob's resistance), rather than a spellpower bonus.
    Last edited by HastyPudding; 02-23-2013 at 10:43 AM.

  3. #3
    Community Member DynaTheCat's Avatar
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    Realistically, there is never enough fire spell power.

    Like, I mean, if you're going fire.... literally not enough firepower.

    Like, for realz.

    You might be bearable for some underdark quests, but... for realz.

  4. #4
    The Hatchery sirgog's Avatar
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    Quote Originally Posted by DynaTheCat View Post
    Realistically, there is never enough fire spell power.

    Like, I mean, if you're going fire.... literally not enough firepower.

    Like, for realz.

    You might be bearable for some underdark quests, but... for realz.
    Fire is by far the least resisted element at endgame (other than sonic and light but there's no Wizzie spells of note there). Electricity is what the most bosses are immune to, with cold having issues too.

    Some people are stuck in the past somewhat, back when Shroud and TOD and VON6 were endgame.
    I don't have a zerging problem.

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  5. #5
    Community Member WruntJunior's Avatar
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    Quote Originally Posted by sirgog View Post
    Fire is by far the least resisted element at endgame (other than sonic and light but there's no Wizzie spells of note there). Electricity is what the most bosses are immune to, with cold having issues too.

    Some people are stuck in the past somewhat, back when Shroud and TOD and VON6 were endgame.
    With GH, every element has its tough spots, I agree. In all honesty, for a wizard, I'd pick whatever element you find more fun - the most effective spells to use will likely not be elemental spells anyways. Fire isn't really any worse than ice or electric now...and in all honesty, in one of the toughest (and most rewarding loot-wise) quests (EE Tor), EVERY element is resisted by at least one boss. Fire is no longer the horrible element - they're all decently balanced depending on what you want out of it.

    For sorcs, though, I quite like electric even though it's often resisted...the utility of air savant 3 is just very strong.
    Pestilence: Wruntjunior ~ Dragonborn Fire Sorc (finished completionist project) // Wruntarrow ~ HW Archer // Youngwrunt ~ SWF SDK Bardbarian // Wruntstaff ~ Stick Melee (current tr project)

  6. #6
    Community Member HastyPudding's Avatar
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    You have to take into consideration the spells themselves (and savants for sorcerers) in addition to the element weakness/resistance of mobs. You don't see a lot of fire savants because the PrE itself doesn't give useful abilities like the others (intimidate bonus, a crappy 1d6 fire guard passive, and a level 18 ability that doesn't scale). Fire also isn't very useful in many raids (like ToD and shroud). Fire spells are also second only to electric spells in being DC-dependant, making them an unpopular choice for end-game content due to absurdly high reflexes in many epic elite quests. But, you see more air savants than fire because air has many more useful abilities, even though more things are immune. Cold and acid are popular among both wizards and sorcerers for end-game because they're very not DC-dependant, making them suitable for epic elite content.

    So, even though not many end-game things are immune to fire, it's just not a popular element due to its own weaknesses.

  7. #7
    The Hatchery sirgog's Avatar
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    Quote Originally Posted by HastyPudding View Post
    You have to take into consideration the spells themselves (and savants for sorcerers) in addition to the element weakness/resistance of mobs. You don't see a lot of fire savants because the PrE itself doesn't give useful abilities like the others (intimidate bonus, a crappy 1d6 fire guard passive, and a level 18 ability that doesn't scale). Fire also isn't very useful in many raids (like ToD and shroud). Fire spells are also second only to electric spells in being DC-dependant, making them an unpopular choice for end-game content due to absurdly high reflexes in many epic elite quests. But, you see more air savants than fire because air has many more useful abilities, even though more things are immune. Cold and acid are popular among both wizards and sorcerers for end-game because they're very not DC-dependant, making them suitable for epic elite content.

    So, even though not many end-game things are immune to fire, it's just not a popular element due to its own weaknesses.
    I agree with this, but if you are talking endgame you need to consider Draconic Incarnation too (even if you aren't DI you probably have Energy Burst twisted). IMO Fire or Acid is so much better here (and EB is so good) that it's worth speccing heavily into one of them to support a fire or acid EB.
    I don't have a zerging problem.

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  8. #8
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    Quote Originally Posted by sirgog View Post
    I agree with this, but if you are talking endgame you need to consider Draconic Incarnation too (even if you aren't DI you probably have Energy Burst twisted). IMO Fire or Acid is so much better here (and EB is so good) that it's worth speccing heavily into one of them to support a fire or acid EB.
    Why do you say fire is better than ice? I love fire (DBF is awesome) but usually run ice. Outside of some undead Skellies, seems like few things are immune to ice. GH obviously has fire giants so ice has been useful there.

    Not arguing, just trying to understand and get better.

  9. #9
    Community Member WruntJunior's Avatar
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    Quote Originally Posted by Durten View Post
    Why do you say fire is better than ice? I love fire (DBF is awesome) but usually run ice. Outside of some undead Skellies, seems like few things are immune to ice. GH obviously has fire giants so ice has been useful there.

    Not arguing, just trying to understand and get better.
    Probably taking EE GH as more of a consideration than older content, considering it's essentially the new end-game (though possibly only until u18), where any element is very strong (and outside of Tor, I'm not seeing a huge amount of fire giants, so it also depends on what you're farming).

    Then again, you can pretty safely pick whatever you want now as a wizard...sorcs have more to consider, though, because of savants (which is why air savant is so strong now - its utility is very useful for EE).
    Last edited by WruntJunior; 02-25-2013 at 06:53 AM.
    Pestilence: Wruntjunior ~ Dragonborn Fire Sorc (finished completionist project) // Wruntarrow ~ HW Archer // Youngwrunt ~ SWF SDK Bardbarian // Wruntstaff ~ Stick Melee (current tr project)

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