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Originally Posted by Manumitted
The thing I dislike about Fire Maelstrom is that it hurts me worse than the mobs most of the time. Something volatile--the spell effect itself?--always seems to go boom close enough to hurt me unless I run away from the instant I cast the spell, which reduces the opportunities to fireball the fish in a barrel. It's good only for crowd control.
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Could it be an earthquake? Might be hard to see with the maelstrom going on.
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I don't think anything hurries up a cooldown timer, even dying.
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OK so the cast time gloves are really for spammable spells, which is fine. They allow you to fire faster spammable spells if you have the mana for it, so you don't need to boost their level as much and can concentrate on other skills instead. That's a fair trade. I don't think that solves mages' (or other classes') problems. And those gloves are rare enough that we can't count on them. Also, non-mage characters (or half mages) will prefer something else over fast cast items.
While I'm on this topic, I should mention what I think masteries should be like: they should essentially be group discounts. If I know I want to specialize only in fire mage spells, it's worthwhile to get fire mastery so that I can build up more fire spells in my repertoire while spending fewer skill points. It's not as good of an investment if I want to diversify between different skill trees, say fire and ice. In that case I'd need to buy the spells at full price, or try to get a group of ice and a group of fire and get both masteries to try and save. This is how the spells should work. Instead, right now they're just used for survival.