Arcane Magic vs. Spellfire
- mystikspiralfan
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Arcane Magic vs. Spellfire
I have a female elf Mage/Enchantress/Sorceror/Wizard. I have an Arcane of 23 and a Spellfire of 7. I'm wondering if it's still worth it to put points into Arcane or just pump it into spellfire. What say you?
"We're Mystik Spiral, but we're thinking of changing our name." -Trent Lane
- Damn Snakes!
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I have a Paladin/Wizard with 20 in Arcane and 9 in spellfire... just entering the Shadow Dungeon... so I should be up to 24 Arcane and 11 Spellfire when I leave... I take out a fire drake now with 1 Ice Shards, then 1 freeze, then about 4 or 5 magic sparks... just pick up the tooth and you are on your way!
and 2 Magic Missles kill any ghost... (hate those ghosts...)
and 2 Magic Missles kill any ghost... (hate those ghosts...)
- Falloutfan
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[QUOTE=mystikspiralfan]I have a female elf Mage/Enchantress/Sorceror/Wizard. I have an Arcane of 23 and a Spellfire of 7. I'm wondering if it's still worth it to put points into Arcane or just pump it into spellfire. What say you?[/QUOTE]
Go with Spellfire. Your Arcane is plenty high already. My anecdotal reason for suggesting this is that it seems to help with hurting enemies that have magic resistance. Although I can't confirm it, it seemed like some enemies are REALLY tough to hurt with magic otherwise. Some of the bosses seemed to be nearly immune to some of my spells until I popped a few more points into Spellfire. Think of it as "armor piercing" towards magic resistance, and Arcane as being mostly raw damage.
Seems to work like this: Arcane points create more damage, which remove hit points from your enemies. Enemies with more hit points and no magic resistance will be hurt most by more Arcane points. Enemies with a high magic resist will be hurt more by more Spellfire points, while the return from more Arcane points will be less impressive by comparison.
Anyway, advancing Spellfire at this point will probably be cheaper than advancing Arcane.
Respectfully
Falloutfan
Go with Spellfire. Your Arcane is plenty high already. My anecdotal reason for suggesting this is that it seems to help with hurting enemies that have magic resistance. Although I can't confirm it, it seemed like some enemies are REALLY tough to hurt with magic otherwise. Some of the bosses seemed to be nearly immune to some of my spells until I popped a few more points into Spellfire. Think of it as "armor piercing" towards magic resistance, and Arcane as being mostly raw damage.
Seems to work like this: Arcane points create more damage, which remove hit points from your enemies. Enemies with more hit points and no magic resistance will be hurt most by more Arcane points. Enemies with a high magic resist will be hurt more by more Spellfire points, while the return from more Arcane points will be less impressive by comparison.
Anyway, advancing Spellfire at this point will probably be cheaper than advancing Arcane.
Respectfully
Falloutfan
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"I will not be pushed, filed, stamped, indexed, briefed, debriefed, or numbered. My life is my own."