Fortified manashield is changed to 75 percent. Not 70
The mp consumption is not 30 percent but only 14 percent. That 30 percent IS WITHOUT THE MP CONSUMPTION from the skills and items. There are mp consumption passives and substat from the sh itself and IT WILL LOWER THE MP COST OF FORTIFIED MANASHIELD. so after the mp consumption passives and from the items that 30 percent will be lowered and can go to 14 percent if you get max mp consumption passives.
Ill borrow katsura's picture on his mage.
Total mp 27490. Mp cost to recast:3848
How many manashields do you think is that? is it 3? is it 5? obviously No
This is just on option of another build to further improve survivability. Its to say something that's why i posted that. Its just that everyone is going over and over about it and they never actually checked this before they do so.
Yes the mp cost is increased. Once i changed back to my previous build for pvm, it ate so much mp i can die in less then 5 secs cuz of how much i agro with mage aoes as well as mana dying and me not being skilled enough or having enough ap to kill the mobs in time before i died.
Thx for a friend that was healing me like nuts, i didn't die.
I've seen mages in AA still doing massive damage and it reduces a lot of the players hp in one area very fast. Again, that's the reason why everyone targets mage 1st.
Finally, looking at max mp comsumption passives way, before this it was 20% mp to cast ( if i remember correctly) and if you get everything, it could be possible to reduce to even 1% last time. So yeah.... depends on people's builds really.
Here's something i dragged from the manashield thread by adya.
http://forums.warppo...ield/?p=2147859
Also yes i only pvm. Again, it doesn't mean i don't occasionally do pvp. I've been with my raider a lot of times. Trying to kill with my stupid build (seriously it is bad). So before you say anything about my signature please read this as well. Don't count me out of pvp just yet. Although i still hate it in general.
Also these changes are all based on pvp, noone notice it will also take affect on pvm.
Devs, community, and everyone that reads this, consider all aspects of the game for both pvp and pvm before asking for a nerf. What balancing is doing from pvp perspective is starting to hurt pvm.
*off class topic*
Nerf on flames is actually something i like that made balance on both sides, pvm, it still healed and it is very useful when it doesn't die over time. Pvp, it heals more but in a longer interval making it not to relied on as when it comes to pvping, its super fast paced
Edited by KatsuraKujo, 31 May 2015 - 07:02 AM.