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If I am level 3, and bump my earth skill to 3, then air and water are both 1 still. If I put on an item that adds +1 to all magic skills, I had assumed it would leave earth 3, air and water would then be 2. This isn't the case, they are still 1. Can someone explain what the + to all magic skill items do? They don't appear to do extra damage, add skills, or have any noticible effect.
Comments
If they still work the same, the plus magic type skills simply put increase your level of casting ability. What does this mean? Well, there is less chance of being resisted. It does not increase your damage very much at all. This is the reason that, when I played, going 50 in one magic type was the thing to do. 50 trained plus 50 focus = never being resisted and you get to do a lot of damage.
Cool, thanks! I brought my 50 theurgist to Ywain 6 and it's letting me respec him. I looked up some templates, and see now that crafted armor allows for +x to a skill:
Skills
------------------------------------------------------------------------
11 Wind Magic
7 Cold Magic
7 Earth Magic
Like this item:
Feet (Dragonsworn Stiched)
Imbue Points: 37.0 of 10 Quality: 94 Overcharge: Impossible!
Gem 1: 12 Hits - 99 Uncut Blood Essence Jewel
Gem 2: 4 Wind Magic - 99 Flawed Air Evocation Sigil
Gem 3: 9 Slash Resist - 99 Polished Watery Shielding Jewel
Gem 4: 11 Crush Resist - 99 Faceted Fiery Shielding Jewel
Crafted Stat 15 Dex
Utility: 63.00
Since it's not +x to skill, it's just 4 Wind Magic. Think that actually adds 4 points to the wind magic skill?
It's called focus. Been a while since I played DAoC so I guess i didn't explain that properly. +Magic types are basically +focus. +Focus does not increase your damage a lot, as I stated previously. It merely makes your casted level higher meaning you are resisted less. i.e. you have 39 trains in wind and have a +50 wind magic focus item. Your effective casted level is 89. Since the maximum level is 50, you are casting 39 levels above and therefore are resisted less often. Yes you will get that once every so often roll that allows an enemy to resist your spell causing them to take half or no damage, but it is not likely. However, unlike skills like infiltrators envenom, which adding +skill items increases, it does not increase your ability in magic. i.e. Infiltrator has 26 trains in envenom + 11 realm ability levels +21 envenom enhancements to gear can use level 50 life bane poison. I think infil/sb/ns were the only ones that could actually alter their actual skill tree with enhanced gear, at least when I played it was that way.
are you planning on pve'ing or pvp'ing because if you are wasting that many imbue points on armor for + to magic that idk what to tell you..... if you aren't specing 50 if magic, you can get composite with a FEW points in your temp (which you will get from toa gear + to all magic) and a few realm levels, get mastery of focus (i believe thats the one) and you should be pretty good on resists in a few realm ranks
by the way you are a theurgist? you are an interrupting class.. you don't even need to worry about this stuff more than other people, your sole purpose is to cast those pets on casters/healers so they can't cast
and armor has allowed spellcrafters to allow stats put on for basicaly forever, where ya been?
To this comment I say, depends on the type of theurgist. Wind Theurgs are the third CC class in Albion. Earth are Seigers, their pets do the most damage to doors and walls. Water Theurgs were hardly ever played but basically they have the ranged attack pet that slows opponents down.
Been gone for 9 years? 6 years? Something like that. I'm a theurgist, and was wanting minimum 45 in earth for the gruop bladeturn, and a 32 in air for the largest stunning pet. However, there aren't enough skill points for that. If "Gem 2: 4 Wind Magic - 99 Flawed Air Evocation Sigil" adds 4 points to the actual wind skill, then I can get to 45 in earth, 29 air, and the +4 would make up the difference. I'd like my cake, and I'd like to eat it too, basically.
Nothing you do for a caster, with gear enhancement, is going to allow you to have more than 50 trains in your skill tree. It's a limitation they built into the system to ensure that you don't have things like 50 wind 50 eath 50 water theurgs running around aoe CCing whole groups then quickly killing them off with level 50 air stun pets + level 50 earth pets dishing out damage + level 50 water pets keeping them from running away. Casters would be so over powered if that were allowed that game play would not be fun even in the slightest and you would have 1 person running around the forts and towers keeping the entire enemy realm from coming through.
Edit
Actually I think the skill cap on casters is 69 points. I seem to recall the most popular caster builds had like 50 19 0 or something close to that.
Well, that answers that I suppose. Will just settle for a shorter bladeturn then. How does this sound. Earth 37 for a 16% combat speed debuff, 8 second repeating bladeturn, then 39 air for the 27 second aoe mez, and highest level air pet?
With the change to the bubble in RvR, getting the red bladeturn is useless unless you heavily PvE.
Get the Yellow bladeturn and then decide if you go rest air for the nukes or ice for the annoying pet that will pretty much lockdown any enemy support and kill them if you're lucky since their nukes hurt.
This is wrong....in every way.
+to magic skills does increase damage as much as training the skill the same amout as the +(so being 20+4, would make you damgae output the same as 24+0 while using idetical spells.) + to magic doesnt increase resist rate, only the level of the spell , the RA Mastery of Focus(which adds to resist level of a spell up to a spell resist lvl of 50, so with MoF giving 17 levels, a lvl 33 spell would have the same resis rate as a lvl 50 spell, but a lvl 45 spell would only gain 5 lvls making it equal a lvl 50 in resist rates, damage is not affectd either.), and the Focus mythirian. The focus on a staff tht gives lvls to spell lines, up to 50, reduces power consumption, a focus equal to your level makes baseline spells(spells you don;t spec for) cost the amout they delve for, and specialization spells cost less than their delve.
I don't think they ever worked the way you described, been this way since I began playing, which is slightly before ToA.
If you're going to spec significantly into air either go 50 or 32, you're AoE is only meant for worst case scenario's, and even then 5 seconds more isn't going to make much of a difference in 99% of situations, and tanks with det willl just run right through your mez.
35 earth, 25 ice, 32 air has been one of the best specs for a long time, all your pets attaining their max lvl is a huge bonus.(hit/miss/resist rates will be at their best for your pets)
The value you have in a magic skill determines the damage varience, not its overall damage. So, having 30 in a spell line will give you a lot more varience than having 50. 50 pretty much means you get close to max damage every hit. If you get 50+ then you max out your damage every hit. It also makes it so that your crits do more damage by having less damage varience.
Master of Magery increase the overall damage of your spell
Wild Power increases you chance to critcal hit.
Mastery of Focus increases the level of your spell for resist purposes only. A level 47 spell will resist more against higher level mobs than a level 50 spell. Additionally, the resists players have reduce damage and part of how much it is reduced be is determined by the level of the spell. If you have some good utiliy spells in your second spell line, MoF is good to have. MoF 3 or so will raise many of these spells to a level high enough to be useful.