I understand it from the logical point of view, since anything revolving around undeath is hardly natural, so we get magic requirements for this tree, but
but
It's a category point AND lots of wasted stat potential for a tree, which, while flavorful, doesn't seem to be excessively powerful to me.
So since wyrmics get absolutely no benefit from magic stat, I would suggest giving the first sustain also the ability to convert it into something useful, like turning spellpower into mindpower/crit/dmgpen or anything, really.
So, what do you guys think? Are you fine with the said tree being "as is" or do you think it would be fair to tweak it with some kind of magic-stat synergy?
Undead Drake tree and magic requirements
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- Archmage
- Posts: 318
- Joined: Fri Oct 09, 2015 2:27 pm
Re: Undead Drake tree and magic requirements
It's still a decent tree without pumping Magic because you only need equipment for the requirement, but the breath in particular needs a lot of investment to make it work good. Either way though, you'd be sacrificing Antimagic.
This tree may be more useful with addon synergy; getting spell trees from Arcanum for so there's more reason to sink magic in for example, or Verdant's corrupted sandworm heart tree.
This tree may be more useful with addon synergy; getting spell trees from Arcanum for so there's more reason to sink magic in for example, or Verdant's corrupted sandworm heart tree.
Re: Undead Drake tree and magic requirements
Yeah, something like this was along my thoughts - have a spare set of +magic items to level up skills, swap out afterwards and disregard necrotic breath entirely.
But I think it would be much better to make people want to invest in magic, if only a little, as opposed to begrudgingly accept the necessity.
And while spell trees from escorts / that one expansion place are certainly a possibility, I am not convinced that it's enough.
But I think it would be much better to make people want to invest in magic, if only a little, as opposed to begrudgingly accept the necessity.
And while spell trees from escorts / that one expansion place are certainly a possibility, I am not convinced that it's enough.
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- Cornac
- Posts: 43
- Joined: Sat Mar 28, 2015 4:07 pm
Re: Undead Drake tree and magic requirements
Pretty confident that the whole "magic" thing is just there for lore/Adventurer purposes, lol.
Necrotic Breath is the only talent in the category that benefits from a higher Magic stat, and it isn't good anyway. You could raise Mag for like Celestial/Light or something but your mindpower will still be higher so the first two talents won't care.
Raze is a no-questions-asked 5/5 for any Wyrmic that isn't antimagic (and Wyrmics already have Fungus so antimagic is a weak choice for them), it doesn't really need to be any better, if you wanted to add a passive buff somewhere it'd be better placed on the second talent.
Necrotic Breath is the only talent in the category that benefits from a higher Magic stat, and it isn't good anyway. You could raise Mag for like Celestial/Light or something but your mindpower will still be higher so the first two talents won't care.
Raze is a no-questions-asked 5/5 for any Wyrmic that isn't antimagic (and Wyrmics already have Fungus so antimagic is a weak choice for them), it doesn't really need to be any better, if you wanted to add a passive buff somewhere it'd be better placed on the second talent.
Re: Undead Drake tree and magic requirements
Is it possible to get the DLC and get the undead drake off the steam version?