Wednesday, August 6, 2008

Herald of Xotli: Feats (Mage)

Mageblood ***
Adds a good amount of Natural Mana Regen, good for longer PVP and PVE fighting as well as lowering downtime between fights.

Conclusion: Really only recommended if you don't have improved Body and Spirit Wrack, or in situations where using BaSW is impossible/difficult (PVP).

Spiritual Armament **
Raises your physical invulnerabilites by .5% a point and 1% for the 5th.

Conclusion: 3% isn't enough of a reason to invest 5 points in any situation.

Mind Phase ***
Reduces your theat produced in PVP, just like similar gems and gear.

Conclusion: Could find a home in early raid situations where the tank isn't geared too well, or is inexperienced, hopefully it won't be necessary for too long (if at all).

Archmage ***
Increases your fire damage.

Conclusion: If you do choose to go down the Mage Tree for whatever reason, mixing points in this and Mind Phase is a good idea.

Spiritual Aegis ***
Raises your magical invulnerabilities by .5% a point and 1% for the 5th.

Conclusion: Worth 4 stars in a situation where you need more magic invulnerability for a Raid boss, but this will be average between that 4 and the 2 it deserves otherwise because of the limited situations where magic invlunderabilities are needed at the moment.

Crimson Shield ***
Increases the damage Contract of Protection blocks total.

Conclusion: Fair for both solo pve and pvp, points could be better spent though.

Mystical Attunement ***
Increases you Fire damage by up to 39.

Conclusion: Great source for "free" fire damage, not worth going down into the Mage Tree for though.

Mirrored Iron ***
Gives your Contract of Protection the ability to reflect damage.

Conclusion: Pretty good for AoE grinding, but if you're this far into the mage tree you're probably not doing that.

Quickened Iron ***
Increases the rate at which your Contract of Protection replenishes itself, allowing it to block more damage per minute.

Conclusion: Best paired with Crimson Shield if you decide to tank.. oh wait, we wear cloth. Three stars because I'm sure you're sacrificing survivability in another tree.

Purge ***
Removes roots and snares from the targeted player, but also removes immunity.

Conclusion: Good for rushing someone, running from someone, or removing a root/snare from a class that only has one with a decent cooldown on it.

Malefic Chant ***
Your hostile spells have a chance of healing yourself for a marginal amount whenever they deal damage. Not a 4 because I'm not sure if they increased the healing or added the chance to proc on DoT spells, fiery weapons, etc.

Conclusion: Grab at least a point or two if you're in this end of the tree.

Spell - Misdirection **
Ok seriously, if you and your tank can't work together to keep the mob off of you you're gonna want to start somewhere else before this, maybe start with learning to control damage or teach your tank to do their job.

Conclusion: Hey, it works, but it should only be necessary if your tank dies and is immediately rezzed, even then your chance for survival can be slim depending on their spec so don't waste the points here.

Blood Hunger X
Useless for us

Conclusion: No, seriously, it's useless for us.

Specter Chant ***
Your hostile spells have a chance of returning a small amount of mana to you. Yet again, I'm not sure if this works on DoT spells.

Conclusion: Split points between this and Malefic Chant I guess, not sure why you're this far down the tree though.

Unleashed Power **
Increases the range of your AoE spells (Pillar of Flame and Polymorph aura primarily)

Conclusion: Only really useful when paired with Pillar of Flame (stacks with Reaching Flames)

Tome of Erik ***
Gives you a spell which temporarily increases spell damage.

Conclusion: Totally not worth going down this tree for.

Dark Meditation ***
A channelled spell that replenishes your mana.

Conclusion: Yet again, not worth going down this tree for.. in fact, nothing in this tree is really useful.


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