Well as you said, a battlemage is the wrong choice for something using a pure caster. The Arguement going on right now is that The battlemage is better than Wizard, even as a pure caster, because little difference. Makes me laugh. Everyone seems to forget to add in Items, armor, and SKILLS. A Pure magic will go 5 Con, 5 Fire, 4 Air, 3 Water, 17 skillpoints. And that's it, don't need anything else.Vardis wrote:If you put a battlemage in the back, why would his energy constantly be running out? 10 less from the two less willpower, and ~30 less from 5 per level instead of 7 isn't going to matter much. If you have just one caster, you should have ~300 mana (or more with archmage full set), so an extra 10-15% mana isn't that significant. It's not like an extra 10-15% damage would be. Even a greater energy potion won't top you off at that point, so you only get an extra cast from full to empty, and slightly more regen from the 2 willpower. I had so much mana with my back row alchemist, I went for the extra 20% regen instead of another 30 mana.
Don't get me wrong, a battle mage is the wrong choice for someone you want to purely use as a caster in back, but it's not like you're gimped.
On the other hand, you may be interrupting both your spellcasting and also your other characters' attacks by drinking Energy potions as your Battle Mage.gasgas wrote:The difference is that you don't need energy to stay alive, but you need health to keep casting. This thing is huge. You can't afford to interrupt your casting because you have to keep popping health potions cause your wizard takes 2 hits to die.
How does increased health/protection translate into extra time to pop Energy potions? If your Wizard/Battle Mage is being attacked while drinking potions in the back row, you will gain much, much more time by either changing the party's facing or just moving.gasgas wrote:A battle mage is superior in most situations in my opinion, it's true you have to spend some points in armor (he's probably going to get the skill tomes) and can cast couple fewer spells but the health pool and protection bonuses give you the time to pop a energy potions and be back in business. If wizard spells were faster then we could discuss of general effectiveness.
A lot of people are saying this, but the same argument can be made against the battle mage. You can always brew more Health potions if your caster is taking a lot of damage, especially with an Alchemist on the team.gasgas wrote:A factor that has to be taken into account is the party composition though. An alchemist is insane with a battle mage, who's never going to run out of potions, if you don't run an alchemist then probably a wizard would be better for a single encounter, but after that you're gonna need potions as well.
Again, the same could be said for Health. And with a larger Energy pool, you may be killing the enemy faster in a test of endurance.sapientCrow wrote:Extra mana is irrelevant as we have potions. The only time this is not the case is if there is no potions and the fight is an endurance test.
Heavy Meteor Swarm use with or without the extra mana is going to be needing a lot of potions.
Is correct. Like I pointed out in an earlier post. On my FIRST play of the game, completely BLIND, I ran with a Wizard, and he NEVER, Not even ONCE died. And I didn't even have an Alchemist either, so limited number of potions. But I still won with very few deaths and none of them my wizard. Most were my Barbarian getted cheap shotted by enemies not having cooldowns so went 'Hit-it-it-it-it*died*'. That is something I REAAAAAALLY hate about the enemies in LoG2, can't remember if enemies did it in LoG1. But Enemies here don't have attack cooldowns, It's completely random. So They can Hit. Wait. Hit. Wait. Then go Hit. Hit. Hit. Hit. And some like the undead, spiders, and ratlings can go Hit-it-it-it-it! I even counted once and had A Ratling with 2 throwing knives attack 12 times rapidly without pause in the time it took for my wizard to recharge after using Shock and finally use it and kill him.minmay wrote:The Battlemage advantage is completely irrelevant as by endgame I near had 100 Blooddrop Caps and more than enough Health Potions to spare in my Wizard's inventory.
I believe the enemies are simply using Special Attacks, just like the player can. You can't see them charging anything up, but the Ghoul's ability to hit 3 or 4 or even 6 times in a row is reminiscent of the Flurry of Slashes specials some bladed weapons have in-game. I don't think it's that they have no cooldown, they are just sometimes using an ability that attacks many times in a row. It just further reinforces the need to sidestep attacks whenever possible.Jirodyne wrote:Is correct. Like I pointed out in an earlier post. On my FIRST play of the game, completely BLIND, I ran with a Wizard, and he NEVER, Not even ONCE died. And I didn't even have an Alchemist either, so limited number of potions. But I still won with very few deaths and none of them my wizard. Most were my Barbarian getted cheap shotted by enemies not having cooldowns so went 'Hit-it-it-it-it*died*'. That is something I REAAAAAALLY hate about the enemies in LoG2, can't remember if enemies did it in LoG1. But Enemies here don't have attack cooldowns, It's completely random. So They can Hit. Wait. Hit. Wait. Then go Hit. Hit. Hit. Hit. And some like the undead, spiders, and ratlings can go Hit-it-it-it-it! I even counted once and had A Ratling with 2 throwing knives attack 12 times rapidly without pause in the time it took for my wizard to recharge after using Shock and finally use it and kill him.minmay wrote:The Battlemage advantage is completely irrelevant as by endgame I near had 100 Blooddrop Caps and more than enough Health Potions to spare in my Wizard's inventory.