Spiritual Mana Control: Difference between revisions
VANKRASN39 (talk | contribs) mNo edit summary |
VANKRASN39 (talk | contribs) mNo edit summary |
||
Line 36: | Line 36: | ||
| Wizardranks = 1 || Wizardcost = 0/15 |
| Wizardranks = 1 || Wizardcost = 0/15 |
||
|}} |
|}} |
||
== |
==Resources== |
||
*[[Mana sharing (saved post)]] |
*[[Mana sharing (saved post)]] |
||
*[[Elemental Mana Control]] |
*[[Elemental Mana Control]] |
||
*[[Mental Mana Control]] |
*[[Mental Mana Control]] |
||
== External Links == |
|||
*[http://www.play.net/gs4/info/skills.asp#manashare Skills: Mana Control], on Play.net |
*[http://www.play.net/gs4/info/skills.asp#manashare Skills: Mana Control], on Play.net |
Revision as of 10:47, 4 July 2015
The Spiritual Mana Control skill serves the same purpose as Mental Mana Control and Elemental Mana Control; it determines the efficiency with which a player can share mana with other players via SEND (verb). Clerics, Sorcerers, and Empaths are the pure professions that benefit the most from SMC, along with the Ranger and Paladin semi professions. The maximum benefit for sharing mana is achieved at twenty-four ranks, though many casters continue to train in it to aid some of their spells, increase the rate of return of their mana, or compensate for another player's low skill. It should be noted that even at maximum efficiency, there is still approximately a 5% loss of mana during the transfer.
This skill directly increases the amount of mana gained per pulse.
- If this is your primary mana control skill, then you will receive a bonus of one mana per pulse for every ten (10) ranks. For Hybrid (multi-Realm) professions, your "primary" realm for mana control is defined as "that one--of the two of which you are a Hybrid--in which you have the most ranks of Mana Control."
- If this is your secondary mana control skill--you are a Hybrid (multi-Realm) profession and this is the Realm in which you have fewer ranks of Mana Control--then you will receive a bonus of one (1) mana per pulse for every twenty (20) ranks.
SMC also factors into avoiding Spell burst, runestaff defense, and some alchemy skills (mainly determining success at the training cauldrons).
Spells affected by SMC
- Spirit Dispel (119) - every 75 skill bonus will reduce mana cost for ending a spell by one
- Spirit Guide (130) - reduces severity of the sickness
- Living Spell (208) - decreases mana needed to cast a stolen spell by 1% per 2 ranks
- Major Sanctuary (220) - increases the chance of success
- Spirit Slayer (240) - CS boost is 25 + seed 5 ranks
- Raise Dead (318) - reduces the chance of a raise injuring or killing the caster; the chance is 100% - SMC bonus and reaches 0% at 24 ranks
- Divine Wrath (319) - increases the damage of the secondary flare and reduces the time between casts
- Scroll Infusion (714) - reduces the mana cost of infusing scrolls
- Dark Catalyst (719) - increases the amount of mana returned
- Implosion (720) - decreases the cost of focused casts (combined effect with all mana control skills)
- Sympathy (1120) - with Mental Mana Control, increases the number of possible targets at the rate of ((MMC + SMC) / 10)
- Troll's Blood (1125) - lessens the interval between stun break attempts
- Regeneration (1150) - reduces interval between regeneration pulses by one second per 100 SMC skill
- Divine Word (1640) - reduces the chance of a raise injuring or killing the caster; the chance is 100% - SMC bonus and reaches 0% at 24 ranks
Ranks and Training Costs
Type | Square | Semi | Pure | ||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Profession | Rogue | Warrior | Monk | Bard | Paladin | Ranger | Cleric | Empath | Savant | Sorcerer | Wizard |
Max Ranks Per Level | 1 | 1 | 1 | 1 | 1 | 1 | 3 | 2 | - | 2 | 1 |
Training Point Cost | 0/10 | 0/10 | 0/8 | 0/12 | 0/6 | 0/5 | 0/3 | 0/3 | - | 0/3 | 0/15 |