[quote=“Psylisa, post:2, topic:4201”]
[quote=“frogspoison, post:1, topic:4201”]While the Spell Mastery perk was much more useful in Siralim 2 due to the lack of any alternatives, the series are not so useful in Siralim 3, where, for just a slight mana cost increase (Just use chance to defend gems!) you can easily swap the class of the gem, or even allow ANY creature to use said gem!
Thus, I do not think that the full Spell Mastery series should take a full 250 Deity Points, especially compared to the stronger perks on the other classes, in which they can get all of their major perks for the same 250 Deity Point cost (Sorcery needs a much higher amount to get their major perks, not to mention their minor class-specific perks)
I would suggest one of the following…
1 - Spell Mastery condensed into 1 full Spell Mastery perk, similar to Siralim 2.
2 - Spell Mastery series reduced to 10/20 points per, similar to the Siralim 2’s Chaos mage’s Sacrifice perk series.
3 - Spell Mastery gives additional benefits, such as Spells being 20% more powerful if casted by a creature of the same class (Thus causing the Class Swap gem property to remain useful), or Spells of said class being 20% cheaper.[/quote]
I disagree entirely. The Spell Mastery perks frees up a very valuable property spot on spell gems. It also GREATLY enhances early game for Sorcery Mages. All in exchange for just 50 Perk Points.
Other classes have to pay hundreds of Perk Points to start getting value out of some of theirs. The Mastery Perk series has immediate value and gets a Sorcery Mage doing what a Sorcery Mage should be doing - casting spells.[/quote]
Sorcery has to pay 250 points to get maximum value out of the Spell Mastery perks, which is similar for all other classs MINOR, point-investment perks. Yes, it DOES free up one of the 3 gem enchantment slots, but that alone is not worth a full 250 point investment. Do note that Sorcery ALSO has the same number of MINOR perks to invest a thousand points into for maximum value as other classes, in addition to Spell Mastery.
Simply put, Sorcery needs “more” Deity Points to hit their maximum battle capability then the other classes. (Nature, while it has a “similar” amount of perks compared to Life/Chaos, technically has least since 3 of it’s major perks contradict each other, and one of it’s small investment, 3 point perks is only useful for very specific builds, whereas ALL of the Sorcery Perks can be put to good use for Sorcery builds)