Apprentice Mundus is terrible

Minalan
Minalan
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Why would anyone choose this? It gives right around 200 something spell damage, even with divines on all of your small gear.

The Mage will give you around 2K more magicka with divines on small pieces and a Mage guild ability slotted, and thus about the same spell damage on the back end tool tips (2000 something divided by 10.4 is about 200). The atronach gives enough regen that you don't need a ton on your gear. Everything is better than apprentice.

This mundus needs a buff or a rework, when the five piece set bonuses on Kags and Jules give more damage, and every other mundus is a better choice. Apprentice needs to be a tempting choice, like something you either run without regret, or something you're sorry that you can't have because you NEED X instead.

* PS: Yes Thief/Shadow are great too, but notsomuch in PVP because everyone runs impen or shields, neither of which can really be crit.
  • Emma_Overload
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    For PvE DPS, Thief is the best bang for your buck, unless you are running Twice Born Star, which allows you to use Shadow AND Thief.

    For PvP, where sustain is more important than crit, the Atronach is the best value, in my opinion. Consider the fact that Spell Damage and Regen stats are the same on gear set bonuses, but the Atronach gives way more Regen than the Apprentice gives Spell Damage.
    #CAREBEARMASTERRACE
  • Waffennacht
    Waffennacht
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    I've been
    For PvE DPS, Thief is the best bang for your buck, unless you are running Twice Born Star, which allows you to use Shadow AND Thief.

    For PvP, where sustain is more important than crit, the Atronach is the best value, in my opinion. Consider the fact that Spell Damage and Regen stats are the same on gear set bonuses, but the Atronach gives way more Regen than the Apprentice gives Spell Damage.

    Hrm! Thank you! You gave me an idea, instead of using my armor traits to hit the regen, use the mundus for regen and the armor for dmg! Brilliant!
    Gamer tag: DasPanzerKat NA Xbox One
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  • leepalmer95
    leepalmer95
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    If you go full divines on gear the mage will give you 1952.

    It gives 1280 base.

    Full divines apprentice will give 213 spell dmg.

    It gives 166 base.

    You get more dmg from using the apprentice. Overall.

    Sure with racial bonus of 10% it'll put the magic boost similar to the apprentice dmg boost.

    But if your going to considering that then you need to considering all boosts, 20% from major sorcery, sorc also have around 8% extra from the passive etc...

    Overall it works out as apprentice giving more except if a class is speficially stacking magicka and gets as much magicka boost as possible.
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
  • Minalan
    Minalan
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    If you go full divines on gear the mage will give you 1952.

    It gives 1280 base.

    Full divines apprentice will give 213 spell dmg.

    It gives 166 base.

    You get more dmg from using the apprentice. Overall.

    Sure with racial bonus of 10% it'll put the magic boost similar to the apprentice dmg boost.

    But if your going to considering that then you need to considering all boosts, 20% from major sorcery, sorc also have around 8% extra from the passive etc...

    Overall it works out as apprentice giving more except if a class is speficially stacking magicka and gets as much magicka boost as possible.

    Thanks for this, you are the man. I was curious what the exact figures were.

    On the magicka end, you also get the bonuses from undaunted and Mage guild passives too so I think apprentice definitely gets beat out for high elves, Bretons, and dark elves.
  • Erraln
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    Minalan wrote: »
    Thanks for this, you are the man. I was curious what the exact figures were.

    On the magicka end, you also get the bonuses from undaunted and Mage guild passives too so I think apprentice definitely gets beat out for high elves, Bretons, and dark elves.

    Remember though, few people would run 7 Divines Mage for a pure magick stacking build. Legendary Infused with yellow glyphs on large slots will grant more magic than another Mage bonus. Perhaps if Twice-Born Star were being used, so that a secondary stat also benefitted?
  • Derra
    Derra
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    If you go full divines on gear the mage will give you 1952.

    It gives 1280 base.

    Full divines apprentice will give 213 spell dmg.

    It gives 166 base.

    You get more dmg from using the apprentice. Overall.

    Sure with racial bonus of 10% it'll put the magic boost similar to the apprentice dmg boost.

    But if your going to considering that then you need to considering all boosts, 20% from major sorcery, sorc also have around 8% extra from the passive etc...

    Overall it works out as apprentice giving more except if a class is speficially stacking magicka and gets as much magicka boost as possible.

    Only thing you´re forgetting is the CP system providing flat %based increases for max magica. At the cp cap mage mundus outperforms apprentice on some spells already, while others benefit more from extra spelldmg. This will shift further towards mage as CP cap gets increased.
    <Noricum>
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    Derra - DC - Sorc - AvA 50
    Derrah - EP - Sorc - AvA 50

  • code65536
    code65536
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    Derra wrote: »
    If you go full divines on gear the mage will give you 1952.

    It gives 1280 base.

    Full divines apprentice will give 213 spell dmg.

    It gives 166 base.

    You get more dmg from using the apprentice. Overall.

    Sure with racial bonus of 10% it'll put the magic boost similar to the apprentice dmg boost.

    But if your going to considering that then you need to considering all boosts, 20% from major sorcery, sorc also have around 8% extra from the passive etc...

    Overall it works out as apprentice giving more except if a class is speficially stacking magicka and gets as much magicka boost as possible.

    Only thing you´re forgetting is the CP system providing flat %based increases for max magica. At the cp cap mage mundus outperforms apprentice on some spells already, while others benefit more from extra spelldmg. This will shift further towards mage as CP cap gets increased.

    Exactly. Max magicka is boosted by CP (at current cap, around 17-18%), racial bonuses (up to 10%), class bonuses (8% for NB/sorcs), guild bonuses (5%+2% if Inner Light is slotted plus more if Meteor is used), and Undaunted bonuses (6% for 5/1/1), and while in combat, by War Horn. All of those bonuses, except for War Horn, are long-term passive bonuses.

    In contrast, Spell Damage is boosted only by Major Sorcery (20%) and Minor Sorcery (not sure of %), both of which are short-term in-combat bonuses.
    Edited by code65536 on April 25, 2016 3:13AM
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  • leepalmer95
    leepalmer95
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    code65536 wrote: »
    Derra wrote: »
    If you go full divines on gear the mage will give you 1952.

    It gives 1280 base.

    Full divines apprentice will give 213 spell dmg.

    It gives 166 base.

    You get more dmg from using the apprentice. Overall.

    Sure with racial bonus of 10% it'll put the magic boost similar to the apprentice dmg boost.

    But if your going to considering that then you need to considering all boosts, 20% from major sorcery, sorc also have around 8% extra from the passive etc...

    Overall it works out as apprentice giving more except if a class is speficially stacking magicka and gets as much magicka boost as possible.

    Only thing you´re forgetting is the CP system providing flat %based increases for max magica. At the cp cap mage mundus outperforms apprentice on some spells already, while others benefit more from extra spelldmg. This will shift further towards mage as CP cap gets increased.

    Exactly. Max magicka is boosted by CP (at current cap, around 17-18%), racial bonuses (up to 10%), class bonuses (8% for NB/sorcs), guild bonuses (5%+2% if Inner Light is slotted plus more if Meteor is used), and while in combat, by War Horn. All of those bonuses, except for War Horn, are long-term passive bonuses.

    In contrast, Spell Damage is boosted only by Major Sorcery (20%) and Minor Sorcery (not sure of %), both of which are short-term in-combat bonuses.

    It's also buffed by scroll bonus (10% for two), continuous attacks another 10%.

    I think it's situational to be honest.

    Are you the right race, some magicka builds are imperial or something.
    Do you have mage guild levelled up, are you using inner light? Do you even has the passives for mag magicka.
    Are you a nb/sorc? If not you lsoe out of 8% here.
    Have you got undaunted and are you 5/1/1?

    If your missing a lot of these bonuses then apprentice will work out better, only in pvp though.
    PS4 EU DC

    Current CP : 756+

    I have every character level 50, both a magicka and stamina version.


    RIP my effort to get 5x v16 characters...
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