When comparing the demonic and "regular" glyph sets, the int set is probably the smallest upgrade.
My suggestion is simple - instead of 7H/S and 5M/S, make it 5H/s and 7M/S. The net effect will be for the staff set to have 6 less H/S and 6 more M/S, while the wand set will be 8 less H/S and 8 more M/S.
The reason why I advocate this is for PvP. In PvE, it makes more or less no difference. For PvP though, when you have your mana shield depleted, and the enemy bearing down on you, 25M/S (on the staff set) is simply inadequate. This is a serious weakness on the glyph set. It was for this reason that the enchanted set with just 19 M/S (on a pure int with revive buff and ring) largely failed except against birds that knocked the mana shield early. Mages are unable to cast their spells with 25M/S as quickly as they could.
Furthermore, H/S is fairly useless, much more so than in the sewers. In the sewers, enemies did not hit as hard, so heal and potions were easily usable. In Nuri and PvP, enemies hit too hard for H/S to be useful.
Other thoughts:
Why H/S is less useful on a mage:
Suppose we have 2 targets. Both have 50 H/S. Suppose one is a mage with 0% dodge (in practice they will usually have single digits), and a bear with 50% dodge (bears can get higher than this). The mage has 100 armor and the bear 200.
Now imagine if we have 4 hits of 300 damage per second over a period of 4s.
For mage:
Damage sustained:
Damage per hit:
300 - 100 = 200
Damage taken
200 x 4 = 800
Less damage healed
800 - 50 x 4 = 600
For bear
Damage per hit:
300 - 200 = 100
Damage taken
100 x 4 = 400
Times dodge
400 x (1 - 0.5) = 200
Less damage healed
200 - 50 x 4 = 0
Assuming that it was the first 2 shots that hit, in which case the bear would sustain zero damage. If the 2nd and 3rd shot hit (or 2nd and 4th), the bear would be less 50 hp. If the 3rd and 4th shots hit, the bear would have lost 100 hp.
The reason is because when dodge and armor are taken into account, H/S is very ineffective on a mage.
Bookmarks