Jumat, 06 April 2012

CASTER

A Mage/Magic Type is a character who uses magical abilities to cast destructive magic, heal and enhance others, or debuff opponents. Magic type characters are valuable assets in a party because of their ability to cast elemental and Almighty spells.

Advantages of Mages

Mid-Distance Range - Although their range isn't as far as a gunner's, mages have a large range allowing them to attack at a distance. They also have access to strong close ranged skills in the Demolition Dash chain expertise.
Elemental Advantage - Destruction Magic alows the user to have elemental magic. At higher classes mage types get access to Almighty affinity skills which very few enemies have resistance to. Another advantage to the Destruction Magic expertise is it provides both single target and multi target skills.
Healing - One of the optional features of the Magic Type is that they have the ability to heal using skills such as Curative Magic. This makes them great for parties and can reduce deaths in runs.
Debuffs - Mage types are able to debuff enemies and cause several negative status effects. Curse Magic and Curse of the Wretched are the expertise that allow for this.
Access to Almighty Skills - Very few chain expertise offer almighty skills so a mage with high Destruction Magic has an advantage over other classes.
High Damage Modifiers - Mage skills have some of the highest damage modifiers.

EXPERTISE

Ill now run through the expertise needed for my build and explain in the next section what they're for.
So Heres the finished build using all 26k Expertise that you will acquire at level 90

Rush: Class 1 Rank 0
Curative Magic: Class 2 Rank 0
Destruction Magic: Class 10 Rank 0
Support Magic: Class 4 Rank 0
Curse Magic: Class 2 Rank 0
Magic Control: Class 6 Rank 0
Bless: Class 1

The Class 6 Magic Control is optionaland you can leave at Class 5 giving you 1k expertise to put into what ever you want as some people like paci and lezar prefer to go with Class 3 Curse to get 3.5 Cotw for slow cure for pvp as its an Aoe skill which causes healing skills such as media, divine heal etc to only heal 1 hp though this is ineffective on actual healing items. So yeh basically these expertise allow you to unlock 3 chains.

A Little Note about Magic Control.
Magic control as an expertise has a side effect of lowering your incantation time of all skills. It also at class c2 and c5 gives you the passive skills Sorcery Circulation and Advance Sorcery Circulation these lower your Incantation time as well as the MP cost for skills. The Other handy skills of Magic Control are the Elemental swiches. At class 6 MC youll have these
Lord of Frost - Gives -20% incantation time to Ice skills, +10% ice damage, -20% fire damage
Lady of Static - Gives -20% incantation time to Electric skills, +10% Electric damage, -20% Force damage
Lord of Storms- Gives -20% incantation time to Force skills, +10% Force damage, -20% Electric damage

Now ill go give a description on the different chain expertise.

->Demolition Dash<-
Unlocked with Rush at Class 1-0, Destruction Magic at Class 1-0, Magic Control at Class 1-0.

This is your secondary form of offense as a magical rush type skill, even if youre not a pure DD with high enough spell this will do some major damage. Unlike normal rushes these rushes are not weapon based and have Set affinities. At class 4 you will unlock 4 skills:

Kamaitachi - Force Affinity, Lowest incantation time, lowest damage modifier
Freezing Lance- Ice Affinity, 2nd longest incantation time, 2nd highest damage modifier
Sonic Through - Electric Affinity - 2nd lowest incantation time, 2nd lowest damage modifier
Delorean- Fire Affinity - Highest incantation time, highest damage modifier


->Curse of the Wretched<-
Unlocked with Destruction Magic at Class 1-0, Curse Magic at Class 2-0, Magic Control at Class 1-0, Bless at Class 1-0.

This chain contains skills which causes status ailments and enable you to maximize your damage at a low chance. at class 3 you will have:

Erosion Hex - A Large area of effect skill which randomly causes Stone, Muddle, Poison or Paralyse status ailments (Either or all).
Delay Hex Yang - Lowers target incantation time.....I seriously never use this
Slash Hex, Spell Hex and Bullet Hex - These are the most important skills in this chain, its a low chance single target curse that gives you the chance to do enormous damage if they land. Basically how I hit 9999 on things.

Here is a link to Royce's guide to give you an understanding on what effects status alignment landing rates. http://forums.aeriagames.com/viewtopic.php?t=676807


->Enhancement<-
Unlocked With Curative Magic at Class 2-0, Support Magic at Class 2-0, Bless at Class 1-0.

Now I dont understand why people are like HALP WITH PURE SHOTMAGE BUILD or NEED HELP WITH SHOTMAGE(no enhance). Shotmages and enhancement basically go hand in hand...these days everybody is a hybrid with enhance. What it does is based on your INT it gives you a offense and defense boost with 70% more damage and 70% more defense if you use with 140 INT. This skill is a MUST if you wanna solo things being either pvp or pve. With 120 Int on my char its easy to solo ichi gold by my self. At class 2.5 you will have:

Divine Heal - heals party members in a large area.....Meh.
Pulse of Assault- This is one of the important skills of enhancement giving you an offensive buff calculated from you INT
Pulse of Solid - The other important skill giving you a defensive buff calculated from INT.
Pulse of Armored - Hate getting knocked back? Attacks making u flinch? this is the skill for you, gives you "super armor" for a period of time enabling you not to be knocked back, at higher levels when you have the Aoe Dynes eg. Maragidyne etc. you can skill cast them even if youre being attacked aslong as you have Pulse of Armored cast on your self.

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