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Blassreiter wrote on 2010-07-12 05:13
I'm all good with melee (all Combat skills except Sharp Mind\WG are capped).
Dex is good (Refine/Weaving are Rank 1, Rank 5 Playing Instrument).
Rank 9 IB, Rank 5 Firebolt/Lightning Bolt, Rank 6 Magic Mastery, Rank F Thunder, Rank D Blaze, Rank F Fireball.
Rank 7 Musical Knowledge, Rank 9 Composing
So I want to start going into Magic. Which of these skills should be focused on first? Or should I continue ranking bolts for Int? Or rank Meditation for more MP?
Thunder
Pros
*Can be used in the heat of battle
*Has range unlike Blaze
*Stun time 6 seconds at Rank 1
*Capable of chaining Thunders at higher ranks
*Hits multiple enemies
*High Rank Thunder can supplement Blaze
*Can raft with Thunder
*Windmill>Thunder combo
*Gives MP when ranked
Cons
*Higher AP cost than Fireball but lesser by 1 than Blaze
*Does not add Int when ranked
*Capable of failing when a party mate Smashes when Thunder is about to hit.
Fireball
Pros
*Very strong
*Gives 8 Strength at Rank 1
*Lowest AP cost out of Three
*Has range unlike Blaze
*Gives most Int of three
Cons
*Long load time and standby time
*No MP given with ranks
*Cannot be used in the middle of battle without help
Blaze
*First attack uses Strength
*Second attack is very powerful if the enemy is about to be KB/Is down (good in parties)
*Gives 7 Strength at Rank 1
*Gives MP and Int as you rank
*Instant load time
*Windmill>Blaze combo
*Invincible when used
*Knocksback enemies far
Cons
*Short activation range
*Sometimes fails if used too early
*Will get nerfed later
*Highest AP cost out of three
So which one? Or more Int/MP skills?
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Shironi wrote on 2010-07-12 05:17
What's your int?
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Shirayuki wrote on 2010-07-12 05:54
I'd go for Thunder. It has a lot of potential and is really easy to use in most dungeons and missions. It adds MP too, which would help all other magic, so it's a good starting point :D And the damage is smexy too :D
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Zid wrote on 2010-07-12 05:57
I think Fireball might be out of the question if your MP efficiency is iffy. Otherwise, it's a valid option.
Thunder is Thunder, easy damage. But it's terrible with aggro and teamplay.
Blaze is the opposite, better with aggro and teamplay. The only handicaps are knockback multiplier or mediocre damage, and short range activation.
I think Thunder's nice to start out with though. Blaze can be primary or supplementary, so I wouldn't worry about it too much.
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Cucurbita wrote on 2010-07-12 06:00
Mmmm, I'd go thunder.
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Serathx wrote on 2010-07-12 06:01
Fireball = No no if you don't have much MP, and seeing as you've just started in Magic, you probably don't.
Thunder is a nice place to go ahead with. It needs only about 23 or so more AP to get to R1 than Fireball, and IMO it's worth it.
As for Blaze, it would probably compliment your melee a bit better though. :P
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Archibald wrote on 2010-07-12 06:06
Get icespear to rank F then do blaze. If your a DK using icespear blaze while in trans (plus good timing) you can wipe the floor with the mobs. and at rank F icespear cast cost isnt too bad.
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Shirayuki wrote on 2010-07-12 06:15
Quote from Archibald;90223:
Get icespear to rank F then do blaze. If your a DK using icespear blaze while in trans (plus good timing) you can wipe the floor with the mobs. and at rank F icespear cast cost isnt too bad.
Doesn't it get nerfed so you can't do this combo later on though? It's gonna be harder to milk all the damage from Blaze once that happens D:
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December wrote on 2010-07-12 06:48
I'd say Blaze>Thunder>Fireball
I dont like the idea of having to wait 25 seconds, immobile
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December wrote on 2010-07-12 06:48
I'd say Blaze>Thunder>Fireball
I dont like the idea of having to wait 25 seconds, immobile
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Pocoyo wrote on 2010-07-12 09:07
Quote from Archibald;90223:
Get icespear to rank F then do blaze. If your a DK using icespear blaze while in trans (plus good timing) you can wipe the floor with the mobs. and at rank F icespear cast cost isnt too bad.
Hmm If you hadn't noticed, Giants can't be DK's.. So I doubt he could be a DK using icespear blaze in trans.
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Justified wrote on 2010-07-12 10:08
Blaze > Fireball > Thunder imo.
The fact that Blaze utilizes Str, and has the least MP cost (66 for full charge at Rank 1, less than 2 charges of Thunder), increases Int and MP, and is the fastest makes it the best choice.
Hitting multiple targets as a "pro" for Thunder doesn't make sense. They all hit multiple targets.
Thunder and Blaze don't complement each other well (Thunder first will scatter mobs and cause aggro, Blaze first doesn't stun long enough).
Likewise Windmill-Blaze combo is very situational against a wall, and won't stun long enough if the Blaze doesn't kill.
Since Giants like to complain about MP, the "chainability" of Thunder isn't much of a pro either. Spamming any skill will waste MP, it's better to full charge advanced magic to get the most mana efficiency.
Listing your Int/MP would help.
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Blassreiter wrote on 2010-07-12 15:46
I am currently level 31, level 19 Exploration with 203 base Int and 161 base MP. I don't really mind blasting away loads of MP. What I would do is use up my MP with advanced magic at the beginning then switch to melee later on to heal up my MP. Also I saved loads of MP 100s from the event, meditation is rank C so my MP drain wont be too much. I will be ranking all advanced magics to 1 if I can ever get all that AP since I have no archery to worry about.
I also do not have Ice Spear yet. (missing EJ 3, IS 1/2/4)
[video=youtube;5oGcl9en-s0]http://www.youtube.com/watch?v=5oGcl9en-s0[/video]
[video=youtube;vSCIcvz5mqQ]http://www.youtube.com/watch?v=vSCIcvz5mqQ[/video]
[video=youtube;mCHrK6KHa6Y]http://www.youtube.com/watch?v=mCHrK6KHa6Y[/video]
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Halfslashed wrote on 2010-07-12 19:32
Depends what you use it for.
For provocation, Fireball and Blaze.
For partying on normal shadow missions, just Blaze.
For soloing normal shadow missions, thunder.
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Mario wrote on 2010-07-12 19:43
thunder, because I love it.