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Angel wrote on 2012-11-06 12:46
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Angel wrote on 2012-11-06 12:47
Woops. I accidentally pressed post.
It's still work in progress and not even halfway finished.
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[INDENT][INDENT][INDENT]Gear [XRA][/INDENT][/INDENT]
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Starting Armor
Broad Brimmed Feather Hat
Magic School Uniform
Magic School Shoes
This should be the first armor you wear, cheap and gives mana reduction.
Starting Weapons
As everybody knows, wands are the most expensive weapons to maintain.
Repairing costs 8000 per point, and newbies can't pay this.
However, you can buy Fomor Wands for 22k ducats, and only costs 3.6k ducat per point.
It's really easy to maintain your fomor wands by commercing once in a while.
Fomor wands can't get a special upgrade.
You should at least get a Fomor Crystal Lightning Wand for your Thunder.
Endgame armor
Mana Hammer (Prefix) Homestead (Suffix) Gloves
Curing (Prefix)Treasure (Suffix) Head
Mana Sorcerer (Prefix)Witch (Suffix) Footwear
Mana Wall (Prefix) Mana Witch (Suffix) Clothing
Colonel (Suffix) Shield
Mana Needle (Prefix) Island (Suffix) Wand
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[INDENT][INDENT][INDENT]Starting out as a mage [XOX][/INDENT][/INDENT]
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Starting out as a mage is much more difficult then the other classes.
You will have a low HP pool. You will not do as much damage as the rest of the classes at this time.
There is a reason I'm not adding a few ranks to Combat Mastery to get a higher HP pool.
It's the deadly stage. Mages have great abilities for crowd controlling and multi-agro.
Even with lag, multi agro is easily taken care of. Therefore we do not need a big HP pool.
You also almost always get knocked in to deadly if you fail at handling the agro aswell.
Because starting out is so difficult, you should make the most out of your free daily rebirthing.
When you're about total level 50, you should stop leveling your main level, and focus on Exploration leveling.
You should at least have both your total level, and total exploration level in their 90's before you pass the 100 and go to the once in the 3 weeks rebirth.
You should focus on finishing G1 and G2 at first, do not even use your daily rebirth before finishing it.
G1 will give you loads of AP, which is nice. G2 will give you your transform (Also for Giants and Elfs).
Transform levels by your level going up, so leveling without transform is a waste.
After finishing G2 you will want to focus on commercing.
Start walking from Bangor to Belvast and back.
Do this untill you have a horse cart and then go from Bangor to Tara and back.
This wil make you loads of ducats, enough to buy Fomor wands and maintain them for a long time.
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Chihaya wrote on 2012-11-06 13:22
I'm just going to be an asshole and comment that mages SUCK for Lord Missions.
Sorry! XP
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Angel wrote on 2012-11-06 14:00
Heh, we'll see ;)
It's still definitely worth playing a mage.
Even though we'll be in the agro range of mobs in Lord missions, we can still quickly charge Thunder (As Ice Spear won't have any effect) which still does AoE damage, especially at 3000+ with endgame gear.
Of course Archers will be better here, but Archers are better most of the time.
But I can't say more as I haven't done a Lord mission, and my knowledge about them is limited.
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Valkyrio wrote on 2012-11-06 15:08
So I'm guessing this is primarily for a human mage? Or would you still suggest an elf mage get thunder first?
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Angel wrote on 2012-11-06 16:05
It's for Human, Giant, ánd Elf mages.
Their pretty much the same besides that elfs pay a little bit more AP for some skills.
(And hide, movementspeed and such)
I want to say though, this guide is not finished at all.
This is a rough sketch at how it will become.
I'll probably be busy for a while longer, correcting grammar mistakes, making the guide read easier, adding new content.
Feel free to comment and critic on anything I posted, if you think there's a better alternative I'd gladly change it.
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Valkyrio wrote on 2012-11-06 16:39
Well, elves pay only 20 MP per charge for Ice Spear, vs the human's 32. Thunder has no such reduction for elves.
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Blassreiter wrote on 2012-11-06 17:34
True mages know that MP Cost is never a problem. I make a load of MP 100 Potions whenever I want even with Rank A Potion Mastery (Rank 9 is the recommended cap level) thanks to my Herb Farms. You should include the usage of Herb Farms in your guide.
I personally feel that my magic out damages my melee and I'm a Giant too. I think the reason for this is that I don't have any Max Damage Enchanted equipment to boost my Melee attack, and Magic is already strong without Magic Damage Enchants, the enchants only make them stronger marginally.
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Valkyrio wrote on 2012-11-06 18:08
Quote from Blassreiter;976441:
True mages know that MP Cost is never a problem.
[Image: http://images1.wikia.nocookie.net/__cb20111113100135/creepypasta/images/9/9b/Watch-out-we-got-a-badass-over-here-meme.png#we%20got%20a%20bad%20ass%20over%20here]
MP is still something most people consider when they're first starting out - as not everyone has a homestead full of herbs or the dedication to get potion making. (Though honestly, with the potion fishing event I'm not sure why you'd bother even making potions for the next month or three.) Anyone who does have a homestead full of herbs and isn't worrying about MP/damage ratios, etc, probably isn't looking up guides to being a mage.
Either way, I've always seen Ice Spear as a decent choice rather than FB/Thunder which is what most people seem to get first.
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Angel wrote on 2012-11-06 19:00
Enchants increase a mages power incredibly much, especially in G17S3 when a lot of +mattack get added.
My gear already gives me 30-40% more damage by boosts now. In G17S3 I can increase this to 60%+
Mana cost is not an issue for mages anymore, this used to be a big issue.
But with wand swapping not costing any MP anymore, Meditation giving a 950% mana recovery boost, so many skills that give +mana, transform to get your mana pool back to max again you will rarely go out of MP.
The prices of MP100's are really low, 1k each in Alexina. So you can always bring a few stacks.
But yeah, every decent mage should at least have a mana farm.
There is no excuse not to because Potion Mastery gives +int anyways.
And thanks for the tip, I will add the herb part to the guide.
Also, there are multiple reasons why I went with Thunder first,
Thunder is spammable as a 1 charge room clearer, but also as a 5 charge killing machine.
Thunder is cheaper to make, so even newbies can obtain it easily.
Ice Spear is incredibly hard and expensive to gather and is better off being the second adv. you get to R1.
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Mentosftw wrote on 2012-11-06 19:24
I like the structure of the guide, keep it up xD it almost makes me feel like making one for fighters.
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Adrianblade wrote on 2012-11-06 19:28
Quote from Mentosftw;976511:
I like the structure of the guide, keep it up xD it almost makes me feel like making one for fighters.
I will worship you as a God if you do O_O
Oh and nice guide Enrias! That said...I still dislike mages O3O
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Justified wrote on 2012-11-06 19:29
Quote from Angel;976499:
Enchants increase a mages power incredibly much, especially in G17S3 when a lot of +mattack get added.
My gear already gives me 30-40% more damage by boosts now. In G17S3 I can increase this to 60%+
Mana cost is not an issue for mages anymore, this used to be a big issue.
But with wand swapping not costing any MP anymore, Meditation giving a 950% mana recovery boost, so many skills that give +mana, transform to get your mana pool back to max again you will rarely go out of MP.
+MATK enchants are capped at 30 right now, which is actually closer to a 15% boost assuming a developed and untransed Mage. These enchants also have more demanding activation requisites than Combat (which almost have none at this point). They're hardly "incredible".
And Mana Cost
is an issue when you're starting out. 950% Mana Regeneration is still only 28 Mana/min in daytime, which is barely half of a Thunder. Nobody wants to spend hours making Mana Potions, and that time is poorly spent when you're using Thunder at 200-400% of the Mana cost of Ice Spear to clear when you can only run Basic - Advance missions, which only have a few hundred HP.
The
only real benefits to Thunder first is that it's the easiest to obtain and it's useful for rafting. Then again CC+4 Ice/Lightningbolt can also manage rafting to a lesser extent, and CC+4 Firebolt ballooning is also a viable alternative, with Firebolt being much more useful than Lightningbolt. Personally I'd actually pick Firebolt as the first spell since it's actually somewhat useful as a main attack (unlike Lightningbolt), and can actually make use of the Meditation rate.
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Justified wrote on 2012-11-06 19:29
Quote from Angel;976499:
Enchants increase a mages power incredibly much, especially in G17S3 when a lot of +mattack get added.
My gear already gives me 30-40% more damage by boosts now. In G17S3 I can increase this to 60%+
Mana cost is not an issue for mages anymore, this used to be a big issue.
But with wand swapping not costing any MP anymore, Meditation giving a 950% mana recovery boost, so many skills that give +mana, transform to get your mana pool back to max again you will rarely go out of MP.
+MATK enchants are capped at 30 right now, which is actually closer to a 15% boost assuming a developed and untransed Mage. These enchants also have more demanding activation requisites than Combat (which almost have none at this point). They're hardly "incredible".
S3 enchants will boost that to around 21%, a mere 5% bonus.
And Mana Cost
is an issue when you're starting out. 950% Mana Regeneration is still only 28 Mana/min in daytime, which is barely half of a Thunder. Nobody wants to spend hours making Mana Potions, and that time is poorly spent when you're using Thunder at 200-400% of the Mana cost of Ice Spear when you can only run Basic - Advance missions, which only have mobs with a few hundred HP.
The
only real benefits to Thunder first is that it's the easiest to obtain and it's useful for rafting. Then again CC+4 Ice/Lightningbolt can also manage rafting to a lesser extent, and CC+4 Firebolt ballooning is also a viable alternative, with Firebolt being much more useful than Lightningbolt. Personally I'd actually pick Firebolt as the first spell since it's actually somewhat useful as a main attack (unlike Lightningbolt), and can actually make use of the Meditation rate.
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Valkyrio wrote on 2012-11-06 20:52
Man, newbie mages are going to have it hard, leveling herbalism, potion making, getting seeds to level their homesteads and plant herbs, doing commercing for their fomor wands (or in general to repair their normal wands) plus getting all the meditation books. They might not even have time to level magic skills themselves.