Difference between revisions of "Sacred:EvilMale's Sacred Force of Nature Mage"

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Spells
+
'''Spells'''
Water Spells
+
 
 +
''Water Spells''
 +
 
 
Ice Shards
 
Ice Shards
 +
 
Ring of Ice
 
Ring of Ice
  
Air Spells
+
''Air Spells''
 +
 
 
Whirl-Wind
 
Whirl-Wind
 +
 
Lightning Strike
 
Lightning Strike
 +
 
Gust of Wind
 
Gust of Wind
  
Support Spells
+
''Support Spells''
 +
 
 
Cataract of Agility
 
Cataract of Agility
 +
 
Water Form ( only if you want to )
 
Water Form ( only if you want to )
 +
 
Phase Shift
 
Phase Shift
 +
 
Flame Skin
 
Flame Skin
 +
 
Ghost Meadow
 
Ghost Meadow
  
The Gear you will need
+
    '''The Gear you will need'''
 
If your going for sets I would Suggest Blackstaffs or Amarri's those are the 2 Set that compliment this Build Perfectly
 
If your going for sets I would Suggest Blackstaffs or Amarri's those are the 2 Set that compliment this Build Perfectly
 
But any thing that has a Regen to Spell Boost or Spell boost for your spells will work wonders.
 
But any thing that has a Regen to Spell Boost or Spell boost for your spells will work wonders.
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*Personal Preference of Gear*
 
*Personal Preference of Gear*
 
Amarri's Full Set and or Blackstaff's Full Set
 
Amarri's Full Set and or Blackstaff's Full Set
 +
 
Byleth's Shield
 
Byleth's Shield
 +
 
Byleth's Ring and ammy
 
Byleth's Ring and ammy
 +
 
Sol's Ring all 3
 
Sol's Ring all 3
 +
 
BlackStaff's soul
 
BlackStaff's soul
 +
 
Book of Wisdom
 
Book of Wisdom
 +
 
Elhinor's Shiny Tower Shield and Gloves
 
Elhinor's Shiny Tower Shield and Gloves
 +
 
Dimensional Staff of the Void ( I think is the name of it )
 
Dimensional Staff of the Void ( I think is the name of it )
 +
 
Frost Weavers Staff
 
Frost Weavers Staff
 +
 
Shiny Kite Shield
 
Shiny Kite Shield
  
  
  
Skill Choice Reasons
+
''Skill Choice Reasons''
 +
 
 
Meditation lowers spell regen
 
Meditation lowers spell regen
 +
 
Magic lore increases spell damage
 
Magic lore increases spell damage
 +
 
Water Magic lowers cast and regen times on water spells
 
Water Magic lowers cast and regen times on water spells
 +
 
Air Magic Lowers Cast and regen time for air spells
 
Air Magic Lowers Cast and regen time for air spells
 +
 
Trading because its an invaluable skill to have and lets you find better gear for your mage at shops
 
Trading because its an invaluable skill to have and lets you find better gear for your mage at shops
 +
 
Constitution you need as much life as you can get
 
Constitution you need as much life as you can get
Agility, and Parrying Simply because the Battle Mage is weak by nature more defence = a better chance of living
 
  
 +
Agility, and Parrying Simply because the Battle Mage is weak by nature more
 +
defense = a better chance of living
  
Combat Tactics
+
 
 +
''Combat Tactics''
 
Like I said at the beginning of this edited post this idea is not fully mine of a WW disarming mage. This is just my twist on it. With that said........................
 
Like I said at the beginning of this edited post this idea is not fully mine of a WW disarming mage. This is just my twist on it. With that said........................
  
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Area's I have Played this Build.
 
Area's I have Played this Build.
 +
 
Belvue
 
Belvue
 +
 
Silver Creek ( Gobby Yard )
 
Silver Creek ( Gobby Yard )
 +
 
Tyr- Fasul ( Ice Elves Area )
 
Tyr- Fasul ( Ice Elves Area )
 +
 
Ice Creek
 
Ice Creek
 +
 
Zhurag-Nar ( Dark Elves Hq )
 
Zhurag-Nar ( Dark Elves Hq )
 +
 
Khorad-Nur
 
Khorad-Nur
Valley of Tears )
+
 
 +
Valley of Tears  
 +
 
 
Hells Ridge  
 
Hells Ridge  
  

Revision as of 23:00, 12 October 2007

EvilMale's Force of Nature Build

Skills

Lvl 1. Meditation & Magic Lore ---- Meditation Maxed Magic Lore around 3/4 of toons lvl

Lvl 3. Water Magic --- 1/2 of toons lvl

Lvl 6. Agility ----- 3/4 of toons lvl

Lvl 12. Trading ------ as high as you deem worth its an invaluable skill and you will need it

Lvl 20 Air Magic ---- half your toons lvl

Lvl 30. Constitution ----- 1/4 to 1/2 of toons lvl

Lvl 50. Parrying ------ as high as you can get it


Attributes

  • Forever Mental Regen*


Spells

Water Spells

Ice Shards

Ring of Ice

Air Spells

Whirl-Wind

Lightning Strike

Gust of Wind

Support Spells

Cataract of Agility

Water Form ( only if you want to )

Phase Shift

Flame Skin

Ghost Meadow

   The Gear you will need

If your going for sets I would Suggest Blackstaffs or Amarri's those are the 2 Set that compliment this Build Perfectly But any thing that has a Regen to Spell Boost or Spell boost for your spells will work wonders. And since your Up in the Mix of things with the mobs on this Build you will want a lot of Life Leach Around 24 to 30% at all times is what I generally run.

  • Personal Preference of Gear*

Amarri's Full Set and or Blackstaff's Full Set

Byleth's Shield

Byleth's Ring and ammy

Sol's Ring all 3

BlackStaff's soul

Book of Wisdom

Elhinor's Shiny Tower Shield and Gloves

Dimensional Staff of the Void ( I think is the name of it )

Frost Weavers Staff

Shiny Kite Shield


Skill Choice Reasons

Meditation lowers spell regen

Magic lore increases spell damage

Water Magic lowers cast and regen times on water spells

Air Magic Lowers Cast and regen time for air spells

Trading because its an invaluable skill to have and lets you find better gear for your mage at shops

Constitution you need as much life as you can get

Agility, and Parrying Simply because the Battle Mage is weak by nature more defense = a better chance of living


Combat Tactics Like I said at the beginning of this edited post this idea is not fully mine of a WW disarming mage. This is just my twist on it. With that said........................

This Build is designed to be able to stand in the middle of a mob and strip them clean of gear. My theory is this No Gear on the baddies = A faster kill and less damage to your toon. And with the added defense you should be able to take more of a pounding from mobs and be relatively safe. WW acts as a leach shield and also disarms Armor, Helms Shields, and Weapon from what i have seen thus far. Its a good idea for a money making toon as well because all the junk laying around after the battle is over. You will find some area's have uniques, and set items, as Obsession and Csaszar has posted in the past.

The spell choices relate to my combat tactics. WW is the obvious one disarming. Ring of Ice simply to slow the Baddies and the Nasties. Ice Shards simply because Lightning Strike is better for Mob Control and weak against single foes. not to mention i like 1 cast kills. Lightning Strike I seriously misjudged this spell until I played around with it. It looks cool when its buffed up and is killer for mob control. Flame Skin is awesome for splitting Mobs and combined with WW, and some split items you have a bigger mob and more goodies in a sense. Cataract of Agility Schot got me addicted to this one so this goes out to him, "Speed = Life" it is a good support spell and if you get into too much trouble you will need this one. Water Form same concept as if you get into too much trouble its a great escape spell. Ghost Meadow Simple lowers the regen times of spells even more.

Area's I have Played this Build.

Belvue

Silver Creek ( Gobby Yard )

Tyr- Fasul ( Ice Elves Area )

Ice Creek

Zhurag-Nar ( Dark Elves Hq )

Khorad-Nur

Valley of Tears

Hells Ridge


Have fun with it I know I have been.


  • Reason for adding GoW*

In recient attempts at this build I would find my self up in the Ice Elf area of Tyr-Fasul. Not really thinking about what wouldnt work it was more of not thinking outside the box more or less. I was trying to make a more player friendly build and realized.... That is really not my style of play. So with some insight and really good advice from Csas. I decided to add one more spell. to this build and it has worked out NICELY ( In an Evil Sort of Way of course). True this build will not be "as" player friendly as it was. But come on now honestly do we always party up when playing.