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Mage Build - Damage + Tank's Assister 200 Cap

Discussion in 'Mage' started by LordBolt, Aug 2, 2019.

?

Would you use this build?

  1. Hell Yeah!

  2. Nahh..

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  1. LordBolt

    LordBolt Well-Known Member

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    HEY HEY HEY, I am here to show my personal build for mage.
    Magic isn't about just spamming finale and doing boring stuff its more than that!
    I usually Duo most bosses with my tank best friend in game and this build can deal lots of damage, assist tank properly, also can take hits if tank is down.
    without further ado lets get started.

    MAGE :
    Staff + Shield level 200

    275 INT | 178 DEX | 70 VIT
    Increase Only INT in Future Levels.


    Skills : (Bold are absolutely Needed)

    Magic Skills:
    Impact 7
    Finale 10
    Storm 10

    Magic Mastery 10
    MP Charge 10
    Power Wave 5-10
    Maximizer 10

    Shot Skills (Completely Optional)

    Sneak Attack 5-10
    Quick Draw 10

    Survival Skills

    Play Dead 10
    HP Boost 10
    MP Boost 10

    Support Skills

    First Aid 10
    Recovery 5-10 ( lv 10 gives 30Sec Buff )
    Heal 10
    Brave Aura

    Shield Skills

    Shield Cannon 10
    Force Shield 10
    Magical Shield 10

    Battle Skills
    Magic UP 10
    Increased Energy 10

    Knight Skills
    Perfect Defence 1 ONLY

    Save The Rest Skill Points for now till something cool comes out



    Combos

    1. Impact > Finale (smite/swift) > P.Def (cons)
    or
    Impact>Storm (smite)> Finale (smite)
    This combo is for bosses like Gespenst II or ancient empress hell where casting finale is not efficient.

    2. Arrows> Javelin (save)> Shield Bash (cons)> Impact (cons)> Storm (smite)> Finale (smite).
    Its up to the player to use this or not.

    Skill Placement in shortcuts:
    get extended shortcuts and place; Storm,Heal, P.Def, Impact, MP Charge and Maximizer in shortcuts
    and in Shortcut Menu; Shield Cannon,Sneak Attack and Recovery. rest up to you.

    Your job is to support team and not let the tank die no matter what. When you see a gap, use combo and charge mana quickly.
    If tank dies, you have to take hits and revive tank. The build can take hits from strong mobs. Dont be scared if aggro is on you.
    Its fun to take hits as well as kill mobs at same time!

    Equipments
    4th Anniv staff XI and atleast +B or higher refine
    INT + 10% Matk + 10% INT +20 Crit Rate +20
    Xtals : Finstern Dragon and Shampy or Neo Maton Sword

    I personally use Zahak Shield +B ( but I am open to suggestions for shield )

    Any Heavy Armor +B or higher
    INT + 10% Matk+10% INT +10 or more
    Xtals: Iron Empress and Mom Fluck or Evil Shadow

    Devil Hood +B or higher as add gear
    Xtals: Ancient Empress II and Guignol

    Magic Talisman V or Machina Ring
    Xtals: Guignol and Deniala
    Tips:
    1. Try to get Max Mp and Negative Aggro and Max HP as food.
    2. Use recovery on every CF user as soon as tank gets aggro it will save them from using energy bottles/Vita Plus
    3. Healing Priority is Tank> Meele attacker> Ranged Attacker.
    4. First Aid at lv 10 will revive anyone in 3 aids and Play Dead at lv 10 will make your revive time around 150 seconds.
    5. The more HP you have, the more you will heal. Heal at lv10 heals half of your max HP.
    6. P.Def at lv1 wont generate much aggro and it still neutralizes all damage to you.
    7. Dont forget to have fun playing this beautiful Game <3



    I am open to any suggestions/critics you guys wanna offer to me.
    Thank You!

     
    Last edited: Dec 13, 2019
  2. LordBolt

    LordBolt Well-Known Member

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    Reserved Just In Case lol
     
  3. mekp

    mekp Well-Known Member

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    well, i think >_<
    tank will die when they messed up the timing or on some occasion they are volunteering to die. Almost all tanker use mtl build now and some of them focus on 100% resistance build. Only small vit bs are non mtl tank. I think the best way to assist the tank via not getting their way ( dont stay behind them/ in front of tank or too close near tank). Heal level 10 is nice. Its very helpful to help dps too.More like offensive mage support to me. Lets say, if tank die and you took aggro, eventually you will run out of mp due overuse of pdef (if the boss keep pin you down with combo and didnt give you chance to use mp recharge). It still depends on the boss atck pattern i guess.
     
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  4. LordBolt

    LordBolt Well-Known Member

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    yea there are moments when I am in trouble I keep mana potion and life potion in shortcut I have 150+ both of them xD
    In rare cases I use them quickly
     
  5. BK

    BK The Best Elite Burger Known To Mankind Staff Member MODERATOR Elite Member Epic Member

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    I have a tank and i never plan to use mtl :p
     
  6. Aka Kuro

    Aka Kuro Well-Known Member

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    uhm, Y lomg range? for shield cannon dmg?

    besides, one more problem is more hp means high fraction dmg

    but yes, interesting build:)
     
    Last edited: Aug 3, 2019
  7. LordBolt

    LordBolt Well-Known Member

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    I don't understand why people so scared of fractional damage, hp will be around 11k - 12k, there's p.def to protect, you can evade by moving bla bla
    And long range increases damage of finale if you cast it from 8m or longer range till 12m.
     
  8. Aka Kuro

    Aka Kuro Well-Known Member

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    well, Asobimo seems increasing the amount and frequently of fractional dmg as counter method of resist tank. I admit that i got PTSD when i was tnking in anniv (both gold and ex). When a dw using decoy and spinning slash at leese, thats a nightmare... But yes, ur current hp should be fine with proper char move. Sry for dumb question.

    Anyway, main point is about long range and finale:
     
  9. LordBolt

    LordBolt Well-Known Member

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    No questions are dumb^^ you can ask anything, I'll answer without calling you dumb
    Making fun of your curiosity is the last thing I'd want to do.
    And I didn't know that thanks for sharing the video
     
  10. 《《MiLo》》

    《《MiLo》》 Well-Known Member

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    Long range doesn't increase placed skills' damage aka all AOE (Finale and Storm).
    Also staff ATK MATTERS, dude, it affects storm's damage heavily and affect finale's damage less heavily.
     
  11. LordBolt

    LordBolt Well-Known Member

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    I will agree with long range, ill make changes with that later.
    but how you gonna prove your point about staff ATK?
    I am using spirit tear +A with shampy xtal IM7 stats I get 1m easily.
    I have tried current anniv staff and I dont see difference in damage.
    I maybe wrong but I'd like you to back up your point^^)/
     
  12. Aka Kuro

    Aka Kuro Well-Known Member

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    uhm, this maybe prove by math?

    Storm single hit dmg = (base dmg+80) x 300%
    Finale 1st hit dmg = (base dmg + 3000) x (1750+1000+255)% = (base dmg + 3000) x 3005%, assuming 255int, skill lv 10

    base dmg positively related to matk and weap atk

    Since storm hav way lower skill dmg constant compare with finale, storm will be heavily affected by weap atk when compare with finale

    just a rough proof
     
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  13. LordBolt

    LordBolt Well-Known Member

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    ohh I understand now
    thanks for correcting me!
     
  14. LordBolt

    LordBolt Well-Known Member

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    UPDATED
     
  15. Aka Kuro

    Aka Kuro Well-Known Member

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    Nice! Although i personally prefer crt instead of cspd and int+ ^^;
     
  16. LordBolt

    LordBolt Well-Known Member

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    Crit for making magic skills deal Crit Damage?
     
  17. Aka Kuro

    Aka Kuro Well-Known Member

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    spell burst in battle skill transfer 0.25 crt rate to magic crt rate

    Most importantly, u r using shield cannon, right? it is a bit awkward if ur cannon miss a lot. Crt helps avoiding this problem
     
  18. Aka Kuro

    Aka Kuro Well-Known Member

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    Also, cspd 20% only equal to cspd 200 with dex 255, so the performance is pretty low compare with crt tbh
     
  19. LordBolt

    LordBolt Well-Known Member

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    ahh! for that xD
     
  20. LordBolt

    LordBolt Well-Known Member

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    I understand now! I will update weapon in build
     

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