Just pick the skills you want and see how many points you need to put in each affinity. :)
This blog gathers many many links, guide, and reference material for those who just started playing Perfect World International, who are oldies who keep forgetting the info, or just who simply enjoy the game and want to know more.
Labels
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- Class: Wizard
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- Instances: Cube of Fate
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Showing posts with label Guides. Show all posts
Showing posts with label Guides. Show all posts
Tuesday, December 18, 2012
Monday, September 10, 2012
Nirvana: Vanished Ancestor
In order to beat Vanished Ancestor, you will need to Seal the random Elemental Add that will spawn using the appropriate Seal against it. For example in the chest of WATER you will get the Seal to beat the FIRE mob (from chest of water you pick up the item "Fire Proof").
Once you get the Seal, it will be in your inventory. To use it on the Add, you have to target the Add and right click the item you picked up. Once that's done, your job is over! Until the next Add appears....
Tuesday, September 4, 2012
Twilight Temple
Twilight Temple (by PurpleMelon)
Ultimate Substances are also needed to manufacture any TT weapons, armors, and gears.
One (1) Ultimate Substance is obtained by crafting the following mid mats:
If you choose Single mode only one other pillar will appear (Squad Settings). If you choose Squad mode, three more pillars will appear (Squad Settings, the Amount of Bosses and the Amount of Monsters).
Should you be in a squad with others, all members must be present in the Act’s first room before you can make your selection at this pillar. If any squad members are not present you will receive an error message.
Only when you’ve chosen all of the necessary settings will the doors to this room open allowing you to start your dungeon run.
Location
Twilight Temple is located near Town of Arrivals in Dragon Wilderness. The approximate coordinates is 131 670. You can also warped in TT directly from Archosaur using one of the Illusion Stones (cost: 10,000 coins).Requirements
- Squad leader must meet certain level requirement
- Entry to TT may also require Ultimate Substance(s)
- Squad Setting is minimum of 4 members, all members must be present upon activating the last pillar to open the inner gate
- Single Setting is maximum of 4 members, all members are not required to be present to open the inner gate
Ultimate Substance
Single Mode and Squad Mode/High Boss Settings require certain numbers of substance to open the gate. Squad Mode/Mid Boss Setting does not require a substance.Ultimate Substances are also needed to manufacture any TT weapons, armors, and gears.
One (1) Ultimate Substance is obtained by crafting the following mid mats:
- 5 Fine Lumber
- 5 Refined Steel
- 5 Rubstone Powder
- 5 Anthracite
- *or by exchanging 7 Perfect·Token of Luck to a PWI Boutique Agent
Twilight Temple (from PWpedia)
The 3 chapters:
| Act | Name | Level Requirement |
| Act I | Requiem of the Wraiths | 60+ |
| Act II | Symphony of the Fates | 74+ |
| Act III | Aria of Dawn | 88+ |
Pillar I: Mode Select
The first pillar that appears allows you to choose your adventure mode. Here you must define the number of people in your squad. The specifications of each mode are as follows:| Mode | Minimum Number of Players in Squad | Maximum Number of Players in Squad |
| Single | 1 player | 4 players |
| Squad | 4 players | 6 players |
If you choose Single mode only one other pillar will appear (Squad Settings). If you choose Squad mode, three more pillars will appear (Squad Settings, the Amount of Bosses and the Amount of Monsters).
Pillar II: Squad Settings
The second pillar that appears will ask that you set the difficulty level of your dungeon. It’s important to note that all Acts are subdivided into three parts, each with its own level range. The level range will define the level of the monsters (excluding bosses) that you can expect to find in the dungeon. Choosing a higher level range will increase the difficulty of bosses so it’s recommended that all players be either within or above the defined range.| Act | Difficulty Levels | ||
| I | 1-1 Chronol (Lv. 60 – 65) | 1-2 Dimensic (Lv.68 – 73) | 1-3 Substancia (Lv. 76 – 81) |
| II | 2-1 Substancia (Lv. 74 – 79) | 2-2 Naught (Lv. 82 – 87) | 2-3 Null (Lv. 90 – 95) |
| III | 3-1 Null (Lv. 88 – 89) | 3-2 Vacuity (Lv. 95 – 100) | 3-3 Doom (Lv. 100+) |
Should you be in a squad with others, all members must be present in the Act’s first room before you can make your selection at this pillar. If any squad members are not present you will receive an error message.
Pillar III: The Amount of Bosses (Squad)
If you chose Squad mode at the first pillar, a third pillar will appear asking the number of bosses that you wish to have on your dungeon run. Select “Boss Num.: Med.” if you wish to have the standard number of bosses and “Boss Num.: High” if you wish to face a greater number of bosses. Choosing a larger number of bosses will increase the variety of crafting materials that can drop on your run. Note: Your selection at this pillar will affect the choices that appear on the fourth pillar.Pillar IV: The Amount of Monsters (Squad)
At your fourth and final pillar for Squad mode, you can set the amount of monsters. Your selection here will exclude bosses as you’ve already set this in the previous pillar. Select “Boss Amount: Mid.” for the standard number of monsters and “Boss Amount. High” for a greater amount of monsters. Note: Both of these options will not be available, the option that is available corresponds to your choice at the previous pillar.| The Amount of Bosses | The Amount of Monsters |
| Boss Num.: Med. | Boss Num.: Mid. |
| Boss Num.: High. | Boss Num.: High. |
Only when you’ve chosen all of the necessary settings will the doors to this room open allowing you to start your dungeon run.
Thursday, August 30, 2012
Cost of farmed ☆☆Puzzle Cube Badge·Vain
| There are 3 ways I know of to get this amazing piece of gear. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 1: Buy Cube of Fate Stamp or necklace directly from another player at current going price. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 2: Pop tons of pack and hope really hard to get Cube of Fate Stamp by pure luck. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| 3: Farm it yourself. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Of course farming a Cube necklace is not an easy or cheap task. It will require a lot of patience, since the Cube of Fate can be frustrating at times, and money too. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Wednesday, August 29, 2012
Wizardry ~ According to Blue
Wizardry ~ According to Blue
Good and Bad Points about Wizzies | Builds | Skills | Playing your Wizzy (Solo vs Squad) [upcoming] | A Wiz's place in a Perfect World [upcoming] | References
Wizard is not a very popular class (proof is, I’m almost the only one in this faction, and my old faction on main had a total of 3 wizzies for all time I’ve been there), especially with the rise of the Psychics, their place as the only pure Magic DD class of PWI has been slightly replaced. Still – the difference between a Psychic and a Wizard becomes clear in terms of skills, gameplay and resistance. Even though wizzies are kind of left behind, I think that’s an even better reason to try one and show PWI what the true power of wizards is!
NOTE: I’ll start this guide/personal experience and impression topic slowly, and post (from what I’ve seen myself) what I think works for a wizzy.
As any “Pure DD” class, your first question will be “what do I want to be able to do with this character?” If your answer is – “be hella strong and crit the hell of these meanie mobs” ... well you will be looking for a “Pure” build.
Blue is a Pure Magic Wizard. Which means that every 2 levels (10 attribute points) I put:
Hybrid Build:Attack Rating - 4, Defense Rating - 3
Every Two Levels
Magic 7 Points
Vitality 2 Points
Strength 1 Point
Light Armor Attack Rating - 4, Defense Rating - 4
Every Level
Magic 3 Points
Dexterity 1 Point
Strength 1 Point
Balanced Build: Attack Rating - 2, Defense Rating - 5
Every Level
Magic 2 Points
Vitality 1 Point
Dexterity 1 Point
Strength 1 Point
Good and Bad Points about Wizzies | Builds | Skills | Playing your Wizzy (Solo vs Squad) [upcoming] | A Wiz's place in a Perfect World [upcoming] | References
So you are thinking about taking up the challenge of levelling a Wizard?
Why would you want a Wizzy:
1: Very high elemental resistance and elemental damage;
2: One of PWI most effective magic damage dealer;
3: The way your character looks (they generally look ‘normal’ male/female), skills animation, colourful, attitude, etc;
4: To take up a challenging, yet fun experience;
5: Because Wizzies are awesome :O and have an important place in higher level squads!
Why wouldn’t you want a Wizzy:
1: SQUISHINESS!!! (all arcanes are -_-;)
2: Harder to deal with long ranged physical mobs;
3: Aggro management when in squad;
4: Can be difficult to level in the beginning of the game;
5: A LOT of people might think you are simply weak and useless. (meanies!)
Why would you want a Wizzy:
1: Very high elemental resistance and elemental damage;
2: One of PWI most effective magic damage dealer;
3: The way your character looks (they generally look ‘normal’ male/female), skills animation, colourful, attitude, etc;
4: To take up a challenging, yet fun experience;
5: Because Wizzies are awesome :O and have an important place in higher level squads!
Why wouldn’t you want a Wizzy:
1: SQUISHINESS!!! (all arcanes are -_-;)
2: Harder to deal with long ranged physical mobs;
3: Aggro management when in squad;
4: Can be difficult to level in the beginning of the game;
5: A LOT of people might think you are simply weak and useless. (meanies!)
IF you intend to choose a build that will make your physical resistance rather Low (like pure magic), you might want to take into consideration ways of playing around with the mobs, dodging and using push-back skills, or protecting yourself with better ornaments and capes. I’ll try to give an idea of what I mean a tad bit later in this guide.
Builds:
Wizard is not a very popular class (proof is, I’m almost the only one in this faction, and my old faction on main had a total of 3 wizzies for all time I’ve been there), especially with the rise of the Psychics, their place as the only pure Magic DD class of PWI has been slightly replaced. Still – the difference between a Psychic and a Wizard becomes clear in terms of skills, gameplay and resistance. Even though wizzies are kind of left behind, I think that’s an even better reason to try one and show PWI what the true power of wizards is!
NOTE: I’ll start this guide/personal experience and impression topic slowly, and post (from what I’ve seen myself) what I think works for a wizzy.
As any “Pure DD” class, your first question will be “what do I want to be able to do with this character?” If your answer is – “be hella strong and crit the hell of these meanie mobs” ... well you will be looking for a “Pure” build.
Blue is a Pure Magic Wizard. Which means that every 2 levels (10 attribute points) I put:
Pure Magic: Attack Rating -5, Defense Rating 2
9 Magic / 1 Strength
OR every even/ pair levels:
4 Magic / 1 Strength
...and on odd/ impair levels:
5 Magic
9 Magic / 1 Strength
OR every even/ pair levels:
4 Magic / 1 Strength
...and on odd/ impair levels:
5 Magic
If your answer to the previous question is “yah I want damage, but I hate being a squishy,” you might be going for different types of builds such as:
Hybrid Build:Attack Rating - 4, Defense Rating - 3
Every Two Levels
Magic 7 Points
Vitality 2 Points
Strength 1 Point
Light Armor Attack Rating - 4, Defense Rating - 4
Every Level
Magic 3 Points
Dexterity 1 Point
Strength 1 Point
Balanced Build: Attack Rating - 2, Defense Rating - 5
Every Level
Magic 2 Points
Vitality 1 Point
Dexterity 1 Point
Strength 1 Point
Since I have not been creating wizzies all over the place to test these different builds, I cannot tell with 100% certainty that these are working. I am the “want to kill stuff fast” type, so I am happy with my Pure Magic! :) I balance my own squishiness out by usually topping my VITALITY to 40 and sharding with a lot of Garnets/Citrines.
NOTE: At level 100+ you are required to have at least 54 STR. Most high level gears are only 54 STR to wear so you could stop putting STR once that amount has been reached. Make sure, however, that you have checked what type of magic weapon you are aiming for as a few of them required more than 54 STR.
Skills:
(for a detailed description of each skill, their gain with levelling and level you can level them; use this link: ecatomb's Skill Database)
Wizards have A LOT of skills. And compared to many other classes they have a lot of USEFUL skills. What is fun with Wizard is how you can vary your attacks and get a fairly good result. In the beginning you cannot play with mobs as much, so it might be a bit hard (which makes a lot of people quit on becoming a Wizard), though once you are past that part, you’ll find yourself doing a lot of damage and enjoying it!
Colour Guide:
Max
Pace – worth levelling slowly
Pace or ignore
Low Level / 1-29 skills: (level you can get the skill in [-])
[1] Pyrogram
[3] Gush
[6] Stone Rain
[9] Pyroshell
[9] Glacial Embrace
[9] Stone Barrier
These 6 skills are worth maxing. Your first attack and defence skills, which will be useful from day 1 to day “you’ll maybe get to level 100+.” The shields are often neglected by many wizards, as defence in general is, but trust me, level 10 of any of these will come in handy when fighting, and perhaps tanking.
However, I would suggest to focus on Pyrogram and Gush BEFORE starting to max Stone Rain, since it has a kind of slow channelling and isn’t very useful when you need to cast something quickly. Though it is a great starting skill on water mobs, and compared to Pyrogram and Gush, Stone Rain has a higher % of weapon damage. You’ll need it, but not when you are starting.
Same thing applies to the shields, Stone Barrier is the one you’ll need most, since it add x % to your Physical Defense, and as a squishy wizzy, you’ll want to have that bonus to fight physical mobs. NOTE that it is one of the most efficient P.Def buff for arcanes, so be proud and wear it! Then, Glacial Embrace will help you recover your MP faster, and finally Pyroshell for the same bonus, but in HP. Arcane gear (if it is the one you are using) should cover you well enough to face magical mobs, so it is not necessary to use the fire/water/earth shield with them, but it’s always a bonus. A Wizard’s strength is his/her ability to survive.
Since your skills are limited to these 3 attacks until you level out of 10, you don’t really have to worry about the elements of the mobs you are fighting, but, if you had to chose which skill to use to finish a mob, take the strongest element against that mob, logically speaking! :)
[13] Crown of Flames
[16] Hailstorm
These 2 skills aren’t that important. You can use them at lower levels if you wish, but I wouldn’t suggest to level them so soon. People debate whether they are strong or not, but as long as your starting, the skills before that are more important. I would suggest to level Hailstorm when you have spare Spirit and coins, since it’s one of your only AoE that won’t cost you Chi. Hailstorm can be both very useful and tricky to use because it is an AoE. However, when going Sage or Demon, it can become one of your best friends.
[19] Divine Pyrogram
[19] Pitfall
Yei! 19 skills! Divine Pyrogram is very slow to channel, but has a very good weapon damage percentage, so – worth levelling, but pace. You can keep it level 1 for a little while and use it as a starting skills on most mobs. Pitfall isn’t that useful, except for that Slow effect (which Gush can do much better if you levelled it already) but alike Crown of Flames, it is up to you. I’d still suggest to keep it level 1 until you get higher, and use it to finish Water mobs when you don’t feel like spending too much mana and the mob is left with very little HP.
As a side note, Pitfall and Crown of Flames are you 2 DoT skills, meaning they are not strong when you cast them but deal a certain amount over time. It can come in handy, as I mentioned, when finishing mobs with little HP.
[24] Morning Dew
Your first (and only!) heal!!! Very slow channelling, a lot of Wizard don’t see a point to it and don’t level it. I levelled it – because it saves you money on HP pots. I would say you can level that one, but don’t level it too fast, follow your HP’s worth. So let’s say you have 1000 HP and the heal heals for about 440 + 11% of your base magic attack; you might want to go to the next level, but if you use it 2 times – your HP should be almost full. Worth levelling, but pace. (You can also heal others with it, and something saves someone’s life, they appreciate it :P)
[29] The Dragon’s Breath
[29] Wellspring Quaft
[29] Distance Shrink
[29] Fire, Water, & Earth Mastery
DB (Dragon’s Breath) is your second AoE spell, and one of the only Continuous AoE spell of the game (apart from Seeker's Vortex). It is a good spell for AoE grinding, but there is no urgent need to level it too soon. You will need it if you’re thinking about doing Zhen (AoE grinding, can be done in instances). I wouldn’t recommend that you use that by yourself, unless you have very good defence and are at ease with healing a lot (pots, food, apothecary items). It might give you too much aggro, and will result in your death. So another skill to pace.
Wellspring Quaft is your MP buff. Up to you to level it or not, but it’s not a necessary skill. I use it and like it, but didn’t rush to max it. There is a rather good bonus each level, and it’s nice to have in order to save on MP pots.
Distance Shrink is THE skill that will allow you to run around with mobs. Physical mobs, as soon as they come after you (before or after they got one hit on you – depends on your reflexes), you can use it and get teleported far from the mob again. As long as you don’t have any pushback skills, this skill will come in handy. It’s a bit of getting used to, but once you found the way to work with this skill, it makes things a lot easier. You can also use it to “run” faster. You can pace that skill too. Even though it’ll save you a few times, your attack / defense skills require more attention for now.
LEARN YOUR MASTERIES!!! ;p All I have to say about those.
[39] Will of the Phoenix
[39] Frostblade
[39] Sandstorm
Level 39 brings Wizzies another great damage skill, an AoE pushback and their only share-able buff. Also, it is where I usually starts creating skill macros according to my elements because I have enough skills to chain more than 2-3. Sandstorm has very nice weapon damage even at level 1 (165%) and reduces accuracy - to use on melee and archer mobs.
Then, you will have Will of Phoenix which will come in handy against melee mobs because it will push them back. CAREFUL though, this skill is a FRONTAL AoE, meaning you might aggro more mobs if the one you pushed back was surrounded. I say pace this skill because the knockback effect isn't affected much by levelling, and the damage it does is really low. Use for knockback mostly.
Frostblade is.... completely useless to casters. It is a buff that grants the target more Water damage on NORMAL attacks (thus, useful for meleers and archers, but not for us sadly). However, levelling it may be useful for squad members, so it is up to you if you want to level it.
[49] Emberstorm
[49] Glacial Snare
[49] Force of Will
Level 49 woo! Sadly, the skills at level 49 are getting quite expensive, so most of them should be paced.
Emberstorm is .... just useless in most people's opinion. It is more a danger to a wizzy than a great skill. Learn level 1 to access your 59 skill (Blade Tempest), but even at 100 I have the Sage book for it and I'm not even tempted to learn it; it is still level 1. Try it and you'll see what I mean.
Glacial Snare is a very nice Water skill, however expensive to level, so pace it and keep using Gush to slow down enemies for now. If you have time casting Glacial (I use it as a starter because it has very high weapon damage and slows down considerably). Very good skill, but you can wait.
Force of Will should be your best friend. This skill allows you to interrupt and seal an enemy for a certain amount of time. Levelling it will increase that time. The effect it has on mobs is that they will try to run back while sealed, which allows you to buy some time, heal, receive less damage, or keep a mob busy while attacking another. Very nice skill in duelling as well since it isn't considered as a movement debuff and most classes do not have "anti-seal" skills.
[59] Blade Tempest
[59] Black Ice Dragon Strike
[59] Mountain's Seize
[59] Essential Sutra
FINALLY! Level 59! Feeling like a real mage now eh! This is when you will get your awesome looking AoEs, the nicest AoEs too look at in this game in my opinion. All of them are great, but definitely NOT cheap! D: So all should be paced since you probably won't have the money or the spirit to level them that quickly. I suggest to focus on Blade Tempest before the 2 other since it is your ONLY skill that deals physical damage. Very very very very useful on Inc. Magic Resistance mobs.
Essential Sutra is a little wonder that only has 1 level. It cost 2 sparks for you to have no channelling at all for 6 seconds, meaning you will cast 1 skill after another during that time. I use it to kill faster, of course, but also in combo with Morning Dew when I need extra fast healing for myself or someone about to die.
Special & Additional Skills:
[79] Elemental Shell
[79] Soporific Whisper
[79] Undine Strike
These skills are learned by using a book made from Apocalypse Pages (20) and Medium Ink (10). The ink itself is worth about 100K each, so about 1M for 1 book. They also cost about 1M spirit.
In my opinion the first one you should get is Undine Strike because it decreases any mob (apart from Earth Immuned mob/boss since the skill is Earth damage based) resistance to Fire, Water and Earth. It makes you hit HARDER so get this book!
Elemental Shell is also a very practical little thing that you can cast on others too. Ups your magic resistances (except from Wood) considerably for a few seconds.
Soporific Whisper will put your enemy to sleep for a few seconds. Always good to buy time.
[80] Life Reversion
[80] Spatial Reversion
Books acquired in Morai (new map for 95+). Quite useless unless you PK.
[100] Arcane Defense (Order of Shroud)
[100] Ice Prison (Order of Luminance)
[100] Sand Miasma (Order of Corona)
Books acquired in Morai as well, from running dailies in the different orders. I would say start by either getting Arcane Defense or Ice Prison, then Sand Miasma. All useful, just long to get. (I'm still working on Arcance Def. and Sand M. myself) See Morai guide here.
[100] Blinding Blaze
[100] Mortal Reversion
[100] Tactical Reversion
Books acquired from Endless Dragon-Emperor Chest in Advance Endless Universe in Morai. I do not know much about them yet, apart from their requirements. Mortal/Tactical require Life/Spatial Reversion to be learned. More info later...
[100] Elemental Invocation
[100] Manifest Virtue
Celestial Sage/Demon skills made from Chrono Page (20) and Medium Ink (10) which can only be learned once one has reached the cultivation "Celestial". More info later...
References:
Tuesday, August 28, 2012
Making & Using Shards
Why shards? Because your gear has sockets! And they are meant to be used!Shards add different attributes to your gear or weapon which can be really useful when you know you will be using a certain gear for a long time.
Example: You are the lucky person who has just gotten himself/herself a:
...nice piece or armor, weapon, etc. You might want to maximize these good attributes and add shards. (Shards are good with any Gear -with sockets- you want to put shards into, but usually the above mentioned are lasting a while.)
Citrines and Turquoises are useless in a weapon. You probably want to aim for a Garnet or a Sapphire shard, depending on what class you are playing.
You can buy Shabby Shards at any Merchant in the Gem section. The price for each Shabby is 530 coins.
Garnet + Physical attack/defense
Sapphire + Magical attack/defense
Amber + Accuracy
Turquoise + MP
Citrine + HP
Alabaster + Metal attack/resistance
Aquamarine + Wood attack/resistance
Ruby + Fire attack/resistance
Amethyst + Water attack/resistance
Topaz + Earth attack/resistance
The lowest grade of shard is Shabby. Then:
◦ Rough (3 shabby)
◦ Blemished (3 rough)
◦ Common (3 blemished)
◦ Average (3 common)
◦ Beautiful (4 average)
◦ Flawless (4 beautiful)
◦ Immaculate (5 flawless)
◦ Perfect (5 immaculate)
◦ Incomparable (5 perfect)
…and more! (visit a Gem Merchant for more info! You can also visit this page)
If you make your own shards from scratch you might have A LOT of combining to do. TIP: TRY HITING MAX ON THE AMOUNT BOX!!! ;) You'll like it.
Example: You are the lucky person who has just gotten himself/herself a:
★Legendary
☆☆☆ 3 stars
★TT Armor or weapon
☆☆☆ 3 stars
★TT Armor or weapon
and more...
Citrines and Turquoises are useless in a weapon. You probably want to aim for a Garnet or a Sapphire shard, depending on what class you are playing.
You can buy Shabby Shards at any Merchant in the Gem section. The price for each Shabby is 530 coins.
The lowest grade of shard is Shabby. Then:
◦ Rough (3 shabby)
◦ Blemished (3 rough)
◦ Common (3 blemished)
◦ Average (3 common)
◦ Beautiful (4 average)
◦ Flawless (4 beautiful)
◦ Immaculate (5 flawless)
◦ Perfect (5 immaculate)
◦ Incomparable (5 perfect)
…and more! (visit a Gem Merchant for more info! You can also visit this page)
If you make your own shards from scratch you might have A LOT of combining to do. TIP: TRY HITING MAX ON THE AMOUNT BOX!!! ;) You'll like it.
Sage vs Demon Mystic
A quick guide to Sage or Demon Mystic with an explanation as to why I chose to go Demon over Sage. Hope it helps! Enjoy :)
Demon spark & Mo Zun's taunt:
Faster channelling, thus quick casting and stronger DD. I always loved demon spark for its power, so if you tend to be power hungry, demon on a caster class such as mystic is awesome.
○Swirling Mist
○Absorb Soul
○Gale Force
○Thicket
○Cragglord
○Falling Petals
○Comforting Mist
●Gale Force
Discussion:
Ok, so now that we have what I believe is interesting from both paths, I will contrast them and explain why I preferred going Demon. (if you would like to look at all skills, visit here: http://ecatomb.net/skillpwi.php)
I, by far, love to DD. Just by seeing how many attack skills turn deadly once demon, I easily got greedy. So at first sight, Demon seemed like the right path for my play style.
Besides the DD gain, I was also told by many that Sage was better because of Falling Petals giving you MP back. Quite frankly, when I look at it, I think that a heal that last 5 minutes instead of 1 (demon Falling Petals) is much more useful than a chance to gain MP. Plus - if you have learned the 79 skill "Clear Thoughts" you ALREADY have a MP recovering skill.
Finally, I preferred the 35% of Demon Comforting Mist, compared to 25% of Sage Break in the Clouds to purify. For one, because it will purify the entire squad, and second, because the number is greater. However, Break in the Clouds has faster channelling and can be "spammed" one a single target/tank, which would mean more chances of purifying the person being healed.
The things I would really have liked to have from Sage are Verdant Shell (self buff for more p.def), Break in the Clouds (for faster purifying) and 23 seconds Cragglord instead of 20 seconds.
A lot of people will generally think that they need sage because demon doesn't give enough to build chi. While this might be true for many other classes, a Demon Mystic is nowhere near chi starvation. With 3 summons to gain 15 chi per casting and the ability to spam heal oneself and summons, chi gain is way too easy. Demon Break in the Clouds also has a chance to give you chi, so quite frankly, I wouldn't be surprised that a demon mystic gains chi faster than a sage one.
Also note that All Demon and Sage Summon learn the SAME new skills, that means both sage and demon Salvation will have the squad shielding (Warp Shield).
Overall, to go Demon or Sage is up to your play style! Being a little greedy DDer, I picked demon. :)
Demon spark & Mo Zun's taunt:
Faster channelling, thus quick casting and stronger DD. I always loved demon spark for its power, so if you tend to be power hungry, demon on a caster class such as mystic is awesome.
Sage spark and Master Li's technique:
Amazing defence for the duration of the spark, also very decent magic attack gain. The true thing that is great about sage is always it's side skill, Master Li's technique, that allows you to build chi faster (50 Chi per minute).
Good Demon skills:
- Attack skills -
Has a 25% chance to reduces target's Wood Resistance by 15% for 6 seconds.
Has a 80% chance to interrupt target's channeling.
Chance to immobilize target increased by 35%.
Has a 25% chance to increase damage taken by target for 9 seconds.
Mana cost reduced by 10%.
Has a 25% chance to reduce Spark cost by 1.
Demon version increases critical hit rate by 2%. | |||||||||||||||||||||||||||||||||||||||||||||||||
| ○Rapid Growth Cooldown time reduced by 10%. | |||||||
***Note that ALL Demon summons (excluding Craggy) allow you to gain 15 extra Chi.
- Healing/Defence skills -
Effect time increased by 4 extra minutes.
Has a 35% chance to remove status ailments.
○Resurrect
Recovers 100% HP upon reviving.
Good Sage skills:
- Attack skills -
Slows enemies around you by 70% for 3 seconds.
●Thicket
Does an additional 1500 damage.
●Rapid Growth
Has a 25% chance to clear its cooldown time
●Cragglord
Mana cost reduced by 10%.
Effect time increased by 3 seconds.
Effect time increased by 3 seconds.
Sage skill increases Wood damage by 25%. | ||||||||||
***Note that ALL Sage summons reduce mana cost by 10%.
- Healing/Defence skills -
●Break in the Cloud
Has a 25% chance to remove status ailments.
●Falling Petals
Has a 35% chance to recover your Mana by 280 in 6 seconds.
●Resurrect
EXP loss is reduced by 95%.
(note that with the Morai skill "Mass Ressurection" gained from the order of Luminance, you will have a squad resurrection skill with the same %)
Physical Defense increased by an additional 10%. | ||||||||||||||||||||||||||||||||||||||||||||||
Discussion:
Ok, so now that we have what I believe is interesting from both paths, I will contrast them and explain why I preferred going Demon. (if you would like to look at all skills, visit here: http://ecatomb.net/skillpwi.php)
I, by far, love to DD. Just by seeing how many attack skills turn deadly once demon, I easily got greedy. So at first sight, Demon seemed like the right path for my play style.
Besides the DD gain, I was also told by many that Sage was better because of Falling Petals giving you MP back. Quite frankly, when I look at it, I think that a heal that last 5 minutes instead of 1 (demon Falling Petals) is much more useful than a chance to gain MP. Plus - if you have learned the 79 skill "Clear Thoughts" you ALREADY have a MP recovering skill.
Finally, I preferred the 35% of Demon Comforting Mist, compared to 25% of Sage Break in the Clouds to purify. For one, because it will purify the entire squad, and second, because the number is greater. However, Break in the Clouds has faster channelling and can be "spammed" one a single target/tank, which would mean more chances of purifying the person being healed.
The things I would really have liked to have from Sage are Verdant Shell (self buff for more p.def), Break in the Clouds (for faster purifying) and 23 seconds Cragglord instead of 20 seconds.
A lot of people will generally think that they need sage because demon doesn't give enough to build chi. While this might be true for many other classes, a Demon Mystic is nowhere near chi starvation. With 3 summons to gain 15 chi per casting and the ability to spam heal oneself and summons, chi gain is way too easy. Demon Break in the Clouds also has a chance to give you chi, so quite frankly, I wouldn't be surprised that a demon mystic gains chi faster than a sage one.
Also note that All Demon and Sage Summon learn the SAME new skills, that means both sage and demon Salvation will have the squad shielding (Warp Shield).
Overall, to go Demon or Sage is up to your play style! Being a little greedy DDer, I picked demon. :)
Monday, August 27, 2012
Cube of Fate Entrance Locations
| City of the Plume | (314 413) |
| Etherblade | (451 874) |
| City of the Lost | (245 644) |
| City of Raging Tides | (666 135) |
| Archosaur North District | (523 678) |
| Archosaur South District | (530 634) |
| Archosaur South District | (577 634) |
| Archosaur North District | (584 675) |
| Dreamweaver Port | (657 374) |
| Thousand Streams | (124 867) |
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