Sustain-Solo DPS Featherfoot
Created by Flinx on Jun 17th 2016 (Last Updated: Jul 12th 2016).
This is a public build.
3
Introduction
This build is for those seeking a good alternative to the famous Wiz3 -> Ele3 build. The build is good for soloing even at high level maps. The build also offers huge synergy for the specific class picks which I will explain later.
PROS:
+ Sustained DPS due to the constant damage from the summon
+ Almost independent from HP potions due to blood sucking and summon tank (you need to reach rank 7 for this though. Don't forget to bring some for emergency purposes).
+ Good for soloing
+ Can easily burst mobs with your combo
+ Fun to play (Subjective)
CONS
- Sp drain is real (you literally trade your SP for HP when you channel Blood Sucking fully).
- Positioning is key to fully utilize your spells correctly
- Featherfoot skills are somewhat restricted by the race of the target which for example limits blood bath's damage potential.
Stats:
CON: 100
INT: Remaining Points
Class Choices
Wizard C3
- Wizard 3 is chosen primarily for the high level of Sleep, Sure Spell, Magic Missile, and Attributed Quick Cast. Other skill points can be distributed in any way you like but place 1 point in lethargy for the strike damage attribute.
- Attributed Quick Cast boosts the damage of your spells by 50%.
- High level of sleep is very useful to disable large pack of mobs allowing you to correctly position yourself to cast your spells and to prevent further damage.
- Sure Spell is also important in to use for channeling spells (in this case it is only mostly used for blood sucking). Do note that attacks which push you or knock you down will still cancel your channel.
- Magic Missile will be your bread and butter skill until end game. It is decent mob clear with low cooldown.
Linker C1
- Linker is the class which binds the synergy of this build. Without linker, featherfoot skills are mediocre since they only affect a single target / a very narrow frontal AoE. Notable skills are Joint Penalty and Hangman's Knot. I would have had taken more circles in linker for a higher level of JP but that is impossible for this build. A solution would be dandel gem to increase the JP target to 6.
Sorcerer C2
- Sorcerer is a utility class which offers a mobile turret in the form of summoning, a buffer through summon:servant, and high damage burst through summon: familiar. Salmion is just another filler and a 1 point wonder.
- Summoning allows you to summon a devil type boss monster. The summoned unit scales with INT and the card level. While summoning is active your natural SP regen is disabled. Your SP is also continously drained at a rate of 1% per 3 seconds.
- Circle 2 is quite important for controlling the AI of the summoned unit. having the command HOLD is very crucial if you wanted your summon to continuously attack the target when you are moving around.
- Circle 2 also offers the command RIDE which enables you to use your summon's skills. The skills are unique for every card.
- Command MORPH allows you to use the second card stashed in your grimoire. The morphed summon uses the stats of the primary card.
- For a more detailed info for Sorcerer you can try this link from the official forum
https://forum.treeofsavior.com/t/sorcerer-info-megathread/188142
Featherfoot C1
- Featherfoot is a melee caster which utilizes blood spells. Main skills are blood bath and blood sucking.
- Blood Bath is a melee ranged skill which only works for specific monster types (insect/beast/devil). If the monster is insect/beast/devil and hit by the skill, the target will bleed and take a ticking damage + generates a blood pool which will heal you by a flat amount (In kTOS, the heal is % based) else, the skill will only deal the initial damage and nothing else. Blood Bath is a single target spell hence you will need to use JP in order to damage multiple units.
- Blood Sucking is a melee channeled spell which damages all monsters in a small cone in front of you (very narrow). The spell heals you for a % of the damage dealt. SP consumption and % heal based on damage is increased per level. This is your best damage skill as featherfoot but it may cost your full SP pool just to fully channel the spell. However, you actually never have to fully channel this spell most of the time. I only fully channel Blood Sucking for boss encounters and If mobs are not dead yet by the end of the full burst rotation.
- Bone Pointing summons a bone unit which constantly attacks target applying hex. The damage is negligible and is only good for 1 point to apply hex.
- Ngadhundi is a frontal stab which applies the decay debuff. Decay boosts missile damage by 100% and also reduces a % of the target's max hp per second. The skill has a narrow frontal AoE and will hit tighly packed mobs.
- Kurdaitcha leaves a trail of blood which hexes the target which comes upon the trail. I haven't tried this skill yet but I don't think you'd ever need to place a point here. Bone Pointing does the job to hex targets. The only good thing about this skill is its attribute. The attribute at max level will allow you to have a 3% change to deal double damage to hexed targets. The attribute doesn't require Kurdaitcha to be learned.
Synergy and Combos
5 Targets
Pre-cast Summon:Familiar -> Quick Cast -> Joint Penalty -> Blood Bath -> Hangman's Knot -> Magic Missile x2
This combo would instantly decimate the 5 mobs linked together. You can add Ngadhundi before or after casting blood bath to apply the decay debuff. Note that you always need to aim blood bath to a beast/insect/devil to ensure that all linked targets will get the initial stab + bleeding damage.
AOE Burst (More than 5 Mobs)
Sleep -> Riding -> Temple Shooter Rapid Fire -> Dismount -> Sure Spell -> Quick Cast -> Blood Sucking -> Magic Missile x2
Your best AoE rotation. Not as efficient as Elementalist's Frost Cloud but still good for wiping a huge number of mobs. Note that you may need to drink a SP potion if you plan to fully channel blood sucking.
Gameplay Videos
Solo Levelling
https://youtu.be/vs31vpBwNCg
https://www.youtube.com/watch?v=bA6yZMZ9ccM
Featherfoot Combo
https://www.youtube.com/watch?v=9WzY123_YRM
SP Regen
https://www.youtube.com/watch?v=jR-BS8Z_Zqo
Feel free to ask questions. I will try to answer most. Guide is still in progress. I will complete in a later time.
This build is for those seeking a good alternative to the famous Wiz3 -> Ele3 build. The build is good for soloing even at high level maps. The build also offers huge synergy for the specific class picks which I will explain later.
PROS:
+ Sustained DPS due to the constant damage from the summon
+ Almost independent from HP potions due to blood sucking and summon tank (you need to reach rank 7 for this though. Don't forget to bring some for emergency purposes).
+ Good for soloing
+ Can easily burst mobs with your combo
+ Fun to play (Subjective)
CONS
- Sp drain is real (you literally trade your SP for HP when you channel Blood Sucking fully).
- Positioning is key to fully utilize your spells correctly
- Featherfoot skills are somewhat restricted by the race of the target which for example limits blood bath's damage potential.
Stats:
CON: 100
INT: Remaining Points
Class Choices
Wizard C3
- Wizard 3 is chosen primarily for the high level of Sleep, Sure Spell, Magic Missile, and Attributed Quick Cast. Other skill points can be distributed in any way you like but place 1 point in lethargy for the strike damage attribute.
- Attributed Quick Cast boosts the damage of your spells by 50%.
- High level of sleep is very useful to disable large pack of mobs allowing you to correctly position yourself to cast your spells and to prevent further damage.
- Sure Spell is also important in to use for channeling spells (in this case it is only mostly used for blood sucking). Do note that attacks which push you or knock you down will still cancel your channel.
- Magic Missile will be your bread and butter skill until end game. It is decent mob clear with low cooldown.
Linker C1
- Linker is the class which binds the synergy of this build. Without linker, featherfoot skills are mediocre since they only affect a single target / a very narrow frontal AoE. Notable skills are Joint Penalty and Hangman's Knot. I would have had taken more circles in linker for a higher level of JP but that is impossible for this build. A solution would be dandel gem to increase the JP target to 6.
Sorcerer C2
- Sorcerer is a utility class which offers a mobile turret in the form of summoning, a buffer through summon:servant, and high damage burst through summon: familiar. Salmion is just another filler and a 1 point wonder.
- Summoning allows you to summon a devil type boss monster. The summoned unit scales with INT and the card level. While summoning is active your natural SP regen is disabled. Your SP is also continously drained at a rate of 1% per 3 seconds.
- Circle 2 is quite important for controlling the AI of the summoned unit. having the command HOLD is very crucial if you wanted your summon to continuously attack the target when you are moving around.
- Circle 2 also offers the command RIDE which enables you to use your summon's skills. The skills are unique for every card.
- Command MORPH allows you to use the second card stashed in your grimoire. The morphed summon uses the stats of the primary card.
- For a more detailed info for Sorcerer you can try this link from the official forum
https://forum.treeofsavior.com/t/sorcerer-info-megathread/188142
Featherfoot C1
- Featherfoot is a melee caster which utilizes blood spells. Main skills are blood bath and blood sucking.
- Blood Bath is a melee ranged skill which only works for specific monster types (insect/beast/devil). If the monster is insect/beast/devil and hit by the skill, the target will bleed and take a ticking damage + generates a blood pool which will heal you by a flat amount (In kTOS, the heal is % based) else, the skill will only deal the initial damage and nothing else. Blood Bath is a single target spell hence you will need to use JP in order to damage multiple units.
- Blood Sucking is a melee channeled spell which damages all monsters in a small cone in front of you (very narrow). The spell heals you for a % of the damage dealt. SP consumption and % heal based on damage is increased per level. This is your best damage skill as featherfoot but it may cost your full SP pool just to fully channel the spell. However, you actually never have to fully channel this spell most of the time. I only fully channel Blood Sucking for boss encounters and If mobs are not dead yet by the end of the full burst rotation.
- Bone Pointing summons a bone unit which constantly attacks target applying hex. The damage is negligible and is only good for 1 point to apply hex.
- Ngadhundi is a frontal stab which applies the decay debuff. Decay boosts missile damage by 100% and also reduces a % of the target's max hp per second. The skill has a narrow frontal AoE and will hit tighly packed mobs.
- Kurdaitcha leaves a trail of blood which hexes the target which comes upon the trail. I haven't tried this skill yet but I don't think you'd ever need to place a point here. Bone Pointing does the job to hex targets. The only good thing about this skill is its attribute. The attribute at max level will allow you to have a 3% change to deal double damage to hexed targets. The attribute doesn't require Kurdaitcha to be learned.
Synergy and Combos
5 Targets
Pre-cast Summon:Familiar -> Quick Cast -> Joint Penalty -> Blood Bath -> Hangman's Knot -> Magic Missile x2
This combo would instantly decimate the 5 mobs linked together. You can add Ngadhundi before or after casting blood bath to apply the decay debuff. Note that you always need to aim blood bath to a beast/insect/devil to ensure that all linked targets will get the initial stab + bleeding damage.
AOE Burst (More than 5 Mobs)
Sleep -> Riding -> Temple Shooter Rapid Fire -> Dismount -> Sure Spell -> Quick Cast -> Blood Sucking -> Magic Missile x2
Your best AoE rotation. Not as efficient as Elementalist's Frost Cloud but still good for wiping a huge number of mobs. Note that you may need to drink a SP potion if you plan to fully channel blood sucking.
Gameplay Videos
Solo Levelling
https://youtu.be/vs31vpBwNCg
https://www.youtube.com/watch?v=bA6yZMZ9ccM
Featherfoot Combo
https://www.youtube.com/watch?v=9WzY123_YRM
SP Regen
https://www.youtube.com/watch?v=jR-BS8Z_Zqo
Feel free to ask questions. I will try to answer most. Guide is still in progress. I will complete in a later time.
Rank 1
Wizard |
1 / 5 3 Energy Bolt: Enhance Type: Passive * Increases the damage dealt on an enemy with [Energy Bolt] by 0.5% per attribute level * +10% added damage at maximum level Wizard 1st Circle required Energy Bolt: Additional Sleep Damage Type: Active * Deals additional damage equal to 40% of magic attack per attribute level when attacking an enemy under [Sleep] with [Energy Bolt] * Increases SP consumption by 10% Wizard 1st Circle required Energy Bolt [Magic] Gather powerful magical energy and launch it towards an enemy. Level 1: Attack: 109% x 2 AoE Attack Ratio: 1 SP: 12 Type: Magic / Attack Cooldown: 9s 1 / 5 Lethargy: Strike Speciality Type: Active * Enemies affected by [Lethargy] receive 10% additional damage per attribute level with [Strike] attacks * Increases SP consumption by 10% Wizard 3rd Circle required Lethargy: Tile Speciality Type: Active * Magic circle damage on enemies afflicted with [Lethargy] increases by 3% per attribute level Wizard 2nd Circle required Lethargy Makes an enemy lethargic. Level 1: Physical attack -1% Magic attack -1% Evasion -5 Damage from magic circles +20% [Lethargy] Duration 20 sec SP: 13 Type: Magic / Buff Cooldown: 20s 5 / 5 Sleep: Dream Eater Type: Active * Limit of attacks of [Sleep] decreases by 80% (min. 1 time) * Enemies affected by [Sleep] will receive 200% damage from Non-Property and Psychokinesis magic attacks Sleep Lv6, Wizard C2 required Sleep Makes an enemy fall asleep. The enemy awakens once you've reached your limit of attacks. Level 5: [Sleep] Duration: 7 seconds Attack Threshold: 5 SP: 30 Type: Magic / Buff Cooldown: 25s 1 / 5 3 Earthquake: Enhance Type: Passive * Increases the damage dealt on an enemy with [Earthquake] by 0.5% per attribute level *+10% added damage at maximum level Wizard 1st Circle required Earthquake: Remove Knockdown Type: Active * Removes knockdown of [Earthquake] Increases SP consumption by 10% Wizard 1st Circle required Earthquake [Magic] - [Earth] Inflicts damage on an enemy by creating a powerful earthquake in front of you. Level 1: Attack: 266% AoE Attack Ratio: 4 SP: 16 Type: Magic / Attack Cooldown: 17s Element: |
Rank 2
Wizard |
10 / 10 Sleep: Dream Eater Type: Active * Limit of attacks of [Sleep] decreases by 80% (min. 1 time) * Enemies affected by [Sleep] will receive 200% damage from Non-Property and Psychokinesis magic attacks Sleep Lv6, Wizard C2 required Sleep Makes an enemy fall asleep. The enemy awakens once you've reached your limit of attacks. Level 10: [Sleep] Duration: 12 seconds Attack Threshold: 10 SP: 44 Type: Magic / Buff Cooldown: 25s 10 / 10 Magic Shield: SPR Efficiency Type: Active * SP consumption of [Magic Shield] per hit decreases by [attribute level]% of your SPR Wizard 2nd Circle required Magic Shield Create a protective shield that absorbs enemy's attack. 1% of your maximum SP is consumed every time the damage absorbed. Level 10: Damage reduction 20% Duration: 300 seconds Applies 10 times SP: 0 Type: Magic / Buff Cooldown: 45s 5 / 5 Surespell Skills being cast cannot be interrupted by enemy attacks. Level 5: Targets (excluding caster) 4 Duration 300 sec SP: 36 Type: Magic / Buff Cooldown: 60s |
Rank 3
Wizard |
15 / 15 Sleep: Dream Eater Type: Active * Limit of attacks of [Sleep] decreases by 80% (min. 1 time) * Enemies affected by [Sleep] will receive 200% damage from Non-Property and Psychokinesis magic attacks Sleep Lv6, Wizard C2 required Sleep Makes an enemy fall asleep. The enemy awakens once you've reached your limit of attacks. Level 15: [Sleep] Duration: 17 seconds Attack Threshold: 15 SP: 58 Type: Magic / Buff Cooldown: 25s 7 / 10 Surespell Skills being cast cannot be interrupted by enemy attacks. Level 7: Targets (excluding caster) 6 Duration 300 sec SP: 42 Type: Magic / Buff Cooldown: 60s 5 / 10 3 Magic Missile: Enhance Type: Passive * Increases the damage dealt on an enemy with [Magic Missile] by 0.5% per attribute level *+10% added damage at maximum level Wizard 2nd Circle required Magic Missile [Magic] Attack continuously with magic bullets. New bullets are shot if it successfully targets an enemy. Level 5: Attack: 228% x 3 Bullet Count: 3 SP: 40 Type: Magic / Attack Cooldown: 17s 5 / 5 Quick Cast Reduces skill casting time. The reduced casting time will not surpass 90% of the original casting time. Level 5: Casting Time: -50% Duration: 300 seconds SP: 43 Type: Magic / Buff Cooldown: 60s |
Rank 4
Linker |
1 / 1 Unbind: Enemy Damage Type: Active * Deals damage equal to 100% magic attack to enemies when link from [Unbind] is about to disconnect * Increases by 10% per attribute level from Lv. 2 * Increases SP consumption by 10% Linker 1st Circle required Unbind Disconnect all links. Level 1: Disconnect all links at once. Maximum Level: 1 SP: 43 Type: Magic / Buff Cooldown: 0s 4 / 5 Physical Link: Defense Type: Active * Increases physical defense by [connected party members * attribute level]% when [Physical Link] is active * Increases SP consumption by 10% Linker 1st Circle required Physical Link Links party members and shares damage. Can be canceled by the Unbind skill. Level 4: Damage decreases depending on the number of links Maximum Links: 7 Duration: 100 seconds SP: 70 Type: Magic / Buff Cooldown: 22s 5 / 5 Joint Penalty: Lightning Type: Active * Lightning property skill attacks deal 10% additional damage per attribute level on enemies affected by [Joint Penalty] * Increases SP consumption by 10% Linker 1st Circle required Joint Penalty: Poison Type: Active * Poison property skill attacks deal 10% additional damage per attribute level on enemies affected by [Joint Penalty] * Increases SP consumption by 10% Linker 1st Circle required Joint Penalty: Earth Type: Active * Deals 10% additional damage per attribute level of the Earth property attack to enemies affected by [Joint Penalty] * Increases SP consumption by 10% Linker 1st Circle required Joint Penalty Links enemies to attack all at once. Can be canceled by the Unbind skill. Level 5: Maximum Link Numbers: 5 Count Limit: 9 Duration: 35 seconds SP: 87 Type: Magic / Buff Cooldown: 22s 5 / 5 Hangman's Knot: Additional Damage Type: Active * Enemies hit by [Hangman's Knot] will receive additional damage equal to 20% magic attack per attribute level * Increases SP consumption by 10% Lv3 Hangman's Knot required Hangman's Knot: Focused Attack Type: Active * AoE defense ratio of enemies gathered by [Hangman's Knot] is fixed to 1 * Enemies gathered by [Hangman's Knot] takes additional 5% damage per attribute level * Increases SP consumption by 10% Linker 1st Circle required Hangman's Knot Tighten the link to gather up the linked enemies in front of you. Level 5: [Bind] Duration: 2 seconds SP: 71 Type: Magic / Buff Cooldown: 15s |
Rank 5
Sorcerer |
5 / 5 Summoning Summon the devil of the card inserted in your grimoire. The attack and defense of the summoned devil will be set according to your character's level, and will increase by 5% for each star on the corresponding card. The grimoire can only equip Devil-type monster cards. Level 5: Summons a Devil-type boss monster Devil's Additional Attack: 15% Devil's Additional Defense: 15% Duration: 900 seconds SP: 116 Type: Magic / Attack Cooldown: 60s Element: 5 / 5 Summon Familar: Enhance Type: Passive * Increases the damage dealt on an enemy with [Summon Familiar] by 0.5% per attribute level * +10% added damage at maximum level Sorcerer 1st Circle required Summon Familar: Splash Type: Active * Deals damage to nearby enemies with a 1% chance per attribute level when the summoned familiar of [Summon Familiar] explodes itself * Increases SP consumption by 10% Lv3 Summon Familiar required Summon Familiar [Magic] - [Dark] Summon a familiar. The familiar rushes to an enemy that you attack or that attacks you, and then explodes itself. Level 5: Attack: 365% Summon 5 Familiar Spirits SP: 126 Type: Magic / Attack Cooldown: 35s Element: 5 / 5 Summon Servant: Quick Order Type: Active * Summoned servant grants beneficial effects at a higher rate * Increases SP consumption by 10% Lv3 Summon Servant required Summon Servant Summon a servant. The servant will grant beneficial effects while following its master. The number of buffs increases proportionally to the level of [Summon Servant]. Level 5: Applies up to 5 times 1st effect [+ AoE attack ratio] 2nd effect [+ SP recovery speed] 3rd effect [STA recovery] 4th effect [+ Magic Defense] 5th effect [+ Dark property attack] Consumes Empty Spellbook x#{SpendItemCount}# SP: 126 Type: Magic / Attack Cooldown: 60s Element: |
Rank 6
Sorcerer |
10 / 10 Summoning Summon the devil of the card inserted in your grimoire. The attack and defense of the summoned devil will be set according to your character's level, and will increase by 5% for each star on the corresponding card. The grimoire can only equip Devil-type monster cards. Level 10: Summons a Devil-type boss monster Devil's Additional Attack: 25% Devil's Additional Defense: 25% Duration: 900 seconds SP: 161 Type: Magic / Attack Cooldown: 60s Element: 10 / 10 Summon Familar: Enhance Type: Passive * Increases the damage dealt on an enemy with [Summon Familiar] by 0.5% per attribute level * +10% added damage at maximum level Sorcerer 1st Circle required Summon Familar: Splash Type: Active * Deals damage to nearby enemies with a 1% chance per attribute level when the summoned familiar of [Summon Familiar] explodes itself * Increases SP consumption by 10% Lv3 Summon Familiar required Summon Familiar [Magic] - [Dark] Summon a familiar. The familiar rushes to an enemy that you attack or that attacks you, and then explodes itself. Level 10: Attack: 365% Summon 10 Familiar Spirits SP: 174 Type: Magic / Attack Cooldown: 35s Element: 1 / 10 Summon Salamion: Ignite Type: Active * Chance to inflict [Burn] for 10 seconds on an enemy when attacked by Salamion * Chance increases by 2% per attribute level * Increases SP consumption by 10% Sorcerer 2nd Circle required Summon Salamion: Blind Type: Active * Chance to inflict [Burn] for 10 sec on enemies attacked by Salamion * Chance increases by 2% per attribute level * Increases SP consumption by 10% Sorcerer 2nd Circle required Summon Salamion Summon the fire devil Salamion. It follows its master and attacks enemies. Level 1: Salamion's Level: 0 Salamion's Additional Attack: 8% Salamion's Additional Defense 8% Duration: 300 seconds SP: 84 Type: Magic / Attack Cooldown: 60s Element: 1 / 1 Attack Ground Order the summoned devil from the Grimoire to move and attack in a targeted area. Level 1: Requires Summoned Devil Maximum Level: 1 SP: 60 Type: Magic / Attack Cooldown: 3s Element: 1 / 1 Riding: Increase Stats Type: Passive * Increases damage dealt with Mounted demon by 0.5% per attribute level Sorcerer 2nd Circle required Riding Ride the summoned devil from the Grimoire and take control of it. While mounted on the devil, your damage taken decreases. Level 1: Enables use of the devil's skills SP: 64 Type: Magic / Attack Cooldown: 20s Element: 1 / 1 Morph Mutates the summoned devil from the Grimoire to the devil that is equipped as a secondary card in the Grimoire while maintaining its previous stats. Level 1: Transform to another Devil-type boss that is added to the Grimoire SP: 80 Type: Magic / Attack Cooldown: 30s Element: 1 / 1 Hold Order the summoned devil to wait and guard a targeted area. Level 1: Requires Summoned Devil Maximum Level: 1 SP: 60 Type: Magic / Attack Cooldown: 3s Element: |
Rank 7
Featherfoot |
5 / 5 Blood Bath: Enhance Type: Passive * Increases the damage dealt on an enemy with [Blood Bath] by 0.5% per attribute level * +10% added damage at maximum level Featherfoot 1st Circle required Blood Bath [Magic] - [Poison] Stab the enemy with a bone knife. If the enemy is a Beast, Devil or Insect-type, or affected by the debuff, blood will spew out that recovers some of your HP. Level 5: Attack: 253% [Bleeding] Duration: 5 seconds Recovers 5% of damage SP: 168 Type: Magic / Attack Cooldown: 35s Element: 5 / 5 Blood Sucking: HP Supply Enhance Type: Passive * Increases HP absorbed by 1% per attribute level Lv. 3 Blood Sucking required Blood Sucking: Enhance Type: Passive * Increases the damage dealt on an enemy with [Blood Sucking] by 0.5% per attribute level * +10% added damage at maximum level Featherfoot 1st Circle required Blood Sucking [Magic] - [Poison] Attack and absorb the life force from a Beast, Devil or Insect-type enemy, or an enemy affected by the debuff, while recovering your HP at the same time. Level 5: Attack: 479% Blood Sucking: 30% Consumes 50 SP per 0.4 second SP: 0 Type: Magic / Attack Cooldown: 40s Element: 1 / 5 Bone Pointing: Enhance Type: Passive * Increases the damage dealt on an enemy with [Bone Pointing] by 0.5% per attribute level * +10% added damage at maximum level Featherfoot 1st Circle required Bone Pointing: Summon Time Type: Active * Increases summon time of [Bone Pointing] by 1 second per attribute level * Increases SP consumption by 10% Featherfoot 1st Circle required Bone Pointing: Repeated Hits Type: Active * [Bone Pointing] attack applies as repeated hits * Increases SP consumption by 50% Featherfoot 2nd Circle Required Bone Pointing [Magic] - [Poison] Summon a carved, pointed bone called a 'Kundela'. The Kundela points towards enemies in range, attacking them with bone shards and cursing them. Level 1: Attack: 208% Bone Pointing Duration: 35 seconds [Curse]Duration: 7 seconds SP: 102 Type: Magic / Attack Cooldown: 50s Element: 4 / 5 Ngadhundi: Enhance Type: Passive * Increases the damage dealt on an enemy with [Ngadhundi] by 0.5% per attribute level * +10% added damage at maximum level Featherfoot 1st Circle required Ngadhundi [Magic] - [Poison] Stabs an enemy with a cursed knife carved from a bone. An enemy stabbed by this bone fragment will be afflicted with [Corruption]. Enemies affected by [Corruption] receive additional damage from Missile attacks. Level 4: Attack: 1134% Duration 18 sec AoE ratio 3 SP: 97 Type: Magic / Attack Cooldown: 12s Element: |
Advertisement
Comments (4)
So, i'm think doing the almost the same build, but with one exchange: Going Wiz 2 (For the surespell) > Link 2> Sorc 2 > Featherfoot.
What do you think? i've leveled a Wiz3 recently, and i've found it very boring; and i think that a bigger link and Hagman's Knot time would help a lot the FF. The problem is: is worth getting more link and Knot in exchange for Quick Cast and Magic Missile? What you think? Thanks in advance :D
You alredy answered me :P
Going Wiz3 Link 1.
Thanks