Blood in Fire and Chains (A Pyro3-Linker-Thaum-FF build)
Created by Blackjet on May 4th 2016 (Last Updated: May 9th 2016).
This is a public build.
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Alright. Blackjet here again with another build. This time, it is a build focusing on the use of Pyromancer Circle 3! Incredibly, this build has many combos and synergies within the class choices. I'll give a brief evaluation of the build first. While Pyromancer 3 isn't picked as much as ther other Wizard builds like Wiz3-Ele3 for dealing damage, this one still has its incredible pros. And of course, it's cons. I will list them now.
Pros: Pyromancer offers incredibly fast leveling pace and a very reliable damage until endgame.
Featherfoot takes some of the damaging job at the end, making it still being able to pick out monsters fast.
Featherfoot gives you some tools to recover yourself as well as debuff enemies.
Thaumaturge offers a little more experience with Swell Body and versatility with Transpose.
Linker makes the Pyromancer skills have an increased AoE as well and not relying so much on smart positioning at times.
Linker and Thaumaturge will give you enough party play to join others for dungeons and grinding.
Cons: High cooldown on damaging skills.
Bosses don't take most of the great skill combos, only the simpler ones.
In the long run, a few other Wizard builds can and will out damage you, after reaching endgame and having the necessary skills.
Even with Linker, good use of skills, timing and movement is required to make the most.of the build.
A build made mostly for PvE, barely able to do PvP at all.
To gear up for this build, early, mid and endgame... It can be quite expensive.
Next, I'll explain the combos, so that when I go into a skill and stat points distribution explanation you'll be able to understand the reasoning behind those. I'll start with the simpler ones first, and then to the biggest ones at the end.
Pyromancer's Fireball and Linker's Joint Penalty + Hangman's Knot: This is a simple one. You can link enemies along with your fireball and gather them, or gather them first then cast it on top of the group. The first one can be also used to hit your fireball and deal damage. The second can have one extra monster linked for the damage.
Thaumaturge's Transpose and Featherfoot's Blood Sucking: First, I should explain that the build will focus mostly on Int, with a few points in Con too. With that, you can see that Transpose offers you the chance to trade your Int for a lot or some Con (whether you use the attribute or not). Either way, your Max HP amount will increase. However, your current HP remains the same. In those cases, you can use Featherfoot's Blood Sucking to quickly bring yourself to full health. Very good for getting out of troublesome situations, or when you know you'll be needing to tank for a few hits.
Featherfoot's Blood Sucking/Blood Bath, Linker's Joint Penalty and Pyromancer's Fireball: This one is actually quite simple and odd. First of all, Fireballs are considered Insect-type monsters. So you can use Featherfoot's Blood skills on them. Thing is, you can link them to another enemy, which is not an Insect, Beast or Devil-type, and deal damage to them with the skill. This combo essentially lets you bypass Featherfoot's Blood skills typing restrictions.
Pyromancer's Fire Wall and Linker's Hangman's Knot and/or Thaumaturge's Shrink Body: Alright, another big explanation incoming. In order to understand how these skills can work well together, you'd have to understand how AoE Attack Ratio and AoE Defense Ratio works. Since there are lots of people who still don't know, I'll explain it in details here.
Okay, so monsters have their AoE Defense Ratio stats based on their size:
Small - 1
Medium - 2
Large - 3
Extra Large - 4 (Bosses)
So how does that interact with AoE Attack Ratio? Your attacks and skills will only damage enemies inside its range in an order of decreasing AoE Defense Ratio, and until the attack's AoE Attack Ratio is equal or lower than zero. I'll give an example.
Let's say, you use a skill with an AoE Attack Ratio of 6. Inside the skill's range, is one large monster, two medium ones, and two small ones. When you release it, it will go as follows:
First, the skill damages the target with the highest AoE Defense Ratio, which is the Large sized monster. Then, the monster's AoE Defense Ratio is substracted from our AoE Attack Ratio. So 6-3, leaving us with 3 Attack Ratio. Next, it goes for the next bigger AoE Defense Ratio. In this case, it is one of the two medium sized monsters. Which is chosen is random (at least seems to be so far), and then it applies it's math again, decreasing our skill AoE Attack Ratio by the enemy's AoE Defense Ratio, while applying the damage. 3-2=1. There is still AoE Attack Ratio left to use, so it continues. Since the next biggest one is the other medium sized monster, it damages that one next. 1-2=-1. Now that our AoE Attack Ratio is zero or lower than zero, it stops. So in the end, the two smaller monsters didn't receive damage. See how it works? This is also the reason why Linker's Hangman's Knot (with its attribute) and Falconer's Circling shine in party play. They are able to reduce the affected enemies' AoE Defense Ratio to 0, thus making it so that basically all attacks and skills on the area of marked enemies hit all the targets. Almost all of AoE skills work like that, with a few exceptions. That is how AoE Attack and Defense Ratio works inside the game.
The thing with Fire Wall, is that it is a bit different. The hit counts listed under the skill also works as its AoE Attack Ratio. So, if a small monster stands on a level 15 Fire Wall which has a 17 hit count, it will take all the 17 hits nicely. However, a medium sized monster will take around half of that. That is because for each hit, the tile hit count is reduced by monster's AoE Defense Ratio. In this case, 2. A large monster will receive around 3 times less hits from a tile before its hit count ends, and a boss monsters will receive only 4 to 5 hits. So, you can see how making a group of monsters have their AoE Def Ratio reduced to 0 while staying on a tile could make a great difference if they aren't small sized. You can also apply that with Shrink Body, which would make a medium or large sized monster receive much more hits from Fire Wall. Even better, you can use it when Hangman's Knot duration is about to end, and at all five linked mobs. Also, since they will be linked, you can lure them around the tiles to distribute the tiles hit count while keeping the damage being applied to all of them. It is also the reason why AoE Attack Ratio increasing equipments give you even more than usual, since it helps you keep the good use of Fire Wall. So Fire Wall can make mobbing big amounts of mobs, specially small sized ones, very good.
However, for Bosses, there are a few problems. First is, Hangman's Knot effect of holding the enemy in place doesn't affect them, so the atteibute doesnt kick in as far as I know. Second, Shrink Body doesn't work on them. Third, Fire Wall can only hit them with 3 tiles at once, even if you draw all the tiles underneath them. So in the end, it is not worth to use Fire Wall on them.
Featherfoot's Ngadhundi and Thaumaturge's Swell Body: This one is a bit tricky. Let's say you use Swell Body on a monster or mob. Their original HP becomes 200%, since it doubles. Then, you apply the Decay effect from Ngadhundi. Decay, asides from making the affected enemies take 100% more damage from missile damage as said in the description, also gradually reduces a monster max HP. I'm not sure of the exact percentage myself, but for the sake of explaining, let's say it is around 1% per tick. The duration at level 5 is 25 seconds. Now, Swell Body has a duration of 6 seconds at level 1. Let's say you apply Decay by using Ngadhundi just one second after Swell Body. So Swell Body still has 5 seconds, and Ngadhundi has 25. However, the monster's current max HP is 2x100%, because of Swell Body, so Decay's tick take that and reduces by 1%. But 1% of 200, is the same as taking 2% of the monster's original HP. Anyways, the tick goes on until the 5th tick, where the monster would receive -5% of its current max HP, or -10% of its original HP. All the same. HOWEVER, Swell Body ends now. The monster's HP goes back to normal. Unfortunately, if we didn't reduce its HP to lower than half, which would be its original max HP, when the effect ends, the HP is set at that value regardless of whatever damage you did. But the thing is, Decay's percentage is still set at 1% of 200% per tick, since that is what was calculated when you applied it. It isn't recalculated when Swell Body ends. So now we have a 100% HP monster, with a debuff that will deal 2% of its HP for each tick. And that debuff still has 20 ticks. Which means, just from that alone, if you just wait, the enemy monster will receive 40% of its HP as damage.
Pretty nice, uh? But before you go "But dude, I could just cast 3 spells at the start and shove away 70-80% of its HP anyways." Yeah, that's true. But the actual tick is higher than 1%. If it is just as high as 5% (seems like it might actually be higher than that from videos, gotta check), when Swell Body ends in this situation, you would do 5%x20(amount of ticks)x2, which means 100%. Yep, your whole enemies HP gone just like that. And I say in that situation, because you can actually apply Swell Body first, then wait for the last second to actually apply Decay. Then, only the first tick will be used to calculated the Decay tick damage, and then all the 24 others will apply the damage after Swell Body wears off. If it is higher than 5% per tick, it is even better since the enemy will reach its minimal HP (Decay HP reduction by itself doesn't kill) faster, and then you just finish it off. Of course, you won't get the bonus loot and exp from Swell Body, but that will make it possible for you to reduce your enemies' HP to nothingness, regardless of its value, and then finish them off with just one attack. Monsters with extremely high HP values, die regardless of their HP. Also, don't forget, you can use Hangman's Knot on a group of mobs and then Swell Body, followed by Ngadhundi which will still hit all of them because of their AoE Defense Ratio being 0. Means 5 monsters slowly waiting for their deaths.
UPDATE!! Apparently, Decay's Max HP reduction tick isn't a fixed value. It grows bigger for each tick. So now it would make sense to apply the debuffs earlier with Swell Body, since the ticks that will greatly reduce you enemies' HP are the later ones anyways. More levels also means a bigger reduction at the end of Decay, another reason to level Ngadhundi.
Unfortunately, Decay doesn't apply to bosses. It would be incredibly OP.
"Well, this build seems nice and all, but... How do I KILL bosses, them? Aren't they just immune to whatever combo I try?" Don't worry too much about it. Pyromancer still has enough skills and damage to melt bosses, specially since most of them stand in place for quite some time, so you can make the most out of Fireballs, Flame Ground and Fire Pillar. Also, Flame Ground with 100% uptime will do wonders, and there isn't much to worry about them since Bosses can be flying, but aren't immune to ground based spells even if it is the case.
Now, for stats point distribution.
You'll want to go for something between 4:1 Int/Con and 2:1Int/Con, depending on your preference between damage and survivability. Spr isn't much of a problem, since you'll be able to rely on SP pots, if you need to, specially now that IMC made quests give them out as well. That distribution will also give you a better use of Transpose, with and without the attribute. I recommend leaning more towards the side of 4:1, since you get even more of the 10% bonus int and will still be able to convert it into Con if you need to, but also be careful with your HP. Remember, this build is mostly for PvE and you don't want to get thrown out of parties because bosses can 1HKO you when you aren't using Transpose all the time, which also makes you lose the damage you invested in anyways.
For skill points distribution, I'll go by the ranks, covering each one and their skills being picked, and also why:
RANK 1 - WIZARD CIRCLE 1
The start of every mage, let's go!
Lethargy, Level 1 - Take it level 1 because of the Additional Damage attribute, that's all.
Sleep, level 15 - Great CC, I don't think any Wizard build at all should not get this level 5.
Now the rest is up to you. There are 9 points left. In this build, Reflect Shield isn't of use at all, and both Earthquake and Energy Bolt lose out for Pyromancer skills which comes right after at Rank 2. I'd get Earthquake level 1 ffor knocking down enemies, and the rest into Energy Bolt because it has a low coo down, so it's at least something to use after your Pyromancer skills, if you want to.
RANK 2 - PYROMANCER CIRCLE 1
Now is where things get interesting. Great damage, you'll destroy most of your enemies. Will require smart use of positioning and has long cooldown skills, though. Order: get one point in Flame Ground, max Fireball, one point in Enchant Fire, back to max Flame Ground, and lastly max Fire Wall.
Fireball, level 5 - A great skill, specially when you focus on it. Deals a good amount of damage the more you level it, since it increases the hit coun, duration, and is AoE like the others Pyromancer spells. You'll also use it in combos with other classes, all the way to Rank 7, so it is constantly present in your arsenal of spells. The attribute also scales with your Int, so even more damage.
Fire Wall, level 5 - You start to prepare this spell for the big amount of hits and numbers later on. At level 5, it isn't something you'll use much this early, specially when you also have Flame Ground and Fireballs which will excel at this part of the game. The attribute cab compensate for the lack of levels in Enchant Fire, though.
Enchant Fire, level 1 - Get one level for the utility, use it to auto attack if you don't want to waste your SP using Wizard spells.
Flame Ground, level 4 - Another great skill. Your go for to melt bosses and high HP monsters which are slow. Why move a point from this one to Enchant Fire and not the other skills? Because we only need enough in this to get it 100% uptime, since the base damage doesn't scale much with levels.
RANK 3 - LINKER CIRCLE 1
This rank will make you loved by your party, and you will love it yourself as well. Linker has incredible synergy with Pyromancer as mentioned before, and will make you life using your skills much, much easier. Order: Max Joint Penalty and then Hangman's Knot right after.
Unbind, level 1 - Nothing to see here, go on.
Physical Link, level 4 - Honestly, one of the few skills you will rarely use. It isn't worth trying to tank hits when you could just move around to not take hits at all, as an Intern mage build. I guess you could try to shoulder some of your allies' damage by transposing before, but nonetheless, very situational and only after you get Thaumaturge. Level 4 because there is nowhere else to dish the remaining skill points.
Joint Penalty, level 5 - Your bread and butter. Sweet damage spread across monsters, required for Hangman's Knot, low cooldown overall... Incredible skill. Also required for some of the build combos.
Hangman's Knot, level 5 - It's already another great skill most of the times. This build makes great use of it, even if without a party too. Don't forget to get the attribute.
RANK 4 - PYROMANCER CIRCLE 2
Hurrah for more damage! No kidding, though, this rank greatly increases the speed at which you melt mobs. Let's see how. Order: Fire Pillar level 1, Fireball level 10, Fire Wall 10, and Flame Ground 9.
Fireball, level 10 - More levels, more damage, more hits, more duration. What is there not to like?
Fire Wall, level 10 - You can already start using this for big groups of mobs. They will melt quite quickly, and the number of hits it does, even if you don't reduce the size of medium monsters, is very nice.
Flame Ground, level 9 - Just one more level to make it have 100% uptime. Still the destroyer of bosses, along with Fire Pillar.
Fire Pillar, level 1 - Level one is enough for now, which gives us a decent damage, duration and CC. Why CC? Fire Pillar actually traps the hit enemies inside it for its duration, so it's pretty awesome for controlling space. More levels increase the duration, but the damage scaling isn't great either.
RANK 5 - PYROMANCER CIRCLE 3
Now you become a true Lord of Fire! That, of course, means melting enemies faster. Order: Flame Ground level 10, Fire Wall level 15, Fireball level 15/Fire Pillar level 4.
Fireball, level 15 - Pretty much the same text explanation from Circle 2. Fun fact, at level 15, the duration is 95 seconds. With a cooldown of 15 seconds and overheat of 2 charges, you can actually put up to 12 Fireballs on field. If all of them hit the enemy once, that alone is over 3600 damage, not accounting your magic attack and the enemy's magic defense, and other multipliers.
Fire Wall, level 15 - Use and abuse! This utterly destroys mobs of small and even medium sized enemies, specially if you link them with Joint Penalty. Just walk around the Fire Wall Tiles to lure them and they die inside it. 8 tiles with 17 hits is the same as 136 hits to be used and distributed to your (small) enemies. Get the most of it.
Flame Ground, level 10 - You finally got it with 100% uptime! Spam it! Make flaming damaging holes on every map, on every part of the map. And then, of course, have monsters on top of it. Specially the bosses.
Fire Pillar, level 4 - You get more duration and around 2xx more base damage per level, which is quite good compared to leveling Flame Ground more or Hell Breath.
RANK 6 - THAUMATURGE CIRCLE 1
Now it's time for more utility! This offers a bit more of different playstile now. Swell Body for farming. Shrink Body for more damage. Transpose gives you the chance to do less damage and live more. Swell Left Arm can be used to get more magic attack, which is always nice (spells and your auto attacks with a staff or rod scale with it), and also with Enchant Fire for a little more damage on auto attacks between your long cooldowns, even if not your main source of damage, and a little bit more to give to your party as well. Order: Swell Body level 1, Shrink Body level 1, Transpose level 2, max Shrink Body, Swell Left Arm level 4, Swell Body level 4.
Swell Left Arm, level 4 - Pretty much what I said above. More magical damage is always nice, a bit more damage on auto attacks with Enchant Fire, and more party play.
Shrink Body, level 5 - Make medium sized enemies suffer a lot, large enemies suffer a bit more, and small enemies... Well, they should already be dead anyways. Use it with Fire Wall for maximum efficiency. Remember this is AoE, so you can also link them and gather to Shrink a group all at once.
Swell Body, level 4 - This combos with Ngadhundi, as mentioned before. Level 4 is enough for the 5 targets limit, and the duration is enough to wait for the Decay, or to use it for its original purpose: loot and exp!
Transpose, level 2 - Level 2 gives you 100% uptime so that you can keep the trade off if you need it. The reason getting level 3 and above isn't really worth it is because even if you recast it with the buff on, it will first make the former go away, setting your Con and consequently your max HP back to its original value, and then applies again. So in the end, you don't retain the HP you got from the first Transpose, and have to recover all of it again.
RANK 7 - FEATHERFOOT CIRCLE 1
And now you've completed the run to the last rank. You get access to its skills which further increase your possible combos and possibilities. Let the explaining begin. Order: Blood Sucking level 1, Ngadhundi level 1, Blood Bath level 1, max Blood Sucking, max Ngadhundi, Bone Pointing level 1, Kurdaitcha level 1, Bone Pointing level 3.
Blood Bath, level 1 - Very good bleeding damage, but unfortunately the HP Regen is a flat amount, which doesn't really bring us much for leveling it, except for the damage. And we can get that and other things from the other options.
Blood Sucking, level 5 - Decent damage scaling, the HP Regen is very good, specially after Transposing. Has the typing restriction, but fortunately we can bypass with fireballs and links.
Bone Pointing, level 3 - The "Kundela" has a good damage overall, and applies curse which we all love (enemies take more magical damage). Level 3 with the attribute maxed gives us 100% uptime for it.
Ngadhundi, level 5 - A great damage scaling. There is also the Decay which has an increased duration for leveling, too. A very good skill, even if not used in combo with an Archer for the bonus missile damage or Swell Body for the Max HP reduction trick.
Kurdaitcha, level 1 - Level 1 gives you enough for now. Leveling it doesn't reduce the movement speed penalty, only increasing the skill duration. It is also good to use in conjunction with Fire Wall, since you can just lure enemies into the Fire Wall and leave your footprints inside it, having them take more damage from the Fire Wall damage while following you deeper inside it. Also, level 1 is enough to get you the attribute, which also works with Bone Pointing's curse.
Well, that it for the skills. Now, for the gear recommendation.
AoE Attack Ratio is what you want to go for, and also the reason this build can be so expensive to gear up with optimization in mind.
Vubbe Fighter Gloves (yeah, I know...), Ludas Staff and/or Five Hammer (friggin 5 AoE Attack Ratio, but no bonus Magic Attack from the weapon) work very well at the beginning.
Later, other good options are Arca Staff and/or Sage Wall+Seimos Rod. Of course, AoE Attack Ratio headgears are always welcome.
I guess I covered pretty much everything. If there are any questions or else, feel free to leave a comment, I'll answer as soon as I can.
If there are updates regarding skills, combos or anything else, I'll update the guide. Thank you for reading up until now!
Pros: Pyromancer offers incredibly fast leveling pace and a very reliable damage until endgame.
Featherfoot takes some of the damaging job at the end, making it still being able to pick out monsters fast.
Featherfoot gives you some tools to recover yourself as well as debuff enemies.
Thaumaturge offers a little more experience with Swell Body and versatility with Transpose.
Linker makes the Pyromancer skills have an increased AoE as well and not relying so much on smart positioning at times.
Linker and Thaumaturge will give you enough party play to join others for dungeons and grinding.
Cons: High cooldown on damaging skills.
Bosses don't take most of the great skill combos, only the simpler ones.
In the long run, a few other Wizard builds can and will out damage you, after reaching endgame and having the necessary skills.
Even with Linker, good use of skills, timing and movement is required to make the most.of the build.
A build made mostly for PvE, barely able to do PvP at all.
To gear up for this build, early, mid and endgame... It can be quite expensive.
Next, I'll explain the combos, so that when I go into a skill and stat points distribution explanation you'll be able to understand the reasoning behind those. I'll start with the simpler ones first, and then to the biggest ones at the end.
Pyromancer's Fireball and Linker's Joint Penalty + Hangman's Knot: This is a simple one. You can link enemies along with your fireball and gather them, or gather them first then cast it on top of the group. The first one can be also used to hit your fireball and deal damage. The second can have one extra monster linked for the damage.
Thaumaturge's Transpose and Featherfoot's Blood Sucking: First, I should explain that the build will focus mostly on Int, with a few points in Con too. With that, you can see that Transpose offers you the chance to trade your Int for a lot or some Con (whether you use the attribute or not). Either way, your Max HP amount will increase. However, your current HP remains the same. In those cases, you can use Featherfoot's Blood Sucking to quickly bring yourself to full health. Very good for getting out of troublesome situations, or when you know you'll be needing to tank for a few hits.
Featherfoot's Blood Sucking/Blood Bath, Linker's Joint Penalty and Pyromancer's Fireball: This one is actually quite simple and odd. First of all, Fireballs are considered Insect-type monsters. So you can use Featherfoot's Blood skills on them. Thing is, you can link them to another enemy, which is not an Insect, Beast or Devil-type, and deal damage to them with the skill. This combo essentially lets you bypass Featherfoot's Blood skills typing restrictions.
Pyromancer's Fire Wall and Linker's Hangman's Knot and/or Thaumaturge's Shrink Body: Alright, another big explanation incoming. In order to understand how these skills can work well together, you'd have to understand how AoE Attack Ratio and AoE Defense Ratio works. Since there are lots of people who still don't know, I'll explain it in details here.
Okay, so monsters have their AoE Defense Ratio stats based on their size:
Small - 1
Medium - 2
Large - 3
Extra Large - 4 (Bosses)
So how does that interact with AoE Attack Ratio? Your attacks and skills will only damage enemies inside its range in an order of decreasing AoE Defense Ratio, and until the attack's AoE Attack Ratio is equal or lower than zero. I'll give an example.
Let's say, you use a skill with an AoE Attack Ratio of 6. Inside the skill's range, is one large monster, two medium ones, and two small ones. When you release it, it will go as follows:
First, the skill damages the target with the highest AoE Defense Ratio, which is the Large sized monster. Then, the monster's AoE Defense Ratio is substracted from our AoE Attack Ratio. So 6-3, leaving us with 3 Attack Ratio. Next, it goes for the next bigger AoE Defense Ratio. In this case, it is one of the two medium sized monsters. Which is chosen is random (at least seems to be so far), and then it applies it's math again, decreasing our skill AoE Attack Ratio by the enemy's AoE Defense Ratio, while applying the damage. 3-2=1. There is still AoE Attack Ratio left to use, so it continues. Since the next biggest one is the other medium sized monster, it damages that one next. 1-2=-1. Now that our AoE Attack Ratio is zero or lower than zero, it stops. So in the end, the two smaller monsters didn't receive damage. See how it works? This is also the reason why Linker's Hangman's Knot (with its attribute) and Falconer's Circling shine in party play. They are able to reduce the affected enemies' AoE Defense Ratio to 0, thus making it so that basically all attacks and skills on the area of marked enemies hit all the targets. Almost all of AoE skills work like that, with a few exceptions. That is how AoE Attack and Defense Ratio works inside the game.
The thing with Fire Wall, is that it is a bit different. The hit counts listed under the skill also works as its AoE Attack Ratio. So, if a small monster stands on a level 15 Fire Wall which has a 17 hit count, it will take all the 17 hits nicely. However, a medium sized monster will take around half of that. That is because for each hit, the tile hit count is reduced by monster's AoE Defense Ratio. In this case, 2. A large monster will receive around 3 times less hits from a tile before its hit count ends, and a boss monsters will receive only 4 to 5 hits. So, you can see how making a group of monsters have their AoE Def Ratio reduced to 0 while staying on a tile could make a great difference if they aren't small sized. You can also apply that with Shrink Body, which would make a medium or large sized monster receive much more hits from Fire Wall. Even better, you can use it when Hangman's Knot duration is about to end, and at all five linked mobs. Also, since they will be linked, you can lure them around the tiles to distribute the tiles hit count while keeping the damage being applied to all of them. It is also the reason why AoE Attack Ratio increasing equipments give you even more than usual, since it helps you keep the good use of Fire Wall. So Fire Wall can make mobbing big amounts of mobs, specially small sized ones, very good.
However, for Bosses, there are a few problems. First is, Hangman's Knot effect of holding the enemy in place doesn't affect them, so the atteibute doesnt kick in as far as I know. Second, Shrink Body doesn't work on them. Third, Fire Wall can only hit them with 3 tiles at once, even if you draw all the tiles underneath them. So in the end, it is not worth to use Fire Wall on them.
Featherfoot's Ngadhundi and Thaumaturge's Swell Body: This one is a bit tricky. Let's say you use Swell Body on a monster or mob. Their original HP becomes 200%, since it doubles. Then, you apply the Decay effect from Ngadhundi. Decay, asides from making the affected enemies take 100% more damage from missile damage as said in the description, also gradually reduces a monster max HP. I'm not sure of the exact percentage myself, but for the sake of explaining, let's say it is around 1% per tick. The duration at level 5 is 25 seconds. Now, Swell Body has a duration of 6 seconds at level 1. Let's say you apply Decay by using Ngadhundi just one second after Swell Body. So Swell Body still has 5 seconds, and Ngadhundi has 25. However, the monster's current max HP is 2x100%, because of Swell Body, so Decay's tick take that and reduces by 1%. But 1% of 200, is the same as taking 2% of the monster's original HP. Anyways, the tick goes on until the 5th tick, where the monster would receive -5% of its current max HP, or -10% of its original HP. All the same. HOWEVER, Swell Body ends now. The monster's HP goes back to normal. Unfortunately, if we didn't reduce its HP to lower than half, which would be its original max HP, when the effect ends, the HP is set at that value regardless of whatever damage you did. But the thing is, Decay's percentage is still set at 1% of 200% per tick, since that is what was calculated when you applied it. It isn't recalculated when Swell Body ends. So now we have a 100% HP monster, with a debuff that will deal 2% of its HP for each tick. And that debuff still has 20 ticks. Which means, just from that alone, if you just wait, the enemy monster will receive 40% of its HP as damage.
Pretty nice, uh? But before you go "But dude, I could just cast 3 spells at the start and shove away 70-80% of its HP anyways." Yeah, that's true. But the actual tick is higher than 1%. If it is just as high as 5% (seems like it might actually be higher than that from videos, gotta check), when Swell Body ends in this situation, you would do 5%x20(amount of ticks)x2, which means 100%. Yep, your whole enemies HP gone just like that. And I say in that situation, because you can actually apply Swell Body first, then wait for the last second to actually apply Decay. Then, only the first tick will be used to calculated the Decay tick damage, and then all the 24 others will apply the damage after Swell Body wears off. If it is higher than 5% per tick, it is even better since the enemy will reach its minimal HP (Decay HP reduction by itself doesn't kill) faster, and then you just finish it off. Of course, you won't get the bonus loot and exp from Swell Body, but that will make it possible for you to reduce your enemies' HP to nothingness, regardless of its value, and then finish them off with just one attack. Monsters with extremely high HP values, die regardless of their HP. Also, don't forget, you can use Hangman's Knot on a group of mobs and then Swell Body, followed by Ngadhundi which will still hit all of them because of their AoE Defense Ratio being 0. Means 5 monsters slowly waiting for their deaths.
UPDATE!! Apparently, Decay's Max HP reduction tick isn't a fixed value. It grows bigger for each tick. So now it would make sense to apply the debuffs earlier with Swell Body, since the ticks that will greatly reduce you enemies' HP are the later ones anyways. More levels also means a bigger reduction at the end of Decay, another reason to level Ngadhundi.
Unfortunately, Decay doesn't apply to bosses. It would be incredibly OP.
"Well, this build seems nice and all, but... How do I KILL bosses, them? Aren't they just immune to whatever combo I try?" Don't worry too much about it. Pyromancer still has enough skills and damage to melt bosses, specially since most of them stand in place for quite some time, so you can make the most out of Fireballs, Flame Ground and Fire Pillar. Also, Flame Ground with 100% uptime will do wonders, and there isn't much to worry about them since Bosses can be flying, but aren't immune to ground based spells even if it is the case.
Now, for stats point distribution.
You'll want to go for something between 4:1 Int/Con and 2:1Int/Con, depending on your preference between damage and survivability. Spr isn't much of a problem, since you'll be able to rely on SP pots, if you need to, specially now that IMC made quests give them out as well. That distribution will also give you a better use of Transpose, with and without the attribute. I recommend leaning more towards the side of 4:1, since you get even more of the 10% bonus int and will still be able to convert it into Con if you need to, but also be careful with your HP. Remember, this build is mostly for PvE and you don't want to get thrown out of parties because bosses can 1HKO you when you aren't using Transpose all the time, which also makes you lose the damage you invested in anyways.
For skill points distribution, I'll go by the ranks, covering each one and their skills being picked, and also why:
RANK 1 - WIZARD CIRCLE 1
The start of every mage, let's go!
Lethargy, Level 1 - Take it level 1 because of the Additional Damage attribute, that's all.
Sleep, level 15 - Great CC, I don't think any Wizard build at all should not get this level 5.
Now the rest is up to you. There are 9 points left. In this build, Reflect Shield isn't of use at all, and both Earthquake and Energy Bolt lose out for Pyromancer skills which comes right after at Rank 2. I'd get Earthquake level 1 ffor knocking down enemies, and the rest into Energy Bolt because it has a low coo down, so it's at least something to use after your Pyromancer skills, if you want to.
RANK 2 - PYROMANCER CIRCLE 1
Now is where things get interesting. Great damage, you'll destroy most of your enemies. Will require smart use of positioning and has long cooldown skills, though. Order: get one point in Flame Ground, max Fireball, one point in Enchant Fire, back to max Flame Ground, and lastly max Fire Wall.
Fireball, level 5 - A great skill, specially when you focus on it. Deals a good amount of damage the more you level it, since it increases the hit coun, duration, and is AoE like the others Pyromancer spells. You'll also use it in combos with other classes, all the way to Rank 7, so it is constantly present in your arsenal of spells. The attribute also scales with your Int, so even more damage.
Fire Wall, level 5 - You start to prepare this spell for the big amount of hits and numbers later on. At level 5, it isn't something you'll use much this early, specially when you also have Flame Ground and Fireballs which will excel at this part of the game. The attribute cab compensate for the lack of levels in Enchant Fire, though.
Enchant Fire, level 1 - Get one level for the utility, use it to auto attack if you don't want to waste your SP using Wizard spells.
Flame Ground, level 4 - Another great skill. Your go for to melt bosses and high HP monsters which are slow. Why move a point from this one to Enchant Fire and not the other skills? Because we only need enough in this to get it 100% uptime, since the base damage doesn't scale much with levels.
RANK 3 - LINKER CIRCLE 1
This rank will make you loved by your party, and you will love it yourself as well. Linker has incredible synergy with Pyromancer as mentioned before, and will make you life using your skills much, much easier. Order: Max Joint Penalty and then Hangman's Knot right after.
Unbind, level 1 - Nothing to see here, go on.
Physical Link, level 4 - Honestly, one of the few skills you will rarely use. It isn't worth trying to tank hits when you could just move around to not take hits at all, as an Intern mage build. I guess you could try to shoulder some of your allies' damage by transposing before, but nonetheless, very situational and only after you get Thaumaturge. Level 4 because there is nowhere else to dish the remaining skill points.
Joint Penalty, level 5 - Your bread and butter. Sweet damage spread across monsters, required for Hangman's Knot, low cooldown overall... Incredible skill. Also required for some of the build combos.
Hangman's Knot, level 5 - It's already another great skill most of the times. This build makes great use of it, even if without a party too. Don't forget to get the attribute.
RANK 4 - PYROMANCER CIRCLE 2
Hurrah for more damage! No kidding, though, this rank greatly increases the speed at which you melt mobs. Let's see how. Order: Fire Pillar level 1, Fireball level 10, Fire Wall 10, and Flame Ground 9.
Fireball, level 10 - More levels, more damage, more hits, more duration. What is there not to like?
Fire Wall, level 10 - You can already start using this for big groups of mobs. They will melt quite quickly, and the number of hits it does, even if you don't reduce the size of medium monsters, is very nice.
Flame Ground, level 9 - Just one more level to make it have 100% uptime. Still the destroyer of bosses, along with Fire Pillar.
Fire Pillar, level 1 - Level one is enough for now, which gives us a decent damage, duration and CC. Why CC? Fire Pillar actually traps the hit enemies inside it for its duration, so it's pretty awesome for controlling space. More levels increase the duration, but the damage scaling isn't great either.
RANK 5 - PYROMANCER CIRCLE 3
Now you become a true Lord of Fire! That, of course, means melting enemies faster. Order: Flame Ground level 10, Fire Wall level 15, Fireball level 15/Fire Pillar level 4.
Fireball, level 15 - Pretty much the same text explanation from Circle 2. Fun fact, at level 15, the duration is 95 seconds. With a cooldown of 15 seconds and overheat of 2 charges, you can actually put up to 12 Fireballs on field. If all of them hit the enemy once, that alone is over 3600 damage, not accounting your magic attack and the enemy's magic defense, and other multipliers.
Fire Wall, level 15 - Use and abuse! This utterly destroys mobs of small and even medium sized enemies, specially if you link them with Joint Penalty. Just walk around the Fire Wall Tiles to lure them and they die inside it. 8 tiles with 17 hits is the same as 136 hits to be used and distributed to your (small) enemies. Get the most of it.
Flame Ground, level 10 - You finally got it with 100% uptime! Spam it! Make flaming damaging holes on every map, on every part of the map. And then, of course, have monsters on top of it. Specially the bosses.
Fire Pillar, level 4 - You get more duration and around 2xx more base damage per level, which is quite good compared to leveling Flame Ground more or Hell Breath.
RANK 6 - THAUMATURGE CIRCLE 1
Now it's time for more utility! This offers a bit more of different playstile now. Swell Body for farming. Shrink Body for more damage. Transpose gives you the chance to do less damage and live more. Swell Left Arm can be used to get more magic attack, which is always nice (spells and your auto attacks with a staff or rod scale with it), and also with Enchant Fire for a little more damage on auto attacks between your long cooldowns, even if not your main source of damage, and a little bit more to give to your party as well. Order: Swell Body level 1, Shrink Body level 1, Transpose level 2, max Shrink Body, Swell Left Arm level 4, Swell Body level 4.
Swell Left Arm, level 4 - Pretty much what I said above. More magical damage is always nice, a bit more damage on auto attacks with Enchant Fire, and more party play.
Shrink Body, level 5 - Make medium sized enemies suffer a lot, large enemies suffer a bit more, and small enemies... Well, they should already be dead anyways. Use it with Fire Wall for maximum efficiency. Remember this is AoE, so you can also link them and gather to Shrink a group all at once.
Swell Body, level 4 - This combos with Ngadhundi, as mentioned before. Level 4 is enough for the 5 targets limit, and the duration is enough to wait for the Decay, or to use it for its original purpose: loot and exp!
Transpose, level 2 - Level 2 gives you 100% uptime so that you can keep the trade off if you need it. The reason getting level 3 and above isn't really worth it is because even if you recast it with the buff on, it will first make the former go away, setting your Con and consequently your max HP back to its original value, and then applies again. So in the end, you don't retain the HP you got from the first Transpose, and have to recover all of it again.
RANK 7 - FEATHERFOOT CIRCLE 1
And now you've completed the run to the last rank. You get access to its skills which further increase your possible combos and possibilities. Let the explaining begin. Order: Blood Sucking level 1, Ngadhundi level 1, Blood Bath level 1, max Blood Sucking, max Ngadhundi, Bone Pointing level 1, Kurdaitcha level 1, Bone Pointing level 3.
Blood Bath, level 1 - Very good bleeding damage, but unfortunately the HP Regen is a flat amount, which doesn't really bring us much for leveling it, except for the damage. And we can get that and other things from the other options.
Blood Sucking, level 5 - Decent damage scaling, the HP Regen is very good, specially after Transposing. Has the typing restriction, but fortunately we can bypass with fireballs and links.
Bone Pointing, level 3 - The "Kundela" has a good damage overall, and applies curse which we all love (enemies take more magical damage). Level 3 with the attribute maxed gives us 100% uptime for it.
Ngadhundi, level 5 - A great damage scaling. There is also the Decay which has an increased duration for leveling, too. A very good skill, even if not used in combo with an Archer for the bonus missile damage or Swell Body for the Max HP reduction trick.
Kurdaitcha, level 1 - Level 1 gives you enough for now. Leveling it doesn't reduce the movement speed penalty, only increasing the skill duration. It is also good to use in conjunction with Fire Wall, since you can just lure enemies into the Fire Wall and leave your footprints inside it, having them take more damage from the Fire Wall damage while following you deeper inside it. Also, level 1 is enough to get you the attribute, which also works with Bone Pointing's curse.
Well, that it for the skills. Now, for the gear recommendation.
AoE Attack Ratio is what you want to go for, and also the reason this build can be so expensive to gear up with optimization in mind.
Vubbe Fighter Gloves (yeah, I know...), Ludas Staff and/or Five Hammer (friggin 5 AoE Attack Ratio, but no bonus Magic Attack from the weapon) work very well at the beginning.
Later, other good options are Arca Staff and/or Sage Wall+Seimos Rod. Of course, AoE Attack Ratio headgears are always welcome.
I guess I covered pretty much everything. If there are any questions or else, feel free to leave a comment, I'll answer as soon as I can.
If there are updates regarding skills, combos or anything else, I'll update the guide. Thank you for reading up until now!
Rank 1
Wizard |
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 |
Rank 2
Pyromancer |
5 / 5 5 Fireball: Enhance Type: Passive * Increases the damage dealt on an enemy with [Fireball] by 0.5% per attribute level *+10% added damage at maximum level Pyromancer 1st Circle required Fireball: Burn Debuff Type: Active * Enemies hit by [Fireball] have a 10% chance per attribute level to receive flame damage for 5 seconds *[Burn] damage is based on character's INT * Increases SP consumption by 30% Pyromancer 1st Circle required Fireball: Residual Heat Type: Active * Increases duration time of [Fireball] by 1 second per attribute level * Increases SP consumption by 10% Pyromancer 2nd Circle required Fireball [Magic] - [Fire] Summons a fireball at the targeted area. Enemies that touch the fireball will receive Fire damage. [Fireball] will not hit the same enemies twice. Up to 5 fireballs can be summoned. Level 5: Attack: 466% Duration: 10 seconds SP: 45 Type: Magic / Attack Cooldown: 8s Element: 5 / 5 3 Fire Wall: Enhance Type: Passive * Increases the damage dealt on an enemy with [Fire Wall] by 0.5% per attribute level * +10% added damage at maximum level Pyromancer 1st Circle required Fire Wall: Increased Fire Property Buff Type: Active * Increases Fire property attack of allies per attribute level in proportion to INT for 5 sec when they step on [Fire Wall] * Increases SP consumption by 10% Pyromancer 1st Circle required Fire Wall: Knockback Type: Active * Knocks back enemies hit by [Fire Wall] Pyromancer 3rd Circle required Fire Wall [Magic] - [Fire] Creates a wall of flames that continuously damages approaching enemies. Level 5: Attack 192% x 5 8 Fire Walls Duration 15 sec SP: 64 Type: Magic / Attack Cooldown: 20s Element: 1 / 5 Enchant Fire: Decreased Fire Property Resistance Type: Active * Decreases Fire property resistance of nearby enemies by 10 per attribute level for 5 seconds when [Enchant Fire] is used * Increases SP consumption by 10% Pyromancer 1st Circle required Enchant Fire Temporarily grants Fire property to your attacks. Level 1: Additional Fire Property Damage: +30 Property Additional Attack: +0 Duration: 300 seconds SP: 32 Type: Magic / Buff Cooldown: 110s Element: 4 / 5 Flame Ground: Enhance Type: Passive * Increases the damage dealt on an enemy with [Flame Ground] by 0.5% per attribute level * +10% added damage at maximum level Pyromancer 1st Circle required Flame Ground: Diffusion Type: Active * Enemies in range of [Flame Ground] become afflicted with [Heat] * Fire property resistance of enemies afflicted with [Heat] decreases by 50 * Enemies afflicted with [Heat] can be attacked with [Flare] * Increases SP consumption by 10% Pyromancer 2nd Circle required Flame Ground [Magic] - [Fire] Creates a magic circle of flames around you. Deals continuous flame damage to enemies within the magic circle. Level 4: 129% attack per 0.5 sec Duration 8 sec SP: 74 Type: Magic / Attack Cooldown: 25s Element: |
Rank 3
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 4
Pyromancer |
10 / 10 5 Fireball: Enhance Type: Passive * Increases the damage dealt on an enemy with [Fireball] by 0.5% per attribute level *+10% added damage at maximum level Pyromancer 1st Circle required Fireball: Burn Debuff Type: Active * Enemies hit by [Fireball] have a 10% chance per attribute level to receive flame damage for 5 seconds *[Burn] damage is based on character's INT * Increases SP consumption by 30% Pyromancer 1st Circle required Fireball: Residual Heat Type: Active * Increases duration time of [Fireball] by 1 second per attribute level * Increases SP consumption by 10% Pyromancer 2nd Circle required Fireball [Magic] - [Fire] Summons a fireball at the targeted area. Enemies that touch the fireball will receive Fire damage. [Fireball] will not hit the same enemies twice. Up to 5 fireballs can be summoned. Level 10: Attack: 571% Duration: 10 seconds SP: 69 Type: Magic / Attack Cooldown: 8s Element: 10 / 10 3 Fire Wall: Enhance Type: Passive * Increases the damage dealt on an enemy with [Fire Wall] by 0.5% per attribute level * +10% added damage at maximum level Pyromancer 1st Circle required Fire Wall: Increased Fire Property Buff Type: Active * Increases Fire property attack of allies per attribute level in proportion to INT for 5 sec when they step on [Fire Wall] * Increases SP consumption by 10% Pyromancer 1st Circle required Fire Wall: Knockback Type: Active * Knocks back enemies hit by [Fire Wall] Pyromancer 3rd Circle required Fire Wall [Magic] - [Fire] Creates a wall of flames that continuously damages approaching enemies. Level 10: Attack 236% x 5 8 Fire Walls Duration 15 sec SP: 100 Type: Magic / Attack Cooldown: 20s Element: 9 / 10 Flame Ground: Enhance Type: Passive * Increases the damage dealt on an enemy with [Flame Ground] by 0.5% per attribute level * +10% added damage at maximum level Pyromancer 1st Circle required Flame Ground: Diffusion Type: Active * Enemies in range of [Flame Ground] become afflicted with [Heat] * Fire property resistance of enemies afflicted with [Heat] decreases by 50 * Enemies afflicted with [Heat] can be attacked with [Flare] * Increases SP consumption by 10% Pyromancer 2nd Circle required Flame Ground [Magic] - [Fire] Creates a magic circle of flames around you. Deals continuous flame damage to enemies within the magic circle. Level 9: 159% attack per 0.5 sec Duration 8 sec SP: 128 Type: Magic / Attack Cooldown: 25s Element: 1 / 5 Fire Pillar: Enhance Type: Passive * Increases the damage dealt on an enemy with [Fire Pillar] by 0.5% per attribute level * +10% added damage at maximum level Pyromancer 2nd Circle required Fire Pillar [Magic] - [Fire] Summons a pillar of fire to inflict damage on enemies. Level 1: 123% Attack per 0.5 seconds Duration: 10 seconds SP: 36 Type: Magic / Attack Cooldown: 30s Element: |
Rank 5
Pyromancer |
15 / 15 5 Fireball: Enhance Type: Passive * Increases the damage dealt on an enemy with [Fireball] by 0.5% per attribute level *+10% added damage at maximum level Pyromancer 1st Circle required Fireball: Burn Debuff Type: Active * Enemies hit by [Fireball] have a 10% chance per attribute level to receive flame damage for 5 seconds *[Burn] damage is based on character's INT * Increases SP consumption by 30% Pyromancer 1st Circle required Fireball: Residual Heat Type: Active * Increases duration time of [Fireball] by 1 second per attribute level * Increases SP consumption by 10% Pyromancer 2nd Circle required Fireball [Magic] - [Fire] Summons a fireball at the targeted area. Enemies that touch the fireball will receive Fire damage. [Fireball] will not hit the same enemies twice. Up to 5 fireballs can be summoned. Level 15: Attack: 676% Duration: 10 seconds SP: 93 Type: Magic / Attack Cooldown: 8s Element: 15 / 15 3 Fire Wall: Enhance Type: Passive * Increases the damage dealt on an enemy with [Fire Wall] by 0.5% per attribute level * +10% added damage at maximum level Pyromancer 1st Circle required Fire Wall: Increased Fire Property Buff Type: Active * Increases Fire property attack of allies per attribute level in proportion to INT for 5 sec when they step on [Fire Wall] * Increases SP consumption by 10% Pyromancer 1st Circle required Fire Wall: Knockback Type: Active * Knocks back enemies hit by [Fire Wall] Pyromancer 3rd Circle required Fire Wall [Magic] - [Fire] Creates a wall of flames that continuously damages approaching enemies. Level 15: Attack 279% x 5 8 Fire Walls Duration 15 sec SP: 136 Type: Magic / Attack Cooldown: 20s Element: 10 / 15 Flame Ground: Enhance Type: Passive * Increases the damage dealt on an enemy with [Flame Ground] by 0.5% per attribute level * +10% added damage at maximum level Pyromancer 1st Circle required Flame Ground: Diffusion Type: Active * Enemies in range of [Flame Ground] become afflicted with [Heat] * Fire property resistance of enemies afflicted with [Heat] decreases by 50 * Enemies afflicted with [Heat] can be attacked with [Flare] * Increases SP consumption by 10% Pyromancer 2nd Circle required Flame Ground [Magic] - [Fire] Creates a magic circle of flames around you. Deals continuous flame damage to enemies within the magic circle. Level 10: 165% attack per 0.5 sec Duration 8 sec SP: 139 Type: Magic / Attack Cooldown: 25s Element: 4 / 10 Fire Pillar: Enhance Type: Passive * Increases the damage dealt on an enemy with [Fire Pillar] by 0.5% per attribute level * +10% added damage at maximum level Pyromancer 2nd Circle required Fire Pillar [Magic] - [Fire] Summons a pillar of fire to inflict damage on enemies. Level 4: 148% Attack per 0.5 seconds Duration: 10 seconds SP: 59 Type: Magic / Attack Cooldown: 30s Element: |
Rank 6
Thaumaturge |
4 / 5 Swell Left Arm: Enhance Type: Passive * Increases the attack increase effect of [Swell Left Arm] by 1% per attribute level Lv. 3 of Swell Left Arm: Enhance required Swell Left Arm: Shrink Size Speciality Type: Active * Deals 30% additional damage per attribute level on enemies affected by [Shrink Body] when [Swell Left Arm] is in effect * Increases SP consumption by 10% Lv2 Shrink Body required Swell Left Arm: Swell Body Speciality Type: Active * Attacking enemies affected by [Swell Body] when [Swell Left Arm] is in effect causes [Attacked Weakened] to persist in duration * Increases duration by 8 seconds per attribute level * [Attack Weakened] can be stacked up to 10 times * Increases SP consumption by 10% Lv2 Swell Body required Swell Left Arm: Summons Type: Active * [Swell Left Arm] increases physical and magic damage dealt by your own summons by 1% per attribute level Thaumaturge 1st Circle required Swell Left Arm Enlarge the size of you and your party member's hands to increase the attack of their primary weapon. The effect increases in proportion to the caster's INT and SPR. Level 4: Primary Physical Attack +106 Magic Attack +106 Duration: 300 seconds Consumes #{SpendItemCount}# Magic Powder SP: 88 Type: Magic / Buff Cooldown: 50s 5 / 5 2 Shrink Body: Increased Movement Speed Type: Active * Increases movement speed of monsters affected by [Shrink Body] by 10% per attribute level * Decreases physical and magic attack by 25% per attribute level * Effects do not apply to characters Thaumaturge 1st Circle required Shrink Body: Additional Damage Type: Active * Deals damage equal to 20% of magic attack when changing the enemy's size with [Shrink Body] per attribute level * Increases SP consumption by 10% Thaumaturge 1st Circle required Shrink Body Shrink the size of monsters. Level 5: Large-type-> Medium-type-> Small-type Targets: 5 Duration: 10 seconds SP: 103 Type: Magic / Buff Cooldown: 25s 4 / 5 2 Swell Body: Decreased Movement Speed Type: Active * Decreases movement speed of monsters affected by [Swell Body] by 15% per attribute level * Increases physical and magic attack by 10% per attribute level * Effects do not apply to characters Thaumaturge 1st Circle required Swell Body: Additional Damage Type: Active * Deals damage equal to 20% of magic attack when changing the enemy's size with [Swell Body] per attribute level * Increases SP consumption by 10% Thaumaturge 1st Circle required Swell Body Enlarges the size of monsters. Increases the target's maximum HP by 2 times and doubles loot dropped. Level 4: Small-type-> Medium-type-> Large-type Targets: 5 Duration: 9 seconds SP: 95 Type: Magic / Buff Cooldown: 25s 2 / 5 Transpose: Equilibrium Type: Active * Applies average of INT and CON to both stats when using [Transpose] Thaumaturge 1st Circle required Transpose Change your INT and CON. Level 2: Duration: 70 seconds SP: 76 Type: Magic / Buff Cooldown: 70s |
Rank 7
Featherfoot |
1 / 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 1: Attack: 208% [Bleeding] Duration: 5 seconds Recovers 1% of damage SP: 120 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: 3 / 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 3: Attack: 230% Bone Pointing Duration: 35 seconds [Curse]Duration: 7 seconds SP: 121 Type: Magic / Attack Cooldown: 50s Element: 5 / 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 5: Attack: 1188% Duration 20 sec AoE ratio 3 SP: 105 Type: Magic / Attack Cooldown: 12s Element: 1 / 5 Kurdaitcha: Enhance Type: Active * Increases chance to hit with twice the normal damage to enemies hexed by [Kurdaitcha] (or any other methods) by 1% chance per attribute level *Applies to characters other than the caster * Increases SP consumption by 10% Featherfoot 1st Circle required Kurdaitcha: Increased Movement Speed Type: Active * Movement speed during [Kurdaitcha] increases to match normal walking speed * Increases SP consumption by 10% Featherfoot 2nd Circle Required Kurdaitcha: Blood's Footprint Type: Active * Causes enemies who touch [Kurdaitcha] footprints to take magic damage * Increases SP consumption by 100% Featherfoot 3rd Circle Required Kurdaitcha [Magic] - [Dark] Put on shoes made of mixed hair and blood. Walk while leaving bloody footprints on the ground, temporarily cursing any enemies who come into contact with it. Level 1: Kurdaitcha Maximum Duration: 6 Movement Speed Reduction: 15 [Curse] Duration: 7 seconds SP: 113 Type: Magic / Attack Cooldown: 32s Element: |
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