Master of Crowd Control
Created by pathapol2559 on Jan 31st 2017 (Last Updated: Dec 11th 2018).
This is a public build.
3
Shorthand Notation
cc = crowd control
iw = ice wall
pp = psychic pressure
This build focus on PVE content. Cryo & psycho & onmyoji synergize each other well due to following.
- Using pp on iw shoot ice shards, dealing massive dmg to single large target(boss).
- Mass cc non stop due to many cc skills.
- Onmyo fox improve psycho skills range and dmg.
Class order is not fixed. I prefer psychokino first for fast leveling. Then cryo for ice pressure experience. Onmyoji last because it needs least skill points to reach full potential.
Cryo3 and psycho3 are core classes. These are R8-10 variations.
1. [current] RC and onmyoji c2
rune caster brings nice utilities.
- rune of ice boost ice skill dmg, mainly iw + pp.
- rune of protection provide knockback/knockdown resistance and prevent casting interruption.
onmyoji
- fox attribute increase pp range and makes pp, gravity pole deal additional fire dmg.
- mass AOE dmg skills.
onmyoji c3 is an option for RC replacement. (In case player don't want to go through RC job adv) It brings 2x water shikigami dmg and strong aoe dmg skill. But player would need to cc mobs to ensure that onmyoji spell won't get interrupted while casting. I still think that it isn't worth enough since I already have hand full of skills to cast.
2. shadowmancer c3
Provide utility skills to set up icewall+pp.
- Hallucination prevent casting interruption.
- Shadow fatter binds boss in place.
- Infernal shadow also help fighting mobile boss. But shine more in thaumaturge build.
3. enchanter c3
Good amount of supportive buffs
- Enchant lightning flat dmg increase is very effective with multihit skill like icewall+pp.
- Lightning hand helps sustain dmg when icewall+pp is on cooldown.
- Turn psychic pressure and gravity pole into lightning, which can deal more dmg against frozen enemies.
4. RC and sage c2
- blink to aggro boss (help setting up icewall against boss which cry/psy cant cc). Pair with teleportation to make caster lose aggro.
(Micro dimension can NOT duplicate frost pillar anymore. It can duplicate ice wall too but it cant shoot shards when hit, but using ice blast can add another hit)
- Dimension compression pull mobs.
- iw formation + usage [always subject to change]
diagonal (12 wall hit)
alternative formation
straight (14 wall hit)
positioning is quite tricky.
jump trick(16 wall hit)
very hard positioning.
use quest return -> jump halfway -> directional key to get on ice wall.
terrain wall trick - stacking ice wall on map edge(all wall hit)
Obsolete now. Icewall just disappear when it is spawned beyond terrain.
Face toward wall then cast ice wall without entering any directional key.
wall may shift if map edge isnt multiple of 45 degrees.
walk into wall then pp -> face toward opposite side(or any direction you want)
since aoe is small, moving enemies first by swap, magnetic force or other is recommended.
ice prison
this trick is suitable for mobile boss.
cast iw around yourself + further.
swap boss to imprison him and pp at the other side of iw.
an example of formation is something like this.
(Beware if you take swap lv1, icewall count as a target and swap may fail if icewall is in swap range, happened when boss move close to icewall.)
Onmyoji special
PP extended range can hit 4x4 ice wall.
It can hit up to 5 tiles in front according to this video.
https://www.youtube.com/watch?v=Y_19zdIe3f8
Gravity pole additional hit from fire fox shikigami can trigger ice wall shards as well. But still inferior than PP since normal gravity pole hit cannot trigger shard but use up ice wall durability so ice wall crumble early.
Skill combo
-raise/frost pillar + icewall
Helps setting icewall since it can be easily interrupted.
-magnetic force + pp
Gather mobs then stunlock them, deal nice dmg too.
-greenwood + frost pillar
Gather mobs then hold them in place.
- teleportation + snow rolling
Make a room for casting snowball since it can be interrupted.
- frost pillar + ice blast
Ice blast can unfreeze mobs. But frost pillar continuously freeze so that isn't problem.
- icewall + ice blast
Doable but still weak since it only hits once per mob.
Wizard
energy bolt (lv0)
casting removed, can push mob away so it's good as soft cc and help with early leveling. But I don't find myself using this much so I left it at lv0.
sleep(max)
max for cc. Dont affect flying enemies.
magic shield(lv0)
since SP management is already tight, its benefit doesn't make up for sp costs.
earthquake (max)
Deal nice dmg for early lv. Using this against lethargy debuffed enemies can deal double hits.
lethargy (lv5)
Good for bossing or luring mobs and earthquake synergy.
Cryomancer
ice pike(lv15)
Very nice area cc. Also deal decent dmg for low rank skill. Jump after cast to cancel animation delay.
ice bolt(lv0)
for cc. cast time is long. small aoe. can be used while jumping.
I dont use it anymore at high level.
ice wall(max)
max for highest number(16 tiles) and durability (30 hits). Get duration attribute(c3).
Auto cell selection note: Hold skill key + directional key to place ice wall. Fast but require good reflex.(I prefer old method.) Turn on/off in setting menu.
ice blast (lv0)
Even though this skill deal decent dmg, it can unfreeze mobs so it should only be used with use with frost pillar. If you like this skill , you may take points from ice pike to upgrade this but leave ice pike at least lv1.
ice blast can trigger with ice wall too but note that it is nerfed to deal only max 1 hit per mob. I find my skill bar already tight so I decided to drop this skill.
subzero shield(lv0)
freeze melee mobs by chance. Not essential since this class already has many cc.
snow rolling(max)
mass cc with good dmg but long cd. combine with rune of ice then here goes the nuke! beware that mobs will be scattered after this skill end.
frost pillar(max)
Suction ability is now gone. Continuously freeze and deal dmg instead.
make boss monster count as frozen therefore boost lightning dmg and ice blast can deal dmg.
Psychokino
psychic pressure(max)
deal good dmg in small area.
now max channeling time reduced to 10 sec so deal 20 hits. turn on [focus] attribute to prevent interruption and [stun] attribute if need more cc.
its level scales with number of targets so must max.
Bug? where this skill consume 45 sp at max lv while tooltip says 19.
telekinesis(lv0)
great cc against single target. leveling affect number of throwing and capture duration. caster is locked in casting animation so you may opt not to level this skill high. but can be cancelled by right click buff wipe.
It can move static mob. deal very good dmg to single target but cannot be used on bosses.
teleportation(lv1+)
I mostly use this skill only to get out of iw. so minimum lv for saving mana cost.
hold directional key to teleport to desire direction. cannot move toward higher terrain. There is a brief moment which caster lose aggro from mobs so it is good as escaping skill. Best combined with sage : blink -> teleportation.
swap(lv1+)
this skill works on boss too. its lv depend on how many mobs you want to swap at a time. I found swapping more than 1 target is quite rare as it has small range.
usage: swap mobs into magic circle(frost cloud,fire pillar) or cc skill(raise).
magnetic force(lv1)
Suck mobs in, can be (often) resisted. Now covers wide AOE.
Hidden effect: can move stationary mobs while heavy gravity is in effect.
heavy gravity (max)
Drops flying enemies to ground. Deals very good dmg. Can slow mobs with attribute. Beware that this cannot be used with raise.
raise(max)
very useful cc skill. Bow-user will love this. Sapper, wugushi will hate this so use it wisely. Likewise, heavy gravity cancel this skill.
gravity pole(max)
main dmg skill for mobbing. deal 20 hits over 10 sec while holding and minor pulling mobs in line. Get [focus] attribute so it wont be interrupted.
Leftover skill points can be distributed freely and does not affect performance much.
Rune caster
all skill can be interrupted by any attack upon casting, so use them carefully unless rune of protection is on.
rune of destruction / hagalaz (max)
deal good aoe dmg with mdef reduction debuff.
rune of ice / isa (max)
main reason for RC. 1.5x ice dmg.
rune of giants / thurisaz (lv0)
1 person buff. + 20% hp & def , + 20 speed is good for exploration. plus it has 100% uptime. person who get buff can only use wizard and rune caster classes' skill so it is impractical in battle.
rune of justice / tiwaz (lv0)
Has potential but casting time is too long plus many overheats and short cd.
rune of protection / algiz (max)
Effect changed to prevent knockback & knockdown. Get maintain casting attribute to prevent casting interruption. Has downtime but reducible by pass,divine might and/or laima statue. Can be shared via spiritual chain.
Onmyoji
Fire Fox Shikigami (lv1)
Taken only for PP and gravity pole enhance attribute.
Greenwood Shikigami (lv1/max)
Mainly used for pulling effect (c2 attribute). Either keep this at low level to ease sp cost or max + get poison DOT attribute for dmg.
Howling White Tiger (lv6+)
Very large AOE spell. Either lv6 just for speed boost attribute or max for dmg.
Water Shikagami(max)
Another large AOE spell which can be boosted by rune of ice. Fixed at 5 hit regardless of mobs' size
Genbu Armor(lv0)
Cost too much sp for int build. But could be very useful for spr build. Max if player use full spr.
Toyou(max)
Ground AOE skill. Always use this with heavy gravity (toyou > heavy > toyou).
cc = crowd control
iw = ice wall
pp = psychic pressure
About This Build
This build focus on PVE content. Cryo & psycho & onmyoji synergize each other well due to following.
- Using pp on iw shoot ice shards, dealing massive dmg to single large target(boss).
- Mass cc non stop due to many cc skills.
- Onmyo fox improve psycho skills range and dmg.
Class order is not fixed. I prefer psychokino first for fast leveling. Then cryo for ice pressure experience. Onmyoji last because it needs least skill points to reach full potential.
Rank 8+ class choice
Cryo3 and psycho3 are core classes. These are R8-10 variations.
1. [current] RC and onmyoji c2
rune caster brings nice utilities.
- rune of ice boost ice skill dmg, mainly iw + pp.
- rune of protection provide knockback/knockdown resistance and prevent casting interruption.
onmyoji
- fox attribute increase pp range and makes pp, gravity pole deal additional fire dmg.
- mass AOE dmg skills.
onmyoji c3 is an option for RC replacement. (In case player don't want to go through RC job adv) It brings 2x water shikigami dmg and strong aoe dmg skill. But player would need to cc mobs to ensure that onmyoji spell won't get interrupted while casting. I still think that it isn't worth enough since I already have hand full of skills to cast.
2. shadowmancer c3
Provide utility skills to set up icewall+pp.
- Hallucination prevent casting interruption.
- Shadow fatter binds boss in place.
- Infernal shadow also help fighting mobile boss. But shine more in thaumaturge build.
3. enchanter c3
Good amount of supportive buffs
- Enchant lightning flat dmg increase is very effective with multihit skill like icewall+pp.
- Lightning hand helps sustain dmg when icewall+pp is on cooldown.
- Turn psychic pressure and gravity pole into lightning, which can deal more dmg against frozen enemies.
4. RC and sage c2
- blink to aggro boss (help setting up icewall against boss which cry/psy cant cc). Pair with teleportation to make caster lose aggro.
(Micro dimension can NOT duplicate frost pillar anymore. It can duplicate ice wall too but it cant shoot shards when hit, but using ice blast can add another hit)
- Dimension compression pull mobs.
Tips & gameplay
- iw formation + usage [always subject to change]
diagonal (12 wall hit)
alternative formation
straight (14 wall hit)
positioning is quite tricky.
jump trick(16 wall hit)
very hard positioning.
use quest return -> jump halfway -> directional key to get on ice wall.
terrain wall trick - stacking ice wall on map edge(all wall hit)
Obsolete now. Icewall just disappear when it is spawned beyond terrain.
Face toward wall then cast ice wall without entering any directional key.
wall may shift if map edge isnt multiple of 45 degrees.
walk into wall then pp -> face toward opposite side(or any direction you want)
since aoe is small, moving enemies first by swap, magnetic force or other is recommended.
ice prison
this trick is suitable for mobile boss.
cast iw around yourself + further.
swap boss to imprison him and pp at the other side of iw.
an example of formation is something like this.
(Beware if you take swap lv1, icewall count as a target and swap may fail if icewall is in swap range, happened when boss move close to icewall.)
Onmyoji special
PP extended range can hit 4x4 ice wall.
It can hit up to 5 tiles in front according to this video.
https://www.youtube.com/watch?v=Y_19zdIe3f8
Gravity pole additional hit from fire fox shikigami can trigger ice wall shards as well. But still inferior than PP since normal gravity pole hit cannot trigger shard but use up ice wall durability so ice wall crumble early.
Skill combo
-raise/frost pillar + icewall
Helps setting icewall since it can be easily interrupted.
-magnetic force + pp
Gather mobs then stunlock them, deal nice dmg too.
-greenwood + frost pillar
Gather mobs then hold them in place.
- teleportation + snow rolling
Make a room for casting snowball since it can be interrupted.
- frost pillar + ice blast
Ice blast can unfreeze mobs. But frost pillar continuously freeze so that isn't problem.
- icewall + ice blast
Doable but still weak since it only hits once per mob.
Skill distribution + description
Wizard
energy bolt (lv0)
casting removed, can push mob away so it's good as soft cc and help with early leveling. But I don't find myself using this much so I left it at lv0.
sleep(max)
max for cc. Dont affect flying enemies.
magic shield(lv0)
since SP management is already tight, its benefit doesn't make up for sp costs.
earthquake (max)
Deal nice dmg for early lv. Using this against lethargy debuffed enemies can deal double hits.
lethargy (lv5)
Good for bossing or luring mobs and earthquake synergy.
Cryomancer
ice pike(lv15)
Very nice area cc. Also deal decent dmg for low rank skill. Jump after cast to cancel animation delay.
ice bolt(lv0)
for cc. cast time is long. small aoe. can be used while jumping.
I dont use it anymore at high level.
ice wall(max)
max for highest number(16 tiles) and durability (30 hits). Get duration attribute(c3).
Auto cell selection note: Hold skill key + directional key to place ice wall. Fast but require good reflex.(I prefer old method.) Turn on/off in setting menu.
ice blast (lv0)
Even though this skill deal decent dmg, it can unfreeze mobs so it should only be used with use with frost pillar. If you like this skill , you may take points from ice pike to upgrade this but leave ice pike at least lv1.
ice blast can trigger with ice wall too but note that it is nerfed to deal only max 1 hit per mob. I find my skill bar already tight so I decided to drop this skill.
subzero shield(lv0)
freeze melee mobs by chance. Not essential since this class already has many cc.
snow rolling(max)
mass cc with good dmg but long cd. combine with rune of ice then here goes the nuke! beware that mobs will be scattered after this skill end.
frost pillar(max)
Suction ability is now gone. Continuously freeze and deal dmg instead.
make boss monster count as frozen therefore boost lightning dmg and ice blast can deal dmg.
Psychokino
psychic pressure(max)
deal good dmg in small area.
now max channeling time reduced to 10 sec so deal 20 hits. turn on [focus] attribute to prevent interruption and [stun] attribute if need more cc.
its level scales with number of targets so must max.
Bug? where this skill consume 45 sp at max lv while tooltip says 19.
telekinesis(lv0)
great cc against single target. leveling affect number of throwing and capture duration. caster is locked in casting animation so you may opt not to level this skill high. but can be cancelled by right click buff wipe.
It can move static mob. deal very good dmg to single target but cannot be used on bosses.
teleportation(lv1+)
I mostly use this skill only to get out of iw. so minimum lv for saving mana cost.
hold directional key to teleport to desire direction. cannot move toward higher terrain. There is a brief moment which caster lose aggro from mobs so it is good as escaping skill. Best combined with sage : blink -> teleportation.
swap(lv1+)
this skill works on boss too. its lv depend on how many mobs you want to swap at a time. I found swapping more than 1 target is quite rare as it has small range.
usage: swap mobs into magic circle(frost cloud,fire pillar) or cc skill(raise).
magnetic force(lv1)
Suck mobs in, can be (often) resisted. Now covers wide AOE.
Hidden effect: can move stationary mobs while heavy gravity is in effect.
heavy gravity (max)
Drops flying enemies to ground. Deals very good dmg. Can slow mobs with attribute. Beware that this cannot be used with raise.
raise(max)
very useful cc skill. Bow-user will love this. Sapper, wugushi will hate this so use it wisely. Likewise, heavy gravity cancel this skill.
gravity pole(max)
main dmg skill for mobbing. deal 20 hits over 10 sec while holding and minor pulling mobs in line. Get [focus] attribute so it wont be interrupted.
Leftover skill points can be distributed freely and does not affect performance much.
Rune caster
all skill can be interrupted by any attack upon casting, so use them carefully unless rune of protection is on.
rune of destruction / hagalaz (max)
deal good aoe dmg with mdef reduction debuff.
rune of ice / isa (max)
main reason for RC. 1.5x ice dmg.
rune of giants / thurisaz (lv0)
1 person buff. + 20% hp & def , + 20 speed is good for exploration. plus it has 100% uptime. person who get buff can only use wizard and rune caster classes' skill so it is impractical in battle.
rune of justice / tiwaz (lv0)
Has potential but casting time is too long plus many overheats and short cd.
rune of protection / algiz (max)
Effect changed to prevent knockback & knockdown. Get maintain casting attribute to prevent casting interruption. Has downtime but reducible by pass,divine might and/or laima statue. Can be shared via spiritual chain.
Onmyoji
Fire Fox Shikigami (lv1)
Taken only for PP and gravity pole enhance attribute.
Greenwood Shikigami (lv1/max)
Mainly used for pulling effect (c2 attribute). Either keep this at low level to ease sp cost or max + get poison DOT attribute for dmg.
Howling White Tiger (lv6+)
Very large AOE spell. Either lv6 just for speed boost attribute or max for dmg.
Water Shikagami(max)
Another large AOE spell which can be boosted by rune of ice. Fixed at 5 hit regardless of mobs' size
Genbu Armor(lv0)
Cost too much sp for int build. But could be very useful for spr build. Max if player use full spr.
Toyou(max)
Ground AOE skill. Always use this with heavy gravity (toyou > heavy > toyou).
Rank 1
Wizard |
5 / 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 5: Physical attack -5% Magic attack -5% Evasion -25 Damage from magic circles +20% [Lethargy] Duration 20 sec SP: 24 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 5 / 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 5: Attack: 324% AoE Attack Ratio: 4 SP: 28 Type: Magic / Attack Cooldown: 17s Element: |
Rank 2
Cryomancer |
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Rank 3
Psychokino |
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Rank 4
Psychokino |
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Rank 5
Psychokino |
15 / 15 Psychic Pressure: Enhance Type: Passive * Increases the damage dealt on an enemy with [Psychic Pressure] by 0.5% per attribute level * +10% added damage at maximum level Psychokino 1st Circle required Psychic Pressure: Stun Type: Active * Enemies hit by [Psychic Pressure] have a 10% chance per attribute level to become afflicted with [Stun] for 1 second * Increases SP consumption by 20% Psychokino 2nd Circle required Psychic Pressure: Focus Type: Active * Maintains [Psychic Pressure] casting even when character is attacked * Increases SP consumption by 20% Psychokino 3rd Circle required Psychic Pressure [Magic] - [Psychokinesis] Concentrate on the tip of your hand to inflict continuous damage with psychokinesis. Inflicts doubled damage to Mutant-type enemies. Level 15: Attack: 469% Targets: 19 Consumes 19 SP per second SP: 0 Type: Magic / Attack Cooldown: 25s Element: 1 / 15 2 Swap: Shackle Type: Active * Immobilizes targets moved by [Swap] for 2 seconds * Increases SP consumption by 20% Psychokino 1st Circle required Swap Swaps your position with that of the enemy. Level 1: Targets: 1 Maximum Range: 20 SP: 59 Type: Magic / Buff Cooldown: 18s Element: 8 / 15 2 Teleportation Teleport to a random location. Level 8: Maximum Teleport Distance: 180 SP: 110 Type: Magic / Buff Cooldown: 20s Element: 1 / 10 Magnetic Force: Enhance Type: Passive * Increases the damage dealt on an enemy with [Magnetic Force] by 0.5% per attribute level * +10% added damage at maximum level Psychokino 2nd Circle required Magnetic Force: Stun Type: Active * Enemies hit by [Magnetic Force] have a 5% chance per attribute level to become afflicted with [Stun] for 4 seconds * Increases SP consumption by 30% Psychokino 2nd Circle required Magnetic Force [Magic] Inflict damage on multiple enemies by pulling them to a targeted area causing them to collide with each other. Deals 50% additional damage to Mutant-type monsters. Level 1: Attack: 965% Targets 10 SP: 67 Type: Magic / Attack Cooldown: 25s 10 / 10 Heavy Gravity: Enhance Type: Passive * Increases the damage dealt on an enemy with [Heavy Gravity] by 0.5% per attribute level * +10% added damage at maximum level Psychokino 2nd Circle required Heavy Gravity: Slow Movement Type: Active * Movement speed of enemies in range of [Heavy Gravity] decreases by 2 per attribute level *Will not apply to large, extra large or Boss monster * Increases SP consumption by 10% Psychokino 2nd Circle required Heavy Gravity: Duration Type: Active * Increases duration time of [Heavy Gravity] by 1 second per attribute level * Increases SP consumption by 30% Psychokino 3rd Circle required Heavy Gravity [Magic] - [Psychokinesis] Increases the gravitational force on the targeted area to inflict psychokinesis damage to the enemy. Flying-type monsters within the affected area are changed to the ground-type, and removes Raise tiles around the affected area. Deals 50% additional damage to Mutant-type monster. Level 10: 0.5 second attack 277% Duration: 4 seconds SP: 126 Type: Magic / Attack Cooldown: 25s Element: 5 / 5 Raise Lift nearby enemies up into the air. Enemies in the air are temporarily detected as a Flying-type and cannot evade attacks. Removes nearby [Heavy Gravity] tiles when casted. Level 5: Targets: 13 Duration: 10 seconds SP: 100 Type: Magic / Attack Cooldown: 50s Element: 5 / 5 Gravity Pole: Evasion Type: Active * Increases evasion by 50 per attribute level while using [Gravity Pole] Psychokino 3rd Circle required Gravity Pole: Decreased Defense Type: Active * Decreases physical and magic defense of enemies pulled by [Gravity Pole] by 4% per attribute level Psychokino 3rd Circle required Gravity Pole: Enhance Type: Passive * Increases the damage dealt on an enemy with [Gravity Fall] by 0.5% per attribute level * +10% added damage at maximum level Psychokino 3rd Circle required Gravity Pole: Focus Type: Active * Maintains [Gravity Pole] casting even when character is attacked * Increases SP consumption by 20% Psychokino 3rd Circle required Gravity Pole [Magic] - [Psychokinesis] Creates a gravity field in front of you in a line that pulls nearby enemies into it. Deals 50% additional damage to Mutant-type monsters. Level 5: 271% Attack per 0.5 seconds Targets: 15 Consumes 45 SP per second Maximum Duration: 10 seconds SP: 0 Type: Magic / Attack Cooldown: 30s Element: |
Rank 6
Cryomancer |
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Rank 7
Cryomancer |
15 / 15 3 Ice Pike: Enhance Type: Passive * Increases the damage dealt on an enemy with [Ice Pike] by 0.5% per attribute level * +10% added damage at maximum level Cryomancer 1st Circle required Ice Pike [Magic] - [Ice] Create ice spikes from the ground in a line to inflict damage. Has a chance of freezing enemies. (Cannot freeze Boss Monsters, 10% chance of freezing in PVP) Level 15: Attack: 659% [Freeze] Duration 5 sec SP: 114 Type: Magic / Attack Cooldown: 20s Element: 15 / 15 Ice Wall: Duration Type: Active * Increases duration of [Ice Wall] by 10 seconds Cryomancer 3rd Circle required Ice Wall Creates a wall of ice that confines an enemy with a chance of freezing nearby enemies. Level 15: Attack 0 Ice Wall count 16 [Freeze] Duration 5 sec Ice Wall duration 15 sec SP: 130 Type: Magic / Attack Cooldown: 65s Element: 10 / 10 Snow Rolling: Enhance Type: Passive * Increases the damage dealt on an enemy with [Snow Rolling] by 0.5% per attribute level * +10% added damage at maximum level Cryomancer 2nd Circle required Snow Rolling [Magic] - [Ice] Ride on an enormous snowball and crush any enemies in your way. Level 10: Attack: 521% Number of targets 20 Duration: 13 seconds SP: 114 Type: Magic / Attack Cooldown: 50s Element: 5 / 5 Frost Pillar: Enhance Type: Passive * Increases the damage dealt on an enemy with [Frost Pillar] by 0.5% per attribute level * +10% added damage at maximum level Cryomancer 3rd Circle required Frost Pillar [Magic] - [Ice] Summons a tree of ice on the ground that freezes and damages enemies nearby. Level 5: [Freeze]Attack: 124% Ice Tree Duration: 10 seconds Consumes #{SpendItemCount}# Cryorite SP: 70 Type: Magic / Attack Cooldown: 45s Element: |
Rank 8
Rune Caster |
5 / 5 2 Rune of Destruction: Enhance Type: Passive * Increases the damage dealt on an enemy with [Rune of Destruction] by 0.5% per attribute level * +10% added damage at maximum level Rune Caster 1st Circle required Rune of Destruction: Magic Defense Destruction Type: Active * Magic defense of enemies hit by [Rune of Destruction] decreases by 3% per attribute level * Increases SP consumption by 30% Rune Caster 1st Circle required Rune of Destruction [Magic] Inflicts powerful damage to enemies in a targeted area. The attacked enemies will deal additional damage to other enemies by reflecting magic. Level 5: Attack: 1787% Consumes 1 Rune Stone Casting Time: 2 seconds SP: 191 Type: Magic / Attack Cooldown: 40s 5 / 5 Rune of Ice: Slow Type: Active * Decreases enemy's movement speed by 70% for 4 seconds on a basic attack with a 5% chance per attribute level while [Rune of Ice] is active * Increases SP consumption by 10% Rune Caster 1st Circle required Rune of Ice [Magic] Temporarily increases the Ice-type magic of you and your party members, making it more powerful. Level 5: Duration: 50 seconds Increases Ice-property skill damage by 50% Consumes 1 Rune Stone Casting Time: 2 seconds SP: 164 Type: Magic / Attack Cooldown: 140s 5 / 5 Rune of Protection: Maintain Casting Type: Active * Skills being cast cannot be interrupted by enemy attack when [Rune of Protection] is applied Duration of [Rune of Protection] decreases by [10 - (attribute level *2)] seconds Rune Caster 1st Circle required Rune of Protection [Magic] Grants an effect that provides knockback and knockdown immunity for you. Level 5: Duration: 150 seconds Consumes 1 Rune Stone Casting Time: 2 seconds SP: 161 Type: Magic / Attack Cooldown: 200s |
Rank 9
Onmyoji |
1 / 5 Fire Fox Shikigami: Enhance Type: Passive * Increases the damage of [Fire Fox Shikigami] by 0.5% per attribute level * 10% added damage at maximum level Requires Onmyoji Circle 1 Fire Fox Shikigami: Fire Property Type: Active * Adds Fire property effects to [Psychic Pressure] and [Gravity Pole] while [Fire Fox Shikigami] is active. * Psychic Pressure: Increases length and changes property to Fire Gravity Pole: Adds Fire property hits * Increases SP consumption by 50% Requires Onmyoji Circle 1 Fire Fox Shikigami: Additional Attack Type: Active * 5% chance per attribute level of adding 3 hits to the attack of [Fire Fox Shikigami] * Increases SP consumption by 50% Requires Onmyoji Circle 2 and Fire Fox Shikigami Lv 6 or higher Fire Fox Shikigami: Fireball Type: Active * [Fireball] attack applies as 3 hits while [Fire Fox Shikigami] is active * Changes [Fire Fox Shikigami] duration to 10 sec * Increases SP consumption by 20% Requires Onmyoji Circle 2 and Fire Fox Shikigami Lv 6 or higher Fire Fox Shikigami [Magic] - [Fire] Summon a Fire Fox Shikigami. The summoned Shikigami follows you while automatically attacking nearby enemies. Enemies attacking the caster will be targeted first by the Shikigami. Level 1: Attack: 100% Duration: 60 seconds Consumes #{SpendItemCount}# Paper Dolls SP: 255 Type: Magic / Attack Cooldown: 60s Element: 1 / 5 Greenwood Shikigami: Enhance Type: Passive * Increases the damage of [Greenwood Shikigami] by 0.5% per attribute level * 10% added damage at maximum level Requires Onmyoji Circle 1 Greenwood Shikigami: Poison Type: Active * Enemies affected by the [Greenwood Shikigami] debuff receive damage equivalent to the skill's attack every 0.9 sec * Debuff cycle reduces 0.1 sec per attribute level * Increases SP consumption by 50% Requires Onmyoji Circle 2 Greenwood Shikigami: Pull Type: Active * [Greenwood Shikigami] pulls nearby enemies towards it * Consumes 2 Paper Dolls * Increases SP consumption by 100% Requires Onmyoji Circle 2 Greenwood Shikigami [Magic] - [Earth] Summon a Tree Shikigami. The summoned Shikigami sprouts from the ground, dealing continuous damage to nearby enemies. Once fully grown, the Shikigami disappears, slowing down enemies around it. Level 1: Attack: 159% x 9 Targets: 10 Consumes #{SpendItemCount}# Paper Dolls SP: 246 Type: Magic / Attack Cooldown: 30s Element: 5 / 5 3 Howling White Tiger: Enhance Type: Passive * Increases the damage of [Howling White Tiger] by 0.5% per attribute level * 10% added damage at maximum level Requires Onmyoji Circle 1 Howling White Tiger: Ferocious Type: Active * Increases the damage of [Howling White Tiger] to Beast type enemies by 5% per attribute level * Increases SP consumption by 10% Requires Onmyoji Circle 1 Howling White Tiger: Virtuous Roar Type: Active * Increases the movement speed of nearby party members by 10 for 10 sec when [Howling White Tiger] is cast * Increases SP consumption by 100% Requires Onmyoji Circle 2 and Howling White Tiger Lv 6 or higher Howling White Tiger [Magic] Release the roar of the White Tiger (Metal Shikigami) to instill fear in nearby enemies. Enemies affected by the roar receive damage and become struck with [Fear]. Damage increases by 50% on Plant type enemies. Level 5: Attack: 631% x 3 Targets: 9 Consumes #{SpendItemCount}# Paper Dolls SP: 302 Type: Magic / Attack Cooldown: 25s 5 / 5 2 Water Shikigami: Enhance Type: Passive * Increases the damage of [Water Shikigami] by 0.5% per attribute level * 10% added damage at maximum level Requires Onmyoji Circle 1 Water Shikigami [Magic] - [Ice] Invoke the power of the Water Shikigami to summon strong water currents and attack your enemies. Level 5: Attack: 395% x 5 Consumes #{SpendItemCount}# Paper Dolls SP: 351 Type: Magic / Attack Cooldown: 35s Element: |
Rank 10
Onmyoji |
6 / 10 3 Howling White Tiger: Enhance Type: Passive * Increases the damage of [Howling White Tiger] by 0.5% per attribute level * 10% added damage at maximum level Requires Onmyoji Circle 1 Howling White Tiger: Ferocious Type: Active * Increases the damage of [Howling White Tiger] to Beast type enemies by 5% per attribute level * Increases SP consumption by 10% Requires Onmyoji Circle 1 Howling White Tiger: Virtuous Roar Type: Active * Increases the movement speed of nearby party members by 10 for 10 sec when [Howling White Tiger] is cast * Increases SP consumption by 100% Requires Onmyoji Circle 2 and Howling White Tiger Lv 6 or higher Howling White Tiger [Magic] Release the roar of the White Tiger (Metal Shikigami) to instill fear in nearby enemies. Enemies affected by the roar receive damage and become struck with [Fear]. Damage increases by 50% on Plant type enemies. Level 6: Attack: 631% x 3 Targets: 10 Consumes #{SpendItemCount}# Paper Dolls SP: 328 Type: Magic / Attack Cooldown: 25s 10 / 10 2 Water Shikigami: Enhance Type: Passive * Increases the damage of [Water Shikigami] by 0.5% per attribute level * 10% added damage at maximum level Requires Onmyoji Circle 1 Water Shikigami [Magic] - [Ice] Invoke the power of the Water Shikigami to summon strong water currents and attack your enemies. Level 10: Attack: 484% x 5 Consumes #{SpendItemCount}# Paper Dolls SP: 496 Type: Magic / Attack Cooldown: 35s Element: 5 / 5 2 Toyou: Enhance Type: Passive * Increases the damage of [Toyou] by 0.5% per attribute level * 10% added damage at maximum level Requires Onmyoji Circle 2 Toyou: Knockdown Type: Active * 1% chance per attribute level of knocking down enemies hit by [Toyou] Requires Onmyoji Circle 2 Toyou [Magic] - [Earth] Invoke the power of the Earth Shikigami and unleash its force on the ground below your enemies, dealing damage. Knocked down enemies receive half the damage, but have a chance of being immobilized. Level 5: Attack per 0.3 sec 248% Duration: 3 seconds Targets: 15 Consumes #{SpendItemCount}# Paper Dolls SP: 457 Type: Magic / Attack Cooldown: 20s Element: |
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Comments (24)
Can you help me saying which items are you using or recommend? Leda's Necklace is a good item for this build?
I was thinking on going for RC+Sage C2, i don't like Onmyoji so much.
I mean, RC have a 50s window without interruption protection meanwhile Wiz2 can have perma-surespell.
My thoughts on that is because PP is a casting skill, so if you get hit in this window without protection it can be cancelled.
Ledas is nice to have but not necessary since ice skills don't have many hit counts unlike pyro with agny or krivis with electra. Other gears are generic for dps build. You can get enough SPR and CON to be comfortable just from equips.
About Wiz2 vs RC, rune of protection also prevent knockback and knockdown so it's more valueable. In party scenario, divine might, laima statue and/or pass can reduce downtime to be quite little. Furthermore, PP and gravity pole have attribute which prevent interruption. Also player can CC mobs before casting interruptible skill while rune of protection is on cd.
I don't like picking wiz2 because player may get surespell from other wiz in party as well.
Onmyo1's firefox alone offers stronger gravity pole (almost 100% boost) compare to ench2 (50% boost and rely on freeze). Firefox-boosted hits also shoot ice wall shards. Firefox also increase PP hit area so we can have stronger ice pressure combo.
But those are another story if you focus on supportive buffs and auto attacks more. Lightning hands can trigger ice wall shards but it's same whether Ench c2 or c3.
for the Water shikigami double hit atribute
what do you think? am I losing too much without cry 3?
and thanks for the wonderful guide
Ice wall down from 16 to 11 tiles and less duration.
Snow rolling less duration CC.
Also lack of frost pillar unlimited target freeze.
While onmyoji3 offers more damage. But no utility added.
In the end, what matter most is the role/speciality you want your char to be.
My preference:
- fire fox lv 1
- max toyou
- high lv white tiger (8+)
- max genbu if high spr, else drop it
- max greenwood (have yet to test this with full DOT and pull attribute)
I think onmyo2 need some spr to sustain sp cost (from greenwood and tiger attribute). May drop to lv1 if only need pull effect and lack sp.
- rest of points in water shikigami
Anyway, only synergy we need is fire fox attribute. Other skills are just like general onmyoji build that you can follow any guide.
No idea. It appears to be fully functional for me.
I created new build, not modified like this one and it works fine.
You may get rid of shadow entirely if you won't utilize its kit. Rune of protection already brings knockback/knockdown resistance (which is the whole point of shadow c1). I would take sage1 instead if decided to drop shadow.
Dropping cryo is also nice choice if you have audra staff (+2 skill level). 13 ice wall tiles aren't significantly inferior to 16 tiles (max). Even though you won't get +10 sec duration attribute, PP can still fit in ice wall duration anyway.
By reading other build it seems like I should put something like 70 or so in CON and the rest in INT, any tips ? :)
There isn't any better choice, really. I mostly use telekinesis to kill leftover mob but that's it.
Swap aoe is small already so player won't hit more than 3-5 mobs. Magnetic force dmg is bad, high lv is just a waste of SP. Teleportation is already fine at lv1 since I only use it to get out of icewall and reset aggro.
If you got a reset, you may leave skill points unspent so you can use them later when you want.