Yolomancer
Created by nymi on May 3rd 2016 (Last Updated: Nov 11th 2016).
This is a private build.
39
Energy bolt
-Seems buffed compare to icbt2. Has 3 charges and 9 seconds. Spammable but eats up too much mana. Use this before being a pyromancer.
Sleep
-Well it is good on crowd control. Great to be used with joint penalty with energy bolt, fireball, or fire wall.
Reflect shield
-Reflects 4 times but avoid those multi hit mobs since it can easily disable this shield.
Earthquake
-Leave it at level 1. It is good in early levels before pyromancer and after that, it does puny damage to mobs. Fixed attack, no scaling.
- This is where you will get all of your main attack skills.
Fireball
-This is your main attack skill. Not only it can attack ground units but also it can attack air units. Combine it with joint penalty+ hangman and it will be devastating
Enchant fire
-Grants fire property. It enhances the normal attack of you and your party. Great support buff. Take it.
Flame ground
-This is your main ground attack and bossing skill. Just rabbit hop while the targets are within the circle and you can kill them and the duration is 20 seconds. Do take note that this skill can only kill ground targets. Fireball+ joint penalty+ hangman is still the best air units killer.
You have access to 2 heavy attack skills (fireball and flame ground) and 1 all around heavy attack skill (fireball).
- Great in amplifying aoe damage because of joint penalty. Great in solo or party. Just tell them you are a linker and parties will invite you.
Unbind
-The only use it has is disconnecting links. You can either leave this at 0 then put the point in physical link. Good skill if you want to disconnect joint penalty or physical link.
Physical link
-Links the party members and divides the damage taken. Nice support skill. You can also maximize this so all 5 members can have the benefits.
Joint penalty
-This is linker's image and identity. 5 targets can be linked and all of them can take damage from normal attack and skills. Combine it with hangman and it is devastating.
Hangman's knot
-You can use this after physical link is successfully casted. It will gather all linked enemies on one place making them even easier to kill.
- You can choose this or linker 2. The reason I chose this since i'm having a full con build. Transpose comes in handy for that.
Swell left arm
-A very good buff. Bonus physical and magical attack.
Shrink body
-Works nice on those big targets that are harder to kill. Doesn't work on bosses though.
Swell body
-Enlarges the target and increases its hp however it grants bonus exp and a higher chance of loot within the specified timeframe. Good to cast this skill if you have a target dying.
Transpose
-This is the reason I went thaumaturge. If you have a full con stat then it transposes it to a full int stat. It is a two edged sword, you can either be a tanky mage or a devastating glass canon so you have to be careful.
-People loves this support class.
Quicken
-450 attack speed within 105 seconds and the cooldown is 40 seconds.
Reincarnate
-You can reincarnate a mob but based on my research, if you reincarnate a blue or a white mob then it basically comes back as a normal type.
Stop
-You stop time and the mobs wont take damage but they will stop any attacks within the timeframe.
Slow
-Decreases movement. This can be annoying in pvp. As for pve it will slow the movement of the targets although the number of targets is not specified.
Haste- movement speed +7% if maxed for 80 seconds and the cooldown is 35 seconds. Based on my research, this skil makes you slightly faster than a sprinting swordsman.
Backmasking
-Rewinds time on a specific area. Nice to use when you are in a pinch.
Pass
-Reduces cooldown of you and your party members by 25 seconds. The cooldown of this skill is 50 seconds. Of course it can reduce the cooldown of all skill by 25 seconds with the exception of the skill itself.
Important attributes:
Fireball burn debuff
-Max it. 50% chance to receive flame damage for 5 seconds? Very good even on late game. The flame damage also scales greatly with int.
Fireball enhance
-Although level 10 or 20 works until level 150 it is also advised to make the attribute level 50 if you have the resources. The next circles you will be taking are support/ utility classes and this is your number 1 attack skill. Take note of that. Level 50 of this skill costs 813,033
Flame ground enhance
-The attribute of this skill can go level 10- 30. Fireball attributes is always the priority to max or upgrade before this.Level 50 of this skill costs 813,033
Swell left arm enhance
-It is optional to have some attributes on this skill. The skill has + 68 magic and physical attack for 50 seconds. Maxing the attribute which is level 50 will give +150 additional magic and physical attack. So if you have maxed the attribute you will have a total of additional 218 magic and physical attack for 50 seconds.Maxing this until level 50 costs 1,337,250.
Quicken
-Increases critical rate by 25 % but decreases evasion by 10%. No worries about the evasion decrease. It will be nullified by haste which gives you 100 evasion.
Haste
-Additional 100 evasion.
Source of attribute calculations
Attribute calculator
- All classes attributes are there and you can try to calculate the costs of each attributes.
Attack skills
All around main attack skill (air and aground) = Fireball+ joint+ hangman
Main ground attack skill = Flame ground bunny hop until targets die and you can also add joint penalty+ hangman.
Utility attack skill = energy bolt. Useable only if you have mana to spare and both fireball and flame ground are on cooldown (this happens with 20% chance that 2 of those skills are on cooldown).
Stats
Full con. You are more on support. How can you support if you keep on dying. This is the reason I went thaumaturge. If you have a full con stat then it transposes it to a full int stat. It is a two edged sword, you can either be a tanky mage or a devastating glass canon so you have to be careful.
Skill point distribution Chronomancer
Always leave 5-10 points in Chronomancer circle 1 so you can have early access to Haste. You can also do the same when you hit circle 2. You need to reserve at least 5 points so you can have early access to Pass. Distribute the skill points after you have maxed out Quicken, Haste, and Pass.
How I leveled up based on my experience
Started in klapedia
Did quests in klapedia in orsha from 1-90 (skipped lemprasa pond storyline from orsha. I started in koru jungle on the orsha questline)
Did 3x level 90 dungeon. Popped up some cards to 100 then did 3x mission dungeon.
Level 104 achieved in 13 hours
Did some questing then poped some cards until 115.
Did 3x mission dungeon and 3x 115 dungeon then done some quest
Achieved level 127 class rank 5 in 25 hours steam time
Done some quests then use cards asap until 145
Did 145 dungeon and mission dungeon 3x achieved 152. (46 hours steam time)
Did questing from 152- 177 straight no grinding. Did 130 dungeon rush instead and mission dungeon 3x.
Level 177 class rank 6 (71 hours achieved)
Did questing from 177-190 (this is the point you will have 1-10 level gaps on maps but it will stop once you hit 186).
Achieved level 190 in 88 steam hours.
Did 190 dungeon and 3x mission dungeon achieved 195.
Did some questing until 210. Started to grind in alemeth until 220.
Achieved level 220 127 hours steam time.
Did missions poped up cards until cranto coast. Reached 226 class rank 7 3 points on 142 steam hours.
Pretty much you will run out of quests and you need to grind
Alemeth 210- 230
Evacuation 228- 248
Storage 252-272
Maven abby 264-280
FAQ:
Why did you not grind from demon prison or dina bee?
Demon prison is full of bots and dina bee is full of macro afk socerer necromancers. Besides Why will you grind early mid game when you will grind in mid late game?
Grind in early game or not you will still grind till 280. Period.
When to use cards?
I use them asap for God's sake. I'm not even scared of popping up cards.
What is the difference of grinding early game and popping cards asap?
Nothing. Early game grinding just give you some level advantage to go to class rank 7. It doesn't change the fact you will be grinding till 280.
Guidelines in leveling up.
ALWAYS 100% EVERY MAPS. It will give you 3 exp cards depending on the map's level. (Royal masoleum 4f and sanctuary is impossible to 100% under normal means).
Always do every quests in from Main chamber(137/ level 7 cards) until cranto coast(232 level 11 cards)
This has been tested by this yolomancer.
Possible rank or circles after
Rank 8.
Enchanter 1- 90% - imagine how much profits we can make.
Sage 1- 80% - the copy skills looks tempting but we need the scopes of it.
Those are just circles i'll take on theory.
Sample
https://www.youtube.com/watch?v=7HCmUUJZd2g
Alternative build
Linker 2 in rank 4
- This would be the best alternative just in case there is no support wizard open for rank 8. Linker 3 would be the best option if that happens.
Update
Changed to sage because of how scrolls work. Sage works better and is useful in your party.
Rank 1
Wizard |
4 / 5 3 Energy Bolt: Enhance Type: Passive * Increases the damage dealt on an enemy with [Energy Bolt] by 0.5% per attribute level * +10% added damage at maximum level Wizard 1st Circle required Energy Bolt: Additional Sleep Damage Type: Active * Deals additional damage equal to 40% of magic attack per attribute level when attacking an enemy under [Sleep] with [Energy Bolt] * Increases SP consumption by 10% Wizard 1st Circle required Energy Bolt [Magic] Gather powerful magical energy and launch it towards an enemy. Level 4: Attack: 127% x 2 AoE Attack Ratio: 1 SP: 20 Type: Magic / Attack Cooldown: 9s 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 Magic Shield: SPR Efficiency Type: Active * SP consumption of [Magic Shield] per hit decreases by [attribute level]% of your SPR Wizard 2nd Circle required Magic Shield Create a protective shield that absorbs enemy's attack. 1% of your maximum SP is consumed every time the damage absorbed. Level 5: Damage reduction 20% Duration: 300 seconds Applies 5 times SP: 0 Type: Magic / Buff Cooldown: 45s 1 / 5 3 Earthquake: Enhance Type: Passive * Increases the damage dealt on an enemy with [Earthquake] by 0.5% per attribute level *+10% added damage at maximum level Wizard 1st Circle required Earthquake: Remove Knockdown Type: Active * Removes knockdown of [Earthquake] Increases SP consumption by 10% Wizard 1st Circle required Earthquake [Magic] - [Earth] Inflicts damage on an enemy by creating a powerful earthquake in front of you. Level 1: Attack: 266% AoE Attack Ratio: 4 SP: 16 Type: Magic / Attack Cooldown: 17s Element: |
Rank 2
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 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 5: Additional Fire Property Damage: +50 Property Additional Attack: +0 Duration: 300 seconds SP: 52 Type: Magic / Buff Cooldown: 110s Element: 5 / 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 5: 135% attack per 0.5 sec Duration 8 sec SP: 85 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
Thaumaturge |
5 / 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 5: Primary Physical Attack +118 Magic Attack +118 Duration: 300 seconds Consumes #{SpendItemCount}# Magic Powder SP: 95 Type: Magic / Buff Cooldown: 50s 1 / 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 1: Large-type-> Medium-type-> Small-type Targets: 3 Duration: 6 seconds SP: 72 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 5 / 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 5: Duration: 100 seconds SP: 99 Type: Magic / Buff Cooldown: 70s |
Rank 5
Chronomancer |
5 / 5 Quicken: Critical Rate Type: Active * [Quicken] increases critical rate by 15 per attribute level and decreases evasion by 20 per attribute level Effect increases up to 2 times in proportion to caster's SPR and target's level * Increases SP consumption by 30% Chronomancer 1st Circle required Quicken Temporarily increases the attack speed of you and your party members by manipulating time. The effect increases up to double proportional to the caster's SPR and the target's level. Level 5: Attack Speed: +65 Duration: 60 seconds Consumes #{SpendItemCount}# Time Crystal Fragment SP: 121 Type: Magic / Buff Cooldown: 40s 1 / 5 Reincarnate: Two Type: Active * When an enemy affected by [Reincarnate] dies and is revived, two enemies will appear with a chance of 1% per attribute level * Increases SP consumption by 30% Chronomancer 1st Circle required Reincarnate Manipulate time to make a monster reappear on the same spot it was defeated. You must use it near monsters for it to have effect. Reincarnated monsters cannot be reincarnated again. Level 1: Duration: 6 seconds Consumes #{SpendItemCount}# Time Crystal Fragment SP: 92 Type: Magic / Buff Cooldown: 120s 1 / 5 Stop: Control Boss Monster Type: Active * Allows [Stop] to also stop boss monsters once * Increases SP consumption by 10 * Increases SP consumption by 30% Chronomancer 1st Circle required Stop Stops time of monsters within the targeted area. Enemies do not receive damage when time is stopped. Level 1: Magic Duration: 6 seconds Consumes #{SpendItemCount}# Time Crystal Fragment SP: 112 Type: Magic / Buff Cooldown: 100s 1 / 5 Slow: Critical Resistance Type: Active * Enemies affected by [Slow] have their critical resistance decreased by a value equal to 15% of the caster's INT * Increases SP consumption by 10% Chronomancer 1st Circle required Slow: Decreased Nullification Type: Active * Decreases chance of nullifying an attack by 6% per attribute level when enemies are affected by [Slow] * Increases SP consumption by 10% Chronomancer 1st Circle required Slow Controls time to decrease the movement speed of enemies. Level 1: Movement Speed: -9 Magic Circle Duration: 14.5 seconds [Slow] Duration: 10 seconds SP: 88 Type: Magic / Buff Cooldown: 35s |
Rank 6
Chronomancer |
10 / 10 Quicken: Critical Rate Type: Active * [Quicken] increases critical rate by 15 per attribute level and decreases evasion by 20 per attribute level Effect increases up to 2 times in proportion to caster's SPR and target's level * Increases SP consumption by 30% Chronomancer 1st Circle required Quicken Temporarily increases the attack speed of you and your party members by manipulating time. The effect increases up to double proportional to the caster's SPR and the target's level. Level 10: Attack Speed: +115 Duration: 90 seconds Consumes #{SpendItemCount}# Time Crystal Fragment SP: 169 Type: Magic / Buff Cooldown: 40s 3 / 10 Slow: Critical Resistance Type: Active * Enemies affected by [Slow] have their critical resistance decreased by a value equal to 15% of the caster's INT * Increases SP consumption by 10% Chronomancer 1st Circle required Slow: Decreased Nullification Type: Active * Decreases chance of nullifying an attack by 6% per attribute level when enemies are affected by [Slow] * Increases SP consumption by 10% Chronomancer 1st Circle required Slow Controls time to decrease the movement speed of enemies. Level 3: Movement Speed: -12 Magic Circle Duration: 15.5 seconds [Slow] Duration: 10 seconds SP: 109 Type: Magic / Buff Cooldown: 35s 5 / 5 Haste: Increased Evasion Type: Active * Increases your evasion by 15 per attribute level * Effect increases up to 2 times in proportion to caster's SPR and target's level * Increases SP consumption by 10% Chronomancer 2nd Circle required Haste Temporarily increases the movement speed of you and your party members by manipulating time.The effect increases up to double proportional to the caster's SPR and the target's level. Level 5: Movement Speed: +5 Duration: 80 seconds Consumes #{SpendItemCount}# Time Crystal Fragment SP: 134 Type: Magic / Buff Cooldown: 35s |
Rank 7
Chronomancer |
15 / 15 Quicken: Critical Rate Type: Active * [Quicken] increases critical rate by 15 per attribute level and decreases evasion by 20 per attribute level Effect increases up to 2 times in proportion to caster's SPR and target's level * Increases SP consumption by 30% Chronomancer 1st Circle required Quicken Temporarily increases the attack speed of you and your party members by manipulating time. The effect increases up to double proportional to the caster's SPR and the target's level. Level 15: Attack Speed: +165 Duration: 120 seconds Consumes #{SpendItemCount}# Time Crystal Fragment SP: 217 Type: Magic / Buff Cooldown: 40s 8 / 15 Slow: Critical Resistance Type: Active * Enemies affected by [Slow] have their critical resistance decreased by a value equal to 15% of the caster's INT * Increases SP consumption by 10% Chronomancer 1st Circle required Slow: Decreased Nullification Type: Active * Decreases chance of nullifying an attack by 6% per attribute level when enemies are affected by [Slow] * Increases SP consumption by 10% Chronomancer 1st Circle required Slow Controls time to decrease the movement speed of enemies. Level 8: Movement Speed: -20 Magic Circle Duration: 18 seconds [Slow] Duration: 10 seconds SP: 163 Type: Magic / Buff Cooldown: 35s 10 / 10 Haste: Increased Evasion Type: Active * Increases your evasion by 15 per attribute level * Effect increases up to 2 times in proportion to caster's SPR and target's level * Increases SP consumption by 10% Chronomancer 2nd Circle required Haste Temporarily increases the movement speed of you and your party members by manipulating time.The effect increases up to double proportional to the caster's SPR and the target's level. Level 10: Movement Speed: +8 Duration: 120 seconds Consumes #{SpendItemCount}# Time Crystal Fragment SP: 190 Type: Magic / Buff Cooldown: 35s 5 / 5 Backmasking: Confusion Type: Active * Enemies provoked after using [Backmasking] will be afflicted with [Confusion] for 6 seconds * If the attribute is Lv2, applies 8 seconds of [Confusion] * Increases SP consumption by 10% Chronomancer 3rd Circle required Backmasking Control time in an area, temporarily changing it back to its previous state. Level 5: Backmasking Range: 100 Unable to use Backmasking nearby for 10 seconds Consumes #{SpendItemCount}# Time Crystal SP: 336 Type: Magic / Buff Cooldown: 300s 5 / 5 Pass [Magic] Reduces the cooldown of skills of you and your party members. Reduced skill will not be re-applied until the skill is used. Level 5: Cooldown: -25 seconds Consumes #{SpendItemCount}# Time Crystal SP: 161 Type: Magic / Buff Cooldown: 50s Element: |
Rank 8
Sage |
1 / 5 Portal: Extra Slots Type: Passive * Increases portal slot number by 1 per attribute level Sage 1st Circle Required Portal Memorize your current location or create a portal for you or your party members to be able to use. If a location is being saved, it records the coordinates of your current position before going on cooldown, you must wait for the cooldown to end before you are then able to open a portal. Level 1: Saveable Portals: 3 Portal Cooldown: 30 minutes Portal Duration: 15 seconds SP: 0 Type: Magic / Attack Cooldown: 0s 5 / 5 3 Micro Dimension: Enhance Type: Passive * Increases the damage dealt on an enemy with [Micro Dimension] by 0.5% per attribute level * +10% added damage at maximum level Sage 1st Circle Required Micro Dimension: Duplicate Type: Active * Doubles ally installments and summons within the range of [Micro Dimension] * Cloned targets will not be further duplicated * Increases SP consumption by 50% Sage 1st Circle Required Micro Dimension: After Effects Type: Active * Micro Dimension damage hits 1 additional time when compressed space expands after 1.5 seconds, dealing damage to enemies nearby and yourself * Increases SP consumption by 50% Sage Circle 2 Required Micro Dimension Distorts the space into a small size to deal damage to enemies. Level 5: Attack: 2048% SP: 263 Type: Magic / Attack Cooldown: 35s 3 / 5 Ultimate Dimension: Enhance Type: Passive * Increases the damage dealt on an enemy with [Ultimate Dimension] by 0.5% per attribute level * +10% added damage at maximum level Sage 1st Circle Required Ultimate Dimension: Confusion Type: Active * Grants [Ultimate Dimension] a 5% chance per attribute level to confuse the enemy for 8 seconds * Increases SP consumption by 10% Sage 1st Circle Required Ultimate Dimension: Enlarged Magic Circle Type: Active * Increases range of ally magic circles within the range of [Ultimate Dimension] by 10% * Increases SP consumption by 50% Sage 1st Circle Required Ultimate Dimension: After Effects Type: Active * Enemies hit receive additional property-less damage every 0.5 seconds for [Attribute Level * 1 seconds] * Increases SP consumption by 50% Sage Circle 2 Required Ultimate Dimension Distorts the space into a large size to deal damage to enemies. Level 3: Attack: 535% Duration: 1.5 seconds SP: 320 Type: Magic / Attack Cooldown: 40s 1 / 5 Blink: Duration Type: Active * Increases [Blink]'s apparition duration by 1 second per attribute level * Increases SP consumption by 10% Sage 1st Circle Required Blink Leave behind an apparition on your location and you get teleported randomly to a different place. The apparition remains for a period of time and receives damage from the monsters in your stead. Level 1: Apparition Duration: 2 seconds SP: 235 Type: Magic / Attack Cooldown: 19s 5 / 5 Missile Hole Decreases damage received from missile attacks and magic projectile attacks for you and your party members. Reduces each attack received by 3 hits. Level 5: Duration: 60 seconds Number of Blocks: 16 SP: 287 Type: Magic / Attack Cooldown: 60s |
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Comments (36)
I loved ur build, it seems a really funny one to play :)
Just one question, how good is this build for ET and late game content?
As for grinding this will be better. Joint+ hangman+ swell body for your party to kill fast. This will give fast exp in grinding. This is a grind type support not crowd control support though :D
(sr if my english are bad :( )
I have a question since this is a full CON 'Transpose' Thaumaturge :
Does Animus work well on this build?! We have high HP recovery as a full CON wiz but does it still work when transpose and transpose with att?
Shiraishi's best waifu btw <3
Below 170 use quest items
If you are rich then
170 maga+ dagger
220 corona + dagger / circle+ dagger
when the best time/ more effective to use skill swell body? grinding or dungeon?
Btw need I have some questions. Do you mind share your thoughts?
1. It is said that quicken is not so effective since it only benefits auto attack class(qs only)? Since other class is mainly using their skills instead of AA-ing.
2. What if the thaurmturge is replaced by pyromancer? We can add more attack from pyro and its attribute instead off taking c1 off thau.
Adding question for no 1.
Do quicken benefit from AA for mage (press Z) and sub weapon arde dagger (press C) ?
I've been using joint penalty -> knot -> AA sub weapon.
Because sub weapon has aoe too although it's small.
And because my stat almost go for CON, I'm using sacr and blessing.
My quicken only lv 5, so i cant see the different.
https://www.youtube.com/watch?v=xEHdBTq1x4g - attack speed tes with quicken lvl 15
https://www.youtube.com/watch?v=-1CfL_GFHyA - difference between staff and rod
All credit to the owners of the video.
Wow, thank you very much for the video!
I'm planing to take linker 2 instead of thauma 1. Still lv 75 thought.
My build is full con, with a little int around 15. Hope with animus at lv 170 it can help me solo the hard and f*** boring quest >.<
Thanks for the great guide! ;)
How would this build perform in PVP?
The cooldown of transpose is 1min 10 s ( 70 seconds ) and at level 3 transpose lasts 80 seconds. Since it already lasts throughout the whole duration, I figured I might as well add more points to swell body or shrink body.
Great guide by the way.
Transpose without attribute can make you a pure int wizard
Transpose with attribute can balance damage and hp
Swell left arm gives +68 physical and magic attack but if the attribute is maxed until level 50 then it gives you +218 physical and magical attack. It only costs 1,337,250 to max the attribute to swell left arm and its cheaper than buying high end weapons like ignition (5m-9m) and it can also benefit your party members.
(using transpose )