[Master of Darkness Build - Warlock C2+ plans] Very strong in BOTH PvE and PvP (Videos on descriptio
Created by andré.marques on Jun 22nd 2016.
This is a public build.
1
I'm going Wiz 3 > Linker > Sorc 2 > Warlock.
First video (Familiar and Theurge demonstration, MM used without HK and QC, random mobs from Warlock's master map, bought some atts. and made the video). Temple Shooter level 10 10-stars has 3051 attack currently and gets 2~4 atq per level and 4 atq points every 1 INT point (8 if you get 2 in the investment and so on.
https://www.youtube.com/watch?v=uvm7uaamVrc
New video with demonstrations, bad FPS, sorry
https://www.youtube.com/watch?v=Fxg0jCb1bJ4
Team Name: Pipoco
Wizard > Wizard > Wizard > Linker > Sorcerer > Sorcerer > Warlock
Linker 1 is good, 2 and 3 are obviously better, but when compared to losing a rank on either Wiz 3 or Sorc 2, I feel like linker is still the place where I'd cut my circles, Linker works best with single targeted skills, in my tree skill three I have these current skills that work VERY well with linker (it multiplies the damage by a lot, a very huge lot):
Magic Missile: 2 Overheat, 17 sec cooldown, 6 hits (???) [+50% QC Att.] (Not about number of hits, if you aim 1 target you get only 3 hits, but it seems that each missile is able to aim to 3 more targets so I'd guess 9, can't really be sure but it explodes linked things. This skill is a huge filler, 2 OH 17 CD, is like a godly version of Energy Bolt)
Summon Familiar: 10 Bats, 35 seconds cooldown [+50% QC Att., +10% Warlock's Dark property damage attribute, not sure if adds up to 160% or multiples to 165%] (Doesn't sound like much? You can aim this by throwing magic missiles to linker enemies. You don't really need to take hits or auto-attack something, any targeted spell makes bats target enemies, They also hit in order, so all 10 hits are shared, attribute multiplies any multipliers you already have.
Dark Theurge: 25 spirits, 32 seconds cooldown [+50% QC Att., +10% Warlock's Att.] (Currently considered best scaling skill in the game, unless it gets nerfed it's bound to have 75 total hits on max level, that on a 32 seconds cooldown, with 2 multipliers AND attributes. Needs Linker to be efficient as 25~75 hits are not much when spread, but a lot when multiplied)
Pole of Agony: [10+3*(time in the pole)]*(number of targets that touch the pole) hits, 120 seconds cooldown. (Yes, this skill has a cooldown too long, but that is because it is a very OP skill. Take this into considerantion: Hangman's Knot makes all linked targets come right in front of you, not being able to move or attack for a few seconds. Pole of Agony AND Sleep are both casted right in front of the player when not moved. This is the best skill combo that no one talks about, Pole is not huge because of it's AoE, it's huge because those DoT's are shared so linked (and HK'd) enemies take much more damage, those still in the Pole share it's hits and take the DoT's from the ones who already left)
Invocation: 5 hits per killed mob (Don't need to say much, 5 hits per killed mob at circle 1 for the cost of only recasting a buff from time to time, that and making dark skills 30% stronger, still have to adapt my gameplay to make the best out of it but well, that's the point of the game)
Summon Servant: 5 buffs, 60 sec CD, 4 min duration, (Take around 12 sec to give all buffs, I need around 20 sec to fully recover SP at a bonfire, so that might be considered a combo, if I'd invest points into SP recovery from Sorc I could actually get my SP back up before the cat finishes buffing me I believe. 50 magic def, 50 SP recovery, 50 dark property attack, 5 AoE Attack Ratio, whatever stamina recovery. dark property attack benefits from Warlock and works at best when allied with multihit skills)
Summon Salamion: looks cool (I have one point in this, already enough to put 5 points into burn attribute, costs little SP, gives around 1k damage and +3k if burn applies, that is shared on links but is not really good, it's just that as I already had a spare point I bought it's better buff, I'll get blind later for PvP)
Summoning: 2*(number of monsters hit)*(time alive) hits, "infinite" duration (This, to me, is a walking turret with 3.2k Damage per second calculated (at level 240) that doesn't need to be recasted, a tanky archer to walk by your side, tank things where you send him, gives very good damage that scales on INT, has a skill with something like 15+ AoE hits 30 sec cooldown [need 2 10-star temple shooter to really use it twice with the same power]. (Actually takes 1% SP every 2 seconds, not too much for the damage it deals.)
Riding: Riding is an awesome skill many people don't talk about. Temple Shooter has a very good damage skill with 40sec cooldown (20sec cooldown when you have 2 cards). Also riding other bosses that have magical attacks BENEFITS from quickcast, I'm still testing it but some bosses have magical deployment skills, might be nice.
About Summon's AI (How to play with your summon):
Summon Range: Once your summon starts attacking, it will keep it's position until there's nothing more for him to attack or his target moves away from hit. You can do anything as long as you're not too far from it. Jump, run and cast skills, anything is fine as long as you are close to your templeslave. The range is a little shorter than Sleep's range I guess, you have to play it and test it out, but mostly, I just keep making circles and casting things while jumping around him to avoid hits.
Bad targetting: Sometimes they target things you don't want them to. If it's a trap or something like that you can solve it with Links. If you just keep running and get away from summon's range he will once again start to follow you. I've seen mine run once or twice to nowhere like a crazy summon and don't really know what happened but Hold and casting Summon again make up for it.
Teleporting with Summon Active: Summon keeps in the place where he is after your teleport. You just have to use Hold and he will cross the entire map to find you. Unsummoning and Summoning again solves that too, 60 sec cooldown is not too much for a skill with no duration.
High SP cost: I'm level 200 and I'm currently spending NOTHING on potions. I have "0" SPR, currently around 1800 SP, so Templeshooter takes me 18 SP every 2 seconds. Try to read elementalists and other classes SP costs and compare it's duration and how many SP you spend per second. The only real difference is not having SP recovery, this can be solved with bonfires for cat's buffing. I'm currently using the SP potions I got from Market for the quests I didn't get before since level 140 or so. I have still have all the bad ones and around 150 of the "good" ones. 1 Level 10 Condensed Potion would fully recover my SP with 30 sec cooldown. It's not expensive once you learn how to manage it.
(Temple Shooter - 10 Stars Atk Growth):
Temple Shooter level 10 10-stars has 2~4 atq per level and 4 atq points every 1 INT point (8 if you get 2 in the investment and so on). Level 15 gets 5.
First video (Familiar and Theurge demonstration, MM used without HK and QC, random mobs from Warlock's master map, bought some atts. and made the video). Temple Shooter level 10 10-stars has 3051 attack currently and gets 2~4 atq per level and 4 atq points every 1 INT point (8 if you get 2 in the investment and so on.
https://www.youtube.com/watch?v=uvm7uaamVrc
New video with demonstrations, bad FPS, sorry
https://www.youtube.com/watch?v=Fxg0jCb1bJ4
Team Name: Pipoco
Wizard > Wizard > Wizard > Linker > Sorcerer > Sorcerer > Warlock
Linker 1 is good, 2 and 3 are obviously better, but when compared to losing a rank on either Wiz 3 or Sorc 2, I feel like linker is still the place where I'd cut my circles, Linker works best with single targeted skills, in my tree skill three I have these current skills that work VERY well with linker (it multiplies the damage by a lot, a very huge lot):
Magic Missile: 2 Overheat, 17 sec cooldown, 6 hits (???) [+50% QC Att.] (Not about number of hits, if you aim 1 target you get only 3 hits, but it seems that each missile is able to aim to 3 more targets so I'd guess 9, can't really be sure but it explodes linked things. This skill is a huge filler, 2 OH 17 CD, is like a godly version of Energy Bolt)
Summon Familiar: 10 Bats, 35 seconds cooldown [+50% QC Att., +10% Warlock's Dark property damage attribute, not sure if adds up to 160% or multiples to 165%] (Doesn't sound like much? You can aim this by throwing magic missiles to linker enemies. You don't really need to take hits or auto-attack something, any targeted spell makes bats target enemies, They also hit in order, so all 10 hits are shared, attribute multiplies any multipliers you already have.
Dark Theurge: 25 spirits, 32 seconds cooldown [+50% QC Att., +10% Warlock's Att.] (Currently considered best scaling skill in the game, unless it gets nerfed it's bound to have 75 total hits on max level, that on a 32 seconds cooldown, with 2 multipliers AND attributes. Needs Linker to be efficient as 25~75 hits are not much when spread, but a lot when multiplied)
Pole of Agony: [10+3*(time in the pole)]*(number of targets that touch the pole) hits, 120 seconds cooldown. (Yes, this skill has a cooldown too long, but that is because it is a very OP skill. Take this into considerantion: Hangman's Knot makes all linked targets come right in front of you, not being able to move or attack for a few seconds. Pole of Agony AND Sleep are both casted right in front of the player when not moved. This is the best skill combo that no one talks about, Pole is not huge because of it's AoE, it's huge because those DoT's are shared so linked (and HK'd) enemies take much more damage, those still in the Pole share it's hits and take the DoT's from the ones who already left)
Invocation: 5 hits per killed mob (Don't need to say much, 5 hits per killed mob at circle 1 for the cost of only recasting a buff from time to time, that and making dark skills 30% stronger, still have to adapt my gameplay to make the best out of it but well, that's the point of the game)
Summon Servant: 5 buffs, 60 sec CD, 4 min duration, (Take around 12 sec to give all buffs, I need around 20 sec to fully recover SP at a bonfire, so that might be considered a combo, if I'd invest points into SP recovery from Sorc I could actually get my SP back up before the cat finishes buffing me I believe. 50 magic def, 50 SP recovery, 50 dark property attack, 5 AoE Attack Ratio, whatever stamina recovery. dark property attack benefits from Warlock and works at best when allied with multihit skills)
Summon Salamion: looks cool (I have one point in this, already enough to put 5 points into burn attribute, costs little SP, gives around 1k damage and +3k if burn applies, that is shared on links but is not really good, it's just that as I already had a spare point I bought it's better buff, I'll get blind later for PvP)
Summoning: 2*(number of monsters hit)*(time alive) hits, "infinite" duration (This, to me, is a walking turret with 3.2k Damage per second calculated (at level 240) that doesn't need to be recasted, a tanky archer to walk by your side, tank things where you send him, gives very good damage that scales on INT, has a skill with something like 15+ AoE hits 30 sec cooldown [need 2 10-star temple shooter to really use it twice with the same power]. (Actually takes 1% SP every 2 seconds, not too much for the damage it deals.)
Riding: Riding is an awesome skill many people don't talk about. Temple Shooter has a very good damage skill with 40sec cooldown (20sec cooldown when you have 2 cards). Also riding other bosses that have magical attacks BENEFITS from quickcast, I'm still testing it but some bosses have magical deployment skills, might be nice.
About Summon's AI (How to play with your summon):
Summon Range: Once your summon starts attacking, it will keep it's position until there's nothing more for him to attack or his target moves away from hit. You can do anything as long as you're not too far from it. Jump, run and cast skills, anything is fine as long as you are close to your templeslave. The range is a little shorter than Sleep's range I guess, you have to play it and test it out, but mostly, I just keep making circles and casting things while jumping around him to avoid hits.
Bad targetting: Sometimes they target things you don't want them to. If it's a trap or something like that you can solve it with Links. If you just keep running and get away from summon's range he will once again start to follow you. I've seen mine run once or twice to nowhere like a crazy summon and don't really know what happened but Hold and casting Summon again make up for it.
Teleporting with Summon Active: Summon keeps in the place where he is after your teleport. You just have to use Hold and he will cross the entire map to find you. Unsummoning and Summoning again solves that too, 60 sec cooldown is not too much for a skill with no duration.
High SP cost: I'm level 200 and I'm currently spending NOTHING on potions. I have "0" SPR, currently around 1800 SP, so Templeshooter takes me 18 SP every 2 seconds. Try to read elementalists and other classes SP costs and compare it's duration and how many SP you spend per second. The only real difference is not having SP recovery, this can be solved with bonfires for cat's buffing. I'm currently using the SP potions I got from Market for the quests I didn't get before since level 140 or so. I have still have all the bad ones and around 150 of the "good" ones. 1 Level 10 Condensed Potion would fully recover my SP with 30 sec cooldown. It's not expensive once you learn how to manage it.
(Temple Shooter - 10 Stars Atk Growth):
Temple Shooter level 10 10-stars has 2~4 atq per level and 4 atq points every 1 INT point (8 if you get 2 in the investment and so on). Level 15 gets 5.
Rank 1
Wizard |
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Rank 2
Wizard |
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Rank 3
Wizard |
1 / 15 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 14 / 15 Sleep: Dream Eater Type: Active * Limit of attacks of [Sleep] decreases by 80% (min. 1 time) * Enemies affected by [Sleep] will receive 200% damage from Non-Property and Psychokinesis magic attacks Sleep Lv6, Wizard C2 required Sleep Makes an enemy fall asleep. The enemy awakens once you've reached your limit of attacks. Level 14: [Sleep] Duration: 16 seconds Attack Threshold: 14 SP: 55 Type: Magic / Buff Cooldown: 25s 11 / 15 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 11: Damage reduction 20% Duration: 300 seconds Applies 11 times SP: 0 Type: Magic / Buff Cooldown: 45s 1 / 15 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: 8 / 10 Surespell Skills being cast cannot be interrupted by enemy attacks. Level 8: Targets (excluding caster) 7 Duration 300 sec SP: 45 Type: Magic / Buff Cooldown: 60s 5 / 10 3 Magic Missile: Enhance Type: Passive * Increases the damage dealt on an enemy with [Magic Missile] by 0.5% per attribute level *+10% added damage at maximum level Wizard 2nd Circle required Magic Missile [Magic] Attack continuously with magic bullets. New bullets are shot if it successfully targets an enemy. Level 5: Attack: 228% x 3 Bullet Count: 3 SP: 40 Type: Magic / Attack Cooldown: 17s 5 / 5 Quick Cast Reduces skill casting time. The reduced casting time will not surpass 90% of the original casting time. Level 5: Casting Time: -50% Duration: 300 seconds SP: 43 Type: Magic / Buff Cooldown: 60s |
Rank 4
Linker |
1 / 1 Unbind: Enemy Damage Type: Active * Deals damage equal to 100% magic attack to enemies when link from [Unbind] is about to disconnect * Increases by 10% per attribute level from Lv. 2 * Increases SP consumption by 10% Linker 1st Circle required Unbind Disconnect all links. Level 1: Disconnect all links at once. Maximum Level: 1 SP: 43 Type: Magic / Buff Cooldown: 0s 4 / 5 Physical Link: Defense Type: Active * Increases physical defense by [connected party members * attribute level]% when [Physical Link] is active * Increases SP consumption by 10% Linker 1st Circle required Physical Link Links party members and shares damage. Can be canceled by the Unbind skill. Level 4: Damage decreases depending on the number of links Maximum Links: 7 Duration: 100 seconds SP: 70 Type: Magic / Buff Cooldown: 22s 5 / 5 Joint Penalty: Lightning Type: Active * Lightning property skill attacks deal 10% additional damage per attribute level on enemies affected by [Joint Penalty] * Increases SP consumption by 10% Linker 1st Circle required Joint Penalty: Poison Type: Active * Poison property skill attacks deal 10% additional damage per attribute level on enemies affected by [Joint Penalty] * Increases SP consumption by 10% Linker 1st Circle required Joint Penalty: Earth Type: Active * Deals 10% additional damage per attribute level of the Earth property attack to enemies affected by [Joint Penalty] * Increases SP consumption by 10% Linker 1st Circle required Joint Penalty Links enemies to attack all at once. Can be canceled by the Unbind skill. Level 5: Maximum Link Numbers: 5 Count Limit: 9 Duration: 35 seconds SP: 87 Type: Magic / Buff Cooldown: 22s 5 / 5 Hangman's Knot: Additional Damage Type: Active * Enemies hit by [Hangman's Knot] will receive additional damage equal to 20% magic attack per attribute level * Increases SP consumption by 10% Lv3 Hangman's Knot required Hangman's Knot: Focused Attack Type: Active * AoE defense ratio of enemies gathered by [Hangman's Knot] is fixed to 1 * Enemies gathered by [Hangman's Knot] takes additional 5% damage per attribute level * Increases SP consumption by 10% Linker 1st Circle required Hangman's Knot Tighten the link to gather up the linked enemies in front of you. Level 5: [Bind] Duration: 2 seconds SP: 71 Type: Magic / Buff Cooldown: 15s |
Rank 5
Sorcerer |
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Rank 6
Sorcerer |
10 / 10 Summoning Summon the devil of the card inserted in your grimoire. The attack and defense of the summoned devil will be set according to your character's level, and will increase by 5% for each star on the corresponding card. The grimoire can only equip Devil-type monster cards. Level 10: Summons a Devil-type boss monster Devil's Additional Attack: 25% Devil's Additional Defense: 25% Duration: 900 seconds SP: 161 Type: Magic / Attack Cooldown: 60s Element: 10 / 10 Summon Familar: Enhance Type: Passive * Increases the damage dealt on an enemy with [Summon Familiar] by 0.5% per attribute level * +10% added damage at maximum level Sorcerer 1st Circle required Summon Familar: Splash Type: Active * Deals damage to nearby enemies with a 1% chance per attribute level when the summoned familiar of [Summon Familiar] explodes itself * Increases SP consumption by 10% Lv3 Summon Familiar required Summon Familiar [Magic] - [Dark] Summon a familiar. The familiar rushes to an enemy that you attack or that attacks you, and then explodes itself. Level 10: Attack: 365% Summon 10 Familiar Spirits SP: 174 Type: Magic / Attack Cooldown: 35s Element: 1 / 10 Summon Salamion: Ignite Type: Active * Chance to inflict [Burn] for 10 seconds on an enemy when attacked by Salamion * Chance increases by 2% per attribute level * Increases SP consumption by 10% Sorcerer 2nd Circle required Summon Salamion: Blind Type: Active * Chance to inflict [Burn] for 10 sec on enemies attacked by Salamion * Chance increases by 2% per attribute level * Increases SP consumption by 10% Sorcerer 2nd Circle required Summon Salamion Summon the fire devil Salamion. It follows its master and attacks enemies. Level 1: Salamion's Level: 0 Salamion's Additional Attack: 8% Salamion's Additional Defense 8% Duration: 300 seconds SP: 84 Type: Magic / Attack Cooldown: 60s Element: 5 / 5 Summon Servant: Quick Order Type: Active * Summoned servant grants beneficial effects at a higher rate * Increases SP consumption by 10% Lv3 Summon Servant required Summon Servant Summon a servant. The servant will grant beneficial effects while following its master. The number of buffs increases proportionally to the level of [Summon Servant]. Level 5: Applies up to 5 times 1st effect [+ AoE attack ratio] 2nd effect [+ SP recovery speed] 3rd effect [STA recovery] 4th effect [+ Magic Defense] 5th effect [+ Dark property attack] Consumes Empty Spellbook x#{SpendItemCount}# SP: 126 Type: Magic / Attack Cooldown: 60s Element: 1 / 1 Attack Ground Order the summoned devil from the Grimoire to move and attack in a targeted area. Level 1: Requires Summoned Devil Maximum Level: 1 SP: 60 Type: Magic / Attack Cooldown: 3s Element: 1 / 1 Riding: Increase Stats Type: Passive * Increases damage dealt with Mounted demon by 0.5% per attribute level Sorcerer 2nd Circle required Riding Ride the summoned devil from the Grimoire and take control of it. While mounted on the devil, your damage taken decreases. Level 1: Enables use of the devil's skills SP: 64 Type: Magic / Attack Cooldown: 20s Element: 1 / 1 Morph Mutates the summoned devil from the Grimoire to the devil that is equipped as a secondary card in the Grimoire while maintaining its previous stats. Level 1: Transform to another Devil-type boss that is added to the Grimoire SP: 80 Type: Magic / Attack Cooldown: 30s Element: 1 / 1 Hold Order the summoned devil to wait and guard a targeted area. Level 1: Requires Summoned Devil Maximum Level: 1 SP: 60 Type: Magic / Attack Cooldown: 3s Element: |
Rank 7
Warlock |
4 / 5 Pole of Agony: Enhance Type: Passive * Increases the damage dealt on an enemy with [Pole of Agony] by 0.5% per attribute level * +10% added damage at maximum level Warlock 1st Circle required Pole of Agony: Duration Type: Active * Increases remaining effect time of [Pole of Agony] on an enemy by 0.8 seconds per attribute level * Increases SP consumption by 10% Warlock 1st Circle required Pole of Agony: Maintain Type: Active * [Pole of Agony] deals a minimum number of damage to enemies * Number increases with attribute level * Increases SP consumption by 10% Warlock 1st Circle required Pole of Agony [Magic] - [Dark] Summon a pillar of darkness that constantly inflicts pain on enemies who come in contact with it. Level 4: 327% Attack per 0.3 seconds Duration: 6.6 seconds Additional Damage for 10 seconds SP: 177 Type: Magic / Attack Cooldown: 60s Element: 5 / 5 Invocation: Deliver Type: Active * Increases Dark property attack by 5% per attribute level of allies nearby the evil spirit of [Invocation] * Applies double the effect to casting character * Increases SP consumption by 10% Lv. 5 Invocation required Invocation: Duration Type: Passive * Increases duration for evil spirits summoned from [Invocation] by 5 seconds per attribute level * Increases SP consumption by 10% Warlock 2nd Circle Required Invocation: Demon Spirit Type: Active * Increases chance of summoning high-level evil spirits by 1% per attribute level * Increases SP consumption by 10% Warlock 2nd Circle Required Invocation [Magic] - [Dark] Summon evil spirits from the death of enemies. The summoned spirits remain in the field damaging enemies who come into contact with them. The number of attacks is the same as [Dark Theurge]'s evil spirits. Level 5: Duration: 45 seconds SP: 172 Type: Magic / Attack Cooldown: 60s Element: 5 / 5 Dark Theurge: Enhance Type: Passive * Increases the damage dealt on an enemy with [Dark Theurge] by 0.5% per attribute level * +10% added damage at maximum level Warlock 1st Circle required Dark Theurge: Blind Type: Active * Enemies hit by [Dark Theurge] have a 1% chance per attribute level to be afflicted with [Blind] for 10 sec * Increases SP consumption by 10% Warlock 1st Circle required Dark Theurge: Anguish Type: Active * Increases damage dealt with [Dark Theurge] to enemies debuffed with [Fear] by 10% per attribute level * Increases SP consumption by 100% Warlock 1st Circle required Dark Theurge: Tough Evil Spirit Type: Active * Applies double the hits with Dark Theurge * Increases SP consumption by 50% Warlock 3rd Circle required Dark Theurge [Magic] - [Dark] Summon evil spirits to surround you for protection and attack the enemies upon contact. Level 5: Attack: 630% x 5 Duration: 30 seconds SP: 151 Type: Magic / Attack Cooldown: 30s Element: 1 / 1 Evil Sacrifice [Magic] Set the enemies in the targeted area as a sacrifice to the evil spirits. The evil spirits will move towards the targeted area to attack enemies. Level 1: Maximum Level: 1 SP: 88 Type: Magic / Attack Cooldown: 0s Element: |
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