[Hydra's] Explosive Melee Thaumaturge Guide
Created by Hydra on Dec 5th 2015.
This is a public build.
1
Hi guys, this is Hail Hydra from the Laima server bringing you a really fun thaumaturge build which I gained input on from other players in-game. I can't take all of the credit for this as a lot of information has been pulled off of others' builds, and findings from various forum posts or information gained from players.
So, to get started, here is the core of this build.
You will need the following items by level 75 to make this build really shine and be a blast (pun intended):
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- Arde dagger, preferably an awakened one. By level 170 you can switch over to a Karacha.
- Full Cafrisun set. Yes, that crappy looking low level set is a god send when you learn that it gives you an extra hit on your attacks.
- Toy hammer to have a blast.
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Now that you've read that, I'll have you note that your stats should be [4:1 Dex/Con], except for early game where you will need that early [4:1 Int/Spr] until you get to level 75 (only do the early Int/Spr if status resets are available). I'll explain why you will need that Dexterity and Constitution in the next few paragraphs.
As for all you plebs out there that haven't already heard about the totally not broken Cafrisun set, I'll tell you what it does. When wearing the full set of Cafrisun, you get a secondary hit consisting of the elemental damage from your weapons and jewelry, including the small amount of earth elemental damage that is included in the set. The downside to this, however, is that it is a low level set of gear. It has low defense and evasion, so the large amount of dexterity to boost your evasion helps massively.
Not only that, but you gain criticial rate too! This is incredibly important for scoring massive damage from your toy hammer. The constitution stat, which you don't need much of since it gives quite a bit of HP, is included so that you dont get rekt by mages and can actually survive whilst you jump around slinging fire magic missiles coming from that toy hammer wand of yours.
Wow! Slinging fire magic missiles? Gee, that sounds fun Hydra! But how does this all tie in? Well then, I shall explain this build even further. It's actually really simple.
You see, as I mentioned before the Cafrisun gives you an additional hit. The arde dagger, especially an awakened one, gives you a good damage boost to that additional hit since its all elemental damage (in arde's case being fire and magic damage). As a pyromancer, you can buff yourself with Enchant Fire! Do you know what this does!? That's right! IT GIVES YOU A THIRD HIT! And, what's even better, is when you roll with your priest/cleric buddy who can use sacrament on you, YOU GAIN A FOURTH HIT! So, four hits in one hit? Dang, that's a lot of hits. By this point you're a magical Bruce Lee.
But why all the hits you ask? Because not only is this great DPS, but IT STACKS WITH TOY HAMMER! Toy hammer's effect is that it causes an explosion on every tenth hit. And since you attack three (or four with sacrament), you can proc that explosion every three hits with sacrament, and four hits with just Enchant Fire. Sounds amazing, right? So now you're a mage that can sling fire magic missiles that explode on every fourth hit in an AOE. But why is that so good?
That explosion does roughly 2000-2500 damage on crit with 1000-1500 damage without. This is why the dexterity is important, you want to maximize that damage as it is the bread and butter of your build. In addition to this, remember how I said that the explosion will proc on every three to four of your auto attacks? IT GETS BETTER!
Those other pyromancer skills, what's up with those? Well, those add to the toy hammer's explosion proc too! Now when you're killing enemies, you can just set Flame Ground and Fireball down and watch them save you a few strikes as you jump around that circle of fire pummel enemies with fire missiles (jump attacking is key as it makes you attack slightly faster and you avoid 1/2 enemies' attacks). You are now a true pyromaniac. You will proc'ing explosions very often, which are critting 2000-2500 damage in an AOE, all the while burning those baddies to a cinder from your other pyromancer skills; and this isn't even counting the fact that you can do double that damage when the enemies are affected by Joint Penalty! Oh, and did I mention that toy hammer's explosion can be proc'd with just your pyromancer skills alone? Because it can, and it's really OP.
Also, did you know that the explosion scales off strength? Yessir, it does. But we don't build strength for that because I find dexterity more important. I mean, I guess -you could- go [3:1:1 Dex/Con/Str] but it's best to stick with one stat as much as possible due to stat scaling (there's a post about that somewhere I think). Anyhow, late game you can add critical attack gems to your weapons and gloves so that you can get a bigger critical multiplier off of that explosive burst damage.
With that said, there isn't much left to this build guide except the method to my madness and the conclusion. Here are a few scenarios which will tell you how to synchronize your skills in this build:
--------------------------------------------------------------------------
Scenario 1 - Fighting a mob of enemies by yourself:
Usually before I run into a mob of enemies, especially strong ones, I buff myself with swell left arm and swell right arm. In addition to this, I buff myself with Enchant Fire and Reflect Shield. Then, there are a few choices. If the mobs are somewhat far away I will charge Sleep and use it on them if I feel it's necessary. But if there are way more targets than the Sleep skill can handle, I will just plop down Flame Ground and link them together with the Joint penalty + Hangman's Knot combo. Half the time it's not really necessary to use Hangman's Knot but it's a lot more fun and it keeps the mob more organized. If the mobs are especially tanky, I will use Shrink Body on them and put Fireball in front of the knotted bunch. While this is happening, I watch them burn all the while jumping around the flaming circle like a madman casting explosive fire missiles. Most mobs, even ones around twenty levels higher than you, will die very quickly with this wombo combo.
Scenario 2 - Fighting a mob of enemies in a group:
This is basically the same as scenario one, but don't bother with Reflect Shield if you are with a huge buffing class such as a Sorcerer with a cat summon or Cleric branches. These guys help you A LOT, but they can also halve your damage output if they cast too many buffs (unless Daino is in effect). This is because you only have a set amount of I believe five buffs before more buffs begin to override the former and make them disappear. If this happens, say goodbye to that Enchant Fire you casted earlier. It has a long cool down, especially with the fire resist debuff attribute which I highly recommend getting once you are class two pyromancer with level ten Enchant Fire. Your buff lasts longer than the cool down so it's worth the extra time from the fire resist debuff, even if the fire resist is only a flat rate (or so I heard). It's also best to bring a corsair along for their Jolly Roger, since Fever Time will make you proc explosions in TWO HITS with your auto attack when sacrament and enchant fire is up. Also, you can use physical link while partying, but I don't really recommend doing so unless you have a lot of stamina pills in your inventory.
Scenario 3 - Solo bossing:
What really makes this build great is that you can melt bosses quite quickly by yourself. All you need to do is the usual buffing sequence mentioned in scenario one, go up to the boss and set Flame Ground with Fireballs, and poke it with your arde dagger. Yes, that's right. Your arde dagger! It's not there just for show, it's actually really good at boss killing since it has fast attack speed and can build up your explosion proc rather quickly. Just be sure to maneuver around the boss's AOE when you can and re-setup your Flame Ground and Fireballs when they disappear and/or when the boss moves away from them. If the boss has too much AOE or damage to be in close range, I will just jump around and range it, making sure to setup the Flame Ground + Fireball combination under it between its attacks. Also, since linker is in this build, what I usually do with the annoying traps such as the silencing or reduce attack/defense ones is the Joint Penalty + Hangman's Knot combo. This of course links them to the boss who is standing on top of Flame Ground and Fireballs, easily eliminating those pesky traps.
Scenario 4 - Bossing in a group:
This is the same as scenario three but if the boss is a world boss, I will pay attention more to what it is doing instead of willy-nilly stabby-stab with my arde dagger since world bosses actually pack more of a punch.
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Finally, I would like to mention the attributes involved with this build. You should definitely be maxing out leather mastery to level fifty for that extra evasion since it really helps. I wouldn't do this until you get the rest of your other attributes for thaumaturge, pyromancer, and linker though.
The attributes I got for these three classes are:
[Pyromancer:]
-Fireball: Flame Debuff
-Enchant Fire: Property Resistance Decrease (don't use this until class two pyromancer.)
[Linker:]
-Unbind: Enemy Damage
-Physical Link: Defense
-All three Joint Penalty elemental buffs
-Hangman's Knot: Additional Damage (this has a tendency to knock your fireball away and it only does so-so damage. I still use this though since toy hammer's explosions knock the fireballs away sometimes anyway and you only need to wait one second after knotting the enemy to prevent the fireball knock back.)
-Hangman's Knot: Splash Defense
[Thaumaturge:]
-Swell Left Arm: Enhance
-Enhance Left Arm: Shrink Size Specialty
-Enhance Left Arm: Enlarge Size Specialty
-Shrink Body: Movement Speed Increase
-Shrink Body: Additional Damage
-Swell Body: Additional Damage
-Swell Right Arm: Enhance
Phew, and that's all folks (or at least for now). So far in this international CBT2 I have two other characters 180/177 which are a Fencer and Schwarze Reiter. And between these three characters, I have found this to be the most fun. This thaumaturge build has more utility than the other non-wizard classes and near-matching DPS of any barbarian/fencer or archer in an AOE form.
Thanks for reading this if you stuck around through all of that text. If you skipped to the bottom, then good luck figuring out this build Mr. Smarty Pants. It's actually not that hard...
If you liked this build or have any questions leave me a comment. If I missed anything because you know something that I don't then feel free to mention it. Since this build is designed for CBT and possibly OBT purposes, it is limited at the moment. Things may change depending on how things turn out in ToS's release. I felt that this build needed to be open to the public so that thaumaturge could get some more love. It really is a fun class.
Sidenote: Please note that the rank six class in this build can be swapped out for necromancer or alchemist. Either of these are great choices, especially necromancer due to the minions' ability to proc your explosions. In a future build, pyromancer will most likely be swapped out for cryomancer, and some stats may be changed due to this build's DPS falling off around 200+.
So, to get started, here is the core of this build.
You will need the following items by level 75 to make this build really shine and be a blast (pun intended):
--------------------------------------------------------------------------
- Arde dagger, preferably an awakened one. By level 170 you can switch over to a Karacha.
- Full Cafrisun set. Yes, that crappy looking low level set is a god send when you learn that it gives you an extra hit on your attacks.
- Toy hammer to have a blast.
--------------------------------------------------------------------------
Now that you've read that, I'll have you note that your stats should be [4:1 Dex/Con], except for early game where you will need that early [4:1 Int/Spr] until you get to level 75 (only do the early Int/Spr if status resets are available). I'll explain why you will need that Dexterity and Constitution in the next few paragraphs.
As for all you plebs out there that haven't already heard about the totally not broken Cafrisun set, I'll tell you what it does. When wearing the full set of Cafrisun, you get a secondary hit consisting of the elemental damage from your weapons and jewelry, including the small amount of earth elemental damage that is included in the set. The downside to this, however, is that it is a low level set of gear. It has low defense and evasion, so the large amount of dexterity to boost your evasion helps massively.
Not only that, but you gain criticial rate too! This is incredibly important for scoring massive damage from your toy hammer. The constitution stat, which you don't need much of since it gives quite a bit of HP, is included so that you dont get rekt by mages and can actually survive whilst you jump around slinging fire magic missiles coming from that toy hammer wand of yours.
Wow! Slinging fire magic missiles? Gee, that sounds fun Hydra! But how does this all tie in? Well then, I shall explain this build even further. It's actually really simple.
You see, as I mentioned before the Cafrisun gives you an additional hit. The arde dagger, especially an awakened one, gives you a good damage boost to that additional hit since its all elemental damage (in arde's case being fire and magic damage). As a pyromancer, you can buff yourself with Enchant Fire! Do you know what this does!? That's right! IT GIVES YOU A THIRD HIT! And, what's even better, is when you roll with your priest/cleric buddy who can use sacrament on you, YOU GAIN A FOURTH HIT! So, four hits in one hit? Dang, that's a lot of hits. By this point you're a magical Bruce Lee.
But why all the hits you ask? Because not only is this great DPS, but IT STACKS WITH TOY HAMMER! Toy hammer's effect is that it causes an explosion on every tenth hit. And since you attack three (or four with sacrament), you can proc that explosion every three hits with sacrament, and four hits with just Enchant Fire. Sounds amazing, right? So now you're a mage that can sling fire magic missiles that explode on every fourth hit in an AOE. But why is that so good?
That explosion does roughly 2000-2500 damage on crit with 1000-1500 damage without. This is why the dexterity is important, you want to maximize that damage as it is the bread and butter of your build. In addition to this, remember how I said that the explosion will proc on every three to four of your auto attacks? IT GETS BETTER!
Those other pyromancer skills, what's up with those? Well, those add to the toy hammer's explosion proc too! Now when you're killing enemies, you can just set Flame Ground and Fireball down and watch them save you a few strikes as you jump around that circle of fire pummel enemies with fire missiles (jump attacking is key as it makes you attack slightly faster and you avoid 1/2 enemies' attacks). You are now a true pyromaniac. You will proc'ing explosions very often, which are critting 2000-2500 damage in an AOE, all the while burning those baddies to a cinder from your other pyromancer skills; and this isn't even counting the fact that you can do double that damage when the enemies are affected by Joint Penalty! Oh, and did I mention that toy hammer's explosion can be proc'd with just your pyromancer skills alone? Because it can, and it's really OP.
Also, did you know that the explosion scales off strength? Yessir, it does. But we don't build strength for that because I find dexterity more important. I mean, I guess -you could- go [3:1:1 Dex/Con/Str] but it's best to stick with one stat as much as possible due to stat scaling (there's a post about that somewhere I think). Anyhow, late game you can add critical attack gems to your weapons and gloves so that you can get a bigger critical multiplier off of that explosive burst damage.
With that said, there isn't much left to this build guide except the method to my madness and the conclusion. Here are a few scenarios which will tell you how to synchronize your skills in this build:
--------------------------------------------------------------------------
Scenario 1 - Fighting a mob of enemies by yourself:
Usually before I run into a mob of enemies, especially strong ones, I buff myself with swell left arm and swell right arm. In addition to this, I buff myself with Enchant Fire and Reflect Shield. Then, there are a few choices. If the mobs are somewhat far away I will charge Sleep and use it on them if I feel it's necessary. But if there are way more targets than the Sleep skill can handle, I will just plop down Flame Ground and link them together with the Joint penalty + Hangman's Knot combo. Half the time it's not really necessary to use Hangman's Knot but it's a lot more fun and it keeps the mob more organized. If the mobs are especially tanky, I will use Shrink Body on them and put Fireball in front of the knotted bunch. While this is happening, I watch them burn all the while jumping around the flaming circle like a madman casting explosive fire missiles. Most mobs, even ones around twenty levels higher than you, will die very quickly with this wombo combo.
Scenario 2 - Fighting a mob of enemies in a group:
This is basically the same as scenario one, but don't bother with Reflect Shield if you are with a huge buffing class such as a Sorcerer with a cat summon or Cleric branches. These guys help you A LOT, but they can also halve your damage output if they cast too many buffs (unless Daino is in effect). This is because you only have a set amount of I believe five buffs before more buffs begin to override the former and make them disappear. If this happens, say goodbye to that Enchant Fire you casted earlier. It has a long cool down, especially with the fire resist debuff attribute which I highly recommend getting once you are class two pyromancer with level ten Enchant Fire. Your buff lasts longer than the cool down so it's worth the extra time from the fire resist debuff, even if the fire resist is only a flat rate (or so I heard). It's also best to bring a corsair along for their Jolly Roger, since Fever Time will make you proc explosions in TWO HITS with your auto attack when sacrament and enchant fire is up. Also, you can use physical link while partying, but I don't really recommend doing so unless you have a lot of stamina pills in your inventory.
Scenario 3 - Solo bossing:
What really makes this build great is that you can melt bosses quite quickly by yourself. All you need to do is the usual buffing sequence mentioned in scenario one, go up to the boss and set Flame Ground with Fireballs, and poke it with your arde dagger. Yes, that's right. Your arde dagger! It's not there just for show, it's actually really good at boss killing since it has fast attack speed and can build up your explosion proc rather quickly. Just be sure to maneuver around the boss's AOE when you can and re-setup your Flame Ground and Fireballs when they disappear and/or when the boss moves away from them. If the boss has too much AOE or damage to be in close range, I will just jump around and range it, making sure to setup the Flame Ground + Fireball combination under it between its attacks. Also, since linker is in this build, what I usually do with the annoying traps such as the silencing or reduce attack/defense ones is the Joint Penalty + Hangman's Knot combo. This of course links them to the boss who is standing on top of Flame Ground and Fireballs, easily eliminating those pesky traps.
Scenario 4 - Bossing in a group:
This is the same as scenario three but if the boss is a world boss, I will pay attention more to what it is doing instead of willy-nilly stabby-stab with my arde dagger since world bosses actually pack more of a punch.
--------------------------------------------------------------------------
Finally, I would like to mention the attributes involved with this build. You should definitely be maxing out leather mastery to level fifty for that extra evasion since it really helps. I wouldn't do this until you get the rest of your other attributes for thaumaturge, pyromancer, and linker though.
The attributes I got for these three classes are:
[Pyromancer:]
-Fireball: Flame Debuff
-Enchant Fire: Property Resistance Decrease (don't use this until class two pyromancer.)
[Linker:]
-Unbind: Enemy Damage
-Physical Link: Defense
-All three Joint Penalty elemental buffs
-Hangman's Knot: Additional Damage (this has a tendency to knock your fireball away and it only does so-so damage. I still use this though since toy hammer's explosions knock the fireballs away sometimes anyway and you only need to wait one second after knotting the enemy to prevent the fireball knock back.)
-Hangman's Knot: Splash Defense
[Thaumaturge:]
-Swell Left Arm: Enhance
-Enhance Left Arm: Shrink Size Specialty
-Enhance Left Arm: Enlarge Size Specialty
-Shrink Body: Movement Speed Increase
-Shrink Body: Additional Damage
-Swell Body: Additional Damage
-Swell Right Arm: Enhance
Phew, and that's all folks (or at least for now). So far in this international CBT2 I have two other characters 180/177 which are a Fencer and Schwarze Reiter. And between these three characters, I have found this to be the most fun. This thaumaturge build has more utility than the other non-wizard classes and near-matching DPS of any barbarian/fencer or archer in an AOE form.
Thanks for reading this if you stuck around through all of that text. If you skipped to the bottom, then good luck figuring out this build Mr. Smarty Pants. It's actually not that hard...
If you liked this build or have any questions leave me a comment. If I missed anything because you know something that I don't then feel free to mention it. Since this build is designed for CBT and possibly OBT purposes, it is limited at the moment. Things may change depending on how things turn out in ToS's release. I felt that this build needed to be open to the public so that thaumaturge could get some more love. It really is a fun class.
Sidenote: Please note that the rank six class in this build can be swapped out for necromancer or alchemist. Either of these are great choices, especially necromancer due to the minions' ability to proc your explosions. In a future build, pyromancer will most likely be swapped out for cryomancer, and some stats may be changed due to this build's DPS falling off around 200+.
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 5 / 5 2 Shrink Body: Increased Movement Speed Type: Active * Increases movement speed of monsters affected by [Shrink Body] by 10% per attribute level * Decreases physical and magic attack by 25% per attribute level * Effects do not apply to characters Thaumaturge 1st Circle required Shrink Body: Additional Damage Type: Active * Deals damage equal to 20% of magic attack when changing the enemy's size with [Shrink Body] per attribute level * Increases SP consumption by 10% Thaumaturge 1st Circle required Shrink Body Shrink the size of monsters. Level 5: Large-type-> Medium-type-> Small-type Targets: 5 Duration: 10 seconds SP: 103 Type: Magic / Buff Cooldown: 25s 5 / 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 5: Small-type-> Medium-type-> Large-type Targets: 5 Duration: 10 seconds SP: 103 Type: Magic / Buff Cooldown: 25s |
Rank 5
Pyromancer |
8 / 10 5 Fireball: Enhance Type: Passive * Increases the damage dealt on an enemy with [Fireball] by 0.5% per attribute level *+10% added damage at maximum level Pyromancer 1st Circle required Fireball: Burn Debuff Type: Active * Enemies hit by [Fireball] have a 10% chance per attribute level to receive flame damage for 5 seconds *[Burn] damage is based on character's INT * Increases SP consumption by 30% Pyromancer 1st Circle required Fireball: Residual Heat Type: Active * Increases duration time of [Fireball] by 1 second per attribute level * Increases SP consumption by 10% Pyromancer 2nd Circle required Fireball [Magic] - [Fire] Summons a fireball at the targeted area. Enemies that touch the fireball will receive Fire damage. [Fireball] will not hit the same enemies twice. Up to 5 fireballs can be summoned. Level 8: Attack: 529% Duration: 10 seconds SP: 60 Type: Magic / Attack Cooldown: 8s Element: 10 / 10 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 10: Additional Fire Property Damage: +75 Property Additional Attack: +0 Duration: 300 seconds SP: 76 Type: Magic / Buff Cooldown: 110s Element: 9 / 10 Flame Ground: Enhance Type: Passive * Increases the damage dealt on an enemy with [Flame Ground] by 0.5% per attribute level * +10% added damage at maximum level Pyromancer 1st Circle required Flame Ground: Diffusion Type: Active * Enemies in range of [Flame Ground] become afflicted with [Heat] * Fire property resistance of enemies afflicted with [Heat] decreases by 50 * Enemies afflicted with [Heat] can be attacked with [Flare] * Increases SP consumption by 10% Pyromancer 2nd Circle required Flame Ground [Magic] - [Fire] Creates a magic circle of flames around you. Deals continuous flame damage to enemies within the magic circle. Level 9: 159% attack per 0.5 sec Duration 8 sec SP: 128 Type: Magic / Attack Cooldown: 25s Element: 3 / 5 Fire Pillar: Enhance Type: Passive * Increases the damage dealt on an enemy with [Fire Pillar] by 0.5% per attribute level * +10% added damage at maximum level Pyromancer 2nd Circle required Fire Pillar [Magic] - [Fire] Summons a pillar of fire to inflict damage on enemies. Level 3: 140% Attack per 0.5 seconds Duration: 10 seconds SP: 51 Type: Magic / Attack Cooldown: 30s Element: |
Rank 6
Thaumaturge |
10 / 10 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 10: Primary Physical Attack +178 Magic Attack +178 Duration: 300 seconds Consumes #{SpendItemCount}# Magic Powder SP: 131 Type: Magic / Buff Cooldown: 50s 8 / 10 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 8: Large-type-> Medium-type-> Small-type Targets: 7 Duration: 13 seconds SP: 126 Type: Magic / Buff Cooldown: 25s 7 / 10 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 7: Small-type-> Medium-type-> Large-type Targets: 6 Duration: 12 seconds SP: 118 Type: Magic / Buff Cooldown: 25s 5 / 5 Swell Right Arm: Enhance Type: Passive * Increases defense and subweapon attack increase effect of [Swell Right Arm] by 1% per attribute level Lv3 Swell Right Arm required Swell Right Arm: Swiftness Type: Active * Not using a dagger or a shield as offhand gives 30 higher accuracy and evasion per attribute level * Increases SP consumption by 10% Thaumaturge 2nd Circle required Swell Right Arm: Summons Type: Active * [Swell Right Arm] increases physical and magic defense of your own summons by 5% per attribute level Thaumaturge 2nd Circle required Swell Right Arm Temporarily enlarge you and your party member's offhand, increasing attack and defense of subweapon or shield. Effects increase with the caster's INT and SPR. Level 5: Shield, physical defense +170 Subweapon, subweapon physical attack +85 Duration: 300 seconds Consumes #{SpendItemCount}# Magic Powder SP: 95 Type: Magic / Buff Cooldown: 50s |
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