Krescen
09-29-2007, 06:02 PM
Spells are not mentioned using their actual names. Titles are given to represent a short description instead of the name.
For attack magic, Fire and Earth are the most lethal. Water Magic is good only as buffs, but every water buff is VITAL!
The first three skills are the fastest attack spells, and thus need to constantly be leveled.
Of the three shields, the earth shield is the only important one at the start. Eventually the fire shield starts to do better as well. The water shield's mp recovery does not seem as important in the face of how fast you recover mp anyways, but in large parties it would shine as since you aren't taking any damage (preferably).
Neither of the third row spells are very effective. The water attack "Hailstorm" doesn't even seem important at level 1, however it is one of your few water spells.
The fourth row is full of important spells. These are once again your newest spam-able attacks, as well as a heal skill. The Fire spell nearly completely writes off your first fire spell. The Earth Spell makes many of your water spells unnecessary, as well as the third row fire spell.
The fifth row has some of your best buffs. The fire buff is a Fire shield that hurts anything near you. The water buff increases your maximum mana (and improves spells eventually). The earth buff is a teleporation skill (finally letting you travel faster).
The sixth row has your strongest spam-able skills. The fire spell does massive knockback to keep the enemy away from melee. The water spell increases damage from ally's physical attacks (something not even a Priest can do). The earth spell's excessive damage includes a reduction of accuracy. Both the Fire and Earth spells make previous spam-able attacks of that element much less valuable.
The seventh row has a few of the more interesting spells. The fire spell is the only charge-able spell which does massive damage but costs HP as well as MP. The MP cost is constant, but the HP cost depends on how long you charged. A multiple of the health you charged away (max 60% of your hp) is converted to magic damage, which is affected by your magic attack power, and a bonus fire damage is added. This spell thus can do massive damage if you have a lot of hp. The water spell is the closest you can consider for a best spam-able water spell (but it's really slow, and it sucks). The earth spell disables enemy attacks and skills for a duration.
The eight row is all of your ultimate attack spells, not in the least close to being spam-able. All of them cost 200 vigor and takes half a minute to cool down, but attack a large area. Of all of them, the fire spell is the weakest (want better, use the one before it), and actually sucks a lot. The earth and water attacks are the best (water does more damage, earth does more slow since it stuns completly).
On the eight row is your ultimate skill, second water skill, and has only 1 level to it. It recovers 10% of your mp and gives you instant cast for 6 seconds. This spell has no cast time (like teleport) but like all your other ultimate skills costs 200 vigor and half a minute to cool down. This spell does not cost any mp.
The last row is full of your passive skills increasing elemental damage of the given type. Water has little to no value until you learn your ultimate water attack. The other two are important the second you get them, with fire holding the most value at level 49 and Earth doing the most before that.
Special Spell list:
*Magic Armor @ L9 (Fire/Water/Earth)
*Heal @ L24 (Water)
*Mastery @ L29 (Fire/Water/Earth)
*Fire Shield @ L29 (Fire)
*MP Boost @ L29 (Water)
*Teleport @ L29 (Earth)
*Attack Buff @ L39 (Water)
*Sacrifice @ L49 (Fire)
*Silence @ L49 (Earth)
*Limit Break @ L59 (Water) {how else do you describe it?}
Standard Magic Attacks:
*Fire Attacks: L1, L13, L19, L39, L59.
*Water Attacks: L3, L16, L49, L59.
*Earth Attacks: L6, L19, L39, L59.
For attack magic, Fire and Earth are the most lethal. Water Magic is good only as buffs, but every water buff is VITAL!
The first three skills are the fastest attack spells, and thus need to constantly be leveled.
Of the three shields, the earth shield is the only important one at the start. Eventually the fire shield starts to do better as well. The water shield's mp recovery does not seem as important in the face of how fast you recover mp anyways, but in large parties it would shine as since you aren't taking any damage (preferably).
Neither of the third row spells are very effective. The water attack "Hailstorm" doesn't even seem important at level 1, however it is one of your few water spells.
The fourth row is full of important spells. These are once again your newest spam-able attacks, as well as a heal skill. The Fire spell nearly completely writes off your first fire spell. The Earth Spell makes many of your water spells unnecessary, as well as the third row fire spell.
The fifth row has some of your best buffs. The fire buff is a Fire shield that hurts anything near you. The water buff increases your maximum mana (and improves spells eventually). The earth buff is a teleporation skill (finally letting you travel faster).
The sixth row has your strongest spam-able skills. The fire spell does massive knockback to keep the enemy away from melee. The water spell increases damage from ally's physical attacks (something not even a Priest can do). The earth spell's excessive damage includes a reduction of accuracy. Both the Fire and Earth spells make previous spam-able attacks of that element much less valuable.
The seventh row has a few of the more interesting spells. The fire spell is the only charge-able spell which does massive damage but costs HP as well as MP. The MP cost is constant, but the HP cost depends on how long you charged. A multiple of the health you charged away (max 60% of your hp) is converted to magic damage, which is affected by your magic attack power, and a bonus fire damage is added. This spell thus can do massive damage if you have a lot of hp. The water spell is the closest you can consider for a best spam-able water spell (but it's really slow, and it sucks). The earth spell disables enemy attacks and skills for a duration.
The eight row is all of your ultimate attack spells, not in the least close to being spam-able. All of them cost 200 vigor and takes half a minute to cool down, but attack a large area. Of all of them, the fire spell is the weakest (want better, use the one before it), and actually sucks a lot. The earth and water attacks are the best (water does more damage, earth does more slow since it stuns completly).
On the eight row is your ultimate skill, second water skill, and has only 1 level to it. It recovers 10% of your mp and gives you instant cast for 6 seconds. This spell has no cast time (like teleport) but like all your other ultimate skills costs 200 vigor and half a minute to cool down. This spell does not cost any mp.
The last row is full of your passive skills increasing elemental damage of the given type. Water has little to no value until you learn your ultimate water attack. The other two are important the second you get them, with fire holding the most value at level 49 and Earth doing the most before that.
Special Spell list:
*Magic Armor @ L9 (Fire/Water/Earth)
*Heal @ L24 (Water)
*Mastery @ L29 (Fire/Water/Earth)
*Fire Shield @ L29 (Fire)
*MP Boost @ L29 (Water)
*Teleport @ L29 (Earth)
*Attack Buff @ L39 (Water)
*Sacrifice @ L49 (Fire)
*Silence @ L49 (Earth)
*Limit Break @ L59 (Water) {how else do you describe it?}
Standard Magic Attacks:
*Fire Attacks: L1, L13, L19, L39, L59.
*Water Attacks: L3, L16, L49, L59.
*Earth Attacks: L6, L19, L39, L59.