Guide for the Magi Order - TsumeNoHikari
Before I start this guide. Allow me to introduce the Incar order and why it is one of the best/worst class to play.
Pro:
- 2nd easiest class to find a party (besides seg)
- flashy spells ^^
- variety of skills allow for versatility for soloing or partying
- low mana pot usage until later on levels
- “safe” if one knows how to play utilizing timing for knockbacks
- boasts one of the highest defenses in the game (if built proper)
- contraire to belief mages make decent tanks (i’m usually last one standing when party dies)
Con:
- pvp is one of the areas where we do not shine like dagger hunters until later levels
- hp pot intensive in aoe parties w/o a seg
- slow moving -.-
- CASTING DELAY!
- will hurt your fingers due to switching of multiple skill bars
Tips to be a successful mage:
KNOW your role - support! don’t be a hero!
Use knockback on opponent/mobs to your advantage - keep them away from yourself
Most Importantly:
PATIENCE! our time to shine will come at later levels, when we boast one of the highest defense and hp of all classes and one of the highest dps
Stat Point guide
My 2 cents to this - glass cannon is NOT WORTH it
Opposed to many other MMORPGs the Incar mage in 2moons is definitely one of the more unique mages.
With our energy mastery (30% def boost at lvl 10), we can easily have enough defense to match a knight or a bagi.
As many probably know
1 pt in heal = 20 health, approx +1 def, increase in % of shield relative to hp
1 pt in spr = +3 magic attack, +10 mp
From the numbers alone one can see that the equivalence of heal:spr is different.
At an obtainable level of 54 with a basic wand and no armor/skill
A heal mage will boast:
- 12 str, 115 heal, 150 spr
- 3272 hp
- 1932 mp
- 846/990 magic attack
- 269 def
- 7159 shield
A glass cannon mage utilizing (1:4, heal:spr) will boast:
- 12 str, 53 heal, 212 spr
- 2032 hp
- 2552 mp
- 1032/1176 magic attack
- 176 def
- 5020 shield
One can see that with a difference of
+ 1240 hp
- 620 mp
- 186 magic attack
+ 73 def
+ 2139 shield
The health mage will greatly outlast a glass cannon of the same level
With the increase of 1240 hp, 73 def, and 2139 shield the health mage will greatly outlast its counter part sacrificing 620 mp, and 186 magic attack.
Damage Analysis
Statistically speaking
620 mp at lvl 54 is not a great difference due to the usage of mana force which almost guarantees a full mana bar unless one’s spamming lvl 51 spells constantly
186 magic attack difference will hurt the health mage’s damage output since the attacks are often 3 hits (lvl 36) or 6 hits (lvl 51). damage on an opponent without def or elemental resistance means that it will decrease the total dmg output of lvl 36 aoes by 558, and decrease lvl 51 spells by a hefty 1116.
From a mathematically point of view the decrease of damage is not significantly large due to the fact that all mobs/players have resistance to certain elements
Since all spells are calculated in the same formula, i shall utilize a simple calculation to illustrate my idea
For the sake of simplicity in a theoretical enviornment with a mob that has 0 def and 10% fire resis
Health mage lvl 51 spell = 6 x 1000 = 6000 - 10% resis = 5400 total dmg
Glass cannon lvl 51 spell = 6 x 1186 = 7116 - 10% resis = 6404 total dmg
6404 - 5400 = 1004 difference
Thus instead of a decrease of 1116 dmg, there is only a decrease of 1004 dmg. Simply due to the fact that a high damage = a higher resistance penalty.
In an ideal position where there is no defense/resistance a glass cannon will out damage a health mage by a large amount
Defense Analysis
Utilizing same route of logic, since all defense calculations are done in the same method (linear correlation of def vs dmg 1:1 ratio)
Health mage - 3272 hp, 269 def, 7159 shield
Glass cannon - 2032 hp, 176 def, 5020 shield
Health mage = 10431 hp/shield
Glass cannon = 7052 hp/shield
Against a constant damage of 1000 hp/sec w/o factoring in defense
Health mage survival = 10.431 seconds
Glass cannon survival = 7.052 seconds
Against a constant damage of 1000 hp/sec factoring in defense
Health mage survival = 14.270 seconds
1000 hp/sec - 269 def = 731 hp/sec damage
Glass cannon survival = 8.558 seconds
1000 hp/sec - 176 def = 824 hp/sec damage
Difference in survival rate = 5.712 seconds
PS - calculations are done utilizing a linear positive correlation model
PPS - if defense calculation are done based on relative defense to attack, a higher defense:attack ratio will result in a much more drastic decrease in damage affected
PPPS - linear model utilized will address the maximum damage done upon a span of time upon a high defense model
Attack + Defense Analysis
For simplicity I will utilize the following constants
lvl 5 fire fury = 5.0 second cool down
avg damage = 1000 per hit
- health mage - 1000 per hit
- glass cannon - 1186 per hit
enemy player - 1000 hp/second damage
- health mage - 14.270 seconds survival
- glass cannon - 8.558 seconds survival
enemy player - 0 defense, 0 elemental resistance (for benefit of maximizing glass cannon build)
Survival : Damage output
Health Mage - 14.270 second survival = 2.854 spells
Avg damage per spell = 3 x 1000 = 3000
Total damage within survival range = 8562
Glass cannon - 8.558 second survival = 1.712 spells
Avg damage per spell = 3 x 1186 = 3558
Total damage within survival range = 6091.296
PS - damage assessment does not take into consideration interruptions of spells
Conclusion
Theoretically a glass cannon model will always deal a larger amount of damage as long as the player survives.
However with consideration of the damage dealt relative to survival rate with the two models being in identical situations, the health mage will deal more damage overall due to the longer survivability of higher hp, def, and shield.
PS - mana consumption not taken into consideration since most Incars max mana force to lvl 4/5 which increases mana regen 34.37 per second for lvl 4 and 42.62 per second for lvl 5. a spell that takes 5 seconds to cast will allow regen of at least 171.85 mp. Since the skill requires only 134 mp to utilize the total mana will only increase instead of decrease.
As one may see, it does seem that I’m biased towards health mage builds.
But the game runs based on relative player vs player. A fight will never be determined by statistics/math alone since a player’s skill is a key factor.
Variables that require consideration
A fight is RELATIVE, it will always be a competition of dmg vs dmg and def vs def, against a higher/stronger opponent, even the best builds will loose even on a statistical basis
Dex/Block rate/Critical rate has not been taken into consideration due to the lack of information of calculations
Keeping in mind relativity, and use common sense
ie - a player w/ lower hp will be easier to beat with a more glass cannon build, where as against a player w/ higher hp a more sturdier build will last longer.
Skill Overview
Incars can be said to have one of the most diverse skill trees or it can be one of the boringest.
Common trees for the average mage:
Tri-Elemental
Pros:
Non-stop aoe cycle
Vast array of skills to utilize
Most common build for higher levels
Able to switch elements vs. opponents with high resistance against one elemental
Able to boast resistance against all elementals
Cons:
Never have enough skill points
Skills will be generally weaker than others due to lack of points to spare
No fishing - loose out on a possibly large source of income
Duo-Elemental
Pros:
Large amount of spare skill points
Stronger spells due to the ability to invest more points into each
Relatively good for soloing
Cons:
Aoe cycles are not continuous
Suffers damage dampening due to the lack of elementals against resistances
Lacks elemental resistance against 1 element
Single-Elemental
Pros:
Very strong spells of one type
Great for soloing sinlge mobs due to high damage
Cons:
Extremely hard to level since no aoe capability
Suffers huge damage penalties against opponent with resistance
Lacks resistance against 2 elements
Energy Mastery
Summary:
1 pt = +3% def
Max level = 10 = +30% defense
Max achievable at level 50
Comments:
Need I say? Defense is a fundamental part of being a mage. This passive skill is a MUST
Energy Jab
Summary:
Basic attack from mid range distance
Does not take points to achieve learn, but will require points to level up
Comments:
Basic attack reliable up to level 7
Energy Bolt
Summary:
Basic attack from long range distance
Comments:
I would not suggest getting this skill simply due to the uselessness of it. Sure it may be a bit harder to grind to level 7 for your 1st attacks however the 1 point saved will benefit in the long run
Seize Numbus
Summary:
Increase defense and elemental resistance
lvl 1 = increase def by +13 and all elemental resistance by +4%
Each level after = increase def by additional +6 and resistance by +2%
Max level = 5 - +36 def, +12%
Max achievable by lvl 38
Comments:
One of the more controversial spells in my opinion. For a tri-elemental mage, every skill point is valuable and I personally do not see the benefit of having slightly increased defense and elemental resistance. Since at a low level benefit of having more elemental resistance is pointless. Also if one’s seeking increased defense, then one should invest the points into energy mastery for a higher boost instead of this spell. I did not start to invest into this spell until my late 50s when I had a few points left to spare.
Energy Hammer
Summary:
Close range, fast casting aoe w/ 3 hits
Attack damage dependent on physical strength instead of magical power
Comments:
One of the more interesting mage skills since it relys on physical attributes. Works well as a 4th aoe, however for the average mage the skill is a waste of a point due to extremely low strength.
Mana Force
Summary:
Increases mana regen rate for a sacrifice of hp
Max level = 5 - sacrifice 250 hp, regen rate = 42.62 per second
Max achievable by level 50
Comments:
The second most fundamental skill of a mage, allows the user to forget about having to carry mana pots like other mages in other RPGs. We shall no longer be a drain of mp and a mule for mana pots with this skill. This skill is useful up to the late 70 low 80s to maintain a constantly full mana reserver. Later on due to high mana cost for higher level skills it will not be as effective
Magic Power
Summary:
Increase magic attack of the Incar
Max level = 5 - increase of approx 200 magic attack
Max achievable by level 70
Comments:
Personally I believe this to be a very useful skill since mage attacks are multiple hits which means the effect of increasing magic power will be amplified. At initial stages this skill is not as useful due to the low increase in damage and short amount of time in which the spell lasts. However to later stages the effect of the spell increases damage and lasts quite a while. Definitely worth the point investment.
Fire Elemental Skill Analysis
Fire Mastery
Summary:
1 pt = +3% elemental attack, +1% elemental resistance up to lvl 5, then +2% elemental resistance
Max level = 10 - +30% elemental attack, +15% elemental resistance
Achievable max at level 50
Comments:
One of the best ways to boost spell damage for all attacks of a certain element without spending points into leveling them. The mastery will passively increase all attacks of that element by a certain percentage. Definitely worth leveling up. However, one must be careful not to get too overexcited with the distribution of points. A tri-elemental mage will usualy only have enough skill points to level up 2 masteries to lvl 10 leaving the other mastery at a much lower level until the later point of the game.
Fire Bolt - lvl 7
Summary:
Long range attack w/ fire
Comments:
A fundamental skill that will be used until lvl 16 when one gets fire ball. DO NOT level beyond level 1, this skill will be immediately phased out upon obtaining lvl 16.
Fire Ball - lvl 16
Summary:
Long range attack w/ fire, stronger than fire bolt
Small aoe radius
Comments:
Bread and butter of the incar, good for single hit for a decent amount of damage. DO NOT level beyond level 1, although it will be continuously used past lvl 70, the skill is definitly not worth investing points into. If one wants to raise the damage, invest the point into the mastery instead of the skill since it’ll benefit all fire spells. One of the 1st aoe skills obtained by the mage, can be used in conjunction with lightning chase for small mob aoes.
Fire Blaze - lvl 27
Summary:
Extremely close range aoe attack, 3 hits
Instantaneous cast
Comments:
A life saving skill to knock back mobs/players when they reach too close for your personal comfort. Worth investing points depending on one’s playing style.
Trick to using spell effectively
Once a mage reaches a certain level, this skill will start to do large knockback and some times the 3 hit aoe will only hit once or twice due to the knockback. To use the spell effectively, target your mob/opponent push ~ (auto attack), and right after the 1st physical attack w/ the wand/staff push W (move forward). Right after moving forward use the attack. Why? Simple, you will be positioned almost directly upon the mob/opponent and the all 3 attacks will connect since the mob/opponent will be forzen within your aoe range (theres no corners in the middle of a circle).
Fire Fury - lvl 36
Summary:
Mid-range aoe attack, 3 hits
Relative large radius
Slow casting time
Comments:
One of the fundamental aoe skills a mage MUST have. This spell will be used until the high 80s, due to low mana cost and high damage. Definitly worth skill point investment.
CAUTION
DO NOT level this skill beyond level 6 max. The cooldown time for skill above level 6 will not allow a continuous aoe cycle for a tri-elemental mage. There will be a delay in the casting time if one were to increase aoe level above 6.
Flame Burning - lvl 51
Summary:
Mid-range single mob/opponent attack, 6 hits
Comments:
A more pvp oriented spell with 6 hits that does good knockback upon leveling the skill. At level 1 the skill will not do any knockback, don’t let the spell description fool you. A worth while spell to have, but not necessarily worth investing points into until much much later levels where there are points left to invest. I personally did not get this skill until mid level 60s, when I actually started pvp/pk.
Blast Phoenix - lvl 81
Summary:
Mid-range aoe attack, 1 hit
Comments:
A single hit aoe attack that does a large amount of damage, however with experiments the single hit attack does not do as much damage as the total damage dealt with a leveled up 36 aoe. However, skill is definitely good for knockback for the crucial few mili-seconds to start cast for next spell. Contraire to popular belief/rumor, this skill does not miss.
Infernal Pillar - lvl 92
Summary:
Mid/Close-range aoe attack, 2 hit
Large radius
Comments:
Double hit aoe attack with a large radius, does large amounts of damage while doing additional burning damage through shield.
Ice Elemental Skill Analysis
Ice Mastery
Summary:
1 pt = +3% elemental attack, +1% elemental resistance up to lvl 5, then +2% elemental resistance
Max level = 10 - +30% elemental attack, +15% elemental resistance
Achievable max at level 50
Comments:
One of the best ways to boost spell damage for all attacks of a certain element without spending points into leveling them. The mastery will passively increase all attacks of that element by a certain percentage. Definitely worth leveling up. However, one must be careful not to get too overexcited with the distribution of points. A tri-elemental mage will usualy only have enough skill points to level up 2 masteries to lvl 10 leaving the other mastery at a much lower level until the later point of the game.
Ice Bolt - lvl 7
Summary:
Long range single hit
Lower cooldown time than fire bolt
Comments:
A basic skill required for later spells in the ice tree, used in conjunction w/ fire bolt and lightning bolt for a continuous spam. Spell definitely not worth while for skill point investment.
Ice Wave - lvl 16
Summary:
Long range single hit
SLOWING effect
Comments:
THE most used spell in pvps, damage is nothing to be proud of. Spell not worth the investment for crucial skill points. This spell will be utilized all the time in pvp, however in pve there is limited usage due to the aoe nature of the mage. A single slowing spell does not work in aoe situations. However, the spell is useful against bosses and other players.
Ice Spike - lvl 27
Summary:
Mid range single hit
POSSIBLE brief period of freezing
Very slow casting time
Comments:
A very controversial spell. Virutally useless in pve situations due to long casting time and random freezing possibility. Limited use within pvp, if one were to utilize this spell, it MUST be use in conjunction along with ice wave or the spell will not work at all since the opponent will be very close due to the extremely slow casting time. The freezing effect lasts very briefly (under 1 second), use caution when casting spell to ensure maximum distance separation.
Ice Storm - lvl 36
Summary:
Mid range aoe, 3 hits
Comments:
One of the three most important offensive spells in a tri-elemental mage’s arsenal. Do not be fooled by the usefulness of the spell, this spell is not used for damage purposes but it is used to maintain a continuous stream of aoes upon the target. Has no special side effects.
CAUTION
DO NOT level this skill beyond level 6 max. The cooldown time for skill above level 6 will not allow a continuous aoe cycle for a tri-elemental mage. There will be a delay in the casting time if one were to increase aoe level above 6.ice Blanket - lvl 51
Summary:
Mid range single target, 6 hits
Fast casting
Comments:
A more pvp oriented skill due to the ability for knockback at higher levels. The spell is not superbly useful due to the low damage of the ice element. I will not recommend this skill, however it is a must for lvl 81 spells unfortunately. DO NOT invest skill points into this spell.
Freezing Spirit - lvl 81
Summary:
Mid range aoe, 1 hit
Slows movement and attack speed by 50%
Large radius
CAN miss
Comments:
A direct line aoe casting a large radius for freezing effect very effective vs. mobs due to straight line movement. Must be cautious to use in pvp due to the very high possibility of spell missing.
Tricks to using spell effectively
Can be used very well if one is familiar with pre-casting. Cast ahead of the opponent via predicting their movement path. For added effectiveness, use in conjunction along with ice wave for slowing, and ice spike for a temporary freeze to cast the directional freezing spirit.
Gracious Eddy
Summary:
Mid range aoe, 5 hit
Decrease target movement/attack speed by 50%
Comments:
Unlike freezing spirit this spell will not miss and is a guaranteed slow. Best used in conjunction w/ freezing spirit, imitid flash, and thunder spear.
Lightning Elemental Skill Analysis
Lightning Mastery
Summary:
1 pt = +3% elemental attack, +1% elemental resistance up to lvl 5, then +2% elemental resistance
Max level = 10 - +30% elemental attack, +15% elemental resistance
Achievable max at level 50
Comments:
One of the best ways to boost spell damage for all attacks of a certain element without spending points into leveling them. The mastery will passively increase all attacks of that element by a certain percentage. Definitely worth leveling up. However, one must be careful not to get too overexcited with the distribution of points. A tri-elemental mage will usualy only have enough skill points to level up 2 masteries to lvl 10 leaving the other mastery at a much lower level until the later point of the game.Lightning Bolt - lvl 7
Summary:
Long range single hit
Comment:
Basic spell as fire bolt, and ice bolt. DO NOT waste points into leveling this skill, it will be replaced as soon as chain lightning is avaliable.
Chain Lightning - lvl 16
Summary:
Long range single/aoe hit
CAN miss
Comment:
The very 1st real aoe skill for a mage comes with this spell. One must get used to the idea of luring 3 separate mobs with lower level spells and once they aggregate the mage can use chain lightning to hit them all, followed by a fireball which also has a small radius aoe. Level up this skill with discretion, it will not be very useful upon reaching lvl 36 aoes, however it still has limited use in later levels.
Tricks to using spell effectively
Lure aggro mobs via running by them, NOT THROUGH them! One can only get 3 mobs following, one can herd them into a tight bunch by looping around them. Once the mobs are in close proximity, the small radius aoe w/ chain lightning and fire ball can begin.
CAUTION
If chain lightning is used as the opening spell, it WILL miss! So use another spell such as fireball for the opening spell.
Lightning Chase - lvl 27
Summary:
Mid range single hit
Small aoe radius
CAN miss
Comments:
One of the more interesting skills due to the small aoe radius and relatively good damage. Skill can be used in conjunction along w/ lvl 36 aoe or as a close range defense w/ lvl 27 fire blaze. Specific use is not limited towards pve, however in a pvp this spell is relatively slow casting compared to the damage done to opponent.
Lightning Storm - lvl 36
Summary:
Mid range aoe, 3 hit
Comments:
The third of the 3 incar aoes. Has relatively good damage upon leveling the spell. Used in a continuous chain along with other lvl 36 aoes.
CAUTION
DO NOT level this skill beyond level 6 max. The cooldown time for skill above level 6 will not allow a continuous aoe cycle for a tri-elemental mage. There will be a delay in the casting time if one were to increase aoe level above 6.
Cruelty Lightning
Summary:
Mid range single target, 6 hits
Comments:
Another pvp oriented skill due to its knockback at higher spell levels. Points are definitely WORTH investing if one has spare points due to its usage later in conjunction with imitid flash for added damage boost. Has slower casting speed than the other 51 spells due to attack animation, use at max distance.
Thunder Spear - lvl 92
Summary:
Mid range aoe, 2 hits
CAN miss
Comments:
A spell similar to freezing spirit due to the straight line nature of the spell. One can easily dodge the spear if not slowed/frozen
Imitid Flash
Summary:
Mid/close range aoe, 5 hits
Large radius
Will damage opponent through shield for a small duration
Will boost lightning damage of all lightning attacks by 10% for every 1 skill point used starting at 20% increase initially
Monday, March 24, 2008
2Moons Guides *HOT* Incar Magician Guides (1)
Labels:
2Moons Incar Magician Guides
Subscribe to:
Post Comments (Atom)
No comments:
Post a Comment