Incar - Common Skill guide
This guide is made up of everything I have gathered from the forums and also personal experiences, combined with a lot of calculations with skill simulators and stat simulators.Staff vs WandNow from what I have gathered from the time I’ve been here, staffs are actually better throughout the whole game if you plan on upgrading your weapon with sockets. The difference between staff and wand damage is about 1-50 magic damage at about level 60. That’s including the damage added from extra spr and also takes into consideration the average damage of the weapons (wands have higher maximum and lower minimum attack, while staffs have lower maximum and higher minimum attack). If you socket your weapon completely and put all +36 magic gems in it, the staff will be better than the wand because it would make up for the damage difference and also staff has that added defense. Now once you get to around 66 you will start adding % gems instead and staff has that extra slot so it will add more damage than a wand as well. Also the % gems are based off ur base magic attack and would only boost 1 element type. now for that block rate. imagine if a player is hitting u for 1k damage ( which they will after all resistances and also PVP resistance) every 25 hits u will block it and temp disable em. thats 1k damage blocked and believe me u will get hit more tahn 25 times in a PVP. now imagine the 1k against the hp and shield u would gain from bein wand mage. the 1k damage blocked is greater than the shield and hp u miss out on.
Common skill build (and best in my opinion)Go all 3, because it is much better. Don’t level your low level abilities. Level your masteries as much as you can, focusing on fire and lightning (leave ice mastery at level 1 it should be fine there) more since they do more damage. Try to use ice for its slow effects. At level 36, get all AoE’s and keep leveling your masteries. Don’t level your 36 abilities, just level your masteries instead. Level your buffs as soon as you can, but try not to level Magic Power until you get to level 50-60 at least. That’s when it’ll start to benefit you more.
Now for your lightning attacks hitting … You’re prolly not aiming right, because they will always hit if you do. You have to hit the mobs as they are coming at you or at least if they stay still for a while, so you will have to aggro them first.
When you get to level 51, don’t get your 51 abilities yet because they really aren’t helpful yet (your 36 abilities will do more damage and will cause more knockback since they concentrate damage onto 3 hits instead of expanding it to 6).
You can go staff/wand. It’s your choice, as there is not really much difference in both, although staff will be better in the end. At level 64, get 1 level of Energy Hammer because it is a useful spell no matter what other mages say. Most of them don’t even know what it really does and boast about how bad it is. Energy Hammer is a quicker casting Physical damage AoE like your 36 abilities, except it deals a little less damage than your 36 abilities if you have them leveled. If you have a staff, your energy hammer will be doin a lot more damage… It’s really good, especially if you’re a staff mage. Energy hammer also doesn’t cost a skill point SO IT’S RISK FREE!
At level 78, start getting your 51 abilities and at 81 you can get your 81 abilities. Only level your lightning and fire 81 spells not your ice until level 92, (level your highest abilities first and all of your buffs, max your masteries, keep putting stats in 81+ fire/lightning abilities, and put some into level 51 lightning ability and your fire 51 ability if you want). Just make sure to have enough stat points to increase your 81+ fire/light abilities, since they are more important than your 51 ones, except maybe level 81 ice ability… It doesn’t really do enough damage and the time it stays in effect stays same no matter how high its level.
You don’t even need to do a skill reset !!!PVPINGWhen you’re level 1-36, don’t PvP … You’re not going to win unless you fight someone a lot lower than you. If you do PvP, just try and get all 3 of your abilities out ( your level 16 ones and your level 27 lightning one. Don’t use Ice Spike, since its pretty useless with its huge cast time and low chance of actually freezing. Use your 27 Fire Blaze whenever a melee character gets too close.) Use your slow to slow melee and just keep kiting them for hits. Your knockbacks will help you a lot.
Now for level 36+, all you have to do is spam your level 36 spells in continous motion and keep doing it, hoping your knock back takes them out. I still use my 36 spells the most at level 66. They are very essential especially, since your level 51 spells are pretty weak until you get much higher up. For hunters, you’ll have the worst time. Just try and circle them whenever you fight them. They tend to miss a lot if you do that. Don’t run at them or away from them. Try and stay just close enough to do your spells. Against melee users, use Fire Blaze if they get to close, because it does cause quite a bit of damage really quickly. Against Segnales, I would suggest to get out of their Curse Field as fast as you can.
Now for when you do get to level 81, I would imagine the best thing to do is always have them frozen with your 81 ice ability and try and hit them as much as you can with your level 51 skills (which will do a bit more damage because of your magic attack increase) and your level 81 fire and lightning skills. At level 92, I would imagine you just freezing them with your level 92 ability and getting close to do Intimid Flash so you can get a buff for your lightning attack and spam your strongest lightning abilities. Then do your fire spells and other ones until your level 92 ice ability cools down again. Then repeat Smile.
Against a Bagi
STAY AWAY FROM THEM !!!!!! i realy dun recommend pvpin a bagi at ur level since ull just hate urself for it. but heres the best thing u can do and has worked for me. now whats gonna happen is bagi is gonna buff up all the wya before u start the PVP. what you should do is when he sends invitation to PVP make it wait as long as possible that way his buffs will wear out mid duel. in the beginning of the duel during the countdown u should keep runnin away as much as possible then as soon as u can do infernal pillar (hopefully he wont land a hit in to interrupt if u keep runnin before duel starts ). then once ur far away he will take some time to come at u. thats when u cast gracious eddy (it wont slow em because of their ability but it will do a lot of damage ). then afterwards do intimid flash then 81 and 51 lightning abilities. then do ur 51 fire and ice then infernal pillar again and repeat. also it would be very helpful to be a staff mage since when ever u block his hit he will be temporarily disabled.
Against an AK
these guys are chicken feed. you should never lose to an AK even if he has +9 gear (well maybe u might lose). its the same thing as bagi. but what you can choose to do instead of doin infernal pillar first u can do gracious eddy first then get close and do intimid flash. after wards u do ur 81 and 51 lightning abilities then do infernal pillar (because he wil ahve gotten quite close by now). then do ur 51 ice and fire abilities (basically we are waiting for gracious eddy or intimid flash to CD). if ur eddy or flash have CD’d before u start ur 51 abilities go ahead and start doing them instead.
Against a TB summoner
summoners are really easy since they dont have any speed buffs at all and super low defense. against twin blade what u wanna do is start off with iintimid flash (u can actually start casting intimid flash before the PVP actually starts ) then start doin ur 81 and 51 lightning then do infernal pillar. u follow up infernal pillar with gracious eddy and start to hit him with ur 51 abilities till intimid flash is ready for use. now if the twin blade summoner starts running what u wanna do is first do Gracious eddy then do intimid flash first. ( u dont have to start off with intimid flash. u can do the same routine as u do against AK’s and itll work). their summons really wont do much against u.
Against a Staff Summoner
these guys will be just as easy as TB summoners. since they ahve low def any move u will do will most def knock them back unless they got lots of resistance. what u do is start off a little way off from them. their summon will start comin at you and what you should do is just use ur infernal pillar to be back up close. tehn do u gracious eddy to stuck him into place then you do intimid flash and 81 and 51 lightning abilities then do ur other 51 abilities if infernal pillar/ gracious eddy/ or intimid flash havent cooled down.Against a Segnale
this is where infernal pillar will ehlp you a lot. u wanna save ur infernal pillar for when ever he casts ur CF so always keep it ready and dont use it before it. sometimes after u use infernal pillar u may still be in the CF so waht u wanna do is just run out of it. after that what you do is gracious eddythen start to do intimid flash ( its range will usually get teh segnale ) then do ur 81 and 51 lightning then ur 51 fire and ice if he hasnt done his CF yet. and if he doesnt CF again just do gracious eddy and intimid flash + lightning.
Against a hunterthese guys are gonna be pretty hard to get but with ur high def u have a definite edge. i havent personally fought many hunters to get a good idea of how to fight em but heres what ive tried. hunters are faster than u so tryin to just chase em down wont help much. waht u wanna do is start off with gracious eddy then do infernal pillar to get close. then u start doin ur intimid flash combo then ur 51 ice and fire until gracious eddy is ready again. then u repeat.
at these higher levels ur pretty much gonna be tankin all teh damage since ull be casting spells most of the time. but if u ever arent casting a spell and u see hunters doing their arrow spell. the best way to dodge them is to run circles around em instead of running at em or away.
Different kinds of gemsA note on % gems and pyramids… Magic Attack Pyramids add damage per hit and not overall skill. % gems add % of ur magic attack as that element. so 5% with 2k magic attack would add 100 magic damage of the element per hit u do with that element. works best with lightning once u get intimid flash (itll boost that extra bonus damage even more).
Stat buildsFor your stat build, try and go with the minimum stats for your weapon requirements and go full heal. Some people even go with lower level weapons and just go full heal. You just have to make sure you have enough mana to cast your spells off continuously, though. I’ve seen level 66’s with level 42 staffs and they pwn.
Known problems, glitches, and questionsMagic power doesn’t add only a certain amount of damage. It adds a set amount and a percent amount. It adds 130 magic attack and +5% at level 5.
Now if your lightning attack doesn’t hit, it’s because you have to aim it at where the mob will be. It won’t hit them if they move out of the way of it. I would suggest you first aggro it with your fire ability or your ice one.
Sometimes your buffs will cast but will not buff you. The only major problem with this glitch is that Mana Force won’t work sometimes, so I recommend you always carry some MP pots.
You can’t start PK’ing people with any NONDIRECTIONAL AOE MOVES. That means you can’t attack a white name person with your level 36 aoes, your level 16 fire and lighting, or your level 27 fire/lightning. What you have to do is make them turn purple/red before you can start using those AOEs.
Resistances are the trump cards to us mages. We will lose against someone with high high resistance, but not a lot of people will get that straight off. I hear our newer spells are all energy and they should help us out a lot more since they do buffs and damage. Our 98 spell is supposed to be the strongest and it deals water elemental damage which from what I can tell can’t be resisted, but we will never know when we will get it.
our 81 lightning and fire ability are known to glitch. the lightning one sometimes only hits for 1 and fire doesnt hit sometimes. level 92 fire ability also doesnt always hit all three times and only once. most ppl figure the cause of this is high ms/lag/bad computer specs. the abilities seem to work perfectly if ur really close to the person/mob ur attacking. the fix is to be close or just get a new set up.
Thanks to everyone that made this guide possible. This isn’t all me, so don’t give me all the credit. I am merely just putting it together.
Monday, March 24, 2008
2Moons Guides *HOT* Incar Magician Guides (6)
2Moons Guides *HOT* Incar Magician Guides (5)
Incar Solo Leveling Spots Guide
I’ve figured that I’d put together a compilation of spots for Incars to level solo on.
This isn’t a guide for people to give away their favorite little spots by coordinates or anything like that. I’m just going to list what mobs I killed at what level, and I hope that people reading this will contribute their experiences as well. This is also not a contest to figure out who has the best leveling spot, I encourage anyone reading this to try the leveling spots listed and use which ones work best for them. As always, remember there are many many good spots for leveling, and if someone is in “your spot” then finding a new one is usually better than competing.
Please put a * near spots you are unsure of!
Level - Area - Mobs/Explaination
1-8 - Noob Zones - Kill quest mobs and do a bit of grinding (the quests are important for access to the noob maze later on.)
7-15 - North Morte/Ares - Do the noob mazes in both areas (requires the blaverus/mofa and larva/spider quests in loa/braiken)
14-16 - Denebe - Lizardmen & Lizardmen Knights, if you move away from the entrance to denebe there are spots with less players.
16-20 - Denebe - Mantises. I leveled on these for a while, they aggro and there are some fast spawning spots if you look.
*18-24 - Castor Cave - Zombie Hosts
*18-20 - Castor Cave - Skeleton Archers & Fighters
*18-24 - Norak Cave - Yeterians/Yetarian Bows
*26-30 - Heiharp - Penril Knights & Fighters(AoE) You can AoE these in groups of 3-4, killing hunters when necessary.
27-30 - Requies - Helioms (Get the quest from the farmer in denebe for the extra exp, it’s a lot.)
30-32 - Requies - Sylvans (the big lobsters on the becah) Get the quest from the farmer’s wife, it’s worth a lot of exp.
32-34 - Requies - Nihilis(AoE) they are much easier in a group, and there is quest in Requies (at Lukas) to kill 100.
34-36 - Requies - Enchindas(AoE, myrmaid looking things), again get a quest at Lukas after finishing nihilis.
36-38 - Requies - Asrons(AoE) Once more, get quest at Lukas after enchindas.
34-42 - Requies Instant Dungeon - Do the dungeon as many times until you get bored. It can cost a lot of money though, I wasn’t able to complete it until 41.
2Moons Guides *HOT* Incar Magician Guides (4)
Incar Skills - The Truth
This is a list of Incar skills and spells, and some info on exactly what they do.
DISCLAIMER:
I included ratings. These are relative to how much they help you in 2Moons. Frankly they’re all uncreative boring dross, simply perpetuating the grindfest war-machine that is Korean made “F2P” open-beta MMOs with cash shops.
When will people learn that “open-beta” is just a way to entice players to play?…anyway, on to the meat.
Passives:
Energy Mastery:
3% defense boost per point, maxes at 30% (10/10 pts)
Skill rating: A+
Reasoning:
Defense is huge for Incar, you AoE constantly and get beaten on. This gives you the third highest defense in the game with Seize Nimbus.
Seize Nimbus:
Applies a 3% buff to all non-physical resistances per point spent, for a maximum of 15%. Also increases defense by a value that seems set per rank. Good duration with a 20 second break after it wears off.
Skill Rating: B
Reasoning: The defense buff from this skill is marginal, and the boost to resistances follows suit. It seems elemental resistances are applied after everything else, so a level 60 hitting you with a 1000 damage lightning spell would hit you for 850. It’s nice, but it’s not necessary.
Mana Force:
Gives you a huge mana regen boost for an extremely low hp cost. Max rank only burns 260 hp, and it gives you quite literally unlimited mana for the duration of the spell, until very high levels (EG: 100+). It has a cooldown 10 seconds longer than the buff duration, so it’s pretty much like unlimited mana hacks. This skill is necessary.
Rating: A+
The rest of the passives suck, so I won’t get into them.
Fire, Ice, and Lightning:
Mastery:
10 points gives you +15% resistance and +30% elemental damage. If you plan on casting spells of an element, max this out. I recommend getting all three to 10/10 by level 150.
Rating:A+
Ice/Fire/Lightning Bolt:
Ice and Fire bolt are single target elemental shots. Lightning bolt does slightly less damage than fire, but has pierce so it can hit multiple targets. Ice just blows because it does the least damage, and has no effect. I wouldn’t put more than a single point into these.
Rating: D
Fireball/Ice Wave/Chain Lightning:
Fireball is a single target spell that does AoE damage around the target. It hits the hardest.
Ice Wave deals the least damage, but slows movement speed by 50% for 4 seconds. I recommend at least one point in this if you plan on killing players.
Chain Lightning is similar to fireball, except that it has pierce and can explode on multiple targets. (EG: 2 enemies standing in a line will each be hit twice by this spell, as opposed to once by fireball)
Rating: Ice Wave: B
Fireball: C
Chain Lightning: B
Fire Blaze:
This is where the three trees start to differ slightly. Fire blaze raises fire directly around your body and can hit up to 3 times. It has absolutely no cast time, and is a great finishing move (run and stand inside the target, then hit this for maximum effect.). For such a low rank spell it is excellent. Also great for busting down doors in dungeons, since they cannot be knocked out of the area of effect damage it deals.
Rating: B+
Ice Spike:
This spell has potential, but it isn’t fantastic. It has a chance on hit to freeze the enemy in a block of ice, seems to be approx. 60%. The ~2.5 second cast time makes it rather hard to use, and it isn’t guaranteed to work-it can hit and simply do damage, which is low for this rank. Single target spells this far in the tree with this low damage and no guaranteed effect are pretty worthless. Especially for 2.5 seconds of casting. If it hits you can follow it with an AoE spell, then follow that with another Ice Spike if you have someone running in circles…but Ice wave is pathetically better.
Rating: D
Lightning Chase:
This spell is average. Has a short cast time, hits for pretty high damage, and is another ranged (small) AoE spell for your arsenal. Great to follow this up with a chain lightning when leveling early on. However it simply doesn’t hold a candle to Fire Blaze, unless you’re using it to pull groups of enemies.
Rating: C
Ice Storm/Fire Fury/Lightning Circle:
I thought the trees were becoming more unique! These three spells are IDENTICAL, except that fire does the most base damage, followed by lightning (Which makes no sense, really.). Target someone with this spell, and it drops a rather large, circular AoE over the center of their character model after a ~2.5second cast. Very effective for leveling. Also effective to get all three of these for maximum effect.
Rating: B
Flame Burning/Ice Blanket/Cruelty Lightning:
Once again, three spells all alike in dignity…in fair 2moons where we lay our scene..(Sorry, Shakespearean reference needed). These spells hit one target 6 times with elemental damage. Once again fire is the strongest, followed by lightning and then Ice. The reason for the damage differences is still unknown. Good for Duels/small group pvp. Also good for finishing things off. not that great compared to the three AoEs of yester-tier (Oh, you liked that pun, didn’t you?).
Rating: A
Blast Phoenix/Freezing Spirit/Thunder Spear:
Phoenix does tons of damage and teleports you a short distance, great for closing space in a duel or chasing. Freezing Spirit is the first slowing AoE you get, which is great in some situations, but it’s not that pro. Lightning spear is great for following Imitid Flash in a duel or otherwise. It does directional damage similar to blast phoenix.
Rating: A
I don’t have the final three spells, but I know what they do.
Infernal Pillar: Directional multi-target fire damage, causes a burn effect which diminishes an enemy’s hp through their shield in PvP. Knocks the enemy around a bit too.
Rating: A (For damage and functionality)
Gracious Eddy:
This can be pro if you use it well with Freezing Spirit. It’s basically a targeted version of Freezing Spirit that hits the enemies around the target. Slows movement and attack speeds by 50% for 4 seconds. Useful if you’re having your frail mage-body knocked around by a bagi. Damage on it isn’t that great, but it has utility.
Rating: A
Imitid Flash:
Ok, this spell can be insane. It does high aoe damage around the caster in a large radius, and causes a self-buff for 5 seconds which increases lightning damage by 110% for its duration. That more than makes up for the difference between fire and lightning damage, but you can’t exactly spam it. It works well in combination with either lightning circle, thunder spear, or cruelty lightning.
Rating: A
Summary: All in all the Incar spells are uncreative and boring. Each tree is a blatant replica of the others, and there are trends that make no sense. Why does fire have the highest base damage, even when similar spells in other trees do EXACTLY the same effect? It’s almost nonsensical to get any ice spells that don’t have a slow effect, as their damage is so much lower. It seems like whoever put together the abstract plan for Incar spells is brain dead in the right hemisphere, because there is zero creativity here. Every spell is just another nuke.
All Incar spells either…
A: Nuke one guy.
B: Nuke more than one guy.
C: Nuke a guy and slow him.
D: Nuke a guy and make other lightning nukes nuke more.
E: Nuke a guy and move your character slightly.
Someone has the creative capacity of a teaspoon.
Really.
Oh, and if you don’t like what I said, don’t bother flaming me. I don’t care. This game has potential(Maybe), I’d hate to see it suck.
Think big…
Not just big numbers.
2Moons Guides *HOT* Incar Magician Guides (3)
Incar - Elemental Guide
I took out energy bolt, because I didn’t notice how short of a range it had compared to other spells when I first wrote a guide. Someone coined this spell as a “suicide spell” and thought that was funny.
Well this build is based on what I’ve learned. i still have yet to try out energy hammer, but I’m getting it for the fact that it is the only new spell from lvl 51-81.
no more maxing elements masteries until the lvl 81 spells, as I found out that having maxed element masteries only raise the lvl 51 spells and below a little bit (200-300 damage only, I still killed the same mob in the same number of spells with level 1 masteries) So you can save a lot of SP from leaving them at 1 and you only lose an insignificant amount of skill power.
My build changed also. No more “wep requirements and the rest in heal”. I just simply keep my SPR exactly double my HEAL stat. I find this to be a “magic” ratio where I deal heaps of damage and tank heaps of damage I don’t keep good builds to myself either.
I’ll use a different method this time, grouping levels by 10s, and offering purports for the lvl 51+ levels.1-10: get all 3 bolt spells, mana force lvl 1, and energy mastery level 1.11-20: get all of the lvl 16 spells, keeping them all level 1. gain seize nimbus. keep putting points into energy mastery.21-30: gain all lvl 27 spells, once again keeping them all level 1. continue add points to sieze nimbus, mana force, and energy mastery.31-40: gain all lvl 36 spells, keeping them at level 1 for now. continue to max energy mastery, seize nimbus, mana force.41-50: begin putting points into lvl 36 aoes. sieze nimbus should be maxed by now. also max energy mastery.51-60: learn all level 51 spells. get lvl 36 aoes to level 7. Now you can max the lvl 51 or lvl 36 skills at this point. so it would look like this at level 80: lvl 36 spells all level 10/ lvl 51 spells all lvl 5. OR lvl 51 spells all level 8, and lvl 36 spells at lvl 7, and one 36 spell at lvl 8. it’s your choice. Either a pvp focused build or aoe. I personally would choose maxing out lvl 36 aoes.61-70: get one point into energy hammer if you want to see it, its the only new spell until lvl 81. I can’t comment on its usefullness, i’ve never had it but its gotta be worth at least 1 point. I read that its a melee physical attack. But maybe its very usefull like it greatly knocks back the enemy or it has great range. Besides energy hammer, continue on your path that you chose from lvls 51-60: max aoe or pvp spells.71-80: continue on your path on maxing out the aoe or pvp spells. These are the hardest levels as you want lvl 81 spells so badly but just hang in there, with lvl 10 energy mastery, maxed mana force and nimbus and strong lvl 36 and 51 spells you can make it.81-90: reset skill at lvl 81 to get this build: max out all masteries: fire, ice, lightning and energy. get one point in all active elemental attack skills. max out nimbus and mana force and magic power buffs. I know that you may feel weak because you completely stripped lvl 51 and 36 spells of all their points, but due to the maxed magic power buff and maxed out masteries, you can remain powerful even with level 1 spells. Also, due to maxed masteries, the lvl 81 spells immediately gain power as if they where level 3 already!After this build I had still had 7 points left, which I used to boost energy hammer to lvl 5. The problem is I haven’t used EH before, so certain players may want to max out energy hammer or some may not use it at all. therefore from this point onward, there are 2 different builds that exist: one without EH, and one with EH. I think a lvl 64 spell should be usefull since the GM give it to you at such a later level. I guess if you don’t use energy hammer, you can boost your spell power by putting extra points into lvl 36 and 51 spells, after all there aren’t many other places to add more points to.91-100: Continue to keep lvl 81 spells maxed, and get lvl 92 spells also keeping them maxed. If u wish too, max out energy hammer, there are definitely enough points to max it.100+: There isn’t much else to do except putting points into level 81/92 spells. Feel proud if you made it this far because now you are the class with the highest damage per second ratio in the game.
2Moons Guides *HOT* Incar Magician Guides (2)
3 Element Mage Build Guide by Warshot
This is a guide for people who want to make an all element mage.
Why play a mage:
-You get to play a female role
-High and consistent damage output
-Lots of AOE skills
-Spells have fancy visuals
-Always welcomed in parties
Why not to play a mage:
-You get to play a female role
-You can throw pretty punches at your enemies all you want and all they will do is point and laugh at you
-Relatively low defense
Why play a 3 element mage:
-Have all the high level spells for maximized carnage
-Less effected by mobs with elemental resistance
-Better PvP
-More choices for making your attack combos
-All the mages will be going 3 elements at high levels anyway
Why not to play a 3 element mage:
-There is no reason not to IMO
-Maybe except you will be slightly weaker from lvl 21 to 35, you probably won’t even notice itLvl 1-20
These are the newbie levels, you should be able level very fast no matter what build you have. Always having the 3 top spells will make the process go even faster. You will only need one point in each of the lvl 7 and lvl 16 spells, and you should start upping 2 of the 3 elemental masteries. I recommend fire and lightning for their early level AOE spells. For passive skills, just put left over points into energy mastery, and some points in mana force is mandatory. Seize Nimbis is a nice and cool looking buff spell, but energy mastery will net you more defense bonus in the long run. The elemental resistance is rarely needed unless you are pvping against other mages. Besides having to recast the buff over and over again is rather annoying, you will probably forget half of the time anyway.
Lvl 21-33
These will be relatively tedious levels. Try to level with parties, it’s still very doable. At level 27 you will get 3 new shiny spells, level27 ice is crap, it takes forever to cast and only freezes a target for 2 second and doesn’t even work half the time. Level27 lightning is a descent AOE spell with nice damage. And don’t look down on level27 fire just because it’s a close range. It is perhaps IMO the best lvl27 spell, it can be casted almost instantly and has very high damage output for early levels. It makes a great finishing move or the skill to use in a pinch. You should learn to use it, love it, but only put one point in it.
Also lvl 16,27 fire and light spells make an excellent AOE combo at early levels. You will be able to kill mobs very fast if you can master them.
If you really can’t get through these levels without using more points in spells(Unlikely IMO), you can always do a reskill at lvl36.
Lvl 34-35
The reason I put these 2 levels separately is because you will be able to go in Nunvice dungeon at 34, in there you will be able to get to lvl 36 super fast regardless of what build you have.
Lvl 36
The power of the mage is finally unleashed, you will now be able to get back at all those that looked down upon you before and stomped them to the ground. Go back to Heiharp and teach the noobs there why mages rock
From now on you should focus on maxing out lvl36 fire and light, lvl36 ice will be your backup AOE spell. Note that the cooldown times allow the 3 spells to be casted one after another.
Lvl 51
Don’t get the the lvl 51 skills if you don’t pvp a lot, they are not good for your general pve. Even if you like to pvp or just adore the fancy visuals, 1 point in each will be enough.
Lvl 81
Lvl 81 ice, good. Lvl 81 light, good. Lvl 81 fire, hmm the fire tree is going downhill.
Lvl 92
If you made it this far then grats, you are now an Uber mage. Use your ultimate spells to nuke everything you see unfit. This is also a good time to reskill since all the skills are out. If you reskilled already, then consider the cash shop, after all a game that made you waste hundreds of hours of your life is probably worth a couple bucks on, neh?
Following the reskill below you will have 20 points left to pump up you favorite lvl 81, 51, 36 (lvl 7!?) spells.
Statswise
Anything in between the 1-4 and 2-3 heal/spirit ratio is good. Mage stats are simple, there is really no need to go too deep. Just up spr if you feel uncomfortable with another mage doing more damage than you and up heal if you find your self dying too fast.
Equipment
If you are going for a 3 element mage then the wand is your obvious choice of weapon. Since mage armors have low def compared to other classes, I highly recommend getting 4 socket armor and helmets to put +def medials in them. For accessories, wear only +def rings necklaces. The reason is because every point you put in heal only gives you ~1.5 def while every point spr gets you ~3 magic damage. So the +def accessory will give more bonus in this respect. Socket your wand with pyramids since they will help increase attack power for all of your spells.
Where to Grind
1-20 Loa/Braiken Castle -> North Morte/Are -> Denebe
Pretty straightforward, you can do some newbie dungeon runs too.
21-33 Heiharp
Heiharp will give you the most exp for the bang if you can find a good party. The first time you get to Heiharp, go all the way to Parka Shrine and set your return point there so you don’t have to walk all the way back if you die/restock.
34-50(54) Nunvice Dungeon in Requies
Nothing beats 500exp for an easy to kill spidey. If you make it all the way through you will also get a whopping 50k exp. Killing the last boss is optional, the reward you get is not good for mages. If you are still not sick of running the dungeon yet after lvl50 then feel free to hardcore your way through to lvl55.
51-54 Norak Cave 2
If you feel you’ve graduated from the dungeon then this is the place to be. Peccare and frailers in the middle of the cave will be the best target for mages.
55-65 Crespo
This place is a heaven for mages if you can learn to avoid those minibosses. High mob limit(4) and lack of ranged mobs will make grinding less of a pain. Feel free to do some lvl60 dungeon runs.
65+ Draco Desert
Prepare for a potfest, the exp will be worth it though.
( this article comes from 2moonsworld.com)
2Moons Guides *HOT* Incar Magician Guides (1)
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