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Getafix

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Hi guys, I am new to nukers class and all the info I can find is outdated. 

I am lost... any suggestions for this class ? Tips, deference between the races, anything at all, even a link or something...

Thank you all

 

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Feoh Archmage guide


Why Archmage?
 
Do you want to play in a party and level very efficiently at AoE spots? Do you want to pvp in every form (1v1, Group vs Group, Clan vs Clan)? Then do not choose Archmage, choose Storm Screamer.
On the other hand, Archmage can be a good option if you own a Valakas mage weapon or want to play mainly olympiad. Regardless of your choice, the following guide will cover what you want to know as a Feoh since there are lots of similarities between the different classes.

Creating a character
 
There are two options for creating a mage:
1) You can create a Dark Elven Wizard and make 85 with Balthus. The strength of dark elf mage is it has the highest INT which is your most important stat. Dark elf mage has the highest burst potential (damage over a short period of time).

2) Creating a Kamael Mage without Balthus will allow you to keep Skill_1527_1.jpgExpert Casting - Soul Breaker (the description is wrong, magic cooldown is reduced by 20%) and Skill_1474_1.jpgAbyssal Power - Soul Breaker for the cost of not learning (be very careful with it) Skill_11001_1.jpgSuperior Weapon Mastery - Feoh Soulhound. The result will be higher dps, higher enough to be worth taking this route. Your casting speed will be lower specially in the beginning when you miss Stat (WIT) bonus items/skills but do not worry too much about it. As you stack up you will gain enough casting speed and for olympiad you will have several options to fine-tune your casting speed such as: SA, Hat, Bracelet, Sub/Dual class skills, APs.

Additionally for solo leveling you should create an Orc Mystic without Balthus, make it a Dominator and do not learn Skill_11518_1.jpgDrum Melody - Iss Dominator keep Victories of Pa'agrio. After awakening you should change to Iss Sword Muse or Iss Hierophant.

Leveling up
 
If you make a Kamael you will have to refuse the Balthus quest and level manually 1-85 (follow the quests and stay on the quest locations or kill raids untill you reach the next quest - or use fortune pockets).

85-99
Leveling in a party
Instances:
Baylor (97+)
AoE locations:
Map_Fairy_Settlement.jpgFairy Settlement (~85~92)
323px-Map_Isle_of_Souls.jpgIsle of Souls (~91~96)
323px-Map_Orbis_Temple.jpgOrbis Temple (~93~98)
323px-Map_Land_of_Chaos.jpgLand of Chaos (~97~101)
Leveling solo
Mage is the best class for leveling solo, utilize your jumps, air rider and debuffs to keep distance.
You can level very quickly just by doing Kartia's Labyrinth Party (entering requires a party consisting of at least 2 characters though). If it is not enough you should visit some of the party locations and train mobs there, mainly
Map_Fairy_Settlement.jpgFairy Settlement (~85~92)
323px-Map_Isle_of_Souls.jpgIsle of Souls (~91~96)
323px-Map_Land_of_Chaos.jpgLand of Chaos (~97~101)
One by one xp:
323px-Map_The_Cemetery.jpgThe Cemetery (~96~99)
Map_Phantasmal_Ridge.jpgPhantasmal Ridge (~99~102)

99-105
Leveling in a party
Instances:
Command Post (100+)
AoE locations:
Map_Atelia_Fortress.jpgAtelia Fortress (~99~105)
323px-Map_Superion_Fortress.jpgSuperion Fortress (~100~105)
Leveling solo
Instances:
323px-Map_Infinite_Depths.jpgInfinite Depths (99+) (2+ characters for entering)
Command Post (100+) (5+ characters for entering)
AoE locations:
Map_Atelia_Fortress.jpgAtelia Fortress (~99~105)
323px-Map_Superion_Fortress.jpgSuperion Fortress (~101~105)
 

Equipment


Set Weapon
Up to +16 overenchantment: Item_35105.jpgDark Helios Retributer
From +17 overenchantment: Item_35103.jpgDark Helios Buster or Item_35104.jpgDark Helios Caster and Item_17446.jpgEternal Sigil
Note:
You may want to choose buster/caster + sigil for more physical defense.
Caster has higher, Buster has lower damage variation. This means you must choose whether you want higher damage potential or more stable damage.
For PvE use Bloody Helios weapon
Special Abilities
Mystic
Soul or HP+Mystic
Sigel
Augment
+15% M. Skill Critical Damage
Attribute
Fire
Belt
Item_35564.jpgRuler's Authority / Chief Monkey Belt (Event)
Hat
INT + M.Atk
Earrings Necklace Rings Shirts (L2Store)
for Olympiad/Ceremony of Chaos
Agathions (Event)
Bracelet: Evolved Taurus Lv1-5
Charms (Stage 1 is sufficient):
Capricorn Agathion Charm Overenchanted (M. Crit. Dmg)
Aquarius Agathion Charm Overenchanted (M. Atk.)
for utility: Virgo Charm lv12, Aries Charm lv12, Leo Charm Lv++
The charm macros consist of 3 lines:
1) equipping the utlity charm
2) using the skill
3) equipping the primary charm
Bracelet Talismans
Sayha Talisman (L2Store)
Item_39645.jpgVenir's Talisman#Lvl 12 (Can upgrade to 15-16, next step is 20 afterwards) (L2Store)
Cloak (in order of power level) Brooch Augment
Obsidian or Amethyst/Blue Cat's eye Lv3 (L2Store)
Jewels Dyes
replacement: INT+5 and any (or no) second effect
4th slot (L2Store)

Revelation Skills

 
Disparition
Unbind
 

Sub class skills

 
As Kamael mage (and for olympiad in general) you might want to learn Skill_1958.jpgSub - Atk. Spd./Casting Spd. Increase Lv4.
Why not to learn Skill_1959.jpgSub - Critical Rate Increase? Maximum critical rate is around 1 in 3 which does not require more than 300 m. critical rate.
 

Dual class skills

 
For olympiad you can choose between various setups. The most standard one is Skill_1972_1.jpgDual - Physical Trait Increase and Skill_1973_1.jpgDual - Mental Trait Increase. However if you are lacking casting speed you should choose as much casting speed as you need since having capped casting speed is very important for olympiad. If you are losing even when you have the control over your games and are not getting much debuffed you should try increasing your mana from dual class skills.
 

Ability points

 
Normal Olympiad
[IMG] [IMG]

Skill enchant (normal/olympiad specific)

 
Skill_11047_1.jpgRuin - Feoh Archmage Chance/Slow
Skill_11068_1.jpgBurst Casting - Feoh Archmage Shield/Magic Shield
 

PvP/PvE

 
Mage is a ranged AoE class. Your role is to Mass Ruin/Ruin, Skill_11058_1.jpgShadow Snare - Feoh Archmage and nuke, as an Archmage you do not have access to as much crowd control as a Storm Screamer.
Snare is a skill which you normally have to position each time it is cast, however you can create a macro with one line in it: /useskill Shadow Snare; it will automatically put the snare on the same spot.
Volcanic Destruction and Arcane Comet Strike are not exactly AoE, they require flat ground and the ground level of your, and not your target's, position will count when evaluating what they hit. Volcanic destruction actives Elemental Burst and the combination of the two is your greatest power, alongside Arcane Comet Strike and Quadruple Elemental Blast.
Arcane Comet Strike should be used mainly on Burst Casting because of its high mana cost.
Burst Casting triggers every 5 seconds a higher level m. atk boost buff (Mana Burst). The fourth level of Mana Burst lasts 15 seconds and makes you able to cast Quadruple Elemental Blast.
Chain blaze is your weakest skill but is decent enough to fit in time to time.
Elemental Final Storm is mostly useless.
Elemental Spike (reduces your targets attribute defense) and Crash can be used instead of chain blaze in case you are facing a solo target but are practicly useless as well.
Activate these toggles at all time: Skill_11007_1.jpgFire Stance - Feoh Archmage, Skill_19407_1.jpgEssence of Mana - Feoh Archmage, Feoh Aura - Feoh Wizard, Dual Class HP. In PvP use Skill_19408_1.jpgEmbody Mana Armor - Feoh Archmage as much as possible.
Switch from Fire Stance to any other and back to it in order to increase your damage by up to ~10% (+100 attack attribute) for 5 seconds.
 

Olympiad


Terms
Win condition: this includes all of your decisions. Your ultimate goal is to kill your opponent or do more damage by the end of the match. Interrupting your opponent's game plan is just as important as developing your own. Tracking your opponents protections is paramount. It is important to be creative and come up with different strategies time to time to surprise your opponent. In some cases you need to think about altering your win condition during a match.
Tempo: the advantage of initiative.
Protection: a protective buff, these are things like shirt celestal, shirt disparition, disparition, unbind, cats eye, Crystal Form, Flash, Skill_10653_1.jpgShadow Evasion - Othell Ghost Hunter, etc. These effects give you immunity to damage and/or debuffs. They act similarly to chess pieces. Use them to keep your opponent away from checkmate but if you lose them faster than your opponent you are more likely to lose. Some of these pieces can revive (Crystal Form, Flash, Skill_10653_1.jpgShadow Evasion - Othell Ghost Hunter, etc). Abuse them, as they can force your opponent to trade a more expensive chess piece for them.
Disparition is generally the strongest protection, do not give it up too easily. The second strongest category is celestials and the third is debuff immunity.
Disable: A debuff attack which blocks your target from certain actions. Use your protections against them. Disables are generally inexpensive therefore the strongest tools in olympiad as they help you to maintain or regain tempo, or further your win condition of winning on time.
Cooldown: a long reuse skill giving a strong temporary boost such as Burst Casting, Brooch Buff, Ultimate defenses etc.

Preparation

Change your dual class and ability points.
Talismans
One slot for Battle talismans
Item_45618.jpgTalisman - Battle: Speed (3-day) - use it to reduce the reuse time of your cooldowns and protections. Note: not all of the cooldowns and protections are affected by it.
Item_45621.jpgTalisman - Battle: Support (3-day) - use it to remove your opponents protections or reveal them from hide. Note: it doesn't affect every protection (such as unbind, disparition, Skill_10653_1.jpgShadow Evasion - Othell Ghost Hunter). Mainly removes celestial, debuff immunity, hide and talisman effects.
Create a macro of two lines for each battle talisman: equip and use the skill of the talisman. Pressing this macro twice will cast its skill and unequip the talisman therefore it is not needed to put in the macro the enequipment and makes the macro usage more reliable.
Two slots for wind/stat talismans
Start the match with wind talismans and switch to Item_39645.jpgVenir's Talisman#Lvl 12 and Item_39565.jpgTalisman- Wind Pack#M. Skill Critical Damage after using the skills.
Note: if you need to get rid of one talisman switch Item_39566.jpgTalisman- Wind Pack#Defense (against Yul Trickster Item_39567.jpgTalisman- Wind Pack#Debuff Defense). The reason can be for example having only 5 slot bracelet or you are a kamael mage and need to put Item_46042.jpgPremium Account Talisman - WIT to fix your casting speed.
Brooch
Item_38927.jpgSapphire, Item_38870.jpgObsidian, Item_26502.jpgAmethyst, Item_26497.jpgCat's Eye, Item_26481.jpgGarnet and Item_38890.jpgDiamond or Item_38895.jpgPearl. Amethyst is mostly used when you are on Brooch Buff and your target uses Giant's Celestial. It is a very strong effect though and players might alter their win condition warped around it.
Jewelry
There are three required sets of jewels:
Create macros to switch between them. Switch only as many of them that you can handle.
Equip damage jewels in general and stun jewels against Yuls and Othells. Use stun jewels in conjunction with Water Stance and mental jewels for fearing.
Mental buff weapon and buffing
You need a mental shield special ability weapon. As soon as you enter the arena take Wizard Buff and buff mental shield. If you switch to your main weapon within few seconds your HP/CP/MP will be recovered. Against summoners and mages put on spare buffs to protect your important buffs from being canceled.
Augmented Weapons
Use R or higher grade weapons for augmentation and put Soul/Acumen Soul SA's on them.
Mental Attack Succes rate: equip mental jewels and mental attack weapon for landing Skill_11055_1.jpgDeath Fear - Feoh Archmage and Skill_11056_1.jpgMass Death Fear - Feoh Archmage. Preferably stack up the Ignite level (with destruction, burst and crash) beforehand. You can land death breath during fear without breaking it.
Giant's Celestial: Generally you want to protect yourself from the enemy's Brooch Buff. You can also use it against other cooldowns. In some situations you can use it as a tool to regain tempo.
Giant's Sleep: Helps you regain tempo very efficiently.
Giant's Silence: A strong disable. Note: some active skills are not blocked by it such as shirt skills and Giant's Silence itself.
Insane Kelbim
Enables lethal options trough celestials and Skill_19408_1.jpgEmbody Mana Armor - Feoh Archmage. Some strategies are based on this item.
 

Kiting

Movement is one of the most important part of olympiad and your win condition. It can save you from using protections, can defend you from disables and the effect of cooldowns and it can help you regain tempo. Position yourself behind obstacles and kite around them if neccessary. Skill_11094_1.jpgMagical Charge - Feoh Archmage and Skill_11057_1.jpgMagical Evasion - Feoh Archmage are very strong tools, learn to use them. You should generally use them shortly before your protection is over so that you do not need to spend another protection immediately.
 

Match ups

Time is mainly on your side. However, other Feoh Archmages, Iss Doomcryers, Wynn Summoners can burn your HP and then finish you with Insane Kelbim. In some cases Sayha Seers and Othell Rogues might try to win you being permanently on hide casting only Insane Kelbim skill to win on damage. Use your jumps to reveal them from hide and ruin their win condition. Other than that you can always win on time so do not expose yourself unneccessarily.

Feoh Wizard
Even though the different classes of Feohs do different things your gameplan is the same against all of them. Burn their HP/CP using Insane Kelbim (it can kill trough Skill_19408_1.jpgEmbody Mana Armor - Feoh Archmage) or win on time. When your opponents' protections are over you should use Skill_11106_1.jpgElemental Burst - Feoh Archmage with Skill_11008_1.jpgWater Stance - Feoh Archmage and stun jewelry in order to disable them. Feoh vs Feoh can be a very tempo based match up as Feoh has disable with strong damage attached to it. The burn strategy is generally stronger but you have to be careful at all times not to get outtempoed.

Yul Archer
Yuls will use all their protections to maintain tempo as it is their only win condition against you. Use it against them and do not try to fight too much for tempo yourself.

Othell Rogue
Othell Rogue is a very strong disable class and you will be very desperate and have a hard time to overcome their bluffs and stuns since you have only so many protections. You will need to use every opportunity to damage them. Othells will use fake death to trade for your protections, punish them with jumps, death howl and meteor for it. They will very easily regain tempo with hide, but you can force them to use it in a bad position and get them out right after they did it.
They might take the gamble and try to win you with Insane Kelbim and/or Bleed, it is a gamble though, since they can normally not maintain hide for the full duration of the match.

Iss Enchanter
Iss Doomcryer
You can try to kill them with some attack boost buffs and interrupting their heals with Arcane Comet Strike and jumps. You can win some time with good timing on fears and other debuffs. Do not force yourself into a very one dimensional strategy of only attacking them, defend yourself as much as possible and you can win on time which is often times a more successful strategy as killing them can be impossible if they do not fail or you do not get lucky.
Other Iss Enchanters
Against other Iss classes do not even try to kill them if you are not 100% sure you can. You do not need to take the gamble against them as you need to against Iss Doomcryer as they have no way of winning you if you do not kill yourself by burning your mana with senseless trials of killing them.
Against Iss's full hold protection jewelry is needed.

Wynn Summoner
This is the opposite of Yul vs Feoh. In this match up you are the one forced to maintain tempo untill they are dead else they will kill you.

Aeore Healer, Sigel Knight
Same as non Doomcryer Iss's. Do not kill yourself, they cannot kill you. Win as much time as you can.

Tyrr Warrior
Kite their Berserker/Guts, then burn them to the ground.

Eviscerator
It is similar to dagger but instead of hide they have steel mind/spallation. Having to survive the first steel mind can only be avoided with a lucky cancel, otherwise you will need proper kiting and spend some protection to trade for it. You will have to evaluate whether you can survive their next two steel minds. If the answer is no then spend all your protection to chase them down and kill them. Generally you can outlast them though.
 
Against Tyrrs and Eviscerators stun jewels mixed with Lindvior and Trasken can be neccessary.

Sayha Seer
Very similar to Othell. Their Insane Kelbim strategy is more consistent than Othell's since their hide can be maintained for the full duration of the match. Use your jumps to reveal them while evaluating where is the biggest geometrical chance of hitting them. They sometimes pop up between hides on the screen even though you still cannot target them.
 
Last edited: May 23, 2018
 
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thank you bro for your info...

and omg...!!!

how much this staff gonna cost...????  rhetorical question... don't answer that... :P

I would also like to know, what should be the priority in gear for the mage class...? 

 

Thank you all

Lot's of love :x

 

 

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On 7/23/2018 at 3:07 PM, Pikaciu said:

COPY/PASTE

Feoh Archmage guide


Why Archmage?
 
Do you want to play in a party and level very efficiently at AoE spots? Do you want to pvp in every form (1v1, Group vs Group, Clan vs Clan)? Then do not choose Archmage, choose Storm Screamer.
On the other hand, Archmage can be a good option if you own a Valakas mage weapon or want to play mainly olympiad. Regardless of your choice, the following guide will cover what you want to know as a Feoh since there are lots of similarities between the different classes.

Creating a character
 
There are two options for creating a mage:
1) You can create a Dark Elven Wizard and make 85 with Balthus. The strength of dark elf mage is it has the highest INT which is your most important stat. Dark elf mage has the highest burst potential (damage over a short period of time).
 
2) Creating a Kamael Mage without Balthus will allow you to keep Skill_1527_1.jpgExpert Casting - Soul Breaker (the description is wrong, magic cooldown is reduced by 20%) and Skill_1474_1.jpgAbyssal Power - Soul Breaker for the cost of not learning (be very careful with it) Skill_11001_1.jpgSuperior Weapon Mastery - Feoh Soulhound. The result will be higher dps, higher enough to be worth taking this route. Your casting speed will be lower specially in the beginning when you miss Stat (WIT) bonus items/skills but do not worry too much about it. As you stack up you will gain enough casting speed and for olympiad you will have several options to fine-tune your casting speed such as: SA, Hat, Bracelet, Sub/Dual class skills, APs.
 
Additionally for solo leveling you should create an Orc Mystic without Balthus, make it a Dominator and do not learn Skill_11518_1.jpgDrum Melody - Iss Dominator keep Victories of Pa'agrio. After awakening you should change to Iss Sword Muse or Iss Hierophant.

Leveling up
 
If you make a Kamael you will have to refuse the Balthus quest and level manually 1-85 (follow the quests and stay on the quest locations or kill raids untill you reach the next quest - or use fortune pockets).

85-99
Leveling in a party
Instances:
Baylor (97+)
AoE locations:
Map_Fairy_Settlement.jpgFairy Settlement (~85~92)
323px-Map_Isle_of_Souls.jpgIsle of Souls (~91~96)
323px-Map_Orbis_Temple.jpgOrbis Temple (~93~98)
323px-Map_Land_of_Chaos.jpgLand of Chaos (~97~101)
Leveling solo
Mage is the best class for leveling solo, utilize your jumps, air rider and debuffs to keep distance.
You can level very quickly just by doing Kartia's Labyrinth Party (entering requires a party consisting of at least 2 characters though). If it is not enough you should visit some of the party locations and train mobs there, mainly
Map_Fairy_Settlement.jpgFairy Settlement (~85~92)
323px-Map_Isle_of_Souls.jpgIsle of Souls (~91~96)
323px-Map_Land_of_Chaos.jpgLand of Chaos (~97~101)
One by one xp:
323px-Map_The_Cemetery.jpgThe Cemetery (~96~99)
Map_Phantasmal_Ridge.jpgPhantasmal Ridge (~99~102)

99-105
Leveling in a party
Instances:
Command Post (100+)
AoE locations:
Map_Atelia_Fortress.jpgAtelia Fortress (~99~105)
323px-Map_Superion_Fortress.jpgSuperion Fortress (~100~105)
Leveling solo
Instances:
323px-Map_Infinite_Depths.jpgInfinite Depths (99+) (2+ characters for entering)
Command Post (100+) (5+ characters for entering)
AoE locations:
Map_Atelia_Fortress.jpgAtelia Fortress (~99~105)
323px-Map_Superion_Fortress.jpgSuperion Fortress (~101~105)
 

Equipment


Set Weapon
Up to +16 overenchantment: Item_35105.jpgDark Helios Retributer
From +17 overenchantment: Item_35103.jpgDark Helios Buster or Item_35104.jpgDark Helios Caster and Item_17446.jpgEternal Sigil
Note:
You may want to choose buster/caster + sigil for more physical defense.
Caster has higher, Buster has lower damage variation. This means you must choose whether you want higher damage potential or more stable damage.
For PvE use Bloody Helios weapon
Special Abilities
Mystic
Soul or HP+Mystic
Sigel
Augment
+15% M. Skill Critical Damage
Attribute
Fire
Belt
Item_35564.jpgRuler's Authority / Chief Monkey Belt (Event)
Hat
INT + M.Atk
Earrings Necklace Rings Shirts (L2Store)
for Olympiad/Ceremony of Chaos
Agathions (Event)
Bracelet: Evolved Taurus Lv1-5
Charms (Stage 1 is sufficient):
Capricorn Agathion Charm Overenchanted (M. Crit. Dmg)
Aquarius Agathion Charm Overenchanted (M. Atk.)
for utility: Virgo Charm lv12, Aries Charm lv12, Leo Charm Lv++
The charm macros consist of 3 lines:
1) equipping the utlity charm
2) using the skill
3) equipping the primary charm
Bracelet Talismans
Sayha Talisman (L2Store)
Item_39645.jpgVenir's Talisman#Lvl 12 (Can upgrade to 15-16, next step is 20 afterwards) (L2Store)
Cloak (in order of power level) Brooch Augment
Obsidian or Amethyst/Blue Cat's eye Lv3 (L2Store)
Jewels Dyes
replacement: INT+5 and any (or no) second effect
4th slot (L2Store)

Revelation Skills

 
Disparition
Unbind
 

Sub class skills

 
As Kamael mage (and for olympiad in general) you might want to learn Skill_1958.jpgSub - Atk. Spd./Casting Spd. Increase Lv4.
Why not to learn Skill_1959.jpgSub - Critical Rate Increase? Maximum critical rate is around 1 in 3 which does not require more than 300 m. critical rate.
 

Dual class skills

 
For olympiad you can choose between various setups. The most standard one is Skill_1972_1.jpgDual - Physical Trait Increase and Skill_1973_1.jpgDual - Mental Trait Increase. However if you are lacking casting speed you should choose as much casting speed as you need since having capped casting speed is very important for olympiad. If you are losing even when you have the control over your games and are not getting much debuffed you should try increasing your mana from dual class skills.
 

Ability points

 
Normal Olympiad
[IMG] [IMG]

Skill enchant (normal/olympiad specific)

 
Skill_11047_1.jpgRuin - Feoh Archmage Chance/Slow
Skill_11068_1.jpgBurst Casting - Feoh Archmage Shield/Magic Shield
 

PvP/PvE

 
Mage is a ranged AoE class. Your role is to Mass Ruin/Ruin, Skill_11058_1.jpgShadow Snare - Feoh Archmage and nuke, as an Archmage you do not have access to as much crowd control as a Storm Screamer.
Snare is a skill which you normally have to position each time it is cast, however you can create a macro with one line in it: /useskill Shadow Snare; it will automatically put the snare on the same spot.
Volcanic Destruction and Arcane Comet Strike are not exactly AoE, they require flat ground and the ground level of your, and not your target's, position will count when evaluating what they hit. Volcanic destruction actives Elemental Burst and the combination of the two is your greatest power, alongside Arcane Comet Strike and Quadruple Elemental Blast.
Arcane Comet Strike should be used mainly on Burst Casting because of its high mana cost.
Burst Casting triggers every 5 seconds a higher level m. atk boost buff (Mana Burst). The fourth level of Mana Burst lasts 15 seconds and makes you able to cast Quadruple Elemental Blast.
Chain blaze is your weakest skill but is decent enough to fit in time to time.
Elemental Final Storm is mostly useless.
Elemental Spike (reduces your targets attribute defense) and Crash can be used instead of chain blaze in case you are facing a solo target but are practicly useless as well.
Activate these toggles at all time: Skill_11007_1.jpgFire Stance - Feoh Archmage, Skill_19407_1.jpgEssence of Mana - Feoh Archmage, Feoh Aura - Feoh Wizard, Dual Class HP. In PvP use Skill_19408_1.jpgEmbody Mana Armor - Feoh Archmage as much as possible.
Switch from Fire Stance to any other and back to it in order to increase your damage by up to ~10% (+100 attack attribute) for 5 seconds.
 

Olympiad


Terms
Win condition: this includes all of your decisions. Your ultimate goal is to kill your opponent or do more damage by the end of the match. Interrupting your opponent's game plan is just as important as developing your own. Tracking your opponents protections is paramount. It is important to be creative and come up with different strategies time to time to surprise your opponent. In some cases you need to think about altering your win condition during a match.
Tempo: the advantage of initiative.
Protection: a protective buff, these are things like shirt celestal, shirt disparition, disparition, unbind, cats eye, Crystal Form, Flash, Skill_10653_1.jpgShadow Evasion - Othell Ghost Hunter, etc. These effects give you immunity to damage and/or debuffs. They act similarly to chess pieces. Use them to keep your opponent away from checkmate but if you lose them faster than your opponent you are more likely to lose. Some of these pieces can revive (Crystal Form, Flash, Skill_10653_1.jpgShadow Evasion - Othell Ghost Hunter, etc). Abuse them, as they can force your opponent to trade a more expensive chess piece for them.
Disparition is generally the strongest protection, do not give it up too easily. The second strongest category is celestials and the third is debuff immunity.
Disable: A debuff attack which blocks your target from certain actions. Use your protections against them. Disables are generally inexpensive therefore the strongest tools in olympiad as they help you to maintain or regain tempo, or further your win condition of winning on time.
Cooldown: a long reuse skill giving a strong temporary boost such as Burst Casting, Brooch Buff, Ultimate defenses etc.

Preparation

Change your dual class and ability points.
Talismans
One slot for Battle talismans
Item_45618.jpgTalisman - Battle: Speed (3-day) - use it to reduce the reuse time of your cooldowns and protections. Note: not all of the cooldowns and protections are affected by it.
Item_45621.jpgTalisman - Battle: Support (3-day) - use it to remove your opponents protections or reveal them from hide. Note: it doesn't affect every protection (such as unbind, disparition, Skill_10653_1.jpgShadow Evasion - Othell Ghost Hunter). Mainly removes celestial, debuff immunity, hide and talisman effects.
Create a macro of two lines for each battle talisman: equip and use the skill of the talisman. Pressing this macro twice will cast its skill and unequip the talisman therefore it is not needed to put in the macro the enequipment and makes the macro usage more reliable.
Two slots for wind/stat talismans
Start the match with wind talismans and switch to Item_39645.jpgVenir's Talisman#Lvl 12 and Item_39565.jpgTalisman- Wind Pack#M. Skill Critical Damage after using the skills.
Note: if you need to get rid of one talisman switch Item_39566.jpgTalisman- Wind Pack#Defense (against Yul Trickster Item_39567.jpgTalisman- Wind Pack#Debuff Defense). The reason can be for example having only 5 slot bracelet or you are a kamael mage and need to put Item_46042.jpgPremium Account Talisman - WIT to fix your casting speed.
Brooch
Item_38927.jpgSapphire, Item_38870.jpgObsidian, Item_26502.jpgAmethyst, Item_26497.jpgCat's Eye, Item_26481.jpgGarnet and Item_38890.jpgDiamond or Item_38895.jpgPearl. Amethyst is mostly used when you are on Brooch Buff and your target uses Giant's Celestial. It is a very strong effect though and players might alter their win condition warped around it.
Jewelry
There are three required sets of jewels:
Create macros to switch between them. Switch only as many of them that you can handle.
Equip damage jewels in general and stun jewels against Yuls and Othells. Use stun jewels in conjunction with Water Stance and mental jewels for fearing.
Mental buff weapon and buffing
You need a mental shield special ability weapon. As soon as you enter the arena take Wizard Buff and buff mental shield. If you switch to your main weapon within few seconds your HP/CP/MP will be recovered. Against summoners and mages put on spare buffs to protect your important buffs from being canceled.
Augmented Weapons
Use R or higher grade weapons for augmentation and put Soul/Acumen Soul SA's on them.
Mental Attack Succes rate: equip mental jewels and mental attack weapon for landing Skill_11055_1.jpgDeath Fear - Feoh Archmage and Skill_11056_1.jpgMass Death Fear - Feoh Archmage. Preferably stack up the Ignite level (with destruction, burst and crash) beforehand. You can land death breath during fear without breaking it.
Giant's Celestial: Generally you want to protect yourself from the enemy's Brooch Buff. You can also use it against other cooldowns. In some situations you can use it as a tool to regain tempo.
Giant's Sleep: Helps you regain tempo very efficiently.
Giant's Silence: A strong disable. Note: some active skills are not blocked by it such as shirt skills and Giant's Silence itself.
Insane Kelbim
Enables lethal options trough celestials and Skill_19408_1.jpgEmbody Mana Armor - Feoh Archmage. Some strategies are based on this item.
 

Kiting

Movement is one of the most important part of olympiad and your win condition. It can save you from using protections, can defend you from disables and the effect of cooldowns and it can help you regain tempo. Position yourself behind obstacles and kite around them if neccessary. Skill_11094_1.jpgMagical Charge - Feoh Archmage and Skill_11057_1.jpgMagical Evasion - Feoh Archmage are very strong tools, learn to use them. You should generally use them shortly before your protection is over so that you do not need to spend another protection immediately.
 

Match ups

Time is mainly on your side. However, other Feoh Archmages, Iss Doomcryers, Wynn Summoners can burn your HP and then finish you with Insane Kelbim. In some cases Sayha Seers and Othell Rogues might try to win you being permanently on hide casting only Insane Kelbim skill to win on damage. Use your jumps to reveal them from hide and ruin their win condition. Other than that you can always win on time so do not expose yourself unneccessarily.

Feoh Wizard
Even though the different classes of Feohs do different things your gameplan is the same against all of them. Burn their HP/CP using Insane Kelbim (it can kill trough Skill_19408_1.jpgEmbody Mana Armor - Feoh Archmage) or win on time. When your opponents' protections are over you should use Skill_11106_1.jpgElemental Burst - Feoh Archmage with Skill_11008_1.jpgWater Stance - Feoh Archmage and stun jewelry in order to disable them. Feoh vs Feoh can be a very tempo based match up as Feoh has disable with strong damage attached to it. The burn strategy is generally stronger but you have to be careful at all times not to get outtempoed.

Yul Archer
Yuls will use all their protections to maintain tempo as it is their only win condition against you. Use it against them and do not try to fight too much for tempo yourself.

Othell Rogue
Othell Rogue is a very strong disable class and you will be very desperate and have a hard time to overcome their bluffs and stuns since you have only so many protections. You will need to use every opportunity to damage them. Othells will use fake death to trade for your protections, punish them with jumps, death howl and meteor for it. They will very easily regain tempo with hide, but you can force them to use it in a bad position and get them out right after they did it.
They might take the gamble and try to win you with Insane Kelbim and/or Bleed, it is a gamble though, since they can normally not maintain hide for the full duration of the match.

Iss Enchanter
Iss Doomcryer
You can try to kill them with some attack boost buffs and interrupting their heals with Arcane Comet Strike and jumps. You can win some time with good timing on fears and other debuffs. Do not force yourself into a very one dimensional strategy of only attacking them, defend yourself as much as possible and you can win on time which is often times a more successful strategy as killing them can be impossible if they do not fail or you do not get lucky.
Other Iss Enchanters
Against other Iss classes do not even try to kill them if you are not 100% sure you can. You do not need to take the gamble against them as you need to against Iss Doomcryer as they have no way of winning you if you do not kill yourself by burning your mana with senseless trials of killing them.
Against Iss's full hold protection jewelry is needed.

Wynn Summoner
This is the opposite of Yul vs Feoh. In this match up you are the one forced to maintain tempo untill they are dead else they will kill you.

Aeore Healer, Sigel Knight
Same as non Doomcryer Iss's. Do not kill yourself, they cannot kill you. Win as much time as you can.

Tyrr Warrior
Kite their Berserker/Guts, then burn them to the ground.

Eviscerator
It is similar to dagger but instead of hide they have steel mind/spallation. Having to survive the first steel mind can only be avoided with a lucky cancel, otherwise you will need proper kiting and spend some protection to trade for it. You will have to evaluate whether you can survive their next two steel minds. If the answer is no then spend all your protection to chase them down and kill them. Generally you can outlast them though.
 
Against Tyrrs and Eviscerators stun jewels mixed with Lindvior and Trasken can be neccessary.

Sayha Seer
Very similar to Othell. Their Insane Kelbim strategy is more consistent than Othell's since their hide can be maintained for the full duration of the match. Use your jumps to reveal them while evaluating where is the biggest geometrical chance of hitting them. They sometimes pop up between hides on the screen even though you still cannot target them.
 
Last edited: May 23, 2018
 

may i know where did u get this post? :)

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On 23/07/2018 at 10:07 AM, Pikaciu said:

COPY/PASTE

Feoh Archmage guide


  

Sub class skills

 
As Kamael mage (and for olympiad in general) you might want to learn Skill_1958.jpgSub - Atk. Spd./Casting Spd. Increase Lv4.
Why not to learn Skill_1959.jpgSub - Critical Rate Increase? Maximum critical rate is around 1 in 3 which does not require more than 300 m. critical rate.
 

Dual class skills

 
For olympiad you can choose between various setups. The most standard one is Skill_1972_1.jpgDual - Physical Trait Increase and Skill_1973_1.jpgDual - Mental Trait Increase. However if you are lacking casting speed you should choose as much casting speed as you need since having capped casting speed is very important for olympiad. If you are losing even when you have the control over your games and are not getting much debuffed you should try increasing your mana from dual class skills.
 

Ability points

 
Normal Olympiad
[IMG] [IMG]

 

 




Why M. Accuracy for subclass skill, instead of defense? What does M. Accuracy do? 
Why M. Accuracy for AP - only to get the upgrade to revelation skill?

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