Getafix Posted July 21, 2018 Share Posted July 21, 2018 Hi guys, I am new to nukers class and all the info I can find is outdated.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 Link to comment Share on other sites More sharing options...
Pikaciu Posted July 23, 2018 Share Posted July 23, 2018 COPY/PASTE Feoh Archmage guideWhy 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 Expert Casting - Soul Breaker (the description is wrong, magic cooldown is reduced by 20%) and Abyssal Power - Soul Breaker for the cost of not learning (be very careful with it) Superior 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 Drum 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). 85-99Leveling in a party Instances: Kartia's Labyrinth (85+) Baylor (97+) AoE locations: Fairy Settlement (~85~92) Isle of Souls (~91~96) Orbis Temple (~93~98) Guillotine Fortress (~95~98) Land 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 Fairy Settlement (~85~92) Isle of Souls (~91~96) Land of Chaos (~97~101) One by one xp: The Cemetery (~96~99) Phantasmal Ridge (~99~102) 99-105Leveling in a party Instances: Infinite Depths (99+) Command Post (100+) Altar of Shilen (101+) AoE locations: Atelia Fortress (~99~105) Superion Fortress (~100~105) Shadow of the Mother Tree (~102+) Leveling solo Instances: Infinite Depths (99+) (2+ characters for entering) Command Post (100+) (5+ characters for entering) AoE locations: Atelia Fortress (~99~105) Superion Fortress (~101~105) Equipment Set Ultimate Eternal Tunic Magic Type / Transcendent Eternal Tunic Magic Type Weapon Up to +16 overenchantment: Dark Helios Retributer From +17 overenchantment: Dark Helios Buster or Dark Helios Caster and Eternal 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 Ruler's Authority / Chief Monkey Belt (Event) Hat INT + M.Atk Earrings Blessed Antharas' Earring Lindvior's Earring Replacements: Protector's Guardian Earring, Special Resistance Earring - Mental Attack (available only from players), Istina's Earring (normal/wizard/warrior), Enhanced Octavis' Earring (Warrior), Enhanced Octavis' Earring (Wizard), Orfen's Soul Earring Necklace Blessed Valakas' Necklace Replacements: Valakas's Necklace, Istina's Necklace, Frintezza's Soul Necklace Rings Ring of Creation Ring of the Truth-Seeker Replacements: Baium's Soul Ring, Queen Ant's Soul Ring, Enhanced Istina's Ring (Wizard), Ring of the Truth Note: Ring of the Truth-Seeker and Ring of the Truth do not stack. Shirts (L2Store) Shiny Elemental Shirt + 10 Magical Reflect Shirt +10 for Olympiad/Ceremony of Chaos Pa'agrio's Shirt + 10 Eva's Shirt +10 Physical Reflect Shirt +10 Agathions (Event) Bracelet: Evolved Taurus Lv1-5 for utility: Agathion - Gemini#Game Shop Lv++, Agathion - Sagittarius#Game Shop Lv++ Charms (Stage 1 is sufficient): Agathion Charm - Anakim Holly Barrier (L2Store) 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 Dimensional Bracelet - Stage 6 INT Overenhanced Replacement: Advanced Aria's Bracelet#INT Talismans Talisman - Insanity Talisman - Seven Signs Talisman - Abundance Lv. 4 (High-grade) (L2Store) Sayha Talisman (L2Store) Venir's Talisman#Lvl 12 (Can upgrade to 15-16, next step is 20 afterwards) (L2Store) Talisman- Wind Pack#M. Skill Critical Damage Cloak (in order of power level) Cloak of Cold Darkness Nevit's Cloak of Light (L2Store) Cloak of Darkness Exalted Cloak Soltkreig Cloak Brooch La Vie En Rose's Magnificent Brooch#Rare (L2Store) Augment Obsidian or Amethyst/Blue Cat's eye Lv3 (L2Store) Jewels Sapphire, Obsidian, Amethyst, Blue Cat's Eye, Opal and Cat's Eye or Garnet or Diamond or Pearl or Emerald#Lvl 1 or Greater Aquamarine (L2Store) Dyes 3x Lv. 5 Legendary INT Dye (Charisma) replacement: INT+5 and any (or no) second effect 4th slot (L2Store) Normal Olympiad Wondrous Orc Dye Wondrous Kamael Dye Revelation Skills Disparition Unbind Sub class skills Sub - P. Atk./M. Atk. Increase Lv4 Sub - P. Def./M. Def. Increase Lv4 Sub - P. Accuracy/ M. Accuracy Increase Lv4 As Kamael mage (and for olympiad in general) you might want to learn Sub - Atk. Spd./Casting Spd. Increase Lv4. Why not to learn Sub - Critical Rate Increase? Maximum critical rate is around 1 in 3 which does not require more than 300 m. critical rate. Dual class skills Normal: Dual - P. Atk./M. Atk. Increase Lv2 and Dual - Specialized for M. Atk. For olympiad you can choose between various setups. The most standard one is Dual - Physical Trait Increase and Dual - 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 Skill enchant (normal/olympiad specific) Volcanic Destruction - Feoh Archmage Power Elemental Burst - Feoh Archmage Power Chain Blaze - Feoh Archmage Power Arcane Comet Strike - Feoh Archmage Power Quadruple Elemental Blast - Feoh Archmage Power/Chance Elemental Storm - Feoh Archmage Power Elemental Crash - Feoh Archmage Power Elemental Spike - Feoh Archmage Power Ruin - Feoh Archmage Chance/Slow Mass Ruin - Feoh Archmage Chance Meteor - Feoh Archmage Power Magical Charge - Feoh Archmage Chance Magical Evasion - Feoh Archmage Chance Death Howl - Feoh Archmage Chance Crystal Form - Feoh Archmage Recharge Air Rider - Feoh Archmage Empower/Time Burst Casting - Feoh Archmage Shield/Magic Shield Ignore Divinity - Feoh Archmage Chance Ultimate Body To Mind - Feoh Archmage Power Hell Binding - Feoh Archmage Chance Mass Hell Binding - Feoh Archmage Chance Death Breath - Feoh Archmage Slow Death Fear - Feoh Archmage Chance Mass Death Fear - Feoh Archmage Chance Empowering Echo - Feoh Archmage Acumen Death Lord - Feoh Archmage Power PvP/PvE Mage is a ranged AoE class. Your role is to Mass Ruin/Ruin, Shadow 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: Fire Stance - Feoh Archmage, Essence of Mana - Feoh Archmage, Feoh Aura - Feoh Wizard, Dual Class HP. In PvP use Embody 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, Shadow 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, Shadow 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 Talisman - Insanity Talisman - Seven Signs Sayha Talisman One slot for Battle talismans Talisman - Battle: Attack (3-day) Talisman - 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. Talisman - 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, Shadow 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 Talisman- Wind Pack#Defense Talisman- Wind Pack#Debuff Defense Start the match with wind talismans and switch to Venir's Talisman#Lvl 12 and Talisman- Wind Pack#M. Skill Critical Damage after using the skills. Note: if you need to get rid of one talisman switch Talisman- Wind Pack#Defense (against Yul Trickster Talisman- 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 Premium Account Talisman - WIT to fix your casting speed. Brooch Sapphire, Obsidian, Amethyst, Cat's Eye, Garnet and Diamond or Pearl. 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: damage (Blessed Antharas' Earring, Lindvior's Earring, Blessed Valakas' Necklace, Baium's Soul Ring, Ring of Creation), mental (Blessed Antharas' Earring, Special Resistance Earring - Mental Attack, Lilith' Soul Necklace, Baium's Soul Ring, Beleth's Ring) stun (Blessed Antharas' Earring, Special Resistance Earring - Stun, Frintezza's Soul Necklace, Baium's Soul Ring, Queen Ant's Soul Ring). 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 Death Fear - Feoh Archmage and Mass 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 augments: 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 Embody 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. Magical Charge - Feoh Archmage and Magical 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 Embody Mana Armor - Feoh Archmage) or win on time. When your opponents' protections are over you should use Elemental Burst - Feoh Archmage with Water 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 Link to comment Share on other sites More sharing options...
Getafix Posted July 24, 2018 Author Share Posted July 24, 2018 thank you bro for your info... and omg...!!! how much this staff gonna cost...???? rhetorical question... don't answer that... I would also like to know, what should be the priority in gear for the mage class...? Thank you all Lot's of love Link to comment Share on other sites More sharing options...
Stahli Posted July 25, 2018 Share Posted July 25, 2018 Really nice guide! Link to comment Share on other sites More sharing options...
bentorero Posted July 27, 2018 Share Posted July 27, 2018 On 7/23/2018 at 3:07 PM, Pikaciu said: COPY/PASTE Feoh Archmage guideWhy 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 Expert Casting - Soul Breaker (the description is wrong, magic cooldown is reduced by 20%) and Abyssal Power - Soul Breaker for the cost of not learning (be very careful with it) Superior 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 Drum 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). 85-99Leveling in a party Instances: Kartia's Labyrinth (85+) Baylor (97+) AoE locations: Fairy Settlement (~85~92) Isle of Souls (~91~96) Orbis Temple (~93~98) Guillotine Fortress (~95~98) Land 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 Fairy Settlement (~85~92) Isle of Souls (~91~96) Land of Chaos (~97~101) One by one xp: The Cemetery (~96~99) Phantasmal Ridge (~99~102) 99-105Leveling in a party Instances: Infinite Depths (99+) Command Post (100+) Altar of Shilen (101+) AoE locations: Atelia Fortress (~99~105) Superion Fortress (~100~105) Shadow of the Mother Tree (~102+) Leveling solo Instances: Infinite Depths (99+) (2+ characters for entering) Command Post (100+) (5+ characters for entering) AoE locations: Atelia Fortress (~99~105) Superion Fortress (~101~105) Equipment Set Ultimate Eternal Tunic Magic Type / Transcendent Eternal Tunic Magic Type Weapon Up to +16 overenchantment: Dark Helios Retributer From +17 overenchantment: Dark Helios Buster or Dark Helios Caster and Eternal 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 Ruler's Authority / Chief Monkey Belt (Event) Hat INT + M.Atk Earrings Blessed Antharas' Earring Lindvior's Earring Replacements: Protector's Guardian Earring, Special Resistance Earring - Mental Attack (available only from players), Istina's Earring (normal/wizard/warrior), Enhanced Octavis' Earring (Warrior), Enhanced Octavis' Earring (Wizard), Orfen's Soul Earring Necklace Blessed Valakas' Necklace Replacements: Valakas's Necklace, Istina's Necklace, Frintezza's Soul Necklace Rings Ring of Creation Ring of the Truth-Seeker Replacements: Baium's Soul Ring, Queen Ant's Soul Ring, Enhanced Istina's Ring (Wizard), Ring of the Truth Note: Ring of the Truth-Seeker and Ring of the Truth do not stack. Shirts (L2Store) Shiny Elemental Shirt + 10 Magical Reflect Shirt +10 for Olympiad/Ceremony of Chaos Pa'agrio's Shirt + 10 Eva's Shirt +10 Physical Reflect Shirt +10 Agathions (Event) Bracelet: Evolved Taurus Lv1-5 for utility: Agathion - Gemini#Game Shop Lv++, Agathion - Sagittarius#Game Shop Lv++ Charms (Stage 1 is sufficient): Agathion Charm - Anakim Holly Barrier (L2Store) 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 Dimensional Bracelet - Stage 6 INT Overenhanced Replacement: Advanced Aria's Bracelet#INT Talismans Talisman - Insanity Talisman - Seven Signs Talisman - Abundance Lv. 4 (High-grade) (L2Store) Sayha Talisman (L2Store) Venir's Talisman#Lvl 12 (Can upgrade to 15-16, next step is 20 afterwards) (L2Store) Talisman- Wind Pack#M. Skill Critical Damage Cloak (in order of power level) Cloak of Cold Darkness Nevit's Cloak of Light (L2Store) Cloak of Darkness Exalted Cloak Soltkreig Cloak Brooch La Vie En Rose's Magnificent Brooch#Rare (L2Store) Augment Obsidian or Amethyst/Blue Cat's eye Lv3 (L2Store) Jewels Sapphire, Obsidian, Amethyst, Blue Cat's Eye, Opal and Cat's Eye or Garnet or Diamond or Pearl or Emerald#Lvl 1 or Greater Aquamarine (L2Store) Dyes 3x Lv. 5 Legendary INT Dye (Charisma) replacement: INT+5 and any (or no) second effect 4th slot (L2Store) Normal Olympiad Wondrous Orc Dye Wondrous Kamael Dye Revelation Skills Disparition Unbind Sub class skills Sub - P. Atk./M. Atk. Increase Lv4 Sub - P. Def./M. Def. Increase Lv4 Sub - P. Accuracy/ M. Accuracy Increase Lv4 As Kamael mage (and for olympiad in general) you might want to learn Sub - Atk. Spd./Casting Spd. Increase Lv4. Why not to learn Sub - Critical Rate Increase? Maximum critical rate is around 1 in 3 which does not require more than 300 m. critical rate. Dual class skills Normal: Dual - P. Atk./M. Atk. Increase Lv2 and Dual - Specialized for M. Atk. For olympiad you can choose between various setups. The most standard one is Dual - Physical Trait Increase and Dual - 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 Skill enchant (normal/olympiad specific) Volcanic Destruction - Feoh Archmage Power Elemental Burst - Feoh Archmage Power Chain Blaze - Feoh Archmage Power Arcane Comet Strike - Feoh Archmage Power Quadruple Elemental Blast - Feoh Archmage Power/Chance Elemental Storm - Feoh Archmage Power Elemental Crash - Feoh Archmage Power Elemental Spike - Feoh Archmage Power Ruin - Feoh Archmage Chance/Slow Mass Ruin - Feoh Archmage Chance Meteor - Feoh Archmage Power Magical Charge - Feoh Archmage Chance Magical Evasion - Feoh Archmage Chance Death Howl - Feoh Archmage Chance Crystal Form - Feoh Archmage Recharge Air Rider - Feoh Archmage Empower/Time Burst Casting - Feoh Archmage Shield/Magic Shield Ignore Divinity - Feoh Archmage Chance Ultimate Body To Mind - Feoh Archmage Power Hell Binding - Feoh Archmage Chance Mass Hell Binding - Feoh Archmage Chance Death Breath - Feoh Archmage Slow Death Fear - Feoh Archmage Chance Mass Death Fear - Feoh Archmage Chance Empowering Echo - Feoh Archmage Acumen Death Lord - Feoh Archmage Power PvP/PvE Mage is a ranged AoE class. Your role is to Mass Ruin/Ruin, Shadow 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: Fire Stance - Feoh Archmage, Essence of Mana - Feoh Archmage, Feoh Aura - Feoh Wizard, Dual Class HP. In PvP use Embody 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, Shadow 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, Shadow 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 Talisman - Insanity Talisman - Seven Signs Sayha Talisman One slot for Battle talismans Talisman - Battle: Attack (3-day) Talisman - 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. Talisman - 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, Shadow 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 Talisman- Wind Pack#Defense Talisman- Wind Pack#Debuff Defense Start the match with wind talismans and switch to Venir's Talisman#Lvl 12 and Talisman- Wind Pack#M. Skill Critical Damage after using the skills. Note: if you need to get rid of one talisman switch Talisman- Wind Pack#Defense (against Yul Trickster Talisman- 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 Premium Account Talisman - WIT to fix your casting speed. Brooch Sapphire, Obsidian, Amethyst, Cat's Eye, Garnet and Diamond or Pearl. 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: damage (Blessed Antharas' Earring, Lindvior's Earring, Blessed Valakas' Necklace, Baium's Soul Ring, Ring of Creation), mental (Blessed Antharas' Earring, Special Resistance Earring - Mental Attack, Lilith' Soul Necklace, Baium's Soul Ring, Beleth's Ring) stun (Blessed Antharas' Earring, Special Resistance Earring - Stun, Frintezza's Soul Necklace, Baium's Soul Ring, Queen Ant's Soul Ring). 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 Death Fear - Feoh Archmage and Mass 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 augments: 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 Embody 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. Magical Charge - Feoh Archmage and Magical 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 Embody Mana Armor - Feoh Archmage) or win on time. When your opponents' protections are over you should use Elemental Burst - Feoh Archmage with Water 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? Link to comment Share on other sites More sharing options...
Pikaciu Posted July 28, 2018 Share Posted July 28, 2018 https://eu.4gameforum.com/forums/414/ Link to comment Share on other sites More sharing options...
Pikaciu Posted December 8, 2018 Share Posted December 8, 2018 Link to comment Share on other sites More sharing options...
SuperKek Posted December 9, 2018 Share Posted December 9, 2018 As a archmage play dark elf full int+ retributer m.attack(sa/ls) sos+judicator buff in aoe dot dmg is top for archmage 90% archmages do crit boost =] Realy kamael good for sh only to perma faint enemy Link to comment Share on other sites More sharing options...
IAmPurple Posted March 18, 2019 Share Posted March 18, 2019 On 23/07/2018 at 10:07 AM, Pikaciu said: COPY/PASTE Feoh Archmage guide Sub class skills Sub - P. Atk./M. Atk. Increase Lv4 Sub - P. Def./M. Def. Increase Lv4 Sub - P. Accuracy/ M. Accuracy Increase Lv4 As Kamael mage (and for olympiad in general) you might want to learn Sub - Atk. Spd./Casting Spd. Increase Lv4. Why not to learn Sub - Critical Rate Increase? Maximum critical rate is around 1 in 3 which does not require more than 300 m. critical rate. Dual class skills Normal: Dual - P. Atk./M. Atk. Increase Lv2 and Dual - Specialized for M. Atk. For olympiad you can choose between various setups. The most standard one is Dual - Physical Trait Increase and Dual - 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 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? Link to comment Share on other sites More sharing options...
Nymphadorae Posted March 21, 2019 Share Posted March 21, 2019 On 18/03/2019 at 8:16 AM, IAmPurple said: Why M. Accuracy for AP - only to get the upgrade to revelation skill? Yups Link to comment Share on other sites More sharing options...
Methodical Posted March 21, 2019 Share Posted March 21, 2019 so make main class storm screamer , than dual kamael, or make kamael main and maintain the preawakening skill, cuz kamael cant use race change ticket, and isnt storm screamer best wizard for dmg output why we get so much confusion? regards Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.