Difference between revisions of "ChaoticEvilBobRoss:Highelf Mage"

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(Skills at 50:)
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*Xray (if you can afford it via lore points)
 
*Xray (if you can afford it via lore points)
  
==How to play:==
+
==How to play==
 
*You are going to want to have a Ball Spell alias that looks something like this:  
 
*You are going to want to have a Ball Spell alias that looks something like this:  
 
**<span style="color:blue">'''alias x cast fireball;cast blizzard;cast boulder blast;cast poison cloud.'''</span>
 
**<span style="color:blue">'''alias x cast fireball;cast blizzard;cast boulder blast;cast poison cloud.'''</span>

Revision as of 22:24, 10 May 2022

Reasons why account bound tears make sense.

  1. You don't feel bad playing your main. At the moment if you play your main and have the items you want, you're just wasting opportunity cost by continuing to play this character over a weak alt who is not fun to play - but who may be once they get a build defining item (see almost every other game in existence that lets you do this). It's a lose-lose situation because you either play a weaksauce character who isn't fun or you play your main but are locked into that character because you aren't improving your alts. You get your big item and then IMMEDIATELY stop playing that character because you are wasting time building it now.
  2. Tear items already have level requirements. If the purpose of character bound tears was to stop you from kitting out a new character instantly at lvl 1, this is already served by the level requirements.
  3. Quoting Pools here - "You should be able to get a cool weapon like Dream Eater or Chaos or Kunitsune on a level 35 or 40 and get that last 100m exp with a cool build There'd be so much more motivation to level a new character if you could feed it new gear as it levels between 25-40."
  4. It is extremely satisfying to be able to play on a character and then use it to work towards something for an alt, who might not be that strong without said item you are working towards - see any successful action rpg like borderlands, diablo, path of exile etc. This increases the amount of people online and makes game seem more alive.

High Elf Omnimage

Description: Have you ever wanted to feel like a true Wizard, who has a tool in their kit for every occasion? If so, check out this build:

As a High Elf Mage, you have a ton of Mana. You start with 80 at level 1 and get 8 per level! Not only that, but you also get a Lore Point per level (as in, 1 extra lore point to learn a spell when training the Lore skill) and the ability to Fast Learn Element skills. Fast learning is really powerful: For every point you put into an element, you get 2 skill up to 16 in that element. After that, you go up by 1 point as usual. This means that you would only need 8 points trained in Fire Magic to have 16 Fire. As you can imagine, this is the crux of the Omnimage build - a flexible but strong playstyle to conquer anything that you encounter on your adventures. Aside from these attributes, you are also give 50% innate confusion and paralysis resistance and the ability to see invisible creatures up to 6 squares away.

So let's get down to it. I am going to break this out for a level 25 and then how to progress up toward 50.

Guild: We want to be an Omnimage, so we are going to the Mages Guild.

MageSprites.pngMageSprites2.png]

  • As a quick overview, the Mages guild gives you access to some great perks to aide in your casting:
    • Each level you gain +10% of your base mana and +2 meditation. This means that at guild level 10, you have a doubled mana pool as well as 20 meditation! Unfortunately, this power comes at a cost...you get a -5 in all weapon skills except from Whips and Staves.
    • Mages get access to a free spell library in the guild where you can go and learn spells. They rotate often, so with a little patience, you won't even need to buy a spellbook.

On top of this, Mages have access to mage guild exclusive gear like Fancy gloves that give +1 to an element, Special Robes that are highly resistant to magic, a cool cap that gives you some Arts (things that make your spells cheaper), meditation, and a bit of SP, and Elemental Staves which give you +2 in their element type.

Gear @ 25 and up to 50 (Pre Soko, with soko and LQ items in a bullet below them):

The main rule here is that we do not want to bungle our spells!

  • Helm: Shogun's Kabuto is a good choice, but you can also go for an Agility +10 Cloth hat or a Wizard's Cap. If you're OK with renting an Artifact for 1 crown (lasts for 4 hours so it's a great deal) a Firestone Tiara or Imperial Crown of Samhoc are great choices as well.
    • Even when you can get Sokoban items, the Firestone Tiara remains a strong option here. Of course, a Soko Hat is always a welcomed item.
  • Chest: The Elemental Robes that are world drops are great choices for some extra resistance and element skill, as well as a Gold Dragon Scale Mail or any Agility +10 Cloth robe.
    • Soko Robe or Shirt is good here. Either one works well for your build.
  • Gloves: Our glove slot is pretty limited for a non-bungling option. You'll usually want to go with some Fancy White Gloves of agility +10, or enchanted ones via the armor enchanter machine for the extra protection. You can also opt for one of the colored ones in the Mage guild for the extra element point.
    • Hard to beat Sokoban Wizard's Gloves for some arts and dodge, as well as high AC.
  • Boots: Boots do not bungle! We don't need levitation boots with a speed slot on them as we will be casting our own Fly spell, so really any will do. I tend to like Snow Boots, Boots of Fire Walking, or Dwarven Iron Shoes for the cold, fire, or AC respectively. If you can get some that have both +10 Agility and Armor with 2 slots, you are in EXCELLENT shape.
    • I'd stick to the boots mentioned above in this slot.
  • Cloak: If we're talking non-sokoban, then I really like a Cloak of the Lion in this slot. It gives you fear immunity which means you can free up an Amulet or Ring slot. Finding one with +10 agility or slots on it is tough, but doable.
    • Either stick to the Lion cloak, Grab Wings of the Fae, or get Sokoban Wings if you're trying to squeeze out more damage. Wings of the Fae are excellent if you do not need the fear immunity.
  • Bracers: Chilling bracelet, or +10 enchanted bracers. Not much to be said here, this is a very limited slot.
    • Soko bracers for sure here.
  • Girdle: An enchanted normal girdle works here, or a Girdle of Constitution if you happen to find one from a monster and want the 20 extra hp.
    • It's nearly impossible to beat a Sokoban Wizard's Girdle. The damage reduction for melee types is huge.
  • Rings: In general, you'll want to grab any of the magic rings, or resistance rings if you need to cover a slot. Ideally, you should participate in some LQs when they come up to get one of the LQ elemental rings. A Ring of Whisping Winds, The Inferno, Unfathomable Depths, Opposites, or even Quaking Earth can be great here.
    • Can arguably wear a Sokoban Wizard's Ring if you want a bit of extra hp, sp, find-weakness, and dodge.
  • Amulet: Whichever elemental amulet you would like to grab to give you +3 to an element.
    • Eventually, you will want a Sokoban Wizard's Amulet in this slot most of the time. You could also get an Amulet of the Void in this slot too, if you do not plan on being in melee range often.
  • Weapon: One of the Mage guild Staves works well here, or any 2 slot 1-handed weapon with some elements enchanted onto it.
    • Staff of the Void gives you +4 Death, +4 Life, and 2 slots for other elements or Find Weakness. Alternatively, Chaos gives you +8 Fire magic which is a very strong DPS option and has other useful stats. It's likely the BIS weapon for you, but you lose your shield slot with either of these options.
  • Shield: Shield of Power is a great one for this slot.
    • You'll want to replace this with a Sokoban Wizard's Shield or a Tome of the First Mage (Tear item).

Skills at 50

  • 8 total Earth with skills and gear. Try to get as many points as you can via gear.
  • At least 8 total Water magic from skills and gear. You can decide if you want to split between 2 or 3 elements. I recommend 2 and they are Air and Fire.
  • As much Air as you can get via training and gear. If you have to pick between Air or Fire as your primary, I'd recommend going Air as it gives you access to Shock, Cut, and Smash damage types which makes you generally powerful.
  • Same for Fire and if you make it your primary element, then get Air as your second highest to have good support in that element. A good omnimage build will try and balance Air and Fire while leveling or RDing to be generally effective against enemies and prioritize one or the other (or even Water) depending on the LQ boss you are facing.
  • 8 total Spirit with skills and gear. Try to get as many points as you can via gear.
  • 8 total Life with skills and gear. Try to get as many points as you can via gear.
  • 8 total Mind with skills and gear. Try to get as many points as you can via gear.
  • 20 Find weakness trained for max damage
  • 27 Death total to have an ArchShog summon/Demon Lord summon. Demon Lord is probably your best option as you'll have decently high fire anyways and this gives it a lot of HP. If you opt to go more into Air, then you can just use Summon Undead instead of Demon.
  • 13 Lore total (We want to be casting Thunderstorm/Dragon Breath as our main damage spells)

The reason you are going fire and air is so you can get full coverage of daamge while rding. Mostly use thunderstorm but if you come across a shock immune or resistant monster, then use dragon breath or sandstorm and boulder blast.

Spells

OK, so you are going to be casting A LOT of spells. Here is a list, I may have missed one or two and if so, please kindly drop them in the comments below:

  • Thunderstorm
  • Dragonbreath
  • Sandstorm
  • Boulder Blast
  • Blizzard
  • Fireball
  • Poison Cloud
  • Mana Shield (You'll want to cast this at close to 90% efficiency to use your large SP pool)
  • Poison Wave (if you can fit it via the Lore points that you have, not necessary if not)
  • Cure Poison & Blindness (unless you are going to use Unicorn Horns)
  • Bless (For the unicorn horns to clear off 2 status ailments instead of just 1)
  • Darksight
  • Dispel Slow (not cured by Unicorn Horns)
  • Fire Wall (especially if you lean Fire Magic)
  • Fly
  • Free Action (unless you want to use potions and save some points)
  • Medium Healing (unless you are healing via potions or the Regeneration spell. Your mana shield should keep you pretty healthy HP-wise)
  • Regeneration
  • Join Player (always good to know)
  • Resist Cold
  • Resist Fire
  • Resist Shock
  • Resist Petrify
  • Resist Magic
  • Resist Curse (if you can afford it via lore points, not absolutely necessary)
  • Satiety (unless you have a Gobstopper)
  • Speed (Or use potions)
  • Strength (if you have the points, can let you carry a bit more loot)
  • Summon Demon/Undead - whichever you choose to use for things like LQs and Yojimbo
  • Teleport
  • Xray (if you can afford it via lore points)

How to play

  • You are going to want to have a Ball Spell alias that looks something like this:
    • alias x cast fireball;cast blizzard;cast boulder blast;cast poison cloud.

This will throw all 4 at an enemy as once and contribute some good damage. Then, you'll want a button for Thunderstorm, one for Dragonbreath, one for Sandstorm and use whichever one is needed depending on the enemy's resistances.

  • You'll also want an alias to summon, something like:
    • alias m cast summon demon.
  • and one to dispel like:
    • alias shift.m dispel summon.
  • Either create an alias button for smart-heal like:
    • alias e smart-heal

or just press the smart-heal button on the screen.

  • It will take care of most ailments for you. For those it does not, you can have an alias for unicorn horns:
    • alias 1 get unicorn from bag;apply unicorn;put unicorn in bag

Finally, most of your other spells are going to be on autocast. You can add a ton of them to your startup commands so that they get going right when you login, and then do whichever others you are missing as you go. Satiety and/or a Gobstopper is going to be your best friend here as you'll be HUNGRY!

This build should give you plenty of tools and option to take down any content in the game, especially while leveling.

If you have any questions or suggestions for the build please comment! Source : https://www.reddit.com/r/wyvernrpg/comments/umxpbm/posting_a_new_build_every_day_until_we_get/