Thursday, September 19, 2013

Dark Elf Builds

Wizard Psyche Build


Summary

The psyche build is the most common of Wizard builds, as most of the wizard skill tree is based on psyche, including their damage drop shield. They have a range of area of effect attacks that allow them to deal a moderate amount of damage to a large number of monsters, making them ideal for 'grinding' at high density places such asRahkon. Wizards are therefore often a welcome addition to parties aiming to level. However, they only deal moderate damage to single targets, and are therefore weaker in the pvp aspects. Some of their debuff and party skills are great for Township Battle situations, or for pvp between parties; however, they are more suited to supporting their team in pking, rather than actively pking themselves.

Stats

The current belief is that you need a base intelligence of around 80 points, after which you place most of your stats into psyche, and a little into vitality depending on how strong your armour is. This build can be difficult to level up during the mage stages when there is limited psyche based skills.

Main Skills

The most notable one of the skills is the psyche shield, which reduces the damage received by the wizard by a certain percentage (around 32% at level 5) of the psyche. So, if your psyche is 300, and you turn on this buff, each hit you take will be reduced by 100 points. If the monster would hit you for 150 points, it now hits you for 50. This skill is the main reason psyche, rather than intelligence wizards, exist.
Other skills recommended include:

  • Ring burst - this AoE attack should be upgraded to level 6 as the cooldown time decreases to 4 seconds, which makes an enormous difference in the damage dealt overall
  • Magical Piercing - A psyche based AoE that has slightly higher damage than Ring Burst, but a much slower cooldown.
  • Group Mortal Immune - this negates all damage from critical attacks for a short time. As wizards will often be levelling on monsters of a higher level that hit critically more often, this skill is very useful; especially when coupled with 'Killing Time' which would help hasten the slow cooldown time
  • Area Spell - Debuffs multiple enemies at once at a 100% success rate. Regarded by many Party PvP players as being indispensible if you enjoy township battles and such.

Intelligence Wizards

Due to the many AoE based skills, wizards based on intelligence can potentially deal extremely high damage. Given the right skill distribution and equipment, they are capable of both PvE (player versus environment, ie. against monsters and mobs) and PvP (player versus player). The main problem with this build is the lack of Psyche Shield, which may pose a problem if your equipment is less than the best and you are attracting too many mobs. This can, to some extent, be countered by using weapons with damage drop options (Incense Burner of Marea), or health absorption (Teardrops of Edoneh - however, wizards with 'leech' staves might find they need to constantly attack mobs to survive). The survivability problem means intelligence wizards will most likely depend on a party to level as they might find it difficult to survive otherwise.

Main Skills

  • For PvP, the player should consider the high damage intelligence based attacks from the mage skill tree, such as Energy Sphere and Intelligence Beam. Some strategic skills such as Broken bag might also be considered as they can severely debilitate the single target.
  • For PvE, Wide Encourage from the mage skill would deal the highest damage as it is both an AoE and intelligence based. Ring Burst and Destroy from the Wizard skills would also be essential as they both have a component based on magic attack, which is influenced by intelligence. Destroy needs to be coupled with Killing Time from the Wizard tree to be used continuously - this can become tedious as it would have to be cast every 2 minutes.
  • Group Mortal Immune would be extremely useful as it is the only skill an intelligence wizard can use to negate damage dealt.

Stats

Most of your points should go into intelligence with the remaining going into vitality depending on your survivability. (eg. 4 intelligence to 2 vitality)

Warlock

Warlocks, the pvp version of mages after lvl 50, stats: 3 int 1 vitality or full int "before 50" , 5int 1 vit or full int "after 50" , warlocks do devastating damage to targets, but they cannot spam aoes (area of effect damage) like wizards, so they are prefered at 1 vs 1 or known as (pVp), the warlocks can weaken the target before and during the battle, that is along with the damage they do according to various skills they use, which apparently much more than the wizard's skills, but though they do high damage, they are known to be squishy, that is because their shield effect to reduce damage is not as strong as the wizard's shield, but if the warlocks are played well <right skills and combos at right time> , their "preys" will be useless infront of them. warlocks can combine various skills together to form devastating combos, like for example < pollution mind _broken treassure_are toxic potion> this is known as the best DOT ( damage over time) combo effect. In general , warlocks are fun to play but if played right :)
important noticable skills:
*magic mirror: reflects 3 attack hits and bad effects ( i.e stuns, roots, remove buffs skills, etc.....)
*break ability: prevents the opponent from using disorient skills ( i.e paralyzing skills, other warlocks' effects)
*prevent pet: the most beatiful skill to use, specially vs molly pet ^_^ ( this skill prevents pet effects, like critical hit chances, healing effects, and other pet effects)
*snatch: absorb one random buff from ur target, useful against those who wont buff u ;)
*level drop: drops the level of the target's skills, useful against some races of high skill damage
*fake death: very useful skill against some races that use skills to fasten their attacks and damage ( like humans and archers), this skill allows the warlock to be invincible for 5 seconds.

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