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Lawful's Mage Guide Part 1

In this guide we'll talk about stats for a mage, about their importance and how will they affect your mage overall.
About spells and ruby builds, we will talk about each spell in detail that a mage owns.
About different spell builds and different ruby builds, ect.

Lets get started now shall we?

1. Introduction

When creating a character you'll read the basic things about the Mage class, that they can turn enemies into ice blocks, burn them to ashes with the wave of a hand, or stop them from moving and that they are very skilled at casting powerful offensive spells.
Well with that its probably the basic and general concept of a Mage, indeed everything described in the basic description is a short rough description of what a mage represents of itself in Allods.
Generally the Mage in Allods will often be sought in parties as a DPS/DD type class wich will enable the party to tear trough monsters in shorter amounts of time, also because of the decent controlling abilities a Mage posseses wich will enable him to control groups of monsters.
The mage is also a Mana using character wich heavily relies on their mana spawn, and as any class does, with each of the mages level increasement , the mana cost to all of his spells also increases, thus its considered to a be a mana starved class and it has to mend to his consumptions carefully.
Also in Allods Mages have a very interesting ability, some of the spells are able to be pre-casted, what does that mean? It means that you can charge a spell outside of combat and walk with it in your hand, then instantly throw it at your opponent when you feel like it. It works well with spells that have a long casting time and you can't afford to cast in combat.

In 1v1 PvP the Mage doesn't shine as brightly as in group or Mass PvP, honestly said, half the classes in Allods with same gear as the mage will probably be able to lay him down. But in Mass and group PvP its a whole different story.


2. Character creation and Racial abilities

When creating a Mage you will have to pick one of three Races availabe, two of them are on the League side and only one is on the Empire side.

As a League member you are able to pick a Mage class of two races, either a Elven Archmage or a Kenian Magician.
As a Imperial fraction member your choice only narrows down to one choice, wich is an Arisen Sorcerer.

There aren't many disstinctions stat wise betwen the classes, well not as significant as to base your choice on them alone, but the Racial abilities provided by each race are a whole different topic, each ability is useful in its own way if used correctly and at a proper time.

Elves:
As a Elven Archmage you will aquire the ability Archmage’s Enlightenment wich will increase the casters total intelligence by 30% for 30 seconds, the ability has a 3 minutes cooldown.
It is argued to be the best Racial ability available for a mage in many topics.
The ability can enchance a Mage's damage capability to sureal heights.
A decently equipped Mage at level 40 in purple epic gear will easily get his intelligence up to around 600, with the 122 Intelligence amulet and with a few stat potions crafted by Alchemy and such, plus the Racial ability, a mage can easily sky his Intelligence over numbers of 1,000, under the effect of a Astral Power potion, the class Mage will become a walking menage for 30 seconds, most likely being able to oneshot groups of players with the cast of just one FireBall, the crits from fireball will easily go over 100,000+ points of damage under those conditions.

Kenians:
As a Kenian Magician you will aquire the ability Magician’s Concentration wich will enable the player for a limited amount of time to resist cast interruptions.
The effect lasts 20 seconds and its cooldown is one minute, also with a special PvP trinket that has a 10 second ability same as the racial, you could increase it to a 30 seconds.
But be aware, the spells will still be interruped if you are knocked down, stunned, feared, ect. It only prevents cast interruptions when damage is received.
Thus with that ability, a Kenian can use such abilities as Fire Wall, Snowstorm, Icy Flow and Lightning Ball more effectively than any other class.

Arisen:
And as a Arisen Sorcerer you will get one aditional spell wich is called Astral Arrow. Its damage is quite formidable and around of the same strength as a Ice Comet. This spell has a 20 second cooldown and a 4 seconds casting time, it also knocks down the target for 2 seconds, wich is one more additional mean of control for the Arisen Mage type.
Excellent ability overall, it hits the target with Astral damage as the name of the spell implies, thus its damage isn't resisted by Elemental resistance but by Divine one, wich is in most cases is lower than the Elemental counterpart. It also has good damage without having a high range betwen minimum and maximum damage, can be used as a precasted nuke spell. And last but not least its 2 second knockdown ability, its a quite precious ability in teamplay with a stalker and warrior, also is a good way to stop a target thats trying to run away.


3. Stats

Every character in Allods has a certain amount of stats, lets review them all and each's usefulness for a Mage.

Where to invest your per level stat points:
I've seen alot of threads lately with people asking wich is the best attribute do drop your points into each level.
There are different opinions on this matter but every experience player would agree that the most balanced and surefire way to invest your points into a good attribute would be - ?Luck!!
Some people might ask why Luck?! Well the answer is simple, every class without exception needs a balanced luck stat so they don't get a high Glancing Blow rate wich will halve the effect of your abilities! To evade that happening you need to keep your luck at a certain balance and the reason why you should pick Luck is because equipment that comes with good stats wich includes Luck is usually quite Rare and in MOST cases you would have to sacrifice alot of your Intelligence/Perception stats to aquire Only Luck!
Thus adding it will relieve you from the stress of sacrificing too much of your other important attributes to get a luck balance.

For a example most gear with luck usually comes with Agility, Stamina or Endurance, and no Intelligence or Perception and you have to replace your Intelligence or Perception gear that usually comes with both stats on the same item and even also comes with Stamina or Agility to get only luck, ending up in you losing a larger amount of important stats.

Other good alternatives are Wisdom since Wisdom is usually not in very large amounts on Intelligence and Perception gear, thus even less on Luck gear, but its still there.

The worst scenario is investing your Points into Intelligence or Perception since these stats come easiest and in the largest amounts.

Thats it for the where to put points pointers. Lets continue with the stats section.

Strength - represents the modification of damage in close range, applies to damage from normal attacks aswell as physical spell attacks, useless for a Mage, you can totally ingnore this stat without suffering severe consequences as with some other stats.

Finesse - represents the resist modificator that a enemy will have against your physical attacks. Useless for a Mage, you can also keep this stat at a minimum.

Expertise - this stat affects the accuracy of your physical attacks, useless for a Mage also, you won't even use physical attacks.

Agility - a stat that affects the chance of you dodging a enemy physical attack, a important stat for the Mage as for both PvE and PvP. But most INT/Perception gear will come with either Agility or Stamina, so this stat will be actually quite high.

Luck - a stat that affects how often will you deal critical or glancing blows. Very important for Mages, probably i'd say this is the second or third most important stat for a Mage but its harder keeping it in balance without sacrificing Intelligence and Perception.

Endurance - a status that determines the chance with wich you will receive a critical or glancing blow, it has a mediocre significance both in PvE and PvE.

Stamina - a status that determines your maximum health points, very important for Mages.

Intelligence - a stat that affects a characters Magical attack, a extremly important stat for a Mage , wich multiplies the total damage of your spells from your wand power.

Perception - stat determines the amount of resistance your enemy will have against your magical spells, a important stat for a mage, in other words, if you can't penetrate your enemies magic resistance than you won't do any damage!

Conviction - a stat that affects the success of your control abilities such as dissorients, stuns, slows, ect. Mediocre usefulness in PvP and generally not a very important stat to look out for.
It will be rised a bit anyways out of the random gear you'll be wearing since some of it is bound to have a bit of it on it.

Willpower - the counterpart of Conviction, a stat that affects the success of you being affected by control abilities. Mediocre in PvP and useless in PvE, not a stat thats worth worrying about, same as the one above.

Rage - a stat that determines the seriousness of wounds that you will deal to a target , mediocre usefulness in both PvP and PvE, not a stat worth worrying about, will come itself ingame with gear.

Faith - a stat that determines the effectivness of your heal spells on wounded targets, its not quite useful for a mage since we only have one healing ability, but still i won't pass it around and keep it at minimum, always good to have a bit of it laying around, but don't worry too much about that, equipment your going to wear is bound to have some faith on it.

Wisdom - the counterpart stat of Stamina, it affects your maximum Mana points and their recovery rate, for a Mage this stat will also be one of your most important ones since Mage is a mana starved class - he eats alot of MP to sustain his spells and barries, so having low of this stat will have you unable to be effective in combat.

The most important stats overall for a Mage would be as a first Perception, then Luck<=>Intelligence, Wisdom, Stamina and Agility, altho Stamina and Agility can be overlooked a bit since most of the time shields will cover for your damage received.
And with a few further builds i will provide, you won't have to worry much about Mana consumption while keeping up Shields in PvE as a mage. These are the main attributes for PvE, altho for PvP you would want to add some Endurance to them to resist criticals and have a higher chance of receiving a glancing blow.

Most people would think that choosing either INT or Crit mage, you would have to drop one stat indefinetly, wich is not true, you won't be a successful Mage in case with INT if your Luck is too low and your Glancing blows are too often, it will decrease your overall ability to DPS as a whole.
Same for Crit Luck mages lacking in Prception and Intelligence, your crits will not deal much damage if they are either resisted or your intelligence is too low for them to be powerful.
Thus you will have to keep a certain balance in these stats regardless of what affinity you would prefer.
Ofcourse Intelligence mages won't crit as much but they will have to watch their luck from getting out of hand and always trying to keep your critical rate at 5~20% and your glancing blows at a rate of 10%, no higher.

Same for Luck mages, you will want your crit rate to be over 40% but you shouldn't neglect your Intelligence and Perception, as thus having a lack of perception and letting monsters resist 40% of your damage isn't very smart, same as for having intelligence too low, the higher you go in level and the higher the Intelligence number = the more damage it generates, so don't let it drop to a level where a average Intelligence mage will deal more damage with non-crits than you do with crits.

The general damage modificator is dirrectly infulenced by Intelligence at a square rate so you can increase Intelligence as much as you want and the stat won't lose in its effectiveness.

Luck affects two abilities, your critical hits and your glancing blows. As we see in the graph after luck reaches 237, it turns from a linear to a square rate characteristic such as intelligence but the chance of dealing a glancing blow works a bit differently and isn't linear until luck reaches 355. So we can make a conclusion that the round number that we should be aiming for would be from 280 to 350, while balancing the other stats respectively.

Perception, the effectiveness of perception as we see also isn't linear so and in the 230-270 range we see a high effectiveness growth of the stat and after 270 the effectivness slowly starts deteriorating. So the optimal number for this stat would be aroun in the range of 300~350.

The linearity of Faith seems to be quite similar to the one from Perception so the optimal numbers as we see that you would want to go for would be 300~350. Drop of effeciency after 270, same as the chart with Perception.

Endurance affects both the chance of you receiving a glancing or a critical blow, as we see the chance of you receiving a critical hit after the stat reaches 135 isn't linear and decreases drastically down till the stat reaches 273 after wich it just focuses on being at minimal chance. And as we see the chance of you receiving a glancing blow is linear up to the point of 186, then it slowly starts being more effective.

With that said, you shouldn't really concentrate on increasing the stat much after it went over 230~280 since thats the optimal value you would prefer for it not to influence your other characteristics.

So what conclusion do we reach here after seing all these graphs?
Intelligence is possible and should be increased infinitely because of the linear and stable increase in overall damage for a Magician.
Wisdom should be increased until a certain point. By means of testing it came above that the optimal stat value for it would be the only value that you set it to! Like i said a mage burns trough mana very quickly so there is never enough of this stat, the higher you can keep it without sacrificing other important stats = the better.
Perception should be at around the number of 300~350 and should be kept at that number since any higher and its effectiveness will drop noticeable and the points are better off in another attribute.
Luck should be kept at around the number of 280~350 but if you have the option of having more luck without sacrificing other stats then by all means you should get more, but don't get too fanatic about it.

As for all the other stats, they should be kept at minimal level.

Naturally the higher the stats - the better but lets keep in mind that certain stats start to lose their effectiveness after they reach a certain point and further points should not be wasted into them but rather allocated somewhere else.

Credits: Lawful

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