Animenut1
Member
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There's really two main ways to consider a caster build. Int/End is a tank mage, and Int/Cha is a beastmage. The former obviously sports way more health, while beastmages benefit from follower support. This means that beastmages have the highest damage potential. Pets and guests can use their special abilities to greater effect, or if you have Poelala, you get bigger damage bonuses. Honestly, either one is fine. As a mage, you'll be killing things WAY too fast for health to be a regular issue. The appeal of a tanky mage is understandable, and while some mage supports work really well with CHA, I personally find the survivability to be more appealing since much of the guest/pet support is almost as good without the CHA. And YOU'RE dealing more damage than anything, anyway. CHA is for people that want every single point of damage possible, but I personally think giving up a SMIDGE of damage for double HP is better. In short: Int/End gives up some damage and support for sheer bulk, which is better since the difference CHA makes isn't meaningful enough to give up the END bulk. And then LUK. Always LUK. Getting that first strike in any given battle is way too important. For armors, Aura Knight pretty much got it, but let me elaborate a little... Necromancer. Is. The. Best. Armor. In. The. Game. It takes a long time to go through the process of getting it, and some of the battles are tough, so you'll want other armors first. But once you get Necromancer, you can GENUINELY use literally only that armor for....basically everything. It's laughably overpowered when you learn how to use it right. So, which armors do you want to get before it? I have a ton of the premium package items and can personally vouch for just over powerful Nightmare Queen's Regalia is. It's my ice spellcaster armor of choice. If you have the ability to purchase it, that would be a GREAT place to start because you can use that powerful armor to get through Mage Shop -> Quests -> Final Solstice: Twin Gambits in order to get the Praetorian Warlock armor, which is effortlessly the best fire spellcaster armor in the game. Honestly, don't bother with Fire-Qualia. Praetorian Warlock is miles better. It gives celerity AND a built-in resource regen. Way better than Qualia damaging MP/SP. Honestly, the other elemental slots don't matter much if you have these three. Everything else is just for convenience's sake of having elemental options in a pinch. Necromancer for general-use and longer battles, Praetorian Warlock for quick battles, Nightmare Queen for anything Praetorian is mediocre against (fire enemies exclusively, effectively). But, for reference, these are the armors I personally use... Fire: Praetorian Warlock Water: Chaos Slayer Water Cleric (UR GGB, Much better than Archmage Apprentice) Wind: Fungibushi (Ballyhoo Contest item) Ice: Nightmare Queen's Regalia Earth: Eternal Champion's Spirit (Look up location, it's...complicated lol Sheer technicality since Necro defends against earth, sooo...) Energy: Infinite Darkcaster (UR GGB, Neat armor that recovers MP with the DoTs it inflicts Light: Unfortunately, mages don't really have a good light option. Light-Qualia would technically work, but don't waste a GGB on it. I use Fungibushi for the light resist if aaaabsolutely needed. Darkness: Necromancer. Obviously. Extra note: Paladin WOULD be a good light armor for spellcasters, but you cannot use both Necromancer AND Paladin at the same time since their skills require you to have their relevant titles. And since Necro is SOOOOO much better, there's no way to rationalize using Paladin as a spellcaster. Now, as for weapons? Really, it doesn't matter all that much. The UR GGB Arcane Cutlasses are the best in slot for any given element due to their jaw-dropping 30% boost to their element, but that's an UR GGB for eeevery weapon. Bloodblades are much more reasonable to obtain and give about a 15% boost to their element, at the cost of a trivial amount of HP per turn. Honestly, the weapons matter the least for spellcasters. Mages mostly care about built-in armor skills and, occassionally, spells. Speaking of... Noteworthy spells: (Twisted) Siphon (UR GGB, super useful basically-free MP recovery option), and Summon Poelala (UR GGB, magic-boosting pet) are the only ones that remotely matter considering your armors have built-in spells themselves that are way better than most actual spells. Honestly, Summon Poelala isn't THAT good considering the SP upkeep. Not worth the UR, and not worth the SP even if you already had it. Pets: Poelala. Duh. That's all. Shields: Celtic Wheel, Howling Crest, and Academic Crest all have Int Drive on them (+50 Int when toggled) and are worth picking up. Then just whatever other shields you want when you really need the resistances. In summation... The ONLY things that really matter are the armors. Everything else is just minmaxing. Get Nightmare Queen's Regalia, use it to get Praetorian Warlock, use those two to work through the steps needed for Necromancer. You can grab Fungiboshi for gold literally whenever you want without fighting any enemies. What to use your GGBs on? Get Arcane Cutlass of Abyss/Combustion/Shivers to bolster your three best armors. For your fourth UR? Either the Poelala PET (not the summon) for spell damage buffs, or Twisted Siphon if you want a free MP healing option on standby. either way. For the rare GGBs, just grab the Bloodblades of other elements if you want the raw damage. But if you want some weapon recommendations for special effects, not just raw damage, then... Fire: Heroic Titan's Herald (Ballyhoo Contests, inflicts multiple burns) Water: Aqua Magus Staff (R GGB, boosts water damage and has a spell attack that can give an omni-element shield), or Dead Sea Scepter (Talk like a Pirate quiz, applies a burn) Wind: Luminous Whiff (UR GGB, gives Defboost and can Choke) Ice: Frost Magus Staff (R GGB, Ice clone of Aqua Magus Staff) Darkness: Chaotic Lacerta Staff (R GGB, two HP->HP drain poison effects)
< Message edited by Animenut1 -- 1/4/2026 21:37:22 >
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