Currently the "easiest" build to play would be Poelala Mage. Mages also have a slight advantage that both Poelalas, pet and guest, can be acquired without paying directly. You need Vampire subrace if you're a Mage. Werewolf is for Warriors and Werepyre for Hybrids. As a fully offensive Mage you'd want 250 DEX, INT, and LUK. Take full advantage of Vampire's Mesmerize skill as it can stun the enemy for up to 2 turns at a time. It runs on Charisma but CHA is not worth training for Mesmerize alone. Instead, to boost your Charisma, every time when you log in and change into Vampire armor (regular form, not Beast form), remember to turn on its Charisma drive. It'll give you 50 Charisma. For shields, instead of Cryo Chrono for Ice, I would probably suggest Pies (Dessert set, go into Warlic's shop and click Mastercraft Sets) instead, because it has a one-click Charisma boost. You could increase the chances of success further by pairing it up with a MISC that adds Charisma (not sure which ones are good TBH) or possibly Taladosian Pendant from UR GGBs. The majority of monsters have zero CHA, but the advice here is to give the maximum chances of success for Mesmerize without compromising too much on other slots / components of your inventory.
With two Poelalas, you should not be using anything but magic attacks, whether it's weapons, spells (MP based or SP based), or armor skills that are magic based. There is an unholy trio of very powerful, old lean armor skills that cost SP and are compressed into armors that deal 1.25x damage while still having an old Neutral lean, meaning you deal 125% damage to the enemy while the enemy only does 100% damage to you. They are: Horo-Show Void Vigilante (Ice), White Knight Z (light, this costs Z-Tokens but it's the most powerful light skill in the game), and Taladosian Robes (Energy). For Fire, the choice is between Pyromancer Bloodmage (it's permanently rare but it's got the most powerful MP costing fire spell in the game) and Blazing Bloodzerker (weapon based, element locked to fire, massively boosts your regular attack damage for an SP cost per turn). If you don't have Pyromancer Bloodmage or don't want an MP-costing skill, your only good alternative is Blazing Bloodzerker (UR GGBs). Both are strong. For Earth, I would suggest none other than the Terra Bloodzerker. It's an earth clone of Blazing Bloodzerker which means attacks will be element locked to earth, but the boosts are the same. FOr water, the current best choice IMO is Hydromancer Bloodmage. It's a clone of Pyromancer Bloodmage. Your Vampire no-drop armor (if you're a guardian it adds a 9th slot to your armors that'll be filled by the Vampire no-drop) is Mastercrafted and covers Wind and Darkness, so no need to get armors for those two elements.
Light-White Knight Z
Ice-Horo-Show Void Visor
Fire-Blazing Bloodzerker / Pyromancer Bloodmage
Darkness / Wind-Vampire no-drop
Utility Slot-Kindred's Valiant Spirit, or possibly another nuke armor like Angel of Souls
Energy-UltraGuardian Robes (Energy would be my suggested no-drop element as there aren't any good energy weapons for Mages except for the Star Saber that heals your SP but that one's rare)
If you don't want UR GGBs or Z-Tokens, then the only good options IMO at the moment for Earth would be Cthonian Count (Earth / Ice Vampire), Blue Blood (Water / Light Vampire), basically if you don't want to spend an Ultra Rare GGB or Z-Tokens then I suggest you grab as many vampire armors as you can to cover all the elements, but HSVV, Kindred, Taladosian etc. are F2P.
To sustain the costs of your Vampire's Beast Form, you'll need Rejuvenating Necklace (replenishes MP based on damage done) and Bell Shell (helas HP based on damage done, but without a damage penalty like Crystal of Restless Shadows which heals more HP but has a damage penalty). Blood Contract costs Z-Tokens but it's a worthy purchase as it boosts all of your attacks although it comes at a slight price of the enemy dealing more damage to you. 2 Miscs in the current meta are absolutely necessary: Shadowfeeder Pendant (gives you an extra turn for an SP cost), and Essence Orb (Guardian Tower Shop, trades HP for SP so you can spam skills and some spells, pretty OP). The spells that tie these two together are Purple Rain (look it up, it resets your HP, MP, and SP and allows you to keep statuses / buffs), Moonwalker's Grace (DEX boost, Adder's Forge on Isle D'Oriens, gives greater accuracy and blocking ability for 3 turns), and if you're willing to spend a bit of Z-Tokens, Arcane Amplification (INT boost for 3 turns). All 3 spells are "quickcast", meaning casting them does not take a turn.
The general battle sequence for a mage as of now is:
1. Cast Purple Rain, trade some HP for SP if needed.
2. Cast Mesmerize skill and attempt it twice (this is where you turn on the CHA boost of Vampire armor, the CHA boost of the Pies shield, and possibly add a MISC)
3. Cast Moonwalker's Grace and Arcane Amplification if you have the latter
4. Equip Shadowfeeder Pendant and use it to gain an extra turn, but if you think your SP is too low repeat Step 1 so you will have enough SP for an armor nuke or attack using Beast Form
5. Drop an armor nuke, cast a spell, or use Beast Form and attack until your turns are over (remember, when it says "0" for "Celerity"-extra turn or "Controlled"-that's the name of the status Mesmerize inflicts, stuns the enemy, when you see "0" that means next turn the enemy can attack again)
Overall, much has changed but there's definitely greater variety than before. I've also returned fairly recently and it took me a while to be up-to-date. Have fun and enjoy.
< Message edited by Zionas -- 7/17/2019 11:09:10 >