Ok, here we go!
First of all, I suggest familiarizing yourself with the current meta strategies, particularly the Purple Rain loop. The basic idea is to stun-lock the monster, then crush it with powerful elelocked skills - maximum damage at minimum risk.
Vampire is the best subrace for FO mages. It has Int and Cha drives, an Evolved Form for high damage with lifesteal and, most importantly, a 2/turn qc control status - something that goes great with the current meta.
Finally, before you go do anything else, I suggest buying the Essence Orb misc. It allows for qc conversion of hp into sp, allowing you to spam stuns and skills pretty much every turn.
Now, without further ado:
All the best energy weapons are currently rare, so I suggest making Energy your no-drop element. It wouls also be a good idea to align your Awe special to PWD for that 3% chance of insta-death. (also, don't forget to switch to staff of awe once you go full mage)
Bloodblades and Bloodzerker Blades from the rare GGBs are some of the best weapons in the game. They pay a small hp cost to give you +25% damage, as well as give a 10% damage bonus to spells of their respective element. For fire, ice and earth elements, they're pretty much undisputed as the best weapons available.
Water also has a zerker sword, but you may want to take a look at the revamped Kindred sword. Its chargable autohit gives you some very useful utility.
Switch your class title to Mage or Wizard and grab a Magestave for wind to get a little extra damage from your Warmaster's Burst.
Light also has a Bloodblade, but I'd suggest going for Occult Morningstar Cross. While not an exceptional weapon by itself, it can be clicked on for a 2x damage skill - which has great synergy with Bloodzerker armor toggles or Vamp's Evolved Form.
Voidsplinter Tether or Sunderer give you a source of harm damage.
The meta makes an emphasis on powerful elecomped armor attacks. The strongest of those are the old standard ones - Horo Show, Taladosian and Solaris (to be replaced with WKZ at top levels).
Next up on the power ladder are the Bloodzerkers, especially when combined with Morningstar Cross. They pay a small hp cost to deal +20% damage and have a toggle that locks you to 2x armor element damage. They would cover your fire, water and earth elements.
If you don't have the URs for three bloodzerkers, Torontosaurus Rex (high-cost 1.5x damage fire skill) and WHEEL (old standard armor with weaker elecomp because compression) should cover those elements. For earth nuke just use your Transformation's Evolved Form with Terrazerker Blade.
Your no-drop Vampire Transformation is darkness element with a good enough wind secondary that you don't need another wind armor.
The last slot should go to a utility armor - Kindred (chargable 6x damage weapon element skill), Whispering Raiment (bonus initiative once you reach lvl 5 assassin) or Wizard Robes (Lore Imbue is great for farming and nuking).
Cerberus Ward compresses fire/dark to fit in Irnothorn from your Vault, for 35% extra damage on weapon attacks, old standard and Bloodzerker skills.
If you find yourself with a spare UR, get Golden Dragon Head shield for a boost to your LS rate. Until then, just use your Solaris shield, with a switch to Scarab Shell at lvl 105 (toggle to lower monster MRM, increasing the accuracy of all your attacks).
The rest of your shields are actually pretty good.
Your strongest nukes are compressed in your armors, with the sole exception of Wind and Dark, which can be covered with D-Burst and Warmaster's Burst.
If you don't have a spare UR for Voidsplinter weapons, your Archmage Research or the more recent Runic Binding spell give you a source of harm damage.
Poelala guest is among your first UR priorities (with the Poe pet).
Purple Rain is incredibly useful for the meta. It acts as a save point - cast it once to save your current sp/mp/hp, then cast all your buffs (like Moonwalker's Grace) and debuffs (like Mesmerize), then cast Purple Rain again to return your sp/mp/hp back.
Moonwalker's Grace. Qc Dex boost for some extra accuracy.
If you have some tokens stored, Imbues are certainly worth a look, They change the element of your next weapon attack or skill (not spell!) to a different element and often come with other nifty benefits. For example, you can use Fire Dragon Talon on Horo Show nuke to deal fire element with +50% damage bonus, Dragonslayer Aura to deal Void damage against dragons (great synergy with Dracomorgify), or use Terror Fist with Solaris to get a powerful darkness nuke with some CC utility.
Some other options worth checking out:
- Sizzler 'Splosion sacrifices some damage, but autohits - useful against high MRM wind mobs.
- Knife to Meat You is a qc earth spell, dealing damage without costing a turn. Comes back at Mogloween.
- Edoc Imanok. A qc MRM booster, good for PR loop if you couldn't stun the monster.
- Arms of the Dragonguard make your next attack an automatic Lucky Strike. Not qc.
- Angry Trobble. Can be clicked on for a bth boost. Not qc.
Poelala. First UR priority. Not much point in using anything else.
Kindred pet can gather charges for Kindred sword/armor.
Resist miscs are not really meta anymore - the monsters tend to die long before they make any difference.
Essence Orb, mentioned in the beginning, is your first priority.
On lvl 101, pick up Rejuvenating Necklace - heals your mp based on damage dealt.
At lvl 105, grab SFP. By clicking on it, you can get qc celerity, which has great synergy with PR loop (and is unaffected by stuff like Boss Boost and Freedom).
When Snugglefest comes back, buy Love Potion. Stackable quickcast control is absolutely crazy and, again, great synergy with PR loop.
Taladosian Pendant gives Mental Potency, which increases your chances of inflicting Mesmerize.
Goggernaut Helm gives +10 bth to every attack on the field, without the usual /2 for spells.
There's a great number of damage boosting miscs, so I can't really recommend a single one. Your Irt has Int and bth. Warlic's Oblivion Sphere has Int and Luck. Grakma Warhorn has a Berserk toggle, providing the highest damage boost, but at the expenseof your accuracy.
Bell Shell heals a bit of your hp based on damage dealt. The heal is less than CoRS', but it also doesn't reduce your damage, so it's an overall better choice for FO builds.
Morningstar Helm gives immunity to paralysis. If you want something a little more sp-efficient, Blood Ruby and Liquid Courage give resistances to paralysis and fear respsectively.
Hope the info's useful and don't hesitate to ask if you have any questions!
< Message edited by Primate Murder -- 6/23/2020 5:41:38 >