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Being a Magician (2/3)

About:

The second part of the guide is about the stats, what to expect with being a mage, and gathered information about the skills. However, Stat Builds and such will not be covered here. If you happen to notice some inaccurate or unsatisfactory information in this article, feel free to point it out.

Apprentice Mage:

Congratulations on becoming a Mage! Here are the stats that has the most benefit on you:

  • INT -> Increases inflicted damage by Magical Attack; Increases Max MP
  • STA -> Increases Max HP; Reduces damage received
  • DEX -> Increases evasion rate; Increases chance of blocking

If you are into fighting with other players, INT also reduces damage received from Magical Attacks.

The FP Increase from STA is technically useless, as majority of the Mage skills use MP.

Casting time of skill is not influenced by the DEX stat, and it can be only shorten through factors from rare equipments. Investing more on DEX will mean Evade/Block to be your primary defense. DEX do increase Critical Rate, but uncertain if it also affects the Critical Rate of wand's normal attack. (they occasionally hit a Critical.)

You already know what we'll get with STR. Unless you plan to do normal attacks more often (for some reason), you may also need to invest more points with DEX too. High-rated Elemental Weapons is deemed necessary if this approach will be tried though.

About the Elements:

The connection between each element is an important knowledge for a mage:

This structure works in both ways for monsters and players. Meaning, if a Wind-type monster attacks a player while equipped with an Earth-element suit, taken damage will be really painful when it becomes a critical.

Aside from the basic elements, there's the "psychic", where it serves as a Neutral Magical Attack. You may not worry about re-configuring your type of attacks every time you face different monster types, but it is best to completely rely on this type of attack once you get to the next job change.

Spelling the Spells: The Skills

==> 1st set <==

Consists of the 1st spell at the leftmost column and the entire column next to it.
Your basic attack skills. A few of these are really helpful if set at higher levels.

  • Mental Strike:
    -> Not a traveling projectile (instantly hits after casting)
    -> Fairly strong damage when set at a decent level on early part of the game.

  • Flame Ball

  • Swordwind
  • Ice Missile:
    -> Capable of Slow Debuff (Higher skill level, better chance). Lasts for 42s at MAX.
    -> Effect is hardly felt if against monsters. Perhaps its a decent one if used against players.

  • Static Ball

  • Stone Spike
    -> Capable of Stun Debuff (20% chance at MAX). Lasts for 3s.

==> 2nd set <==

Consists of the entire 2nd column of 5 elements.
Except for the Fire element, the spells here will be your primary attack skills, even though we still have the 3rd set to be unlocked.

  • Flame Geyser:
    -> "Ticking" damage is around 10% of initial hit. 9 hits for 20s at MAX. [Ex.:Overall damage = 1300 + (9x130)]
    -> Not a traveling projectile (instantly hits after casting)
    -> Ideal skill to use in gathering for a mob.

  • Strongwind:
    -> Decent knockback upon hit
    -> To make full use of the knockback bonus, this is advised to be an Action Slot skill only. (Action Slot "overheat" will occur quite often though)

  • Waterball:
    -> Multiple hit (7 spheres at MAX)
    -> Total Damage dealt barely visible due to "bubble flooding". Can be confirmed with the amount of reduction in target's HP gauge.

  • Lightning Ram

  • Rock Crash

==> 3rd set <==

Consists of the 2nd spell at the leftmost column and the entire rightmost column
Although the last to be acquired, this does not necessarily mean that the spells here deal the highest damage. Most of them do come with useful effects that aid both your offense and defense.

  • Blinkpool:
    -> Teleports character at a certain distance (By observation, it's a bit farther than the farthest distance that a spell can be casted to a target)
    -> Increase of teleported distance is hardly felt after Lv.8 (Quicker casting at MAX)
    -> Short cooldown
    -> Active Lock-on to target disappears after casting
    -> Forcibly un-summons active pet (except Buff Pet, i.e. Old Fox)

  • Fire Strike:
    -> Inflicts "Burn Debuff" (target receives more damage from Water attacks). 100% chance. Lasts for 6s.
    -> Lv.1 Fire Strike has almost equal damage with Lv.6-7 Flame Ball against a Wind-type monster.
    -> MP cost at Lv.1 is the same with a MAX Flame Ball
    -> If you intend to use this along Flame Ball, make sure to set this to at least 4 levels below current level of Flame Ball.

  • Wind Cutter
    -> putting it simply, this is a damage-only slightly powered Strongwind, but with higher MP cost.
    -> If you intend to use this along Strongwind, make sure to set this to at least 4 levels below the current level of Strongwind.

  • Water Well:
    -> Inflicts "Wet Debuff" (target receives more damage from Electric attacks). 100% chance. Lasts for 6s.
    -> Not a traveling projectile (instantly hits after casting)

  • Lightning Shock:
    -> Inflicts "Shock Debuff" (target receives more damage from Earth attacks). 100% chance. Lasts for 6s.
    -> Sadly, no Electric spells has the "instantly hit" feature, despite being a Lightning :(

  • Rooting:
    -> Target is unable to move from current position (60% chance at MAX). Lasts for 6s.
    -> Does not inflict damage to target.
    -> Substitute Satanology skill for starting Psykeepers.

/////////////////////////////////////////////////////////////////////////
This conlcludes the second part of the Magician Guide.

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