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Posts Tagged ‘fiesta mage pvp skills’

Since I’m back thought I’d put this guide back up with a few changes.
Yes, this is a wall of text – so if you can be bothered and have spare time have fun reading.

Note: This guide wasn’t designed to have pretty pictures and short sentences – just a warning for those who like picture books =P

Last update: Thursday, February 12th 2008

Format of Spells

Spell: Spell name
Level Requirement: what level before you can first learn it, and levels for upgrades
Cooldown: umm….cooldown…?
Duration: how long it lasts
Cast Time: time taken to release the spell
Description: Small description of what it does and any bugs
Empowerments Allowed: what you can empower (not what you should empower)
Empowerments Advised: My recommendations
Empowerments Secondary Advised: Recommendations from others

Introduction

Due to the recent update as fear was returned back to its original effect, mages now suffer a great draw back in burst damage in pvp – Our skills have a long animation time and the cast time, which causes us not to be able to deal a burst of damage in rapid succession which is required to kill a player in pvp (this is in comparison to a fighter of near equal level, who can spam their skills with almost no delay in between each cast). As you must do more then 1666 (stone heal amount) damage to a mage at level 79, plus every 2 seconds a mage can use + 1450 (pot heal amount), fear will cancel out the pot for a small duration [With another new patch fear has lost its ability to stop items from being used], but for other classes their stones heal a far greater amount at 79, and unless your able to deal more then that amount within each stone cooldown time the battle will end up as a stalemate or you losing. Thou mages are still the best in killing alot of mobs at once, due to their two aoe spells (Frost Nova, Inferno), until balances come out, mages will most likely stay PvE (Player Vs Environment).

Level 60~79

Level 60~66

You’ve finally hit 60 Congrats, you’ve become a Powerful Enchanter – but before you can use nova or chaincast, you must first do your job change quest.

Upon completing the job change quest head off to the Uruga Skill master to grab your Nova[1] and Fear[1], and go do the ChainCast quest (This quest is not bugged – grab it off the mage skill master in Elderine, then talk to the skill master in an anti-clock wise direction, each skill master will have a different set task – most are extremely easy [the dead tree souls are in CP, near the prisoners]), but if your too lazy you can always purchase the skill ChainCast[1] from the Item Merchant, but i highly do not recommend wasting 10,000 fame on this.

Spell: Frost Nova
Level Requirement: 60[1], 65[2], 70[3], 75[4], 80[5], 90[6], 110[7], 120[8], 125[9], 129[10 - Final Level]
Mdamage: 87 ~ 108[1], 91 ~ 114[2], 109 ~ 136[3], 114 ~ 142[4], 125 ~ 156[5] – Damage Unknown after level 5
Cooldown: 15seconds
Duration: 12seconds
Cast Time: 2seconds
Description: Chill your enemies in a pillar of frost that causes constant damage over time and freezes them in place [Freeze actually means slow down the enemy - not actually freeze on the spot, Procs every 3 seconds].
Empowerments Allowed: Sp Consumption/Cooldown(-4.5seconds)/Power
Empowerments Advised: Cooldown – 5 points
Empowerments Secondary Advised: none
Notes: The damage difference between Nova[1] Compared to Nova[4] is roughly 34 extra mdmg. This spell can never miss.

With your Nova fully powered with your chaincast and fear, head off to Dungeon of Abyss – north of LS1, its the 60~69 Battle Ground area. If you have access to Spark Cash, I advise you to get Extender 150% and Cookie Pack, with full +9 gear, head off to one of the big rooms and start solo aoeing, if not grab a cleric duo and if your taking heavy hits 120~150dmg, grab a fighter tank and enjoy life in prison for around couple days till you hit 70. This is the best area to train even if its got extreme drama in it, as its a PvP zone – but the loot and the amount of mobs condensed in one place is alot more worth it then anywhere else. If you don’t wish to encounter these dramas, you can always go grind Ancient Stonies, Shylphs or even Blue Trumpy – very good place to start off your 7x gears.

Level 67

The day that most mages dream of, after getting Nova that is xD.

Spell: Inferno
Level Requirement: 67[1], 77[2], 87[3], 97[4], 107[5], 117[6], 127[7 - Final Level]
Mdamage: 252 ~ 314[1], 312 ~ 389[2], 343 ~ 382[3] – damage unknown after level 3
Cooldown: 40seconds
Duration: 12seconds
Cast Time: 2seconds
Description: Burn your enemies in a pillar of flame that causes constant damage over time. [Procs every 3 seconds]
Empowerments Allowed: Sp Consumption/Cooldown(-12seconds)
Empowerments Advised: Cooldown – 5 points
Notes: The area of effect of inferno is much larger then nova, even thou the displayed graphics animation on the ground is the same size. [Cannot Empower damage on inferno - may or may not be a bug, thou Outspark has never acknowledge this] This spell can never miss.

With inferno your grinding at any place will noticeably speed up alot, with the combination of chaincast nova inferno and magic burst – aoeing should be a piece of cake.

Level 70

Well you’ve hit level 70 either by grinding in abyss or AEW/FOS, now the best exp area is Trumpy Remains, this dungeon is relatively hard for a mage without +9 armour, but if you can duo aoe in TR, you’ll be getting around 5k~7k per mob which is a hell of alot (I was duo with a cleric and the exp rate was roughly 823k exp per 23minutes). Only problem with TR is that you only receive 6x armour and 70 weapons/shields, but on the upside the Giant Harpy lives in there and you can farm her for boss item equips – Beware of the heart Trumpy if you have low hp, their magic burst deals quite painful damage.

Level 73

This is the point when pvp really gets overpowered for mages: Stifle, not many people know about this spells potency, as it can really slow down the opponents dps, using their spells.

Spell: Stifle
Level Requirement: 73[1], 89[2 - Final Level]
Cooldown: 60seconds
Duration: 10seconds (need to double check this)
Description: Slows down the animation of the target when trying to cast a spell, this causes instantaneous casting to have a delay before affecting the target. This however does not increase the cast bar of the spell, only the animation in which it tries to follow through. Ie/ when a fighter uses devastate, the sword will hit you but you will not be stunned until around 1 second later, Ie2/ When a cleric uses heal, instead of instantly giving hp, there will be a delay of around 1 second before the spell goes through and hp is recovered. The difference between stifle[1] and stifle[2] is the animation is slowed at a even greater rate then the previous, causing players to use less amount of skills within the duration.
Empowerements Allowed: Duration (currently bugged, does not show how long the duration goes for[3~4 seconds added not 100% correct])/Sp Consumption/Cooldown(-15seconds)
Empowerments Advised: If full pvp build – Duration: 5 points, Cooldown: 5points
Note: Mobs that use caster moves, can also be affects by stifle Ie/Heart Trumpy magic burst, King Kong Phino jump attack. This spell can never miss.

Since this spell doesn’t affect the cast time bar, and affects the animation speed – it can be useful against any class. By casting this spell on a fighter just before deva, it will be near impossible to take you down in that duration, and alot of people mistake this spell as them laggin and they will complain, and some just don’t notice that your not getting hit by anything – since if you try to use animation canceling ie/use rejuvenate and move when the cast bar is finished, the spell won’t go through like it normally does.

Level 79

Well if your 79 and reading this guide either the level cap was raised or your extremely bored….

Spell: Spell Steal
Level Requirement: 79[1 - Final Level]
Cooldown: 2minutes
Cast Time: 1.8seconds
Description: Steals a buff from the opponent, 50% success rate.
Empowerments Allowed: Sp Consumption/Cooldown(-12seconds)
Empowerments Advised: None
Notes: This spell can steal any buff that has a white border

You can have fun with with this buff, especially in pvp and wars.

Buffs list: Goblin Kings Str increase buff, t1~t5 scrolls and potions, Restore buff, Increased attack speed buff [archer], Sacrifice [cleric], Shield block rate buff [cleric], int buff [mage - SnakeEyes], Chaincasting [mage cleric archer], Endure [cleric], Giant Magmaton’s Strength Buff…more to come

Stats

Free Stats

Alright alot of people ask what is the best build, there is no such a thing as a best build, it all depends on the person’s personal opinion.

One point into each stat does this:
END: 5hp, 0.5(pure)def
DEX: +0.2 Eva% (1~50) 0.1 Eva% (51+), +0.3% Aim (1~33) 0.2% Aim (34~67) 0.1% Aim (68+)
INT: 1(pure)Mdmg [bonus 1 Mdmg every 5 points]
SPR: 5sp, 0.5(pure)mdef, 0.2% critical (1~25) 0.1% (26~65) 0.05% (65+)

Now pick your build after knowing these facts.

Try to stick with only two stats, as stats are really accumulative affects and spreading thin your stat points doesn’t give too much of a edge.

[note]: free stat bonuses does not add in the stat window, but does display in the free stat window.

My advice:

Full END: this build is possibly only suited for grinding BG (without cookied) as the pure damage reduction reduces the mobs damage to something very insignificant, but it has its practical uses, but i don’t recommend this build for outside bg purposes.

Full DEX: This build is extremely expensive to build up, unless you have access to funds try to avoid this build as you will need 3xdex on all gear to make it worth while, and your damage at lower levels suffers due to the lack of critical and mdmg. The reason for this build will be for solo aoeing. [Warning: Burning Rock Mobs have really high aim, the chance of evading is low, but still possible - the advisability of this build has gone down to almost zero]

Full INT: General all around damage dealer, with an extra ~121 extra mdmg, you will drop mobs that much faster. This build is preferred over the 25 spirit and rest int build, if you use spark cash critical suits.

Full SPR: From what i’ve seen, a full spr mage has no real advantages as sp capacity isn’t really a problem, nor is the mdef which mages have – the only reason would be to acquire a high critical rate, but due to the steep decline at 65+ stats where you obtain 0.05% critical per point i would not recommend this build.

Hybrid 25SPR/INT: Probably most used mage hybrid build, which incorporates the 5% extra critical with the extra mdmg, and is highly recommended by many people, i would also tell any mage who wants a general build to go this hybrid as its good for all situations expect when you take agro.

Advantages of stats

END: not too much advantage, as monsters do around 300~700dmg and a pure dmg reduction of ~40 isn’t going to be much different, but you will be able to survive one extra hit from mobs compared to non end mages. Thou this build will allow you to show off in PvE (Player Vs Environment), as you can tank in abyss, but you will fail in PvP without question.

DEX: dex is like tossing a coin, with each miss the opponent wastes a cast time, animation back swing, and cooldown, and like all probability games you try to max out your chance of wining thus acquiring as much dex as possible will be your goal if you go this build. [Warning: Due to the bugged item Bellow knight, the Aim on those weapons have rendered Dex extremely useless in PvP situations, with the giant aim on each Bellow Knight Weapon and a T4 Aim scroll, the opponent is guaranteed to hit you 100% of the time]

INT: the pure ~121 extra mdmg can be very handy against those who use spr as a free stat and gear, and the accumulative effect of hitting multiple mobs, but other then that i cannot think of any other advantage.

SPR: another chance game, spr will affect your cooldown, animation back swing, and animation casting time, due to the fact that a critical is like casting the spell twice without doubling the cast time cooldown etc, and with its pure mdef its a double bonus.

Equipment Stats

Once again this is personal choice, but by now you should realize a piece of equipment without high END on it will not do for mages, because of our low hp and def, other stats like DEX INT SPR, can be considered secondary when looking for a equipment piece.

Also by now you should know that the difference between staff and wand isn’t much, but wand with max critical will always have 1% more, this is the only major difference.

Stats on Items and what they do

INT: Adds 1 mdmg per stat point on equips [note this does not equate to 1 damage on mobs, depending on the opponents mdef that is how the damage is calculated - but on a regular mob (yellow) 30int roughly equips to 2~5 extra mdmg]

DEX: Adds 1 aim 1 evasion

END: Adds 1 def 5hp

SPR: Adds 1 mdef 5sp

Max Stats on equips

Well not every piece of equipment can get X amount of stats. From around level 30+, the gears max stats is equaled the half the gears level. Examples are below. [Note: This only counts for normal greens, for 75 blue items, they go according to their 8x counter parts. (this information may not be 100% correct, as i assume this from the fact, that the highest stated chest piece found so far is 40end 75 blue)]

7x equips

Weapon/Shield (70): Max on one stat is 35
Shirt (70): Max on one stat is 35
Boots (74): Max on one stat is 37
Hellm (76): Max on one stat is 38
Pants (78): Max on one stat is 39

8x equips

Weapon/Shield (80): Max on one stat is 40
Shirt (80): Max on one stat is 40
Boots (84): Max on one stat is 42
Hellm (86): Max on one stat is 43
Pants (88): Max on one stat is 44

So you want to be a….

Really high damage dealer, and i don’t care about defense…

Go full int, or 25spr rest int (in free stat). Priorities max int gears and get yourself a Bellow Knight Wand, and do damage empowerments on fireball and magic blast and cooldown on magic blast.

Really high damage dealer, and i do care about defense…

Go full int, or 25spr rest int (in free stat), Priorities high End/Int gears for all your gears, and grab a Bellow Knight Wand, and do damage empowerments on fireball and magic blast.

Be able to solo and deal moderate damage

Go full int, or 25spr rest int (in free stat), Priorities high End/Int/dex gears for your wand, pants and shirt, and end/dex for all the rest of your gears and also get them enhanced to +9, and grab a Bellow Knight Wand, and do damage empowerments on fireball and magic blast, and cooldown on nova and inferno.

Be able to Mank and i don’t care about damage (Mage Tank)

Go full end (in free stat), and priorities high end gears, with a extender and t4 scrolls and full +9 on all gears. [Warning: This build is not endorsed by the author, i highly recommend to avoid ever doing this build, unless you are making it a secondary farming character in abyss situations only. This build does not in anyway give you an edge in PvP or Normal PvE situations - excludes abyss.]

Reasoning for why full end is a waste – Going full end gives you 104+ End at level 89, thats equivalent to 520 hp, and 52 pure damage negation. Take a regular mob in Burning rock for example (Ruby Guardians), they hit me for 280-300 unscrolled and no cleric buff, so take 52 from that, it gives you 228~248, most mages should have 5k hp with extender – that makes it kill you in 21 hits, not bad you say right? As i normally never 1vs1 a mob since its a waste of time, and always aoe – there is usually 6-10 hitting me at the same time, so you die in 2.1~3.5 hits from all mobs, you ask how do i survive? Of course you’ll be able to stone the first round of hits and take alot more, but its because of the speed they die at, they aren’t able to land more then 2 hits each. Full Int mage gains 105 extra damage – burning rock mobs have really high mdef, and your base mdmg doesn’t count for much when attacking a mob, so your nova and inferno relies heavily on your mdmg to deal a high amount. So basically by going full end, you’ve essentially allowed all mobs to hit you alot more times cause your not able to kill fast enough, but then again not everyone solo aoes, so it depends on your own method of killing. But for those who change to full End because they want to survive longer – just remember the mobs survive alot longer too, and your increased survival time is not higher then theirs.

Mage PvP

There are different opinions on how a mage should play in pvp, each persons opinions have their own reasoning, and its up to you if you decide to use the advice or not.

Spells below are pvp based:

Spell: Fear
Level Requirement: 60[1], 75[2]
Cooldown: 1minute 30seconds
Duration: 3seconds[1], 4seconds[2]
Description: Immobilize a target to the spot, the target cannot move, cast, use any sort of item (this includes cash items) and if he/she tries to house while he is already feared he will be stuck forever. Changed – player now runs around till fear duration ends – Players now can use items while feared
Empowerments Allowed: Duration(+3 seconds)/Sp Consumption/Cooldown
Empowerments Advised: Duration – 5points
Empowerments Secondary Advised: Cooldown – 5 points
Note: This spell can never miss

Spell: Stifle
Level Requirement: 73[1], 89[2]
Cooldown: 60seconds
Duration: 10seconds (need to double check this)
Description: Slows down the animation of the target when trying to cast a spell, this causes instantaneous casting to have a delay before affecting the target. This however does not increase the cast bar of the spell, only the animation in which it tries to follow through. Ie/ when a fighter uses devastate, the sword will hit you but you will not be stunned until around 1 second later, Ie2/ When a cleric uses heal, instead of instantly giving hp, there will be a delay of around 1 second before the spell goes through and hp is recovered.
Empowerments Allowed: Duration (currently bugged, does not show how long the duration goes for)/Sp Consumption/Cooldown(-15seconds)
Empowerments Advised: If full pvp build – Duration: 5 points, Cooldown: 5points
Note: This spell can never miss. This debuff can be dispelled.

Dueling 1vs1

I’ll do a class break down of situations that occur, this assumes you both agreed to the 1vs1 duel and its not a random person that has jumped you.

Fighter

Should be one of the easier classes to take down pretty fast during the lower levels, but once you get higher, you notice fighters with really big hp’s are extremely hard to kill.

If the duel starts off with you standing in a distance from the fighter, if the distances is far enough for you to cast ice blast, then chain cast fear, do so. If not cast only chain cast and fear, during the first fear duration, cast nova and inferno in front of you, then cast your selected chain of spells – this highly depends on your skill empowerments, and when fear runs out repeat. Take note that fear sometimes runs the player out of your casting range, forcing you to run forward to cast, this essentially lowers your damage within the fighters stone duration, this counteract this – when you cast your lightning bolt, run forward while casting. Because the skill can be casted while running this doesn’t lower your damage within the cool time of his stone. If the fighter survives that, then your probably dead, stifle will only prolong your survival, but it doesn’t increase your damage so you won’t be able to kill the fighter, only lengthen the battle. If you notice that the fighter almost dies when you do this combo, then your last chance is stifling him and surviving devastate, and hope that you do enough crits to kill him during the last crucial moment.

Archers

If you read above on how to kill a fighter, the way of killing a archer is no different. The archer will outlast you in 1vs1, due to his increased stone capacity and his dots that you get inflicted with. If a archer attempts to kite you, run the other way – there is no need to follow him and use it to recover what lose hp you have and gain back your stone cooldown.

Clerics

Your first move is to purge and spell steal, then ensure the cleric is standing as close to you as possible, once his as close as possible, use nova and inferno – if the cleric isn’t smart enough to run, use your stifle and kill him if possible, if you notice the cleric is about to use rejuvenate, chain cast fear on him so it doesn’t follow through and try and finish him off. If the cleric is smart enough to run wait once again till his close to you then, ice blast to slow his movement, if the debuff doesn’t show, then wait till your cooldown on your ice blast is down and recast, ensure you do not use your high damaging spells while waiting for iceblast to cooldown ie/fire ball. once you have iceblast effect on the cleric, chain cast fear, and use the above technique in the fighters section to kill the cleric, but with one difference do not attempt to nova or inferno, and stifle just before the second fear is about to end. If you cannot come close to killing the cleric, then its not possible for you – clerics in general shouldn’t be 1vs1 dueling and usually ends up in a stalemate, cause their ability to stay alive is pretty high.

Mages

Remember this +9′s don’t matter, so whip out some end/int/spr gear and use fear and stifle as a life saving resort instead of a killing resort. Remember to dispel stifle when you are stifled, and remember that its not instantaneous, so you will have to stand there for a full 2seconds before the debuff is removed. Also remember that retreating alittle back to wait for your cooldown on your stone is a smart thing, and isn’t cowardly – its smart to know when you should retreat a little before going back into attack. If the opponent does decide to retreat, use fear and hope it makes him run to you, but ice blast first to slow his movements, so you can minimize the out of range time, even if he does run from you.

Depending on which mage has what empowerments and their hp (from gear stats, not free stat), mdef and free stat int – will most likely be which mage wins.

Pvp KQ

Main objective here, is to stay out of large groups of people – and pick off targets that are grabbing chests, remember if someone uses ice cube – nova on them and use your combo set in which you set up. Some notes you should remember are, Ice cube removes stun and most other debuffs as sets your hp/sp to full, so keep one handy – Save your fear for when the hammer is coming after you – Ice blast if you have no fear on the hammer user, stay out of range of fighters – and fighters with no extenders are your best friends – and random inferno’s and nova’a on a group fight is always a nice idea. Other then that try ninjiaing the hammer and you should do fine.

Guild Wars

If possible i recommend using cookie and fully scroll up T4 or T3, remember that purge/spell steal removes the first scroll you put on, so put on buffs that you don’t need first. Your main aim in war, is to target one person and pick them off, war is a group effort [Warning: Do not ever complain about people ganging you in war, if both sides have similar amount of people - Do not ever complain about not being able to 1vs1 someone, this is war not a 1vs1 Duel situation]. For sportsmanship purposes, do try avoid aoeing on the spawn point. If a player cannot be taken down because of too many clerics, stifle and fear the cleric"s" [don't stifle and fear one cleric, use one or the other]. When you see someone stunned on a position nova and inferno on top of them [Note: if you see a nova or inferno casted on a spot, you should also cast your nova and inferno - even if its enemies, this will give your guildy a fighting chance, as he won't be the only one getting hit by nova and inferno]. There isn’t much tactic involved with war, because its not a one man PvP, make sure you listen to whoever is calling the targets, and always keep aware of your surroundings ie/ if a enemy fighter is harassing a cleric, help the cleric out by eliminating the fighter, either by killing him and if you can’t stifle or fear him.

Abyss

Alright this is not so much as to how to kill in abyss, but more a piece of advice that i would like to give you, when your still low level. Abyss is a Player Vs Player zone, that is one main key fact you must remember. Grinding in abyss is all good and well, but if a player kills you in abyss while your grinding, he has every right to do so. You run the risk of getting pked when entering abyss, and no one forces you to grind there. Yes, the exp and drops are good in abyss, but with all good things there usually is a risk. If your willing to take that risk, then go ahead – BUT if you are entering abyss with this state of mind: I’m gonna grind here and not care about PvP, thus other people should leave me alone as well. Do Not i repeat Do Not enter abyss for your own piece of mind. Players will kill you, regardless of how angry you may get, it is their right. There is one thing that can get you temporarily banned – that is spawn killing in abyss. Let me define this – Spawn killing is killing the player immediately after he respawns, this is a offense that can get a player temporarily banned. BUT if you chose to re-enter your room and start grinding again, after being killed by someone – they have the right to kill you again. And no this is not against any rules or terms of service – so do not quote the ToS, about how people are affecting your enjoyment of the game play, this is a built in feature, designed to reward people for PvP and also those who have a good reputation with a lot of people.

Don’t complain about dying in abyss, in the old times during 7x cap – abyss gave very little exp and very little drops (if the mobs even did drop anything) and no one would bother entering, Outspark or OnsOnSoft increased the drop rate and exp rate, to encourage more people to utilize the abyss training grounds, but its more a incentive for players to be strong.

Clearing up some facts

Fun Fact: If your character if feared while in your Mini-House, you will be forced out of your Mini-House in your screen, but on other peoples screens they will still see you inside the Mini-House, even thou you aren’t. [Bug Fixed]

Fact: Dunno where this weird rumor came from, but SPR does not in any form (free stat or gear stat) give you more sp/hp stones.

Fact: The Bellow Knight staff deals ~120 more damage then the blue staff.

Fact: If you use Spell Steal, it will originally say 59minutes of the buff or the max duration, but after 1 minute the buff duration will reset back to the original buff timer left since the user last used it. Ie/ If the opponent had a Aim scroll t1 and had 37minutes left on it, after using spell steal and if successful – you will receive the buff, but when you put your mouse over the icon it will display 59minutes, after 1 minute it will refresh back to 36minutes.

Fact: Mages Nova and Inferno, both can critical – even if you don’t see a purple number and the screen doesn’t shake, but they both do critical.

Fact: Mages Lightning Blast has no secondary effect, even thou a debuff shows

Fact: Mages Lightning Bolt does indeed cancel bleed, but only when the secondary effect happens (the extra damage).

Fact?: Mages Stone Capacity isn’t bugged as Sking said it is by design, thus it isn’t a bug. [Note: Due to some reports of decrease in max capacity of stones at some levels for mages I'm not so sure this is a fact now...]

Fact: Mana burn on regular mobs does not prevent them from using spells – but mana burning Abyss "???" mobs stops them from using their skills ie/Clerics stop healing, Fighters stop using slice and dice etc…

Fact: Running while casting spells is not a bug, it was intentional implementation.

Fact or Fiction?: Mages lightning aoe will have a level requirement of 100

Fact or Fiction?: Mages have a Spirit Buff, which increases max sp in party, and a Intelligence buff currently not implemented in the game -> INT buff lasts 30minutes. Spirit Buff is like clerics attack/def and mattack/mdef buff, where more people in the party, the more sp you get.

Fact or Fiction?: Mages have a "Mage Shield" spell, i have no info on this spell.

Fact or Fiction?: As i was able to purchase a Hellgait wand and Hellgait staff, i was able to note down its stats, thou it may change when it does come out but (and yes the GM’s have deleted all the Hellgait items from the server, so no i don’t have them anymore):

Hellgait Staff
Level 91
Damage: 403 ~ 548
Magic Damage: 2536 ~ 3442
Aim: 2631
Critical: 7%
Attack rate: 1.3 seconds (strange most staff’s are 1.2 seconds o.o?)

Hellgait Wand
Level 91
Damage: 492 ~ 573
Magic Damage: 2715 ~ 3621
Aim: 2351
Critical: 8%
Attack rate: 1.3 seconds

Current Mage Bugs

Bug: Stifle duration is not shown on the skill, nor is the empowerment addition when adding duration time

Bug: Ice Blast duration, and increased damage isn’t shown on the skill.

Bug?: Maybe a intentional fix, but fear now allows users to use items.

Bug: Magic Burst has a limited amount of targets around 15, but when mobs start dying and loot start dropping, the loot for some reason seems to be counted in the 15 max limit of mobs getting hit, thus if too much mobs are killed and too much loot in on the ground, you will hit none of the mobs that are currently alive. To overcome this just move away from the dead mobs and aoe couple steps away from them – this is Pre Inferno and Nova.

Bug: This is with most classes, if you spam a skill that you can run and cast, your character stops moving till you press forward or click to move again.

Bug?: Inferno damage cannot be empowered.

Bug: If a player attempts to house during a fear duration, he/she will be stuck there till he/she dies or relogs. (stuck as in can’t do anything period.)

My Opinion on some Mage Balances

*Mana burn cooldown is way too long, and cast animation is long, making it a useless skill in most cases.

*Fear cooldown is too long, this is in comparison to devastates cooldown

*The difference between a wand and staff is so insignificant at level 60+, that you can’t really see the difference in damage or critical or aim when wielding one or the other, unlike xbow’s and bow’s which have a significant difference in damage and max critical, and 1h 2h and axe’s, even cleric mace’s and hammers have a huge difference.

*Life tap at high levels gives back very little of your % in mana

*Our max base damage is considerably lower then other classes

*Our high damaging spell has lower base damage then fighters and archers high damaging single target shot – aren’t mages suppose to be nukers?

Summary

You’ll need roughly 15 skill empowerment points as soon as you hit 60: Frost Nova cooldown 5 ; Fear – Duration 5 ; ChainCast – cooldown 5.
Then another 5 points at level 67: Inferno – cooldown 5
After that an optional 10 points for stifle: duration 5, cooldown 5
By empowering to many of the earlier spells, you will not have enough skill points for this build.

If you fear not being able to use your skill points will slow down your leveling while in the 1~59 level area, the best option would be to add damage to your magic burst and go aoe in abyss once again, since single target spells don’t have much effect in abyss as your aoeing more then 10~20mobs, and killing one mob really quick will not benefit much compared to damaging all mobs for a higher amount of damage.

Good Luck with your mage.

If you have any input or think I’ve suggested something or typoed something wrongly feel free to comment. I have purposely left out spells that can be upgraded from the previous spell set 1~59. I’m also happy to give you my opinion on any question you would like to ask about mages.

PhoenixICE – 8x Mage Bijou.

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Due to the Patch, in my opinion mages now lose to a equal fighter in pvp since fear was fixed – and as our stones just don’t heal enough, also one of our damaging spells is bugged (lightning blast). Broken class in pvp, but not as broken as archers…….

Warning

Due to level cap raise i would advise any new mages to cut back on using any skill points, in case a new spell comes out during 80~89 that is better then the current spell selection sets, from 80~89 that is only 5 skill points extra which will only be able to empower one spell fully, this is just my personal suggestion.

Mage Active Skill
Life Tap [08] 83
Magic Burst [07] 86
Mana Burn [06] 86
Magic Blast [05] 81
Magic Blast [06] 89
Ice Blast [05] 83
Fire Ball [05] 85
Lightning Blast [04] 81
Lightning Blast [04] 89
Inferno [03] 87
Stifle [02] 89
Frost Nova [05] 80

Seems like we’re getting no new skills, o well =/….

*Side note – after browsing through many different fiesta versions, it seems like mages get no new skills till around level 100-120, where several new interesting new skills are added, since google and babel translator fails dramatically its hard to tell what the spells do exactly, but some look really interesting ….. "Blink" (aka teleport).

Hey just passing by decided to finish my skill guide – Enjoy~

Side Note: This guide is for advance users only, do remember that that the current level cap is 89 for those who are reading out of interest, and some spells and numerical values maybe incorrect, most likely due to a typo.


Credits go to IcyPhoenix.






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