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| Author: | Phantom mage [ Fri Mar 21, 2008 2:59 pm ] |
| Post subject: | Mages |
1. MAGES 1.1. Four-School Mage Taken from Q's Guide to Being A Mage Naturally, this is the one that finishes out your basic mage skills first, as you start with all the critical ones covered. Being the least specialized, this one is also the most versatile. Consider that you have 16 points to play with at level 40--you could have melee defense and healing by then. Or, you could take leadership and make an experience farm. The possibilities are wide here, no two mages like this have to look alike. Starting Attributes Strength: 60 Endurance: 50 Coordination: 10 Quickness: 10 Focus: 100 Self: 100 Health: 25 Stamina: 50 Mana: 100 Skills Specialized None Skills Trained Life Magic War Magic Item Magic Creature Magic Mana Conversion Suggested Progression Level 5: Arcane Lore Level 12: Healing Level 40: Melee Defense Level 60: Leadership Level 90: Lockpick 1.2. Mana-C Spec Taken from Q's Guide to Being A Mage [i]You may choose to take lore and specialize it with this template, and maybe spec loyalty or take an appraisal with the two wasted credits. The point is that you still finish fairly early at level 16, and by 40 you will have 10 points to play around with.[i] Starting Attributes Strength: 60 Endurance: 50 Coordination: 10 Quickness: 10 Focus: 100 Self: 100 Health: 25 Stamina: 50 Mana: 100 Specialized Skills Mana Conversion Trained Skills Life Magic War Magic Creature Magic (2 skill credits remaining) Suggested Progression Level 7: Item Level 12: Arcane Lore Level 26: Healing Level 70: Melee Defense 1.3. Creature Spec Taken from Q's Guide to Being A Mage There aren't a lot of people who do this, because Creature Magic is pretty much regarded as a very nice luxury to have, but not a necessity. Well, if you have it you are going to use it a lot, and this is a surprisingly effective template. Starting Attributes Strength: 60 Endurance: 50 Coordination: 10 Quickness: 10 Focus: 100 Self: 100 Health: 25 Stamina: 50 Mana: 100 Specialized Skills Creature Magic Trained Skills Life Magic War Magic Mana Conversion Suggested Progression Level 9: Item Magic Level 16: Arcane Lore Level 32: Healing Level 80: Melee Defense 1.4. Life Spec Taken from Q's Guide to Being A Mage This is actually a very strong template for the beginning mage who already has experience with Asheron's Call. It still finishes early at 16, but you will be a lot stronger at later levels than the 4-school as the coming analysis will point out. Other than that, it's about the same. Starting Attributes Strength: 60 Endurance: 50 Coordination: 10 Quickness: 10 Focus: 100 Self: 100 Health: 25 Stamina: 50 Mana: 100 Specialized Skills Life Magic Trained Skills War Magic Item Magic Mana Conversion Suggested Progression Level 9: Creature Magic Level 16: Arcane Lore Level 32: Healing Level 80: Melee Defense 1.5. War Spec Taken from Q's Guide to Being A Mage This is very similar to the Life Spec, but you take a little longer to get everything. At level 26 you are a complete mage, and will still be able to take additional skills without waiting forever. Starting Attributes Strength: 60 Endurance: 50 Coordination: 10 Quickness: 10 Focus: 100 Self: 100 Health: 25 Stamina: 50 Mana: 100 Specialized Skills War Magic Trained Skills Life Magic Mana Conversion Arcane Lore Suggested Progression Level 9: Item Magic Level 26: Creature Magic Level 50: Healing Level 80: Melee Defense 1.6. Creature/Mana C Index Taken from Q's Guide to Being A Mage Not too many people do this one, as it has to get to 40 to finish and they elect to play the Og template instead. But, specialized Mana C can pay big dividends at the higher levels. Starting Attributes Strength: 60 Endurance: 50 Coordination: 10 Quickness: 10 Focus: 100 Self: 100 Health: 25 Stamina: 50 Mana: 100 Specialized Skills Creature Magic Mana Conversion Trained Skills Life Magic Item Magic Suggested Progression Level 26: War Magic Level 40: Arcane Lore Level 70: Healing 1.7. Life/Mana C Taken from Q's Guide to Being A Mage This is a little more popular than the Creature/Mana C template, a little less popular than the Og. This mage also finishes at 40, but is a great ride along the way and is a real strong template throughout its career. Starting Attributes Strength: 60 Endurance: 50 Coordination: 10 Quickness: 10 Focus: 100 Self: 100 Health: 25 Stamina: 50 Mana: 100 Specialized Skills Life Magic Mana Conversion Trained Skills War Magic (2 Skill Credits Remaining) Suggested Progression Level 7: Item Magic Level 20: Creature Magic Level 30: Arcane Lore Level 60: Healing 1.8. War/Mana C Taken from Q's Guide to Being A Mage This template finishes late, and it difficult to start without the mana management Life magic provides. However, as with the other two Magic School/Mana C specialized templates, it performs very well at higher levels. Starting Attributes Strength: 60 Endurance: 50 Coordination: 10 Quickness: 10 Focus: 100 Self: 100 Health: 25 Stamina: 50 Mana: 100 Specialized Skills War Magic Mana Conversion (2 Skill Credits Remaining) Trained Skills Item Magic Suggested Progression Level 12: Life Magic Level 30: Creature Magic Level 60: Healing 1.9. Og Mage/War Cleric Taken from Q's Guide to Being A Mage Og the One Eye is a player who made the old-fashioned War Cleric template famous enough to have it renamed in his honor. This template is probably the most popular one for new mages in Dereth today. You don't finish until 40, but by that time many Ogs are so accustomed to self-buffing (and have the creature skill to do it!) that they decide to forget about Arcane Lore and pick up another skill at 50 or 60. Starting Attributes Strength: 60 Endurance: 50 Coordination: 10 Quickness: 10 Focus: 100 Self: 100 Health: 25 Stamina: 50 Mana: 100 Specialized Skills Life Magic Creature Magic Trained Skills Item Magic Mana Conversion Suggested Progression Level 26: War Magic Level 40: Arcane Lore Level 70: Healing 1.10. Opal Mage/Ugh Mage Taken from Q's Guide to Being A Mage This is similar to the Og template, and like Og is named for the players who popularized it. Rather than start without war, you start without life magic, which can be gotten around in the early levels with a life mastery wand. If course, since you don't have Arcane you can't use anything better than a Life II wand, but it still provides a workaround. It takes a little longer than the Og to finish, but you aren't ever without war and the extra time until Arcane is more than made up for by this fact in some people's minds. Starting Attributes Strength: 60 Endurance: 50 Coordination: 10 Quickness: 10 Focus: 100 Self: 100 Health: 25 Stamina: 50 Mana: 100 Specialized Skills War Magic Creature Magic Trained Skills Mana Conversion Suggested Progression Level 16: Life Magic Level 40: Item Magic Level 60: Arcane Lore Level 90: Healing 1.11. Battlemage Taken from Q's Guide to Being A Mage This is without a doubt a very difficult template to play. You don't get Arcane until 60, by which time you could probably care less about it. By level 50 you are pretty much finished with this character, but will always have to rely on self buffs. On the plus side, you are unequaled in your raw firepower by then. Starting Attributes Strength: 60 Endurance: 50 Coordination: 10 Quickness: 10 Focus: 100 Self: 100 Health: 25 Stamina: 50 Mana: 100 Specialized Skills War Magic Life Magic (2 Skill Credits Remaining) Trained Skills None Suggested Progression Level 5: Mana Conversion Level 16: Item Magic Level 40: Creature Magic Level 60: Arcane Lore 1.12. Grandpa Mage Taken from Q's Guide to Being A Mage OK, time for a little bias. This has got to be the most difficult template to play for a mage in the game. No war until 60! If you choose this one you pretty much have to know what you are in for and have a plan for getting to 60. However, it's the premier support mage in the game. Starting Attributes Strength: 60 Endurance: 50 Coordination: 10 Quickness: 10 Focus: 100 Self: 100 Health: 25 Stamina: 50 Mana: 100 Specialized Skills Life Magic Creatuer Magic Mana Conversion Trained Skills None Suggested Progression Level 9: Item Magic Level 60: War Magic Level 90: Arcane Lore 1.13. Grief Mage (PvP) Take from Dizzarian's AC Mages As this template does not gain Item enchantment until level 40, a high starting strength is important. Of course, with level 7 Vulns and War spells, a high endurance never hurts. Another consideration is that if you plan on using your racial weapon, 100 strength will maximize your damage potential. Characters that will go it alone and untwinked should probably opt for at least 30 strength, 70 would be better. My favorite would be 100 strength to maximize damage with the hollow katar. This may change as other hollow weapons are tweaked. Starting Attributes Strength: 70 Endurance: 30 Coordination: 10 Quickness: 10 Focus: 100 Self: 100 Health: 15 Stamina: 30 Mana: 100 Specialized Skills Creature Magic Magic Defense Trained Skills War Magic Mana Conversion Suggested Progression Level 16: Life Magic Level 40: Item Enchantment Level 70: Healing 1.14. Og Mana C Taken from AsheronsGuide.com The OG ManaC is the next step beyond the standard OG Mage template. This template is designed as a PVP (Player vs. Player) mage template. The high CREATURE and LIFE skills allow you to debuff and vuln your opponent - making it hard for him to debuff you and easy for you to finish him off. The high MANA CONVERSION skill allows you to convert level 7 spells w/o much of a problem. This template also allows for easy level 7 spell casting. Starting Attributes Strength: 70 Endurance: 40 Coordination: 10 Quickness: 10 Focus: 100 Self: 100 Health: 20 Stamina: 40 Mana: 100 Specialized Skills Creature Magic Life Magic Mana Conversion Trained Skills None Suggested Progression 1.15. Og Magic Defense (PvP) Taken from AsheronsGuide.com The OG Magic Defense Mage is the most extreme OG template available. This template is designed as a PVP (Player vs. Player) mage template. The high CREATURE and LIFE skills allow you to debuff and vuln your opponent - that combinded with the high Magic Defense make it very hard for him to debuff you back and easy for you to finish him off. This template also allows for easy level 7 spell casting. Starting Attributes Strength: 70 Endurance: 40 Coordination: 10 Quickness: 10 Focus: 100 Self: 100 Health: 20 Stamina: 40 Mana: 100 Specialized Skills Creature Magic Life Magic Magic Defense (2 Skill Credits Remaining) Suggested Progression Level 7: Item Magic Level 50: War Magic Level 80: Mana Conversion 1.16. Uber PvP Sexyness (PvP) From MrSkullybones of Darktide A very difficult character to play at first. However very effective when complete. Starting Attributes Strength: 10 Endurance: 100 Coordination: 10 Quickness: 10 Focus: 100 Self: 100 Health: 50 Stamina: 100 Mana: 100 Specialized Skill War Magic Magic Resist Trained Skills Item Magic (2 Skill Points Remaining) Suggested Progression Level 12: Life Magic Level 32: Creature Magic Level 65: Mana Conversion Level 85: Leadership Level 115: Healing 1.17. Grief Survivor From Dar'van al-Zanuff Assuming no war, you have a very strong defensive profile with a decent attack capability. Lore provides you with buffs until later in life when its not as useful. With one attack type and no vulns required, it makes for a simple attack procedure. In addition, CS wands will improve attack capabilities. This template leaves room for ancillary skills such as lockpick or melee def, etc. Health must be a high priority throughout template life. Raise it early, raise it often as all the spells depend on it. When magic defense hits 250, you start seeing serious benefits. However, the real power is when it moves over 300. At 330, you can live in all sorts of nasty places and live. Wink Starting Attributes Strength: 10 Endurance: 100 Coordination: 10 Quickness: 10 Focus: 100 Self: 100 Health: 50 Stamina: 100 Mana: 100 Specialized Skills Life Magic Magic Defense Mana Conversion Trained Skills Arcane Lore (2 Skill Points Remaining) Suggested Progression Level 7: Creature Magic Level 20: Item Magic Level 35: Healing (must complete skill point quest) Level 45: Train War (untrain Arcane Lore) 1.18. Life Magic Archmage From Moriah of Solclaim Uber buffer and support mage, very high in demand for fellowships and anchor of any quest team. This template makes for a virtually unkillable character. The Lockpick helps in ALL quests with locked doors and the template allows for the maxing of the Armor Tinkering skill to boot. Killing is a little slower than with War Magic, but this char need never be in any danger if properly buffed & baned. Killing power is provided by the Life Bolts and the high starting Endurance means that you have plenty of points (Health, Stamina & Mana) to work with at all times. Starting Attributes Race: Gharu'ndim Strength: 10 Endurance: 100 Coordination: 10 Quickness: 10 Focus: 100 Mana: 100 Health: 50 Stamina: 100 Mana: 100 Specialized Skills Creature Magic Life Magic Magic Defense Trained Skills None (2 Skill Credits Remaining) Suggested Progression Level 3: Mana Conversion Level 12: Item Magic Level: 26: Lockpick Level 35: Armor Tinkering (using skill credit quest) 1.19. Exarch Mage From Mr Fizz of Leafcull One could actually replace War Magic with Bow/X-Bow till higher levels, then make a switch to specializing War Magic and drop Bow/X-Bow. With a 100 Coordination and specialized Melee Defense a Exarch Mage would have a nice chance of getting evades. Starting Attributes Strength: 10 Endurance: 10 Coordination: 100 Quickness: 10 Focus: 100 Self: 100 Health: 5 Stamina: 10 Mana: 100 Specialized Skills War Magic Melee Defense Trained Skills None (2 Skill Points Remaining) Suggested Progression Level 5: Mana Conversion Level 26: Life Magic Level 55: Item Magic (must do skill credit quest) Level 95: Creature Magic 1.20. Gandalf Mage Submitted by Fela, Monarch - The Clan of the Hand, Darktide. The Gandalf Mage is a pvp template designed for those who want the best of both worlds-- uber war magic, and a hard-hitting melee weapon. My best advice for levelling this character is to level it as a pure mage, without spec sword, until you are ready to start raiding with it. The "Suggested Progression" isn't really levelling advice-- it just illustrates what skills the template can fit at various levels.. Starting Attributes Race: Any Strength: 100 Endurance: 10 Coordination: 10 Quickness: 10 Focus: 100 Self: 100 Health: 5 Stamina: 10 Mana: 35 Specialized Skills Sword War Magic Trained Skills Mana Conversion Suggested Progression Level 16: Life Magic Level 40: Creature Enchantment Level 75: Item Enchantment (with skill credit quest) Level 95: Healing Level 125: Arcane Lore 1.21. Vitamancer Submitted by Yakisoba of WE After Level 16, you can now train whatever you want. I would suggest that at higher levels, it would be best to unspec Mana Conversion and spec either magic defense or melee defense. More advantages: Fewer level 6 spells to buy (no war). When you hit 320 Life skill or so, beg, borrow or steal a scroll for Martyr's Hecatomb 7. You fight with that, primarily. Combat is Tomb/Tomb/drain (if they come in, heal self if not)/tomb/drain/harm to kill. Starting Attributes Race: Gharu Strength: 10 Endurance: 100 Coordination: 10 Quickness: 10 Focus: 100 Self: 100 Health: 50 Stamina: 100 Mana: 100 Specialized Skills Life Magic Mana Conversion Trained Skills Item Magic Melee Defense Suggested Progression Level 9: Creature Enchantment Level 16: Arcane Lore 1.22. Ubermage (BattleMage Variant) Submitted by: Balroc of Leafcull. I had an idea for a battlemage template. Seeing that mages really don't need strength anymore for all those comps, why have it? Instead when you use stam to mana you need a good deal of stamina to do any good. So here is my template for a battlemage, aka an ubermage. Starting Attributes Strength: 10 Endurance: 100 Coordination: 10 Quickness: 10 Focus: 100 Self: 100 Health: 50 Stamina: 100 Mana: 100 Skills Specialized War Magic Life Magic Skills Trained None (Two Skill Credits Left Over) Suggested Progression Level 5: Mana Conversion Level 16: Item Enchantment Magic Level 40: Creature Enchantment Magic 1.23. UBARTYR Submitted by Tyr de Raisdrack of Frostfell. At level 26 pure Og is over with war magic trained, then we have to wait until we have enough skill credits to spec war too . It is a long an tedious waiting period : we have to wait 12 skill credit to spec war which corresponds to level 80 . But it's well worth it, as a yield can calm the nastiest and most resistant monster before casting war at a not so weak level . The problem of this template is its weakness in magic def that is not speced, but a few hundred of million of xp can fix this problem quite well : this is an attacking character not meant to have to defend . If you know that it will take more than 3 weeks of gaming to reach level 80, you can enjoy other possibilities while waiting : you'll just have to untrain before specing war . I suggest to go and take the specing gem asap in order to have other timer . Starting Attributes Strength: 25 Endurance: 85 Coordination: 10 Quickness: 10 Focus: 100 Self: 100 Health: 43 Stamina: 85 Mana: 100 Skills Specialized Life Magic Creature Enchantment Skills Trained Item Enchantment Mana Conversion Suggested Progression Level 26: War Magic Level 80: Specialized War Magic (level 75 w/ Skill Credit Quest) 1.24. Rainbow Watcher Submitted by Rainbow Watcher of Leafcull. Notice that when he first did a "Puish Zarell" it really made a difference! Creature was specialized, and war and life were trained. Mana conversion was in there too, and Item was added at level 9. This is a very fun mage template to play, though the first four levels were hard due to lack of any strength. Specialized creature gave Watcher a HUGE boost at the lower levels, and he was casting 7's in it around level 30. Specialized creature still comes in handy for him, as any magic resistant creatures can be turned into a bowl of jell-o by a succesful yield magic spell. He's fun at parties too! Starting Attributes Strength: 10 Endurance: 100 Coordination: 10 Quickness: 10 Focus: 100 Self: 100 Health: 50 Stamina: 100 Mana: 100 Skills Specialized Creature Enchantment Skills Trained Life Magic War Magic Mana Conversion Suggested Progression Level 9: Item Enchantment Magic 1.25. Huntress Mage Submitted by Huntress. The "Huntress" mage, named after the character that I started with it. Not for the faint of heart or inexperienced player... however, takes advantage of the new 64 credit specialization limit. Mine is level 77 and hunts effectively in the Valley of Death as the Yield/Imp/Vuln/Fester/War (and support) mage in a small Group. Starting Attributes Strength: 10 Endurance: 100 Coordination: 10 Quickness: 10 Focus: 100 Self: 100 Health: 50 Stamina: 100 Mana: 100 Specialized Skills Life Magic War Magic Trained Skills (2 skill credits remaining) Suggested Progression Level 5: Mana C Level 16: Item Enchantment Level 40: Creature Level 80: Specialize Creature Enchantment (Level 75 w/ Skill Credit Quest) 1.26. Flexible Battlemage Submitted by Longshot the Brave of Frostfell. Starting Attributes Strength: 30 Endurance: 80 Coordination: 10 Quickness: 10 Focus: 100 Self: 100 Health: 40 Stamina: 80 Mana: 100 Skills Specialized War Magic Life Magic Skills Trained None (Two Skill Credits Left Over) Suggested Progression Level 5: Mana Conversion Level 16: Item Enchantment Magic Level 40: Creature Enchantment Magic Now here is where the options come in to make you stronger. At level 65 (With skill credit quest) You can Specialize Mana C. With Speced ManaC you will have shorter buff times, Revite less, and cast more spells before having to StM. Imagine the costs of your 7's becoming 1-10 mana each cast Smile Or At Level 75 (With skill credit quest) You can Specialize Creature magic. This will give you a offencive edge in PvP, reduce fizzles in buffing, and help you to buff others. (this is a good one who enjoys playing OGs. Or again At level 95 (With skill credit quest) You can Specialize Magic Defence. In PvP the combo of specialized War and Magic defence will alow you to shrug off inepts and arcs, while breaking the magic defence of your opponents with your specialized war and life. In PvM it also shines. With the new monster balanceing, a high magic defence and even resist higher level Virindi or other magic casters. The only downside to any of these choices is that you will have less skills near the end of the game. You may not get arcane.. ever. Nor lockpick or like skills. But you will become more powerful in combat or support. Tri-spec BM's have the possiblity of become the strongest mages in the entire AC world. 1.27. WarMage Stats Stre:50 End:30 Quick:10 Coord:30 Focus:100 Self:100 Specialized Skills War Magic Trained Skills Creature Magic Item Magic Mana Conversion Skill Progression Level 16: Life Magic Level 24: Arcane Lore Level 60: Spec Creature Magic Level 110: Melee Defense 1.28. The Grief Battlemage Submitted by Verdalim of Leafcull. Taking advantage of the new skill credit specializations, this Battlemage variant is able to survive very dangerous combat situations. This is not for the faint of heart, and is suitable for those desiring extreme Player-Versus-Monster power. Stats Strength: 10 Endurance: 100 Coordination: 10 Focus: 100 Self: 100 Health: 50 Stamina: 100 Mana: 100 Specialized Skills None Trained Skills War magic Life Magic Creature Enchantment Item Enchantment Mana Conversion Progression Level 7: Healing Level 32: Specialize War magic Level 65: Specialize Life Magic (Level 70 w/o skill credit quest) Level 125: Specialize Magic Defense (requires skill credit quest) You started with an even number of credits, all fifty, in fact. As you mature, you'll have to specialize your specific schools and defenses to become the Grief Battlemage from this generic mage template. You're going to want to take healing soon, and you can afford this skill at level 7 (6 Credits), although it's not a necessity, but many mages will strongly recommend it. After that, you're pretty much set for skills. You'll start working on specializing your existing skills. Specializing War Magic takes 12 credits, and this can be accomplished at level 32. Specializing Life Magic takes 8 credits, which can be accomplished at 65 if you've completed the Aun Ralirea skill credit quest, or 70 if you've delayed the quest. Lastly, Magic Defense is brought up to assist the maturing mage in defenses now that he's able to dish out a lot of damage and hunt successfully on his own. You'll need another twelve credits to raise this, and it won't be accomplished until level 125 - and only if you've completed the Aun Ralirea credit quest. Eventually, you'll come into your own and be able to deal massive amounts of damage and be nearly resistant to many monsters in Dereth - including many of the Valley of Death spawns! Good luck! Hard work pays off! 1.29. Abyss Mage Submitted by Max Fox of Frostfell Starting Attributes: Strength: 10 Endurance: 100 Coordination: 10 Quickness: 10 Focus: 100 Self: 100 Health: 50 Stamina: 100 Mana: 100 Specialized Skills Creature Magic Life Magic Mana Conversion Trained Skills None Suggested Progression Level 9: Item Magic Level 60 (55 with Skill Credit Quest): War Magic Level 110 (105 with Skill Credit Quest Done Previously): Specialize Magic Defense With the changes made to drains, levelling this template as I originally did (IE Drain/Harming things to death for 55 levels) is nearly impossible. Having 10 base starting Strength is also harsh. One might consider starting with a different mage template to begin with, then tweaking it using gems later on. |
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| Author: | Nyyxie [ Tue Apr 29, 2008 9:56 pm ] |
| Post subject: | |
What in your opinion, anyone who is a mage, is the best way to build a good wand. In the past I've put on all brass for MeleeD. |
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| Author: | Kobe [ Wed Apr 30, 2008 5:41 am ] |
| Post subject: | |
Good question Nyyx, I used to think that putting Opal on a wand was best to increase the Mana C Bonus, but lately I'm learning that using brass to increase the melee D bonus is more important. I'm really not sure what makes the most Uber casters, so maybe someone will see this post and answer the question for us. |
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