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dragon_killer

Build : Mage build

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I would like to have some advices. What should do a mage after he capped his w/r to 48/48( like 70s a/d ) should he put some nexus in human up to 5 or 6, should it take perks like evanescence or mirror skin should it cap physique too, increase coordination?

I hope i ll get some answers :)

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Get yourself carry capacity.

70's a/d can train easy with 0 human. Only worry is breaking ton of leathers while at it, therefore some phys is recommended but you'll need coord too to block better. Rationality bonus is nice, so staying on lower level mob than normal isn't that bad an idea. Ogre until 90 or more is no sweat really.

It all depends on how miserable performance you want in combat.

Forget the perks.

If you really can't decide, go for 20/20 pc and pump other one to max.

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Ty i really appreciated that you posted, Here are some of his stats : 60/68 a/d,16/4 p/c. And yes i don't mind training male ogre until 90s, the char still training orcs.

But do you think that 20 coordination is better than evanescence perk?

Well ty again for the reply.

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Eva perk is good to consider when you start fighting mobs that crit a lot, roughly yeti and up. Those 5 pps put in coord instead is about the same as having 3 more def and more essies with you. Doesn't sound much but it is good. Eva would just give you 10% more blocks from the hits that you get = if you block often it doesn't really give much of a difference.

 

Also if the char hasn't maxed r/w I'd recommend training it to 100+ a/d before pumping rationality. This way you can gain fast oa's and progress smoothly to fluffs/feros. When those are easy, just swap some coord to r/w as you gain a/d levels and oas. If a char has max rationality first, then it'll be more of a pain to get to the good exp mobs.

 

Just my opinions.

(Best is to just grind and max all attribs and take all good perks.)

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Thank you this is a very good idea i should try to put some coordination , ok stats are 16/4/26/48/4/4 a/d, 60/69 a/d, oa 75, 15 free pickpoints , and some neg perks ofc.

And ofc i listen carefully raistlin :)

Edited by aravinth

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Thank you this is a very good idea i should try to put some coordination , ok stats are 16/4/26/48/4/4 a/d, 60/69 a/d, oa 75, 15 free pickpoints , and some neg perks ofc.

And ofc i listen carefully raistlin :)

You definitely need more carry capacity of some sort. I would probably recommend getting 240 emu capacity before you try to raise your reasoning too high. I learned via an experimental character called ticklemonster (which was recently reset) that a mage without much carry capacity is not worth all that much.

 

After you can mix essences 100 at a time, it might make sense to raise reasoning at that time for the quick xp from essence mixing. Consider your coord/phys too though, since it will be difficult to advance to the next creature if you don't.

 

Mind you, I am no expert. I just experimented with ticklemonster. He had something like 36/48 r/w and for a self torturing requirement, I had him at 4/4 p/c. hahaha

 

With 4 coord and 4 instinct, your ability to block is bound to be terrible else than strictly from your defense level. Based on what the other guy said, I think your block chance is the same as coord 24 and defense 57. Not sure if that is correct though.

 

I hope you have the restore spell. You will need it and another person I talked to was going for mage build and had max will, but 0 magic.....which seems totally odd.

 

After rereading what Dugur said, I think the question is, are you semi-afk or wanting to actually train a/d? While semi-afk, mixing essies is alot safer than a/d training. If semi-afk, you might want to be a mixer. If you are to mix, you will want to consider if you want to hold more (p/c) or if you want more xp from it (r/w) or if your priorities are somewhere inbetween.

Edited by nathanstenzel

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Ty for posting.Oh okk the char got almost 40 magic level, though he doesn't use health essence for training but minor healing potions which are good enough to heal ( on the monster i train) without waiting.And i train magic separately. And mixing fe give me quite good xp so i can level up my oa even if i am a bit bore of a/d training, i will think twice before putting the pp.

 

And i didn't really want to have more than 4 reaction, but after i read dugur post i saw that was quite important to move on other creature, and no i don't train semi afk, i wanted to be mage then maybe semi tank with quite high physique

Edited by aravinth

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Magic 49 is no fail restore.

 

1 restore on my main character can take me from 85 life to 265 life. My main character does not have as much will and reasoning. This information will be more useful when you get more life somehow (CoL or MoL or phys, etc). Right now, you can probably restore from 30 life to full life, but I would not recommend waiting till you have less than 50 life if you don't know how hard the critical hits are.

 

1 restore might cost you less than mixing up a new batch of minor healing potions, but I imagine you are also training potion making.

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Magic 49 is no fail restore.

 

I believe it depends on your astro whether Magic 49 is failsafe restore.

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Magic 49 is no fail restore.

 

I believe it depends on your astro whether Magic 49 is failsafe restore.

Incorrect. The fail of spells of entirely dependent on magic level, once you are 28 levels above the level that you learned the spell it's no fail. (restore = 21+28=49)

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i have not built a mage before but i have been told that i have the right idea for a mage build... i have a Def tank account, with your stats i would try multying something... some people say that its stuped to get a large gap of a/d because you are worthless in PK, however i dont agrea with that... a multy account is best for the reason that you can get OA lvls really fast, even at 130+ OA i still can get 1 OA a day with only 5-6 hours of training... there is no way you could do that but you could get close... i would get tinf perk take everything out of C put P up to 20 for the EMU and put 20 in I/V for training

 

being able to get 700-1.2 mill xp an hour on 3-8 creatures at a time is really nice, and once you get to a nice def lvl so that you can take most of the fighters atting you then pump up C and R for acc and get i glow in the dark... with 120 def you would be one hard tard to kill... Cel websight is a great place to find out what creatures and builds you can creat for what combat lvls so creatures keep atting you... get gold coin by doing small team instanceas and wait 24 hours between instances you get better drops, also make sure your team does the same or there is no point :)

 

good luck, got to run

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You will probably not want to multi-combat against something that you don't get close to bored fighting in single combat. And ummm...minor healing potions will probably not cut it for multi-combat.

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this is true... if you have to little amout of GC right now to be able to restore and fight in leather then multy will be a lil hard

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i have not built a mage before but i have been told that i have the right idea for a mage build... i have a Def tank account, with your stats i would try multying something... some people say that its stuped to get a large gap of a/d because you are worthless in PK, however i dont agrea with that... a multy account is best for the reason that you can get OA lvls really fast, even at 130+ OA i still can get 1 OA a day with only 5-6 hours of training... there is no way you could do that but you could get close... i would get tinf perk take everything out of C put P up to 20 for the EMU and put 20 in I/V for training

 

being able to get 700-1.2 mill xp an hour on 3-8 creatures at a time is really nice, and once you get to a nice def lvl so that you can take most of the fighters atting you then pump up C and R for acc and get i glow in the dark... with 120 def you would be one hard tard to kill... Cel websight is a great place to find out what creatures and builds you can creat for what combat lvls so creatures keep atting you... get gold coin by doing small team instanceas and wait 24 hours between instances you get better drops, also make sure your team does the same or there is no point :)

 

good luck, got to run

 

With the multiway Orick suggests it'd be 20/4/26/48/20/20 + tinf. PPs needed = 43, which is +28 oas or reasoning removed and 6 oas (ending with 20/4/4/48/20/20) You'd probably want to take human 5 with this at some point too. Done properly it does give tons of exp, but has several flaws. Finding spawn, keeping it, restocking and gathering mobs back (or using hypers), resync/lag being bigger risk than normal etc. For a casual gamer it isn't so much fun in the end, but if looking for fast progress it can be considered. You'd be with ogres for as long as they have aggro, but once it's gone it's clops or fluffs or pp removing. Roughly by the time the char is done with ogres the fluffs are doable. Then it's more grinding and once enough pps it's time to move them as wanted and continue whatever seems best.

And 120 def doesn't make you "a hard tard to kill."

 

I'd just take 16/16/26/48/4/4 for starts, which leaves you 3 free pps (up to you to put them in human or save for future) Grind ogres and build p/c to 20/24-28. Then try armed orcs starting with female, the reasoning helps you hit good and it gives nice att exp. I'd go with mortos once on orcs. Aluwen is ok with ogres. Build coord to 32 while on orcs, they will take you to 80's, which makes your oa around 95. That could make you 20/36, but I'd recommend keeping 20/32 and bash the orcs to 90's and doing that try fighting a fluff every now and then to see how they go. At some point you can pump the rest of the pps to coord (possibly swap some reasoning to phys) and enjoy fluffies for the next 12 months. Could also take more phys instead of coord, but then you need to stay longer on orc to move on.

With 26/48 you already enjoy mage perks. It's not really necessary to go to 48/48 instantly, it's likely to backfire at some point. Best is to build good oa and decent a/d first (mag lvl will build up while on this, use restore and keep few BR's for safety) Once you're 100+ ad the fun starts. You don't need so much coord for good performance on fluffs, so it's free to go to phys or reasoning. Those bunnies will give you decent exp a long while, and there's the feros too.

Don't get stuck with doing just one thing, level engineering every now and then, summon rats etc. Ratio bonus is good for you and in the end you have a char with maxed ratio, enough pps in p/c to keep training properly and decent levels in other skills to blow up some nenocrits.

One major flaw is that you won't be going past feros/chims this way. At least not easily.

 

Edit: Based on pp amount I guess you have ICD, Scotty or PH and Anti atm. There's still the possibility to get a small pp boost with negs, but my advice is to have patience. ICD is tolerable in single, but in the end you might want to get rid of it. If you took godless instead of ICD+PH/Scotty... get those gods back.

Edited by Dugur

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Well i am not interested in doing multi on this char, but that was great idea too :), even multi trainer can pk ;), my perks are antisocial , power hungry ,icd , and skeptic. Got magic and def god.

I am going to level up my magic to 49, then i ll go for ogres training with 16/16 p/c.

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Ummm....you will need to remove the icd before you can multi-train, so I don't see that happening very soon.

 

multi-training + icd = ouch ouch ouch

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i would switch to att god, you will get more total xp... and yes you would have to remove R to 4 if you were to multy

 

Actually that's not true.

Based on current situation and trainable monster it's better to stick to def god for two reasons.

1)

ogre with att god gives 62 att and 84 def exp.

ogre with def god gives 52 att and 100 def exp.

Take 10 full exp rounds. Current build will hit ogre about 90% = 135 of the 150. In reality it's smaller amount thanks to fleeing, unless using a weapon which would reduce the overall exp unless on triple spawn. Also the char would get about 80% blocks with 16 coord (based on my wild assumptions and little experience playing the game) which would be 120 blocks out of 150.

Therefore with def god the overall gained exp would be 3% more. Also with more def levels the block rate increases = even more exp.

2)

Char with that build needs to compensate the lack of reaction with hard def levels, which means it's good for the future to get a bonus to def.

 

When jumping to orcs, it's good idea to keep with def god based on 2, but having att god would give more overall exp. In this case it's up to the player to decide which is more appealing. When fluffs are ok, then it's definitely an att god.

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I know i am impatient ;p

here we go 20/16/26/48/4/4

About 4kxp/min, star med, bone, aug set. Triple male ogre

When i should move to next creature? ( what a/d?)

And about training a skill else than harv, alch, mag a/d. You advice me to train engineering ( how much nexus should i take)?

Edited by aravinth

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<CLIP>

When i should move to next creature? ( what a/d?)

The next creature would be armed female orc, I believe. I can't decide for you when you should move on to those. You could just give them a try and decide for yourself.

 

You can find male ogre and armed female orc in SRM manor, but beware the fluffy there. Sometimes they wander all the way over to the ogre spawns.

 

You might also find some near Mortos in Naralik. There are no male ogre there though. There are some armed male orcs there to be careful of.

 

Grizzly bears are about the same level as male ogre. Those may end up mana burning you though.

 

I would suggest you bring some dis rings with you just incase. Maybe an MM cape even.

 

Anyone know of a better armed female orc spawn for him?

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