Gray Walker
New Member
I Am The Power That Is Storm
Posts: 40
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Post by Gray Walker on Oct 20, 2006 4:11:34 GMT -5
Any idea for a pure damage channeler? I got one going on; pure int and pure spi, all spells are nuking spells, trying to GM channeler. All items too are geared towards more int and more spi. So far i'm enjoying her damage. Any ideas or comments?
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Post by Jared Clesi - Noob on Oct 22, 2006 7:15:46 GMT -5
ill put mine up later today for you
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Gray Walker
New Member
I Am The Power That Is Storm
Posts: 40
|
Post by Gray Walker on Oct 23, 2006 22:38:41 GMT -5
Race: Elf Class: Mage Starting Runes: Brilliant Mind, Scion of the Dar Khelegur, and Wizard's Apprentice
Remove five (5) stat points each from STR, DEX and CON. You should have thirty (30) available points to spend exactly for you to get the three runes.
Profession: Channeler In-Game Runes: Godly Intelligence
Stats: I suggest that you dont look at my excel file for this one, because I've learned that the number of practice points for stats go down as you level up. This means you cant max all your stats; you can only focus on two (or three). Ideally, you should have maximum Intelligence and Spirit.
Focus Skills: a.) Warding - the only useable skill here is Stun [36%], and to a certain extent Spectral Bonds (snare skill) [40%]. Don't go past the required percentage amount so you can allocate more points for skills and foci.
b.) Sorcery - you can allocate points here so you can get Astral Tether (personal recall) [60%]. But if you feel you dont need it, okay lang. (We can have ur skills here refined nalang).
c.) Channeling - this should be the main focus skill, if not the only. Go as high as you can (Leet Speak: Gold It! -- ie. train this until its terribly impossible for you to pay the sum of gold to train one additional point). You should have at least [115%] dedicated for channeling.
Skills: Warding Skills a.) Stun - should you wish to have this skill, GM (Grand Master) it. [40 trains] b.) Spectral Bonds - not advisable if you really want a glass cannon since this skill is more on preventing the mob to get to you. should you wish to have this, GM it [40 trains]
Sorcery Skills a.) Lore of the Ancients (Item Identification) - you automatically learn this at lvl3 b.) Astral Tether (Personal Recall) - for your personal convenience, brings you back to town. you automatically learn this at lvl20, when you train sorcery until [60%]
Channeling Skills ** choose to focus on one or two elements lang, cold is not advisable in this game. dunno why (weird no? yun pa naman ang element of choice ko, second lang ang lightning)
a.) Divert Aqueous Flow (remove frost effect)- you may GM these [40 trains] each b.) Divert Pyretic Flow (personal ignite effect) c.) Divert Air Flow (personal lightning effect)
d.) Flesh of Granite (personal defense buff against melee attacks) GM this [40 trains] e.) Flesh of Lead (personal defense buff against magic attacks) you may GM this [40 trains]
f.) Ignite - choose this or 'Electrocute' (or both) for your basic fast cast nukes. GM [40 trains] g.) Electrocute - has a chance to stun, aside from lightning dmg. GM [40 trains]
h.) Incendiary Blast - GM [40 trains] i.) Call Lightning - GM [40 trains]
k.) Endure Water's Chill (cold resist buff) - you may GM these [40 trains] each l.) Endure Fire's Fury (fire resist buff) m.) Endure Sky's Vengeance (lightning resist buff)
n.) Cloak of Transparency (invisibility) - for the sneaky nuker. GM for fun [40 trains]
o.) Fire Bolt - your bestest fire spell. GM [40 trains] p.) Lightning Bolt - your bestest lightning spell. GM [40 trains]
q.) Defeat Water's Chill - advanced elemental resist buff. you may GM these [40 trains] each r.) Defeat Fire's Fury s.) Defeat Sky's Vengeance
Available Disciplines: a.) Archmage / Blade Weaver - available to elves only b.) Battle Magus/ Commander - usable during city seiges only c.) Enchanter d.) Traveller
Archmage (blood rune) - very advisable for channelers Blade Weaver (blood rune) - not really advisable kc your a caster, not a melee Battle Magus - your spells destroy buildings Commander - party buffs to increase attack speed; command seige engines (catapults) Enchanter - adds + stats to your weapon temporarily Traveller - travel between different elemental runegates for convenience
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