Starlear's Warrior Mage spell recommendations: Difference between revisions

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For ranged, I find it hard to argue against shortbow. It doesn't pack the same punch as, well any other ranged. But a nisha bow can be loaded in 1 second and fired in 1 second. And if your fast you can machine gun a lot of arrows. I've found it to be by far the easiest weapon skill to learn.
For ranged, I find it hard to argue against shortbow. It doesn't pack the same punch as, well any other ranged. But a nisha bow can be loaded in 1 second and fired in 1 second. And if your fast you can machine gun a lot of arrows. I've found it to be by far the easiest weapon skill to learn.


==Spells==
==Spells Choices==

SPELLS

There are some spells you realy need, and some spells that do basicly the same thing as other spells. To save spells slots its best to stay focused on what you need. Aim to get these spells in the order that suit you.

1# Buffs.

Swirling Winds (SW): Prerequisites: Zephyr.

Increases your evasion and parry skill alot for the amount of mana it takes. Can make you feel like superman fighting 10 circles above your head. Just watch it doesent run out at melee.

Y'ntrel Sechra (YS): Prerequisites: 20th circle, Swirling Winds.

With each cast your armor get's less and less hindering up to a cap. So you can decide how fast or slow your pack the air in depending on mana levels. Especialy useful if you want to backtrain some armor, but evenw ith your primary light chain you will get a very big combat bonus from having full YS on.

Sure Footing (SUF): Prerequisite: 2nd circle.

Increased balance, agility, and reflexes of anyone its cast on. The agility can sometimes reduce roundtimes on your weapons. Very low minimum prep. Very easy to put 65 mana into.

2 Targeted Magic Trainer

Gar Zeng (GZ):

Snap casted at minimum prep. 2-3 tendrils per cast from the very beggining. Smokes TM like no others.

3 Support Spells

Frostbite (FRB):

Risks hurting your own fatigue if you dont know what to prep it at with es on. But with some practice can be very useful, especily for getting unseen enemys.

Ice Patch (IP): Prerequisites: Frostbite.

One of the most useful spells in the game. It's very hard to avoid falling on an ice patch, this spell let's you whale hunt things way above your level. Match it with some naptha and dragons breath for one toasty whale.

Veil of Ice (VOI): Prerequisites: Ethereal Shield, Ice Patch.

Useful when traveling through dangerous high tier hunting areas. Or in sparing. But its main use is for primary magic training. As a third tier spell you can cast over and over again with a min prep of 7 mana, this thing smokes PM like only MoF can compete with. But MoF doesent lead to anything useful so get this one. all you have to do is cast a small targeted spell at a critter or even a person to shatter the veil of ice then you can cast a new one and learn fully from it.

Fortress of Ice (FOI): Prerequisites: 30th circle, Veil of Ice.

Ever wished you could trap 2 critters who teach you great in a box and dance with them for hours without the risk of a third one coming in and chopping your head off? voila. The benefits afforded by the spell outpace any other. As warrior mages we struggle very hard to keep our defences up with our offences base requirements. This spell lets you safely and quickly train them back up. You can also murder people in town with this spell without being arrested



[[:Category:Warrior Mage Spells|Warrior Mage Spells]]
[[:Category:Warrior Mage Spells|Warrior Mage Spells]]

Revision as of 23:26, 23 July 2007

Beginner's Warrior Mage Guide

So you've decided to become a warmie. The path towards ultimate destructive power is before you. But first you need to pay your dues, this isn't the barbarian guild.

Race

Warrior mages are able to use every stat usefully so you can pretty much choose any race. But if your not familiar with the game i would recommend human or Elothean. The human is the basic choice with no advantages or disadvantages. Elotheans have the mentals and reflex bonus, at the cost of strength and stamina. A worth while trade off.

Equipment

Warrior Mages get no armor bonuses. So the best set of armour for us is light chain. If you don't have rich friends then getting a full set of light chain can be a bit hard. But at least wear some cheap chain accessories until you can afford to ditch the leathers so you can train it.

For weapons the usual rule of thumb is you want at least 1 primary melee and 1 primary ranged. The most popular melee's for obvious reasons are the medium edge or the heavy edge. Since you can get 21 stone heavy edge swords and still have the option of going for heavy great slice heavy edges, i would consider it a better choice. But if you want to ignore your strength and stamina stats for a while then getting ME can be worth it.

For ranged, I find it hard to argue against shortbow. It doesn't pack the same punch as, well any other ranged. But a nisha bow can be loaded in 1 second and fired in 1 second. And if your fast you can machine gun a lot of arrows. I've found it to be by far the easiest weapon skill to learn.

Spells Choices

SPELLS

There are some spells you realy need, and some spells that do basicly the same thing as other spells. To save spells slots its best to stay focused on what you need. Aim to get these spells in the order that suit you.

1# Buffs.

Swirling Winds (SW): Prerequisites: Zephyr.

Increases your evasion and parry skill alot for the amount of mana it takes. Can make you feel like superman fighting 10 circles above your head. Just watch it doesent run out at melee.

Y'ntrel Sechra (YS): Prerequisites: 20th circle, Swirling Winds.

With each cast your armor get's less and less hindering up to a cap. So you can decide how fast or slow your pack the air in depending on mana levels. Especialy useful if you want to backtrain some armor, but evenw ith your primary light chain you will get a very big combat bonus from having full YS on.

Sure Footing (SUF): Prerequisite: 2nd circle.

Increased balance, agility, and reflexes of anyone its cast on. The agility can sometimes reduce roundtimes on your weapons. Very low minimum prep. Very easy to put 65 mana into.

2 Targeted Magic Trainer

Gar Zeng (GZ):

Snap casted at minimum prep. 2-3 tendrils per cast from the very beggining. Smokes TM like no others.

3 Support Spells

Frostbite (FRB):

Risks hurting your own fatigue if you dont know what to prep it at with es on. But with some practice can be very useful, especily for getting unseen enemys.

Ice Patch (IP): Prerequisites: Frostbite.

One of the most useful spells in the game. It's very hard to avoid falling on an ice patch, this spell let's you whale hunt things way above your level. Match it with some naptha and dragons breath for one toasty whale.

Veil of Ice (VOI): Prerequisites: Ethereal Shield, Ice Patch.

Useful when traveling through dangerous high tier hunting areas. Or in sparing. But its main use is for primary magic training. As a third tier spell you can cast over and over again with a min prep of 7 mana, this thing smokes PM like only MoF can compete with. But MoF doesent lead to anything useful so get this one. all you have to do is cast a small targeted spell at a critter or even a person to shatter the veil of ice then you can cast a new one and learn fully from it.

Fortress of Ice (FOI): Prerequisites: 30th circle, Veil of Ice.

Ever wished you could trap 2 critters who teach you great in a box and dance with them for hours without the risk of a third one coming in and chopping your head off? voila. The benefits afforded by the spell outpace any other. As warrior mages we struggle very hard to keep our defences up with our offences base requirements. This spell lets you safely and quickly train them back up. You can also murder people in town with this spell without being arrested


Warrior Mage Spells