Sarkranis's Empath Guide

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I will continue to expand this, but for now, here is a suggested spell and magical feat progression for combat-oriented Empaths.

Suggested Spell and Feat Progression

The order takes into account spell slot costs and expected (minimum) magic ranks for each circle, indicated in the far-right column. You may be able to use spells earlier than listed here, especially with the mastery feats.

I have prioritized combat-oriented spells and included some spells that improve self-sufficiency/survivability. You may shift the order if you would like to emphasize healing ability more than I have.

How you spend your final slots is really a matter of personal preference. I like the mastery feats, because they let you channel more mana into spells than your skill would otherwise allow, and when you outgrow them, you can unlearn them and re-allocate those spell slots. For PvP combat, the recognition feats may be beneficial in that you can see what your opponent is doing (and try to react accordingly).

Circle Spell Effect/Comment Cost Prerequisites Magic.Ranks
1 Heal Wounds 1 none 3
2 Heal Scars 1 Heal Wounds 6
3 9
4 Refresh -fatigue, +fatigue recovery 2 Heal Scars 12
5 15
6 Iron Constitution -damage from serious hits (prereq, becomes good at high levels) 2 Heal Scars 18
7 21
8 24
9 Lethargy pulsing fatigue damage (prereq) 3 Refresh 27
10 30
11 Paralysis non-damaging immobilizer (to train TM in anticipation of Guardian Spirit) 2 Lethargy 33
12 36
13 Gift of Life +stamina, +empathy skill (prereq) 2 Refresh 39
14 42
15 Aggressive Stance +evasion skill, +brawling skill 2 Iron Constitution and Heart Link or Gift of Life 45
16 48
17 Vitality Healing can be a life saver; you might want it even earlier 2 Heal Scars 51
18 Blood Staunching stops bleeding (prereq) 1 Heal Scars 54
19 Strange Arrow prereq 1 none 57
20 Lay Ward potency barrier against spells 1 Gauge Flow, Ease Burden or Strange Arrow 60
22 66
24 Manifest Force ablative physical damage barrier 2 Gauge Flow, Ease Burden or Strange Arrow 72
26 Cure Disease 1 Blood Staunching 78
28 84
30 Mental Focus +intelligence, +concentration/recovery (prereq) 2 Heal Scars 90
32 Compel forces target to leave room (prereq) 1 Mental Focus 98
34 106
36 114
38 Nissa's Binding puts target to sleep (AoE debilitation) 3 Compel or Awaken 122
40 Deep Attunement +harness regeneration 1 100 Attunement, 100 Arcana 130
42 Efficient Harnessing -harness cost 1 100 Attunement, 100 Arcana 138
44 Innocence forces target to disengage; prevents facing/advancing (prereq) 1 Iron Constitution 146
46 154
48 162
50 Tranquility +discipline, +defense against vs. will/fortitude attacks (prereq) 3 Mental Focus 170
52 Vigor +agility, +strength 1 Gift of Life 178
54 186
56 Dispel dispels one magical effect 2 two AP spells 194
58 Legerdemain easier to conceal spell preps 1 50 Stealth, 50 Arcana 202
60 Alternate Preparation prereq 1 100 PM, 100 Arcana 210
62 Silent Preparation can learn spell preps that are easy to conceal 1 100 Stealth, 100 Arcana 218
64 226
66 Awaken -stuns/unconsciousness 2 Mental Focus 234
68 Raw Channeling power cyclics directly from attunement 1 100 Attunement, 100 Arcana 242
70 Efficient Channeling -cyclic cost 1 100 Attunement, 100 Arcana 250
72 260
74 Guardian Spirit summons combat "pet" (cyclic, trains TM) 2 circle 20, Innocence and Compel or Paralysis 270
76 280
78 290
80 Aesandry Darlaeth +reflex, +recovery from balance/immobilization/webbing 3 circle 20, Aggressive Stance 300
82 310
84 320
86 Perseverance of Peri'el ablative vitality barrier 3 circle 30, Tranquility and Iron Constitution 330
88 Flush Poisons especially after Poisons are released for alchemy 1 Blood Staunching 340
90 350
92 Heal heals most severe wounds/scars (prereq) 2 Vitality Healing 360
94 370
96 Regenerate gradually heals wounds/scars (cyclic, great for hunting) 2 circle 30, Heal 380
98 Magic Theorist learn spells designed for other mana types 1 100 Scholarship, 50 Arcana 390
100 Improved Memory memorize a second spell scroll 1 100 Scholarship, 100 Arcana 400
102 Sorcerous Patterns -sorcerous backlash 1 100 Sorcery, 100 Arcana 410
105 Utility Mastery allows you to channel more mana into utility spells 1 100 Utility, 100 Arcana 425
108 Targeted Mastery allows you to channel more mana into TM spells 1 100 TM, 100 Arcana 440
111 Debilitation Mastery allows you to channel more mana into debilitation spells 1 100 Debilitation, 100 Arcana 455
114 Augmentation Mastery allows you to channel more mana into augmentation spells 1 100 Augmentation, 100 Arcana 470
117 Warding Mastery allows you to channel more mana into warding spells 1 100 Warding, 100 Arcana 485
120 500
123 515
126 Fountain of Creation heals all wounds/scars 3 circle 30, Heal 530
129 Burden -strength 1 Gauge Flow, Ease Burden or Strange Arrow 545
132 Adaptive Curing allows preemptive casting of Flush Poisons and Cure Disease 1 Cure Disease or Flush Poisons 560
135 575
138 590
141 605
144 620
147 635
150 650