2,548
edits
No edit summary |
No edit summary |
||
| Line 293: | Line 293: | ||
=== Overview === | === Overview === | ||
'''Sage''' (''<small>also known as</small>'' '''Battle Mage''' <small>or</small> '''Anti-Mage''') is the 2nd alternate job for the Magician class. Sages have spent years studying the intrinsic and constituent character of magic and how it interacts with its environment. Instead of using the destructive capabilities of magic, they have utilized everything they have studied about its true nature by disrupting its belligerent side and bringing out its calmer psyche into the fold. Thus, Sages have gained the reputation on being known with the role of '''Anti-Mages''' or as '''Anti-Casters'''. | '''Sage''' (''<small>also known as</small>'' '''Battle Mage''' <small>or</small> '''Anti'''-'''Mage''') is the 2nd alternate job for the Magician class. Sages have spent years studying the intrinsic and constituent character of magic and how it interacts with its environment. Instead of using the destructive capabilities of magic, they have utilized everything they have studied about its true nature by disrupting its belligerent side and bringing out its calmer psyche into the fold. Thus, Sages have gained the reputation on being known with the role of '''Anti'''-'''Mages''' or as '''Anti'''-'''Casters'''. | ||
Most of their skills are used to disrupt spells of the opposing enemies, create a defensive layer on the ground that will prevent any kinds of AoE ground magical skills to deal damage unto you and your party members, and remove buffs on the enemies and debuffs on your allies that would otherwise negatively impact the run of the party if left untouched; but with a Sage on a party you can turn the tables and switch the tide of battle to you and your party's favor. While Sages shine brighter in their defensive capabilities and almost all of their skills can only realistically be used in a '''Player vs'''. '''Player''' ('''PvP''') scenario, they are lacking in the offensive department which makes them solely rely on their Mage offensive skills to farm and level-up effectively. | Most of their skills are used to disrupt spells of the opposing enemies, create a defensive layer on the ground that will prevent any kinds of AoE ground magical skills to deal damage unto you and your party members, and remove buffs on the enemies and debuffs on your allies that would otherwise negatively impact the run of the party if left untouched; but with a Sage on a party you can turn the tables and switch the tide of battle to you and your party's favor. While Sages shine brighter in their defensive capabilities and almost all of their skills can only realistically be used in a '''Player vs'''. '''Player''' ('''PvP''') scenario, they are lacking in the offensive department which makes them solely rely on their Mage offensive skills to farm and level-up effectively. | ||
| Line 1,063: | Line 1,063: | ||
* Either put only 1 skill point on this one or max it out. | * Either put only 1 skill point on this one or max it out. | ||
* This skill converts elemental ores into to their higher forms and vice versa. | * This skill converts elemental ores into to their higher forms and vice versa. | ||
** '''Level 1''': 1 '''Elemental Gemstone''' —> '''Lesser Elemental Ores''' (quantity yield is random) | ** '''Level 1''': One (1) '''Elemental Gemstone''' —> '''Lesser Elemental Ores''' (quantity yield is random) | ||
** '''Level 2''': 10 '''Lesser Elemental Ores''' —> 1 '''Elemental Gemstone''' | ** '''Level 2''': Ten (10) '''Lesser Elemental Ores''' —> One (1) '''Elemental Gemstone''' | ||
* '''Note''': '''Level 2''' has a <u>90% chance of success</u> and a <u>10% chance to fail</u>; all lesser elemental ores will get lost when it fails. | * '''Note''': '''Level 2''' has a <u>90% chance of success</u> and a <u>10% chance to fail</u>; all lesser elemental ores will get lost when it fails. | ||
* Personally, I only put 1 skill point as a prerequisite skill. If I want to condense lesser elemental ores (i.e. {{#icon:990}}{{#linkitem:990|Red Blood}} to their higher forms {{#icon:994}}{{#linkitem:994|Flame Heart}}) I'll just make a separate skill tree for it and save it to '''Build Manager NPC Lotus''' {{#navi:main_office|122|169}} and reload it everytime I need to craft. | * Personally, I only put 1 skill point as a prerequisite skill. If I want to condense lesser elemental ores (i.e. {{#icon:990}}{{#linkitem:990|Red Blood}} to their higher forms {{#icon:994}}{{#linkitem:994|Flame Heart}}) I'll just make a separate skill tree for it and save it to '''Build Manager NPC Lotus''' {{#navi:main_office|122|169}} and reload it everytime I need to craft. | ||
| Line 4,732: | Line 4,732: | ||
<center><code>'''{{#skill:2449}}''' —> '''{{#skill:5372}}''' —> '''https://static.divine-pride.net/images/skill/5380.png <span style="background:linear-gradient(to right, #FF3F34 0%, #2C6FBB 25%, #268F15 50%, #B5651D 75%, #800080 100%); -webkit-background-clip:text !important; -webkit-text-fill-color:transparent;">Elemental Buster</span>''' —> '''''repeat'''''</code></center> | <center><code>'''{{#skill:2449}}''' —> '''{{#skill:5372}}''' —> '''https://static.divine-pride.net/images/skill/5380.png <span style="background:linear-gradient(to right, #FF3F34 0%, #2C6FBB 25%, #268F15 50%, #B5651D 75%, #800080 100%); -webkit-background-clip:text !important; -webkit-text-fill-color:transparent;">Elemental Buster</span>''' —> '''{{#skill:2449}}''' —> '''{{#skill:5371}}''' —> '''''repeat'''''</code></center> | ||
| Line 5,017: | Line 5,017: | ||
Spell Fist build hasn't changed that much since its implementation during the 3rd job era. It's only gotten stronger like most skills that came with it and before it due to the 4th job traits. Spell Fist gameplay remains the same wherein you'll need to aim and cast your chosen elemental bolt skill first on a target then immediately apply Spell Fist. Though for the 4th jobs skill tree, it's gotten a blink skill in the form of '''{{#skill:6517}}''' which made farming as a Spell Fist EM much tolerable. All of our High Elementals on Passive Mode also complements Spell Fist. When in Passive Mode, your bolt skills corresponding to the summoned High Elementals gets increased damage and you have a chance to autocast the highest level learned of that bolt skill. And that's the extent of what's improved with Spell Fist so far; most of the 4th job skills complement the caster build of an EM. | Spell Fist build hasn't changed that much since its implementation during the 3rd job era. It's only gotten stronger like most skills that came with it and before it due to the 4th job traits. Spell Fist gameplay remains the same wherein you'll need to aim and cast your chosen elemental bolt skill first on a target then immediately apply Spell Fist. Though for the 4th jobs skill tree, it's gotten a blink skill in the form of '''{{#skill:6517}}''' which made farming as a Spell Fist EM much tolerable. All of our High Elementals on Passive Mode also complements Spell Fist. When in Passive Mode, your bolt skills corresponding to the summoned High Elementals gets increased damage and you have a chance to autocast the highest level learned of that bolt skill. And that's the extent of what's improved with Spell Fist so far; most of the 4th job skills complement the caster build of an EM. | ||
I've tried Spell Fist too and built the gears needed to "make it work" but it's still haunted by the curse of being in melee range and lack of wide AoE making it hard to use while farming. Its main source of damage will be coming from outdated 1st Job Mage skills with the likes of '''{{#skill:19}}''', '''{{#skill:14}}''', and '''{{#skill:20}}''' and even though these skills will get supplemented by your '''{{#skill:279}}''' and '''{{#skill:482}}''' skills it still won't be enough as the bolts' MAtk% is comparably | I've tried Spell Fist too and built the gears needed to "make it work" but it's still haunted by the curse of being in melee range and lack of wide AoE making it hard to use while farming. Its main source of damage will be coming from outdated 1st Job Mage skills with the likes of '''{{#skill:19}}''', '''{{#skill:14}}''', and '''{{#skill:20}}''' and even though these skills will get supplemented by your '''{{#skill:279}}''' and '''{{#skill:482}}''' skills it still won't be enough as the bolts' MAtk% is comparably lower than your 4th Job or even your 3rd Job skills. There are little to none existing equipment that give Spell Fist modifier too besides the {{#icon:18793}}{{#linkitem:118793|Sorc Night Cap}}, which gets outshined by {{#icon:400662}}{{#linkitem:400662|Furious Crown (Elemental Master)}} that lets you autocast the 4th Job skill '''{{#skill:5373}}''' when paired with {{#icon:540091}}{{#linkitem:540091|Furious Grimoire}}. It's also discouraging to use strong garment cards like {{#icon:27362}}{{#linkitem:27362|(MVP) Polluted Spider Queen Card}} because of its side effect of you receiving more damage against all properties. With all that being said, I advise you to play this build for fun and if and only if you really know what you're going into. It'll always going to have that charm as being a unique build to play. | ||
==== Stats ==== | ==== Stats ==== | ||
edits