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Igneous.Enoch
07-20-2007, 03:40 PM
What stats should be most used for a mage?

JimJimster
07-20-2007, 05:01 PM
*im 20 with full spr, its nice to do a ctirical at least every other monster


if int works it will prob be good for int and spr to be divided

Zooner
07-21-2007, 11:18 AM
i think im gana be a mage they are good in far away combat and they can kill alot of monsters at one time so you can get more exp(and they have cool equips XD

traglc.
06-26-2008, 10:36 PM
Look in the forums for this information it's posted everywhere aha. But here, I'll help you out:

Pros: :D
1. Ability to produce a lot of damage if you're the classic DD mage. (Pure INT or Hybrid INT/SPR)
2. Inititial pick for grinding. (Good EXP)
3. Interesting armour and weapons.
4. A variety of spells. (Most debuffs and DD)
5. Three AoE's. (MB - Magic Burst, FN - Frost Nova, and IN - Infernoe)
6. Faster levelers than other classes. (Can kill mobs and monsters faster than other classes)

Neutrals: :)
1. Aloud to equip two different weapon types. (Staff - Accuracy/Cooler (in my opinion), and wands - More powerful/Higher critical percentage)
2. Interesting armour. (Every class has it's own unique armour, based on your opinon)
3. The style of attacking and battling. (Ranged fighters. Rely on spells for their powerful damage over meleeing with a staff, or wand)
4. Depend on other classes. (All classes depend on eachother when grinding and questing)
5. Have the ability to solo like any other class. (May seem difficult and annoying at times, but you will have to solo once in awhile)
6. Cost a numerous amount of money to maintain and expand throughout the game, as every class does. (Armour, weapons, HP/SP stones and potions, scrolls, spells, materials)

Cons : :(
1. Used to be acceptional PvP fighters, now some are felled quite easily. (Got down graded to "balance" the game play more)
2. Low HP and defence. (This may not be a problem for you)
3. Have a seemingly small amount of stones. (Bug, coincidental, intentionally?)
4. Die seemingly easy and fast if you don't pay attention, or are in a "sticky" situation. (Loss of EXP)
5. Soloing isn't the best. (Most mages/enchanters are meant for grinding with powerful AoE's, these no longer have a major effect while soloing)
6. Have some not so useful spells, and may give you a hard time when deciding to empower certain spells. (Ex. LB - lightning bolt, costs real money to fix mistakes when empowering spells that aren't needed)

It's all how on your personal interests, likes, dislikes and imagination. All classes are equally difficult to play and all give different experiences with their different roles you precieve in them. You can always make an extra character (up to four) and test them out. Fiesta allows you to experience it's gameplay multiple ways instead of one set gameplay line, use that to your advantage and experiment. Hope this helps.

Mages are meant to be the powerful damage dealing class, full of evil and destructive spells, but of course you don't have to play as a destrcutive, power craving wizard. It all depends on your imagination and likes/dislikes. Here are the two most commonly used and beneficial builds to a mage.

Pure INT - DD = Damage Dealer, and Hybrid - INT/25 SPR. These two are the most beneficial ways to go for a mage, and choosing which one is based on you and your greed for power.

For my pure INT mages, they strive for full magic power capacity, and do quite well. Then there's the 'hybrid' mage, built for critical power along side with magic damage from the given INT. Pure INT mages are self explainitory, pure INT builds which allows for more magic damage, which you rely on upon your magic spells. The hyrbid however concentrates on the magic power from INT and critical power from SPR. Critical rates give you a chance to double your attack damage, two times stronger than your intitial attack damage. When choosing to be a 'hybrid' mage it is suggested to only increase your SPR by 25 points, because for every 5 points you gain 1% in critical rate, and after 25 SPR points (5% critical) it decreases slightly becoming less than 1% for every 5 points put on SPR.

More pros to the 'hybrid' mage is additional magic defense from pesky magic using mobs and monsters, also more SP for your spells and AoE's.

There's a rare breed of mage called 'manks' meaning mage tanks. They are solemnly pure END and are a substitute from the regular tanks (pure END fighters) you see. I do not reccomend this though, because people are used to tanks and are realiable, when mages are meant for destructive matters, but again it depends on you. Hope this helps. :)

Saruin
06-27-2008, 02:38 AM
Welllll. For my mage I use 5 INT/1 SPR with high END equips.

You can go any way you like, but mainly a lot of INT is the way to go. Full spr is nice, but then again you have to remember the times when you DON'T crit.

My mage is a DD tank....I can hold aggro and take hits fairly well. I put absolutely NO points in END but I make up hp/def with gears with high END.

With the right combination of stats/buffs/gears you can make pretty much any class the way you want it.

Of course...other than the "healing" thing clerics have xD

traglc.
06-27-2008, 12:42 PM
Yeah, it's all dependant on the player. My Enchanter has the Hybrid method with a twist: 15 END, 25 SPR, rest in INT. It works fairly well for me with my high END equips I used to have ( 26+ END), but I gave away all my things, and now need to find a good wand to grind with and obtain my godly equips back.