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Nana3B
06-23-2012, 04:00 AM
Welcome to the world of Wizard!

Since most of the WI guide these days are pretty out of date and doesn't explain small detail, I'm making a new Basic WI guide. After this I will make a more detail guide on Stat Distribution and Skills on each Rank-Up stage. But hope this will help you gasp a basic idea of how to build a good WI base while spending the least amount of alz possible.

Here are some short terms I use regularly, so you better get used to it before reading this guide:
Atk = Attack
Magic = Magic Attack
Crit = Critical
Rate = Critical Rate
Def = Defend
Dmg = Damage
M.Amp = Magic Amp
S.Amp = Sword Amp

PvP = Player vs Player
PK = Player kill
PvE = Player vs Environment

Dps = Damage per second (It’s basically means the damage you do in 1 second)
AoE = Area of Effect

Mobs = Monsters
BM = Battle Mode

After this basic guide, I will make a very detail guide on skills upgrades and stat distribution up until lvl 100, full Trans skill. But right now I’m a little lazy…
So here goes…

================================

Overall about WI:

1. Pros:
- High Base Magic, which makes them break opponent’s Def much better compare to FA.
- Very high range attacks, only second to FA.
- Good dps.
- Good AoE like any sword class.
- Travel speed is about 1.5 times more than other classes thanks to Blink.
- Godly SP buff. Once you reach 150+, every other class wants to do dungeon with you.
- The only class with perfect stun lock combo to farm mobs.

2. Cons:
- Extremely low Def. Have lowest Def base in Cabal. Make them very fragile and easy to die, especially when going dungeon.
- Extremely low HP. Have lowest HP base in Cabal
- Not a solo class.
- Require very skillful player to control Wizard in order to be pro.
- Not much buffs to help in dungeon, unless you’re going with a FA.

That’s basically it. If you prefer to be left alone, can’t control speed, easily rage when you die a lot, then WI is NOT for you.

=========================
The WI Formula

Many people mistake that getting good gears is the only thing to worry about. I’m here to tell you, it’s not. To make a good character from the very beginning and save a bunch of extra alz, this is the order of what to worry first and last about when making a new WI:

Stat Distribution > Skills > Upgrade Skills > Gears > Weapons > Accessories

This guide is made base on the order above. If you get this order right, you will lower your cost of making a WI by a lot!

Basically, this order means:
Step 1: Distribute your Stat point to Int, Dex, Str by the right amount.
Step 2: Buy and Level up the right Skills.
Step 3: Buy the right Upgrade skills to maximize your base.
Step 4: Buy gears to be able to survive mobs.
Step 5: Buy weapons to higher your damages.
Step 6: Buy accessories (rings, amulets,…) as booster to reach highest possible potential.

Here is why you should follow this order:
- Each Int, Dex, Str point gain you a different point on Magic, Atk, Def, Def Rate, Atk Rate. Stat is extremely expensive to fix, and get a lot more expensive when you throw in random points. But once it’s fixed to the perfect stat, it can follow you forever.
- Buying a new skill is expensive, but every time you downgrade a skill, also it costs you a lot of money. Getting the right level for the right skills will save you extra alz for your new gears!
- At lower levels, Upgrade Skills give you a lot more than gear could gives you. Also getting the right skill save you a bunch of alz!
- Gears, weapons, accessories will change as you level up. And to achieve your dream gears it will take a long journey, so take it slow.
- You have to be able to survive before you can hit anything, and before you can hit hard, so Gears > Weapons > Accessories.

==============================
Stat Distribution

Here is the Stat Converter Chart for WI. Remember every class has different Stat converter so you can't use this chart for other classes.

per stat----STR----DEX----INT
Attack-----0.20---0.10----0.10
Magic-----0.00----0.10----0.35
Defense---0.125--0.125---0.075
Atk Rate---0.40---1.75----0.40
DefRate---0.15---1.00-----0.40

- The main stat of Wiz is Int. The more Int the more Magic it gives you. Dex and Str should be as low as your gears/weapon require.
- At lvl 109, a perfect stat build for war to be able to wear Topaz Orbs and Osm gears is 57 Dex, 113 Str and the rest of points goes to Int.
- Remember, at each skill rank up you have extra Dex, Int and Str, which means even if you add point right, your Stat will still be a lot off compare to perfect stat. A WI can never achieve perfect stat unless use Extract Potion (which are extremely expensive, so the less you have to use the better).
- If you already fulfill the next Rank-up Stat Requirement (hit C on your key board to check out your char's info and Stat Requirement), then do NOT add anymore point on Dex or Str. Only add point to Int from then on.
- Do NOT worry about not having enough Dex or Str for higher gear. When you reach 100+ and have all Skill Rank-up, your Dex and Str will be waaaaay too high already without you adding more to it.

==============================================
Wizard Skills

I make this part assuming you’re at least lvl 100 and full Trans, which means you can buy all of the following skills. I will make a detail skill distribution by Rank-up Guide when I’m done with this guide… But for now:


1. Magic Skills

Here are the main skills and levels that I currently use on my wizzies:

Terra Lance (lvl 20)
Aqua Lance (lvl 20)
Fire Lance (lvl 20)
Freezing Lance (lvl 20)
Stone Cannon (lvl 20)
Energy Field (lvl 9)
Vacuum (lvl 20)
Hail Storm (lvl 20)
Arctic Field (lvl 20)
Extreme Dual Cannon (lvl 12)
Meteorite (lvl 12 on my t2 wiz, and lvl 18 on my 16x wix)
Space Collapse (lvl 20)


Magic Skills explanation:
- All of the cannons and lances has to be lvl 20. They has very low casting time and cool down time. In combo, if you put them in lower lvl, you wouldn't re-cast it anyway, so might as well max it out for highest dmg possible.
- Artic Field, Hail Storm, Vaccuum are only used while you're in BM2, so max it to lvl 20 to bring out its full potential.
- Energy Field has lowest casting time plus 5sec of stunning, but it has very bad dmg, so only leave it at lvl 9 for stun.
- Space Collapse is only used for stun or as finisher in combo, so lvl it to 20 to max out the damage given.
- For Extreme Dual Cannons and Meteorite, you have choices of lvl 12, 15, 18 or 20. Here's why:
+ When pvp, you usually kill an opponent in around 6-10 combos, which means you only going to run through those two skills once (assuming they have same lvl and gears with you). Many people would like to put it at 18 or 20 to have highest damage possible when you run through it.
+ I personally put them at 12 on my t2 wiz (warring tier 2, lvl 109), because on war I usually has to repeat those skills many time, which means I need cool down low enough to not break my combo. Also Meteorite is the best dps skill of wiz, so I want to be able to use it as much as possible.
+ In my 16x wiz, I pvp a little more, so I put Meteorite at lvl 18 for it to give out more damage. But please note that if you comboTera>Fire>Aqua>Stone>Extreme>Meteor, at the 2nd time when you repeat that combo, Meteorite won't be cooled down. You would have to skip it and wait until the 3rd circle to be able to use Meteorite again.

==> Skills Combos
a. Pve stun lock:
Energy Field
Meteorite
Space Collapse
Extreme Dual Cannons
Artic Field (put at end as a filler in case those previous skill don't cool down on time)

This stun lock series is good for 1 vs many mobs in order to stun/down them and steal HP. You don't need to combo while using those skills. Very bad in 1 vs 1 because it has bad dps (damage per second).

b. Pve combo vs boss: (This is optional. You can use PvP or PvE combo o for boss, doesn't matter)
Meteorite
Stone Cannon
Terra Lance
Fire Lance
Aqua Lance
Freezing Lance (as a filler in case this combo doesn't cool down on time)
Extreme Dual Cannons
Space Collapse

c. Pvp combo:
Extreme Dual Cannons (use at first to raise your chance of stunning the opponent)
Terra Lance
Fire Lance
Aqua Lance
Freezing Lance
Meteorite (could be use as finisher)
Space Collapse (could be use as finisher)

d. War combo:
Terra Lance
Fire Lance
Aqua Lance
Freezing Lance
Stone Cannon
Extreme Dual Cannons
Meteorite
Space Collapse

I made this combo especially for my t2 wiz, because pvp combo even though is strong, but very easy to break, especially when you're clumsy and always have lag like me.

Usually I would throw a Space Collapse at first to stun. Also it hits around 2.5k dmg, so usually my opponent would start running away after seeing that. ^-^ Then I do a normal combo from Terra Lance to Meteorite and repeat until break.

Also I usually use this combo while pvp with FA or WI with either one of the last skills as finisher.

e. Bm2 skills:
Pretty much all of those listed skill throw in together, starting with Energy Field, Space Collapse, Meteorite, Extreme Dual Cannons and then follow by all the skills you have left.

Do NOT throw any cannons into your BM2 tab. Cannons have very high knock-back and will throw mobs off of your range, which give you higher change of dying.

f. Bm3 combos:
At lvl 130, you can start doing quests to get Bm3. For the first stage, it requires 40 Stain Clones (quest item), which you can receive by doing quest of Minestra Traning Cubes.

In Bm3, we have 2 normal attacks that I’ll call A and B, and Fatal attack in 3 stages.
There are 3 combos in bm3, and here is a rough explanation on what you receive on each combo you make:

Amp Combo: A A B A
Lose: -300HP, - 300MP
Gain: 10% Magic Amp

Crit Combo: A B A A
Lose: -4% Def
Gain: 30% Crit

Debuff Combo: B A A B
Lose: -400 HP
Gain: -25% Resist Crit for your opponent.

Fatal attack is used to activate the effect for those combos. You can either use Fatal at the end of each combo, or choose a random 2 combos or stack 3 combos together before hitting a fatal.


For exaple you could do:
Crit Combo = (A B A A) + Fatal
and receive 30% Crit while losing 4% def

or

Crit Combo + Amp Combo = (A B A A) + (A A B A) + Fatal
and receive 30% Crit + 10% Amp while losing 300 Hp, 300 Mp and 4% Def

Basically you can see
30% Crit > -25% Opponent Resit Crit > 10% Amp
Which means Crit Combo > Debuff Combo > Amp Combo

In war, however, Debuff Combo target the opponent, which mean whoever hitting the same opponent as you also hit harder by 25% Crit (Just like a debuff). Help your nation kill faster.

Note that:
- Fatal has no effect on the combo. The only thing it does is to activate combos. So it doesn't matter which Fatal you use. However a Fatal on each higher stage deal more damage by itself.
- You can stack up to 3 positive combo effects or 6 negative effects.
- Each effect only last for 8 sec. You lose 1.2 sec for each A or B attack, which means a total of 4.8 sec per combo, plus 2.0 sec per Fatal.

I personally use:
(Crit Combo + Fatal) (Amp Combo + Debuff Combo + Crit Combo + Fatal) Repeat.


2. Buff Skills:
Hardness (lvl 20)
Force Increse (lvl 20)
High Regenation (lvl 20)
Mass Restore (lvl 20)
Spirit Intention (lvl 20)
Resist Intention (lvl 9)
Raise Spirit (lvl 20)
Sharpness (lvl 20, This is an optional skill. It does not give WI any good, but sword class people really appreciate it. I have it anyway since I run a guild and do a lot of dungeons with other people)

3. Debuff Skill:
Weaken (lvl 20, This is an optional skill. You don't need it, but it's good for dungeon run)

4. Warping Skills:
Blink (lvl 9)
Fade step (lvl 9)
Dash (lvl 9)

Thanks to spamming those 3 skills, WI running speed is around 1.5 times faster than other class. It saves you a lot of times, as well as save you in war and pk.

5. Upgrade Skills:
Vitality Mastery
Defensive Sense
Force Control
Ruling Force
Damage Absorbs

The last slot can be filled by one of these two:

Mana Mastery (only if you are a war farmer)
Sixth Sense (Can be use for both war and PvE)


==========================================
Gears, Weapons, Accesorries

1. War Wizard Gears:
A war WI focus on Booster (such as Amp, Crit, Rate). Also the more Magic and HP the better.
Gear and Weapon:
- Amp in boot, hand and suit with HP in slot. Helm could be either Amp or Crit. Some WI also use rate Crit Rate in helm.
- Amp/Crit and Crit rate in Orbs.
- The higher HP, Amp, Crit, Rate the better.
Accessories:
- Amulet of Pain+? or Amulet of Battler+?
- Three Ring of luck +1 and one Critical Ring+1 or higher
- Two Bracelet of Sage+? (Earring depend on your lvl)
- Bike or board
- Bell of Damp+? or Bell of Prevent+?
- Epaulet of Sage+?


2. Dungeon Wizard Gears:
- A dungeon Wiz can focus on Booster (same thing as war gear), Defend, or become Hybrid.
- Booster gear like war gives a lot more damage, help killing much faster, but gives very little Def. You die a lot more and it almost impossible to run some dungeons with this gear.
- Def gear has very low attack and mostly impossible to win pvp or war.

Booster gear:
- Exact same gear as war gear
Def gear:
- Aim for full Forcy helm, boots, suit, hand , the higher lvl the bettter.
Hybrid:
- Half forcy, half osm/stit amp.

Accessories:
- Vampiric Amulet +?
- Two Vampiric Earring+?
- Two Bracelet of Sage +?
- Three Ring of Luck+1 and one Force Absorb Ring+1 or higher
- Belt of Defend or HP+? (I forgot the names)
- Bike or Board
- Epaulet of Sage+? or Epaulet of Guardian+?



Hope you enjoy this ^-^ Working on my detail guide on Stat and Skill.

Deathlymonkey
06-23-2012, 05:03 AM
Dungeon wizards should focus on damage or vamp before def/hp. As you stated, wizards have the lowest hp/def of all classes, and even with full forci we can't reach the same defensive stats as the other classes. We will always be squishy, so the best way for a wizard to survive in dungeons is vamping. Also, since we are squishy, the best way to make ourselves useful (especially in party dungeons) is to do damage. We shouldn't really have to tank.

Nana3B
06-23-2012, 12:03 PM
I already mention having vamp in dungeon's stuffs, and as you can see, it's not an option for gears, but in must have Accessories. Sorry if I didn't make this clear, but when I say gears, that only include Helm, Boots, Suit, and Gloves.

I also listed the option of wearing Amp for dungeon, however that remain as an option, not the only choice. I, myself, wear full Osm 7% Amp +9 +10 +11 for dungeon, but I'm making this guide assuming readers are newbie and they don't have the kind of alz to buy these gears. That's being said, there is no way these guy can survive with a lame Osm set. Compare with +6 junk osm, a +1 set of Forcy 1 slot would win any day. And with a non-fixed stat, they should have way more than enough Dex and Str to be able to wear Forcy.

Also, vamping is good, but it's not enough. With 1 vs 1 opponent, such as boss, vamp is out of the question. Running dungeon with newbies made me realize this: I rather have them be able to stand there and do some damage, rather than have they die after hitting once, and run all the way back (which most of the time they can't), which does almost no damage at all.

Again, like I said, this is a very basic WI build guide, which gives them the option to build a decent WI base without having to spend unneeded alz.

^-^

ankoun2232
06-25-2012, 07:47 AM
Dungeon wizards should focus on damage or vamp before def/hp. As you stated, wizards have the lowest hp/def of all classes, and even with full forci we can't reach the same defensive stats as the other classes. We will always be squishy, so the best way for a wizard to survive in dungeons is vamping. Also, since we are squishy, the best way to make ourselves useful (especially in party dungeons) is to do damage. We shouldn't really have to tank.

AGREED

i myself use vamp with bosses

if you cant survive ..range bm2 works well

even then u might get agro

ankoun2232
06-25-2012, 07:50 AM
freezing lance = bad dps...terra fire aqua stone cano fire canon instead of terra fire aqua freezing stone canon...makes no sense

Sprite
06-25-2012, 08:31 AM
freezing lance = bad dps...terra fire aqua stone cano fire canon instead of terra fire aqua freezing stone canon...makes no sense

lol you stupid? freezing lance is 9 range bro

Cathy
06-25-2012, 08:34 AM
freezing lance = bad dps...terra fire aqua stone cano fire canon instead of terra fire aqua freezing stone canon...makes no sense

In combo, Freezing Lance is still more dps than Stone Cannon

ankoun2232
06-25-2012, 08:34 AM
lol you stupid? freezing lance is 9 range bro

SO WHAT
u use it when a fb roots u ...wow such good use

even at that..if you want it so bad delete crap like weakness sharpness and then get it

ankoun2232
06-25-2012, 08:35 AM
In combo, Freezing Lance is still more dps than Stone Cannon
negative

Sprite
06-25-2012, 08:37 AM
SO WHAT
u use it when a fb roots u ...wow such good use

even at that..if you want it so bad delete crap like weakness sharpness and then get it

fb roots and darkness you and that's the only skill you'll be using

ankoun2232
06-25-2012, 08:39 AM
fb roots and darkness you and that's the only skill you'll be using

ur rooted ..ur gonna die anyway...besides u start combo as soon as he gets in range if hes a dumb fb and doesnt use canons

Cathy
06-25-2012, 08:46 AM
negative

It'll be dependent on your stats but the higher your m.attack becomes, the better Freezing lance will get in comparison to Stone Cannon (in combo). Stone Cannon will only be stronger for WI with low stats.

And the 9 range is still amazingly useful. I didn't used to use Freezing Lance but I picked it up when I was around lv.140; I've kept it ever since and I love it.

Sprite
06-25-2012, 09:01 AM
ur rooted ..ur gonna die anyway...besides u start combo as soon as he gets in range if hes a dumb fb and doesnt use canons

lol? u get 3 lances on him in war or pk or freestyle and start combo when he comes up to you and you win already... someone is bad?

Nana3B
06-25-2012, 12:19 PM
AGREED

i myself use vamp with bosses

if you cant survive ..range bm2 works well

even then u might get agro

Did you read my reply to Deathlymonkey?


I already mention having vamp in dungeon's stuffs, and as you can see, it's not an option for gears, but in must have Accessories. Sorry if I didn't make this clear, but when I say gears, that only include Helm, Boots, Suit, and Gloves.

I also listed the option of wearing Amp for dungeon, however that remain as an option, not the only choice. I, myself, wear full Osm 7% Amp +9 +10 +11 for dungeon, but I'm making this guide assuming readers are newbie and they don't have the kind of alz to buy these gears. That's being said, there is no way these guy can survive with a lame Osm set. Compare with +6 junk osm, a +1 set of Forcy 1 slot would win any day. And with a non-fixed stat, they should have way more than enough Dex and Str to be able to wear Forcy.

Also, vamping is good, but it's not enough. With 1 vs 1 opponent, such as boss, vamp is out of the question. Running dungeon with newbies made me realize this: I rather have them be able to stand there and do some damage, rather than have they die after hitting once, and run all the way back (which most of the time they can't), which does almost no damage at all.

Again, like I said, this is a very basic WI build guide, which gives them the option to build a decent WI base without having to spend unneeded alz.

^-^

Please don't tell me you have HP steal in your helm and boot. Well, unless you have forcy HP steal then that's a different story.




If you cant survive ..range bm2 works well


Boss won't hit you in range? Try bm2 with a spike boss and tell me the outcome again?

With boss, the best thing you could do is have decent Def and spam HP pots like crazy, that's if you're lucky enough to don't get him 2 hit you. Well, unless your boss is surrounded by a bunch of mobs, or the biggest dungeon you ever gone to is FT1, or you find a FA heal slave. Have you ever seen anyone try vamping 1 mob and survive? Of course Vamp help, but it doesn't guarantee your safety. Compare to getting maybe 100Hp steal per 1.5 sec on boss, 700Hp pot win any day.


freezing lance = bad dps...terra fire aqua stone cano fire canon instead of terra fire aqua freezing stone canon...makes no sense

Freezing Lance = 65% Amp. 131 Add Atk. 1.8s Casting Time.
Fire Cannon = 85% Amp. 154 Add Atk. 2.0s Casting Time.

1,000 Magic, 50% Amp => Base Magic = 1,000 x (1 + 50%) = 1,500
Freezing Lance dps = [1,500 x (1 + 65%) + 131] / 1.8 = 1447.78
Fire Cannon dps = [1,500 x (1 + 85%) + 154]/2 = 1464.5

It's a 17 dps differences with mobs with a magic base of lvl 160+. With human, damage/4 which means it's only around 4-5 dps differences. In a combo, you have 0.2 sec faster to use your Finisher. Your finisher can handle even 100 damage, so that's just mean you kill your opponent faster.


ur rooted ..ur gonna die anyway...besides u start combo as soon as he gets in range if hes a dumb fb and doesnt use canons

What kind of FB use cannons o.O?

And XI is right. Unless you're really bad or not MF proof, FB usually can't kill you 1 on 1. There is nothing as just sit there and wait to die.

With each debuff, FB would need:
Root = 1.5
Hard Luck = 1.5
MF = 1.5
Lvl Down = 0.9

then a 0.8 sec dash to you, and 2.0 sec to start combo.

A total of 8.2 sec for you to spam skill. Even if you don't combo, with that time you already cast at least 4 lances to them plus extra time to use Weaken. That's if you don't already hit them from far away.

And seriously, except for extremely powerful FB, if you just hit a Space Collapse lvl 20 to their face, usually they will start running away. ^-^



SO WHAT
u use it when a fb roots u ...wow such good use

even at that..if you want it so bad delete crap like weakness sharpness and then get it

Read the guide again. Both of those are listed as OPTIONAL. Also even if you don't delete them, you still have space for fire canon. Wiz have 26 Magic slot, and the guide filled 22 slot, which mean you'd have 4 slot to spare. If you play WI you should already see this.

I have Fire Cannon, I just end up never use it, so I don't include it in here. With mobs it knock-back and throw those mobs off and scatter everywhere. With PVP lances always win faster, if you lose, you lose, lances or cannon doesn't matter. In war you can usually kill an opponent on 11 combo, which mean fire cannon won't get repeated for it extra 17 dps anyway.

CandiCoatted
06-25-2012, 01:49 PM
ur rooted ..ur gonna die anyway...besides u start combo as soon as he gets in range if hes a dumb fb and doesnt use canons


lol? u get 3 lances on him in war or pk or freestyle and start combo when he comes up to you and you win already... someone is bad?

He's trying to correct xi?!?! Do he kno what pro he's talking too?!?

Nana3B
06-25-2012, 04:48 PM
He's trying to correct xi?!?! Do he kno what pro he's talking too?!?

Obviously not.

Hash
06-27-2012, 06:26 AM
Most in depth guide I've ever seen. Good work Nana! Petition for sticky starts here. Sticky it GMs!

XvxDantexvX
07-11-2012, 10:20 PM
For stun lock, i use meteorite(lvl 9), extreme dual cannon(lvl12) and stone cannon(lvl20). It seems to work, but i'll try your way and see how it works out. I used to use arctic for BM2 but have completely taken it out lol.
BM2 is a calamity of cannons, lances and edc, met and sc. Seems to work well, so far, but i still have thoughts as to redoing it.
My combo is terra lance>stone cannon>edc>met>sc then fire cannon and fire lance at the end in to switch things around for a combo that uses more dps (idk lol, i'm weird like that) and at the end i put burning hand as a means of using blink/dash/fade combos when range is reached and i need to move, or fade combo in war.
my dps uses terra lance>aqua lance>fire lance>stone cannon>meteorite and it's worked pretty nice
What do you think? Lol, some in venus perceive my WI as pro, but squishy
-KhaosIncarnate

ThePie
08-13-2012, 05:20 PM
freezing lance = bad dps...terra fire aqua stone cano fire canon instead of terra fire aqua freezing stone canon...makes no sense

They dont I did the math bro, trust me!!

Ravenwolf
09-06-2012, 03:19 AM
Why should you not have hp steal in gloves? Crafted 7% amp with 1 or 2 slots, I myself would rather keep my crit/rate rings and put hp steal in the slot rather then a measly 2 defense. I'll sacrifice 2 defense for 10 crit dmg any day.

Cathy
09-06-2012, 03:38 AM
Why should you not have hp steal in gloves? Crafted 7% amp with 1 or 2 slots, I myself would rather keep my crit/rate rings and put hp steal in the slot rather then a measly 2 defense. I'll sacrifice 2 defense for 10 crit dmg any day.

If you have 3% on rune you won't be using a vamp ring, and you won't need it on glove

You only need a certain amount of hp % steal to live, but you can't really have too much defense

Tenrai
09-06-2012, 07:12 AM
...wheres the monkey love is hydro disk...?

Deathlymonkey
09-06-2012, 08:17 AM
...wheres the monkey love is hydro disk...?

Ikr...its the wiz skill with the lowest range, the only reason I see people wouldn't use it is that it has a kinda long casting time compared to the other low-range skills when it is casted...imo it's still the best skill to start your blink/dash/fade/buff in combo.

Cathy
09-06-2012, 09:39 AM
...wheres the monkey love is hydro disk...?

The FA in your signature looks like it's wearing a sig eof :|

Ravenwolf
09-06-2012, 11:24 AM
If you have 3% on rune you won't be using a vamp ring, and you won't need it on glove

You only need a certain amount of hp % steal to live, but you can't really have too much defense

And for before someone can afford one of those? OR if they chose to max out runes such as hp/m.amp/m.att first? Hp steal in gloves is not a bad choice. Obviously I know you only need a certain amount of hp% seeing as though i wasn't one of those noobs who says, "Oh why not use 4 life absorb ring +3s, 2 extortion bracelets, AND put hp steal in gloves" For those who would rather work on increasing their other stats first? Think they can forget the 2 measly defense and go with hp steal in their gloves. And while this game is made up of just the small increases. For those who don't have the money to pump into this game, those who simply don't want to, or just the newer players. We were ALL there at one point, sacrificing 2 defense for 10% critical damage? Sounded good back then, sounds just as good now. You have to be level 141 to use the rune anyways, need 240 AP just to use the dang thing and that will only get you 1%. So for before that? Generally newer players in this game go through temp armor like it's candy. Rarely are people wearing at 150 or 160 that they did at 120-130. Please, keep in mind, I'm talking about newer players not people who reroll or people who have money who have bought all of their new classes gear in advance.

Find a lot of people who get shadow titanium/osmium 7% amp char bound with a slot or two, it's temporary armor, why not put hp steal in there? Yes once you have the rune you don't need the hp steal you put in your gloves anymore. But by that time? Generally if you can afford to get that rune, your other runes and max em, you can afford new gloves.

ROFLwiz
09-06-2012, 11:59 AM
Lightning cannon>all

Cathy
09-06-2012, 12:10 PM
And for before someone can afford one of those? OR if they chose to max out runes such as hp/m.amp/m.att first? Hp steal in gloves is not a bad choice. Obviously I know you only need a certain amount of hp% seeing as though i wasn't one of those noobs who says, "Oh why not use 4 life absorb ring +3s, 2 extortion bracelets, AND put hp steal in gloves" For those who would rather work on increasing their other stats first? Think they can forget the 2 measly defense and go with hp steal in their gloves. And while this game is made up of just the small increases. For those who don't have the money to pump into this game, those who simply don't want to, or just the newer players. We were ALL there at one point, sacrificing 2 defense for 10% critical damage? Sounded good back then, sounds just as good now. You have to be level 141 to use the rune anyways, need 240 AP just to use the dang thing and that will only get you 1%. So for before that? Generally newer players in this game go through temp armor like it's candy. Rarely are people wearing at 150 or 160 that they did at 120-130. Please, keep in mind, I'm talking about newer players not people who reroll or people who have money who have bought all of their new classes gear in advance.

Find a lot of people who get shadow titanium/osmium 7% amp char bound with a slot or two, it's temporary armor, why not put hp steal in there? Yes once you have the rune you don't need the hp steal you put in your gloves anymore. But by that time? Generally if you can afford to get that rune, your other runes and max em, you can afford new gloves.

I am not sure about the hp steal % rune price in venus but here in mercury it is about 120mil.

I would say it is a reasonable price for a lv.140 would try to get. It is cheaper than an osm/tg 7 amp glove with 1 slot would be.

And I would argue it is one of the best runes to level first over m.attack/amp, etc, because not needing a vamp ring lets you use an extra crit1/ros9/rof9 (i would consider these cheap too)

and if you look at stats on those rings, they are far better than any single rune. so having an hp steal rune is like having 3-4 other runes maxed out.

Lulu
09-06-2012, 12:27 PM
+7 stit boots +9 osm gloves and you`re done! Long setting examples!

ZarkPain
09-12-2012, 09:16 AM
Question..

If im warring on lower lvl tier like t2 would it be good to put cannons or acid trap or vaccum on bm2? And also is mana upgrade better to have than sixth sense upgrade if yur warring?