Below are some distinguishing skills of mage:
Fire Arrow – |Element: Fire|Cast TIme:1.5s|Recharge:1s|Distance:40yrds|
Basic spell for all mages –you receive it from the start. Fast cast, fair damage. Useful skill, Fire Mages usually upgrade it to rank 3.
Icy Flow – |Element: Ice|Cast Time: 0-3s|Recharge: 1s|Distance:40yrds|
Tactical Spell. For every 0.5 seconds you channel it hits the target for minor damage and debuffs it, reducing both Allods Gold movement speed and damage dealt by 15% per application. Stacks up to 6 times. If the target is damaged by a fire spell then 2 stacks of the debuff are removed and the target receives additional damage. Bonus damage is dealt only once.
Discharge – |Element: Lightning|Cast Time: 0s|Recharge: 1s|Distance: Close Combat|
Fair damage, close combat. This spell only achieves its True Potential if the target’s hp is less then 25% in which Allods Gold case the damage doubles. Good finishing spell. For beginner mages 5x Discharge + Electric Control is very easy way to kill mobs.
Fire Ball – |Element: Fire|Cast Time: 5s|Recharge: 1s|Distance: 40yrds|
AoE spell with incredibly high damage. Can only be precasted, after the precast is done, you can activate the spell and Allods Gold a pentogram-in-a-circle will appear where ever you point your mouse(range limit observed). Strongest AoE spell in the game. All fire mages should take rank 3.
Icy Grave – |Element: Ice|Cast Time: 2.5s|Recharge: 10s|Distance: 20yrds|
Tactical Spell. Freezes the target preventing it from doing anything for the duration of the spell. Damage interrupts the effect. Priests can use their invulnerability spell to get out of it prematurely. If the target is under guidance of one of the 12 apostles then duration is significantly reduced.
Stone Barrier – |Element: Astral|Cast Time: 0s|Recharge: 45s|Distance: Self Only|
Defensive skill. Puts up defensive layers on the mage. If mage is attacked then a certain amount of damage is absorbed (depends on Intelligence). All mages should take 3 ranks of this spell.
Thunderbolt – |Element: Lightning|Cast Time: 3s|Recharge: 1s|Distance: 40yrds|
Medium cast time, medium damage inflicted. The best part about this spell is that it destroys some of the target’s mana. Very useful against mana starved classes such as Necromancers and Druids.
Meditation – |Element: Astral|Cast Time: 0-10s|Recharge: 30s|Distance: Self Only|
When used, the mage regenerates ALL of his mana. At first rank it will take 10s, second – 8с, third – 6с(to regain all mana). If used in combat it doubles the time it takes to regenerate the mana (20s – 16s – 12s). If you are attacked while meditating you will receive Double Damage. Mana restoration rate is NOT linear. At first tick you will receive almost no mana, on second tick – slightly more and only on the final tick will you regain more than half of your mana at once.
Wall of Flame – |Element: Fire|Cast Time: 0-8s|Recharge:1s|Distance: 40yrds|
The mage creates a wall of flame in front of him. If the Wall of Flame is created upon a target then the target cannot move but can attack. One mage can keep a target in a Wall of Fire until his mana is gone. Two mages can keep the target immobile forever. (1 keeps up the Wall, the other meditates)
Pulse Lightning – |Element: Lightning|Cast Time: 0-8s|Recharge: 20s|Distance: 40yrds|
The target receives some damage every second. Huge mana cost, small damage. Can be used as a tactical anti-mage spell(Removes Reflections very fast). Hard to say if it’s worth the points.
Ice Comet – |Element: Ice|Cast Time: 4s|Recharge:1s|Distance: 40yrds|
The mage creates an ice comet which flies from the mage to the target in a line damaging everything in its path(AoE spell really). Long cast time, medium damage. Hard to say if it’s worth the points.
Elemental Shield – |Element: Astral|Cast Time: 0s|Rechage: 45s|Distance: Self Only|
Defensive Skill. The mage puts up several magic barriers. If the mage is hit with a Magical(Elementa/Divine) attack then the barrier absorbs some damage(depends on intelligence) and 1 barrier is removed. The shield will not save you from dots of Necromancers because Natural damage is not absorbed. The shield will prevent damage from Priest dots only if the first tick is absorbed fully. Conflagrate completely ignores this shield. All mages should take 3 ranks of this skill unless more important skills are available.
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