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Potent Pagans: The Ancient Art of Spell-Chucking

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Potent Pagans: The Ancient Art of Spell-Chucking Empty Potent Pagans: The Ancient Art of Spell-Chucking

Post  Dreadd Wed Sep 16, 2009 7:49 pm

Pagans are one of the most powerful classes in the game. They have the unique ability to deliver massive damage on a consistent basis to many enemies at once. No other class embodies the definition of Area of Effect like a pagan. There is a vast array of skills at your disposal to aid you in blowing your enemies to smithereens, but first we will discuss the basics.

Pagans can be quite versatile depending on build. If you are playing your first pagan, or simply want to maximize your damage, I would recommend sticking with mainly Int builds. These are simply put all of your points into Int except for 1 or 2 into Wis. Wis for a pagan is like Dex for a warrior. It helps to determine if you hit or not with your spells. The higher your Wis, the more likely you are to hit. This isn't to say you should devote a major amount of points to Wis. My 54 HM pagan has around 75 Wis, and I hit about 80% of the time.

As a pagan, you will spend the majority of your time in parties. In these parties there will be a tank, whether that is a guardian or a warrior. The first lesson to learn is to wait for the tank to draw aggro. Guardians do this by taunting, warriors typically use windspin. If you attack before your tank has drawn the aggro, the mobs are going to come after you, plain and simple. As an Int pagan, you will not have the defense to withstand a horde of bloodthirsty, slavering monsters attacking you. You can either run away like a little girl, or die on the spot. One of the common problems pagans have is seeing the taunt when a guardian is tanking. There are a few ways around this. First, when your guardian is pulling mobs to him, either by running past them, or by using Curse Raid/Panic, click on one of the mobs to target it. Targeting early is important. Once you have your target, simply sit back and wait. If you lose sight of your guardian because of large mobs surrounding him or her, watch the buff icons next to his or her life bar in the party list on the side of the screen. When a guardian taunts, an icon flashes up for about 1 or 2 seconds. After that, you are clear to unleash the mighty arcane powers at your disposal. Another way of getting around the 'I can't see taunt' issue, is before you and your guardian get eyeball deep in mobs, agree on a signal. This can be anything from the guardian jumping once taunt is off, to using an emote. I have used 'declares a start valiantly' on several occasions once I have taunted the mobs. This is a great way to avoid the timing issues involved with taunt and attack. With a warrior as your tank, its much simpler. Windspin is almost impossible to miss. Be forewarned however, it is a lot easier to pull mobs off a warrior than it is a guardian.

Regardless, there will be times when your god-like mystical powers will draw a mob or two off your tank at you. Do not think you can handle it. Do not run like a little girl. What you should do is immediately run to your tank, whether your tank is a guardian or a warrior. Run to them and stay there, which will allow them to regain the mob's aggro. If you spend time trying to kill the mob yourself, your tank is getting pummeled relentlessly by monsters that you aren't damaging. The same if you run away, not to mention you very well could run into more mobs than the one you are running from.

Another critical thing for a pagan to know is what spell to use when. When you target a mob, sometimes it will have a little circle next to its name with a mini picture in it. That tells you what element that mob is. Green = earth, red = fire, white = air, blue = water. As a pagan, all of your spells/skills are elemental except for Magic Arrow. That means that Fireball, for instance, works great against Stonepeg Goblins in map 1, but is useless against Sealakels in map 2. This is because of the interaction of elements. Fireball is a fire based attack, obviously. Fire is strong against air creatures, such as the Stonepeg Goblins, but weak against water creatures, such as the Sealakels. There is another post here on the forum detailing the interaction between elements, so I will not re-hash it now. But there is something new to say on the matter for pagans.

You will eventually get a skill named 'Attribute Removal'. This skill is one of your primary ones, you should take it. It only goes to level 2, so you won't have to invest a huge amount of skill points in it. What it does is it removes the elemental attribute of the monster you are attacking (even if that monster is a lightie). Level 1 Attribute Removal affects only 1 target at a time, but Level 2 Attribute Removal affects all creatures within 6 meters of the target with an 80% chance of success. So to put this into practical terms, lets look at a real application. In Kalamus House, there are Ifrits. The Ifrits are the toughest of the non-boss mobs in the entire dungeon. What makes them so tough is they are fire mobs. As a pagan, the best you can do against fire mobs is to blast them with fire, using skills such as Fireball and Meteor. Unless you have Attribute Removal. When your tank pulls a mass of Ifrits, target one and hit them with Attribute Removal Level 2. Then you are free to use other spells which would not normally work against fire mobs, such as Turbulence and Lightning. Not only do these tend to inflict more damage, they also are a much faster cast than Meteor.

If you are having one of those days where you just can't seem to find a party, it is entirely possible to solo an Int pagan, it is just a bit slow and takes a little finesse. To solo effectively as an Int pagan (read: not a Rec pagan), with less than incredible gear, you should focus on single mobs that are tough, but not too tough. To survive it is a simple matter of chaining your skills/spells together appropriately. If you are high enough level one spell that comes to mind again is Attribute Removal. What I tend to do is first use Strike Roots (or whatever the level of Roots skill you have is named) and this will hold the mob at max range for 3 seconds. This is time you can use to hammer as hard as you can with anything you can throw at the mob. I recommend leading with Attribute Removal as soon as the mob is successfully Rooted, then Turbulence, Lightning, Sonic Peeler (or Sonic Bolt, same thing), and finally hitting Magic Arrow over and over until the mob dies. It is possible to kite and cast, by hitting and running, hitting and running, but that is significantly more difficult than just standing there and throwing all your might against the mob while it is Rooted.

Next post: Skills
Dreadd
Dreadd

Posts : 59
Join date : 2009-08-29
Age : 48
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Potent Pagans: The Ancient Art of Spell-Chucking Empty Part 2: Skills

Post  Dreadd Thu Sep 17, 2009 12:59 am

Skills:

A pagan's skills are what makes him or her such a devastating weapon in combat. I will list here all the skills available to a pagan, and point out the ones that are virtually mandatory to having a successful character as well as the ones that are a complete waste of skill points.

Passive Skills

Dagger Weapon Power Up (Recommended)
Raises your attack power when a dagger is equipped.
Level 1 - Raises attack by 5 with dagger (Level 5, 2 skill points)
Level 2 - Raises attack by 12 with dagger (Level 16, 3 skill points)
Level 3 - Raises attack by 20 with dagger (Level 25, 4 skill points)

Staff Mastery (Recommended)
Increases cast speed when using a staff.
Level 1 - Increases speed slightly (Level 25, 6 skill points)

Mana Training (Recommended)
Adds to your MP.
Level 1 - Raises maximum MP by 110 (Level 5, 2 skill point)
Level 2 - Raises maximum MP by 255 (Level 16, 3 skill points)
Level 3 - Raises maximum MP by 448 (Level 25, 4 skill points)

Relax Body (Recommended)
This allows for a faster recovery of HP/MP/SP while resting.
Level 1 - Regenerates 4% of HP, MP and SP every 3 seconds of resting (Level 6, 1 skill point)
Level 2 - Regenerates 6% of HP, MP and SP every 3 seconds of resting (Level 15, 2 skill points)
Level 3 - Regenerates 8% of HP, MP and SP every 3 seconds of resting (Level 26, 2 skill points)

Backpack Upgrade (Recommended)
Opens slots in your inventory to hold more items.
Level 1 - Opens third backpack slot (Level 12, 1 skill point)
Level 2 - Opens fourth backpack slot (Level 26, 2 skill ponts)
Level 3 - Opens fifth backpack slot (Level 46, 2 skill points)

Interpretation (Recommended)
Allows you to understand what the dirty lighties are calling your mother.
Level 1 - Understand 30% of opposing faction (Level 13, 1 skill point)
Level 2 - Understand 60% of opposing faction (Level 22, 2 skill points)
Level 3 - Understand 100% of opposing faction (Level 52, 3 skill points)

Basic Skills

Magic Ball (Recommended)
First skill you start out with. Non elemental attack that you will continue to use throughout the game.
Level 1 - (Magic Ball) Non elemental attack that deals player's magic attack power +29 damage (Level 1, 2 skill points)
Level 2 - (Magic Arrow) Non elemental attack that deals player's magic attack power +60 damage (Level 10, 2 skill points)
Level 3 - (Magic Missile) Non elemental attac that deals player's magic attack power +118 damage (Level 20, 3 skill points)

Body Protector (Recommended)
Self buff that increases physical defense and evasion.
Level 1 - Physical defense +12, evasion +2% for 5 minutes (Level 2, 3 skill points)
Level 2 - Physical defense +24, evasion +4% for 5 minutes (Level 17, 4 skill points)
Level 3 - Physical defense +47, evasion +7% for 5 minutes (Level 34, 4 skill points)

Fire Ball (Recommended)
Basic fire magic, good at low levels but loses effectiveness at higher levels.
Level 1 - (Fire Ball) Wounds target for player's magic attack power +51 damage (Level 3, 2 skill points)
Level 2 - (Fire Arrow) Wounds target for player's magic attack power +103 damage (Level 14, 3 skill points)
Level 3 - (Fire Pole) Wounds target for player's magic attack power +226 damage (Level 27, 3 skill points)

Magic Root (Recommended)
Basic earth magic. Deals damage to your enemy while immobilizing it for a short time.
Level 1 - (Magic Root) Wounds target for player's magic attack power +34 damage, and freezes it for 3 seconds (Level 3, 2 skill points)
Level 2 - (Spread Roots) Wounds target for player's magic attack power +80 damage and freezes it for 5 seconds (Level 14, 3 skill points)
Level 3 - (Strike Roots) Wounds target for player's magic attack power +175 damage and freezes it for 7 seconds (Level 27, 3 skill points)

Sonic Bolt (Recommended)
Basic wind magic. The first instantaneous cast spell you get.
Level 1 - (Sonic Bolt) Wounds target for player's magic attack power +34 damage (Level 3, 2 skill points)
Level 2 - (Sonic Pole) Wounds target for player's magic attack power +80 damage (Level 14, 3 skill points)
Level 3 - (Sonic Peeler) Wounds target for player's magic attack power +175 damage (Level 27, 3 skill points)

Mana Leakage (Not Recommended)
Debuff that drains MP from opponent. Only useful in pvp or to pull mobs to you.
Level 1 - Target loses 380 MP over 30 seconds (Level 16, 3 skill points)
Level 2 - Target loses 630 MP over 30 seconds (Level 28, 3 skill points)
Level 3 - Target loses 1430 MP over 30 seconds (Level 40, 3 skill points)

Combat Skills

Fire Thorn (Not Recommended)
Creates an aura of fire that damages any enemies within 4 meters of player. Will cause mobs to aggro to you.
Level 1 - 8 damage per hit to any enemy within 4 meters for 5 minutes (Level 4, 2 skill points)
Level 2 - 25 damage per hit to any enemy within 4 meters for 5 minutes (Level 24, 3 skill points)
Level 3 - 65 damage per hit to any enemy within 4 meters for 5 minutes (Level 33, 4 skill points)

Fire Bush (AoE, Not Recommended)
Creates a circle of flame on the ground around caster. Any enemies that enter the circle take continuous damage for the spell's duration.
Level 1 - (Fire Bush) 6 meter range, enemies take 32 damage per hit for 12 seconds (Level 8, 3 skill points)
Level 2 - (Fire Curtain) 8 meter range, enemies take 50 damage per hit for 12 seconds (Level 23, 3 skill points)
Level 3 - (Fire Wall) 10 meter range, enemies take 80 damage per hit for 12 seconds (Level 33, 4 skill points)

Rock Mountain (AoE, Recommended)
Causes damage to targets and stuns for a short period of time. One of the first 3 main AoE spells you learn at Level 8.
Level 1 - (Rock Mountain) 14 meter range around target, damage is player's magic attack power +69, stun for 1 second (Level 8, 3 skill points)
Level 2 - (Mountain Strike) 14 meter range around target, damage is player's magic attack power +181, stun for 2 seconds (Level 23, 3 skill points)
Level 3 - (Mountain Drive) 14 meter range around target, damage is player's magic attack power +305, stun for 3 seconds (Level 33, 4 skill points)

Storm (AoE, Recommended)
Another of the first set of AoE's you get at Level 8, this spell will serve you well throughout the game due to its fast cast time and good damage.
Level 1 - (Storm) 14 meter range, deals basic magic attack power in damage (Level 8, 3 skill points)
Level 2 - (Wild Storm) 14 meter range, deals basic magic attack power +181 damage (Level 23, 3 skill points)
Level 3 - (Gale) 14 meter range, deals basic magic attack power +305 damage (Level 33, 4 skill points)

Stamina Slug (Not Recommended)
Drains SP from target, but you must use a melee attack to use this skill.
Level 1 - Absorb 474 SP from target with a 75% success rate (Level 13, 3 skill points)
Level 2 - Absorb 785 SP from target with a 75% success rate (Level 29, 4 skill points)
Level 3 - Absorb 1100 SP from target with a 75% success rate (Level 44, 4 skill points)

Sustain Doom (Not Recommended)
Deals damage to target over a period of time.
Level 1 - Wounds target for 728 damage over 18 seconds (Level 19, 3 skill points)
Level 2 - Wounds target for 1080 damage over 18 seconds (Level 35, 3 skill points)
Level 3 - Wounds target for 2100 damage over 18 seconds (Level 53, 3 skill points)

Meteor (AoE, Recommended)
Only fire AoE available to NM and HM pagans. This spell is quite useful until it becomes obselete with Attribute Removal Level 2. After that, you can restat if you want to pay the 50 mil or AP for a restat stone.
Level 1 - (Meteor) 10 meter range around target, deals player's magic attack +124 damage, +60 damage over 12 seconds (Level 21, 4 skill points)
Level 2 - (Meteor Shower) 12 meter range around target, deals player's magic attack +200 damage, +100 damage over 12 seconds (Level 31, 4 skill points)
Level 3 - (Meteor Strike) 14 meter range around target, deals player's magic attack +302 damage, +152 damage over 12 seconds (Level 41, 4 skill points)

Earthquake (AoE, Recommended)
Good earth AoE to use until you get Earth Spikes, then it becomes obselete. Has the longest cast time, but it also has the best debuff of the earth AoEs.
Level 1 - (Earthquake) 10 meter range around target, deals magic attack power +187 damage and stuns for 3 seconds (Level 21, 4 skill points)
Level 2 - (Earthquake Shock) 12 meter range around target, deals magic attack power +301 damage and stuns for 3 seconds (Level 31, 4 skill points)
Level 3 - (Revolution Earthquake) 14 meter range around target, deals magic attack power +455 damage and stuns for 3 seconds (Level 41, 4 skill points)

Lightning Bolt (AoE, Recommended)
Excellent spell, instantaneous cast and affects multiple targets. One of the standard spells of any decent pagan.
Level 1 - 10 meter range around target, deals magic attack power +161 (Level 21, 4 skill points)
Level 2 - 12 meter range around target, deals magic attack power +277 (Level 31, 4 skill points)
Level 3 - 14 meter range around target, deals magic attack power +432 (Level 41, 4 skill points)

Flame Choir (HM+, Recommended)
Slow cast time, but incredible damage. One of the best.
Level 1 - Deals magic attack power +1101 damage (Level 38, 4 skill points)
Level 2 - Deals magic attack power +1564 damage (Level 48, 5 skill points)
Level 3 - Deals magic attack power +2108 damage (Level 58, 5 skill points)

Earth Choir (HM+, Recommended)
Same as Flame Choir above.
Level 1 - Deals magic attack power +1101 damage (Level 38, 4 skill points)
Level 2 - Deals magic attack power +1564 damage (Level 48, 5 skill points)
Level 3 - Deals magic attack power +2108 damage (Level 58, 5 skill points)

Storm Choir (HM+, Recommended)
Same as Flame and Earth Choir.
Level 1 - Deals magic attack power +1101 damage (Level 38, 4 skill points)
Level 2 - Deals magic attack power +1564 damage (Level 48, 5 skill points)
Level 3 - Deals magic attack power +2108 damage (Level 58, 5 skill points)

Special Skills

Support Spell (Recommended)
This increases magic attack of you and your party and helps regenerate MP.
Level 1 - Magic attack power increased by 15, 1% MP regenerated every 3 seconds (Level 7, 2 skill points)
Level 2 - Magic attack power increased by 40, 2% MP regenerated every 3 seconds (Level 39, 3 skill points)
Level 3 - Magic attack power increased by 80, 3% MP regenerated every 3 seconds (Level 54, 4 skill points)

Attribute Removal (Recommended)
This spell strips away the elemental attribute of mobs and makes them easier to kill. Very handy, you need it.
Level 1 - Removes target's elemental defense for 1 minute with a 60% success rate (Level 9, 3 skill points)
Level 2 - (AoE) Removes elemental defense of enemies within 10 meters of target for 1 minute with 80% success rate (Level 43, 5 skill points)

Potential Motive (Recommended)
This passive ability removes the cooldown period for spells when your HP drops below a certain %. It will save your life.
Level 1 - No cooldown on spells that need 500 seconds or less when HP drops below 10% (Level 17, 1 skill point)
Level 2 - No cooldown on spells that need 500 seconds or less when HP drops below 17% (Level 29, 2 skill points)
Level 3 - No cooldown on spells that need 500 seconds or less when HP drops below 25% (Level 50, 3 skill points)

Diversion (Not Recommended)
Converts SP into MP. You can simply use potions to recover MP.
Level 1 - Skill that converts all SP into 715 MP (Level 18, 3 skill points)
Level 2 - Skill that converts all SP into 1619 MP (Level 37, 4 skill points)
Level 3 - Skill that converts all SP into 2582 MP (Level 57, 5 skill points)

Health Assistant (Recommended)
This will transfer damage to SP or MP first before taking your HP. It will save your life also.
Level 1 - Consumes SP first and then HP for damage received for 1 minute (Level 18, 4 skill points)
Level 2 - Consumes MP first and then HP for damage received for 1 minute (Level 29, 5 skill points)
Level 3 - Consumes MP, then SP before HP for damage received for 1 minute (Level 47, 6 skill points)

Earth Spikes (AoE, Recommended)
This is the most powerful earth AoE there is, although the stun doesn't always effect the mobs. Still it is good to have.
Level 1 - 10 meter range around target, deals magic attack +352 damage, stuns for 3 seconds (Level 30, 6 skill points)
Level 2 - 12 meter range around target, deals magic attack +472 damage, stuns for 3 seconds (Level 42, 7 skill points)
Level 3 - 14 meter range around target, deals magic attack +669 damage, stuns for 3 seconds (Level 52, 8 skill points)

Turbulence (AoE, Recommended)
Instantaneous cast spell that does great damage. One of your main AoE attacks throughout the game.
Level 1 - 10 meter range around target, deals magic attack +426 damage (Level 30, 6 skill points)
Level 2 - 12 meter range around target, deals magic attack +700 damage (Level 42, 7 skill points)
Level 3 - 14 meter range around target, deals magic attack +987 damage (Level 52, 8 skill points)

Confusion (Not Recommended)
Essentially this is a PvP only skill, and kind of a worthless one at that. In PvP I don't want to waste an attack on this.
Level 1 - 10 meter range, deals basic magic attack +315, Rec, Dex and Wis of target decreased by 150 for 12 seconds (Level 32, 7 skill points)
Level 2 - 14 meter range, deals basic magic attack +546, Rec, Dex and Wis of target decreased by 200 for 12 seconds (Level 46, 8 skill points)
Level 3 - 18 meter range, deasl basic magic attack +735, Rec, Dex and Wis of target decreased by 250 for 12 seconds (Level 55, 9 skill points)

Hellfire (Recommended)
Deals direct damage plus damage over time with a very short cooldown period.
Level 1 - Deals magic attack +530, and deals 264 over 18 seconds (Level 34, 6 skill points)
Level 2 - Deals magic attack +850, and deals 426 over 18 seconds (Level 45, 7 skill points)
Level 3 - Deals magic attack +1178, and deals 594 over 18 seconds (Level 56, 8 skill points)

Flite (Not Recommended)
Kills your opponent after a specific amount of time, but it can be dispelled by a healer. Not worth the points.
Level 1 - (Flite) Kills target after 5 minutes (Level 36, 5 skill points)
Level 2 - (Crisis) Kills target after 3 minutes (Level 47, 6 skill points)
Level 3 - (Destiny) Kills target after 1 minute (Level 57, 7 skill points)

Sow and Reap (HM+, Not Recommended)
This does massive damage, but the downside is it takes all of your MP, leaving you defenseless.
Level 1 - Deals 3x magic attack power by spending all MP, some monsters immune (Level 49, 8 skill points)
Level 2 - Deals 4x magic attack power by spending all MP, some monsters immune (Level 59, 9 skill points)

UM Skills

Nemesis (Recommended)
This deals direct damage with a % success. No cast time involved, instantaneous.
Level 1 - Deals 277 damage with 85% success rate (Level 11, 4 skill points)
Level 2 - Deals 866 damage with 85% success rate (Level 32, 5 skill points)
Level 3 - Deals 1936 damage with 85% success rate (Level 55, 5 skill points)

Kamain Breath (AoE, Recommended)
This is now available to HM pagans as well. Deals excellent damage for a 1 shot spell.
Level 1 - (HM) Decreases HP of enemies within 8 meters of target by 43% (Level ?, ? skill points)
Level 2 - (UM) Decreases HP of enemies within 15 meters of target by 87% (Level 60, ? skill points)
Dreadd
Dreadd

Posts : 59
Join date : 2009-08-29
Age : 48
Location : Houston, TX

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Potent Pagans: The Ancient Art of Spell-Chucking Empty Re: Potent Pagans: The Ancient Art of Spell-Chucking

Post  A Flag Thu Oct 08, 2009 3:27 pm

i like your guide execpt i would get sustain doom. I use it alot. its good for killing harder monsters use it after Magic Root and than later earth spikes so you deal damage to them when they are trapped and when they run to you.I would max it out because after a bunch of levels its not effective anymore.

A Flag

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