Post by Ellineus on Apr 19, 2014 21:39:10 GMT -4
Declaration: The below guide is adapted and edited from another source GTArcade Forum to which I own no credits.
#Introduction
The Mage is your proverbial glass cannon, he/she has considerably lower defense that the warrior, but makes up for it with high attack and critical hits.
#Natural Stats
Attack: ★★★★★
Defense: ★★★
Critical Hits: ★★★★★
Hit Points: ★★
Speed: ★★★
The above chart is pretty self-explanatory.
#Stat Build
Health (HP) – Health is one of the stats that a mage class (or any class for that matter) would want to increase. Having more health will allow the mage to negate their innate low health pool and as well as improve their overall survivability from enemy damage or spells.
Physical Attack (PATK) – This is pretty much something that should be left untouched. Mages mostly rely on their spells to deal damage. Furthermore their basic attacks are also increased by magic attack and not physical attack so having more physical attack is useless.
Physical Defense (PDEF) – One of the main weaknesses of being a mage is being unable to take hits, having a higher physical defense surely help reduce the chances of dying from a single blow.
Magical Attack (MATK) – This is the bread and butter stat for every mage. More MATK increases the amount of damage the mage class deals and this is always a good thing.
Magical Defense (MDEF) – Mages have a little bit more MDEF than other classes, but similar to having more PDEF, more MDEF ensures that your mage would be able to take less damage versus another mage.
Agility/Speed (AGI) – “Speed is the essence of war.” Having more speed allows your mage to attack first. Attacking first or faster than your opponent allows you to cut your opponents down without giving them a chance to retaliate. Increasing agility will allow this to happen and what a mage class lacks in defensive capabilities would seem to fade away as there won’t be anyone left standing to retaliate.
Dodge/Evasion (EVA) – The mage class has a fairly low evasion rate. Since sockets in equipment are limited, there might be better stats to have than more evasion. It is however important to note that evasion can work on both physical and magical attacks.
Accuracy/Hit (HIT) – Accuracy or hit rate comes into play much later into the game when stats start increasing rapidly. A little accuracy wouldn’t hurt as the mage class (or any class for that matter) would deal no damage if they can’t hit their foes. However, this stat is not really a big priority unless you find your mage to miss a whole lot (think Zodiac quests).
Critical (CRI) – Alongside MATK, critical rate is probably one of the most important stats for the mage in order to be the glassiest cannon of all. Critical typically deals one and a half times (1.5x) the amount of damage one would normally do. Scoring a big critical can essentially win you the battle right off the bat.
Block (BLK) – Block reduces the amount of damage you take by 50%. Similar to evasion rate, the mage class has a fairly low block rate. Having more block rate is good however, due to the low base block rate, it might be better to forgo this stat. In addition, if your EVA stat is just as low as your BLK stat, it might as well be better boosting dodge that way you take no damage rather than 50% of the damage.
Endurance (END)- Endurance reduces the chances of the enemy doing a critical hit on you. I believe that everyone regardless of class or hero status has 0 base END stat, as such it is hard to know whether it would be useful to increase this stat or not. I would suggest leaving this stat alone and increasing other stats which are seemingly more beneficial.
1) Pure glass cannon mage class build, recommended stats allocation in order of importance:
1. MATK
2. AGI
3. CRI
4. HP
5. HIT/PDEF/MDEF
>>Explanation:
Since you want to be the pure glass cannon, you would forgo nearly all defensive capabilities and ensure that the best defense is a good offense (this is the YOLO-You Only Live Once- build). MATK would be standard across the board for all mage classes. All mages would want more of this.
AGI comes in as second priority because you would like to attack before your opponent so you can easily take them out before they get a chance to hurt you. CRI would allow you to get the big damage you desire in order for opponents to get OHKOed.
In second to the last priority comes HP so that you can withstand some AoE damage.
Finally in last priority would be either HIT or a mix of PDEF or MDEF whichever you prefer and depending on the situation if you find yourself missing a lot or you feel a little vulnerable to attacks.
Given that this build focuses purely on attack, it is a high risk yet high reward type of build. You will get a chance to win over stronger opponents due to your big critical or even lose to weaker opponents due to a prolonged fight. This is generally a strong build especially if your tanks in the frontline are formidable or it could work wonders in team 3v3 fights. This build works well if your heroes are also equipped with agility and damage gems. However, using this build will be hard for Zodiac missions.
My personal comment on this kind of build:
a) Needs a god-like tank, or they will die before they even get 1 vs 1 with the rival main
b) Needs stunners (e.g. Cancer Aegis, Pyrona's skill etc.)
c) Not recommended for starters, because of the limited gem sockets where HP gems are to be slotted (You need to withstand at least one round of Angel's damage and one round of AoE damage from another hero)
d) Good with heroes that buff rage to your main (e.g. Astral Child, Nereida etc.)
2) More balanced mage class build, recommended stats allocation would be:
1. MATK
2. HP
3. PDEF/MDEF
4. AGI
5. HIT/CRI
>>Explanation:
This build is a mage build that focuses to be a jack of all trades. You essentially have a decent amount of damage while having the same decent amount of defensive capabilities. However being a jack of all trades, we do know that it is a master of none. Your damage would not be the best and neither would be your defensive capabilities.
What it can ensure though is that you can fight for a prolonged amount of time and hopefully win the drawn out battle convincingly (especially Zodiac missions). Like the pure glass cannon build, MATK would still be the highest priority so that you can deal a sizeable chunk of damage to your opponents.
In second priority would be HP so that you can have a good amount of health to take quite a beating. Though the mage class’ base HP is low, more HP is always a good thing in prolonged battles, that 10 HP can be your saving grace in winning a battle. For the third priority in this build, I would recommend having a mix of PDEF or MDEF or either of which based on your personal preference. As a mage class’ default defensive stats are low, bolstering this can help improve survivability and allow your mage to live longer than those of the glass cannon builds.
AGI comes in after improving your defensive capabilities primarily because despite having more HP, PDEF and MDEF than other mages, it does not mean you can be as tanky as the warrior class as such, you would still like to attack first so that you can minimize the amount of damage that you take in.
Finally in last priority would be more HIT or CRI rate depending on your personal preference. This is to ensure that your attacks will pack a punch rather than a pinch and hopefully in the drawn out battle, you do not miss often or let your opponents live with just a slither of health.
My personal comment on this kind of build:
a) Good with Area of Effect (AoE) damagers (e.g. Green Ranger, Blue Witch, Byron the Black, Atalanta etc.)
b) Needs healer
#Why top 5 stats but not 6 or 7?
You ask. Remember that each piece of our equipments only has up to 5 gem slots, unless you make Fusion Gems or upgraded sockets. The rest of the stats can only be boosted though Battle Angels, Guardian Angels, Mount Training, Elemental Training and so on.
#How to boost a specific stat?
Well I don't say. Anyway I'm going to. Try to set priority when boosting your stats.
1) Enhance equipments
2) Socket gems and unlock as many gem slots as possible
3) Refine equipments (Go for the stats mix you prefer instead of battle rating)
4) Skill training (using warsoul)
#Introduction
The Mage is your proverbial glass cannon, he/she has considerably lower defense that the warrior, but makes up for it with high attack and critical hits.
#Natural Stats
Attack: ★★★★★
Defense: ★★★
Critical Hits: ★★★★★
Hit Points: ★★
Speed: ★★★
The above chart is pretty self-explanatory.
#Stat Build
Health (HP) – Health is one of the stats that a mage class (or any class for that matter) would want to increase. Having more health will allow the mage to negate their innate low health pool and as well as improve their overall survivability from enemy damage or spells.
Physical Attack (PATK) – This is pretty much something that should be left untouched. Mages mostly rely on their spells to deal damage. Furthermore their basic attacks are also increased by magic attack and not physical attack so having more physical attack is useless.
Physical Defense (PDEF) – One of the main weaknesses of being a mage is being unable to take hits, having a higher physical defense surely help reduce the chances of dying from a single blow.
Magical Attack (MATK) – This is the bread and butter stat for every mage. More MATK increases the amount of damage the mage class deals and this is always a good thing.
Magical Defense (MDEF) – Mages have a little bit more MDEF than other classes, but similar to having more PDEF, more MDEF ensures that your mage would be able to take less damage versus another mage.
Agility/Speed (AGI) – “Speed is the essence of war.” Having more speed allows your mage to attack first. Attacking first or faster than your opponent allows you to cut your opponents down without giving them a chance to retaliate. Increasing agility will allow this to happen and what a mage class lacks in defensive capabilities would seem to fade away as there won’t be anyone left standing to retaliate.
Dodge/Evasion (EVA) – The mage class has a fairly low evasion rate. Since sockets in equipment are limited, there might be better stats to have than more evasion. It is however important to note that evasion can work on both physical and magical attacks.
Accuracy/Hit (HIT) – Accuracy or hit rate comes into play much later into the game when stats start increasing rapidly. A little accuracy wouldn’t hurt as the mage class (or any class for that matter) would deal no damage if they can’t hit their foes. However, this stat is not really a big priority unless you find your mage to miss a whole lot (think Zodiac quests).
Critical (CRI) – Alongside MATK, critical rate is probably one of the most important stats for the mage in order to be the glassiest cannon of all. Critical typically deals one and a half times (1.5x) the amount of damage one would normally do. Scoring a big critical can essentially win you the battle right off the bat.
Block (BLK) – Block reduces the amount of damage you take by 50%. Similar to evasion rate, the mage class has a fairly low block rate. Having more block rate is good however, due to the low base block rate, it might be better to forgo this stat. In addition, if your EVA stat is just as low as your BLK stat, it might as well be better boosting dodge that way you take no damage rather than 50% of the damage.
Endurance (END)- Endurance reduces the chances of the enemy doing a critical hit on you. I believe that everyone regardless of class or hero status has 0 base END stat, as such it is hard to know whether it would be useful to increase this stat or not. I would suggest leaving this stat alone and increasing other stats which are seemingly more beneficial.
1) Pure glass cannon mage class build, recommended stats allocation in order of importance:
1. MATK
2. AGI
3. CRI
4. HP
5. HIT/PDEF/MDEF
>>Explanation:
Since you want to be the pure glass cannon, you would forgo nearly all defensive capabilities and ensure that the best defense is a good offense (this is the YOLO-You Only Live Once- build). MATK would be standard across the board for all mage classes. All mages would want more of this.
AGI comes in as second priority because you would like to attack before your opponent so you can easily take them out before they get a chance to hurt you. CRI would allow you to get the big damage you desire in order for opponents to get OHKOed.
In second to the last priority comes HP so that you can withstand some AoE damage.
Finally in last priority would be either HIT or a mix of PDEF or MDEF whichever you prefer and depending on the situation if you find yourself missing a lot or you feel a little vulnerable to attacks.
Given that this build focuses purely on attack, it is a high risk yet high reward type of build. You will get a chance to win over stronger opponents due to your big critical or even lose to weaker opponents due to a prolonged fight. This is generally a strong build especially if your tanks in the frontline are formidable or it could work wonders in team 3v3 fights. This build works well if your heroes are also equipped with agility and damage gems. However, using this build will be hard for Zodiac missions.
My personal comment on this kind of build:
a) Needs a god-like tank, or they will die before they even get 1 vs 1 with the rival main
b) Needs stunners (e.g. Cancer Aegis, Pyrona's skill etc.)
c) Not recommended for starters, because of the limited gem sockets where HP gems are to be slotted (You need to withstand at least one round of Angel's damage and one round of AoE damage from another hero)
d) Good with heroes that buff rage to your main (e.g. Astral Child, Nereida etc.)
2) More balanced mage class build, recommended stats allocation would be:
1. MATK
2. HP
3. PDEF/MDEF
4. AGI
5. HIT/CRI
>>Explanation:
This build is a mage build that focuses to be a jack of all trades. You essentially have a decent amount of damage while having the same decent amount of defensive capabilities. However being a jack of all trades, we do know that it is a master of none. Your damage would not be the best and neither would be your defensive capabilities.
What it can ensure though is that you can fight for a prolonged amount of time and hopefully win the drawn out battle convincingly (especially Zodiac missions). Like the pure glass cannon build, MATK would still be the highest priority so that you can deal a sizeable chunk of damage to your opponents.
In second priority would be HP so that you can have a good amount of health to take quite a beating. Though the mage class’ base HP is low, more HP is always a good thing in prolonged battles, that 10 HP can be your saving grace in winning a battle. For the third priority in this build, I would recommend having a mix of PDEF or MDEF or either of which based on your personal preference. As a mage class’ default defensive stats are low, bolstering this can help improve survivability and allow your mage to live longer than those of the glass cannon builds.
AGI comes in after improving your defensive capabilities primarily because despite having more HP, PDEF and MDEF than other mages, it does not mean you can be as tanky as the warrior class as such, you would still like to attack first so that you can minimize the amount of damage that you take in.
Finally in last priority would be more HIT or CRI rate depending on your personal preference. This is to ensure that your attacks will pack a punch rather than a pinch and hopefully in the drawn out battle, you do not miss often or let your opponents live with just a slither of health.
My personal comment on this kind of build:
a) Good with Area of Effect (AoE) damagers (e.g. Green Ranger, Blue Witch, Byron the Black, Atalanta etc.)
b) Needs healer
#Why top 5 stats but not 6 or 7?
You ask. Remember that each piece of our equipments only has up to 5 gem slots, unless you make Fusion Gems or upgraded sockets. The rest of the stats can only be boosted though Battle Angels, Guardian Angels, Mount Training, Elemental Training and so on.
#How to boost a specific stat?
Well I don't say. Anyway I'm going to. Try to set priority when boosting your stats.
1) Enhance equipments
2) Socket gems and unlock as many gem slots as possible
- Give top priority/focus to your main character
- Second priority to your main hero (e.g. Djinni, Green Ranger, Nether Knight etc.)
3) Refine equipments (Go for the stats mix you prefer instead of battle rating)
4) Skill training (using warsoul)