![]() MDEF is often the decision-maker in battles between mages of near equal strength. Follow it up with PDEF to make up for your natural weakness, and later MDEF. HP should be the next gem you socket, as the boosts from HP gems are many times better than Astrals. What you choose to socket is up to you, but it is smart to prioritize MATK. Try your best to save your socketing rods unless you plan to stay at a certain level for a long time. When you get the ability to begin socketing gems, just go crazy! You can also upgrade them in order to increase your stats and BR that much more! Hooray!Įdit: Bravado is great and all, but Socketing Rods cost money, and most players are not cashers. Level it up when you make at least 30k gold per hour, discounting Wilds. ![]() Although it costs the least, the total gold required to max out the Gold Production skill takes a very long time to see profit that is, even with a 10% boost, it might take months for you to earn it back. The Gold Production is also a trap you should not fall into. As for Power, you may upgrade it when the costs are small, but leave it alone once you reach level 3. ![]() Charm should not be ignored either- in battles between players of near equal BR, it gives a slight edge. ![]() This however, does not mean you should ignore it. It is also generally held that Endurance is better than Armor. The reason for this is that mages possess Suntoria (the effects of which are calculated based on HP), and in higher level BGs and Group Arena Suntoria is vital. As a fledgling mage, it is probably best to upgrade Intellect before anything else, followed by Endurance. Most newbies upgrade each skill at the same pace, since they often go by least cost. As a Mage, you'll want to focus on upgrading all of the skills, apart from Power, which you don't need to focus on as much.Įdit: Once your skills reach level 3, their cost will rise by 1000 contribution with each progressive level. Yes, anyway by contributing to the lovely, lovely Guild, you can then invest in upgrading your Guild Skills via the Skill Tower. Also, nowdays, Guild Masters do kick members based on their contribution as well as activity so it's important to put in a daily amount. Let's face it, you do owe it something for letting you in. Once you join a Guild (This is unlocked at level 13) you may begin contributing towards the guild itself. If you are stuck or confused on how to increase these stats, let me list the ways in which you can do so. I mean, let's face it, if you don't have a high PDEF then when it comes to fighting Knights and Archers, they'll wipe you out with a single shot, even if you do deal a significant amount of damage towards them. You then want to focus on minor things, such as HP (Health points) and PDEF (Physical defense) in order to be able to compete with Knights and Archers, who both deal physical damage. Note: MATK should always remain as your highest stat among others, closely followed by MDEF. Their magic using ability also allows them to cause a large amount of damage upon multilple targets as well as single targets when in battle, making them a dangerous opponent to fight against!Īs a Mage, you should focus on MATK (Magic attack) and MDEF (Magic defense). Unlike Knights and Archers, Mages carry healing capabilities at an early stage of the game, allowing them to heal themselves and/or their team mates when doing a multiplayer dungeon. They are magic users, and so rely mainly on MATK (Magic attack). Mages are just one of the three classes players will be able to select from when they start playing. All further edits should be marked as such. (Also I was bored, and found this.)Įdit: This guide is lacking in detail and could even hamper the progress of low level mages. You've probably seen hundreds, maybe thousands of guides linked to Mages, but this one is just one I decided to add to the Wartune Wiki because I feel that new players deserve a bit of an outline on what it is they're really about to encounter.
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