Beginner Mage trying to forsee the future

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cnewman
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Joined: Sun Aug 27, 2006 3:19 am

Beginner Mage trying to forsee the future

Post by cnewman »

I looked at all the spells out there and it looks like you can waste a lot of points going doing a path (ex. acid 1, acid 2, acid 3 , etc etc) with the potential of later level mobs being resistant to those particular spells. I am guilty of trying to min/max my character to an extent, but I am curious to people who fight 100+ 150+ llevel mobs as to what elemental spells are the most effective and which are absolutely worthless (ie. sleep, stun, root, fear)

Anyway want to hear all your input bad or good?
sumoman
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Re: Beginner Mage trying to forsee the future

Post by sumoman »

no matter what spell you choose to use, there will always be some mobs who are resistant to it.
You should get max lvl cold and acid, and maybe rot if u plan on killing plants

The higher lvl players normally use the series of spells you get when u hit lvl 125 (fire, electricity, poison, shockwave)
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sehracii
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Re: Beginner Mage trying to forsee the future

Post by sehracii »

All elemental spells are useful: direct damage acid/cold/rot - at lvl 125 fire/electric/poison/shock become most common, but there are still applications for the old three and elementalists make a point to have max in all.

Damage over Time (DoT) variations are rarely if ever used, can safely ignore them for a long time, but will probably end up getting them later when you have excess points.


Most useful afflictions: Fear, stun, root, madness, blind.
Sleep and the slow spells are pretty useless.


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martl
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Re: Beginner Mage trying to forsee the future

Post by martl »

most ppl level their heal along with their offensive skills, so getting enough sp to get all the goodies is not too hard... most important thing is to always keep the basic stats like intelligence maxed

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cnewman
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Joined: Sun Aug 27, 2006 3:19 am

Re: Beginner Mage trying to forsee the future

Post by cnewman »

Wow! Great Community. Thanks for the quick replies. You can't take root 6 without taking root 1, 2 ,3 ,4 ,5 correct?

Is there any websites devoted to crafting in Ryzom with schematics and such?
rundll32
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Re: Beginner Mage trying to forsee the future

Post by rundll32 »

cnewman wrote: but I am curious to people who fight 100+ 150+ llevel mobs as to what elemental spells are the most effective and which are absolutely worthless (ie. sleep, stun, root, fear)
sleep stun root fear are afflictions, not elemental magic, although they probably come under 'offensive' magic at the beginning. The skill trees split eventually and you wont be able to level your elemental magic using them.

So stick with acid, cold, rot. Diff mobs will resist different spells more/less, you just have 2 experiment.
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rundll32
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Re: Beginner Mage trying to forsee the future

Post by rundll32 »

Correct, you need to buy all of the spells leading up to a level 6 spell.
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sluggo0
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Re: Beginner Mage trying to forsee the future

Post by sluggo0 »

rundll32 wrote:Correct, you need to buy all of the spells leading up to a level 6 spell.
Well, that's correct from one perspective but not another. Everything in Ryzom is a stanza, so you cannot buy the power stanza for rot 6 without the power stanza for rot 5, however you do NOT need to buy the spells from the trainer. Each spell you get is a combination of power stanzas, sap/hp/range/time credits.

If you say were doing healing as well (or any two brances of magic) and already purchased the credits, the 'spell' and the 'power stanza upgrade' will cost exactly the same, and buying either one clears the other from the trainers. Sometimes you can max out your SPs by only buying the credits you know you need and a few power upgrades.

As far as elemental, the ones I found the most useful at first were acid, rot, cold, and as far as what I still use, the only one I very rarely use is acid, mostly just as a 'pull enchant' on a weapon.

Damage over time is useful mainly later, when you have more SP's than you can use in the near future (keep your eye on what spells/credits are coming up in the action progression screen to know what you'll need), for situations where you're duoing a named or boss for example, it means you have to cast less, use a bit less stats to keep the damage happening and only break for healing up with your afflictionist or tank or healer (if you're mage-tanking).
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