Magic that is actually useful for my needs?

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kakari
Posts: 8
Joined: Wed Sep 22, 2004 9:30 pm

Magic that is actually useful for my needs?

Post by kakari »

Hello,

I am trying to learn magic as assistant to my combat. But there are so many expensive skills with not my SP in the beginning, like Fear, Sleep, Madness, Blind, etc etc...

Which one is actually useful ?
Also, what are "heal upgeade, Acid damage upgrade" for? When I leanred one, I couldn't make a use of it.
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m3zcl4n
Posts: 37
Joined: Thu Sep 23, 2004 10:02 pm

Re: Magic that is actually useful for my needs?

Post by m3zcl4n »

The upgrades come into play when you start editing and fixing up your own spells. If you are planning to mix fighting and magic, i suggest investing points only on some heal self spells and some missile spells. If you are a meleer, dont bother with fear, since it causes them to run away from you until the spell breaks. But yeah, if you arent going to use magic as your main means of combat, cold1-2, acid 1-2 are good, and healself2 is also great.
Mezatlan - Defensive Magician
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Defenders Of Zoran
kakari
Posts: 8
Joined: Wed Sep 22, 2004 9:30 pm

Re: Magic that is actually useful for my needs?

Post by kakari »

Healself is under category of magic ?
What level enables that skill ?

How about blind?
The description says it will make melee attacks less effective.
mordred3
Posts: 40
Joined: Wed Sep 22, 2004 11:09 pm

Re: Magic that is actually useful for my needs?

Post by mordred3 »

The thing to understand about all affliction spells is that they are "linking spells". This means that once succesfully cast, you form a link with your target, and as long as you maintain that link, the effect remains. Doing any other actions breaks the link.

This is very important to consider, for one, these spells will be useless solo.

On the other hand, they can be incredibly powerful in a group.

Say for example, you have a group of mages. One can root the monster, while the others zap it from afar, taking no damage.

The spells work by taking an initial cost - and then taking sap at every "tick" ot interval.

Blind, stun, fear, root, madness, all work like this as far as I know. I think the Damage over time spells do as well.

Heal self is available to every single skill category. It is not neccesarily a magic skill. It's just an action that's on a timer that allows you to heal yourself. As far as I know, you can't heal yourself by any magical means (others have to).

So in recap; blind, stun, fear, root can all be very effective in a group, but are almost worthless solo.
lyrah68
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Joined: Thu Sep 23, 2004 11:45 pm

Re: Magic that is actually useful for my needs?

Post by lyrah68 »

If you are careful, you can save a FORTUNE in sp if you buy upgrades and NOT the Spelltype 2 and 3. That is one thing that I LOVE about this game, if you are smart, and find a helpful person(which either I am very lucky, very nice and find people nice side, or the community in this game is AMAZING, which I tend to believe the later, since I found nice people in each of the race's newbie zones), you can learn how to make new spells/action using the "hands bar" (known in other games as the "hotbuttons" bar, it has Hands on it, so I guess this games name of it makes sense).

I forget if you right or left click on a button in the hands bar, one of those will pop up a box that will say "new actions", left click that, and explore. You can add ANY part of ANY skill you have to other parts of the same class skill, I haven't tried mixing different kinds of magic into ONE spell, but it might be possible.

I am mostly a harvester/crafter so far (just my play type, I LOVE digging and getting ALL the FREE loot just BEGGING me to pick it up. *giggles*), and I know in those skills you can mix and match to NO end.

I have heard that SOME spells can be adjusted enough to make them SAP FREE, yes, NO mana spent spells, I have NEVER seen that in any other game. Now those free spells, you might need to be in a group, but then I hear that on the mainland grouping is MUCH more important than in the newbie areas.

This game has a bit more of a learning curve, but once you get the hang of the customizations, you will LOVE them. Think about it, you can make various skills that you name yourself, to use in different situations. Like a skill you JUST use to pull, with a HUGE range, but a bit sap costly, that you name "Pulling", or the Freebie that is CLOSE range with FAST cast that you name "grouped acid" or somesuch. And a sleep spell or whichever this game has for crowd control that you name "crowd control".

I was only in beta about 12 days, more is the pity, I wish it had been months, and I KNOW that I only know about a tenth of the game....if that much. This game has SO much to learn, explore, experiment, and things will be SO much easier with a group of cooperative friends, I just KNOW I will be in this game for years, or as long as the servers are up and running.

I Know it can be frustrating, but try to find someone in your zone that has a bit of experience in stanza tinkering, and some free time, and make friends. OH and USE that friendslist...it is your BEST tool in game (f key I think, or check the outside back page of the manual).

I heard that magic is just about as Skill point costly as crafting (which is to say VERY expensive, come jewelery crafting patterns cost 100 points YIKES!), so look at what stanzas each spell comes with, and mix and match. If you are careful...you might be able to shave off enough SP to get another spell without spending a fortune in SP.

See you in game and *hug*
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tetra
Posts: 494
Joined: Fri Sep 24, 2004 6:24 pm

Re: Magic that is actually useful for my needs?

Post by tetra »

lyrah68 wrote:I have heard that SOME spells can be adjusted enough to make them SAP FREE, yes, NO mana spent spells, I have NEVER seen that in any other game. Now those free spells, you might need to be in a group, but then I hear that on the mainland grouping is MUCH more important than in the newbie areas.

Most any spell can be made free, higher level spells will require incredibly high time credits to do it though so it's not amazingly useful. Also AC1 had free spells & basically free spells when your mana conversion skill was high enough :) .
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ayne31
Posts: 612
Joined: Thu Sep 23, 2004 5:11 pm

Re: Magic that is actually useful for my needs?

Post by ayne31 »

lyrah68 wrote:If you are careful, you can save a FORTUNE in sp if you buy upgrades and NOT the Spelltype 2 and 3.
Hmm....I did just that for the cold spell - but the trainer didnt offer me the credit upgrade I needed to be able to cast it.... :(
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tetra
Posts: 494
Joined: Fri Sep 24, 2004 6:24 pm

Re: Magic that is actually useful for my needs?

Post by tetra »

ayne31 wrote:Hmm....I did just that for the cold spell - but the trainer didnt offer me the credit upgrade I needed to be able to cast it.... :(
some of the lower credit bricks you can only get by buying the spells.
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ayne31
Posts: 612
Joined: Thu Sep 23, 2004 5:11 pm

Re: Magic that is actually useful for my needs?

Post by ayne31 »

tetra wrote:some of the lower credit bricks you can only get by buying the spells.
Then i got screwed again for 15 points as the complete spell cost also only 15 - I wil have to buy the complete acid2 to get the credit upgrade :(
fitzrpg
Posts: 56
Joined: Thu Sep 23, 2004 2:29 am

Re: Magic that is actually useful for my needs?

Post by fitzrpg »

ayne31 wrote:Then i got screwed again for 15 points as the complete spell cost also only 15 - I wil have to buy the complete acid2 to get the credit upgrade :(
It seems to me that once you have bought the component, you don't have to pay for it again, even if its in another spell. If you already know a spell compoenent, the spell will cost less for you.

So, if you paid 10 sp for a component and you see a full spell to learn for 15 sp, the original cost to learn the whole spell was likely 25 sp.

Basicaly, you only pay for what you don't already have. At least this is what it seems like.

Hope this helps,
Fitz
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