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?
Beginner Mage trying to forsee the future
Re: Beginner Mage trying to forsee the future
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)
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)
Schizm
Elemental babe of Fyros
Ex-Infinity
Kami worshiper
Now has 2 dictionary websites at my disposal, bring it on grimjim
Currently annoyed that the devs somehow made ryzom unplayable on my machine
Elemental babe of Fyros
Ex-Infinity
Kami worshiper
Now has 2 dictionary websites at my disposal, bring it on grimjim
Currently annoyed that the devs somehow made ryzom unplayable on my machine
Re: Beginner Mage trying to forsee the future
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.
Welcome to Atys! Feel free to send a /tell in game anytime with questions
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.
Welcome to Atys! Feel free to send a /tell in game anytime with questions

Sehraci Antodera [Medium Armor & Accessories Boutique]
Master of Illusion and Torment
"True power is not destruction, but control"
Karavaneer - Arispotle
Reapers of the Dark
Master of Illusion and Torment
"True power is not destruction, but control"
Karavaneer - Arispotle
Reapers of the Dark
Re: Beginner Mage trying to forsee the future
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
blau muss mein Geliebter sein, blau wie süßer Blaubeerwein,
blau wie Himmel weit und leer, blau wie wildes großes Meer.
Bist du gelb nein dankeschön, abgelehnt wird auch das Grün
selbst das Rot kann mich nicht locken, blau nur haut mich aus den Socken !
"digging is for some strange reason fun" (Karmojr)http://de.miniprofile.xfire.com/bg/os/type/1/lunana.png
Re: Beginner Mage trying to forsee the future
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?
Is there any websites devoted to crafting in Ryzom with schematics and such?
Re: Beginner Mage trying to forsee the future
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.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)
So stick with acid, cold, rot. Diff mobs will resist different spells more/less, you just have 2 experiment.
Rundll
High Officer of Order of the Nameless
High Officer of Order of the Nameless
Re: Beginner Mage trying to forsee the future
Correct, you need to buy all of the spells leading up to a level 6 spell.
Rundll
High Officer of Order of the Nameless
High Officer of Order of the Nameless
Re: Beginner Mage trying to forsee the future
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.rundll32 wrote:Correct, you need to buy all of the spells leading up to a level 6 spell.
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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Minou [Karavan] Arispotle
Minou [Karavan] Arispotle