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The Lightning Mage for Beginners

inscrutableinscrutable Posts: 10 Arc User
edited April 2014 in Mage Discussion
The Lightning Mage for Beginners
by Kolgrimm-Lionheart(PvE)

o{===Table of Contents===}o
I. Introduction
II. General Tips, Tricks, and FAQs
III. Races
IV. Talents
V. Useful Equipment and Potions
VI. Credits and Thanks

More sections may be added in the future.

I. INTRODUCTION
1.1 - About Me

Greetings fellow Mages and potential Mages! My in-game name is Kolgrimm from the Lionheart (PvE) server and I have been playing this class since Closed Beta phase 4. I do not claim perfect knowledge of this class or this talent tree. I fully accept that there are Mages on these forums and in the game who have much more experience than I do, and I invite them to contribute, whether by correcting mistakes or offering their own opinions on talent builds or equipment setups. I want to help make this guide be as comprehensive and useful as possible, and that means admitting that I need help writing about it. If you have any comments or suggestions regarding the guide, please feel free to PM me in-game or through the forum PM system.

This guide is primarily oriented towards new players, whether new to the game, new to Forsaken World, or new to MMOs entirely. Though I focus primarily on the Lightning talent tree and PvE content, there are some general Mage tips that may be useful for Fire and Ice Mages as well. This guide is not written for PvP players, of which there are very many in Forsaken World, but only because I am not very experienced with PvP in this game. I invite Mages who are very skilled and knowledgeable about Lightning Mage PvP to please consider contributing to help make the guide more useful. I will give full credit to contributors, both by noting them in the Credits section and by including their names in parts they have written. I've also compiled several FAQs and other information from the Mage Discussion forum, and tried to clean it up and present it in a clean, neatly-written format. Hopefully, this will help slow the number of threads being made to ask the same question.

On that note, kazekazegaara88 has a slightly older, but no less useful, guide (originally posted Nov. 18, 2010) which may be found here: http://fw-forum.perfectworld.com/showthread.php?t=55711. It has better commentary on the use of each tree in PvP and some advice on gear, which tree to choose, and some talent builds, among other things. I highly recommend that you read his guide, especially since some of the comments also have some very valuable information.

1.2 - The Lightning Mage

Of the three mage specializations, the Lightning Mage focuses on fairly high direct damage output and Area of Effect (AoE) spells, two of which have the ability to knock enemies back in PvE. All mages receive three (as of the end of Closed Beta 4) Area of Effect spells: Thunderclap, the basic Wind spell; Rage of Demons, a higher-level Fire spell; and Frost Realm, which is a Point-Blank Area of Effect (PBAoE) that freezes enemies in place. Lightning mages also get Thunder Penetration, which has a chance to cause knockback, interrupt spellcasting, and affects enemies in a line rather than in a circle focused around a single enemy or the caster. Your Thunderclap will also apply Paralysis, which is a stacking debuff to an enemy's Evasion; though the base chance to apply Thunderclap (40%) is usually enough to maintain a full stack in a long battle, you can get guaranteed or almost-guaranteed uptime with 3/4 or 4/4 ranks in the Thunder Paralyze talent.

By using your Thunderclap and Ice Arrow spells in carefully timed combination, you can almost always keep a monster from closing to melee range with you (unless they gain temporary immunity to the freeze effect of Ice Arrow). In this way, it's possible to play a Lightning Mage defensively at least some of the time, favoring kiting tactics and controlling enemy movement while you and your pet take out chunks of HP. It's also very common to play the Lightning Mage as a straight, offensive direct damage dealer, with powerful AoE spells and strong critical hits. Whichever route you prefer, and no matter which talent specialization you decide upon, you should consider your entire array of mage spells as part of one big toolkit. Even though you might not have spent talents to improve them, your Fire and Ice spells are still very important depending on the situation.

Though effective if not very mana-efficient from level 10, Lightning Mages come into their own in the late-30s once the High Voltage talent becomes available. Once you have 2 ranks in this talent, you gain a buff called Thunder Tempest whenever you cast a Lightning spell. Once Thunder Tempest reaches 8 stacks, the cooldown of your Lightning spells is greatly reduced and your critical hit rate is improved. Putting ranks in Thunder Rolling will increase the critical hit rate of your Thunderclap even further. This does, however, mean your output will flux between being very high when Thunder Tempest is active and being lower when it's not. In almost any game, the very nature of critical-hit-dependent builds makes them more suitable for short bursts of spike damage rather than long periods of sustained damage.
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  • inscrutableinscrutable Posts: 10 Arc User
    edited March 2011
    II. GENERAL TIPS, TRICKS, AND FAQS
    ================
    2.1 - Tips and Tricks

    1. Remember to always have a good supply of both health and mana potions, along with food and drink, whenever you leave town. It is very important, especially in dungeons, to have mana potions and drinks with you at all times. Healing potions can also take some of the stress away from your healer.

    2. Be cautious when using Area of Effect (AoE) spells. In dungeons, especially the low-level ones, you can very easily pull aggro from multiple mobs off your tank with a misplaced or badly-timed Thunderclap. If you're not confident in your judgement, your tank, or your healer, save Thunderclap for bosses. Even with a majority of Thunder talents, your Fireball is still serviceable and very mana-efficient for non-boss creatures ("trash") in dungeons.

    3. Use your spells to position mobs in an advantageous way. With careful timing and a bit of luck, you can cycle Thunderclap and Ice Arrow to keep a mob from closing to melee range. In the same way, a well-timed Thunderclap + Ice Arrow can help in a dungeon by knocking a monster away from your healer and freezing it in place so your tank can come pick up aggro again. This tactic only works in PvE, because knockbacks don't work in PvP.

    4. Your pet will almost never pull aggro from you if you're using spells, but make sure to have some pet HP potions for dungeons and use the self-protection pet feature. Your pets give you bonuses to resistances and do some damage alongside you, but healers prioritize players over pets in instances (with good reason). Don't let boss AoE kill your pet!


    2.2 - Frequently Asked Questions
    Q: Which Mage spec/talent build is best [for me]?
    A: The answer to this question, and every other question like it, is the same: it depends. It depends on how the developers are feeling with each patch cycle, it depends on how good your Internet connection is, it depends on how well you understand the spec, and it depends on well you've equipped your character - among other things. I understand the desire to not make a mistake when creating your first character (or first Mage) or perhaps to pick the most overpowered class and talent build in the game. However, both of these things aren't permanent. Classes get rebalanced, talents and spells get tweaked, and the class that everyone was playing one patch gets abandoned by the majority of them when the nerfbat comes around. As for making mistakes, it happens when you first start playing a game. Think of your first character (or first few characters) as a guinea pig, a learning experience. Ultimately, you should do two things when deciding which class and spec to play: first, you should experiment and explore on your own; second, you should decide based on what you think will be most fun to play (or better, what you have discovered for yourself is the most fun).

    Q: Should my Mage be a Kindred or a Human?
    A: This is explored in the Races section in this guide, as well as in other threads in the Mage Discussion forum. The short version is that it doesn't matter so much for PvE, though PvPers will have to decide which racial ability is more valuable and whether getting cooldown reduction (Kindred) or damage boosting (Human) talents first is more important. Humans take the slight advantage in boosting Thunderclap damage as soon as level 23 (+45% base damage compared to +30% for Kindred) but Kindred also apply the boost to Thunder Penetration once they get Might of Thunder at level 65. Kindred reduce the cooldown of their Thunderclap by 2 seconds in their first tier of talents, but Humans reduce the cooldown of both Thunderclap and Thunder Penetration by 2 seconds in the tenth tier. The "when" of getting these talents can matter for the early- and mid-levels in both PvP and PvE, but they appear to reach a balancing point in the mid-60s.

    Q: Is <race> or <spec> good in PvP?
    A: In the case of PvP, it really depends on you and your style. Though I myself do not PvP frequently, I know enough to say that you can give any hundred random people the most overpowered spec and gear, tell them to go forth and peekay, and you'll get wildly different results from each person out of the hundred. Even strange or unorthodox builds can prove effective in the right hands (and not necessarily because of some loophole the developers overlooked in balancing), just as good equipment and a build that is generally considered good do not mean that you will be successful.

    Q: How much benefit do I gain from Mastery?
    A: This answer comes from Borsuc/Borsook, who did the testing in CB and came up with an answer that is commonly used on these discussion forums. Each point (1) of Mastery grants a 0.1% increase to damage of that type; however, it may also be thought of as every ten (10) points of Mastery granting a 1% increase to damage, if that is easier for you to calculate mentally.



    III. RACES
    ================
    3.1 - Introduction

    In Forsaken World, the Mage class is available to both Humans and Kindred. I hesitate to say that both races have penalties when compared to each other, because neither one has a Blessing or racial skill that subtracts from a stat or mastery; however, both do have strong points to be considered. In addition, the two races have different talents available in each tree that can slightly alter the way you play. For PvE, you should do just fine with a Mage of whichever race you like most. For PvP, the difference in abilities might cause you to make the decision more carefully.
    Credit goes to kazekazegaara88 for his translation (via Google Translate) of the race-specific talents. The original thread may be found here: http://fw-forum.perfectworld.com/showthread.php?t=14111.

    3.2 - Humans

    The first effect of the Human racial ability (Pray) is useful for PvP players, since it dispels stun, ensnare, silence, sleep and disarm effects and provides immunity to them for 4 seconds. The second is useful for all Human classes and players: you instantly regain 25% of your max mana. The skill has a 300 second (5 minute) cooldown, but is useful in PvE because it can serve as a hefty emergency mana potion in dungeons or other panic situations.
    The Blessing of Humans skill grants a 1% bonus to your max HP, which is useful for everyone but is worth more to classes with already high HP pools because of the nature of percentage-based buffs. The second effect of the Blessing is an across-the-board +5 increase to all your Masteries. This is nice for Lightning Mages even if it seems like a small amount, because it affects all your other Mage spells and you will probably find yourself using the less mana-intensive Fireball or the root effect of Ice Arrow while you play.

    3.2.1 - Human Lightning Mage Talents
    Tier I
    Lightning Fury: Increases the base damage bonus of your Thunderclap spell by 15/30/45%. This stacks additively (added rather than multiplied) with the base damage of Thunderclap, increasing it to 90/105/120%. For curiosity's sake, Thunderclap would do (75*1.15)= 86.25, (75*1.3)= 97.5, (75*1.45)= 108.75% damage if the talent bonus were multiplied into base damage.

    Tier X
    Blessing of Thunder: Reduces the cooldown of your Thunderclap and Thunder Penetration spells by 1/2 seconds.

    3.3 - Kindred

    Kindred begin the game with the First Encounter ability, which is a 30-second self buff that steals 2% health with each attack from an enemy you are fighting. I'm actually unsure if the ability steals health as described (which would imply that it additionally deals the amount of damage healed) or simply heals the character (which means the enemy is unaffected). In either case, this ability is replaced during a quest that is about midway through the Kindred starting zone.
    Kindred leave Dusk Town with Embrace of the Vampire, an ability that steals health (up to 15% of your character's max HP) from a single enemy and also silences that enemy for 4 seconds. It has a 300 second (5 minute) cooldown. For whatever reason, the animation involves a giant black hand thing that reaches up and grasps down towards the enemy you used it against.
    The Blessing of the Kindred grants a 1% bonus to your max HP, just like the Blessing of their Human cousins. The more interesting bonus comes from the second effect, which grants them a +15 bonus to Fire and Darkness masteries. Though this gives Kindred Fire Mages a slight edge over Humans, even Lightning Mages will find this useful because Fireball and Rage of Demons have their place in any Mage's toolkit.

    3.3.1 - Kindred Lightning Mage Talents
    Tier I
    Lightning Shadow: Reduces the cooldown of Thunderclap by 1/2 seconds. (The cooldown of Thunderclap is reduced from 5 seconds to 4/3 seconds.)

    Tier X
    Might of Thunder: Increases damage bonus of Thunderclap and Thunder Penetration by 10/20/30%.
  • inscrutableinscrutable Posts: 10 Arc User
    edited March 2011
    IV. TALENTS
    ================
    4.1 - An Overview

    For those of you new to Forsaken World or who come from games without a similar system, talents are one of the primary ways to distinguish your character from another player's. Every class in Forsaken World has three distinct talent trees, each one with a certain theme and focus. For the Mage, these trees focus on the three different elemental spells that you can learn: Fire, Ice, or Lightning. Even two Mages of the same level, with the same equipment, and who have focused on the same talent tree might have ended up with different talent builds. Though it's generally best to focus on one particular tree while you level, there are some beneficial talents in the other two trees that are worth considering.

    Talents are gained at a rate of 1 per level, starting at level 20 and continuing until the level cap. Once you reach level 20, you can open the Talents screen by pressing N (the default hotkey) or by opening your general skills menu (K, by default) and clicking the "Talents" tab. Each Talent will improve your character in some way, whether by improving a particular skill (or skills) or giving you completely new ones. Many talents have more than one rank, which means you get greater benefit by putting more points into a talent. However you only get a limited amount of talent points, and you need a Talent Compass in order to reset your talents. Therefore, you should choose wisely and plan ahead.

    Though often called a "tree," the talent layout doesn't really resemble a tree unless the tree were upside-down. You begin at the very top of the talent tree and work your way down towards the bottom. Within each talent tree, there are several "tiers" of talents. In order to advance from one tier to the next, you need to have spent (5 * current Tier level) worth of talents in the same talent tree to advance to the next one. For example, to advance to the third tier of Lightning talents, you need to have spent 10 points in the Lightning tree. Spending a combination of 10 points in Lightning, Fire, and/or Ice will not qualify you for the next tier. It doesn't matter where you spend the points within the tree - for example, you could max all of the Tier I talents and only have a few points in the Tier II talents and still be able to keep moving down. In some cases, this is necessary to pick up valuable talents in earlier tiers especially if the ones in your current Tier are not useful to your desired build.

    Though it is currently not functioning properly and is out-of-date, the official Forsaken World webpage has a talent calculator that can be used to experiment. You can reach it by going to this link: http://fw.perfectworld.com/talentcalc. Also, without an accurate official talent calculator, it may be helpful to post all of the talents in the Lightning tree in this guide.

    4.2 - Lightning Talents
    This section will be arranged in the following format:
    Talent Name - Total number of ranks
    Effect: I like to clarify the wording where possible. I also arrange the changing values of each talent in order of their effect at each rank. For example, if Fake Talent EX improves your autoattack damage by 1% at rank 1, 2% at rank 2, and 3% at rank 3, I will write it like this: Improves autoattack damage by 1/2/3%.
    Prerequisite: If applicable, I will list how many ranks are needed in other talents before you can take ranks in an advanced one.
    Notes: I leave this section open to contributor opinions, though I sometimes make notes of my own. I can't really advise you to take any particular talent, because every player has his or her own goals for each character. PvE and PvP builds especially tend to be very different from each other, with each style of play favoring different talents for different situations. There are no ratings or stars to be found here.

    DISCLAIMER: Talent information is subject to change with each patch.

    >>THIS SECTION IS A WORK IN PROGRESS<<


    Tier I:
    Thunder Paralyze - 4 ranks
    Effect: Increases Thunderclap's chance to paralyze an enemy by 15/30/45/60% and reduces its mana cost by 5/10/15/20%.
    Note: Increases the chance to apply the Paralysis debuff to 55/70/85/100%. The knockback chance and the chance to apply Paralysis are linked, so having 4/4 ranks in Thunder Paralysis means that you have a 100% chance to knock back enemies with Thunderclap.

    Magic Fountain - 3 ranks
    Effect: Increases the max mana gained from Art of Magic by 1.5/3.0/4.5%

    Lightning Fury (Human) - 3 ranks
    Effect: Increases the base damage of Thunderclap by 15/30/45%.
    Note: This increases the damage of Thunderclap to 90/105/120% of base attack + n Wind damage from the spell's level.

    Lightning Shadow (Kindred) - 2 ranks
    Effect: Decreases the cooldown of your Thunderclap spell by 1/2 seconds.
    Note: This sets the cooldown of your Thunderclap to 4/3 seconds.


    Tier II - Requires 5 points in other Lightning Talents:
    Shock Expansion - 4 ranks
    Effect: Increases the range* of Thunderclap by 30/60/90/120% and increases the number of targets struck by 2/4/6/8.
    Prerequisites: Requires 1 rank in Thunder Paralyze.
    Tooltip Error*: Though the talent says that it increases Thunderclap's range, this may be a translation error. Google Translate indicates that the kanji 范围 [fan wei] may be translated 22 ways, including "range" or "radius". Currently, it increases the radius (the size of circle around the initial target) of Thunderclap to 3.9/4.8/5.7/6.6 meters. At the moment, 2/4 Shock Expansion displays Thunderclap's radius as 4 meters, even though it technically is 4.8. However, I don't know if the game takes the decimal into account even though it is not being displayed on the spell's tooltip.
    If it were working as the talent states, the range of Thunderclap would increase to 23.4/28.8/34.2/39.6 meters. This would be a problem in PvP with Lightning mages hitting with Thunderclap from almost 40 meters.

    Evil Protection EX - 2 ranks
    Effect: Increases the duration of Sinister Protection by 5/10 seconds.

    Sinister Wind - 3 ranks
    Effect: Increases the passive Wind Mastery bonus granted by Sinister Knowledge by 50/100/150%.
    Note: Increases the Wind Mastery bonus for Sinister Knowledge (Rank 1) to 12/16/20. The bonus increases with higher ranks of Sinister Knowledge.


    Tier III - Requires 10 points in other Lightning Talents:
    Rolling Thunder - 4 ranks
    Effect: Increases the critical hit chance of Thunderclap by 1.5/3.0/4.5/6.0%.
    Prequisite: Requires 2 ranks in Shock Expansion.

    Thunder Penetration - 4 ranks
    Spell
    Effect: Attacks targets in a straight line reaching 21 meters in front of the caster, dealing 100% base damage plus 1339/2362/3366/4351 Wind damage. Thunder Penetration strikes up to 16/17/18/19 targets, and enemies who are casting when struck by this spell have a 25% chance to have that spell interrupted.
    Note: Each rank of this talent has a level requirement that you must meet before taking the next rank. For example, though you can take the first rank of Thunder Penetration at Lv30, you need to be Lv45 before you can learn the second.

    Energy of Protection - 3 ranks
    Effect: Sinister Protection provides an additional magic shield that prevents incoming damage from dealing more than 30/20/10% of your max HP as damage. The shield dissapates after absorbing 3 attacks.
    Prerequisite: Requires 1 rank in Sinister Protection EX.


    Tier IV - Requires 15 points in other Lightning Talents:
    Shock Hit EX - 4 ranks
    Prerequisite: Requires 1 rank in Thunder Penetration.
    Effect: Your Thunder Penetration has a 25/50/75/100% chance to apply the Paralysis debuff and knock back all targets within range.

    High Voltage - 2 ranks
    Effect: Offensive Wind spells you cast have a 50/100% chance to generate a High Voltage charge. Once 8 charges have been generated, the caster receives the Thunder Tempest buff. Thunder Tempest increases the critical hit rate of Wind spells and shortens their cooldown dramatically. Thunder Tempest lasts 10 seconds.
    Note: One of the defining talents of the Lightning tree.

    Wind Mastery - 4 ranks
    Effect: Your Wind Mastery is increased by 10/20/30/40.


    Tier V - Requires 20 points in other Lightning Talents:
    Transform EX - 3 ranks
    Effect: Increases the duration of your Transform spell by 3/6/9 seconds.

    Swift Wind Drive - 2 ranks
    Effect: Improves the speed bonus granted by your Wind Drive spell by 20/40%.

    Thunder Focusing - 6 ranks
    Prerequisite: Requires 3 ranks in Wind Mastery.
    Effect: Increases the Attack of all offensive Lightning spells by 0.5/1.0/1.5/2.0/2.5/3.0% of the caster's maximum MP.


    Tier VI - Requires 25 points in other Lightning Talents:
    Advanced Paralyze - 2 ranks
    Effect: Paralyze reduces the target's Wind Resistance by 10/20 and increases its duration by 3/6 seconds.

    Sustained Energy - 4 ranks
    Prerequisite: Requires 1 rank in High Voltage.
    Effect: Increases the duration of your Thunder Tempest by 1/2/3/4 seconds. Each High Voltage charge increases the Mage's speed by 5%.


    Tier VII - Requires 30 points in other Lightning Talents:
    Meditation of Wind - 3 ranks
    Effect: Increases the Wind Mastery bonus granted by your Magic Meditation spell by 15/30/45.

    Thunder Barrier - 3 ranks
    Effect: Increase your Wind Resistance by 20/40/60.


    Tier VIII - Requires 35 points in other Lightning Talents:
    Sinister Force - 2 ranks
    Spell
    Effect: At the cost of 50% of your current MP, you strike up to 20 enemies within 15/18 meters, making them lose 25% of their max MP and debuffing the caster with Exhaustion Aura for 20 seconds. The Exhaustion Aura drains the caster's current MP by 3% every second, but surrounding enemies also lose 3% of their current MP as well. The Aura dissipates if your MP drops below 10% of its maximum.

    Dark Contract - 3 ranks
    Prerequisite: Requires 1 rank in Sinister Force.
    Effect: Increases Sinister Force's mana burning effect by 20/40/60%.


    Tier IX - Requires 40 points in other Lightning Talents:
    Sinister Constriction - 4 ranks
    Prerequisite: Requires 3 ranks in Dark Contract.
    Effect: When the target's MP is below 20%, the target takes damage equal to 5/10/15/20% of its max MP and is silenced for 3 seconds.

    Icebreak - 2 ranks
    Effect: When you strike a Frozen target with one of your offensive Wind spells, you apply the Broken Ice effect for 15 seconds. A target afflicted by Broken Ice takes 5/10% more damage whenever it is attacked.


    Tier X - Requires 45 points in other Lightning Talents:
    Windblast - 3 ranks
    Effect: Offensive Wind spells have a 5/10/15% chance to interrupt the target's casting.
    Tooltip Error: Currently in the game, the first rank of this talent (and possibly the second and third, as well) displays its percentage chance as "d%". The values shown here are taken from the official talent calculator and may no longer be accurate.

    Blessing of Thunder (Human) - 2 ranks.
    Effect: Reduces the cooldown of your Thunderclap and Thunder Penetration by 1/2 seconds.

    Might of Thunder (Kindred) - 3 ranks
    Effect: Increases the damage bonus of Thunderclap and Thunder Penetration by 10/20/30%.

    Dispelling Wind - 3 ranks
    Effect: Your Magic Purge spell has a 40/70/100% chance to remove a buff from its target.
  • inscrutableinscrutable Posts: 10 Arc User
    edited March 2011
    V. USEFUL GEAR AND POTIONS
    ================
    >>THIS SECTION IS A WORK IN PROGRESS<<

    5.1 - Alchemical Products
    Mana Elixirs: Mana potions of every kind are valuable to a mage, but elixirs are usually easier to craft than other varieties of mana potion because they require fewer herbs and provide only slightly less mana restored. Elixirs restore mana in small chunks over about 6 seconds, rather than all at once like Potions.

    <Element> Mastery Potions: Technically available from level 20 and requiring LV2 Botany (if you harvest your own flowers) and LV2 Alchemy, this potion recipe is sold by Molina, the Remedy Vendor, in Towerpush Town (Sea of Oblivion). It comes in every available elemental mastery type, from Physical to Darkness, and provides a +15 Mastery buff to that element for 5 minutes with a 3 minute cooldown. The Wind Mastery version is a very useful damage buff for your Lightning Spells when you fight a dungeon boss or overworld elite monster, increasing your Wind damage by 1.5%. I say that it is "technically" available from level 20 because, even though the potion has a lower level requirement to drink, the Hyacinth that the recipe calls for only grows in higher-level areas of the Sea of Oblivion and you will probably be closer to level 30 before you can safely or easily harvest very much of it.

    5.2 - Equipment

    Weapons and armor may randomly have one or two bonus attributes, indicated by specific prefixes to the item's name. For example, a Wise Elemental Staff has the base stats of an Elemental Staff but also gives a bonus to max MP, indicated by the prefix "Wise."

    Item Prefixes:
    Breeze: Gives a bonus to Wind Mastery.
    Deadly: Gives a bonus to Critical hit chance.
    Mighty: Gives a bonus to Attack.
    Precise: Gives a bonus to Accuracy.
    Rending: Gives a bonus to Wind attack.
    Stout: Gives a bonus to max HP.
    Warded: Gives a bonus to defense.
    Wise: Gives a bonus to max MP.

    5.2.1 - Item Sets
    Though there are many more item sets available for Mages, this sub-section focuses on the ones that are useful for the Lightning mage in particular.

    "Wrath of Banished Deity" - Level 20 Mage set, dropped by bosses in the Emperor's Canyon dungeon.
    Set (2): Wind Mastery +14
    Set (3): Attack +107

    Pieces: Chest - God's Agent Robe, Leggings - God's Agent Skirt, Staff - Hand of Banished Deity.

    "Magic Crystal" - Level 30 Mage set, purchased with Sapphire Shards.
    Set (2): Wind Mastery +11
    Set (3): Defense +34
    Set (4): Health +343
    Set (5): Attack +95
    Set (6): Evasion +5
    Set (7): Critical damage +10.0%

    Pieces: Helm - Magic Crystal Hat, Chest - Magic Crystal Robe, Shoulders - Magic Crystal Pauldron, Hands - Magic Crystal Wristband, Belt - Magic Crystal Belt, Leggings - Magic Crystal Pants, Boots - Magic Crystal Boots.


    VI. CREDITS AND THANKS
    ================
    Thanks go to:
    You, for reading this guide (even if you only intend to flame me!)
    kazekazegaara88, for his translation work, and also to all the closed beta mages who participated in the discussion in his guide.
    Borsook, for his testing during closed beta, especially for discovering the benefit per point of Mastery.
  • inscrutableinscrutable Posts: 10 Arc User
    edited March 2011
    Reserved.

    You may now begin posting!
  • roylimroylim Posts: 1 Arc User
    edited March 2011
    hmm how abt showing us how u add ur talent ?

    nice guide here btw :)
  • Rikona - EyrdaRikona - Eyrda Posts: 63 Arc User
    edited March 2011
    great guide however 1 thing that bugs me and i dont get why ppl still think this, lighting isnt a true aoer since its aoes are very small and focused.

    Lighting is more of a Single target dps rather then large scale aoes compared to fire i know lighting has aoes and u still gain Rage of demons and the ice skill but fire is more of a aoers with flame of fury compared to thunder penertration.
  • inscrutableinscrutable Posts: 10 Arc User
    edited March 2011
    roylim wrote: »
    hmm how abt showing us how u add ur talent ?

    nice guide here btw :)

    Thank you for reading. I'm glad you like it. As for why I don't post my own talent builds, it's because I don't feel comfortable advising other people on where exactly to spend their talent points. How you build your Lightning mage is up to you, because you know what you want to do with him or her (PvE, PvP, a mix of both, etc.)
    great guide however 1 thing that bugs me and i dont get why ppl still think this, lighting isnt a true aoer since its aoes are very small and focused.

    Lighting is more of a Single target dps rather then large scale aoes compared to fire i know lighting has aoes and u still gain Rage of demons and the ice skill but fire is more of a aoers with flame of fury compared to thunder penertration.

    It's true that Lightning's largest AoE is Thunder Penetration, and even though it's got a 21m range it's hard to hit as many targets because it's a line and not a circle. Then again, most of a Mage's AoEs in this game don't have very large ranges - even Flame of Fury only has an 8 meter range, doesn't it? Compared to other games, I think the AoEs in Forsaken World are a little small. But you make a good point.

    I would say that the main focus of a Lightning build is its high critical-hit rates while you have Thunder Tempest active. But, one of the advantages Lightning AoE has compared to Fire is that it can knockback in PvE and debuff Evasion, which makes the limited range something of a tradeoff. And in the case of Thunder Penetration, you need to take ranks in another talent (Shock Hit EX) to even have a chance to paralyze and knockback. If the knockback and Paralyze hadn't been part of Lightning spells, maybe their area of effect would be larger and the base damage of Thunderclap (before talents) would be higher than 75%.
  • Lee - EyrdaLee - Eyrda Posts: 83 Arc User
    edited March 2011
    Great guide. It was a nice read :)
  • friedfrenzy5friedfrenzy5 Posts: 1 Arc User
    edited March 2011
    I'm going for a Kindred Lightning Mage. I've heard some people say they don't like that kind of combination, so I'm really exicted to give it a try. Just in case, I've saving my free treasure chest/loot box thingy for a free talent reset.

    I've seen some videos and watched some players in Closed Beta and the graphics and skills thrill me. At the moment, this is the class I plan on bringing to the end.

    I really enjoyed reading your guide as it helped me decide on which powers I'd like to try out on my talent tree. I'm finding casual to in-depth posts about the class helpful in my decision making, actually. I think some of the posters should start reading the threads on these forums instead of posting multiple threads asking if something is good or bad. I'm a total noob most of the time, so this thread really does help.

    I do have some questions though in regards to pets. During Closed Beta (I dunno, it was like phase 2 or something) I think there were skills we could add to our pets that increased the owner's wind mastery. If I'm not mistaken, there was one that raised like three different types of mastery. I'm assuming this kind of skill would be a great idea to add to our pets? Any other pet skills that you might suggest over the others? Maybe the top 4-6 that you think could be most useful?
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  • alligatoringalligatoring Posts: 11 Arc User
    edited March 2011
    Great guide, I'm still confused as which race to pick for a lightning mage.

    Since humans get +45% base on that lightning skill and then get a cooldown reduction later on for two lightning skills is that better than the kindreds cooldown reduction and later +% lightning damage? And since their race skill is leech but based on the casters health it seems like human would be the "better" choice - but a few people have also said that a Kindred Lightning mage endgame would be something to fear but didn't specify why... :confused:
  • Kolgrimm - LionheartKolgrimm - Lionheart Posts: 11 Arc User
    edited March 2011
    I do have some questions though in regards to pets. During Closed Beta (I dunno, it was like phase 2 or something) I think there were skills we could add to our pets that increased the owner's wind mastery. If I'm not mistaken, there was one that raised like three different types of mastery. I'm assuming this kind of skill would be a great idea to add to our pets? Any other pet skills that you might suggest over the others? Maybe the top 4-6 that you think could be most useful?

    Thank you for reading. I'm sorry it's taken so long for me to reply to your post but, quite honestly, you asked me a question that I wasn't entirely prepared to answer. You are correct about pet skills that increase your Masteries: there's one for each Mastery, along with a few that increase two or three at once. These would be very good skills to add to one of your pets, but the question is about obtaining these skills. I'll first list the ones I've found.

    I've only seen these pet skill scrolls being sold by Bobroah, the [Treasure Vendor] near the Blossom Boulevard Trackstone. As far as I know, these can only be purchased with gold (not soul coin) and the prices are a bit steep. When I look on the Lionheart Wealth rankings, there are only a handful of people who currently afford the 1 diamond, 50 gold cost of the epic skill scrolls. Without being able to buy these skills, and because the scroll doesn't show the effect of the skill until it's learned, I can only extrapolate their values based on the lower-quality versions that, until recently, I had no idea even existed.

    Wind Field III: +60 (?) to Wind, Fire, and Water Masteries for 120 seconds. 30 second cooldown.
    Flame Boost II: +60 (?) to Fire Mastery.
    Ocean Boost II: +60 (?) to Water Mastery.
    Wind Boost II: +60 (?) to Wind Mastery.

    With a bit of luck, I ran across someone whose Husky knew the lowest-quality version of Wind Field. I was able to learn from this person that, at the least, the scroll sometimes drops from one of the boss creatures in the Creekbank Valley instance. From this scroll, I can guess at the values of the higher-level ones.

    Wind Field I: +20 to Wind, Fire, and Water Masteries for 120 seconds. 30 second cooldown.

    Now, aside from these skills, and without knowing how much you intend to use the cash shop to acquire gold (through Mercury Statuettes), I'll also recommend the two basic skills that all Wind Puppets and Scarabs know. These defensive passives can be useful if you favor a defensive play style, though good Wind Puppets can make decent DPS pets as far as pets go.

    Scarab - Iron Bones I: Increases master's Defense by 15% of the pet's defense rating plus 5. 120 second duration.
    Wind Puppet - Deflection I: Increases master's Evasion by 6. 120 second duration.

    That's all I managed to research in the last few days. I hope you found it helpful. Please ask if you have further questions.

    Great guide, I'm still confused as which race to pick for a lightning mage.

    Since humans get +45% base on that lightning skill and then get a cooldown reduction later on for two lightning skills is that better than the kindreds cooldown reduction and later +% lightning damage? And since their race skill is leech but based on the casters health it seems like human would be the "better" choice - but a few people have also said that a Kindred Lightning mage endgame would be something to fear but didn't specify why... :confused:

    It works this way:
    Humans boost ONLY Thunderclap's base damage by +45%.
    Kindred boost BOTH Thunderclap's and Thunder Penetration's damage by +30%.

    Kindred reduce the cooldown of ONLY Thunderclap by 2 seconds.
    Humans reduce the cooldown of BOTH Thunderclap and Thunder Penetration by 2 seconds.

    As you can see, both races have one talent that affects one Lightning spell, and then another that affects both Lightning spells. The major difference is WHEN these talents can be obtained. The single-spell talent is gained for both races at Level 20. The dual-spell talent is gained for both races at Level 65 (at the earliest). Compared to each other, both races reach a near-balance in their racial talent effects in the mid-60s.

    As far as the Kindred racial talent goes, I believe the developers capped the health leech to 15% of the caster's HP to keep it from doing too much damage during boss fights in dungeons. If the health leech were uncapped, an all-Kindred team could steal 90% (15 * 6) of a boss's HP within a few seconds of the fight starting, and this would trivialize most every dungeon in the game. Also remember that skills that are based on percentages scale better as the values they modify become larger. 15% of 2,000 might not be much (300), but health pools increase with level.

    Beyond this, I'm not sure how much more I can tell you. My mage is a Human and is, clearly, not anywhere near the end-game. You'll have to see if you can get any more information from the people who are saying that Kindred Lightning Mages are "something to [be] feared."

    In any case, I hope you found this helpful and that it clarified at least some of your confusion.
  • Ursa_ - Storm LegionUrsa_ - Storm Legion Posts: 43 Arc User
    edited March 2011
    thanks for the posts and thoughts, we're all learning here, lol.
    I don't think anyone has a solid idea of what's what in this game, and even the most knowledgeable ppl I bet they just scratched the surface.
    But that's what makes it fun
  • alligatoringalligatoring Posts: 11 Arc User
    edited March 2011
    Thank you muchly! That does help clear up my confusion on the matter, it seems like there's no way to know unless I create both and see which one I like better since now they do seem balanced, one gets one thing the other gets the other. I guess it really depends on your build and everything.

    I did end up going with a human first, they seemed "better" at lightning - to me it seems like the kindred are slightly edged towards fire mages but again it all depends on your build and how you play the game. I must say that I really prefer the humans mana leech since I'm getting more used to kiting some mobs (was mostly a tank class before) they usually don't get close enough to hit me and it's nice to have mana without pots - though if you level botany and alchemy I'm sure neither skill will be better than the other with that 300s cooldown.
  • deathbunnydeathbunny Posts: 0 Arc User
    edited March 2011
    Stickied and added to Guide Index.

    cz47.gif
    Post in the right section and maybe you'll get the help you seek.

    [ Guide Index | Search | PWE Support ]
  • nitrogliserinanitrogliserina Posts: 7 Arc User
    edited March 2011
    friedfrenzy can you help me about build in ice + lightning????
  • DeathRider - EyrdaDeathRider - Eyrda Posts: 376 Arc User
    edited March 2011
    friedfrenzy can you help me about build in ice + lightning????

    Im not friend of the hybrids... But I suggest you make lightnin your main and upgrade ice barrier on ice tree since restores hp....
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  • Neiapuch - Storm LegionNeiapuch - Storm Legion Posts: 189 Arc User
    edited April 2011
    Im not friend of the hybrids... But I suggest you make lightnin your main and upgrade ice barrier on ice tree since restores hp....
    Which skill is Thunder Tempest? I can't find it
  • DeathRider - EyrdaDeathRider - Eyrda Posts: 376 Arc User
    edited April 2011
    Which skill is Thunder Tempest? I can't find it

    The one that says TBD on talent calc on forum which is glitched here btw... And in game is High Voltage :cool:
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  • kazekagegaara88kazekagegaara88 Posts: 0 Arc User
    edited April 2011
    Hybrid build is the best build up to level 45. IJS.

    -kazekagegaara4848

    P.S. My google translation of different talents has been corrected and confirmed ingame.

    Also, I would NEVER EVER EVER roll a Kindred Lightning mage again. It so much hell pre-40
    Working on a new sig with pretty photoshop :3
  • Wonix - EyrdaWonix - Eyrda Posts: 1 Arc User
    edited April 2011
    Thanks for this wonderful guide! A Lightning mage will be my first character. :p
  • gotie13gotie13 Posts: 25 Arc User
    edited April 2011
    I'm a mix fire/lightning kindred level 31, i read your guide its a great guide no doubt. but what i've seeing while being a mixed fire/lightning kindred i think at endgame might go with fire/ice (I dont know yet need to do more info on these) since i have a reset i didnt use yet haha.

    am seeing pretty massive dmg at level 31 tbh, i need to test it out more to give it a 100% fact, but what is fact is kindred or human (does not matter which) is all balanced...i dont know why players think humans are better which it isnt the case. depends on well geared mage (kindred (Human) at the same level it could go either way in pvp...kindred wins over human...human wins over kindred, i know these things to be fact i been around mages almost over 15 years as mage classes, so thumbs up on the pure Lightning mage guide keep up the great work, we all should learn something ingme..test things out and spread the love :D
  • Memouri - Storm LegionMemouri - Storm Legion Posts: 3 Arc User
    edited April 2011
    Thanks for the great guide, this really helps since I chose to be a Lightning Mage too.
  • gotie13gotie13 Posts: 25 Arc User
    edited May 2011
    great guide however 1 thing that bugs me and i dont get why ppl still think this, lighting isnt a true aoer since its aoes are very small and focused.

    Lighting is more of a Single target dps rather then large scale aoes compared to fire i know lighting has aoes and u still gain Rage of demons and the ice skill but fire is more of a aoers with flame of fury compared to thunder penertration.

    I Disagreed, sorry i know this is an old post but i had to respond to it,You do know theres a skill that *increase* thunderclaps range right? and how many enemies you can kill or hit, fire & lightning are both true Aoes....both are great in PvPfire & Lightning..I dont care if you are a human mage or a kindred mage..fact is they both are balanced out evened out..the battle between the two races goes either way...human mage dont win over a kindred all the time nor does a kindred, i dont know why players get the notion that humans are alot better then kindred mages i disagree on alot of points, both are great mages both are great in PvP both have advantages and disavantages imo there both 50/50 even match...no mage on this said is more powerful then the other its all based on ones own playing syle how the way they play TRUELY effects the out come of a pvp battle, i been around mage for close to 15 years i have alot of exp in this if you disagree with me thats your right to.
  • PipiStitch - EyrdaPipiStitch - Eyrda Posts: 1 Arc User
    edited July 2011
    Tier II - Requires 5 points in other Lightning Talents:

    Sinister Wind - 3 ranks
    Effect: Increases the passive Wind Mastery bonus granted by Sinister Knowledge by 50/100/150%.
    Note: Increases the Wind Mastery bonus for Sinister Knowledge (Rank 1) to 12/16/20. The bonus increases with higher ranks of Sinister Knowledge.

    Can anyone advise if the above mention talent - Sinister wind is worth adding?
    does it increase the damage?

    thanks :)
  • Spellweaver - EyrdaSpellweaver - Eyrda Posts: 366 Arc User
    edited July 2011
    atm no1 seems t be getting it but as game progresses and we see more and more lvls for the passive we cant be sure , atm its not a priority talent for thunder mages
  • Jellal - Storm LegionJellal - Storm Legion Posts: 0 Arc User
    edited August 2011
    I disagree with the statement that lightning mages aren't true AOE mages. When you have 5-20 mobs after you, they line up very nicely. With the knockbacks from both Thunderclap and Streak of Lightning, you can kite all 20 mobs, killing them all without being hit once. Combined with the huge range from rage of demons, you can gather mobs easily and kill them without getting hit. This works even better with only one mob as you can use ice arrow frequently. With the right combination of ice arrow and Thunderclap/Streak of Lightning, you should never get hit. These lightning skills also have very high damage compared with the fire AOE skills. Once Thunder Tempest is activated, you should be critting alot more, out damaging a fire AOE mage by far.
  • IaiStrike - EyrdaIaiStrike - Eyrda Posts: 444 Arc User
    edited August 2011
    Only issue is that the talent tree has been changed since the patch, and a lot of things have been changed, most notably with sinister protection talents and sinister force. Also windblast has a 10/20/30% chance of interrupting.
  • XSage - EyrdaXSage - Eyrda Posts: 0 Arc User
    edited August 2011
    Only issue is that the talent tree has been changed since the patch, and a lot of things have been changed, most notably with sinister protection talents and sinister force. Also windblast has a 10/20/30% chance of interrupting.

    The range got lowered but the effectiveness of the skill was improved am i not right?, I didnt have the skill before it was changed but from the description and many others agreed, it needed adjustment and from what i understood the kindreds attack bonus on thunderclap and streak on the 65 talent might be changed as well from 15%,30% to 10%,20%, im not sure if it has been changed already, i just remember it being 15,30% during beta.
  • IaiStrike - EyrdaIaiStrike - Eyrda Posts: 444 Arc User
    edited August 2011
    Ehm...no. Sinister force was incredibly strong pre-patch. It was so strong, you could easily shut down every single person in a gvg with no issues.

    Prepatch, sinister force did an a 50% mana explosion, which cost 50% of your mp as well. Much stronger than the 30% now. What happens after was "for 20 seconds, everyone in range would lose (at level 3 talent) 4.8% of the mage's max mana every second for 20 seconds, while the mage lost 3% every second. If the target's mana dropped under 20% they would be silenced, same as it is now. It was a real double edged sword, but capable of rendering almost every class unable to do anything for 20 seconds.

    Now, instead of causing aoe mana drain, it paralyzes with 40/60/100% or something like that every 4 seconds. Extra mana burning comes off of a wind mage being hit while under exhaustion aura.

    While I agree, the change may have been needed due to the insane aftereffects, I wish it kept a 50/50 ratio instead of making the explosion only worth 30%. That is why I dislike it as a skill, more so than the range.
  • XSage - EyrdaXSage - Eyrda Posts: 0 Arc User
    edited August 2011
    Ehm...no. Sinister force was incredibly strong pre-patch. It was so strong, you could easily shut down every single person in a gvg with no issues.

    Prepatch, sinister force did an a 50% mana explosion, which cost 50% of your mp as well. Much stronger than the 30% now. What happens after was "for 20 seconds, everyone in range would lose (at level 3 talent) 4.8% of the mage's max mana every second for 20 seconds, while the mage lost 3% every second. If the target's mana dropped under 20% they would be silenced, same as it is now. It was a real double edged sword, but capable of rendering almost every class unable to do anything for 20 seconds.

    Now, instead of causing aoe mana drain, it paralyzes with 40/60/100% or something like that every 4 seconds. Extra mana burning comes off of a wind mage being hit while under exhaustion aura.

    While I agree, the change may have been needed due to the insane aftereffects, I wish it kept a 50/50 ratio instead of making the explosion only worth 30%. That is why I dislike it as a skill, more so than the range.

    I see, well that's unfortunate, regret not getting the chance to use that skill before patch.
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