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tejón
03-19-2009, 08:39 PM
I'm going to start with the assumption that you want to jump right in to actually playing, rather than grind for untold hours before you actually do anything. This is for people who want to be useful mages from day 1.

First, let me say that my Lesser Magic is at 47.8 as of bedtime last night. (If I hadn't gone for Herb Gathering Mastery... but that's another story.) I do not have Greater Magic and I do not have Mana to Stamina. In the grand scheme of things, I am a total magic noob. However, I can solo swamp hags with spells alone.

So. Step one: at game start, you will not be able to kill a goblin scout without engaging in melee. Accept this. You have to wear light armor if you want your spells to do much of anything (try to keep your encumbrance in the single digits), so I highly recommend going 1H/shield: even if you never block, a shield will nearly double your armor. Hotkey your weapon, shield and staff; if you're in melee, don't even try to cast. When mobs run, don't sprint after them: run at normal speed (a full stamina bar is your only survival tool), and toss mana missles at their feet (splash damage is your friend). Just like archery, if you hold LMB the spell won't release until you let go: use this to your advantage, take clean shots instead of just spamming MM. When players run, let them run: you don't have the armor to risk an ambush. Magecraft is for the patient.

Step two: buy Heal Other and Magic Shield, and stock up on real staffs. The random noise inherent in your spell results makes the difference between 0.0 and 0.1 hard to see directly, but trust me, it's there. Heal Other makes you very useful in a group, and you should embrace the support role whenever you can. Rather than haphazardly tossing MM into melee, jump in and heal your armor-clad allies. Magic Shield is amazing against caster mobs: use it whenever you're fighting trolls, goblin shamans, skeleton warriors, etc.

Step three: At 25 Lesser Magic, you gain Eldritch Sphere and Health to Mana, as well as Magic Barrier. This is the turning point at which you can, if careful, start to use magic exclusively. Eldritch Sphere has a smaller AOE than Mana Missile and travels much faster, making it easier to use for assisting allies in melee; it also deals a bit more damage (especially with a good staff, see below). Health to Mana gives you longevity as a caster: as long as you can keep range (or have allies), trading 20 health for 20 mana is a no-brainer. Both of these spells require Sulphur, so stock up early. Magic Barrier is Magic Shield Other, and should be used in the same situations.

At this point you should find yourself a consistent source of the best staff you'll see for quite some time: the rank 20 Darkheart. Alchemists can make these at 25 skill (they require hearts, skinned from certain mobs). This staff will increase your casting times by about two thirds, in exchange for a 0.45 damage modifier. Testing against the other rank 20 Alchemy staff, Traitor's Glory (0.2 damage), I saw an increase of about 25%. While the speed-for-damage trade-off might seem unfavorable, several things make it absolutely worthwhile. First, your mana will last longer, and you'll get more mileage out of it. Second, because cooldowns are not affected, a higher percentage of your offensive casts will be Eldritch Sphere, which both does more damage (mine currently hits for 20 from the front) and grants more Lesser Magic advancement. Finally, any time you hold a spell rather than releasing it immediately, a faster cast is wasted. Mana to Stamina is not improved by this staff, but Heal Self and Heal Other are.

I'm very happy with magic at this point. It's not EZmode, but it is by no means gimp. The group support utility is quite effective. And there's nothing so satisfying as last-hitting a would-be PK with a well timed Eldritch Sphere!

Ausei
03-19-2009, 08:57 PM
pretty well said post. But experience outdoes anything read.

voodoocaster
03-19-2009, 09:03 PM
Great post

I look forward to reading more from you in the future.

Kez
03-19-2009, 09:21 PM
great job man, I hope you can give some good guides on how to use greater magic efficently. I'm hoping to become full mage/archer once i can :D

Da Fleegsta
03-19-2009, 10:01 PM
thanks :)

Melamoto
03-19-2009, 11:09 PM
Nice guide, thanks for putting it up :D

Lim Dul
03-20-2009, 03:01 PM
Nice post mate, you give us hope. The way of the caster seems a bit more easier now. I'm looking forward what you gonna say about the Greater magic.

tejón
03-20-2009, 08:11 PM
Thanks for the positive responses, guys! Didn't make GM last night due to a combination of RL obligations, no mobs spawning, needing more steedgrass, and getting ganked while carrying steedgrass. (Note #1: do not try to eat dinner while harvesting far from a tower. Note #2: arrows DO penetrate shallow water!)

I'm honestly not sure further guides will be necessary... as I said, having gotten to this point I feel pretty functional. By the time you hit 50 LM, if you've been using magic instead of grinding it, I expect the habits already in place will be guide enough to the new utility. But if I see some less-than-obvious stuff on the way through, I'll be sure to share.

A couple of other things did occur to me, though. First, I should mention that I'm an ork, so frankly it should be easier for anyone else. ;) Second, there are some very nice item enchantments to look out for. Int and mana are obvious, but snatch up Feather and Mysticism if you see them... you won't be disappointed!

Tzacharu
03-21-2009, 08:19 AM
Didn't know Eldritch sphere was that powerful.. Guess I'll have to pick that up. It sucked in beta.

Thanks for the post. I'll have to bug my clan's alchemists to make those staffs.. What mobs exactly can I skin for hearts?

Also, to add to the post, definitely get the efficiency skills.. it might not seem like they do much, but trust me, you'll see a difference in due time.

Feyrband
03-21-2009, 08:49 AM
#1 Rule: Save ALL REAGENTS you find.

Myrbard
03-21-2009, 08:56 AM
Great guide and tips! This is exactly the stuff I've been lookin' for cause I'm aimin' for caster with some possible archery for backup. Keep tips comin' in this thread and I'll definitely keep reading up...while I still wait to get into game, heh.

Casters share your info! It'll help us all become stronger so that we can help eachother...or have epic, explosive battles!

Thorpeyrox
03-22-2009, 02:11 PM
Thank you so much, this thread is going on the favorites list.
Planning to be a caster/battle mage myself once I manage to purchase the game so once again, thanks a ton. :)

dargir
03-22-2009, 03:47 PM
Great post man!

Kirill
03-22-2009, 04:39 PM
Fantastic post, without doubt. So early advice to people who start out is a great idea, it's terrible the amount of people who cry over how 'bad' magic is when they first begin, reading here, while limited to a small percent of the darkfall population, hopefully at least a handful of people read this and give it a shot. More magi plz.

Agge
03-22-2009, 05:14 PM
Great post, it's like a breath of fresh air.

Personaly I just just emptied my mana pool inbetwen harvesting untill I hit 50, but since then I haven't realy botherd with it, I just realy wanted mana to stam atm, and I'm very pleased with it.

Ren
03-22-2009, 05:30 PM
Second, because cooldowns are not affected, a higher percentage of your offensive casts will be Eldritch Sphere, which both does more damage (mine currently hits for 20 from the front) and grants more Lesser Magic advancement.


Some more data on spell advancement based on specific spell would be helpful.

tejón
03-22-2009, 11:49 PM
Some more data on spell advancement based on specific spell would be helpful.
It's difficult to measure quantitatively without taking several hours out to do nothing but test-casts, which is exactly the opposite of this thread's goal, but for what it's worth I'm positive that cooldown length affects advancement. Having a reagent cost probably does. Mana cost, I'm not sure of.

Could be that they're all hand-tweaked, for that matter. Again, this thread (and my game time) is about using magic, not grinding it!

Z_E_N
03-23-2009, 07:22 AM
It's difficult to measure quantitatively without taking several hours out to do nothing but test-casts, which is exactly the opposite of this thread's goal, but for what it's worth I'm positive that cooldown length affects advancement. Having a reagent cost probably does. Mana cost, I'm not sure of.

Could be that they're all hand-tweaked, for that matter. Again, this thread (and my game time) is about using magic, not grinding it!

This is correct.

As an earth mage, earthquake has no cooldown and only costs 8 mana to hold for a single second. Because of this, it levels extremely slowly and levels the Earth magic school slowly as well. Even if you hold it down for more (draining your health and more mana), it doesn't get anything except the initial cast which is based on cooldown and the 8 mana.

On the other hand, Launch (75 lesser magic), levels Extremely fast, and it has one of the longest cooldowns out of most of my spells so far.

Unburden (Greater Magic), is also like this.