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 Pandora's PVP Skill Handbook

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LegendMo
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Posts : 46
Join date : 2009-06-30

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PostSubject: Pandora's PVP Skill Handbook   Pandora's PVP Skill Handbook I_icon_minitimeTue Jul 07, 2009 8:54 am

Pandora's PVP Skill Handbook

One of the major compliments I got on my archer guide was how in depth
I was about the skills, and I plan to do the same right here for us
mages. However, I'm going to go at it a little differently. Here we go.

You can find your skill tree, along with the numbers I have assigned
there, here for quick reference. I'd love to put the image in the post,
however, for whatever reason this forum has disabled image linking in
just about every forum. Makes guides that much less nice, actually.

https://2img.net/h/oi38.tinypic.com/ih8x0h.png

So, let's get started:

1) Pyrogram (Image: )
Channel: 1.5 seconds
Cast: 0.8 seconds
Cooldown: 3.0 seconds

This skill is the most basic of basics. You summon a burning card, you
throw it at them, maybe yell the Gambit line of your choice (Royal....
FLUSH!!!) and then they take some fire damage. The damage isn't
tremendous, in fact it's quite low, but the spell casts very fast and
it's a great little poke. Should be maxed as it's one of your base 3
skills. Useful in PVP when sandstorm is cooling. I like sandstorm ->
gush -> pyro.


2) Pyroshell (Image: )
Channel: Who cares?
Cast: Short.
Cooldown: Irrelevant.
Spark Cost: 30 Chi

This is your fire magic barrier, the last of the barriers you should
raise. It's only use is raising your fire defense. Useful for fighting
fire magic mobs, and that's about it.


3) Crown of Flames (Image: )
Channel: Who cares?
Cast: Short.
Cooldown: Irrelevant.

1 level of this skill and never any more. Never touch this skill ever. Not worth the mana it costs to use it.

4) Divine Pyrogram (Image: )
Channel: 3.0 Sec
Cast: 1.0 Sec
Cooldown: 3.0 Sec

Pyrogram on steroids. This skill has a considerably longer casting time
but does pretty damned good damage. The long cast time makes it really
situational (used mostly as your opening skill against metal mobs) and
WOULD make it basically useless for PVP (it's damage isn't on the level
of sandstorm) if not for one thing. Take a good look at it's casting
times - it's very heavily based on Channeling, which with Essential
Sutra, is gone. That makes this skill a mere one second cast for some
very nice damage. Raise this skill later for your sutra combo.

5) The Dragon's Breath (Image: )
Channel: 1.2 Sec
Cast: Channeling
Cooldown: 15.0 Sec
Spark Cost: 1 spark

The mage's zhen skill. This skill sets up a big circle around you where
the mobs/players inside will take damage every few seconds. It's used
because every target in the circle takes damage at once, meaning you
can pull lots of mobs into the zhen and kill them all at once for some
very effective leveling. Not a great PVP skill, though, but it's
alright at low levels when all you're fighting is lowbies. Never use it
in real pvp, the damage is mediocre and you'll get stunned out of it.
Not to mention it wastes a spark.

6) Will of the Phoenix (Image: )
Channel: 1.0 Sec
Cast: 1.0 Sec
Cooldown: 8.0 Sec

The mage's first and only knockback skill. You must get at least one
level of this skill as it is great for knocking back mobs in PVE. As
you level it up, this will become one of your main TW skills and it's
also a great little spike when your target gets too close. Does more
damage than your basic skills and casts very fast, but it has a short
range.

7) Emberstorm(Image: )
Channel: Shut
Cast: The Hell
Cooldown: Up

This skill is not to be used ever under any circumstances. Get one level of it and pretend you've never heard of it.

Cool Blade Tempest
(Image: )
Channel: 4.0 Sec
Cast: 1.8 Sec
Cooldown: 30.0 Sec
Spark Cost: 2 Spark

This is one of your ults, a nasty little skill that does it's damage as
half fire magical and half PHYSICAL. As the only physical nuke mages
get (I hate priests.) this skill is an amazing pickup. Once you level
it, if you can successfully cast it, basically every robe and 90% of
the archers caught in the AoE are going to die. Does not do spectacular
damage against heavy armor, because of the half-physical aspect. Should
be used where there are lots of robes/archers clumped up, or when you
absolutely need to finish a priest in one shot (like if they're healing
themselves.) It's a good idea to cast FoW on the target before you
start BT so you don't get interrupted. I cannot stress enough how
destructive this spell is against robe classes.

9) Fire Mastery (Image: )
Channel: N/A
Cast: N/A
Cooldown: N/A

One of your three mastery skills, this one for the fire element. It's
only real use, in my opinion, is for blade tempest. It's difference on
the sutra combo is minimal. Skip it until late.

10) Gush (Image: )
Channel: 1 second
Cast: 1 seconds
Cooldown: 3.0 seconds

This is your staple water skill. It casts very quickly and has a nice
slow effect to go along with it. A nice filler skill for PVP, a nice
lead for PVE, overall a great skill. Max it out ASAP.

11) Glacial Embrace (Image: )
Channel: Who cares?
Cast: Short.
Cooldown: Irrelevant.
Spark Required: 30 Chi

This is your water barrier. Along with giving the usual defense bonus
for it's element, the water barrier has the special bonus of adding a
MP regeneration bonus that scales with the levels. While being useless
for you in PVP, this skill is great if you're fighting magic mobs that
are wood or metal (you don't have barriers that can resist them)
because it saves you some MP. Obviously a great choice against water
magic mobs as well. This barrier should be maxed after earth.


12) Morning Dew (Image: )
Channel: 4.5 seconds
Cast: 1.2 seconds
Cooldown: 1 second

A crappy, gimpy heal. Actually, when maxed, it can heal for quite a
bit. Either way, the long cast time makes it useless to us... Until you
start doing the cube. If you plan to cube, get this heal to 8 or more.
I have it maxed now as I do cube daily. Why? Because there's a room
called The Last Stand where the only way for a mage to complete it is
to kill all of the monsters attacking him and then sit as far in a
corner as he can spam potions and self heal. Without a proper heal you
will not make it through this room.

13) Frostblade (Image: )
Channel: .8 Sec
Cast: 1.0 Sec
Cooldown: 3.0 Sec

One of the wizard's more interesting skills (and our only real support
skill since our heal is useless), this skill adds damage to the buffed
player in the form of water elemental. Similar to burning arrows. The
damage is small but noticable, and it is especially useful when
fighting fire mobs. The other use of this skill? Spam it on yourself to
produce vigor fairly quickly. A nice skill, but no rush to max it.
Raise it casually when you find the chance.

14) Glacial Snare (Image: )
Channel: 2.5 seconds
Cast: 1.8 seconds
Cooldown: 15.0 Sec

A nice, strong nuke, glacial snare would outclass sandstorm if it
wasn't for it's pathetically long reuse time. This skill has a great
slow effect which is basically the equivalent of paralyzing the
character, but it doesn't work in the air and smart warriors will
sprint out of it. Still a nice hard nuke, and a great lead for PVE. I
reccomend leaving it at level 1 for a while, and then when you can
finally get it a lot of levels, get them all at once. If you raise it
slowly early it will not outdamage sandstorm and the slow (if it even
lands) will be useless because of the shortened range. Lastly, this
skill plays a part in your sutra combo, so you WILL want to raise it
eventually.

15) Black Ice Dragon Strike
(Image: )
Channel: 4.0 Sec
Cast: 1.6 Sec
Cooldown: 30.0 Sec
Spark Required: 2 Spark

The famous "dragon" of mages, this skill hurts like a *****. It does
tremendous water elemental damage to all of the targets in the AoE, and
is the hardest hitting of your ultimate on non-robe targets. This
skill, unfortunately, has a huge flashy animation that people will rush
to cancel you out of. The damage is spectacular and can oneshot
warriors and archers if it crits, but the results on a warrior are
nothing like the results of Blade Tempest on a robe. Overall a solid
choice for an ultimate that will definitely be useful in TW.

16) Water Mastery (Image: )
Channel: N/A
Cast: N/A
Cooldown: N/A

Your water mastery will find use mostly in glacial snare and ice dragon
(the difference on gush is a joke), so pump it when you have enough of
those two. There's really no rush, you can leave this out for a long
time.

17) Hailstorm (Image: )
Channel: 1.8 seconds
Cast: 1.2 seconds
Cooldown: 12 seconds

This skill had the potential to be useful but it just doesn't excel at
anything. The damage is pathetic and the freeze chance is unreliable
and basically useless with the huge cooldown the skill has. You can get
away with not putting a single point into this skill, and I highly
reccomend you do just that.

18) Wellspring Quaff (Image: )
Channel: Instant
Cast: Instant
Cooldown: 3 seconds
Spark Cost: 1 Spark

This skill raises your max MP. It's essentially useless until you reach
devil/angel. However, once you hit 59, you're going to want to get 5
levels of it so that you can get...

19) Essential Sutra (Image: )
Channel: Instant
Cast: Instant
Cooldown: 60 Seconds
Spark Cost: 2 Spark

This skill is incredible. It costs a hefty 2 spark, but for the next 6
seconds, all your spells have no channel time at all. This still is the
best way to finish off a warrior or werebeast because, while fury has a
HUGE super flashy animation and a cast time, this skill just makes a
shine around you and has no cast time at all, meaning you're much less
likely to get stunned out of it and you can unload immediately without
the long casting pose of fury burst to let your target's stuns
recharge. The best combo for this is Divine Pyrogram -> Glacial
Snare -> Sandstorm -> Divine Pyrogram.

20) Manifest Virtue (Image: )
Channel: 0.8 Seconds
Cast: 1 Second
Cooldown: 5 Minutes
Spark Cost: 1 Spark

While I have not yet gotten this skill (it requires level 100), it's
pretty basic. It eats up one spark and adds your MP/100 as a % to your
matk. Meaning if you have 10,000 MP, you'll add 100% to your matk. I am
*not* positive on this but it seems obvious this spell would stack with
wellspring quaff meaning that your MP should be pretty damned high by
the time you've got it. Lasts 30 seconds.


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LegendMo
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Posts : 46
Join date : 2009-06-30

Pandora's PVP Skill Handbook Empty
PostSubject: Re: Pandora's PVP Skill Handbook   Pandora's PVP Skill Handbook I_icon_minitimeTue Jul 07, 2009 8:54 am

21) Stone Rain (Image: )
Channel: 2.0 seconds
Cast: 1.4 seconds
Cooldown: 6.0 seconds

Your bread a butter earth skill, Stone Rain takes a bit longer to cast
than gush or pyrogram but the damage is noticably better. If you use it
or not in pvp depends largely on if you're crit or channel based (a
channel-based caster will find more worth in this skill) and if you
prefer to use little short spells or do more damage in a single one. I
lean toward gush and pyro because a shorter cast time appeals to me.
Either way, max this skill as it's your base earth skill and you will
use it a lot until you get sandstorm.


22) Stone Barrier (Image: )
Channel: SHORT
Cast: AWESOME
Cooldown: INCREDIBLE

Earth Barrier. This is your main barrier skill, as instead of adding a
useless regen effect it adds a whopping 100% physical defense. This
skill is ABSOLUTELY ESSENTIAL for PVP no matter if you're light or
robe. MAX IT. NOW.


23) Pitfall (Image: )
Channel: 1.0 Seconds
Cast: 1.0 Seconds
Cooldown: 8.0 Seconds

The crown of flames of the earth tree, this skill is pretty crappy. The
paralyze and the slow are nice but not nice enough to justify using it.
Get one level and move on.

24) Sandstorm (Image: )
Channel: 2.5 Seconds
Cast: 1.5 Seconds
Cooldown: 6.0 Seconds

Reasonable cast time, miniscule recharge, and incredible damage. This
is your main skill, the skill that makes mages what we are. A critical
from this skill will oneshot most archers of your level, and will
easily tick the heiro of a werebeast or warrior your level. Sandstorm
also has a neat little effect of wrecking the target's accuracy. This
skill is absolutely incredible and I spam it in PVP, and use it more
than I use any other skill. If you max nothing else, max this. Your #1
skill. Period.


25) Force of Will (Image: )
Channel: .5 Seconds
Cast: 2.0 Seconds
Cooldown: 22.0 Seconds (at max level)

Force of Will is another amazing asset to mages. This skill silences
the target, cancels any channeling skill they may have had running and
prevents them from using skills or any type of attack until the seal
wears off. This skill is spectacular even at level one, if an archer is
zhenning or a priest has blue ball up just target them and hit this
skill and... Viola! It's down. See a mage summoning up a big nasty
dragon? Force of Will, and their sparks are wasted and their cast is
cancelled. As you get to a higher level (and have maxed sandstorm and
spare SP) you can level this skill up and it will become amazingly
useful. Did your target just spark burst? Awesome, seal them and waste
5 seconds of their spark. Your heiro down and you're in deep ****? Seal
them and buy it time to recharge. Saves your friends too, if an archer
is wailing on your priest just silence him and buy your priest a
chance. Great, incredible skill that you should get one level of early
and then max when you can spare the SP. Leveling up the skill also
lowers cooldown time.

26) Mountain's Seize (Image: )
Channel: 5.0 seconds
Cast: 1.4 seconds
Cooldown: 30.0 seconds

Your two-spark "ult" doom skill for earth, Mountain's Seize is
surprisingly disappointing. The damage is considerably less than fire
and water (which is weird given this element's damage...), but in turn
it stuns all the targets in AOE to a high chance for a few seconds.
While this sounds great on paper, it's really not, as most of the time
you're using one of your ults the targets are already stunned from your
warriors in the stun cloud. Stuns don't stack so using this skill on a
target that's already stunned results in no additional effect. All in
all, I'd skip on this skill, despite being your only stun before 89
it's really situational and in my opinion the worst of the 3 ultimates.

27) Earth Mastery (Image: )
Channel: N/A
Cast: N/A
Cooldown: N/A

Despite the ultimate for earth being pretty crappy, sandstorm is not,
and earth mastery = sandstorm damage. This is the first mastery you
should max.

28) Elemental Shell (Image: )
Channel: Instant
Cast: Instant
Cooldown: 30 seconds

Raises the target's metal, water, fire, and earth resistance by some
ridiculous number for 4 seconds. It's not horrible, but it's not
spectacular. I don't have this skill yet as it is a 79 skill and my
clan stacks pages on specific players.


29) Soporific Whisper (Image: )
Channel: Instant
Cast: Instant
Cooldown: 2 minutes
Chi Cost: 20 chi

Puts the target to sleep for 4 seconds. Pretty cut and dry, could be used as a chase or an an additional interrupt like FoW.

30) Distance Shrink (Image: )
Channel: Instant
Cast: Instant
Cooldown: 10 seconds (at max)
Chi Cost: 20 chi

Warps you 25 meters forward (at max level) immediately. Amazing for
chasing, amazing for kiting, just all around amazing. While this skill
will not do much for you in PVE, it is one of our absolute most
important PVP skills and should be maxed as soon as you can spare the
resources to max it. If you're being chain stunned, spam your distance
shrink button until you can get out of it. If you see a warrior
channeling a stun on you, distance shrink away and it'll waste his
time. If you see an archer channeling stunshot, distance shrink out of
his range and it'll cancel it out and buy you more time. Just an
amazing, super-useful utility skill that you should max if you ever
plan on PVPing. Leveling this up lowers the cooldown time to a mere 10
seconds.

31) Undine Strike (Image: )
Channel: 1 seconds
Cast: 0.5 seconds
Cooldown: 1 seconds

THIS SKILL IS AMAZING. It's by far the best of the new 79 skills, it
casts basically instantly (and cools down just as fast) and lowers the
target's resistances by 60%. Lowers their water, fire and earth
resistances, all of the mage ones. It essentially gives you +20%-30%
damage on the target, and that effect holds true for all mages who hit
it. Get this skill as quickly as possible, it's well worth the 20
apocalypse pages to make it. It becomes your lead skill for the rest of
the time you play this game. The effect lasts 12 seconds, and cannot be
refreshed while it is on the target. You must wait for the effect to
wear off before starting it again.

32) Elemental Invocation (Image: )
Channel: 3 seconds
Cast: 1 seconds
Cooldown: 10 minutes

This is a level 100 skill and I'm hung over and too lazy to figure out
what the description of it actually means. It does a bunch of different
crap on the target. If you're level 100 and you're still reading my
guide, my only question is how much you spent buying that character.
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