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Guide to charmer

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Guide to charmer

Hello everyone this 'today I will speak of' charmer.
I'll start by telling you the NosMates, how to become a charmer, his skills base of its equipment to finish the build.
Nosmo

Most players, if not all, take a sheep, because this is the last capture of an adventurer.
Personally I think the pet consumption only at the beginning seeds of power, so not very convenient to use one. Council to those who can not afford a Possum (the best animal or Nosmo) because the Rammer has plenty of life and can defend yourself (tanking) while you attaccate.La Most of the time the pet and your partner are used as a shield (that is to be injured , and not to do so) since the caster attacks from afar, and has a few hp.

Change jobs and become an Enchanter

When you reach the level of work 20, quit to take experience to reach the next level of work, and you must choose a class (at least you will not want to stay forever adventurer). If you will like the phenomenal cosmic forces, choose the Enchanter. Now, the caster can be very strong, but at the same time, debole.Allora really, when you remove your armor, and change classes, you'll be given a simple stick, a gun magic, and armor. Search now to change the first weapons and armor, if you will not stay long with them.
Remember: When you choose the class, all your skills (skills) in the button bar to shortcuts (hotkeys) will be canceled and you will re-open the list of skills (key "K") and reassign them.

The caster skills

This is a list of skills / spells available for an Enchanter, and related upgrades, and what they do.

Note: All attacks, including the base, using MP. So if you're short on MP, it is better to run away.

Skill:

Lightning Energy - Level of work 0 (MP: 5)
This is one of the first skills you get when you're adventurous, well is back, and it is your primary attack.
Range: 6 cell Target: All enemies in 1 cell.
Cast: 0.4 Sec Cooldown: 1.0 Sec

Job level 10
- Adds damage.
Job level 20
- Adds damage.
- Stimulation of the cells to attack.

Gun magic - Level of work 0 (MP-1)
This is the basic attack with the secondary weapon, personally I 've never used it, but do as you like.
Range: 7 cell Target: Only an enemy.
Cast: 0.0 Sec Cooldown: 0.8 Sec

Ability to learn:

Lightning Fire - Job level 1 (MP: 10)
This ability should be taken first. When you take your first fairy, which will increase the attachment of all the fire attacks, this attack will become very useful.
Range: 7 cell Target: Only an enemy.
Cast: 0.6 Sec Cooldown: 5.0 Sec

Job level 10
- Adds chance of explosion at the bolt of fire. (60% probability)
- Adds 15 MP consumption.
- Adds damage.
Job level 13
- Strengthens bolt of fire.
- Adds 20 MP consumption.
Job level 40
- Adds damage.

Lightning Ice - Job level 1 (MP: 10)
Very similar to the thunderbolt of fire, but without the attribute of the first fata.Utile especially in pvp if reinforced by freezing.
Range: 6 cell Target: Only an enemy.
Cast: 0.6 Sec Cooldown: 5.0 Sec

Job level 10
- Adds freezing. (40% probability)
- Adds 15 MP consumption.
- Adds damage.
Job level 13
- Strengthens bolt of ice.
- Adds 20mp consumption.
Job level 40
- Adds damage

Vortex - Job level 1 (MP: 40)
Useful as a skill, it can be really useful for Jobb (eg from pea)
Range: 2 cell Target: Around when
Cast: 0.8 Sec Cooldown: 15.0 Sec

Plus Skill Job level 8
- Boosts the damage of the tornado.
- Adds 60 MP consumption.
Job level 37
- Adds damage
Job level 47
- Adds damage

Proietti magical power - Job level 2 (MP: 10)
Excellent ability to be taken to level 45-50, when it will begin to be expare dark monsters.
Range: 7 cell Target: Only an enemy.
Cast: 0.2 Sec Cooldown: 5.0 Sec

Job level 34
- Adds damage.
Job level 41
- Adds damage.

Sewer Red - Job level 3 (MP: 5)
Excellent skills, be taken as soon as possible.
Range: 4 cell Target: Only an enemy.
Cast: 0.4 Sec Cooldown: 60.0 Sec

14 Plus skill level of work
- Increases hp removed / mp taken. (Level x 14)

Cube Stone - Job level 4 (MP-100)
Good skill, very useful in pvm because it has a 'high% stun (stun).
It can create with a 70% chance''''Amnesia''
Range: 4 cell Target: Enemies around a cell.
Cast: 0.2 Sec Cooldown: 20.0 Sec

Job level 45
- Adds damage

Aura healing - Job level 4 (MP-250)
Perhaps the most useful skill of the magician, is essential in pvm than in pvp.
With a probability of 100% can create''recovery''Aura
Range: 5 cell Target: No target necessary.
Cast: 1.0 Sec Cooldown: 30.0 Sec

Skill level of work plus 15
- Increase the recovery.
- Adds 100 MP consumption.

Protection of Light - Job level 5 (MP-400)
Good skills, to be taken to the job level 40, as it increases resistance to darkness.
With a probability of 100% protection creates''Light''
Range: 5 cell Target: No target necessary.
Cast: 1.0 Sec Cooldown: 60.0 Sec

No enhancement available.

Magic Missile - Job level 6 (MP: 35)
Excellent ability to take the start. Especially useful after taking the enhancement of light.
Range: 6 cell Target: All enemies around 1 cell
Cast: 0.6 Sec Cooldown: 5.0 Sec

Job level 14
-Adds damage.
Adds 25-mp consumption.
Job level 20
-Expand the range of magic missiles.
Job level 43
- Adds light element.
- Adds damage.

Shield fabulous - Job level 7 (MP: 270)
Create a shield around the magician. Not very useful in pvm, but quite useful in pvp.
With a probability of 100% creates a''freezing''Shield
Range: 1 cell Target: No target necessary.
Cast: 1.4 Sec Cooldown: 50.0 Sec

No enhancement available.

Magic bullets explosives - Job level 9 (MP: 15)
Another ability of the gun. Personally, I have not taken even if there are people who have taken and are pretty good. I do not recommend.
Range: 7 cell Target: All enemies around 1 cell.
Cast: 0.2 Sec Cooldown: 15.0 Sec

Job level 35
- Adds damage.
Job level 42
- Adds damage.

Pillar of Fire - Job level 11 (MP: 60)
Excellent skills, to be taken immediately. Later in the game, however, could prove futile.
Range: 3 cell Target: All enemies around 1 cell.
Cast: 1.2 Sec Cooldown: 25.0 Sec

Job level 17
- Adds damage.

Teleport - Job level 12 (MP-300)
Useless as a skill if not at high levels for pvp.
Range: 8 cell Target: Caster.
Cast: 0.2 Sec Cooldown: 20.0 Sec

No enhancement available.

Sleep - Job level 13 (MP-240)
Excellent ability to be taken for pvp. Asleep the enemy for 7 seconds.
With a probability of 100% can create''Sleep''
Range: 8 cell Target: Only one target.
Cast: 0.8 Sec Cooldown: 30.0 Sec

No enhancement available.

Blind - Job level 13 (MP-140)
Excellent ability to be taken for pvp. Blinds the opponent, preventing him from attacking from afar.
With a probability of 100% can create''Blind''
Range: 6 cell Target: Only a target
Cast: 1.0 Sec Cooldown: 40.0 Sec

No enhancement available.

Upload Enchantment - Job level 14 (MP-150)
Good skills for pvp. Upload the attack of 1600 for the next skill.
Range: 1 cell Target: Himself.
Cast: 1.4 Sec Cooldown: 30.0 Sec

No enhancement available.

Recommended to build the 'Enchanter

This is a build (default) recommended for the caster

Job level 1 - Take bolt of fire.

Job level 3 - Take the Red Sewer.

Job level 5 - Take the cube of stone.

Job level 7 - Take magic missile and recovery aura.

Job level 11 - Take a pillar of fire.

Job level 13 - Add to the explosion of fire and lightning enhance the skill base.

Job level 15 - Add the upgrade of Sewer red and Recovery Aura.

Job level 17 - Add the expansion of Pillar of Fire.

After that you take all of the skills you already have upgrades as they become available to Mt.krem, and add security lighting and Boost magic bullets.

Equipment

Main Weapon: At the beginning does not affect much the weapons you use, however, try to find a sphere that increases the element of fire. Then this is to follow the order: Red Sage lv45 -> lv63 sphere of the spirit -> Fair'losue -> Scepter of Seraphim lv85 -> lv90 magic wand of the great chief
Armor: How the weapon at the beginning will not affect much the performance of the game. Next: Toga Elementary lv46 -> lv55 essay blue shirts -> Shirts trial lv69 -> lv74 Sage's Mantle -> Ridy'arce lv78 -> lv90 commander Gown
Secondary Weapon: Pistol magic plaz lv44 -> lv58 Gun enchanted darkness -> Magic Ray Gun lv67 -> lv85 Magic Gun Wing -> lv90 Magic Weapon of the great commander.

I hope that I have made it useful
Credits: pasqlo


pasqlo posted at 2011-11-30 06:34:03


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