Mage Slayer (PvP): Difference between revisions

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== Advancement ==
== Advancement ==
=== Skills ===
=== Skills ===
* At level 7, train [[Mana Conversion]].
* At level 12, train [[Life Magic]].
* At level 20, train [[Creature Enchantment]].
* At level 20, train [[Fletching]].
* At level 70, specialize [[Magic Defense]]. Also begin collecting the attribute and skill redistribution gems needed to switch to the end-game template. 2x Unspec/train melee defense, specialize healing, specialize magic defense, 9x quickness to endurance, and 3x strength to focus gems are needed in total.
* At level 70, specialize [[Magic Defense]]. Also begin collecting the attribute and skill redistribution gems needed to switch to the end-game template. 2x Unspec/train melee defense, specialize healing, specialize magic defense, 9x quickness to endurance, and 3x strength to focus gems are needed in total.
* At level 90, specialize [[Healing]].
* At level 90, specialize [[Healing]].

Revision as of 23:08, 3 November 2024

General

Mage Slayer (PvP)

End-Game Innate Attributes

10/100/100/10/100/10

End-Game Template

Specialized

Bow, Life Magic, Magic Defense, Healing

Trained

Mana Conversion, Item Enchantment, Creature Enchantment, Missile Defense, Arcane Lore, Fletching

Template Benefits

This PvP template, for the moderately skilled, is designed for advantage over the war mage, which is what most people play on Darktide. The offensive advantage is found through the ability to effectively attack from a distance (without having to spend hours and hours perfecting a "cast") use of a magic absorbing bow, high health reserve, and maximized ability to heal when low on hit points. Played moderately well, it would take a maxed out war mage nearly 4 consecutive hits to kill you. By healing liberally and not standing still like an idiot, you're invincible to them. Theoretically, with all the time in the world you only have to wait long enough to achieve either 2 consecutive critical hits or lure the mage into taking a foolish risk and you'll win every time.

Template Downfalls

Template doesn't mature until level 180. You are the dream come true for any melee opponent with missile defense. Against them, all you can do is use every cheap tactic in the book - debuffs, drains, curse of raven fury, shield, chug, run and call for backup. For melees that don't have missile defense you can do equivalent damage with a weeping bow on full speed. But really, on Darktide you'll be fighting mages the vast majority of the time.

Innate Attributes

40/10/100/100/70/10

Innate Skills

Specialized

Bow

Trained

Melee Defense, Item Enchantment, Creature Magic, Healing, Mana Conversion

You will have 2 credits remaining

Advancement

Skills

  • At level 12, train Life Magic.
  • At level 20, train Fletching.
  • At level 70, specialize Magic Defense. Also begin collecting the attribute and skill redistribution gems needed to switch to the end-game template. 2x Unspec/train melee defense, specialize healing, specialize magic defense, 9x quickness to endurance, and 3x strength to focus gems are needed in total.
  • At level 90, specialize Healing.
  • At level 125, begin collecting augmentation gems.
  • At level 180 (or later if you wish to continue leveling), use saved up skill/attribute redistribution gems to switch to the end-game template.