Search the Community
Showing results for tags 'Necromancer'.
Found 6 results
Barnacle Bill posted a topic in Bug ReportsI've been exploring new territories with other classes, and I've come across a very under appreciated skill -- curse weakness! This is such a powerful skill that it should be a staple to all mage builds. Here it is at its peak: While this is an awesome skill, I've found the tool tip does not exceed expectations, and I'll show you what I mean. Take note of the following stats mentioned in the tool tip window: Movement speed Critical rate My guinea pig for today will be my magnus, Zecallion. Observe his raw stats: Here are his stats again, but this time, he is afflicted by the weakness curse... As one can observe, the movement speed is completely unchanged, in both the stat window, and as well as actually running around. Also take note of the critical rate in both stat windows -- a 19% decrease! A far cry from 0% critical chance. When curse weakness is coupled with angelic touch, one's magical defense can fall below zero, and when this happens, something very strange happens to the magical defense stat:
[BUG REPORT] Reporting all skill problems here
SilverDeer posted a topic in Bug ReportsIntroduction Hello everyone! I've played Luna Online and Celestia Luna for 9 years and I've become a nerdie of this game. Then I began to understand that some skills don't work as it should, and there are others that were bug for years and no one reported that yet. The following reports are based on ingame problems that I confirmed by myself, on reports from other people, on information that I obtained about the game years ago. I m sure there's information that escapes me so everyone is invited to report problems with the skills. You can read this post to understand what kind of problems skills can have. Please if you want to help with your reports be specific and don't say for example "Burning Crash is bug" without specifying why BAD SKILLS [Effect doesn't seem to work properly] Category for bad buff effects Reloading = Should increase your attack speed when using musket but the effect doesn't seem to work. Weapon Synchro = Should increase your attack speed but the effect doesn't seem to work. Berserker = Should increase your attack speed, but the effect doesn't seem to work. Its Evasion Bonus and Physical defense penalty works fine. Elastic Bow = Should increase your bow attack range, but the effect doesn't seem to work. Fast Reload = Should increase your attack speed when using bows, but the effect doesn't seem to work. Telescopic Musket Scope = Should increase your musket attack range but the effect doesn't seem to work Pistol Range (Passive) = Same as telescopic musket scope Acuteness = Should increase the target's attack speed but the effect doesn't seem to work Sword Accuracy(Passive) = Increases accuracy even when not using swords Blood Oath = I think this skill remains in Helm of Pluto and it doesn't work Fatal Force = I'm not sure if this should increase Critical Rate or Damage, but in both cases it doesn't seem to work or its bonus is too low. Staff Training(Passive), Witchcraft(Passive) = Increases magical attack even when not using staves Curse Weakness: Its ALL STAT debuff works fine but none of the other things mentioned in the description happen. The skill just decreases Evasion, Accu or Crit rate due its dex debuff, not because there's an additional debuff as intended in its description. Note for Attack Speed effects: Some of them work only in basic attacks but not in skills. [Scratchy] Category for: Bad effect, Bad damage, Bad description, Redudant, useless. Just scratchy skills Mana Vampirism = You don't see any casting animation when you use it, and the target doesn't have a buff icon when they receives it. But when you give this buff to some player, it works and recovers mp when they kill monsters. Some Problems: You can't give it to yourself, the effect stops working when you move to another map. Anyway, If you consider that its effect works well, then this skill would only need graphic arrangements (animation and icon), get a higher benefit for each level, and its level requirement should increase(all its levels require level 105). Deadly Soul = Damage is low in its 5 levels and the effect doesn't work properly. Some problems of its effect: - The targeted enemy receives the Mana Vampirism buff, meaning they can recover mp when killing someone. The game needs to give them this buff so you recover mp when you kill them, but they become mana vampires as long as they have that buff. - If you kill the enemy using this skill, the enemy doesn't receive the buff and then you don't recover mp. The enemy must survive this skill to get the buff. Additional note: Soul Squeeze uses the same system. Notes for Mana Vampirism, Deadly Soul and Soul Squeeze: - There's no actually a "Mana Vampirism" buff, the game just uses a buff called "Soul Squeeze" for all of them. - I think that they are supposed to steal target's mp for every attack you do, instead of just healing when you kill them. For example, we can assume that Deadly Soul's low damage is actually because it's a skill meant to attack MP instead of HP, but it's currently obsolete. Ice illusion = Magical Skill for Entrappers, does Entrapper need magical damage?. Effects works but in its 5 levels this skill doesn't change much. Considering that it's also a magic skill, learning more than one level is a waste. Fire trap = It only summons a monster that does nothing. However, it dies when is close to other monsters. Sometimes you can see the effect of skill being cast by the trap but it stops very abruptly as if the death of the trap interrupted the casting of the spell. Ice trap = Same as fire trap. From level 2: requires you to select a target to conjure the skill . Corpse Take = After meticulously testing this skill, I found out exactly how it works. Main Effect: All targets when receiving this debuff become "carrion". This means that any player or monster that kills a target with this debuff will be healed based on their own magic damage. You can be the conjurer but anyone else can take the healing benefit. If you're a player under this debuff and you kill someone, you gain hp like a vampire even when you're the debuffed one. I'm not sure if this skill has a greater effect for each lever you learn. Secondary Effect: This skill is flagged as "Attract type", this means that it allows you to lure more monsters beyond the normal limit. For example if you're luring 6 Basilisk and you use this skill, you'll be able to lure beyond of 6. This works like Attract from Fighter but the monster won't follow you after receiving this skill. Note for Corpse Take: I'm not sure whether to consider that there's something wrong with this skill or if it just needs some tweaking. I guess the decision rests with the staff. Corpse Explosion = This skill is even weirder but I finally found out how it works and where the true problem is. Main Effect: When an enemy carrying this debuff dies, it generates an explosion that deals two types of damage to nearby monsters. The first is based on the magic attack of "the attacker" . The second is damage per second. Where is the problem? Monsters that die from this debuff aren't counted as your kill, nor you can't see the damage they take. This occurs because the game considers the target who died as "the attacker" and not you(the conjurer). I reached this conclusion after killing a character from my party who was carrying this debuff and only in that way I saw the damage amount that the nearby monsters received. But I didn't get any exp anyway. If a monster dies by this effect, it will look in the direction of the monster that started the explosion. That simple game mechanic is indicating that the cursed monster is taken as its killer. It's probably because the game cast a new skill using the dying unit as caster. Secondary Effect: Players who receive this buff will become mana vampires for some strange reason, by killing opponents they regain MP similar to when they carry the Mana Vampirism buff. Here's a post with suggestions for some of these [Misc] Category for misc problems. Lollipop Dance = The animation works but no one can see you're dancing Fussing Dance = Doesn't even work at all. Just get the character frozen for seconds. Illusion Attack = Damage calculation works weird(damage seems static). It uses physical damage and you can fail the hit(miss), it can be silenced as Magical Skill. Rune Impact = The opposite case than Illusion Attack. Damage works fine as physical skill and you never get miss, It can be silenced as magical skill. Note for Illusion Attack and Rune Impact: Considering that they're exclusive skills for elvens and that both share the fact that can be silenced ... Either both should be destined for magic attack or the problem here is that RI never fails while Illusion attack does and Rune Impact works well with physical attack when Illusion Attack does not. Bleeding Blow = Panzer gets it (lvl 25). But it's not a skill made for musket. (I once made a suggestion for this) Fast Reload = Sniper gets this self-buff (lvl 4) But effect doesn't work for muskets. I think Snipers should get Reloading (Like panzers) and lvl 4 Dual Wield Training = Blade Taker gets this passive but the effect is only for swords or 1h Weapons. Daggers are not considered as one-handed weapons. Stealth = Blade Takers should reach level 9, but Blade Takers don't even obtain any level of this skill. (Based on how other dagger jobs get Stealth and its levels and the fact that BTs get Sudden Raid) Sword Training = Sword Masters should get it lvl 25 but they don't even obtain any level of this passive. (Based on game logic for Sword training, Axe training, mace training levels and this is a job exclusive for Sword users) Sword Rapidity = Same as Sword Training Sword Accuracy = This is quite odd. Swordmans get 3 levels, Rune Knights get 10 lvls when Magnus 8. Knights and Sword Masters: none . Burning Rage, Lace, Nature Shield, Nature Mind = Crusaders don't obtain these skills. It could be solved by adding it to initial classes (Figther, Rogue, Mage) and adding level restriction. For example: Burning rage lvl 3 requires lvl 105. Divine curse = Should this have more levels beyond level 20? (Based on how its counterpart "Divine Sword" works ) Shrewd Spell (lvl 5) = I think this should requires lvl 115 and not 105. (Based on the logic of its previous levels) Devil's Armor = Since lvl 6, all levels requires 105... Should this be like 105-110-115-120-125? (Based on the logic of its previous levels) Angelic Breath = Bishop, Elemental Master, Inquirer get it lvl 20. But Cardinals, Rune Master and Soul Arbitrer don't even obtain any level of this skill. (Based on how other mages jobs get this skill and its levels) Intensive Mana = Bishops obtain this buff but Cardinals don't. Final Blow = People report this skill doesn't work properly in its damage calculation. Damage seems static. Perforate = Same as Final Blow. Both Here Musket Blast = The casting animation is bugged/ it's very weird Proximity Fire and Musket Proxmity = This skill works properly. But it has a long range considering that the animation is a push using body, the enemy falls back and then a gunshot. It's not plausible when you use this skill from the longest distance. -The Sniper version (Proximity fire) entangle the enemies, I think it should stun them like the panzer version but I'm not sure if it has that effect intentionally. Acuteness, Pinpoint, Kiss of Death, Clouth = These buffs should require lvl 110 when level 4 (Based on the logic of the previous levels) Twinkle Magic = Something like "Devil armor" happens here. After reaching level 6, its level requirement sticks at 105 instead of increasing progressively Cure Poison, Cure Bleeding = Soul Arbitrers and Rune Masters should get it lvl 9 but they don't even obtain these skill. Cardinals get it lvl 10. Its previous stages(Elemental Master, Inquirer) do get these skills. Blizzard = Grandmasters should reach level 25 but they only get 20 levels as Warlocks do(its previous stage) Spirit Sword = is supposed to be a debuff but it deals damage according to your physical damage. I think the enemy can't dodge the attack either . Battle Shout = Same as Spirit Sword but this deals damage according to your magical damage Shield Barrier = Effect works well but since the update of the minimum damage, it makes no sense to increase 1000% your defense if you'll take the same damage from monsters. This should help you for 15 seconds but doesn't help at all when farming. Heal (Fighter) = While Infantryman and Phalanx get this skill (lvl 5 and 10), Paladin doesn't get any. I think Paladin should reach lvl 15, it's supposed to be the next tier of Phalanx. Rune Impact = Rune Knight and Magnus get 20 levels. Considering that Magnus is the advanced tier of Rune Knight, they should get 25 levels instead. REDUNDANT SKILLS This list is for skills whose effects stop updating after a certain level, or their update is very low or they start to work strange. Making learning these skills just a SP wasting. For example. Wind Breaking after level 15 has the same damage per second for all its next levels. Dagger Blow = Fixed damage from lvl 21 (Level 21, 22, 23, 24, 25... = Damage Multiplier 654) Rapid Slashing = Fixed bleeding from lvl 20 (Level 20, 21, 22, 23, 24, 25... = Bleeding -434). Some people also report this skill start to work weird when level 21+, they described something like staying frozen for a few seconds after casting the skill and it doesn't give the physical defense debuff like its previous levels. Fatal Blast = Loses Magical Defense debuff when level 21 Piercing Arrow = Fixed Bleeding from lvl 20 (Level 20, 21, 22, 23, 24, 25... = Bleeding -434). Loses Magical Attack debuff when level 21 Wind Breaking = Fixed Bleeding from lvl 15 (Level 15, 16, 17, 18, 19, 20... = Bleeding -276) Fire Arrow = Fixed fire effect from lvl 21 (Level 21, 22, 23, 24, 25... = Burning -434) Illusion Attack = Fixed damage from lvl 20 (Level 20, 21, 22, 23, 24, 25... = Damage Multiplier 629) It's another problem besides the one I mentioned above. Double Strike = Fixed effect from lvl 21(Level 21, 22, 23, 24, 25... = Poison -411) Bleeding Blow = Fixed effect from lvl 21 (Level 21, 22, 23, 24, 25... = Bleeding -279) Quick Movement(Buff) = Fixed effect from lvl 6. (Level 6, 7, 8, 9, 10 = 15% mov speed) --------- [Not really a problem]: just skills which is spending a lot of sp for very little differences Blessing Guard(Buff) = Too many SP for low bonuses. It increases 1% physical defense per level. If you learn 10 levels you will spend 165 SP for just 10%. Wind Barrier(Debuff) = Too many SP for low differences between levels. It has two levels, its only difference is 0.5s of effect time. You spend 21-22 sp per level Eagle Eye (Passive) = Too many SP for low bonuses. It increases +1 accuracy per level. 10 levels = 10 accuracy and you will spend 110 SP. Side step(eva bonus) used to be similar to these skills but its bonus was updated. Saint Heal = You don't spend a lot of sp here but its effect is too low anyways. This skill is supposed to be a Self-Heal exclusive for Paladins and its effect is too low, it's even lower than Spirit Aid (Swordman), Heal (Infantryman), Nature Aid (Scout). I consider the problem here is that being an exclusive 105 skill, it's too useless and the effect is below the skills you get at level 40 in jobs that aren't intended to be healers. Maybe this needs an upgrade. Saint Shackle = Something similar to Saint Heal happens here. The damage and debuff effect is too low in its 5 levels. It's an exclusive debuff of 105 but even Battle Shout (from Warrior) has better results than this one. Bad descriptions are hidden because they will add a whole new description system, thanks for helping with this anyway ♥ I spent a couple of hours making this but I love this server and hope this can be fixed soon. I also invit Orange to read this and verify some info I can't verify (without wasting a bunch of SP and Reset Skills)
Rookie's Chaotic Necromancer GuideWelcome to my first guide. This guide will be my hand, take it and I’ll lead the way. My IGN is Rookie and you can note me if you have any further questions. Necromancers are evil practitioners of black magic. They are not good at hand-to-hand combat, but are able to perform dark rituals causing their enemies to suffer and perish in terrible ways. They have the ability to animate the dead, creating undead servants to do their bidding. Powerful necromancers are rumored to have the ability to create more exotic forms of undead, each much stronger than the last in order to inflict horrifying injuries on their opponents. Many of these evil sorcerers carry exotic material components which are required to perform the rituals, available only from the apothecary of the Necromancy class hall. Although the mentally gifted are more suited to the magical arts of necromancy, a wise member of the profession will not neglect his or her combat skills, being always ready to back up their magical abilities and undead servants with the strength of steel. Being generally weak in combat, good agility and general health are important to avoid and resist the blows of opponents. This path will teach you the way of an anti-tanker. Getting to the end will be hard, but I learned that it was well worth it. For those of you interested, the path is Mage > Wizard > Monk > Bishop > Necromancer. *I also recommend going full INT until you are ready to become a VIT type. Stage 1: The Mage Class (Level 1-20) Holy Strike (5/5) * This is really all you need. When you become a bishop, you can evolve this skill into the Divine Sword spell. Buffs: Intelligence (1/1) Max Wisdom (1/1) Max Bless Heart (1/1) Max * HP recovery rate increases. Stage 2: The Wizard Class (Level 20-40) Wind Spike (5/5) Max * Even though this is an extremely weak AoE, it’s the only one you have until the necromancer class. Bloodstream (1/10) * Level 1 should be enough for the beginning. Buffs: Intelligence (2/2) Max Wizardry (2/2) Max Passives skills: Spell Craft (5/5) Max Stage 3: The Monk Class (Level 40-75) Holy Uppercut (1/15) * Increase these as much as you like, but I recommend keeping them at level 1 until bishop class because you are going to need a lot of SP for the supporting buffs later. Holy Swing (1/15) * Increase these as much as you like, but I recommend keeping them at level 1 until bishop class because you are going to need a lot of SP for the supporting buffs later. Holy Spike (1/15) * Increase these as much as you like, but I recommend keeping them at level 1 until bishop class because you are going to need a lot of SP for the supporting buffs later. Buffs: Intelligence (3/3) Max Fortunate Magic (1/1) Max Twinkle Magic (2/2) Max Armor Link (4/4) Max Wisdom (3/3) Max Bless Vital (4/4) Max Bless Mind (2/2) [Optional] Max * MP recovery rate increases. Bless Heart (3/3) [Optional] Max * HP recovery rate increases. Lace (1/1) [Optional] Max * Improves your HP recovery rate at the cost of MP per second. The toll is not too bad, so I recommend it for survival. Passives: Light Armor Experience (10/10) Max * Make sure you only wear light armor. Mixing Light armor with Robe armor will nullify the effects from this passive skill. Enhanced HP (15/15) [Optional] Vital Control (5/5) [Optional] Stage 4: The Bishop Class (Level 75-105) Holy Strike (10/10) Max [This becomes Divine Sword] Divine Sword (10/10) Max Turn Undead (5/5) Max * Warning: This skill consumes a lot of SP. Fast Heal (1-16/20) * Level 1 is fine, but the healing speed increases at level 16. From levels 1-15, the cast time is 1.6 seconds while at level 16-20, the cast time is only 0.8 seconds long. The CD is relatively low either way. Sacrifice (2/2) [Optional] * This skill can be very handy when in a large party. By sacrificing some of your own health, you can heal everyone in your party within the skill’s range. This should really be only used in a pinch since it also has a long CD. You can quickly recover your own health with fast heal after this has been casted. Buffs: Divine Heal (3/3) [Optional] * This skill heals the target’s HP over time. Mana Blast (2/2) [Optional] * This recovers the target’s Mana over time. Orpheus’s Poem (2/2) Max * This party buff gives a great boost of magical attack to you and your party members who are close enough to receive it. Wisdom (6/6) Max Shield (6/6) Max Mind Barrier (6/6) [Optional] * Increases the magical defense of the target. Shrewd Spell (3/3) Max * Increases casting speed by 40%. Bless Wind (5/5) [Optional] * Increases the walking and running speeds of the target. Blessed Heart (5/5) [Optional] * HP recovery rate increases. Bless Mind (5/5) [Optional] * MP recovery rate increases. Intensive Mana (3/3) [Optional] * This reduces the amount of Mana consumed by up to 3%. This party buff affects everyone within its range. Holy Barrier (5/5) Max Beholder (7/7) Max Lace (2/2) [Optional] * Improves your HP recovery rate at the cost of MP per second. The toll is not too bad, so I recommend it for survival. Stage 5: The Necromancer Class (Level 105-133+) *Finally, use your reskill here. If you feel like you need more SP, continue on leveling to your hearts content. The Spear (10/10) Max * This single target skill is based on magical attack. This skill has an immunity to the Silence skill from Rune Masters, despite it being an INT based skill, allowing you to still be able to hit them. Soul Squeeze (5/5) Max Holy Strike (10/10) Max [This becomes Divine Sword] Divine Sword (10/10) Max Vital Explosion(10/10) Max Blizzard (21/25) * This skill consumes over 600 MP at its max level. At this level, you can freeze a group of enemies for 12.6 seconds with a 95% success rate. Meteor (15/20) * This is a strong AoE skill that has a long CD and is powerful enough to handle large mobs. Its best to keep it at level 15 is because at level 16-20, the skill does get stronger, but the cast time increases tremendously. To save time, I recommend keeping this skill at level 15. Corpse Take (1/5) * This is a unique skill that does no damage to enemies. This skill acts similar to Attract Circle, letting you take on more monsters in one mob than anyone else without Attract circle, Attract, or Induce. Once you use this skill on a mob, and manage to kill them, you heal yourself once for every monster killed with the Corpse Take effect on them. The healing is based off of your Magical Attack, making it equivalent to your Fast Heal skill times the amount of monsters killed at the same time. Buffs: Intelligence (8/8) Max Wizardry (8/8) Max Orpheus’s Poem (2/2) Max * This party buff gives a great boost of magical attack to you and your party members who are close enough to receive it. Devils Armor (10/10) Max Twinkle Magic (5/5) Max Fortunate Magic (1/1) Max Shield (6/6) Max Armor Link (4/4) Max Bless Vital (4/4) Max Wisdom (6/6) Max Shrewd Spell (3/3) Max * Increases casting speed by 40%. Mind Barrier (6/6) [Optional] * Increases the magical defense of the target. Bless Wind (5/5) [Optional] * Increases the walking and running speeds of the target. Blessed Heart (5/5) [Optional] * HP recovery rate increases. Bless Mind (5/5) [Optional] * MP recovery rate increases. Divine Heal (3/3) [Optional] * This skill heals the target’s HP over time. Mana Blast (2/2) [Optional] *This recovers the target’s Mana over time. Intensive Mana (3/3) [Optional] * This reduces the amount of Mana consumed by up to 3%. This party buff affects everyone within its range. Holy Barrier (5/5) Max Beholder (7/7) Max Lace (3/3) [Optional] Max * Improves your HP recovery rate at the cost of MP per second. The toll is not too bad, so I recommend it for survival. Passives: Light Armor Experience (20/20) Max * Make sure you only wear light armor. Mixing Light armor with Robe armor will nullify the effects from this passive skill. Spell Craft (20/20) Max Enhanced HP (15/15) [Optional] Vital Control (5/5) [Optional] Stage 6: End Game (Level 133-140+) *Use your final reskill here. Welcome to the end. Venom Cloud (30/30) Max Envenom(25/25) Max Divine Judgment (10/10) [Optional] *This becomes Divine curse at level 11. Divine Curse (10/10) [Optional] Burning Fire (25/25) [Optional] Fire Blast (25/25) [Optional] Blizzard (21/25) * This skill consumes over 600 MP at its max level, but also lasts for 15.8 seconds with a 95% success rate. At level 21, you can freeze a group of enemies for 12.6 seconds with a 95% success rate. The Spear (1-10/10) [Optional] * This single target skill is based on magical attack. This skill has an immunity to the Silence skill from Rune Masters, despite it being an INT based skill, allowing you to still be able to hit them. Angelic Touch (10/10) [Optional] * Angelic Touch becomes Angelic Breath at level 11. Angelic Breath (10/10) [Optional] * At max level, this skill can put the target to sleep for 30 seconds. Sleeping Soul (2/2) [Optional] * Has a 70% chance to put a target to sleep for 11.8 seconds. This is great if you want a sleep move, but don't have much SP to max Angelic Breath. Divine Hold (15/15) * This skill snares a group of enemies within the skill’s range to keep them in the same spot for some time. This does not stun, so be careful of distance attacks. Holy Spike (1-15/15) [Optional] * This skill Reduces the attacking speed of the target. It’s a close combat skill, so it may be risky. Great Heal (20/20) Max * This skill heals the target for roughly 3.6k, but it varies on your magical attack slightly. Curse Weakness (10/10) Max * This skill reduces all of the enemies stats by 100. It also makes it much harder for them to land a critical hit. Bloodstream (1-20/20) Cure Poison (9/9) [Optional] Max * Once maxed, you can cure the target from poisons up to level 25. Cardinals are the only class with level 10 Cure Poison, which is the only thing that renders you useless, besides Silence from Rune Masters. Buffs: Devils Armor (10/10) Max Shield (6/6) Max Armor Link (4/4) Max Bless Vital (4/4) Max Wisdom (6/6) Max Shrewd Spell (3/3) Max * Increases casting speed by 40%. Mind Barrier (6/6) [Optional] Max * Increases the magical defense of the target. Bless Wind (5/5) Max * Increases the walking and running speeds of the target. Blessed Heart (5/5) Max * HP recovery rate increases. Bless Mind (5/5) Max * MP recovery rate increases. Divine Heal (3/3) [Optional] Max * This skill heals the target’s HP over time. Mana Blast (2/2) Max * This recovers the target’s Mana over time. Intensive Mana (3/3) [Optional] Max * This reduces the amount of Mana consumed by up to 3%. This party buff affects everyone within its range. Holy Barrier (5/5) Max Beholder (7/7) Max Lace (3/3) Max * Improves your HP recovery rate at the cost of MP per second. The toll is not too bad, so I recommend it for survival. Passives: Light Armor Experience (20/20) Max * Make sure you only wear light armor. Mixing Light armor with Robe armor will nullify the effects from this passive skill. Magic Barrier (15/15) Max Enhanced HP (15/15) Max * This passive gives you a bonus of 2% HP and adds 675 HP along with 3 points to your recovery rate. Vital Control (5/5) Max * HP Recovery + 15. At End Game, you will need to learn both Venom Cloud and Envenom, but the other DoT’s are good as well, though you will never have enough SP for all of them, so pick one at least and keep it with your Envenom and Venom Cloud. Necromancers are great allies in wars, large or small. With extremely high defensive stats, they can even last against a Destroyers mighty blade! Necromancers have incredible debuffs to add on to their diverse arsenal of attacks, and can be the difference between victory or defeat. With the range of nearly all your skills, you can set up traps and create awesome tactics during wars and duels! Hopefully this guide was good and please send me feedback! Any tips or questions are always welcomed! [update]: This link will help you expand your knowledge about every mage in the game. Click on the class to find detailed descriptions of each individual skill that gives you exact information that the skill calculator wont! http://lunaonlinefullsupport.webs.com/ This can help with not only my guide, but with every mage guide on the forums.
Necromaner's Corpse TakeAs the title says, this question doesn't imply if the skill works, because IT DOES work, the question is, its mechanics. Okay, here it goes: Corpse Take (the icon with the Attract or Mana Vampirism, not the Blazing Body or Fire Blast one, that one looks bugged) applies a unlimited(?) duration buff that heals (which means will grow higher with higher m.atk) anyone who kills an afflicted mob/player with the buff. It's easily noticeable that the mob/s are afflicted with the buff because they have a very visible eye candy/ special effect. Interesting fact is that it's AoE is large, closely similar to Venom Cloud. The usual AoE combo for Necromancers is Corpse Take > Blizzard/Fire Blast > Venom Cloud > and the usual finisher is Vital Explosion (because it deals the highest AoE damage for Necromancers, even at lvl 1, provided the Necromancer has high stats). Immediately you'll notice that when mobs die (afflicted with the buff, of course) you get healed yourself, it's the buff 's effect. Now the question is: Does the heal stack with simultaneous/ multiple kills at the same time? because I've definitely notice that even though Vital Explosion can kill 2~3 low-life mobs instantaneously, I only get healed ONCE. Thanks to anyone who would answer and possibly, elaborate it.
Necromancer armorI've been wondering what armor set i should use for endgame. I've been following this topic for some guidance: (i understand this is for cardinal but should it really matter >.>) The vestige part.. i understand the defense but what about the cast speed that you lose from farouks? Btw, my path is wiz>monk>bishop>necro full vit. Please help me!
INT / VIT MAGE TYPEWhich is better: Necro vit or cardinal vit or cardinal int or Necro int ? why?? give the reason? what weapon support?