Tree of Savior Forum

[Class] Official Magician Discussion (ask anything)

I heard that quick cast gets applied to your multihit spells (like fireball, Hail, frost cloud, etc) as soon as it is cast. So, if you cast Hail and then get this buff, the Hail damage will still increase by 50%.

Does it mean that the damage will go back to normal as soon as the buff is gone?

The buff duration is only 7 seconds and the cd is 15, and you lose some time for the recasting animation. It means that only some of your Hail/any other multihit spells hits will be 50% stronger.

It makes the buff less valuable for everythong but meteor, freezing sphere, electrocute.

How do you think?

Thatā€™s how it work but the duration is 8s and 13s cd (63% uptime). So in case of Hail its 15/20s dmg buff at best and 8/10s with frost cloud (still pretty much op).

Kinda. Youā€™ll be hitting for perhaps as much as 500 damage less than a full int build will, per hit.

well the primary damage source would be the summon once i reach summoner anyway

im currently playing a c2 pyro>linker>sorc and i find myself just using links and Enchant fire AAs to save on sp, im looking for alternate builds pre r5

going pyro>linker>thau would lean more of a support, leveling would be slighty more difficult because of the loss in skill damage from c2 pyro, but i rarely use fire pillar and still use fireball and flame ground anyway.

another option iā€™m considering is c1 pyro>c2 linker but an additional 3 monsters linked for a circle feels underwhelming

Both the sorcerer and the necromancer summons scale off of casterā€™s int.
The thaumc1/c2 buffs wonā€™t effect them at all.

Hail->Frost Cloud->quick Cast->Meteor

By using your combo in the right way you can get your 50% extra damage works for a long time.

aragorn

I have been looking at Thauā€™s viability for some time now, and I donā€™t think you lose firepower foregoing Pyro2 with Thau, on the contrary, you gain a huge boost in damage.

I mean I am no math wizard by any means but my current theory crafting suggest that:

Fire Ball level 5 = 145 damage x 5 hits = 725 damage
Fire Ball level 10 = 234 damage x 10 hits = 2,340 damage

Almost three times right? But then lets factor in Thau.

Swell Arm Level 5 = 68 atk + 3 x 50 (attribute) = 218 atk

While seem lackluster, this 218 is added ā€˜perā€™ hit of your fireball

Fire Ball level 5 = 145 damage + 218 damage x 5 hits = 1,815 damage

So that is 2,340 damage vs 1,815. So is fireball 10 better? Not in a long shot, consider that those 1,815 are from just 5 hits instead of 10 hits so you are delivering the damage twice as fast and considering fireball is very position dependent, this is a really good thing to consider.

BUT WAIT! THEREā€™S MORE!

Swell Arm has a nifty attribute of doing 35 x attribute level extra damage to shrunk enemy (which is easy to do with linked mob) so if we recalculate the damageā€¦

145+35x4+218 x5 = 2,515 <ā€”Level 5 fireball. So it out damages level 10 but also do this damage twice as fast.

I think Thau, like linker before, is underrated simply because they donā€™t have damaging spells but if you investigate it closely, they actually contribute a lot of dps.

You probably would like to factor in Matk and Elemental attack as well? Thatā€™s quite a big portion of the damage of FB.

What you are comparing about that lvl should be

Fire Ball level 5 = 145 damage x 5 hits = 725 damage
Fire Ball level 10 = (600 + 234) damage x 10 hits = 8,340 damage

Almost three times right? But then lets factor in Thau.

Swell Arm Level 5 = 68 atk + 3 x 50 (attribute) = 218 atk

While seem lackluster, this 218 is added ā€˜perā€™ hit of your fireball

Fire Ball level 5 = 600 + 145 damage + 218 damage x 5 hits = 4,815 damage

Well if we are going to apply it to the field, swell arm also adds damage to every skill you have, your auto attack, even enchant fireā€™s extra hit. And all those extra damage are applied to all your party member as well, a potential 2x exp/drop, and transpose making you switchable to tank (if you are going summoner route, the bulk of your damage comes from summons anyway)

Realistically speaking, I hardly see fireball get all 10 hits anyway (let alone world boss)

While in solo, thau is questionable, in party your potential damage goes up exponentially. If you already have a linker (support) might as well get a thau, party would be dying to have you.

You could also consider not going Linker. Joint penalty doubles your damage right? Well, so does a second circle of Pyromancy, more or less.
Youā€™d lose some pvp ability and quality of life without Hangman, but it shouldnā€™t damage your PvE experience much at all, especially vs bosses.

take into account im going for sorc at r5. the summon drains sp periodically, casting more skills would drain my sp faster

Swell arm doesnā€™t increase enchant fireā€™s extra hit. The extra hit only scale with Elemental Attack and some other buffs only. Swell Arms only increase MAtk. (Apart from the 145 Attack from Attribute)

For trash mobs, sure but when fighting with Elites, it definitely reaches 10 hits. Especially when you swell.

Anyway, Iā€™m playing Thauma 1 as well and I agree that it provides very good for utility.

I donā€™t get the reasoning dropping linker for another pyro. Sure you have double the damage by yourself but link more than double the damage of everyone and that is very huge.

Plus herding mobs via hangman ensures you hit everyone with a fireball instead of trying to herd them one by one.

There is a reason linker is the most OP class.

While I know people always prefer solo (as do myself) there is no doubt that you will be needing a party (specially when raid comes out) and you may want the highest chance of people picking you over other party member. Everyone can dps, so you need to separate yourself with some utility buffs.

I am currently playing another character with another mage branch so I could have a deeper understand of the class as a whole.
Previous char level 200 Wiz>Pyro>Linker>Ele>Sorc>Nec
current level 110 Wiz>Cryo>Psy>Thau-----Chrono>Alch

Second circle of pyro is doubling damage of just Fireball. Flame ground is about 20% damage increase. With additional spell Fire Pillar with super long CD.

Linker on the other hand double damage of Fire ball, Flame ground, Summons, everything plus team mates. And all of your spell will be easier to land. Plus you have a mobs disabled for 5 sec which is enough time to cast spell safely without taking any damage.

Wow, you are going to try every single mage class!
How is the ice wall + PP combo? Would the ice wall break too easily and is it better to go Cryo2 than Thauma?

Well the ice wall combo sure looks good on paper and OP on videos running around but when I tried it, I quickly run into some serious problems:

-Ice wall CD is 1 min while PP is 30 sec so you only get to see the glory every 1 min
-With the recent neft to reflect shield, just getting one hit while doing PP will cancel it, it sucks so bad that you have to wait another minute to try again
-C1 Cyro, dont have enough tiles with wall to encase a boss and low hp of wall
-And my biggest gripe of all. The combo takes roughly half your damn SP bar, every time since its percentage based.
-Outside of that ridiculously hard to set up/maintain combo, you only have ice bolt (energy bolt v2) and ice pike (earthquake v2)

I dont think going cryo2 will solve most of the problem, specially that sp consumption

Thanks very much for your reply, I imagine Cryo -> Psy is going to be a ā€œPvPā€ oriented wizard and we cannot expect much in term of PvE then.

The only way to balance is to have single hit attacks have more Matk scaling than what currently is. Additive formula is really difficult to balance for this wide range of level. I hope they change skill formula to (XX% * Matk) + YY which is going to be more balanced from lvl 1 to 600.

come :slight_smile:

@tehmimichan:

Haha, I was thinking about the 2nd mage build as well. Itā€™s a support mage with burst damage potential. I figured Item Awakening is just soo good. Most of the equips my main Wiz ended up with are awakened items.

Yeah, Ice Wall + Psychic Pressure is actually quite tricky and not -that- rewarding. Plus, thereā€™s a one-minute cooldown time between combos (since IW lasts 15 sec and its CD is 75 sec).

I kind of wanted to try Cryo3 + Psychoā€¦and maybe add Sorceror as the last rank since iirc, one of its summons drains your SP over time? Or was it Necro? That goes well with Psychic Pressure: basically keep SP pool low, use gems/equips to increase SP recovery so that your SP bar fills up fast. With Cryo3, at least youā€™ll have Snow Rolling and Frozen Pillar when Ice Wall is on cooldown. Additionally, level 15 Ice Pike/Ice Bolt should be somewhat decent at dealing damage and freezing. I still feel Cryo is lacking in damage but we can probably compensate by having a summon to provide additional DPS. The only issue here is that Cryo is a -burst damage- class, so continually using the skills consumes quite a lot of SP (A LOT MORE than Pyro). I am not sure whether a slim SP pool can survive this.

Well, with all that said and done, I finished building my wizard char. In the next CBT or OBT Iā€™ll go with Wizard/Pyro/Linker/Ele 3. :smiley: I went Pyro 2 this beta but I really hate setting up Fireballs, and I donā€™t like it in general. I prefer having more Hail/Meteor/Freezing Sphere damage, and having a second ground skill (Frost Cloud) is just much more flexible than having 1 Flame Ground. Besides, Frost Cloud is bigger and stronger :smiley:

How do you like freezing sphere?

I have tested lvl 5 on a dragon in in mage tower and I actually did not expext the damage to be so low.

Im starting to think that its not worth maxing. Am I missiing something?

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