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starting a mage
http://www.dxgaming.com/forums/viewtopic.php?t=10682
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Author:  jajas21 [ Mon Aug 08, 2005 11:15 pm ]
Post subject:  starting a mage

hey, i finally got my brother to play, and he's starting a mage. I don't know anything about them, so does anyone have an old post or tips on training the mage(what regs to buy, spells to cast, etc...)? Any help is appreciated.

Author:  Dark_phoenix [ Mon Aug 08, 2005 11:21 pm ]
Post subject: 

buy all 8 regs... cast alot of spells..

Author:  hizzie [ Tue Aug 09, 2005 1:06 am ]
Post subject: 

NO NO NO...heres a simple guide

50-65 Magery
Emphasis on 5th circle spells. If you're hunting for gains, and poison fields are excellent spells. If you're solely trying to gain without any income from it, focus most of your attention on night sight and heal, as it's the cheapest spell, and, who knows, you may even gain in "resisting spells" if you cast on yourself.

65-80 Magery
6th circle is your primary source of gains in this range. This is good, as the bulk of your damage will probably lie in this circle through explosions and energy bolts. It also has a couple of nice utility spells, such as invisibility, its counter reveal and the mark spell. If you haven't established runes to various places, now is an excellent place to do it; gains as well as expanding the list of places you can go to is not a bad combination. If you're solely trying for gains, use invisibility, reveal, energy bolts or explosions (the latter two; just target your spell book and no damage is done), as they're the cheapest in the circle.

80-92 Magery
Moving right along, at this level we will focus on 7th circle spells. It has a couple of very good spells in it, such as flame strike, meteor swarm (area effect fireballs really), chain lightning (area effect lightning), mana vampire and gate travel. All of these spells are excellent for gains; make it a rule to not recall anywhere at this level, and instead utilize gate travel. Also, if you're interested, you might want to do escorts for gains (even if they are slow) and work your "compassion virtue" as well. When looking for a fast gain or two, stick to flame strikes (cheapest)

92-100 Magery
The next logical step would be to increase the spell circle emphasis to 8th circle - however, you won't need to. Contrary to popular thinking, it's actually quite possible to become Grandmaster Mage and never having cast any 8th circle spells. 7th circle spells will take you to Grandmaster, and quite a step beyond it as well. You will, however, be able to add more power to your hunting through the 8th circle summons (Energy Vortex is an excellent spell as you can recast it often). If you're aiming for gains without hunting, either flame strike or earthquake will get you excellent gains here.

A couple of possible templates....
Magery 100%
Spell Resist 100%
Wrestling 100%
Evaluate Int 100%
Mediation 100%
This works pretty much as a pvp/pvm mage template seeing as how there aren't a ton of options, anyways hope this helps
EDIT:Oh yes and remember when doing damage spells for gains just click ur spellbook or some inanimate object if you dont want to take damage

Author:  bruhaha [ Tue Aug 09, 2005 1:10 am ]
Post subject: 

does bloody even have a mage?

Author:  jajas21 [ Tue Aug 09, 2005 1:24 am ]
Post subject: 

thanks for the post bloody...very much appreciated. A little more helpful than phoenix's :) just to be safe, any other mages confirm this method of gaining?

Author:  bruhaha [ Tue Aug 09, 2005 1:31 am ]
Post subject: 

either just hunt with ur mage, as soon as u start, and gain skill normaly

orrrrrrrrrrr


cast a million low level spells, that require only 2 regs <<<<<faster

Author:  Kinetic [ Tue Aug 09, 2005 1:59 am ]
Post subject: 

Yeah, do the low level spells, dont bother pumping level 6 etc, too much mana wasted.

Fireball is a particular favourite with many as you can train Magery, heal and resist at once.

Author:  Barney [Reapers] [ Tue Aug 09, 2005 2:34 am ]
Post subject: 

ALthough Bloodyroars explantion of how to GM magery is a very good one for an OSI based shard or a shard which takes advantage of the 8x8 macro system would be very good (can be done on a boat) it isnt the best way to do it here on Obsidian, of you wanna GM magery on here repeat casting cure / fireball / agility on yourself will give you lotsa gains for the least regs. To cast cure all you need is Garlic and Ginseng, which because healers also sell them are more widely available, however if you want to gain some magic resist at the same time cast fireball on yourself.

Author:  Lord_Voldemort [ Tue Aug 09, 2005 2:52 am ]
Post subject: 

GO PK! lol

Author:  Barney [Reapers] [ Tue Aug 09, 2005 10:42 am ]
Post subject: 

awww influencing while young hehe volde

Author:  Lord_Voldemort [ Tue Aug 09, 2005 10:53 am ]
Post subject: 

lol :lol: no, its just what i did pk to train and getting stuff and money for regs

Author:  Thassius [ Tue Aug 09, 2005 3:41 pm ]
Post subject: 

If you want to train healing, resist and magery, use a damaging spell like fireball and use bandages to heal the damage too. That way you are gaining multiple skills.

AFK macroers will be prosecuted.

Author:  Rippa [ Tue Aug 09, 2005 4:03 pm ]
Post subject: 

Thass he can't really train healing on a human mage. He can only train

Wrestle
Tactics
Magic Resistance
Meditation
Magery
Evaluating Intelligence

80 to whatever he wants but if he is going to pk or use p pots this si mainly use for poisoning.

Author:  Oigen [ Tue Aug 09, 2005 4:19 pm ]
Post subject: 

why does he need wrestle if he's going to pk?

Author:  Kinetic [ Tue Aug 09, 2005 4:29 pm ]
Post subject: 

Yeah wrestle and Tactics are un-needed.

The wrestle may be a good thing to keep as you will continually gain it as you will always be unarmed, but Tactics You do not need, even in pvm, as deamon damage is so high. Just keep gobbling the tactics fff and spare a free 100 points.

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