Prinya: Magician Guide

Aug 10, 2018

Magician Guide


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Character render made by L&K Logic Korea
Game and skill icons made by L&K Logic Korea
Guide made for and by Prinya.net
For further questions, post a comment and I will answer.
Guide based on Magician.

CLASS OVERVIEW
The Magician
Is a class that has it all. Great buffs, great heal, great single target damage and great area damage, though a bit lacking in the defensive compartment. In the wrong hands the Magician gets abused just for their buffs. In the right hands it is one of the strongest damage classes in the game.

Single Target Damage: ★ ★ ★ ★ ★
Area of Effect Damage: ★ ★ ★ ★ ☆
Defense: ★ ☆ ☆ ☆ ☆
Movement: ★ ★ ★ ★ ★
Difficulty: ★ ★ ☆ ☆ ☆
Specialty: Damage

PROS
Extremely high damage potential
Good supportive skills and buffs
High versatility
Great treasure sets
Meteor Mage requires almost no gear
Large radius on Meteor
Self-heal

CONS
Wind Mage very gear dependant
Needs yang minipets for maximum damage potential with Wind Mage
Somewhat high CP consumption with Meteor Mage

STATS
Stats may vary greatly depending on other stat sources.

Wind Mage
Power » 1 each level
Alacrity » 1 each level until » 500 then » Power
Health » 1 each level until » 260 then » Power
Charisma » 1 each level until » 174 then » Luck
Luck » 0 each level

Meteor Mage
Knowledge » 1 each level
Health » 2 each level
Charisma » 1 each level until » 114 then » Knowledge

SKILLS
All skills are based of skill level 50.
Scaling is based of 10 skill levels.

Minor Flame [1]
Conjure a small fire bolt and throw it at your target.
Deals 52 ~ 58 fire damage.
- Gains 5.5(+1) CP.

Fire Rain [2]
Conjure 5 fireballs and throw them at your target
Deals 54 ~ 66 fire damage.
- Can conjure a maximum of 5 fireballs, and ends at 5 at skill level 30.
- Gains 115(+23) CP.
- Consumes 115(+20)CP.

Fiery Enchant [3]
Enchant a friendly player, pet or charmed target.
Causes their melee physical damage attacks and skills to deal an additional 52 fire damage.
- 360(+60) seconds duration.
- Damage caused boosted by weaken fire resistance but not strengthen.
- Works with dragon horn.
- Consumes 105(+15) CP.

Fiery Winds [4]
Conjure a fiery wave in front of you, dealing damage to all enemies caught in the wave.
Deals 413-437 fire damage.
Deals 45-295 wind damage.
- Gains 25(+5) CP.
- Consumes 260(+40) CP.

Meteor Shower [5]
Rain down a meteor at the target(s) location, dealing damage to all enemies within radius.
Deals 535-595 fire damage.
- 400(+30) radius.
- Deals 125% damage in the middle of the radius and 85% at the end of the radius.
- Consumes 420(+60) CP.

Smoke of Avoidance [1]
Enchant a friendly player, pet or charmed target.
Increases avoidance by 13%(+2%).
- 440(+80) seconds duration.
- Consumes 40(+7) CP.

Touch of Cold [2]
Strike the target with your staff.
Deals 100%(+20%) physical damage.
Deals 253-258 water damage.
- 20%(+4%) increased accuracy.
- Gains 50(+10) CP.
- Consumes 15 CP.

Ice Stalagmite [3]
Summon an icy stalagmite under your feet to protect you from damage.
Increases your avoidance by 12.5%(+2.5%).
The stalagmite absorbs melee attacks and has 600(+100) HP and 250(+50) DP and is destroyed if the HP is depleted.
- 155(+30) seconds duration.
- Gains 175(+35) CP.
- Consumes 180(+30) CP.

Barrier of Water [4]
Enchant a friendly player, pet or charmed target.
Increases defense by 100%(+20%).
Increases defense by 22(+4).
260(+40) seconds duration.
- Consumes 175(+30) CP.

Burst of Water [5]
Spray the target with water, dealing damage to all enemies within radius of the target.
Deals 335-365 water damage.
- 100(+10) radius.
- 600(+50) range.
- Deals 100% damage in the middle of the radius and 60% at the end of the radius.
- Chance to freeze enemies struck for 3 seconds.
- Gains 200(+40) CP.
- Consumes 325(+50) CP.

Levitation [1]
Enchant yourself with levitation, causing you to hover above the ground.
Increases concentration by 30%(+5%).
Increases earth resistance by 25%.
- 870(+150) seconds duration.
- Consumes 80(+15) CP.

Teleportation [2]
Teleport to the target location after 0.63(-0.12) seconds.
- Increases concentration by 40%(+10%) for 10 seconds after use.
- 850(+100) range.
- Can be cast on allies if you hover over their party name and doing so can teleport you further than your screen.
- Gains 55(+11) CP.
- Consumes 60(+8) CP.

Shield of Violent Winds [3]
Enchant yourself with violent winds. Dealing damage to all enemies within radius every 5 seconds.
Deals 60-160 wind damage.
- 100 radius.
- Increases avoidance by 5%(+1%).
- Increases defense by 18(+4).
- 460(+80) seconds duration.
- Gains 5 CP.
- Consumes 155(+25) CP.

Lightning Thunder [4]
Summons lightning to strike at the target(s) location, dealing damage to all enemies within radius.
Deals 20-220 light damage.
Deals wind damage equal to 150%(+10%) of your offensive power.
- Electrifies targets hit.
- 300 radius.
- Reduces movement speed by 25% for 10 seconds.
- Consumes 290(+50) CP.

Haste [5]
Enchant a friendly player, pet or charmed target.
Increases attack speed by 35%(+5%). [Skill Level / 2 + 10]
Increases movement speed by 95%(+15%).
- 330(+60) seconds duration.
- Consumes 250(+30) CP.

Bindings of the Earth [1]
Bind the targets feed with earth.
Causes the target to be stuck in the ground for 2 seconds.
- Can be resisted with abnormal resistance.
- Gains 40(+8) CP.
- Consumes 53(+10) CP.

Amplified Gravity [2]
Create a gravity field around you.
75%(+10%) chance to slow movement speed of targets struck for 18.5(+5) seconds.
- 500(+100) radius.
- Gains 6(+2) CP.
- Consumes 45(+10) CP.

Earthquake [3]
Create an earthquake around you, dealing damage to all enemies within radius.
Deals 185-285 land damage.
- 60% chance to stun for 1 second.
- 300 radius.
- Consumes 178(+30) CP.

Heal [4]
Heal a friendly player, pet or charmed target.
Heals for 215%(+40%) of the targets current HP.
- Consumes 270(+45) CP.

Touch of Petrification [5]
Attempt to turn your target into stone.
Applies petrification to target for 80(+15) seconds.
- While petrified, the target takes reduced damage but are unable to act.
- Targets HP has to be above 95%(+12%).
- Consumes 275(+35) CP.

Focus [1]
Charge your CP.
0.94(-0.06) seconds cast time.
- Increases all elemental resistances by 5% for 2 seconds.
- Gains 50(+8) CP.

Focused Power [2]
Charge your CP.
2.19(-0.37) seconds cast time.
- Increases all elemental resistances by 10% for 4 seconds.
- Increases your knowledge by 50(+10) for 4 seconds.
- Gains 90(+12) CP.
- Consumes 15 CP.

Focused Energy [3]
Charge your CP.
2.19(-0.37) seconds cast time.
- Increases all elemental resistances by 20% for 6 seconds.
- Increases your wisdom 75(+15) for 6 seconds.
- Gains 200(+30) CP.
- Consumes 30 CP.

Arcane Energy [4]
Charge your CP.
2.19(-0.37) seconds cast time.
- Increases all elemental resistances by 35% for 8 seconds.
- Increases your maximum CP by 270(+50) for 15 seconds.
- Gains 340(+60) CP.
- Consumes 60 CP.

Critical Hit [1]
Strike the target with your staff.
Deals 125%(+25%) physical damage.
- 80(+12) increased fatal blow chance.
- 5% increased decisive blow chance.
- 5%(+1%) increased accuracy.
- Gains 45(+8) CP.

AWAKENING SKILLS

Hellfire Priest

Book of Incineration
Reduces CP consumption of all fire spells by 30%.

Meteor Shower Double Impact
Rains down 2 meteors but damage has been reduced by 27%.

Multiple Action Spell: Fire Ball
Has no cast time and deals 100% more damage.

Inferno Storm
Has a wider explosion diameter.


Frigid Priest

Cold-Bloodness
Upon death, regain 25% of your maximum HP over 5 seconds.
180 seconds cooldown.

Coolant Cannon
Radius increase to 150 from 100 and effects lasts twice as long.

Icicle Stalagmite
Freezes targets within radius upon expiration.

Spring Water Barrier
100% additional defense when used on self.


Combat Priest

Magicial Combat
Whenever electrification is consumed, final damage is increased by 10%. Stacks with itself up to 50%.

 Critical Hit
Consumes electrification on the target to deal additional wind damage equal to physical damage dealt multiplied by 48(+2.4).
- The main damage factors for this skill are; Weaken wind → Damage → Power.
- Having other players applying electrification to the target you're fighting can greatly increase your damage.
- Damage cannot exceed 200,000 without Breaking the Limit.
Any level of Breaking the Limit will completely remove the damage cap.

Electric Shield
Electrifies targets hit.

Freezing Touch
Applies cold to targets in a small radius around the main target.



SKILL BUILD
Skills are not in order but should be acquired for build to function.

Wind Mage

Critical Hit » [Awakened]
Main single target damage ability.

Lightning Thunder » [Level 1]
Can be used as an area of effect damage ability but mostly used to apply electrification.

Shield of Violent Winds » [Awakened]
Applies electrification.

Haste » [Max]
Increase your movement and attack speed.

Smoke of Avoidance » [Max]
Increase your avoidance.

Barrier of Water » [Max]
Increase your defense.

Heal » [Max]
Heal yourself.


Meteor Mage
For full potential, use Dragon Hearts.

Meteor Shower » [Awakened]
Main damage ability.

Arcane Energy » [Max]
Charge your CP.

Haste » [Max]
Increase your movement and attack speed.

Smoke of Avoidance » [Max]
Increase your avoidance.

Barrier of Water » [Max]
Increase your defense.

Heal » [Max]
Heal yourself.


TREASURE SETS
Level Area Spawn
55 Old Laboratory of the Redeyes 50 minutes
120 Big Grave of Mercenaries B2 60 minutes
217 Salty Cave B7 5 hours and 38 minutes
330 Swep Tower 15F 7 hours and 38 minutes
415 Digged up Ossuary B4 9 hours and 38 minutes
490 Spine Hall B2 10 hours and 38 minutes
580 Golden Swamp Cave B3 11 hours and 45 minutes
650 Molinar Tower 6F 12 hours and 50 minutes


UNIQUE ITEMS
Post Brunish NX
If you use Crystal of Courage from Loen in guild hall this staff has 165-165 O.P and the best in slot weapon for wind mage.


Hell Brain NX
Can be used as a substitute for Post Brunish NX, cheaper but worse.


Apache Wand
Great staff for meteor mage.


Eternal
Good staff for meteor mage (doesn't have to be level 10).


Lacris Waterblue
Best in slot buffing staff.


Cursed Blood
Can be gotten from tickets with a +4 magician skill prefix.


Intelligence Wand
Great staff for health mage.

6 comments :

  1. Question, what do you mean by "any level of breaking limit" removes dmg cap?
    So you wont need lvl2,3,etc to get more excess dmg? Thanks in advance

    ReplyDelete
  2. What do you do about a hairpin for a mage. Strengthen hairpins take a lot of wisdom correct? or would just trying to find a weaken one be ok too?

    ReplyDelete
  3. Excuse me, I am a very new player, I used your guide create the meteor magician, but you have write about the "Eternal staff", you say "doesn't have to be Level 10", so what is your mean?

    Does this mean to magician can used low-level Eternal staff will be ok, or low-level Eternal staff can be upgraded to Nx?

    ReplyDelete