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Orna Mage Path Guide



Made by: [RT] OneAutumnLeaf Also i am streaming Orna from time to time: https://www.twitch.tv/rtoneautumnleaf Just for Reference i am a LV 208 and Global Rank 100! Magic player in Orna that has played for over half a year now and I want to share my knowledge and help out those who are in doubt whether to choose the magic path and how to play it. As a side note, this is not the “best” path (since there is no best one) but it's a very efficient one that I used myself. If you have any criticism or advice please don't be afraid to contact me on discord.The guide will be updated 2-3 times a week until finished and after its done the intel will be updated once per week. I am assuming you have already bought the six t1/t2 classes (besides knight) so you are set on T3 or even T4. The path that I want to show you is the fastest/most efficient way to the most powerful mage class, what gear to use/hunt for and how to fill up gaps in your spell deck later on by buying some cheap melee classes as well. In the following guide I will cover several important choices: - Classes - Specializations - Pets - Spells - Spell decks - Gear choices



Classes: Picture summary if you don't want the in-depth version:



-T3: Sorcerer is the obvious choice here since it learns some of the most powerful mage spells in the game that you will use almost till the end: Inferno, Fulmination, Cataclysm, Glacier (use the one fitting to your faction for maximum dmg, but they all have drawbacks so watch out for that) -T4: This is kind of an open choice between Mystic and Spellsword, since the only spell you need from t4 is the one both learn: Magic Strikes. I went with mystic due to it´s passive abilities like apothecarist which increases the effectiveness of your potions and xp step which gives you xp as you walk/travel but the choice is yours. -T5: Another obvious choice the Druid. It's the best T5 class atm and has very powerful buff skills. -T6: Battlemage since the spells it learns are basically an upgrade of Magic Strikes and you should again use the multi spell that fits your faction for maximum dmg. -T7: Arch Druid there is nothing too special about him but you need him for the class path so you can progress to the correct T8, he's very defensive so you can easily do raids that´s one of his benefits. -T8: Necromancer You finally made it to the endgame and even though Necromancy might seem hard to charge at first it's usually quite quick. The class passives are amazing for raids pvp and gauntlets. Drain ​|||​ is a nice spell but in general you buy the class for stats and passives.



Specializations: Picture summary if you don't want the in-depth version:



-T3:Apprentice (​+2%Mag/+5%Mana​) is the first mage spec and an additional skill slot. Not much to say use it for the stats. -T5:Cleric (​+2%Def/+10%HP/+2%Res​) or Stargazer(​+5%Mag​) Here you can make a choice between the more tanky variant and the glass cannon. I went with stargazer since his neutral spells helped me a lot against some difficult mobs. -T7:Magus(​+5%Mag/+5%Res​) With him it starts to get good. He provides some solid stats buff but the important things are his skill (Great Meditation learned at lv 175) and his passive which reduces the cost of your spells by 25%!!! A must buy for any mage! -T9:Maji(​-10%Atk/+10%Mag/+10%Res​) Is the Magus 2.0 an upgrade so to speak. It offers an improved Magus passive which reduces your spell cost by 50% so you won't ever run out of mana. Also it still gives you great meditation which is important and will be covered later.



Pets: Picture summary if you don't want the in-depth version:



In this section I will talk about the pets individually and not tier wise since some tiers can easily be skipped. - ​Fairy:​ a quite basic pet, but heals for 100 very frequently, but can be skipped if you feel you can survive without the heal. - ​Wisp:​ same as Fairy but heals for 300. Less frequently but still very often



- ​Twilight Wisp:​ basically Wisp 2.0, he heals for 1000 and 300 while curing some status effects and can even use holy and dark magic do dmg enemies. - ​Banshee:​ her sole purpose is to use wail so the enemy gets 2 Res down but it does not happen that much so only a viable strategy for raids. The extra damage is huge though. - ​Guivre:​ the God of Mage/DMG pets. He will deal tons of dmg and even more if you buff yourself with magic up spells. Other viable option: - ​Ghost: ​can send the enemy to sleep so not usable in raids. - ​Elder Gnome:​ he uses lots of strong magic but it can backfire since it hurts you too - ​Arcane Slime:​ similar to Gnome another caster but with weaker spells - ​Great Gazer:​ good spells and a good debuff but lacks the dmg Guivre has - ​Pale Dragon:​ more of a healing / debuff healing pet than an attacker so if you struggle with status effects he can be useful hes good for PVP and Arthus/Apollyon raids.



Spells: First some basic spell tipps: Elemental spells that match your faction will deal 25% more dmg than other ones! If you aim for raw dmg Earthen Legion and Knights of Inferno are the best factions to use (due to the debuffs from the unstable magic spells eg. Inferno). Also Multi Hit spells can deal more damage than 1 Hit spells but that depends on certain conditions due to the fact how the game handles resistance. The more you buff your own magic and debuff your opponents resistance the more dmg will a multi hit attack do but if you are not buffed single hit spells will greatly out dmg the multi hit ones. (this is due to how resistance is calculated -> multi hits factor in resistance each time they hit and not each time they are cast). In this section i will cover important spells to learn and later on spell decks for the different types of combat: World, Gauntlet, Arena, Raids.



Low Tier​ Spells you will need when you start playing, but some can be swapped out for better ones later: - ​Drain (Archmage LV40)​ useful for a long time since some monsters like mimic can only be damaged by neutral magic like Drain, Bolt ect. and it heals you what more do you want? - ​Sleep Dart (Rogue LV45)​ is key for PVP/Gauntlets/World always use it there! - ​Inferno/Glacier/Cataclysm/Fulmination (Sorcerer LV75)​ your spells with the highest dmg potential, use the one thats fits your factions. I know the drawback can be frustrating but you will use this spells for a long time (LV175) - ​Magic Shield 1 (Archmage LV20) & Magic Shield 2 (Sorcerer LV50)​ more res for Raids/Gauntlets but mostly not worth using in PVP and World. - ​Protection 1 (Knight LV20) & Protection 2 (Centurion LV75)​ more def for Raids/Gauntlets but mostly not worth using in PVP and World. - ​Barrier 2 (Adept LV85) ​Res and Def 1 up in a single spell is amazing. Will replace Magic Shield 1 and Protect 1. - ​Magic Boost (Archmage LV20) ​more magic dmg? Yes please! - ​Magic Strikes (Mystic/Spellsword LV100) ​very helpful in gauntlets and raids early on, can be used over unstable spells in raids especially against Titan since he resists elemental damage.



Mid Tier​ Spells that are important mid game until endgame: - ​Golems Fortitude (Druid LV110) ​one of the best defense spells in the game, always worth carrying. - ​Jins Talent/Bears Might/Mimics Mischief (Druid LV110) ​high risk high reward increase for your magic spells. The drawbacks can be counteracted by arch gizmo/gadget though - ​Mend Wall 3 (Druid LV105) ​not worth using until T6 since you need Ward of Mythril to work with it. - ​Multi-Spark/Flame/Frost/Tremor (Battlemage LV125) ​these are the raid spells you have been waiting for since mystic strikes! its an upgrade over it and again use the element that fits your faction! - ​Great Meditation (Magus LV175) ​3 Arrows up for magic which is basically double the dmg. Yes its temporary but i ran the math/tests its still worth using in raids and even gauntlets. - ​Ward of Mythril ((T6 can be bought from arcanist) ​the key to surviving raid ults since you can use it to basically double your health and make ward absorb lots of the dmg and if you stack it it can help you survive very hard raids early on. High Tier​ Spells that are important until the bitter end: - ​Flame V/Spark V/Frost V/Tremor V (Tier 8/LV175, can be bought from arcanist)​ finally you can drop the unstable spells you learned as sorcerer. These babies deal the same dmg but do not have any drawbacks! - ​Drain 3 (Necromancer LV175) ​an upgrade from drain and in raids/gauntlets it can heal you alot if needed since your magic should be boosted.



Spell Decks: (Mid - Endgame since before that spells still change a lot): 16 is the maximum amount of spell slots you can aquire at the moment with Necromancer/Maji and you will need most of them in the end for raids/gauntlets. World and Arena will require very little amount of spell slots. - ​World:​ “Element” V Spells / Drain 3 / Sleep Dart (if you run into mammon frequently and want to be prepared for him just add some buff spells like in raids or gauntlets) - ​Gauntlet: - ​Arena:​ “your faction element” V Spell / 1 Other “Element” V Spell / Sleep Dart / Ward of Mythril ( mostly you want to try one shotting your opponent but if you know you can not do that use ward of mythril/sleep dart to swing the fight in your favor) - ​Raid:



Gear Choices: I will go over some of the best item choices for the higher tiers and later talk about how to match them together for some good setups (this means the focus lies on T8/T9 gear with the exception of yeti coat as a T7 item). At the moment i will not be able to cover lower tier gear since the flood of details would be way to much but i will try to gradually add more. This section will be further split into the different gear categories:



- Staffs: Picture summary if you don't want the in-depth version:



- Horror:​ has solid stats and his passive which increases item/gear drop rate works in world and gauntlets. A must have! - Demeter´s Staff: ​the Fallen God´s staffs offer the highest magic stat in the game and this one also increases your mana which is crucial for mages. Very good for raids. - Ithra´s Staff: ​is similar to Demeter´s Staff but gives you dex instead of res which can be even better in arena since you will hit and dodge more. It is useful for raids as well, since you normally have enough mana on your own. - Imagination: ​a staff that can activate tons on stats buffs and debuffs, but they are all temporary and random so it ranks lower than the Fallen God´s staffs. - Arisen Witch´s Staff: ​has high magic stats but is nothing special. You can use it if you do not have a Fallen God´s staff yet. - Zeta Myrrdin: ​was added to the game today so there is not much to say about it yet.



- Head Picture summary if you don't want the in-depth version:



- Chest: Picture summary if you don't want the in-depth version:



- Leg: Picture summary if you don't want the in-depth version:



- Off-Hand: Picture summary if you don't want the in-depth version:



- Arisen Bone Shield: ​is a nice defensive option, when you struggle in raids. The extra survivability can come in handy if you want to survive arthus early or balor/titan ult. - Dragon Scroll: ​gives you lots of extra magic which is amazing in the endgame for maximizing your magic stat/dps output for raids. A must have! - Mammon´s Sword: ​the final story quest item. It is expensive to upgrade but offers a variety of bonuses as well as on hit buffs and debuffs which can be quite devastating especially in late game arena.



- Accessories:



Picture summary if you don't want the in-depth ver



- Cursed Monster Tome: - Ring of Restraint: - Band of the Gods: - Troll´s Charm: - Crimson Eye: - Wake Pendant: