Flyff Magician Guide
2010 - 1 - 31please have a look . Maybe helpful to you .
Stat Distribution:
STR - Physical Attack Power
STA - HP, FP, Defense
DEX - Evade, Attack Rate
INT - MP, Magical Attack Power
Mages just tend to worry about either Stamina or Intelligence. Actually, any build is possible with the way flyff works. Each stat point really affects your character immensely. I've personally seen it in INT and STA. I'm not sure about Strength and Dexterity.
Note: Dexterity has been considered by other mages/players but more or less it has been Intelligence and Stamina builds that are out there. Don't be influenced by other games that you play. Dexterity may not work for a/n mage/elementer/psykeeper in flyff. Add to Dexterity at your own risk.
Build Guide:
There are two generally accepted types of mages : 1) INT > STA 2) STA > INT
INT > STA Mages are supposedly limited to Psykeepers, but I feel that such a bias is rightly undeserved. Elementers can also go INT > STA (basta hindi pure INT ha, mejo mahirap kasi kung anti-mob tapos may lumapit bigla), provided you know HOW to play your Elementer (may guide somewhere regarding such builds).
Main hassle with INT>STA types would be the low HP, so at best mga 2 ~ 3 monsters at a time, no more (unless you want to risk suicide).
STA > INT Mage is the more accepted build type of Elementer build, because you can solo mob a lot of enemies, sacrificing damage output for the ability to tank mobs. Damage is rather so-so and you'd be drinking Refreshers like mad (although Refresher Hold would be useful ), but you'd be able to tank more monsters than the INT>STA type.
Not that STA > INT would easily survive an attack from an INT>STA mage in PvP.
Whether STA > INT or INT > STA, just remember that you don't need STR or DEX... not unless you really want to do *anything* with your Staff (but really, nakakaawa ka naman kung sasayangin mo staff mo, hanggang de-hataw ka bigla ).
Note: Credits and Thanks to Yralyn for writing this part.
Remember to study for yourself how your character works, the build really is dependent on your playstyle.
Mage skills are more powerful now that the level gap system has been reworked so you'd be dealing a huge amount of damage even if your INT is not too high. The damage of a 80 INT mage compared to a 90 INT mage is unnoticeable and negligible but the HP and Defense of a 50 STA mage and 60 STA mage may spell the difference between death and success. A STA>INT mage build will have an easier time levelling up - trust me.
I was a INT>STA build prior to Ver 5. You can do this before Ver 5 because you can use food pots easily and continously. With the cool down implemented on food pots, STA becomes an extremely important attribute for all classes.
Now, after you've job changed from mage to elementer it will really be up to you to decide if you'd like to pump your INT or STA more. If you're unhappy with your damage dealing capacity increase INT but if you're okay with your damage dealing but unhappy about your mobbing capability increase STA.
Of course, you also have to take into consideration that it will be easier to pump up your defense rather than your INT. The only way to increase your mp and your int will be through accesories and cards. Your defense may be pumped by accessories and cards as well but refining your armor will only increase your defense thus giving you the potential to bloat your defense through equipments far more extensively than your INT.
Try to consider these factors as you build up your character. Try also not to pool in your Ability points on one attribute all at the same time. Experiment. Try putting two points into STA and two points into INT and fight a monster and see how the changes affect your character. Lastly, go with what you feel is right. Try to take advise into consideration but remember that you'll be the one playing the character so advises and guides can only take you so far. You have to decide for yourself. Good Luck.
Weapons:
Wands - Ranged and Charged Magical Attack (Never misses), Increased defense (Because you can equip a shield) but no bonus for spells.
Staves - Melee Physical Attack, Weaker Defense (Absence of shield) and Bonus for Spells (increased damaged).
There is no better weapon. It really depends on your play style. Those who tend to cast spells to kill enemy monsters use staves. Those who tend to cast spells and attack use wands.
PS - WANDS HAVE CRITICAL DAMAGE.
Note: When you class change Elementer's skills will only work if you have a Staff equipped while Psykeeper's skills will only work if you have a Wand equipped.
Upgrading:
Upgrading becomes extremely important for Mages/Elementers/Psykeepers when they want to compensate for a specific weakness that comes out of their build. (Either a weak defense or weak damage and low mana pool) Most of it can be solved by upgrading or enchanting your armor and weapons.
PXP:
PXP is the bar at the bottom of your EXP bar. When you use a skill your PXP decreases. This means that your store of PXP is transferred to the EXP of the skill that you used. You get PXP by killing monsters. When you die you start out with 0 PXP after you kill a monster, or a few monsters, your PXP bar will fill up. As long as there is some XP in your PXP bar, your skills will gain experience. PXP is needed to level up skills.
For example your PXP is 100% and the level of your Fire Strike is 6 at 0.0%. After you use Fire Strike, PXP decreases for about 2.5% leaving you with only 97.5%. While your Fire Strike is now at level 6 with 2.5% of experience.
IMPORTANT: This is just an example the values aren't exact, I'm not sure what the exact numbers are but this is the general idea. It is very important for Mages to understand this because Mages are highly dependent on skills.
In addition to that, at your skill menu, when you click on a skill you will see its name, level and the amount of exp that it currently has for that level. At the left side of these things there is either a ^ sign or a - bar sign. The arrow sign pointing up means that your skill is ready to increase in exp and you want it to level up. If it has a - bar sign then it means that the skill is barred from getting more exp. You can change this manually by clicking on the icon. There are reasons why you'd want to stop levelling up a skill which I won't discuss here.
Note: The experience you get from monsters is what fills both your PXP and EXP. So filling up your PXP bar takes away a bit of the EXP you get from killing monsters. This is miniscule at higher levels.
Level Gap:
I'm not sure if that's what this is officially called but it has been coined as such by the Flyffinos. In flyff if you face off with a monster stronger than you by a great level gap, you tend to deal no damage or at the very least weaker damage. The higher the level of the monster in comparison to your level, the greater the gap, the greater the decrease in damage you're able to do and vice versa. Please note that a difference of two to three levels matter immensely. Especially for Mages because the level gap tend to affect skills more so than normal attacks.
UPDATE:
The level gap isn't as pronounced now as it was before. Generally the decrease and increase in damage is now around a 100 damage when using spells. However, a level gap of 5 and above still creates a big difference.
Elements:
The element that the monster has on its name when you click on it is its attribute which means that it is for example Mr. Pumpkin is a Water Creature.
How do you deal with this?
Well the element cycle is as follows:
Wind>Earth>Lightning>Water>Fire>Wind
Wind is strong versus earth, earth is strong against lightning, lightning is powerful against water, water defeats fire and fire beats wind.
So for Mr. Pumpkin we use... LIGHTNING!
Note: Skills aren't interrupted by normal attacks however if the monster does a critical hit (i.e. you receive more damage then usual and you get thrown into the air) the skill will be interrupted. This does not happen often though.
Items/Foods/Refreshers:
Notice that your healing items (Foods/Refreshers/Vitdrinks) have two values. The recover rate and the max recover rate. The recover rate is what your food or refresher actually recovers while your max recover rate is the limit by which its efficacy begins to weaken. Let me clarify.
When you use a healing item it recovers the exact amount that the recover rate states. If your mana or HP is equal to or above the max recover rate, the item will recover a lesser amount of hp or mp than what the recover rate says.
For example: You have 0 mana and you use a fourth refresher which has a recover rate of 125 and a max recover rate of 600. After using the fourth refresher you'll end up having 125 mana. IF, however, you use the refresher when your mana is already at 600 or above you'll get a message saying that "your mind is clear" and the effects of the refresher have weakened. It does not recover the usual amount of 125. You can use the refresher even if your mp is 599, it'll still recover normally, if it has reached above 600 it will weaken the amount of mana you get.
Flyff Magician Guide
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