You are not logged in.

1

Wednesday, May 7th 2014, 1:51pm

[PMB] Kowast - PvE Astral Guide [DPS + CC]

۩ KOWAST PIMP MY BUILD ۩

۩ PVE ASTRAL GUIDE ۩






Hello players!
I'm Kowast, a level 60 Arisen Mage from the Mighty guild Monsters Inc., Empire side.
In this guide I will show you how to unleash your magical power in Astral focusing on burst damage and CC.
But first, let's see what this new patch brought into our gameplay.


۩ PATCH NOTE ۩

Heart of World patch completely changed the face of Allods bringing new zones, new raids, astral, new level cap and much more.


The entire patch note is really long so, instead of copy and paste, click this LINK to see the official patch note.

One big change apported to the game is about Statistics: now they are completely different and are the same for mana and energy users. But I'll talk about them later.

I'll post here at least the mage changes because there are some mistakes in the official post. So check here the modifications to our class:
  • “Sage’s Intelligence” now increases Vigor by 3/6/9
  • “Master of Intuition” now increases Proficiency by 3/6/9
  • “Hardened in Flames” now increases Willpower by 4/8/12
  • “Adherent’s Determination” now increases Brutality by 3/6/9
  • “Stoic Soul” now increases Vitality by 5/10/15
  • “Blazing Speed” now increases Anger by 4/8/12
  • “Hailstorm” ruby now at rank 3 gives you 100% chance to cast a second Icy Comet instead of 30%


۩ STAT SYSTEM ۩

New stat system makes all the thing a bit easier because their increase is more linear than before and there are no counter stats.
They are divided in two main groups:

OFFENSIVE STATS



Vigor: is main offensive stat that increase our base damage. It's a particular stat because it get increased only with equipment, Patron Bonus, Ruby and Guild Tabard. Not with stat points;

Proficiency: kinda the same of Vigor. It increase damage but on a percentage base;

Determination: it increase our damage when we get damage. Under our mana bar we will see a third bar that increase value every time we get damage. If we can keep this bar above 50% we will do more damage according to our Determination stat;

Brutality: this stat increase our damage when the target has low health. Really nice to kill quickly a boss that enrage when is at 30% of life;

Anger: is the Rage stat revised. When you deal a defined quantity of damage on a target, he gets a Wound Complexity that reduces healing received.

DEFENSIVE STATS



Stamina: our health points. It can't be raised normally, just like Vigor;

Vitality: like Stamina, it increases our health points but can be raised with normal Stat Points;

Willpower: even if the name is the same like old patch, it works differently. Now you will become immune to control effects after you get under CC for defined amount of time according to the stat;

Bloodlust: a stat that heal for a part of damage inflicted to the target;

Tenacity: is your resistance to Anger and Wound Complexity effects.

SPECIAL STATS



Luck: it increase our chance of critical hits. It works like the old patch but now the critical chance is really low and can be increased only with Draconic Relics or rubies.

Faith: it increase mana like always

۩ THE MAGE ۩

RACES

In the world of Allods 4 races can handle the arts of magic. Two for each faction: Empire and League.
Every race has an unique spell called Racial Skills, but you can have it all buying the Page from the Book of Secrets in the Boutique.

In the League side we have:



  • Kanians - Focused Mind: it prevents spell casting from interrupting for 20 seconds;
  • Elves - Arcane Mastery: increase Vigor by 30% for one spell in 30 seconds;

In the Empire side we have:



  • Xadaganians - Astral Aegis: it puts a shield on an ally for one physical attack. The attacker will be damaged and pushed away for 15 yards;
  • Arisens - Astral Arrow: a magic arrow that inflicts damage and knock down the target.

FORCE POINTS

In addition to the mana, the mages have Force Points to cast some spells.
We can have Force Point for all three elements we can manage: Fire, Frost and Light.

This Force Points are showed next to the skill bars in 3 circles, one for each elements. Every 30 seconds we can have a random number of points depending on our build. We can have max 5 points for each element.



Some spells spend Force Points like Icy Comet that spends 2 Frost Points.

Besides cycle time we can stack up more Force Points with a Spell, Elemental Wrath, that I'll explain later in the Talent section.

CLASS SPELLS

Completing important quest in the game, called World Mistery, a mage can learn 3 unique spells:



Invisibility - this spell can makes you invisible for 10 seconds. If you get damage or use any abilities you'll become visible again;
Sanctuary - this one is a life savior when your party is in a bad situation: it teleports you and your party in a safe place;
Gift of Tensess - this is a resurrection spell that can ress an ally outside of combat. Careful 'cause this spell has a cooldown of 20 hours!

This post has been edited 7 times, last edit by "Kowast" (May 8th 2014, 9:15pm)


2

Wednesday, May 7th 2014, 2:57pm

۩ THE BUILD ۩


Here is the most important part of this guide: the build tree.
As you can see I focused more on Light and Frost damage, completely skipping the Fire Tree because is more for a PvP purpose.

In addition to our damage spells, we have some defensive skill and control effect.



Here is the link to the Talent Calculator: [click here]


OFFENSIVE SKILLS



Firebolt: a base fire damage that we can't unlearn

Ice Flow - r1: basic ice damage. It's not so important but it's nice to use to slow our enemy for a bit

Shocking Grasp - r2 : a light spell that has no cast time and a normal damage. But when we have Join Bolt buff on us, it does 600% more damage and his range is doubled too

Frostbolt - r3: it is one of our spam skill when we are out of Force Point. With Northern Light buff from rubies it will cost less mana and cast time is faster

Thunderbolt - r3: the second spam skill. It works like Frostbolt but it's a Light spell. With Thundering Advantage it will cost less mana and cast time is faster

Icy Meteor|Icy Comet - r3: one of our main dps skill. It has a short cast time and a cool damage. It cast a meteor that deals Frost damage to a single target or in an area depending if you use the main skill or the upgraded one. They spend respectively 2 and 3 Frost Points

Electric Pulse|Thunderhead - r3: this is the main dps skill from Light Tree. The first is a single target spell, the second one can damage up to three enemies close to each other. This spell strikes with a chain of light for 5 seconds. They spend 2 and 3 Light Points

Elemental Surge - r2: this spell does not use mana or Points but use 2 Tears of Dragon. It creates an area between you and your target. When the cast time is over - 8 seconds - it deals damage to the main target and all the targets in that area. If the cast is interrupted the damage is lower. If you can cast if for more than 4 seconds, the Surge will stun the targets too

DEFENSIVE SKILLS



Stone Barrier|Stone Wall - r2: it's one of our shields. It creates 7 stacks of a barrier that absorb physical damage. One stack is lost everytime we get damage. If you finish the stacks during the combat, the skill will have 45 seconds of cooldown. When combat is over, the cooldown is resetted

Elemental Shield - r2: it works like the Stone Barrier but it puts on you 5 stacks that absorb magical damage

Reflections - r3: this spells creates 5 reflections of yourself that absorb damage. It's useful when Stone Barrier and Elemental Shield are in cooldown. It can be used even if you are in Control Effect like Fear

UTILITY SKILLS



Flash - r1: an instant cast spell that teleports you for 20 yards in the direction you face

Icy Grave - r3: our main Control skill. It freeze your target - 2 targets thanks to Ice Tomb. You can use this skill to control big packs in astral. In combination with Frosty Advantage, if the target under control has more than 90% of his health, the control will not break even if it get damage.

Seal of Health - r3: it's a party buff that increase life, energy and mana by 30% for 30 minutes.

Magic Tactics -r1: this spell prevents spell casting interruption from damage and moving. So you can move and cast spells! Really useful to use with Elemental Surge to move your burst area and take more enemies or with Sanctuary for a safe party escape.


۩ RUBIES ۩


The rubies are a nice passive support to our main skills. They are divided in three trees, everyone with the name of the three main skills.

FIREBOLT TREE

  • Propitious Magic - it increase your Luck by 9 points

ICE FLOW TREE

  • Adherent's Determination - it increase Brutality by 9 points
  • Northern Lights - in combat we will get a buff that stacks up to 5 times that decrease cast time and mana cost of Frostbolt
  • War of the Elements: Icy Lightining - these rubies will make you stop stacking Fire Points but will grant you an additional Ice and Light point every rotation. Also it increase damage of your Ice and Lights spells by 4%
  • Frosty Advantage - these are the rubies that makes your Icy Grave stronger - see the skill description. In addition to that, it will increase non critical damage of your Ice Spells
  • Hoarfrost - the frosty Meteor skills will apply a debuff that decrease movement speed of the target
  • Icy Avalanche - decrease mana cost of Icy Flow, Icy Comet and Icy Meteor. Kinda useless, we are taking them just to reach Ice Tomb rubies
  • Ice Tomb - it gives 100% chance to freeze another target with Icy Grave and increase frost damage by 3%
  • Sleet - decrease cooldown of Icy Comet and Icy Meteor by 50. More comets!
  • Hailstorm - this rubies - as described in the Patch Note - will grant you 100% chance to cast an additional non-critical meteor

SHOCKING GRASP TREE

In this tree we have 2 spells in addition to passive rubies. They are:



  • Elemental Wrath - this spell gives you 5 Force Point divided by Frost and Light and can be used only if you have less than 2 Force Points
  • Prismatic Lightning - this spell will cast a chain of light that can damage up to 4 enemies close to each other. This is the only AoE spell that doesn't spend Force Points

  • Sage's Intelligence - increase Vigor by 9 points
  • Dynamo Effect - decrease cast time and mana cost of Electric Pulse and Thunderhead by 30%
  • Lethal Shock - increase damage dealt by Shocking Grasp by 30% when target's health is lower then 25%
  • Cascade - every particle of Electric Pulse and Thunderhead inflict 15% more damage to the main target
  • Lightining Jolt - at the ending of every cycle, we get a buff that increase damage dealt by Shocking Grasp by 600% and it's range by 100%
  • Thundering Advantage - in combat we will get a buff that stacks up to 5 times that decrease cast time and mana cost of Thunderbolt
  • Static Charge - every lightning spell puts a debuff on target that deal damage every 2 seconds. It can stack up to 10 times but any movement of the target will dispel it
  • Unstable Energy - increase light damage by 15%

This post has been edited 4 times, last edit by "Kowast" (May 8th 2014, 10:05pm)


3

Wednesday, May 7th 2014, 3:04pm

۩ ROTATIONS ۩


Now we get into the battle. Here there are some tips in skill rotation and tactics you can follow.

Before combat remember to cast one of your Shield - Stone Wall or Elemental Shield - and use all buff you have like Seal of Health, potions and foods.

In combat we can have 2 situations:

Single Target:

If we are in party let’s wait some seconds to give the time to the tank to get some aggro, mages are famous because of the overaggro. So after some seconds let’s start:

  • Cast an Icy Comet, then during the cooldown of this spell cast Electric Pulse. If we have enough Force point recast Icy Comet and then again Electric Pulse;
  • When we don’t have other Force point let’s start to spam the “special” Frostbolts and Thunderbolts. Special because of the Northern Lights and Thundering Advantage rubies that reduce the cast time and the mana cost by 50%
  • Now if the Elemental Cycle is ended and we have again our Force points we can start again from the point 1. If not we can use Elemental Wrath and gain some Force points and we can start from the begin
Packs:

The spell rotation doesn’t change so much, just use Icy Meteor instead of Icy Comet, and Thunderhead instead of Electric Pulse. When you don't have more Force Point, cast Prismatic Lightining but check your mana because this spell is very consuming.

Remember always to use Shocking Grasp when Lightning Jolt buff is on. Better time to use it is when the target health is lower then 25% but if the Elemental Cycle is going to end soon is better use it before it go wasted!


۩ STATS BALANCE ۩

In PvE situation like Astral you need to focus in Proficiency and Brutality with a balance of 50%/50% of both stats.
You can skip Detetermination because we can't handle too much damage and Anger 'cause is a pure PvP skill.

In Defence, I think you need to put the most part of your stats in Vitality and some in Tenacity. You will not get damage like a tank, but some bosses do AoE damage that in hard astrals could put on you a Wound Complexity. So it's better to not keep it at 0.

Willpower is a pure PvP skill and Bloodlust heal seems to be so low that is just a waste of stat point for now.

۩ REINCARNATION SKILLS ۩


Another way to boost your character is a reincarnation. When your reincarnation reach level 60, it will share with your mage a spell.

One of my reincarnation is a Psionicist that shares with me 2 skills:



  • Telekinetic Pull - Draws up to 3 enemies within a 20 yard radius to the chosen location and knock them down
  • Rupture - this spell will decrease cast time of our spells by 50% and increase our movement speed by 50% for 15 seconds or for 3 spell casted. I love to use this in combination with Elemental Surge or Electric Pulse

۩ CONCLUSION ۩


Thanks for reading my guide. I hope this will help you building your PvE mage.
If you have any suggestion and critics, please contact me in forum or in game!

Have fun and good game!

This post has been edited 5 times, last edit by "Kowast" (May 8th 2014, 3:44pm)


4

Sunday, May 11th 2014, 10:22pm

hi, just few questions to ask;
  • Wouldn't having Corona Discharge r3 instead of Static Charge r3 deal more damage? well charge deals damage continuesly but takes time to reach 10 stacks to get best benefit and discharge has lot more damage and looks like it will take ages charge to reach one discharge.when i had both in my build for test charge was pretty low damage than discharge.
  • Why did u prefer Hoarfrost in PvE? and its just r1 and it does really nothing in this build.(having Snowstorm could be more useful if you just got it for 1 leftover ruby.)
  • Having Icy Grave r3 while Thunderhead is r2 doesnt sound good to me since this is dps build.isnt r2 Icy Grave enough for pve?
Good luck!

5

Monday, May 12th 2014, 2:36pm

hi, just few questions to ask;
  • Wouldn't having Corona Discharge r3 instead of Static Charge r3 deal more damage? well charge deals damage continuesly but takes time to reach 10 stacks to get best benefit and discharge has lot more damage and looks like it will take ages charge to reach one discharge.when i had both in my build for test charge was pretty low damage than discharge.
  • Why did u prefer Hoarfrost in PvE? and its just r1 and it does really nothing in this build.(having Snowstorm could be more useful if you just got it for 1 leftover ruby.)
  • Having Icy Grave r3 while Thunderhead is r2 doesnt sound good to me since this is dps build.isnt r2 Icy Grave enough for pve?
Good luck!
Hi!

Ye maybe is true that Corona Discharge can deal more dmg then Static Charge but i don't like to be near the mobs and I always try to stay far from them, and get 10 stacks of static charge is really fast, Thunderbolt gives 2 stack each time u cast it, and a full Electric Pulse gives 5 stacks. So even if the boss lose the stacks u can put again 10 stacks fast. True that on mobs before bosses Corona Discharge can be more usefull, specially on big packs where we always agro something but I still prefer Static Charge for bosses.

Hoarfrost rank 1 isnt very usefull true, I got it just to slow down a bit the mobs but i disagree about Snowstorm, too much mana consuming, low dmg and kinda don't really have the time to cast it in the rotation, I mean if I don't have Forces I prefer to use Prismatic Lightning (gives 3 stacks of Static Charges too on 4 mobs) then Snowstorm. If really don't wanna take hoarfrost i would go for Snow Dam.

About Icy Grave, I always had that at rank 2 but lately I tried it at rank 3 and must say that I feel a big difference and I just can't go back to rank 2 or I feel to be slow when I cc, plus getting mob in cc for 1 minutes is very nice specially when farming refractor and 1 more mob spawn when tank pull, because they will be perma immune to long lasting cc when our cc will ends or re-cast it.

Anyway thanks for your comment and questions!

Rate this thread