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 fire/water mage

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Wi

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Number of posts : 62
Age : 28
Registration date : 2006-12-10

PostSubject: fire/water mage   Mon Dec 11, 2006 9:19 pm

this is what i doodled on my german folder during a boring lecture

25 fire
20 water
14 evo
7 spirit
6 lore
15 med
10 mind
3 merch
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Ignignok
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Age : 31
Location : WISCONSIN
Registration date : 2006-10-02

PostSubject: Re: fire/water mage   Tue Dec 12, 2006 8:12 am

decent


i myself would substitute mind for air( i love the air spells, the buffer ones at lease) id go with either 25 fire/water, or 20 fire/water, not a different number of both(unless you have different goals)..i like to have at least 20 medatation..and also...on nignok, i had 10 lore, with the highest lore spell that i had at 7...and i had 0 spell points to use >_> i love sweet alias'

i personally used this skill set on nignok

i used glacier whip, imp crown, shield of power, and 1 ring of free acton/giant strength

14 water
19 fire
8 life
14 air(ended up having 19 though... >_>) magical effects ftw
10 lore
5 merchant
10 medatation(1 from halfling, 10 from guild)
5 spirit
10 evocation
2 mind( needed some for glimpse, and identify)
3 strength

i was resist mage, so i had tons of alias' to resist people...and monsters >_> like maybe gore, or archus, or raze or something
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Salkand



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Age : 29
Registration date : 2006-10-03

PostSubject: Re: fire/water mage   Tue Dec 12, 2006 8:27 am

I don't see mind magic as important. Use wands or scrolls to unlock chests. I don't even stop for locked chest anymore. That would give you 10 extra skills.
Put 5 into water, Giving 25 water. Put five into life. You have no life? That's a death sentence. Why have 6 lore. Most Fire/Water Mages only use fireball and blizzard, then resist. So you only need 4 lore, 3 if your a pixie. I would place those 2 skills into life for 7 life. Having 2 out of 3 resist elements. You will want high life so that you don't have to cast them every 5 minutes.

I didn't know what level you were giving, or for what race. But I am assuming 25, due to 25 fire. Maybe my math is bad, but that's only 99 skills...You have an extra to spend, which I would place into life.
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Ignignok
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PostSubject: Re: fire/water mage   Tue Dec 12, 2006 8:38 am

now comment on my skill set o.0 >_> life=glimpse, and identify, neveruse for knock cause i only had 4 anyways, and wands/scrolls of knock/tamer open maybe 1/8 of the chests out there <_< they suck!

i was resist mage, had more fire then the other skills cause killed reapers..i also used prismatic shield and killed guys with that...standing next to reapers isnt a problem for me as a mage...i even chase monos as they are running o.-
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Salkand



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PostSubject: Re: fire/water mage   Tue Dec 12, 2006 8:50 am

I would untrain 2 strength and put that into spirit (giving you 7), so that you could have a max mana shield (with lower fire/water you will need all the protection you can get). Since your a resist mage your meditation is good. But you might want to consider enchantment, which lowers the amount of mana used for spells such as resist. being someone who factors around resist this is important. I would untrain 2 mind and that 1 strength and place that into enchantment...Did you say hafings. I can't get around 3 skill points. It takes away too many skill points in my opinion.

I didn't add your magical effects, but that will probably give you a couple of extra skill points.

In all its pretty sound, but if your a pure mage I never saw strength as important. I also don't see the loot locked in chest as important enough to train any mind.
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Ignignok
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PostSubject: Re: fire/water mage   Tue Dec 12, 2006 9:14 am

i do have mana max shield 5 trained(2 from magical(shield of power, imp crown)

never needed enchantment >_> the biggest group i had was 4 more people, and tht gave me eough sp to cast resists for all them and me,and still have 40 left 10 mins resist allows for me to regain that

strength(if i rd alone i like to loot)

but if you factor in magical effects, i had 11 strength all togather, and stuff, 20 fire, 15 airsometimes 19 if i wore some itmes not to be mentioned) 15 water, 10 life

so ya
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Salkand



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PostSubject: Re: fire/water mage   Tue Dec 12, 2006 2:14 pm

Oh, with those magical effects, and if you don't need enchantment. Then the skill set is as good as I can see it. Unless you need more money, but being a resist mage I don't see that becoming a factor unless you want to branch out eventually.
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Ignignok
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PostSubject: Re: fire/water mage   Thu Dec 14, 2006 2:55 pm

Ok this is something i want to make later down the road, if...well when i get 2 omnis reserved for me

Gear: 2 omni magic rings, wings of fae, elite wizzy robe, glacier whip, shield of power, fancy/boots of agility +10, amulet of death protection, imperial crown, girdle of strength

Bonus' from gear: Life/mind/death/spirit (+4) fire/earth/air (+3) water (+4), all arts: (+2) medatation (+4), +1 healing skill, then like -30 hp(think omnis give -10 hp too, otherwise it is just -10) -6 weapon skills, -2-4 strength(dunno what omnis give, but i know it is a negitive in strength)

so i want to be full blow fighter mage o.0 lvl 29(cause this would be one of those characters i stop at lvl 29)

halfling level 29

trained
22 fire(25)
21 water(25)
3 spirit(7)
6 life magic(10)
10 lore
10 medatation(25)
12 evocation(14)
12 air(15)
11 mind(15)
13 earth(16)

that is what i want @_@
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Salkand



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PostSubject: Re: fire/water mage   Thu Dec 14, 2006 3:55 pm

Why earth?
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Wi

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PostSubject: Re: fire/water mage   Thu Dec 14, 2006 3:57 pm

strength
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Wi

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PostSubject: Re: fire/water mage   Thu Dec 14, 2006 4:17 pm

but strength spell also has a base of 3 strength with 0 earth and i think he has earth trained so he can use it for resists and spells other then just training strength to hold more
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Thundax
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PostSubject: Re: fire/water mage   Thu Dec 14, 2006 7:08 pm

Yes but you can also use him to combo on other players that train with himn with low strength. Like maybe one of my alts >_>

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Ignignok
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PostSubject: Re: fire/water mage   Sat Dec 16, 2006 11:31 am

@_@ wow...thundax is smart, cause that is exactly why id do it :Ignigger:
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Isagar

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PostSubject: Re: fire/water mage   Sun Dec 17, 2006 8:01 am

Everything Ignig had on his last skill set is what I use on Sygma pretty much. Minus all the earth, I have air, 25 fire and water, 20 air. I use that same armor set though.
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Bullfrogz
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PostSubject: Re: fire/water mage   Fri Dec 22, 2006 11:12 am

I would tell thee my cake, but that would be stupid.
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Vikki

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PostSubject: Re: fire/water mage   Fri Dec 22, 2006 11:36 am

Omg, all your cake are belong to us!!!
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Silico

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PostSubject: Re: fire/water mage   Sun Jan 28, 2007 9:57 pm

Wi wrote:
this is what i doodled on my german folder during a boring lecture

25 fire
20 water
14 evo
7 Spirit
6 lore
15 med
10 mind
3 merch

Water is just as important as Fire when thee're making a Fire/Water mage.

Here's my little edit. ._.

25 Fire
25 Water
14 Evocation
8 Life
8 Lore
10 Meditation
10 Merchant

That's just my two cents.


Last edited by on Sun Feb 11, 2007 1:01 pm; edited 3 times in total
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Peacy

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PostSubject: Re: fire/water mage   Sun Feb 04, 2007 4:20 am

err thee need some strength if thee want to carry anything... without strength, your 10 merchant is useless. instead use 5 merchant and 5 strength...
Also 8 spirit is useless, use 7. and thee can cut down some of the other elements/arts with the use of magical effects, which saves thee even more cookie points...
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Silico

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PostSubject: Re: fire/water mage   Sun Feb 11, 2007 12:59 pm

Haha, I meant that to be life. I get Spirit and Life mixed a lot. >.>
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