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Instacast db rk iro
Instacast db rk iro










instacast db rk iro instacast db rk iro

This can be countered by also placing a water insignia (-1% hp every 5s). This is VERY important to understand when dealing with mvps.įor example, fire insignia level 2 might seem like a good idea on ifrit because it will turn his attack to fire (tank will take less damage if he is wearing fire armor / fire resistance) and will also boost water attacks on him, but he will also heal for 1% hp every 5s (~70k hp a sec).

instacast db rk iro

It will heal the same element and damage opposite element (see insignia links below for more info).

  • Each insignia also has the ability to heal or damage 1% hp every 5s depending on their element.
  • Each insignia has the ability to boost the counter element no matter which level you use.įor example, if you use Fire Insignia at any level, any unit INSIDE the insignias 3x3 AoE will take +50% damage to water elemental attacks.
  • When stacking multiple level 2 insignias on the same target, the targets attack will turn to the most recent insignia you placed on that target.
  • Level 3 - Increases that players elements magic damage when THEY are standing inside the insignia and additional bonuses to that element (faster cast time, more matk, etc).
  • If you have 100% immunity to that element, you will take 1 damage.
  • Level 2 - Changes weapons element to the insignia element (this excludes monster skills).Īny unit, friend, or monster that stands INSIDE the insignias 3x3 AoE attack will change.įor example, if you are wearing fire armor, and a monster hits you while THEY are standing in a level 2 fire insignia, you will take reduced damage (Fire attack vs Fire Armor - 1/4 damage taken).
  • Level 1 - Boosts the ability / hp and sp regen of that corresponding elemental summon.
  • Points are Etc item, each having a different element corresponding to that insignia (Scarlet Point/Indigo Point/Lime Green Point/Yellow Wish Point).
  • Each cast cost 1/2/3 Point (depending on level used), which can be bought in geffen tower (200z ea).
  • Only one of each elemental insignia can be placed at a time (insignias do not share the same cooldown).
  • instacast db rk iro

    Insignias can be created of the 4 basic elements.Insignias require a bit of setup and coordination and also have high skill requirements. It is somewhat less desireable than other summons.Īt first, insignias can be a little confusing and hard to use, but they can be extremely powerful. Earth - Raises max HP and defense of the sorcerer, and can cause stun with its attacks.Wind - Used mostly for its abilty to boost ASPD, reduce total, cast time and create a defensive barrier.Water - Used mostly for its ability to boost the Matk of the sorcerer.Fire - Used mostly for its abilty to boost the Atk of the sorcerer and increase the recovery amount of Warmer (+10%).On top of that, each element has a speciality. Summons each have the ability to change the element of Physic Wave, change the Sorcerers Elemental Resistance (100% resist of that element), and boost certain elemental spell's damage. A summon has the elemental resistance of that elemental type (agni is 100% fire). A summons stats are directly based on that of the sorcerer (ie A high agi / flee sorcerer will create a summon with high flee). There are 3 levels for each element, each having a different summoning requirement (catalyst). Sorcerers have the ability to summon elementals that have very powerful abilities to help the summoner. Killing Cloud (Poison element) has an average AoE, damage, and cast time (requires two Red Gemstones and hits multiple times).The three elemental spells are heavily based on the level of their corresponding endow. Varetyr Spear (Wind element) has a smaller AoE, average damage, quick cast time, and has a short cast range (damage is affected by atk / matk and requires a target unit).Earth Grave (Earth element) has an average AoE, lower damage, and a quick cast time (has the ability to knock units out of hide/cloak).Diamond Dust (Ice element) has an average AoE, damage, and cast time.Psychic Wave will be your most used area spell due to its major damage, large AoE, and and neutral element (you can "endow" your psychic wave via summons). Unlike their predecessors, sorcerers have the ability to do area of effect damage.












    Instacast db rk iro