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wanna

Why is the mage meta Waternado+Flame Wave?

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wanna

I've read in topics that Waternado amplifies skill damage yet when I use it followed by another skill I don't see any extra damage. All it does it strong frontloaded damage and then a tickling tornado that does no damage .

What happened to Meteor?

Why is Dia for pvp but not exp?

Does stone spike deal more damage than flame wave? On my 110 mage both are level 10 and stone spike seems eh, since you have to tank mobs.

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DarkLink64
24 minutes ago, wanna said:

I've read in topics that Waternado amplifies skill damage yet when I use it followed by another skill I don't see any extra damage. All it does it strong frontloaded damage and then a tickling tornado that does no damage .


Where did you read that it amplifies skill damage?

Watornado reduces lightning resistance, so lightning based damage towards the target under Watornado will receive extra damage.

Edited by DarkLink64

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DarkLink64
27 minutes ago, wanna said:

What happened to Meteor?

Why is Dia for pvp but not exp?

Does stone spike deal more damage than flame wave? On my 110 mage both are level 10 and stone spike seems eh, since you have to tank mobs.


Nothing happened to Meteor. I ask you, what do you believe has happened to Meteor?

Diastrophism is not for PvP exclusively, you can use it for PvE. There are scenarios where Diastrophism is better or weaker than Stone Spike. The former deals 5 hits, however, to deal 5 hits you must be very close to the target. Monsters on the maximum distance of Stone Spike radius will receive just 1 hit.

Stone Spike is a slower skill, so, to outdamage Diastrophism as a radius skill, you have to at least hit 4 hits.

Diastrophism always deals 2 hits, albeit lower damage, it is way faster. Maps where melee or ranged monsters doesn't get too close to you, Diastrophism is a better choice over Stone Spike


Stone Spike and Flame Wave are two different skills. Flame Wave is one of the strongest skills of the game if you keep aplying the burn effect. However it is a frontal cone shaped aoe skill, so you'll have to position yourself all the times. It is the best skill for using on Party Quests or 1v1. Stone Spike and Diastrophism is the best when you're solo on Exp Maps, where monsters gathers around you on all directions.


 

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wanna
1 hour ago, DarkLink64 said:


Where did you read that it amplifies skill damage?

Watornado reduces lightning resistance, so lightning based damage towards the target under Watornado will receive extra damage.

 

In the more recent build posts the only person replying said that.

If it amplifies lightning damage, why bother going for it? flame wave and stone spike aren't lightning based? Assuming you play solo. Definitely useful in a group but it's marked as must have a lot.

 

When I used to play a few years ago, everyone went Meteor, hence why I'm curious as to why the meta shifted away from it.

 

Thanks for the explanation about the rest of the skills and heir pro and cons that was very useful.

 

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disable1000
2 minutes ago, wanna said:

When I used to play a few years ago, everyone went Meteor, hence why I'm curious as to why the meta shifted away from it.

because your playing wartale ?

 

watornado + flame wave combo is the best in the server PVE.

 

kindly read the skill description

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wanna

Or you could explain?

 

Watornado doesn't even say anything about the lightning resist debuff.

and reading a skill description doesn't say anything about why meteor isn't used too.

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vicent

watornado + flame wave = boil your enemies

watornado + lightning = electrocute your enemies

 

i love it 100%

Edited by vicent

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DarkLink64
3 hours ago, wanna said:

If it amplifies lightning damage, why bother going for it? flame wave and stone spike aren't lightning based? Assuming you play solo. Definitely useful in a group but it's marked as must have a lot.

The burst damage of Watornado is very high, so, why not? It also increases your DPS by the continuous water damage. You can still cast other skills while the Watornado is active.

Also the cast of Watornado is fast (much faster than Flame Wave), so it is a must have on your skill rotation

About Meteor, since the changes on Flame Wave and Watornado, it was simply outclassed.

I'm in favor of a revamp on Meteor.

1 Minute of Cooldown AFTER cast. (That means until the skill doesn't stop, it will not enter in cooldown).
New Mechanic: The frequency of Meteor increases linearly over time. It start slow (with few meteors per second), increasing speed progressively up to a cap (perhaps 5x faster than actual Meteor upon reaching the max frequency)
Apply burn.

New Mechanic: (similar to Lightning sword but with few differences)

Mage will keep casting Meteor non-stop, infinitely, and the Magician can't stop the cast itself (by right clicking or other ways)

Meteor will drain Magician's Mana over time. When his MP is over, then Meteor will drain Magician's Stamina overtime. 
Drain of MP has to be faster than all best mp regen setups + mana aura + priestess regeneration field.


Meteor will only stop if: 
1. Magician is Killed
2. When Magician's Stamina is over
3. When being Stunned
4. When being Pushed back



 

Edited by DarkLink64
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mastellini
2 hours ago, DarkLink64 said:

The burst damage of Watornado is very high, so, why not? It also increases your DPS by the continuous water damage. You can still cast other skills while the Watornado is active.

Also the cast of Watornado is fast (much faster than Flame Wave), so it is a must have on your skill rotation

About Meteor, since the changes on Flame Wave and Watornado, it was simply outclassed.

I'm in favor of a revamp on Meteor.

1 Minute of Cooldown AFTER cast. (That means until the skill doesn't stop, it will not enter in cooldown).
New Mechanic: The frequency of Meteor increases linearly over time. It start slow (with few meteors per second), increasing speed progressively up to a cap (perhaps 5x faster than actual Meteor upon reaching the max frequency)
Apply burn.

New Mechanic: (similar to Lightning sword but with few differences)

Mage will keep casting Meteor non-stop, infinitely, and the Magician can't stop the cast itself (by right clicking or other ways)

Meteor will drain Magician's Mana over time. When his MP is over, then Meteor will drain Magician's Stamina overtime. 
Drain of MP has to be faster than all best mp regen setups + mana aura + priestess regeneration field.


Meteor will only stop if: 
1. Magician is Killed
2. When Magician's Stamina is over
3. When being Stunned
4. When being Pushed back



 

or simmilar like the shaman meteor

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Tyr
On 11/16/2020 at 4:07 PM, DarkLink64 said:

The burst damage of Watornado is very high, so, why not? It also increases your DPS by the continuous water damage. You can still cast other skills while the Watornado is active.

Also the cast of Watornado is fast (much faster than Flame Wave), so it is a must have on your skill rotation

About Meteor, since the changes on Flame Wave and Watornado, it was simply outclassed.

I'm in favor of a revamp on Meteor.

1 Minute of Cooldown AFTER cast. (That means until the skill doesn't stop, it will not enter in cooldown).
New Mechanic: The frequency of Meteor increases linearly over time. It start slow (with few meteors per second), increasing speed progressively up to a cap (perhaps 5x faster than actual Meteor upon reaching the max frequency)
Apply burn.

New Mechanic: (similar to Lightning sword but with few differences)

Mage will keep casting Meteor non-stop, infinitely, and the Magician can't stop the cast itself (by right clicking or other ways)

Meteor will drain Magician's Mana over time. When his MP is over, then Meteor will drain Magician's Stamina overtime. 
Drain of MP has to be faster than all best mp regen setups + mana aura + priestess regeneration field.


Meteor will only stop if: 
1. Magician is Killed
2. When Magician's Stamina is over
3. When being Stunned
4. When being Pushed back



 

If they make meteor like the lightining skill of the priest from T5, increased dmg and put a huge CD on it already would be awesome.

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Danh
On 11/17/2020 at 2:07 AM, DarkLink64 said:

The burst damage of Watornado is very high, so, why not? It also increases your DPS by the continuous water damage. You can still cast other skills while the Watornado is active.

Also the cast of Watornado is fast (much faster than Flame Wave), so it is a must have on your skill rotation

About Meteor, since the changes on Flame Wave and Watornado, it was simply outclassed.

I'm in favor of a revamp on Meteor.

1 Minute of Cooldown AFTER cast. (That means until the skill doesn't stop, it will not enter in cooldown).
New Mechanic: The frequency of Meteor increases linearly over time. It start slow (with few meteors per second), increasing speed progressively up to a cap (perhaps 5x faster than actual Meteor upon reaching the max frequency)
Apply burn.

New Mechanic: (similar to Lightning sword but with few differences)

Mage will keep casting Meteor non-stop, infinitely, and the Magician can't stop the cast itself (by right clicking or other ways)

Meteor will drain Magician's Mana over time. When his MP is over, then Meteor will drain Magician's Stamina overtime. 
Drain of MP has to be faster than all best mp regen setups + mana aura + priestess regeneration field.


Meteor will only stop if: 
1. Magician is Killed
2. When Magician's Stamina is over
3. When being Stunned
4. When being Pushed back



 

guys im lvl 105, not enough skills points to up all the useful skills of Tier123. So instead of Flamewave+Watornado, does Falmewave+Dancingsword+Meteorite equal damage output?

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Nooodle
On 7/23/2023 at 11:17 PM, Danh said:

guys im lvl 105, not enough skills points to up all the useful skills of Tier123. So instead of Flamewave+Watornado, does Falmewave+Dancingsword+Meteorite equal damage output?

 

So, I feel watornado is useful, but not until you're a higher level.

 

Here is the build path I will typically on my MGS (in order from first to last)

Tier 1-3: Energy Shield, Spirit Elemental, Mental Mastery, Enchant Weapon (if you're wanting to use Watornado, here you can max it now or wait till later), Dancing Sword, otherh, Watornado

Tier 4: Flame Wave > Fire Elemental > Distortion > Meteorite

Tier 5: Stone Spike > Magic Source > Amplify > Dance of Calamity

 

Some people say "Only put Energy Shield up to lvl 6", as you can see, I am not one of those people, I use level 10 and I am able to tank XP maps just fine on my 146 MGS. Some people will also EXTREMELY min/max your stats, again I am not one of those people since I basically don't do anything PvP related. I basically use whatever level appropriate gear that I can afford. Currently it's 136 boot/brace/gaunt, aging a 140 robe, 136 orb aged (looking for a 140 one to age up myself) and then whatever weapons I can afford (138 wand/134 staff both mixed). Some folks would balk at me doing this and having my talent at 81 and agility at 104, but honestly, unless your going hardcore for PvP or boss hunting, the extra stat points don't mean a WHOLE lot. I have also put my health stat at 125 to give me some more HP. As a MGS, your HP is so low, putting some points there helps you to not die as much because you have a little bit more HP you can lose while trying to use a potion.

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Danh
5 hours ago, Nooodle said:

 

So, I feel watornado is useful, but not until you're a higher level.

 

Here is the build path I will typically on my MGS (in order from first to last)

Tier 1-3: Energy Shield, Spirit Elemental, Mental Mastery, Enchant Weapon (if you're wanting to use Watornado, here you can max it now or wait till later), Dancing Sword, otherh, Watornado

Tier 4: Flame Wave > Fire Elemental > Distortion > Meteorite

Tier 5: Stone Spike > Magic Source > Amplify > Dance of Calamity

 

Some people say "Only put Energy Shield up to lvl 6", as you can see, I am not one of those people, I use level 10 and I am able to tank XP maps just fine on my 146 MGS. Some people will also EXTREMELY min/max your stats, again I am not one of those people since I basically don't do anything PvP related. I basically use whatever level appropriate gear that I can afford. Currently it's 136 boot/brace/gaunt, aging a 140 robe, 136 orb aged (looking for a 140 one to age up myself) and then whatever weapons I can afford (138 wand/134 staff both mixed). Some folks would balk at me doing this and having my talent at 81 and agility at 104, but honestly, unless your going hardcore for PvP or boss hunting, the extra stat points don't mean a WHOLE lot. I have also put my health stat at 125 to give me some more HP. As a MGS, your HP is so low, putting some points there helps you to not die as much because you have a little bit more HP you can lose while trying to use a potion.

ur style suits me best.

I also do not see much different with min-max stats. thks for your advice

 

how much HP we have for 100 health point?

Edited by Danh

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Nooodle
On 7/31/2023 at 6:04 AM, Danh said:

ur style suits me best.

I also do not see much different with min-max stats. thks for your advice

 

how much HP we have for 100 health point?

dae33297cced6374d73da47df8ba1a20.png

This is how much HP I have with no buffs and 125 points in my HP.

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