This was another very difficult guide to write. I will ask for any input and discussions to modify it before It gets its final placement. I decided to leave out "weller builds" because it is something you will learn as you progress. I am trying to achieve the same goal as all of the other guides, clear, concise. Please provide any valuable input/feedback so we can make this right!
The Magician:The Magician uses Staffs and Daggers, along with Robes and all charm types.
Starting Attributes:
Strength: 20
Dexterity: 50
Intelligence: 60
Vitality: 20
The Offensive Caster Magician:The Offensive Caster Magician utilizes charms to attack. There are several variations on how to start. For new players, it is highly recommended to add your first 10 stats in to Vitality, other options may be 5 to Vitality and 5 to Intelligence or all 10 stats in to Intelligence. For the lower levels, there are several approaches to starting. If casting, you should try to find items with Maximum Mana, Mana Per Kill, and Mana Per Attack. These items are generally effective until level 15 or 20. Another alternative is to Melee until level 15 or 20 until your mana pool is sufficient enough to cast entirely. The Magician items are very basic. You should try to find items with Intelligence as the primary modifier. Other helpful modifiers may include Heal Mastery, Mana Syphon, Mana Per Attack, Mana Per Kill, Experience Gain, Magic luck, and Dexterity. The most effective way to use an Offensive Caster Magician is by using an Enhanced Effect charm in the primary slot and an Enhanced Effect healing charm in the accessory slot. The charm types are preferential.
The Defensive Caster Magician:The Defensive Caster Magician is one of the most desirable classes because it focuses around healing. The primary function of a Defensive Caster Magician is to be the lifeline for other players in the Catacombs. There are several variations on how to start. For new players, it is highly recommended to add your first 10 stats in to Vitality, other options may be 5 to Vitality and 5 to Intelligence or all 10 stats in to Intelligence. When starting you will still need to begin your level up. If casting, you should try to find items with Maximum Mana, Mana Per Kill, and Mana Per Attack. These items are generally effective until level 15 or 20. Another alternative is to Melee until level 15 or 20 until your mana pool is sufficient enough to cast entirely. Once at a satisfactory level you need to switch your items to the healing gear. The gear is primarily focused around Heal Mastery. Additional modifiers which may be helpful include Intelligence, Mana Syphon, Mana Per Attack, Mana Per Kill, Experience Gain, Magic luck, and Dexterity. Additionally, the healing charm in the primary slot can have heal mastery as well, while using an Enhanced Effect charm in the accessory slot. The charm types are preferential.
Key Points:Most people use Enhance Effect weapons for levels 1-20 while playing any form of melee. Daggers are recommended for this because Samurai, Monk and Ninja can use them in the future.
The Offensive Caster Magician is best suited for the Arena.
Currently, offensive casting in the catacombs is frowned upon.
Mana Regeneration items are essential for Offensive Casting.
The Defensive Caster Magician is best suited for the Catacombs.
Magicians must go to the BACK of the group because they have low defense and health!
Casting Magicians have limited item usage. Staffs are preferred because Warlock can use them. However, Daggers are much less expensive.
*This guide was created through the input of fellow Ladder Slasher players and are not to be taken as absolutes. These are merely a stepping stone in your path to perfecting your own build or building upon the ones in this guide.
**This guide is based around ideals for softcore ladder slasher.