I belive this guide is a great magician base and I don't rly see why every1 is whyning about tiny details.
Because that's clearly the best way to put the best guide forward for the community, duh.
The Magician:The Magician uses Staves and Daggers as weapons, only Robes and Padded Robes as armor, and all charm types.
Starting Attributes:
Strength: 20
Dexterity: 50
Intelligence: 60
Vitality: 20
The Offensive Caster Magician:The Offensive Caster Magician uses charms to attack. It is highly recommended to add your first 10 stats in to Vitality, but you might want to try 5 to Vitality and 5 to Intelligence or all 10 stats in to Intelligence. Regardless of what starting build you try, all further stats should go into Intelligence.
Even though this character is primarily a caster, many people prefer to melee for the first 10-20 levels using Enhanced Effect Daggers and/or Staves and items that add to stats like Maximum Life, Life Per Kill, Strength, Dexterity, or Life Per Attack for their armor and charm, because it is generally easier to reach a higher level of efficiency that way. Many “true casters,” however, would cast from level -10 if they had to. They use items that add to Maximum Mana, Mana Per Kill, and Intelligence on their weapons and armors, and Enhanced Effect on their charms.
Nearly every Magician, however, is casting by level 20, and the desirable items all have one thing in common: Intelligence. Heal Mastery, Mana Syphon, Mana Per Attack, Mana Per Kill, Experience Gain, Magic luck, and Dexterity are all great sidemods. The most effective way to use an Offensive Caster Magician is with 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 a real crowd favorite because it is one of the best healers in the game. The primary function of a Defensive Caster Magician is to be the lifeline for other players in the Catacombs. The basic difference between this style of play and the Offensive Caster is the substitution of items that add to Heal Mastery rather than Intelligence. Many players still melee for the first 10-20 levels. Note, however, that the popular “Explore the Maze” objective is available at level 5, so you may want to plan on leveling in the Catacombs from there on out. Additional modifiers which are helpful include Intelligence, Mana Syphon, Maximum Mana, Mana Per Attack, Mana Per Kill, Experience Gain, Magic luck, and Dexterity. Also, the charm in the primary slot should have heal mastery as well, and the Enhanced Effect healing charm goes in the accessory slot. The charm types are preferential.
Key Points:Many people melee, using Enhance Effect weapons, for levels 1-20. Daggers are slightly preferable because Samurai, Monk and Ninja can use them in the future, but Staves, though less versatile, are an essential part of the dynamic Sword and Staff setup.
The Offensive Caster Magician is best suited for the Arena.
Offensive casting in the catacombs is disfavored because you eventually run out of Mana and become nearly useless.
Mana Regeneration items make Offensive Casting go a
lot faster. Less regen time means more playing time!
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!
Magicians can only use a few types of items. Caster Staves are preferred because Warlock – a coveted caster class – can not equip any other weapon. For this reason, Caster Daggers, though quite versatile, are significantly 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. Iso an undo button! Oh well.