Starting a magician
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Contents |
[edit] Equipment and Items
Do quest to get equip you dumb
[edit] Skill Build
The order which you add skill point have make the mage strong.
[edit] Active Skills
Point Buster - Rarely does a Magician try to do this. Damage is very small. Recommended: Lv1 (Since it is forced).
Re-launch - Unnecessary,i dont think you should put this as Meteor Fall re-launches already. Recommended: Lv0
Meteor Fall - At Lv4, launches enough for a double Air Combo, and hits a very very good amount of enemies. Recommended: Lv3-5
Slow Heal - For survivability. Against Self Heal, this has the advantage of group healing and low MP cost. Recommended: Lv1-5
Focus - Required by some Magician classes. Percent-based increases will always remain powerful. Recommended: Lv5
Fortress - Generally, Meteor Fall -> Air Combo is more usable. Recommended: Lv1
Self Heal - Against Slow Heal, this has a disadvantage of a quick burst of HP. Recommended: Lv4-5
[edit] Passive Skills
MP Potion Maximization - Player's choice. Can save money. Recommended: Lv1-5
Air Combo - Main damage source in first-class. Also allows you to attack in the air. Recommended: Lv3
Magic Enhancement - Player's choice. High increase in the beginning, diminishes as the player becomes more powerful. Recommended: Lv1-5
Cannon Upgrade - If using a Fortress build over Meteor Fall -> Air Combo, max out. Don't bother otherwise. Recommended: Lv0
Bullet Acceleration - If using a Fortress build over Meteor Fall -> Air Combo, max out. Don't bother otherwise. Recommended: Lv0
