Network Posted May 5 Share Posted May 5 Content Introduction Characteristics Abilities Equipment PVP Pets Epilogue Introduction The Archmage (or sorcerer) is the pure offensive Mage of the human race. Their combat abilities are primarily based on long-range spells, and their powerful attacks allow them to handle both individual opponents and groups of targets. Their attacks are fire-based; however, unlike previous chronicles, these elemental attacks (like all elemental attacks in this chronicle) are purely aesthetic, and the element you can imbue in their attacks is indifferent. They can use any magical weaponry and robe-type armor. Their great versatility allows them to adapt to various situations in battle; however, they are very vulnerable to physical attacks and can be easily defeated if outnumbered. Characteristics The Archmage is a balanced class among mages, with less WIT than Mystic Muses (MM) but more than Storm Screamers (STS), less INT than STS but more than MM, and with more CON than both. This positions them as a more versatile mage, useful in terms of speed and power. Together with the Soultaker (with whom they share statistics), they are the mage with the highest base HP. STR 22 DEX 21 CON 27 INT 41 WIT 20 MEN 39 Abilities The Archmage has a wide range of abilities, which we will divide into 5 categories: Passive: Here are all the passive abilities that the Archmage possesses. I consider all of them important since the majority increase stats and resistances, so try to learn them all! Увеличение Эффективности Магии Мастерское Благословение Эйнхасад Защита Профессии Мощь Профессии Развитие Жизни Магический Круг Ускоренный Прирост Маны Владение Атакой Мага Владение Броней Мага Владение Восстановлением Мага Active: Here, we list the main offensive and defensive active abilities of the Archmage. We'll make some important annotations here: ПротуберанецThis is the primary attack skill for the Archmage starting at level 40, and you'll use it until you can afford to learn the next one. Взрыв ПламениFlame Explosion is a 3-star skill and the definitive main damage skill for the Archmage. It has the same MP consumption and casting speed as the previous skill but deals more damage. Additionally, it has the extra ability to inflict additional damage to players with abnormal states (such as those caused by Fire Spiral and Inferno or when affected by Magic Wound or Weakness). It is the first 3-star skill you should acquire, as it is useful for both PVP and PVE. Огненный ДождьThis skill is used for area farming. Its cooldown is too high for regular farming, but when complemented with the Kookaburra, it can be somewhat useful. ИнферноInflicts damage and burns the target's MP. Interesting to combine with Flame Explosion. Огненная СпиральA 3-star skill that hits in an area, inflicts damage, debuffs, and temporarily lowers stats. Moreover, it can be enchanted, further enhancing its effectiveness. Огненный Вихрь МетеорMeteor: Nothing to say, the best mage skill by far (there's a reason it's a 4-star skill). It reduces CP, delivers 3 devastating area hits, induces an abnormal state, lowers Mdef – an all-encompassing skill. Faery Shield This skill, along with the one learned with Tablets, is essential for staying alive in PVP. It is advisable to acquire it just after Flame Explosion. Buffs: Buff abilities are important enhancements for your character. While mages benefit only from those improving their defense and magical attack stats, consider that your pet will also benefit from these buffs. If you choose a pet focused on physical attack, it may be worthwhile to learn those buffs too (referring to Might, Focus, Death Whisper, and Haste). Щит Могущество Проницательность Воодушевление Дикая Магия Легкая Походка Магический Барьер Фокусировка Шепот Смерти Ускорение Дух Берсерка Чистота Регенерация Маны Тайная Мощь Самобичевание Debuffs: Here, we list enemy debilitation abilities, among which I consider the first two fundamental: Magic Wound and Weakness, which you will use the most. Heavy Sleep is preferable to keep in the background, as it's challenging to apply in equal team and condition settings. Магическая Рана Слабость Мощное Усыпление Others: Here, I compile other skills that both the Archmage and all characters in the game have: Оседлать Золотого Льва Оседлать Славного Коня Оседлать Сверкающую Леди Трансформация в Белого Стража Облик Убийцы Драконов Славный Воин: Увеличение Лимита Веса Славный Воин: Удобный Инвентарь Славный Воин: Особый Телепорт Славный Воин: Расширение Свободного Телепорта Титул Славного Воина: Небесный Синий Славный Воин: Восстановление Опыта Славный Воин: Быстрый Телепорт Славный Воин: Улучшенные Способности Glorious Warrior: Elixir Upgrade Обнаружение Благословение от Сайхи Расширенный Потенциал Красок Божественное Вдохновение Equipment Archmages only have mastery with Robe armor, and they are practically obliged to wear it because their passive abilities determine so. Early Game Equipment Regarding equipment recommendations: When you reach level 61, you will be given the choice of two armors: Majestic and Nightmare. In L2 Essence, different A-grade set pieces have individual bonuses, so you can combine them as you wish to maximize their benefits. I personally recommend wearing the set as follows: Weapon: Daimon Crystal - Two-handed staff, and the weapon the game gives you with the highest M. Atk. Sigil: Majestic Sigil - As two-handed weapons prevent the use of a shield, use a Sigil (if you can't afford an MJ one, at least buy a C-grade Chain Sigil from Giran's armor shop). Helmet: Dark Crystal Robe - Although not given by the game, it is the best helmet available until you can acquire the mana helmet. If you can't afford it, the MJ Robe helmet is also suitable. Gloves and Boots: MJ Robe - These provide Casting Speed +50, which is more valuable than the M. Atk. bonus Nightmare gloves offer. Robe (Body): Majestic Robe - A matter of personal preference and resistances; you can replace it with a Nightmare Robe if desired. Late Game Equipment Here, it depends on the best equipment you can afford. Taking into account the class's shortcomings, you'll need certain items as you progress: Mana Helmet: Noticeable difference when acquired, especially at +5, where it frequently recovers MP. It helps your MP last longer when focusing on dealing damage over an extended period. Flaming Set: Noticeable difference from MJ set, especially in P. Def and the passive ability it provides (fire armor), aiding survival against a couple more hits. Beleth’s Soul Eater / Frost Staff (two-handed): Both weapons have skills that improve with level and provide stat boosts. Soul Crystal Choose the appropriate skills for each case: Crystal 1: Magical Skill Critical Damage / Magic Attack / Magical Speed (depending on your mage's needs). Crystal 2 (PVP): Health Increase / PVE Magical Skill Critical Damage (depending on your focus). Hardin: Magical Abilities Dyes If you're not willing to spend much, go for INT dyes. While you might miss casting speed at lower levels, high-level items will eventually bring you to the speed limit. My recommendation is Full INT, but if you can afford it, try one or two WIT dyes early on and see how it works for you. In early game, if you're short on resources, it's beneficial to go for Lv3 dyes (the lowest ones with a +4 bonus to the needed stat), and later, when affordable, switch to Lv11 dyes directly (the lowest ones giving +5). PVP The mage's role in PVP is long-range AOE damage, controlling enemies. Despite their advantages, they have weaknesses: low health, low physical defense, and low speed. Mages are the class with the lowest defense in the game, even more vulnerable than archers. Their physical defense levels are also quite low, leaving them vulnerable to melee characters. Although Archmages, along with Necromancers, have more health points than other mages, they are still few compared to other characters. These drawbacks require Archmage players to constantly position and reposition themselves on the battlefield. Recommendation: Use AOE wisely to control the battlefield, and don't stay still. Consider acquiring a Kookaburra to support you with its own massive skills. Pets Pets are a fundamental part and sometimes a complement to your character in L2 Essence. A well-leveled and well-equipped pet can make a difference in both PVP and PVE. While you can choose the pet that best suits your playstyle, the Kookaburra is likely the most beneficial, especially considering you can equip it with the same gear you use. The Kookaburra is a magical-type pet, excelling in magical attacks. Its Stretching skill turns its main Nuke into a powerful and fast AOE attack, addressing one of the Archmage's main weaknesses: AOE farming. Equip it with the same gear as your mage (she started using the equipment my Archmage no longer used). While it has no mastery for robe-type clothing, Robe-type clothing gives it better bonuses to enhance its magical abilities. Note that the equipment bonus also applies to the pet. If you choose to use Robe, give it a DC Robe helmet. The difference in P. Def is noticeable (you can use your old one until you get the Mana Helmet). Regarding its weapon, its passives require blunt weapons or rapiers, with two-handed mage weapons providing the most M. Atk. Remember that pet weapons and armor can also have soul crystals and augmenting stones, and their bonuses also add up! Epilogue In conclusion, the Archmage is a versatile offensive Mage in L2 Essence, specializing in ranged spells and powerful attacks. Its adaptability in combat, combined with a balanced distribution of attributes, makes it an agile and potent choice for those looking to have fun. By using the right skills, equipment, and PVP strategies, you can enhance the Archmage's capabilities in all situations! 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