02.07.2020

Lineage 2 revolution spellsinger guides. A guide to the Spell Singer. Skills from the sub class for MM


) we become a full-fledged shock mage or, more simply, a nuker, called the SpellSinger. Get ready, a difficult path awaits us, but only the most persistent, patient and purposeful will eventually receive the right to proudly bear the title of Master of Magic. In the meantime, let's take a closer look at our young magician:

Race characteristics:
Force- 21 - this parameter has no value for us, so we will not even pay attention to it.
Agility- 24 - is responsible for running speed, physical attack speed and dodge
Endurance - 25 - is responsible for the amount of our HP, SP, as well as for the speed of their regeneration.

Intelligence- 37 - unfortunately this parameter is the lowest of all magicians, it is responsible for the strength of the magic attack.
Wisdom- 23 - this is what makes us unique magicians, namely the crazy speed of casting spells, which other magicians cannot boast, the higher the wisdom parameter, the higher the casting speed of spells, the chance of a magic critical strike.
Spirit- 40 - the parameter is responsible for the amount of our MP, as well as for the speed of its regeneration and the level of magician. protection.

Advantages and disadvantages:
I want to draw your attention to the fact that pumping ATP is more difficult than the quality of other nukers, this is mainly explained by the lack of the Body To Mind skill and the lowest magic attack rate. In other words, where the CX kills the mob with 2 nukes, we kill with 3x, as a result of which the MP ends very, very quickly. Many people underestimate us and consider SPS the weakest magician ... fools!) How wrong they are)

The low indicator of the magician of the attack is more than compensated for by the speed of casting spells. SPS (in the future MM) is the best specialist in slowing down the enemy, in this we also have no equal. We also have a unique animation of the main nuke - Water Wave, when the enemy attacks (if he does not see us) he will need to properly rotate the camera to calculate our position with you. Nuke Water Wave is the only one not blocked by a shield, which can also play into our hands.

Part 2. Gear and Tattoo

Tattoo.
For a long time, people have been arguing about what kind of tattoo to do with ATP? Wise + 5 Spirit-5 or Vyn + 5 Power-5 which one is preferable?
Let's take a look: the first option increases the casting speed of spells but decreases the amount of our MP, the second option decreases the strength of our physical attack (which we don't need at all) and instead increases the level of our HP. Which option to choose is a matter of your taste, I preferred Mudr + 5 Spirit-5 (I am convinced that the speed of casting at a critical moment saves life no worse than an increase in HP) Also remember that the strength of the ATP is in the speed of casting - you need to try to strengthen this quality.

Tattoo options:

Option 1 - Cheap and cheerful.
Wise +5 Spirit -6
Int +4 Spirit -5


or

Endured +5 Strength -6
Int +4 Spirit -5

Option 2 - Standard.
Wise +5 Spirit -5
Int +4 Spirit -4

Endured +5 Strength -5
Int +4 Spirit -4

Option 3 - Balance caste, M. attacks and HP
+4 Int -5 (4) Spirit
+4 Wise -5 (4) Spirit
+4 Pin - 5 Strength

Pet.

Kura and no one except her, you should have taken her up for a long time, if not, then it is better to buy it from your hands. At worst, you will have to grow yourself first. (Quest for Kookabara) The pet is able to fill us with MP when there is a lack of it, and also imposes important magician buffs. In addition, at a critical moment, when you are already on the verge of death, he can use the Great Combat Heal skill (this will save your life more than once)

Equipment.

It is important to remember 3 rules:
1. Our equipment must be real and not Chinese (jewelry is an exception).
2. In the first place, a nuker should always have his weapon, and only then everything else.
(we must kill the mob before he has time to reach us and preferably from 2 nukes)
3. A life stone is inserted into the weapon with the effect of Insight and no other.

Now it's time to upgrade our gear. When starting to play for the SPS, it is important to realize that all nukers have a chronic intolerance to "Common items" (China gear), which makes magicians very expensive to dress. I hope you have already accumulated a decent amount of adena, well, let's go to the shops of Giran and buy for a start:

40-52 lvl:
Karmian set (P. Def. + 5.26%, M. Speed. + 15%)
Homunculus Sword (Homa)

Jewelry set

If funds allow, I advise you to buy Homa from +10 and above, it will greatly facilitate the quality (you can comfortably swing up to 76 lvl), and the even blue light of the blade will greatly delight the eye).

Later, having accumulated Adena, you need to purchase the following:

52-61 lvl:
Avadon mage set (Def. + 5.26%, M. Speed. + 15%)
Valhalla Sword
black jewelry set
(in early lvl, you can buy Chinese jewelry sets, at this lvl it won't play a special role)

61-76 lvl:
Mage Set of the Crystal of Darkness (P. Def. + 8%, M. Speed. + 15%, Speed. +7, the probability of interruption of the spell slightly decreases, the probability of Paralysis -50%, WIT + 2, MEN-2)
Legendary sword
Phoenix Jewelry Set

Part 3. Places of pumping.

40 - 45 lvl
Ivory Tower Crater (tp from Oren)

45 - 48 lvl
Ivory Tower Counties (we go to Formorov, the grouping of mobs is not bad, and the tinctures are falling)

48 — 58
Outlaw Forest(tp from Oren)


58 — 70
Valley of Saints VOS (TP from Rune) - from this place the speed of our exp will increase significantly, and the mobs will not let you get bored thanks to their magicians. crtam under 2 - 3k. Therefore, it is imperative to go there with top jewelry. Watch out and try to kill mobs like Sage Flind and Flind Lightning in the first place. If you feel insecure there, do not hesitate to take EE or SHE with you to the party.



65 — 75
Forest of the Dead FOD (tp from the Rune) - a large grouping of mobs, the dropout of tinctures and mobs with a weakened magician defense make this place very attractive for us (do not forget to change jewelry, mobs are very good and very good with magic)


65 — 77
Molten swamps (TP from Aden) - from personal experience I can say for sure that over time you will start to feel sick from the exp in the Forest of the Dead, so you can swing in the Molten Marsh.

To increase your well-being, you must definitely take the following quests:
(40-52)
(60-71)
(61-80)
(63+)

A series of quests in the Forest of the Dead:
(63+)
(63+)
(64+)
(65+)
(66+)

as well as a very lucrative quest for resources and Adena (I advise you to take Mithril ore as a reward)
(65+)

Part 4. Skills.
Next, we will consider only those ATP skills that we will really use.
In order to save SP points, I advise you to learn only the skills below.

Nuka:

Wave of Water - Strikes an enemy with a powerful pressure of water. Our main nuke, its animation, as already mentioned, is unique. In the future, we will sharpen on Power.

Sunshine - Inflicts 119 additional light damage to an enemy. It has the element of holiness, and therefore in the future it becomes useless for us, but for now it may be useful. Our only overhit.

Aura Radiance - Deals damage to an enemy with non-elemental magic. A very useful nuke, it will be useful for quality in VOS and solo-Kamaloka if several mobs nevertheless come close. Used closely, casting is almost instantaneous.

Arrow of Aura - Inflicts additional non-elemental damage to the enemy. Weak nuke, which is suitable for finishing off a mob (if you could not kill it with 2 casts) It consumes a minimum of MP, which makes it useful.

Ice Dagger - Strikes an enemy with an Ice Dagger, dealing additional water damage. Nuke is inferior in power to Water Wave, but has a couple of advantages - fast casting and bleeding. We will sharpen either the chance or the power to taste.

Blizzard - Attack with water magic, causing significant damage for 150 points, and also for the next 30 seconds. the enemy's Speed ​​is reduced. Movement by 50%. One of our main slowers, after passing it, the enemy begins to move at the speed of a turtle. Among the disadvantages is a long rollback. Let's focus on Power.

Aura Flash - Magic Attack that deals damage, Consumes 3 Spirit Ores. Cancels the target. This nuke will be useful in both PvP and PvE. Exactly on the chance of passing.

Wall of Frost - Erects a wall of ice that deals additional water damage to enemies. Strong massive nuke hitting at a fairly steep angle. Let's focus on Power.

Water Splash - A powerful wave that strikes multiple enemies at once and deals additional water damage. Let's focus on Power.

Weakening skills:

Curse: Weakness - For 30 sec. decreases P. Atk. enemy by 23%. The skill is suitable for protracted pvp. Exactly on the chance of passing.

Curse: Fear - For 10 sec. instills fear in the enemy and puts him to flight. If a mob or var is attached, we put them to flight) Exactly on the chance of passing.

Cancel - Removes several buffs from the enemy. That skill for which we are hated. Removes 1 to 5 buffs from an enemy with a 100% chance. Feels like chiseled buffs are removed less often. Unfortunately, it does not sharpen (



Strengthening skills:

Water Resistance - For 20 min. increases resistance to water by 20. We focus on power.

Freezing Skin - If you take physical damage, some of the damage is returned to the enemy. The effect lasts 20 minutes. We focus on Defense.

Seed of Water - Water attack power has increased by 20 thanks to the power of this element.

Mana Regeneration - Increases your MP Recovery Bonus for 20 min. Costs - 7 units. Ores of Spirits.

Having reached level 76, we head to the Ivory Tower and complete the quest
In Freya's conditions, the quest is greatly simplified, so it will take much less time.

Chapter 2. Part 1. Equipment.

76-80 lvl:
Mage set of the Crystal of Darkness (P. Def. + 8%, M. Speed. + 15%, Speed. +7, the probability of interruption of the spell slightly decreases, the probability of Paralysis -50%, WIT + 2, MEN-2)
Tateos Jewelry Set
Be sure to buy or craft the Staff of Secrets (we'll talk about inserting an attribute and CA later)

80+ lvl: we can choose from as many as 2 types of sets) these are:
Dynasty Set (Dynasty Robe - Wizard
INT + 1, MDR + 1, MEN-2, Speed. Magician + 15%, Max. MP +321, Dark Resistance +8, increases M. Atk. By 5.4%.)

Set of Moirai (WIT +2, MEN -2. When equipped, M. Atk. + 8.11%, M. Atk. + 15%, Paralysis Resistance + 50%, Fire / Water / Wind / Earth Defense +5.)

Ideally, of course, it is better to buy or craft a Moirai, but if there is a problem with Adena, we dress the Dynasty. By this time, you should already have prepared at least 2 earrings of Aden and Innadriil (if there is no money for epics) received as a reward for the battles for the Earth. We take into our hands the Phantom of the Dynasty (budget option) or Hall of Icarus (the choice of the oligarch)

Lvl 84+: transcendental and almost unattainable height to which a few units can reach, we dress:
mage set of Venus
Venus jewelry set
Venus Buster.

Part 2. CA Attribute and Insert.

In the conditions of Frey's renewal, the strength of the attacking attribute is greatly reduced and of course this is not in our hands. First, we need to insert at least 150 water attributes into our Staff of Secrets. This will allow us to swing in new locations for us. Since the threshold for increasing damage in PvE was revealed when inserting an attribute 190, we take this knowledge into account, and as soon as possible we try to successfully insert 8 Attribute Crystals (150 ===> 190) or at least 4 (150 ===> 170 + 20 from our SelfBuff Water Seed)

Now let's talk about inserting CA for our weapons, since without CA our life will become problematic, I advise you to think about it early)
In the Frey update, the developers both simplified and complicated the pumping of the SA, in other words, there are more opportunities, but unfortunately, the chance is less.
List of monsters:

Soul Crystal - Stage 11
Demon Prince, Ranku, Tully, Gwindorr, Last Giant Utenus, Hecaton Prime, Epidos, Cannibal Commander Stakato, Giant Marpanak, Gorgolos, Aenkinel, Hannibal, Typhoon, Ancient Scout, Ancient Bonebreaker, Ancient Soul Reaper, Ancient Charioteer , Ancient Herald of Death, Ancient Prophet, Johan Klodekus, Johan Klanikus, Andreas Van Holter, Saleren, Gordon, Anais, Lilith, Anakim, Hero of Ketra Hekaton, Commander of Ketra Tyr, Head of Ketra Brakki, Spirit of Fire Nastron, Hero of Commander Varkait Mos, Head of Varka Horus, Ashutar Water Spirit, Ember, Uruka, Long-horned Golconda, Cherub Galaxia, Shuriel Flame of Wrath, Last Lesser Giant Glaki, White-Eyed Demon, Divine Guardian of Hot Springs Hestia, Ashakiel Golakiau of the Burning Stone, Gigemstone , Kernon, Naga Stormbearer, Last Lesser Giant Olkut, Palatanos of Terrifying Might, Blood Empress Decarbia, Death Lord Ipos, Death Lord Shaxx, Priestess of Antharas Klo, Padishah Krokov Sobekk, Ice Noah Emperor Bambalump, Death Lord Hallet, Plague Golem, Prophet of Fafurion Sheshark, Head Vanor Kandra, Blade of Fate Thanatos, Einhalder von Helman, Immortal Savior Madril, Messenger of Shilen Cabrio, Korim, Roaring Raider, Herald Fafali Povalis Behemoth, Zakaron of Vengeance Anakim, Barakiel, Minas Anor, Bloody Priest Rudelto, Spirit of the Traitor Anras, Anacazel, Witch of Kelon, Demon Agent Falston, Rahha, Fierce Tiger King, Gargoyle Lord Typhon, Hostile Specter Ramdastorzal, Shisen Zhor Fairy Queen Timiniel, Zaken, Ice Fairy Sirra, Third Underwater Guard, Lydia Ghost of the Spring, Guard of the Giant Karum Statue, Ancient Astral Drake, Pontiff Taik Arak, Lord Ishka, Core, Orfen, Queen Ant, Tyrannosaurus

Soul Crystal - Stage 12
Demon Prince, Ranku, Tully, Gwindorr, Last Giant Utenus, Hecaton Prime, Epidos, Cannibal Commander Stakato, Giant Marpanak, Gorgolos, Aenkinel, Hannibal, Typhoon, Ancient Scout, Ancient Bonebreaker, Ancient Soul Reaper, Ancient Charioteer , Ancient Herald of Death, Ancient Prophet, Johan Klodekus, Johan Klanikus, Andreas Van Holter, Saleren, Gordon, Anais, Lilith, Anakim, Hero of Ketra Hekaton, Commander of Ketra Tyr, Head of Ketra Brakki, Spirit of Fire Nastron, Hero of Commander Varkait Mos, Head of Varka Horus, Ashutar Water Spirit, Ember, Uruka, Long-horned Golconda, Cherub Galaxia, Shuriel Flame of Wrath, Last Lesser Giant Glaki, White-Eyed Demon, Divine Guardian of Hot Springs Hestia, Ashakiel Golakiau of the Burning Stone, Gigemstone , Kernon, Naga Stormbearer, Last Lesser Giant Olkut, Palatanos of Terrifying Might, Blood Empress Decarbia, Death Lord Ipos, Death Lord Shaxx, Priestess of Antharas Klo, Padishah Krokov Sobekk, Ice Noah Emperor Bambalump, Death Lord Hallet, Plague Golem, Prophet of Fafurion Sheshark, Head Vanor Kandra, Blade of Fate Thanatos, Einhalder von Helman, Immortal Savior Madril, Messenger of Shilen Cabrio, Korim, Roaring Raider, Herald Fafali Povalis Behemoth, Zakaron of Vengeance Anakim, Barakiel, Minas Anor, Bloody Priest Rudelto, Spirit of the Traitor Anras, Anacazel, Witch of Kelon, Demon Agent Falston, Rahha, Fierce Tiger King, Gargoyle Lord Typhon, Hostile Specter Ramdastorzal, Shisen Zhor Fairy Queen Timiniel, Zaken, Ice Fairy Sirra, Third Underwater Guard, Lydia Ghost of the Spring, Guardian of the Giant Karum Statue, Ancient Astral Drake, Pontiff Taik Arak, Lord Ishka, Core, Orfen, Tyrannosaurus

Soul Crystal - Stage 13
Demon Prince, Ranku, Tully, Gwindorr, Last Giant Utenus, Hecaton Prime, Epidos, Cannibal Commander Stakato, Giant Marpanak, Gorgolos, Aenkinel, Hannibal, Typhoon, Ancient Scout, Ancient Bonebreaker, Ancient Soul Reaper, Ancient Charioteer , Ancient Herald of Death, Ancient Prophet, Johan Klodekus, Johan Klanikus, Andreas Van Holter, Saleren, Gordon, Anais, Lilith, Anakim, Hero of Ketra Hekaton, Commander of Ketra Tyr, Head of Ketra Brakki, Spirit of Fire Nastron, Hero of Commander Varkait Mos, Head of Varka Horus, Ashutar Water Spirit, Ember, Uruka, Long-horned Golconda, Cherub Galaxia, Shuriel Flame of Wrath, Last Lesser Giant Glaki, White-Eyed Demon, Divine Guardian of Hot Springs Hestia, Ashakiel Golakiau of the Burning Stone, Gigemstone , Kernon, Naga Stormbearer, Last Lesser Giant Olkut, Palatanos of Terrible Might, Blood Empress Decarbia, Death Lord Ipos, Death Lord Shaxx, Zaken, Core, Orfen, Valakas, Antharas, Scarlet V an Khalisha, Freya, Baylor, Takrakhan, Dopagen, Chief Knight of the Ice Labyrinth, Darion, Queen Shyeed, Water Spirit Lian, Anais, Darnel, Kechi, Tear, Beleth, Ekimus, Anacazel, Tiada

Soul Crystal - Stage 14
Demon Prince, Ranku, Tully, Gwindorr, Last Giant Utenus, Hecaton Prime, Epidos, Cannibal Commander Stakato, Giant Marpanak, Gorgolos, Aenkinel, Hannibal, Typhoon, Ancient Scout, Ancient Bonebreaker, Ancient Soul Reaper, Ancient Charioteer , Ancient Herald of Death, Ancient Prophet, Johan Klodekus, Johan Klanikus, Andreas Van Holter, Saleren, Gordon, Anais, Lilith, Anakim, Hero of Ketra Hekaton, Commander of Ketra Tyr, Head of Ketra Brakki, Spirit of Fire Nastron, Hero of Commander Varkait Mos, Head of Varka Horus, Ashutar Water Spirit, Amber, Uruka, Zaken, Valakas, Antharas, Scarlet Van Halisha, Freya, Baylor, Takrakhan, Dopagen, Chief Knight of the Ice Labyrinth, Darion, Queen Shyeed, Water Spirit Lian, Anais, Darnel, Kechi, Tear, Beleth, Ekimus, Anacazel, Tiada

Soul Crystal - Stage 15
Valakas, Antharas, Scarlet Van Halisha, Freya, Baylor, Takrakhan, Dopagen, Chief Knight of the Ice Labyrinth, Darion, Queen Shyeed, Water Spirit Lian, Aenkinel, Anais, Darnelle, Kechi, Tear, Beleth, Zaken, Demon Prince, Ranku, Tile , Gwindorr, Last Giant Utenus, Hekathon Prime, Ekimus, Tiada, Epidos, Giant Marpanak, Gorgolos

Soul Crystal - Stage 16
Valakas, Antaras, Scarlet Van Halisha, Freya, Baylor, Takrakhan, Dopagen, Darion, Queen Shyeed, Darnel, Kechi, Tear, Beleth, Zaken, Ekimus's mouth, Tiada

Soul crystal-17 stage
Valakas, Antaras, Scarlet Van Halisha, Freya, Baylor, Beleth, Zaken, Ekimus, Tiada

Soul Crystal - Stage 18
Valakas, Antaras, Freya

Part 3. Pumping places.

Starting from lvl 76, provided that the weapon has at least 150 water attributes, several new zones appear:

The hot springs: mobs x2, tinctures fall, if it is hard for one to take EE or SHE in a party.

Fafnov Varka camp: mobs x2, tinctures fall. At 76 one here you can’t swing, but in a mini party it’s quite. The disadvantage of this zone is that there are always a lot of people here.

Ketra Orc Outpost: Unlike the Warka Silent Camp, there are much fewer competitors here. We take in the party EE or SHE.

Forge of the Gods: The exp is just excellent here, but it is only possible in a full party.

Dino Island (Primeval Island): you should come here no earlier than lvl 78, because up to 78 we will be subject to a damage penalty. Mobs x1, tinctures are falling. Nice exp and great drop. You can export up to 82+

Part 4. Skills.

I will also list only those skills that need to be learned first, learn the rest later.

Lvl 76:

Mastery of Seals - When using the Seal increases M. Atk. by 4% and MP recovery by 17%.

Wisdom - Increases resistance to Hold, Sleep and Mental Attacks by 20.

Lvl 77:

Ice Whirlwind - Creates a water whirlwind and deals in addition to M. Atk. 140 units water damage. Decreases Speed ​​by 30%, Atk. Atk. by 10%, Speed. Magician by 10% and resistance to water by 20. Consumes 12 MP every second. Over-hit is possible. Duration: 30 sec.

Skill Mastery - Uses skills without cooldown or with doubled duration. Depends on INT.

Lvl 78:

Arcane Roar - Increases resistance to elemental attacks by 5 and increases magic power by 3%.

Secret Wisdom - Increases the effectiveness of magic and increases M. Atk. by 30% and MP consumption by 10%. Every second 50 HP is consumed.

Lvl 79:

Diamond Dust - Summons an Ice Hurricane, dealing water damage. Decreases Speed ​​of nearby enemies by 40%. Duration: 15 sec. Power 70.

Ice Vortex Hammer - Launches an Ice Vortex at an enemy, inflicting water damage. Power 195.

Lvl 80:

Raging Waves - Deals massive water damage, but loses movement for the duration. MP is consumed continuously. Consumes 1 Magic Glyph.

Lvl 81:

Will of the Magician - Increases M. Atk. by 5%, Speed. Magician by 5%, chance of crit. Magic hit by 5%. Decreases MP consumption by 5%.

Enlightenment - Increases M. Atk. by 40%, Atk. Magician by 50%, the chance of inflicting crit. hit by magic by 50%. Decreases MP consumption by 90%. Duration: 20 sec.

Lvl 82:

Protection of Balance - Increases Resistance to Elements by 20. When a character is damaged, M. Def. and the resistance to the elements is further increased.

Rune Defense - Increases M. Def. by 15%. When a character takes damage, M. Def. and the resistance to the elements is further increased.

Elemental Protection - Increases Elemental Resistance by 20. When a character takes damage, M. Def. and the resistance to the elements is further increased.

Sharpening:
water wave - power
vortex - power
Ice Vortex Hammer - Power
blizzard - power
robu - M.def
flash of aura - chance
fear is a chance
splash of water, wall of frost, diamond dust - power
wisdom - from mental attacks

Part 5. Subclass selection.

The most beneficial for us are the following subclasses:

Gladiator, Spearman, Bounty Hunter, Hermit, Destroyer
from them we will definitely take:
increase in max. CP (+738 CP)

Preacher, Warbringer, Minstrel
Barrier - when you get hit, there is a chance to get temporary invulnerability (the chance of triggering is about 5%) (Celestial shield for 5-7 seconds (no damage to HP \ CP \ MP, but there is a chance to get a debuff through the CA)) - you can use skills - buff will not subside

Sorcerer, follower of the elements
Spirit - when you receive a hit, there is a chance to get a soul (the chance of triggering is about 5%) (+ 10% m. Attacks, p. Attacks, attack speed, magic speed)

Paladin, Avenger, Eve Knight
Protection - when you receive a hit, there is a chance of increasing physical and magical protection for a while (+ 20% p.def., M.def., Duration 15 seconds, speed does not decrease)

Welcome to the complete guide to Spell Singer!

The Spell Singers are elves (mages) who can be selected after completing the class change quest at level 31. They specialize in staves and wear magic armor. Spell Singers are ice mages, using freezing attacks that slow enemies down and stun them for 2 seconds. They cause decent damage and provide support using passive skills Frosty seal and The whisper of death that make them outstanding leaders in group fights. In addition, the Spell Singers use their attacks to heal themselves HP, which greatly affects their survival rate.

The Spell Singers - PvE Masters: they are able to often influence the movement of the enemy thanks to their fast reloading and mind control skills Snowstorm and Ice lance... Since the Spell Singers increase the damage taken by the enemy and can cast spells more often, your group can fully invest in attacks without worrying too much about survivability. However, it is not easy for Spell Singers to fight alone: ​​they have few basic HP and protection and alone they do less damage per second... Similarly with the mode PvP in the Arena: The Spell Singers are extremely vulnerable, and just one combination of an enemy is often fatal.

To outshine your opponents, playing as the Sorcerer, you need to be able to use the mechanics of the game and choose an advantageous set of skills and characteristics.

Having a Spell Singer in a party is a huge advantage: he can increase the overall damage of the team and its effectiveness. With the Spell Singer in a party, it is easy to collect cores: he can control the mind, increase the group's damage per second and provide support. This character is for you if you are group oriented.

Character overview

Pros:

  • Fast recharge of all skills with continuous damage (18 seconds versus 22 seconds for other classes).
  • A good mix of skills, including mind control with slowness and self-healing.
  • Pairs well with other classes in PvP battles thanks to mind control.
  • Thanks to his skills, he is considered by some to be the best no-heal mage for PvP.

Minuses:

  • Not suitable for those who need a lot of damage per second.
  • Not the best character for one-on-one battles or playing alone: ​​weak damage to a single target.
  • In PvP mode, this is a very strong overall character with a mind control, but to finish off opponents, the support of other classes is needed.

Best gear

Skill priority and their application

Before choosing priorities, be sure to get 1 level of all skills (in particular, Frosty print, Healing with Attacking Light and Whispers of death). Prioritize the development of passive skills that increase attack power: they make up the majority of the damage dealt ( Mastering the magician's weapon and Mastering the magician. armor). Then you should develop active skills: they go well with a passive skill Frosty seal and deal additional damage to slowed targets.

PvP Skillset (Arena / Siege) - Fire Strike / Blizzard / Ice Lance

PvE skill set - Windblow / Blizzard / Ice Lance

Application of specific skills

  • Healing with attacking light is capable of healing over a long time. If all is well with that, develop the Frost Seal to increase DPS.
  • Develop Ice Lance and Blizzard: they will be the main active skills.
  • Frost Seal is the most important skill for clan wars in PvP mode (opponents will be easier to kill with the slow debuff).
  • Skills Healing with Attacking Light and Frosty seal can be left at level 1, since with an increase in the level, the increase in their effectiveness is minimal. Develop them if there are points left after improving active skills.
  • The whisper of deathis an excellent passive effect that gives the group a bonus crit. damage up to 50%.
  • In PvE mode, use Wind Blast in the 3rd skill slot. It does more damage per second than Fire Strike.
  • In PvP mode, Fire Blow is preferable to Wind Blow, as it allows you to control your mind.

Main characteristics and priority of subcharacteristics

  • Penetration is very important against enemies that have a lot of HP and defense.
  • For a Spell Singer, skill combinations are essential. Skills like Blizzard should be used after Ice Lance to deal maximum damage.
  • The presence of the HP Steal skill on the equipment will significantly increase the survivability. This can be extremely important for some players when playing alone.
  • In PvP mode, do not use all skills at once. Take the enemy to the distance of defeat, use mind control and finish off with rare skills.
  • The cooldown acceleration feature will significantly increase damage per second, as Spellsinger's skills already recharge quickly.
  • The best accessories for the Spellsinger are the Black and Elven sets and the Nassen set. The Nassen Pack will allow you to lure opponents with increased movement speed, and the slow debuff will make it even more difficult for enemies to catch up with you. Black set will give a bonus to crit. resistance, which will significantly increase the survivability in battles. The Elven set will be able to compensate for insufficient attack damage and increase stun resistance.
  • When attacking your opponent, do the following:
    • [Medium Range] Ice Lance> Blizzard (within 5 seconds after Ice Lance to gain bonus Frost Seal damage)> [IMMEDIATELY] Meteor Storm and Flying Arrow> Fire Strike.
  • When the enemy lunges at you:
    • Fire Strike> Ice Lance> [IMMEDIATELY] Meteor Storm and Flying Arrow> Blizzard.
    • Ice Lance> [IMMEDIATELY] Meteor Storm and Flying Arrow> Blizzard> Fire Strike.
  • From the rare skills in PvP mode in the Arena, use Flying Arrow and Meteor Shower. Healing Strike and Absolute Shield are indispensable in automatic play.

Basic characteristics

  • What do all these letters and numbers mean?
  • STR (Strength, Strength, STR) - is responsible for the strength of the attack in melee. As magicians, we are not interested in this.
  • DEX (Dexterity, Agility, DEX) - for us it is only the speed of movement, dodge and the probability of blocking with a shield.
    • 24 - one of the highest rates among magicians.
  • CON (Constitution, Stamina, CON) - the amount of Life (HP) and the speed of its recovery, resistance to shocking attacks and the amount of weight carried.
    • 25 - not the best indicator, worse only in our dark brothers.
  • INT (Intelligence, Intellect, INT) - is responsible for the power of the Magic attack and the imposition of debuffs.
    • 37 - among all magicians, this is the lowest, but Spellsingers are not famous for this ...
  • WIT (Wisdom, WIT) - is responsible for the speed of casting spells and the probability of a magical critical strike.
    • 23 - we have the maximum indicator among all classes in the game.
  • MEN (Mental Strength, Mentality, SPIRIT) - is responsible for the amount of mana and its recovery, also affects the Mage Defense and resistance to Mental attacks.
    • 40 - also one of the maximum indicators, only Orcs have more.

So Spellsinger has maximum WIT, as a result - the highest speed of casting spells and the highest probability of magic crits, which is its main advantage over other magicians. We also have pretty good magic protection.
Among disadvantages- very low power of magic attack, low amount of HP.

Tattoo

Tattoos allow you to enhance some of your character's qualities at the expense of other, less important characteristics.
Like any magician, first of all, the speed and power of a magic attack are important to us.
The most optimal option for us is to increase the speed of casting spells (WIT) and the power of magical attack (INT), sacrificing magical protection; increase the number of HP (CON), sacrificing the power we do not need (STR).
We put

  • +4 INT (INT) -4 MEN (MEN)
  • +4 WIT (WIT) -4 MEN (MEN)
  • +4 CON -4 STR

If you want to maximize your casting speed, instead of a third tattoo, you can put

  • +1 WIT (WIT) -1 MEN (MEN)

P.S .:

Skill overview

  • 1-20:

In these chronicles, this stage is completed in a maximum of 1.5 hours. You can run on the island of Kamael. So let's see what our favorite enchantment gets on these levels:

PS it would be nice to do a quest for Baby Kookaburra, it's also time to look for her friend

  • it's time to add to the friend list (komanta / friendinvie * Persian nickname *) from the heels of uploads, it is also recommended to look closely at the clans that you can join. It is necessary to make a kuru already!

It's time to get a tattoo. The first two tattoos are:

    • + 4intelekt / -4duh(to increase the Power of Magic Strike)
    • + 4 Wisdom / -4 spirit(to increase the speed of casting spells)
  • third tattoo maybe
    • + 4 stamina / - 5 strength(since we do not have enough HP all the same, and we do not need strength, besides, this tattoo will allow us to carry more "Nipples" of Blessed charges)
    • +1 wisdom / -1 spirit(to further increase casting speed)

At early levels, we probably won't have adena to put a tattoo + 4 / -4, so you can safely put + 4 / -5 bought in the store. Later you can remove them and put them on 4/4.

Sub skills

Character equipment

We wear a set of Devotion, the mobs do not reach us, and from the D-grade caste does not give anything.

  • 20-40 lvl:
  • 40-52 lvl:
  • 52-61 lvl:
  • 61-76 lvl:
  • 76-80 lvl
  • 80-84 lvl:
  • 84-85 lvl:

Swing theory

Here everyone chooses how and where it is more convenient for him to swing. In general, I advise you to swing from the party, but in the guide we will look at solo quality.

Naturally, it is desirable to have a PA (premium account) for faster leveling of the character (x2), you can also purchase runes in the item mall, this will also increase the speed of pumping. As usual, our faithful companion is Baby Kookaburra (chicken. Not a Kamael, although it looks like!)

If there is PA, then the first place to go once a day is "Kamaloka Solo". In addition to experience, there you can receive points and various rewards in the form of spirits (souls), elixirs and healers.

Hunting zones

  • 20 to 40
    • - quest from Livina (in the Orc village) and Moira (Orc Guild in Schuttgart) - we get 21 lvl.
    • - Lewis's quest in Gludin - we get 26-27 lvl.
    • - Alva's quest in Gludin - we get 29-30 lvl (depends on vitality).
    • - solo kama + kama + lab - we get 35 lvl.
    • - Branch of quests in the temple Preacher of the Temple, Executioner of the Temple, Warrior of the Temple - 1, Warrior of the Temple - 2 - we get 37 lvl.
    • - We carry out the first 2 marks (Test of wisdom, Test of trust) - we get 38.5 lvl.
    • - Quests in Heine (Shadow Fox 1-3) - we get 39.5 lvl.
    • - Test of magic - we get 40.3 lvl, we take the prof and happily equip ourselves in the C grade. There are about 2kk of pure adena on your pocket, excluding spending on D guns, gear, eliki and BSSD.
  • 40 to 52
    • We swing near the crater of the Ivory Tower or near aden, not far from the cemetery.
    • At level 46, swing into the forest of robbers.
  • 52 to 61
    • Labyrinth or Forgotten Plains, we can also go to the Battlefield.
  • 61 to 76
    • Valley of Saints.

We swing to the port spot to 63, also take the quest "Heart in Search of Strength"

    • Then we go to the middle spots of the Valley of Saints, then to the distant ones ... In general, we sit there until 72 lvl. You can also go to the Burning Marsh and do the reagent quest.
    • Then we can go to Hot Springs, Forest of the Dead, Goddard County.
  • 76 to 80
    • At the beginning, we go through the quest for the 3rd profession. In general, at this level it is already time to have a constant party for swing, but if there is none, then:
    • We swing in Varka, Ketra, the Forest of the Dead or go to the Crystal Island to beat stones of fire for our weapons, also in solo locations for magicians. Further, I do not consider quality without a party, look for a const.

PvP

Any subtleties are learned personally. I will tell you only the basis on which you will build your style of play. I will not consider 1x1 PvP (if you are very interested, you can see it in the Olympus section, the tactics will be almost the same)

PvP party to party:

  • Against a party of melee men, your main target will be enchantments with kansel lance and Sat (soul breakers / executioners). And only after them do you kill the healers, then dd, and only then all that remains. As soon as 2+ enemies appear in the field of reach, use the Aura Flash, and then hit our target.
  • Against a party of magicians, your main target will be the magicians of the enemy - there is no magician, no damage, everyone is happy. After that we kill the healers, then who will remain.

It is advisable to kill enemies immediately after the res, so that they do not have time to buff the Noble.

Olympus

On Olympus, it is desirable to have an epic + TV bijou + a set of Elegies. It is advisable to have with you: Talismans (oud, resist, etc.),

Talismans

On Olympus, talismans may come in handy, now I will highlight the main ones:

  • invulnerability talisman - gives P.Def 3600, M.Def 2700

useful against all classes

  • talisman for max clarity - you can use skills without MP (Red Talisman of Maximum Clarity MP consumption for skill decreases with the power of the Talisman.)

may come in handy against supports

  • mascot for removing silence

against magicians / svs and kamaels

  • talisman for resistance to mental attacks (White Talisman of Bravery Increases resistance to mental attack when equipped with Talisman.)

against saport with trans

  • talisman on resistance to root (White Talisman of Freedom Increases resistance to hold when equipped with Talisman.)

against tanks

  • White Talisman of Grounding Increases resistance to shock when equipped with Talisman.)

against tanks, bers and archers, gnomes

  • talisman on resistance to paralysis (White Talisman of Motion Increases resistance to paralysis when equipped with Talisman.)

against the executioner, nekra and SK

  • talisman for increasing the running speed (Yellow Talisman of Speed Increases speed when equipped with Talisman.)

against tanks

Basic tactics

  • daguers- the talik on Ud will come in handy. The main thing here is to "dodge" the first backstab, then they fall for a couple of nucks under enlightenment.
  • healers- usually it will be like this - enlightenment, vortex + slug, nuke nuke nuke - victory. Our task is to try to kill during the time of enlightenment, if we do not have time, then we can lose.
  • magicians- who got the first crit, he won. enlightenment, vortex + slug, nuke nuke nuke - victory.
  • samoners are some of the most harmless creatures. You can just zanyukat master spit on the servant.
  • archers- they are only dangerous with their camp, but they are harmless and die faster than the camp is stretched.
  • glads \ shooting galleries- they are dangerous because they can run up close under the celestial and plant 1-2 abilities with which we stick together. Here you need a talik for oud, and the rest of the standard is enlightenment, vortex + slug, nuke nuke nuke - victory.
  • gnomes / spearmen- nothing out of the ordinary - enlightenment, vortex + slug, nuke nuke nuke - victory. Although once a year they can catch and pick
  • bd \ svs- the first is dangerous only by a jellyfish, in which it can knock us out to zero and kill us. The second is dangerous only by silence for a minute. If this nasty thing is not passed, then they die in a second or two, beware of the reflection of magic.
  • tanks- here pzdts, there is almost no chance against serious tanks. You can try to kill under enlightenment, but they have an oud and a mirror = \
  • bers- pray not to knock out the weapon and not catch it - if we are lucky we will kill, and this is how they usually kill us = \
  • executioner- there are almost no chances. You need the maximum resistance to paralysis (Destino + TV jewelry with resistance to paralysis), the correct selection of a buff against his theft.
  • destroy- the chances are also small. The main chances to kill them appear only in the talik on the oud.

Changes when updating the game

also changed:

Video games per class

© 2008-2019, Linedia - knowledge base and encyclopedia of the Lineage 2 game in Russian: quests and descriptions, walkthroughs and articles, things and monsters, classes and races, manuals and guides, skills and abilities.

So, as you already understood in this guide, we will talk about one of the most beautiful and interesting classes in the world of Lineage - SpellSinger.

SpellSinger- Light elven magician, belongs to elemental magicians and uses the element of water as the main magic, however, he also possesses the skills of attacking with holy magic. This is the fastest mage in the game, both in movement speed and in the speed of casting spells. In addition, if the appearance of your character is important to you, then know that this is the most beautiful race in the game, as many Lineage players believe, but after seeing a light elf at least once it is impossible not to love her.

Let's start. You decided to become a magician and not just a magician, but a light magician - Elven Mage.

BASIC CLASS INDICATORS

21 STR- Strength, affects the power of your physical attacks (in principle, it is not important to us)
25 CON- Constitution, affects HP - the amount of your health, CP - your Combat Points (combat points added to your health in) on Load - the weight of the items you carry and Stun resist - resistance to shock spells (An important indicator is average among magicians)
24 DEX- Agility, affects the speed of your physical attacks, running speed, accuracy and the chance to dodge (We are the fastest and most dodging - the highest among magicians)
23 WIT- Affects the speed of casting magic spells and the chance of inflicting magic crit - Mage. Crete - a blow with magic causing threefold damage (The maximum indicator in the game is our main trump card)
37 INT- Affects the magic power. attacks (Unfortunately, the minimum magic power is less only for orcs, but nothing can be done - the balance of the game)
40 MEN- Affects MP - the amount of your mana and M.Def - protection from magic (One of the highest indicators - more only for orcs)
LOAD- how much weight you can carry - initially the figure is 62,000.

The game is basically divided into 2 aspects:

  • PvE- player against the environment (monsters).
  • PvP- player against player.

As your Level increases, PvP will become more important than PvP. Already from the basic characteristics it is clear that life will not seem like honey to us if we do not run fast and think quickly)

Character leveling, weapons, equipment, skills

1 - 39 level

So we created our character - we find ourselves not far from the village of light-eared ones and see gremlins around. On panel 1, only the spell ( Wind strike) and here is our first nuke - and here is our first killed mob and here is our first lvl.

Mobs are monsters around us in the world of Lineage everywhere.

Nuke is the common name for your magic blows.

Skills - Skills - your skills, there are active ones - which you can use and passive, having studied which once they will give you their effect permanently.

For killing mobs they give Exp- you need to raise the level of the character and SP- skill points needed to learn these same skills. Well,. gremlins are killed quite easily, up to 5-6 lvl you can swing right here.

Right there it is Newbie helper from which you can complete the quest (a task for which you will receive a reward). Talk to him - kill the gremlin - pick up the dropped stone and give it to Newbie helper - you will receive your first SpiritShots(Commonly - Nipples) place them on the panel and activate with a right click - now your damage is doubled, but the nipples are consumed for each blow.

Next, we go out to hunt in neighboring fields on the peacefully grazing Keltir animals, we fill ourselves with 7 lvl, while we do not forget to collect everything that falls from the mobs - items, adena (play money) and herbs - eleksirs to restore mana (MP), Health (HP) or increasing your performance.

We go to the village (or fly in the inventory there is a teleport scroll (SOE)). We are looking for a temple there Temple of Eva(on the map - opens ALT + M) in which there are NPCs - trainers. We teach all the skills that are enough for SP. In priority Armor and Weapon Mastery, Wind Strike lvl 2-3 and Ice Bolt 1-2 lvl.

Come on Grosery Store we buy 300-400 nipples there and then go to the center of the village to Newbie guide you can take another 100 nipples from him, get support with a buff for an hour. Buffs are positive spells that are cast on you and increase your characteristics. Here we get 5 coupons of weapons that he has on and change - Shadow item - Apprentice's Staff we take from him, turn on the nipples and begin to kill mobs of equal level or a couple of levels higher all over the district, preferring single mobs and hitting them from afar.

There are no problems with leveling up to 20 lvl. At lvl 14, you can return to the temple, learn another portion of skills and update buffs from Newbie Guide.

Equipment (uniforms) for 1-20 lvl does not play a big role, so we run in whatever we have. Mages have very good damage under the buff and with a staff from Newbie guide and the mobs simply do not have time to reach us.

And here is 20 lvl. We have a choice - to become an attacking mage or a support mage. There is no doubt, because I liked bombing mobs with windstrikes and ice bolts so much.
Well, you need to complete the quest Path to an Elven Wizard. The quest starts at. Speak to the High Priest (High Priest Raymond).

And now we are the Elven Wizard. Away with the magic of the wind, it's time to get used to the water already.

Aqua swirl- available from 20 lvl and will be the main spell up to 40 lvl.
Solar spark- Nuke with holy magic, damage above Aqua Swirl is possible over hit. (Given at 25th level)

In addition, a useful nuke is available for lvl 20.

Several useful passives:

Boost Mana- Increases the maximum value of mana.
Quick Recovery-Reduces the time between casting spells.
Robe mastery- Increases Physical Defense while wearing a robe.

It also becomes possible to summon the Unicorn Boxer and the Unicorn Mirage.

Unicorn boxer The horse restores your MP, but absorbs 30% of the experience gained.
Unicorn mirage generally absorbs 90% of experience but has attacking skills - a good option for.

I will not describe passive skills - they are needed everything and as soon as possible.

From the 20th lvl Available for wearing D grade of things (Marked with the letter D after the name). A choice appears and you should stop a little on equip.

The higher the indicator of M. Weapon attacks - all the better - you can't put SA in D grade, so there is nothing to choose. CA - I will consider the system of special attributes of weapons a little later. After the quest for the 1st profession, several coupons for D grade weapons are given - we choose a staff there, buy D nipples - for the first time it will do. If there is a sponsor, then of course it is better to buy a one-handed Staff of life or two-handed Atuba mace and, if possible, sharpen.

Alternatively, if there are not enough funds, you can buy Common analogues of these staves and it will be very good too, but it will not be possible to sharpen such a thing. Do not forget to buy from the cat to arms D-grade SpiritShots.

As for the armor, then Option 2:

Elven Mithril Set - +7 Movement Speed ​​+1 Wit, -1 Int.

Has a good P.def (Indicator of protection against physical damage) + running speed but reduces the already naturally weak power of magic attack.

Knowledge Set - + 10% M.Atk -5% MP regeneration rate

Pdef less than Elven mithril but then as much as 10% of the attack. cuts MP regen, but in the realities of grace, a lot of herbs for mana are poured from mobs + in the store you can buy elics for mana, and we get levels quite often and therefore there will be no disaster with MP.

Shirt

There are two possible options:

Enchanted Striped Mithril Shirt. Phys. defense 30, adds 70 MP, increases magic defense by 50 (but for physicists we don't need a Magician for defense, don't you agree?

Therefore the second option:

Striped Mithril Shirt. Phys. defense 30, when enchanted to +4 or higher adds 744 CP

And we choose for the money, in the Ideal top.

Let's add a little pvp.

Well, now let's talk a little about pvp. I will not consider the tactics of small levels. Let's talk about the pvp of an already pumped level 85 magician with all skills.

Tattoo

There are several "builds" of MM and each is good in its own way.
+4 INT + 4 WIT +4 CON- balance, a good increase in hp cp and resist from the stun, you can leave not only for pumping but also pvp.
+5 Int +4 Wit- we maximize the magician attack and the chance of passing Skill mastery - we lose in HP and CPU, but we raise our weak attack quite well.
+ 4 int +5 wit- maximization of the cast and crit chance - very good for the MA set, we partially compensate for the lack of a bonus on casting from the set.
There is 1 more build that has the right to life
+4 int +4 wit +4 Dex- we increase the running speed and dodge, by putting on a staff and an MA rar set can be made of an excellent kiter from MM.

Skills from the sub class for MM

Recommended:
Counter barrier- When hit, there is a chance to get temporary invulnerability (duration 5-10 sec)
Counter spirit- When hit, there is a chance to get a war soul (+ 10% m.atck, c.speed, atk.speed, p.atk)
Counter defense- when hit, there is a chance of increasing physical and magical protection for a while (+300 p.def., +150 m.def., Duration 15 sec.)

Alternative skills:
Boost CP- Increase max.CP (+738 CP)
Great physical defense- Strongly increases p.def
Resist Trait- Increased resistance to the attributes sleep, hold, paralize and shock
From this all you can combine something like this: Boost CP, Counter Spirit, Counter Barrier. We get a lot of useful buns for the attack, plus CP for stability. Varian is more for PvP, as for me.

Augmentation

Everything is simple here:

  • In your main weapon we catch the Passive Empower.
  • It is also good to have weapons in your inventory for Active M.def, P.def, VM, Celestial Shield.

Sharpening skills

I will consider the basic skills and what to sharpen.
HydroBlast - Power
IceVortex - chance of passing
IceVortex Crusher - Power
Elemental symphony - duel
Aura Symphony - duel
Aura Flash - Chance to Shoot Down the Target
Ice Dagger - Power
Resist Aqua - Power
Diamond Dust - Power
Surrender to water - chance of passing
Arcane Power - Power
Frost bolt - chance of passing
Freezing Skin - Increase Defense

Party vs Party

The general tactic is one - No - rush, Yes - kite.
We are not tanks, we don't have much health and armor. We try to apply a couple of nukes and run back a little, slow down with blizzard and Frost with a bolt the enemies that have moved forward strongly forward and after slowing down we try to finish them off until they have gone beyond the attack zone.

When it comes to rush or melee:
- We are actively using Aura Flash. Thus, we bring down the target to the enemies around, also Diamond dust.
- First of all, we try to demolish Byesha and HER enemy, if there is an over. Then DD. We observe our heal, if a daguerre is hanging on your beesh and the beesch cannot transmit it - we try to quickly kill Vortex + crusher, or we start 2 symphonies in a row.
- We avoid tanks, they actively use the reflection of magic after the aggression and in general you should not spend time on them, it is best to cancel the rollback and broadcast DOT.
- In the battle against the daggers, we remove the Freezing Skin from ourselves, since a mirage will hang on the daggers and the target will get lost much more often.
- At the beginning of the battle, we observe the enemy, from the crowd, SD and SVM of the enemy will certainly run at you in order to hang a jellyfish and other masses of debuffs. As soon as we find them, we sharply try to freeze them, when the canselim approaches and we run back so as not to get into the affected area, if everything worked out, they will not reach back to their own.
- If we see a large number of enemies in a small area - Star fall or Raging waves.
- We move more, we try to beat us as little as possible in order to unload Bysshey and HER for burning manna, trances and other dirty tricks.

Fights 1 on 1, olympus fights

I will continue the MM guide with a description of the main tactics for conducting a battle on Olympus:

For Olympus, you need to have 2 staffs. One with CA for a chance Bless of Body overlay. The second is from CA to the mental shield. At the beginning of the battle, we buff the chance buffs with these staves with the Battle Heal skill on ourselves. During battles, we hit only under Arcana Power.

Tanks (YES, Palladins, ShK and TK)- a very difficult opponent, in addition to a large number of hp, they have several damage dealers and a shield of magic reflection. We try to keep the distance as much as possible, slow down, knock down the target, if possible - try to throw Canselation, choose the moment when the tank is without UD and a mirror - we sharply activate enlightenment, knock down the target Aura flash, Vortex + crasher, symphonies, blizzard, while the vortex rolls back with hydroblast. Alternately, you can cast Ice dagger with him, since the hydra since the time of Grace has a fixed cooldown of 1.2 seconds, we have time to inflict additional damage with instant Ice dagger. The main task is to have time to inflict maximum damage before the tank uses UD or a mirror, or does not catch us. There are not many chances of winning. We are trying to run away from the tank while it is in UD, it is useless to hesitate, but it's real to run away (we put on talismans for running speed).

Freezing Skin must be buffed, tanks hit with ordinary blows together with a non-Valakas one, you can return up to 25% damage to the tank, it's a trifle but nice.
On Olympus, it is good to use the talisman for the buff steel - you can remove the UD from the tank and transfer it to yourself, but the cast of the talisman is about 4 seconds.

Dagershiki (TX, PV, AB)- The main thing is not to show them your back. It's a matter of luck, if the dagger's skills fail and we knocked him down with Hide aura or Diamond Dust, there are chances. It will not be possible to maintain the distance here, anyway they will jump behind us - We keep our backs to the wall, we follow the target, they will be knocked down to us. Well, we are trying to bring down the target for them. As soon as we target the target, turn on enlightenment and hit it hard, fast. Usually 2-3 nukes for a dagueru are enough, in principle, as well as 1-2 backs for us. Aura Flash must be used constantly on rollback. Freezing Skin is not used in any way. However, if you have a non-Valakas or frint - Freezing Skin can be buffed as there will be no difference.

Healers (Bysshe, EE, CE)- These opponents will try to transpose us and burn our mana. We use the talisman to resist sleep, mental attacks. The outcome of the battle is decided very quickly, or Enlightenment - vortex + crusher + hydra + daguerre (or 2 symphonies + vortex + crusher), or they will overtake us, burn all the manna and kill us. At the beginning of the battle, it would be good to use the Divine Protection Talisman, it will give a large mdef for 8 seconds and the chance of getting into a trance will be minimal. Very often, Healers, as soon as we turn on enlightenment, become stone or use Celestial Protection. In this case, we cut the distance and as soon as the target leaves, we shoot down the target with an aura and inflict 2-3 hits.

Bows (Hawk, Cheese, Phantom)- In fact, this is production for us, if the bow does not pass the stun - the bow dies in 2-3 seconds. We use the talisman for protection from the camp, the crown of the castle (if any) for resist shock. Resist the shock, use vortex enlightenment + crusher + hydroblast - we win the battle. Ideally, while the bow is using the stun to run back or hide behind the wall, so the chance to avoid is much higher. Or, on the contrary, to cut the distance, knock down the cast of the camp with an aura and kill.

Enchanters (BS, SVS, Vark, PP)- This is prey, we slow it down and shoot it, if necessary, throw kansel, Freezing skin as with tanks.

Overlord- A difficult opponent, has a good self buff, drain HP and also enlightenment and stone. We try to keep the maximum distance, as we will get a lot of debuffs from the stop and will probably die. Trying to redo it, if you're lucky for crits and resists, you can win the fight. If you use the Divine Protection talisman at the beginning of the battle, you can win. If Over does not use turning into stone while we are under enlightenment, you can win.

Wars (Glads, Destras, Tyras, Warlords,)- We keep our distance. We slow down and try to kill before they reach us, otherwise there will be no chances in close combat.
The spoiler can also be referred to here.

Magi (SH, MM, Sorki, Nekra)- Against necro. We are trying to kill the samon, then the nekra itself. We cut the distance, knock down the cast and target with an aura.
Against elemenal magicians - from the maximum distance, Enlightenment - Symphonies, vortex + crusher. Then whoever starts hitting first and has time to inflict more damage won. As a result, the crits and resists of magic decide.

Samoners (Warlock, Horse Breeder, Phantom Samoner)- From the maximum distance under enlightenment we destroy the samon, if the UD is placed on the samon, we quickly switch to the samoner and beat him.

The chance of winning is very high.
This also includes Dwarf crafters. With them, we kill the golem first 100%. And then we run away, otherwise we will collapse the camp and there will be problems. There is enough vortex + crusher for the golem, but for the gnome, you can save 2 symphons and blizzards, well, vortex + crusher for rollback.

Well, that's the principle, that's it, my MM guide is over. Huge respect to everyone who chose this wonderful class for themselves and bears the proud name of Mystic Muse.

ss guide

Below we will look at the (Spellsinger) class.

it Wizard who helps the group, slowing down or freezing enemies... Thus, it becomes easier to attack them.

Active spells

Uses ice lance attack by applying heavy damage and slowing down enemies caught in the impact zone of the impact. Skill helps contain enemy hordes by slowing down the speed: it becomes more difficult for the enemy to overcome the gap in distance. This skill is effectively combined with the skill Frosty seal(Frost Power), letting you get attack buff.

Summons a blizzard that surrounds her, attacking enemies on the affected play area and damaging... Blizzard slows down and stuns the enemy under her influence, and is a deterrent skill. As an ability that slows down an attacked target, it works best with Frosty seal(Frost Power) because you get an attack buff when attacking enemies under the slowing effect.

Passive skills

Healing with Attacking Light(Wizard Light Heal)

Gives 10% chance restore a small amount of health during the attack. While this chance may seem small, it does help increase your survival rate.

Frosty seal(Frost Power)

Gives chance to get attack buff when attacking enemies affected by the slowdown effect(or the speed slow debuff). This is where your active skills can really help! When you attack enemies with a speed slow debuff, you can get an additional attack buff to level up faster.

The whisper of death(Death Whisper)

Increases critical strike chance for you and your team. Excellent skill for team play, insofar as critical hits do more damage than usual.

Mage Passive Skills

Icon Name Description
Light Elf Potential Maneuverable movements allow you to increase the level of evasion from enemy attacks.
Mage Weapon: Mastery Increased attack when using a staff.
Robe Armor Mastery Increased attack damage while wearing magic armor. This effect stacks up to 4 times.

In general, we recommend that you give priority for pumping passive skills. However, be sure to invest at least one skill point in each skill in your set first. The first level is the most valuable in terms of investing experience points.

As far as passive skills go, make sure to level up Mage Weapon: Mastery(Mage Weapon Mastery) and Robe Armor Mastery ( Robe-Armor Mastery) as they will be permanently increase your total damage... Then, you can develop Frosty seal(Frost Power) or Healing with Attacking Light(Wizard Light Heal) depending on what you need - more damage or increased regeneration.

Of all active skills (Blizzard) would do you more good, since this skill is sharpened to contain the enemy army and helps to deal with it easily. If you have extra skill points, you can of course increase your damage level by pumping Ice Lance(Ice Spear).

Why is the Spell Singer good?

The Spell Singer's skills complement each other very harmoniously (interact with each other). She can also support her life. self-healing at the expense of the targets it attacks. The hero is more suitable for team play than for a single. Thanks to her skills, she restrains enemy armies and is also capable of deal medium damage.

In a single player game, you may run into problems due to low level of protection and health... Fighting bosses and monsters is not her strong point. Try to stick to team play, she's really good at it!