Difference between revisions of "EE:Magician"
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|Traits= | |Traits= | ||
;TELEPORTATION: Starts with the WEYTWUT glyph | ;TELEPORTATION: Starts with the WEYTWUT glyph | ||
− | ;SMOKE AND MIRRORS: Glyph conversion slows adjacent monsters and removes | + | ;SMOKE AND MIRRORS: Glyph conversion slows adjacent monsters and removes debuff traits from non-boss monsters |
;FLASH: Heavy fireballs and +20% melee damage versus slowed monsters | ;FLASH: Heavy fireballs and +20% melee damage versus slowed monsters | ||
− | |SuggestedRaces={{ | + | |SuggestedRaces={{r|Elf}}, {{r|Gnome}}, {{r|Orc}} |
|ClassChallenges= | |ClassChallenges= | ||
− | | | + | {{EECC|Magician|Bronze|Qualifying Round}} |
+ | |||
+ | {{EECC|Magician|Silver|A Worthy Foe}} | ||
+ | |||
+ | {{EECC|Magician|Gold|The Greatest Magician}} | ||
+ | |Unlock=[[Mage Tower]] Level 4 | ||
|Group=Tier 4 | |Group=Tier 4 | ||
}}</onlyinclude> | }}</onlyinclude> | ||
Line 20: | Line 25: | ||
== Strategy == | == Strategy == | ||
+ | Like most casting classes, the Magician specializes in killing monsters without having to worry about their damage stat or traits. The Magician is particularly good at this as the class has the tools necessary to avoid problematic traits for other casters. The {{s|WEYTWUT}} glyph given by TELEPORTATION allows the Magician to not worry about monsters with {{t|Retaliate: Fireball}}, while SMOKE AND MIRRORS lets you handle enemies such as Beholders, which inflict a debilitating debuff against every other character by means of the Riposte trait. This ability to ignore many enemy traits also allows the Magician to safely weave in melee attacks in combat without worrying about traits such as {{t|Mana Burn}}. | ||
+ | SMOKE AND MIRRORS, however, is a very limited trait, as in most cases it can only be used 5 or 6 times in a run. As such, Magician particularly benefits from worshipping a god that gives a free glyph, since even if the glyph itself does not have much utility, it can still give a large amount of value just by being converted for 0 CP. As SMOKE AND MIRRORS is so limited in use, the Magician benefits from planning which enemies will be fought later in the dungeon. Using the free {{s|WEYTWUT}}, one can assemble up to 7 targets adjacent to one space (leaving one tile to walk through) before converting one glyph. By deciding in advance which monsters will be fought or need to be stripped of debuffs (for example, popcorn Beholders), the Magician can enjoy an easy leveling phase while still keeping several glyphs available for casting and eventually extra damage to the boss. | ||
+ | Aside from these details, the Magician is a fairly straightforward fireball caster class that most often relies on {{s|BURNDAYRAZ}}, and benefits from the same items, gods, and glyphs as other casters. FLASH is a dual-purpose trait. When fighting a lower-level target, the +20% melee damage helps the Magician kill bulkier popcorn in fewer hits, which helps with the typical caster's difficulty in making use of the whole popcorn bowl. On the other hand, when fighting a higher-level target, it allows for significantly increased damage through the heavy fireball, which deals +4 damage per level and maximizes burning stacks. Functionally, maximized burning stacks cause future fireballs to deal +2 damage per level, making the magician a powerful fireball caster who particularly benefits from being able to cast as many fireballs in a row as possible. Magicians should always pre-slow a target with {{s|WEYTWUT}} before a fight. In a boss fight or for a particularly big leveling kill, additional slows from SMOKE AND MIRRORS can be used for additional damage and, against the final boss, one can convert the {{s|BURNDAYRAZ}} glyph for one extra melee attack. | ||
== Races == | == Races == | ||
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{{r|Gnome}}: A decent alternative for players not relying on gods, Gnomes shine as Magicians because they are in no real hurry to convert, so there's very little from stopping you from hoarding all your glyphs until the ending boss spike, converting them next to the boss for free slows paying for the actual fireballs with the mana potions generated from the conversions themselves. | {{r|Gnome}}: A decent alternative for players not relying on gods, Gnomes shine as Magicians because they are in no real hurry to convert, so there's very little from stopping you from hoarding all your glyphs until the ending boss spike, converting them next to the boss for free slows paying for the actual fireballs with the mana potions generated from the conversions themselves. | ||
+ | |||
+ | {{r|Orc}}: Magicians don't have a lot of early game power before they find {{s|BURNDAYRAZ}} and helpful gods. Orc can help you get off the ground, provides extra physical damage for dungeons where that is necessary, and has synergy with your bonus damage against slowed enemies. | ||
== Deities == | == Deities == | ||
− | {{g|The Earthmother}} is a | + | {{g|The Earthmother}} is a Magician's ideal first god. Not only does she offer a free {{s|IMAWAL}}, which both has its own merits and functions as a free glyph, but her {{boon|Entanglement}} offers not only the usual benefits but +4 fireball damage per level to the Magician thanks to FLASH, at the cost of trifling amounts of piety. This is both very good for the level up phase and, coupled with {{boon|Clearance}}, makes {{g|The Earthmother}} almost always the best endgame god. |
+ | |||
+ | {{g|Jehora Jeheyu}}'s {{boon|Boost Mana}} allows the Magician to supercharge his mana to ridiculous proportions, and he also gives a free glyph for SMOKE AND MIRRORS. He is also quite generous with piety thanks to the Magician's constant use of {{s|WEYTWUT}}, which allows for easy conversion to another god or full-time worship with {{boon|Chaos Avatar}} easily within reach. | ||
+ | |||
+ | {{g|Mystera Annur}} is also a great god for the Magician. She does not give a free glyph for SMOKE AND MIRRORS, so she should be converted into if possible. {{boon|Magic}} is always helpful, and as the Magician is most often using {{s|BURNDAYRAZ}} and {{s|WEYTWUT}}, {{boon|Mystic Balance}} is extremely powerful. Magicians who choose to save their SMOKE AND MIRRORS charges for the boss fights can also benefit a great deal from {{boon|Refreshment}}. | ||
+ | |||
+ | {{g|Binlor Ironshield}}'s bonus damage and resists, while strong, have no synergy with the Magician at all. However, he is notable for being the only god who can give you an extra glyph for SMOKE AND MIRRORS through {{boon|Stone Soup}} while also being a highly efficient piety farm for an easy conversion afterwards. | ||
== Items == | == Items == | ||
+ | |||
+ | {{EENav}} |
Latest revision as of 23:15, 27 October 2022
This feature is part of the Extreme Edition fan-made expansion. |
Magician | |
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Tier 4 Class | |
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Class traits | |
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Suggested Races | |
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Class Challenges | |
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Unlocking | |
Mage Tower Level 4 |
"Most Magicians were once more reputable Wizards who got sick of being poor. Despite possessing actual magical talent, they usually just con people to get by. Fortunately the threat of judicial action is enough to get them adventuring from time to time."
The Magician is a special tier 4 class introduced in the Extreme Edition mod. Like other classes from the Mage Tower, efficient use of the class revolves around glyphs.
Contents
Strategy
Like most casting classes, the Magician specializes in killing monsters without having to worry about their damage stat or traits. The Magician is particularly good at this as the class has the tools necessary to avoid problematic traits for other casters. The WEYTWUT glyph given by TELEPORTATION allows the Magician to not worry about monsters with
Retaliate: Fireball, while SMOKE AND MIRRORS lets you handle enemies such as Beholders, which inflict a debilitating debuff against every other character by means of the Riposte trait. This ability to ignore many enemy traits also allows the Magician to safely weave in melee attacks in combat without worrying about traits such as
Mana Burn.
SMOKE AND MIRRORS, however, is a very limited trait, as in most cases it can only be used 5 or 6 times in a run. As such, Magician particularly benefits from worshipping a god that gives a free glyph, since even if the glyph itself does not have much utility, it can still give a large amount of value just by being converted for 0 CP. As SMOKE AND MIRRORS is so limited in use, the Magician benefits from planning which enemies will be fought later in the dungeon. Using the free WEYTWUT, one can assemble up to 7 targets adjacent to one space (leaving one tile to walk through) before converting one glyph. By deciding in advance which monsters will be fought or need to be stripped of debuffs (for example, popcorn Beholders), the Magician can enjoy an easy leveling phase while still keeping several glyphs available for casting and eventually extra damage to the boss.
Aside from these details, the Magician is a fairly straightforward fireball caster class that most often relies on BURNDAYRAZ, and benefits from the same items, gods, and glyphs as other casters. FLASH is a dual-purpose trait. When fighting a lower-level target, the +20% melee damage helps the Magician kill bulkier popcorn in fewer hits, which helps with the typical caster's difficulty in making use of the whole popcorn bowl. On the other hand, when fighting a higher-level target, it allows for significantly increased damage through the heavy fireball, which deals +4 damage per level and maximizes burning stacks. Functionally, maximized burning stacks cause future fireballs to deal +2 damage per level, making the magician a powerful fireball caster who particularly benefits from being able to cast as many fireballs in a row as possible. Magicians should always pre-slow a target with
WEYTWUT before a fight. In a boss fight or for a particularly big leveling kill, additional slows from SMOKE AND MIRRORS can be used for additional damage and, against the final boss, one can convert the
BURNDAYRAZ glyph for one extra melee attack.
Races
Elf: Magicians need a lot of mana, so elf makes a natural fit. Combined with helpful gods to get your mana up or slow things for free, an Elf Magician can rely on intense burn damage to smite high level monsters with relative ease.
Gnome: A decent alternative for players not relying on gods, Gnomes shine as Magicians because they are in no real hurry to convert, so there's very little from stopping you from hoarding all your glyphs until the ending boss spike, converting them next to the boss for free slows paying for the actual fireballs with the mana potions generated from the conversions themselves.
Orc: Magicians don't have a lot of early game power before they find
BURNDAYRAZ and helpful gods. Orc can help you get off the ground, provides extra physical damage for dungeons where that is necessary, and has synergy with your bonus damage against slowed enemies.
Deities
The Earthmother is a Magician's ideal first god. Not only does she offer a free
IMAWAL, which both has its own merits and functions as a free glyph, but her
Entanglement offers not only the usual benefits but +4 fireball damage per level to the Magician thanks to FLASH, at the cost of trifling amounts of piety. This is both very good for the level up phase and, coupled with
Clearance, makes
The Earthmother almost always the best endgame god.
Jehora Jeheyu's
Boost Mana allows the Magician to supercharge his mana to ridiculous proportions, and he also gives a free glyph for SMOKE AND MIRRORS. He is also quite generous with piety thanks to the Magician's constant use of
WEYTWUT, which allows for easy conversion to another god or full-time worship with
Chaos Avatar easily within reach.
Mystera Annur is also a great god for the Magician. She does not give a free glyph for SMOKE AND MIRRORS, so she should be converted into if possible.
Magic is always helpful, and as the Magician is most often using
BURNDAYRAZ and
WEYTWUT,
Mystic Balance is extremely powerful. Magicians who choose to save their SMOKE AND MIRRORS charges for the boss fights can also benefit a great deal from
Refreshment.
Binlor Ironshield's bonus damage and resists, while strong, have no synergy with the Magician at all. However, he is notable for being the only god who can give you an extra glyph for SMOKE AND MIRRORS through
Stone Soup while also being a highly efficient piety farm for an easy conversion afterwards.