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Need help with Spellfist/Hindsight Sorc


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#1 NillK

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Posted 16 December 2021 - 05:07 AM

Yo, I'm pretty new to this game and I wanna make a Sorc with relatively low budget.
 
I'm going Spellfist/Hindsight build. At first I wasn't going to use get Spellfist and just focus on Hindsight and aspd, because I didn't like how Spellfist pretty much changed the idea of the whole build, but seeing how they are buffing Spellfist I thought it would work better with the Hindsight build.
 
My main issue right now is understanding the whole spirits and insignias thing, and how to combine them. I'm planning of using Book of the Sun God so I'm going mostly for fire element but after that I don't know what I should do. Another issue is how is this build going to survive, because until now I've relied mostly on my priest to heal me or life steal with other classes, and I wanna start trying for some low tier MVPs with this.
 
This is only for around lvl 130, but this is what I have planned so far.
 
+9 Magician's Night Cap with Lichtern Red
 
Robo Eye
 
CD
 
+10 Book of the Sun God with ???
 
+9 Mad Bunny shield
 
Armor ???
 
Garment ??? with Cenere card for aspd or something else for survivability
 
Temporal Int Boots for dmg, Agi Boots for attack speed or something else for survivability
 
Alchemy Gloves with ???
 
For stats(again, this is lvl 130):
 
Str 1
Agi 100
Vit 1
Int 120
Dex 70
Luk 1
 
Skills so far:
 

Edited by NillK, 16 December 2021 - 05:39 AM.

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#2 Ashuckel

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Posted 16 December 2021 - 06:58 AM

Don't forget that, while now it is much easier to make using both work together, it's still a rather clashing playstyle between both builds. Autocasts will put you on their delay timer and stop you from manually casting skills, which maybe not as frequent now, but still annoying. And the equipment used for both builds can be shared in some aspects, but changes in others.

Book of Sun God is generaly carded with the Lunar Rainbow cards, to make it the best aoe autocast option out there. Magician's Night Cap on the other hand is one of the largest boost to a Spellfist build, but it completely locks you out from the most commonly used cards for that weapon(and there aren't enough generic magic damage cards to slot in there yet in the game)

Alchemy gloves are amazing when heavily AoEing monsterrs, as they are one of the only existing items that proc on any magical hit(possibilitating near infinite loops with a large enough mob pack), but you might prefer other options for single target/fewer monsters.

Also do not forget that garment slot has some cards available that offer both reduction and magical elemental damage, like Nghtmare Ancient Mummy.


What about Elemental Spirits and Insignias do you want to know, besides the wiki info on their stats and what they do. Possible ingame applications?

As for how you'll survive, it depends on the scenario. Sorcs don't have any self healing skill like WL's Drain Life, nor benefit from leech, and on kill items are too low value for higher levels. You can work with a Vitata card but it isn't a particularly great choice at later levels. What tends to happen with autocast/magic classes is that you just avoid taking much damage at all, and heal through the little that was unavoidable. Stacking heavy reductions, or flee since you are mostly doing single target combat.
The other option, not available in every map, is to have a Soul Linker use Kaahi on you, and recover HP at the expense of SP, which Sorc can infinitely generate through the use of Indulge.


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#3 NillK

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Posted 16 December 2021 - 08:00 AM

Don't forget that, while now it is much easier to make using both work together, it's still a rather clashing playstyle between both builds. Autocasts will put you on their delay timer and stop you from manually casting skills, which maybe not as frequent now, but still annoying. And the equipment used for both builds can be shared in some aspects, but changes in others.

Book of Sun God is generaly carded with the Lunar Rainbow cards, to make it the best aoe autocast option out there. Magician's Night Cap on the other hand is one of the largest boost to a Spellfist build, but it completely locks you out from the most commonly used cards for that weapon(and there aren't enough generic magic damage cards to slot in there yet in the game)

Alchemy gloves are amazing when heavily AoEing monsterrs, as they are one of the only existing items that proc on any magical hit(possibilitating near infinite loops with a large enough mob pack), but you might prefer other options for single target/fewer monsters.

Also do not forget that garment slot has some cards available that offer both reduction and magical elemental damage, like Nghtmare Ancient Mummy.


What about Elemental Spirits and Insignias do you want to know, besides the wiki info on their stats and what they do. Possible ingame applications?

As for how you'll survive, it depends on the scenario. Sorcs don't have any self healing skill like WL's Drain Life, nor benefit from leech, and on kill items are too low value for higher levels. You can work with a Vitata card but it isn't a particularly great choice at later levels. What tends to happen with autocast/magic classes is that you just avoid taking much damage at all, and heal through the little that was unavoidable. Stacking heavy reductions, or flee since you are mostly doing single target combat.
The other option, not available in every map, is to have a Soul Linker use Kaahi on you, and recover HP at the expense of SP, which Sorc can infinitely generate through the use of Indulge.

 

Hey, ty for the tips. My question about Spirits and Insignias is that I'm wondering if there's better combination between certain elements or is it just completely up to preference and/or situational, for example using earth for more surviveability etc...

 

I read up a bit on the Insignias and how they interact with MVPs for the hp regen/loss, attack, defense etc, but on the wiki there's a bit of weird wording about this, does casting an Insignia on top of another one COMPLETELY override the previous one?

 

For the Spirits, I know there's 3 modes, and with time I'll learn more about how they act on each mode, but is the Passive Mode a buff that applies to you, the whole team, only the summon? On defensive and offensive modes do they cast their spells periodically or do you have to command them every time?

 

Finally, I guess my goal for right now is having a set than can do both AOE and single target decently well at my current level, and with time I'll start building more on each separate build, for example changing the book and accesories for more single target dmg.


Edited by NillK, 16 December 2021 - 09:07 AM.

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#4 Ashuckel

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Posted 17 December 2021 - 03:08 AM

Insignias/Spirits are completely situational. 

The main use for Insignias are for damage boost/tankyness. Insignias will boost the damage taken by things weak to their element by a 1.5x multiplier at any level. So a lv1/2/3 fire insignia will all boost water damage received by foes inside of it by 1.5x.

Lvl2 Insignias will also convert the attacking element of anything inside of it to their element. So a lv2 fire insignia will make monsters inside of it to have their autoattacks deal fire damage instead of non-elemental damage. The benefit of doing it is that elemental resistance is easier to get and in higher values than neutral ones, and it can fully disable a monsters ability to deal any damage to you, depending on their skill repertoire.
One cool trick you can do with sorc's insignias is that this is one of the only methods to reduce/nulify MVP's Earthquake. EQ deals damage based on the monster using itself as the target, and then spreading the damage value to others on screen. If the monster attack gets converted to an element he has resistance to/is immune, he will deal reduced/no damage to itself, and thus spread that null damage to players on screen.

Lv3 Insignias are generally not worth the points. Many of the bonuses are not worth/a lie. Besides, Sorc is already super tight on it's skill tree.


Elemental Spirits buffs are all on you/the area of the skill, from either Passive or Defensive mode. Offensive mode will have them attack the enemies. Spirits aren't great battle companions, and are used pretty much exclusively as buff skills, potentially very powerful ones.



To be honest, a straight up regular autocaster may potentially be superior in both single target and aoe clearing. But that aside, just be aware that autocasting when trying to spell fist things may get annoying at times with skills proccing and putting you on delay.


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