Guide for the Magi Order - TsumeNoHikari

Before I start this guide. Allow me to introduce the Incar order and why it is one of the best/worst class to play.

Pro:

- 2nd easiest class to find a party (besides seg)

- flashy spells ^^

- variety of skills allow for versatility for soloing or partying

- low mana pot usage until later on levels

- “safe” if one knows how to play utilizing timing for knockbacks

- boasts one of the highest defenses in the game (if built proper)

- contraire to belief mages make decent tanks (i’m usually last one standing when party dies)

Con:

- pvp is one of the areas where we do not shine like dagger hunters until later levels

- hp pot intensive in aoe parties w/o a seg

- slow moving -.-

- CASTING DELAY!

- will hurt your fingers due to switching of multiple skill bars

Tips to be a successful mage:

KNOW your role - support! don’t be a hero!

Use knockback on opponent/mobs to your advantage - keep them away from yourself

Most Importantly:

PATIENCE! our time to shine will come at later levels, when we boast one of the highest defense and hp of all classes and one of the highest dps

Stat Point guide

My 2 cents to this - glass cannon is NOT WORTH it

Opposed to many other MMORPGs the Incar mage in 2moons is definitely one of the more unique mages.

With our energy mastery (30% def boost at lvl 10), we can easily have enough defense to match a knight or a bagi.

As many probably know

1 pt in heal = 20 health, approx +1 def, increase in % of shield relative to hp

1 pt in spr = +3 magic attack, +10 mp

From the numbers alone one can see that the equivalence of heal:spr is different.

At an obtainable level of 54 with a basic wand and no armor/skill

A heal mage will boast:

- 12 str, 115 heal, 150 spr

- 3272 hp

- 1932 mp

- 846/990 magic attack

- 269 def

- 7159 shield

A glass cannon mage utilizing (1:4, heal:spr) will boast:

- 12 str, 53 heal, 212 spr

- 2032 hp

- 2552 mp

- 1032/1176 magic attack

- 176 def

- 5020 shield

One can see that with a difference of

+ 1240 hp

- 620 mp

- 186 magic attack

+ 73 def

+ 2139 shield

The health mage will greatly outlast a glass cannon of the same level

With the increase of 1240 hp, 73 def, and 2139 shield the health mage will greatly outlast its counter part sacrificing 620 mp, and 186 magic attack.

Damage Analysis

Statistically speaking

620 mp at lvl 54 is not a great difference due to the usage of mana force which almost guarantees a full mana bar unless one’s spamming lvl 51 spells constantly

186 magic attack difference will hurt the health mage’s damage output since the attacks are often 3 hits (lvl 36) or 6 hits (lvl 51). damage on an opponent without def or elemental resistance means that it will decrease the total dmg output of lvl 36 aoes by 558, and decrease lvl 51 spells by a hefty 1116.

From a mathematically point of view the decrease of damage is not significantly large due to the fact that all mobs/players have resistance to certain elements

Since all spells are calculated in the same formula, i shall utilize a simple calculation to illustrate my idea

For the sake of simplicity in a theoretical enviornment with a mob that has 0 def and 10% fire resis

Health mage lvl 51 spell = 6 x 1000 = 6000 - 10% resis = 5400 total dmg

Glass cannon lvl 51 spell = 6 x 1186 = 7116 - 10% resis = 6404 total dmg

6404 - 5400 = 1004 difference

Thus instead of a decrease of 1116 dmg, there is only a decrease of 1004 dmg. Simply due to the fact that a high damage = a higher resistance penalty.

In an ideal position where there is no defense/resistance a glass cannon will out damage a health mage by a large amount

Defense Analysis

Utilizing same route of logic, since all defense calculations are done in the same method (linear correlation of def vs dmg 1:1 ratio)

Health mage - 3272 hp, 269 def, 7159 shield

Glass cannon - 2032 hp, 176 def, 5020 shield

Health mage = 10431 hp/shield

Glass cannon = 7052 hp/shield

Against a constant damage of 1000 hp/sec w/o factoring in defense

Health mage survival = 10.431 seconds

Glass cannon survival = 7.052 seconds

Against a constant damage of 1000 hp/sec factoring in defense

Health mage survival = 14.270 seconds

1000 hp/sec - 269 def = 731 hp/sec damage

Glass cannon survival = 8.558 seconds

1000 hp/sec - 176 def = 824 hp/sec damage

Difference in survival rate = 5.712 seconds

PS - calculations are done utilizing a linear positive correlation model

PPS - if defense calculation are done based on relative defense to attack, a higher defense:attack ratio will result in a much more drastic decrease in damage affected

PPPS - linear model utilized will address the maximum damage done upon a span of time upon a high defense model

Attack + Defense Analysis

For simplicity I will utilize the following constants

lvl 5 fire fury = 5.0 second cool down

avg damage = 1000 per hit

- health mage - 1000 per hit

- glass cannon - 1186 per hit

enemy player - 1000 hp/second damage

- health mage - 14.270 seconds survival

- glass cannon - 8.558 seconds survival

enemy player - 0 defense, 0 elemental resistance (for benefit of maximizing glass cannon build)

Survival : Damage output

Health Mage - 14.270 second survival = 2.854 spells

Avg damage per spell = 3 x 1000 = 3000

Total damage within survival range = 8562

Glass cannon - 8.558 second survival = 1.712 spells

Avg damage per spell = 3 x 1186 = 3558

Total damage within survival range = 6091.296

PS - damage assessment does not take into consideration interruptions of spells

Conclusion

Theoretically a glass cannon model will always deal a larger amount of damage as long as the player survives.

However with consideration of the damage dealt relative to survival rate with the two models being in identical situations, the health mage will deal more damage overall due to the longer survivability of higher hp, def, and shield.

PS - mana consumption not taken into consideration since most Incars max mana force to lvl 4/5 which increases mana regen 34.37 per second for lvl 4 and 42.62 per second for lvl 5. a spell that takes 5 seconds to cast will allow regen of at least 171.85 mp. Since the skill requires only 134 mp to utilize the total mana will only increase instead of decrease.

As one may see, it does seem that I’m biased towards health mage builds.

But the game runs based on relative player vs player. A fight will never be determined by statistics/math alone since a player’s skill is a key factor.

Variables that require consideration

A fight is RELATIVE, it will always be a competition of dmg vs dmg and def vs def, against a higher/stronger opponent, even the best builds will loose even on a statistical basis

Dex/Block rate/Critical rate has not been taken into consideration due to the lack of information of calculations

Keeping in mind relativity, and use common sense

ie - a player w/ lower hp will be easier to beat with a more glass cannon build, where as against a player w/ higher hp a more sturdier build will last longer.

Skill Overview

Incars can be said to have one of the most diverse skill trees or it can be one of the boringest.

Common trees for the average mage:

Tri-Elemental

Pros:

Non-stop aoe cycle

Vast array of skills to utilize

Most common build for higher levels

Able to switch elements vs. opponents with high resistance against one elemental

Able to boast resistance against all elementals

Cons:

Never have enough skill points

Skills will be generally weaker than others due to lack of points to spare

No fishing - loose out on a possibly large source of income

Duo-Elemental

Pros:

Large amount of spare skill points

Stronger spells due to the ability to invest more points into each

Relatively good for soloing

Cons:

Aoe cycles are not continuous

Suffers damage dampening due to the lack of elementals against resistances

Lacks elemental resistance against 1 element

Single-Elemental

Pros:

Very strong spells of one type

Great for soloing sinlge mobs due to high damage

Cons:

Extremely hard to level since no aoe capability

Suffers huge damage penalties against opponent with resistance

Lacks resistance against 2 elements

Energy Mastery

Summary:

1 pt = +3% def

Max level = 10 = +30% defense

Max achievable at level 50

Comments:

Need I say? Defense is a fundamental part of being a mage. This passive skill is a MUST

Energy Jab

Summary:

Basic attack from mid range distance

Does not take points to achieve learn, but will require points to level up

Comments:

Basic attack reliable up to level 7

Energy Bolt

Summary:

Basic attack from long range distance

Comments:

I would not suggest getting this skill simply due to the uselessness of it. Sure it may be a bit harder to grind to level 7 for your 1st attacks however the 1 point saved will benefit in the long run

Seize Numbus

Summary:

Increase defense and elemental resistance

lvl 1 = increase def by +13 and all elemental resistance by +4%

Each level after = increase def by additional +6 and resistance by +2%

Max level = 5 - +36 def, +12%

Max achievable by lvl 38

Comments:

One of the more controversial spells in my opinion. For a tri-elemental mage, every skill point is valuable and I personally do not see the benefit of having slightly increased defense and elemental resistance. Since at a low level benefit of having more elemental resistance is pointless. Also if one’s seeking increased defense, then one should invest the points into energy mastery for a higher boost instead of this spell. I did not start to invest into this spell until my late 50s when I had a few points left to spare.

Energy Hammer

Summary:

Close range, fast casting aoe w/ 3 hits

Attack damage dependent on physical strength instead of magical power

Comments:

One of the more interesting mage skills since it relys on physical attributes. Works well as a 4th aoe, however for the average mage the skill is a waste of a point due to extremely low strength.

Mana Force

Summary:

Increases mana regen rate for a sacrifice of hp

Max level = 5 - sacrifice 250 hp, regen rate = 42.62 per second

Max achievable by level 50

Comments:

The second most fundamental skill of a mage, allows the user to forget about having to carry mana pots like other mages in other RPGs. We shall no longer be a drain of mp and a mule for mana pots with this skill. This skill is useful up to the late 70 low 80s to maintain a constantly full mana reserver. Later on due to high mana cost for higher level skills it will not be as effective

Magic Power

Summary:

Increase magic attack of the Incar

Max level = 5 - increase of approx 200 magic attack

Max achievable by level 70

Comments:

Personally I believe this to be a very useful skill since mage attacks are multiple hits which means the effect of increasing magic power will be amplified. At initial stages this skill is not as useful due to the low increase in damage and short amount of time in which the spell lasts. However to later stages the effect of the spell increases damage and lasts quite a while. Definitely worth the point investment.

Fire Elemental Skill Analysis

Fire Mastery

Summary:

1 pt = +3% elemental attack, +1% elemental resistance up to lvl 5, then +2% elemental resistance

Max level = 10 - +30% elemental attack, +15% elemental resistance

Achievable max at level 50

Comments:

One of the best ways to boost spell damage for all attacks of a certain element without spending points into leveling them. The mastery will passively increase all attacks of that element by a certain percentage. Definitely worth leveling up. However, one must be careful not to get too overexcited with the distribution of points. A tri-elemental mage will usualy only have enough skill points to level up 2 masteries to lvl 10 leaving the other mastery at a much lower level until the later point of the game.

Fire Bolt - lvl 7

Summary:

Long range attack w/ fire

Comments:

A fundamental skill that will be used until lvl 16 when one gets fire ball. DO NOT level beyond level 1, this skill will be immediately phased out upon obtaining lvl 16.

Fire Ball - lvl 16

Summary:

Long range attack w/ fire, stronger than fire bolt

Small aoe radius

Comments:

Bread and butter of the incar, good for single hit for a decent amount of damage. DO NOT level beyond level 1, although it will be continuously used past lvl 70, the skill is definitly not worth investing points into. If one wants to raise the damage, invest the point into the mastery instead of the skill since it’ll benefit all fire spells. One of the 1st aoe skills obtained by the mage, can be used in conjunction with lightning chase for small mob aoes.

Fire Blaze - lvl 27

Summary:

Extremely close range aoe attack, 3 hits

Instantaneous cast

Comments:

A life saving skill to knock back mobs/players when they reach too close for your personal comfort. Worth investing points depending on one’s playing style.

Trick to using spell effectively

Once a mage reaches a certain level, this skill will start to do large knockback and some times the 3 hit aoe will only hit once or twice due to the knockback. To use the spell effectively, target your mob/opponent push ~ (auto attack), and right after the 1st physical attack w/ the wand/staff push W (move forward). Right after moving forward use the attack. Why? Simple, you will be positioned almost directly upon the mob/opponent and the all 3 attacks will connect since the mob/opponent will be forzen within your aoe range (theres no corners in the middle of a circle).

Fire Fury - lvl 36

Summary:

Mid-range aoe attack, 3 hits

Relative large radius

Slow casting time

Comments:

One of the fundamental aoe skills a mage MUST have. This spell will be used until the high 80s, due to low mana cost and high damage. Definitly worth skill point investment.

CAUTION

DO NOT level this skill beyond level 6 max. The cooldown time for skill above level 6 will not allow a continuous aoe cycle for a tri-elemental mage. There will be a delay in the casting time if one were to increase aoe level above 6.

Flame Burning - lvl 51

Summary:

Mid-range single mob/opponent attack, 6 hits

Comments:

A more pvp oriented spell with 6 hits that does good knockback upon leveling the skill. At level 1 the skill will not do any knockback, don’t let the spell description fool you. A worth while spell to have, but not necessarily worth investing points into until much much later levels where there are points left to invest. I personally did not get this skill until mid level 60s, when I actually started pvp/pk.

Blast Phoenix - lvl 81

Summary:

Mid-range aoe attack, 1 hit

Comments:

A single hit aoe attack that does a large amount of damage, however with experiments the single hit attack does not do as much damage as the total damage dealt with a leveled up 36 aoe. However, skill is definitely good for knockback for the crucial few mili-seconds to start cast for next spell. Contraire to popular belief/rumor, this skill does not miss.

Infernal Pillar - lvl 92

Summary:

Mid/Close-range aoe attack, 2 hit

Large radius

Comments:

Double hit aoe attack with a large radius, does large amounts of damage while doing additional burning damage through shield.

Ice Elemental Skill Analysis

Ice Mastery

Summary:

1 pt = +3% elemental attack, +1% elemental resistance up to lvl 5, then +2% elemental resistance

Max level = 10 - +30% elemental attack, +15% elemental resistance

Achievable max at level 50

Comments:

One of the best ways to boost spell damage for all attacks of a certain element without spending points into leveling them. The mastery will passively increase all attacks of that element by a certain percentage. Definitely worth leveling up. However, one must be careful not to get too overexcited with the distribution of points. A tri-elemental mage will usualy only have enough skill points to level up 2 masteries to lvl 10 leaving the other mastery at a much lower level until the later point of the game.

Ice Bolt - lvl 7

Summary:

Long range single hit

Lower cooldown time than fire bolt

Comments:

A basic skill required for later spells in the ice tree, used in conjunction w/ fire bolt and lightning bolt for a continuous spam. Spell definitely not worth while for skill point investment.

Ice Wave - lvl 16

Summary:

Long range single hit

SLOWING effect

Comments:

THE most used spell in pvps, damage is nothing to be proud of. Spell not worth the investment for crucial skill points. This spell will be utilized all the time in pvp, however in pve there is limited usage due to the aoe nature of the mage. A single slowing spell does not work in aoe situations. However, the spell is useful against bosses and other players.

Ice Spike - lvl 27

Summary:

Mid range single hit

POSSIBLE brief period of freezing

Very slow casting time

Comments:

A very controversial spell. Virutally useless in pve situations due to long casting time and random freezing possibility. Limited use within pvp, if one were to utilize this spell, it MUST be use in conjunction along with ice wave or the spell will not work at all since the opponent will be very close due to the extremely slow casting time. The freezing effect lasts very briefly (under 1 second), use caution when casting spell to ensure maximum distance separation.

Ice Storm - lvl 36

Summary:

Mid range aoe, 3 hits

Comments:

One of the three most important offensive spells in a tri-elemental mage’s arsenal. Do not be fooled by the usefulness of the spell, this spell is not used for damage purposes but it is used to maintain a continuous stream of aoes upon the target. Has no special side effects.

CAUTION

DO NOT level this skill beyond level 6 max. The cooldown time for skill above level 6 will not allow a continuous aoe cycle for a tri-elemental mage. There will be a delay in the casting time if one were to increase aoe level above 6.
ice Blanket - lvl 51

Summary:

Mid range single target, 6 hits

Fast casting

Comments:

A more pvp oriented skill due to the ability for knockback at higher levels. The spell is not superbly useful due to the low damage of the ice element. I will not recommend this skill, however it is a must for lvl 81 spells unfortunately. DO NOT invest skill points into this spell.

Freezing Spirit - lvl 81

Summary:

Mid range aoe, 1 hit

Slows movement and attack speed by 50%

Large radius

CAN miss

Comments:

A direct line aoe casting a large radius for freezing effect very effective vs. mobs due to straight line movement. Must be cautious to use in pvp due to the very high possibility of spell missing.

Tricks to using spell effectively

Can be used very well if one is familiar with pre-casting. Cast ahead of the opponent via predicting their movement path. For added effectiveness, use in conjunction along with ice wave for slowing, and ice spike for a temporary freeze to cast the directional freezing spirit.

Gracious Eddy

Summary:

Mid range aoe, 5 hit

Decrease target movement/attack speed by 50%

Comments:

Unlike freezing spirit this spell will not miss and is a guaranteed slow. Best used in conjunction w/ freezing spirit, imitid flash, and thunder spear.

Lightning Elemental Skill Analysis

Lightning Mastery

Summary:

1 pt = +3% elemental attack, +1% elemental resistance up to lvl 5, then +2% elemental resistance

Max level = 10 - +30% elemental attack, +15% elemental resistance

Achievable max at level 50

Comments:

One of the best ways to boost spell damage for all attacks of a certain element without spending points into leveling them. The mastery will passively increase all attacks of that element by a certain percentage. Definitely worth leveling up. However, one must be careful not to get too overexcited with the distribution of points. A tri-elemental mage will usualy only have enough skill points to level up 2 masteries to lvl 10 leaving the other mastery at a much lower level until the later point of the game.
Lightning Bolt - lvl 7

Summary:

Long range single hit

Comment:

Basic spell as fire bolt, and ice bolt. DO NOT waste points into leveling this skill, it will be replaced as soon as chain lightning is avaliable.

Chain Lightning - lvl 16

Summary:

Long range single/aoe hit

CAN miss

Comment:

The very 1st real aoe skill for a mage comes with this spell. One must get used to the idea of luring 3 separate mobs with lower level spells and once they aggregate the mage can use chain lightning to hit them all, followed by a fireball which also has a small radius aoe. Level up this skill with discretion, it will not be very useful upon reaching lvl 36 aoes, however it still has limited use in later levels.

Tricks to using spell effectively

Lure aggro mobs via running by them, NOT THROUGH them! One can only get 3 mobs following, one can herd them into a tight bunch by looping around them. Once the mobs are in close proximity, the small radius aoe w/ chain lightning and fire ball can begin.

CAUTION

If chain lightning is used as the opening spell, it WILL miss! So use another spell such as fireball for the opening spell.

Lightning Chase - lvl 27

Summary:

Mid range single hit

Small aoe radius

CAN miss

Comments:

One of the more interesting skills due to the small aoe radius and relatively good damage. Skill can be used in conjunction along w/ lvl 36 aoe or as a close range defense w/ lvl 27 fire blaze. Specific use is not limited towards pve, however in a pvp this spell is relatively slow casting compared to the damage done to opponent.

Lightning Storm - lvl 36

Summary:

Mid range aoe, 3 hit

Comments:

The third of the 3 incar aoes. Has relatively good damage upon leveling the spell. Used in a continuous chain along with other lvl 36 aoes.

CAUTION

DO NOT level this skill beyond level 6 max. The cooldown time for skill above level 6 will not allow a continuous aoe cycle for a tri-elemental mage. There will be a delay in the casting time if one were to increase aoe level above 6.

Cruelty Lightning

Summary:

Mid range single target, 6 hits

Comments:

Another pvp oriented skill due to its knockback at higher spell levels. Points are definitely WORTH investing if one has spare points due to its usage later in conjunction with imitid flash for added damage boost. Has slower casting speed than the other 51 spells due to attack animation, use at max distance.

Thunder Spear - lvl 92

Summary:

Mid range aoe, 2 hits

CAN miss

Comments:

A spell similar to freezing spirit due to the straight line nature of the spell. One can easily dodge the spear if not slowed/frozen

Imitid Flash

Summary:

Mid/close range aoe, 5 hits

Large radius

Will damage opponent through shield for a small duration

Will boost lightning damage of all lightning attacks by 10% for every 1 skill point used starting at 20% increase initially

Comments:

The spell that makes mages shine above the rest of the classes, this skill alone is not superb damage wise, however the side effects of the damage amplifier makes this skill a crucial part to any mage’s arsenal. Spell will initially cast a close range aoe creating knockback, and then later will TEMPORARILY boost all lightning attacks by a certain percentage.

Skill Tree Comparison

The skills listed/analyzed above works best when they are used in conjunction with each other. However, one has to realize that each element has its pros and cons.

Fire

Pros:

Highest damaging element

Cons:

Slowest cooldown time

An element that most players will protect themselves against due to python castle

Ice

Pros:

Special side effects (slowing/freezing) w/ certain spells

Cons:

Lowest damaging element

2nd slowest cooldown time

Lightning

Pros:

Fastest cooldown time

2nd highest damaging element

Cons:

CAN miss

ALL CREDITS TO ENVY’S MAGE DOOD - TsumeNoHikari

GOOD JOB TSUME!