Feoh Wizard guide: Feoh Wizard, Goddess of Destruction

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Feoh Wizard class guide for Lineage 2 Goddess of Destruction: how to complete the Awakening, which skills to take, what to wear and where to level.

Contents

Choosing a race

I recommend choosing from dark elves, Kamael, humans and light elves. Some races are good because of their racial abilities.


Tattoos

Mainly, a mage needs to boost two stats: INT and WIT. Depending on your race, you make a different tattoo build. Some may raise WIT hoping the character will cast faster, others will keep boosting INT trying to increase M. Atk. Since I play a human, I decided this kind of tattoo would suit me.

Lv5 INT Symbol - Legendary Dye.
Legendary Dye Lv. 5 - INT.As a result, +15 INT, +3 WIT, +25 water resistance. It's not that I don't believe in stats like M. Critical Rate, M. Accuracy, M. Evasion and Casting Spd. But still, what matters in INT isn't M. Atk. but M. Critical Damage: mages crit for 4-6k, but crits x2, at 11-14k, are much nicer, and that's what INT gives us. This is just my view; you can do as you like!

Skills from subclasses

I advise taking:

Leveling 85-99

Harnak Ruins: a good place to grind from level 85; undemanding on your party members' gear and skill, and the whole party can be set up on a clicker. You can level here up to level 91. The mobs resist earth; their attack attribute is earth.

Seed of Annihilation: a great place to level starting at level 87-88; demanding on the tank's gear and skill and a bit less demanding on the healer's skill. At first there may be frequent wipes until you get used to it. The Seed of Annihilation is divided into 3 zones: Bistakon ("squirrels"), Kokracon ("birds", "chickens") and Reptilikon ("toads", "frogs"). Bistakon is, in my opinion, a location for melee classes, so I won't cover it. In terms of potential exp I like Reptilikon more, but it's also harder; I recommend standing on the spot to the right of the entrance (right after the descent) and in the tunnel (straight from the entrance). Kokracon suits those who like less stressful grinding. You can level here up to level 92. The mobs resist earth; their attack attribute is earth.

Fairy Settlement: the best location for solo grinding, starting at level 91 (you can level the whole party there if you like). In the peace zone with the tree and big fireflies, from NPC Nerupa cross the bridge to the left of her, then go right across the stream to the big tree, and voilà, there's the top spot (we run circles around the tree). There are several groups of cocoons (from 2 to 5); the technique is as follows: cast Shadow Snare, and before it activates, break the cocoons with a nuke and flood them with AoE (moving toward the center of the Shadow Snare at the same time so the melee fairies don't fall out of range). Another option: break the cocoons, then blink to the farthest one, cast Shadow Snare under yourself (we're in the center), break it and flood everything with AoE. Which option to use depends on the cocoon groups (some are placed so that the first is more convenient, some so that the second is). You can and should level here up to level 96 (if solo). The mobs resist water; their attack attribute is water.

Garden of Genesis: I don't think this location suits a mage, so I won't cover it.

Orbis Temple: a hi-lvl location for leveling all the way up to level 99; I recommend coming here no earlier than level 94. The location is extremely demanding on the tank's and DDs' gear and the healer's skill (you may also need a windowed Sublime). The leveling spots depend on your level, stage and the party's ability to take a decent spot, but in general the best for AoE is floor 2; floor 3 works too (big rooms straight ahead or to the left), but personally I only like it at the scholar stage, since the throwers cause a lot of trouble. The grinding principle is simple: gather mobs, lead them into a corner\against a wall, flood them with AoE: rinse&repeat. Sometimes mobs with a green "Cursed" prefix appear; they need to be marked and killed as soon as possible (if they're casting, interrupt the cast): these mobs cast an AoE debuff that transforms players; it's removed by targeting yourself or a party member and using the skill "Decaying Darkness", or by a cleanse. Level here up to level 99. The mobs resist dark; their attack attribute is dark; the scholars also resist water (from Okela)


Equipment

Weapons

Weapon raksilion i00 0 Apocalypse Retributer, 300

Weapon raksilion i00 0 Specter Retributer, required 300 attribute of whatever you like, but preferably wind, since it has a knockback effect. In 7x7 PvP, when your 3 mages hit the assist, constantly pushing the target and interrupting casts. Very unpleasant!

Armor

Etc recipe gold i00 0 Twilight Tunic Magic Type / Robe, Seth

Armor helmet i00 0 Seraph Tunic Magic Type / Robe, set 1800 +4: increases M. Evasion by +3 and gives Mental Resistance +9

Jewelry

Hair Accessory

Demon Circlet Demon Circlet +10% M. Atk.


Active skills

I won't describe them all, only the ones in demand for PvP, PvE and the Olympiad.

Offensive

Elemental SpikePower 121. A skill with small damage and a debuff. The max debuff is lv. 3, which cuts the attribute by 100 units (it cuts the attribute you have active). For raids it's important that all mages in the party use the same attribute, or you'll be overwriting each other's debuffs. One more nuance: with double casting this debuff cuts all attributes at once (except light and dark) by 100 units, thereby overwriting your party member's debuff even if you hit with the same attribute. So in instances it's best to turn on double casting at the same time.
Elemental CrashPower 144. Depending on the attribute, it applies extra properties besides damage. Wind: knockback; Water: slows the target; Earth: root; Fire: Fear (though the enemy just stands there stunned; either Innova mistranslated it or something else is going on). With "Double Casting" the skill starts stunning like crazy.

(So the enemy can't reach you, the first two skills should be used together with the wind attribute active)

Elemental Destruction Power 356. The main damage skill, single target only.
Elemental Storm Power 238. The strongest AoE.
Elemental Blast Power 194. The second strongest AoE.
Magical Charge Attacks nearby enemies with 121 power. Inflicts Stun, cancels enemies' targets and teleports your avatar to the front.

The two main maneuvering skills. Remember, if you keep blinking away from daggers/summoners/tyrants, eventually they simply won't attack you, since they can't catch you; tested from personal experience against 98-99 daggers and summoners

Magical EvasionAttacks nearby enemies with 121 power. Inflicts Stun, cancels enemies' targets, and teleports your avatar to the back.

Buffing

Air Rider Increases Speed by 60 for 15 sec. The effect disappears if the character takes damage. I'll let you in on a little secret: if at the Olympiad you use Arcane Barrier and then Air Rider, the skill won't stop working when you take damage.
Crystal Form Removes poison/bleed/hold/stun from the character. The character becomes invulnerable for 3 sec. and quickly restores HP and MP. This skill has a secret too: it can be used when you've been knocked up by Hell Binding (a mage's single-target one), but unlike the dark elves' racial skill "Skill (1912)", it doesn't take you out of the airborne state.
Ultimate Body To Mind Absorbs 384 HP and restores 400 MP. A kind of mana gain, useful when leveling and farming instances while the bishops' Sublimes are on cooldown.
Arcane Barrier For 20 sec. reduces damage taken by 80%, and the rest of the damage is absorbed by MP. Reflects 10% of damage taken. The effect is cancelled if MP drops to 0. (keep MP for attacking)
Wizard Spirit For 30 seconds, increases M. Atk. by 20%, M. Critical Rate by 50%, P. Def. and M. Def. by 20%, and Evasion by 2. Decreases MP Consumption for magic skills by 50%. When attacked, there is a chance of inflicting magic damage on the enemy.
Double Casting For 30 sec. lets you cast elemental magic with both hands. Reduces the MP consumption of magic by 50% and magic skill reuse time by 5%. Remember that this skill hits WITHOUT an attribute (an oversight by the Koreans, or intended, I don't know).

Debuffs

Death Breath For 15 sec. lowers the target's HP by 480 every second. And there's a secret here too. At level 5 the debuff eats 571 HP per second. 571 times 15 = 8565 HP, not bad, you'll agree, BUT that's at lv. 97, and the skill can be enchanted: enchanted for duel +5, the skill eats 20k HP in 15 seconds. That is, enchanted to +5 it works TWICE as well (maybe +1 is enough too, and beyond that the bonus is tiny; haven't tested). This debuff also works in three modes. 1) As the description says, it's applied and stays on, eating HP. 2) It can deal damage equal to 15 seconds on the enemy (i.e. 20k, if you have it at +5). 3) Damage + another 15 seconds of debuff. Quite a cheat skill at the Olympiad.
Devil's CurseAttacks the enemy and deals extra damage. Power 143. For 15 sec. reduces M. Atk./Casting Spd./Critical Rate/P. Def./M. Def./Speed by 10% and Evasion by 6. Remember: if you need to hit/finish off a single target quickly, use this one rather than Mass Devil's Curse, since it cuts M. Def. more (many have simply forgotten this).
Mass Devil's Curse Deals extra damage to the target and enemies. Power 114. Converts 25% of the damage dealt into HP. Additionally, for 10 sec. reduces P. Def./M. Atk./M. Def./Critical Rate/M. Critical Rate/Speed by 8% and Accuracy by 12.
Hell Binding Lifts and holds the target into the air.
Mass Hell Binding Lifts the target and nearby enemies into the air. Immobilizes them for 9 sec. Also deals 100 damage every second. Meanwhile we can't attack, while summoners with a 10-sec. Hell Binding can still hurt us (unfair).
Shadow Snare Pulls monsters in the marked area to the character. (It levels up to lv. 3. I honestly don't know why, since it works the same at any level; if anyone knows, please write in)

Almost useless

Devil's SwayRefreshes the duration of negative effects on the target. In theory it should work like the healers' 97 skill "Reset", BUT it doesn't work at all; waiting for fixes!
Ignore Divinity Cancels one buff on the target. It can replace the "Cancellation" skill, which cancels old buffs (in mass PvP that's Noblesse, of course). I don't recommend doing that. If you're a party player, "Cancellation" is your bread and butter in PvP. These days mages are dangerous not for their wild damage or fear (hello, crappy chronicles), but for enemies falling a hero's death without Noblesse. If your party has three mages with the old cancel, you simply must kill most strong packs without buffs. At level 98, "Ignore Divinity" cancels two buffs; if you're an Olympiad farmer and hero contender, you can relearn this skill, but I strongly don't recommend it!!!
Death Fear For 10 sec. fills the enemy with terror. Reduces Speed by 40%. A useless skill; it may be worth using if you're leveling in Orbis and some alt is pestering you. Throw fear on him, and running off in the opposite direction he'll aggro mobs that will kill him. Yes, you're right, it works on unflagged characters
Mass Death Fear For 10 sec. fills the enemy and other nearby enemies with terror. Reduces Speed by 25%. This skill works only on flagged characters and generally doesn't land. It may be worth using in mass PvP, on the off chance.
Death Siphon For 10 sec. attacks the enemy, dealing 25 damage every second. 100% of the damage the target takes is converted into HP. Another useless skill. If you're having fun at the Gludio/Dion gates and are badly beaten up with no healer in the party, you can regen your HP off any NPC.
Death Howl Attacks and pushes back surrounding enemies, dealing extra damage. Power 126. Meh, a push.


The build you need for the Olympiad

Basically, the build I use should be on any mage who farms the Olympiad and wants to become a hero. Let's start with talismans:

As you've guessed, this is against all kinds of tyrants/tanks/daggers/enchanters.

These are used in fights with mages and healers.

There's one more secret: if you take a summoner/enchanter sub and level it to 85, you can get these classes' special talismans in a fortress, and they're quite something. Here's the main one that any mage will need in PvE/instances:

That's talismans sorted. Now it's time for the magic sticks. These are weapons with very interesting skills inserted. You need 76+ life stones of any grade. (It took me a long time to get them.) The price varies widely, since nobody has cancelled Korean RNG. Some spend two LS to get an active reflect, while others blow whole fortunes. It cost me a very small sum of 350kk, not much for a big boost at the Olympiad.

You also need a Staff of Evil Spirits (SoES) with the SA Skill1045 0 Bless the Body: +30% HP inserted. I see no point in using a Mental dagger, since sometimes there isn't enough time; the Blessed HP from the SoES gets buffed first anyway. So: open the list of match participants and don't close it when you jump in. After jumping in, press refresh and see who you're fighting. If the name is familiar and you know what class you'll be fighting, good, but what if you get a name you don't know? No problem: you should have a macro /target character name. You don't have to type the whole name, just one letter, but there are some tricks to know. If the name is in English, one letter is enough, uppercase or lowercase doesn't matter; just remember that the name shouldn't start like yours, or you'll target yourself; in that case add one more letter to the macro. If the name is written in Cyrillic, follow the capitalization. Having targeted them, look at what buffs they have and what skills they cast before the fight, putting on the talismans for that class at the same time, and buff up. I always buff the same buffs no matter who I'm fighting:

In exactly this order; at the NPC they'll appear as numbers starting from the top 1,2,9,5,6. In fact, you have to find out what class you're fighting, put on the right talismans, buff from the NPC and constantly keep Bless the Body on yourself, all at the same time. As soon as it lands, heal yourself with the LS in your weapon, cast the active talisman and then another active LS. And voilà, you're ready for the duel.

Later I'll add which tactics I use against every class and how a mage should behave in 7x7 mass PvP. For now I just want to make a list of Olympiad farmers

This article was copied from the forum thread GoHa.Ru - Feoh Wizard Guide