Feoh Wizard guide: Feoh Wizard, Goddess of Destruction
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.
- Dark elves have
Disparition: Removes all negative effects and increases Speed by 30 for 5 sec. Prevents the character from being targeted! - The Kamael have
Soul Protection : For 20 sec. lets you block 2 negative effects. - Light elves and humans don't have such good racial abilities, but since I play a human (ex-Archmage), I should mention
Unbind: Removes poison/bleed/hold/stun effects and makes the character immune to these effects for 10 seconds.
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.
Skills from subclasses
I advise taking:
-
Blessing of Protection Lv. 3. Reduces skill reuse and their MP. consumption by 3% -
Blessing of Protection Lv. 6. P. Def. +90, M. Def. +90. -
Blessing of Protection M. Critical Rate increase +30.
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
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
Twilight Tunic Magic Type / Robe, Seth
Seraph Tunic Magic Type / Robe, set 1800 +4: increases M. Evasion by +3 and gives Mental Resistance +9
Jewelry
- Here, of course, the Kadeira jewelry set:
Seraph Ring,
Seraph Earring,
Seraph Necklace - but the new one is much more useful and easier to get:
Olympiad Guardian Warrior's Ring,
Olympiad Guardian Warrior's Earring,
Olympiad Guardian Warrior's Necklace. For it you need to fight at least 10 matches on each Olympiad day. - I don't feel like talking about epics, but I'll share my opinion. Whatever anyone says, against melee (daggers, archers, enchanters, tanks, tyrants) we also wear
Earring of Zaken-
Earring of Antharas (a shame about it, since unblessed it's almost useless). The rest of the jewelry is chosen by calculation: take whatever has more M. Def.
Hair Accessory
Active skills
I won't describe them all, only the ones in demand for PvP, PvE and the Olympiad.
Offensive
(So the enemy can't reach you, the first two skills should be used together with the wind attribute active)
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
Buffing
Debuffs
Almost useless
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:
Blue Talisman - Divine Protection
Red Talisman - Life Force Resurrects with full HP. - R Talisman - Remove Debuff
- P. Def. Talisman, Active +147
- P. Def. Talisman +3%
- P. Def. Talisman, Passive +49
- Pull Resistance Talisman. Passive.
As you've guessed, this is against all kinds of tyrants/tanks/daggers/enchanters.
- M. Def. Talisman, Active +84
- M. Def. Talisman +3%
- M. Def. Talisman, Passive +28
- M. Atk. Talisman, Passive +56
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:
- Special talisman reducing MP consumption by 15%, 600 units. Designed for 10 h of nonstop farming.
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.
- 1) Active VM: increases your M. Critical Damage +40. More useful than reflect against healers. Reuse 5 min
- 2) Celestial: gives 7 seconds of invulnerability, reuse 30 min
- 3) Heal: restores 841 HP to you; crits very often, healing an extra 1682 HP. Reuse 30 sec.
- 4) Refresh: your skills recharge a bit faster. Reuse 10 min.
- 5) Clarity: reduces MP consumption of all skills. Reuse 5 min.
- 6) Reflect: active, reflects 20% of damage, very useful. Unfortunately, it's more useful for tanks, healers and enchanters, but not bad either.
- 7) Reflect: passive, reflects 20%; a mage doesn't need it, but let it be just in case.
You also need a Staff of Evil Spirits (SoES) with the SA
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
- 1) Summoner
- 2-3) Healer
- 2-3) Tank
- 4) Tyrant
- 5) Enchanter
- 6-7-8) Dagger/Archer/Mage
This article was copied from the forum thread GoHa.Ru - Feoh Wizard Guide



