BEST tats sps

Player Questions Started Last reply 22 posts
what are the best tats for SPS ? i wanna do pvp pve :)
i dont really got into mages so i dont got a clue about tats for mages ^^
***No-brainers = get them ASAP after 40***
+4int -4men
+4wit -4men

-3rd tat is a toss-up
+4Con -5Str (cheap one, as the much more expensive -4str one isn't that much more useful)
+1Int -1Men
+1Wit -1Men

Any of the above make sense as Str is pointless and Men is much weaker than either Int or Wit.
aah nice thx il go int :) thx for info
I went +4 INT +4 WIT -8 MEN (yes that's two -4 MENs) and +4 CON -5 STR

the extra CON helps if you use demon robes at all.
i dont plan on using them thoug ^^

is the -men that much of a biggie? what did i affect most in your opinion
-Men's biggest problem is losing Mdef (a very powerful stat)

Mana regen and max mana losss are so miniscule as to not be noticeable at all.
well i use a +4 int/-4men and the +4con/-5 str. I havent put on the +4 wit/-4men though, , Instead I use the gr magic haste pots, an acumen weapon and DC robes....I am just leery about dropping that men down another 4
hmm so you get screwed when you wanna go pvp against mage etc or in a siege you get a nuke on ya guaranteed
The hit to MEN is offset by the huge huge bonuses you get from WIT and INT.

Not to mention there are a million things you can buff yourself to resist mage attacks (mental shield/aegis, resist wind, resist fire, resist aqua, song of warding, holy/unholy resist, divine protection, etc). So don't even worry about MEN.

You get SCREWED going against an archer, not another mage. But that has absolutely nothing to do with how good your MEN is.

hmm so you get screwed when you wanna go pvp against mage etc or in a siege you get a nuke on ya guaranteed



No, because every mage that is not an idiot uses those same similar tats. So it evens out.
+4 WIT/-4 Men, +4 INT/-4 MEN, +4 CON/-5 STR

I like the extra HP, and the extra bonus to weight gouge is also a plus (no one has mentioned that CON affects how much you can carry...).

In C/B grade I would wear demon robes. You cast fast enough, but you ned the M.Atk cause you have innate lower INT. Demon Robes is like another +4 INT/-1 WIT Tatoo... And it makes quite a difference.

But for tats, I'd go for CON on the third tatoo, for aforementioned reasons (HP and Carrying Capacity).

Then again, I guess you have it good, cause you don't have to carry cursed bones...

The hit to MEN is offset by the huge huge bonuses you get from WIT and INT.

Not to mention there are a million things you can buff yourself to resist mage attacks (mental shield/aegis, resist wind, resist fire, resist aqua, song of warding, holy/unholy resist, divine protection, etc). So don't even worry about MEN.

You get SCREWED going against an archer, not another mage. But that has absolutely nothing to do with how good your MEN is.

basicly you get screwed when you fight ANY acher as a mage ? no chance 2 win ?
Just about everything is screwed against a fully buffed archer unless it has highly OEd armour. :p
`y thats suxass :<
+4 con is a lot more usefull then +1 wit or +1 int, if you ask me. maybe if you are 100% PvE, +1 int is worth it. if you plan to PvP, +4 con is a lot of HP.
Because there are a million things you can do to resist a mage, and virtually nothing you can do to resist an archer in comparison. Plus archers do not get interrupted, their shots do not fail (but can miss or be shield blocked) and they crit at a ridiculous rate compared to a mage. Plus they get sets that enhance their dmg output like majestic light.

Just about everything is screwed against a fully buffed archer unless it has highly OEd armour. :p



What if you cancel that fully buffed archer? and with your resist shock its gona be a GF^^.


What if you cancel that fully buffed archer? and with your resist shock its gona be a GF^^.



Problem is the arrow will fire before the cancel fires, oftentimes doing half the sps' total hp+cp in damage. If the cancel works, then the archer will need maybe 2-3 arrows to kill off the sps, while the sps will still need 5-6 uninterupted spells to kill off the archer.

Best option a nuker has vs an archer really is bsoe or maybe sleep + regular soe if you feel really lucky.
The main bad part about -8men is not the MP lose or the lower mdef, the mdef really dont go down to far its the lack of debuff/curse resist. if you get -8men, things like anchor or silence will land much easier. When it comes to archers, Shock resist is good to have, cause if they cant stun you, you might can take them down. I dont play pure nuker, i play necro so i might not have the same trouble with them as typical nuker. Transfer Pain, set summon to stun, anchor and /sit.
The other problem is the range of archery and the range of cancel, or fear, or any othr control method.

Nevermind they just gave archers even MORE range in Interlude.

A fully buffed endgame archer is going to double-click from out of a mage's range and have a 50% (more than that from behind) chance of one-shotting the mage.

If he doesn't crit, the mage has to close to 600 range to cancel... its not gonna happen.

Fully buffed archer kills fully buffed mage 100% assuming mostly open field, equal skill and buffs and both parties are aware of each other.

Now if the mage can get a few things to his advantage, he might be able to pull out a win. (spellsinger's burst damage is impressive, it just isn't archery) It's just unlikely... even a moderately buffed archer is more than enough to annihilate a mage's tiny HP.
Yea, once archers get to A Grade, they become the undeniable PvP kings if you are fighting in any area where they can get some range on you. I don't even try to fight them, I just run/hide/soe/etc. if I see an archer coming (or even hear one is OTW).

Archers own Necros just as well as any other mage. What archer lets your pet get to it to stun him before he 1-2 shots it. Even after ur servitor is dead (Transfer Pain aborted), you still have to gain 400 range (he's most likely kiting your servitor at that time to keep the range, if he knows what he's doing) to Anchor him - and hopefully he doesn't resist it. If u nuke him while feared, he will just pop CP pots/GHP after it runs out and you'll be back to where you started, or in a worse position, rather...

Fear is the ultimate weapon against them, but they run so fast that they can actually run out of you range before fear lets go and then you are stuck with an archer hitting you from outside you debuff range.

OTOH, I have seen spell singers go head up with archers and own them (shot for shot). They cast so fast, by the time I get two shots off, an SPS can have 4 shots off (especially if they toggle their nukes).

Stun seems to be the ultimate nuker-bane. I've only been Arrested once, and Anchored once in PvP. But I've been stunned by more classes that I can even recall have the ability to stun. I'm starting to wonder if it may be worthwhile to wear a Majestic Robe set instead of the FoTM DC Robes that every other nuker is wearing...


OTOH, I have seen spell singers go head up with archers and own them (shot for shot). They cast so fast, by the time I get two shots off, an SPS can have 4 shots off (especially if they toggle their nukes).




In fully buffed combat, Spellsingers die before even closing to range to nuke an archer. From the front an archer has a 50% chance to one-shot any spellsinger, and is almost mathematically guaranteed to 2-shot a spellsinger.

Fully buffed spellsingers do 600-800 damage to fully buffed archers who get the perfect buffs. Archers who get reasonable buffs take 1000-1200 per nuke.
78 Hawkeye with BtB 6 and -9 CON and wearing Draconic has 6500 HP/CPs.
Even assuming the mage gets massively lucky (tiny crit rate) and crits, and the archer is not bright enough to buff very well, thats still 3 nukes to kill the archer.

Its not gonna happen unless someone is underbuffed.
The archer wins 100% unless the archer screws up or the mage has some outside help.

As for necro/soultaker cast speed and spellsingers casting 4 times to 2 necro casts... its bull.

Lvl 78 Spellsinger (I hate the 3rd class name) fully buffed cast speed
1644

Lvl 78 Soul Taker fully buffed cast speed
1421


Cast speed is linear, meaning double the cast speed halves the cast time.
Normal nukes like hydroblast are 4 seconds to cast at 333 cast speed, or 2 seconds with bsps

333 = 2 seconds
666 = 1 second
1333 = .5 seconds
2666 = .25 seconds

Since both spellsinger and soultaker are over 1333 for cast speed, standard nukes would be cast in under .5 seconds and over .25 seconds.
(both are going to be casting a base 4 second spell between .4 and .5 seconds)

It would take the spellsinger 1.6 seconds to drop 4 nukes even with the best buffs in the game...
The soul taker with the same buffs will get 3+ nukes even assuming Death Spike is a normal cast speed spell.

Death Spike has a LOWER base cast speed than 4 seconds...

Tren, you were missing a buff or two, or three...