When awakening from a Soul Taker to a FEOH Wizard:
Anyone have some insight on some of the new skills and which are worth replacing? I've learned all but a few since the ones I did learn, the skills they replaced weren't really worthwhile, however, Day of Doom seems like it may be worth keeping as well as a few others. Is Hell Binding really that useful as to give up sleep, silence AND curse of doom? Or is there such a low land rate on those at 85 that they are useless? And Arcane Power vs Wizard Spirit? Wizard Spirit would be great for pvp, but ultimately the 10m CD, is it worth it? Devil's Way, Arcane Barrier? Initial thoughts are that all new skills will be better than old ones, but with no increased levels of them later and the skill description in comparison it leaves a little doubt.
Advice from some of the more experienced FEOH would be much appreciated. :]
I also noticed that when I awakened and after learning skills that I retained Summon Cursed Man, however upon logging in today (eventually) that I no longer have this skill. Glitched that I had it to begin with?
I also noticed that when I awakened and after learning skills that I retained Summon Cursed Man, however upon logging in today (eventually) that I no longer have this skill. Glitched that I had it to begin with?
Common glitch. I kept buffs on all the toons I've awakened, sad when they go on logging.
@OP Arcane power gives my nuker +3k m.atk for next to no loss, definite keeper.
Have you tested the new arcane barrier? Some sites say it's 80% dmg to mp, so I was wondering if it was wrong description ingame. I haven't learned it on my nuker yet.
Arcane Power is overriten by Wizard Spirit. Its better than arcane but on a 5 min CD for 30 secs. Its a thought choice.
Wizard Spirit (can go to lvl 2 on 95)
Increases M. Atk.+20% , M. Critical Rate +50%, P. Def. and M. Def. +20%, and Magic Evasion increased by 2 while reducing MP cost for magic skills by 50% for 30 seconds. When you receive magical damage, the damage may reflect back on the enemy.
Arcane is a no brainer. as we lose the summons it makes no sense to keep transfer pain.
Arcane Barrier
Lv.1 – Buff Skill
80% Damage is absorbed by your MP instead of your HP for 20 seconds. Also, reflects back 10% damage on the enemy. The skill expires when your MP runs out.
i believe this means.
you get hit by 100points. 20 points are substracted of your HP, 80 points are substracted from your MP. this could burn your mp... really fast
Keeping Curse of Doom instead of Hell binding. depends on can you actually land doom ona awakened?
Yeah, when I initially posted this I hadn't logged out from awakening so I was under the impression I got to keep my Summon Cursed Man. I still had it in my skill list, thus why I considered keeping transfer pain. False hope of a hint of Necro remaining as FEOH. Oh well.
And since hellbinding seems useless anyway for the moment, I kept Curse of Doom. Whether it still lands or not is still to be found out. I'm guessing not so much, but maybe. :)
Also, the in game description of Arcane Barrier is only 20% damage directed to mp, not 80% as other sites state. :/