It’s an earth steal that does not require a line of sight. All of the spells have a lame minimum range so that shouldn’t be too much of a problem unless you were hoping to dodge around and cc stuff. It also puts you in a weakened state, meaning you can’t close-combat while wearing this mask. You may want to level it for the +dodge increase since it also gives it to people near you, but I think most agi hybrids won’t have that much of a use for it. I wouldn’t suggest leveling it because you can use Stampede, which allows you to teleport one square away, while wearing it. This mask gives a +Dodge buff to you and people next to you that increases as the mask levels. Keep in mind that at higher levels it’ll be easier for you to take away most enemys’ shields than for them to take away your shield when you use this spell. It’s nice to use if you’re stacking shields, but I wouldn’t see leveling it to be a good idea unless you have spare points or are part/full vitality. It gives 10% of your total hp worth of shield to everything in the fight for two turns. This is the spell you get from the class temple. Int, bit of an inside joke in Critical Failure, you could use int with a build to be able to use a stormcloud staff. But then you might as well use an eni instead for actual heals. If you have around 5000 hp then that’s 1150 right there. Vitality…shields can give 23%~ of the caster’s hp. There are also a few builds that I could see possible but wouldn’t really suggest using unless you want to be “different”. Chance spells mainly involve the pushing and pulling of enemies, strength and agi spells have a nice mix of moving the caster as well as mp stealing. This would mean that your main choices would be str/agi, cha/agi or cha/str. Since there are a limited number of spells per element, it makes sense that you would want to make your masqueraider be hybrid. Given the caps (1:1 to 100, 2:1 to 200, 3:1 to 300, 4:1 to 400…), if you scroll you can have 300~ of two stats or 419 of one stat. Each type of mask has one spell of each of these elements. Only one can be used per turn, which keeps you using one style at a time.Īlright, so masqs have three elements that they can deal damage with: earth, air and water. Each mask is 2 ap to use and has a cooldown of 4, but the cooldowns for the other two masks are set to 0 when a mask is equipped. The classic mask revolves around hp steal attacks and the overall locking of enemies, the cowardly mask revolves around running and keeping enemies at a distance while helping allies to escape as well, and the psychopath mask revolves around dealing as much damage as possible at a close range while stacking buffs. There are three masks that the class can switch between (putting the character into an assigned state) and each mask has a different set of spells that can only be used while wearing the mask they belong to. Masks are a unique class that have a set of spells revolving around a style similar to that of Pandawa’s Boozer state. Figure I’ll type up my thoughts and opinions on what I’ve seen of them so far.
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