User:Immortalbob/Guides/Guide to Imbuing: Difference between revisions

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(Created page with "{{RightToC}} == Overview == Welcome to my guide here I hope to explain Damage Over Time spells, how they work, and how to efficiently use them when playing a Void mage. == What is Damage Over Time == Damage over time spells are exactly what they sound like. Instead of direct damage (like war magic) these spells last a specified amount of time, and tick away health every 3-4 seconds. == List of Spells == === Player Castable Spells === Void Magic * Destructive Cur...")
 
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{{Related|Armor Tinkering|Weapon Tinkering|Magic Item Tinkering}}
'''See also [[User:Joeblow8579/Guides/Guide To Weapon Imbues]]'''
{{RightToC}}
{{RightToC}}
== Overview ==
== Overview ==
This guide will explain the different types of imbues, how they work, and how to apply them effectively.
Welcome to my guide here I hope to explain Damage Over Time spells, how they work, and how to efficiently use them when playing a Void mage.


== Some notes on imbuing ==
== What is Damage Over Time ==
* Imbues should be your first tinker. However, a foolproof tinker can be done as the final (10th) tinker and still retain the 100% chance of landing.
Damage over time spells are exactly what they sound like. Instead of direct damage (like war magic) these spells last a specified amount of time, and tick away health every 3-4 seconds.
* All imbues count as 1 tinker on your item.
* You may only imbue an item once and it is final.
* When attempting a resistance rend, be sure to verify the element of the weapon matches the type of salvage.
* All imbues have a maximum chance of 33% to land.
* The [[Charmed Smith]] augmentation increases the chances of landing an imbue to 38%.
* Void mages do not need resistance rends, or armor rending.  Void spells do not take life protections, or armor into account.
* War mages do not need Armor Rending, as war spells do not take armor into account.
* Melees and Archers can make use of any and every type of imbue.


== Armor Imbues ==
== List of Spells ==
There are three types of imbues available for armor and shields. These imbues add +1 to your total Melee, Missile, or Magic Defense per piece of armor. These imbues can stack, and are effective up to a maximum of +10 defense (9 armor slots + shield).
=== Player Castable Spells ===
[[Void Magic]]
* [[Destructive Curse (Spell)]] - <font color=cornflowerblue>Slavu Bor</font> - Up to 357 points of health over 30 seconds.
** Direct Cast, Very short range (10.9yds)
* [[Corrosion (Spell)]] - <font color=cornflowerblue>Zojak Bor</font> - Up to 448 points of damage over 15 seconds.
** Bolt type spell, slow moving
* [[Corruption (Spell)]] - <font color=cornflowerblue>Jevak Bor</font> - Up to 357 points of damage over 30 seconds.  
** Blast type spell, shoots 5 bolts outwards
[[Aetheria]]
* [[Surge of Affliction]] - Up to 150 points of damage over 19 seconds
** Direct cast


These imbues use the [[Armor Tinkering]] skill.
=== Creature Only Spells ===
[[Burning Sands Infliction]] - Cast by [[Burning Sands Golem]]


=== Salvage ===
== How to decrease the damage of incoming DoT spells ==
Below is a list of the salvage types used.
Currently, there are two ways to mitigate incoming damage from DoT spells.  
{|class="wikitable sortable"
* [[Damage Reduction (Spell)]]
! Name
** Decreases the amount of incoming damage from all attacks.
! Use
** Can be stacked up to a 35% decrease. ''See [[Rating#Damage_Resistance_Rating|Damage Resistance Rating]]''
|-
* [[DoT Reduction (Spell)]]
| {{Icon Link|Peridot Salvage}} || Increases Melee Defense by 1.
** Decreases the amount of incoming damage from DoT spells.
|-
** Can be stacked up to a 36%(40?) decrease using Vigor [[Aetheria]].
| {{Icon Link|Yellow Topaz Salvage}} || Increases Missile Defense by 1.
|-
| {{Icon Link|Zircon Salvage}} || Increases Magic Defense by 1.
|-
|}


=== Foolproof Salvage ===
== How to increase the damage of outgoing DoT spells ==
Foolproof salvage is guaranteed to land on the desired item.<Br>
Currently, there are 2 ways to increase outgoing damage from DoT spells.  
It can be purchased from [[Hisham al-Evv]] for {{Icon Link|Small Olthoi Venom Sac}}s.
* [[Damage (Spell)]]
{|class="wikitable sortable"
** Increases the amount of damage from all outgoing attacks.
! Name
** Can be stacked up to a 35% increase. ''See [[Rating#Damage_Rating|Damage Rating]]''
! Cost
* PVM/PVP Bonus on Wands
|-
** Increases the amount of damage from all outgoing nether attacks.
| {{Icon Link|Peridot Foolproof}} || 10
** Maximum possible(without rares) is 35% vs monsters, and 8.75% vs players. (12% wand with [[Incantation of Spirit Drinker]], [[Epic Spirit Thirst]], 10 [[Salvaged Green Garnet|Green Garnet]] tinks, and the [[Maelstrom of Souls Gem]], not imbued.)
|-
| {{Icon Link|Yellow Topaz Foolproof}} || 5
|-
| {{Icon Link|Zircon Foolproof}} || 10
|-
|}


== Jewelry Imbues ==
== Playing your Void Mage efficiently ==
Jewelry imbues can be used to add minor attributes, vitals, and regeneration cantrips.
=== More DoTs = More Damage ===
Adding to Void's interesting repertoire is the ability to increase damage for anyone attacking the target that a void mage has landed DoTs upon.


These imbues use the [[Magic Item Tinkering]] skill.
Each DoT applied adds an incoming damage modifier to the target. With all 3 level 8 DoTs applied to a target, the target will give +27 damage [[Rating]] to anyone attacking it. (This translates to roughly 21% damage boost, see [http://forums.ac.turbine.com/showpost.php?p=545798&postcount=3 Noworries'] post on the official forums)
=== Minor Attribute Cantrips ===
{|class="wikitable sortable"
! Name
! Use
|-
| {{Icon Link|Agate Salvage}} || Imbues the target with [[Minor Focus]].
|-
| {{Icon Link|Bloodstone Salvage}} || Imbues the target with [[Minor Endurance]].
|-
| {{Icon Link|Carnelian Salvage}} || Imbues the target with [[Minor Strength]].
|-
| {{Icon Link|Lapis Lazuli Salvage}} || Imbues the target with [[Minor Willpower]].
|-
| {{Icon Link|Rose Quartz Salvage}} || Imbues the target with [[Minor Quickness]].
|-
| {{Icon Link|Smokey Quartz Salvage}} || Imbues the target with [[Minor Coordination]].
|-
|}


=== Vital Cantrips ===
In group fights, the void mage plays somewhat of a support role in increasing the damage of the entire fellowship.
{|class="wikitable sortable"
! Name
! Use
|-
| {{Icon Link|Azurite Salvage}} || Imbues the target with [[Wizard's Intellect]].
|-
| {{Icon Link|Hematite Salvage}} || Imbues the target with [[Warrior's Vitality]].
|-
| {{Icon Link|Malachite Salvage}} || Imbues the target with [[Warrior's Vigor]].
|-
|}
=== Regeneration Cantrips ===
{|class="wikitable sortable"
! Name
! Use
|-
| {{Icon Link|Citrine Salvage}} || Imbues the target with [[Minor Stamina Gain]].
|-
| {{Icon Link|Lavender Jade Salvage}} || Imbues the target with [[Minor Mana Gain]].
|-
| {{Icon Link|Red Jade Salvage}} || Imbues the target with [[Minor Health Gain]].
|-
|}


== Trinket Imbues ==
=== High Health Target ===
''See [[Trinket Imbuing]].''
When fighting against a single high health target, efficiently managing your DoTs can maximize your damage output. The idea is to have your DoTs continually ticking away while you throw in nether bolts when possible. Take into account that Destructive Curse, and Corruption both last for 30 seconds, and Corrosion lasts for 15.  Also, the wind up speed for a level 7 or 8 spell is 4 seconds.


== Weapon Imbues ==
Below is an efficient cast order that is repeatable.  Managing mana and stamina will cause you to break this loop up, I would suggest trying to fit the stamina to mana, and revitalize spells in place of nether bolts as not to have your dots drop off.
There are ten types of imbues available for weapons, and wands. These imbues add 1 special property per weapon. You cannot apply more than 1 imbue to any given weapon.
{|class="wikitable"
 
!Cast Order
=== Salvage ===
!Colspan=8|Time Remaining
Below is a list of the salvage types used.
=== Resistance Rending ===
Use [[Weapon Tinkering]] to apply these imbues.
{|class="wikitable sortable"
! Name
! Use
|-
|-
| {{Icon Link|Aquamarine Salvage}} || Imbues the target with Cold Rending.
|Destructive Curse || 30s || 26s || 22s || 18s || 14s || 10s || 6s || 2s
|-
|-
| {{Icon Link|Black Garnet Salvage}} || Imbues the target with Pierce Rending.
|Corruption|| || 30s || 26s || 22s || 18s || 14s || 10s || 6s
|-
|-
| {{Icon Link|Emerald Salvage}} || Imbues the target with Acid Rending.
|Corrosion ||  || || 15s || 11s || 7s || 3s ||  ||  
|-
|-
| {{Icon Link|Imperial Topaz Salvage}} || Imbues the target with Slash Rending.
|Nether Bolt ||  ||  ||  || 0s ||  ||  ||  ||  
|-
|-
| {{Icon Link|Jet Salvage}} || Imbues the target with Lightning Rending.
|Nether Bolt ||  ||  ||  ||  || 0s ||  ||  ||  
|-
|-
| {{Icon Link|Red Garnet Salvage}} || Imbues the target with Fire Rending.
|Nether Bolt ||  ||  ||  ||  ||  || 0s ||  ||  
|-
|-
| {{Icon Link|White Sapphire Salvage}} || Imbues the target with Bludgeon Rending.
|Corrosion || ||  ||  ||  ||  ||  || 15s || 11s
|-
|-
|Nether Bolt ||  ||  ||  ||  ||  ||  ||  || 0s
|}
|}
=== Critical Hit and Armor Rending ===
Use [[Magic Item Tinkering to apply these imbues.
{|class="wikitable sortable"
! Name
! Use
|-
| {{Icon Link|Black Opal Salvage}} || Imbues the target with Critical Strike.
|-
| {{Icon Link|Fire Opal Salvage}} || Imbues the target with Crippling Blow.
|-
| {{Icon Link|Sunstone Salvage}} || Imbues the target with Armor Rending.
|-
|}
=== Foolproof Salvage ===
Foolproof salvage is guaranteed to land on the desired item.<br>
It can be purchased from the [[Colosseum Coin Collector]] for 30 {{Icon Link|Colosseum Coin}}s.
{|class="wikitable sortable"
! Name
|-
| {{Icon Link|Aquamarine Foolproof}}
|-
| {{Icon Link|Black Garnet Foolproof}}
|-
| {{Icon Link|Black Opal Foolproof}}
|-
| {{Icon Link|Emerald Foolproof}}
|-
| {{Icon Link|Fire Opal Foolproof}}
|-
| {{Icon Link|Imperial Topaz Foolproof}}
|-
| {{Icon Link|Jet Foolproof}}
|-
| {{Icon Link|Red Garnet Foolproof}}
|-
| {{Icon Link|Sunstone Foolproof}}
|-
| {{Icon Link|White Sapphire Foolproof}}
|-
|}
== What do these imbues do? ==
=== Armor Rending ===
* Armor Rending reduces the Armor and Shield Level of the target.
* Imperil and Life vulns will stack upon this effect and increase damage output.
* The amount of armor reduced increases with base weapon skill.
=== Critical Strike ===
* Critical Strike increases the frequency of critical hits.
* Frequency grows with base weapon skill.
* Imperil and Life vulns increase damage done.
=== Crippling Blow ===
* Crippling Blow increases the damage of critical hits.
* Damage of critical hits increases with base weapon skill, up to 7x the normal critical hit amount.
* Imperil and Life vulns increase damage done.
=== Resistance Rending ===
* Resistance Rending is a global term for the various resistance rends. (Ex: [[Cold Rending]], [[Fire Rending]], [[Slash Rending]])
* Reduces the resistance to the element of the imbue by up to 150%, or a level 6 vuln.
* Imperil stacks with effect, but casting a level 7+ life vuln will surpass it.
* The amount of resistance reduced increases with base weapon skill.


== Quest Weapon Imbues ==
=== Multiple Low Health Targets ===
Quest weapons can come pre-imbued with a variety of special propertiesThese "imbues" are not static amounts, and can be different from weapon to weapon.
Try to position your targets in front of you, this way your blast type spells can hit multiple targets. Once your targets are in front of you, use your Corruption spell to get multiple dots goingNow you can either hit each individual with Corrosion, or Destructive Curse and watch them die, or you can use the Nether Blast or Clouded Soul spell to deal direct damage to your already "corrupted" targets. If completely surrounded, it may benefit you to use your Corruption spell in multiple directions to deal damage to the whole group before using Clouded Soul.


{|class="wikitable sortable"
=== Curses ===
! Imbue
* [[Festering Curse (Spell)|Festering Curse]] - Lowers the amount of health regained via spells, heal kits, or potions on the target. Not very useful in pvm yet.
! Equivalent
* [[Weakening Curse (Spell)|Weakening Curse]] - Lowers the damage output of the target. Useful on boss type creatures that do a lot of damage such as [[Undead Commander]]s. Try to fit them in whenever the situation calls for it.
|-


| [[Biting Strike]]
=== PVP Notes ===
| [[Critical Strike]]
* [[Destructive Curse (Spell)|Destructive Curse]] is a direct cast spell, and not dodge-able up close, however the range is very small, and can be avoided easily.
|-
* DoTs only do 50% of their damage versus a player opponent, but still retain the 21% damage increase.
* DoTs will persist through the caster's death.
* Whenever possible throw a [[Festering Curse (Spell)|Festering Curse]] on your opponent to shut down his ability to heal through your DoTs.


| [[Crushing Blow]]
== FAQs ==
| [[Crippling Blow]]
Q: Do DoTs stack with each other?<br>
|-
A: Yes, each DoT applied to your opponent will increase the amount of damage ticked away.<br><br>
Q: Can DoT spells have a critical strike?<br>
A: No, DoTs will always do the same amount of damage.<br><Br>
Q: Are DoT spells affected by Damage Rating, or Damage Bonuses on wands?<br>
A: Yes! The higher the damage rating and damage bonus of the caster the more damage they will do!<br><br>
Q: Do Magic Absorbing Shields, Dark Bows, or Tomes decrease DoT damage.<br>
A: No, they have no effect against damage over time spells, however will mitigate the direct damage void attacks.<br><br>


 
[[Category:Player Guide]]
| [[Armor Cleaving]]
| [[Armor Rending]]
|-
 
 
| [[Resistance Cleaving]]
| [[Resistance Rending]]
|-
 
|}

Latest revision as of 01:02, 19 January 2024

Overview

Welcome to my guide here I hope to explain Damage Over Time spells, how they work, and how to efficiently use them when playing a Void mage.

What is Damage Over Time

Damage over time spells are exactly what they sound like. Instead of direct damage (like war magic) these spells last a specified amount of time, and tick away health every 3-4 seconds.

List of Spells

Player Castable Spells

Void Magic

  • Destructive Curse (Spell) - Slavu Bor - Up to 357 points of health over 30 seconds.
    • Direct Cast, Very short range (10.9yds)
  • Corrosion (Spell) - Zojak Bor - Up to 448 points of damage over 15 seconds.
    • Bolt type spell, slow moving
  • Corruption (Spell) - Jevak Bor - Up to 357 points of damage over 30 seconds.
    • Blast type spell, shoots 5 bolts outwards

Aetheria

Creature Only Spells

Burning Sands Infliction - Cast by Burning Sands Golem

How to decrease the damage of incoming DoT spells

Currently, there are two ways to mitigate incoming damage from DoT spells.

How to increase the damage of outgoing DoT spells

Currently, there are 2 ways to increase outgoing damage from DoT spells.

Playing your Void Mage efficiently

More DoTs = More Damage

Adding to Void's interesting repertoire is the ability to increase damage for anyone attacking the target that a void mage has landed DoTs upon.

Each DoT applied adds an incoming damage modifier to the target. With all 3 level 8 DoTs applied to a target, the target will give +27 damage Rating to anyone attacking it. (This translates to roughly 21% damage boost, see Noworries' post on the official forums)

In group fights, the void mage plays somewhat of a support role in increasing the damage of the entire fellowship.

High Health Target

When fighting against a single high health target, efficiently managing your DoTs can maximize your damage output. The idea is to have your DoTs continually ticking away while you throw in nether bolts when possible. Take into account that Destructive Curse, and Corruption both last for 30 seconds, and Corrosion lasts for 15. Also, the wind up speed for a level 7 or 8 spell is 4 seconds.

Below is an efficient cast order that is repeatable. Managing mana and stamina will cause you to break this loop up, I would suggest trying to fit the stamina to mana, and revitalize spells in place of nether bolts as not to have your dots drop off.

Cast Order Time Remaining
Destructive Curse 30s 26s 22s 18s 14s 10s 6s 2s
Corruption 30s 26s 22s 18s 14s 10s 6s
Corrosion 15s 11s 7s 3s
Nether Bolt 0s
Nether Bolt 0s
Nether Bolt 0s
Corrosion 15s 11s
Nether Bolt 0s

Multiple Low Health Targets

Try to position your targets in front of you, this way your blast type spells can hit multiple targets. Once your targets are in front of you, use your Corruption spell to get multiple dots going. Now you can either hit each individual with Corrosion, or Destructive Curse and watch them die, or you can use the Nether Blast or Clouded Soul spell to deal direct damage to your already "corrupted" targets. If completely surrounded, it may benefit you to use your Corruption spell in multiple directions to deal damage to the whole group before using Clouded Soul.

Curses

  • Festering Curse - Lowers the amount of health regained via spells, heal kits, or potions on the target. Not very useful in pvm yet.
  • Weakening Curse - Lowers the damage output of the target. Useful on boss type creatures that do a lot of damage such as Undead Commanders. Try to fit them in whenever the situation calls for it.

PVP Notes

  • Destructive Curse is a direct cast spell, and not dodge-able up close, however the range is very small, and can be avoided easily.
  • DoTs only do 50% of their damage versus a player opponent, but still retain the 21% damage increase.
  • DoTs will persist through the caster's death.
  • Whenever possible throw a Festering Curse on your opponent to shut down his ability to heal through your DoTs.

FAQs

Q: Do DoTs stack with each other?
A: Yes, each DoT applied to your opponent will increase the amount of damage ticked away.

Q: Can DoT spells have a critical strike?
A: No, DoTs will always do the same amount of damage.

Q: Are DoT spells affected by Damage Rating, or Damage Bonuses on wands?
A: Yes! The higher the damage rating and damage bonus of the caster the more damage they will do!

Q: Do Magic Absorbing Shields, Dark Bows, or Tomes decrease DoT damage.
A: No, they have no effect against damage over time spells, however will mitigate the direct damage void attacks.