![]() ![]() 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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