06-02-2021, 10:19 PM
(This post was last modified: 06-14-2021, 10:38 PM by BrahmsFrost.)
Quote:The Summer Storm
While Asena and Saekanis have differing views, this Ookami build is more based around Air and Tempest rather than Music, Lightning or even Ice. Which sort of has its basis on the storms that summer can bring.
While I can't make cute pictures like Lung, whose amazing at it and an inspiration for this guide, I'll try my best and get pictures and videos when able or have the time.
So let's begin.
What is this guide about? This guide is about using a predominantly air and tempest magi effectively to perform damage. I started playing an Air, Tempest, Lightning, Unarmed Mage after the first few years of the Pandemonium Chase, with Lobo Black. Due to real life, I left the game and was not able to play the character to its conclusion. But I did wanted to make the build and play it.
Quote:The Stats
Because of how it works, I keep joking that it is like a paper cut storm as it quickly deals a lot of damage just not huge numbers, but quick ones and most of them have a decent chance to be a critical. At first one may dismiss this and want to see big numbers. But Air with Tempest is a rather powerful combination. One that buffets the enemy with many, many hits and due to the agility focus of this build, they tend to hit hard even if they were 1 FP. Thus this build stats are as following:
200 Vitality
200 Power
140 Agility
After this, I tend to put most points in agility after reaching 200 mainly for solid pursue and flee as well as a means to crit and make the damage quickly add up.
Quote:Passives
5 Air Attunement
5 Dancer Style
10 Wayfarer's Wind (Aura)
10 Devouring Winds (Toggle)
Quote:Core Spells
20 Galeburst
10 Twister
5 Wild Nature
10 Aera
10 Flurry
10 Wind Cutter
10 Tempestine Guard
15 White Squall
10 Aeolian Cascade
15 Vacuum Vortex
Quote:Point Buy
This is a section on what to gain after each spell or ability is bought. Notice supports and buffs were left for last. That means you should focus on the damaging spells first. Once Twister and Aera are taken, one can get Wild Nature and Dancer. This is just the way I do it. Feel free to do it in any way you prefer!
Air Attunement
Flurry
Galeburst
Wayfarer's Wind
Wind Cutter
Aeolian Cascade
Tempestine Guard
White Squall
Twister
Wild Nature
Dancer
Devouring Winds
Aera
Vacuum Vortex
Quote:Spell Analysis
Galeburst - A very important spell due to its range and knockback. It can help force a disengage or push the enemy so you can kite longer. Either way it is a strong tool but is a line ability, meaning it doesn't exactly home. The good news? This projectile is rather quick and hard to dodge.
Flurry - One of the most important spells in your repertoire. Flurry might not do a lot of damage, however it slows the enemy quite a lot for a decent amount of time all while applying a damage over time. This spell is used with a lot of others as this is what you use to setup combos.
Wayfarer's Wind - After comparing it with Razor Wind, I feel Wayfarer's Wind is about roughly equal. The agility and power are top notch. The heal is a nice little bonus but don't expect to sustain. However that said, it can still help you stay a little longer in the fight.
Wind Cutter - One of our most important spells. Wind Cutter when casted, sends several waves of air in the direction it was casted, for a few seconds. This means you can cast wind cutter and it will continue to strike the enemy if they stay in the zone of the spells effects.
Aeolian Cascade - Another of our important spells. Aeolian Cascade has great range and tends to not just home on the enemy, but also hit other nearby enemies. It also has a rather large range. It is good to use whether up close or fleeing and far away.
Tempestine Guard - A powerful move. This spell lets you, effectively, create combos that will buffet the enemy. It is used as an offensive spell that when casted, grants 15% DR, then it drops three quick shockwaves that do not push or knockback, but instead it sort of follows your magi when casted.
White Squall - Large radius Area of Effect spell that serves as a trap, slowing all enemy targets caught in it. It is also useful in an offensive and defensive capacity. It can be used as area denial. It also synergizes well since Squall halves enemy agility as they receive damage, and this build does that in spades.
Twister - One of the strongest things about Twister is that it serves in a multi capacity as an offensive and defensive 'shield' due to its 30% DR, while delivering damage in an AoE. It can be sped up with Dance and Wild Nature, and gets a bit of a buff with Devouring Winds up.
Wild Nature - The most craziest power of Beastkin and what, arguably, puts them on par with much powerful races, comes down to a move that's duration tends to be less than what it lasts. Wild Nature will grant you slow immunity, boost your speed for 3s and provide a 10% FM on your spells for ten seconds.
Devouring Winds - Toggle that delivers damage to nearby enemies of 1 P, pulls enemies within three or so tiles of the effect and grants a +6 in Power.
Vacuum Vortex - To be added soon