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Warrior Mage Tutorials
Here are some basics of training a Warrior Mage, arguably one of the easiest guilds in the game.
Let the combat trainer handle training your defenses, but set the YAML to prioritize Parry Ability, our strongest defense.
stance_priority: Parry Ability
Buffing for Warrior Mages is pretty straight forward:
- Ethereal Fissure: Mana level for the room, elemental only for the element cast, useful early, falls off later with high attunement.
- Manifest Force: Barrier spell all mages can use, deflects/wards against attacks. Runs out by timer or by attacks absorbed.
- Substratem: Bonus Targeted Magic.
- Swirling Winds: Evasion & Reflex buff, a single spell for two of the best climbing skills/stats in the game!
- Tailwind: All Ranged weapons buffs, keep up.
- Sure Footing: Parry buff and gives balance, very great for hunting at all stages.
- Aegis of Granite: Bonus Shield Usage, Stamina, and Strength, once you get this the game changes.
- Veil of Ice: Very good when fighting casters that use TM.
- Mantle of Flame: The combination of MOF with some sort of +Defending & +Shield Usage Sorcery gives you the ability to uphunt very well. I use this combination as a HLC for all hunting.
- Ignite: Some people use it, but I don't. I have no need to kill faster, in PVE.
- Zephyr: Not useful with 50 Strength
- Y'ntrel Sechra: Buffs armors, useless, good for training!
You can train Summoning a few ways, but I recommend training with Pathways and Elemental (Summoned) Weapons.
Pathways are supported within combat-trainer only using the buff_nonspells
section. The below YAML setting will use the pathway every 300 seconds.
buff_nonspells:
pathway focus damage: 300
Within combat-trainer, summoned weapons can be used for training both the weapon skills but also the Summoning skill.
Warning: Summoning weapons takes charge, and if you use more than build during combat, you will sit and summon admittance during combat! You need to be aware of this and train appropriately!
The weapon_training:
section's weapons should match the type of weapon which is summoned. The list for that is on Elanthipedia linked above, but here is an example.
You can utilize an ingot to improve the quality of the weapon, blank by default. Requirements are on Elanthipedia.
summoned_weapons_ingot: animite
Change the element of the weapon summoned, default is stone.
summoned_weapons_element: fire
Normal section for all weapons are listed, example:
weapon_training:
Small Edged: cutlass
Light Thrown: bola
Twohanded Blunt: maul # Summoned
Twohanded Edged: marauder blade # Summoned
Large Edged: nimsha # Summoned, turned from broadsword
Large Blunt: mace # Summoned, turned from hara
Note: This needs to be included for every weapon you will be using. You are able to turn weapons to alternate templates as shown below.
summoned_weapons:
- name: Twohanded Edged # Summons the default weapon
- name: Large Edged
turn: true
- name: Large Blunt
turn: true
- name: Twohanded Blunt
While not recommended (though this might help early, but haven't used it), if using Training-Manager:
crossing_training:
- Summoning
Most casters train the same way. As with most magic, if not all, casting the spell at 1 mana of minimum prep trains the skill completely, and bypasses any type of resistance. Most undead require this. Mana doesn't directly increase EXP gains. You can train to 1750 ranks of Targeted Magic with a 16 mana Fire Balls, easily. Training warrior mages is varied though and you can do all sorts of things to fit your play style, but if you want the easymode/mix-max way of training, align to Fire and run the following spells:
Electrostatic Eddy is a very low-skill required AOE debil which will ultimately completely paralyze the engaged (or room) of enemies. It takes 80 skill to run effectively and auto-pilots the training of debilitation. You will never have to worry about debil moving, it will always be locked. Not only does this skill train debil, it also effectively decreases the ability, offensively and defensively of the critters you are fighting, making uphunting with weapons and buffs incredibly easy.
buff_spells:
Electrostatic Eddy:
recast: 0
mana: 10
cyclic: true
expire: You release your connection to the
Fire Ball is a very low skill required AOE and MULTISTRIKE Targeted Magic spell. Multi strike means that the spell will hit the same (or many) targets multiple times. AOE means it does this against all engaged. You will lock, and keep locked, Targeted Magic with this spell. Fire Ball does an AOE version of Fire Shards, basically.
offensive_spells:
- name: Fire Shards
mana: 2
max_threshold: 1 # Use if only 1 target is in the room
- name: Fire Ball
mana: 16
min_threshold: 2 # Use if more than 1 target is in the room
For these skills, as with all magic users, stick to spells that have no requirement while hunting. You don't want to use a required buff spell like Sure Footing while training, you will be casting at lower mana levels, especially later, effectively lowering their bonus and hindering your ability to hunt. Choose some good Analogous Pattern spells. I personally use GAF for Utility, MAF for Warding (this spell being recast during combat while high priority is fine to recast, since it falls off!), and EASE for Augmentation. These will last a very, very, very long time. Some guild spells will also work like ES. Set them up to train in combat, which is the most efficient way.
combat_spell_training:
Utility:
abbrev: AB
symbiosis: true
mana: 36
cambrinth:
- 36
Warding:
abbrev: ES
symbiosis: true
mana: 36
cambrinth:
- 36
Augmentation:
abbrev: EASE
symbiosis: true
mana: 36
cambrinth:
- 36
Sorcery:
abbrev: athlet
symbiosis: true
mana: 33
camrbinth:
- 33
While not recommended, if using Training-Manager:
crossing_training:
- Augmentation
- Warding
- Utility
Zamecki - Circle 200 Example
All WM Samples - A bit outdated, but may be easier to follow for newer users!