I'm a Magic Fencer.
And I will put the link to this post in my signature once I'm done.
Base Attributes (aim):Strength: higher than lvl-10
Dexterity: higher than lvl+20
Agility: higher or equal to lvl+25 (to keep 10% attack speed bonus)
Endurance: higher than lvl-10
Intelligence: 10 (maybe will increase if Str,End and Wis aim are updated to lvl instead of lvl-x)
Wisdom: higher than lvl-10
Equipment:Superior Ethereal Rapier of the BattlecasterExquisite Reinforced Buckler of the BattlecasterAverage Cotton Cap of the Earth-walkerExquisite Cotton Robe of WardingExquisite Phase Gloves of HeimdallSuperior Cotton Pants of the Earth-walkerExquisite Cotton Shoes of the Heaven-sentStrategy:Casting buffs: Protection, Haste, Shadow Veil, Regen, Heartseeker
If Channeling happen, I call from the rightmost buff as they cost the much.
Then I keep attacking until defeating all opponents.
If enemy are in a big number, I will sometimes use Cure.
Normally, I would never use potions.
I might use Shield Bash and Vital Strike to quickly take down some monsters.
Use of Merciful Blow is more rare as the Overdrive cost is higher.
After toggling Spirit to decrease MP cost, I recast Protection, Haste, Regen and Heartseeker as they run out, but usually I will skip Shadow Veil.
Against though battles, I use Spark of Life and throw Slow at my opponents to lower danger, and may also always recast Shadow Veil as necessary.
I use the Frost Spike Shield as an add-on to Protection, for the little occasional damages and the speed reduction from Freezing Limbs.
When I'm confident in my MP reserve, I may throw some Gale spells for their ability to hit 5 targets, cause Turbulent Air (decrease accuracy) and make Freezing Limbs explode for additional damages.
Against Boss and others special monsters, I try to throw the combo of the 3 skills Shield Bash+Vital Strike+Merciful Blow (though the last might be landed on another target).
In Arena, I'm glad to get Mana Gem power up, and sometimes cast more spells less conservatively if my MP bar is far enough from exhaustion.
Mystic Gem is an opportunity to reload Regen or Heartseeker.
Health Gem is trash to throw away as soon as possible to have a chance to get something else.
Soul Gem is an opportunity to leave enabled Spirit Mode for some time and do lots of damage.It can wait until a spell need Spirit mode to be recasted at a lower cost.
Notes:Effective against smaller groups (Arena of Blood).
Usually allow to not check too much HP thanks to defensive maneuvers (higher than 18% on all types)
46% of counter-attack.
Slow and Gale manage to be somewhat effective despite Proficiency being lower than 10, they might be sacrificed later depending on abilities I have to unlock though.
Buffs can have a long duration (100~150 turns for Protection and Heartseeker), probably relying a lot on clothes buffs on Supportive proficiency.
Recently I target in priority monster with red bar (I don't know if they can really use it yet, but better play it safe), and watch over my buffs.
This post has been edited by uareader: Oct 23 2014, 21:23