Sword Mage
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{{CoDTJob|job=Sword Mage|tier=Third|req=Soldier, Elementalist|pic=codt_face_blank.gif}} | {{CoDTJob|job=Sword Mage|tier=Third|req=Soldier, Elementalist|pic=codt_face_blank.gif}} | ||
- | + | =Job Origin Backgound= | |
+ | A technique rumored to have come from other worlds, mighty elemental warriors were the elite soldiers of Jasonia before its destruction. Able to bring magical destruction to the battlefield while still holding their own at close quarters, these heroes served as commanders in the field and emphasized quality over quantity. Their powers alone wasn't able to save Jasonia from military defeat but many countries worldwide have picked up on the combat style and Sword Mages are a common special operations unit of many militaries. | ||
- | + | =Stats= | |
- | + | ||
- | + | ||
*Good stats: Strength, Magic Resist | *Good stats: Strength, Magic Resist | ||
*Bad stats: Max HP, Speed | *Bad stats: Max HP, Speed | ||
- | + | =Equip-able Weapons= | |
*Swords | *Swords | ||
- | * | + | *Elemental Swords |
+ | |||
+ | =Skill Tree= | ||
+ | *Imbuing moves | ||
+ | **Rainbow Weapon (ability, 0 MP, personal) Changes the weapon's imbued element to a random element - fire, water, earth, or wind. | ||
+ | **Imbue (ability, 5 MP, personal) Changes the weapon's imbued element to the user's Elemental Weapon mastery elemet. If the user doesn't have an elemental weapon mastery, does nothing. | ||
+ | *Elemental Weapon moves (can only be used with an elemental weapon equipped or after using an above imbue move. Note: light or dark weapons do not work with the Sword Mage) | ||
+ | **Elemental Blast (magic, 10 MP, range 2) Deals two-square radius magic damage of weapon's element. | ||
+ | **Elemental Strength (magic, 5 MP, personal) Increases stats based on weapon's element. | ||
+ | ***Raging Inferno - increases Strength | ||
+ | ***Flowing Waters - increases Magic Power | ||
+ | ***Earth's Embrace - increases Defense | ||
+ | ***Wind Spirits - increases Speed | ||
+ | **Elemental Slash (ability+magic, 10 MP, range 1) Deals 75% of a normal attack (half weapon damage, half magic damage) and has an additional effect based on the element of the weapon. | ||
+ | ***Blaze Slash - lowers evasion | ||
+ | ***Frozen Slash - steals HP based on 2/3 damage done | ||
+ | ***Terra Slash - lowers defense | ||
+ | ***Blur Slash - lower speed | ||
+ | **Elemental Twister (ability+magic, 15 MP, personal) Deals 80% of a normal attack (half weapon damage, half magic damage of weapon's element) to all characters within radius 1 of the user. | ||
+ | **Elemental Weapon Geomancy (ability+magic, 25 MP, personal) Deals magic damage of weapon's element to all characters depending on their relation to the user. Base damage is weapon's damage times two. | ||
+ | ***Fire Geomancy - all characters on land within radius 2 of user | ||
+ | ***Water Geomancy - all characters in water within radius 4 of user | ||
+ | ***Earth Geomancy - all characters at lower elevation within radius 3 of user | ||
+ | ***Wind Geomancy - all characters at higher elevation within radius 3 of user | ||
+ | *Sword Mage moves (can always be used once learned regardless of weapon's element or lack thereof) | ||
+ | **Fire Slash (ability+magic, 10 MP, weapon range) Deals fire magic damage to target. Base damage is based on weapon's damage. | ||
+ | **Water Slash (ability+magic, 10 MP, weapon range) Deals water magic damage to target. | ||
+ | **Earth Slash (ability+magic, 10 MP, weapon range) Deals earth magic damage to target. | ||
+ | **Wind Slash (ability+magic, 10 MP, weapon range) Deals wind magic damage to target. | ||
+ | |||
+ | =Abilities= | ||
==Support== | ==Support== | ||
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==Masters== | ==Masters== | ||
+ | Affects all normal attacks with the weapon or abilities that directly use the equipped weapon | ||
+ | *Fire Weapon Mastery | ||
+ | **Level 1: Attacks with a fire weapon are 5% faster. Imbue changes your weapon to a fire weapon. | ||
+ | **Level 2: Normal attacks with a fire weapon have a 20% chance to berserk. | ||
+ | **Level 3: Fire weapon attacks and abilities ignore 10% of the enemy's defense and/or magic resistance. | ||
+ | *Water Weapon Mastery | ||
+ | **Level 1: Attacks with a water weapon are 5% faster. Imbue changes your weapon to a water weapon. | ||
+ | **Level 2: Normal attacks with a water weapon have a 20% chance to freeze. | ||
+ | **Level 3: Your magic power is considered 10% higher when holding a water weapon. | ||
+ | *Earth Weapon Mastery | ||
+ | **Level 1: Attacks with an earth weapon are 5% faster. Imbue changes your weapon to an earth weapon. | ||
+ | **Level 2: Normal attacks with an earth weapon have a 20% chance to poison. | ||
+ | **Level 3: Your defense is considered 10% higher when holding an earth weapon. | ||
+ | *Wind Weapon Mastery | ||
+ | **Level 1: Attacks with a wind weapon are 5% faster. Imbue changes your weapon to a wind weapon. | ||
+ | **Level 2: Normal attacks with a weapon weapon have a 20% chance to numb. | ||
+ | **Level 3: Your evasion is considered 5 points higher when holding a wind weapon. | ||
+ | |||
+ | =Notes= | ||
+ | A Sword Mage brings elemental power to his enemies while still having decent enough defenses to not get clobbered as fast as an Elementalist. The Sword Mage's abilities change drastically depending on what element they are using. When fielding a Sword Mage it is good to size up the situation and equip a weapon that gives them access to the most useful abilities depending on terrain and types of enemies fought. The sword mage is probably the most balanced character stat-wise; his good stats aren't that much above his bad. Characters advancing in sword mage won't fall significantly behind in any of their other good stats but also won't make up their bad stats very fast either. | ||
+ | |||
+ | =Sword Mage as a Main Job= | ||
+ | This job can do a lot but it takes planning to get the most out of it. Sword Mages can adapt in combat using their Imbue skills, but doing so takes a turn and is only useful if your attacks are completely ineffective. It's best to decide what sort of Sword Mage you want. For an all-out offensive type, equip a fire weapon and sub Soldier. Defensive Sword Magi can equip an earth sword and Paladin sub. For a more study opportunist fighter, give him a wind weapon and sub Rogue. A water sword and Medic sub can create a front-line healer that is able to adaquetly defend themselves. One of the best parts about Sword Mage is that you can change your weapon and sub after every battle, provided you've put levels into other jobs. | ||
- | = | + | =Sword Mage as a Sub Job= |
- | + | Despite the name Sword Magi aren't limited entirely to swords, however if their weapon doesn't have an element they will be confined to using a turn to imbue it or using only their magic-based slashes. If you have an elemental weapon of a different type you can equip it and sub Sword Mage to take that job further in a direction you want to improve in. Sword Mage won't add tremendous stat growth but it is balanced enough to be worth considering for any job that is looking for some flexibility. | |
- | [[ | + | [[CoDT Job List|Back to List of Jobs]] |
[[Category:Control of Destiny Tactics]] | [[Category:Control of Destiny Tactics]] |
Current revision as of 16:11, 28 December 2006
|
Contents |
Job Origin Backgound
A technique rumored to have come from other worlds, mighty elemental warriors were the elite soldiers of Jasonia before its destruction. Able to bring magical destruction to the battlefield while still holding their own at close quarters, these heroes served as commanders in the field and emphasized quality over quantity. Their powers alone wasn't able to save Jasonia from military defeat but many countries worldwide have picked up on the combat style and Sword Mages are a common special operations unit of many militaries.
Stats
- Good stats: Strength, Magic Resist
- Bad stats: Max HP, Speed
Equip-able Weapons
- Swords
- Elemental Swords
Skill Tree
- Imbuing moves
- Rainbow Weapon (ability, 0 MP, personal) Changes the weapon's imbued element to a random element - fire, water, earth, or wind.
- Imbue (ability, 5 MP, personal) Changes the weapon's imbued element to the user's Elemental Weapon mastery elemet. If the user doesn't have an elemental weapon mastery, does nothing.
- Elemental Weapon moves (can only be used with an elemental weapon equipped or after using an above imbue move. Note: light or dark weapons do not work with the Sword Mage)
- Elemental Blast (magic, 10 MP, range 2) Deals two-square radius magic damage of weapon's element.
- Elemental Strength (magic, 5 MP, personal) Increases stats based on weapon's element.
- Raging Inferno - increases Strength
- Flowing Waters - increases Magic Power
- Earth's Embrace - increases Defense
- Wind Spirits - increases Speed
- Elemental Slash (ability+magic, 10 MP, range 1) Deals 75% of a normal attack (half weapon damage, half magic damage) and has an additional effect based on the element of the weapon.
- Blaze Slash - lowers evasion
- Frozen Slash - steals HP based on 2/3 damage done
- Terra Slash - lowers defense
- Blur Slash - lower speed
- Elemental Twister (ability+magic, 15 MP, personal) Deals 80% of a normal attack (half weapon damage, half magic damage of weapon's element) to all characters within radius 1 of the user.
- Elemental Weapon Geomancy (ability+magic, 25 MP, personal) Deals magic damage of weapon's element to all characters depending on their relation to the user. Base damage is weapon's damage times two.
- Fire Geomancy - all characters on land within radius 2 of user
- Water Geomancy - all characters in water within radius 4 of user
- Earth Geomancy - all characters at lower elevation within radius 3 of user
- Wind Geomancy - all characters at higher elevation within radius 3 of user
- Sword Mage moves (can always be used once learned regardless of weapon's element or lack thereof)
- Fire Slash (ability+magic, 10 MP, weapon range) Deals fire magic damage to target. Base damage is based on weapon's damage.
- Water Slash (ability+magic, 10 MP, weapon range) Deals water magic damage to target.
- Earth Slash (ability+magic, 10 MP, weapon range) Deals earth magic damage to target.
- Wind Slash (ability+magic, 10 MP, weapon range) Deals wind magic damage to target.
Abilities
Support
Reaction
Masters
Affects all normal attacks with the weapon or abilities that directly use the equipped weapon
- Fire Weapon Mastery
- Level 1: Attacks with a fire weapon are 5% faster. Imbue changes your weapon to a fire weapon.
- Level 2: Normal attacks with a fire weapon have a 20% chance to berserk.
- Level 3: Fire weapon attacks and abilities ignore 10% of the enemy's defense and/or magic resistance.
- Water Weapon Mastery
- Level 1: Attacks with a water weapon are 5% faster. Imbue changes your weapon to a water weapon.
- Level 2: Normal attacks with a water weapon have a 20% chance to freeze.
- Level 3: Your magic power is considered 10% higher when holding a water weapon.
- Earth Weapon Mastery
- Level 1: Attacks with an earth weapon are 5% faster. Imbue changes your weapon to an earth weapon.
- Level 2: Normal attacks with an earth weapon have a 20% chance to poison.
- Level 3: Your defense is considered 10% higher when holding an earth weapon.
- Wind Weapon Mastery
- Level 1: Attacks with a wind weapon are 5% faster. Imbue changes your weapon to a wind weapon.
- Level 2: Normal attacks with a weapon weapon have a 20% chance to numb.
- Level 3: Your evasion is considered 5 points higher when holding a wind weapon.
Notes
A Sword Mage brings elemental power to his enemies while still having decent enough defenses to not get clobbered as fast as an Elementalist. The Sword Mage's abilities change drastically depending on what element they are using. When fielding a Sword Mage it is good to size up the situation and equip a weapon that gives them access to the most useful abilities depending on terrain and types of enemies fought. The sword mage is probably the most balanced character stat-wise; his good stats aren't that much above his bad. Characters advancing in sword mage won't fall significantly behind in any of their other good stats but also won't make up their bad stats very fast either.
Sword Mage as a Main Job
This job can do a lot but it takes planning to get the most out of it. Sword Mages can adapt in combat using their Imbue skills, but doing so takes a turn and is only useful if your attacks are completely ineffective. It's best to decide what sort of Sword Mage you want. For an all-out offensive type, equip a fire weapon and sub Soldier. Defensive Sword Magi can equip an earth sword and Paladin sub. For a more study opportunist fighter, give him a wind weapon and sub Rogue. A water sword and Medic sub can create a front-line healer that is able to adaquetly defend themselves. One of the best parts about Sword Mage is that you can change your weapon and sub after every battle, provided you've put levels into other jobs.
Sword Mage as a Sub Job
Despite the name Sword Magi aren't limited entirely to swords, however if their weapon doesn't have an element they will be confined to using a turn to imbue it or using only their magic-based slashes. If you have an elemental weapon of a different type you can equip it and sub Sword Mage to take that job further in a direction you want to improve in. Sword Mage won't add tremendous stat growth but it is balanced enough to be worth considering for any job that is looking for some flexibility.