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  • bojck
    replied
    Part 6: pull techniques

    Pushing high trials is the part that matters most for your ranking. There are different strategies and stat allocations based on your device, skills, goals and preferences. Every trial starts with making a pull (mostly using shatter), then beaming down the enemies, and moving on until the boss is spawned. Let's start with a few different strategies for pulling enemies.

    Actually, let's kick it off with one of the most recent push videos. It's trial 154 in ANB Bronze 14 (on PC). You'll notice a lot of things that don't make sense, like standing idle, firing immolates off-screen. These 'random' moves are mostly done to make better use of buffs (Talisman of Storms, Slayer weapon enchantment against bosses). My advice is to ignore them completely until you get comfortable with the build, and only then get back to this video and examine it closely:
    https://www.youtube.com/watch?v=DD1C...oyanBatchvarov


    EDIT 1.5.34: Mob speed was increased in this version, and enemies develop Crowd control immunity faster (you can't freeze or vortex them when immune). Large pulls are now way harder even on PC.

    Add more toughness and prepare to take some hits. If you are a beginner mage, start with smaller pulls.

    On mobile smaller pulls might work better in general, at least until you master your beams!


    6.1 Small pulls, 1/3 map, 1/2 map



    Going through different techniques for gathering mobs aka doing 'pulls'.

    When 'pushing' higher trials, as an ELR mage you need to do larger 'pulls' to be able to clear the map in time. In this part I'm doing 3 pulls:
    - starting with a small one of just a few groups. It is safer, but slower to clear the whole map
    - 1/3 map. It's quite easy to pull 1/3 of the map with an ELR mage - just shatter near the center of the map and zap a few groups with arc lightning
    - 1/2 map - finishing the trial with a 1/2 map pull, which is a decent size. I'm going into a dead end to show you how you can get away from such tight spots like a true mage


    6.2. Full-map pull & clear in < 3 minutes @155



    This is the second part of the 'pushing and pulling' tutorials. In this video I'm doing a full map pull.

    If you watch closely, you'll see a very neat trick for escaping when fully cornered The Kara fight in the end is a bonus!

    This is an advanced strategy. It has a lot of downsides, but on good maps can yield pretty good results. This is close to what I'm often using when pushing high trials (I also often do an incremental pull, i.e. start with 1/3-1/2 map and pull new groups between ToS procs).

    Namely, the cons are:
    - high likelihood of getting killed during the pull;
    - pulling too many elites with different auras, as well as healers. Too many protective auras and healers make mobs almost immortal
    - fps drops. I'm running at 60 fps normally, but when vortexing big groups it drops down to 10-20.
    - too many chargers, archers, fires, etc.
    - not too practical for mobile. When you gather the whole map together, but cannot control them, you end up a very dead mage.

    Pros:
    - potentially fast clears
    - you find out quite early what the map composition is, and if you don't like it - abandon and try again
    Last edited by bojck; 05-17-2023, 09:29 PM.

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  • bojck
    replied
    Part 5: Gold farming

    Here is how to easily farm 9+ million gold per booster:



    Farming gold in story level 43 - Darkhold Citadel.

    This is the map with highest gold earned per minute! Story difficulty doesn't affect the yield.

    - Run to the end chests, shatter only once near the end.
    - Aim for Extra gold on every item, and always use a gold booster.
    - Try to get run times down to 20 seconds.
    - Use Grand Magister weapon set - shatter is a must!
    - Put movement speed on boots and pants and use 'Fleet footed' passive.
    - Hold left button all the time while moving to avoid engaging mobs on the way.
    - If you lack damage to kill the monsters at the end of the map, put power on gear (and/or +fire damage), or use Fire lily.
    - If you still lack damage, use nova, followed by immolate, then DfA. This triggers shatter twice (hence twice the damage).
    - For some additional resources and gemstones you can farm level 47 Morgenheim instead.
    - In ANB we often farm 1.10 (Severed mountain) or Siege of Anderhelm (see ANB section).
    Last edited by bojck; 03-27-2022, 05:38 PM.

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  • bojck
    replied
    Part 4: XP

    There are a lot of different options for xp farming, depending on whether you are going for firelily or crit build, beam or DfA, ANB or not, xp only or xp+eg.

    I'll start with a default Frostbeam firelily build, then mention the alternatives:


    The Default Frostbeam firelily XP build

    Items:
    GMC weapons
    ELR armor
    Integralas mantle
    Firelily
    Talisman of Power
    Frostfire sash
    Frostbeam bracer

    Stats:
    xp everywhere
    frost damage on all 4 slots
    movement speed on all 2 slots
    1500 AR (remember Integralas Mantle can add 500 more). Add more only if damage is high enough to kill Kara in a single beam+thermal shock
    1500+ haste
    vitality - enough to be comfortable
    power - the more the better, as long as the stat requirements above are met
    crit rating/cd - none
    LoH, dodge, etc. - not necessary. Better stack vitality

    Skills:
    Frostbolt, Arc lightning
    Frost nova, immolate, frostbeam
    fleet footed + two of the following celerity/power infusion/glass cannon/endurance

    Companions:
    2-3 healers. Vortex is your best friend!

    Special XP Farming Enchantments
    The two most important enchantments for xp farming are:
    - Slayer exotic enchantment on Staff - double damage against bosses and elites, 3*5 sec per minute. Boss/elite has to be selected as a target
    - Slayer lesser enchantment on Helm - 50% more damage to elites

    All other gear enchantments help, as they increase your stats. I prioritize movement speed enchants.

    *Some players use +10% frost/fire damage instead of Slayer as a head enchantment.

    Gameplay:
    see below


    Frostbeam



    The Beam has huge damage, but is hard to control. It can clear t100 in 60-70 seconds with very low Champion levels and lower-level gear, especially with Firelily.

    In ANB I prefer using frostbeam for xp farming, as it allows running trials 100-105 quite early. To boost damage when your gear and CLs are still bad, you can use Slayer staff enchantment and (a legendary) Talisman of Power. Boss fights will be much shorter!

    Key points:
    - use shatter to pulls mobs, then beam them down. For beginners, gather only several groups (3-5) and beam them down. As you get more comfortable, try making larger pulls (whole map pulls are also an option)
    - the direction of frostbeam cannot be controlled, but you get used to it. It is not as random as it seems at first
    - use nova and immolate before you beam at Kara (to get the 100% beam damage boost and to apply immolate's debuff on Kara)
    - practice a lot. This build is harder to play than DfA, but it's worth it.
    - use +frost on items to boost beam and thermal shock
    - as an alternative, use +fire to increase shatter damage. This is a good alternative, especially at lower trials.



    DfA

    DfA farming is much more mobile-friendly than frostbeam. With high-level xp gear it clears t100 faster than beam.

    Trials 100 in ANB:


    Ultimately with very high level gear critical DfA is the fastest mage xp build, but I'd suggest to use lily.



    Farming trial 90 with a Death from Above build with Fire lily. Normally doing 30-40 second runs with that build @t90, 50-55 second @t100.
    This build really shines at lower levels, or with high-level gear. This video is rather old - there were a few buffs to the build since, but gameplay is similar.

    Key points:
    - mobile friendly.
    - casting nova, immolate and DfA triggers shatter twice. It is ridiculously fast and easy to play at lower levels. Remember to cast nova on an enemy to trigger Northern wind - this makes all enemies around count as frozen while it lasts.
    - shatter both pulls the mobs and actually does the damage
    - use +fire damage to boost shatter and DfA, and +frost to boost Thermal shock
    - make sure you have 1500 Ability rating to shatter more often
    - use slayer helm enchantment to take down elites faster
    - run closer to the center line to pull mobs on both sides. Shatter has a wide area of effect - try to maximise it
    - slayer enchantment on staff is nice, it speeds up boss fights greatly
    - try stacking more DfA missiles before the boss spawns
    - cast immolate on boss. Then cast DfA and frost nova. Rinse and repeat : )
    - Talisman of Power (or ToS for crit builds) is quite useful in this build to boost your damage, if you time your skills well with the trinket buffs

    Cons:
    - lower damage compared to Frostbeam, but wider area of effect
    - Slow to take down bosses on higher trials (Slayer weapon enchantment and Talisman of Power help)

    Lily or crit?
    They both work well, but lily is the default choice. Lily's damage is more reliable, crit is more spiky - if thermal shock crits, it deals massive damage, otherwise it just tickles the enemies. Lily frees up space for other stats, e.g. extra gold.

    For the crit build use ToS/ToP and Vial of wind spirit. Make sure to add decent critical rating to make damage a bit less 'spiky'

    *With level 77 items crit DfA is capable of clearing trial 105 in 30-35 seconds, so if you're really committed to mage farming, that's a great option.

    Pure XP or XP+EG?
    A lot of us farm both xp and eg at the same time in trials, especially in ANB. This is a rather advanced strategy, so make sure adding EG does not slow you down too much. As a rule of thumb - if you can clear 100/105 consistently in <90 seconds with pure xp gear, give the xp/eg strategy a try.
    Last edited by bojck; 11-22-2023, 05:37 PM.

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  • bojck
    replied
    Part 3: Beams and bosses

    Bosses are well-balanced in Eternium, so when you are pushing trials close to your limit, you can get stuck at any of them. If you find yourself struggling with a boss, read further and check out the videos. These notes are from an older game version, but they are still mostly accurate.

    Garm @159

    The nemesis of mages old and new.

    High health, predictable routine, regular attacks are hard to avoid at first.



    This is my way of dealing with the infamous green lizard on higher trials!

    On lower levels you can survive his basic attacks. To stay alive you need to avoid the poison breath (which is pretty obvious), and stay in the blue circle while he casts poison nova. Later in the game you can't possibly have enough toughness and recovery to tank all his basic attacks, because of the high DOT (damage over time).

    At some point you have to dodge at least half of them. On the bright side - if you get the hang of it, you'll have an easier time with The Broken Dragon and Kara as well, and you'd be able to do trial 139 with less than 250K toughness Dodging works ok on mobile, especially on a larger screen. Regarding stats - there's a wide range of stats that can potentially work. Only stat that is a must for me is movement speed on both pants and boots. If you find yourself dying too much, increase vitality, armor and life on hit, but still try to dodge some of the attacks.

    ELR Mage | 159 Garm in 5:29 | Eternium 1.10.2


    - TBD @152

    Medium health, DOT attacks, complicated fighting strategy.



    Coping with The Broken Dragon @152. Key attacks to avoid are:
    - fire breath;
    - staying too long in the fiery patches on the ground - more than 2 stacks of fire DOT are not healthy!
    - overflow: I'd recommend to run enough vitality and armor to be able to survive overflow. At lower levels, to feel more comfortable, make sure it doesn't take more than 50% of your health.
    - basic attacks: dodging those is the exact same skill as what you use for Garm (check the other video above). The higher the trial, the more you should avoid those.

    Suitable places for beaming are during her Fire breath, and immediately AFTER a patch is placed and you have moved out of it.


    - Elban @153: I'm sharing a link to Wispy's video on YouTube, along with his description:

    High health, fast, some deadly attacks, mid damage of normal attacks.



    From Wispy:
    'A run of Trial 153 to show the Elban boss fight. It's precisely for this fight that I run a relatively high Life on Hit stat meaning I can pretty much stand toe to toe with him during his basic attacks. In order to stand right up against Elban and trade blows like this, it is crucial not to let him hit you with his Bleed attack (telegraphed with the pointed arrow on the ground). It's an easy attack to avoid, just run roughly double the distance of the arrow to get out of range. For Elban's 'Devastate' leaping attack I prefer to move towards him and out of the large red circle (instant death if you remain within) which means I can then resume auto-attacks with no danger of running back into his circle of death during the attack. I also find it easier to click on him to auto-attack if I move closer to him during that animation. Elban's Life Drain attack is also relatively easy to break free from. It's a case of ensuring you also have enough room behind you to be able to move a sufficient distance directly away from him to break the drain. It's vital to move directly away from him, as the Life Drain will rapidly kill you otherwise. The only real pain point in this fight is that Elban's special attacks do not necessarily follow a set pattern, or trigger after a set number of seconds which means that sometimes you are forced to cancel Frostbeam early due to an unexpected special attack starting. I find the only genuinely fixed attack pattern is right at the start of the fight where he opens with Life Drain, quickly followed by Devastate and then his Charge - I try to save my first Frostbeam channel when he telegraphs the first Charge attack.'

    - Magroth @156



    Lower-medium health, lethal when enraged, high-damage normal attacks.

    Key attacks to avoid:
    - Any attack when he's enraged (run away from big red demon)
    - Meteor - lifts his hands up, red dots appear on the ground. Don't stand on the red spot waiting for the meteor to hit you!
    - Charge: just step aside
    - Normal attacks: at high trials, his regular attacks do very high damage. Until a certain trial you can just beam at him and tank these attacks, given enough toughness and life on hit. Later on use potions/apples to be able to tank a few more hits, or move away.

    Pro tips:
    - Use vortex to keep him away
    - Use secondary attack after moving to avoid running back into the black circle and die

    - Kara @155

    Leaving Kara for last. The easiest boss until 140-150, she becomes the hardest to survive against later on.

    Low health, medium damage normal attacks, high damage multiple-shot attacks, one deadly attack, annoying minions.



    At higher levels, the easiest way to deal with Kara is to increase your toughness and life on hit A LOT. She has lower health, so you can afford losing some sheet damage in exchange for survivability.

    - Try to stay within her single-shot range.
    - Stay away from the minions, use vortex to keep them at bay
    - Beam both at her and the minions by repositioning yourself or vortexing
    - If things get messy, run far far away until you replenish your health. It's very hard to fight at that ultra long distance (when Kara's on the edge of the screen), so this trick is just an emergency escape.

    ELR Mage | 155 Kara in 4 minutes | Eternium 1.10.2


    Boss health chart by LodWig:

    https://www.dropbox.com/sh/jg8a98dju...lions.pdf?dl=0
    Attached Files
    Last edited by bojck; 11-06-2023, 09:39 PM.

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  • bojck
    replied
    Part 2: ELR. Where does damage come from?

    Wispy shows in detail how to get that notoriously high beam & thermal shock damage:



    'Choo choo, it's full beam ahead on the knowledge train as we shine a light on what makes Frostbeam such a devastating skill in the Mage's spellbook.

    You can spend nearly 20 minutes of watching and listening to me make many mistakes in my commentary, for which I couldn't be bothered to go back and correct since they aren't critical bloopers (I know my sheet damage on the first TL144 is 5.5m, not 6m....I know that 57B is not almost 97B....I know that I only did half the number of Frostburn because the original had 2 channels and the second demonstration 1), or you can read the synopsis below.....it's your choice

    Obviously the main component is the Frostfire Sash, which at 10 glory should be a priority acquisition for all aspiring ELR Mages. This sash allows us to put large stacks of burning onto our enemies, and as it hits everything in it's path (and a narrow corridor either side) it's a potent AoE skill. Combined with Frost Nova and Immolate we get synergies galore.

    The skill rotation I use is:
    1. Auto-attack with Arc Lightning to set up 5 stacks of damage and attack speed buffs.
    2. Frost Nova to proc Northern Wind
    3. Immolate to proc Shatter and set our targets on fire.
    4. Frost Beam to deal regular Frost Beam damage and put 40+ stacks of Frostfire burning on our targets.
    5. Frost Nova to proc another huge Thermal Shock.

    As Thermal Shock is a Frost damage effect, putting +Frost on both trinkets, your belt and bracer is boosting the damage further. A Bracer of Mastery with increased Frostbeam damage is a nice bonus, and honestly I'm not in the least bit bothered about the % increase value rolled, anything is just great. The Vial of Wind Spirit boosts haste - more haste = more stacks of Frostfire - more stacks of Frostfire = bigger Thermal Shock Talisman of Storms - (for a crit build only, use Talisman of Power for Firelily builds) - 3000% more Crit Damage, YES PLEASE!!!'
    Last edited by bojck; 08-15-2022, 05:49 AM.

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  • bojck
    replied
    Part 0: Kicking it off. Early game objectives. Gems and $$. A New Beginning events

    If you're new to Eternium, your main goal is to finish story mode. It's fun, challenging, and is the starting point for everything else in the game. This is not an early-game guide, but here are a few tips to get you started.

    You'll quickly notice that a lot of stuff early on costs gems, and you have none :/ My advice is not to overspend on your first hero - just unlock the basic attacks, the second skill slot and 1-2 inventory rows, and look out for an ANB event. Most every unlock that costs gems is greatly discounted in ANB, so you can create a new hero, unlock all the good stuff and turn it into your new main hero after the event ends. Check the ANB section here and the forum posts for details.

    Regarding $$, you don't have to spend any. Cash is not a requirement to enjoy the game and rank high on the leaderboards. That said, there are a few great deals on offer - the best two for the more patient of you being 100 gems daily for 30 days, and the season pass. If you have Steam on PC, you can get 200 glroy for installing the game! Warning: 200 glory makes the early game way easier, so maybe you'd prefer to keep it more hardcore

    0.1 Early game objectives

    The main early game goals are finishing story mode, buying ALL crafting recipes, fully unlocking your main hero, and developing your crafting mastery. There is no fixed order in which to do those, you should just have them all ticked if you want to push higher trials and see your name on the first pages of the leaderboards.

    Crafting recipes: buy ALL crafting recipes for 50k gold each from Liana the recipe vendor. Get one every 3 hours, no matter if it's for your class or not! If you don't have the gold, craft some cheap gear with the Extra gold stat on each item. Buy a gold booster (be it 100% or 200%) and farm some gold. You'll be surprised how fast you earn gold with a nice +Gold multiplier!

    I'd suggest to use at least one full gold booster in map 43 Darkhold Citadel once you complete story mode. This will earn you enough resources to craft some starting gear, buy all recipes and progress in trials.

    Once you have recipes for the set of your choice, craft set items. This tutorials are for Elemental Lord Regalia, combined with Grand Magister's Command weapon set, which is currently the best mage gear in the game.

    Some of the recipes cannot be bought from the vendor - you need Glory to get them. Glory is only earned from events (and a tiny bit in the Arena at higher levels), so spend it wisely.

    Some of the best (and cheapest) first items to buy with Glory include Talisman of Power, Vial of the Wind Spirit/Brooch of the Stormcaller, Frostfire sash, Igniters' sash. If you already have GMC weapons, and use frostbeam, Frostfire sash is the top choice (see why below).

    Crafting mastery: develop level 50 crafting mastery. This will let you craft higher level items. It takes a lot of time/clicking to get there, so no rush. It's worth the effort though! See other posts for tips.


    0.2 How do I get through story mode?

    There are many different builds that are good enough to get you through story mode and early trials.

    If you're a new player and running story mode, do it at your leisure : ) To make your life easier, try to obtain set gear and pay attention to the item and set bonuses.

    Try to get your hands on some powerful set/unique items. Some of them can increase your damage multiple times in early game, so if you find one of these, keep it!

    Uniques:
    - Firelily. It is an extremely rare unique item, and costs 100 glory to buy the crafting recipe (which is a lot). Don't worry, most of us started without it and we're doing fine. If you have 100 glory, don't hesitate to buy the recipe. Multiplies all damage by 5 (Legendary), but you don't deal critical hits.
    - Brooch of the Stormcaller - very high damage against single/few targets (25000% weapon damage - think of weapon damage as the base damage, which is then multiplied by power, buffs, critical hits)
    - Vial of the Wind Spirit - very high area damage
    - Talisman of Power - boosts power by up to 5000 (Legendary)
    - Talisman of Storms - boost crit damage by up to 3000%
    - Frostfire sash
    - Igniter's sash

    In general, stash all trinkets, unique belts and bracers you find. Examine the descriptions!

    Sets:
    - Grand Magister's Command weapons - the most important items in the builds covered here. They enable shatter and thermal shock - more about them below.
    - Forbidden Knowledge weapons - the staff's Cosmic Ripple effect deals massive area damage. Can take you through story mode.
    - ELR armor - read further : )
    - Any set will aid you greatly early on. Check the descriptions and look for skills that synergize well.


    For an early game playthrough, check out Wispy's Zero to Hero series:
    https://www.youtube.com/watch?v=tsbF...nel=RobSpooner


    Part 1: Getting started with ELR. Crafting first proper gear

    You are aiming for the following items:
    - ELR armor set: 6 pieces
    - GMC weapons: 2 pieces - staff and tome
    - Frostfire sash
    - Vial of Wind Spirit
    - Talisman of Storms (initially Talisman of Power will work better)
    - Slayer (weapon enchantment)
    * Fire Lily & Talisman of Power
    * Sash of the Igniter (for a Death from Above build)

    Craft a dedicated gold farming set!

    Gold farming is essential in Eternium. It is not worth farming gold with a mediocre +gold bonus, so make separate gold farming gear. Use a gold booster and get rich quick!

    Craft an XP farming set!
    Same applies to farming experience. Champion levels are your best friend, and they are not hard to get when you have a good xp bonus. The first 500 CLs come easily. Some would say that the first 1800 are easy, others would argue that '2100 to 2200 were the golden days'. As an example, you need more xp to get from 2300 to 2301 than from 0 to 1800.

    ELR is one of the best mage farming sets, along with Arcanist + Forbidden Knowledge. Frostbeam has huge damage and can kill monsters quickly at trials 80-105, which is what you are aiming for ultimately. Trials above 103 don't give more experience, so farming above 105 (Kara) is not efficient for XP (but yields higher level items).

    ! At trial 80 you get mostly epics, mixed up with a few rares and legendaries. 100/105 drop nearly equally epics and legendaries. At 120 all drops are legendary, and item levels are slightly higher.

    Death from Above is a great alternative. It has lower damage, but it also triggers shatter, which has a huge area of effect. More on this in the next sections.

    I don't have glory. What do I do?
    Buy frostfire sash first - it's just 10 Glory. You can reach high trials (well over 100) without any of the other gear that costs Glory. Then earn Glory from War supplies, ANB and season events, and unlock more recipes.

    Bracers or Lily?
    It's up to you. You'll eventually get them both. You can do without any of them, but they are both really good. Bracers increase your frostbeam damage with 400-500%, and Lily increases your damage significantly if your Champion levels are low or your gear isn't top-notch. More about this in the next parts of this tutorials. Bracers are class-specific, and cost 100 glory per class!


    1.3. Shatter & Thermal shock. Grand Magister's Command weapon set

    Everything you need to know about the jack of all mage builds!

    How to get GMC weapons. What is shatter, how does it work and how to use it. Wispy's doing a full-map pull here to demonstrate the effect and usage of shatter:



    From Wispy:

    For those of you that find my monotonous, slow and highly enthusiastic speech too boring, a quick synopsis for Grand Magister's Command, Thermal Shock and Shatter:

    First up, you need to equip the skill Frost Bolt into one of your auto-attack slots. The reason for this is that having Frost Bolt equipped gives a 7% chance for Blizzard (to trigger Northern Wind), and 100% chance for nova to trigger Northern Wind when those skills hit an enemy. Northern Wind is the key trigger to shatter. Northern Wind causes all enemies on screen, plus any red dots on the mini map plus any mobs still chasing you (even if they're the other side of the map) to count as Frozen. Note that they wont actually be frozen, so will still keep moving but the Northern Wind effect means they are treated as being affected. The next thing required is the Grand Magister's Command weapon set (Igneus staff and Glacies Tempestas tome). Having both weapons gives a two-piece set bonus.

    Thermal shock
    The first part of the bonus is 'Casting a frost support ability extinguishes the burning effects for all creatures around the caster and deals 1000% of their remaining burning damage instantly'. This can hit critically and can be boosted by Power Infusion, Talisman of Storms or other damage boosting trinkets. The 'Frost support' abilities are Frost Nova, Blizzard and Frost Beam, and the 1000% weapon damage proc is the Thermal Shock effect.

    Shatter
    The second part of the bonus is 'Casting a fire support ability deals 3000% weapon damage to all creatures around the caster that are frozen and removes the frozen effect'. As every creature currently affected by Northern Wind is treated as Frozen, casting your fire skill hits them with 3000% weapon damage instantly. This hit can also crit, and be impacted by things like Power Infusion or Talisman of Storms (and others) for an even bigger effect. The 'fire support' abilities are Immolate and Death from Above, the 3000% weapon damage proc is the Shatter effect. In addition to hitting all those mobs, it restarts the internal countdown for them losing interest in chasing you, meaning as long as you keep up the Frost Nova then Immolate rotation, you'll never lose aggro on any mob and so can pull the entire map, round them up into a big blob and just hit them all with other more powerful AoE skills (such as Frostbeam).

    Finally, Shatter is classed as a Fire damage skill if you were building that into Belts, Bracers and Trinkets.

    Thermal shock is considered a Frost damage skill and is boosted by +frost stats on items.

    * The range of shatter is affected by viewing distance! When farming gold or trials, better set it to 150%.

    1.4. Moving, attacking & staying alive

    This is the most important and most overlooked video in this guide. If you know how to move and dodge, you can survive with a fraction of the Toughness others use. There are some major differences in controls between PC and mobile, and also two options for auto-attacking in the game settings. If you're getting serious about the game, check out this video and play around with the different settings.
    In this video I'm running around Elban @113 here to demonstrate different movement techniques and attack patterns.



    1.5. Bonus: 'Crowd Control to Mage...ergh...Tom...' - an advanced 'Basics' tutorial by Wispy

    Crowd control in Eternium is both a basic and advanced topic. If you're new to the game, kill some monsters first for the funsies, but do come back to watch it later!



    Wispy: 'Another Mage tutorial where I talk drivel for a little over 6 minutes (sigh) about the Eternium Crowd Control mechanics and how three of the typical ELR Frostbeam Mage skills feed into that. As a bonus I've included gameplay of all bosses from Trial 121 to 125, mostly because I'm way overpowered for those trials so can talk about certain mechanics and not have to pay too much attention to what is going on. I'm well aware that this isn't something that is going to be relevant to a lot of Mage players until you start hitting walls and wondering how to improve your boss fights - for example how to get that extra distance between yourself and say Magroth or Elban to get a full channel of Frostbeam. In this video I am not concerned with the knockback from Arc Lightning, the slows from Frost Bolt or Frostbeam as none of these feed into the overall "resistance" mechanic. I don't look at Blizzard or Archer minions either because in a typical Frostbeam Mage build you are not taking that skill or those companions. What I do cover is the passive crowd control from the tome Glacies Tempestas, the freeze from Frost Nova and the Vortex powers of Maggie and Eileen. If you're only interested in the gameplay elements, I recommend you jump to 6:50 in the video and watch from there, but be warned you're missing my dull delivery about the mechanics in play if you do skip ahead! The next video will be back to basics and all about the power of the frost beam, and maximising that damage (and yes, the title will be another pun, you have been warned).'
    Last edited by bojck; 05-12-2023, 04:09 PM.

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  • bojck
    started a topic ELR Mage tutorials

    ELR Mage tutorials

    Edit: tutorials are up-to-date for version 1.13.2.

    Please feel free to comment under each part or after the last one.

    Part -1: The ELR Cheatsheet

    You are aiming for the following items for the default ELR Frostbeam build:
    - ELR armor set: 6 pieces
    - GMC weapons: 2 pieces - staff and tome
    - Frostfire sash
    - Vial of Wind Spirit
    - Talisman of Storms (initially Talisman of Power will work better)
    - Integralas mantle or (Azure) Carnival cape
    - Slayer (weapon enchantment)
    * Fire Lily & Talisman of Power (if you have the Glory, start with Fire Lily)
    * For a Death from Above build use Sash of the Igniter

    Stats depend on:
    - what you use your gear for - xp farming, pushing high trials, farming gold, etc.
    - whether you have Fire Lily or not (with Fire Lily you don't do critical hits)
    - your skill level (start with more vitality and life on hit, reduce when you get more comfortable)
    - whether you use Frostbeam or Death from Above
    - if it's an ANB event or regular Season
    - your budget...

    The guide covers all of that, along with instructions on how to use that stuff : )

    For starters, check the default firelily frostbeam xp build in part 4.


    Intro

    In Eternium set and unique gear is king!

    Ultimately, mid and end game is all about being fast, dealing damage and clearing higher trials. Currently this means using Elemental Lord's Regalia (ELR) or Stormcaller Regalia (SCR) to be competitive in Season and ANB events, as they are the two highest-damage mage sets. It also means that at some point we commit to a certain build and work on perfecting the gear and skills for it.

    *SCR received a buff in 1.5.73 and is showing great results so far. It is pretty much on par with ELR at high trials. It offers a ridiculously high damage against large groups, but low single-target damage.

    For fun and for less competitive gameplay, Arcanist is also a great option.


    The ELR guide

    The guide was written to address some common requests that cover everything from farming experience and gold, through playing ANB events, to clearing the highest trials we can and climbing the leaderboards.

    It is not meant to be read linearly - feel free to go straight to any section you currently need!


    Part 0: Kicking it off. Early game objectives. Gems and $$. A New Beginning events
    - Early game objectives
    - How do I get through story mode?

    Part 1: Getting started with ELR. Crafting first proper gear
    - Getting started. Crafting your first proper gear
    - GMC & Shatter. Aggro: - by Wispy
    - Bonus: 'Crowd Control to Mage...ergh...Tom...' - an advanced 'Basics' tutorial by Wispy
    - Basics: movement, attacking and staying alive

    Part 2: ELR. Where does damage come from?
    - Beam
    - DfA

    Part 3: Beams and bosses
    - Garm @159
    - TBD @152
    - Elban @153 by Wispy
    - Magroth @ 156
    - Kara @155

    Part 4: XP
    - Beam
    - DfA

    Part 5: Gold farming

    Part 6: Push and pull
    - 6.1: small pulls, 1/3 map, 1/2 map. Escaping when cornered
    - 6.2: full map pull in < 3 minutes and Kara @155

    Part 7: Stats. New: Bracers!

    Part 8: Lily and Crit

    Part 9: Levelling and crafting toons

    Part 10: ANB. Gems & budget

    Part 11: Mobile
    Last edited by bojck; 03-02-2024, 09:56 AM.
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