Shadow magic or wind magic



my current armor for reference.

The idea is that since both of these magics are decent it all stats (wind lacks damage but makes up in speed and size) i could run a mage for tiers or paladin for some extra defense. While i would nearly never use my second magic or third magic (unless i get like regeneration and healing magics) running a mage for the tiers would just make these magics bigger.

anyway shadow or wind if i go wind i can replace gems with knockback. also paladin or mage (leaning toward mage but wondering your ideas)

Wind magic if you can cope with Low damage also want high magic speed and size

didnt read any of that but the answer is always wind magic

I’m begging you, remove the drawback

It truly is not worth it

why 7 everything :sob:

Anything but shadow :broken_heart:

manipulating the atlantean essence, what the hell is that build tho

max main stats min substats ig

what u like more pick that literally any magic can be really good

Use exotic gems, you’re wasting a substats. Max power gem gives 3 power while calanderia, malachite, and morenci gives 3 power and a substat

Drawback with such high armor is not even noticeable at all. The regen out matches the draebacks damage. Also I heard she/he will be going to invest in vitality

and just sharing but I’ve fought a wind magic and snow magic (his 2nd magic) mage. He deals no damage, outclassed by my regen. My hp was 1.9k. No Cap.

Even with the size, the very end of hitbox, as I noticed, only knockback, not deals damage. I don’t know but wind mage are kind of weak…(This is my observation)

Solution:

Run mage, get wind and shadow.

if i choose paladin yeah vitality but mage might be better rn since 500 extra hp doesn’t do too much. also he.

oops im sorry, I mean he

The 20 damage at full HP:

If you look at it as -20 Defense every time you attack during a fight, it becomes a lot more of a tradeoff.

It’s based on the current percentage of your HP, right (not sure how it works with defense so I’m assuming percentage)? So it’ll only keep going down as your HP goes down.

It’s based on your base HP before Defense and no longer considers your current health. Each drawback is 1% of base HP, which is -10.73 HP for non-Vitality builds or more depending on your max HP with Vitality.

Alright, good to know, although in that case that still means it’s going to take this person ~87 attacks before they run through their defense HP.

what Do you mean? You are not accounting regeneration in this matter. With such high hp, the drawback is almost negated. And he doesnt have that high attack speed so, drawback is not that bad for such build