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| Spell Patterns; LostMagic Basics | |
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| Topic Started: May 20 2011, 12:36 AM (505 Views) | |
| Naggy | May 20 2011, 12:36 AM Post #1 |
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One of the biggest questions new players have tends to focus on the spell list. They want to know which spells are the most important. That's a great question, but if you really want to get good there is a more holistic approach to the game you should be taking: Learning spell patterns. The following concepts may come across as a bit complicated, but you should intuitively pick up on them without even realizing it just by playing through the single player mode. For the purpose of this post, I will be referring to duo runes. There are a few staples that everyone should know, but for the most part those spells are situational. More importantly, all duo rune spells can be figured out through simple patterns. Pay attention to this next part because it's important. The first rune in a duo rune determines the function of the spell while the second rune in a duo rune determines the spell's strength and elemental affinity. When you look at it this way, you really don't have to memorize all 396 spell combinations. Instead, you only have to memorize about 45 patterns and then you can fill in the blanks on the go. Example: 019: Fire Lance = + ![]() A piercing, scalding fire ball. Indicate a direction to fire it. 020: Homing Fire = + ![]() A homing fire ball. Indicate a direction to fire it. 021: Blazer = + ![]() Flame shots target all enemies within indicated center and radius. As you can see here, all three of these spells have a similar function; they each shoot a damaging fireball of some sort. The pattern is the same, the only thing that changes is the second rune in the combination. As you raise the level of the second rune, the projectile's behavior changes in some way and damage tends to increase. + shoots a piercing fireball that goes through walls. + shoots a piercing, homing fireball that goes through walls and curves to hit people it would have missed otherwise. + will shoot multiple fireballs that home in on all selected enemies.Aside from that, if you were to do + instead of + fire2;, it would have the same function as the lv two fire version of the spell except it would be a homing ice shard instead. The application of this of course would be for type advantages and for status conditions. Fire spells tend to have a chance of burning while water spells tend to have a chance of freezing. Once you figure out how the patterns work, spell casting will come very natural to you.-- Here is a link to the Useful Spells List for Competitive Wifi Play. I tend to list only the most useful variations in the pattern, but the same principle I talked about in this post applies. Comet Fall is a great example to be found in that list as it uses the weakest version to take out runefeeds instead of the strongest version. |
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