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Cool, a guide for PvE Magic Exorcists!

Discussion in 'Priest Guides' started by Archie, Oct 30, 2010.

  1. Archie Mexocan

    ~Guide in Progress~
    Because we, as the whole exorcist community, don't necessarily know everything right now. Contribute something if possible.

    [IMG]

    I am not here to spread god's love. I am here to deliver his wrath. ~The exorcist awakening title

    Questions? Comments? Utterly confused? Think I'm wrong about anything? Feel free to send a message.
  2. Archie Mexocan

    ~Overview~


    So you want to make an exorcist, or at least see if your build is on the right track.


    Why would you like being a Magic Exorcist?
    • Map domination! Take control the field almost better than anyone else!
    • Be able to control and keep mobs (and some bosses) in lockdown
    • We can provide excellent offensive support

    But why wouldn't you like being a Magic Exorcist?
    • We're slow, have giant hitboxes, and we use cloth, so...
    • Anything that's fast, and superarmored will give you a TON of trouble
    • Expecially if your playstyle and build is heavily geared towards zoning, anything that can consistently outzone you can easily turn you into deadweight. (up yours, Skasa)
    • If you party with randoms often, don't expect teamwork to ever work out for you. Magic exos are virtually useless if their team mates can't coordinate with them.


    Example Skill Builds

    Now you know what to expect out of your exorcist...
    The Blank Skeleton Build
    See how this skeleton build is literally empty except for only five skills? There are many acceptable ways to build a magic exorcist.

    There are basically two different kinds of magic exorcists.

    My personal Zone-and-Nuke build
    The first is fairly cookie-cutter: The zone-and-nuke build like my own. I zone first, supplement my zones with spells, and nuke things gone when I encounter something nasty that I don't want to deal with.


    DualReaver's Build for Sustained DPM
    The other kind of exorcist is the skill-cyclist type. DualReaver's build has a much stronger emphasis on cycling through skill cooldowns for the best sustained DPM.
  3. Archie Mexocan

    ~Skill Analysis~

    Magic Exorcist Attack Skills:

    [IMG] "It's okay"
    Holy Amulet (aka Enter Nirvana) (lv 18) [Recommended level: MAX]

    It can do well over 500% if maxed, and it has a very very high chance of inflicting a slow status effect. Even better, this skill only has a two second cooldown. Plus, out of every skill with a two second cooldown, this is the most versatile. Five rapid hits, and an adjustable range makes this skill like no other. If you don't max this, I'm sad.

    Holy Amulet detonates when you release its hotkey.


    [IMG]
    Cancel - Holy Amulet (lv 26) [Recommended? Depends on preference]
    [Prereq: Lv 5 Holy Amulet]
    I have this cancel myself. It's great for saving MP by comboing stray monsters, and very useful for self protection against monsters with anti-range superarmor. However, not all exorcists will find this useful.


    [IMG] *Cue maniacal laughter*
    Furious Grab (lv 10) [Recommended level: 1 (You get this for free) or max]

    Out of all of the available attack skills, furious grab does the best damage for its cooldown if maxed. Anyone interested in DPM over burst damage can definitely invest in this skill.

    Fun Fact. Before the Priest Patch, this skill used to be capped at level 10, which an exorcist would get at level 28. Level 10 furious grab, for me, stayed stronger than my holy amulet until level 50! This skill's fixed damage is that massive.


    [IMG]
    Rising Emblem (aka Magic Circle of Ascension) (lv 20) [Recommended level: 5-10, or max]

    This is the trickest skill to decide on. Rising Emblem can be used for giving yourself space, it can be used for doing damage over a large area, or it can be used to poke. The level you get this skill to depends on how you use this skill, and what you use it for.

    At level 1, its AoE and launch power are both stupidly weak. Totally unusable.

    Level 5 is comboable into Holy Amulet and Cutting Darkness, but its damage will be nothing special late game.

    Level 10 is a popular stopping point, but just because it's a multiple of 10. Level 10 is very, very comfortable for comboing into skills, as the launching power and AoE are very very usable.

    Level 15 and over has more potential to hit monsters that are off screen. It's also comboable into Shikigami Legion, but that skill doesn't need to be used for juggles for it to be good.


    [IMG]
    Cancel - Rising Emblem [Recommended? Not really]
    [Prereq: Lv 5 Rising Emblem]
    Rising emblem has a delay. After the skill is cast, a circle appears on the ground. The circle then completes itself into a yin and yang symbol, and THEN things are hit and launched. This delay is not affected by cast nor attack speed, so this cancel is not really great for combo's, let alone juggling.

    Anyways, would there really be a situation where you would want to melee when casting this skill instead would have done the job?


    [IMG]
    Piercing the Darkness (aka Cutting Darkness) (lv 25) [Recommended level: 1]

    This skill pushes mobs away, breaks anti-range superarmor, and has off-screen range if fully charged. It's a great skill, and scales well as its power doubles from 1 to max, but this skill surprisingly, has pretty low SP priority compared to the other damage skill listed above.


    [IMG]
    Shikigami Legion (lv 45) [Recommended level: 0 or max]
    [Prereq: Lv 5 Holy Amulet, Lv 5 White Tiger, Lv 4 Black Tortoise]
    This is a BEAUTIFUL skill. Summon an entire legion of shikigami, and they will swarm mobs in front of you, clustering them up at a nice distance from you before finishing them off with a large shikigami.

    Few people don't like this skill, but for pretty legitimate reasons. It's a fixed damage skill that has to be maxed to keep its damage potential, and it turns out that this skill's large cooldown is a major turnoff as all of your other skills have really short cooldowns; it's generally a good idea to not get yourself dependant on high cooldown skills. It's still a great nuking skill however :v


    [IMG] "Dragon... SPEEAAARRR!"
    Blue Dragon Hammer (lv 48) [Recommended level: 0, 1 or max]
    [Prereq: Lv 3 Passion Chakra, Lv 3 Frigid Chakra]
    This is among the strongest hitting awakenings out there, with a very large AoE that nicely complements the damage. The downsides however, is the startup speed from the start of the skill, and when you actually slam your hammer into the ground, and of course, its two minute cooldown.

    If you don't mind spending SP on a nuke skill instead of levelling up another skill for better overall DPM, go ahead and max this, just as long as you have the spare SP.


    Magic Exorcist Zone/Utility Skills:


    [IMG] "I hate that slo-mo thing!" ~ A raging PvPer
    Supression Amulet (lv 25) [Recommended level: MAX]
    [Prereq: Lv 4 Holy Amulet]
    This skill creates an AoE that reduces enemy movement speed by about 60%, and lowers their accuracy rate by 25%. A slow AoE is valuable to a slow moving priest, and the hit rate debuff can potentially save your life. Max it. It makes your life easier.


    [IMG] "Rise!"
    Lightning Amulet (lv 40) [Recommended level: max]
    [Prereq: Lv 10 Holy Amulet, Lv 5 Supression Amulet]
    It might get a damage boost of only 6% with each level, but since lightning amulet hits 12 times over its 10 second duration, it actually scales up to at least 72% per level. That's not even considering the potential that one lightning strike can hit multiple mobs if mobs stand too close to a targeted mob.

    This skill is total hax if you party up with a class that can cluster mobs, like witches with manteau, brawlers with heaven's net, monks with machinegun jab and hurricane n' roll... Be sure to place lightning amulet where mobs are densely clustered up for you!


    [IMG] "White Tiger! White Tiger! White Tiger!"
    White Tiger (lv 30) [Recommended level: 3 for Black Tortoise, or 5 for Shikigami Legion]
    [Prereq: Lv 5 Holy Amulet]
    This skill is unique to DFO, and it is the signature move of magic exorcists. Not only that, this skill is easily the most mechanically complex out of every skill.

    If by some chance you don't happen to know what this skill does.

    When this skill is cast, you summon a shikigami (which is the Japanese equivalent of a European familiar), which is the "White Tiger" that you summon. That tiger gives off an aura that increases your move speed, jump height, and gives your attacks a light element.

    When you summon a second tiger, the aura dissappears. The tigers change forms, to basically play a game of magic hot potato =p. The oldest tiger will send a magic orb to the second tiger, then the second tiger sends the orb back. The orb does damage to monsters on contact, but will not hit the same monster again until the orb reaches the tiger it is travelling to.

    And when you summon a third one, the path changes so the orb does from the first, to the second, to the last tiger, and so on if you summon any additional tigers.

    But if you're still confused, just go to a PvP practice room, and practice against the practice dummy in the bottom-right corner of the array of available practice dummy. He has the white tiger skill that he can show you.


    Strategic placement is key to using this skill at its fullest potential. White tiger's true scaling is from additional tigers being summoned. Don't place them too far apart, or the time it takes for the orb to travel between tigers will get long, and its DPM suffers. Don't place them too closely together, or you might not hit every monster you need to be hit. Avoid carelessly place them, or you might end up having tigers fly around where there aren't any mobs to hurt, but don't go out of your way to place tigers in really good places, that can eat up a lot of your time.

    You could max white tiger, but the reason why people generally don't max it, is because its scaling is pretty underwhelming.


    [IMG] "If it looks like a tortoise, grabs people like a tortoise, and quacks like a tortoise, then it probably is a tortoise." ~HellMuT
    Black Tortoise (lv 35) [Recommended level: 4 for Shikigami Legion, or Max]
    [Prereq: Lv 3 White Tiger]

    This skill was downright broken before the Priest Patch, but it is still very good despite the nerf to Black Tortoise.

    Black Tortoise is a summon. Unlike every other summon in the game, tortoise does no damage on its own. However, it has an ability even more valuable - to grab monsters, hold them still, and reduce their defenses by a lot. That's priceless. Tortoise can grab anything that moves, super armored or not, grabbable or not. Tortoise will hold them still.

    Each level of tortoise increases its duration, holding time, debuff strength, and HP.

    However, since tortoise can only grab one monster, this is generally reserved for bosses. But since it's only reserved for bosses, some people choose to not max tortoise. Tortoise's holding duration on bosses are short, and doesn't improve with each level. The holding duration that the skill description shows, describes its holding duration on normal mobs, i.e. mobs that have a gray name. Monsters with a purple name (as a champion) or a green name (as a special monster like a soul eater, or a bunker walker) will have a reduced holding time. Lastly, monsters with pink names (as a boss) will have a fixed holding duration.

    Fun fact: Aganzo, the legendary Zanbato master, is techically a normal mob despite how he's looked up to as a boss. Aganzo is held for the full duration, as well as many other automated player characters. =o


    Damage Boosting Skills:


    [IMG] "Blessing!"
    Frigid Chakra [Recommended level: MAX]

    It increases your INT and your casting speed. A definite must max.


    [IMG] "Bate Kaito!"
    Ancient Memory [Recommended level: 0 or max]

    At max, this gives 150 INT, and that is a lot of INT. Although it lasts for only 20 seconds with a 40 second cooldown, this is a great buff for dealing burst damage.


    [IMG]
    Wisdom's Blessing [Recommended level: 0 or max]
    [Prereq: lv 5 Strike]

    The overall damage boost might not be very impressive, but over time, the benefit is theoretically similar to ancient memory. This skill also lasts literally six times as long as a single ancient memory buff, and AM can only be kept up for half the time.

    It is said that wisdom's blessing scales with spirit, and that is true. 500 sprit doubles the effect of WB. But, an exorcist at around level 50 would only have 300-370 spirit, and we only get 2.5 points of spirit per level. :<

    If you prefer more consistent DPM and don't mind the heavy SP cost for getting wisdom's blessing... go ahead and max it. You don't need to choose either WB or AM, you can grab both WB, AM (and don't forget frigid chakra) for amazing results.


    [IMG]
    Magic Crit [Recommended level: max]

    Why not? It boosts your DPM without a doubt, and you'll see big numbers more often than without this skill. Magic crit also scaled better for your level better than any other of these buff skills. INT bonuses from frigid chakra and ancient memory will comparetively seem weaker as you reach very high levels, when you get a very high base INT. In the case for Wisdom's blessing our spirit stat still wouldn't be too impressive. Magic crit scales up your own damage instead of adding a "fixed amount". Definitely a good investment for the future.


    [IMG]
    Magic Back Crit [Recommended level: 0]

    This passive is pretty situational. Only get it if you're very confident you can consistently land back attacks.
  4. Archie Mexocan

    ~Skill Analysis - Cont.~

    Physical Exorcist Skills:


    [IMG] "Upward sla-" "LOLNO GWL"
    Giant Weapon Launcher [Recommended level: 1, or 5 for certain skills, or max]

    This is your starter launching skill, but this isn't your main launching skill; Rising Emblem the skill you use to launch things. GWL is only levelled for prerequisites (if it's levelled at all).

    However, a weathered magic exo player from DnF recommends GWL at max because GWL, for magic exorcists is a defensive skill. Maxing it helps you get monsters off your face. Although, we're pretty far from having difficult dungeons that would want something like max GWL...


    [IMG] "Aya!"
    Quake Area (aka Phoenix Hammer) (lv 15) [Recommended level: 1 (You get this for free)]

    This skill is only great for tight spots when you need to knock monsters down, but this skill is not worth your SP.


    [IMG] "HOME RUUUN!"
    Star in the Sky (lv 25) [Recommended level: 0 or 1]
    [Prereq: 5 GWL]
    The exorcist's signiture grab. For a PvE magic exorcist, this skill would be used for times when we're getting trampled over. It's potentially valuable in places like Vilmark and North Myre, but many exorcists don't find this skill worth the 110 SP needed.


    [IMG]
    Crucifix Wind (lv 30) [Recommended level: 0 or 1]
    [Prereq: 5 GWL]
    You throw your weapon forwards, and your weapon flies, then hovers, knocking back and putting monsters in stunlock. Great for knocking back and starting combos, but not needed for PvE. The knockback can mostly be replaced with Piercing the Darkness skill instead, dealing more damage, and using less MP. However, crucifix has better potential for proccing status effects from your weapon, and is better suited for grouping mobs.

    If you choose to get this skill, at least get lurking dragon.


    [IMG]
    Lurking Dragon (lv 20) [Recommended level: 0 or 1]
    [Prereq: 5 GWL]
    This lets you charge GWL, Crucifix wind, and your last hit of your X attack. Lurking dragon lets you hold constant superarmor if you charge GWL, but it won't be mandatory until later dungeons when you will want to be able to sustain superarmor.


    [IMG]
    Scythe Mastery [Recommended level: 0]

    You want to use a rosary for a far superior magic attack stat, for the INT bonus a scythe doesn't offer, and better casting speed. The only reason why you would want to use a scythe, is to save MP by spamming X attacks. That will not justify getting its mastery.


    [IMG]
    Passion Chakra [Recommended level: 0 or 3 for awakening]

    Only get it if you want the awakening.


    [IMG][IMG][IMG][IMG][IMG][IMG]
    Every other physical exorcist skill

    Don't bother. They won't benefit you, they don't have much utility to start with. You have better uses for your SP.

    In the case for Combat Aura (aka Divergence), magic exorcists aren't in superarmor for long enough to make the skill remotely useful.


    Non-Class Skills:


    [IMG] "Vivo... Otium. (lit. I live freely in Latin?)"
    Slow Heal[Recommended level: 0]

    This skill's effect is scaled with vitality, a stat magic exorcists happen to be lacking. This is not worth the SP anymore. You're better off farming easier dungeons for HP potions.


    [IMG] "Strike!"
    Strike [Recommended level: 1 (You get this for free), or 5 for Wisdom's Blessing]

    Only get this as a prereq for Wisdom's Blessing. This is a buff much more beneficial to melee classes.


    [IMG] "Cleanse!"
    Cure [Recommended level: 0]

    Usually, you don't need a quick cure to whatever status afflicts you. If you do, you could easily farm for mini world bubbles from North Myre, or play a little carefully. If you want the utility however, be sure to max it, since there's a level limit to statuses that this skill can remove.


    [IMG] "Straight punch like a man!" ~Hughton, King of Destruction
    Lucky straight punch [Recommended level: 1 (You get this for free)]

    If for some reason, you want to use this skill often, magic exorcist isn't the class for you. This skill is too dangerous for us to use in general. Put this skill away and seal it =)


    [IMG][IMG] "Flagga!"
    Smasher [Recommended level: 1 (You get this for free)]

    Potential life saver, and that's all you need it for. If you feel that this cancel is useful to you, you may grab it into your skill build (no pun intended)


    [IMG]
    Second Uppercut [Recommended level: 0]

    There is very little that can justify dashing into a mob. If you want a little mix-up fighting, you're better off with cancel holy amulet.


    [IMG]
    Joy of Pain (aka Painful Rapture) [Recommended level: 0 or 1]

    It's only great when you encounter a HP fairy when you have full HP and no MP, but don't level this past 1 if you choose to get it, it scales terribly.


    [IMG]
    Quick Rebound [Recommended level: 1]

    This skill can save your life, especially in more difficult dungeons where knockdowns can become very punishing.


    [IMG] "One giant leap for exo kind!" ~Archie
    Leap [Recommended level: 0, or 1]

    I use this to jump over mobs, to place tigers where they will hit mobs. Best if stacked with a white tiger's aura.


    [IMG]
    Indomitable Spirit [Recommended level: 0]

    Cool skill, I had it before the Priest Patch, but now, you have far better places to put your SP.
  5. Archie Mexocan

    ~Equipment Recommendations~


    Avatars:

    For each slot, I'll list stats in order from what I feel is the best stat, to what I feel is trash.

    Hat/Hair:

    INT - Makes you hit harder. Derp?
    Cast Speed - Extremely helpful in less friendly dungeons that can interrupt your skills. This is useless where it's not needed however.
    MP Regen - Good for lasting through dungeons, but you could consider getting a stat good for getting things done quicker. Since this stat can be replaced completely with MP potions, I put this below cast speed :<
    HP Regen - I wouldn't bother, unless you really plan to stack HP regen like a zerk.
    Spirit - A FS sader needs this a hundred-fold more than you do D=


    Face/Torso

    Attack Speed - Indirectly helps casting speed by theoretically speeding up animations after casting, but this isn't really a priority.
    Abnormal Status Tolerance - Especially useful in a place like King's Relic, but there aren't many places where this status would become helpful.
    Hit Recovery - This is more of a melee class's stat.
    Magic Defense - As if this would make a difference.... >_>


    Top

    Standard Avatars - Ancient memory, or Wisdom's blessing for DPM boost, or Furious grab if you're maxing it.

    Advanced Avatars - Frigid Chakra for DPM, Holy Amulet for being our bread-and-butter, Lightning amulet for its awesome scaling, or Black Tortoise.


    Bottom

    Max HP - For survivability, which is always good.
    Max MP - For lasting longer without running out of MP.
    Physical Defense - Max HP is always the better investment for survivability


    Waist

    Evasion - Because it could save your life.
    Everything else - Not like it matters.


    Shoe

    Move Speed - Being able to actually run away from things trying to kill you... is usually something taken for granted.
    Jump Speed - If you're the guy who jumps over mobs to place tigers.
    Strength - Then again, we're an INT based class who doesn't necessarily need STR.
    Vitality - Honestly, I don't even know how much of a difference this makes, if it has any.


    Skin

    Physical reduction - But only because we have little physical defense to start off with.
    Magical reduction - You don't need to pay extra money for physical reduction. There seems to be more monsters that does magic damage than it appears.


    -Armor recommendations coming... sometime later. brb essay
  6. Archie Mexocan

    ~Reserved for the FAQ section~
  7. DualReaver ǝʇnɔ os ɯ,ı

    Pretty pro guide, just like always when it comes to your guides. :)
  8. geenareeno Not gReenareeno

    Great guide, you know your stuff.
  9. Psych Oh you so pringles!

    Add a avatar section cause I forgot what you said about avas. :c
  10. Archie Mexocan

    And there you go, only because I have a writer's block for this essay that's due tomorrow lol. brb
  11. BlanixTheBlood Perfect hair

    Its Bate Kaito. Not Matte Kaito.
  12. Archie Mexocan

    Hmm, what does it mean, if you're so wise to point out how it's actually pronounced? :confused:
  13. Revelus New Member

    Some things worth mentioning:

    Does anyone else feel like Rising Emblem does REALLY bad damage? It seems to be completely useless outside of large, grouped mobs.

    Suppression Amulet is worthless as an avatar top because it's one of the few skills in the game that has absolutely shitty scaling after it's maxed. Don't believe me? Check the SSA Wiki.

    I asked a Korean friend about Magic Exorcists and he says that you should pick White Tigers or Rising Emblem, and max it. I'm leveling together with a Magic Exorcist friend and I personally picked to max out my tigers, while he's maxing emblem. He's leaving tigers at 5 and my emblem is at 0. Now, most people don't even consider maxing tigers here, so I asked him why. He said that the skill is really powerful if placed in certain formations, like O - O - O - O - O or a star formation.
  14. Archie Mexocan

    When I had it maxed before my level, it did about as much damage as max holy amulet. Then again, holy amulet's cooldown is super short.

    My reasoning for this was that the slow effect is already powerful. So powerful, even a slight boost would make a difference. Then again, you're probably right.

    The white tiger skill's true scaling is from additional tigers being summoned. While it is true that properly placed white tigers can rape shit dead, each level of white tiger adds a seemingly miniscule amount of damage, for so much SP. White tiger might be worth maxing if we get the Korean update where white tiger keeps their aura after a second tiger is summoned, but for now... White tiger's scaling is pretty underwhelming.
  15. BlanixTheBlood Perfect hair

    The words seems to be a number of meanings for different languages, which I first tried latin for and after much seach and failure, it is likely some form of dialect from Arad or Pandemonium. The most I could get out of it was Batte meaning Battle and Kaito meaning either shoe or a vast number of japanese phrases.

    Though it is adament that all 6 characters say Batte Kaito when using the skill. Using the extractor helped a lot in finding out various voicing for moves that didn't quite fit. I.E. Asura Crescent is "Asura Fuldon" Not "Mother F*cker".

    And for the record. Matte Kaito doesn't make any sense either.
  16. reyosun Pro AFKer

    Definitely a top-notch guide, thank you!

    It basically mirrors all of my preferences. I would also suggest making Crucifix Wind as a [0 or 1] utility skill - can't tell you how useful it is for bunching\grouping enemies together, or pushing them into my suppression\lightning AOEs, etc. Great for saving my skin, too, and throwing an amulet or other combos immediately afterwards into the now-grouped enemies. Or follow up with Shikigami combo. Extremely useful utility skill.

    Also, I would like to illustrate the effect of maxing Frigid Chakra, Wisdom's Blessing and Ancient Memory. At my current Lv47, with 13 Frigid, 10 Wisdom, 7 Ancient, my MAtk goes up from 1159 to over 2100 using a Lv40 purple (Exorcist Bead, +1 Frigid) and the Earth Robe Set (+2 Frigid). That's an insane amount of damage for an non-upgraded weapon, and excellent for burst damage.

    Once AM dies out, MAtk still remains quite high at 1759 or so.

    I'm also not planning to use Sky Conqueror set because I prefer the bonuses in the ER set, with its increases in Frigid.
    The only caveat is that you'll have to sacrifice something to get that kind of high Matk value, and for me, I'm sacrificing a few levels of Suppression. Don't see a huge difference between -25% (max) attack speed to -19% (-3 Levels).

    Damage should only skyrocket with an upgraded weapon.
  17. Psych Oh you so pringles!

    I'm getting status resist avas instead of aspd because, well. You kinda told me to. >_> But then I kinda do value less chance of status effects than barely visible effects on cast speed.

    Oh, plus it's cheaper.

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