The Advanced “Wartune” PVP/P-Def Crit-Mage Guide For Non-Balen Users.





You will find numerous guides on various character builds on the Wartune official forum as well as various similar blogs like this. The following discussion is not an attempt to replicate an old and commonly known “proper” Mage build. Neither is it an attempt to discredit their effectiveness or practicality when it comes to playing Wartune with zero “balens”[the Wartune currency bought by real money transactions which can be used to buy everything in-game]. It is simply an attempt to make the player/reader realise that blindly following a guide without due thought to it’s long term repercussions on your player character is a lesson hard-learned and almost too late to rectify. So, taking that into account, let us proceed with the foremost question:


What do we mean by a “PVP” Mage and is it possible for a Non-balen user to be highly effective against both P-Attackers as well as M-Attackers?

The answer is, “no”. A PVP Mage can be explained via any combat duration. Player Versus Player Battles last for a far shorter time as compared to PVE, the reason being: NPC Bosses have an ultra high HP and as their level increases, they gain bonus skill effects that superceeds the individual astral effects any one player may have. The skill effects last for certain turns and their effects may range from percentage damage deflection to increased attack, to summonings, damage which totally negate the player’s defenses[bleed, burn]etc; all of which is aimed at making the combat a team-based scenario.

PVP on the other hand is solely about you, and how you, as a non-balen user may gain some measure of  an advantage to challenge an unskilled/ inexperienced player. You will need it, not only to gain “insignias”[special tokens earned via "Battlegrounds", "Arena" and "Farming"] , but also to stand independent of a guild’s body-politic. I will ignore the added statistics offered via guild skills because: 1. Guild Skills depend on the amount of gold you can donate and accumulate while constantly wondering if any Guild Officer/Lieutenant/ Assistant Leader or the Leader him/herself might decide to remove you on a whim while there is unused contribution pending. There is no guarantee for a guild member when it comes to his/her contribution/gold in a Guild. Security and claims of security are nothing more than aesthetics. As a member, regardless of your guild rank, you are expendable. ; 2. A balen user need not even buy “VIP”. He/she can simply convert all his/her balens into gold and invest them in Guild Skills only. The result would be a lvl 40 player character being strong enough to challenge a lvl 50 non-balen user.

So how does one survive in such a field of competitive cut-throat playing as a non-balen Mage?

The Mage character class has a significant advantage over other classes with respect to one attribute: The Area Effect skills[AOE]. These skills: Fire Rain[Rage cost 16], Meteorite[Rage cost: 30], Damnation [Rage cost: 25 with QTE boost], Delphic Thunder Frenzy[Rage cost: 80] and  Delphic Hell Thunder[Rage cost: 100],  damage multiple enemies once, twice or thrice. The greater the number of enemies, the larger the increase in rage.

There is also another advantage to these multiple hit attack skills which players in general, choose to over-look: the critical rates and their effect on multiple hit attacks. You might have come across certain guides that claim 100 critical points is roughly equivalent to a 3% increase in critical rates. There is no way to test it’s merit, but for the sake of our discussion, let us take for granted that it is true. A level 50 Mage wearing a full level 45 Arena gear on the left and all lvl 50 rings and jewels on the right gives roughly 720 points of criticals. Add-in a level V “Pristine Sniper’s Edge” Astral, and you might get an extra 1064 points of criticals. A total of 1784 critical points at level 50, or approximately 51% chances of criticals.

For those of you who are new to “criticals”, it is a random damage multiplier that increases your damage from 50%-100% of the damage you give.

Cons of criticals in Wartune:  1.Critical Damage are affected by the defense of an opponent; 2. Critical Rates are affected by the critical points of the opponent. You are less likely to deal criticals to Archers because their gears themselves have high critical points as well their passive skills which help in augmenting more criticals hits; 3. The Pristine “Enhanced Guardian Angel” Astral decreases the critical receive rates of the wearer. A critical character will have to reserve one Astral slot for the same Astral; 4. Using one “Enhanced Will Destroyer” Astral instead of “Pristine Sniper’s Edge”, and “Enhanced Determination” offers one extra Astral slot for a defensive Astral.

Pros of criticals in Wartune: 1. AOE Skills coupled with criticals makes a mage highly effective in Team Arena battles as well as one-on-one combat in the wilds. If a lvl 50 Mage were to have 1300 Critical points, it is almost certain that one out of three hits via Meteorite or Delphic Thunder Frenzy skill will land as a critical. ; 2. A critical Restoration healing skill that has been maximised, will offer  a minimum of 10,000 HP, i.e if you are wearing a pristine “Enhanced Determination” Astral of atleast level III. Mages who use the “Enhanced Will Destroyer Astral”, can not make use of this feature. It is highly potent in PVP; 3. Criticals deal more damage when facing a superior opponent. If you are in an Arena Team, you’d best deal maximum possible damage before dying. 3. A lesser known fact about criticals is that your critical rates as well as critical damage multipliers are *added* to your army.

Now let us proceed towards the basic skill set of a PVP/P-defense Mage :

The goal of any efficient PVP mage character in Wartune should be: “.. maximum damage in the least possible time..”; that being said, “Damage” depends on three factors: 1. your normal M-attk, ; 2. your chances of critical hit and the damage boosted on a critical hit; 3. The opponent’s M-defense. That being said, “Time” depends on “Rage”. The higher your “rage”, the faster you can use your skills. “Rage” in-turn, depends on the gears you are equipped with [Arena,crypt-shop and synthesized group gears offer bonuses to gaining rage] and the mage’s *passive* skills like, “Castinator” and “Heart Elemental“. Co-relating all of the above findings in a nut-shell, a strong Mage should set his/her skills such that the most basic skill attacks along with the passive skills should be maximised *first* and as early as possible.

The worth of “Suntoria” for a PVP Mage in *solo* combat:

Pros: A maximized Suntoria skill offers 6% HP regeneration for 7 Turns with QTE boost. So a total of 42% HP regeneration at the *end* of 7 Turns for you and your army.

Cons: 1. Worthless during “World Boss” Battles unless you are a Lvl 70+ Tank. :) If you have maximised Suntoria, then you have used three skill points on a slow defensive skill. So you are going to earn less “Daru” [resource required for troop upgrade] everyday. Hence, your troops will be weaker and they will die sooner, thereby, not allowing you enough time to build-up rage for AOE skills; 2. Suntoria is a regeneration buff that requires 7 turns. Your opponent will not be so patient to let you regain 42% of your HP. If you meet an Archer with high Criticals and P-attack, you will die within the first 60 seconds. :)

Extra notes on Suntoria: It is a highly effective skill in Multi-player dungeons where you are accompanied by Tanks and Archers.

Last but not the least, since non-balen users strive to get any edge over balen-users in any way possible, I would recommend the “Enhanced Ruthlessness” Astral. It increases your “floating damage” by decreasing your minimum damage dealt. Since Non-Balen-Users are *already* at a  severe disadvantage when compared to balen-users, there is no harm in using that Astral for a gamble. The element of surprise is what makes it all worthwhile. :)





















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