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| · Atlantica Mercenary: Witch |
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1/19/2009 |
tricky spellcaster with the ability to fly and deal high HP and MP damage to enemy mercenaries.
Rank: C
Basic: Witch Stats: Str 120, Dex 250, Def 150, Int 280, Vit 180, M.Def 500
Upgrade 1: High Witch Stats: Str 140, Dex 270, Def 180, Int 330, Vit 190, M.Def 500
Upgrade 2: Great Witch Stats: Str 160, Dex 300, Def 220, Int 370, Vit 220, M.Def 500
Upgrade 3: Morgan le Fay Stats: Str 190, Dex 330, Def 250, Int 400, Vit 230, M.Def 500
Upgrade 4: Hero Morgan le Fay Stats: Str 203, Dex 353, Def 286, Int 428, Vit 235, M.Def 500
Historical / Legendary Source: Morgan le Fay, alternatively known as Morgane, Morgain, Morgana and other variants, is a powerful sorceress and antagonist of King Arthur and Queen Guinevere in the Arthurian legend.
The early works featuring Morgan do not elaborate her character beyond her role as a fay or magician. She became much more prominent in the later cyclical prose works such as the Lancelot-Grail and the Post-Vulgate Cycle, in which she is said to be the daughter of Arthur's mother, the Lady Igraine, and her first husband, Gorlois, Duke of Cornwall; Arthur is her half brother by Igraine and Uther Pendragon.
Morgan has at least two older sisters, Elaine and Morgause, the latter of whom is the mother of Gawain and the traitor Mordred. In Sir Thomas Malory's Le Morte d'Arthur and elsewhere, she is married, unhappily, to King Urien of Gore and Ywain is her son.
Though she becomes an adversary of the Round Table when Guinevere discovers her adultery with one of her husband's knights, she eventually reconciles with her brother, and even serves as one of the four enchantresses who carry the king to Avalon after his final battle at Camlann.
Pros:
- Excellent (if a bit sporadic) damage output with Meteor Strike, which pretty much hits anything that isn't protected by Holy Guard.
- High magic defense helps her deal with AoE and other skill-based damage.
- Natural gift of flight renders her immune to standard melee physical attacks (sword, spear, axe) and cannon attacks.
- Relatively high evasion rate, unusually high even for most spellcasters (which tend to have decent evasion rates).
- Mana Drain kills enough mana that one or two uses can render a line of melee unable to use skills at all.
- Mana Trap, besides being good at preventing Seth's Will lines from gaining steam quickly, also deals mana damage every turn it is up, making it very problematic for melee builds.
- Mana Recharge serves as a decent counter for when your mercenaries get drained, burned or lose their mana to Mana Trap.
- Flying makes the Witch an optimal selection for the middle-most mercenary, forcing cannon attacks to only damage 3 mercenaries at most rather than 5.
- Flying also makes the Witch the main user of scrolls in a formation, as they cannot be normal-attacked away except by guns and bows (and spellcasters, if they can hit the witch).
- Being unable to be hit by melee or cannons makes the Witch a rather difficult mercenary to stun.
- AP recovery is, on average, really good -- and awesome at its best (40-115).
Cons:
- Absurdly low defense and vitality are compounded by the fact that they take excellent damage from spellcasters' normal attacks. Front row witches are in the top 3 reasons why you should invest in nice staves for your spellcasters.
- Meteor Strike, their major damage skill, renders the Witch useless for a few turns with its incredible AP drain.
- Being a spellcaster, it will have to constantly deal with Exorcist control from Mana Seal, nullifying its main source of damage.
- Shenanigans: when running a Witch in the front line, your biggest worry is your enemy using a Princess, as it has tremendous combo rate and deals great staff damage, both of which could spell early doom for your Witch.
- AP recovery is inconsistent despite being able to be very high.
Abilities:
- Mana Drain: Heavy mana damage to a single row. 100 AP cost. (9/10)
- Mana Trap: Constant hp and mana damage over time to all mercenaries in enemy formation; casting Seth's Will on a mercenary affected by Mana Trap will nullify the casting of Seth's Will and deal mana damage to the affected mercenaries. 100 AP cost. (8/10)
- Mana Recharge: Replenish a single row's mana. 100 AP cost. (7/10)
- Meteor Strike: High-powered magic damage to all mercenaries in enemy formation. 500 AP cost. (10/10)
Breakdown: The Witch is one of the most highly-used mercenaries in the game, for good reason. With a large amount of pros working for her and nearly no real cons, a Witch smack in the middle of an enemy formation can prove to be a very strong addition to almost any party. She has large damage output (even though it is not sustained), solid magic defense (which makes healing her very easy) and her other utility-oriented skills make her a solid choice for almost any formation.
Witches are good in just about any formation: they counter Seth's Will with both Mana Trap and Mana Drain (the latter which works even better when an Exorcist can join in on the fun with Mana Burn), and can undo the major damage from those two skills by using Mana Recharge. They were very, very popular choices early on in the game (and still somewhat are) as candidates for front-line mercenaries, but a few discoveries and changes in tactics have shown that a Witch in the front line is not a great idea (although, some players Mycenae still have the luxury of being able to run this tactic in Free League due to an overwhelming advantage in equipment and levels). The best kind of formation for the Witch, however, is a formation that relies on AoE damage. With people slowly discovering the usefulness of Scrolls of Mana Piercing, people are beginning to find ways to almost immediately kill off sections of a formation by stacking Mana Piercing with a large amount of sudden AoE magic damage and stacking debuffs. This is especially true of those formations that run a Princess as a counter-pick along with a Cannoneer to deal with Gunner and Cannon formations, as Bombing Campaign with a Scroll of Mana Piercing is probably the highest-damaging combo in the game.
All in all, use a Witch if you like doing large amounts of damage to entire enemy formations in well-timed bursts, or if you seem to be having some trouble with Cannon users and want to make it difficult for them to stun your entire team. Also, it's a good idea to run a Witch if you'd like to easily counter Seth's Will builds without resorting to Scrolls of Dispel by just preventing the spell from being cast in the first place. Just remember that sticking a Witch in the middle row might get in the way of your Seth's Will line, if you focus on the spell in PvP, and that Witches can be killed rather easily in the front line unless you've got them stacked with a lot of good gear or simply actually intend for them to sponge up some damage earlier on so you can rotate her and heal her.
Rating: 9/10
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