User:Boblers/sandbox
Userspace navigation
| Boblers/sandbox |
| Boblers/sandbox |
Blue Mage notes
Shared cooldowns
- Off-guard, Peculiar Light
- Feather Rain, Eruption
- Mountain Buster, Shock Strike
- Glass Dance, Veil of the Whorl
- Magic Hammer, Candy Cane
- Level 5 Death, Ultravibration
- Quasar, J Kick
- Angel's Snack, Dragon Force, Matra Magic
- Chelonian Gate, The Rose of Destruction, Ruby Dynamics
- Both Ends, Nightbloom
- Apokalypsis, Being Mortal
Non-stackables
- Bristle, Whistle
- Ice Spikes, Veil of the Whorl, Schiltron
- Song of Torment, Aetherial Spark, Nightbloom
Combos
Notes:
| Spell 1 | Spell 2 | Spell 3 | Notes |
|---|---|---|---|
| Winged Reprobation (4 times) | Conviction Marcato | - | - |
| Peat Pelt | Deep Clean | - | Generates regen stacks. |
| Wild Rage (2 casts) | Revenge Blast | - | Wild Rage sets up the correct HP range for Revenge Blast. You will be at 1 HP, so heal afterwards! |
| Tingle | Whistle | Triple Trident | High physical damage |
| Toad Oil | Self-destruct | - | 300 more potency. In practice, also apply some buffs and debuffs before exploding! |
| Peripheral Synthesis | Mustard Bomb | - | Adds a DoT. |
| Deep Freeze |
|
- | - |
Stun
|
|
- | Perpetual Ray's stun lasts only 1 second, so it probably cannot be combo'd off of. |
| Petrification |
|
- | - |
| Dropsy |
|
- | - |
Slow
|
- | - | |
| Bind | - | - |
Important tank spells
Important healer spells
Mudra table test
| Action | Description | Mudra Combination | ||
|---|---|---|---|---|
| step 1 | step 2 | step 3 | ||
| Rabbit Medium | Thumpity thump thump, thumpity thump thump... | Wrong mudra combinations. | ||
| Fuma Shuriken | Delivers a ranged ninjutsu attack with a potency of 500. | Any mudra ( Ten, Chi, or Jin) | ||
| Katon (Lv. 35+) | Delivers fire damage with a potency of 350 to target and all enemies nearby it. | Chi | Ten | - |
| Jin | Ten | - | ||
| Raiton (Lv. 35+) | Delivers lightning damage with a potency of 740. Grants a stack of Raiju Ready. | Ten | Chi | - |
| Jin | Chi | - | ||
| Hyoton (Lv. 45+) | Delivers ice damage with a potency of 350. Additional Effect: Bind | Ten | Jin | - |
| Chi | Jin | - | ||
| Huton (Lv. 45+) | Deals wind damage with a potency of 240 to target and all enemies nearby it. Additional Effect: Allows execution of actions which require the effect of Hidden, without being under that effect. | Jin | Chi | Ten |
| Chi | Jin | Ten | ||
| Doton (Lv. 45+) | Creates a patch of corrupted earth, dealing damage with a potency of 80 to any enemies who enter. | Ten | Jin | Chi |
| Jin | Ten | Chi | ||
| Suiton (Lv. 45+) | Delivers water damage with a potency of 580. Additional Effect: Allows execution of actions which require the effect of Hidden, without being under that effect. | Ten | Chi | Jin |
| Chi | Ten | Jin | ||
| Goka Mekkyaku (Lv. 76+) | Deals fire damage with a potency of 850 to target and all enemies nearby it. | Kassatsu | Chi | Ten |
| Kassatsu | Jin | Ten | ||
| Hyosho Ranryu (Lv. 76+) | Deals ice damage with a potency of 1,300. | Kassatsu | Ten | Jin |
| Kassatsu | Chi | Jin | ||
Markers
Circle AoE

A Circle AoE, more commonly referred to as just an AoE, is a common Area of Effect marker that indicates the area an attack will cover. Anything within the AoE by the time the enemies' attack finishes casting will take damage. This type of AoE can range from very small to the width of the arena, and may be telegraphed or untelegraphed. To avoid taking damage, players simply need to move out of the telegraphed hitbox by the time the enemy finishes casting it.
Proximity AoE

A Proximity AoE is a marker that indicates where an attack will soon land. This type of AoE will pulsate from its center with a large ring, indicating that anything close to the marked point will take heavy, oftentimes fatal damage. As the pulsating rings move further out, they become fainter and fainter, indicating that the further away players are, the less damage they will take (generally exponentially less). These can appear individually, or in groups, requiring players to locate a safe location to avoid multiple attacks. To avoid damage, players need to simply move as far away from the center of the AoE as possible.
AoE marker

An AoE Marker, commonly referred to as a Spread Marker, is an Area of Effect that targets a player and tracks their movement, and will explode shortly afterwards, affecting anyone within the highlighted area. This marker is generally used in conjunction with other mechanics, such as requiring players to spread out in a limited safe zone. The player marked will take damage, but if they move away from the party, they can spare others additional damage.
Stack marker
A stack marker splits the damage between everyone within the marker. If nobody stacks to share the damage, it will usually kill the target. There are multiple variants of the stack marker.
Overlap penalties
Certain duties may spawn multiple stack markers at once. In most instances (except for
Syrcus Tower), stack markers should NOT be overlapped! Mechanics with multiple stack markers will generally apply severe vulnerability debuffs to all players inside for a few seconds. These debuffs fall off harmlessly if a player participates in only one stack. However, anyone who participates in multiple stacks will still have the debuff when the second stack hits, making them take severe or fatal damage.
Types
Circle stack

The most common variant traces a circular shape around the target. Everyone needs to stand within this circle to split the damage with the targeted player. Standing directly on top of the targeted player also works, but is more cautious than necessary.
Line stack

A line stack marker splits the damage between everyone that stands in line with the targeted Player and the boss. Visually, attacks like this generally take the form of the boss firing a laser through the target.
To participate, a player only needs to be within the line, they do not need to be inside the actual marker. In the example image, standing further north but still being within the east-west bounds of the line will still count for spliting the damage.
Multi-hit stack
A multi-hit stack is the same as a stack marker, but will hit multiple times. While a regular stack displays 5 arrows (1 above and 4 in a cross), a multi-hit stack will display multiple arrows in each direction (generally 3 arrows each). This is most-commonly used for "Akh Morn", an attack frequently used by dragon enemies.
Participants need to stay together until all hits of the stack finish. Leaving too early means participation will not be counted for later hits.