

This is the Ecaflip equivalent to the Xelor spell Flight. At endgame PvP, this spell will see a lot less action to opt for better use of AP. At level 6, Heads or Tails can deal moderate damage from a moderately safe distance. This spell starts off extremely weak, but progression through the levels makes it increasingly powerful. This spell both damages and heals the enemy, though the damage is generally much greater than the healing. Loses usefulness later in endgame PvP scenarios due to lower damage output, however still proves very useful elsewise. Works excellently with a level 5 Release to assist in moving around allies. Very, very early on it makes a decent healing spell healing up to around 70HP without any Intelligence. Also a good technique to keep enemies such as Iops and Sacriers away from you. Very useful in PvP to balance out HP levels when you are being out-damaged. A necessity since your close combat attack becomes your main focus of damage later on.Įarth element attack that drains hp and pushes the target back. This spell increases the damage you inflict with a sword. Please be careful when raising attributes you don't want to invest points in a stat you are in mid-scroll, as that will in the end waste your points. Vitality on the other hand indefinitely stays 1pt/characteristic, making it always a viable option. You will want Wisdom as a means of leveling faster. The logic behind stopping at 300 Strength is the wild shift from 2pts/characteristic to 3pts/characteristic, thus making each point of Strength as valuable as a point of Wisdom. It is one method of obtaining 4.000HP fairly easily while still maintaining excellent damage. Endgame Option C is purely for player versus player scenarios. Endgame Option B focuses entirely on dishing out damage. All three of the endgame options below have assumed you have at the bare minimum scrolled Strength and Wisdom, with the third incorporating having scrolled Vitality.Įndgame Option A is mostly for the player who has achieved their endgame set yet hasn't reached level 200 yet and wants to continue leveling without having to reset again. At endgame, players have numerous options to fit their playstyle. The priority of scrolling goes Wisdom, Strength, Agility, Vitality, Intelligence, and then Chance. To the solo leveler, I recommend raising Strength to 200 points (accomplished at level 61) before beginning to dump points into Wisdom to increase your rate of leveling.

It serves a secondary purpose of also increasing your pods, making carrying items a not-so-tedious chore. It's what fuels the damage in a vast majority of your spells. Soft Caps & Stat Attribution Characteristic However, for our build, Strength will be the way to go, because we all just love our big numbers, right?įair word of mention that this particular Ecaflip guide is more devoted to leveling earlier on and then PvP at higher levels, as in the end, PvP is what we have left with in our hands! While the main element that would be the obvious choice for a new player would be Strength, more experienced players will begin to notice that spells like Topkaj and Bluff prove to be extremely efficient when the correct build is formed.

It has the versatility to accommodate to any of the four elements while boasting a powerful spell to attribute to each one. The Ecaflip is a devastatingly powerful class.
