Talisman Online Fairy Guide
Talisman Online Fairy Guide by cale92
I – Introduction
II – Assistant Talismans
III – Skills
IV – Inherence Point Allocation
V – Weapon Talismans
–> Use of Wheels
VI – Conclusion
Let’s get started, shall we?
I – Introduction
Fairies are known for their great abilities, of which are buffing HP and healing. They are an essential and necessary class for any party. Without fairies in your team, it is difficult to complete a scenario, or to obtain your objective.
Many people think that fairies are weak solo and only good in parties. This is not true all the time. Fairies are and can be great solo players. They get to keep their own buffs (more HP for survival), also they can self-heal as well.
I will assume that you already know the basics of the game, interface, how to do quests, etc. Because I will not be touching on those in this guide, look for Opeth’s Newbie Help Guide.
II – Talismans
This is what makes a fairy, without this, you are not able to heal yourself or your team members, nor are you able to revive the dead. You will receive this talisman when you complete “The Test of the Fairy” quest. The one you receive from the quest is bound, you will not be able to sell it.
This is your second most important talisman, it allows you to have the ability to increase the upper HP limitation of your target, or more simply put, increase their HP. A great addition to your newfound skills, you will receive this talisman through a quest from Sand Village. In order to have the quest given to you, try to complete all the quests, you will eventually reach it. Also bound.
This is the next assistant talisman you will receive at Level 20, also it can only be equipped at Level 20. You can get this one from two quests, one from the Golden Macaque in the Forest Altar, another from the Solitary Ghost in Cacodaemon Stockade. They are both bound. However, this time the talismans are not identified, if you plan on using it, be prepared to use a Green Identify Gem (not the Newbie one).
This talisman is available through a quest from Fellow Liao Yi in Mercy Temple. You need to be Level 30 to equip this. Also not identified, and is bound.
III – Skills
This spell will be one of the two spells you will get for regeneration of HP. This spell has a casting time of 1.5 seconds. You will be spamming this spell during bosses, so get used to it.
This spell also heals HP, but in a different manner. The target will recover HP in small amounts every two seconds, for ten seconds. This spell is instantly cast once you press the hotkey. During bosses, keep this spell up, use it again when it goes off (remember to use healing spells in between).
This spell allows you to revive someone from the dead. It costs quite a large amount of MP, but is extremely worth it for the gratitude you’ll receive from the dead player. Hey, 2% might seem very little at lower levels, but it is a pain to lose it once you reach Level 30 and above (since 1 mob is <0.1%, so 2% is around 20 mobs or more).
This is a one-of-a-kind skill. You will deal damage to the enemy every 0.5 second, for 3 seconds. At the same time, you will heal a small amount of your HP and the team mates around you. But the downside to this skill is the high MP cost, but low HP regeneration.
Not much is know about this skill, but the main purpose is to, like what it’s name says, detoxify you.
This skill is also a trademark fairy skill. It increases your target’s HP, depending on your skill and the target’s level (even if you have a 500HP buff, on a Level 1 character, he does not gain 500HP from the buff). Extremely useful. Lasts for 20 minutes.
This skill is used against a tamer’s pet. Causes a certain amount of damage to the target, slows down target by 80%, and also lasts for 10 seconds. (Skill is kinda useless, during PvP, why kill a the pet at all? The time taken up for killing the pet could prove disastrous, because by the time the pet is dead, you might be as well.)
Stunner. That’s basically what this skill is. It stuns the enemy for 3 seconds. Extremely useful for training.
This skill is an extremely expensive DoT spell. Causes a certain amount of damage in 10 seconds. Not worth using during training, very costly and time-consuming.
Many players slam this skill, saying that the 15% chance to revive is too pathetic, that the revival rate is so minute that it is near negligible. However, I have witnessed someone who died because of sudden spawning of mobs, and actually got ‘saved’ by the skill. So cast it every now and then (20 minutes). However this skill costs 2xx MP at Level 30 and also has a cooldown of 5 minutes.
This spell allows the target to have a shield formed around him/her, protecting him/her from a certain amount of damage in 1 minute. The shield will absorb the damage, and disappear after the damage is over the maximum it can absorb. Great skill for bossing, not really worth casting during training.
Healing Spell is only 1.5s cast, and sun needle lasts only 20minutes.
Purple Sheild causes 0 hate. which is really super awesome.
Cure spell heals slightly less than Heal Spell due to rounding. although the difference really isn’t significant.
IV – Inherence Points Allocation
Choose “Improve Healing Spell” or “Improve Cure Spell” and stick with it until it is maxed. Then go on to the other one. After that go for the last one “Improve Revive Spell”.
Improve Healing Spell/Improve Cure Spell
When maxed, it increases the maximum amount of HP that can be healed by 30%.
Max “Improve Sun Needle” first for sure. This skill allows you to increase the amount of HP you can buff from your Sun Needle skill.
After that, points go into Leeching Needle for a lower MP cost, a reduction of 25% MP cost.
Max “Improve Cloud Dimming”. this reduces it’s cooldown by 33%, which is really handy for longer fights, PvP, or to maximize the speed of solo grinding.
After that, it’s done, unless you want the benefit of a minor amount of stats while soloing.
Max shield first. Shield is awesome.
Any further inherence you get should be sent to crystals — which gives +4% to revive chance per rank.
you’ll be adding energy to the cowry to make the sheild better, anyway.
On the Use of Wheels
(Somebody else can do pearls. As I haven’t bothered to find an effective rythmn for them since I think wheels are prettier ^.^)
Why use a Wheel?
Wheels can cast alot faster than pearls, and also have a very strong stunlock, often meaning monsters won’t even touch you.
the downside is that they also consume mana much faster than a pearl does.
Since wheels can’t use their stun until 20, it’s not recommended to switch before then.
Wheels are strong soloing, THE weapon for PvP with a fairy, and can be used to provide an excellent signal when there’s a mob on you in groups.
Wheels are also hard to keep upgraded – they come only as drops, and from rep merchants that can only be accessed well after you’d want the upgrade. This means you will usually have to buy them from a higher level player.
Note: Now, with the addition of the apprenticeship system. Wheels and Pearls are received FOC from the system, if you have a Master that is. Go to Guide: Master/Apprentice System for more information.
Originally posted by Syldra
Unlike other professions, fairys get only four skills per weapon talisman. Anything that isn’t instant cast can be delayed or interupted by attacks. (including your normal attack)
Normal attacks for both pearls and wheels seem to hit for 50% damage. this means that it’s almost always better to use skills.
Lightning Slice – 1.5s cast. Inherence reduces cast time by up to 0.5s
purple cloud hang over the Talisman, attack target cause 150% points damage
Sheen Slice – 3s cast. Inherence reduces cast time by up to 1s
Talisman with some illusion shadows attack target, cause 300% points damage
Lightning Chain – Inherence improves slow effect by up to 25% (gained at level 20)
lightning enlaced target for 3 seconds, cause 50% damage every 0.5 seconds and speed slow down 50%
slightly shorter range than the other spells. the damage is identical to Leeching Needle.
Thunder Faint – 15s cooldown. Inherence reduces cooldown by up to 5s. (gained at level 10)
thunder comes from the sky, transfixed target, faint target 5 seconds, target woke up when be attacked
also causes 100% damage. it’s also very inexpensive. Even cheaper than Lightning Slice.
Upgrade Sheen Slice first, as this will allow you to complete casting it, and throw Lightning Chain on as soon as Cloud Dimming ends.
Next, Upgrade Thunder faint. this, combined with Cloud Dimming, enables the 80% stunlock.
After that, Chain is the best choice. maxed out, it doubles the time for them to get to you.
Improve Lightning Slice and Improve Lightning Damage are both useful, but aren’t going to make as big an impact.
Using the Wheel: Soloing.
While soloing, you’ll use purple cloud. Treasure leaf is occasionally useful should you happen to take any damage.
Rather simple, and effective, rhythm to follow.
1. Get to maximum range. You may not always have this luxury in PvP. if they’re already in your face, skip to step 3.
2. Sheen Slice
3. Thunder Faint
4. Should you need healing, this is where you’d cast Cure Spell. otherwise, chill a sec.
5. Sheen Slice
6. Cloud Dimming
7. Sheen Slice
8. Lightning Chain if they’re still at range. could also use one of the slices to finish them off. Usually, this is where normal mobs die.
9. return to step 3 if they are still alive.
If you hold down the key for the next one while casting, you can minimize the delay between spells, making the lock much stronger.
Usually, you won’t take any damage, so stack as much Mana Regen and Max Mana as you can.
If you find yourself under attack by multiple mobs, run away.
Try and carry mana potions just in case. even lvl 1 pots (150mana) will serve well into your 30’s.
This method is relatively quick, and means you usually don’t have to worry about your health.
Thunder Faint is the big skill here too. If you ever get aggro, tab and hit them with it. The giant purple beam will point out to the rest of your group where the mob is, and they should take care of it before the faint expires. some bosses are immune to this.
For bosses, pre-buff with sheild, wait till it’s half charged, then send the monk in. buff with Cure as soon as they begin to attack.
This will alleviate a fair chunck of the bosses’ initial spike, and buy enough time for a decent monk to get solid aggro before you need to start spamming heals.
maintain cure, and spam heal spell. keep their health maxed out, as many bosses deal large spikes of damage.
For general healing, use Cure and Sheild before heal spell, as they are less likely to immediately pull aggro from mobs. try and wait a second between each heal to maintain your mana. you also don’t need to worry about keeping them maxed, as no regular mobs deal enough damage to be that much of a concern.
Again, stack mana regen and max mana. you really shouldn’t be getting hit.
carrying mana pots is a good idea, but generally if you’re running oom it means the tank is underqualified.
usually, you won’t be asked to do any damage in groups. but if required, spam either slice (or use leeching needle, since it’s relatively cheap)
Energy Distribution Priority (for wheels, IMHO):
2. Treasure Leaf
3. Purple Cloud (till dimming is maxed)
4. Purple Cowry
5. Wonder Needle — you will only use this to buff in groups. it’s basically worthless solo with the wheel.
7. Purple Cloud (after dimming is maxed — the only benefit here is more stats while soloing)
8. Pearl (if you happen to have a jesus amount of energy for some reason, and want to spend it.)
Using the Wheel: PvP
Most players think fairies are easily squashed in PvP. However, you can take this chance to prove them wrong.
The skills to use in sequence are somewhat similar to Syldra’s Using the Wheel: Soloing.
1. Because this is PvP, you will be unlikely to get the maximum range from the opponent. Thus, when duel starts, cast Thunder Faint IMMEDIATELY.
2. Cast a Cure Spell on yourself, and then after, cast Sheen Slice.
3. The opponent would have recovered from faint status, this time, use Cloud Dimming.
4. Cast a Cure again if it has worn off, if not, use Sheen Slice again.
5. At this stage, use Sheen Slice again, then cast Thunder Faint again as the cooldown wears off.
6. Use Sheen Slice one more time, and repeat with Step 3 if the opponent isn’t dead yet.
If you wanna be on the safe side, cast Purple Shield on yourself before the start of the duel as well. Remember, Thunder Faint is your friend. Abuse it to the fullest.
However, just because you have two stun skills at hand doesn’t mean that you will win every single duel. They just help you in achieving that.
I am unable to do a section on Use of Pearls, due to the lack of information I have.
VI – Conclusion
Thanks to all who have helped in making this guide, especially Syldra on her input of wheels and stuff. I hope you have actually learnt something useful that will help you in your future endeavors as a Fairy in Talisman.