Help - Wizard Builds
slytherdemon12
Posts: 1 Arc User
I recently just downloaded PWI, and I decided to try a wizard. I know (I have played a million other MMORPGs) That I should havre Int, for MP and spell damage, but I don't know exactly what skill points and stat points would be good for a First character as Wizard, any help would be greatly appreciated.
Wizard - DemonSlyther - Lvl 8
Archer - Sentaijoja
Archer - Sentaijoja
Post edited by slytherdemon12 on
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if u want full dmg with magic put it all in magic,Or 4 to magic 1 to vit each lvl.Add stuff to str and dex for armor and weapon requirements.My MP is triple my vit but im not a full mag user since i have 19 in str,22 or 24 dex..24 or 25 in vit and rest in magic.My armors and such give me HP with the use of stones in the sockets.I do alot of quest on my own and alot i meen ALOT of farming so i tend to need more hp.
you will wait till u hav 10 stats THEN distribute.
STAT BUILD: every 2 level stat allocation
Pure: 1 strength, 9 magic
Hybrid:1 strength, 2 vitality, 7 magic
Light Armor: 2 strength, 2 dexterity, 6 magic
these are the only build u can chose for a mage don't listen to what anybody else say.
just pick one and go with it. any questions just ask.0 -
you will wait till u hav 10 stats THEN distribute.
STAT BUILD: every 2 level stat allocation
Pure: 1 strength, 9 magic
Hybrid:1 strength, 2 vitality, 7 magic
Light Armor: 2 strength, 2 dexterity, 6 magic
these are the only build u can chose for a mage don't listen to what anybody else say.
just pick one and go with it. any questions just ask.
So what you're saying is to save up your 5 stat points every second level so you can allocate 10 at a time o.O
No thanks.
For pure int on odd levels add 1 to strength otherwise all into magic.
Hybrid odd levels add 1 strength, otherwise 1 to vit per level the rest magic.
Light armor every level 1 str, 1 dex and 3 magic. You dont always need to add dex/str. New armor is available usually at levels:
x0 Shirt
x3 pants
x4 wrists
x6 boots
So you can afford to skip allocating str/dex some levels in favor of extra magic damage.
Here's a general micromanagement guide
Level
x1 +5 magic
x2 +1 dex +4 magic
x3 +2 dex + 3 str
x4 +1 str +1 dex +3 magic
x5 +5 magic
x6 +2 str +2 dex +1 magic
x7 +5 magic
x8 +1str +1 dex +3 magic
x9 +1 str +1 dex +3 magic
x0 +2 str +2 dex +1 magic
To micromanage even more special note should be made to the levels where your dex approaches the new +1% crit breakpoints. Every 20 points of dex will give you an extra 1% so for levels 14,34,54,74,94,114,134 do the following:
+1 str +3 dex +1 magic
levels 16,36,56,76,96,116,136 become
+2 str +3 magic.
Also if you have any +dex enhancing gear try and work that in with the stat allocations to get to the nearest 20 dex.
Edit: I just read that the first 15 points of dex give you and extra 1% then every 20 points thereafter. Can anyone confirm this?I like pie0 -
Well the every 10 points is just to make it easier to under stand.
But what are the exact numbers for a pure int?
By using the general tip at level 100 you got 50 stength and 450 magic.
So is it always 10% in steanght for wep requirement or a little less?0 -
i recommend you not NOT to go for a hybrid build.
in the other version i did it this way, but a hybrid doesnt have enough hp to survive when hit and he has to low magic to kill sth before it reaches you.
now im pure int and its much easier now (ye i know im only 22 but i know what awaits me).
just learn how to kite0 -
A good build if you want pure magic attack damage output is just put in enough strength in to get magic weapon and then place the rest into mag, cause whats the point of placing into other stats if wizards have a low HP anyway and letting the enemy close to hit you or interrupt your casting, so what im saying if the enemy cant get too you why put stats in other places and maximize your own damage output. b:victory0
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It sounds to me like a usual rpg the wisard sucks up close so dont get close right?0
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yup,, max range, kite, slow with water if u need...kite more
KILL
the end.
So i'm going with the 0.5str 4 int per level (aka 9int 1 str every 2)
but my question is ....whats best skills wise?
Whats worth using SP on and what isnt?
fire for its fast attacks? earth for its high hitting attacks, or water for its status attacks?
or a combo of all 3 so that i can attack mobbs of all elementS?0 -
yup,, max range, kite, slow with water if u need...kite more
KILL
the end.
So i'm going with the 0.5str 4 int per level (aka 9int 1 str every 2)
but my question is ....whats best skills wise?
Whats worth using SP on and what isnt?
fire for its fast attacks? earth for its high hitting attacks, or water for its status attacks?
or a combo of all 3 so that i can attack mobbs of all elementS?
I say definately max all the 3 starting elemental attacks (pyro,gush and rock fall) as soon as you can, they are the bread and butter of a Wizard especially gush.
For the other skills it depends on which sever you're playing on if its PvE then I'd do the following
leave at level 1:
Distance shrink, this will still allow you to tele away from casting mobs effectively
Pitfall, and good finishing spell if left at level 1 for minimal man usage.
Sandstorm, the reduced accuracy is nice but again you should aim to not get hit. Its a hard hitting spell but is more expensive to level than divine pyro.
Force of will, expensive to level but still very useful at level 1 as it will make the mob run away from you.
Pyroshield, only useful vs a few mobs and bosses, HP regen not that effective
Crown of flame, could be subbed for pitfall as a finisher.
Will of the pheonix, range(10) is constant but the knockback distance increases with level as does damage, its not a super powerful spell more useful for the knockback only.
Hail storm, useless.
Emberstorm, dangerous for your health.
Optionals
Morning dew. Depends on how often you solo or find yourself needing to assist the cleric in parties or even how often you party with only melee characters. I find soloing level 2 to be sufficient depending on how many HP gems you have equipped and whether you use a HP charm(healing yourself before you get below 50%)
Frostblade. Completely party based. A good chi builder though especially when left at level 1 for lower mana usage.
Dragons Breath. Depends on whether you want to AoE. If you do leave it at level 1 until you plan to join aoe parties then bump to 5 (Some parties will let you in at around level 55)
Stone barrier. If you want to run FB29 parties then max this and be the tank with the help of a cleric. You should be able to tank pretty well starting at level 40.
Water shield. The mana regen is helpful but in combat situations you overall mana regen is reduced by a factor of 5. (there is about a 5 second delay after a kill before you go into peace mode, your portrait background will be glowing while in combat mode)
What to MAX.
Divine Pyro. A good opening spell against all but except fire based mobs. Can be switched for Sandstorm if you want but Div pyro is cheaper. Not worth casting any other time except as an opening spell as you will do more damage per second using a pyro/gush combo. (You dont really need to max this if you are going to use glacial snare as your new opening spell)
Galcial snare. 80% slow is very useful and should become your new opening spell (its still pretty useful even against water mobs for the slow effect).
All the masteries. Basically its a mana efficient way of increasing the damage of all your spells. Prioritise whichever element you find yourself using most often.
And like I said above max pyro,gush and rockfall.
I cant comment that well in the pvp side of things as my Lost City toon is a couple of levels of that yet.
But from what I've gathered from reading other guides: (plus a little bit of my own ponderings)
Max stone barrier
Max distance shrink? (its not all that useful in the air)
Max Sandstorm? for its reduce accuracy plus high damage output.
Max Force of will? level one is good for interupting spells but the casting is 2 secs and the seal lasts for 2.3 secs which gives you only 0.3 secs headstart on your next skill. Levelling increases seal time by 0.3 secs and decreases cooldown time by 1 sec. Seems win to me on paper.
Max Will of the Pheonix? Quick channeling and casting and better damage than pyrogram but no knockback in pvp and not great range.
Can anyone with some pvp experience elaborate pleaseI like pie0 -
Distance shrink is good no matter what terrain. It moves you the 25 meters land air or water.
Sandstorm is your best spammable high damage skill. If you're worried about spending MP, you aren't choosing the right class. Divine pyrogram is only useful when you use it with sutra because of its low cast time. My divine pyrogram is still level 1 but I'll probably be leveling it soon.
Force of will does seem useless at the beginning but its a great interrupt skill and once leveled is superb to get a couple of attacks in while they're sealed. If anything at level 1 it throws off the other persons "flow".
Will of phoenix is a great skill and is the one I'm always waiting for to be off of cool down in PvP. Because of this skill I will try to get a close range fight with almost any ranged user. Though with melees of course you don't want to run up to them but they will get close to you eventually, and this is the spell you should be looking for when they do.0 -
i really want to know the better build , i already have to create a new wiz because the first one sucked !
plz someone pm me0 -
bish! bish!Love Is Complicated.
「愛は複雑だ.」
Amor es muy complicado.
《爱是复杂的》
Do not argue with an idiot, he will bring you down to his level and beat you with experience. b:bye0 -
Ty - Heavens Tear wrote: »I say definately max all the 3 starting elemental attacks (pyro,gush and rock fall) as soon as you can, they are the bread and butter of a Wizard especially gush.
For the other skills it depends on which sever you're playing on if its PvE then I'd do the following
leave at level 1:
Distance shrink, this will still allow you to tele away from casting mobs effectively
Pitfall, and good finishing spell if left at level 1 for minimal man usage.
Sandstorm, the reduced accuracy is nice but again you should aim to not get hit. Its a hard hitting spell but is more expensive to level than divine pyro.
Force of will, expensive to level but still very useful at level 1 as it will make the mob run away from you.
Pyroshield, only useful vs a few mobs and bosses, HP regen not that effective
Crown of flame, could be subbed for pitfall as a finisher.
Will of the pheonix, range(10) is constant but the knockback distance increases with level as does damage, its not a super powerful spell more useful for the knockback only.
Hail storm, useless.
Emberstorm, dangerous for your health.
Optionals
Morning dew. Depends on how often you solo or find yourself needing to assist the cleric in parties or even how often you party with only melee characters. I find soloing level 2 to be sufficient depending on how many HP gems you have equipped and whether you use a HP charm(healing yourself before you get below 50%)
Frostblade. Completely party based. A good chi builder though especially when left at level 1 for lower mana usage.
Dragons Breath. Depends on whether you want to AoE. If you do leave it at level 1 until you plan to join aoe parties then bump to 5 (Some parties will let you in at around level 55)
Stone barrier. If you want to run FB29 parties then max this and be the tank with the help of a cleric. You should be able to tank pretty well starting at level 40.
Water shield. The mana regen is helpful but in combat situations you overall mana regen is reduced by a factor of 5. (there is about a 5 second delay after a kill before you go into peace mode, your portrait background will be glowing while in combat mode)
What to MAX.
Divine Pyro. A good opening spell against all but except fire based mobs. Can be switched for Sandstorm if you want but Div pyro is cheaper. Not worth casting any other time except as an opening spell as you will do more damage per second using a pyro/gush combo. (You dont really need to max this if you are going to use glacial snare as your new opening spell)
Galcial snare. 80% slow is very useful and should become your new opening spell (its still pretty useful even against water mobs for the slow effect).
All the masteries. Basically its a mana efficient way of increasing the damage of all your spells. Prioritise whichever element you find yourself using most often.
And like I said above max pyro,gush and rockfall.
I cant comment that well in the pvp side of things as my Lost City toon is a couple of levels of that yet.
But from what I've gathered from reading other guides: (plus a little bit of my own ponderings)
Max stone barrier
Max distance shrink? (its not all that useful in the air)
Max Sandstorm? for its reduce accuracy plus high damage output.
Max Force of will? level one is good for interupting spells but the casting is 2 secs and the seal lasts for 2.3 secs which gives you only 0.3 secs headstart on your next skill. Levelling increases seal time by 0.3 secs and decreases cooldown time by 1 sec. Seems win to me on paper.
Max Will of the Pheonix? Quick channeling and casting and better damage than pyrogram but no knockback in pvp and not great range.
Can anyone with some pvp experience elaborate please
You're either at work, at school... or (i feel bad for you here) you hit all 30 stops on WQ?
...anyways listen to Ty he's legit b:victory0 -
Ty - Heavens Tear wrote: »I say definately max all the 3 starting elemental attacks (pyro,gush and rock fall) as soon as you can, they are the bread and butter of a Wizard especially gush.
For the other skills it depends on which sever you're playing on if its PvE then I'd do the following
leave at level 1:
Distance shrink, this will still allow you to tele away from casting mobs effectively
Pitfall, and good finishing spell if left at level 1 for minimal man usage.
Sandstorm, the reduced accuracy is nice but again you should aim to not get hit. Its a hard hitting spell but is more expensive to level than divine pyro.
Force of will, expensive to level but still very useful at level 1 as it will make the mob run away from you.
Pyroshield, only useful vs a few mobs and bosses, HP regen not that effective
Crown of flame, could be subbed for pitfall as a finisher.
Will of the pheonix, range(10) is constant but the knockback distance increases with level as does damage, its not a super powerful spell more useful for the knockback only.
Hail storm, useless.
Emberstorm, dangerous for your health.
Optionals
Morning dew. Depends on how often you solo or find yourself needing to assist the cleric in parties or even how often you party with only melee characters. I find soloing level 2 to be sufficient depending on how many HP gems you have equipped and whether you use a HP charm(healing yourself before you get below 50%)
Frostblade. Completely party based. A good chi builder though especially when left at level 1 for lower mana usage.
Dragons Breath. Depends on whether you want to AoE. If you do leave it at level 1 until you plan to join aoe parties then bump to 5 (Some parties will let you in at around level 55)
Stone barrier. If you want to run FB29 parties then max this and be the tank with the help of a cleric. You should be able to tank pretty well starting at level 40.
Water shield. The mana regen is helpful but in combat situations you overall mana regen is reduced by a factor of 5. (there is about a 5 second delay after a kill before you go into peace mode, your portrait background will be glowing while in combat mode)
What to MAX.
Divine Pyro. A good opening spell against all but except fire based mobs. Can be switched for Sandstorm if you want but Div pyro is cheaper. Not worth casting any other time except as an opening spell as you will do more damage per second using a pyro/gush combo. (You dont really need to max this if you are going to use glacial snare as your new opening spell)
Galcial snare. 80% slow is very useful and should become your new opening spell (its still pretty useful even against water mobs for the slow effect).
All the masteries. Basically its a mana efficient way of increasing the damage of all your spells. Prioritise whichever element you find yourself using most often.
And like I said above max pyro,gush and rockfall.
I cant comment that well in the pvp side of things as my Lost City toon is a couple of levels of that yet.
But from what I've gathered from reading other guides: (plus a little bit of my own ponderings)
Max stone barrier
Max distance shrink? (its not all that useful in the air)
Max Sandstorm? for its reduce accuracy plus high damage output.
Max Force of will? level one is good for interupting spells but the casting is 2 secs and the seal lasts for 2.3 secs which gives you only 0.3 secs headstart on your next skill. Levelling increases seal time by 0.3 secs and decreases cooldown time by 1 sec. Seems win to me on paper.
Max Will of the Pheonix? Quick channeling and casting and better damage than pyrogram but no knockback in pvp and not great range.
Can anyone with some pvp experience elaborate please
I have a totally noob question but this is my first time playing,
where do i buy the skills for a wziard ?0 -
The wizard trainer located in etherblade, walled stronghold, Archosaur and various other major towns and cities.
In etherblade one trainer is near a waterfall and the other is on the cliff near the teleporter's ledge.Currently flying internet spaceships around dodixie, moving to amarr soon.
Send me a mail if you wanna ask/request anything
Sanctuary's retired king of wizards alongside queen Saintblu.0
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