Wizard Guide for Newcomers.
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Dtone - Sanctuary
Posts: 14 Arc User
Wizard's Guide for Newcomers
1) Why become a Wizard?
Wizards is the hardest hitting magical damage class in the game, and eventually will become the hardest hitting class in both the Physical and Magical damage realm. Not only do they hit very hard, but they're capable of destroying a massive group of enemies of equal level with a single spell. Wizard is also a ranged class, which allows for preemptive strikes at a distance and is very capable of annihilating monsters before they have a chance to approach, cast, or shoot you. Wizards are also one of fastest classes to conquer quests, making the experience grinding experience a bit easier to take in. Wizards are also the most diverse class in the game, allowing for more strategies available and also making this class one of the most difficult to truly master. A master Wizard can and will become a master of any other class if the player so decides.
2) I'm afraid I might create a failure, how do I prevent this?
There are common functional builds and abstract builds. The more common builds are the Pure Magic build and the Light Armor build. The more abstract builds are the Hybrid and Balanced builds. As long as most of your stat point distribution goes to Magic, you should not have too much difficulty coping with the game. What you should watch out for is leveling and acquiring skills you don't really need and not have enough points to use later on.
3) Type of Wizard Builds and Point Distribution
Rating System: 1 being lowest, 5 being highest.
Pure Magic build: Attack Rating - 5, Defense Rating - 2
Every Two Levels
Magic 9 Points
Strength 1 Point
Hybrid Build: Attack Rating - 4, Defense Rating - 3
Every Two Levels
Magic 7 Points
Vitality 2 Points
Strength 1 Point
Light Armor Build: Attack Rating - 4, Defense Rating - 4
Every Level
Magic 3 Points
Dexterity 1 Point
Strength 1 Point
Balanced Build: Attack Rating - 2, Defense Rating - 5
Every Level
Magic 2 Points
Vitality 1 Point
Dexterity 1 Point
Strength 1 Point
These are listed in terms of attack power. Each one of these has it's own strengths and weaknesses with its own uses and its own strategies. The further down the list you go, the more strategies become available, but the less damage you can do. It is highly recommended to decide between Pure Magic and Light Armor, but it is still a subjective matter.
4) Types of Magic
Fire Spells: This school of magic has the most attack spells and is varied in terms of attack types, ranging from Damage over Time, Knockback, Physical Damage, and Magic Damage.
Pyrogram - The most basic fire spell, does fire damage with no particular special affects linked to such an ability, it is one of the fastest spells available in the game and can be recast many times quite quickly and easily.
Pyroshell - Raises defense against fire spells and adds very slow HP regeneration over time. Not very effective at any level. Requires 30 Chi.
Crown of Flame - Causes a Damage over Time effect that does a small amount of damage constantly until the effect wears off. Debatable spell in terms of efficiency.
Divine Pyrogram - A very slow casting version of Pyrogram but makes up in terms of power. This is not a spell you should use constantly until much later levels when a unique spell that removes casting time becomes available. It is also a decent "provoker/starter" spell, but there are better.
The Dragon's Breath - An Area of Effect spell that strikes at all enemies within a 6m radius of yourself. This spell lasts as long as you put MP into the spell and will not disappear until you so wish it to be. It is your very first effective Area of Effect Spell, it is used heavily later on, and is severely effective in AoE parties. In order to cancel out of the spell, simply hit the "Esc" Key. Requires 1 Spark.
Will of the Phoenix - A piercing magic spell that hits everything in its path and knocks them many meters away. A very dependable spell , but debatable in terms of efficiency, it is a love/hate relationship with this spell among many wizards, but none can debate that this spell has its uses.
Emberstorm - A self charging area of effect spell that causes more damage the longer it is charged, the spell also burns away up to 60% of your user's HP. This move has a limit as to how long it can be charged and how strong the spell can be, being very efficient to those who can handle timing very well. Unless you're an expert with spell and damage timing, this spell will not be very effective or efficient.
Blade Tempest - A large area of effect spell featuring not only fire damage, but physical damage as well. Not only is this spell very strong, it also has a wide area of effect, literally destroying all enemies within a certain range. Requires 2 Sparks.
Fire Mastery - A passive ability that increases the damage capacity of all fire based spells. Not the most important, but effective skill and should be mastered only when there are points to spare.
Water Spells: This school of magic is very diverse in terms of aiding the user in many ways. Not only can this school of magic debuff, but it can heal and buff as well.
Gush: One of the fastest, if not the fastest, spells in the game. Not only does it do slightly more damage than Pyrogram of equal level, but it also has a strong chance of slowing the opponent's movement speed by 40%. This spell is an absolute must and is one of the best starter spells available.
Glacial Embrace: A protective spell that protects the user from water damage as well as providing additional MP regeneration. This spell cannot truly replace MP potions, Charms, and become a staple and never ending MP source, but it can relax the amount of MP used. Requires 30 Chi.
Hail Storm: The very first Area of Effect spell available to Wizard with quick casting time and has a 33% chance of freezing enemies for a very brief amount of time. Unfortunately, the area of effect area is very small and the spell is not strong enough to be considered a good source of damage. Avoid this spell until you have accomplished everything else.
Morning Dew: A moderate strength healing spell that has a very long cast time. This spell is very inefficient when used in combat due to its absurd casting time. The spell is best used between battles to heal any wounds of yourself or others. The spell is a must-have for any wizard who wishes to be MP efficient. You cannot replace Clerics, but you can still do something in case there isn't one.
Frostblade: A buffing spell that adds Water Damage to any melee weapon for a party member to use. This spell is extremely useless for a soloing Wizard, but can be a heaven send when used within a large party. The spell itself is debatable in terms of efficiency, so get it if you have a strong feeling you'll be partying much later.
Glacial Snare: A really strong water spell that has a chance of slowing the enemy down by 80%. The recast time of this spell is too large for it to be used repeatedly and constantly, but definitely a very nice and strong starter spell that will open most opponents to other magic attacks before they can get within attack range. High recommendations on getting this spell, but is not a necessity.
Black Ice Dragon Strike: The strongest Area of Effect water spell that can annihilate many opponents in a single blow. If the opponent happens to survive, there's a chance they will suffer 60% slowdown. This spell is a must-have for all masterful Wizards. Requires 2 Sparks.
Water Mastery: A passive skill that increases the water damage potential for all water based spells. Skill up only when extra points are available.
Earth Magic: The strongest and most direct of all the magic schools. There is very little diversity in this school of magic and can be very slow. In exchange, this school provides the most amount of damage within a single cast and can be very devastating.
Stone Rain: The highest damaging basic spell of all the starting spells available. Due to its strong nature, it is a staple spell that is used from the most basic level to the highest level. This spell is a must have for all masterful wizards who wishes to become very strong. This spell makes for a very good starter and ending spell, but has a longer recast time than Gush and Pyrogram.
Stone Barrier: A protective spell that also raises physical defense of the caster. This spell is a must-have for all wizards that plan to participate in PvP later in the game. Requires 30 Chi.
Pitfall: A strong damage over time spell that slows the enemy down by 15% and has a chance of stunning the opponent for a short time. This spell is not very efficient in terms of battle and should only be skilled with spare points.
Sandstorm: Devastatingly strong and is considered one of the wizard's staple spells. This spell also lowers the opponent accuracy, making it more difficult for them to hit the caster. A definite must have for all wizards who wish to become very strong in the game.
Force of Will: A non-damaging spell that stuns the opponent for a certain amount of time, rendering them helpless to the fury that is to come. This spell is very expensive and is highly recommended by many players, though it is a good idea to save points for another spell if there is a deficiency of points available.
Mountain's Seize: Ironically not the strongest AoE spell, but still strong. This is spell has a very wide Area of Effect and has a very high chance of stunning the opponent for several seconds. This spell is a must-have for any wizard. Requires 2 Sparks.
Earth Mastery: A passive skill that increases earth spell damage efficiency. Not necessary, but skill up when you have points available later on.
Celestial Magic: A diverse range of spells that is diverse in every single way imaginable. There's no true way to describe the nature of these spells, but the terms of their effectiveness is unquestionable.
Wellspring Quaff: A spell that temporarily increases the max capacity of MP the caster has. Not a completely necessary spell, but a good spell to level when you have extra points available. It's true use actually comes if you take up Celestial Sage at level 89, giving you 100% extra Magic Attack for your weapon. Requires 1 Spark.
Essential Sutra: A spell that consumes 2 sparks to recover 10% of caster's MP and makes every spell cast instantly for the following 6 seconds. A very powerful spell that is a must-have for all wizards who wishes to become very strong.
Manifest Virtue: A spell that increases the damage potential of the caster for 30 seconds at the cost of 1 spark. An absolutely must have for any wizard who wishes to have bragging rights on the damage they can do.
Elemental Shell: A strangely strong spell that increases all spell resistances 1000% for 4 seconds and should only be used when anticipating a really strong spell coming. Skip and purchase it only when you have points available after you have all the necessary spells maxed and mastered.
Soporific Whisper: A spell that has a large cost to put the enemy to sleep for 4 seconds. A very good spell to use in case of emergencies and render most opponents helpless to your fury during that time. The true use of this spell actually comes when either stunning a boss on a spell or sleeping a Cleric in PvP before they sleep you because this spell does not have casting time. Requires 20 Chi.
Distance Shrink: A spell that instantly dashes your character ahead a certain distance within a second. A highly effective move that makes traveling a lot easier and makes it easier for Wizard to combat all sorts of enemies. A certain must have for all wizards. Requires 20 Chi.
Undine Strike: This spell smashes through your opponent's fire, water, and earth magic defenses, making them very susceptible to any spells about to be cast. It shoots the resistances down by 60% for the next 12 seconds, making opponents horribly open for a quick end.
Elemental Invocation: A spell that consumes all your MP and puts it into a single strike. This spell demolishes the opponent's HP, MP, and Chi at the cost of all your own. Extremlely strong, but extremely costly. Requires 1 Spark.
Normal/Advanced/Celestial/Demonic Eruption: This special ability is given to all classes, enhances their damage done to the opponent at the cost of sparks. This ability is given to you at next to no cost and is a must for all Wizards.
Town Portal: A game spell given to all players as a way to quickly transport to a safe location in an nearby town. This spell was originally intended to get players out of stuck situations that they cannot normally get out of. It has a 1 hour recast, so use at your own low risk.
5) Recommended Spells in terms of Priority
Primary Spells: You'll need these spells to function in the game. Absolutely needed.
Pyrogram
Gush
Stone Rain
Distance Shrink
Essential Sutra
Secondary Spells: Level these whenever you can, but never at the cost of a Primary Spell.
Morning Dew
Dragon's Breath
Sandstorm
Blade Tempest
Black Ice Dragon Strike
Recommendations: Spells to be considered when there's nothing else to level up but have SP available.
Glacial Embrace
Stone Barrier
Frost Blade
Manifest Virtue
Mountain's Seize
Optional: You can grab these out of personal taste, but not at the cost of something important.
Wellspring Quaff
Glacial Snare
Will of the Phoenix
Force of Will
Soporific Whisper
End Game: Raise only when everything else needed is raised.
Fire Mastery
Water Mastery
Earth Mastery
Undine Strike
Hailstorm
Everything else you can get after that.
6) "S" Key Kiting
The "S" Key makes your character run backwards. While doing this, you can lightly tap on hotkeys containing your spells and your character will stop temporarily to cast the spell then continue running as the spell finishes, giving you some time to gain some distance the small time gap you have to wait between spells.
7) "S" Key Teleport
Same concept of "S" Key kiting, except using Distance Shrink to quickly gain a large distance between enemies. To fully amplify the effectiveness of this spell, slow the opponent down with a water spell, knock them back with will of phoenix, and distance shrink backwards to gain an absurd amount of distance from your opponent.
8) Advanced "S" Key Kiting Combination
At later levels, when you master the use of macros, one combination I recommend is 2 separate macros. First consists of Sandstorm, Gush, Will of the Phoenix, Gush; the second consists of Gush, Will of the Phoenix, Gush. The strategy is to start off with Sandstorm, gush them as they approach, shoot them away with will of the phoenix, gush them as they fly away, then you distance shrink away from the opponent, after that gush should be recharged and can be fired off again with a short will of phoenix and gush to follow. This combination keeps next to all melee monsters away from you and you will receive next to no melee damage. This is also very formidable as a boss tanking/kiting strategy, but definitely not the best due to Wizard's slow running speed.
9) What is Chi and Spark?
After a certain level, the bar under your MP bar fills up in yellow; this is your Chi. After several levels, you'll gain an empty red diamond reticle to the right of this bar, when this red diamond fills and shines, it means you've gained 100 Chi and have acquired a Spark to use.
10) Final Thoughts
Wizard is definitely a class to be feared for it's sheer raw power. They're very slow starters, but in the end, they are absolutely amazing and cannot be rivaled by anyone other than another Wizard in terms of damage. I hope you have enjoy using Wizard as much as I do and have a fun time in the game.
1) Why become a Wizard?
Wizards is the hardest hitting magical damage class in the game, and eventually will become the hardest hitting class in both the Physical and Magical damage realm. Not only do they hit very hard, but they're capable of destroying a massive group of enemies of equal level with a single spell. Wizard is also a ranged class, which allows for preemptive strikes at a distance and is very capable of annihilating monsters before they have a chance to approach, cast, or shoot you. Wizards are also one of fastest classes to conquer quests, making the experience grinding experience a bit easier to take in. Wizards are also the most diverse class in the game, allowing for more strategies available and also making this class one of the most difficult to truly master. A master Wizard can and will become a master of any other class if the player so decides.
2) I'm afraid I might create a failure, how do I prevent this?
There are common functional builds and abstract builds. The more common builds are the Pure Magic build and the Light Armor build. The more abstract builds are the Hybrid and Balanced builds. As long as most of your stat point distribution goes to Magic, you should not have too much difficulty coping with the game. What you should watch out for is leveling and acquiring skills you don't really need and not have enough points to use later on.
3) Type of Wizard Builds and Point Distribution
Rating System: 1 being lowest, 5 being highest.
Pure Magic build: Attack Rating - 5, Defense Rating - 2
Every Two Levels
Magic 9 Points
Strength 1 Point
Hybrid Build: Attack Rating - 4, Defense Rating - 3
Every Two Levels
Magic 7 Points
Vitality 2 Points
Strength 1 Point
Light Armor Build: Attack Rating - 4, Defense Rating - 4
Every Level
Magic 3 Points
Dexterity 1 Point
Strength 1 Point
Balanced Build: Attack Rating - 2, Defense Rating - 5
Every Level
Magic 2 Points
Vitality 1 Point
Dexterity 1 Point
Strength 1 Point
These are listed in terms of attack power. Each one of these has it's own strengths and weaknesses with its own uses and its own strategies. The further down the list you go, the more strategies become available, but the less damage you can do. It is highly recommended to decide between Pure Magic and Light Armor, but it is still a subjective matter.
4) Types of Magic
Fire Spells: This school of magic has the most attack spells and is varied in terms of attack types, ranging from Damage over Time, Knockback, Physical Damage, and Magic Damage.
Pyrogram - The most basic fire spell, does fire damage with no particular special affects linked to such an ability, it is one of the fastest spells available in the game and can be recast many times quite quickly and easily.
Pyroshell - Raises defense against fire spells and adds very slow HP regeneration over time. Not very effective at any level. Requires 30 Chi.
Crown of Flame - Causes a Damage over Time effect that does a small amount of damage constantly until the effect wears off. Debatable spell in terms of efficiency.
Divine Pyrogram - A very slow casting version of Pyrogram but makes up in terms of power. This is not a spell you should use constantly until much later levels when a unique spell that removes casting time becomes available. It is also a decent "provoker/starter" spell, but there are better.
The Dragon's Breath - An Area of Effect spell that strikes at all enemies within a 6m radius of yourself. This spell lasts as long as you put MP into the spell and will not disappear until you so wish it to be. It is your very first effective Area of Effect Spell, it is used heavily later on, and is severely effective in AoE parties. In order to cancel out of the spell, simply hit the "Esc" Key. Requires 1 Spark.
Will of the Phoenix - A piercing magic spell that hits everything in its path and knocks them many meters away. A very dependable spell , but debatable in terms of efficiency, it is a love/hate relationship with this spell among many wizards, but none can debate that this spell has its uses.
Emberstorm - A self charging area of effect spell that causes more damage the longer it is charged, the spell also burns away up to 60% of your user's HP. This move has a limit as to how long it can be charged and how strong the spell can be, being very efficient to those who can handle timing very well. Unless you're an expert with spell and damage timing, this spell will not be very effective or efficient.
Blade Tempest - A large area of effect spell featuring not only fire damage, but physical damage as well. Not only is this spell very strong, it also has a wide area of effect, literally destroying all enemies within a certain range. Requires 2 Sparks.
Fire Mastery - A passive ability that increases the damage capacity of all fire based spells. Not the most important, but effective skill and should be mastered only when there are points to spare.
Water Spells: This school of magic is very diverse in terms of aiding the user in many ways. Not only can this school of magic debuff, but it can heal and buff as well.
Gush: One of the fastest, if not the fastest, spells in the game. Not only does it do slightly more damage than Pyrogram of equal level, but it also has a strong chance of slowing the opponent's movement speed by 40%. This spell is an absolute must and is one of the best starter spells available.
Glacial Embrace: A protective spell that protects the user from water damage as well as providing additional MP regeneration. This spell cannot truly replace MP potions, Charms, and become a staple and never ending MP source, but it can relax the amount of MP used. Requires 30 Chi.
Hail Storm: The very first Area of Effect spell available to Wizard with quick casting time and has a 33% chance of freezing enemies for a very brief amount of time. Unfortunately, the area of effect area is very small and the spell is not strong enough to be considered a good source of damage. Avoid this spell until you have accomplished everything else.
Morning Dew: A moderate strength healing spell that has a very long cast time. This spell is very inefficient when used in combat due to its absurd casting time. The spell is best used between battles to heal any wounds of yourself or others. The spell is a must-have for any wizard who wishes to be MP efficient. You cannot replace Clerics, but you can still do something in case there isn't one.
Frostblade: A buffing spell that adds Water Damage to any melee weapon for a party member to use. This spell is extremely useless for a soloing Wizard, but can be a heaven send when used within a large party. The spell itself is debatable in terms of efficiency, so get it if you have a strong feeling you'll be partying much later.
Glacial Snare: A really strong water spell that has a chance of slowing the enemy down by 80%. The recast time of this spell is too large for it to be used repeatedly and constantly, but definitely a very nice and strong starter spell that will open most opponents to other magic attacks before they can get within attack range. High recommendations on getting this spell, but is not a necessity.
Black Ice Dragon Strike: The strongest Area of Effect water spell that can annihilate many opponents in a single blow. If the opponent happens to survive, there's a chance they will suffer 60% slowdown. This spell is a must-have for all masterful Wizards. Requires 2 Sparks.
Water Mastery: A passive skill that increases the water damage potential for all water based spells. Skill up only when extra points are available.
Earth Magic: The strongest and most direct of all the magic schools. There is very little diversity in this school of magic and can be very slow. In exchange, this school provides the most amount of damage within a single cast and can be very devastating.
Stone Rain: The highest damaging basic spell of all the starting spells available. Due to its strong nature, it is a staple spell that is used from the most basic level to the highest level. This spell is a must have for all masterful wizards who wishes to become very strong. This spell makes for a very good starter and ending spell, but has a longer recast time than Gush and Pyrogram.
Stone Barrier: A protective spell that also raises physical defense of the caster. This spell is a must-have for all wizards that plan to participate in PvP later in the game. Requires 30 Chi.
Pitfall: A strong damage over time spell that slows the enemy down by 15% and has a chance of stunning the opponent for a short time. This spell is not very efficient in terms of battle and should only be skilled with spare points.
Sandstorm: Devastatingly strong and is considered one of the wizard's staple spells. This spell also lowers the opponent accuracy, making it more difficult for them to hit the caster. A definite must have for all wizards who wish to become very strong in the game.
Force of Will: A non-damaging spell that stuns the opponent for a certain amount of time, rendering them helpless to the fury that is to come. This spell is very expensive and is highly recommended by many players, though it is a good idea to save points for another spell if there is a deficiency of points available.
Mountain's Seize: Ironically not the strongest AoE spell, but still strong. This is spell has a very wide Area of Effect and has a very high chance of stunning the opponent for several seconds. This spell is a must-have for any wizard. Requires 2 Sparks.
Earth Mastery: A passive skill that increases earth spell damage efficiency. Not necessary, but skill up when you have points available later on.
Celestial Magic: A diverse range of spells that is diverse in every single way imaginable. There's no true way to describe the nature of these spells, but the terms of their effectiveness is unquestionable.
Wellspring Quaff: A spell that temporarily increases the max capacity of MP the caster has. Not a completely necessary spell, but a good spell to level when you have extra points available. It's true use actually comes if you take up Celestial Sage at level 89, giving you 100% extra Magic Attack for your weapon. Requires 1 Spark.
Essential Sutra: A spell that consumes 2 sparks to recover 10% of caster's MP and makes every spell cast instantly for the following 6 seconds. A very powerful spell that is a must-have for all wizards who wishes to become very strong.
Manifest Virtue: A spell that increases the damage potential of the caster for 30 seconds at the cost of 1 spark. An absolutely must have for any wizard who wishes to have bragging rights on the damage they can do.
Elemental Shell: A strangely strong spell that increases all spell resistances 1000% for 4 seconds and should only be used when anticipating a really strong spell coming. Skip and purchase it only when you have points available after you have all the necessary spells maxed and mastered.
Soporific Whisper: A spell that has a large cost to put the enemy to sleep for 4 seconds. A very good spell to use in case of emergencies and render most opponents helpless to your fury during that time. The true use of this spell actually comes when either stunning a boss on a spell or sleeping a Cleric in PvP before they sleep you because this spell does not have casting time. Requires 20 Chi.
Distance Shrink: A spell that instantly dashes your character ahead a certain distance within a second. A highly effective move that makes traveling a lot easier and makes it easier for Wizard to combat all sorts of enemies. A certain must have for all wizards. Requires 20 Chi.
Undine Strike: This spell smashes through your opponent's fire, water, and earth magic defenses, making them very susceptible to any spells about to be cast. It shoots the resistances down by 60% for the next 12 seconds, making opponents horribly open for a quick end.
Elemental Invocation: A spell that consumes all your MP and puts it into a single strike. This spell demolishes the opponent's HP, MP, and Chi at the cost of all your own. Extremlely strong, but extremely costly. Requires 1 Spark.
Normal/Advanced/Celestial/Demonic Eruption: This special ability is given to all classes, enhances their damage done to the opponent at the cost of sparks. This ability is given to you at next to no cost and is a must for all Wizards.
Town Portal: A game spell given to all players as a way to quickly transport to a safe location in an nearby town. This spell was originally intended to get players out of stuck situations that they cannot normally get out of. It has a 1 hour recast, so use at your own low risk.
5) Recommended Spells in terms of Priority
Primary Spells: You'll need these spells to function in the game. Absolutely needed.
Pyrogram
Gush
Stone Rain
Distance Shrink
Essential Sutra
Secondary Spells: Level these whenever you can, but never at the cost of a Primary Spell.
Morning Dew
Dragon's Breath
Sandstorm
Blade Tempest
Black Ice Dragon Strike
Recommendations: Spells to be considered when there's nothing else to level up but have SP available.
Glacial Embrace
Stone Barrier
Frost Blade
Manifest Virtue
Mountain's Seize
Optional: You can grab these out of personal taste, but not at the cost of something important.
Wellspring Quaff
Glacial Snare
Will of the Phoenix
Force of Will
Soporific Whisper
End Game: Raise only when everything else needed is raised.
Fire Mastery
Water Mastery
Earth Mastery
Undine Strike
Hailstorm
Everything else you can get after that.
6) "S" Key Kiting
The "S" Key makes your character run backwards. While doing this, you can lightly tap on hotkeys containing your spells and your character will stop temporarily to cast the spell then continue running as the spell finishes, giving you some time to gain some distance the small time gap you have to wait between spells.
7) "S" Key Teleport
Same concept of "S" Key kiting, except using Distance Shrink to quickly gain a large distance between enemies. To fully amplify the effectiveness of this spell, slow the opponent down with a water spell, knock them back with will of phoenix, and distance shrink backwards to gain an absurd amount of distance from your opponent.
8) Advanced "S" Key Kiting Combination
At later levels, when you master the use of macros, one combination I recommend is 2 separate macros. First consists of Sandstorm, Gush, Will of the Phoenix, Gush; the second consists of Gush, Will of the Phoenix, Gush. The strategy is to start off with Sandstorm, gush them as they approach, shoot them away with will of the phoenix, gush them as they fly away, then you distance shrink away from the opponent, after that gush should be recharged and can be fired off again with a short will of phoenix and gush to follow. This combination keeps next to all melee monsters away from you and you will receive next to no melee damage. This is also very formidable as a boss tanking/kiting strategy, but definitely not the best due to Wizard's slow running speed.
9) What is Chi and Spark?
After a certain level, the bar under your MP bar fills up in yellow; this is your Chi. After several levels, you'll gain an empty red diamond reticle to the right of this bar, when this red diamond fills and shines, it means you've gained 100 Chi and have acquired a Spark to use.
10) Final Thoughts
Wizard is definitely a class to be feared for it's sheer raw power. They're very slow starters, but in the end, they are absolutely amazing and cannot be rivaled by anyone other than another Wizard in terms of damage. I hope you have enjoy using Wizard as much as I do and have a fun time in the game.
Post edited by Dtone - Sanctuary on
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Comments
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Very well done, you and I are of the same mind on spell usefulness (at least up to the level I am at). It might be worth mentioning that if you do not have a lot of ingame coins that Glacial Embrace may slip up one "tier" into secondary skills. If I had to guess up to level 43 keeping GE maxed has saved me more than 100k on potions. Also up to my level having a strong GE lets you tank the 2 magic-based water mini-bosses between levels 20 and 40 (Krixxix and Charr) which may be useful.0
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Some notes... Phoenix knock back does not work in pvp, cept on veno' pets.
Emberstorm should be called suicide bomb, because thats what it is... with a long casting time and a penalty to your own hp... its horrible.
thats all I got right atm... tired..0 -
excellent topic the one i been looking for a good one:s am clueless when it comes to magic seeing came from archer in malaysha ENG one now i wanted to change it a bit and go wizard in international one. Ill remember the pheniox one because i honestly hate pvp lol. i hate gettn my butt kicked hehe. is this skill list mainly pvp or pve. or both?0
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Nice write up, however I do disagree with some points. Nonetheless, kudos for the effort, I certainly can't pull myself away from RL and the game to take the time to write something like this.0
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nice referance and spell details, thanks mateb:surrenderb:cry this is what happens when monsters see me >:P0
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im gonna do as you said here and see how things turn out and also wat would the build be called if i raise my stats like this 3 magic 1strength 1 dex and is this a good build im gonna do this untell i reach lvl 30 then im gonnado this 2 magic 1 strength 1 vit 1 dex how do you think my wizard will turn outCollector of pet eggs, armor, weapons, fashion, and mountsb:chuckle0
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I have to say, this is one of the best guides for wizards out there!
Kudos!0 -
hey but is there a way to get a good amount of life out of a wizard that has put nothing up but magic. im level 32 and have 112 magic and only 920 hp how can i get my hp up but still get enough magic to get new weapons what do you guys suggest
great guide by the way0 -
Updated and corrected a few things.0
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Nice guide, I'm new and considering a Wizzard as my class, even thought i have to wait 4 months to get a good enough computer to run boot camp/parallels,0
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Excellent guide, I'm going to bookmark this and refer to it until I can recite it from memory !0
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This guide should be stickied, excellent starting wizard's guide.0
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Yeah, great guiide, thanks!0
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Its a really conplete beguinners guide! Nice work ! b:thanks_-+*Maurox*+-_
[SIGPIC][/SIGPIC]0 -
I've seen this guide somewhere else. I don't know if you're the original creator of it or not, but if you aren't, you should give credit to whoever is.0
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It's a decent guide, but I have a couple of things that I think you should change.
1) You say distance shrink is a primary spell, and while we're in agreement that it's amazing, I really REALLY disagree that it should be leveled before Sandstorm, which because your staple spell... Almost immediately. Distance shrink is essential for PVP but for PVE it's uses are severely limited, while Sandstorm excels in both instances.
2) You say that Mountain's Seize is a "must-have" in the description, but... I really, really disagree with that. The main uses for a stun are to stop a player from running or to stop a player from finishing you off, and the long cast time of Mountain's Seize makes it useless for both reasons. The only thing it could ever be useful for is prolonging a stun cloud started by a warrior and that potential use is wrecked by the fact that stuns don't stack. So if a warrior stuns everyone for 4 seconds, and 3 seconds later your mountain seize hits, they've only got 1 second of stun left (from the warrior) regardless of if your stun would have kicked in or not. When there's no stun cloud from a warrior, you won't have the chance to use this skill and make it useful, really. I'd take either damage ult before Mountain Seize and, personally, not even bother with the skill at all.
3)Balanced Build: Attack Rating - 2, Defense Rating - 5
Every Level
Magic 2 Points
Vitality 1 Point
Dexterity 1 Point
Strength 1 Point
I think it is important to note that in this build it is impossible to equip a magic weapon of your level.[SIGPIC][/SIGPIC]
Because the bigger your damage, the bigger your epeen.0 -
are wizards good fro beginners? do they cost alot of money o_0 thx for the guide btw0
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Pandora - Lost City wrote: »A beginner is better suited to a cleric or archer. Mage is a more advanced class.
How so?
You have to back away more, that much is true.
But I am still relatively new to this game. And have not found much difference in skill, of how to play a Wizard. (My first was/is Barbarian).0 -
i see how they are more advanced but do they cost alot of money to play? cuz casting spells with a glowing sword/blade is jsut plain cool... xD0
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Havn't play yet (and won't be able to for a while
) so correct me if I'm wrong but I didn't think wizards used swords/blades. not in this game at any rate. As well, I'd like to know how hard it is to solo as a wizard, my friend says it's incredibly difficult if not impossible
!
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Havn't play yet (and won't be able to for a while
) so correct me if I'm wrong but I didn't think wizards used swords/blades. not in this game at any rate. As well, I'd like to know how hard it is to solo as a wizard, my friend says it's incredibly difficult if not impossible
!
They use the Magic Sword type of weapons. This includes all kinds of wierd looking stuff but it will always have swords at certain levels in it too.0 -
Wow, found this guide just in time! Thankfully only on level 5 and even then not spent much in the way of the stat points till i could work out what to do and would you believe found this guide!
Well done!0 -
I joined this game, I looked up builds, and I still couldn't decide what build I wanted, so I talked to a senior wizard on builds, and he suggested I do all magic, and strength when I need it.
Not working out for me. I know wizards are supposed to be squishy, but my wizard is just sad. I have to have my boyfriend help me on a lot of my quests
So... after re-reading this guide, I decided to go light armor built, so I can get more physical resistance. The build: 3mag, 1 str, 1 dex. Now... I know the resistance is higher, but how is the damage? What about PvP? I'm not big on PvP but I'd still like to do it time to time or be able to defend myself and teach someone a lesson for smacking me while killing mobs.0 -
When you mention "Pyrogram" under must have spells, do you mean the pyrogram you get right at the start? Because I noticed there is also "divine pyrogram". Just for clarification
Thanks! And nice guide. Glad i found it early so i know a bit of what i'm doing!
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He meant Pyrogram under the must have spells, not Divine Pyrogram.[SIGPIC][/SIGPIC]
Credit to Symour for the signature.
Amiris is my forum character. My actual main is Andralia.
1,000 posts as of 10/01/09, which was also my birthday!0 -
Pandora - Lost City wrote: »A beginner is better suited to a cleric or archer. Mage is a more advanced class.
cleric or werefox*
archer is frustrating up til 600 -
Cubyrop - Lost City wrote: »I joined this game, I looked up builds, and I still couldn't decide what build I wanted, so I talked to a senior wizard on builds, and he suggested I do all magic, and strength when I need it.
Not working out for me. I know wizards are supposed to be squishy, but my wizard is just sad. I have to have my boyfriend help me on a lot of my quests
So... after re-reading this guide, I decided to go light armor built, so I can get more physical resistance. The build: 3mag, 1 str, 1 dex. Now... I know the resistance is higher, but how is the damage? What about PvP? I'm not big on PvP but I'd still like to do it time to time or be able to defend myself and teach someone a lesson for smacking me while killing mobs.
The damage in PVP is basically the same. The damage in PVE is about 10% less.[SIGPIC][/SIGPIC]
Because the bigger your damage, the bigger your epeen.0 -
For a pure biuld wizzard (4 mag 1 str) is there a point where i'll be able to stop putting points in strangth. I know that magic is required for magic weapons and str for armour, but if im using arcane what is the min i need for the best armour? thx for the advice (in advance :P)0
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