Skills for pure wizard

bluefox213
bluefox213 Posts: 155 Arc User
edited June 2009 in Wizard
I'm level 29
got did the 9/1 mag str

but im stuck on my skill

i so far only choose fire

but cant find any good threads on which skills to max, and if its better to choose only 1 element and put all on that
or to choose 2 or all

can some1 give me a link or tell me
the sticky threads ive read they arent helping ;/
Post edited by bluefox213 on

Comments

  • Forp - Heavens Tear
    Forp - Heavens Tear Posts: 1,445 Arc User
    edited June 2009
    level all 3 elemental skills. focusing on only one gimps you unbelievably. max stone barrier. max distance shrink.

    that should be enough to get you to 90
  • bluefox213
    bluefox213 Posts: 155 Arc User
    edited June 2009
    you mean i only max 1 skill of the fire 1 of the earth and 1 of the water skill tree

    and just choose 1 and make that good?
  • Forp - Heavens Tear
    Forp - Heavens Tear Posts: 1,445 Arc User
    edited June 2009
    no.

    max pyrogram, max gush, and max rock fall. those are key skills in pve.
  • bluefox213
    bluefox213 Posts: 155 Arc User
    edited June 2009
    hey thanks for the help so far

    btw its stone rain not rock fall i suppose :D

    tho 1 thing i dont get

    why would you choose level 1 skills, and not level 29 skills ???
    and if you choose those 3 skills put them all to max
    and all masteries too
    and all defence skills too
    stone barrier distance shrink and the fire def skill
    and teleport

    doesnt this take way too much skill points and u wont be able to max 1???
  • Ffilteg - Sanctuary
    Ffilteg - Sanctuary Posts: 83 Arc User
    edited June 2009
    bluefox213 wrote: »
    hey thanks for the help so far

    btw its stone rain not rock fall i suppose :D

    tho 1 thing i dont get

    why would you choose level 1 skills, and not level 29 skills ???
    and if you choose those 3 skills put them all to max
    and all masteries too
    and all defence skills too
    stone barrier distance shrink and the fire def skill
    and teleport

    doesnt this take way too much skill points and u wont be able to max 1???

    The level 1 skills are your fast casting basic grinding skills and are essential for being able to quickly dispatch a mob. Pyrogram, Gush and Stone Rain I would recommend maxing as much as you can for me I have them all at lvl 10. At higher lvl's on top of those 3 skills I have Devine pyrogram, Glacial Embrace and Sandstorm at max lvl's and between those 6 skills I can usually find a quick way of dispatching my enemy my advice would be to try and prioritise those skills it's always good to have lvl 1 in each skill to give you options but as far as the attacking spells these are most important. Will of the phoenix is a useful skill for pushing mobs back but I only have it at lvl 1 as I dont feel it's a great DD Spell. You definately want to be picking skills from all 3 elements it gives you the most variety in being able to attack a mob using its elemental weakness thus doing more damage.

    The masteries are again very useful to have at as high a lvl as is possable but it's not essential the damage increase is very small and to be really of benifit you need to put considerable resources to get to lvl 5 in each mastery just to give a +10% bonus.

    The Defence skills I would consider very important and would lvl all 3 up when you have the free spirit and coin, I focused on them in the order Earth > Water > Fire. However you know better then me how you play the account and you can decide the order to level these as which suits your style of play.

    Distance shrink is a useful spell for getting out of a tight spot but for me I have only got level 1, leveling this skill further means you just teleport a meter or two further away, definatley worth learning but I wouldn't say it's a priority to lvl up.

    The other skill worth a mention at lvl 29 is Wellspring Quaff you need to level this upto lvl 5 so when you hit lvl 59 you can learn Essential Sutre a very handy skill for causing alot of damage in a small ammount of time. Although it's not massively important as you can replace MP easily enough it's worth training when you can to level 5 before or as you hit lvl 59.

    I hope you were able to find some of the answers you were looking for in that little wall of text b:pleased
  • Rinnve - Lost City
    Rinnve - Lost City Posts: 473 Arc User
    edited June 2009
    Distance shrink is a useful spell for getting out of a tight spot but for me I have only got level 1, leveling this skill further means you just teleport a meter or two further away, definatley worth learning but I wouldn't say it's a priority to lvl up.
    Level 1: Cooldown: 19 seconds
    Level 10: Cooldown: 10 seconds

    It is one of main priority skills, only nukes are more important. Essential for pvp.
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  • bluefox213
    bluefox213 Posts: 155 Arc User
    edited June 2009
    thanks man thats really helpful :)

    just to get it straight

    getting all 3 level 1 skills
    all 3 defence skills
    wellspring staff
    distance shrink and masterys with sparepoints
    and maybe 2 or 3 other elemental skills
  • Tiaque - Sanctuary
    Tiaque - Sanctuary Posts: 293 Arc User
    edited June 2009
    Quick guide to skills.

    Disclaimer: These are my personal experiances as a pure wizard in pure PvE. Many may disagree, and can add critisism/flaming where they wish. I designed myself specifically for parties, though I do solo often enough.

    Pyro, Gush, and Stone Rain are your friends

    All three sheilds will save you on pots

    DoT (pitfall & crown of flame) are not worth more than a level or 2

    Hailstormis your only range AOE....it's nice, but not often useful.

    Divine Pyro is also great for openers since it's a slow cast.

    Morning Dew is a great way to save pots - lots of pots.

    Wellspring Quaff gives you a nice jump in MP, and Level 5 is the prereq for Sutra

    Distance Shrink helps with kiting mobs and getting out alive.

    Dragon's Breath is great at higher levels when you go Zhen or Rebirth, as well as good for dungeon crawls and bosses.

    Skills you get after level 29:

    Frostblade (level 39) is useful to keep a level or two in (though i wouldn't go higher), especially if you run parties with Barbs, BMs, or Archers - I actually get asked for it a lot.

    Will of the Phoenix (level 39) is your only, only knockback. Level it. Use it.

    Sandstorm (level 39) may not be useful to you solo, however, in a party, the tank of no evasion will be indebted to you.

    Glacial Snare (level 49) is another good opener, like Div. Pyro, especially against fire mobs.

    Emberstorm (level 49) you should never put more than one level in, and only because you need it for blade tempest. Never use, especially since you're pure.

    Force of Will (level 49) when you can't use Phoenix, use this. Mobs run away, and don't attack for a limited amount of time...usually enough for you to get a gush and pyro in.

    Essential Sutra (level 59) is what makes archer's cry when it comes to DPS. Instant channelling for 6 seconds = fun ^^

    Then your three ultimates...personally, I prefer them all. Some will tell you focus only on one or two, since they are expensive, however, I do recommend you get one level in each.

    I have yet to test the level 79+ skills, therefore, I shall say nothing on them for now.
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  • Sawki - Sanctuary
    Sawki - Sanctuary Posts: 27 Arc User
    edited June 2009
    I find Force of Will to be more effective than Will of the Phoenix when dealing with magic mobs because Force of Will will cancel any attacks they are currently channeling and make them run away. Useful for soloing. As for the ranged physical attackers(archers) either spell with work, Force of Will just has the advantage of great casting range.
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  • WitchBurner - Sanctuary
    WitchBurner - Sanctuary Posts: 1,394 Arc User
    edited June 2009
    You also need to get at least level 1 of every skill in order to unlock the next one. Also there is some great skill leveling advice in Dtones Wizard guide for newcomers(Only level 50 but he knows his stuff), that got me through the low levels.

    Also, a mistake I made at level 29.

    I bought Dragon's breath as soon as I saw it. Like a fool I tried it out solo against mob.

    Now it's become very useful for pulling aggro from archers and barbs, serves me right for pumping my MAtk lol.
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  • Magicz - Dreamweaver
    Magicz - Dreamweaver Posts: 189 Arc User
    edited June 2009
    Quick guide to skills.

    Disclaimer: These are my personal experiances as a pure wizard in pure PvE. Many may disagree, and can add critisism/flaming where they wish. I designed myself specifically for parties, though I do solo often enough.

    Pyro, Gush, and Stone Rain are your friends

    All three sheilds will save you on pots

    DoT (pitfall & crown of flame) are not worth more than a level or 2

    Hailstormis your only range AOE....it's nice, but not often useful.

    Divine Pyro is also great for openers since it's a slow cast.

    Morning Dew is a great way to save pots - lots of pots.

    Wellspring Quaff gives you a nice jump in MP, and Level 5 is the prereq for Sutra

    Distance Shrink helps with kiting mobs and getting out alive.

    Dragon's Breath is great at higher levels when you go Zhen or Rebirth, as well as good for dungeon crawls and bosses.

    Skills you get after level 29:

    Frostblade (level 39) is useful to keep a level or two in (though i wouldn't go higher), especially if you run parties with Barbs, BMs, or Archers - I actually get asked for it a lot.

    Will of the Phoenix (level 39) is your only, only knockback. Level it. Use it.

    Sandstorm (level 39) may not be useful to you solo, however, in a party, the tank of no evasion will be indebted to you.

    Glacial Snare (level 49) is another good opener, like Div. Pyro, especially against fire mobs.

    Emberstorm (level 49) you should never put more than one level in, and only because you need it for blade tempest. Never use, especially since you're pure.

    Force of Will (level 49) when you can't use Phoenix, use this. Mobs run away, and don't attack for a limited amount of time...usually enough for you to get a gush and pyro in.

    Essential Sutra (level 59) is what makes archer's cry when it comes to DPS. Instant channelling for 6 seconds = fun ^^

    Then your three ultimates...personally, I prefer them all. Some will tell you focus only on one or two, since they are expensive, however, I do recommend you get one level in each.

    I have yet to test the level 79+ skills, therefore, I shall say nothing on them for now.

    Yeah, btw a comment to this, don't raise Hailstorm, very tight range, and weak. Just use the ultimates, even if it has long casting and double chi.
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  • King_Solomon - Heavens Tear
    King_Solomon - Heavens Tear Posts: 1,341 Arc User
    edited June 2009
    my opinion about a few spells...

    hailstorm only gets interesting at very high levels. you'll use it to 1-shot fb19 tied groups of mobs once you're 60+. people tell the lvl89 upgrade (especially demon) makes it much better but it's rare.

    morning dew and frostblade are very personal. if you squad a lot, get your frostblade to 10 but i advise you it's just as cheap as useful... if you use morning dew to heal yourself only then i guess you won't need it higher than lvl 5 or 6 to fill your HP at once. if you work as cleric healing a tank often go get lvl10 ASAP.

    pitfall is not really a good deal. even at lvl10 its damage is very low and it has only 15% chance to freeze something. if you tank mantavip often go for it because that boss interrups even sparks. otherwise keep it at lvl1 unless you happen to get a lvl89 book which is also rare.

    glacial snare. at lvl1 you'll be disappointed. range is terrible, it fails a lot, it has long cooldown and also it's very expensive. at higher levels your opinion will change completely to the point it will be your first attack for nearly anything.
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