The newbie big half-way guide to wizard
Now that I have played as a wizard for a year, I have some input on wizard which are enough to become a guide. Since I will take a break from the game, I might as well make a guide. This guide is intended for low and mid level wizard only, however it is meant for people who are aiming for the end game.
So here we go:
Starting out:
Recommended gender: Female. Because wizard move slow, you can ride a barb.
Recommended alt: venomancer, for money.
Recommended patience level: 3 months if you have no life.
Build:
STR: this add a little pdef, otherwise wizard benefit nothing else from this stat. I would not recommend getting this anywhere higher than required for equipment.
DEX: this give you crit rate and evasion. You won't evade significantly more as a wizard, but the crit rate can be useful. This stat is also needed if you want to wear heavy armor or light armor. It is not recommended to put more point than necessary for equipment here as the crit rate increase is quite small, while your damage will get gimped by a lot.
MAG: this is your staple stat. Increase magic damage, mana pool, mana recovery, magic resist. Put this whenever you get spare point.
VIT: it give 10HP per point. While it not seems like a lot, wizard HP is too low that it will give you 50% more HP if you just spend 3 point every 2 level. It also give an insignificant amount of pdef and magic resist. Note that putting point into this reduce your damage, but it would not be as significant compare to the extra survivability you get. If you have other means to ensure survivability though, it is recommended not to put any point into this. If not, do not put more than 3 per 2 level.
Equipment:
Weapon:
Unarmed: no extra damage from weapon that means many of your skill will be significantly weaker. The benefit of this is that your weapon will never lose durability, especially if you want to whack stuff to death, and you cannot drop it if a level 100 RPKer decided to one-punch you. Recommended only when you are AFK flying as a red name, or trying to attack elemental immunity mobs.
Wand: lowest level requirement, little damage variation, lower than average physical damage, higher than average magical damage. Good weapon for mindless grinding, as you can be sure that if something work once, it will work again.
Magic sword: second lowest level requirement, a bit more damage variation, higher than average physical damage, lower than average magic damage. Decent weapon for both PvE and PvP. Damage is reliable enough for PvE and a bit zerk can sometime be enough to kill. Quite a popular weapon.
Pataka: second highest level requirement, highest damage variation, higher than average physical damage, lower than average magic damage, HIGH STR REQUIREMENT. No you are NOT a veno. Use this only for PvP when you pray for a chance you can one shot someone, and only if you have STR+ equips to back this up.
Glaive: highest level requirement, second highest damage variation, lower than average physical damage, higher than average magic damage. A good choice of weapon for PvE and PvP alike, although the low minimum damage can bite you sometimes. However, the weapon graphics make you looks like a butcher.
Armor:
Heavy armor: if you decided to equip heavy armor, you won't be able to use magic weapon at your level, which would severely hamper your damage. However, if you can manage to get a full set with high -requirement bonus, you would have some insane pdef. Even then though, you would never tank better than a BM (no magic marrow for you) or a barb (no HP). If you decided to go use these, shard your gear with magic resist so that you can survive a hit from a mob that any other wizard can tank.
Light armor: you would already have enough pdef, so what you should put in is HP shard. Put no more VIT if you use this. You will have higher crit rate and HP than an arcane. You need 2 STR and 2 DEX every 2 level.
Arcane armor: equiping this means you are free to put 9 MAG every 2 level, allow maximum damage potential. You will also have high magic resist to tank quite a number of boss. Your pdef is very low though you should seek out pdef shard.
Ornament:
Necklace/belt: this is your chance to get some pdef without having to fulfill stat requirement. Go for pdef.
Ring: take magic ring, unless the might ring have some very good bonus and you cannot find magic ring with that bonus.
Shard:
physical shard: put a lot into armor if you are arcane, for obvious reason. This is your chance to get pdef without stat requirement.
hp shard: put into armor if you use light, because you will already have enough pdef.
mp shard: I don't see any point in this, you already have a lot of MP.
magic shard: put into weapon, for obvious reason. Also into your armor if you're heavy.
dex shard: you have no need of accuracy, and you won't evade significantly more.
elemental shard: put into armor if you are heavy, and only if you know the mobs you will fight, not recommended.
Bonus:
These are equipment bonus that are notably relevant for wizard.
pdef: free pdef yay!
-channelling: useful in late mid level, as your powerful spell take long to cast. This also means that you will be less like to get interrupted. Not really noticable if it appears once, but stacked together and your DPS will shoot up the roof.
+crit: if you are arcane, your crit rate are not high. Even a +1% will double your crit rate, and it will become very noticable. More useful in PvP, as you will double or triple your chance of bypassing a charm.
-requirement: only if you are using heavy armor or pataka, even then, it will never appear on high level good equipment that you want to use.
+minimum magic attack/+maximum magic attack/+magic attack: increase your damage, though it is not very noticable.
+magic: much more noticable damage bonus than the above, and also give you a bit more MP regen and MP max, which will save you a lot on MP pot in the long run. If you wear heavy, this might make you be able to equip weapon closer to your level.
+HP: while this enhance your survivability, you received too much damage compare to the amount of HP increase that it will make you survive maybe 1 more hit.
+vit: similar to above, but you get more HP regen and more resistance. Still, it won't make you survive much longer.
+str: allow you to equip pataka without making you losing your stat point.
+HP regen: not so useful as the amount is too small and get quartered while fighting.
Genie:
Vit genie to chain skill together. Dex genie for high effectiveness of most good genie skill for wizard. Certain good skill need str though, so if you want a couple of them str genie is the way to go. Note that skill have affinity requirement, so you will not be able to get all the "best" skill on one genie.
Notable genie skill:
Cauterize/Blood Clot: just to deal with phoenix and red tide in PvP, limited usefulness.
Earthquake: a quick escape if surrounded by monster, not useful in mid level since you will have knockback skill by then.
Spark: greatly reduce fire resistance, super useful if your genie can reach 100 dex. This allow all your fire spell to be effective against anything. Highly recommended.
Tangling Mire: only useful as an AOE slow to escape. Later it give you better chance of one-shot arcane. So so skill. Note that this one need str to be effective.
Nullify Poison: wizard are permanently cursed to be defendless against wood attack. This help you sometimes in PvP. Not highly recommended.
Leaf Dance: considered it to be a permanent increase to crit rate, unless you are stingy on chi stone or you need genie to do some other things. The duration is longer with str, but you really don't need to increase duration anyway. So so skill.
Second Wind: instant heal. Will save you plenty of times. Not so awesome however if you have other means to survive, and those are plenty. Some what recommended.
Extreme Poison: a popular skill for wizard. Amplify your damage on the target, making wizard even more powerful. Use it together with a strong hitting skill or sutra. Highly recommended, unless you are heavy.
Remove Paralysis: too long cooldown and not reliable even with high dex genie. Useful in PvP against BM and assassin. Not recommended.
Lightning Chaser: your only interrupt for low and early mid level PvP and boss. Pretty useless later. Not recommended.
Frenzy: another skill that make wizard a killer. Best use in combination with AOE skill. You will get oneshot by anything while this skill is in effect though. Recommended.
Holy Path: super useful to escape, counter escape, catch up with squad, and many other things. If it wasn't for distance shrink this would have been a must have. Very highly recommended.
Occult Ice: a nice addition to your limited arsenal of control skill. Useful in PvP only. You need a lot of str for this to be somewhat reliable though. So so skill.
Tree of Protection: another life saver. You won't have a lot of HP in the first place, so the skill is not very good for wizard. So so skill.
Elemental Weakness: you have better skill for slow, for elemental reduction, the physical defence reduction is not useful. This skill try to accomplish many things at once, but none are particularly effective. Not recommended.
Mage Star: wizard-unique genie skill. This absorb magical damage, which shouldn't hurt you in the first place, increase your mana regen, which you should have a lot in the first place. It also increase your HP regen, and you have better skill for that. Not recommended unless you are stingy on buying firework.
Absolute Domain: very helpful in saving a squad wipe (i.e. only you will live) and dealing with assassin and BM. Too bad it have too long cooldown, energy cost and affinity. Strongly recommended.
Cloud Eruption: give you chi, which is very useful for wizard, especially in PvP. However, this is more of an end game skill as it is not so useful at low level skill and low strength. Some what recommended.
Dragonfire: a good addition to your poor physical damage arsenal, also increase your damage against the target. However, to be effective you will need high str. Also, it is only useable on the ground, have high energy and affinity requirement. So so skill.
Manufacturing skill:
While you can take all manafacturing skill and level all of them, not many people have the money to afford that. So these are the priority.
Apothecary: very useful for wizard. Chi food allows you to chain your ulti, and wizard always need chi to be effective. HP regen stuff is great for soloing. At low level make a lot of life powder and use them for an easy ride. Chaos powder is essentially immunity to death powder for your first 30 level. Cheap to level because you can farm material easily. Highest priority.
Tailor: quest and rank armor won't be enough. Crafted armor come with bonus and star, and those will greatly increase wizard's survivability. You can easily level this even if you are just crafting for yourself. Second highest priority.
Ornament: quest and rank will give you some nice ornament. While you get both defence and offence from ornament, the bonus from ornament are not as much as armor though, and there are not a lot of ornament to craft. You will need to craft more than you need to level this (at least it give you lots and lots of chi stone) and the material are rarer to find. Second lowest priority.
Blacksmith: while good weapon are the heart of any powerful wizard, quest give you quite some good weapon, and you can find plenty in the auction. Additionally, you will need to make a lot of useless weapon to level it up, and the material are not cheap. Lowest priority.
Skill:
Finally, the section when people expect most when it come to a guide. Since this is only for low and mid level wizard, there will not be a sage/demon discussion, and no level 100 skill (which I heard to be quite useless). This section is only meant for those with constraint on spirit, since you can level anything once you reach the 80s.
Fire:
This element deal mainly with damage and more damage. Effective against metal mobs, which are prevalent in the sky, but you can make it super effective against anything with Spark (genie).
Water:
This element have low damage, and deal with buff, heal, and slow effect. Effective against fire mobs, which you won't meet often.
Earth:
This element deal with big nuke and control skill. Effective against water mobs, which swarm the underwater world.
Pyrogram: the wizard version of archer's normal attack. It cast fast, spammable, and deal good damage in fire element. This is one of the only 2 spammable skill. Since it is a good idea to have all element available, and this skill can be use often, it is highly recommended to level up. This is also the 1st reason why wizard>archer.
Gush: the wizard version of archer's frost arrow, but it cost no chi, deal more damage in water, and cost you no arrow! Your first kiting arsenal, it is your last spammable skill and it is the fastest among those that deal damage, allows you to kite anything indefinitely. Level whenever you reach the required level. This is the 2nd reason why wizard>archer.
Stone Rain: it just deal a big damage. It is not spammable due to activation time and cooldown. Useful for opener at low level, so level it at least until divine pyrogram. However, since it is the most spammable skill in the earth element that deal decent damage, and it is always useful that you have all 3 element available, it is recommended to level as soon as possible. Good to kill anything underwater.
Pyroshell: useful sometimes for tanking some mobs. You will not find a lot of mobs with strong fire attack anyway, and the HP regen get quartered while fighting. Not recommended on getting beyond level 1 until you have free spirit.
Glacial Embrace: you will find a lot more mobs that use water attack than fire, and the MP regen greatly quicken your meditation time. Level it occasionally, but not recommended beyond level 4 since the cost will catch up quickly its usefulness.
Stone Barrier: this protect you against 2 things that will damage you most: the nasty popular physical attack which your armor are no good against, and the big earth nuke from mobs, other wizard and psychic. Highly recommended to level it everytime you reach the required level, but if you are constraint on spirit, attack spell take priority.
Crown of Flame: it had limited usage. The 4 situation when it is useful are: quickly finish a mobs with little HP left; cheap mana skill to kill mobs with little HP left; higher DPS when fighting at low level because your weapon magic attack is not that high and mobs won't die in 15sec; and finally, for burst damage to kill of someone before charm cooldown (i.e. tick the charm with this, then for the next 10sec your DPS will be slightly higher). Keep at level 1 until high level.
Hailstorm: your only damaging circular AOE that give you chi instead of costing chi, this AOE is highly disappointing. It have no weapon modifier, the freeze break your AOE group and is not reliable against single mobs, and the radius is too small. I can assure you that it will aggro 3 mobs if you try to hit only 1, but will hit just 1 chicken when you want to massacre them in etherblade. Since it is not required for anything, might as well not get it. Though level 1 is cheap, I get it for showing off. Leave it until when you can level it multiple time, when its radius increase significantly to make it a decent AOE.
Divine Pyrogram: the second nuke you get. The activation time is bad for the damage it give, so only use it as the opener. Useful later though when you get sutra. Level it up until you get sandstorm, and don't touch it until you get sutra unless you intend to grind a lot in the air.
Pitfall: crown of flame in earth element with more damage and eatra slow effect. It offer the same uses as crown of flame, in additionally it can be use for slow effect. However, on statistically average it is only as good as gush in the slow effect department, so it is not recommended more than level 1 until high level, and taking priority over crown of flame.
Morning Dew: it is wizard version of cleric's blessing of the purehearted in the sense that it is weak and slow, and it beat cleric's in both department. Have it at level 1 so that you only need 2 slot in inventory for mana potion instead of 1 for mana and 1 for heath, as you can heal yourself in between fight. Also you will not disappoint noobs who think that anyone holding a wand is a cleric. Level it occasionally so that you can heal the tank when no cleric are around to do dungeon. This is also your only chi gaining skill in peace time for 15 level, and it is slow and costly.
The Dragon's Breath: (they should renamed it lightning storm) the wizard version of archer's barrage of arrows, it cost no arrows, less mana, 1 less spark, though you can only cast it around yourself and it is weaker. Very useful for later when you started zhenning and have MP charm equipped. Before that, leave it at level 1 to show off and to move down the fire tree. Level 1 is already useful as a PvP version of barb's roar, as the "zap zap" sound you made would be interpreted as "STUN ME!" by everyone around.
Wellspring Quaff: only in late game does high max mana make much significant. Level it whenever you can until level 5 for the next skill, after that only level it if you are stingy about mana potion and want to use advanced spark eruption to recover it instead.
Distance Shrink: the wizard version of BM's 2 leaps, but it is worse in every sense. However, this is the best you can get, and it is amazing for PvP to escape and counter-escape. Get only level 1 of this to escape in PvE and for your second skill in your kiting arsenal (this will allows you to kite in even small area), then leave it until you do some serious PvP. This is the reason why level 29 wizard will lose to level 50 BM in a duel.
Will of the Phoenix: the wizard version of psychic's landslide, but it is AOE and deal the all powerful fire element. It does not interrupt channelling, but if you knockback monster far enough their skill will be out of range. This finally allows you to stand your ground while grinding, and knockback those nasty veno's pet in PvP. The increase in knockback is not noticable to worth leveling until you can up a few level at once, but since it is fast and stronger than pyrogram you might want to level it as your new fire staple skill. Beware of longer cooldown and shorter range than pyrogram though.
Frostblade: wizard version of barb's poison fang, but this can be cast on other, and the only wizard's buff that work on friendly target. Not much usefulness, but BM, barb, archer and assassin would be happy to have this on, and any extra damage is still good. This replace morning dew as your chi skill in peace time. Level it up if your style is party, but even then this take back seat to your shield.
Sandstorm: despite being a storm, it hit only single target (might as well call it sand throw). No you are NOT an archer, the accuracy debuff is useless for you. The only reason why you might want to put any more spirit in this monstrosity is its damage, and it is quite good in that department. This basically replace divine pyrogram as your opener, so level this up. A must have for PvP.
Emberstorm: wizard version of barb's armaggedon, but this cost no spark, cost much less HP (because you don't have much to begin with), and does not cripple you with MP cost like it does to barb. Not useful in PvE nor PvP, as it is much longer to activate than armaggedon. Have it at level 1 for anti-stealth only. Though it turn out to be good later, but that is when you have had more spirit than you will need.
Glacial Snare: wizard version of BM's vacuous palm, but this one is range, and cost no spark, and also deal more damage. Crippled by its longer cast time and cooldown, it won't replace sandstorm. Great for PvP, but not as good in PvE because of the water elemental (which unlike fire and earth, few mobs are weak against). This is the 1st reason why wizard>BM.
Force of Will: your first truly control skill. This is very fast,and it interrupt channelling. At low level it is only good for interrupt, so time it correctly to delay an incoming ulti. It also make monster run away from you, so it become your last skill to your kiting arsenal. Leave at level 1 for the interrupt effect, as the seal duration increase insignificantly every level, and it is very costly. However, you will want to up it a few level in a row when you start PvP, to ultilize its seal effect.
Blade Tempest: one of the very few skill that deal two type of damage, this one is strongest among them. This is your only physical attack beside whacking stuff, so max it as soon as possible. This is also the 2nd reason why wizard>BM, and the reason why wizard>barb.
Black Ice Dragon Strike: while the animation looks awesome, this skill is truly disappointing. All it does is the same things you have done for 56 level: deal water damage and slow. You won't be using this for slow, while any experience PvPer will have plenty of time to defend against this, not helping by the fact that this is the most obvious looking skill among the ulti. Put only 1 level into this to show off and for your second PvP roar, and no more into this garbage until you start on any form of group PvP, because the damage versus activation time ratio is quite high.
Mountain's Seize: the wizard version of BM's roar of the pride, but this one is range, deal massive damage, and have larger area. Of course it have longer activation time, cooldown and cost more chi, but you should not be bother by that. Best use in combination with sutra, or as a sneak opener. Level it up if you like control skill, as this is one of the few you get until much later. This is the 3rd reason why wizard>BM.
Essential Sutra: this skill is amazing for PvP mostly. It temporary allows you to deal massive DPS, and this burst is what necessary to take down some of the most survival class in the game for wizard (charm barb, cleric). Because it is only 1 level max, take it for the awesome effect, and because it is cheap.
Fire Mastery: increase fire damage, awesome as most damage skill is in the fire line. Take lower priority than most fire attack because the damage you get from upgrading your attack is more than from the mastery, but highest priority among the mastery.
Water Mastery: while the water line lack attack skill, the strongest nuke you have come from this line. Level this after the water attack, and this take the second seat among the mastery.
Earth Mastery: if you want DPS, you use fire. If you want big nuke, you can use water. If you want burst, earth spell have too long cast time to make it work. Earth line is meant to be an ultility line rather than damage. Same priority as water mastery.
Elemental Shell: this skill is amazing. It raise resistance against 4 elements insanely, making you essentially immune to them. Wait until you see a tempest+stormrage eagleon+black ice dragon strike+mountain's seize+earth vector all heading your way, then pop this shield up and laugh that your opponents just waste 900 chi to accomplish nothing. In PvE this is amazing to gain chi, as it is instant, have 30sec cooldown only, and give you a whooping 15 chi. First priority among the level 79 skill.
Soporific Whisper: the fastest interrupt in the game, this skill is amazing, for PvP that is. It also sleep them for 4 sec, enough for you to prepare an ulti to one-hit them. If you lack spirit, it is an toss up between this (control) and undine strike (damage).
Undine Strike: another PvP oriented skill. In PvE normal mobs die too fast that you would rather use that 2 sec to cast another spell, you deal even more damage and cost less mana. Maybe good to use on a boss, since many class can deal fire damage. In PvP however it is great for your 10 sec burst or your charm bypassing nuke. I fyou lack spirit, it is an toss up between this (damage) and soporific whisper (control).
PvE strategy:
Resistance:
Armor and ornament can have different resistance to elements. The one that protect you against less attack will protect you better against those it does. So it is not necessary good to have all 5 elemental resistance at the same amount. These are the priority you should seek:
Metal: air monster are good for grinding, they give more exp, and you can drop down to escape. Most of them are metal and many have metal attack, which hurts a lot.
Water: mobs underwater will usually have water attack, and these mobs give extra exp. Though you have a shield for water, it is unlikely you will use that.
Wood: most wood attack are weak or are strong but poisonous. In both case your HP lost would not be so fast that will threaten your life, but high wood resistance save you on charm and potion since poison deal a lot of damage total.
Fire: you already have a shield for fire damage, and the shield also regen a bit of HP.
Earth: beside the fact that your most commonly used shield would raise this resistance, most earth skill are slow to cast and thus easier defendable.
Kiting:
This is no longer necessary by level 39, but before that, this is what you need for every single mobs. Use gush to slow the mob down and run away from it to gain distance. Press a spell then quickly use S key to run, the spell would be cast at a slightly more distance than when you press it. Make sure to check the area for kiting place as you would not want to aggro more mobs on the way. Against melee mobs, you can actually double jump over their head without getting hit, which give you more space to kite. If the area is crowded with monster, it is a good idea to have your camera look in the opposite direction of the mobs you are fighting.
After level 39, will of the phoenix is all you need against normal mobs.
Obstacle:
Obstacle is very useful if you are dealing with melee mobs that are hard for you to handle. Monster can't jump, so if you jump over a small obstacle it will have to go around it, while you blast it with magic.
This is also good to escape. Jump on top of obstacle and it will get bored of you.
Element:
Non elemental monster have equal resistance in all element.
Metal monster have lower resistance in fire element.
Fire monster have lower resistance in water element.
Water monster have lower resistance in earth element.
Note that the element of the monster raise their resistance of that element, so it is not a good idea to use pyrogram on fire monster for example.
Escape:
Normal mobs will just give up on chasing you after a while. You run at the same speed as most mobs, so you probably won't die even if you aggro more monster in the way, as long as you don't run straight into it.
Elite mobs would be very persistence, so to make it give up on you you need to get to place it cannot go to.
Land monster cannot go into water or air. Water monster cannot go into land or air. However air monster can chase you on land. If you are fighting in the air, you can drop down to escape, as the distance you gained is far enough to escape air monster.
Balance squad:
In the typical settings, you will end up with a random squad for a boss. By default, this is what you should do in squad:
Deal damage: obviously, that is the main reason you are here.
Aggro control: while you should deal damage, you need to make sure that you don't get the aggro from the tank. Do not spark, and definitely not sutra (unless you use it for the MP recovery) or using any of the ulti. Wait for the tank to hit the boss for a few second before you start attacking. If you get a crit, stop and wait a few second. You probably won't get aggroed, but if you do, run toward the tank in any safe way you can (i.e. don't run into the group if it had AoE, distance shrink right through the boss or holy path and run around it) and stop attacking until the tank take the boss back.
Kill adds: if mobs starts attacking your squad, kill it if you can handle it or if some other people is attacking it, otherwise hit it and pull it near the tank (not too close or you will get hit by the boss). Especially important if the cleric is being attacked.
Heal: if something go wrong and the tank get in trouble, spam heal with essential sutra+morning dew. Note that you would probably get aggroed after this.
Buff: you only get frostblade, put it on everyone but especially important are barb, BM, archer and assassin.
Interrupt: boss come with nasty spell, interrupt it if you can.
Debuff: undine strike, which make BM, archer, barb, veno, and especially psychic and wizard stronger. Spam it every 12 sec.
Range DD squad:
This squad consist of psychic, archer and wizard. It is very rewarding in EXP rate, but if you end up with this squad for a boss because no good barb and cleric are around, it is time for a challenge!
Stand in circle. Have 1 person furthest from the boss pull using a weak spell, then run to lure the boss into the circle. After that, one person a either side use a knockback, and the other spark and hit the boss hard to get aggro. Once that person get aggro, stop attack and run. Repeat. Those who are not near to the boss keep attacking, but do not move too far from the place to chase the boss. Any adds should be taken care by them. Once the boss is almost die, then extreme poison+spark+frenzy+massive damage to quickly kill it.
This is hard to pull off, so use it only if you really cannot find a balance squad.
Tanking:
Make sure you get all the cleric+barb buff. Stand far from the boss, and if the boss start to run toward you after a spell, just run until it attack again. If you are soloing the boss, use potion and morning dew to save yourself. If you are in squad, you should have a cleric to heal while you attack to keep aggro.
Handling monster feature:
Weak: 1/4 the hassle with still 1/2 the exp, great!
Sacrificial Assault: you should kill it before it reach you, so essentially a weak monster but 3/2 exp instead.
Increased Defence: free exp for you.
Increased Attack: if you are mid level it should not be able to kill you, and you can heal yourself back easily; if you are low level, use obstacle and kiting to avoid getting hit. Make sure to have full HP before attempting.
Increase Magic Attack: just tank it; you lose more HP, but you also get more exp to compensate.
Increased Magic Resistance: if you have BT, use that; otherwise opening with nuke, then spark and spam basic spell, with any damage amplifier you have; if you don't even have spark, kite it with gush otherwise regardless of its element. Make sure you have full HP and MP before attemptting.
Increased Life: spark then basic spell, if you don't have spark just kite it with gush all the way like previous.
Elemental Immunity: ask for strength of the titan, then whack it with normal attack or BT.
Immune to Damage: use genie skill that cause DoT without direct damage.
PvP strategy:
Level 1-29: the only things you can do is dueling. You would lose to anyone but barb, because barb have no counter against your infinite kiting, and they can't heal themselves, while everyone else can deal physical damage to you.
I will now assume that you are PvPing normally in the world, i.e. go into PK mode and kill anything that moves.
Equipment:
Get at least 2 star on all piece of your equipment, refine at least your body and legging to +3 and your weapon to +3 if you want to stand a good chance. Shard with at least 4 pdef shard at the highest level you can get, and 2 magic shard in weapon Guardian charm and potion is a must. The faster the aerogear the better, and it still have chi for acceleration.
Shield:
Against anyone, you should away use earth shield in PvP. Big magic nuke come from the earth spell, while physical attack is your weakness, and earth shield raise your resistance against both. Also, every class can deal either hefty physical damage, hefty earth damage, or cannot deal fire or water damage, so it is pointless to use any other shield.
Resistance:
There are different priority on resistance:
Fire: fire spell from other wizard is dangerous, especially blade tempest, and many class can deal fire damage. Fire resistance is the easiest among all elemental resistance to be reduced. While fire resistance does not help against physical damage from blade temptest, any reduction in fire damage would increase your survival chance.
Water: it is pretty unlikely someone will use water attack against you (unless you get hit by red tide then you have more important problem to care about than the water damage). This help you a bit against stray black ice dragon strike, or when other wizard try to slow you down. Water damage is what psychic would resort to when their soul spell does not work against you.
Wood: all wood skill is weak, and some are merely DoT. Wood attack are mainly use for their status effect only. Anyone who can deal wood damage have stronger skill to hit you with.
Metal: anyone who have metal attack have better skill to hit you with. If you see tempest coming, just use elemental shell.
Earth: your shield already raise this resistance.
Technique:
Kiting: similar to PvE, just slow them down and run, combine with distance shrink. However, some class have movement buff, which make it pointless to kite against them while the buff is on.
Jumping: jump on small ledge to reach hard to get place. Against melee class this might buy you some time as not everyone is good at jumping, and they would have to resort to aerogear which means half damage dealt and slow.
Evade interrupt: if you see an interrupt coming while you are casting a long spell, cancel the spell yourself, and while the interrupter is busy casting the interrupt, you can use the time to run and get some distance.
Shrink through: when a melee attacker is close to you but still outside melee range, run straight toward them and tap your distance shrink, then quickly tap a long channelling skill while you are teleporting. This caught a lot of people offguard and they won't turn their camera fast enough to response to whatever you are throwing at them. You can use the time you cast the spell to turn your camera.
Anti-force stealth: when an assassin try to use force stealth next to you, cast emberstorm. You have to time correctly so that the assassin would be in stealth mode when you finish casting, but not when you finish channelling. The assassin cannot cancel force stealth even through they can see emberstorm coming. This will hit them while they are in stealth, forcing them out of stealth, and they still suffer the force stealth cooldown.
Bypassing charm: get your target down to close to 50% health but not below. Then use advanced spark+extreme poison/frenzy+big nuke (or spark if the nuke is divine pyrogram). Only recommended if you can hit the target for 10% health with the basic skill of whatever element your nuke use.
Burst: tick the target's charm with any quick and short cooldown skill (if you have undine strike, then use that one to tick charm and debuff), then essential sutra+extreme poison/frenzy (or spark if you intend to use the fire skill)+strong attack skill with short cast time. Examples are divine pyrogram, will of the phoenix, and pyrogram. Finish the combo with any strong skill, not necessary short cast time, such as glacial snare or sandstorm. Use fast skill for the remaining 4sec.
DoT burst: when the target is close to 50% health, use pitfall, follow by crown of flame to tick charm. Then unleash your sutra, follow by any fast attack skill. In that 10sec of charm cooldown, the target will get hit by pitfall 4 times and crown of flame 3 times, which can be the extra damage you need to take down a charm barb.
Drop down: against a flying opponent, drop down from aerogear if you see a strong skill coming, or when you are low on health, you will instantly receive only 50% damage. Jump back on your aerogear again while dropping if you want to resume attacking.
Element: element play a much less useful role here. However, you can still check out your target's resistance by trying different basic skill. Use spark for a guaranteed 0 Fire resistance.
Cancelling: if the opponent pop a defend against your skill while it is channelling (for example oxygen bubble while you use black ice dragon strike), cancel the skill to save your chi, cooldown, time and mana.
Fast getaway: if you are stunned or sleep, hold down distance shrink key. You will quickly getaway if the opponent make even a slightless mistake allowing you sometime to act.
Class specific:
Blademaster: they have strong physical damage, magic marrow, stun lock, self-heal, might have range attack, might have anti-caster skill and can chase you faster than you run. Use fast skill and gush to kite and make their HP down to nearly 50%. If they catch up use genie to get out of their stun, or distance shrink away. If they don't use VIT build you can seal them then bypass their charm. If they do use VIT build they cannot use many type of weapon, so you will face with either range (you can kill them faster than they kill you), interrupt (just stay out of range), stun (use anti-stun genie skill) or high damage (kite and escape with distance shrink), and the one most likely is stun. Tick their charm then seal then sutra combo. Use genie skill if you have energy, and soporific whisper if you have it.
Wizard: your own replica. Whatever work against them will work against you. This battle of attrition will come down to gear difference, who seal who first to pull of a BT first, and who get luckier with crit.
Archer: they have larger range, deal hefty physical attack, run fast, can slow, stun, freeze and have a shield to absorb damage. They have a built-in weakness, which is half damage at close range for most skill. So distance shrink right next to them, then attack with fast spell. Chase after them if they run. You can easily bypass their charm, just seal then nuke your way, unless they use their shield, then remove it first with a basic attack.
Cleric: they resist magic attack, have physical attack, can heal themselve very quickly. Quickly use big nuke to take down their HP to nearly half, then seal and pull off a BT to bypass their charm. Otherwise, your only other method is to tick their charm, sutra then use genie skill spark, then combo with all the fire nuke. They have their shield, so don't try to BT while their shield is on.
Barbarian: they have massive HP and the strongest physical ulti. Otherwise, there is nothing to fear off, they are unlikely to deal enough damage to bypass your charm anyway. Save that distance shrink, or force of will, or sleep in case they use armaggedon. To take down their massive HP, tick their charm, burst with DOT, damage amplifier, and undine strike, depending on what ever you have (or all of them). You can drop a black ice dragon strike and hope for a crit, but I would not recommend gambling.
Venomancer: they have pet, which can be anything. The venomancer themselves are nothing very strong, and you can easily bypass their charm with sandstorm or glacial snare plus extreme poison (frenzy is definitely not recommended). Watch out for parasitic nova which is quite devastating if it proc and hit you while charm is cooling down, use nullify poison if you have it, otherwise interrupt it and run. Ironwood scarab is dangerous, but they need to be in normal form for this. They will most likely purge your stone barrier (just recast it), curse you with amplify damage, freeze you with stunning blow, and keep you permanently slow with fox wallop. If they go back to their normal form, seal, spark then nuke your way. If they stay in fox form, save your spark until they purge you then nuke (if they don't purge you, tempt to into doing so by single spark, since they can't tell the difference between the 2 spark eruption). The veno should not be able to kill you by themselves, so it is the pet that need to deal with:
-Tank pet (high HP, defence, resistance, low damage): it would not be able to kill you, neither would you be able to kill it. The only thing to watch out for is interrupt, slow it down, then knockback with phoenix, then shrink away before you nuke the veno.
-Attack pet (high damage, low HP, defence, resistance): slow, attack with fast skill, then seal, then attack with fast skill, then slow, then knockback, then attack again. The pet should die very fast. After that, expect the veno to be on summer sprint, holy path and fox form. Make sure you have holy path and distance shrink ready, and start on the fox hunting.
-Physical pet (high defence, physical damage, low resistance, low magic damage): treat it like a attack pet.
-Magic pet (high magic damage, high resist, low physical attack, low defence): if any veno use this type of pet on you, laugh and roll on your keyboard.
Veno have many trick to heal themselves quickly so if one of your attempt failed just try again.
Assassin: they will go into stealth and sneak on you. Use genie skill to survive the initial onslaught, distance shrink away and whip down their HP close to half with basic skill. If they have deaden nerves seal then sutra combo with any damage amplifier. If they don't seal, spark then one shot them with any nuke. If they try shadow escape, emberstorm them out of stealth. They have buff to evade your skill though, so just try again if they manage to evade.
Psychic: because of aqua cannon and landslide, stay far away from them. If red tide proc, use anything to cure it. Use DoT to workaround white voodoo and soul skill. Run if they use soul burn. When their HP go near 50%, seal then try BT, they will use psychic will or soul burn, so either use genie skill spark after they used psychic will to hit them with full fire damage, or absolute domain. If you get affected by disturbed soul instead, then seal first, then sutra, then spark (both you and genie), and oneshot them with divine pyrogram. However, if they are on white voodoo, you will not die, but your only chance to kill them is sleep+extreme poison+spark+chi apoth+genie's spark+BT.
Group PvP:
Your role here is simple: kill. Take out the barb with any DD you have, and drop AoE on the group your BM just stunned. Let others take care of arcane user, as you will need all the chi you can get. Best if your target is purged and amplified damaged first by your veno.
Massive PvP:
Your ultimate unstoppable utterly destructive combo: advanced spark+sutra+BT+BIDS+MS. Make sure you have enough veno who can time their lending hand correctly.
This is the end of the guide. Comments and discussion welcomed. There are still much things to learn.
So here we go:
Starting out:
Recommended gender: Female. Because wizard move slow, you can ride a barb.
Recommended alt: venomancer, for money.
Recommended patience level: 3 months if you have no life.
Build:
STR: this add a little pdef, otherwise wizard benefit nothing else from this stat. I would not recommend getting this anywhere higher than required for equipment.
DEX: this give you crit rate and evasion. You won't evade significantly more as a wizard, but the crit rate can be useful. This stat is also needed if you want to wear heavy armor or light armor. It is not recommended to put more point than necessary for equipment here as the crit rate increase is quite small, while your damage will get gimped by a lot.
MAG: this is your staple stat. Increase magic damage, mana pool, mana recovery, magic resist. Put this whenever you get spare point.
VIT: it give 10HP per point. While it not seems like a lot, wizard HP is too low that it will give you 50% more HP if you just spend 3 point every 2 level. It also give an insignificant amount of pdef and magic resist. Note that putting point into this reduce your damage, but it would not be as significant compare to the extra survivability you get. If you have other means to ensure survivability though, it is recommended not to put any point into this. If not, do not put more than 3 per 2 level.
Equipment:
Weapon:
Unarmed: no extra damage from weapon that means many of your skill will be significantly weaker. The benefit of this is that your weapon will never lose durability, especially if you want to whack stuff to death, and you cannot drop it if a level 100 RPKer decided to one-punch you. Recommended only when you are AFK flying as a red name, or trying to attack elemental immunity mobs.
Wand: lowest level requirement, little damage variation, lower than average physical damage, higher than average magical damage. Good weapon for mindless grinding, as you can be sure that if something work once, it will work again.
Magic sword: second lowest level requirement, a bit more damage variation, higher than average physical damage, lower than average magic damage. Decent weapon for both PvE and PvP. Damage is reliable enough for PvE and a bit zerk can sometime be enough to kill. Quite a popular weapon.
Pataka: second highest level requirement, highest damage variation, higher than average physical damage, lower than average magic damage, HIGH STR REQUIREMENT. No you are NOT a veno. Use this only for PvP when you pray for a chance you can one shot someone, and only if you have STR+ equips to back this up.
Glaive: highest level requirement, second highest damage variation, lower than average physical damage, higher than average magic damage. A good choice of weapon for PvE and PvP alike, although the low minimum damage can bite you sometimes. However, the weapon graphics make you looks like a butcher.
Armor:
Heavy armor: if you decided to equip heavy armor, you won't be able to use magic weapon at your level, which would severely hamper your damage. However, if you can manage to get a full set with high -requirement bonus, you would have some insane pdef. Even then though, you would never tank better than a BM (no magic marrow for you) or a barb (no HP). If you decided to go use these, shard your gear with magic resist so that you can survive a hit from a mob that any other wizard can tank.
Light armor: you would already have enough pdef, so what you should put in is HP shard. Put no more VIT if you use this. You will have higher crit rate and HP than an arcane. You need 2 STR and 2 DEX every 2 level.
Arcane armor: equiping this means you are free to put 9 MAG every 2 level, allow maximum damage potential. You will also have high magic resist to tank quite a number of boss. Your pdef is very low though you should seek out pdef shard.
Ornament:
Necklace/belt: this is your chance to get some pdef without having to fulfill stat requirement. Go for pdef.
Ring: take magic ring, unless the might ring have some very good bonus and you cannot find magic ring with that bonus.
Shard:
physical shard: put a lot into armor if you are arcane, for obvious reason. This is your chance to get pdef without stat requirement.
hp shard: put into armor if you use light, because you will already have enough pdef.
mp shard: I don't see any point in this, you already have a lot of MP.
magic shard: put into weapon, for obvious reason. Also into your armor if you're heavy.
dex shard: you have no need of accuracy, and you won't evade significantly more.
elemental shard: put into armor if you are heavy, and only if you know the mobs you will fight, not recommended.
Bonus:
These are equipment bonus that are notably relevant for wizard.
pdef: free pdef yay!
-channelling: useful in late mid level, as your powerful spell take long to cast. This also means that you will be less like to get interrupted. Not really noticable if it appears once, but stacked together and your DPS will shoot up the roof.
+crit: if you are arcane, your crit rate are not high. Even a +1% will double your crit rate, and it will become very noticable. More useful in PvP, as you will double or triple your chance of bypassing a charm.
-requirement: only if you are using heavy armor or pataka, even then, it will never appear on high level good equipment that you want to use.
+minimum magic attack/+maximum magic attack/+magic attack: increase your damage, though it is not very noticable.
+magic: much more noticable damage bonus than the above, and also give you a bit more MP regen and MP max, which will save you a lot on MP pot in the long run. If you wear heavy, this might make you be able to equip weapon closer to your level.
+HP: while this enhance your survivability, you received too much damage compare to the amount of HP increase that it will make you survive maybe 1 more hit.
+vit: similar to above, but you get more HP regen and more resistance. Still, it won't make you survive much longer.
+str: allow you to equip pataka without making you losing your stat point.
+HP regen: not so useful as the amount is too small and get quartered while fighting.
Genie:
Vit genie to chain skill together. Dex genie for high effectiveness of most good genie skill for wizard. Certain good skill need str though, so if you want a couple of them str genie is the way to go. Note that skill have affinity requirement, so you will not be able to get all the "best" skill on one genie.
Notable genie skill:
Cauterize/Blood Clot: just to deal with phoenix and red tide in PvP, limited usefulness.
Earthquake: a quick escape if surrounded by monster, not useful in mid level since you will have knockback skill by then.
Spark: greatly reduce fire resistance, super useful if your genie can reach 100 dex. This allow all your fire spell to be effective against anything. Highly recommended.
Tangling Mire: only useful as an AOE slow to escape. Later it give you better chance of one-shot arcane. So so skill. Note that this one need str to be effective.
Nullify Poison: wizard are permanently cursed to be defendless against wood attack. This help you sometimes in PvP. Not highly recommended.
Leaf Dance: considered it to be a permanent increase to crit rate, unless you are stingy on chi stone or you need genie to do some other things. The duration is longer with str, but you really don't need to increase duration anyway. So so skill.
Second Wind: instant heal. Will save you plenty of times. Not so awesome however if you have other means to survive, and those are plenty. Some what recommended.
Extreme Poison: a popular skill for wizard. Amplify your damage on the target, making wizard even more powerful. Use it together with a strong hitting skill or sutra. Highly recommended, unless you are heavy.
Remove Paralysis: too long cooldown and not reliable even with high dex genie. Useful in PvP against BM and assassin. Not recommended.
Lightning Chaser: your only interrupt for low and early mid level PvP and boss. Pretty useless later. Not recommended.
Frenzy: another skill that make wizard a killer. Best use in combination with AOE skill. You will get oneshot by anything while this skill is in effect though. Recommended.
Holy Path: super useful to escape, counter escape, catch up with squad, and many other things. If it wasn't for distance shrink this would have been a must have. Very highly recommended.
Occult Ice: a nice addition to your limited arsenal of control skill. Useful in PvP only. You need a lot of str for this to be somewhat reliable though. So so skill.
Tree of Protection: another life saver. You won't have a lot of HP in the first place, so the skill is not very good for wizard. So so skill.
Elemental Weakness: you have better skill for slow, for elemental reduction, the physical defence reduction is not useful. This skill try to accomplish many things at once, but none are particularly effective. Not recommended.
Mage Star: wizard-unique genie skill. This absorb magical damage, which shouldn't hurt you in the first place, increase your mana regen, which you should have a lot in the first place. It also increase your HP regen, and you have better skill for that. Not recommended unless you are stingy on buying firework.
Absolute Domain: very helpful in saving a squad wipe (i.e. only you will live) and dealing with assassin and BM. Too bad it have too long cooldown, energy cost and affinity. Strongly recommended.
Cloud Eruption: give you chi, which is very useful for wizard, especially in PvP. However, this is more of an end game skill as it is not so useful at low level skill and low strength. Some what recommended.
Dragonfire: a good addition to your poor physical damage arsenal, also increase your damage against the target. However, to be effective you will need high str. Also, it is only useable on the ground, have high energy and affinity requirement. So so skill.
Manufacturing skill:
While you can take all manafacturing skill and level all of them, not many people have the money to afford that. So these are the priority.
Apothecary: very useful for wizard. Chi food allows you to chain your ulti, and wizard always need chi to be effective. HP regen stuff is great for soloing. At low level make a lot of life powder and use them for an easy ride. Chaos powder is essentially immunity to death powder for your first 30 level. Cheap to level because you can farm material easily. Highest priority.
Tailor: quest and rank armor won't be enough. Crafted armor come with bonus and star, and those will greatly increase wizard's survivability. You can easily level this even if you are just crafting for yourself. Second highest priority.
Ornament: quest and rank will give you some nice ornament. While you get both defence and offence from ornament, the bonus from ornament are not as much as armor though, and there are not a lot of ornament to craft. You will need to craft more than you need to level this (at least it give you lots and lots of chi stone) and the material are rarer to find. Second lowest priority.
Blacksmith: while good weapon are the heart of any powerful wizard, quest give you quite some good weapon, and you can find plenty in the auction. Additionally, you will need to make a lot of useless weapon to level it up, and the material are not cheap. Lowest priority.
Skill:
Finally, the section when people expect most when it come to a guide. Since this is only for low and mid level wizard, there will not be a sage/demon discussion, and no level 100 skill (which I heard to be quite useless). This section is only meant for those with constraint on spirit, since you can level anything once you reach the 80s.
Fire:
This element deal mainly with damage and more damage. Effective against metal mobs, which are prevalent in the sky, but you can make it super effective against anything with Spark (genie).
Water:
This element have low damage, and deal with buff, heal, and slow effect. Effective against fire mobs, which you won't meet often.
Earth:
This element deal with big nuke and control skill. Effective against water mobs, which swarm the underwater world.
Pyrogram: the wizard version of archer's normal attack. It cast fast, spammable, and deal good damage in fire element. This is one of the only 2 spammable skill. Since it is a good idea to have all element available, and this skill can be use often, it is highly recommended to level up. This is also the 1st reason why wizard>archer.
Gush: the wizard version of archer's frost arrow, but it cost no chi, deal more damage in water, and cost you no arrow! Your first kiting arsenal, it is your last spammable skill and it is the fastest among those that deal damage, allows you to kite anything indefinitely. Level whenever you reach the required level. This is the 2nd reason why wizard>archer.
Stone Rain: it just deal a big damage. It is not spammable due to activation time and cooldown. Useful for opener at low level, so level it at least until divine pyrogram. However, since it is the most spammable skill in the earth element that deal decent damage, and it is always useful that you have all 3 element available, it is recommended to level as soon as possible. Good to kill anything underwater.
Pyroshell: useful sometimes for tanking some mobs. You will not find a lot of mobs with strong fire attack anyway, and the HP regen get quartered while fighting. Not recommended on getting beyond level 1 until you have free spirit.
Glacial Embrace: you will find a lot more mobs that use water attack than fire, and the MP regen greatly quicken your meditation time. Level it occasionally, but not recommended beyond level 4 since the cost will catch up quickly its usefulness.
Stone Barrier: this protect you against 2 things that will damage you most: the nasty popular physical attack which your armor are no good against, and the big earth nuke from mobs, other wizard and psychic. Highly recommended to level it everytime you reach the required level, but if you are constraint on spirit, attack spell take priority.
Crown of Flame: it had limited usage. The 4 situation when it is useful are: quickly finish a mobs with little HP left; cheap mana skill to kill mobs with little HP left; higher DPS when fighting at low level because your weapon magic attack is not that high and mobs won't die in 15sec; and finally, for burst damage to kill of someone before charm cooldown (i.e. tick the charm with this, then for the next 10sec your DPS will be slightly higher). Keep at level 1 until high level.
Hailstorm: your only damaging circular AOE that give you chi instead of costing chi, this AOE is highly disappointing. It have no weapon modifier, the freeze break your AOE group and is not reliable against single mobs, and the radius is too small. I can assure you that it will aggro 3 mobs if you try to hit only 1, but will hit just 1 chicken when you want to massacre them in etherblade. Since it is not required for anything, might as well not get it. Though level 1 is cheap, I get it for showing off. Leave it until when you can level it multiple time, when its radius increase significantly to make it a decent AOE.
Divine Pyrogram: the second nuke you get. The activation time is bad for the damage it give, so only use it as the opener. Useful later though when you get sutra. Level it up until you get sandstorm, and don't touch it until you get sutra unless you intend to grind a lot in the air.
Pitfall: crown of flame in earth element with more damage and eatra slow effect. It offer the same uses as crown of flame, in additionally it can be use for slow effect. However, on statistically average it is only as good as gush in the slow effect department, so it is not recommended more than level 1 until high level, and taking priority over crown of flame.
Morning Dew: it is wizard version of cleric's blessing of the purehearted in the sense that it is weak and slow, and it beat cleric's in both department. Have it at level 1 so that you only need 2 slot in inventory for mana potion instead of 1 for mana and 1 for heath, as you can heal yourself in between fight. Also you will not disappoint noobs who think that anyone holding a wand is a cleric. Level it occasionally so that you can heal the tank when no cleric are around to do dungeon. This is also your only chi gaining skill in peace time for 15 level, and it is slow and costly.
The Dragon's Breath: (they should renamed it lightning storm) the wizard version of archer's barrage of arrows, it cost no arrows, less mana, 1 less spark, though you can only cast it around yourself and it is weaker. Very useful for later when you started zhenning and have MP charm equipped. Before that, leave it at level 1 to show off and to move down the fire tree. Level 1 is already useful as a PvP version of barb's roar, as the "zap zap" sound you made would be interpreted as "STUN ME!" by everyone around.
Wellspring Quaff: only in late game does high max mana make much significant. Level it whenever you can until level 5 for the next skill, after that only level it if you are stingy about mana potion and want to use advanced spark eruption to recover it instead.
Distance Shrink: the wizard version of BM's 2 leaps, but it is worse in every sense. However, this is the best you can get, and it is amazing for PvP to escape and counter-escape. Get only level 1 of this to escape in PvE and for your second skill in your kiting arsenal (this will allows you to kite in even small area), then leave it until you do some serious PvP. This is the reason why level 29 wizard will lose to level 50 BM in a duel.
Will of the Phoenix: the wizard version of psychic's landslide, but it is AOE and deal the all powerful fire element. It does not interrupt channelling, but if you knockback monster far enough their skill will be out of range. This finally allows you to stand your ground while grinding, and knockback those nasty veno's pet in PvP. The increase in knockback is not noticable to worth leveling until you can up a few level at once, but since it is fast and stronger than pyrogram you might want to level it as your new fire staple skill. Beware of longer cooldown and shorter range than pyrogram though.
Frostblade: wizard version of barb's poison fang, but this can be cast on other, and the only wizard's buff that work on friendly target. Not much usefulness, but BM, barb, archer and assassin would be happy to have this on, and any extra damage is still good. This replace morning dew as your chi skill in peace time. Level it up if your style is party, but even then this take back seat to your shield.
Sandstorm: despite being a storm, it hit only single target (might as well call it sand throw). No you are NOT an archer, the accuracy debuff is useless for you. The only reason why you might want to put any more spirit in this monstrosity is its damage, and it is quite good in that department. This basically replace divine pyrogram as your opener, so level this up. A must have for PvP.
Emberstorm: wizard version of barb's armaggedon, but this cost no spark, cost much less HP (because you don't have much to begin with), and does not cripple you with MP cost like it does to barb. Not useful in PvE nor PvP, as it is much longer to activate than armaggedon. Have it at level 1 for anti-stealth only. Though it turn out to be good later, but that is when you have had more spirit than you will need.
Glacial Snare: wizard version of BM's vacuous palm, but this one is range, and cost no spark, and also deal more damage. Crippled by its longer cast time and cooldown, it won't replace sandstorm. Great for PvP, but not as good in PvE because of the water elemental (which unlike fire and earth, few mobs are weak against). This is the 1st reason why wizard>BM.
Force of Will: your first truly control skill. This is very fast,and it interrupt channelling. At low level it is only good for interrupt, so time it correctly to delay an incoming ulti. It also make monster run away from you, so it become your last skill to your kiting arsenal. Leave at level 1 for the interrupt effect, as the seal duration increase insignificantly every level, and it is very costly. However, you will want to up it a few level in a row when you start PvP, to ultilize its seal effect.
Blade Tempest: one of the very few skill that deal two type of damage, this one is strongest among them. This is your only physical attack beside whacking stuff, so max it as soon as possible. This is also the 2nd reason why wizard>BM, and the reason why wizard>barb.
Black Ice Dragon Strike: while the animation looks awesome, this skill is truly disappointing. All it does is the same things you have done for 56 level: deal water damage and slow. You won't be using this for slow, while any experience PvPer will have plenty of time to defend against this, not helping by the fact that this is the most obvious looking skill among the ulti. Put only 1 level into this to show off and for your second PvP roar, and no more into this garbage until you start on any form of group PvP, because the damage versus activation time ratio is quite high.
Mountain's Seize: the wizard version of BM's roar of the pride, but this one is range, deal massive damage, and have larger area. Of course it have longer activation time, cooldown and cost more chi, but you should not be bother by that. Best use in combination with sutra, or as a sneak opener. Level it up if you like control skill, as this is one of the few you get until much later. This is the 3rd reason why wizard>BM.
Essential Sutra: this skill is amazing for PvP mostly. It temporary allows you to deal massive DPS, and this burst is what necessary to take down some of the most survival class in the game for wizard (charm barb, cleric). Because it is only 1 level max, take it for the awesome effect, and because it is cheap.
Fire Mastery: increase fire damage, awesome as most damage skill is in the fire line. Take lower priority than most fire attack because the damage you get from upgrading your attack is more than from the mastery, but highest priority among the mastery.
Water Mastery: while the water line lack attack skill, the strongest nuke you have come from this line. Level this after the water attack, and this take the second seat among the mastery.
Earth Mastery: if you want DPS, you use fire. If you want big nuke, you can use water. If you want burst, earth spell have too long cast time to make it work. Earth line is meant to be an ultility line rather than damage. Same priority as water mastery.
Elemental Shell: this skill is amazing. It raise resistance against 4 elements insanely, making you essentially immune to them. Wait until you see a tempest+stormrage eagleon+black ice dragon strike+mountain's seize+earth vector all heading your way, then pop this shield up and laugh that your opponents just waste 900 chi to accomplish nothing. In PvE this is amazing to gain chi, as it is instant, have 30sec cooldown only, and give you a whooping 15 chi. First priority among the level 79 skill.
Soporific Whisper: the fastest interrupt in the game, this skill is amazing, for PvP that is. It also sleep them for 4 sec, enough for you to prepare an ulti to one-hit them. If you lack spirit, it is an toss up between this (control) and undine strike (damage).
Undine Strike: another PvP oriented skill. In PvE normal mobs die too fast that you would rather use that 2 sec to cast another spell, you deal even more damage and cost less mana. Maybe good to use on a boss, since many class can deal fire damage. In PvP however it is great for your 10 sec burst or your charm bypassing nuke. I fyou lack spirit, it is an toss up between this (damage) and soporific whisper (control).
PvE strategy:
Resistance:
Armor and ornament can have different resistance to elements. The one that protect you against less attack will protect you better against those it does. So it is not necessary good to have all 5 elemental resistance at the same amount. These are the priority you should seek:
Metal: air monster are good for grinding, they give more exp, and you can drop down to escape. Most of them are metal and many have metal attack, which hurts a lot.
Water: mobs underwater will usually have water attack, and these mobs give extra exp. Though you have a shield for water, it is unlikely you will use that.
Wood: most wood attack are weak or are strong but poisonous. In both case your HP lost would not be so fast that will threaten your life, but high wood resistance save you on charm and potion since poison deal a lot of damage total.
Fire: you already have a shield for fire damage, and the shield also regen a bit of HP.
Earth: beside the fact that your most commonly used shield would raise this resistance, most earth skill are slow to cast and thus easier defendable.
Kiting:
This is no longer necessary by level 39, but before that, this is what you need for every single mobs. Use gush to slow the mob down and run away from it to gain distance. Press a spell then quickly use S key to run, the spell would be cast at a slightly more distance than when you press it. Make sure to check the area for kiting place as you would not want to aggro more mobs on the way. Against melee mobs, you can actually double jump over their head without getting hit, which give you more space to kite. If the area is crowded with monster, it is a good idea to have your camera look in the opposite direction of the mobs you are fighting.
After level 39, will of the phoenix is all you need against normal mobs.
Obstacle:
Obstacle is very useful if you are dealing with melee mobs that are hard for you to handle. Monster can't jump, so if you jump over a small obstacle it will have to go around it, while you blast it with magic.
This is also good to escape. Jump on top of obstacle and it will get bored of you.
Element:
Non elemental monster have equal resistance in all element.
Metal monster have lower resistance in fire element.
Fire monster have lower resistance in water element.
Water monster have lower resistance in earth element.
Note that the element of the monster raise their resistance of that element, so it is not a good idea to use pyrogram on fire monster for example.
Escape:
Normal mobs will just give up on chasing you after a while. You run at the same speed as most mobs, so you probably won't die even if you aggro more monster in the way, as long as you don't run straight into it.
Elite mobs would be very persistence, so to make it give up on you you need to get to place it cannot go to.
Land monster cannot go into water or air. Water monster cannot go into land or air. However air monster can chase you on land. If you are fighting in the air, you can drop down to escape, as the distance you gained is far enough to escape air monster.
Balance squad:
In the typical settings, you will end up with a random squad for a boss. By default, this is what you should do in squad:
Deal damage: obviously, that is the main reason you are here.
Aggro control: while you should deal damage, you need to make sure that you don't get the aggro from the tank. Do not spark, and definitely not sutra (unless you use it for the MP recovery) or using any of the ulti. Wait for the tank to hit the boss for a few second before you start attacking. If you get a crit, stop and wait a few second. You probably won't get aggroed, but if you do, run toward the tank in any safe way you can (i.e. don't run into the group if it had AoE, distance shrink right through the boss or holy path and run around it) and stop attacking until the tank take the boss back.
Kill adds: if mobs starts attacking your squad, kill it if you can handle it or if some other people is attacking it, otherwise hit it and pull it near the tank (not too close or you will get hit by the boss). Especially important if the cleric is being attacked.
Heal: if something go wrong and the tank get in trouble, spam heal with essential sutra+morning dew. Note that you would probably get aggroed after this.
Buff: you only get frostblade, put it on everyone but especially important are barb, BM, archer and assassin.
Interrupt: boss come with nasty spell, interrupt it if you can.
Debuff: undine strike, which make BM, archer, barb, veno, and especially psychic and wizard stronger. Spam it every 12 sec.
Range DD squad:
This squad consist of psychic, archer and wizard. It is very rewarding in EXP rate, but if you end up with this squad for a boss because no good barb and cleric are around, it is time for a challenge!
Stand in circle. Have 1 person furthest from the boss pull using a weak spell, then run to lure the boss into the circle. After that, one person a either side use a knockback, and the other spark and hit the boss hard to get aggro. Once that person get aggro, stop attack and run. Repeat. Those who are not near to the boss keep attacking, but do not move too far from the place to chase the boss. Any adds should be taken care by them. Once the boss is almost die, then extreme poison+spark+frenzy+massive damage to quickly kill it.
This is hard to pull off, so use it only if you really cannot find a balance squad.
Tanking:
Make sure you get all the cleric+barb buff. Stand far from the boss, and if the boss start to run toward you after a spell, just run until it attack again. If you are soloing the boss, use potion and morning dew to save yourself. If you are in squad, you should have a cleric to heal while you attack to keep aggro.
Handling monster feature:
Weak: 1/4 the hassle with still 1/2 the exp, great!
Sacrificial Assault: you should kill it before it reach you, so essentially a weak monster but 3/2 exp instead.
Increased Defence: free exp for you.
Increased Attack: if you are mid level it should not be able to kill you, and you can heal yourself back easily; if you are low level, use obstacle and kiting to avoid getting hit. Make sure to have full HP before attempting.
Increase Magic Attack: just tank it; you lose more HP, but you also get more exp to compensate.
Increased Magic Resistance: if you have BT, use that; otherwise opening with nuke, then spark and spam basic spell, with any damage amplifier you have; if you don't even have spark, kite it with gush otherwise regardless of its element. Make sure you have full HP and MP before attemptting.
Increased Life: spark then basic spell, if you don't have spark just kite it with gush all the way like previous.
Elemental Immunity: ask for strength of the titan, then whack it with normal attack or BT.
Immune to Damage: use genie skill that cause DoT without direct damage.
PvP strategy:
Level 1-29: the only things you can do is dueling. You would lose to anyone but barb, because barb have no counter against your infinite kiting, and they can't heal themselves, while everyone else can deal physical damage to you.
I will now assume that you are PvPing normally in the world, i.e. go into PK mode and kill anything that moves.
Equipment:
Get at least 2 star on all piece of your equipment, refine at least your body and legging to +3 and your weapon to +3 if you want to stand a good chance. Shard with at least 4 pdef shard at the highest level you can get, and 2 magic shard in weapon Guardian charm and potion is a must. The faster the aerogear the better, and it still have chi for acceleration.
Shield:
Against anyone, you should away use earth shield in PvP. Big magic nuke come from the earth spell, while physical attack is your weakness, and earth shield raise your resistance against both. Also, every class can deal either hefty physical damage, hefty earth damage, or cannot deal fire or water damage, so it is pointless to use any other shield.
Resistance:
There are different priority on resistance:
Fire: fire spell from other wizard is dangerous, especially blade tempest, and many class can deal fire damage. Fire resistance is the easiest among all elemental resistance to be reduced. While fire resistance does not help against physical damage from blade temptest, any reduction in fire damage would increase your survival chance.
Water: it is pretty unlikely someone will use water attack against you (unless you get hit by red tide then you have more important problem to care about than the water damage). This help you a bit against stray black ice dragon strike, or when other wizard try to slow you down. Water damage is what psychic would resort to when their soul spell does not work against you.
Wood: all wood skill is weak, and some are merely DoT. Wood attack are mainly use for their status effect only. Anyone who can deal wood damage have stronger skill to hit you with.
Metal: anyone who have metal attack have better skill to hit you with. If you see tempest coming, just use elemental shell.
Earth: your shield already raise this resistance.
Technique:
Kiting: similar to PvE, just slow them down and run, combine with distance shrink. However, some class have movement buff, which make it pointless to kite against them while the buff is on.
Jumping: jump on small ledge to reach hard to get place. Against melee class this might buy you some time as not everyone is good at jumping, and they would have to resort to aerogear which means half damage dealt and slow.
Evade interrupt: if you see an interrupt coming while you are casting a long spell, cancel the spell yourself, and while the interrupter is busy casting the interrupt, you can use the time to run and get some distance.
Shrink through: when a melee attacker is close to you but still outside melee range, run straight toward them and tap your distance shrink, then quickly tap a long channelling skill while you are teleporting. This caught a lot of people offguard and they won't turn their camera fast enough to response to whatever you are throwing at them. You can use the time you cast the spell to turn your camera.
Anti-force stealth: when an assassin try to use force stealth next to you, cast emberstorm. You have to time correctly so that the assassin would be in stealth mode when you finish casting, but not when you finish channelling. The assassin cannot cancel force stealth even through they can see emberstorm coming. This will hit them while they are in stealth, forcing them out of stealth, and they still suffer the force stealth cooldown.
Bypassing charm: get your target down to close to 50% health but not below. Then use advanced spark+extreme poison/frenzy+big nuke (or spark if the nuke is divine pyrogram). Only recommended if you can hit the target for 10% health with the basic skill of whatever element your nuke use.
Burst: tick the target's charm with any quick and short cooldown skill (if you have undine strike, then use that one to tick charm and debuff), then essential sutra+extreme poison/frenzy (or spark if you intend to use the fire skill)+strong attack skill with short cast time. Examples are divine pyrogram, will of the phoenix, and pyrogram. Finish the combo with any strong skill, not necessary short cast time, such as glacial snare or sandstorm. Use fast skill for the remaining 4sec.
DoT burst: when the target is close to 50% health, use pitfall, follow by crown of flame to tick charm. Then unleash your sutra, follow by any fast attack skill. In that 10sec of charm cooldown, the target will get hit by pitfall 4 times and crown of flame 3 times, which can be the extra damage you need to take down a charm barb.
Drop down: against a flying opponent, drop down from aerogear if you see a strong skill coming, or when you are low on health, you will instantly receive only 50% damage. Jump back on your aerogear again while dropping if you want to resume attacking.
Element: element play a much less useful role here. However, you can still check out your target's resistance by trying different basic skill. Use spark for a guaranteed 0 Fire resistance.
Cancelling: if the opponent pop a defend against your skill while it is channelling (for example oxygen bubble while you use black ice dragon strike), cancel the skill to save your chi, cooldown, time and mana.
Fast getaway: if you are stunned or sleep, hold down distance shrink key. You will quickly getaway if the opponent make even a slightless mistake allowing you sometime to act.
Class specific:
Blademaster: they have strong physical damage, magic marrow, stun lock, self-heal, might have range attack, might have anti-caster skill and can chase you faster than you run. Use fast skill and gush to kite and make their HP down to nearly 50%. If they catch up use genie to get out of their stun, or distance shrink away. If they don't use VIT build you can seal them then bypass their charm. If they do use VIT build they cannot use many type of weapon, so you will face with either range (you can kill them faster than they kill you), interrupt (just stay out of range), stun (use anti-stun genie skill) or high damage (kite and escape with distance shrink), and the one most likely is stun. Tick their charm then seal then sutra combo. Use genie skill if you have energy, and soporific whisper if you have it.
Wizard: your own replica. Whatever work against them will work against you. This battle of attrition will come down to gear difference, who seal who first to pull of a BT first, and who get luckier with crit.
Archer: they have larger range, deal hefty physical attack, run fast, can slow, stun, freeze and have a shield to absorb damage. They have a built-in weakness, which is half damage at close range for most skill. So distance shrink right next to them, then attack with fast spell. Chase after them if they run. You can easily bypass their charm, just seal then nuke your way, unless they use their shield, then remove it first with a basic attack.
Cleric: they resist magic attack, have physical attack, can heal themselve very quickly. Quickly use big nuke to take down their HP to nearly half, then seal and pull off a BT to bypass their charm. Otherwise, your only other method is to tick their charm, sutra then use genie skill spark, then combo with all the fire nuke. They have their shield, so don't try to BT while their shield is on.
Barbarian: they have massive HP and the strongest physical ulti. Otherwise, there is nothing to fear off, they are unlikely to deal enough damage to bypass your charm anyway. Save that distance shrink, or force of will, or sleep in case they use armaggedon. To take down their massive HP, tick their charm, burst with DOT, damage amplifier, and undine strike, depending on what ever you have (or all of them). You can drop a black ice dragon strike and hope for a crit, but I would not recommend gambling.
Venomancer: they have pet, which can be anything. The venomancer themselves are nothing very strong, and you can easily bypass their charm with sandstorm or glacial snare plus extreme poison (frenzy is definitely not recommended). Watch out for parasitic nova which is quite devastating if it proc and hit you while charm is cooling down, use nullify poison if you have it, otherwise interrupt it and run. Ironwood scarab is dangerous, but they need to be in normal form for this. They will most likely purge your stone barrier (just recast it), curse you with amplify damage, freeze you with stunning blow, and keep you permanently slow with fox wallop. If they go back to their normal form, seal, spark then nuke your way. If they stay in fox form, save your spark until they purge you then nuke (if they don't purge you, tempt to into doing so by single spark, since they can't tell the difference between the 2 spark eruption). The veno should not be able to kill you by themselves, so it is the pet that need to deal with:
-Tank pet (high HP, defence, resistance, low damage): it would not be able to kill you, neither would you be able to kill it. The only thing to watch out for is interrupt, slow it down, then knockback with phoenix, then shrink away before you nuke the veno.
-Attack pet (high damage, low HP, defence, resistance): slow, attack with fast skill, then seal, then attack with fast skill, then slow, then knockback, then attack again. The pet should die very fast. After that, expect the veno to be on summer sprint, holy path and fox form. Make sure you have holy path and distance shrink ready, and start on the fox hunting.
-Physical pet (high defence, physical damage, low resistance, low magic damage): treat it like a attack pet.
-Magic pet (high magic damage, high resist, low physical attack, low defence): if any veno use this type of pet on you, laugh and roll on your keyboard.
Veno have many trick to heal themselves quickly so if one of your attempt failed just try again.
Assassin: they will go into stealth and sneak on you. Use genie skill to survive the initial onslaught, distance shrink away and whip down their HP close to half with basic skill. If they have deaden nerves seal then sutra combo with any damage amplifier. If they don't seal, spark then one shot them with any nuke. If they try shadow escape, emberstorm them out of stealth. They have buff to evade your skill though, so just try again if they manage to evade.
Psychic: because of aqua cannon and landslide, stay far away from them. If red tide proc, use anything to cure it. Use DoT to workaround white voodoo and soul skill. Run if they use soul burn. When their HP go near 50%, seal then try BT, they will use psychic will or soul burn, so either use genie skill spark after they used psychic will to hit them with full fire damage, or absolute domain. If you get affected by disturbed soul instead, then seal first, then sutra, then spark (both you and genie), and oneshot them with divine pyrogram. However, if they are on white voodoo, you will not die, but your only chance to kill them is sleep+extreme poison+spark+chi apoth+genie's spark+BT.
Group PvP:
Your role here is simple: kill. Take out the barb with any DD you have, and drop AoE on the group your BM just stunned. Let others take care of arcane user, as you will need all the chi you can get. Best if your target is purged and amplified damaged first by your veno.
Massive PvP:
Your ultimate unstoppable utterly destructive combo: advanced spark+sutra+BT+BIDS+MS. Make sure you have enough veno who can time their lending hand correctly.
This is the end of the guide. Comments and discussion welcomed. There are still much things to learn.
Post edited by ilystah on
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Comments
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Wow, this is massive, and I must say very good
Obviusly I didn't read to it completly, it's soooo much b:chuckle.
I did found 1 little thing: Glacial snare. It actually is a better opener than Sandstorm late game, mostly because of the slowdown (which you didn't even mention I think? It slows down by 90%, which is alot)9 out of 10 voices in my head say I'm not crazy... the 10th is singing the music of tetris0 -
Sirrobert - Dreamweaver wrote: »Wow, this is massive, and I must say very good
Obviusly I didn't read to it completly, it's soooo much b:chuckle.
I did found 1 little thing: Glacial snare. It actually is a better opener than Sandstorm late game, mostly because of the slowdown (which you didn't even mention I think? It slows down by 90%, which is alot)
Glacial snare has a 92% chance to slow the target by 80% at level 10, But yeah i agree its an awesome skill0 -
Helbear - Heavens Tear wrote: »Glacial snare has a 92% chance to slow the target by 80% at level 10, But yeah i agree its an awesome skill
EEhm right, 80%. Not a clue how that 90% came into my head9 out of 10 voices in my head say I'm not crazy... the 10th is singing the music of tetris0 -
Obstacle:
Obstacle is very useful if you are dealing with melee mobs that are hard for you to handle. Monster can't jump, so if you jump over a small obstacle it will have to go around it, while you blast it with magic.
Can work on ranged mobs as well. With some clever use of gush and obstacles, you can kill some elite mobs you wouldn't be able to otherwise without a lot of hassle.0 -
This guide is surprisingly good. :O
Only issue I see with it is he encourages too much vit use.
Other than that, it looks pretty damn good.0 -
magic weapons also deal physical damage so even for mobs with elemental immunity they are useful for the phys damage gain.
heavy wizards are better phys tanks than blademasters because we have 3 elemental shields for mixed phys/mag bosses and also up to 150% phys boost on demon earth barrier. blademasters' alter marrow isn't any good for mixed phys/mag bosses thus they don't last long.
genie skill tangling mire is the best match for blade tempest for being AOE phys resistance debuff.
genie skill lightning chaser is only good to be used against a wizard who is channeling some ultimate^^
interruption rate is 1% per genie dex point.
genie skill expel is the probably the best genie skill for a wizard. it gives total physical immunity but also stuns. stun won't cancel dragon's breath.
pyroshell is useful at very low levels, especially to arcane wizards because earth barrier makes nearly no difference with such low physical resistance so the hp regen bonus helps more. think there's no quest for a fire mob until lvl 4x but the chicken boss at fb39 dungeon hits fire over time mostly (hits bleed also).
morning dew is really important for bh/fb/tt. wizard healing is the closest thing to a real cleric. it saves squads often. it's slow but works fine for barbs.
undine strike takes 1 second to channel and effect lasts 12 seconds.
elemental shell is never a priority. making chi while flying is good but spending 2m+ coins and 1m spirit is not enough a reason to get it. it's a support skill. can help making some fail tanks survive magic bosses despite the long cooldown. for pvp it has some uses, especially for those who wear light or heavy.
for pvp, the easiest way to deal with high lvl venos is to kill pet first. pet range is a lot longer than healing range so all you have to do is to shrink away from the veno and kill the pet. veno won't be able to heal but will still be able to stow pet. in case of stow, sleep/force of will prevents the veno from summoning pet again. one way or the other, a veno without pet is vastly inferior in damage than a wizard = easy target.[SIGPIC][/SIGPIC]
If you're willing to join another online game do NOT join any hosted by K2 NETWORK. Want to know why? Check BBB complaints.0 -
I'd suggest adding a little colour to it, it's bit dull to read, some section listing at the beginning as well.
On the armour section you seem to imply that arcane armour requires 9MAG/2 levels, I think the correct amount is 3MAG. With my old LA build I could still use my arcane armour.
Another point, while I'm not sure how it fairs with other builds, my pure build gets an 8x multiplier to the magic attack that + magic attack gives and a 10x multiplier for +MAG bonuses. Considering +magic bonuses come in the region of +1-20 and + Magic attack bonuses come from +50-100 I know which I'd prefer.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 -
Garbage. Just skimming it I couldn't find a paragraph without some serious error/flaw. I get the impression the OP is a major lowbie that really knows next to nothing about how the game plays out late game. I'm not going to describe every error I found, because there were TONS, but the ones that stand out in my mind are..
79 skill priorities
Info about ultimates
"ultimate unstoppable utterly destructive combo" - ROFLCOPTER
every mention of kiting
pvp suggestions in general..
"DoT burst"
I really don't understand why someone would write a guide without learning about the game first.Youtube Channel: youtube.com/user/D2VeT/videos?flow=grid&view=0
Current gear: pwcalc.com/6ab2893fbfb080a8
[SIGPIC]http://tinypic.com/view.php?pic=684hgk&s=5[/SIGPIC]0 -
2 out of 4 guides stickied were made like that.
And for the 4th, it took nearly 6 months until it got its stickie, because there were already 3 guides ... before was 66% garbage, now it's 50-50. This one could help break the balance ... and I'm not sure in a good way.____________
I have as much authority as the Pope, I just don't have as many people who believe it.
George Carlin
~I listen to hardcore FIGHT songs when I visit the forum, just to get into the proper mood~
[SIGPIC][/SIGPIC]0 -
Geez, if you guys want a "one guide to rule them all" guide, I'll just write one myself. I've had some experience, and I will gladly cover all of the bases. I'm surprised no one's covered a dual armor build yet. Hell, I'll start on it today. >:O0
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Nephane - Archosaur wrote: »Geez, if you guys want a "one guide to rule them all" guide, I'll just write one myself. I've had some experience, and I will gladly cover all of the bases. I'm surprised no one's covered a dual armor build yet. Hell, I'll start on it today. >:O
don't bother, at level 51 your guide would be uselessYoutube Channel: youtube.com/user/D2VeT/videos?flow=grid&view=0
Current gear: pwcalc.com/6ab2893fbfb080a8
[SIGPIC]http://tinypic.com/view.php?pic=684hgk&s=5[/SIGPIC]0 -
Nephane - Archosaur wrote: »Geez, if you guys want a "one guide to rule them all" guide, I'll just write one myself. I've had some experience, and I will gladly cover all of the bases. I'm surprised no one's covered a dual armor build yet. Hell, I'll start on it today. >:O
all the guides we have are incomplete. Each covered some aspects and jumped over or barely touched other. There are two guides that matter on this wizard topic: Pandora (that is still an option low lvl) and Seraphim's (That's a little bit biased via Demon wizards). Any other guide is just redundant as it just states the same thing as these two.____________
I have as much authority as the Pope, I just don't have as many people who believe it.
George Carlin
~I listen to hardcore FIGHT songs when I visit the forum, just to get into the proper mood~
[SIGPIC][/SIGPIC]0 -
Ursa - Dreamweaver wrote: »all the guides we have are incomplete. Each covered some aspects and jumped over or barely touched other. There are two guides that matter on this wizard topic: Pandora (that is still an option low lvl) and Seraphim's (That's a little bit biased via Demon wizards). Any other guide is just redundant as it just states the same thing as these two.
b:sadmy guide is redundant
b:cryi see how it is UrsaSins are Scissors. Psychics are Rocks.
Archers, Venos, Barbs, Wizards, BMs, Mystics, Seekers are Paper.
...and Clerics are Mushrooms.
Paper beats Rock. Scissors beats Paper. Scissors also happens to beat Rock...until Rock gets 50k+ soulforce at which point Rock becomes an unstoppable killing machine that beats Paper... and would beat Scissors but it can't find Scissors, because Scissors are invisible.
So Scissors beat Paper and avoids Rock, and that is called BALANCE. -cheze0 -
Mizou, I forgot about yours...
sorry...
was quite decent, but where is it now?____________
I have as much authority as the Pope, I just don't have as many people who believe it.
George Carlin
~I listen to hardcore FIGHT songs when I visit the forum, just to get into the proper mood~
[SIGPIC][/SIGPIC]0 -
Adroit - Lost City wrote: »don't bother, at level 51 your guide would be useless
Go write one yourself, o great know all?9 out of 10 voices in my head say I'm not crazy... the 10th is singing the music of tetris0 -
I'm reminded of a saying:
"Those that can, do. Those that can't, teach."0 -
Sirrobert - Dreamweaver wrote: »Go write one yourself, o great know all?
If anything, somebody should just compile a list of threads where everything was discussed. There is enough of the basic info (off Pandora's + Seraphim's guides) for newcomers, and everything and anything has already been discussed. At this point, just giving the information isn't going to satisfy someone looking for advice, everybody wants to go through the discussion process to convince themselves. You will notice n00bs will come to the forums and post a question, get a quick answer and then the same debates are repeated over and over and over and over and over and over again because nobody is going to just accept the answer, they need to know why.. and then scrutinize the arguments to come to the conclusion on their own. We really don't need any more guides, if someone was bored enough, they could address most the questions that happened in the past (like lets say.. ToP vs second wind) and find 1-2 threads and provide a link so somebody can go read the arguments for themselves. It'd take a long damn time to do that, and I'm now addicted to Bad Company 2, or I'd probably waste a couple days to post it up.Youtube Channel: youtube.com/user/D2VeT/videos?flow=grid&view=0
Current gear: pwcalc.com/6ab2893fbfb080a8
[SIGPIC]http://tinypic.com/view.php?pic=684hgk&s=5[/SIGPIC]0 -
Lol @ this "guide".0
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Ursa - Dreamweaver wrote: »Mizou, I forgot about yours...
sorry...
was quite decent, but where is it now?Cholla - Harshlands wrote: »Oh! I totally should teach!
Or maybe you could do a tutorial for the wizard forums and I could do one for the archer forums??
(Anyways, unless someone builds a sage and a demon wizard and plays both of them to level 100, everyone is going to have some obvious omissions in their knowledge, but also if you play with good gear you will not understand how to play with lousy gear and if you play with lousy gear you will not understand how to play with good gear and... so on, we have a lot of variables especially once we start getting into squads that push their limits.)
ZOMG CHOLLA IS LVL 81?Sins are Scissors. Psychics are Rocks.
Archers, Venos, Barbs, Wizards, BMs, Mystics, Seekers are Paper.
...and Clerics are Mushrooms.
Paper beats Rock. Scissors beats Paper. Scissors also happens to beat Rock...until Rock gets 50k+ soulforce at which point Rock becomes an unstoppable killing machine that beats Paper... and would beat Scissors but it can't find Scissors, because Scissors are invisible.
So Scissors beat Paper and avoids Rock, and that is called BALANCE. -cheze0 -
Adroit - Lost City wrote: »If anything, somebody should just compile a list of threads where everything was discussed.
I've seen a lot of stuff covered in threads which were not covered in the stickies.0 -
As a first time newbie,thank you for writing this!
I have already looked at Pandora's and Seraphim's guide and both were not helpful at all as I don't plan on doing pvp and the other guide said nothing about which skills were useful but then again they did state that it's not a full guide,but still not useful.
This one had everything I needed and more as a first time user and was NOT confusing like the other ones were.It acually walks you through the steps needed to get your wizerd started.
I recommend that it be sticked since I plan on recommending it to newbie wizs in my faction! b:victory
Thanks a bunch!0 -
Pardon me?The doctor will see you now.0
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what I am saying is...
I went to one guide that was recommended...everything was about pvp...I don't do pvp,just pve...so...went to next guide....nothing was said about which skills to max and why....so came to this guide....everything that I wondering about was explained all in one guide....
I don't need to know about alot of stuff I don't plan on doing...this guide cut through all the **** and got to just the stuff I needed to know to get me started.
If you need me to explain it any plainer just let me know...:P0 -
Pardon me again?The doctor will see you now.0
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Dark_Diva - Raging Tide wrote: »what I am saying is...
I went to one guide that was recommended...everything was about pvp...I don't do pvp,just pve...so...went to next guide....nothing was said about which skills to max and why....so came to this guide....everything that I wondering about was explained all in one guide....
I don't need to know about alot of stuff I don't plan on doing...this guide cut through all the **** and got to just the stuff I needed to know to get me started.
If you need me to explain it any plainer just let me know...:P
a lvl 7 recommending guides to wizards in her faction who are more than likely higher level to them and have more experience....i smell an alt of the OP...Sins are Scissors. Psychics are Rocks.
Archers, Venos, Barbs, Wizards, BMs, Mystics, Seekers are Paper.
...and Clerics are Mushrooms.
Paper beats Rock. Scissors beats Paper. Scissors also happens to beat Rock...until Rock gets 50k+ soulforce at which point Rock becomes an unstoppable killing machine that beats Paper... and would beat Scissors but it can't find Scissors, because Scissors are invisible.
So Scissors beat Paper and avoids Rock, and that is called BALANCE. -cheze0 -
She does seem suspiciously overexcited about this guide...The doctor will see you now.0
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b:laugh
you guys are silly!
1) Don't know what OP is...
2) Don't care who wrote what...I'm just stating that this guide helped me and it is only my opinion...the other guides have probley helped lots of wizs who do pvp but it doesn't help me at all.
We have a couple of high lvl wizs in our faction(80 and over) when I told them what I was doing they told me I was on the right track for my wiz b:victory
Of course everyone's playing style is different,so this guide works for me,but might not for someone else.
I did not mean to hurt anyone's feelings if I have and like I said above....just my opinion
Happy gaming! b:bye
P.S am not recommending to high lvl wizs (why would I do that?) but to beginners,as you see from the title,it is for newbies0 -
Dark_Diva - Raging Tide wrote: »b:laugh
you guys are silly!
1) Don't know what OP is...
2) Don't care who wrote what...I'm just stating that this guide helped me and it is only my opinion...the other guides have probley helped lots of wizs who do pvp but it doesn't help me at all.
We have a couple of high lvl wizs in our faction(80 and over) when I told them what I was doing they told me I was on the right track for my wiz b:victory
Of course everyone's playing style is different,so this guide works for me,but might not for someone else.
I did not mean to hurt anyone's feelings if I have and like I said above....just my opinion
Happy gaming! b:bye
P.S am not recommending to high lvl wizs (why would I do that?) but to beginners,as you see from the title,it is for newbies
1) OP is the person who starts a thread
2) level 80 is not a "high level" by any stretch of the imagination
3) You cant recommend ANYTHING until you've tried it out
For example, I read pandora's guide back in the day and was convinced LA was better than arcane. I went ahead and statted LA but until I had tried both, didnt share my opinion. Im sure glad now, because it is obvious LA fails and I didnt run around as a LA **** making a fool of myself. You could try listening to the more experienced and knowledgable players in the community so you dont suck, but if you are intent on trying it out, thats fine, but don't go around telling others this guide is the holy grail for wizards.Youtube Channel: youtube.com/user/D2VeT/videos?flow=grid&view=0
Current gear: pwcalc.com/6ab2893fbfb080a8
[SIGPIC]http://tinypic.com/view.php?pic=684hgk&s=5[/SIGPIC]0 -
Adroit - Lost City wrote: »1) OP is the person who starts a thread
2) level 80 is not a "high level" by any stretch of the imagination
3) You cant recommend ANYTHING until you've tried it out
For example, I read pandora's guide back in the day and was convinced LA was better than arcane. I went ahead and statted LA but until I had tried both, didnt share my opinion. Im sure glad now, because it is obvious LA fails and I didnt run around as a LA **** making a fool of myself. You could try listening to the more experienced and knowledgable players in the community so you dont suck, but if you are intent on trying it out, thats fine, but don't go around telling others this guide is the holy grail for wizards.
I agree whole heartedly with that statement. I also went LA because I read Pandora's guide. Then eventually realized my mistake. Point is I guess don't just listen to this one source for all of your information. Acquiring knowledge about your class from the people who have mastered it would be a far smarter decision.The doctor will see you now.0 -
Best part of Pandora's guide is the first sentence.Alright, a disclaimer: This guide is for helping you play your wizard and not suck at it. If you want to blow like Haiz and LLama go ahead, that's your choice, I don't really care.
My little guide is probably somewhere on the first few pages, but then I also won the wiki contest for the wizard guide where you can see a much more updated one.0
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