Simple, Effective Wizard Guide

Ele//ental - Heavens Tear
Ele//ental - Heavens Tear Posts: 0 Arc User
edited October 2010 in Wizard
Ok, so I've seen several guides for a PWI wizard. They're mostly veryyyyy colorful and full of words, and if you're ADD like me, then you'll be too distracted b:chuckle So here's a much simpler down to earth guide that'll basically tell you, from a clearly biased opinion (haha), what to do and what not to do when creating your wizard :)

Entry to Wizard
Wizards, along with psychics, are by far the most powerful characters in the game. They have the most variety of elements in their skills (fire, water, earth), and they have the coolest skills, my personal favorites being Will of the Phoenix and Black Ice Dragon Strike. b:victory Why not pick psychic, you ask? Psychics become stronger by using a personal buff skill called Black Voodoo. It greatly increases magical attack, but at the cost of a LOT of defense. Another pro of a psychic is the slightly faster channeling time. However, without this buff psychics will render weaker to a wizard with more powerful, elemental, and frankly cooler attacks. b:laugh Wizards also have a buff (Wellspring Quaff) increasing their maximum MP by a large amount (at lvl 10 a 60% increase). This will help you last a lot longer and give you a better start, saving a little money on mana pots. If you're battling inside about which to pick, you should try out both a bit, check out the pros and cons, sort out your preferences, and take your pick from there. I also suggest using the character simulator and skill guide from http://www.ecatomb.net/ which is the PWI fansite.

Suggested Builds for Your Wizard
There are two builds I would suggest for a wizard, either pure build or hybrid build.
Pure: Every two levels--9 Magic, 1 Strength.
This build is the build I use. It has the most powerful magical attack and mana, but leaving you a little more susceptible to enemy attacks. However, using powerful skills and the knockback skill Will of the Phoenix, you should be able to survive without hardly ever gettting hit. And the lack of HP can be made up for by adding citrine shards to your armor.
Hybrid: Every two levels--8 Magic, 1 Strength, 1 Vitality. (Another option is 7 Magic, 1 Strength, 2 Vitality, but it is not suggested.)
This build will ensure slightly higher HP and better survivability during earlier levels. However, during later levels you may desire more magical attack rather than HP, which could (once again) easily be made up for by citrine shards.

Wizard Skills
Absolutely vital skills, Max to lvl 10:
Pyrogram (basic fire attack)
Gush (basic water attack)
Stone Rain (basic earth attack)
Morning Dew (your only heal spell)

Highly suggested to lvl up:
The Dragon's Breath (super cool continuous AoE, good for public quest or just about anything if you have cleric)
Will of the Phoenix (very good knockback skill, also an AoE to all mobs directly in front for a certain range)

Optional but useful to level (lvl 5 is a good stopping point):
Divine Pyrogram (another fire skill to alternate with Pyrogram)
Glacial Snare (stronger than Gush, better Slow effect)
Sandstorm (not too powerful, but decreases enemy's accuracy, helpful to tanker)
Buffs:
Pyroshell (adds fire resistance and HP regeneration, very useful against fire mobs/bosses)
Glacial Embrace (adds water resistance and MP regeneration, very useful against water mobs/bosses)
Stone Barrier (adds earth and physical resistance, very useful against earth or physical attacking mobs/bosses)
Wellspring Quaff (dramatically boosts max MP, i personally love this buff)

Frostblade (only effective for melee weapons like for barbarians and blademasters, lvl up only if you're keen to help out, but don't waste your spirit)
Fire Mastery (increases fire attack, definitely level up after your main priorities are taken care of)
Aqua Spirit (increases water attack, level up with Fire Mastery)
Earthen Spirit (increases earth attack, level up with Aqua Spirit)

AoE (Area of Effect) skills:

Blade Tempest (super cool powerful AoE, does great amounts of both fire AND physical damage, good for Increased Magic Resistance mobs as it is your only physical damaging skill)
Black Ice Dragon Strike (second strongest AoE that deals great amounts of water damage and has chance to Slow enemies)
Mountain's Seize (third most powerful AoE skill that deals earth damage and can Stun enemies)

Other skills:
Crown of Flame (deals fire damage over time, leave at lvl 1 as it is not at all useful after the first few levels)
Emberstorm (an AoE skill that destroys your health but deals fire damage to enemies, leave alone, does not deal much damage and is not worth the HP loss)
Hailstorm (a small AoE that does water damage and can freeze enemies, not that powerful but level it up if it appeals to you)
Distance Shrink (boosts you instantly xx meters in the direction you are facing, i personally dislike the skill as it wastes chi, but it is good for escaping mobs or kiting, though Will of the Phoenix mostly eliminates the need to kite)
Essential Sutra (restores 10% of MP and eliminates channeling speed for 6 seconds, the MP restoration is insignificant but I LOVE this skill on account of the channeling advantage, a fast heal can save your life sometimes)

(Note: Not all skills are mentioned here. I left out the lvl 79+ skills and demon/sage skills.)

So, these are the wizard basics, from my point of view anyway. You can like it or hate it. But I highly suggest you check out the others, too. Different opinions do help and can steer you away from bad skills and such. But you will develop your own preferences and favorites; this is just an introduction and a quick guide to help you along the way. Thanks for reading my guide, I hope it helps! b:bye
Post edited by Unknown User on

Comments

  • DDEShare - Raging Tide
    DDEShare - Raging Tide Posts: 71 Arc User
    edited October 2010
    1. Morning Dew is useful, but maxing it as soon as possible isn't a good idea. You're not going to be self casting during combat (Sutra exception), which gives you time to recast. Obviously higher levels will heal more, but the MP cost also increases quite a bit, and frankly you don't NEED it. It's useful, but not a necessity to get to Lv10. The SP is better spent on other skills.

    2. Why did you not mention LA?

    3. Sandstorm is your best damage spell that doesn't cost a spark. Seriously. That is a priority, much more than Morning Dew.

    Meh...generally correct info, but either substantially lacking info or repetitive of pre-existing guides :/
    "There's no art to find the mind's construction in the face."

    Proud member of Playboy b:victory
  • Adroit - Lost City
    Adroit - Lost City Posts: 4,628 Arc User
    edited October 2010
    What was the point of this. We have enough **** guides already stickied..
    Youtube Channel: youtube.com/user/D2VeT/videos?flow=grid&view=0
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  • prof
    prof Posts: 1,111
    edited October 2010
    play the class through before you write a guide about it

    not only did you not mention all the skills, but:
    Distance Shrink (boosts you instantly xx meters in the direction you are facing, i personally dislike the skill as it wastes chi

    makes me want to stab you. when i make a new mg, i always feel a little more awesome inside when i level that skill
  • HarmOwnie - Dreamweaver
    HarmOwnie - Dreamweaver Posts: 574 Arc User
    edited October 2010
    Some of your suggestions i simply cant understand:

    you suggest that the player shouldnt max either sandstorm , glacial snare or divine pyrogram

    --> sandstorm is a great skill in terms of dmg and available relatively early in the game it can be a very good starting hard hitting skill and is also nice for pvp

    --> i would either max glacial snare or leave it because at the time you are able to learn it you normally have your gush maxed and the reliability of the slow is pretty low if you have it between lvl 1-5

    -->you dont need divine pyrogram for lvling so you should point out that having it lvl 5 will do relatively lower dmg compared to same lvl sandstorm if a wiz beginner is reading your guide he might start to learn divine pyro first since the skill is available pretty early in the game and lvling it up to 5 will cost him coins and spirits which could be used for other skills

    btw reproducing the skill information from the skilllist is no real guide by my definition because 90% of what you have said is available by pressing R-->skilltree or by reading the skill info at wiz skill trainer. So i would suggest to put skills into an order that forms a suggestion what to max and when because thats what players are looking for.

    Including the lvl 79 and 100 skills would be ok but you should also always take the skill costs into account so even if some skills like force of will are great for pve purpose leaving it at lvl 1 for a long time should be enough if you only want the mosnter to run from you so it works as a 2nd knockback

    greetz harm0wnie
  • Zaelmith - Sanctuary
    Zaelmith - Sanctuary Posts: 84 Arc User
    edited October 2010
    this is..'a bit' off
  • Pearlwood - Lost City
    Pearlwood - Lost City Posts: 260 Arc User
    edited October 2010
    I'm sorry but this is a lame guide. I couldn't even bring myself to re-quote it to reply. And, what it says about sandstorm and distance shrink is so wrong it almost seems intentionally provocative. Will of Phoenix should eliminate a wizard's need to kite? lol

    Let this one die fast.
  • BlastingWave - Harshlands
    BlastingWave - Harshlands Posts: 75 Arc User
    edited October 2010
    Fail guide :O
  • NonameWiz - Sanctuary
    NonameWiz - Sanctuary Posts: 506 Arc User
    edited October 2010
    Not another guide *sigh*
    Rank 8 Wizard: 1% farm b:shutup
  • HexOmega - Dreamweaver
    HexOmega - Dreamweaver Posts: 2,342 Arc User
    edited October 2010
    best guide: fail your own way and start all over again and do it better (and read Seraphims guide)
    i like potato
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