
Originally Posted by
takolin
For all the new players, a guide to wizards. I would post it in the tips and tricks section but no one bothers looking there.
If there's anything incorrect or if you have something to add. Post it and I'll add it + credit you for it.
Pro’s and cons of the wiz.
+ You’re fast. Blink and dash = the ability to move faster than any other char.
+ Decent DPS. Though you won’t see high numbers, you can dish out your numbers fast enough provided you use the correct skills.
+ SP in a can. With this you’ll always find a place in a pt for a dungeon. People will adore you for SP.
+ 100% stunlock combo for PvP
+ Imba BM2
- SP in a can. Sometimes you think all you made for is being a SP whore. People will pt you randomly in order to get free SP. You could make some alz from it though.
- Low def and HP. You’ll get hit hard and you can’t take many hits. Though it’s not a real problem in most cases. You can work your way around it.
Gear.
You have 2 options when playing a wiz. You can go amp or crit.
Amp wizards aim getting as much amp and high magic as possible, in order to get a high consistent damage output. A crit wiz will have a more fluctuating damage profile with both higher max damage and lower minimum damage. It’s up to you to choose what you want to be, though my preference goes to crit wiz.
1) What they all need
Suit: Amp is what you want and then some HP. Most go for osmium martial suit with magic amp and HP in slot. Better would be 7% amp craft to get 100 HP instead of 50. 7% crafted mystic works as well. Anything less than 7% isn’t advisable as suit tends to be cheap enough.
Boots: Anything with amp. Titanium +7/extended with amp/HP in slots, shadow titanium with amp in slot/crafted, osmium crafted or in slot or crafted mystic. Any of those suffices. Here it’s the more the better. But unlike suits, boots are costly thus settle with what you can afford.
Gloves: You’ll need 2. Amp for dealing damage, you can check boots for that. The other one you’ll need are vampiric gloves. Try getting at least 3% HP steal, but 5% would be better. These gloves you’ll wear in PvE unless you need damage more than surviving.
Amulet: 3 choices for day to day use. Vampiric amulet for PvE in order to leech back damage. Battler amulet for extra HP. And when you’re a crit build a pain amulet for dealing more damage. The choice between pain and battler is somewhat biased for PvP. Pain = dishing out more damage, battler = a chance to take 1 more hit. You’ll have to choose for yourself.
Rings: Only 1 viable choice and that’s RoL+2. With these alone you’ll have 35% crit rate. An amp wiz might profit more from high level sage rings, but I have doubts about it. A crit wiz needs a crit ring +2 as well for aura purposes.
Earrings: Vamp earrings. Force regen earrings for PvP might be moderately more useful than vamp ones. Both give the equal amount of HP but force regen adds some minor HP regen which never hurts.
Bracelet: Sage is all you need. Sage bracelets let you dish out more damage. If you’re low on alz, use amp gloves and 1 extortion bracelet and you won’t need to use MP pots.
2) The crit wiz
A crit wiz needs at least 40% rate in order to work decently. 45-50 is advisable though. When you have the rate, try getting as much crit damage as possible. This is for orbs and helm. Options are plentiful. Titanium/pherystin have lower def/magic but can be cheaply extended and when +7 they only have a minor difference from +6 osmium/lapis grade equips. Thus getting a 5% rate Tita helm with 5% rate in first slot that’s extended will yield a 12% rate helm coupled with 24% crit dam. That gives you a nice 47% crit rate while your orbs are free for crit dam.
3) The amp wiz aka high magic wizard (by Elius)
The wiz that focus on high magic to deliver a consistent damage. They use mithril orbs with a high plus with 7% amp, 10%-20% crit dam in slots.
For helms the following line shows what's the best one.
7% amp > 30% dmg > 7% amp + 10% dmg > 36% dmg > 7% amp + 20% dmg
Skills.
I’m going to list what skills I have and use and in what situation I use them.
Buffs:
Hardness lvl 20: Free def.
Force increase lvl 20: HP and MP
Regeneration lvl 4: minor HP regen buff, but it’s better than nothing.
High regeneration lvl 20: Short duration buff that increases HP regen by 70 every 2 seconds.
Mass restore lvl 20: Pt buff that casts HP regen on all pt members that are nearby.
Spirit intension lvl 20: Pt buff that increases crit rate/damage resistance.
Art of force control lvl 20: Increase amp for a short time.
Raise spirit lvl 20: Increases SP regen.
Debuffs:
Weaken lvl 20: decreases attack on target.
Movement skills:
Dash lvl 9: move forward
Blink lvl 9: move forward
Fade step lvl 9: move backwards while being detargetted by opponent.
Attack skills:
Space collapse lvl 12 : stun
Extreme dual cannon lvl 9: stun + DoT
Arctic field lvl 12: stun
Energy field lvl 18: stun
Hailstorm lvl 20: knock down
Vacuum lvl 20: knock down
Lightning cannon lvl 20: knock back
Stone cannon lvl 20: knock back
Fire cannon lvl 20: knock back
Aqua cannon lvl 20 : knock back
Terra lance lvl 20 : knock down
Fire lance lvl 20 : knock down
Aqua lance lvl 20 : knock down
Freezing lance lvl 20 : knock down
Combo :
AoE PvE stunlock :
Extreme dual cannon > Space collapse > Arctic field > Energy field
Single target PvE:
Extreme dual cannon > stone cannon > terra lance > fire cannon > fire lance
Single target PvE with more knock back:
Extreme dual cannon > stone cannon > fire cannon > aqua cannon > terra lance
PvP:
Terra lance > fire lance > aqua lance > freezing lance > comp or GM
Something like the above with more cannons and end with comp/GM.
T lance > stone cannon > f lance > fire cannon > aqua lance > comp/gm might work as well.
General rule: lance is faster but does less damage. If you look at DPS (damage per second) a lance will outdo a cannon but sometimes it's better to be 0,2seconds slower to kill than to be over 1 second slower and get killed. You'll need to play around and see what's best with your gear vs a given class. EG lances work better on an other wiz than on a warrior due to the defence difference.
BM2:
Extreme dual cannon + Hailstorm > Space collapse + Arctic field > Vacuum + Lighning cannon > Stone cannon + Fire cannon
BM2 ranged
Extreme dual cannon + Hailstorm > Vacuum + lightning cannon > Stone cannon + Fire cannon > Aqua cannon + Terra lance.
Tips from others
(GA)Kya:
Get Artic field to lvl15 and energy field to 19.
Get acid trab for TG (DoT purpose).
Aqua and freezing lance are not used by him.