chaos718
Site Admin

Joined: 13 Apr 2008 Posts: 31
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Wiz Guide |
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Wizard Guide:
Most of you probably already know that wizards can do amazingly high damage and that is why they are essential in parties. The point of this build is to kill as many monsters as fast as possible, not to tank so there is no reason to add STR (unless you want to solo-grind more ofter then you'll want to hybrid a bit for more hp), although i advise you to go pure INT for maximum damage. Good sub-mastery would be a bard or cleric, but if you are annoyed cause of lack of phy def you could choose warrior as sub and wear heavy-armor. As every other tree this one also has some less-useful and completely useless skills which you can just pass on and save some sp. You might think that if you have only one mastery tree, sp farming won't be necessary, this is where you're wrong. You basicly need to max most of skills here and that will cost you around 300k! But 9gapping euro char in party will get you loads of sp in short time.
Skill Description:
Natural Spirit
Those 4 skills are natural passives. Can be updated every 4lvls and each skill level adds 4% to selected elemental damage.
Earth Spirit
Cold Spirit
Fire Spirit
Lightning Spirit
Force Mental
Intelligence - Passive. Permanently decreases MP used while casting nukes.
Magic Bound - Passive. Permanently increases nuking range.
Life Control - Buff. Increases magic damage by 25% and magic attack power by a fixed amount for 15minutes while reducing hp by 50%. NOTE: if you use this buff when you have +500hp scroll on the hp from scroll will also be reduced.
Life Turnover - Second book of previous skill, same damage increase ,hp reduce and duration. More magic attack power increase.
Earth Mentalist
Ground Charge - First earth nuke, available at mastery lv4. AoE and pretty good damage although not very useful in later levels
Ground Rave - Second book of previous skill, available at mastery lv60, requires maxed Gruond Charge (lv15)
Root - First enemy stopping skill, pretty useless IMO. Stops the enemy for 30seconds, effect is cancelled if enemy is attacked. SP waste!
Mesh Root - Same as above, just higher level restrain. SP waste!
Earth Shock - Very strong AoE attack, available at lv20. A must have skill!
Earth Quake - 2nd book of previous skill, available at mastery lv80. Also a must have.
Earth Barrier - Buff. Increases physical absorb for few seconds. If you have too much sp you can take this one, although i would rather max something else.
Earth Fence - Same as above, next book.
Cold Mentalist
Ice Bolt - First cold nuke, available at mastery lv4. No AoE, no penetration but pretty decent damage. Overall it's a useful skill.
Frozen Spear - Second book of previous skill, available at mastery lv80. It's 3-shot ice combo, good damage.
Mana Drain - This is a hard one. It's suppose to freeze enemies ability to regain MP from pots for some time. It would be pretty cool if it actually worked, but it doesn't, so... SP waste!
Mana Drought - Same as above. SP waste!
Snow Wind - Very useful AoE attack with high damage and amazingly high chance to Freeze/Frostbite enemy (40/80%), available at mastery lv20 Must have!
Blizzard - Second book of previous skill, same percentage, same chances to freeze/frostbite, available at mastery lv80. Must have!
Invisible - This is an interesting one ^^. Makes you invistble to players, mobs, nps thieves/hunters, available at mastery lv30. Each skill level will give you 12 seconds more duration and higher invisibility grade. Can only be detected by using wizards/rogues detect skill, chinese fire mastery detect skill from the new series or simply by using a detect potion. Fun skill! NOTE: If you cast this skill and mount camel/horse npc thieves/hunters won't attack you!
Crystal Invisible - Second book of invisibility, longer duration, higher invisibility grade. Available at mastery lv80.
Fire Mentalist
Fire Bolt - First fire nuke, no penetration or AoE but high damage. Available since mastery lv4, very useful so it's a must have.
Meteor - Second book of previous skill, has similar animation to chinese Flame Wave - Wide. Great damage, fast cast. Available at mastery lv60, requires maxed Fire Bolt (lv15). Must have
Fire Trap - Sets a fire trap invisible to other players, has a high damage but you need to be in close range. I have no idea in what kind of situation this skill would be useful o.O , available at mastery lv10.
Lava Trap - Same restrictions as above, higher damage. Available at mastery lv70.
Fire Blow - Fire combo. You stand in front of a monster for ~20 seconds and do constant damage with penetration each 2-3 seconds (hits 7 times). Cannot be stopped if casted, available at mastery lv20
Salamander Blow - Same as above, next book. Available at mastery lv80.
Detect - Allows you to detect invisible enemies in 15meter range, has grade restriction. Available at mastery lv30
Sprawl Detect - Same as above, higher grade detect. Available at mastery lv80
Lightning Mentalist SP Waste !!!
NOTE: Now these series are a complete waste of SP. On the contrary to chinese light mastery which was essential to every build, euro one simply SUCKS! Nuke damages are just silly, the only reason to up these series is the teleport skill.
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