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 Wizard - The power of the magic

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Join date : 14.07.2009

ПисанеЗаглавие: Wizard - The power of the magic   Съб Юли 18, 2009 2:37 am

1) Why become a Wizard?

Wizards is the hardest hitting magical damage class in the game, and eventually will become the hardest hitting class in both the Physical and Magical damage realm. Not only do they hit very hard, but they're capable of destroying a massive group of enemies of equal level with a single spell. Wizard is also a ranged class, which allows for preemptive strikes at a distance and is very capable of annihilating monsters before they have a chance to approach, cast, or shoot you. Wizards are also one of fastest classes to conquer quests, making the experience grinding experience a bit easier to take in. Wizards are also the most diverse class in the game, allowing for more strategies available and also making this class one of the most difficult to truly master. A master Wizard can and will become a master of any other class if the player so decides.

2) I'm afraid I might create a failure, how do I prevent this?

There are common functional builds and abstract builds. The more common builds are the Pure Magic build and the Light Armor build. The more abstract builds are the Hybrid and Balanced builds. As long as most of your stat point distribution goes to Magic, you should not have too much difficulty coping with the game. What you should watch out for is leveling and acquiring skills you don't really need and not have enough points to use later on.

3) Type of Wizard Builds and Point Distribution
Rating System: 1 being lowest, 5 being highest.

Pure Magic build: Attack Rating - 5, Defense Rating - 2
Every Two Levels
Magic 9 Points
Strength 1 Point

Hybrid Build: Attack Rating - 4, Defense Rating - 3
Every Two Levels
Magic 7 Points
Vitality 2 Points
Strength 1 Point

Light Armor Build: Attack Rating - 4, Defense Rating - 4
Every Level
Magic 3 Points
Dexterity 1 Point
Strength 1 Point

Balanced Build: Attack Rating - 2, Defense Rating - 5
Every Level
Magic 2 Points
Vitality 1 Point
Dexterity 1 Point
Strength 1 Point

These are listed in terms of attack power. Each one of these has it's own strengths and weaknesses with its own uses and its own strategies. The further down the list you go, the more strategies become available, but the less damage you can do. It is highly recommended to decide between Pure Magic and Light Armor, but it is still a subjective matter.


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ПисанеЗаглавие: Re: Wizard - The power of the magic   Съб Юли 18, 2009 2:46 am

The Power of the magic:

Fire Spells: This school of magic has the most attack spells and is varied in terms of attack types, ranging from Damage over Time, Knockback, Physical Damage, and Magic Damage.

1. Pyrogram - The most basic fire spell, does fire damage with no particular special affects linked to such an ability, it is one of the fastest spells available in the game and can be recast many times quite quickly and easily.

2. Pyroshell - Raises defense against fire spells and adds very slow HP regeneration over time. Not very effective at any level. Requires 30 Chi.

3. Crown of Flame - Causes a Damage over Time effect that does a small amount of damage constantly until the effect wears off. Debatable spell in terms of efficiency.

4. Divine Pyrogram - A very slow casting version of Pyrogram but makes up in terms of power. This is not a spell you should use constantly until much later levels when a unique spell that removes casting time becomes available. It is also a decent "provoker/starter" spell, but there are better.

5. The Dragon's Breath - An Area of Effect spell that strikes at all enemies within a 6m radius of yourself. This spell lasts as long as you put MP into the spell and will not disappear until you so wish it to be. It is your very first effective Area of Effect Spell, it is used heavily later on, and is severely effective in AoE parties. In order to cancel out of the spell, simply hit the "Esc" Key. Requires 1 Spark.

6. Will of the Phoenix - A piercing magic spell that hits everything in its path and knocks them many meters away. A very dependable spell , but debatable in terms of efficiency, it is a love/hate relationship with this spell among many wizards, but none can debate that this spell has its uses.

7. Emberstorm - A self charging area of effect spell that causes more damage the longer it is charged, the spell also burns away up to 60% of your user's HP. This move has a limit as to how long it can be charged and how strong the spell can be, being very efficient to those who can handle timing very well. Unless you're an expert with spell and damage timing, this spell will not be very effective or efficient.

8. Blade Tempest - A large area of effect spell featuring not only fire damage, but physical damage as well. Not only is this spell very strong, it also has a wide area of effect, literally destroying all enemies within a certain range. Requires 2 Sparks.

9. Fire Mastery - A passive ability that increases the damage capacity of all fire based spells. Not the most important, but effective skill and should be mastered only when there are points to spare.


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ПисанеЗаглавие: Re: Wizard - The power of the magic   Съб Юли 18, 2009 3:45 am

Water Spells: This school of magic is very diverse in terms of aiding the user in many ways. Not only can this school of magic debuff, but it can heal and buff as well.

10. Gush: One of the fastest, if not the fastest, spells in the game. Not only does it do slightly more damage than Pyrogram of equal level, but it also has a strong chance of slowing the opponent's movement speed by 40%. This spell is an absolute must and is one of the best starter spells available.

11. Glacial Embrace: A protective spell that protects the user from water damage as well as providing additional MP regeneration. This spell cannot truly replace MP potions, Charms, and become a staple and never ending MP source, but it can relax the amount of MP used. Requires 30 Chi.

12. Hail Storm: The very first Area of Effect spell available to Wizard with quick casting time and has a 33% chance of freezing enemies for a very brief amount of time. Unfortunately, the area of effect area is very small and the spell is not strong enough to be considered a good source of damage. Avoid this spell until you have accomplished everything else.

13. Morning Dew: A moderate strength healing spell that has a very long cast time. This spell is very inefficient when used in combat due to its absurd casting time. The spell is best used between battles to heal any wounds of yourself or others. The spell is a must-have for any wizard who wishes to be MP efficient. You cannot replace Clerics, but you can still do something in case there isn't one.

14. Frostblade: A buffing spell that adds Water Damage to any melee weapon for a party member to use. This spell is extremely useless for a soloing Wizard, but can be a heaven send when used within a large party. The spell itself is debatable in terms of efficiency, so get it if you have a strong feeling you'll be partying much later.

15. Glacial Snare: A really strong water spell that has a chance of slowing the enemy down by 80%. The recast time of this spell is too large for it to be used repeatedly and constantly, but definitely a very nice and strong starter spell that will open most opponents to other magic attacks before they can get within attack range. High recommendations on getting this spell, but is not a necessity.

16. Black Ice Dragon Strike: The strongest Area of Effect water spell that can annihilate many opponents in a single blow. If the opponent happens to survive, there's a chance they will suffer 60% slowdown. This spell is a must-have for all masterful Wizards. Requires 2 Sparks.

17. Water Mastery: A passive skill that increases the water damage potential for all water based spells. Skill up only when extra points are available.

Earth Magic: The strongest and most direct of all the magic schools. There is very little diversity in this school of magic and can be very slow. In exchange, this school provides the most amount of damage within a single cast and can be very devastating.

21. Stone Rain: The highest damaging basic spell of all the starting spells available. Due to its strong nature, it is a staple spell that is used from the most basic level to the highest level. This spell is a must have for all masterful wizards who wishes to become very strong. This spell makes for a very good starter and ending spell, but has a longer recast time than Gush and Pyrogram.

22. Stone Barrier: A protective spell that also raises physical defense of the caster. This spell is a must-have for all wizards that plan to participate in PvP later in the game. Requires 30 Chi.

23. Pitfall: A strong damage over time spell that slows the enemy down by 15% and has a chance of stunning the opponent for a short time. This spell is not very efficient in terms of battle and should only be skilled with spare points.

24. Sandstorm: Devastatingly strong and is considered one of the wizard's staple spells. This spell also lowers the opponent accuracy, making it more difficult for them to hit the caster. A definite must have for all wizards who wish to become very strong in the game.

25. Force of Will: A non-damaging spell that stuns the opponent for a certain amount of time, rendering them helpless to the fury that is to come. This spell is very expensive and is highly recommended by many players, though it is a good idea to save points for another spell if there is a deficiency of points available.

26. Mountain's Seize: Ironically not the strongest AoE spell, but still strong. This is spell has a very wide Area of Effect and has a very high chance of stunning the opponent for several seconds. This spell is a must-have for any wizard. Requires 2 Sparks.

27. Earth Mastery: A passive skill that increases earth spell damage efficiency. Not necessary, but skill up when you have points available later on.

Celestial Magic: A diverse range of spells that is diverse in every single way imaginable. There's no true way to describe the nature of these spells, but the terms of their effectiveness is unquestionable.

18 . Wellspring Quaff: A spell that temporarily increases the max capacity of MP the caster has. Not a completely necessary spell, but a good spell to level when you have extra points available. It's true use actually comes if you take up Celestial Sage at level 89, giving you 100% extra Magic Attack for your weapon. Requires 1 Spark.

19 . Essential Sutra: A spell that consumes 2 sparks to recover 10% of caster's MP and makes every spell cast instantly for the following 6 seconds. A very powerful spell that is a must-have for all wizards who wishes to become very strong.

20. Manifest Virtue: A spell that increases the damage potential of the caster for 30 seconds at the cost of 1 spark. An absolutely must have for any wizard who wishes to have bragging rights on the damage they can do.

28. Elemental Shell: A strangely strong spell that increases all spell resistances 1000% for 4 seconds and should only be used when anticipating a really strong spell coming. Skip and purchase it only when you have points available after you have all the necessary spells maxed and mastered.

29. Soporific Whisper: A spell that has a large cost to put the enemy to sleep for 4 seconds. A very good spell to use in case of emergencies and render most opponents helpless to your fury during that time. The true use of this spell actually comes when either stunning a boss on a spell or sleeping a Cleric in PvP before they sleep you because this spell does not have casting time. Requires 20 Chi.

30. Distance Shrink: A spell that instantly dashes your character ahead a certain distance within a second. A highly effective move that makes traveling a lot easier and makes it easier for Wizard to combat all sorts of enemies. A certain must have for all wizards. Requires 20 Chi.

31 . Undine Strike: This spell smashes through your opponent's fire, water, and earth magic defenses, making them very susceptible to any spells about to be cast. It shoots the resistances down by 60% for the next 12 seconds, making opponents horribly open for a quick end.

32. Elemental Invocation: A spell that consumes all your MP and puts it into a single strike. This spell demolishes the opponent's HP, MP, and Chi at the cost of all your own. Extremlely strong, but extremely costly. Requires 1 Spark.

Normal/Advanced/Celestial/Demonic Eruption: This special ability is given to all classes, enhances their damage done to the opponent at the cost of sparks. This ability is given to you at next to no cost and is a must for all Wizards.

Town Portal: A game spell given to all players as a way to quickly transport to a safe location in an nearby town. This spell was originally intended to get players out of stuck situations that they cannot normally get out of. It has a 1 hour recast, so use at your own low risk.


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ПисанеЗаглавие: Re: Wizard - The power of the magic   Съб Юли 18, 2009 3:47 am

5) Recommended Spells in terms of Priority

Primary Spells: You'll need these spells to function in the game. Absolutely needed.
Stone Rain
Distance Shrink
Essential Sutra

Secondary Spells: Level these whenever you can, but never at the cost of a Primary Spell.
Morning Dew
Dragon's Breath
Blade Tempest
Black Ice Dragon Strike

Recommendations: Spells to be considered when there's nothing else to level up but have SP available.
Glacial Embrace
Stone Barrier
Frost Blade
Manifest Virtue
Mountain's Seize

Optional: You can grab these out of personal taste, but not at the cost of something important.
Wellspring Quaff
Glacial Snare
Will of the Phoenix
Force of Will
Soporific Whisper

End Game: Raise only when everything else needed is raised.
Fire Mastery
Water Mastery
Earth Mastery
Undine Strike

Everything else you can get after that.

6) "S" Key Kiting

The "S" Key makes your character run backwards. While doing this, you can lightly tap on hotkeys containing your spells and your character will stop temporarily to cast the spell then continue running as the spell finishes, giving you some time to gain some distance the small time gap you have to wait between spells.

7) "S" Key Teleport

Same concept of "S" Key kiting, except using Distance Shrink to quickly gain a large distance between enemies. To fully amplify the effectiveness of this spell, slow the opponent down with a water spell, knock them back with will of phoenix, and distance shrink backwards to gain an absurd amount of distance from your opponent.

8) Advanced "S" Key Kiting Combination

At later levels, when you master the use of macros, one combination I recommend is 2 separate macros. First consists of Sandstorm, Gush, Will of the Phoenix, Gush; the second consists of Gush, Will of the Phoenix, Gush. The strategy is to start off with Sandstorm, gush them as they approach, shoot them away with will of the phoenix, gush them as they fly away, then you distance shrink away from the opponent, after that gush should be recharged and can be fired off again with a short will of phoenix and gush to follow. This combination keeps next to all melee monsters away from you and you will receive next to no melee damage. This is also very formidable as a boss tanking/kiting strategy, but definitely not the best due to Wizard's slow running speed.

9) What is Chi and Spark?

After a certain level, the bar under your MP bar fills up in yellow; this is your Chi. After several levels, you'll gain an empty red diamond reticle to the right of this bar, when this red diamond fills and shines, it means you've gained 100 Chi and have acquired a Spark to use.

Guide благодарение на Dtone в официалния форум на PWI и Pandora в


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