Valkoria's (W) Support Wizard Guide.
Created by Valkoria on Apr 10th 2018 (Last Updated: Dec 11th 2018).
This is a public build.
5
Rank 10 Update: The build changes a bit in the higher ranks now that Rank 10 has released. Instead of going Rune Caster at Rank 9 we take two ranks of Enchanter which will fulfill a similar role to Rune Caster but being more efficient and reliable.
Lightning hands has a debuff that causes the target to take 20% increased magic damage, and can be applied at any time without cooldown. Enchant Lightning and Enchant Earth will also continue the support theme and increase your groups damage and survivability.
You may choose to change the last two ranks to better suit your play style if you wish as well. Since the first 8 Ranks fulfill the support role so well you may forgo Enchanter for more aoe damage or different forms of support.
Below are your alternatives:
- Rune Caster + Sorcerer, The old version of the build but with Sorcerer at Rank 10. Rune of Destruction is fantastic aoe and has the magic penetration debuff which further increases casters damage in the party, while having Sorcerer to deal some impressive damage since the build is full spirit. The Cat buffs aoe ratio and sp regeneration are very helpful for the group as well.
http://tos-th.com/skill-simulator.html#211777aaah6.11215a75.3f455a7a65.1f2e516a75.154555.15647185
- Onmyoji C2, for greater aoe damage, very good in CM but not very strong against bosses. Has some added utility of being able to vacuum enemies with Greenwood Shikigami.
http://tos-th.com/skill-simulator.html#211777aaakk.11215a6175.3f455a7a65.1f2e516a75.71849aaac5
Alternative Full Support Path:
Wizard 2 - Linker 3 - Chronomancer 3 - x - x (Any of the 3 options above):
http://tos-th.com/skill-simulator.html#211777888ii.11215a75.3f455a7a65.1f213c415a6175.7a95a5
Similar play style but fulfills a different support role, Chronomancer is really good with high cooldown classes and physical damage dealers, thanks to Pass, its ability to increase critical rate and attack speed. The downside is how much silver it costs to cast its abilities over a long period of time and is a little niche compared to its Thaumaturge counterpart.
____________________________________________________________________________________________________________________________________________________________________
Welcome, If you have any questions I will do my absolute best to answer them as soon as possible and please click the Like button if you enjoy the build. For more builds check out: http://www.tosbase.com/tools/skill-simulator/users/24013/
Linker and Thaumaturge specialize in enhancing the groups physical and magical damage by buffing the group and debuffing enemies. Linker can also share everyone's highest stats among the group which can also be used to further scale your Swell buffs.
Enchanter will also enhance everyone's damage with Enchant Lightning, and some added benefit for defenses with Enchant Earth. Enchanter also gains the skill Lightning Hands which is a self cast buff that causes your auto attacks to become an aoe (effected by aoe ratio) that deals a large amount of lightning damage and has a chance to increase the targets magic damage taken by 20% for 10 seconds.
All of these buffs and magic shred will allow you and your team to dish out a significant amount of extra damage, truly a fun support build that remains active in combat.
Rating of Class 1-10 (my opinion):
Single Target: 7.5
Area of Effect: 5
Durability: 5
Solo: 6
Team: 10
Pros:
- Raid viable
- Amazing utility
- Low cost to be effective
- Great at farming
Cons:
- Fairly Team reliant
- Slower than normal to level solo, but not impossible.
Stat Distribution:
Full Spirit.
You can invest in some Con if you wish to be more tanky, however this build scales incredibly well the higher your Spirit is, and if you feel too squishy you can invest in a decent shield that will gain huge defenses thanks to Swell Right Arm.
Velcoffer raid will most definitely require you to have a lot more hp, but there are other ways around obtaining more hp than just investing more stats too (like gaining it from a full Con cleric via Lifeline).
Aim for the following stats in priority: Spirit > Int > Dex & Con, Strength is useless.
We wan't to get some Dex because it helps scale Lightning Hands effectiveness since it increases your attack speed.
Skill Distribution:
You will notice that some circles don't have 15 points invested, that's because you can save points from the same class and invest them in the next circle. Also depending on what content you may be focusing on you can shift a few skills around, not everything is always set in stone.
Wizard:
1/10 Energy Bolt, Decent filler skill, not very powerful but not bad. Very fast cast animation and fairly low cooldown.
10/10 Earthquake, This skill received a huge buff by having better scaling and a super quick animation similar to Earthquake. Useful against a single target and even better against a group of enemies. Deals bonus hits if you have Thaumaturge's swell arm buff.
1/10 Lethargy, Lowers the targets Magic and Physical Attack by 1% per skill level, and causes it to take 35% more damage from magic circles (like Hail). Really powerful debuff even at level 1 for the damage boost.
5/5 Magic Missile, This skill was moved to Wizard Circle 2 from Circle 3 and had its scaling and cast animation buffed, was always a fairly good spell, now its even better.
There's a hidden mechanic with this ability, if you have the Swell Left Arm buff, it will do twice as many hits, making it way better than normally.
Remaining points can be spent into any combination of Wizards other abilities: Energy Bolt for better scaling (for leveling), Surespell to apply to party members, Sleep for its Combo potential, Lethargy if you wish to lower hard hitting bosses damage further, and Magic Shield if you wish to mitigate 20% damage for several hits.
All are good abilities and mostly depend on what content you may be focusing on and who/what you will be playing with.
Linker:
10/10 Joint Penalty, Causes any damage (up to a certain amount of hits) to be shared among linked targets, also has attributes that increase the damage of certain elements, Earth being the big one for the build.
5/10 Hangman's Knot, Using this after Joint Penalty will vacuum the linked targets together and lowers their aoe ratio to 1. Very good for comboing aoe spells with.
10/10 Spiritual Chain, Causes certain buffs in the party to be shared and has an attribute that increases allies magic damage dealt by 30%.
10/10 Spirit Shock, Links a tether between you and target enemy that deals damage over time to them. With the Mental Pressure attribute it causes it to reduce the targets magic resist by 25% and take additional damage based off the difference in spirit between you and the target, which can lead to some INSANELY high damage.
5/5 Lifeline, Very powerful buff that has a low cooldown and high up time. It only works when used during Spiritual Chain and causes all linked allies to share the groups highest stats with each other.
For example, if you have 600 Spirit and that's the highest Spirit stat in the group, and the cleric in your party has 600 Intelligence and that's the highest Intelligence stat in the group you now will both have 600 Spirit and Intelligence for the duration of Lifeline. This is a very important spell to your Thaumaturge buffs since they scale off both Spirit and Intelligence. With Divine Might and a Cyst Gem you can increase this skills duration to 50 seconds.
Thaumaturge:
15/15 Swell Left Arm, Powerful group buff that increases everyone's Physical Attack and Magic Attack that scales with your Int and Spirit (Yes spirit, even though the description only mentions Int).
10/10 Swell Right Arm, Powerful group buff that increases everyone's Physical Attack and Magic Attack if wearing an Off-Handed weapon (like a Pistol) or Physical Defense and Magic Defense if wearing a Shield. This also scales with your Int and Spirit (Yes spirit, even though the description only mentions Int).
5/5 Swell Brain, Powerful group buff that increases everyone's Intelligence and Magic Attack. The Int is a flat amount that cannot scale outside of levels and the Magic Attack scales with only Spirit.
To maximize all three of your Thaumaturge's buffs you want to cast Spiritual Chain and Lifeline first to share the groups highest stats; if you have someone that has high Int, it will cause your Swell Buffs to scale even better, so then you follow up with Swell Brain -> Swell Left Arm -> Swell Right Arm.
1/1 Reversi, A pretty straight forward utility skill, but can be quite powerful in certain situations. It turns enemy magic circles (like Heal tiles for example) into friendly magic circles.
Remaining 14 points can be put into any combination of Swell Body (for double drops) or Shrink Body (to deal extra +120% damage).
Enchanter:
10/10 Enchant Lightning, Buffs the party for 5 minutes giving them additional damage as Lightning damage to their attacks. Scales with both Int and Spirit.
5/5 Enchant Earth, Buffs the party for 5 minutes increasing their block chance and giving the ability to block without a shield.
5/5 Lightning Hands, Solo buff that causes your auto attacks to hit in an aoe for lightning damage, the amount of targets is effected by aoe ratio, so Centarus cards are extremely valuable if you want to increase your personal dps against packs of enemies.
This skill scales incredibly well the more dexterity you have since it will increase your auto attack speed, so try to aim for gear that has a little bit of dex with your other valued stats.
There is also an attribute that gives your hits a chance to apply a debuff that increases the targets magic damage taken by 20% for 10 seconds which makes this debuff not only stronger than Rune Casters in most cases, but also has the potential to be up full time.
Remaining skill points can be spent into any combination of Enchanters other abilities:
- 5 Enchant Armor Shop for some silver income.
- 5 to 10 Craft Spellbook to sell Joint Penalty and Reversi scrolls (Quicken if Chronomancer).
- 5 to 10 Empowering for a group wide buff that increases everyones max Sp and level.
Important Attributes to level asap:
Wizard - Earthquake: Remove Knockdown
Wizard - Sleep: Dream Eater
Linker - Joint Penalty: Earth
Linker - Hangman's Knot: Focused Attack
Linker - Spiritual Chain: Duration
Linker - Spiritual Chain: Enhance
Linker - Spirit Shock: Mental Pressure
Thaumaturge - Swell Left Arm: Enhance
Thaumaturge - Swell Right Arm: Enhance
Thaumaturge - Swell Brain: Enhance
Enchanter - Lightning Hands: Magic Shock
Equipment / Core Items / Cards:
Use a Staff for more damage or a Rod & Shield to be more tanky and have slightly faster attack speed to apply Lightning Hands Magic Shock.
Cloth for more Mdef, Plate for more Pdef.
Red Card: Centaurus Lv10 x3 (+6 Aoe Ratio)
Blue Card: Nuaele Lv10 x3 (+30% Magic Defense)
Green Card: Linkroller Lv10 x3 (+30 Spirit)
Purple Card: Gazing Golem Lv5-10 x3 (15-30% chance to gain Pain Barrier when hit)
- or Yeti Lv10 x3 (+5400 Hp)
Lightning hands has a debuff that causes the target to take 20% increased magic damage, and can be applied at any time without cooldown. Enchant Lightning and Enchant Earth will also continue the support theme and increase your groups damage and survivability.
You may choose to change the last two ranks to better suit your play style if you wish as well. Since the first 8 Ranks fulfill the support role so well you may forgo Enchanter for more aoe damage or different forms of support.
Below are your alternatives:
- Rune Caster + Sorcerer, The old version of the build but with Sorcerer at Rank 10. Rune of Destruction is fantastic aoe and has the magic penetration debuff which further increases casters damage in the party, while having Sorcerer to deal some impressive damage since the build is full spirit. The Cat buffs aoe ratio and sp regeneration are very helpful for the group as well.
http://tos-th.com/skill-simulator.html#211777aaah6.11215a75.3f455a7a65.1f2e516a75.154555.15647185
- Onmyoji C2, for greater aoe damage, very good in CM but not very strong against bosses. Has some added utility of being able to vacuum enemies with Greenwood Shikigami.
http://tos-th.com/skill-simulator.html#211777aaakk.11215a6175.3f455a7a65.1f2e516a75.71849aaac5
Alternative Full Support Path:
Wizard 2 - Linker 3 - Chronomancer 3 - x - x (Any of the 3 options above):
http://tos-th.com/skill-simulator.html#211777888ii.11215a75.3f455a7a65.1f213c415a6175.7a95a5
Similar play style but fulfills a different support role, Chronomancer is really good with high cooldown classes and physical damage dealers, thanks to Pass, its ability to increase critical rate and attack speed. The downside is how much silver it costs to cast its abilities over a long period of time and is a little niche compared to its Thaumaturge counterpart.
____________________________________________________________________________________________________________________________________________________________________
Welcome, If you have any questions I will do my absolute best to answer them as soon as possible and please click the Like button if you enjoy the build. For more builds check out: http://www.tosbase.com/tools/skill-simulator/users/24013/
Linker and Thaumaturge specialize in enhancing the groups physical and magical damage by buffing the group and debuffing enemies. Linker can also share everyone's highest stats among the group which can also be used to further scale your Swell buffs.
Enchanter will also enhance everyone's damage with Enchant Lightning, and some added benefit for defenses with Enchant Earth. Enchanter also gains the skill Lightning Hands which is a self cast buff that causes your auto attacks to become an aoe (effected by aoe ratio) that deals a large amount of lightning damage and has a chance to increase the targets magic damage taken by 20% for 10 seconds.
All of these buffs and magic shred will allow you and your team to dish out a significant amount of extra damage, truly a fun support build that remains active in combat.
Rating of Class 1-10 (my opinion):
Single Target: 7.5
Area of Effect: 5
Durability: 5
Solo: 6
Team: 10
Pros:
- Raid viable
- Amazing utility
- Low cost to be effective
- Great at farming
Cons:
- Fairly Team reliant
- Slower than normal to level solo, but not impossible.
Stat Distribution:
Full Spirit.
You can invest in some Con if you wish to be more tanky, however this build scales incredibly well the higher your Spirit is, and if you feel too squishy you can invest in a decent shield that will gain huge defenses thanks to Swell Right Arm.
Velcoffer raid will most definitely require you to have a lot more hp, but there are other ways around obtaining more hp than just investing more stats too (like gaining it from a full Con cleric via Lifeline).
Aim for the following stats in priority: Spirit > Int > Dex & Con, Strength is useless.
We wan't to get some Dex because it helps scale Lightning Hands effectiveness since it increases your attack speed.
Skill Distribution:
You will notice that some circles don't have 15 points invested, that's because you can save points from the same class and invest them in the next circle. Also depending on what content you may be focusing on you can shift a few skills around, not everything is always set in stone.
Wizard:
1/10 Energy Bolt, Decent filler skill, not very powerful but not bad. Very fast cast animation and fairly low cooldown.
10/10 Earthquake, This skill received a huge buff by having better scaling and a super quick animation similar to Earthquake. Useful against a single target and even better against a group of enemies. Deals bonus hits if you have Thaumaturge's swell arm buff.
1/10 Lethargy, Lowers the targets Magic and Physical Attack by 1% per skill level, and causes it to take 35% more damage from magic circles (like Hail). Really powerful debuff even at level 1 for the damage boost.
5/5 Magic Missile, This skill was moved to Wizard Circle 2 from Circle 3 and had its scaling and cast animation buffed, was always a fairly good spell, now its even better.
There's a hidden mechanic with this ability, if you have the Swell Left Arm buff, it will do twice as many hits, making it way better than normally.
Remaining points can be spent into any combination of Wizards other abilities: Energy Bolt for better scaling (for leveling), Surespell to apply to party members, Sleep for its Combo potential, Lethargy if you wish to lower hard hitting bosses damage further, and Magic Shield if you wish to mitigate 20% damage for several hits.
All are good abilities and mostly depend on what content you may be focusing on and who/what you will be playing with.
Linker:
10/10 Joint Penalty, Causes any damage (up to a certain amount of hits) to be shared among linked targets, also has attributes that increase the damage of certain elements, Earth being the big one for the build.
5/10 Hangman's Knot, Using this after Joint Penalty will vacuum the linked targets together and lowers their aoe ratio to 1. Very good for comboing aoe spells with.
10/10 Spiritual Chain, Causes certain buffs in the party to be shared and has an attribute that increases allies magic damage dealt by 30%.
10/10 Spirit Shock, Links a tether between you and target enemy that deals damage over time to them. With the Mental Pressure attribute it causes it to reduce the targets magic resist by 25% and take additional damage based off the difference in spirit between you and the target, which can lead to some INSANELY high damage.
5/5 Lifeline, Very powerful buff that has a low cooldown and high up time. It only works when used during Spiritual Chain and causes all linked allies to share the groups highest stats with each other.
For example, if you have 600 Spirit and that's the highest Spirit stat in the group, and the cleric in your party has 600 Intelligence and that's the highest Intelligence stat in the group you now will both have 600 Spirit and Intelligence for the duration of Lifeline. This is a very important spell to your Thaumaturge buffs since they scale off both Spirit and Intelligence. With Divine Might and a Cyst Gem you can increase this skills duration to 50 seconds.
Thaumaturge:
15/15 Swell Left Arm, Powerful group buff that increases everyone's Physical Attack and Magic Attack that scales with your Int and Spirit (Yes spirit, even though the description only mentions Int).
10/10 Swell Right Arm, Powerful group buff that increases everyone's Physical Attack and Magic Attack if wearing an Off-Handed weapon (like a Pistol) or Physical Defense and Magic Defense if wearing a Shield. This also scales with your Int and Spirit (Yes spirit, even though the description only mentions Int).
5/5 Swell Brain, Powerful group buff that increases everyone's Intelligence and Magic Attack. The Int is a flat amount that cannot scale outside of levels and the Magic Attack scales with only Spirit.
To maximize all three of your Thaumaturge's buffs you want to cast Spiritual Chain and Lifeline first to share the groups highest stats; if you have someone that has high Int, it will cause your Swell Buffs to scale even better, so then you follow up with Swell Brain -> Swell Left Arm -> Swell Right Arm.
1/1 Reversi, A pretty straight forward utility skill, but can be quite powerful in certain situations. It turns enemy magic circles (like Heal tiles for example) into friendly magic circles.
Remaining 14 points can be put into any combination of Swell Body (for double drops) or Shrink Body (to deal extra +120% damage).
Enchanter:
10/10 Enchant Lightning, Buffs the party for 5 minutes giving them additional damage as Lightning damage to their attacks. Scales with both Int and Spirit.
5/5 Enchant Earth, Buffs the party for 5 minutes increasing their block chance and giving the ability to block without a shield.
5/5 Lightning Hands, Solo buff that causes your auto attacks to hit in an aoe for lightning damage, the amount of targets is effected by aoe ratio, so Centarus cards are extremely valuable if you want to increase your personal dps against packs of enemies.
This skill scales incredibly well the more dexterity you have since it will increase your auto attack speed, so try to aim for gear that has a little bit of dex with your other valued stats.
There is also an attribute that gives your hits a chance to apply a debuff that increases the targets magic damage taken by 20% for 10 seconds which makes this debuff not only stronger than Rune Casters in most cases, but also has the potential to be up full time.
Remaining skill points can be spent into any combination of Enchanters other abilities:
- 5 Enchant Armor Shop for some silver income.
- 5 to 10 Craft Spellbook to sell Joint Penalty and Reversi scrolls (Quicken if Chronomancer).
- 5 to 10 Empowering for a group wide buff that increases everyones max Sp and level.
Important Attributes to level asap:
Wizard - Earthquake: Remove Knockdown
Wizard - Sleep: Dream Eater
Linker - Joint Penalty: Earth
Linker - Hangman's Knot: Focused Attack
Linker - Spiritual Chain: Duration
Linker - Spiritual Chain: Enhance
Linker - Spirit Shock: Mental Pressure
Thaumaturge - Swell Left Arm: Enhance
Thaumaturge - Swell Right Arm: Enhance
Thaumaturge - Swell Brain: Enhance
Enchanter - Lightning Hands: Magic Shock
Equipment / Core Items / Cards:
Use a Staff for more damage or a Rod & Shield to be more tanky and have slightly faster attack speed to apply Lightning Hands Magic Shock.
Cloth for more Mdef, Plate for more Pdef.
Red Card: Centaurus Lv10 x3 (+6 Aoe Ratio)
Blue Card: Nuaele Lv10 x3 (+30% Magic Defense)
Green Card: Linkroller Lv10 x3 (+30 Spirit)
Purple Card: Gazing Golem Lv5-10 x3 (15-30% chance to gain Pain Barrier when hit)
- or Yeti Lv10 x3 (+5400 Hp)
Rank 1
Wizard |
1 / 5 3 Energy Bolt: Enhance Type: Passive * Increases the damage dealt on an enemy with [Energy Bolt] by 0.5% per attribute level * +10% added damage at maximum level Wizard 1st Circle required Energy Bolt: Additional Sleep Damage Type: Active * Deals additional damage equal to 40% of magic attack per attribute level when attacking an enemy under [Sleep] with [Energy Bolt] * Increases SP consumption by 10% Wizard 1st Circle required Energy Bolt [Magic] Gather powerful magical energy and launch it towards an enemy. Level 1: Attack: 109% x 2 AoE Attack Ratio: 1 SP: 12 Type: Magic / Attack Cooldown: 9s 1 / 5 Lethargy: Strike Speciality Type: Active * Enemies affected by [Lethargy] receive 10% additional damage per attribute level with [Strike] attacks * Increases SP consumption by 10% Wizard 3rd Circle required Lethargy: Tile Speciality Type: Active * Magic circle damage on enemies afflicted with [Lethargy] increases by 3% per attribute level Wizard 2nd Circle required Lethargy Makes an enemy lethargic. Level 1: Physical attack -1% Magic attack -1% Evasion -5 Damage from magic circles +20% [Lethargy] Duration 20 sec SP: 13 Type: Magic / Buff Cooldown: 20s 5 / 5 3 Earthquake: Enhance Type: Passive * Increases the damage dealt on an enemy with [Earthquake] by 0.5% per attribute level *+10% added damage at maximum level Wizard 1st Circle required Earthquake: Remove Knockdown Type: Active * Removes knockdown of [Earthquake] Increases SP consumption by 10% Wizard 1st Circle required Earthquake [Magic] - [Earth] Inflicts damage on an enemy by creating a powerful earthquake in front of you. Level 5: Attack: 324% AoE Attack Ratio: 4 SP: 28 Type: Magic / Attack Cooldown: 17s Element: |
Rank 2
Wizard |
10 / 10 3 Earthquake: Enhance Type: Passive * Increases the damage dealt on an enemy with [Earthquake] by 0.5% per attribute level *+10% added damage at maximum level Wizard 1st Circle required Earthquake: Remove Knockdown Type: Active * Removes knockdown of [Earthquake] Increases SP consumption by 10% Wizard 1st Circle required Earthquake [Magic] - [Earth] Inflicts damage on an enemy by creating a powerful earthquake in front of you. Level 10: Attack: 397% AoE Attack Ratio: 4 SP: 44 Type: Magic / Attack Cooldown: 17s Element: 5 / 5 3 Magic Missile: Enhance Type: Passive * Increases the damage dealt on an enemy with [Magic Missile] by 0.5% per attribute level *+10% added damage at maximum level Wizard 2nd Circle required Magic Missile [Magic] Attack continuously with magic bullets. New bullets are shot if it successfully targets an enemy. Level 5: Attack: 228% x 3 Bullet Count: 3 SP: 40 Type: Magic / Attack Cooldown: 17s |
Rank 3
Linker |
5 / 5 Joint Penalty: Lightning Type: Active * Lightning property skill attacks deal 10% additional damage per attribute level on enemies affected by [Joint Penalty] * Increases SP consumption by 10% Linker 1st Circle required Joint Penalty: Poison Type: Active * Poison property skill attacks deal 10% additional damage per attribute level on enemies affected by [Joint Penalty] * Increases SP consumption by 10% Linker 1st Circle required Joint Penalty: Earth Type: Active * Deals 10% additional damage per attribute level of the Earth property attack to enemies affected by [Joint Penalty] * Increases SP consumption by 10% Linker 1st Circle required Joint Penalty Links enemies to attack all at once. Can be canceled by the Unbind skill. Level 5: Maximum Link Numbers: 5 Count Limit: 9 Duration: 35 seconds SP: 87 Type: Magic / Buff Cooldown: 22s 5 / 5 Hangman's Knot: Additional Damage Type: Active * Enemies hit by [Hangman's Knot] will receive additional damage equal to 20% magic attack per attribute level * Increases SP consumption by 10% Lv3 Hangman's Knot required Hangman's Knot: Focused Attack Type: Active * AoE defense ratio of enemies gathered by [Hangman's Knot] is fixed to 1 * Enemies gathered by [Hangman's Knot] takes additional 5% damage per attribute level * Increases SP consumption by 10% Linker 1st Circle required Hangman's Knot Tighten the link to gather up the linked enemies in front of you. Level 5: [Bind] Duration: 2 seconds SP: 71 Type: Magic / Buff Cooldown: 15s |
Rank 4
Linker |
10 / 10 Joint Penalty: Lightning Type: Active * Lightning property skill attacks deal 10% additional damage per attribute level on enemies affected by [Joint Penalty] * Increases SP consumption by 10% Linker 1st Circle required Joint Penalty: Poison Type: Active * Poison property skill attacks deal 10% additional damage per attribute level on enemies affected by [Joint Penalty] * Increases SP consumption by 10% Linker 1st Circle required Joint Penalty: Earth Type: Active * Deals 10% additional damage per attribute level of the Earth property attack to enemies affected by [Joint Penalty] * Increases SP consumption by 10% Linker 1st Circle required Joint Penalty Links enemies to attack all at once. Can be canceled by the Unbind skill. Level 10: Maximum Link Numbers: 8 Count Limit: 11 Duration: 60 seconds SP: 120 Type: Magic / Buff Cooldown: 22s 5 / 5 Spiritual Chain: Duration Type: Active * Increases the duration of [Spiritual Chain] by 1 second per attribute level * Increases SP consumption by 10% Linker 2nd Circle required Spiritual Chain: Enhance Type: Active * Magic damage dealt by characters linked with [Spiritual Chain] increases by 3% per skill level * Increases SP consumption by 30% Linker 2nd Circle required Spiritual Chain Links party members and shares buff effects. Can be canceled by the Unbind skill. Level 5: Duration: 55 seconds SP: 91 Type: Magic / Buff Cooldown: 55s 5 / 5 Spirit Shock: Enhance Type: Passive * Increases the damage dealt on an enemy with [Spirit Shock] by 0.5% per attribute level * +10% added damage at maximum level Linker 2nd Circle required Spirit Shock: Confusion Type: Active * Enemies hit by [Spirit Shock] have a 5% chance per attribute level of being afflicted with [Confusion] * Increases SP consumption by 20% Linker 2nd Circle required Spirit Shock: Mental Pressure Type: Active * Magic defense of enemies hit by [Spirit Shock] decreases by 25% * Additional damage increases by the difference of SPR between the attacker's and target's * Additional damage does not exceed max. 300% * Increases SP consumption by 50% Linker 3rd Circle required Spirit Shock [Magic] - [Psychokinesis] Link yourself to the soul of a single target to inflict mental damage. Can only be used on a single target at a time. Can be canceled by the Unbind skill. Level 5: 0.5 second attack 243% Duration: 5.5 seconds SP: 101 Type: Magic / Attack Cooldown: 15s Element: |
Rank 5
Linker |
15 / 15 Joint Penalty: Lightning Type: Active * Lightning property skill attacks deal 10% additional damage per attribute level on enemies affected by [Joint Penalty] * Increases SP consumption by 10% Linker 1st Circle required Joint Penalty: Poison Type: Active * Poison property skill attacks deal 10% additional damage per attribute level on enemies affected by [Joint Penalty] * Increases SP consumption by 10% Linker 1st Circle required Joint Penalty: Earth Type: Active * Deals 10% additional damage per attribute level of the Earth property attack to enemies affected by [Joint Penalty] * Increases SP consumption by 10% Linker 1st Circle required Joint Penalty Links enemies to attack all at once. Can be canceled by the Unbind skill. Level 15: Maximum Link Numbers: 10 Count Limit: 14 Duration: 85 seconds SP: 153 Type: Magic / Buff Cooldown: 22s 10 / 10 Spiritual Chain: Duration Type: Active * Increases the duration of [Spiritual Chain] by 1 second per attribute level * Increases SP consumption by 10% Linker 2nd Circle required Spiritual Chain: Enhance Type: Active * Magic damage dealt by characters linked with [Spiritual Chain] increases by 3% per skill level * Increases SP consumption by 30% Linker 2nd Circle required Spiritual Chain Links party members and shares buff effects. Can be canceled by the Unbind skill. Level 10: Duration: 80 seconds SP: 125 Type: Magic / Buff Cooldown: 55s 10 / 10 Spirit Shock: Enhance Type: Passive * Increases the damage dealt on an enemy with [Spirit Shock] by 0.5% per attribute level * +10% added damage at maximum level Linker 2nd Circle required Spirit Shock: Confusion Type: Active * Enemies hit by [Spirit Shock] have a 5% chance per attribute level of being afflicted with [Confusion] * Increases SP consumption by 20% Linker 2nd Circle required Spirit Shock: Mental Pressure Type: Active * Magic defense of enemies hit by [Spirit Shock] decreases by 25% * Additional damage increases by the difference of SPR between the attacker's and target's * Additional damage does not exceed max. 300% * Increases SP consumption by 50% Linker 3rd Circle required Spirit Shock [Magic] - [Psychokinesis] Link yourself to the soul of a single target to inflict mental damage. Can only be used on a single target at a time. Can be canceled by the Unbind skill. Level 10: 0.5 second attack 243% Duration: 8 seconds SP: 138 Type: Magic / Attack Cooldown: 15s Element: 5 / 5 Lifeline: Increased Nullification Type: Active * Increases the chance to nullify an enemy's attack while using [Lifeline] by 2% per attribute level * Increases SP consumption by 10% Linker 3rd Circle required Lifeline Uses the highest abilities between you and allies linked by [Spiritual Chain]. Level 5: Duration: 40 seconds SP: 101 Type: Magic / Buff Cooldown: 60s |
Rank 6
Thaumaturge |
5 / 5 Swell Left Arm: Enhance Type: Passive * Increases the attack increase effect of [Swell Left Arm] by 1% per attribute level Lv. 3 of Swell Left Arm: Enhance required Swell Left Arm: Shrink Size Speciality Type: Active * Deals 30% additional damage per attribute level on enemies affected by [Shrink Body] when [Swell Left Arm] is in effect * Increases SP consumption by 10% Lv2 Shrink Body required Swell Left Arm: Swell Body Speciality Type: Active * Attacking enemies affected by [Swell Body] when [Swell Left Arm] is in effect causes [Attacked Weakened] to persist in duration * Increases duration by 8 seconds per attribute level * [Attack Weakened] can be stacked up to 10 times * Increases SP consumption by 10% Lv2 Swell Body required Swell Left Arm: Summons Type: Active * [Swell Left Arm] increases physical and magic damage dealt by your own summons by 1% per attribute level Thaumaturge 1st Circle required Swell Left Arm Enlarge the size of you and your party member's hands to increase the attack of their primary weapon. The effect increases in proportion to the caster's INT and SPR. Level 5: Primary Physical Attack +118 Magic Attack +118 Duration: 300 seconds Consumes #{SpendItemCount}# Magic Powder SP: 95 Type: Magic / Buff Cooldown: 50s |
Rank 7
Thaumaturge |
10 / 10 Swell Left Arm: Enhance Type: Passive * Increases the attack increase effect of [Swell Left Arm] by 1% per attribute level Lv. 3 of Swell Left Arm: Enhance required Swell Left Arm: Shrink Size Speciality Type: Active * Deals 30% additional damage per attribute level on enemies affected by [Shrink Body] when [Swell Left Arm] is in effect * Increases SP consumption by 10% Lv2 Shrink Body required Swell Left Arm: Swell Body Speciality Type: Active * Attacking enemies affected by [Swell Body] when [Swell Left Arm] is in effect causes [Attacked Weakened] to persist in duration * Increases duration by 8 seconds per attribute level * [Attack Weakened] can be stacked up to 10 times * Increases SP consumption by 10% Lv2 Swell Body required Swell Left Arm: Summons Type: Active * [Swell Left Arm] increases physical and magic damage dealt by your own summons by 1% per attribute level Thaumaturge 1st Circle required Swell Left Arm Enlarge the size of you and your party member's hands to increase the attack of their primary weapon. The effect increases in proportion to the caster's INT and SPR. Level 10: Primary Physical Attack +178 Magic Attack +178 Duration: 300 seconds Consumes #{SpendItemCount}# Magic Powder SP: 131 Type: Magic / Buff Cooldown: 50s 1 / 1 3 Reversi Take ownership of a magic circle created by an enemy. Level 1: Changes an enemy's magic circle to friendly at a targeted area. Maximum Level: 1 SP: 80 Type: Magic / Attack Cooldown: 40s 5 / 5 Swell Right Arm: Enhance Type: Passive * Increases defense and subweapon attack increase effect of [Swell Right Arm] by 1% per attribute level Lv3 Swell Right Arm required Swell Right Arm: Swiftness Type: Active * Not using a dagger or a shield as offhand gives 30 higher accuracy and evasion per attribute level * Increases SP consumption by 10% Thaumaturge 2nd Circle required Swell Right Arm: Summons Type: Active * [Swell Right Arm] increases physical and magic defense of your own summons by 5% per attribute level Thaumaturge 2nd Circle required Swell Right Arm Temporarily enlarge you and your party member's offhand, increasing attack and defense of subweapon or shield. Effects increase with the caster's INT and SPR. Level 5: Shield, physical defense +170 Subweapon, subweapon physical attack +85 Duration: 300 seconds Consumes #{SpendItemCount}# Magic Powder SP: 95 Type: Magic / Buff Cooldown: 50s |
Rank 8
Thaumaturge |
15 / 15 Swell Left Arm: Enhance Type: Passive * Increases the attack increase effect of [Swell Left Arm] by 1% per attribute level Lv. 3 of Swell Left Arm: Enhance required Swell Left Arm: Shrink Size Speciality Type: Active * Deals 30% additional damage per attribute level on enemies affected by [Shrink Body] when [Swell Left Arm] is in effect * Increases SP consumption by 10% Lv2 Shrink Body required Swell Left Arm: Swell Body Speciality Type: Active * Attacking enemies affected by [Swell Body] when [Swell Left Arm] is in effect causes [Attacked Weakened] to persist in duration * Increases duration by 8 seconds per attribute level * [Attack Weakened] can be stacked up to 10 times * Increases SP consumption by 10% Lv2 Swell Body required Swell Left Arm: Summons Type: Active * [Swell Left Arm] increases physical and magic damage dealt by your own summons by 1% per attribute level Thaumaturge 1st Circle required Swell Left Arm Enlarge the size of you and your party member's hands to increase the attack of their primary weapon. The effect increases in proportion to the caster's INT and SPR. Level 15: Primary Physical Attack +238 Magic Attack +238 Duration: 300 seconds Consumes #{SpendItemCount}# Magic Powder SP: 167 Type: Magic / Buff Cooldown: 50s 10 / 10 Swell Right Arm: Enhance Type: Passive * Increases defense and subweapon attack increase effect of [Swell Right Arm] by 1% per attribute level Lv3 Swell Right Arm required Swell Right Arm: Swiftness Type: Active * Not using a dagger or a shield as offhand gives 30 higher accuracy and evasion per attribute level * Increases SP consumption by 10% Thaumaturge 2nd Circle required Swell Right Arm: Summons Type: Active * [Swell Right Arm] increases physical and magic defense of your own summons by 5% per attribute level Thaumaturge 2nd Circle required Swell Right Arm Temporarily enlarge you and your party member's offhand, increasing attack and defense of subweapon or shield. Effects increase with the caster's INT and SPR. Level 10: Shield, physical defense +270 Subweapon, subweapon physical attack +135 Duration: 300 seconds Consumes #{SpendItemCount}# Magic Powder SP: 131 Type: Magic / Buff Cooldown: 50s 5 / 5 Swell Brain: Enhance Type: Passive * Increases the Magic Attack increase effect of [Swell Brain] by 1% per attribute level Lv3 Swell Brain required Swell Brain: Fast Operation Type: Active * Casting [Swell Brain] activates same-level [Quick Cast] for 3 seconds per attribute level * Level of [Quick Cast] is irrelevant; applies only to the caster * Increases SP consumption by 200% Need the 3rd circle of Thaumaturge Swell Brain Enlarge the size of you and your party members' heads to increase INT. Level 5: Increase INT +45 Additional Magic Attack +100 Duration 300 seconds Consumes #{SpendItemCount}# Magic Powder SP: 121 Type: Magic / Buff Cooldown: 60s |
Rank 9
Enchanter |
5 / 5 Enchant Lightning: Psychic Type: Active * Property of [Psychic Pressure] and [Gravity Pole] is changed to Lightning when [Enchant Lightning] is applied * Increases SP consumption by 10% Enchanter Circle 2 Required Enchant Lightning Grants a Lightning property damage buff to you and your party members. Changes melee and missile attacks to Lightning property. Additional Lightning property damage increases in proportion to the caster's INT and SPR. Level 5: Lightning Property Additional Damage +400 Duration: 300 seconds Consumes #{SpendItemCount}# Enchant Round SP: 364 Type: Magic / Buff Cooldown: 85s Element: |
Rank 10
Enchanter |
10 / 10 Enchant Lightning: Psychic Type: Active * Property of [Psychic Pressure] and [Gravity Pole] is changed to Lightning when [Enchant Lightning] is applied * Increases SP consumption by 10% Enchanter Circle 2 Required Enchant Lightning Grants a Lightning property damage buff to you and your party members. Changes melee and missile attacks to Lightning property. Additional Lightning property damage increases in proportion to the caster's INT and SPR. Level 10: Lightning Property Additional Damage +700 Duration: 300 seconds Consumes #{SpendItemCount}# Enchant Round SP: 514 Type: Magic / Buff Cooldown: 85s Element: 5 / 5 Enchant Earth Enchant the armor of you and your party with the power of the land, granting the ability to block without having to wear shields. Level 5: Block Chance +15% Duration: 300 seconds Consumes #{SpendItemCount}# Enchant Round SP: 630 Type: Magic / Buff Cooldown: 60s Element: 5 / 5 Lightning Hands: Magic Shock Type: Active * When [Lightning Hands] is active, enemies hit by basic attacks have a 1% chance per attribute level of being afflicted with [Magic Shock] * Enemies affected by [Magic Shock] receive 20% more damage from magic attacks * Increases SP consumption by 20% Enchanter Circle 2 Required Lightning Hands [Magic] - [Lightning] Change your basic attack to a Lightning property ranged attack. Level 5: Additional Lightning Property Damage: +503% Duration: 300 seconds SP: 677 Type: Magic / Buff Cooldown: 60s Element: |
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Comments (20)
If i choose wiz1>cryo3>chrono3>sage2>RC. What are the stats I should choose?
Is this better one for solo farming items/collections?
Or maybe go Pyro C1 instead of Wizard C2?
Or maybe give up on Linker C3 and go to Enchanter C3?
Completely out of game now, Played last time after beta
As for Enchanter C3, it certainly would be better because you would have a significantly stronger lightning hands, but I'm not entirely sure which you should sacrifice one rank of, probably linker but I haven't personally tried deviating from the main focus of the build (supporting), which Linker3/Thaum3 is super good at.
Though even this support build is fairly good at farming, just wouldn't be as good as something focused on it.
I'm not a TOS lover, and probably will give up on it again in a week or so, but people like you keep this game and community alive
Thanks again!
Also, what do you think of Cryomancer instead of Wizard C2?
Thaum3 gives you and your party a huge boost to matk (which is slightly more than over reinforce would give to casters, as long as u have fairly good spirit), then of course you gain 5 levels on your two swell hands, which is more patk and matk.
Then Linker3 gives you the ability to share everyone's stats which is even further scaling on your buffs if someone in your party is Int, which is pretty common. For example with my gear I go from 1632-2225 matk/patk by taking int from a decently geared player in my current gear.
Also Spirit Shocks - Magic Shock attribute is insanely good, it gives you up to 300% more damage on it, and makes the target lose 25% magic defense which is a massive damage boost to you and your other casters.
Then by going Enchanter you gain Over Reinforce which is good, but less damage in a lot of situations, and it requires you to spend a lot more silver and time buffing since it lasts a lot less time. You would gain better damage on Lightning Hands, but this is a support build, you're not here to deal more damage (though you will deal damage), the focus is to enhance your teams damage as much as you can while dealing a fair amount yourself.