[Apr 25th 2018] New classes have been added to the skill simulator!

[PVP]Ultimate CC Pyro/Linker/Chrono

Created by nopihina on Nov 16th 2015.
This is a public build.
0
Useful Combos:
Fireball > Joint > Hangman (immediately knock away the fireball) > Fireball/Flame Ground > Hangman > Repeat

Stop > Flame Ground > 2 Fireballs for set-up > Sleep when Stop duration @ 1 sec > Joint > Hangman

Recommended Attributes:
Both Fireball Attributes
Flame Ground: Enhance
All Joint Penalty's Attributes if focused on Team PvP
Hangman's Knot: Splash Damage
All Chronomancer's Attributes

Pros:
+Easy to snowball. All you need to do is hangman and the game is yours.
+Haste. You're basically untouchable to Clerics.
+Ranged character means you get to chip off the HP of melee characters. Looking at you, cleric.
+Haste. Its attribute increases evasion so watch out, non-dex swordies and clerics!
+Viable in PvE too. You won't have any problems leveling your character. You can easily solo(not as easily as barbs though). With Linker C2, you are also wanted in parties for dungeons. Win-win
+Good support. With Quicken, Haste and Reflect Shield, you're wanted in PVP.
+Haste. It's the best skill ever. Period. No questions ask.

Cons:
-Your only damaging skills are Fireball and Flame Ground.
-You need money to buy Arde Dagger to increase your damage output. It's not a big issue considering how easy it is to get money late game.
-Your bossing is average due to most of your skills relying on party and links being dependent on more monsters to increase the damage output.
-You would be spamming your basic attacks if your damaging skills are on cooldown.
-If your opponent is a Oracle/Plague Doctor, have fun. They can resist Joint, Stop and Sleep, your CCs.
-Vulnerable to Archers especially Sappers. Sappers can destroy your flame ground(and possibly stop and fireball. needs testing).
-Squishy, given that you're a wizard.

Notes/Tips:
Debuffs such as poison, bleeding, and burning still can occur on Stopped opponents. Good to have a Wugushi or a Monk to use their DoT skill before you stop your opponents.

Flame Ground and Frost Cloud also works on Stopped opponents as they cause debuff to cause damage, not direct damage.

Haste is very helpful due to its movement speed increase. If your ping is not that high, kiting would be very viable as Jump Attack does not stop your movements. With haste boost, you would cover more ground while attacking the enemy.

Always get your Reflect Shield up. It nullifies knockdown which makes it easier to counter Monks and Swordies who rely on them.

Earthquake is only helpful to buy time if most of your skills are in cooldown due to its knockback.

Keep your Enchant Fire up, especially if you have Arde/Karacha Dagger. It basically gives another line for your basic attack so it improves your overall DPS.

Sleep can also be used to buy time and lock your enemies down. Recommended to use when Stop or Hangman's duration is at 1s.

JUMP ALOT. It's good for mind games, screws up the hitbox of some skills and makes ground moves such as Flame Ground and Frost Cloud useless. You can dance on those skills if you want to ;)

Remember that Fireball can be knocked. Use that as an advantage to corner your enemies if they were to run away.

Hangman is at lvl 10 as the bind duration is 10s. The CD is also 10s. Have fun spamming.

Spiritual Chain's use is only during the start of the match where everyone is buffing each other.

Physical Link is left at 4 because higher levels only increases the number of links and the duration. It is not recommended to use as this skill forces your team mates to be close together, being open to AoE attacks.

Back Masking is broken as of now. No use whatsoever.

It's good to have high con as Wizards have low HP modifier (1.2x iirc).

C3 Chronomancer's Pass reduces CD by 25s at level 5. Good to use it after setting up your fireballs and plotting your flame ground. AFAIK, debuffs cannot be overwritten so a good combo with Pass could be: Stop > 2 FB + Flame Ground > Pass > 2 FB + Flame Ground > Sleep > Joint + Hangman

Credits:
mikai - For test dummy ;)
Kero - For experiences against Monks & Knockback testing
Shiba - For helping test Frost Cloud and others
Pablo & Sixpool - Experiences against fighting Archers (spoiler: I got rekt)
Erokhi - Guild Leader & testing with Stop
PM me at the forums for any clarifications :)
Copy Build
Rank 1
circle 1
Wizard
3 / 5
3
Energy Bolt
Wizard11 Wizard4
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 3:
Attack: 121% x 2
AoE Attack Ratio: 1
SP: 17

Type: Magic / Attack
Cooldown: 9s
1 / 5
Lethargy
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
Sleep
Wizard25
Sleep: Dream Eater
Type: Active
* Limit of attacks of [Sleep] decreases by 80% (min. 1 time)
* Enemies affected by [Sleep] will receive 200% damage from Non-Property and Psychokinesis magic attacks

Sleep Lv6, Wizard C2 required
Sleep

Makes an enemy fall asleep. The enemy awakens once you've reached your limit of attacks.

Level 5:
[Sleep] Duration: 7 seconds
Attack Threshold: 5
SP: 30

Type: Magic / Buff
Cooldown: 25s
5 / 5
Magic Shield
Magic Shield: SPR Efficiency
Type: Active
* SP consumption of [Magic Shield] per hit decreases by [attribute level]% of your SPR

Wizard 2nd Circle required
Magic Shield

Create a protective shield that absorbs enemy's attack. 1% of your maximum SP is consumed every time the damage absorbed.

Level 5:
Damage reduction 20%
Duration: 300 seconds
Applies 5 times
SP: 0

Type: Magic / Buff
Cooldown: 45s
1 / 5
3
Earthquake
Wizard13 Wizard23
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 1:
Attack: 266%
AoE Attack Ratio: 4
SP: 16

Type: Magic / Attack
Cooldown: 17s
Element: Earth
Rank 2
circle 1
Pyromancer
5 / 5
5
Fireball
Pyromancer11 Pyromancer1
Fireball: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Fireball] by 0.5% per attribute level
*+10% added damage at maximum level

Pyromancer 1st Circle required
Fireball: Burn Debuff
Type: Active
* Enemies hit by [Fireball] have a 10% chance per attribute level to receive flame damage for 5 seconds
*[Burn] damage is based on character's INT
* Increases SP consumption by 30%

Pyromancer 1st Circle required
Fireball: Residual Heat
Type: Active
* Increases duration time of [Fireball] by 1 second per attribute level
* Increases SP consumption by 10%

Pyromancer 2nd Circle required
Fireball

[Magic] - [Fire]
Summons a fireball at the targeted area. Enemies that touch the fireball will receive Fire damage. [Fireball] will not hit the same enemies twice. Up to 5 fireballs can be summoned.

Level 5:
Attack: 466%
Duration: 10 seconds
SP: 45

Type: Magic / Attack
Cooldown: 8s
Element: Fire
0 / 5
3
Fire Wall
Pyromancer12 Pyromancer2
Fire Wall: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Fire Wall] by 0.5% per attribute level
* +10% added damage at maximum level

Pyromancer 1st Circle required
Fire Wall: Increased Fire Property Buff
Type: Active
* Increases Fire property attack of allies per attribute level in proportion to INT for 5 sec when they step on [Fire Wall]
* Increases SP consumption by 10%

Pyromancer 1st Circle required
Fire Wall: Knockback
Type: Active
* Knocks back enemies hit by [Fire Wall]

Pyromancer 3rd Circle required
Fire Wall

[Magic] - [Fire]
Creates a wall of flames that continuously damages approaching enemies.

Level 1:
Attack 158% x 5
8 Fire Walls
Duration 15 sec
SP: 36

Type: Magic / Attack
Cooldown: 20s
Element: Fire
5 / 5
Enchant Fire
Pyromancer6
Enchant Fire: Decreased Fire Property Resistance
Type: Active
* Decreases Fire property resistance of nearby enemies by 10 per attribute level for 5 seconds when [Enchant Fire] is used
* Increases SP consumption by 10%

Pyromancer 1st Circle required
Enchant Fire

Temporarily grants Fire property to your attacks.

Level 5:
Additional Fire Property Damage: +50
Property Additional Attack: +0
Duration: 300 seconds
SP: 52

Type: Magic / Buff
Cooldown: 110s
Element: Fire
0 / 5
3
Flare
Pyromancer13 Pyromancer9
Flare: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Flare] by 0.5% per attribute level
*+10% added damage at maximum level

Pyromancer 1st Circle required
Flare: Additional Damage
Type: Active
* Increases property damage of [Flare] by 10 per attribute level to Cloth armor-type enemies
* Increases SP consumption by 10%

Pyromancer 1st Circle required
Flare

[Magic] - [Fire]
Inflicts damage by exploding a burning enemy.

Level 1:
Attack: 545%
SP: 27

Type: Magic / Attack
Cooldown: 20s
Element: Fire
5 / 5
Flame Ground
Pyromancer26
Flame Ground: Enhance
Type: Passive
* Increases the damage dealt on an enemy with [Flame Ground] by 0.5% per attribute level
* +10% added damage at maximum level

Pyromancer 1st Circle required
Flame Ground: Diffusion
Type: Active
* Enemies in range of [Flame Ground] become afflicted with [Heat]
* Fire property resistance of enemies afflicted with [Heat] decreases by 50
* Enemies afflicted with [Heat] can be attacked with [Flare]
* Increases SP consumption by 10%

Pyromancer 2nd Circle required
Flame Ground

[Magic] - [Fire]
Creates a magic circle of flames around you. Deals continuous flame damage to enemies within the magic circle.

Level 5:
135% attack per 0.5 sec
Duration 8 sec
SP: 85

Type: Magic / Attack
Cooldown: 25s
Element: Fire
Rank 3
circle 1
Linker
1 / 1
Unbind
Linker7
Unbind: Enemy Damage
Type: Active
* Deals damage equal to 100% magic attack to enemies when link from [Unbind] is about to disconnect
* Increases by 10% per attribute level from Lv. 2
* Increases SP consumption by 10%

Linker 1st Circle required
Unbind

Disconnect all links.

Level 1:
Disconnect all links at once.
Maximum Level: 1
SP: 43

Type: Magic / Buff
Cooldown: 0s
4 / 5
Physical Link
Linker1
Physical Link: Defense
Type: Active
* Increases physical defense by [connected party members * attribute level]% when [Physical Link] is active
* Increases SP consumption by 10%

Linker 1st Circle required
5 / 5
Joint Penalty
Linker8 Linker9 Linker10
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
Linker2 Linker6
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
circle 2
Linker
1 / 1
Unbind
Linker7
Unbind: Enemy Damage
Type: Active
* Deals damage equal to 100% magic attack to enemies when link from [Unbind] is about to disconnect
* Increases by 10% per attribute level from Lv. 2
* Increases SP consumption by 10%

Linker 1st Circle required
Unbind

Disconnect all links.

Level 1:
Disconnect all links at once.
Maximum Level: 1
SP: 43

Type: Magic / Buff
Cooldown: 0s
4 / 10
Physical Link
Linker1
Physical Link: Defense
Type: Active
* Increases physical defense by [connected party members * attribute level]% when [Physical Link] is active
* Increases SP consumption by 10%

Linker 1st Circle required
10 / 10
Joint Penalty
Linker8 Linker9 Linker10
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
10 / 10
Hangman's Knot
Linker2 Linker6
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 10:
[Bind] Duration: 3 seconds
SP: 99

Type: Magic / Buff
Cooldown: 15s
5 / 5
Spiritual Chain
Linker4 Linker12
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
0 / 5
Spirit Shock
Linker13 Linker14
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 1:
0.5 second attack 243%
Duration: 3.5 seconds
SP: 72

Type: Magic / Attack
Cooldown: 15s
Element: Soul
Rank 5
circle 1
Chronomancer
5 / 5
Quicken
Chronomancer1
Quicken: Critical Rate
Type: Active
* [Quicken] increases critical rate by 15 per attribute level and decreases evasion by 20 per attribute level
Effect increases up to 2 times in proportion to caster's SPR and target's level
* Increases SP consumption by 30%

Chronomancer 1st Circle required
Quicken

Temporarily increases the attack speed of you and your party members by manipulating time. The effect increases up to double proportional to the caster's SPR and the target's level.

Level 5:
Attack Speed: +65
Duration: 60 seconds
Consumes #{SpendItemCount}# Time Crystal Fragment
SP: 121

Type: Magic / Buff
Cooldown: 40s
0 / 5
Reincarnate
Chronomancer3
Reincarnate: Two
Type: Active
* When an enemy affected by [Reincarnate] dies and is revived, two enemies will appear with a chance of 1% per attribute level
* Increases SP consumption by 30%

Chronomancer 1st Circle required
Reincarnate

Manipulate time to make a monster reappear on the same spot it was defeated. You must use it near monsters for it to have effect. Reincarnated monsters cannot be reincarnated again.

Level 1:
Duration: 6 seconds
Consumes #{SpendItemCount}# Time Crystal Fragment
SP: 92

Type: Magic / Buff
Cooldown: 120s
5 / 5
Stop
Chronomancer4
Stop: Control Boss Monster
Type: Active
* Allows [Stop] to also stop boss monsters once
* Increases SP consumption by 10
* Increases SP consumption by 30%

Chronomancer 1st Circle required
Stop

Stops time of monsters within the targeted area. Enemies do not receive damage when time is stopped.

Level 5:
Magic Duration: 10 seconds
Consumes #{SpendItemCount}# Time Crystal Fragment
SP: 174

Type: Magic / Buff
Cooldown: 100s
3 / 5
Slow
Chronomancer2 Chronomancer6
Slow: Critical Resistance
Type: Active
* Enemies affected by [Slow] have their critical resistance decreased by a value equal to 15% of the caster's INT
* Increases SP consumption by 10%

Chronomancer 1st Circle required
Slow: Decreased Nullification
Type: Active
* Decreases chance of nullifying an attack by 6% per attribute level when enemies are affected by [Slow]
* Increases SP consumption by 10%

Chronomancer 1st Circle required
Slow

Controls time to decrease the movement speed of enemies.

Level 3:
Movement Speed: -12
Magic Circle Duration: 15.5 seconds
[Slow] Duration: 10 seconds
SP: 109

Type: Magic / Buff
Cooldown: 35s
Rank 6
circle 2
Chronomancer
10 / 10
Quicken
Chronomancer1
Quicken: Critical Rate
Type: Active
* [Quicken] increases critical rate by 15 per attribute level and decreases evasion by 20 per attribute level
Effect increases up to 2 times in proportion to caster's SPR and target's level
* Increases SP consumption by 30%

Chronomancer 1st Circle required
Quicken

Temporarily increases the attack speed of you and your party members by manipulating time. The effect increases up to double proportional to the caster's SPR and the target's level.

Level 10:
Attack Speed: +115
Duration: 90 seconds
Consumes #{SpendItemCount}# Time Crystal Fragment
SP: 169

Type: Magic / Buff
Cooldown: 40s
0 / 10
Reincarnate
Chronomancer3
Reincarnate: Two
Type: Active
* When an enemy affected by [Reincarnate] dies and is revived, two enemies will appear with a chance of 1% per attribute level
* Increases SP consumption by 30%

Chronomancer 1st Circle required
Reincarnate

Manipulate time to make a monster reappear on the same spot it was defeated. You must use it near monsters for it to have effect. Reincarnated monsters cannot be reincarnated again.

Level 1:
Duration: 6 seconds
Consumes #{SpendItemCount}# Time Crystal Fragment
SP: 92

Type: Magic / Buff
Cooldown: 120s
10 / 10
Stop
Chronomancer4
Stop: Control Boss Monster
Type: Active
* Allows [Stop] to also stop boss monsters once
* Increases SP consumption by 10
* Increases SP consumption by 30%

Chronomancer 1st Circle required
Stop

Stops time of monsters within the targeted area. Enemies do not receive damage when time is stopped.

Level 10:
Magic Duration: 15 seconds
Consumes #{SpendItemCount}# Time Crystal Fragment
SP: 252

Type: Magic / Buff
Cooldown: 100s
5 / 10
Slow
Chronomancer2 Chronomancer6
Slow: Critical Resistance
Type: Active
* Enemies affected by [Slow] have their critical resistance decreased by a value equal to 15% of the caster's INT
* Increases SP consumption by 10%

Chronomancer 1st Circle required
Slow: Decreased Nullification
Type: Active
* Decreases chance of nullifying an attack by 6% per attribute level when enemies are affected by [Slow]
* Increases SP consumption by 10%

Chronomancer 1st Circle required
Slow

Controls time to decrease the movement speed of enemies.

Level 5:
Movement Speed: -15
Magic Circle Duration: 16.5 seconds
[Slow] Duration: 10 seconds
SP: 131

Type: Magic / Buff
Cooldown: 35s
5 / 5
Haste
Chronomancer7
Haste: Increased Evasion
Type: Active
* Increases your evasion by 15 per attribute level
* Effect increases up to 2 times in proportion to caster's SPR and target's level
* Increases SP consumption by 10%

Chronomancer 2nd Circle required
Haste

Temporarily increases the movement speed of you and your party members by manipulating time.The effect increases up to double proportional to the caster's SPR and the target's level.

Level 5:
Movement Speed: +5
Duration: 80 seconds
Consumes #{SpendItemCount}# Time Crystal Fragment
SP: 134

Type: Magic / Buff
Cooldown: 35s
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