Hardcore Full Late Game Powerhouse (Read the Description!)
Created by Sorcker on Apr 9th 2016 (Last Updated: Jun 8th 2016).
This is a public build.
22
Skills choice and explanation:
The core Wizard skills are:
Quick Cast (5pts): The main reason to follow this build. The Elementalist skills have very long casts.
***Besides, this skill has an attribute that simply improves all your damage by 50% !!!***
Magic Missile (5pts): The main wiz dmg skill.
Surespell (10pts): Core to avoid stopping the cast from the elementalist skills.
Sleep (15pts): Absurd instant AoE CC skill, for both PvP and PvE.
Earthquake (1pts): Just 1 lvl is necessary, because of the cc it gives. The dmg is very bad.
Lethargy (3pts): 3 Points is needed because of the attributes. There is one very powerful that enhances the Strike damage in 100% ! According to the tos wiki, Strike damage are dealt by Maces and some Monk's, Paladin's and Swordsman's skills.
It sums up to 39 points. There are 6 left, so I chose to put it in Energy Bolt to lower the suffering from the early levels.
[Wiz C1]: (Used 14 points, saved 1)
5 - Energy Bolt
5 - Sleep
3 - Lethargy
1 - Earthquake
[Wiz C2]: (Used 6 points, saved 9)
1 - Energy Bolt
5 - Surespell
Important: Its nice to have those 10 points saved because when you reach WizC3, you immediately max Quick Cast and Magic Missiles, giving you a really powerful boost of dmg.
[Wiz C3]: (Used all of the 25 points remaining)
5 - Quick Cast
5 - Magic Missiles
5 - Surespell
10 - Sleep
I didnt pick Reflect Shield because it isnt useful neither in the early stages, nor in the late game, it scales with SPR which nobody picks, dont reduces the damage significantly, dont deal much dmg too and it even take 1 important buff place in parties.
The core Elementalist skills are:
Frost Cloud (5pts): It is one of the most powerful skills in the game, hitting 33 times in 10 seconds. Very short cooldown, in comparison with the other spells, only 30s. Doesnt hit flying monsters though.
Meteor (10pts): An absurd powerful spell. After the kind of long 5s cast (with Quick Cast), it INSTANTLY deals a huge amount of damage in a LARGE AREA!! It is awesome for PvP too.
Hail (15pts): Constant nice damage. Not so good to grind, because of the 45s cooldown, but its awesome to kill bosses.
Electrocute (14pts): It targets 9 monsters, has quite a low cooldown (33s) and can have its damage enhanced by Rain and the Hail's freeze attribute. An ok skill.
Rain (1pts): To amplify the damage from Electrocute in 35%. Only the duration scales with level, so just 1 point is ok.
[Ele C1]: (Used 10 points, saved 5)
5 - Hail
5 - Electrocute
[Ele C2]: (Used 15 points)
5 - Hail
5 - Meteor
5 - Electrocute
[Ele C3]: (Used all the remaining 20 points)
5 - Frost Cloud (saved points)
5 - Meteor
5 - Hail
1 - Rain
4 - Electrocute
Didnt pick Prominence because it is not a reliable source of dmg, since it appears randomly.
Stone curse isnt good too, since you already have Sleep with a much lower cooldown and no casting time.
No Freezing Sphere because the other spells simply have more damage.
Warlock
I need more info on this one, but from what I have seen:
Dark Theurge is good to protect you from melee damage dealers, both for PvE and PvP.
Evil Sacrifice throws the shield from Dark Theurge.
5 points into Invocation because of the attribute which enhances the Dark Property Attack in 30% for you and 15% for your party.
Pole of Agony has fast and good dmg, but in a very small area and has a veeery long cooldown.
Only 1 point in Mastema because it appears to already deal a nice dmg in lvl 1.
[Warlock]
5 - Dark Theurge
1 - Evil Sacrifice
5 - Invocation
3 - Pole of Agony
1 - Mastema
Status Build:
From what I have searched, and by personal experience, SPR is not worth. You can go on just buying potions or using bonfires. Since the build focus on damage, I would prioritize INT, without neglecting CON, because even with hp potions you can simply just die to a large mob or a strong boss attack in the potion cooldown. Therefore, I will follow something like 4:1 (INT:CON).
Example: 200 INT, 50 CON
If you want more details about equipment, weapons, gems, links, videos and such, you can found at my Comprehensive Wizard guide:
Sorcker's Solo Constant Damage: A Comprehensive guide to the Wizard class
The core Wizard skills are:
Quick Cast (5pts): The main reason to follow this build. The Elementalist skills have very long casts.
***Besides, this skill has an attribute that simply improves all your damage by 50% !!!***
Magic Missile (5pts): The main wiz dmg skill.
Surespell (10pts): Core to avoid stopping the cast from the elementalist skills.
Sleep (15pts): Absurd instant AoE CC skill, for both PvP and PvE.
Earthquake (1pts): Just 1 lvl is necessary, because of the cc it gives. The dmg is very bad.
Lethargy (3pts): 3 Points is needed because of the attributes. There is one very powerful that enhances the Strike damage in 100% ! According to the tos wiki, Strike damage are dealt by Maces and some Monk's, Paladin's and Swordsman's skills.
It sums up to 39 points. There are 6 left, so I chose to put it in Energy Bolt to lower the suffering from the early levels.
[Wiz C1]: (Used 14 points, saved 1)
5 - Energy Bolt
5 - Sleep
3 - Lethargy
1 - Earthquake
[Wiz C2]: (Used 6 points, saved 9)
1 - Energy Bolt
5 - Surespell
Important: Its nice to have those 10 points saved because when you reach WizC3, you immediately max Quick Cast and Magic Missiles, giving you a really powerful boost of dmg.
[Wiz C3]: (Used all of the 25 points remaining)
5 - Quick Cast
5 - Magic Missiles
5 - Surespell
10 - Sleep
I didnt pick Reflect Shield because it isnt useful neither in the early stages, nor in the late game, it scales with SPR which nobody picks, dont reduces the damage significantly, dont deal much dmg too and it even take 1 important buff place in parties.
The core Elementalist skills are:
Frost Cloud (5pts): It is one of the most powerful skills in the game, hitting 33 times in 10 seconds. Very short cooldown, in comparison with the other spells, only 30s. Doesnt hit flying monsters though.
Meteor (10pts): An absurd powerful spell. After the kind of long 5s cast (with Quick Cast), it INSTANTLY deals a huge amount of damage in a LARGE AREA!! It is awesome for PvP too.
Hail (15pts): Constant nice damage. Not so good to grind, because of the 45s cooldown, but its awesome to kill bosses.
Electrocute (14pts): It targets 9 monsters, has quite a low cooldown (33s) and can have its damage enhanced by Rain and the Hail's freeze attribute. An ok skill.
Rain (1pts): To amplify the damage from Electrocute in 35%. Only the duration scales with level, so just 1 point is ok.
[Ele C1]: (Used 10 points, saved 5)
5 - Hail
5 - Electrocute
[Ele C2]: (Used 15 points)
5 - Hail
5 - Meteor
5 - Electrocute
[Ele C3]: (Used all the remaining 20 points)
5 - Frost Cloud (saved points)
5 - Meteor
5 - Hail
1 - Rain
4 - Electrocute
Didnt pick Prominence because it is not a reliable source of dmg, since it appears randomly.
Stone curse isnt good too, since you already have Sleep with a much lower cooldown and no casting time.
No Freezing Sphere because the other spells simply have more damage.
Warlock
I need more info on this one, but from what I have seen:
Dark Theurge is good to protect you from melee damage dealers, both for PvE and PvP.
Evil Sacrifice throws the shield from Dark Theurge.
5 points into Invocation because of the attribute which enhances the Dark Property Attack in 30% for you and 15% for your party.
Pole of Agony has fast and good dmg, but in a very small area and has a veeery long cooldown.
Only 1 point in Mastema because it appears to already deal a nice dmg in lvl 1.
[Warlock]
5 - Dark Theurge
1 - Evil Sacrifice
5 - Invocation
3 - Pole of Agony
1 - Mastema
Status Build:
From what I have searched, and by personal experience, SPR is not worth. You can go on just buying potions or using bonfires. Since the build focus on damage, I would prioritize INT, without neglecting CON, because even with hp potions you can simply just die to a large mob or a strong boss attack in the potion cooldown. Therefore, I will follow something like 4:1 (INT:CON).
Example: 200 INT, 50 CON
If you want more details about equipment, weapons, gems, links, videos and such, you can found at my Comprehensive Wizard guide:
Sorcker's Solo Constant Damage: A Comprehensive guide to the Wizard class
Rank 1
![]() ![]() Wizard |
![]() 5 / 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 5: Attack: 133% x 2 AoE Attack Ratio: 1 SP: 22 Type: Magic / Attack Cooldown: 9s ![]() 3 / 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 3: Physical attack -3% Magic attack -3% Evasion -15 Damage from magic circles +20% [Lethargy] Duration 20 sec SP: 18 Type: Magic / Buff Cooldown: 20s ![]() 5 / 5 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 ![]() 1 / 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 1: Attack: 266% AoE Attack Ratio: 4 SP: 16 Type: Magic / Attack Cooldown: 17s Element: ![]() |
Rank 2
![]() ![]() Wizard |
![]() 6 / 10 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 6: Attack: 139% x 2 AoE Attack Ratio: 1 SP: 25 Type: Magic / Attack Cooldown: 9s ![]() 5 / 5 Surespell Skills being cast cannot be interrupted by enemy attacks. Level 5: Targets (excluding caster) 4 Duration 300 sec SP: 36 Type: Magic / Buff Cooldown: 60s |
Rank 3
![]() ![]() Wizard |
![]() 15 / 15 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 15: [Sleep] Duration: 17 seconds Attack Threshold: 15 SP: 58 Type: Magic / Buff Cooldown: 25s ![]() 10 / 10 Surespell Skills being cast cannot be interrupted by enemy attacks. Level 10: Targets (excluding caster) 9 Duration 300 sec SP: 52 Type: Magic / Buff Cooldown: 60s ![]() 5 / 10 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 ![]() 5 / 5 Quick Cast Reduces skill casting time. The reduced casting time will not surpass 90% of the original casting time. Level 5: Casting Time: -50% Duration: 300 seconds SP: 43 Type: Magic / Buff Cooldown: 60s |
Rank 4
![]() ![]() Elementalist |
![]() 5 / 5 4 Electrocute: Enhance Type: Passive * Increases the damage dealt on an enemy with [Electrocute] by 0.5% per attribute level * +10% added damage at maximum level Elementalist 1st Circle required Electrocute [Magic] - [Lightning] Release a surge of electricity to attack enemies in front of you. Level 5: Attack: 219% x 4 }Number of Targets: 5 SP: 123 Type: Magic / Attack Cooldown: 35s Element: ![]() ![]() 5 / 5 Hail: Enhance Type: Passive * Increases the damage dealt on an enemy with [Hail] by 0.5% per attribute level * +10% added damage at maximum level Elementalist 1st Circle required Hail: Freeze Type: Active * Enemies hit by [Hail] have a 5% chance per attribute level of becoming afflicted with [Freeze] for 5 seconds * Increases SP consumption by 30% Elementalist 2nd Circle required Hail [Magic] - [Ice] Drop chunks of ice to continuously inflict damage on enemies. Level 5: Attack: 735% Duration: 10 seconds SP: 118 Type: Magic / Attack Cooldown: 45s Element: ![]() |
Rank 5
![]() ![]() Elementalist |
![]() 10 / 10 4 Electrocute: Enhance Type: Passive * Increases the damage dealt on an enemy with [Electrocute] by 0.5% per attribute level * +10% added damage at maximum level Elementalist 1st Circle required Electrocute [Magic] - [Lightning] Release a surge of electricity to attack enemies in front of you. Level 10: Attack: 269% x 4 }Number of Targets: 8 SP: 172 Type: Magic / Attack Cooldown: 35s Element: ![]() ![]() 10 / 10 Hail: Enhance Type: Passive * Increases the damage dealt on an enemy with [Hail] by 0.5% per attribute level * +10% added damage at maximum level Elementalist 1st Circle required Hail: Freeze Type: Active * Enemies hit by [Hail] have a 5% chance per attribute level of becoming afflicted with [Freeze] for 5 seconds * Increases SP consumption by 30% Elementalist 2nd Circle required Hail [Magic] - [Ice] Drop chunks of ice to continuously inflict damage on enemies. Level 10: Attack: 901% Duration: 10 seconds SP: 166 Type: Magic / Attack Cooldown: 45s Element: ![]() |
Rank 6
![]() ![]() Elementalist |
![]() 14 / 15 4 Electrocute: Enhance Type: Passive * Increases the damage dealt on an enemy with [Electrocute] by 0.5% per attribute level * +10% added damage at maximum level Elementalist 1st Circle required Electrocute [Magic] - [Lightning] Release a surge of electricity to attack enemies in front of you. Level 14: Attack: 308% x 4 }Number of Targets: 10 SP: 212 Type: Magic / Attack Cooldown: 35s Element: ![]() ![]() 15 / 15 Hail: Enhance Type: Passive * Increases the damage dealt on an enemy with [Hail] by 0.5% per attribute level * +10% added damage at maximum level Elementalist 1st Circle required Hail: Freeze Type: Active * Enemies hit by [Hail] have a 5% chance per attribute level of becoming afflicted with [Freeze] for 5 seconds * Increases SP consumption by 30% Elementalist 2nd Circle required Hail [Magic] - [Ice] Drop chunks of ice to continuously inflict damage on enemies. Level 15: Attack: 1067% Duration: 10 seconds SP: 214 Type: Magic / Attack Cooldown: 45s Element: ![]() ![]() 5 / 5 2 Meteor: Enhance Type: Passive * Increases the damage dealt on an enemy with [Meteor] by 0.5% per attribute level * +10% added damage at maximum level Elementalist 3rd Circle required Meteor: Flame Ground Type: Active * Enemies on [Flame Ground] take 5 consecutive hits by [Meteor] Elementalist 3rd Circle required Meteor [Magic] - [Fire] Drop a meteor on the targeted area to inflict damage to enemies. Level 5: Attack 3516% Casting 3 sec AoE attack ratio 30 SP: 166 Type: Magic / Attack Cooldown: 40s Element: ![]() |
Rank 7
![]() ![]() Warlock |
![]() 3 / 5 Pole of Agony: Enhance Type: Passive * Increases the damage dealt on an enemy with [Pole of Agony] by 0.5% per attribute level * +10% added damage at maximum level Warlock 1st Circle required Pole of Agony: Duration Type: Active * Increases remaining effect time of [Pole of Agony] on an enemy by 0.8 seconds per attribute level * Increases SP consumption by 10% Warlock 1st Circle required Pole of Agony: Maintain Type: Active * [Pole of Agony] deals a minimum number of damage to enemies * Number increases with attribute level * Increases SP consumption by 10% Warlock 1st Circle required Pole of Agony [Magic] - [Dark] Summon a pillar of darkness that constantly inflicts pain on enemies who come in contact with it. Level 3: 311% Attack per 0.3 seconds Duration: 6.6 seconds Additional Damage for 10 seconds SP: 162 Type: Magic / Attack Cooldown: 60s Element: ![]() ![]() 5 / 5 Invocation: Deliver Type: Active * Increases Dark property attack by 5% per attribute level of allies nearby the evil spirit of [Invocation] * Applies double the effect to casting character * Increases SP consumption by 10% Lv. 5 Invocation required Invocation: Duration Type: Passive * Increases duration for evil spirits summoned from [Invocation] by 5 seconds per attribute level * Increases SP consumption by 10% Warlock 2nd Circle Required Invocation: Demon Spirit Type: Active * Increases chance of summoning high-level evil spirits by 1% per attribute level * Increases SP consumption by 10% Warlock 2nd Circle Required Invocation [Magic] - [Dark] Summon evil spirits from the death of enemies. The summoned spirits remain in the field damaging enemies who come into contact with them. The number of attacks is the same as [Dark Theurge]'s evil spirits. Level 5: Duration: 45 seconds SP: 172 Type: Magic / Attack Cooldown: 60s Element: ![]() ![]() 5 / 5 Dark Theurge: Enhance Type: Passive * Increases the damage dealt on an enemy with [Dark Theurge] by 0.5% per attribute level * +10% added damage at maximum level Warlock 1st Circle required Dark Theurge: Blind Type: Active * Enemies hit by [Dark Theurge] have a 1% chance per attribute level to be afflicted with [Blind] for 10 sec * Increases SP consumption by 10% Warlock 1st Circle required Dark Theurge: Anguish Type: Active * Increases damage dealt with [Dark Theurge] to enemies debuffed with [Fear] by 10% per attribute level * Increases SP consumption by 100% Warlock 1st Circle required Dark Theurge: Tough Evil Spirit Type: Active * Applies double the hits with Dark Theurge * Increases SP consumption by 50% Warlock 3rd Circle required Dark Theurge [Magic] - [Dark] Summon evil spirits to surround you for protection and attack the enemies upon contact. Level 5: Attack: 630% x 5 Duration: 30 seconds SP: 151 Type: Magic / Attack Cooldown: 30s Element: ![]() ![]() 1 / 5 Mastema: Enhance Type: Passive * Increases the damage dealt on an enemy with [Mastema] by 0.5% per attribute level * +10% added damage at maximum level Warlock 1st Circle required Mastema: Reduced Threat Type: Active * Reduces provocation of enemies hit by [Mastema] by 1% per attribute level * Increases SP consumption by 10% Warlock 1st Circle required Mastema: Phantom Pain Type: Active * [Mastema] deals continuous damage to targets and decreases STR, INT, SPR, DEX by 10% per attribute level * Increases SP consumption by 10% Warlock 2nd Circle Required Mastema [Magic] - [Dark] Summon the devil of hatred to attack enemies. Enemies attacked by this magic can take you as prior target, and will temporarily take extra damage from Holy property attacks Level 1: Attack: 1149% Stigma Duration: 20 seconds SP: 110 Type: Magic / Attack Cooldown: 37s Element: ![]() ![]() 1 / 1 Evil Sacrifice [Magic] Set the enemies in the targeted area as a sacrifice to the evil spirits. The evil spirits will move towards the targeted area to attack enemies. Level 1: Maximum Level: 1 SP: 88 Type: Magic / Attack Cooldown: 0s Element: ![]() |
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Comments (39)
hey what do you thing about full con/ high con in this build? is it still ok to PVE? i want to build pvp char, but scared of not capable to PVE well with high con/full con
I'm just wondering if the 4:1 (INT:CON) ratio means "raw stat" (ie. you put 1 pt into CON every 5th level) OR "gears and other stat bonuses combined".
Thanks for your time.
I meant the points that are shown, combining all the gear and bonuses.
Staff until 75, then Rod+Dagger/shield. Then, you only change for a Lolopanther Staff at 270, but it is very had to get :p. I'm not even sure that it exists in the server.
I should've linked my other build in the description, sorry for that, but I made a very comprehensive guide about the wiz class. There I explain those things better:
http://www.tosbase.com/tools/skill-simulator/build/9lvr1voywb/
but the link is not wiz3 elem3 sir
Both are magic classes, focused on dps, so both are benefited from INT, magic attack, magic amp and elemental attack.
Just wanted to ask, do you intend to do complete the guide with which attributes to get?
If not could at least help me out mentioning some useful ones?
Thx!
Thanks!
Yes, I do, but maybe it will take some time :p. I have some things to do here in my college...
For sure the most powerful spell here is Frost Cloud. The damage increasing attribute is the most important attribute to get, aside from, of course, the Quick Cast one that enhances your damage in 50%.
Others worth mentioning are the Rain's increasing time, the Freeze chance in Hail and the Electrocute's damage increase when targeting frozen monsters.
For Warlock the most important is the Invocation one, that's the reason to level it up to 5.
awesome!
thx for the reply :D
from the other build , some choose freezing sphere over electrocute. any reason why electrocute better? (- the freezing combo bcs sometimes the combo didnt call it) ,
also is freezing sphere is ammo based? (like energy ball / magic missile)
also prominence is really suck eh?
So, I didn't actually test this build ingame. I made the build based on what I have read an seen, and based on that, I concluded that Freezing Sphere has less damage than Electrocute. Electrocute targets 9 monsters and at the level 14 it has a great amount of damage. Freezing Sphere is like a more powerful Energy Bolt. You can throw it 3 times before it enters in cooldown, and the monster have to be close to each other to target more than 1. Electrocute targets monsters that are far away from each other, that's why I picked it.
Prominence sucks, yes. Maybe you can pick one point, just to have it, but I'd rather spend it somewhere else. The random damage doesn't appeals me :p.
"Solo Constant Damage: A Comprehensive Guide to the Wiz class"
thanks would appreciate that a lot... that guide was really something special :)
Hello! Thanks for your kind words!
I intend to make this build better, for sure!
I managed to make the sorc guide because it is my main character. I will create a Wiz3>Ele3 later, and then I will have personal experience to complete this build. I prefer to test things first before I write them hehe.
really indeed your a dedicated person :) I appreciate your guides, so maybe ill make another mage like the way you did, seems full of fun,
Thanks!
For the stas points, I personally follow the 4:1 (INT:CON) ratio, with no SPR. This means that I always have 4x more INT than CON. Examples: 400 INT, 100 CON; 200 INT, 50 CON; 100 INT, 25 CON etc.
But some people prefer to use 3:1 or even 2:1. Its up to you, if you notice that you are dying a lot, put more CON into it.
I like Animus very much, and prefer it over max peta/terrallion. The benefits from STR, DEX and SPR are minimal, like a little bit of weight limit, evasion and magic def. The CON is reasonable and the INT is really valuable for the Sorc's Summon, but I prefer the +33 MATK and the huge boost of Magic Amp from Animus. Even with low con, you gain HP recovery naturally from leveling up, so the bonus is not bad.
I'm following the 4:1 ratio. Right now I have 400 INT and 100 CON
W C1:
Energy Bolt 2/5
Lethargy 1/5
Sleep 5/5
Earthquake 2/5
- Still gets the bonus from Lethargy;
- Doesn't spend skill pts in Reflect Shield, that's gonna get useless late game anyway;
- Gets a lot more dmg for the early lvling.
W C2:
Sleep 10/10
Surespell 5/5
- Now you need the Surespell, because you have the cast time of Energy Bolt to consider;
- You end up still saving 10 skill pts to put into Magic Missile and Quick Cast as soon as you get W C3.
W C3:
Sleep 15/15
Earthquake 7/15
Surespell 10/10
Magic Missile 5/5
Quick Cast 5/5
- Maxed Sleep;
- Maxed Surespell.
P.S.: The 5 pts I put into Earthquake I just didn't have any idea what to do with them, so I thought that maybe more AoE dmg while you don't get the Elementalist skills would be nice for lvling, but I don't know...
Okay, I thought and researched a lot about all of it, and you're right: Reflect Shield isnt so good as I thought.
I want Lethargy level 3 to get the other attribute, which enhances the magic and physical attack debuff.
Earthquake have a really bad damage, even with the lethargy attribute, it is only worth 1 lvl because of the cc.
I changed a lot the wizards skills, now reconsidering the reflect shield uselessness:
Maxed Quick Cast, Magic Missiles, Surespell and Sleep, 1 point in Earthquake and 3 points in Lethargy sums up to 39 points. There are 6 points left, which I put 5 in Energy bolt to lower the suffering from the early levels and 1 more in lethargy. Thanks a lot for the questioning!
Example: 200 INT, 50 CON