Alchemist | Wizard guide (Updated 01/04 | Added new build)
Created by Majutsu on Nov 16th 2015 (Last Updated: Apr 13th 2016).
This is a public build.
73
New build: http://www.tosbase.com/tools/skill-simulator/build/z7vkb10u5t/
My steam: http://steamcommunity.com/profiles/76561198160488253/
When level below 130 (rank 4): My recommend stats: 80 CON and 49 SPR. It will help you leveling easier, Dont need to spend many money to buy Potion. In this time, INT is useless, its still add damg to skill but dont have many useful. Hope they will fix it in OB.
When level above 130 (rank 5 - sorcerer): 30 CON, 139 INT, 30 SPR, other Bonus Points go for INT. And now you can reset skill, replace Earthquake by Sleep.
When you are alchemist, you should only max 1 of these skill: Gem Roasting, Briquetting, Tincturing or Magnum Opus. When you fell useless, you can reset and max other.
Why i didn't go other way? If you want go Elementalist, you must have wizard rank 3 to have quick cast and sure spell to cast Meteor ( meteor lv1 cast time 1s, meteor lv10 cast time 10s) or you wont able to cast skill in PVP, but still acceptable in PVE if we have a party. And Elementalist has long cooldown skills, so very hard to PVE and extremely hard to PVP if dont have wizard rank 3. (But if you have you will be extremely powerful in PVP)
Why not Necromancer? I think Necromancer need more buff in skill cost, it's cost corpse to cast skill, 1 mob you kill = 1 corpse. It's cost too much corpse, i cant think how can you kill many mob in hight level to have corpses to cast skill.
I dont have no idea about Chronomancer.
If you have any questions or idea please reply me.
My english is very bad but i hope you can understand.
UPDATED: Summon Salamion lv1 is okay, higher level dont have many help, Summon servant now get lv5, Hold lv1. Remove Dig and replace it by Tincturing lv5.
Some skills move to higher circle:
Sorcerer C2: Attack Ground, Riding, Morph, Hold
Alchemist C2: Gem roasting
Alchemist C3: Magnum Opus
Suggest cards: Chapparition or Templeshooter.
Some other useful builds: Wizard - Pyromancer - Linker - Linker/Thaumaturge/Pyromancer - Sorcerer - Alchemist
My steam: http://steamcommunity.com/profiles/76561198160488253/
When level below 130 (rank 4): My recommend stats: 80 CON and 49 SPR. It will help you leveling easier, Dont need to spend many money to buy Potion. In this time, INT is useless, its still add damg to skill but dont have many useful. Hope they will fix it in OB.
When level above 130 (rank 5 - sorcerer): 30 CON, 139 INT, 30 SPR, other Bonus Points go for INT. And now you can reset skill, replace Earthquake by Sleep.
When you are alchemist, you should only max 1 of these skill: Gem Roasting, Briquetting, Tincturing or Magnum Opus. When you fell useless, you can reset and max other.
Why i didn't go other way? If you want go Elementalist, you must have wizard rank 3 to have quick cast and sure spell to cast Meteor ( meteor lv1 cast time 1s, meteor lv10 cast time 10s) or you wont able to cast skill in PVP, but still acceptable in PVE if we have a party. And Elementalist has long cooldown skills, so very hard to PVE and extremely hard to PVP if dont have wizard rank 3. (But if you have you will be extremely powerful in PVP)
Why not Necromancer? I think Necromancer need more buff in skill cost, it's cost corpse to cast skill, 1 mob you kill = 1 corpse. It's cost too much corpse, i cant think how can you kill many mob in hight level to have corpses to cast skill.
I dont have no idea about Chronomancer.
If you have any questions or idea please reply me.
My english is very bad but i hope you can understand.
UPDATED: Summon Salamion lv1 is okay, higher level dont have many help, Summon servant now get lv5, Hold lv1. Remove Dig and replace it by Tincturing lv5.
Some skills move to higher circle:
Sorcerer C2: Attack Ground, Riding, Morph, Hold
Alchemist C2: Gem roasting
Alchemist C3: Magnum Opus
Suggest cards: Chapparition or Templeshooter.
Some other useful builds: Wizard - Pyromancer - Linker - Linker/Thaumaturge/Pyromancer - Sorcerer - Alchemist
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 5 / 5 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 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
Pyromancer |
5 / 5 5 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: 5 / 5 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: 5 / 5 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: |
Rank 3
Linker |
1 / 1 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: 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 Physical Link Links party members and shares damage. Can be canceled by the Unbind skill. Level 4: Damage decreases depending on the number of links Maximum Links: 7 Duration: 100 seconds SP: 70 Type: Magic / Buff Cooldown: 22s 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
Pyromancer |
10 / 10 5 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 10: Attack: 571% Duration: 10 seconds SP: 69 Type: Magic / Attack Cooldown: 8s Element: 10 / 10 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 10: 165% attack per 0.5 sec Duration 8 sec SP: 139 Type: Magic / Attack Cooldown: 25s Element: 5 / 5 Fire Pillar: Enhance Type: Passive * Increases the damage dealt on an enemy with [Fire Pillar] by 0.5% per attribute level * +10% added damage at maximum level Pyromancer 2nd Circle required Fire Pillar [Magic] - [Fire] Summons a pillar of fire to inflict damage on enemies. Level 5: 157% Attack per 0.5 seconds Duration: 10 seconds SP: 67 Type: Magic / Attack Cooldown: 30s Element: |
Rank 5
Sorcerer |
5 / 5 Summoning Summon the devil of the card inserted in your grimoire. The attack and defense of the summoned devil will be set according to your character's level, and will increase by 5% for each star on the corresponding card. The grimoire can only equip Devil-type monster cards. Level 5: Summons a Devil-type boss monster Devil's Additional Attack: 15% Devil's Additional Defense: 15% Duration: 900 seconds SP: 116 Type: Magic / Attack Cooldown: 60s Element: 4 / 5 Summon Familar: Enhance Type: Passive * Increases the damage dealt on an enemy with [Summon Familiar] by 0.5% per attribute level * +10% added damage at maximum level Sorcerer 1st Circle required Summon Familar: Splash Type: Active * Deals damage to nearby enemies with a 1% chance per attribute level when the summoned familiar of [Summon Familiar] explodes itself * Increases SP consumption by 10% Lv3 Summon Familiar required Summon Familiar [Magic] - [Dark] Summon a familiar. The familiar rushes to an enemy that you attack or that attacks you, and then explodes itself. Level 4: Attack: 365% Summon 4 Familiar Spirits SP: 116 Type: Magic / Attack Cooldown: 35s Element: 1 / 5 Summon Salamion: Ignite Type: Active * Chance to inflict [Burn] for 10 seconds on an enemy when attacked by Salamion * Chance increases by 2% per attribute level * Increases SP consumption by 10% Sorcerer 2nd Circle required Summon Salamion: Blind Type: Active * Chance to inflict [Burn] for 10 sec on enemies attacked by Salamion * Chance increases by 2% per attribute level * Increases SP consumption by 10% Sorcerer 2nd Circle required Summon Salamion Summon the fire devil Salamion. It follows its master and attacks enemies. Level 1: Salamion's Level: 0 Salamion's Additional Attack: 8% Salamion's Additional Defense 8% Duration: 300 seconds SP: 84 Type: Magic / Attack Cooldown: 60s Element: 5 / 5 Summon Servant: Quick Order Type: Active * Summoned servant grants beneficial effects at a higher rate * Increases SP consumption by 10% Lv3 Summon Servant required Summon Servant Summon a servant. The servant will grant beneficial effects while following its master. The number of buffs increases proportionally to the level of [Summon Servant]. Level 5: Applies up to 5 times 1st effect [+ AoE attack ratio] 2nd effect [+ SP recovery speed] 3rd effect [STA recovery] 4th effect [+ Magic Defense] 5th effect [+ Dark property attack] Consumes Empty Spellbook x#{SpendItemCount}# SP: 126 Type: Magic / Attack Cooldown: 60s Element: |
Rank 6
Alchemist |
5 / 1 Item Awakening Opens a shop to awaken hidden abilities in items. The items gain new stats, but they lose Potential. Level 5: Stats gained vary from weapon to weapon Max. level 1 SP: Type: Melee / Attack Cooldown: 0s 5 / 5 Tincturing: Block Potion Type: Passive * Obtain recipe for 'Block Potion' to craft with [Tincturing]. Lv1 Tincturing required Tincturing: Critical Attack Potion Type: Passive * Obtain recipe for 'Critical Attack Potion' to craft with [Tincturing]. Lv1 Tincturing required Tincturing: Magic Amplification Potion Type: Passive * Obtain recipe for 'Magic Amplification Potion' to craft with [Tincturing]. Lv1 Tincturing required Tincturing Extract fluid from herbs to create different potions. Level 5: Create a potion through a recipe SP: 0 Type: Melee / Attack Cooldown: 0s |
Rank 7
Alchemist |
10 / 10 Tincturing: Block Potion Type: Passive * Obtain recipe for 'Block Potion' to craft with [Tincturing]. Lv1 Tincturing required Tincturing: Critical Attack Potion Type: Passive * Obtain recipe for 'Critical Attack Potion' to craft with [Tincturing]. Lv1 Tincturing required Tincturing: Magic Amplification Potion Type: Passive * Obtain recipe for 'Magic Amplification Potion' to craft with [Tincturing]. Lv1 Tincturing required Tincturing Extract fluid from herbs to create different potions. Level 10: Create a potion through a recipe SP: 0 Type: Melee / Attack Cooldown: 0s 5 / 5 Gem Roasting Opens a shop to roast and enhance gems. Reduces the penalty of an enhanced gem. Level 5: Gem Penalty Level Reduction: 5 SP: 0 Type: Melee / Attack Cooldown: 0s |
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Comments (133)
if can't
should i go for Pyro link Pyro link or 3 pyro link/scr
because i got no high lvl character and i most of the time i do solo
i love Sorcerer too cause it can summon
thanks for answering
Wizard > Pyro > Linker > Pyro > Linker > Alche > Alche?
Is Briquetting any good? And what is the use of Magnum Opus.
Thanks in advance
I dont think it's good to go pyro 2 -thau, thau will better than if it go with linker or chrono
I want um build full pve- money o/
you is br?
my english is very bad.
alchemist is only avaible from rank 6
i dont think so
I read Cryo's Ice Wall is great with Psychic Pressure but I have no idea if it'll be great on a Class 1.
I think Cryo 2 will be better than linker 1. But maybe Cryo-psycho is not good with sorc, i dont think we will have enough MP for using skill and keep summoning.
It's still usable in PVP, but not powerful.
Best for farm? or what? I have some doubt w this choice!
Because i like it. I cant tell you what class is the best. Depend on your choice and i choose Sorc.
I choose Sorcerer, I really like haha XD ty
you level your cards by combining them, in rest mode.
similar to how you level gems
you can summon only 1 devil with summoning
Just material from Alchemist master
TempleShooter for sure
briquetting is good, depend your lucky.
yeah, only add more members can enter. if i learn level 3 Item Awakening, i didnt know how to use with 2 points left. Combustion, Dig and Magnum Opus are unusable now.
I wonder how difficult dungeon would be if equipment is orange with above 5 stars.
(Already answer one, now just copy and paste)