Mirarara's Quick Cast Glass Cannon (Wiz 3 Ele 3)
Created by Mirarara on Nov 10th 2015 (Last Updated: Jun 19th 2016).
This is a public build.
77
Wiz 3 Ele 3 is a glass cannon AOE focused type. You focus on amplifying your damage as much as possible using the +50% magic damage quick cast. You deal incredible AOE damage in a short time. This is probably the most common build for a DPS wizard (highest DPS).
Pro:
One of the best wizard aoe dps class.
Great Potential for late game class due to having a +50% magic damage buff.
Okay zoning ability with Sleep and Hail.
Best single AOE burst damage with Meteor.
Good in PVP.
Good for solo play due to Magic Missle.
Con:
You are a burden in dungeon and mission until you are at least Rank 5.
Many spell require you to go near range unless you have a tanker.
Your CC ability isn't as good as Cryo or Kino based build.
You are Generic.
Stat build:
CON: At least 30/35/40 at a multiple of 5 for bonus stat. Add CON until you get 2 CON instead of 1 at certain point.
INT: The rest of your points go here.
You will put all your points in CON from level 1 until you have enough CON, then you go full INT. You may want to invest much more into CON (maybe at least 100) for pvp based build.
Special Mention:
Full CON build is actually very powerful in a fair PvP, especially in Arena, but you won't do much in PVE or open field fight compared to a high to full INT build.
Full INT build is actually viable, if you are willing to spend alot for HP equipment.
Do NOT get SPR unless you want it for different reason other than sp regeneration.
Skill:
Wizard
Energy Bolt: Get this to around 5-6. The reason why you level this skill is not for the damage, but as you level this skill, you can cast level 1 Energy Bolt at a much shorter time. Do remember that if you cast level 1 Energy Bolt it will only consume sp at level 1 Energy Bolt. The push is good as utility too.
Earthquake: 1 value point is enough. It's a good AOE spell at first 2 rank, with built in CC against smaller enemy. It scales badly with level though.
Lethargy: Get 1 value point. Use Lethargy -> Earthquake for double earthquake damage. Lethargy also has an attribute that gives +100% strike damage. Use it whenever you have a party member with strike damage.
Sleep: Get this to max level. It's a very strong AOE CC spell. You can instant release the spell with minimum cast time for maximum sleep level (this spell has no cast time, just like Lethargy). Do note that sleep don't work on flying monsters.
Quick Cast: Your most important spell. +50% magic attack attribute and -50% cast time. Max this.
Magic Missle: Your one click instant map wipe spell at early 4-5 rank. Max this.
Sure Spell: You will need at least 5 level in this. I recommend spending the leftover points in sure spell for longer duration so that you don't have to always cast it, or in Energy Bolt.
Reflect Shield: This spell is simply useless. Don't get any point in it unless it's buffed after I wrote this guide. The reason being the amount of damage reduction it gave is insignificant at high level.
Elementalist:
Electrocute: Level this to 14 for maximum bounce. It's an useful spell for killing multiple weaker mobs.
Hail: This skill is mediocre in grinding, but great against large mob such as boss. Max this for maximum damage.
Frost Cloud: Your best skill. 33 hits in 10 seconds. Max this. This skill don't work on flying mobs though.
Stone Curse: I can't find a use for this skill as you already has sleep. It has long cast time, and your enemy will have 50% damage reduction buff. Don't add a point in this skill unless you have reason to do so.
Freezing Sphere: Get it at level 1 for that slight extra boost in overall damage.
Prominence: Great against large monster or dense mob around you. Hard to utllize though as you have to get close to enemy. Take level 1 for utility purpose.
Rain: Take level 1 for utility purpose to increase electrocute's damage.
Meteor: Looks powerful, but actually has low overall damage compared to hail and frost cloud. Put your remaining point here for a high burst damage.
Warlock:
Dark Theurge: Your strongest spell in Warlock. Do 2/2/3/3/4 hits per orb, and there is 5 orbs. Also, it can draw some fire away from you as the orb can be hit. Max this spell.
Invocation: get 5 points in this for maximum damage.
Evil Sacrifice: 1 point for utility.
Mastema: You can choose to take 1 point for utility, or none.
Pole of Agony: Seems powerful, but the long cooldown made this spell a burst spell instead of all high DPS spell. Put your remaining points in it.
Skill Combo:
Wiz 1/2:
Sleep -> Energy Bolt for extra damage (remember to get the attribute).
Lethargy -> Earthquake for double damage.
Due to the buff on Magic Missle, the BnB of Wiz 3 is very simple now.
Your BnB during Wiz 3 is
Quick cast -> magic missle to destroy everything.
For Elementalist, the buff to quick cast which makes it constantly available, made my previous combo obsolete.
Sure Spell -> Quick Cast -> Electrocute against a bunch of enemy. Remember to jump immediately to cancel the cast delay.
Quick Cast -> Hail for maximum duration of extra damage.
Prominence->quick cast for maximum duration of extra damage.
Sleep->Quick Cast->Meteor is your most powerful single burst spell. Sleep to hold your enemy in track, then use your quick cast meteor to 255% overkill your enemy!
Quick Cast -> Frost Cloud is your spell with highest total damage.
tl;dr of BnB: Use quick cast before any spell.
Equipments:
Weapon: Highly upgraded (at least +10) superior corona rod for more matk, or maga rod for more hp. Superior corona rod give extra 2 matk compared to maga rod for each additional upgrade, but you probably won't upgrade it so much unless you are really rich, so choose your gear. Superior Corona Rod is better than Maga road after +15.
Sub Weapon: Arde Dagger, or Venom for more HP if you can afford it.
Necklace: Max Pentamion for HP, or Animus for more matk. Personally I prefer Max Pentamion. Animus is for situation when you actually can survive, and want to focus on dealing damage.
Bracelet: Wizard Bracelet/Archmage bracelet for matk.
Armor Set: Roxona Set for 1088 additional HP. and Wind Runner.
Grynas Set for 1880 additional HP if you don't plan to use Wind Runner.
Remember to max plate mastery.
Headgear: Focus on equipment having both HP and matk/ele atk. Your first priority is movespeed gear with HP/matk/ele atk though.
Notes:
Remember to save skill points for the next rank (instant magic missle and quick cast) if reset scroll is not available! Please note how I save my skill points in the build.
Do note that Sleep and Lethargy don't have cast time, you can release the spell anytime you want when you are casting.
Get your +50% magic attack attribute asap.
I don't have experience in Warlock so the skill build may not be right
I'm not sure how Dark theurge works. If the attack count is affected by level, I would place it at level 5, and pole of agony at lv 3.
Pro:
One of the best wizard aoe dps class.
Great Potential for late game class due to having a +50% magic damage buff.
Okay zoning ability with Sleep and Hail.
Best single AOE burst damage with Meteor.
Good in PVP.
Good for solo play due to Magic Missle.
Con:
You are a burden in dungeon and mission until you are at least Rank 5.
Many spell require you to go near range unless you have a tanker.
Your CC ability isn't as good as Cryo or Kino based build.
You are Generic.
Stat build:
CON: At least 30/35/40 at a multiple of 5 for bonus stat. Add CON until you get 2 CON instead of 1 at certain point.
INT: The rest of your points go here.
You will put all your points in CON from level 1 until you have enough CON, then you go full INT. You may want to invest much more into CON (maybe at least 100) for pvp based build.
Special Mention:
Full CON build is actually very powerful in a fair PvP, especially in Arena, but you won't do much in PVE or open field fight compared to a high to full INT build.
Full INT build is actually viable, if you are willing to spend alot for HP equipment.
Do NOT get SPR unless you want it for different reason other than sp regeneration.
Skill:
Wizard
Energy Bolt: Get this to around 5-6. The reason why you level this skill is not for the damage, but as you level this skill, you can cast level 1 Energy Bolt at a much shorter time. Do remember that if you cast level 1 Energy Bolt it will only consume sp at level 1 Energy Bolt. The push is good as utility too.
Earthquake: 1 value point is enough. It's a good AOE spell at first 2 rank, with built in CC against smaller enemy. It scales badly with level though.
Lethargy: Get 1 value point. Use Lethargy -> Earthquake for double earthquake damage. Lethargy also has an attribute that gives +100% strike damage. Use it whenever you have a party member with strike damage.
Sleep: Get this to max level. It's a very strong AOE CC spell. You can instant release the spell with minimum cast time for maximum sleep level (this spell has no cast time, just like Lethargy). Do note that sleep don't work on flying monsters.
Quick Cast: Your most important spell. +50% magic attack attribute and -50% cast time. Max this.
Magic Missle: Your one click instant map wipe spell at early 4-5 rank. Max this.
Sure Spell: You will need at least 5 level in this. I recommend spending the leftover points in sure spell for longer duration so that you don't have to always cast it, or in Energy Bolt.
Reflect Shield: This spell is simply useless. Don't get any point in it unless it's buffed after I wrote this guide. The reason being the amount of damage reduction it gave is insignificant at high level.
Elementalist:
Electrocute: Level this to 14 for maximum bounce. It's an useful spell for killing multiple weaker mobs.
Hail: This skill is mediocre in grinding, but great against large mob such as boss. Max this for maximum damage.
Frost Cloud: Your best skill. 33 hits in 10 seconds. Max this. This skill don't work on flying mobs though.
Stone Curse: I can't find a use for this skill as you already has sleep. It has long cast time, and your enemy will have 50% damage reduction buff. Don't add a point in this skill unless you have reason to do so.
Freezing Sphere: Get it at level 1 for that slight extra boost in overall damage.
Prominence: Great against large monster or dense mob around you. Hard to utllize though as you have to get close to enemy. Take level 1 for utility purpose.
Rain: Take level 1 for utility purpose to increase electrocute's damage.
Meteor: Looks powerful, but actually has low overall damage compared to hail and frost cloud. Put your remaining point here for a high burst damage.
Warlock:
Dark Theurge: Your strongest spell in Warlock. Do 2/2/3/3/4 hits per orb, and there is 5 orbs. Also, it can draw some fire away from you as the orb can be hit. Max this spell.
Invocation: get 5 points in this for maximum damage.
Evil Sacrifice: 1 point for utility.
Mastema: You can choose to take 1 point for utility, or none.
Pole of Agony: Seems powerful, but the long cooldown made this spell a burst spell instead of all high DPS spell. Put your remaining points in it.
Skill Combo:
Wiz 1/2:
Sleep -> Energy Bolt for extra damage (remember to get the attribute).
Lethargy -> Earthquake for double damage.
Due to the buff on Magic Missle, the BnB of Wiz 3 is very simple now.
Your BnB during Wiz 3 is
Quick cast -> magic missle to destroy everything.
For Elementalist, the buff to quick cast which makes it constantly available, made my previous combo obsolete.
Sure Spell -> Quick Cast -> Electrocute against a bunch of enemy. Remember to jump immediately to cancel the cast delay.
Quick Cast -> Hail for maximum duration of extra damage.
Prominence->quick cast for maximum duration of extra damage.
Sleep->Quick Cast->Meteor is your most powerful single burst spell. Sleep to hold your enemy in track, then use your quick cast meteor to 255% overkill your enemy!
Quick Cast -> Frost Cloud is your spell with highest total damage.
tl;dr of BnB: Use quick cast before any spell.
Equipments:
Weapon: Highly upgraded (at least +10) superior corona rod for more matk, or maga rod for more hp. Superior corona rod give extra 2 matk compared to maga rod for each additional upgrade, but you probably won't upgrade it so much unless you are really rich, so choose your gear. Superior Corona Rod is better than Maga road after +15.
Sub Weapon: Arde Dagger, or Venom for more HP if you can afford it.
Necklace: Max Pentamion for HP, or Animus for more matk. Personally I prefer Max Pentamion. Animus is for situation when you actually can survive, and want to focus on dealing damage.
Bracelet: Wizard Bracelet/Archmage bracelet for matk.
Armor Set: Roxona Set for 1088 additional HP. and Wind Runner.
Grynas Set for 1880 additional HP if you don't plan to use Wind Runner.
Remember to max plate mastery.
Headgear: Focus on equipment having both HP and matk/ele atk. Your first priority is movespeed gear with HP/matk/ele atk though.
Notes:
Remember to save skill points for the next rank (instant magic missle and quick cast) if reset scroll is not available! Please note how I save my skill points in the build.
Do note that Sleep and Lethargy don't have cast time, you can release the spell anytime you want when you are casting.
Get your +50% magic attack attribute asap.
I don't have experience in Warlock so the skill build may not be right
I'm not sure how Dark theurge works. If the attack count is affected by level, I would place it at level 5, and pole of agony at lv 3.
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 |
![]() 10 / 10 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 10: [Sleep] Duration: 12 seconds Attack Threshold: 10 SP: 44 Type: Magic / Buff Cooldown: 25s ![]() 2 / 5 Surespell Skills being cast cannot be interrupted by enemy attacks. Level 2: Targets (excluding caster) 1 Duration 300 sec SP: 27 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 ![]() 1 / 15 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 1: Damage reduction 20% Duration: 300 seconds Applies 1 times SP: 0 Type: Magic / Buff Cooldown: 45s ![]() 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: ![]() ![]() 1 / 5 Prominence: Enhance Type: Passive * Increases the damage dealt on an enemy with [Prominence] by 0.5% per attribute level * +10% added damage at maximum level Elementalist 1st Circle required Prominence: Prominence Wandering Type: Active * [Prominence] wanders within a smaller range * Increases SP consumption by 10% Elementalist 1st Circle required Prominence: Additional Summon Type: Active * The number of [Prominence] summoned increases by 1 per attribute level Elementalist 3rd Circle required Prominence [Magic] - [Fire] Summons Prominence. The summoned Prominence goes back and forth randomly, inflicting damage to targets. Level 1: Attack: 347% Creates 4 over 4 times SP: 88 Type: Magic / Attack Cooldown: 25s Element: ![]() |
Rank 5
![]() ![]() Elementalist |
![]() 8 / 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 8: Attack: 249% x 4 }Number of Targets: 7 SP: 152 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: ![]() ![]() 1 / 5 3 Freezing Sphere: Enhance Type: Passive * Increases the damage dealt on an enemy with [Freezing Sphere] by 0.5% per attribute level * +10% added damage at maximum level Elementalist 2nd Circle required Freezing Sphere [Magic] - [Ice] Damages an enemy by throwing an Ice Sphere. Level 1: Attack: 369% x 2 SP: 62 Type: Magic / Attack Cooldown: 30s 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: ![]() ![]() 3 / 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 3: Attack 2946% Casting 3 sec AoE attack ratio 30 SP: 135 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 (96)
Wizard 1: No Change
Wizard 2: No Change
Wizard 3: No point in Reflect Shield, I put in Earthquake instead. There's just no point in taking the spell if you're not focusing on it.
Elementalist 1: No points in Prominence, it's too unreliable.
Elementalist 2: No points in Freezing Sphere. Looking back, I probably should have put one point in. Maxed out Electrocute instead.
Elementalist 3: Thanks to the changes I made in Circle 1 and 2, I maxed out Electrocute and had 9/10 Meteor.
Warlock 1: Didn't put more than one point in Pole of Agony, instead saved them for Warlock 2.
Warlock 2 (Planned): Max out Dark Theurge first for damage. Get a single point in Drain and Ghastly Trail for utility. put 7 points into Invocation and then maxed out Pole of Agony. If you want to continually have Invocation active, take 1 or 2 points from Pole of Agony to put in it. Mastema just isn't worth it.
Mastema's C2 attribute makes it worth maxing out. That C2 attribute adds DoT, and at max level reduces enemy INT, SPR, STR, and DEX by 50%.
Drain is bugged, don't bother.
Ghastly Trail/Sabath not even worth a point.
So I'll revise my plan to say: 4 points in Pole of Agony, the cooldown is just too long. Max out Mastema and Dark Theurge. 5 points in Invocation (the C2 Invocation Attribute can add 25 seconds to the duration of spirits created, so you'll technically have over 100% uptime. If you want to always be generating spirits, take 3 points out of PoA and put them in Invocation instead.)
Thanks
Prominence 1: No. Too unreliable and risky, would rather put another point in Electrocute or Meteor.
Freezing Sphere 1: Yes. This little bit of extra burst is great for nuking fire types and even just finishing off mobs going after you. Doesn't have the same pushback as Energy Bolt, but can just as easily replace it as it momentarily staggers enemies.
Electrocute: Max this at all ranks, as it will be one of your most spammable spells. I'd take the 1 point from Prominence to put it here.
Meteor: Assuming the above choices, I feel 8 is as high as you can afford to get it without depriving yourself of other important skills. Meteor 8 seems sufficient.
Can't speak for Warlock skills yet.
Does reflect shield good for late game?im gonna reset and need opinion.
p.s: this build is awesome for mass killing xD
Hi, Im new on this game So can you recommend build guide like this but with changes or write What you think need to change
Thanks
http://www.tosbase.com/tools/skill-simulator/build/k9q2tsxn4q/
I'm currently using this build and as of now I really do enjoy it.
Looking forward to R8 update thanks!
I'm between Sage and W2... I prefer Sage for now
How come FF is a bad choice? FF can give sustain and at rank 8 the awesome levitation which makes you literally invulnerable to physical damage. Blood sucking can sustain your hp. You can do Levitation+quickcast+frost cloud or other spell while doing levitation. You can solo all maps including maven by yourself. People will say you need linker for blood bath, well blood bath is your "semi sustain and dps" you will rely on your ele3 skills . You can wear full cloth armor for mdef because you have levitation at r8 which makes you able to lure mobs easily without being physically damaged. For the controversy of FF2 which requires a LOT of con for blood curse, well you can go hp gears while going full int for wiz3-ele3-ff2 and that will solve the problem. Also use the blood curse only for party modes since it is a very high risk high reward skill. With FF2 you have the ability to do a lot of damage in party modes and sustain yourself either solo or in pt.
The main damage source for skill rotation here (at least in PvE) is actually QC + Frost Cloud with QC + DT/PoA, Rugal.
Moreover, Linker's joint penalty role should be already done with supports role in party such as Chronomancer whom didn't go Cryo C3 build instead aren't they?
Sure, but stil wortho of to take AoE spread, coz Linker myltiply all damage you do. So you do want to have damage myltiplyier skill instead of damage addition skill ?
Under a certain situation such as soloing, it might be possible that having a Linker in a build will multiply damage much more than Wiz C3's QC when wiping out mobs.
But generally, Wiz C3's QC not only speed up casting time by half but also boost Magic Dmg by 50% due to its attribute which is required to be in the same build as the caster of DPS skills such as Frost Cloud.
And with Ele C3 present in the build, there is a high chance to leave Linker at C1 since Linker start at R3 while Elementalist start at R4.
With Linker only at C1, it does leave Joint Penalty only at maximum 5 target link.
Meanwhile, Elementalist's Frost Cloud have a fixed maximum target of 15 enemies regardless of their AoE defense ratio, in which only 5 target link from Linker C1 might not cover up Elementalist's finest potential.
So, that's might be one of the reason why most of the players tended to stick Wiz3 to Ele3 in order to bring out the highest possible fire power while relying on the damage multiplier links from support such as Chrono-Linker instead.
Alternatively, there are Off-Meta Linker build as DPS too.
But instead of cutting off Wiz3, they abandon Ele3 instead.
Those build are:
Wiz3-Pyro2-Linker1-War1 / Wiz3-Pyro1-Linker2-War1
(Actually, they can be seen at KR Earth Tower 10F+ where many tanky mobs started to fly and Frost Cloud can't actually hit them. But still, they're very Off-Meta)
Oh i see.
So Linker C1 sill deal more damage with [Frost Cloud] then QC +50% attribute. And why you need to give up on better damage for worse damage ?
Also having no Cryo for Rank 2 will result in less CC for PvP, is that an issue ? Coz i skill combination shows that this build PvE.
And if it's an PvE build i see no reason not to Take Cryo -> Linker instead of Wiz C3.
Also Ice Blast aggro all mobs in range of vision that helps alot in leveling.
It depended more on what is the role you're aiming for.
Wiz3-Ele3-War1 is, like what Mirara said, a Quick Cast Glass Cannon.
Despite lack of CC, this build is very powerful at dealing damage in both PvE and Team PvP.
Cryomancer instead, would most likely to advanced into either Chronomancer/Psychokino as a CC support or relying on any form of damage without the requirement of Quick Cast such as Sorcerer/Necromancer instead. (This also applied to many Pyromancer without Wiz3 builds too)
Interesting opinion.
So if i take any support class at any rank that makes me automatically support and i can't take other then support classes ?
And having no Quick Cast makes you not Wizard at all ?
Hmm, what do you think about concept i described in this build http://www.tosbase.com/tools/skill-simulator/build/e74zihyfmo/ ?
Ah no no, I didn't mean that Wiz3 is fixed for Wizard neither picking at least one support class will make you 100% supports.
There are much more various build that have its own category of being specialist, what I've talking about is just an overall image of Wizard build in general.
Wizard3 with quick cast is not a must, but it does help provide better overall damage with faster casting time and extra 50% damage boost for any Wizard class that rely on casting a spell by themselves. That's all it is. Quite straight forward though.
(Note that 50% extra damage here are final multiplier in damage calculation unlike Doppel's DoV that boosted Physical Attack)
There are also a DPS Wiz that specialized in CC too.
For instances, those are :
Wiz3-Cryo3-Rune1
Wiz3-Psy3-Warl1
Meanwhile, semi supports-DPS class also has example as :
Wiz1-[Pyro1-Link2/Pyro2-Link1/Cryo3]-[Sorc2-Warl1/Sorc1-Necro2]
Wiz3-Link1-[Sorc3/Sorc1-Necro2]
Wiz3-[Link1-Chrono2/Thauma3]-Warl1
Wiz1-Cryo3-Psy2-Rune1
What I've stated here are just example for general build and of course, this game is very free to build around any form of creativity as long as you know the synergy between each classes.
Also, regarding your Wiz1-Cryo1-Linker1-Ele2-Necro2 build.
In term of direct fire power, it might fall off at around Lv220+ as a DPS build that rely casting attack spells without the aid of Quick Cast. But with the aid of Linker C1, this build's lack of sheer fire power might make it up with AoE damage with the maximum joint penalty of 5 targets. (Also, despite being rare, but be aware that some mobs at late game content has an ability to 'unbind' your joint penalty links automatically.)
For the build itself, I'm not very familiar with your class selection there.
Not very sure here if I missed something there or not but, being an Elementalist without advancing to C3 might not be able to use the class' fullest potential as your build not having Frost Cloud. Moreover, a Freezing Sphere without advancing to Rune Caster for RoI+FS combo is not very promising too.
Lv5 Meteor is acceptable although you'll relying on Joint Penalty instead of Quick Cast.
And Necromancer, without Wiz3 is nothing new here. But instead, those Necro without Wiz3 usually be a build that have revolve around commanding their minions instead of revolving around Flesh Cannon burst. Those build usually also have Sorcerer at least C1 in their build too.
Conclusively with my honest opinion, your build is playable but its just not have the best synergy I can figure it out.
For example, replacing Elementalist C2 in your build with another Linker rank and Sorcerer C1 might actually ended up not only providing more damage for your build with the higher level Joint Penalty and summoning bosses as your minion but also providing more protection from them and resulting in you having very much enough time to cast Flesh Cannon without the aids of Quick Cast.
I got your point.
I have level 272 of the listed build and have no problems with both damage and survival.
Regarding Linker C2 and Sorcerer C1 i played as a Sorcerer before till level ~220 i din't like the way you can't progress with a damage from yourself and deeply rely on minions. Thats how listed build appears, it has all i needed to play as Summoner class:
- Minions
- Damage Burst
- CC
In other variations i got lack of one of them.
BTW you don't need to wait all that time to charge Fully both [Meteor] and [Flesh Cannon] and in PvP it ends up charging them to 4-5.
Other think is a solo Dungeon farming, bosses melts really quickly.
Ah... I see.
A balance of the trinity between Minions commanding, Damage dealing, and CC is what your build is made for.
Never thought of a build like that before.
Now I'm pretty sure that I see another possibility from your build now.
And other question, where can I find the Royal Mage Robe ? Because that's the only one I'm missing.
Thanks in advance for the response.
1. can you explain about status i want to put 100 con for my stat. is it 100 point invest to con or i raise my con into exactly 100 point?
2. is it okay to follow full con build? just put all the stat point to con?
Attribute must be maxed 1st is Frost cloud, dark theurge/magic missle.