WIZARDS in here
- achmalach
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WIZARDS in here
This topic is intended to combine all knowledge of those playing wizard in europe so there aren't 25 topics on this.
What i figured out so far:
* earth (close range, has AOE) and fire (long range, no AOE) do the most damage
* lightening can jump from one mob to another
* you will die alot, party mobs tear you in pieces
* be sure to keep your garment up to your level, it will help dieing less
* you can use cleric as submastery so you can put on light armor and a shield when things get really hot
* go full int
Anyone has more tips/tricks?
What i figured out so far:
* earth (close range, has AOE) and fire (long range, no AOE) do the most damage
* lightening can jump from one mob to another
* you will die alot, party mobs tear you in pieces
* be sure to keep your garment up to your level, it will help dieing less
* you can use cleric as submastery so you can put on light armor and a shield when things get really hot
* go full int
Anyone has more tips/tricks?
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soFRESHgfx
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i was gonna go full int but one thing led to another i used 9 str points from there on im go full int
and yes i do got alot of problems dying with party mobs usually what works best for me is hit and run
XxKYKIOxX lvl 30 full str fire/light bow
XxRYUKENxX lvl 26 full str fire/light glavie
xKENPACHIx lvl 17 full int fire/ice/light spear
xBLAZERx lvl 13 fire/ice wizard
Earth is not only closed range, you probably don't have the 3rd book..It is long range and is AoE
Lighting skills become useless..
You wont die with a good cleric and a tanker keeping the mobs away from you..
Always keep a gap if your going to get all skills..
At lvl 20 you lvl up all your skills you already had, and the new ones.. A total of 18 plus the mastery is 19.. 19 times 53..
Lighting skills become useless..
You wont die with a good cleric and a tanker keeping the mobs away from you..
Always keep a gap if your going to get all skills..
At lvl 20 you lvl up all your skills you already had, and the new ones.. A total of 18 plus the mastery is 19.. 19 times 53..
iSRO
IGN: Cinema
Lvl: 3x
achmalach wrote:so you suggest to forget about the lightening skills? and the lightening passive to?
Well you could get them..
But the only one you'll use is the one thats like grass walk.. Which I forgot the name of..
Then again the skills here go to 80 unlike cSRO so I still have to see the rest..
iSRO
IGN: Cinema
Lvl: 3x
- Silver.FoX
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- DestinyBlade
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I found using the ice nuke can really help against mobs that have a ranged att, becaues it has a fairly high chance of slowing them down, i recomend using the ice nuke then the fire one. And yes be prepared to die a hell of a lot but it should be worth it in the end 
?Practice Makes Perfect, But No One Is Perfect, So Why The Hell Are We Practicing?
- Glavie's Girl
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Its nice not having to imbue all the time. As a pure int wizard expect to die ALOT. I know I died so often I resorted to just normal attacking them and agroing the mobs to my tankers. If I just stood there and nuked I would die so I spent my night running around it was SO much fun.
Is there a good sub-class for wizard? For skills rather then the ability to wear other equipments?
Is there a reason that most people seem to take just two nukes instead of all four? Is it for sp reasons?
Also if nukes dont crit but my long staff which can only deal magic damage have a crit stat on it, does that mean the nukes crit, or just on the small white ball of magic?
Is there a good sub-class for wizard? For skills rather then the ability to wear other equipments?
Is there a reason that most people seem to take just two nukes instead of all four? Is it for sp reasons?
Also if nukes dont crit but my long staff which can only deal magic damage have a crit stat on it, does that mean the nukes crit, or just on the small white ball of magic?
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- eliminator
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- Silver.FoX
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add it all to int the points.
the most damaging are fire and earth, so definetly put them as priority and max them.
then with spare sp, add ice and lighting cos the mana drain from ice, and fear thing in electric are handy.
the most damaging are fire and earth, so definetly put them as priority and max them.
then with spare sp, add ice and lighting cos the mana drain from ice, and fear thing in electric are handy.
Started playing again, on CSRO now though, not ISRO (:
Hybrid - 5x 70:70 Hybrid - Ocean[VIP] CSRO
_EXPO_ - 7x 1H Warrior Cleric - ISRO - QUIT
Hybrid - 5x 70:70 Hybrid - Ocean[VIP] CSRO
_EXPO_ - 7x 1H Warrior Cleric - ISRO - QUIT
- Silver.FoX
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Well i found out that by levelling up the Fire Bolt attack(stage 1, stage 2...) is extremely useful.
The Fire Bolt Stage 2 attack does a hell lot of damage, around 350 on level 8 monsters and i did not even go full INT(level 10 combat currently).
So working on your Fire Bolt stages might be useful, you will be able to do a lot of damage to the monsters before they can even touch you.
The Fire Bolt Stage 2 attack does a hell lot of damage, around 350 on level 8 monsters and i did not even go full INT(level 10 combat currently).
So working on your Fire Bolt stages might be useful, you will be able to do a lot of damage to the monsters before they can even touch you.
Well Ok, Here's my play on things
I'm a lvl 14 Wizard/Bard and I LOVE IT.
Here's a few things that this build MUST do.
-all points into int. (you will die a ton so you need a good cleric.)
-Fire, and earth nukes at least. Personally I like leading off with ice and then fire and as they get closer earth.
-Get a good tanker. Very important, they don't do near as much damage as you but they can take more hits.
-learn how to run.
-Grab hp pots just in case.
-Stay alert in Party mobbing situations.
Heres some things that I recommend doing as a wizard.
-Keeping a generally small level gap after level 4. I use 3 gap.
-Keeping all armor, weapons, and even accessories up to date.
-Attacking first in pvp if at all possible = P
Keep these things in mind and you will make a very good character.
In pve my player is the main damage dealer most of the time and he isnt as great in pvp but if he stands the first hit, he gets the job done = )
I'm a lvl 14 Wizard/Bard and I LOVE IT.
Here's a few things that this build MUST do.
-all points into int. (you will die a ton so you need a good cleric.)
-Fire, and earth nukes at least. Personally I like leading off with ice and then fire and as they get closer earth.
-Get a good tanker. Very important, they don't do near as much damage as you but they can take more hits.
-learn how to run.
-Grab hp pots just in case.
-Stay alert in Party mobbing situations.
Heres some things that I recommend doing as a wizard.
-Keeping a generally small level gap after level 4. I use 3 gap.
-Keeping all armor, weapons, and even accessories up to date.
-Attacking first in pvp if at all possible = P
Keep these things in mind and you will make a very good character.
In pve my player is the main damage dealer most of the time and he isnt as great in pvp but if he stands the first hit, he gets the job done = )
- Silver.FoX
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I do not have a full int nuker in Euro. But I was a full int nuker in China, and I will give my insight into this issue.
When I was in China, I would buy the cheapest hp pot possible, at at the same time set my hp pot drinking at 85%. That way, I will be full health 24/7, allowing me to survive even if the mobs critical me. Strong hp potions are useless to full int, since the most important thing of your survival is your ability to tank the FIRST HIT. As long as you can tank that first hit, the mob should be dead in the next second. So buy the cheapest hp potions and set your hp drinking to high.
But my method only worked in China, where you fight one mob at a time. For euro 's group mobs, one will probably need to buy the medium hp pot, and set the drinking to 90%.
I did briefly read over all wizard skills, but I will not get into what skills to use. That is all personal perference. And do not worry about it, since if you are full int anything (doesn't even need to be nuke) you throw out will hurt. My full int nuker back in China used many level 1 sword attacks, and with imbue they hurt mobs with ease. There is no imbue in euro but you get the idea. The key is to focus on how you want to protect yourself, not how to do damage.
When I was in China, I would buy the cheapest hp pot possible, at at the same time set my hp pot drinking at 85%. That way, I will be full health 24/7, allowing me to survive even if the mobs critical me. Strong hp potions are useless to full int, since the most important thing of your survival is your ability to tank the FIRST HIT. As long as you can tank that first hit, the mob should be dead in the next second. So buy the cheapest hp potions and set your hp drinking to high.
But my method only worked in China, where you fight one mob at a time. For euro 's group mobs, one will probably need to buy the medium hp pot, and set the drinking to 90%.
I did briefly read over all wizard skills, but I will not get into what skills to use. That is all personal perference. And do not worry about it, since if you are full int anything (doesn't even need to be nuke) you throw out will hurt. My full int nuker back in China used many level 1 sword attacks, and with imbue they hurt mobs with ease. There is no imbue in euro but you get the idea. The key is to focus on how you want to protect yourself, not how to do damage.
- Glavie's Girl
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CHIPS wrote:The key is to focus on how you want to protect yourself, not how to do damage.
Isn't making a full int nuker supposed to do damage in euro?
Besides since euro just came out I can't just pull up the stall network and buy all the low lvl sos, I am using droped items and npc gear for the most part. Alot of the euro characters dont have blue equips, that would help us "tank" but its just not feasable to blue items at low lvl euro, since euro doesn't farm at 16 like china does.
Back to the Wizard class,
Since warlock is in the caster section, and has a magic dmg % passive increase wouldn't it be logical to go with a wizard/warlock since warlock adds that extra dmg and it is int based as well? So you like curse then nuke?
A few mention the bard class, please state why you chose this as a sub-class, ie is it for the clothes? a certain skill that seems usefull?
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- Bobby_Rock
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Sorry Glavie, I never look at this thread, but I have some Pro's and Con's which may help you decide if it's logical to go Wizard/Warlock or Wizard/Bard
Wizard/Warlock-
Pro's
Con's
Wizard/Bard
Pro's
Con's
Advice-
Get Second light book, that fear will really help you out when you start to draw aggro.
Always pick up your alchemy drops, you'll need the extra money.
If you find yourself short on money, go find a party grinding on Punishers (centaurs) and pick up the Symbols of Obedience and Broken axes, these give 6 wind two, which are worth 2k or more on most servers.
Hope this helps, if you have anymore questions, feel free to PM me.[/list]
Wizard/Warlock-
Pro's
- Can curse and switch back to Wizard.
Increases Damage by very large amounts.
Great Build for uniques and party giants.
Vampire skills which reward you hp.
You can pull out a shield when things get tough.
Con's
- Draws insane amounts of aggro.
You must pay very close attention to see when you need to start recursing.
Must use a ton of SP.
You'll need a staff, warlock rod, and a shield. That can get expensive.
Wizard/Bard
Pro's
- Can increase movement speed and switch back to Wizard. You can run away faster.
If your party is doing poorly, you can switch do Bard and use their buffs instead of being a Wizard.
Not as expensive as Wizard/Warlock, you don't need a shield.
Less Sp than Wizard/Warlock, you only need the buffs, not the offensive skills.
Con's
- Less damage than Wizard/Warlock.
You will be extremely squishy (easy to kill).
Advice-
Get Second light book, that fear will really help you out when you start to draw aggro.
Always pick up your alchemy drops, you'll need the extra money.
If you find yourself short on money, go find a party grinding on Punishers (centaurs) and pick up the Symbols of Obedience and Broken axes, these give 6 wind two, which are worth 2k or more on most servers.
Hope this helps, if you have anymore questions, feel free to PM me.[/list]
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TrojanBunny
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I know that wizards are weak, but its a little too much.
unlike chinese pure int characters, we cant automatically use potions, there is no hp boost like from the spear, and there is no shield. yes yes, ive heard it before, join a party. but you know what? i dont see why a character has to be solely dependent on others. ive joined parties, and half the people either did nothing, or the cleric fell asleep...
I use vigor pots, ice spells, and that earth barrier spell. does anyone else have any ideas as to how to boost a wizards life span? (not including anything to do with parties or weaker monsters)
unlike chinese pure int characters, we cant automatically use potions, there is no hp boost like from the spear, and there is no shield. yes yes, ive heard it before, join a party. but you know what? i dont see why a character has to be solely dependent on others. ive joined parties, and half the people either did nothing, or the cleric fell asleep...
I use vigor pots, ice spells, and that earth barrier spell. does anyone else have any ideas as to how to boost a wizards life span? (not including anything to do with parties or weaker monsters)
iBilly, if you cannot understand the simple concept of a question, then apparently you seem like a high school dropout living in his mothers basement. Seeing as you take a game way too seriously, that seems to be the case.




