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/gg FTW! Moogler
Join Date: Jun 2008
Location: California, USA
Posts: 137
iTrader: ( 0)
IGN: < Not Available >
Class: Priest, Dark Lord, Wizard
Level: < Not Available >
Guild: < Not Available >
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[SEC 4.1] Shaman Skill Build
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Shaman Introduction
This is the Basic Arrow Rush Build. The Goal is to get Arrow Rush first and in as efficient a manner as possible. There's really not that much else to it so yea, enjoy.
Shaman Skill Table
Code:
[TM 0] Magical Soul
[TM 1] Mana Arrow 1
[TM 4] Mana Arrow 4
[TM 10] Invincible Casting, Cure 1
[TM 18] Cure 9
[TM 40] Cure 10, Bottle of Mana 1, Mist of Mana (Mastered)
[TM 51] Mana Arrow 10, Arrow Rush 5
[TM 56] Arrow Rush 10
[TM 58] Mana Arrow (Mastered)
[TM 61] Arrow Rush (Mastered)
Skill Distribution Explanation
Spoiler!
Magical Soul is the New Skill that you get. Mana Arrow is actually more inefficient as it's Level goes up but it's Range does increase. Level 4 is just enough to Keep you out of Aggro Range, ergo safe. Cure 1 early on is just for the Sake of it since you can't Learn Invincible Casting until TM Level 10 anyways. Pushing Cure to 9 and Stopping there as Cure loses efficienty at Cure 10. Every little bit counts right now. We get Cure to Level 10 and Bottle to Unlock Mist, which is Pushed to Mastery First. Although it's not Optimal (Depending on your MA and LK, getting Rush First may be a better Choice), it is one that will allow you to focus on the Build, complete the TM Quests, and not bother yourself with any intricacies which are ultimately irrelevant for how fast these Levels go. We put off Mana Arrow until we can Unlock Rush 5. If you have reasonable Gear (which is provided by the Key Quests anyways, esp. if you Comp them), you should get at least 3/4 Arrows Landing, which makes it more efficient than Mana Arrow. Past that, Mastering Mana Arrow first is because it takes 2 TM instead of 4 so it allows you enough of a Boost early on to get the 5 TM you need Faster than if you had Chosen to wait and spend 3 TM to get Rush Mastered First. Also, it's easier to get Arrow's Mastery Item than Rush's, to be fair.
Key Skill Descriptions
(Check the MMOG-TO Wiki Magic Skills Entry for In-Depth Info)
[Magical Soul]Fun Skill, not too useful. It's just a nifty thing to have and moreso geared for people not going for a Mana Arrow Build as it helps you survive long enough to TM Ring. Besides, it's free. [Mana Arrow]This is the Backbone of a starting Magic User. It's going to be your Primary Magic Attack for a nice, long time, so get used to it. The main things to know are that it only gets a small increase in power with each level, it costs more MP, and gains more Range. Of this, Level 4 is Optimal as that's all you need Range-wise to not get hit if you cast when both you and the enemy are Standing still and it moves to you. On a bright note though, Mana Arrow is godly accurate for a Spell. [Invincible Cast]You won't get your Cast Broken when hit... enough said. [Cure]This is a Skill you will use all your days. Although it's weak at first since it's based on %, when your HP gets higher, it's invaluable. For early on though, just stick to HP Potions. they're Cheap enough. [Bottle of Mana]Useless. More MP isn't that helpful. It's just needed as a Pre-Req for Mist. [Mist of Mana]Once you get Mist, you'll never go back. It increases your MA Based on a % and will grow with your Character. Once you master it, you'll be doing 145% more Damage than you currently are and it only improves as you gain more MA. It's definitely a worthwhile investment. [Arrow Rush]This is the Main Skill of this Build. Why? Because it is the Key to Leveling Fast. It is the strongest Single Target Spell you will have at your Disposal and allow you to OHKO monsters you normally would not be able to. However, this is an Add-On Skill to Mana Arrow that will greatly Drop Mana Arrow's innately High Accuracy. Once you get the LK for it though, it won't matter. Hence, it's not recommended that you Level this Skill until level 5 if you have Decent-Good LK (Including Eqiups) or level 7 if you don't have Surviving-Decent LK Equips at that Level. Either way, you will get it mastered though.
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[SEC 5.1] Light Magician Skill Build
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Light Magician Introduction
This is the Intermediate Step, so to speak. For a Light, this is actually a Harder Task as you won't get any worthwhile skills for a long time. To be honest, you're basically going to be using AR (and maybe Light Arrow) until you can unlock Radiant Strike as the Primary Goals of this Build is go get SoH+RS. It is a worthwhile Build though for those who stick with it as the Core Light Magician Build is all you really need to get you prepared for the End Game in terms of being a Light Dragon.
Light Magician Skill Table
Code:
[TM 61] Light Pact
[TM 63] Light Arrow 1
[TM 72] Light Arrow 10
[TM 74] Mana Storm 1
[TM 83] Mana Storm 10
[TM 85] Mana Shield 1
[TM 94] Mana Shield 10
[TM 97] Light Shield 1
[TM 106] Light Shield 10
[TM 120] Radiant Strike 10
[TM 121] Radiant Strike (Mastered) | [TM 121] Light Shield (Mastered)
[TM 124] Light Shield (Mastered) | [TM 124] Radiant Strike (Mastered)
[TM 129] Shield of Heaven 1
[TM 138] Shield of Heaven 10
[TM 143] Shield of Heaven (Mastered)
Skill Distribution Explanation
Spoiler!
To be fair, this Skill Build does put you greatly past the TM 120 Job Change Requirement. However, I do not feel that it is correct to say the you've completed the Light Magician Bulid until you have successfuly gotten both Shield of Heaven and Radiant Strike. Radiant Strike is obtained First in this Scenario because Light's Greatest Benefit is it's AoEs. RS, the best of the AoEs, allows you to Level Faster, which in turn, would allow you to gain TM Faster. Else, you would be stuck with Rush and Light Arrow, with LA not being able to OHKO most of the time and being a Waste. So you could reverse the Order and get SoH first, but what would be the Point? So yes, this is the Build you want to go with if you plan to go Priest. And with Light Shield, you should have enough to Pass the Third Job Trials Regardless, though I do recommend you get that 1 Extra TM Level to Master RS before Jobbing. It make RS much Stronger and could prove worthwhile if you get mobbed during the Trials. However, you could Swap RS and LS Masteries (as noted above) if you feel that you'd Benefit from LS more without affecting your Progression too much so it's ultimately up to you what you want to do with your Build at that Point. If you want to get Shield of Heaven First, just Put off Mana Storm or Light Arrow to save TM so that you can get RS later. Even then though, you'd probably be better of with getting HP Gear as a 1441 Light Dragon as having Shield of Heaven without an AoE is redundant - you wouldn't need the HP Barrier if you're just going to Alternate Rush+LS.
Key Skill Descriptions
(Check the MMOG-TO Wiki Magician Skills Entry for In-Depth Info)
[Mana Storm] *Shaman Skill* Your basic AoE Damage Spell. Not too Strong but useful in Combos. It'll be a long while before you can effectively AoE with it though. [Mana Shield] *Shaman Skill* Increases MD. You'll have Plenty from your 4 Magic in your build Graph though. It's useful in PvP/GvG but not so much PvM. Best to Leaev this at 10.
[Light Pact]You need it to unlock Light Skills [Light Arrow]It's an Accurate and Good Spell but not too Strong. Useful as a Pre-Req but without a Skill to Combo it with like Ring, not so useful. Though, it does find some use in the Mid-Grind Tier of Levels 75-85 since you can Party at Swamp 4 to do MQs and use AR to overcome Arachne Magic RES while OHKOing Chameleon Frogs *shrugs* [Light Shield]You gain DP + MD of your MA. Great for when you get your MA Higher and Combo'd with SoH. It's a Shield that starts out slow but will grow with you as you get Higher Leveled. [Shield of Heaven]You gain an HP Buffer based on your MA. The higher your MA, the better your Buffer. If we assume you have 500 MA and have SoH Mastered, you would have a 22,500 HP Buffer from this Skill for 66 secs. It'd basically render you untouchable in PvM and is useful for compensating for Low Charm if you went with a 1441 or 1432 Build. [Radiant Strike]This is Light's Strongest AoE Spell. The Area of Effect is actually fairly Large but you can only affect 3 Targets (From experience, it is usually 3 Closest). It will be your Primary Leveling Skill as a Light Dragon as it's your first Skill that has both OHKO Potential and acts as a Solid AoE in terms of Cast Time + Cool Down. A popular Combo for this is, if you cannot OHKO, to Drop Storm First. This will immobilize your Targets long enough for you to cast RS in relative safety. It will also give you the extra kick to Combo HKO monsters you can't OHKO, leaving the rest to be finished of by Light Arrow while anything coming in can be smacked by Rush. It's just a great all around skill and has notable use for Water/Elec and Fire/Elec Wizards as it offers a reliable Off-Element Alternative for when you get hit by Elec Resists. There's not much else to say except that it is a very Solid Skills for Light Dragons.
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[SEC 5.2] Dark Magician Skill Build
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Dark Magician Introduction
This is the Intermediate Step for those aspiring to be Dark Dragons. This path is actually easier and faster than Light because you don't need to save points up for both RS and SoH (which are Huge TM Killers). Instead, you instantly get access to HellFire/Wicked Flame to Alternate with Rush, which essentially makes your Leveling 2x as fast and will later get Lance, which prevents KSing and can be used to Strategically "own" areas around you so people stop bugging you. Even moreso to your Benefit, Dark Barrier is instantly good rather than Light Shield, which only proves itself at Later Levels.
Dark Magician Skill Table
Code:
[TM 61] Dark Pact
[TM 63] HellFire 1
[TM 74] HellFire (Mastered)
[TM 75] Wicked Flame 1
[TM 83] Wicked Flame 9
[TM 95] Dark Lance 10
[TM 97] Mana Shield 1
[TM 106] Mana Shield 10
[TM 120] Dark Barrier 10
[TM 121] Dark Barrier (Mastered)
[TM 124] Dark Lance (Mastered)
[TM 125] Wicked Flame 10
[TM 127] Wicked Flame (Master)
Skill Distribution Explanation
Key Skill Descriptions
(Check the MMOG-TO Wiki Magician Skills Entry for In-Depth Info)
[Mana Shield] *Shaman Skill* Increases MD. You'll have Plenty from your 4 Magic in your build Graph though. It's useful in PvP/GvG but not so much PvM. Best to Leaev this at 10.
[Dark Pact]You need it to unlock Dark Skills [HellFire]It's a fairly strong attack and it's Cast Time + Cool Down are roughly equal to AR, making them great to Combo together. You also won't face too many Dark Resists at Common Leveing Areas, so that is a plus as well. [Wicked Flame]When added on to Hellfire, this can take care of things AR can't. One such example is in Bugbears, where you can OHKO the Bugbears with AR and let Wicked Catch to kill the Jokers with one Hellfire. [Dark Lance]This is the King of KS. It's very Accurate and you can use it to Level at Places you normally couldn't early on but a better use of the skill is to use Between AR+HF/WF Combos when someone Tries to KS you. If HF will OHKO or get Close, Dark Lance very well may OHKO. It's best to Master the Skill but for the Sake of Dark Lord, the Build has Left it at 10 for Job Change Purposes, though Mastering it afterwards. [Dark Barrier]This is the instantly good Barrier. It Reduces the Damage you take while dealing it back to the one attacking you. This makes it useful for both Defense and Offense as it allows you much more survivability and also aids in tagging monsters when they hit you so that no one else can Steal Tags on you. It's useful straight from the Getgo.
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[SEC 5.3] Hybrid Light Magician Skill Build
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Hybrid Light Magician Introduction
This is more of a Prep-Step. The main goal of Hybrid Pacts are to get the Barriers. In this way, Hybrid Lights are actually hurt more since you don't get RS but you save TM for Elemental Skills which, due to the lower TM use to Prepare a Light Build, means you'll get Access to them faster (Roughly 6 TM Faster) than a Dark Build. It's a tougher road than even Pure Light but it pays off in the end.
Hybrid Light Magician Skill Table
Code:
[TM 61] Light Pact
[TM 63] Mana Shield 1
[TM 72] Mana Shield 10
[TM 95] Light Shield (Mastered)
[TM 120] Shield of Heaven (Mastered)
-> 14 Points Free
Skill Distribution Explanation
[NOTE] For Further Explantions of the Skills, see [SEC 5.1]
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[SEC 5.4] Hybrid Dark Magician Skill Build
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Hybrid Dark Magician Introduction
This is a Prep Step as well in terms of Builds. However, the Hybrid Darks have it easier in that aside from the Barrier, they can get HellFire/Wicked Flame to Alternate with Rush, mainting most of their Leveling Speed. The only thing is that you skip Lance to Save on TM as it's nice, but not needed. Otherwise, Hybrid Dark is pretty much the same as Pure Dark and just about as Fast to Level.
Hybrid Dark Magician Skill Table
Code:
[TM 61] Dark Pact
[TM 63] HellFire 1
[TM 74] HellFire (Mastered)
[TM 75] Wicked Flame 1
[TM 86] Wicked Flame (Mastered)
[TM 88] Mana Shield 1
[TM 97] Mana Shield 10
[TM 120] Dark Barrier (Mastered)
-> 8 Points Free
Skill Distribution Explanation
[NOTE] For Further Explantions of the Skills, see [SEC 5.2]
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[SEC 6.1] PvP/GvG Priest Skill Build
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PvP/GvG Priest Skill Table
Code:
<This Build assumes you start at TM 143>
[TM 145] Catastrophe Heal 1
[TM 152] Basic Healing
[TM 155] Med. Cure
[TM 164] Catastrophe Heal 10
[TM 166] Aura of Mana 1
[TM 175] Aura of Mana 10
[TM 178] Heart's Grace 1
[TM 190] Heart's Grace (Master)
[TM 191] Rust 1
[TM 202] Rust (Mastered)
Skill Distribution Explanation
Key Skill Descriptions
(Check the MMOG-TO Wiki Priest Skills Entry for In-Depth Info)
[Aura of Mana] *Shaman Skill* Increases MP Recovery Rate. Honestly, it's as useless as Bottle of Mana but is a Pre-Req for Heart's Grace. [Rust] *Shaman* Used to reduce an enemy's Attack Power by 51% at Mastery. You can imagine how useful that is in PvP/GvG.
[Catastrophe Heal] *Magician Skill* Quick Self Heal. It's nifty if you have High MA+LK and for situations when you can't click on yourself but Cure is more Reliable due to it's lack of Cool Down. However, Level 10 is required for Heart's Grace so it's worth getting still. [Heart's Grace] *Magician Skill* This is the Party Heal Skill. It's invaluable as it lets you Heal several people at once. This will save you time and allow your Team to survive longer, giving them that key advantage that may give your Team the edge it needs to win in GvG. [Basic Healing] *Magician Skill* This is used to Cure 1st Job DeBuffs. Not as impressive on its own but it is also a Pre-Req for Med. Cure.
[Med. Cure]This is the Skill that essentially defines the Priest. This gives you the ability to Heal almsot every DeBuff with the ability to do so for up to 3 People at a time. This is the skill that will make you both everyone's Best Friend or First Target in PvP/GvG.
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[SEC 6.2] PvM Priest Skill Build
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PvM Priest Skill Table
Code:
<This Build assumes you start at TM 143>
[TM 145] Mana Ring 1
[TM 156] Mana Ring (Mastered)
[TM 159] Mana Ring Booster 1
[TM 171] Mana Ring Booster (Mastered)
[TM 174] Searing Light 1
[TM 186] Searing Light (Mastered)
[TM 189] Light Wave 1
[TM 193] Light Wave 5
-Celestial Strike-
Skill Distribution Explanation
Key Skill Descriptions
(Check the MMOG-TO Wiki Priest Skills Entry for In-Depth Info)
[Mana Ring] *Shaman Skill* Quickest skill, great Cool Down, once you get the MA to OHKO with it, it's pure awesome. Until then though, it's rather weak and best relegated to use as a Combo Skill. Of Note, it's worth it to Master since you gain a larger AoE on it, though still small in terms of AoE. [Mana Ring Booster] *Shaman Skill* Normally, you would have better Skills to use TM on but for a PvM Priest, you really don't have much pickings in terms of useful Skills so you may as well push Ring even harder with RMB so that it will OHKO faster. You will lose accuracy for skilling this but at this late in the game, you probably have the LK to compensate without having to worry about when to Skill this up.
[Light Wave] *Magician Skill* I'll tell you now, I don't like it. Not only is it a weak Light AoE, it's Cone AoE (Pivot Centered on Target) makes it highly unwieldy. It's just not practical to use.
[Searing Light]It's useful enough for it's invincibility effectin PvP/GvG, though not really that great due to the Time and MP involved. However, it is useful enough to Combo with Radiant or Storm and with enough MA, is useful in ts own right as an AoE since you can hit more Targets than RS and Potting becomes near irrelevant later. [Celestial Strike]What I know about the skill is that it targets more than SL, slow cast, slower cooldown, and that it is weaker than both RS and SL. Pre-Reqs were LW 5 + RS 5 (Hence, leaving LW at 5). It's nifty but not neccessary, though still beats Light Wave since you can target more monsters than even SL with it.
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[SEC 7.1] PvP/GvG Dark Lord Skill Build
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PvP/GvG Dark Lord Skill Table
Code:
<This Build assumes you start at TM 127>
[TM 140] Scythe 10
[TM 141] Rust 1
[TM 152] Rust (Mastered)
[TM 157] Fear 1
[TM 169] Fear (Mastered)
[TM 174] Dark Commando 1
[TM 186] Dark Commando (Mastered)
[TM 190] Staff of Agony 1
[TM 202] Staff of Agony (Mastered)
[TM 205] Scythe (Mastered)
[TM 207] Mana Storm 1
[TM 216] Mana Storm 10
[TM 220] Gravity Crush 1
[TM 229] Gravity Crush 10
[TM 233] Withering Disease 1
[TM 246] Withering Disease (Mastered)
[TM 251] Hinder Snare
[TM 255] Dark Distractor 1
[TM 269] Dark Distractor (Mastered)
[TM 272] Gravity Crush (Mastered)
Skill Distribution Explanation
Key Skill Descriptions
(Check the MMOG-TO Wiki Dark Lord Skills Entry for In-Depth Info)
[Rust] *Shaman Skill* Used to reduce an enemy's Attack Power by 51% at Mastery. For a PvP/GvG Oriented character, Rust is invaluable for Defense. Also, it's required to unlock Fear. [Mana Storm] *Shaman Skill*
Nothing to Combo with as a Dark. It's main use is as a Pre-Req for GC.
[Hinder Snare] *Magician Skill* Not really reliable but can be used to stall movement. Main use is, like MS, as a Pre-Req. [Gravity Crush] *Magician Skill* Slow but Strong AoE with a Huge Area. Too impractical for Leveling and PvP but it can be useful in GvG. [Withering Disease] *Magician Skill* Stops HP Recovery, including Potting. Magic users can still heal but really, why bother if you can just outright Kill? Since it's ad add-on, it relies on GC and GC's Cast Time means it probably won't hit and if it does, you'd probably prefer them dead - not hindered. [Dark Distractor] *Magician Skill* Slows down movement rate. Nifty in GvG but for PvP, why slow when you can Kill? Especially with the skill being not too reliable in ters of uses.
[Staff of Agony]Not much to say. Fast, Strong, and just downright good as a Single Strike. [Scythe]Not as Strong as SoA, but allows for Fear to take effect. Main use is as a Strong Attack to Alternate until Fear Catches. After it does, your other Skills should Combo Fast enough to not have to Scythe->Fear again. [Fear]Locks all but Magic and Gun-Type Attacks. Great for Defense in terms of Powers and Charms. [Dark Commando]Adds Damage to your Dark Attacks. Really, why not get this?
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[SEC 7.2] PvM Dark Lord Skill Build
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PvM Dark Lord Skill Table
Code:
<This Build assumes you start at TM 127>
[TM 129] Mana Storm 1
[TM 138] Mana Storm 10
[TM 142] Gravity Crush 1
[TM 154] Gravity Crush (Mastered)
[TM 158] Scythe 1
[TM 167] Scythe 10
[TM 168] Rust 1
[TM 177] Rust 10
[TM 182] Fear 1
[TM 187] Dark Commando 1
[TM 199] Dark Commando (Mastered)
[TM 203] Staff of Agony 1
[TM 215] Staff of Agony (Mastered)
[TM 218] Scythe (Mastered)
Skill Distribution Explanation
[NOTE] For Further Explantions of the Skills, see [SEC 7.1]
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[SEC 8.0] Wizard Build Primer
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Introduction to Wizards
Wizards are the Third Class Hybrid for Dragons, which means that it is the Cross-Class for Sheep Second Profesion (Bard). This means that by taking this Path, Dragons lose their ability to Pursue their Pacts but gain the Ability to take on 2 Elemental Seals as a Bard does (with a +50 TM Restriction Placed on Each TM Level Requirement). However, you will still gain access to the Primary Skills of Each Element once you unlock the Class (NOTE: This is why Points were saved in the Pre-Hybrid Skill Builds) so you can start toying with the Elements right away. As of right now, Hybrid make an ideal "in-between" 3rd Job for Dragons who are not interested in the Priest's Med. Cure Support Ability or the Dark Lord's Fear Ability (Yes, they get 2 ATKs based on Dark ATR and Dark Commando but DC affects Dark Attacks and if you wear MA gear, Scythe/Staff aren't that great). You instead gain access to each Elemental Pairing, which can Provide you with more Versatility than the other 2 Specialist 3rd Jobs and while the TM Required can be a bit Harsher, most of these skills will aid you in PvM as well (unlike Pure 3rd Job Dragon Skills).
Introduction to the Wizard Elements
[Earth]Let me make this Clear to you, when people say Earth, they mean Cleaving Terra. The rest of the skills kind of fail and the new ones aren't working the way they should. It's best left as a Secondary Element. [Wind]Fast and strong enough. Due to the number of Wind Weak Monsters at the common end-game leveling areas, this is the Best Element to get in terms of Grinding. It's speed guarantees that virtually no one will KS you and it's Elemental Advantage will let you OHKO faster. It's a great element for anyone interested in Leveling or just Speedy Spells. Not flashy, no unique spell types, just an effective Element. [Water]This is an odd one. You should not base a Build off of this Element due to it's only holding 2 Primary Skills but as a Pairing, it holds great Potential. Water/Elec is the only Combo that still maintains good Synergy and Water itself is useful at endgame and can be used as an Off-Cast in both Techi4 and Tap1. Water may fail as a Primary Element, but it's outstanding as a Secondary Pairing. [Electric]Elec is tricky. While it's useless at SF3 and Techi4, it's useful enough everywhere else. Electro Attack is fair enough once your MA is High to prove itself in Bugbears and Tap1, which are 2 huge leveling gaps so it'll be good for you one way or another. It also proves itself later on as it is not Highly Resisted in ID3 or the latter Tap maps in any completely detrimental way. [Fire]This is considered the worst Element due to the number of Resists on it. That kind of negate's the fact that it's the Strongest of the Sheep Elements. You can work around it though and it is the only other Element outside of Wind to offer such a diverse set of Skills.
Introduction to the Wizard Element Combinations
[Earth/Wind]This is the AoE King. Terra's Huge Range makes it the God of Tagging and Wind Blade is an aburdly fast AoE. The idea is with this build is to basically kill stuff Fast and make sure no one can take your kills. The one noticeable usefulness of this Build outside of Tagging and using Wind Blade to abuse Elemental Weaknesses is that Terra is actually very useful at Yeti's in SF3 so have at it! [Wind/Water]Wind is just abusable to Grind with and Water is just as bad. Wind will set you up well for everywhere once you get it and Combo'd with Water, you will be able to exploit both Techi4 and Tap1, the final 2 Party Grinds outside of ID3. It's just the fastest Leveler IMO. [Water/Elec]This is what I call the Skillful Combo. This combination has the Best Synergy and the smallest TM Requirement, meaning that it is easy to double back and get other Pact Skills with this Combo. The Pact skills can offset Elec's resistances (Most notably Radiant Strike) so that is a plus. EA+ES can Stun, Shard can Freeze, and the upcoming Ice Prison will completely shut down an opponent. Drip Bomb and Tesla will also find their use in Leveling, though EA will tend to shine here as you amass more MA. this is a Combo better suited for PvP/GvG though to exploit Freeze's MOD to Elec Resists. [Elec/Fire]Purely PvP/GvG oriented Combination due to how unwieldy it is in PvM without Alternate Skills (which, as a Dragon, you have already thankfully gotten from your Pacts). Fire provides with several ways to harass a single opponent while Elec give you some measure of Crowd Control. It's just a fun Combination in PvP. [Fire/Earth]I call this the phail... fail... whatever Combo. Earth only has one skill that isn't 'broken' persay and Fire, without a Combo Element, lacks the Kick that it could have. What's funny is that this Combination stands to be the Best Combination. With enough MA to OHKO with Terra, you'd have mass Grinding ability with the sheer AoE range of Terra and Fire should allow you to OHKO any Singles very fast. However, becuse Terra doesn't exploit Element weaknesses and is only mediocre outside of the number of Targets it can Hit, combined with Fire's High Resists later on, the potential of this Build gets Nerfed a bit. For those who want to pursue it though and are willing to endure, it will prove itself in the long run... just that when I say long run, it is going to be a very, very long run. It's not so bad though, if you don't mind a lack of parties. There's enough Neutral monsters for you to Level on and even some Element Weak ones (such as the ID maps) for those willing to work at it. Note that for any argument about how Earth/Fire can trump Earth/Wind, Wind/Water or Fire/Elec would prove better Combos depending as Earth is more of a Support Element.
Introduction to the Key Wizard Elemental Skills
[Bolster Ballad]Lowers MP Use for yourself and Party Members. Honestly not too great. Sounds good but realistically, you have much better Skills to Spend TM on. [All - Element Shield]Every Element has a Shield Skill that increases Resistance against it's Element. Not very useful, even in PvP/GvG.
[Earth - Seal of Earth]Allows you to Learn Earth Skills. Disallows the Learning of Water and Electric Skills. [Earth - Cleaving Terra]This is really the only Earth Skill I would Recommend. Large AoE Range, targets up to 7 IIRC, and faster as you Level it up. Its great to Combo with Wind Blade, which is why most people will get it. [Earth - Summon Boulder]Like Mana Ring but much, much slower and not very strong... ergo useless. [Earth - Botulism Cloud]It's Broken (Despite claims that it isn't), enough said.
[Wind - Seal of Wind]Allows you to Learn Wind Skills. Disallows the Learning of Fire and Electric Skills. [Wind - Wind Blade]Fast and Effective AoE. Targets 5 in a small area around you. It's going to be your primary Leveling Skill, but it's a goodie. It's going to let you tag faster than any other skill (esp. with a Sprint) and will 2HKO more effectively than most Skills can OHKO and once it OHKOs, it's just plain broken. [Wind - Whirlwind]This is a Caster Centered AoE. It's great for times when you need to stay still and lay down damage but elsewise, it's not as useful as you'd think. After all, why drop Whirlwind when you can just run in and Wind Blade? [Wind - Razor Gale]Being as fast as Ring, it's a great tool in Tap1. Between Wind Blade to AoE, Ring to OHKO Reds, and Gale to OHKO Blues, and Rush for if needed. It also makes a good Follow-Up attack such as if you can OHKO Salas with Wind Blade, you can follow up with Gale since Wind Blade probably would not OHKO Moths as fast as Wind Blade. It's just a great Tagging and Combo Skill while being useful as a Quick OHKO for Wind Weak monster.
[Water - Seal of Water]Allows you to Learn Water Skills. Disallows the Learning of Earth and Fire Skills. [Water - Drip Bomb]It's quick enough and strong enough. Basically, it's an Off-Timer Skill to use when you have Cooldowns and Best used for Water Weak Monster. [Water - Shard of Glacier]Know that it does have a fixed chance to fail no matter what your LK is. That said, it's also not too practical to Level with. Drip Bomb would work better for those purposes. However, it's main use is to Freeze and Lower Electric Resistances for Comboing. It's useful later on but not a priority earlier in your career.
[Elec - Seal of Thunder]Allows you to Learn Electric Skills. Disallows the Learning of Earth and Wind Skills. [Elec - Electro Attack]This is the primary Elec Skill you would be using. It's not that strong and you won't get to exploit this Element as much. This is useful for Mid-Leveling at places around the BugBear Power Tier and will drop in effectiveness until you can OHKO in Tap1 again. However, it's still a very useful AoE and the Jump range on it's "AoE Style" is pretty far. [Elec - Electroshock]EA Add-On that lets you Stun. Pretty much self explanitory. [Elec - Tesla Field]The way this AoE works is kinda interesting. You cast it on a moster and it'll be an AoE centered on where the Monster was and last until the monster dies or it's Duration is over, whichever comes first. There really is only one way to use this while Leveling and that's to abuse the stationary spawn in ID3. Else, it's use is relegated to the Shard/Telsa Combo Chain.
[Fire - Seal of Fire]Allows you to Learn Fire Skills. Disallows the Learning of Wind and Water Skills. [Fire - Whirlwind Blaze]This is your First Single Target Skill. It's pretty strong and although it's not Arrow Rush in terms of Damage, it is Strong. If you cannot OHKO with this skill, you're still likely to 2HKO with a Combo Skill. This Skill is moreso a Combo Skill than it is a Single target though. [Fire - Incinerate]While it does have an AoE range, the range is pretty small. It is enough to be useful though and while slower than Blaze, it is still much Stronger. If anything, this is going to be your OHKO Fire Skill. [Fire - Phoenix Rising]This is the Fire DoT but that's all I can really say. It's not guaranteed to catch, doesn't last long, is not that strong, and it still takes a while to Cast. Compared to HellFire/Wicked Flame or Tesla Field, it's just not reliable. It is, however, still a nice Option to have at your disposal.
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[SEC 8.1] Earth/Fire Wizard Skill Builds
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Light Earth/Fire Wizard Introduction
The Focus of this Build is to work towards a strong offense while relying on LS and SoH to Protect you. With SoH up, Leveling with Terra early on shouldn't be too big a problem. Whirlwind Blaze and Mana Ring make up your Secondary Combo to Alternate with Rush (It's usually best to Combo Ring->Blaze as Ring will Tag and Blaze can Finish). Radiant Strike is there to allow you to AoE Level elsewhere with Storm to Combo with Terra as needed. Phoenix Rising, while I dislike it, can be attained later since it's not too practical for Leveling purposes.
Light Earth/Fire Wizard Skill Table
Code:
[TM 120] Seal of Earth, Cleaving Terra (Mastered)
[TM 121] Seal of Fire, Whirlwind Blaze 1
[TM 132] Whirlwind Blaze (Mastered)
[TM 134] Mana Ring 1
[TM 143] Mana Ring 10
[TM 160] Incinerate (Mastered), Mana Storm 1
[TM 169] Mana Storm 10
[TM 171] Light Arrow 1
[TM 180] Light Arrow 10
[TM 183] Radiant Strike 1
[TM 195] Radiant Strike (Mastered)
[TM 198] Phoenix Rising 1
[TM 210] Phoenix Rising (Mastered)
Skill Distribution Explanation
Spoiler!
Cleaving Terra is 1st for one Reason: Yeti's. Being plentiful, rarely hunted, largely populated, and Earth Weak, the Yeti's make for a Great source of XP/TM for your Level and many thereafter. Whirlwind Blaze is next, but it's not that strong. It's only when you get Ring to Combo with it that Blaze's Combo Power can be utilized. Incinerate Follows and, by the level you get it, you should be able to OHKO Magic Weak monsters with it so that you can use AR to Alternate with it to compensate for Resistances. Storm before Light Arrow so that Storm can Combo with Terra, LA is a Pre-Req and can be used as an Off-Element Combo with Ring and Radiant is a Stronger AoE that you have at your disposal. Rounding out the Build is Phoenix Rising which, while I argue it doesn't serve much purpose, still is a Fire skill with some use.
[NOTE] For Further Explantions of the Skills, see [SEC 8.0]
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Dark Earth/Fire Wizard Introduction
The Focus of this Build is mainly Offense. Dark Barrier provides you with enough of a reduction to be safe while Terra gives you an AoE that is more functional than Gravity Crush and Fire gives you some Single Target Spells to Alternate. One of the better ends of this Deal is that you get to Alternate Dark and Fire with Rush so you have a little more Freedom in how you Level with Single Targetting. This isn't quite a bad Bulid but understand that you're going to get some overlap in terms of what purpose Dark and Fire serve.
Dark Earth/Fire Wizard Skill Table
Code:
[TM 120] Seal of Earth, Cleaving Terra 7
[TM 125] Cleaving Terra (Mastered)
[TM 127] Seal of Fire, Whirlwind Blaze 1
[TM 138] Whirlwind Blaze (Mastered)
[TM 140] Mana Ring 1
[TM 149] Mana Ring 10
[TM 152] Dark Lance 1
[TM 164] Dark Lance (Mastered)
[TM 167] Incinerate 1
[TM 179] Incinerate (Mastered)
[TM 181] Mana Storm 1
[TM 190] Mana Storm 10
[TM 194] Gravity Crush 1
[TM 206] Gravity Crush (Mastered)
[TM 209] Phoenix Rising 1
[TM 221] Phoenix Rising (Mastered)
Skill Distribution Explanation
[NOTE] For Further Explantions of the Skills, see [SEC 8.0]
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[SEC 8.2] Wind/Earth Wizard Skill Builds
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Light Wind/Earth Wizard Introduction
This is pretty much the AoE God of Trickster. With access to Radiant Strike, Wind Blade, Cleaving Terra, and the other AoEs, you really won't want for a lack of something to Mob Kill with. Wind Blade gives you a small but AoE to use, RS gives you a large yet Strong AoE for use, and Terra gives you insane Tagging Ability. The main goal here is to Combo these 3 Skills as needed and use the defense from LS+SoH to keep you safe. It's just an Efficient Leveling Build really.
Light Wind/Earth Wizard Skill Table
Code:
[TM 120] Seal of Wind, Wind Blade (Mastered)
[TM 121] Seal of Earth, Cleaving Terra 1
[TM 132] Cleaving Terra (Mastered)
[TM 134] Mana Storm 1
[TM 143] Mana Storm 10
[TM 145] Light Arrow 1
[TM 154] Light Arrow 10
[TM 157] Radiant Strike 1
[TM 169] Radiant Strike (Mastered)
[TM 171] Mana Ring 1
[TM 182] Mana Ring (Mastered)
[TM 185] Razor Gale 1
[TM 197] Razor Gale (Mastered)
Skill Distribution Explanation
[NOTE] For Further Explantions of the Skills, see [SEC 8.0]
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Dark Wind/Earth Wizard Introduction
This is one of two Pact-Element Combinations that I would consider the Best. It's the most Well-rounded of the two as well. Dark Provides you with several Solid Single Target Options while Wind/Earth covers you in terms of AoEs. HF/WF gives you a nice DoT that can be stacked with Whirlwind if you choose to Pursue that skill. Lance, Ring, and Gale give you several Quick Cast Options as well. This Combination will basically cover all your needs in terms of versatility, though it's lacking in any Specialization Power.
Dark Wind/Earth Wizard Skill Table
Code:
[TM 120] Seal of Wind, Wind Blade 7
[TM 125] Wind Blade (Mastered)
[TM 127] Seal of Earth, Cleaving Terra 1
[TM 138] Cleaving Terra (Mastered)
[TM 141] Dark Lance 1
[TM 153] Dark Lance (Mastered)
[TM 155] Mana Storm 1
[TM 157] Mana Storm 10
[TM 165] Whirlwind 6
[TM 172] Whirlwind (Mastered)
[TM 174] Mana Ring 1
[TM 183] Mana Ring 10
[TM 186] Razor Gale 1
[TM 198] Razor Gale (Mastered)
[TM 200] Mana Ring (Mastered)
Skill Distribution Explanation
[NOTE] For Further Explantions of the Skills, see [SEC 8.0]
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[SEC 8.3] Water/Wind Wizard Skill Builds
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Light Water/Wind Wizard Introduction
Water/Wind is probably the Fastest Element Combo in terms of Leveling. Water/Wind Targets what most End Game monsters are weak against. For a Light Water/Wind Wizard, you will have Barriers to keep you alive regardless and can focus on your Attack Skills. This Build actually completes itself early in terms of what it's Core needs are and in terms of what's useful, you still get everything right when they unlock so it's a Great Build for someone who just wants to Level Fast. The lack of Radiant Strike and the TM Crunch helps and for Wind, RS just isn't needed since there is no need to compensate for Elemental Resists.
Light Water/Wind Wizard Skill Table
Code:
[TM 120] Seal of Wind, Wind Blade (Mastered)
[TM 121] Seal of Water, Drip Bomb 1
[TM 132] Drip Bomb (Mastered)
[TM 134] Mana Ring 1
[TM 145] Mana Ring (Mastered)
[TM 147] Mana Storm 1
[TM 150] Mana Storm 4
[TM 165] Shard of Glacier (Mastered)
[TM 170] Mana Storm 9
[TM 185] Razor Gale (Mastered)
[TM 186] Mana Storm 10
[TM 189] Whirlwind 1
[TM 201] Whirlwind (Mastered)
Skill Distribution Explanation
[NOTE] For Further Explantions of the Skills, see [SEC 8.0]
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Dark Water/Wind Wizard Introduction
This is an odd, but usable Combo due to how Water/Wind can perform on its own regardless of Pact Choice. Sadly, Drip Bomb will actually more likely than not Phase out HF/WF for Leveling but HF/WF still has it's own unique use as a DoT. Wind is enough for your AoE needs and is much more effective than GC. The basis of this Build is to Keep HF/WF in reserve for Magic Resistant Monsters and shift to an Element Oriented Build.
Dark Water/Wind Wizard Skill Table
Code:
[TM 120] Seal of Wind, Wind Blade 7
[TM 125] Wind Blade (Mastered)
[TM 127] Seal of Water, Drip Bomb 1
[TM 138] Drip Bomb (Mastered)
[TM 141] Dark Lance 1
[TM 153] Dark Lance (Mastered)
[TM 165] Shard of Glacier 10
[TM 167] Shard of Glacier (Mastered)
[TM 169] Mana Ring 1
[TM 180] Mana Ring (Mastered)
[TM 195] Razor Gale (Mastered)
Skill Distribution Explanation
[NOTE] For Further Explantions of the Skills, see [SEC 8.0]
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[SEC 8.4] Elec/Water Wizard Skill Builds
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Light Elec/Water Wizard Introduction
This is actually my favorite Build in terms of Element Synergy and the 2nd of what I consider the ideal pairings. Shard plays well with Electric due to the Freeze Effect, you have access to Stunning and Freezing for Status, still do reasonable Damage, have Drip Bomb as a great End Game Spell to Alternate with Rush, and can get Radiant Strike to Sub for EA when you face Resists. Also fares well in ID3 due to Tesla Abuse and Static Spawns so it's just an Overall well rounded Build, especially once you unlock Radiant in terms of Leveling.
Light Elec/Water Wizard Skill Table
Code:
[TM 120] Seal of Water, Drip Bomb (Mastered)
[TM 121] Light Arrow 1
[TM 130] Light Arrow 10
[TM 132] Mana Storm 1
[TM 141] Mana Storm 10
[TM 144] Radiant Strike 1
[TM 156] Radiant Strike (Mastered)
[TM 158] Seal of Thunder, Electro Attack 1
[TM 169] Electro Attack (Mastered)
[TM 171] ElectroShock
[TM 174] Shard of Glacier 1
[TM 186] Shard of Glacier (Mastered)
[TM 195] Tesla Field 7
[TM 201] Tesla Field (Mastered)
Skill Distribution Explanation
[NOTE] For Further Explantions of the Skills, see [SEC 8.0]
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Dark Elec/Water Wizard Introduction
This is a more PvP/GvG Oriented Build. You gain Shard and EA to immobilize, Tesla + HF/WF to DoT, and Rush + Lance for Pure Damage. The mainstay of this Build is to Level by Alternating HF/WF, Rush, and Drip Bomb or Lance Depending on where you Level. Having this many Single taret Spells that aren't Resisted and reasonably Strong essentially eliminates the need for this Build to have an AoE really. If anything, you could call it the DeBuff/Damage Knave (as the King, as we all know, still goes to Dark Lords).
Dark Elec/Water Wizard Skill Table
Code:
[TM 120] Seal of Water, Drip Bomb 7
[TM 125] Drip Bomb (Mastered)
[TM 128] Dark Lance 1
[TM 140] Dark Lance (Mastered)
[TM 142] Seal of Thunder, Electro Attack 1
[TM 153] Electro Attack (Mastered)
[TM 155] Electro Shock
[TM 165] Shard of Glacier 8
[TM 169] Shard of Glacier (Mastered)
[TM 171] Mana Storm 1
[TM 180] Mana Storm 10
[TM 195] Tesla Field (Mastered)
[TM 199] Gravity Crush 1
[TM 211] Gravity Crush (Mastered)
Skill Distribution Explanation
[NOTE] For Further Explantions of the Skills, see [SEC 8.0]
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[SEC 8.5] Fire/Elec Wizard Skill Builds
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Light Fire/Elec Wizard Introduction
With Fire/Elec being the PvP/GvG Element Combo, this Build actually is somewhat the more Balanced of the two Fire/Elec Wizard. Having LS+SoH means that your Defense is pretty much set and access to RS means that you are, one way or another, going to have a Solid AoE to work with. For PvP/GvG, you would still have access to Fire's Stronger Single Hits and Rising + Tesla for DoTing, as well as EA for Stunning. However, this is one of the more TM Heavy Skill Builds in terms of unlocking all of your Skills so be warned.
Light Fire/Elec Wizard Skill Table
Code:
[TM 120] Seal of Fire, Whirlwind Blaze (Mastered)
[TM 121] Seal of Thunder, Elecro Attack 1
[TM 132] Electro Attack (Mastered)
[TM 134] Mana Ring 1
[TM 138] Mana Ring 5
[TM 140] ElectoShock
[TM 147] Mana Ring (Mastered)
[TM 160] Incinerate 10
[TM 162] Incinerate (Mastered)
[TM 164] Mana Storm 1
[TM 175] Mana Storm 10
[TM 177] Light Arrow 1
[TM 186] Light Arrow 10
[TM 189] Radiant Strike 1
[TM 201] Radiant Strike (Mastered)
[TM 204] Tesla Field 1
[TM 216] Tesla Field (Mastered)
[TM 219] Phoenix Rising 1
[TM 231] Phoenix Rising (Mastered)
Skill Distribution Explanation
[NOTE] For Further Explantions of the Skills, see [SEC 8.0]
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Dark Fire/Elec Wizard Introduction
Fire/Elec is essentially a PvP/GvG Combo. The Elements are Highly Resisted at the Final Leveling Tiers but they offer a good amount of utility. Fire gives you 2 Solid Attacks and a DoT while Elec gives you an Area Stun and Area DoT. Combined with Dark's DoT (HF/WF) and Lance, this makes for a serious Damage Dealing Combo. You maintain the ability to stop Movement and Drop DoTs onto your Targets, following up with your Blaze+Incinerate and Rush+Lance as needed. Also, because you have Access to Dark, Leveling isn't as much as issue since you can still revert to Leveling off of Alternating Rush + HF/WF + Lance as needed. While it does lack a good AoE for use in terms of Leveling/Damage, there are enough Single Target Combos to eliminate the need of one (Ring+Blaze, Ring+Incinerate, HF/WF, Rush, and Lance) and you can use the Ring+Incinerate Combo as a Mini-AoE, as well as using EA when you get enough MA. Overall, it's just a Solid Offensive Combo.
Dark Fire/Elec Wizard Skill Table
Code:
[TM 120] Seal of Thunder, Electro Attack 7
[TM 125] Electro Attack (Mastered)
[TM 127] Seal of Fire, Whirlwind Blaze 1
[TM 138] Whirlwind Blaze (Mastered)
[TM 140] ElectroShock
[TM 142] Mana Ring 1
[TM 151] Mana Ring 10
[TM 160] Incinerate 7
[TM 163] Incinerate 10
[TM 165] Mana Ring (Mastered)
[TM 168] Incinerate (Mastered)
[TM 171] Dark Lance 1
[TM 183] Dark Lance (Mastered)
[TM 195] Tesla Field 10
[TM 198] Tesla Field (Mastered)
[TM 201] Phoenix Rising 1
[TM 213] Phoenix Rising (Mastered)
Skill Distribution Explanation
[NOTE] For Further Explantions of the Skills, see [SEC 8.0]
Last edited by RPGamer; 09-13-2008 at 12:08 AM.
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