High Wizard

High Wizard




High Wizard is a magic-based class that casts magical spells that cause large amounts of damage. High Wizards also have very high magic defense, which makes high wizard a good soloing class. They are also helpful in parties, and can heal party members and restore their MP.
Most wizards like to focus on improving their magic attack and/or defense. Some wizards prefer to focus on tanking, and others prefer to increase their magic attacks

Build

INT>DEX>VIT
The most popular High Wizard build. INT increases magic attack/defense, along with DEX. DEX also decreases casting time and skill delay, so a High Wizard can cast high-damage spells as fast as possible. VIT is added after INT and DEX are maxed so the High Wizard has a higher defense and HP to survive hard hits.

INT>DEX>CRT
The second most popular High Wizard build. This build is exactly the same as the one mentioned above, but CRT is used instead of VIT to increase damage via the passive skill Spellburst. This build generates much more damage than the average INT>DEX>VIT build, but surviving is hard.

Equipment

Weapons:

Dielita - ATK: 159-164, DEF: 2,  MATK+6%, DEX+10, Magic attack chance by attack
Solve Rod - ATK: 155-170, MATK+5%, Heal+3%, Skill Delay -0.5sec
Caduceus  - ATK: 175-185, MATK+8%, Cast time-20%, MP consumption +5%, When attacking, drain HP by chance
Phoenix Staff - ATK: 170-185, MATK+7%, DEX+7, MDEF+7%, Heal+3%, When exhausted, MP recovery (about 25%)
Butterfly Fan/Rod - ATK: 164-179, MATK+6%, Hate-10%, VIT+4


Armor:
Mage Garb - DEF: 8-13-14, MDEF+8%, MATK+2%, MP Recovery+50%
Exelis - DEF: 6-11-12, ATK+3%, MATK+3%, Evasion +5%, Magic R +10%, ATK+10
Exelis (upgraded) -
Dark Priest Robe - DEF: 13-14, MATK+4%, MDEF+10%, Autoskill +3%, Magic R+5%
Magic Robe - DEF: 4-10, MATK+5%, when paired with Witch Hat, skill delay-1sec



Additional Equipment: 

Grecia Helmet - MDEF and MATK+5%, VIT+3
Wizard Hachigane - INT+1, rod/staff performance up (when rod or staff is equipped, MATK+5%, HP natural recovery +5%
Diamond Tarot - Melee R+2%, MATK+5%, HP recovery using MP by defense (20% of attack)
Wolf Ear - +20% hate increase, heal+500, +15% natural HP recovery, -0.5 skill delay
Tritail Helmet - INT+2, MATK+3%, MDEF+15%
Witch Hat -   -1 second skill delay when equipped with Magic Robe, +6% casting time
Elf Cap - MATK+4%, VIT+6, AGI+4
Sofys Glasses - MATK+6%, Cast time -5%, Heal recovery +4%, Magic R+5%, ASPD+10%, small mp recovery by attack
Mercure - MP consumption -15%, Skill Delay -0.6 sec, MATK+7%

Special Equipment


Seahorse Bangle - MP Recovery -110%, HP+1500
Magic Ring - DEF: 0-3, MATK+3%, MaxMP-10%
Ghost Candle - DEF: 0-3, MATK+2%, Cast time-10%
Wisdom Earring (obtained from main quest, Brave Bangle may also be used) - Always slotted, -5% MATK, +5% magic resistance (X trade)



Crystas
Grecia - MATK+8%, HP-8%
False Grecia - MATK+10%, MP Consumption+30%
Gusanoth - MATK+7%, HP recovery when defeating enemy
Mezzaluna - MATK+15%, MaxMP-40%, MaxMP+40% when equipped to special equipment (you will not lose or gain mp when equipped to special equipment)
Unicorn - MATK+6%, Heal Recovery +3%

Changing Classes

Apprentice Mage - Become a level 10 Adventurer and talk to Varuna in Fort Bailune.
Mage - Become a level 20 Apprentice Mage and talk to Varuna.
Apprentice Wizard - Become a level 50 Mage, learn Mana Mastery 3, Mana Recover 3, then talk to Rita in Witch Hunter Woods.
Wizard - Become a level 70 Apprentice Wizard, then talk to Maror in Capital City Sofya
Apprentice High Wizard - Become a level 120 Wizard, learn Fire Lance 3, Ice Spear 3, Mana Recharge 3, Thunderbolt 1, then talk to Nesri in the President's Office in Capital City Saterica.
High Wizard - Become a level 140 Apprentice High Wizard and

Skills

SkillAbout
Mini HealRestores a bit of HP to yourself or other players. Can be used to revive fallen players.
Lv 1: App. Mage (Heal=50+INT value, MP18)
Lv 2: Mage (Heal=200+INT, MP36)
Lv 3: Item (Heal=350+INT, MP54, Skill Delay -4 sec)
Mana Mastery (passive)A book of magic tactics that raises MATK.
Lv 1: App. Mage (MATK+20)
Lv 2: Mage
Lv 3: Quest from Rita (Witch Hunter Woods, Level 20 Required)
Mana WaveA non-elemental attack
Lv 1: App. Mage (MP12)
Lv 2: Quest (MP 24)
Dark BlastA dark-elemental magic attack
Lv 1:
Lv 2: 
Fire LanceA fire-elemental magic attack
Ice SpearA water-elemental magic attack involving multiple ice spears
ReflectionA dark-element buff that can deflect a certain amount of damage back to your foe
Mana RecoverRaises the rate of natural MP recovery
DrainA dark-elemental magic attack with a chance of absorbing the HP of your enemies. There is a probability that using drain on an enemy can revive the player if he/she dies. If revived using drain, exhaustion will last for 30 seconds.
ThunderboltA wind-element magic attack that may paralyze foes
Rod MasteryA book of staff tactics that raises MATK and MDEF when wielding a staff
Earth PikeAn earth-element magic attack with a small probability of stunning the enemy.
Cast Barrier (passive)Reduces the damage received while casting
Meteor StormAn AoE attack that can deal damage to 3 monsters at a time, at any distance. This can draw aggression from monsters away from other members of a party
EarthquakeAn AoE attack that can stun or paralyze foes
Thor's HammerAn electricity-element attack (electricity element is a more-powerful version of wind element) that has a chance to blind foes
Spell Burst
Blizzard
Mana Stock
MirageA dark-element attack that restores small amounts of HP for all of the members in a party
BanditAn AoE attack that may let the player absorb a small amount of HP. Party members will get a small MP recovery.

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