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fuse 11 years 10 months ago wrote:
If you need advice... or have a question post it here. I'll try to reply to the best of my ability. I have an obscene (but perhaps maybe outdated) knowledge of Wizards. Afterall I did hit 99 legally on iRO Chaos.

Strayato 11 years 10 months ago wrote:
Heh, its funny how you made "legally" bold, and I dont think your knowledge would be outdated RO hasnt changed that much has it?
fuse 11 years 10 months ago wrote:
It's not THAT outdated, but I imagine a few spells may have been nerfed since I played in April.

And yes, I did bold legally because many characters are not achieved by legal means. This includes botting (which still exists rampantly), a level 99 tanking for you, and whatnot.

tuikyuo 11 years 10 months ago wrote:
HOW I GET FIREWALL I GOT FIREBALL AND FIREBOLT!What?What?
iRO Chaos
Karusho - Future Rogue /omai
fuse 11 years 10 months ago wrote:
Firebolt 4
Fireball 5
Sight 1
FireWall

Wow... that's sad I know that and I didn't even have to look it up...

Spectre 11 years 10 months ago wrote:
Meteor Storm
Storm Gust
Lord of Vermillion
Heaven's Drive/Quagmire

Which ones should I get? Meteor Storm has the nice stun effect and does respectable damage. Storm Gust has the best damage of the lot, but freezes. Lord of Vermillion is the only "true" Area of Effect skill, but does least damage. Heaven's Drive/Quagmire are nice low-cast high benefit spells.

And furthermore, is Icewall all that great? Or is it mostly overrated?
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fuse 11 years 10 months ago wrote:
Quoted Text Spectre said:
Meteor Storm
Storm Gust
Lord of Vermillion
Heaven's Drive/Quagmire
Which ones should I get?

Okay, first you must ask yourself what and where you plan to gain your levels off of. Remember AoE (Area of Effect) skills are only useful in situations where there are a lot of enemies. Otherwise ultimately using these skills will slow you down in most cases due to them possessing the highest cast-times of all.

Meteor Storm is obviously somewhat limited due to it only being truely effective to enemies whom are weak to fire. Obviously as you mentioned the stun feature is a plus, I think in a WoE setting now that the stun has been enabled it's a useful skill, but realize again it is somewhat limited.

Storm Gust is the most versatile of all the skills you mentioned. It has the ability to freeze EVERYTHING besides MVPs and water-types. Not only that but whatever it freezes becomes endowed with the water element, which thus makes it suseptible to the lightnining elementals. It's also very useful in sticky situations with lots of enemies, because it freezes and immobalizes all enemies for a short period of time, giving you time to react, reposition yourself, or get out of there. In my opinion this is a MUST SKILL for any wizard. (Not sure if they implemented frost diver level affecting the freezing time of this skill).

Lord of Vermillion is a fairly useful skill. Its property is lightning, and it's secondary feature is blinding enemies. Problem with this skill is even though it's the quickist to cast out of all the AoE @ level 10, it's also very limited because not many enemies in this game are weak to the lightnining attribute. Unless of couse used in tandem with Storm Gust.

Quagmire is more useful than Heaven's Drive. Once again not TOO many enemies are affected by the earth property. The main exception would be Turtle Island level 3 - Assaulters. But Gravity implemented no wing of fly/teleport on that map, it's rendered this skill no specialties that are worth mentioning. The other to mention would have been LoD farming. But since once again they removed the experience gain from summoned MVPs, it's not all that useful. On the other hand, Quagmire is all-around useful. It lowers the Dexterity, Agility, and movement of the enemies by -50% @ level 5. Level 5 is the only level worth getting due to maximizing the benefits of reduction and duration.

Quoted Text Spectre said:
is Icewall all that great? Or is it mostly overrated?

Icewall used to be worth getting. Not only could it imprison MVPs, but at level 10 each pillar casted would last twice as long as it does now. My wizard happens to have it, but since they made MVPs/Mini MVPs teleport at the sight of it being casted, along with the fact it doesn't last as long, there is really no benefit. Not useful, even if it was used purely as a security blanket type skill.

Israel 11 years 10 months ago wrote:
hey...which is much better?an icewall or fire wall.
Only a dead fish goes with the flow
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fuse 11 years 10 months ago wrote:
Firewall, b/c it damages monsters. Icewall just is good at sitting there and blocking them. I think each pillar is easily capable of doing 1,000 + damage to each monster. So consider 3x3 = 9 pillars x 1,000 = 9,000.

Israel 11 years 10 months ago wrote:
hmmm...i think ur right,A wall that damages someone who gets neardoes it work for Fire type monsters or monsters that are immune to fire damage?
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fuse 11 years 10 months ago wrote:
Monsters that are of the fire element can walk right through; immediately exaust the spell, and take no damage, such as Jakk - so be careful. But other than that, there aren't THAT many enemies you fight as a wizard that's of the fire element anyways. Not for your average wiz build at least.

A few off the top of my head:

Vadon
Jakk

Israel 11 years 10 months ago wrote:
ahhh i seee...another question.Will u deal a damage when u cast a soul strike on a holy type monster or does it miss?Coz i dont have any clues with mage/wizard chars.
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kersheys 11 years 10 months ago wrote:
okay.. uh I've never had a mage/wizard character before so... whats your suggested skill build for INT/DEX/VIT build?
Quoted Text Kinju said:
And K.H.A.W.D.? Meh! Hardly even a bother.
fuse 11 years 10 months ago wrote:
Quoted Text Israel said:
Will u deal a damage when u cast a soul
strike on a holy type monster or does it miss?

Every Soul Misses. Holy is the opposite of undead.

Quoted Text Fiducia said:
whats your suggested skill build for INT/DEX/VIT build?

Stat point wise:
99 int
99 dex
9 vit
rest are ones
*This doesn't include the stat bonuses from items or base levels which occur naturally for every class.

Skill wise, depends what you level off of. For my wiz it was mainly alarms, except for guild dungeon and turtle island (when that used to be a good place to level).

I think the minimum skills you need for any good wizard build is:
Here

You may also want SP recovery, less necessary at higher levels, especially when you have a priest w/ mag and bless.
Meteor Storm is pretty good, haven't tested it since they implemented stun effect. And LoV is another good skill used in tandem with Storm Gust.
You may need a higher level of Frost Diver if they made it's level effect freeze time of Storm Gusted units.
Heaven's Drive has lost most of its usefulness at this time I believe.

kersheys 11 years 10 months ago wrote:
hmm okay. thanks fuse. btw, I sent the first email.
Quoted Text Kinju said:
And K.H.A.W.D.? Meh! Hardly even a bother.
tuikyuo 11 years 10 months ago wrote:
screw maxing SP recovery, dont get 99 int right away only get 70-80 and then 99 dex, get waterball and saftey wall, they can be helpful if you ever pvp/party or solo in a place like geffen GD.
iRO Chaos
Karusho - Future Rogue /omai
fuse 11 years 10 months ago wrote:
Quoted Text Fiducia said:
hmm okay. thanks fuse. btw, I sent the first email.

I received it, Thankyou.

Quoted Text DarkNeo0 said:
get waterball and saftey wall

Waterball - yes. It's actually the most powerful of all the wizard skills, but also the most limited. Safetywall... won't save you from shit. I promise you, inbetween casting it and summoning something, good luck with that. If anyone needs to get safetywall it's going to be a priest since he's also the one in charge of keeping you alive.


kersheys 11 years 10 months ago wrote:
Quoted Text fuse said:

I received it, Thankyou.


lol okay. I'll start working on A monsters next
Quoted Text Kinju said:
And K.H.A.W.D.? Meh! Hardly even a bother.
Judgment 11 years 10 months ago wrote:
if the wizard is for woe... i think it should have more than 9 vit.
-more hp = easier for priests to keep you alive
-stun/silence resistence... won't be anywhere near immunity but its nice to have that chance of not being stunned by blacksmiths.
fuse 11 years 10 months ago wrote:
Quoted Text Judgment said:
if the wizard is for woe... i think it should have more than 9 vit.

I can picture sages needing the vit, especially the support types. Wizards on the other hand need to rely on items such as pupa armor and high level upgrades (at least all +5, preferably +7). That will put you near 50 defence... which is pretty decent. I mean let's face it, the class is pretty weak when it comes to physical defence. If you were to max vit as a wizard, you wouldn't come at all close to the max hp of an all vit knight.

The other part of this, is since you can't use 'under cast'/phen card in WoE, if they're already hammering down on you with skills, it may buy you an extra few seconds But what good is the extra hp if you can't cast anything? You've now just become the weakest meatshield for your party.

Remember, with each class you must take advantage of what's available to you. The wizard receives more by maximizing the benefit of stat increments from 90 on up. That few extra 10-20 vit or whatever may add a couple hundred extra HP, but you figure that only saves you for 2-3 more good whacks. When the dex easily can knock off .6 of a second casting, allowing for more of a possiblity of getting of a storm gust level 1 or a few firewalls... Wizards also should be well protected, if the other guildmates are doing their job

If you ever do sarcrafice some points for vit, I suggest taking it away from int, not dex. Maximizing dex is key. Having lower int means lower damage, but the opportunity factor of being able to cast is of much greater benefit.

Incase you didn't figure it out already, I am avid about the Int/Dex build...

Tsiya 11 years 10 months ago wrote:
hehe, you guys are making me want to make my sage a wizzy...anyone here know about sages?
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fuse 11 years 10 months ago wrote:
Quoted Text Tsiya said:
anyone here know about sages?


Sorry can't say I do since I never had one before...
But I can answer any wizard related questions you may have.

Kinju 11 years 10 months ago wrote:
Quoted Text fuse said:
Lord of Vermillion is a fairly useful skill. Its property is lightning,
and it's secondary feature is blinding enemies. Problem with this skill
is even though it's the quickist to cast out of all the AoE @ level 10,
it's also very limited because not many enemies in this game are weak
to the lightnining attribute. Unless of couse used in tandem with Storm
Gust.


It can also be used to annoy people in WoE without Deviruchi Cards. It's a great support skill in sieges.
gn0me 11 years 9 months ago wrote:
Meteor Storm is good for levelling in stings. I used to mob about 10 of them and meteor them while VFWing them. Nice experience. Smile
I'm a wizard!
Hitatsuke 11 years 8 months ago wrote:
What is the good skills for a mage until a wiz?
Meatball 11 years 8 months ago wrote:
stone curse and firebolt mainly, you could use safety wall if you have extra points. and maybe some firewall to help with the levelling
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Kinju 11 years 8 months ago wrote:
But Stone Curse cost a lot and isn't recommended if you're having trouble with Zeny.
fuse 11 years 8 months ago wrote:
I'd say firewall and firebolt are going to be your main spells you'll be using.

Ruthy 11 years 8 months ago wrote:
Quoted Text fuse said:
I'd say firewall and firebolt are going to be your main spells you'll be using.


yeah, there are WAY more monsters that are weak to fire than any of the other properties. Though that DOESN'T mean you shouldn't get any of the other spells... like Ice Bolt, which is good for killing GGs(Greatest Generals) and the annoying elder willows around them

Plus i'd also have to agree w/ the fact that dex is better than int in some cases, mostly depending on ur level ... I'd have to suggest that you get ur int to at LEAST 50 before you start worrying about dex, and vit, and all that other stuffs Happy
j3ster_chu 11 years 7 months ago wrote:
so is better to put int n dex to maxWhat?? n y vit 9? to add extra hpWhat??
~JESTER~
fuse 11 years 7 months ago wrote:
The extra vit is negligible to your maximum HP, I think w/ 9 additional vit, you get like 600-700 extra hp at level 99, can't quite remember. So that gives you 2 more whacks without dying... whooooo!

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