|
Wiki » Wizard
WizardWizard
A Wizard is the a 2-1 upgraded class in the world of Ragnarok Frontier. All wizards must start out as a Mage∞ and then change classes via either a quest or by using the job changer. Most Wizards specialize in high-damage magic attacks. Though typically having very low HP and can generally wear only basic low-defense armors, they have very high SP and their skills contain the highest magical damage in the game: up to 62.5 x MATK damage in a single spell cast (Waterball: 25 balls at 2.5x MATK per ball). Additionally, their range of Area of Effect spells are effective for crowd-control in both normal mobbing and in WoE∞ alike. Wizard BuildsInt and Dex Int is important for damage: # Min MATK is equal to INT + [INT/7]^2 and Max MATK is equal to INT + [INT/5]^2 where [] indicates you round the value inside down before continuing and ^2 indicates squaring. Every 5 int boost max MATK and every 7 int boost min MATK. Dexterity is important in casting (every 1 dex takes away 0.66% of cast time, so 150 dex= autocast): The formula for speed of cast time in seconds is: Casting Time (seconds) = [[(Base casting time) * 50 * (1 - DEX/150)] * (1 - SPELL-MOD * 0.01) * (1 - (CARD-MOD + EQUIP-MOD) * 0.01)] / 50
Combining the damage gained by INT and the cast speed gained by DEX, this combination of stats is by and large the most popular because it yields the highest damage over the shortest duration of time. Apart from these two statistics, some wizards prefer to add some agility for the added flee bonus; others prefer some vitality for the increase in HP and resistance to vitality-based status effects (such as Stun or Poison). Vit gives bonus defense every 20, but the damage reduction is not at all noticeble at 20 or 40. Generally, few wizards put many points into Strength or Luck, as neither of these stats do anything significant with regards to magic. Skill sets differ dramatically between Wizards, as there are many more skills than skill points will allow a player to take. Each person has their own preference, though Jupitel Thunder and Storm Gust seem to be the staples of the wizard class. Leveling guide after job change - lv 70 Geographer (firebolt, firewall to separate them apart) after job change - 70 Mi Gao (lv 3 firebolt + firewall) lv 70-80 stalactic golem N of Commodo ( Safety wall mandatory) Lv 80+ magma dungeon, Medusa, GHP, ( Safety wall mandatory if soloing) / Ice Dungeon 3 (use lv 10 ice wall to trap titans, then JT or LOV) lv 90+ Ice Dungeon (use lv 10 ice wall to trap titans, then JT or LOV). Guild Dungeons, Nifelheim lv95+ Bio Dungeon (party) Battle Wizard The Battle Wizard (a wizard that uses physical attacks primarily, and often has high strength and agility) is a viable possibility; however, since the wizard skill set does not support this build very well, this build is rarely seen. This build, as I have it now, has been tested on RF and, though not exceptional, is definitely functional. This type of wizard can still break emperium in WoE and do many things not normally expected from a wizard. These suggestions should not be taken as absolutes; however, looking at this might give you some of your own ideas for battle wizard. The short of it. Your attack similar to an assassin: Crit >90% of the time with high attack speed and high damage. The spells that you have must be incredibly quick to cast (or they will never land), and are used primarily for status effects than for causing any sort of damage. Obviously, your stats and equipment have to support this. For a weapon, I think that the Dagger of Counter (90% Crit; mage only) is really your only option, here. It has low base damage, but if you counter that with strength you can make up for this problem. Other good equipment include the standards for high-agi character -- stuff like whisper card, verit shoes, pupa card, etc. are probably rather handy. For PvP, Thara guard is great too. Additionally, anything that adds Critical is a big plus; it's easy to get more than 100% crit with the correct equipment. As for stats, by the end you'd want a distribution with roughly the following totals (includes effects of equipment):
So. There you have it. A very unconventional build, but one that can be decently strong. By level 90, you should be able to attack at about 2.5 swings/second and deal about 400 crit damage per hit. Generally you can solo an emp is about 1.5 minutes -- which is a long time, but certainly better than what you'd be able to do against it otherwise. EquipmentWeapon: Most wizards use a rod of any type, as they give a 15% MATK bonus. Typically, the rods also add to Int, Dex, or both (with the aid of cards) All Armor: Wizards are not able to use very much equipment and have very low weight limitations. Most armors used are slotted, with cards that increase Dex or Int, or aid the ability of the wizard to survive in some other manner (eg. Thara in sheild, Matyr in shoes, armor with an elemental property). Accessories: There are many good 'utility' cards for wizards to use in accessories including:
See AlsoWizard's FAQ (forum)∞ Wizard Skills∞ High Wizard∞ ratemyserver.net for map database and monster locations CategoryCharacter |
|
![]()
Terms of Service · Privacy Policy · Status · Contact Us
Copyright © 2003-2010 Xenophase and Associates, All rights reserved.
Copyright © 2003-2010 Xenophase and Associates, All rights reserved.



There is one comment on this page. [Display comment]