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Wizard


Wizard

Wizard
Sprite overview of Wizard


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 Builds



Int 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

  • Square brackets [] indicate that the value inside should be rounded down to the nearest full integer before continuing.
  • SPELL-MOD is the additive total of all spells that affect cast time, in percent.
    • This includes Suffragium (15 * Suffragium Level) and Magic Strings (3 * Magic Strings Level).
    • Ex. Suffragium level 2 and Magic Strings level 5 = (15 * 2) + (3 * 5) = 45. The value of 45 would then be used for SPELL-MOD
  • CARD-MOD and EQUIP-MOD are the additive total of all the cards/equipment that affect cast time, in percent. These values can be positive or negative (eg. phen card would be -25).
  • Most spells cast instantly at 150 dex or higher.
  • Some spells, such as Sightrasher and Mystical Amplification, are not reduced by Dex. For these spells, the formula is simplified to: Cast Time = Base Time * (1 - SPELL-MOD * 0.01) * (1 - (CARD-MOD + EQUIP-MOD) * 0.01)
  • Cards/Equipment that total 100% faster cast will yield instant cast regardless of dex.


  • 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):
    • 90 agi. You can put more in, but 90 is a decent number for very high flee and gives a reasonable attack speed. Especially when you take into account that, yes, wizards CAN use berserk pots.
    • 36 int. You don't need it much, but you still need some so that you can maintain casting low-sp use spells. Note that since your bonus as a wizard is +12 int, you really only have to manually put 24 points in here -- really not much at all.
    • 1-20 dex. You're going to crit 90% of the time at least, and crit ignores flee and defense. Since you're NEVER going to get off a big spell, you don't need the dex for casting either. You can save lots of points here.
    • 100 strength. You'll want to hit them hard, simple as that.
    • 10-20 vit. Because of the build, the primary reliance is on dodging attacks, not taking hits. However, a few points in vit is always a good idea, because it increases HP for when those few hits DO make it through to you. Also, a little bit of resistance to vit-based status effects is a nice touch.
    • 1-20 luck. This adds to your crit% until it's where you feel is acceptable. If you have good equipment, you don't need to touch luck at all and can put points elsewhere.
    So. Skill set. As you will notice, your INT and DEX are relatively low. What this means is that you cannot rely on any spells to do damage at ALL. Also, your dex isn't that high, so you can't really use any moderately-long cast spells *anyway*. In short... if you can't cast the spell in about 3 seconds, chances are you aren't going to get it off unless you have a phen (in which case it'll take HORRIBLY long and you might die in casting). That said... there are still a bunch of good skills for you.
    • Quagmire (5). This is a great skill -- it strips attack speed buffs and reduces dex and agi by 25% at level 5. It is the bane of many high-agi characters, especially long-range ones that rely on dex for damage as well. It lasts 25 seconds only -- enough for practical purposes, but you have to be ready to recast. The downside? You can be affected by this as well, so if you use it you have to be very careful where you cast it.
    • Firewall (10). Stops enemies. You will need this, if you come across more than you can handle at once.
    • Frost Driver (10). Simply for the freezing. The base freeze time is 30 seconds -- 30 seconds should be enough for you to kill another enemy and (hopefully) reduce the number of enemies that are attacking you to a manageable level.
    • Frost Nova (10). Not a very often used skill by wizard, can be useful in this build. Firewall rather sucks once you get mobs larger than 10 coming after you. Frost nova will mass-freeze mobs, 2/3 of it at a time. Again, keep the enemies coming to attack you at any one time managable.
    • Icewall (2). This is not a mob-killing spell anymore. It's a "Run the heck away if you get mobbed by too many enemies and find a narrow passage" spell. Just a low level of this should suffice. And I suppose if you want to icewall things and then frost nova, that's okay too....
    • Stone Curse (10). One of THE PvP spells. 17 seconds of being unable to do anything is rather nice, for stopping them. And you're almost always going to be within the 2-cell range anyway. Also, note that few have resistance to stone curse , and that when in stone curse the person is Earth property -- meaning that AS works at 100% on those pesky Ghostring users.
    • Sight (1). Because... geez. Sometimes you need it. Besides, it's a prerequisite for firewall anyway.
    • Fire Pillar (10). Your one real magical attack. The reason this is useful is because, as max level, it only takes 0.3 seconds to cast and each time an opponent steps in it it will deal 600 damage even if you have only 1 int. Not the greatest -- but for vit characters, it's better than just whacking them with your staff. Also, this damage pierces MDef and Int reductions.
    • Safety Wall (10). You shouldn't get hit much, but this is just added insurance against high-damage melee enemies. If they manage to overcome your flee... well, they'll have to hit you 11 times before anything actually *happens*.
    When taking into account prerequisites to these skills (which I didn't bother listing), this comes to exactly 98 skill points -- exactly what you have got, assuming that you go to job level 50 before changing to wizard (which, obviously, you should do).


    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.


    Equipment



    Weapon: 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:
    • Zeroms - Increase Dex by 3
    • Earrings - Increase Int by 2
    • Vitata - Grant ability to use level 1 heal
    • Phen - Makes cast uninterruptable at the cost of increasing cast time by 25%
    • Creamy - Grants level 1 teleport
    • Smokey - Grants ability to use level 1 Hide

    See Also


    Wizard's FAQ (forum)
    Wizard Skills
    High Wizard
    ratemyserver.net for map database and monster locations

    CategoryCharacter

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