Job Base(s): | Wizard High Wizard | ||||||||||||
Job Type: | 3-1 | ||||||||||||
Changes At: | Morroc | ||||||||||||
Number of Skills: | 23 | ||||||||||||
Total Skill Points: | 106 | ||||||||||||
Total Quest Skills: | 0 | ||||||||||||
Job Bonuses | |||||||||||||
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Comet Build
This build themed on getting the most out of Comet. There are many variations but Comet and Freezing Spell are to be maxed with at least 1 Level in Recognized Spell - recommended to Max Recognized Spell- few can survive a MAX damage Amplified Comet, even fewer can survive MAX damage Comet Rain. The demand for Pure Damage is key; Damage is never enough for this build. Mostly taken for Guild Support. Fast Casting Comet is useful in clearing the further backstage supports and hard choke points.Outstanding performance for anything when in a team of Warlocks with good Arch Bishop support - Nonecan survive (Amplified) MAX damage Comet STORM... Use of White Imprison and Stasis is in high order for crowd control and survivability. Be Warned! Attempting this build is very difficult without support/funding in the later 100+ levels - especially if the intention is to MAX Radius, Marsh Of Abyss,White Imprison, Stasis and Recognized Spell altogether - some choose to MAX Soul Expansion as well due to extensive White Imprison usage.
Recommended Items:
Some Game Play Pointers:
Disclaimer: This build is the typical Glass Cannon.
Job Bonuses
This build themed on getting the most out of Comet. There are many variations but Comet and Freezing Spell are to be maxed with at least 1 Level in Recognized Spell - recommended to Max Recognized Spell- few can survive a MAX damage Amplified Comet, even fewer can survive MAX damage Comet Rain. The demand for Pure Damage is key; Damage is never enough for this build. Mostly taken for Guild Support. Fast Casting Comet is useful in clearing the further backstage supports and hard choke points.Outstanding performance for anything when in a team of Warlocks with good Arch Bishop support - Nonecan survive (Amplified) MAX damage Comet STORM... Use of White Imprison and Stasis is in high order for crowd control and survivability. Be Warned! Attempting this build is very difficult without support/funding in the later 100+ levels - especially if the intention is to MAX Radius, Marsh Of Abyss,White Imprison, Stasis and Recognized Spell altogether - some choose to MAX Soul Expansion as well due to extensive White Imprison usage.
Recommended Items:
Some Game Play Pointers:
- White Imprison can be combo with Gravitational Field for a slow but guaranteed death.
- Marsh Of Abyss can be cast on White Imprison target.
- Soul Expansion and Napalm Vulcan can be cast on White Imprison target for premature "bail out".
- Quagmire's debuff, Marsh Of Abyss's slow and Napalm Vulcan's Curse can reduce one to Stationary Target.
- Ice Wall, Quagmire, Fire Wall and Fire Pillar are good placement spells with White Imprison.
- Use Hiding to conceal, let enemy pass, and cast Stasis on the rear end of enemy supports.
- Stave Crasher can be cast during Stasis disability; equip Status Disability items for Stave Crasher - Great with Cursed Dagger.
Disclaimer: This build is the typical Glass Cannon.
Elementalist Build
This build plays on Tetra Vortex, with MAXed Freezing Spell, Frost Misty and Crimson Rock. Does well on PvP and WOE Environment, Great for MVP. Most of the Skills in the branch for Recognized Spell are omitted except for Release (NOTE: Level 1 is as good as Level 2 to Release Spells) and Radius. One may choose to MAX Radius or Freezing Spell; some favor Radius utility in expense of Freezing Spell. Some common skill sets are Jack Frost + Chain Lightning spams, Released Earth Strain and Wind Tetra Vortex on Frozen target/ Fire Tetra Vortex on Petrified target. Released Storm Gust or Jupitel Thunder are good for displacement and distancing. Disclaimer: The lack of White Imprison and Stasis for crowd control requires the Warlock to have a GOOD team support to be feasible in WoE environment; Fast Cast is very important for this build in PvP environment.
Some Game Play Pointers:
Disclaimer: This build is difficult to play for those who are reliant on White Imprison for crowd control.
For PvP/WoE Environment, Crimson Rock is not popular due to preference on Fire Element Armors to negate Rune Knights' Dragon Breath.
MAX Damage Build
This build themed on MAXing Freezing Spell and Recognized Spell - Consistent MAX Damage is key here to allow smooth farming/leveling. There are several builds variation depending on the needs and style. Additional Pointers on skill tree: For PvM, 1 Level in Earth Strain is good enough as the higher levels serve for the PvP Stripping Effect yet raise little in damage(NOTE: Earth Strain has long after-cast delay - Released Spells ignores cast delay, good for multi-casting Earth Strain rapidly; otherwise, Wind monsters can be frozen then follow up with wind spells). Lesser class skills such as Frost Nova, Fire Wall, Quagmire and Storm Gust (for dealing with Undead) are MAX for their utility and support; some also learn Safety Wall in event of lacking good team support. Success of this build requires seasoned vertical Fire Wall/Storm Gust barrier placement, along with awareness of good/bad map spots. Fantastic for PvM. Theme: "1-2-3 NEXT!" Not recommended for PvP and WoE. One popular PvM variation is Ice/Fire Build: Maxing Comet, Crimson Rock, Frost Misty and Jack Frost for their AOE application; Wind and Earth tree are negated as their AOE's reach are lesser comparatively.
Some Spell Combination:
This all-rounder Balenced Warlock build aims to having as much as what Warlock has to offer. Usually Maxing Tetra Vortex and at least 1 point in Comet, this build usually avoid Marsh of Abyss and Freezing Spell for at least 1 point in Recognized Spell; with it comes White Imprison and Stasis. To further versatility, take up Stave Crasher. This build allows (1) decent crowd control with White Imprison, (2) mass destruction with amplified AOEs and (3) one shot mirage with Tetra Vortex boosted by Mystical Amplification and Recognized Spell - timing with White Imprison is crucial. The versatility this build offers provides a lot of exploratory imaginative combination of Warlock's repository. This build is good for soloing and getting the most out of Warlock; with good equipment, this build can also do fairly well in PvP using White Imprison and WoE environment with good support to readily cast Tetra Vortex. Disclaimer: Usually, there will be insufficient Skill Points to max Crimson Rock, this will affect some PvM settings but PvP and MVP condition greatly improved with Level 5 Tetra Vortex spams. Be Warn! High item refinement requirement and good item investment is required for this build to shine; the skill tree spreads very thin for this build.
Recommended Items:
MAX DAMAGE Tetra Vortex Cast Order
This build plays on Tetra Vortex, with MAXed Freezing Spell, Frost Misty and Crimson Rock. Does well on PvP and WOE Environment, Great for MVP. Most of the Skills in the branch for Recognized Spell are omitted except for Release (NOTE: Level 1 is as good as Level 2 to Release Spells) and Radius. One may choose to MAX Radius or Freezing Spell; some favor Radius utility in expense of Freezing Spell. Some common skill sets are Jack Frost + Chain Lightning spams, Released Earth Strain and Wind Tetra Vortex on Frozen target/ Fire Tetra Vortex on Petrified target. Released Storm Gust or Jupitel Thunder are good for displacement and distancing. Disclaimer: The lack of White Imprison and Stasis for crowd control requires the Warlock to have a GOOD team support to be feasible in WoE environment; Fast Cast is very important for this build in PvP environment.
Some Game Play Pointers:
- If enemy is using Evil Druid Card, MAX Crimson Rock usually one-shot.
- If enemy has immunity, cast Earth spells to slow or petrify to buy time to switch element.
- Use Release Level 1 Summoned Element Balls for checking out the target's element type.
- Releasing Summoned Balls of opposite element as against the instant cast spells will result in a "Dual Element" attack.
- the Summoned Elemental Balls do NOT have elemental factor for some servers = need clarification.
Disclaimer: This build is difficult to play for those who are reliant on White Imprison for crowd control.
For PvP/WoE Environment, Crimson Rock is not popular due to preference on Fire Element Armors to negate Rune Knights' Dragon Breath.
MAX Damage Build
This build themed on MAXing Freezing Spell and Recognized Spell - Consistent MAX Damage is key here to allow smooth farming/leveling. There are several builds variation depending on the needs and style. Additional Pointers on skill tree: For PvM, 1 Level in Earth Strain is good enough as the higher levels serve for the PvP Stripping Effect yet raise little in damage(NOTE: Earth Strain has long after-cast delay - Released Spells ignores cast delay, good for multi-casting Earth Strain rapidly; otherwise, Wind monsters can be frozen then follow up with wind spells). Lesser class skills such as Frost Nova, Fire Wall, Quagmire and Storm Gust (for dealing with Undead) are MAX for their utility and support; some also learn Safety Wall in event of lacking good team support. Success of this build requires seasoned vertical Fire Wall/Storm Gust barrier placement, along with awareness of good/bad map spots. Fantastic for PvM. Theme: "1-2-3 NEXT!" Not recommended for PvP and WoE. One popular PvM variation is Ice/Fire Build: Maxing Comet, Crimson Rock, Frost Misty and Jack Frost for their AOE application; Wind and Earth tree are negated as their AOE's reach are lesser comparatively.
Some Spell Combination:
- Frost Nova > Crimson Rock
- Frost Misty > Jack Frost > Chain Lightning
- Jack Frost > Frost Misty > Jack Frost
- Frost Misty + Quagmire > Fire Wall
- Quagmire + Fire Wall > Earth Strain
- Storm Gust or Frost Nova or Jack Frost > Fire Wall + Drain Life
- Amplified Drain Life > Released Drain Life <= Same for any other spells
- Frost Nova shines when encountering multiple enemy engagements quickly; Read Storm Gust Released need "timeout" session.
- Instant casting Storm Gust replaces Frost Nova; there is always the option to Teleport or Fly Wing away.
- STR: 1 (+1)
- AGI: 84 (+5) <- Works well with Quagmire or Marsh Of Abyss
- VIT: 23 (+4) <- May redirect Stats Points from AGI and LUK for PvP.
- INT: 120 (+10)
- DEX: 84 (+6)
- LUK: 89 (+1) <- for additional MATK on top of P.Dodge
This all-rounder Balenced Warlock build aims to having as much as what Warlock has to offer. Usually Maxing Tetra Vortex and at least 1 point in Comet, this build usually avoid Marsh of Abyss and Freezing Spell for at least 1 point in Recognized Spell; with it comes White Imprison and Stasis. To further versatility, take up Stave Crasher. This build allows (1) decent crowd control with White Imprison, (2) mass destruction with amplified AOEs and (3) one shot mirage with Tetra Vortex boosted by Mystical Amplification and Recognized Spell - timing with White Imprison is crucial. The versatility this build offers provides a lot of exploratory imaginative combination of Warlock's repository. This build is good for soloing and getting the most out of Warlock; with good equipment, this build can also do fairly well in PvP using White Imprison and WoE environment with good support to readily cast Tetra Vortex. Disclaimer: Usually, there will be insufficient Skill Points to max Crimson Rock, this will affect some PvM settings but PvP and MVP condition greatly improved with Level 5 Tetra Vortex spams. Be Warn! High item refinement requirement and good item investment is required for this build to shine; the skill tree spreads very thin for this build.
Recommended Items:
- Double Undine La'cryma Stick (Laurell Weinder Card)
- Valkyrie Helm + Valkyrian Armor + Valkyrian Manteau + Valkyrian Shoes
- Orleans's Server + Orleans's Glove
- Monocle + Pocket Watch + Memory Book
MAX DAMAGE Tetra Vortex Cast Order
- To maximize Tetra Vortex potential,
- Cast Summon Lightening, Summon Stone, Summon Fire Ball and Summon Water Ball in any order,
- Cast Recognized Spell upon locking on target,
- Cast Mystical Amplification,
- Unleash Tetra Vortex.
- Repeat 1, 3 and 4 while still under effect of Recognized Spell for continual devastation.
Skills
Skill | Description | Levels | Type | ||
---|---|---|---|---|---|
| Learning Magic Books by reading them previously and seal them up. | 1 | Active | ||
| Increase the amount of spells that can be sealed with the skill Reading Spellbook. | 5 | Passive | ||
| Increases the range of Warlock magic skills and decreases their casting time. | 3 | Passive | ||
| Strikes a single target with magical damage, and absorb some of that damage as HP. | 5 | Offensive | ||
| Strikes a target at long distance with ghost element damage. | 5 | Offensive | ||
| Imprisons the target temporarily behind a white magic curtain, preventing them from moving. | 5 | Active | ||
| Players in the effective range of the caster, including the caster, cannot cast spells. | 5 | Active | ||
| By gaining a greater understanding of your magic, you can make all of your magic skills deal max damage. | 5 | Active | ||
| Curse a target with the Marsh of Abyss, slowing their movement. It also decreases the target's Evasion and Physical Defence according to the caster's INT and job level. | 5 | Active | ||
| Summons a huge meteorite on the target, striking all targets nearby. | 5 | Offensive | ||
| Conjures the fires of hell to burn a target. The skill causes Burning status effect, which continually deals fire element damage over time. | 5 | Offensive | ||
| Calls a comet from space to crash down into the ground dealing MATK * (10-30) ~ (18-50) neutral element damage based on distance from blast center within a 15x15 radius. The skill causes Burningstatus effect. | 5 | Offensive | ||
| Covers a 15x15 area in a freezing mist, causing MATK * 3~7 * (blvl / 100) damage and inflictingFreezing status to targets that enter. | 5 | Offensive | ||
| Deals MATK * 13~25 * (blvl / 100) water element damage to targets under Freezing status effect. | 5 | Offensive | ||
| Deals MATK * 5~17 * (blvl / 100) wind element damage to a single target. When a target is struck by Chain Lightning, it will also chain to enemies near the target. | 5 | Offensive | ||
| Causes Petrification status to a single target and all targets nearby. | 5 | Active | ||
| Causes the earth near you to shake and shoot up from below, dealing MATK * 21~25 * (blvl / 100) damage to those in range. Has a 6~50% chance of divesting weapon, helm, armor, shield and accessory on hit foes. | 5 | Offensive | ||
| Throws your active Fire Ball, Lightning Ball, Water Ball and Stone that you currently have summoned to deal damage to a single target. | 2 | Offensive | ||
| Summons a ball of fire near the caster. | 5 | Offensive | ||
| Summons a ball of water near the caster. | 5 | Offensive | ||
| Summons a ball of lightning near the caster. | 5 | Offensive | ||
| Summons a magic stone near the caster. | 5 | Offensive | ||
| Deals 4 blows to target foe, each hitting for MATK * 10~30 magic damage. Element of summoned stones determine the element of each hit. Causes one status effect from Burning, Freezing, Stun, andBleeding status ailments. | 5 | Offensive |
Skills Tree
Job Bonuses
Stat\Amount | +1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +9 | +10 | +11 |
---|---|---|---|---|---|---|---|---|---|---|---|
STR | 34 | ||||||||||
AGI | 8 | 20 | 29 | 40 | 47 | ||||||
VIT | 15 | 18 | 24 | 25 | |||||||
INT | 1 | 2 | 7 | 12 | 23 | 35 | 36 | 41 | 44 | 45 | 50 |
DEX | 3 | 6 | 13 | 19 | 28 | 39 | |||||
LUK | 31 |
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