Alright, now here's where we get to the meat of the guide... this will probably be the longest portion. In here, I'll go through each skill, give a quick explanation, give my opinion, then give you a quick required, optional or skip, for those who don't want to read why. So, let's get going.
Natural Spirit Series
All of them: (Lvl 4) Explanation: They all add a certain % mag attack to their respective elemental attack (4% more for each level). Opinion: Great to have 80% more damage by the time these are maxed, get em'. **Required**
Force Mentalist Series
Skill 1: Intelligence (Lvl 10) Explanation: Decreases mana usage by a certain % [3% to start, then 2% more per level]. Opinion: The more mana you have, the more nukes you can get off and the fewer pots you use, get it. **Required**
Skill 2: Life Control (Lvl 20) Explanation: At the cost of 50% of your HP, you get a significant magical attack boost. Opinion: Great for when you are fighting a party giant, or when you need that extra edge to one-shot that tank. **Required**
Skill 3: Magic Bound (Lvl 40) Explanation: Increases the range you can attack from. Opinion: The farther you can be from enemies while nuking the better; get it. **Required**
Skill 4: Life Turnover (Lvl 72) Explanation: Same as Life Control. Opinion: Same as Life Control. **Required**
Earth Mentalist Series
Skill 1: Ground Charge (Lvl 4) Explanation: Shoots rocks 5m from your body in all directions. Opinion: Chances are, if your enemy is within 5m, you're already dead, not to mention that the next Earth nuke is much better and it is ranged. **Optional**
Skill 2: Root (Lvl 16) Explanation: Puts bind status on your enemy making it so they cannot move. They can attack however. Also, once they are attacked they will be unbound. [80% success rate] Opinion: If you have enough time to put bind on your enemy and you're not dead yet, then the enemy isn't even close to a threat to you. You should take this time nuking them, rather than binding. **Skip**
Skill 3: Earth Shock (Lvl 20) Explanation: Creates an earthquake in a 10m radius from your enemy. Has a 30% chance of putting Dull status on your enemy [slows movements by 30%]. Opinion: This is the highest damage-dealing nuke you get 'till 60, it is AoE [Area of Effect] and it can slow your enemy at the same time. I can't do justice to its awesomeness in text. Get it, and you'll see. **Required**
Skill 4: Earth Barrier (Lvl 40) Explanation: Creates a barrier of rock around you and your party increasing physical damage absorption. [30% to start, add 4% per level. Lasts 20 seconds]. Opinion: Great for when you see a huge pull coming and you need that extra defense. Also great for when you come up against a warrior. **Required**
Skill 5: Ground Rave (Lvl 60) Explanation: Same as Ground Charge. Opinion: Same as Ground Charge. **Skip**
Skill 6: Mesh Root (Lvl 76) Explanation: Same as Root, but this has a range of 5m from your target. Opinion: Same as Root. **Skip**
Skill 7: Earth Quake (Lvl 80) Explanation: Same as Earth Shock. Opinion: Same as Earth Shock. **Required**
Skill 8: Earth Fence (Lvl 80) Explanation: Same as Earth Barrier. Opinion: Same as Earth Barrier. **Required**
Cold Mentalist Series
Skill 1: Ice Bolt (Lvl 4) Explanation: Shoots a single icicle at your target [40% chance of frostbite, 10% chance of freezing]. Opinion: Great at lower levels, and it tides you over for the lvl 60 ice nuke. Get it. **Required**
Skill 2: Mana Drain (Lvl 16) Explanation: Lowers the targets MP regeneration [30% chance of Combustion]. Does not work on monsters. Opinion: Same as Bind; if you have time to cast this you should be nuking. **Skip**
Skill 3: Snow Wind (Lvl 20) Explanation: Creates a blizzard 10m surrounding your target [80% chance of frostbite, 20% chance of freezing]. Opinion: This will be your primary ice nuke, it does damage, it's AoE, and it has a good chance of slowing your enemy down. Get it. **Required**
Skill 4: Invisible (Lvl 40) Explanation: Turns yourself invisible so that only those in your party can see you [60 second to begin with, goes up about 15 seconds per level]. Opinion: VERY helpful while jobbing and making your way through the caves. Pretty much, get it, or be prepared to die. **Required**
Skill 5: Frozen Spear (Lvl 60) Explanation: Shoots three icicles at your enemy [10% chance of freezing, 40% chance of frosbite]. Opinion: This is the next step up from your Ice Bolt, helpful while jobbing to kill someones horse and then them with just one skill. Get it. **Required**
Skill 6: Mana Drought (Lvl 76) Explanation: Same as Mana Drain, but this is 8m AoE. Opinion: Same as Mana Drain. **Skip**
Skill 7: Blizzard (Lvl 80) Explanation: Same as Snow Wind, but the AoE is 15m, not 10m. Opinion: Same as Snow Wind. **Required**
Skill 8: Crystal Invisible (Lvl 80) Explanation: Makes you and your groupmates invisible for 30 seconds. Opinion: Not only does it sound cool, but it will be very helpful while jobbing. **Required**
Fire Mentalist Series
Skill 1: Fire Bolt (Lvl 4) Explanation: Shoots a fireball at your target. Does the most damage of the lvl 4 skills. Opinion: This is THE skill you will get as a wizard. You will use it the most out of every spell you get. Theres no other way around it, you NEED this. **Required**
Skill 2: Fire Trap (Lvl 16) Explanation: Lays a trap invisible to your enemies. When the enemy walks over it, it deals great damage. Opinion: This is prolly one of the coolest, yet most underused skills in Euro, I'll get into how and when to use it later, but trust me, you want this. **Required**
Skill 3: Fire Blow (Lvl 20) Explantion: A flamethrower-like attack. It hits 7 times over the course of 9 seconds and does decent damage. Also has AoE damage to those surrounding the fire spout. Opinion: I really don't like this skill. Not only does it not have that 'one-hit' capability, but if your mob is killed before your attack is done, your stuck there for the remainder of the nine seconds. I'll leave this one as optional, but I strongly reccomend against it. **Optional**
Skill 4: Detect (Lvl 40) Explanation: Just a quick detect spell that you can throw up if someone is invisible. THIS ONLY WORKS ON INVISIBLE, NOT STEALTH. This means you can only detect other wizards, not rogues. Opinion: Marginally helpful while jobbing; enough so that I'd get it if I were you. **Required**
Skill 5: Meteor (Lvl 60) Explanation: Sends a meteor down on your enemy. Has an AoE of 3m and does amazing damage. Opinion: Say hello to your new damage dealing nuke. That's what this is; pure damage orgasm. Quite simply, if you don't get this you're insane...get it. **Required**
Skill 6: Lava Trap (Lvl 70) Explanation: Same deal as Fire Trap, but more damage. Opinion: Same as Fire Trap. **Required**
Skill 7: Salamander Blow (Lvl 80) Explanation: Same as Fire Blow. Opinion: Same as Fire Blow. **Optional**
Skill 8: Sprawl Detect (Lvl 80) Explanation: Same as Detect, only the detect radius is 20m and it lasts for 20 seconds. Opinion: Same as Detect. **Required**
Lightning Mentalist Series
Skill 1: Lightning Bolt (Lvl 4) Explanation: Similar to the Chinese Lightning nuke, it bounds from enemy to enemy and has a transfer distance of 10m. Opinion: Absolutely useless... soon enough you get the lvl 20 Earth and Ice nukes and this one becomes unnecessary. I wouldn't waste the time and SP on this. **Skip**
Skill 2: Lightning Shock (Lvl 16) Explanation: Basically just puts fear on an enemy, when they have fear they can't attack you [80% chance]. Opinion: This is more helpful than bind in that, no one can attack you, regardless of their range. Also, if you need it to get away from something, you'll probably fear it and you can make your escape. It's also fun in PvP. This is optional because some people may just not want it, I would suggest it though. **Optional**
Skill 3: Charged Wind (Lvl 20) Explanation: A weak lightning attack that hits 6 times and has an 80% chance of knockback each time. Opinion: Very useful when grinding and your healer gets lots of mobs on them, just throw that spell up and it will knock 5 of them back. Just for it's knockback, it's getting the 'required'. **Required**
Skill 4: Teleport (Lvl 40) Explanation: Teleports you 10m [to begin with] forward [2.5m more per level]. Opinion: Looks cool and helps out when trying to get somewhere quickly. **Required**
Skill 5: Chain Lightning (Lvl 40) Explanation: Same as Lightning Bolt. Opinion: Its weak and you already have alot more AoEs. This one is unnecessary. **Skip**
Skill 6: Lightning Impact (Lvl 76) Explanation: Same as Lightning Shock, but this one is AoE 12.0m. Opinion: Same as Lightning Shock. **Optional**
Skill 7: Charged Squall (Lvl 80) Explanation: Same as Charged Wind. Opinion: Same as Charged Wind. **Required**
Skill 8: Aerial Teleport (Lvl 80) Explanation: Same as Teleport. Opinion: Same as Teleport. **Required**
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