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Pawnage
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Post subject: Questions about Wizards... Posted: Sat Jan 19, 2008 9:25 am |
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Joined: Jun 2007 Posts: 1179 Location:
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Is lightning really worth it? The only reason i was gonna get it was because of the teleport, but i heard it randomly teleports u or something. Can someone elaborate? Thanks
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Aiyas
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Post subject: Re: Questions about Wizards... Posted: Sat Jan 19, 2008 9:58 am |
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Joined: Jul 2007 Posts: 1679 Location: JENGAAAA!!!!
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Teleport pretty much works like the phantom walk skill for Chinese. I have mine set to the wheel button of my mouse, so that whenever I click it at a spot on the screen, it moves me there(or closer to it) instantly. It's a handy skill for moving around(or for making an escape.)
You may also want to consider getting the Charged Wind skill(the 3rd book) in the lighting tree. It's not a powerful skill, but it's ability to knock-back can be useful.
Hope this helps.
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Pawnage
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Post subject: Re: Questions about Wizards... Posted: Sat Jan 19, 2008 10:02 am |
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Joined: Jun 2007 Posts: 1179 Location:
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O.o thx, helps a lot. BTW how does teleport look? do u like just dissapear and reapear?
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Aiyas
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Post subject: Re: Questions about Wizards... Posted: Sat Jan 19, 2008 10:07 am |
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Joined: Jul 2007 Posts: 1679 Location: JENGAAAA!!!!
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Pawnage wrote: O.o thx, helps a lot. BTW how does teleport look? do u like just dissapear and reapear? Your character is just shifted to your intended location, and there is a little lightning that appears. It's not that impressive looking, in my opinion.
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Pawnage
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Post subject: Re: Questions about Wizards... Posted: Sat Jan 19, 2008 10:17 am |
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Joined: Jun 2007 Posts: 1179 Location:
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is it really worth it? still debating if i should get lightning in general, thats the only skill i actually want
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Aiyas
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Post subject: Re: Questions about Wizards... Posted: Sat Jan 19, 2008 10:27 am |
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Joined: Jul 2007 Posts: 1679 Location: JENGAAAA!!!!
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Pawnage wrote: is it really worth it? still debating if i should get lightning in general, thats the only skill i actually want Hmm. Well, as for me, I got it at 30, got rid of it, only to get it again recently.  So I'd say that there is no immediate need to get it, but that eventually you should. I would just say get it and try it and see how you like it, but that would take quite a few cursed hearts to de-level that and the lightning mentalist if you didn't like it.
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MrFudge
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Post subject: Re: Questions about Wizards... Posted: Sat Jan 19, 2008 10:58 am |
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Elite Member |
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Joined: Jan 2007 Posts: 5731 Location: None
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light is aboslutely worth getting. fear itself is prob the most amazing thing a wizard can cast, other than 8 person invisible from the ice tree fear = target can't hit you. high lvl fear casts it on 5 players. Yes, count them..5 PEOPLE omg.. imagine 5 people taking ur nukes and them not being able to hit you lol = pwned. as for teleport, comparing it to chinese phantom is an insult to phantom cuz teleport is MUCH shorter. lvl 30 = 10meters lvl 50 = 12.5 meters lvl 70 = 15 meters. lvl 80 = 18 meters. Lets just say you can get a phantom thats 15 meters long at lvl 56 if you were chinese 
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CLOT
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Post subject: Re: Questions about Wizards... Posted: Sat Jan 19, 2008 1:52 pm |
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Joined: Nov 2007 Posts: 825 Location:
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like wat Fudge said, dun get it if u are sp tight and wanna level fast light skills (tele, fear, is knockback fr the ice or light tree? ) are more for PVP skills u dun really use them in pve, but its a definitely must when u are 80 full farmed
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NO_SILK_4_ME
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Post subject: Re: Questions about Wizards... Posted: Sat Jan 19, 2008 4:11 pm |
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Joined: Jan 2008 Posts: 1016 Location:
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You'll need it during pvps to back away from an opponent and give him/her a good nuke before they reach you....think of it as phantom walk's little brother...I would use it the same way that you used phantom walk...if you didn't or don't know how...consider holding off for awhile
Lightning attacks give you a knockback which is also critical in pvp and jobbing...gives you time to cast nukes and that's essentially what you want...some time to cast a few good nukes
P.S. Charged Wind saved my azz a few times in pve while i was waiting for ice wind and earth shock's cool down time ^_^
_________________ eCSRO: ilshootli- 81 Fembria: iContagious - 81
ZSZC: iPewPewUQQ - 63 Bower
Iris : Star_L1ght - 59 Rogue/Warrior
Venus: TR_ousers 57 Rogue/Bard
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bumbum33
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Post subject: Re: Questions about Wizards... Posted: Sun Jan 20, 2008 8:08 pm |
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Joined: Jan 2008 Posts: 31
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torinchibi
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Post subject: Re: Questions about Wizards... Posted: Sun Jan 20, 2008 8:46 pm |
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Story Teller |
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Joined: Sep 2007 Posts: 1357 Location:
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Now here are the funny things about teleport. You probably wouldn't get this info from anywhere else unless you tested it yourself, and not many have.
Teleport has shorter range, but you are far less noticeable , meaning you can tp close to a tree and your opponent won't know where you went.
Teleport is buggy, REALLY buggy. Bug 1: You can use teleport after a nuke, then as soon as the first nuke finishes, use another nuke, then a third. If you keep using nukes nonstop, you can delay teleport indefinitely. Meaning you can be lvl 30, pull of 100 nukes on a standing level 80, with teleport after the first, and after the 100th nuke, when you stop, you will teleport to the original location you selected when you pressed the teleport. Try it.
Bug 2: Teleport works during stun. Not entirely sure if it works if you press it during stun or only if you press it before stun and you get stunned, but you will teleport during the effect of stun and be stunned when you have teleported. I've used this with my warrior friend when he used sprint assault, and it saved me from dying a couple times because he had to run up to me after assault.
Side Effect: Teleporting when a monster is going for you, will immensely reduce your aggro. Sometimes a tank cannot taunt a target away for whatever reason, and teleport virtually guarantees that their taunt will work. It's a must have for parties, as it makes you safer and makes the tanker's job much easier. We've had instances where you would have to kill the monster because it doesn't get attracted by taunt 4-5 times, and the tanker had to put screens so you don't die from it. In comparison, using TP will not only reduce your aggro but also gives the warrior a little more time to see that mob and taunt it away.
The lightning series: These are the lifeline of wizards. Except for the only nuke there, these will save your life countless times, Teleport, Fear, Charged winds, they are the skills that will cancel attacks or let you run away, buff, heal, switch weapons or whatever it may be. Seriously useful in PvP, and PvE if you find yourself getting manhandled by a giant and no one is around to help you.
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NO_SILK_4_ME
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Post subject: Re: Questions about Wizards... Posted: Sun Jan 20, 2008 11:40 pm |
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Frequent Member |
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Joined: Jan 2008 Posts: 1016 Location:
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torinchibi wrote: Now here are the funny things about teleport. You probably wouldn't get this info from anywhere else unless you tested it yourself, and not many have.
Teleport has shorter range, but you are far less noticeable , meaning you can tp close to a tree and your opponent won't know where you went.
Teleport is buggy, REALLY buggy. Bug 1: You can use teleport after a nuke, then as soon as the first nuke finishes, use another nuke, then a third. If you keep using nukes nonstop, you can delay teleport indefinitely. Meaning you can be lvl 30, pull of 100 nukes on a standing level 80, with teleport after the first, and after the 100th nuke, when you stop, you will teleport to the original location you selected when you pressed the teleport. Try it.
Bug 2: Teleport works during stun. Not entirely sure if it works if you press it during stun or only if you press it before stun and you get stunned, but you will teleport during the effect of stun and be stunned when you have teleported. I've used this with my warrior friend when he used sprint assault, and it saved me from dying a couple times because he had to run up to me after assault.
Side Effect: Teleporting when a monster is going for you, will immensely reduce your aggro. Sometimes a tank cannot taunt a target away for whatever reason, and teleport virtually guarantees that their taunt will work. It's a must have for parties, as it makes you safer and makes the tanker's job much easier. We've had instances where you would have to kill the monster because it doesn't get attracted by taunt 4-5 times, and the tanker had to put screens so you don't die from it. In comparison, using TP will not only reduce your aggro but also gives the warrior a little more time to see that mob and taunt it away.
The lightning series: These are the lifeline of wizards. Except for the only nuke there, these will save your life countless times, Teleport, Fear, Charged winds, they are the skills that will cancel attacks or let you run away, buff, heal, switch weapons or whatever it may be. Seriously useful in PvP, and PvE if you find yourself getting manhandled by a giant and no one is around to help you. trust torin..he's leet O.o
_________________ eCSRO: ilshootli- 81 Fembria: iContagious - 81
ZSZC: iPewPewUQQ - 63 Bower
Iris : Star_L1ght - 59 Rogue/Warrior
Venus: TR_ousers 57 Rogue/Bard
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dannoob
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Post subject: Re: Questions about Wizards... Posted: Mon Jan 21, 2008 12:56 am |
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Joined: Nov 2007 Posts: 556 Location:
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wow torin lots of useful info thanks, and ya i agree charged wind or what ever the skill with knockback is is definitely a lfie saver. use ice to slow and if they dont freeze use the knock back skill so thye get hit back then attack
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hemagoku
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Post subject: Re: Questions about Wizards... Posted: Mon Jan 21, 2008 12:22 pm |
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Joined: Apr 2007 Posts: 2720 Location:
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i am an old wiz , lightning is ur life saver ,take teleport and fear ,don't take the nukes they suck i delvled them ,use earth ,fire ,ice for attacks and lightning ,ice for running
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