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Old 14 Apr 2008   #1
Yajuukun
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Yajuukun's Guide to Wizards!

Yajuukun's Guide to Wizards!


Version 1.0- Sections 1-4!
Version 1.1- Finished the whole leveling guide
Version 1.2- Dark or Light and Which Elements sections finished!
Version 1.3- Added some skill builds and grammar/clarity fixes
Version 1.4- Finished skil builds and added special thanks

TABLE OF CONTENTS
1.Introduction & Legal Stuff
2.Why be a Wizard? (Pros and Cons)
3.Stat Builds
4.1st job, Shaman!
5.2nd job, Magician!!
6.3rd job, Wizard!!!
7.Dark or Light?
8.Which Elements?
9.Skill Builds
10.PvP/GvG Help (coming soon)
11. Special Thanks




1.Introduction & Legal Stuff
Hey there Tricksters, and welcome to my guide on all things Wizard! This is the second guide I've done on MyTrickster.net. I made this to share my knowledge and opinions of the Dragon class, but most especially Wizard, with the rest of the Trickster community. Feel free to point out and major spelling/grammar errors and I'll try to fix them asap! I hope this guide helps out anyone who may be thinking of making a Dragon, and hopefully converts more Dragons to the relatively small population of Wizards.

Now for the boring legal stuff, but it has to be done! WARNING:This guide may not be posted on any other site without asking my permission first! You may not plagarize any info from my guide and call it your own! Now that we've cleared that up, onto the fun part.



2.Why be a Wizard?
Ahh, Wizards! My favorite class in Trickster, and an underestimated threat when it comes to PvP/GvG! For those of you who don't know what a Wizard is, it is the hybrid class that Dragons may choose to become when making their advancement to 3rd job. Wizards get access to the Sheep's arsenal of 2nd job elemental spells, giving them a wide variety of elements to choose from and unlocking a large number of combo attacks that can be used. A Wizard should have a spell for every occasion, though they don't quite get the powerful attacks that a Dark Lord has, or the support ability of a Priest. Also, as a mage in general, once you get Cure AND a decent amount of HP (I'd say 3k+) you shouldn't have to carry around HP pots EVER AGAIN!

SUMMARY:
+Variety of Spells and Elements
+Jack of All Trades
+Coolest Looking Robe ;3 (IMO)
+Combo attacks galore
+Spell for any occasion
+No Need for HP Pots
-Not quite as powerful as Dark Lord
-Less Support ability compared to Priest
-Jack of All Trades



3.Stat Builds
Wizards get a wide variety of builds to choose from, depending on their play style, and if you have access to MyShop or not. It's generally accepted that Magic-types should leave Power at a 1 (unless you are going for an AP dragon/sheep, but that's not why you're here I assume). All of these builds can apply to both Pure LK and Pure MA dragons.

-1414-
This build is made for survival. You will have excellent HP/DP/HV, but your natural LK and WT are horrible. These downs can be solved with the help of LK compounds on your equipment, and the use of a pouch to increase carrying capacity. This is the ultimate PvE build, as you don't need that much LK to hit 100% with AR in PvE since the revo patch killed enemy LK.

-1423-
This is defencive hybrid build. You'll have a little less HP/DP/HV than a 1414, but you WT and LK won't suffer as much. Still try to get ahold of a pouch and use LK compounds until higher levels, when you feel confident you can PvE with MA gear on.

-1432-
The offencive hybrid build. You'll have okay natural HP/DP/HV, but you'll have a good amount of WT to carry potions and a nice amount of natural LK. LK on your staff should be enough to tide you over in PvE terms, though a little LK on your accessories won't hurt. Make sure you get an HP comped shield as you will likely need it!

-1441-
This is the offencive extreme build. Your natural HP/DP/HV will be absolutely AWFUL (I'm lv200 and I barely break 1.5k natural HP). However, you will have excellent natural LK and the ability to carry lots of potions and other goodies! An HP shield is essential to your early survival, unless you EXTREMELY good at hit and run, which you will still die somewhat often without one. This is my personal favorite build, and what I consider the best PvP/GvG build due to it's high LK.



4.1st Job, Shaman!

Now that you have decided on what you want your stat build to be, it's now time to get started on your journey to becoming a Wizard. In this section, I'll post all the various training areas I reccommend, and equipment to use. Don't worry, All your skill build needs will be posted later in the guide!

~Lv.1-Lv.15~
Welcome to Trickster! I highly reccommend that you do the tutorial as it will get you used to the Trickster interface and how things work. After you leave the tutorial, you'll appear in Blooming Cora. Talk to Ester to begin Ep.0/Ch.1 which is very straight forward. I'll leave you to figure out how to do it, but it's very simple. Finishing Ch.1 should get you to about level 12. Make sure you save up your galder to buy the most basic magic attack, Mana Arrow. You will need it to level remotely quickly. As for getting lv15, head to Beach Field 4 and take on the monsters there until you've reach level 15.

~Lv.15-Lv.25~
Getting used to the game now? Good! After gaining level 15, head to the upper-right corner of Beach4 to find the cave that leads to the Gate of Desert Beach, your next leveling location! Once in the Gate, talk to Don Giuvanni and he will begin Ep.0/Ch.2. Do this quest, and you'll end up at around level 17 or 18. Level off the Golden Moles, Shalltraps, and Fanta Fish that are outside town to get to level 20. After getting lv20, go ahead and talk to Andrew, and he'll begin Ep.0/Ch.3. After finishing this rather long, but very simple quest chain, you'll finish Episode 0! Congrats! You'll also be around level 25.

~Lv.25-Lv.35~
Time to move to Southeast Forest. Here your target will be Pochi, which are magic weak but pack a punch for their level. They're non-aggressive however, which makes them excellent hit and run targets! Once you hit Lv.31 GET IN A ROYAL/SPECIAL PARTY ASAP!!! It will give you x2.5 base exp and x3 TM experience, which is a nice bonus from soloing. You should eventually have enough MA to possibly even OHKO Pochi with your Mana Arrow, which makes things even faster!

~Lv.35-Lv50~
Now we're rolling! High tail it to Southwest Forest, where your new target will be Forest Mantis. Be careful, most enemies from here on out are agressive and will attack you if you get too close. Luckily, they are magic weak, which allows you to deal a fair amount of damage to them. You have another option by going to Path to Relics. Here there are Leaf Birds, which are similar to Mantis, and there's more of them! You're less likely to find a party here though. If you are feeling bold, try the Path to Wharf when you hit level 40 or so. The Ironclad Turtles here are excellent exp and TM, and are even suitable after you advance to 2nd job. You should get Mist of Mana in these levels, which gives you a major boost in MA, which means a major killing power boost! When you reach level 45, go ahead and start Ep.1/Ch.1 by talking to Monkey_T in Azteca. Once you hit level 50, drop everything and get ready to advance to 2nd job!

2nd Job Quest:
-Items Needed-
1x 1m Galder Check (bought in Megalopolis Bank)
1x Dragon Badge (dropped by Kaboom)

Kaboom may be hard for you to solo at level 50, so try to get a party or a higher leveled friend to help you out. As for the 1m galder check, if you sold your lv40 gift box, you should have enough for it, otherwise, dig for Caballa Relics quest items, and you'll reach 1m in no time.



5.2nd job, Magician!

~Lv.50-Lv.60~
Welcome to the wonderful world of the Magician! For now, do Ep.1/Ch.2 and Ch.3 since Ch.2 should get you to the level required for Ch.3! Afterwards, just head back to Path to Oops Wharf and start mauling those turtles, and try sea tigers if you feel strong enough. If you want a little extra exp, go ahead and try the quests in Caballa Relics, and then Oops Wharf when you hit lv.60. These levels will breeze by, especially if you have a party at Path to Oops Wharf.

~Lv.60-Lv.80~
I hate to say it, but things sort of slow down for awhile now. There levels will be bad because you haven't really gotten many, if any, 2nd job skills and there's no truly excellent place for Dragons to level where you can easily find a party. If you want, you can keep at Path to Oops Wharf until around Lv.65, then head to Path to Black Swamp, where you will meet the Super Golden Moles. These guys used to be awful due to high speed and large chase range, but they've been nerfed with the Revo patch, and they've also had their magic resistance removed! These guys will be your main target, unless you can kill snails quickly, then go ahead and to the Electric Snail MQ in Carbigal. It's a excellent source of EXP and should get you to about 70 if you do all 25 repeats with a Royal/Special party. If you want, you can also try Swamp Field 2 and kill the Swamp Sharks. You're unlikely to find a party now though because sharks have become deadly due to their ability to use Faint, a 5 second stun that they love to spam on you. Once you get out of here, you'll be able to go to a very nice leveling spot, so just keep at it!

~Lv.80-Lv.100~
You'll have one excellent option for this level range, and that is the Path to Snow Hills. This area is riddled with Bugbears, which should be easy pickings for you, and there are plenty of them! They kind rather hard however, so try to have a decent HP shield. There are also Jokers here, but they are magic resistant and may even cast Mana Reflector, which isn't THAT bad since they don't have the 80% reflect most charm-type characters have, but it's still annoying. Also, when you hit Lv.80 Ep.2 opens up for you, and all 3 chapters have the same level requirement! It's rather annoying, but the exp/TMexp rewards are LOVELY. I highly reccommend you finish it. Oh, you can also stay at sharks or golden moles a little longer if you have to.

~Lv.100-Lv.140~
Yeah, this is a wide level range for this section, but you are reaching the point where you stay in an area for a nice amount of time! Ok, you can stay at Bugbears if you want. They are decent until about 120ish. You also have another option that opens up around Lv.100 and that is Tech1. Here you'll find Laki, which hit extremely hard, but are magic weak. If you can OHKO them, you should be fine. Make sure you try and avoid attacking Kilimanjaros though, they have high magic resistance AND Mana Reflector. This area is viable until mid-130s or so. Yet ANOTHER option opens up at Lv.110ish, and that is the glorious Snow Field 3 (SF3). This area is divided into 3 levels, and you'll want to level in 3rd, though the 2nd will do if the 3rd is too crowded. The Icicler on the 3rd give very nice TM exp, but the Yeti on 2nd gave a better balance of exp and TM, and it's usually not very crowded there. Level in these areas until you reach TM120 and you'll finally reach 3RD JOB!

3rd Job Quest (WIZARD):
3x 1m Galder Check (bought in Mega Bank)
1x Ticket of the Valiant (Dropped by Clurican in Relics Mine Lot2)
1x Harkon (Quest in Snow Hill Mines OR dug in most high level zones like Tap, Snow Hill, Tech)
1x Green Emerald (Dropped by King Yamu in NW Forest, NOT THE EMERALD YOU CAN DIG UP!)
3x Brass (Dropped by Brass Knight in Vamp3)
3x Glass Piece (Dropped by Snowkid in SF1)
3x Magnetite (Dropped by Iron Knight in Vamp2/Vamp3)
3x Magic Powder (Dropped by Bone Magician in Vamp4/Vamp5)
1x Sacred Water (Dig in Swamp Fields)

This quest is somewhat long, but not *too* painful. Harkon is actually fairly easy to obtain if you have the patience to dig, and that's the only really hard item to find. All the others should be fairly easy to get. Near the end you'll have to face the Tribunal Monsters. They are super charged versions of regular monsters. Be very careful of the Madam Chiffons because they like to use Berserk+Lancerator and the Tooth Flowers LOVE to chain faint you. The Leviathans are just annoying because they take very little damage from everything. I hope you have Shield of Heaven or Dark Barrier because it makes things much easier.



6.3rd Job, Wizard!

~Lv.140+~
Wow, all that hype, and this only gets one section on leveling. Well, you get all of the remaining options opened to you now! You can try Tech4, which is very easy to find a party in, and has a good spawn rate. There tend to be a fair amount of lions here, so you'll likely be KS'd. You can also stay in SF3 for a little longer if you please. Another excellent option, and my personal favorite at the moment, is Tap1. Here you can fight Red and Blue Salamanders, and there are also Fire Moths. This place absolutely rocks if you have Water, Wind or both as your elements. The Red Salas are magic weak in general ,making them easy pickings. Blues are wind weak, but absorb water, completely resist electricity, and might absorb something else. The moths are fire and lightning resistant to the point of near immunity, but are Water weak. Another option is Tap3, which has Red Salas, Funky Orcs, and Reaggae Orcs. The Funkys are basically the same as red salas, and but the Reaggaes are water/wind absorb, though can be damaged by all other elements as far as I know. Tap4 is a good option if you have electricity as the fire golems are the stongest enemy that is actually weak to electricity. ID3 is your final option, where you'll mainly focus on Great Coolems, which are magic weak. Avoid the Gract Coolem Cs though, as they highly resist, though don't absorb, magic. Any of these areas should be fine for the rest of your journey!



7.Dark or Light?
There are two major choices a Wizard must make in his or her career. The first choice is whether to go with Dark element skills or Light element skills. Both have their own pros and cons, and both can be used with any build if done correctly.

DARK
Dark is definately the more popular of the Dragon's two elements. It has very strong attack skills. Hellfire+Wicked Flame is a spell with good base damage, but is most valued for it's damage over time ability making exceptional for bosses or burning kills when leveling. Dark Lance is a faster and stronger form of Mana Arrow (by it self) and I mean it's a LOT stronger. Gravity Crush is the strongest AoE skill in the game. While it may be sloooooooow, it's sheer power makes up for it. Dark Distractor really annoys charm types in PvP/GvG, and Dark Barrier is a sure-fire way to make power and charm types a little more cautious of you, especially if you have a fair amount of HP.

+High Single Target Damage
+Strongest AoE in the Game
+Dark Barrier is Awsome
+Considered the "Bunny Killer"
+Excellent Status Effects
-Long Cooldowns
-Susceptible to Gunners without high LK
-No Party Support Skills


LIGHT
Light is a very cool element. It has a good balance of attack and support skills. Light Arrow is a quick, and slightly stronger form of Mana Arrow (by itself) that is great for combo attacks. Light Wave has a lot of potential in it's ability to hit 7 targets when used properly, and is fairly powerful. Radiant Strike, while only hitting 3 targets, is a very easy to use AoE attack that is easily a Light user's best light attack skill. It's even slightly more powerful than Light Wave! Attacks aren't where a Light user truly shines though. Light really shines in it's defence and support abilities. Catastrophe Heal is an excellent self cure that is replacement for Cure with enough MA and LK. Basic Healing helps by removing ANY 1st job debuff, like Rust, Sticky Foot, or even the hated SKUNK POUCH! Heart's Grace is an AoE heal that is useful for GvG/PvP that speeds up healing your teammates and lowers the MP cost to cure them all. Light Shield is an excellent PvE buff that saves a lot of potions, especially if you make sure to have a set of MA gear for PvE. Lastly, is Light's saving grace, Shield of Heaven! If anyone has ever played FFXI, this skill is like Stoneskin. The higher your MA, the more damage this shield absorbs. It's a godsend for PvE and is a major help for GvG/PvP meaning you can load up on LK or MA gear.

+Lots of AoEs
+Fast Casts and Cooltimes
+Excellent Support Skills
+Shield of Heaven is godly
+Skills look cool
-Need a lot of MA to OHKO in PvE
-Lacking single target power
-Very slow start

I hope this section helped you on choosing which base element to get!



8.Which Elements?
The second major Wizard decision is choosing which elements to get in 3rd job! There are 5 to choose from, but when you factor in having light or dark, there's really 10! I'll cover the basic 5 in this section with comments on how they combo with light and dark.

FIRE/EARTH
A good balance of strong single targets and AoE spells. Fire is the strongest 3rd job element, but it is also the least accurate of them, BUT THIS IS STILL A VERY ACCURATE ELEMENT. Earth is the opposite of fire in terms of skill type. It's made for AoEs, but it's weak, though VERY accurate. Both dark and light gain the same benefits from these. Dark gains some needed AoE power, while Light gains some single target pwoer.

EARTH/WIND
One thing describes this combonation: AOE. You will be a god at AoE spells with this. Earth, with Cleaving Terra to tag large numbers of mobs, and Wind being the fastest element, and have two AoE spells makes there elements pair well together. Wind is my favorite element because of it's speed. If you're Light with this element, you'll be an AoE god, and Shield of Heaven works very well when using Whirlwind. Dark gains some needed AoE and quick cooldowns by going with this combo.

WIND/WATER
My personal favorite combonation, which is why I use it! Wind has excellent speed, and it's AoE are very helpful in end-game leveling areas. Water is probably the most used element in the game because many enemies are weak to it, and it's a very TM conservative element. It only has 2 attack skills, both of which are single target, and on even immobilizes the enemy! This combo is arguably the best for eng-game leveling due to most enemies being either wind or water weak. The same bonuses as fire/earth apply here. Dark gains some fast cooldowns, and some AoEs with wind, and Light gains some good single target skills with water! I LOVE THIS COMBO as it houses my favorite GvG combo: Arrow Rush+Razor Gale

WATER/LIGHTNING
This combo saves you the most TM. Both only have 2 attack skills, and 1 set of add-on abilities. Water, once again, has it's solid single target abilities, and Lightning has it's AoEs and the lovely add-on stunspark! Be warned though, a LOT of foes resist lightning in end-game, but don't let that stop you! It's arguably the best GvG/PvP element due to it's excellent immobilization skills. It also houses the deadly combo of Shard of the Glacier+Any lightning spell to form a powerful thunderbolt. Dark's gain some excellent status effects with this combo, and Light's gain single target ability along with immobilization to hepl set up their other AoEs.

LIGHTNING/FIRE
This combo is similar to fire/earth in that it gives AoEs and single target power. Lightning will stun your foes, then you can burn them with fire! However, this is the most resisted element combo by end-game monsters! It's an awsome GvG/PvP combo though! Dark's will have a field day with the additional single target power comboing with lightning's stun. Light gains the raw damage of fire and lightning's stun for AoEing more effectively.

I hope these last two sections help you out in making these difficult decisions!



9.Skill Builds
Ok, This is where things get a little tough for me lol. There are a LOT of skill builds out there for Wizard due to the sheer number of combonations a Wizard can have. Well, here it goes!

-The Basics-
Lv1 Mana Arrow
Lv10 Cure
Lv1 Bottle of Mana
LvM Mist of Mana
Invincible Casting (Passive, 1 lvl)
-------
Total: 34 TM

These are basic skills that EVERY mage should have. Mana Arrow for an attack, Cure for healing (and needed for Bottle of Mana), Invincible Casting to stop from being interrupted, and Mist of Mana for a large power boost. Bottle of Mana stays at Lv1 because it's only needed to get Mist of Mana.

-Arrow Rush Build-
Lv1 Mana Arrow
Invincible Casting
Lv10 Cure
Lv4 Mana Arrow
Lv1 Bottle of Mana
Lv9 Mana Arrow
Lv4 Mist of Mana
Lv10 Mana Arrow
LvM Arrow Rush
LvM Mist of Mana
LvM Mana Arrow
-------
Total: 61 TM

This build is for those who want the skill Arrow Rush. AR is arguably a Mage's most powerful single target spell when mastered. This build is more suited for Dark users, since Mana Arrow lv10 is needed for Dark Lance, but it is also great for Light as it provides a powerful spell to help train with since Light starts out very slow.

-Mana Ring Build-
Lv1 Mana Arrow
Invincible Casting
Lv10 Cure
LvM Mana Ring
Lv1 Bottle of Mana
LvM Mist of Mana
-------
Total: 47 TM

This build is for those who want Mana Ring. Mana Ring is a VERY fast spell, and is pretty strong at lower levels, but it doesn't scale with MA nearly as will as Mana Arrow/AR. It also has a small splash damage area that does more damage the closer the extra foes are to the center. This build is more suited for Light users, as it is needed for Light Wave, but I can't really reccommend it for Dark as they have NO skills that require ring. It's also crucial that you master ring as soon as you have enough mana to cast it without it killing your mana. At low skill levels, Mana Ring has horrible accuracy.

-Mana Storm Build-
Lv1 Mana Arrow
Invincible Casting
Lv10 Cure
LvM Mana Storm
Lv1 Bottle of Mana
LvM Mist of Mana
-------
Total: 47 TM

Exactly the same TM wise as Ring build, but this uses the 1st Job AoE Mana Storm. This build is good for both Light and Dark users as both elements have an excellent skill that requires storm. It's a fast casting spell, but it has a long-ish cooldown. You'll have to combo it with Mana Arrow to use it effectively. Storm scales in a similar way to Ring, but it's a little stronger than Ring. It hits a max of 5 targets.

-Light AR Build-
Lv1 Mana Arrow
Invincible Casting
Lv10 Cure
Lv4 Mana Arrow
Lv1 Bottle of Mana
Lv9 Mana Arrow
Lv4 Mist of Mana
Lv10 Mana Arrow
LvM Arrow Rush
LvM Mist of Mana
LvM Mana Arrow
LvM Light Arrow
Lv10 Mana Shield
LvM Light Shield
Lv10 Mana Storm
LvM Radiant Strike/Lv10 Shield of Heaven
LvM Radiant Strike/Lv10 Shield of Heaven (whichever you didn't get before before)
-------
Total: 126 TM

This build is for those who chose AR and want to get Light. It's a little TM heavy, but it gets the best skills for light. You may ask why I skipped Light Wave? Well, it's a good skill, but it's difficult to use to it's fullest extent, while Radiant Strike is very easy to use. As for Shield of Heaven only being at 10, there is currently a bug where LvM gives you a weaker shield that Lv10. This may have been fixed, but I haven't heard anything so far. Any word on it's fixing would be great! You could also skip Radiant Strike if you want to save TM for 3rd job skills.

-Dark Arrow Rush Build-
Lv1 Mana Arrow
Invincible Casting
Lv10 Cure
Lv4 Mana Arrow
Lv1 Bottle of Mana
Lv9 Mana Arrow
Lv4 Mist of Mana
Lv10 Mana Arrow
LvM Arrow Rush
LvM Mist of Mana
LvM Mana Arrow
LvM Dark Lance
Lv10 Mana Shield
LvM Dark Barrier
Lv10 Mana Storm
LvM Gravity Crush
-------
Total: 114 TM

This build is a cookie cutter build for Dark dragons. You get the power single target spells Arrow Rush and Dark Lance, and the strongest AoE in the game, Gravity Crush. It also gets you Dark Barrier for PvP/GvG. You can get Hellfire+Wicked Flame if you desire, but I just skipped it as it has limited use once you get 3rd job as you get better skills. If you really want it, by all means get it though! It will help you get Dark Lance a little faster.

-Light Ring Build-
Lv1 Mana Arrow
Invincible Casting
Lv10 Cure
LvM Mana Ring
Lv1 Bottle of Mana
LvM Mist of Mana
LvM Light Arrow
Lv10 Mana Shield
LvM Light Shield
Lv10 Mana Storm
LvM Radiant Strike/Lv10 Shield of Heaven
LvM Radiant Strike/Lv10 Shield of Heaven (whichever you didn't just get)
LvM Light Wave (optinal)
-------
Total: 126 or 141 TM (if you get Light Wave or not)

This is Light's cookie cutter build. You get all of Light's attack and defence skills, though you spend a LOT of TM, which could be saved for 3rd job skills, which could possibly be a lot better. You'll get Radiant Strike, which is an excellent AoE, and both the shields, which will make PvE life very easy and allow you to survive without HP gear in PvP/GvG. You've been warned though, this build VERY slow until you get Radiant Strike.

-Light Storm Build-
Lv1 Mana Arrow
Invincible Casting
Lv10 Cure
LvM Mana Storm
Lv1 Bottle of Mana
LvM Mist of Mana
LvM Light Arrow
LvM Mana Shield
LvM Light Shield
LvM Radiant Strike/Lv10 Shield of Heaven
LvM Radiant Strike/Lv10 Shield of Heaven
-------
Total: 115 TM

Finally a Light Build that is TM friendly! This build willl net you Radiant Strike and Shield of Heaven, which is what Light is all about. You may not get Light Wave until later, but that's perfectly tolerable IMO, since it's difficult to use to its fullest. This build will let you start learning those lovely 3rd job skills right away.

-Dark Storm Build-
Lv1 Mana Arrow
Invincible Casting
Lv10 Cure
LvM Mana Storm
Lv1 Bottle of Mana
LvM Mist of Mana
LvM Mana Arrow
LvM Arrow Rush
LvM Dark Lance
Lv10 Mana Shield
LvM Dark Barrier
LvM Gravity Crush
-------
Total: 116 TM

This build is pretty much the same as the Dark AR build, but you get skills in a different order and you end up mastering Mana Storm. If you want a descrption, just look at the Dark AR build. <_<

Ok, for the 5 element combos, things get a little crazy. It would be WAY too many builds for me to list all I have above, for EACH combo. So instead, I'll simplify them and list the 3rd job skills for each combo in the order I see you should get them. NOTE: All of these skills are listed assuming you have finished your 2nd job build to the extent that you want! Also, I won't be listing the elemental shields, because they are of little use atm.

-Earth/Wind-
1. Wind Blade
2. Cleaving Terra
3. Razor Gale
4. Whirlwind
5. Summon Boulder (if you REALLY want it)

Wind Blade is a lovely skill. Fast, extremely low MP cost (100 at master!), AoE (small, but not terrible), and decently strong. I guarantee you will love it. Cleaving Terra comes next because it combos so well with any other AoEs that you have. Tag with terra, maul the tagged mobs with wind blade/mana storm/radiant/gravity/whatever. Razor Gale is 3rd. I love this skill and I would place it about terra, but the fact that it needs ring as a prereq makes it move down a slot IMO. It also has a somewhat high TM level requirement for Wizard. Whirlwind is 4th as it's useful once you get terra, but at that high of a level, you'll want to keep moving to claim more mobs. Last is Summon Boulder. This skill is... meh. It has okay power, but nothing to call home about. It's accuracy is about all it has going for it IMO. Botulism Cloud isn't listed because it is currently broken.

-Water/Wind-
1. Wind Blade
2. Drip Bomb
3. Shard of the Glacier
4. Razor Gale
5. Whirlwind
6. Water Tube

Once again, Wind Blade takes the top for it's AoE, speed, MP cost, and decent power. Drip Bomb takes 2nd because of it's well-roundedness. It's got decent power, speed, MP cost, and low cooldown. You'll make good use of this skill. Shard comes after Drip because while it IS more powerful, it has a max hit rate. This means no matter how much LK you have, it will STILL miss sometimes. Razor is 4th due to it's TM requirement. Whirlwind is 5th because you need to stand still to use it. Water Tube is last because you need Mana Web to use it. And you'll likely OHKO stuff with Drip Bomb anyways. I guess it's okay for bossing?

-Water/Lightning-
1. Drip Bomb
2. Electro Attack
3. Electroshock
4. Shard of the Glacier
5. Tesla Field
6. Water Tube

Drip Bomb takes #1 here! You'll get a lot of use out of this skill. Think of it as a mini-dark lance. Electro Attack comes next. It's AoE, decent power, quick cast, and quick cooldown. What more could you want? There's a reason this is 2nd though, and that is quite a few enemies resist electricity by this level and you need a fair amount of MA to OHKO with it. Electro Shock comes next. This makes Electro Attack a lot more useful. Anytime an enemy gets hit by EA, they will get immobilized for a few seconds. This will possibly save your life, and will greatly annoy your opponents in GvG/PvP. Don't skip it! 4th is Shard for it's stupid accuracy cap, but this skill also unlocks the best combo of spells. Shard has the hidden ability to make any electric attack on a frozen enemy deal a TON more damage. Next is Tesla Field. It's AoE, but the AoE dies when it's target dies, which doesn't help if you can OHKO the enemy. Tube comes last for obvious reasons.

-Fire/Lightning-
1. Whirlwind Blaze
2. Electro Attack
3. Electroshock
4. Incinerate
5. Phoenix Rising
6. Tesla Field

Whirlwind Blaze wins this round. It's a more powerful, SLIGHTLY less accurate form of Drip bomb. Otherwise, they are pretty much the same (only 2MP difference in mastered cost even!). Electro comes next because you need a little time to build up your MA. Electroshock is next to make EA more useful. Then comes Incinerate. This spell is more powerful than Blaze AND can hit 2 targets for full damage, but that 2 target hit doesn't translate to PvP/GvG sadly, so it drops on the list. It also needs Ring! >.< Phoenix Rising is next for it's ability to do burning kills. It's so low though because it needs Incinerate to become unlocked. Last comes Tesla for the same reasons as in Water/Electric

-Fire/Earth-
1. Whirlwind Blaze
2. Cleaving Terra
3. Incinerate
4. Phoenix Rising
5. Summon Boulder

Blaze takes 1st again for its all around usefulness. Terra is 2nd for it's AoE claming power, though it's on the weak side. Inicnerate is next because it pairs pretty will with Terra. Then comes Phoenix for burning kills and combos with Terra, and Tesla last because if you OHKO with it, it's not very useful IMO.



11.Special Thanks!
Time for the Thank Yous!

-nTreev, for making such a fun game
-Chan, for helping me with element combos
-Anyone who helps point out Typos, for pointing out typos
-MyTrickster.Net, for hosting this guide
-Readers, for reading this guide!

WHEW! That was tedious! Anyways, GvG/PvP Tips next update! Stay tuned!
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HeligDrake--> 1441 Light/Wind/Water Dreep 20x/TM 21x
YajuuChan--> 4114 Envious Bunny 5x/TM 5x
YajuuDark--> 1441 Dark Lord to be 0x/TM 2x

-WONDERLAND ONLINE-
Yajuukun--> Lv15 Earth User

Yajuukun's Wizard Guide

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Last edited by Yajuukun : 21 Apr 2008 at 07:27 PM.
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Old 14 Apr 2008   #2
Ameh
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Ame lieks. 8D Very nice guide Yajuu~ Meanwhile my AP cat guide is still in the making. D:

Keep updating this guide... I like eet. :shock:
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Old 16 Apr 2008   #3
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is there any recommended skills to learn to better the character?
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Old 17 Apr 2008   #4
Yajuukun
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I'll post the skill builds a little later. I'm still trying to get them organized
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HeligDrake--> 1441 Light/Wind/Water Dreep 20x/TM 21x
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YajuuDark--> 1441 Dark Lord to be 0x/TM 2x

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Yajuukun--> Lv15 Earth User

Yajuukun's Wizard Guide

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Old 17 Apr 2008   #5
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wish u already post the skill build..=(

i really want to have a good build on my upcoming new character..

i dont wanna ruin my character..

coz i have a hard time getting a points seller that is not a scammer..=(
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Old 17 Apr 2008   #6
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very nice guide but i'd like to ask one thing.

when u say light arrow and dark lance are stronger than mana arrow are u talking about plain mana arrow or arrow rush?

because arrow rush is stronger than both of them :X

and spelling/grammar check and some stuff u can add in :3
2.Why be a Wizard?
Ahh, Wizards! My favorite class in Trickster, and an underestimated threat when it comes to PvP/GvG! For those of you who don't know what a Wizard is, it is the hybrid class that Dragons may choose to become when making their advancement to 3rd job. Wizards get access to the Sheep's arsenal of 2nd job elemental spells, giving them a wide variety of elements to choose from and unlocking a large number of combo attacks that can be used. A Wizard should have a spell for every occasion, though they don't quiet get the powerful attacks that a Dark Lord has, or the support ability of a Priest. Also, as a mage in general, once you get Cure you don't have to carry around HP pots EVER AGAIN!
quiet, change to quite

Also, as a mage in general, once you get Cure AND a decent amount of HP, you don't have to carry around HP pots EVER AGAIN!

once again, nice guide
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Old 17 Apr 2008   #7
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I lieks. 8D
Very nice guide.
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Old 17 Apr 2008   #8
Yajuukun
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Thanks for the feedback ^^ And I'll get to editing some of that info to make it for clear. <_< Thanks Ken xD
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HeligDrake--> 1441 Light/Wind/Water Dreep 20x/TM 21x
YajuuChan--> 4114 Envious Bunny 5x/TM 5x
YajuuDark--> 1441 Dark Lord to be 0x/TM 2x

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Yajuukun--> Lv15 Earth User

Yajuukun's Wizard Guide

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Old 18 Apr 2008   #9
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yehey!!

A VERY GOOD JOB ON THIS GUIDE..

this is the very organize and easy to understand..than some other guides..

this guide is the BEST so far..=)
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Old 18 Apr 2008   #10
JaimeCuteFox
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wow..

Very Good on this guide..

yeah, what broken said..very organize and easy to understand.

I'm very impress. keep up the good work.
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Old 18 Apr 2008   #11
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+1,000 points for not trying to say "lulz u nid AR LULZ"
+1,000,000 points for it being a guide for hybrids
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Old 18 Apr 2008   #12
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Nicely put together guide, fairly easy to comprehend. I approve as a fellow hybrid.


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