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[GUIDE] Magician, general information.


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#1 LordLDF

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Posted 19 April 2013 - 06:02 PM

This is a basic guide to Magicians to try and give people a better idea of what they will be getting into.

The first thing you should decide on when making any character is which second job you will be making. For magicians the options are Sorcerer or Wizard. Also, the generic question of what your focus is going to be: PVP, PVE, or Raiding. Each has its own specific tweak to optimize the build.

Sorcerer can go:

DPS: Deal large bursts of damage, possibly the most in the game. Usually go for the Lightning Tree.
Sample (Maxing frost driver is optional - has many uses but points are valuable, use your own discretion)

Support: A great healer to rival even Priests. Usually go for the Water Tree.
Sample: (Truely pure support)

Hybrid: The best of both worlds! Combination of Lightning and Water Tree.
Sample: (Same as DPS, this is a very customized sort of build so think for yourselves)

Wizard can go:

DPS: Deals consistent damage over time (DoT). Usually goes for the Fire Tree.
Sample: (You should consider if you're going to want Teleport (Lightning Tree) and/or Ice Wall (Water Tree), but this is just a generic build to go into being a wizard.)

Magician Skills:
Cold Bolt: Sorcerer Skill usually maxed since it will be your main DPS skill throughout the entire game, that's right 1-50.
Frost Driver: It's really handy to have at 3 early in the game but becomes fairly obsolete at end game. So you may want to skip it to save points. Note: You can't freeze bosses.
Water Arms: Besides pre-requisites there is really no reason for either class to get it beyond 1. Even if you're Support Sorcerer you won't be using this.

Fire Bolt: Your main DPS skill for Wizards, usually maxed since you'll be using it 1-50. Even at end game.
Fire Ball: Part of your main DPS skill rotation for Wizards. Usually maxed.
Fire Bolt Mastery: Handy for maximizing damage but can be skimped on if necessary.
Fire Arms: Important self buff for Wizards, usually maxed.

Lightning Bolt: Useful at beginning stages of game for a Sorcerer but becomes nearly useless at end game. Note: It can be cast while running so it's great for kiting. Keep it at 1, becomes useless unless you're specialized in some way (PVP?).
Thunderstorm: AoE fairly useless, get it only as a pre-requisite.
Wind Arms: Very important to Sorcerers. Max it if you're going to DPS.

As for stats here are a few options and opinions:

41 Int, 41 Agi: A nice build trying to balance crits and raw magic attack.

40 Int, 40Agi, 8Vit: Another nice build, 1 int + 1 agi for 8 vit? Not a bad deal for a little extra HP.

50 Int, 29 Agi, 2 Vit: A nice build aiming for maximized magic power.

29 Int, 50 Agi, 2 Vit: A nice build and personally a favorite if you're going Sorcerer since end game equipments will have plenty of Int but not as much of Agi.

36 Int, 36 Agi, 25 Vit: Very balanced I suppose, though it would not be my preferred choice but putting it out there.

These are just a few stat builds to give you some ideas, although I personally don't think Vit is worth putting points into but some may disagree and it's fine. I think most people will agree that Wis is completely useless to put points into though. Also, you should know that in this game, crits are GOD, and will see many people trying to hit about 40% crit rate at level 50.

Main Skill rotations for Magicians:

Sorcerer DPS/Hybrid:
Cold Bolt > Wind Arms procs hopefully > Lightning Bolt x 2 > Cold Bolt


Sorcerer DPS/Hybrid with Frost Driver:
Frost Driver > Lightning Bolt ~4/5 > Cold Bolt > Wind Arms Procs? > Lightning Bolt x 2


Wizard DPS:
Fireball > Fire Bolt > Fire Bolt Master Procs? > Fireball > Fire bolt

Basically repeated over and over until the thing is dead.

Tips:


When starting out, put points into Int as you'll see a bigger affect in the early game, save Agi stats for later in the game.

Max out your main combo if you're going DPS.

Lightning Bolt can be cast while running, so Cold Bolt for slower walking speed and sideways run (W+A or w+D). Don't run too far, just try and do circles otherwise it will reset.

When deciding whether or not to get a certain skill, take its COOLDOWN and CAST TIME into consideration.

The skill simulator is not completely accurate. So double check cooldowns, cast times, and skill upgrade percentages before you invest in them.


You can save skill points from first job to second job.

Anyone have anymore? I would love some! Also, if there is any other things that should go in here, do tell me please!

Full Sorcerer Builds:

DPS:

Support:

Hybrid:
My take on a Hybrid

Full Wizard Builds:

DPS:

Feel free to post and submit your own unique or cookie cutter builds to put in there! Variety is the spice of life after all. :)

Edited by LordLDF, 21 April 2013 - 06:24 PM.

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#2 synesthetic

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Posted 19 April 2013 - 06:23 PM

I can't seem to properly view any of the three skeleton builds you have for sorc. I can see the wiz one fine though.

I've been told that Frost Diver is important in some raids where kamikaze summons are spawned. Frost Diver immobilizes the target long enough to kill it before it can explode on someone.

Wind Arms' proc is only good for two attacks, not three.
And if a Sorc has JT, they can get more damage output with this:
CB > Wind Arms proc > JT > CB > JT
CB is just long enough to fill in for the cooldown of JT, and if they're lucky, Wind Arms may proc again. Even if it doesn't proc again, it's still better damage.
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#3 LordLDF

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Posted 19 April 2013 - 06:40 PM

This magician guide not sorcerer/wizard so I kept the skill rotations based on just magician skills.

Also it is true frost driver can come in handy during certain situations that is why I left it as something the aspiring magician should consider as a possibility not consider as a necessity.

Ah yes I made a mistake, it is only 2 shots with Wind Arms, fixing that now.

Edit: All the links work for me. If you mean that they don't show any skills past the magician skills then yes you are right but that is what I intended. I suppose I should put a section to put full builds in.

Edited by LordLDF, 19 April 2013 - 07:26 PM.

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#4 synesthetic

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Posted 19 April 2013 - 08:35 PM

I guess the skill sim thing was a temporary problem. It was weird. Only the three beginner skill points were allocated, but the point count at the top said 15 points were used. And as I said, the wizard one showed up fine.

I mentioned JT since you specifically said, "Sorcerer DPS/Hybrid with Frost Driver". I understand now that you're trying to limit discussion strictly to mage skill usage, but I just found it odd before since you even noted that LB is practically obsolete by endgame.

Either way, I hope I won't see anymore sorcs using fire skills!
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#5 LordLDF

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Posted 19 April 2013 - 08:48 PM

Just trying to give as much info on the possibilities of magicians and prevent mistakes that will make people rage! That way people can make a decision they will be happy with. I suppose I should add in Sorc/Wizard stuff as well besides just helping people prep for a specific path but I worry it will be too much text, its already a wall of text as is and there are plenty of posts on them but none on first jobs.

Edited by LordLDF, 19 April 2013 - 08:51 PM.

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#6 polo2005

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Posted 21 April 2013 - 04:05 PM

Hope you dont mind me asking a question...
if you could max out one skill out of deluge or land of recovery in a hybrid build for soloplaying/pvp/pve, wich would you pick and why?
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#7 LordLDF

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Posted 21 April 2013 - 04:50 PM

Hope you dont mind me asking a question...
if you could max out one skill out of deluge or land of recovery in a hybrid build for soloplaying/pvp/pve, wich would you pick and why?


You should probably be using land of recovery more often as it is very handy in almost any situation but Deluge is incredibly vital for end game raids. If I had to pick I'd probably try and get both, but in terms of solo/pvp/pve I would think LoR would be more handy as you can have it on nearly non-stop while Deluge has a cool down but incredibly important to help survive those nasty end game AoE's from bosses.

If I had to pick only one I would choose deluge just because leveling is fairly easy in this game and most of the best times you'll have will be in raids... (if you don't get a terrible team) As for pvp I'm not entirely sure since most of my experiences on it has been running and sniping.

This is the build I had before http://www.ro2skills...naoqDdFdBrDkbrA I did my best but it could probably be better tuned for certain things, hopefully it will help you decide your build.

Edited by LordLDF, 21 April 2013 - 04:50 PM.

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#8 polo2005

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Posted 22 April 2013 - 04:10 PM

You should probably be using land of recovery more often as it is very handy in almost any situation but Deluge is incredibly vital for end game raids. If I had to pick I'd probably try and get both, but in terms of solo/pvp/pve I would think LoR would be more handy as you can have it on nearly non-stop while Deluge has a cool down but incredibly important to help survive those nasty end game AoE's from bosses.

If I had to pick only one I would choose deluge just because leveling is fairly easy in this game and most of the best times you'll have will be in raids... (if you don't get a terrible team) As for pvp I'm not entirely sure since most of my experiences on it has been running and sniping.

This is the build I had before http://www.ro2skills...naoqDdFdBrDkbrA I did my best but it could probably be better tuned for certain things, hopefully it will help you decide your build.



based on your suggestion, i tired to get both, http://www.ro2skills...naoqBdFdBrDkbrA
this is how it ended up, i'm still thinknig about moving around points from frost diver to healing wave or foresight, but i'm not sure how important these skills actually is and how often you actually use it.

Edited by polo2005, 22 April 2013 - 04:13 PM.

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#9 LordLDF

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Posted 22 April 2013 - 06:46 PM

Ah yes those last 2 little points, I personally put them into healing wave to give me more healing powers in Raid emergencies. Frost driver does have its many uses, as synesthetic pointed out its handy for those kamikaze spawns in raids, also handy for instant double damage, or possibly pvp to stop people from running. Foresight seems to be more pvp oriented but can have its niche uses as well, it does not negate cooldowns so you wont be able to spam many skills besides Cold Bolt and Healing wave. It also has a fairly sizeable cooldown itself which is why I invested in Healing Wave, but frost drive may be just as good or better, its a hard choice really. If you need more points you should consider taking them from JT Mastery, its handy but not amazing in my opinion.
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#10 Kirito83

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Posted 22 April 2013 - 11:24 PM

hm how is this...can a sorcerer rly heal as good as a acolyte...on full support skills?
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#11 synesthetic

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Posted 22 April 2013 - 11:59 PM

They're capable of main-healing in dungeons. And they complement priests very well.
But priests make the safer healer to choose if you can only pick one. They just get more heals or supportive abilities that can respond faster in emergencies.


Sorc is nice for
- AoE HoTs (LoR, Deluge in emergencies)
- fast single-target heals with good chance of adding an HoT (Healing Wave)
- emergency HP buff (Deluge)

Priest is nice for
- instant single-target HoT (Renovatio)
- instant AoE heal + HoT (Aspersio+Highness Heal)
- decent single-target heal (Heal)
- single-target instant full HP heal for emergencies (Coluceo)
- single-target 40% damage reduction for emergencies (Assumptio)
- emergency HP buff (Sanctuary--good for healing too, if leveled high)
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#12 Kirito83

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Posted 23 April 2013 - 12:08 AM

hm im looking forward to play a sorc as heal :p_laugh:, but i think you have to fight to get accepted as a real heal class :p_swt:. But i will give it a try, i ever played the difficult healers xD
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#13 synesthetic

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Posted 23 April 2013 - 12:41 AM

but i think you have to fight to get accepted as a real heal class :p_swt:.

Yeah, you do, unfortunately. Especially early on, when newer players would be like, "ur a mage, how can mage heal?" But if you're confident you can do it, then it's easier for other people to consider giving it a shot.

The first dungeon I ever got to mainheal as a sorc was Izlude Cave, because my party was desperate to get any healer--no priests in sight for a long time. I didn't think I could do it, but they made me try it anyway. And it ended up being the most fun party I've ever had.
4 Rangers, 1 Sorc.

The only dungeons I can think of where you may not be able to mainheal would be ones where there's a boss that requires a lot of kiting. So people are forced to spread out and probably end up out of your range while still getting hurt. Like Ungoliant.

As someone who mains priest though, I love and hate you guys.
I love you because you make my job so much easier.
I hate you because you make me lazy.
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#14 flysteps

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Posted 23 April 2013 - 08:08 AM

hm how is this...can a sorcerer rly heal as good as a acolyte...on full support skills?


Imagine this
A team consists of 1 tanker and 4 sorcerers.
Heal and DPS all the way.

But, not much of drops though. Fight for it.

In raid usually have 2 Sorcerer and 2 Priest, still, fight for it. Well, only 1 wizard.

There is an orthodox guy that I know of, once running CoA Hard, actually get rid of that and made 3 priest 1 sorc 0 tank 0 wizard the rest are DPS and that team apparently didn't even run in full raid team of 10 but still succeeded.

Poor mages. Choose your cards and find friends :D
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#15 ProtosX01

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Posted 23 April 2013 - 09:02 AM

Water Arms: Besides pre-requisites there is really no reason for either class to get it beyond 1. Even if you're Support Sorcerer you won't be using this
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#16 ProtosX01

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Posted 23 April 2013 - 09:02 AM

Water Arms: Besides pre-requisites there is really no reason for either class to get it beyond 1. Even if you're Support Sorcerer you won't be using this
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#17 ProtosX01

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Posted 23 April 2013 - 09:03 AM

Water Arms: Besides pre-requisites there is really no reason for either class to get it beyond 1. Even if you're Support Sorcerer you won't be using this
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#18 ProtosX01

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Posted 23 April 2013 - 09:03 AM

Water Arms: Besides pre-requisites there is really no reason for either class to get it beyond 1. Even if you're Support Sorcerer you won't be using this
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#19 ProtosX01

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Posted 23 April 2013 - 09:04 AM

Water Arms: Besides pre-requisites there is really no reason for either class to get it beyond 1. Even if you're Support Sorcerer you won't be using this
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#20 ProtosX01

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Posted 24 April 2013 - 05:15 AM

Water Arms: Besides pre-requisites there is really no reason for either class to get it beyond 1. Even if you're Support Sorcerer you won't be using this.

Have you tried lvl5 of this skill? ^_^ I have and from Lv1 up i did not even bought pots... even the ones i crafted all goes to other players bags and gives me Z in return... with -10% damage also means between life and death... although i used sp food...especially when killing mobs nonestop haha

By the way my build is both FULL DPS and FULL Support... how can that be possible? hehe i just use another DPS path and the same support path haha

what matters most is i can play solo, party and in any situation on any place posible ^_^ This is the 1st time i really loved playing as a magic class... this sorc is more like a magic caster knight tanker build wahaha

Edited by ProtosX01, 24 April 2013 - 05:19 AM.

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#21 LegendsEnd

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Posted 24 April 2013 - 09:39 AM

Does Frost Diver work for full duration in PvP?
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#22 frostsense

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Posted 24 April 2013 - 10:53 AM

Yes, it works for the full duration. However, upon being Immobilized, your opponent is immediately granted a buff that cuts any future duration (does not apply to the current one) of Immobility depending on the buff level (increases every time an Immobility is cast on them while the buff is up).
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#23 LordLDF

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Posted 24 April 2013 - 11:34 AM

Water Arms: Besides pre-requisites there is really no reason for either class to get it beyond 1. Even if you're Support Sorcerer you won't be using this.

Have you tried lvl5 of this skill? ^_^ I have and from Lv1 up i did not even bought pots... even the ones i crafted all goes to other players bags and gives me Z in return... with -10% damage also means between life and death... although i used sp food...especially when killing mobs nonestop haha

By the way my build is both FULL DPS and FULL Support... how can that be possible? hehe i just use another DPS path and the same support path haha

what matters most is i can play solo, party and in any situation on any place posible ^_^ This is the 1st time i really loved playing as a magic class... this sorc is more like a magic caster knight tanker build wahaha


Would you mind sharing your build here? I would love to see something different than mine :).

As for Water Arms I never really even considered it because DPS will want Wind Arms up and Support will want Earth Arms up. Thank you for bringing up an interesting point!
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#24 ProtosX01

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Posted 24 April 2013 - 08:05 PM

Would you mind sharing your build here? I would love to see something different than mine file:///C:\Users\ADMINI~1\AppData\Local\Temp\msohtmlclip1\01\clip_image002.gif.

As for Water Arms I never really even considered it because DPS will want Wind Arms up and Support will want Earth Arms up. Thank you for bringing up an interesting point!


I see... when a COMMON build is popular (well it was called common because it’s popular) then... a different build emerge with a capabilities much higher than the popular common build… what will you do? If you are the only one who knows that build? Share it and let others discriminate your build while they actually try to mimic it? Or build your BUILD reputation 1st then share it?
One thing that pRO thought me is a very nature of a human being to be aggressive and protective when an unknown situation/thing appears. I have to make this build known first… as for the sharing I would love too.. but not now…
Just a piece of advice… a COMMON Full DPS or a Wind Arms Build is actually a sorcerer whos playing against the odds… most players calculate the situation using IF the Cold Bolt procs and WA buff is activated…

Logic

If you cast Cold Bolt and Wind Arms buff is active then you have Double Damage Chance of 30% on next 2 lightning skill casted on BOSS/Monster.

CB > WA active > X2 > X2

HOWEVER if you cast Cold Bolt and Wind Arms buff is not activated… then… 1X damage of lightning skill on BOSS/Monster until you cast CB and until IF and ONLY IF Wind Arms buff will be active.

CB > WA inactive > X1 > CB > ?

Wind arms -20% casting rate…useless coz most of sorc skills are instant cast. +30% DD damage with cold bolt..Great IF it hits the buff lolz

My build DOES not deal with uncertainty… a Common Full Support Build rely on Earth Arms… a Common Full DPS Build rely on Wind Arms…

I rely on my own build to have a great time ^_^
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#25 flysteps

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Posted 26 April 2013 - 10:32 AM

Never reveal your build, let common stay common :P
People need to learn how to spend time, brain, money and the will to butcher the class. Great thing doesn't come cheap :P
Hahahaha
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