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Starting Mage- Sage/Wizard Guide.


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#26 asayuu

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Posted 14 February 2012 - 01:21 PM

Magma dungeon for a solo mage? Hmmm... As a wizard I would mainly Ice Wall then Storm Gust. As a sage... I would get very far from magma, and go blow up dark priests instead. I think vertical firewall while casting firebolt would be the best deal on the map.

My little wizard mainly Frost Nova stuff, and wait for unfreeze while casting Storm Gust 10. [interestingly, I think wizard skill points are easier to have spare than mage points... Though my mage skills are a mess and I outleveled the hypnotist... Napalm Beat 10 is a wasteeeeeeeee! D:]
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#27 Anchors

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Posted 14 February 2012 - 04:49 PM

^Only problem with that is that DPs move so fast that they'll burn right through your vFW (they're undead) without taking all the hits... I think...

Sages don't have it that easy unfortunately and are pretty much stuck solo lvling as they are not good in parties until they get Soul Exhale as Scholars.


That's kinda true, but a hindsighter can pull, a sage with safety wall or the field spells can support, a sage with fire wall can be helpful on most maps with camping parties, a sage with both high free cast and FW can pull/pseudo-tank most mobs... If you advertise your strengths, sometimes you can get otherwise unlikely slots in parties *shrug* You might surprise your party with the results, too /no1
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#28 haf7ne5r

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Posted 14 February 2012 - 08:45 PM

^Only problem with that is that DPs move so fast that they'll burn right through your vFW (they're undead) without taking all the hits... I think...


@EvilLoynis: I find it amusing that you automatically assumed my gender was a "he" without asking me first *I'm a she, btw*. Anyhow, here were my skills as wizard.

Main Mage Skills
lvl 5 FB
lvl 5 CB
lvl 5 LB
lvl 10 FW and FD - I chose to max both in case.
lvl 1 LS
lvl 1 SC

Main Wiz Skills
lvl 6-7 SG
lvl 6-7 MS
lvl 5 IW
lvl 5 QG
lvl 5-7 JT
lvl 5 HD
lvl 3 ES

It is true that undead will go through vFW, so the option is to keep making them hit your FW or cast another FW while leading them in it *just walk in a cirle* after two FWs *I'd keep a third in case something else pops up*. I do both and it works. I kill zombie prisoners and skel prisoners that way (or maybe heal-bombing as priest tranferred to wiz and now I love killing undead monsters in general...) I have a hindsight sage at lvl 83 or so, so I haven't tested these quests yet. I can probably go for the juno district, since setting up FW properly is a skill in itself.

For GH, once you get quagmire, its best to cast that first before FW then SG. I use SG lvl 6-7, but it depends on works for you. As sage, I'm guessing its possible to FW them and FB, or FW, FD and LB. it's probably safer to do the latter, as both are fairly agile monsters and at maxed FD, freezing them shouldn't be too difficult. I'll try it out as my sage sometime as post back. If I can survive, I think most others can. Note: My sage's INT is 80.

@Asayuu: Magma dungeon...I rather not try at all if I don't have SS *possibly maxed*. It's not the kahos I'm worried about, its everything else Xd *I also assumed that most mages would class change to either wizard/sage*
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#29 EvilLoynis

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Posted 15 February 2012 - 08:09 AM

@EvilLoynis: I find it amusing that you automatically assumed my gender was a "he" without asking me first *I'm a she, btw*. Anyhow, here were my skills as wizard.


Sorry about that but going with the numbers it's mainly guys that play these games. Didn't mean to be sexist but just used a generic "he" without thinking about it. ;)

Also I wonder why you don't max your Fire Bolt and Storm Gust? It's usually better to have a few skills maxed then 6or7 points in a 10 level skill.

Storm Gust is an exception and you can either get just 1 in it for quick cast/freezing or level 10 for Damage for best results.

Seeing that you have FDiver maxed you may want to max JT as well and drop a point off of Light Bolt as it only needs 4 for pre reqs.


Here is a skill simulator to help with your build

http://irowiki.org/~...skill4/wiz.html
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#30 Anchors

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Posted 15 February 2012 - 08:46 AM

It is true that undead will go through vFW, so the option is to keep making them hit your FW or cast another FW while leading them in it *just walk in a cirle* after two FWs *I'd keep a third in case something else pops up*. I do both and it works. I kill zombie prisoners and skel prisoners that way (or maybe heal-bombing as priest tranferred to wiz and now I love killing undead monsters in general...) I have a hindsight sage at lvl 83 or so, so I haven't tested these quests yet. I can probably go for the juno district, since setting up FW properly is a skill in itself.


Fire Wall info~ To summarize the relevent info, it's the fast movers like dark priests that are the issue for vFWers. An undead monster only takes so many hits per second on a cell of fire wall, and if they move fast enough, they simply won't take all the hits. If you level in OD1 mobbing stuff into your vFWs starting at 36, you'll notice the orc skels will make it through your FW a lot of the time to attempt hitting you. <edit>Forgot to add that, if you're going to be "tanking" them anyway through your FWs, you might as well bolt spell once and be done with it. :> </edit>

As for sages and the juno eden board quests, even if you cannot vFW properly without taking hits, or are lagging too much to do so, you can always just use FW to push monsters away from you so you'll have some time to set up the vFW proprerly (or just plain FBolt them, or tele, or do whatever you need to do). The monsters might be a little tough to dodge even for a hindsighter without some flee gear and good agi to back it up, but FW and heal clipping should fix that right up.

I leveled both of my sorcs through pre-trans sage as hindsighters. First had SW and more of a melee build, second had FW with more int for casting. FW/caster is much faster, SW/melee (and likely SW/caster) is easier.

Edited by Anchors, 15 February 2012 - 08:52 AM.

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#31 haf7ne5r

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Posted 15 February 2012 - 09:52 AM

Sorry about that but going with the numbers it's mainly guys that play these games. Didn't mean to be sexist but just used a generic "he" without thinking about it. ;)

Also I wonder why you don't max your Fire Bolt and Storm Gust? It's usually better to have a few skills maxed then 6or7 points in a 10 level skill.

Storm Gust is an exception and you can either get just 1 in it for quick cast/freezing or level 10 for Damage for best results.

Seeing that you have FDiver maxed you may want to max JT as well and drop a point off of Light Bolt as it only needs 4 for pre reqs.


Reason: Currently I don't have anyone else to regularly party with, and since I have interruptible casting time (as equips aren't affordable in my situation), its better to reduce casting time in order to avoid being hit but maxing out the damage in the process =. I won't be able to afford maxing JT unless I take away points from maxed MS this time around since I'm aiming to get a decent lvl of SDrain (for future Hwiz).
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#32 EvilLoynis

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Posted 15 February 2012 - 11:41 AM

Reason: Currently I don't have anyone else to regularly party with, and since I have interruptible casting time (as equips aren't affordable in my situation), its better to reduce casting time in order to avoid being hit but maxing out the damage in the process =. I won't be able to afford maxing JT unless I take away points from maxed MS this time around since I'm aiming to get a decent lvl of SDrain (for future Hwiz).


You will notice that pretty much all my leveling spots are places where you really won't be interrupted as the monsters are Passive&non cast sensors, or immobile for that very reason.

Well just fyi Meteor Storm pretty much sucks. It's to random to be a good aoe damage spell and when you hit WarLock Crimson Rock totally rules.

Also in regards to Soul Drain, Meteor Storm does NOT activate it although Crimson Rock DOES. So does Chain Lightning as well.

Here's Skill Sim for WL so it can help you out. It also has HWiz skills there as well.

http://irowiki.org/~...skill4/wlk.html

I know Fire Rules against Earth & Undead guys but Storm Gust 10 Works almost just as good vs Undead and can Freeze Earth guys in place as well.

You still have HD for Wind guys. I really loved using Quag + HDrive vs Roweens during the turn in.

Also look into getting a phen card in a clip or nile rose (Nile Rose is easy to get by doing the Eye of Hellion Quest, it is really good for exp as well as an OBB). The Phen can also be gotten by doing the Overlook Dungeon Quest as a reward.

Edited by EvilLoynis, 15 February 2012 - 11:44 AM.

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#33 haf7ne5r

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Posted 17 February 2012 - 05:31 AM

My build for wiz was pretty much set before 3rd classes kicked in...around '08-'09. Back then, the mages used to lvl in Einbroch field where the vast majority of the geographer population was located. SG also pushes monsters randomly, so it was better not push any geos towards me by accident. Now that the chances of freezing have improved dramatically, it's not as much as as issue as it was before.

Overlook water dungeon is for VIP only. That's related to personal issues of money =p Or the other option is to slowly make 800k zeny turn into 10mil zeny somehow...in a couple of months
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#34 EvilLoynis

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Posted 17 February 2012 - 12:30 PM

Overlook water dungeon is for VIP only.



This is only partially true.

You can get 30 Days of access to the overlook dungeon for the low cost of 1 Reset Stone. These can be gotten quite easily now with the daily rewards and turn in's for Eden Merrit Badges.
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#35 haf7ne5r

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Posted 17 February 2012 - 06:59 PM

@EvilLoynis: Thanks~ That's good to know.
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#36 Bes7iA

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Posted 25 March 2012 - 04:53 PM

many thanks a for your work on this, it helped me a lot.

specially cuz i want to try the sage way and there is no much info about them besides the "hindsight build" wich i dont like it so there is much less information for me at least.

Edited by Bes7iA, 25 March 2012 - 04:54 PM.

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#37 big742003

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Posted 25 March 2012 - 05:15 PM

What's the Luk for on a mage? Dodge?
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#38 EvilLoynis

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Posted 25 March 2012 - 09:48 PM

What's the Luk for on a mage? Dodge?



Luck (Luk) is for 2 reasons one is Perfect Dodge and the other is Magic Attack (MAtk).

I forgot it also helps with Flee as well.


LUK

Luck: Each 1 LUK provides the following:


This is taken from irowiki.org
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#39 big742003

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Posted 26 March 2012 - 07:29 AM

Ty, I'll start adding luk.
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#40 EvilLoynis

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Posted 26 March 2012 - 04:13 PM

Ty, I'll start adding luk.



I find that a good stat build to aim for non trans is

Base
90 Int
60 Dex
55 Vit
58 Luk (Job level 34 Wiz gives +2 Luk to bring this to an even 60)

Basically as a HWiz I would stick to this stat build as well pretty much. HWiz gets the +2 Luk at Job 39 with +3 at 57.


For my WL I try for a similar build bringing Int to 120 Vit & Dex to 90 and Luk 80 with 27 points left to spend. This is a pretty versatile build for doing anything really.
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#41 big742003

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Posted 26 March 2012 - 05:05 PM

Why would you not max int?
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#42 EvilLoynis

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Posted 26 March 2012 - 05:53 PM

Why would you not max int?



Well to be totally honest BEFORE Renewal it was VERY worth it because of how MAtk worked and the fact that weapons only added a % increase to the magic damage. Therefore the bigger total you had the more bonus that % would add.

Now though it's just not worth it as much. The only exception to this is Sorcerer magic which actually uses Int in the damage formula. No other mage class does this for any spell really.

Also to get from 90-99 takes 98 stat points.

When you realize that 98 stat points can also take you from 1-32 with 3 points left over you can see perhaps why.

* I mean that last 9 Int would only give you 13.5 MAtk more where as say 30 in Luk would get you 10 MAtk + 6 Flee + 3 Perfect Dodge you can see a bit more why it's more worth it.
* If invested into 30 Vitality would give you +30% max HP!!! Not to mention more resistance to status effects as well as increased potion efficiency.

The blunt fact is that unless you use Energy Coat all the time, your mages won't run out of sp so that you need to worry about your max sp really.

As far as it's effect on Cast time you won't really notice the difference in almost anyway.


Some stat facts

- at level 99 non trans you have a total of 1273 stat points to spend (1325 Trans chars)
- to go from 1-99 takes 628 (1-90 only takes 530)
- 99 - 120 takes 451 stat points. (thats 1079 for 1-120)


Pre-Renewal was much more focused on stats over equipment I believe compared to now. Equipments focused on enhancing the benefits from those stats. Also liked the Hard Defense a lot better before as well as now it's a nightmare. Not to mention cast times. ...end rant

Edited by EvilLoynis, 26 March 2012 - 05:55 PM.

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#43 big742003

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Posted 27 March 2012 - 05:44 AM

Great info, ty.
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#44 EvilLoynis

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Posted 09 April 2012 - 02:10 AM

I want to make something clear to everyone. The Eden Sign Board quests for levels 91-99 are Primarily for Transcended Characters to use for Job exp.

You see a Trans character usually hits level 99 with their JOB still around lvl 65 a lot of times. This is really frustrating ofc so they designed these boards to compensate for it. You see each of the quests give approx 100k BASE Exp & 300k JOB EXP!!! Needless to say this helps those Late JOB levels as 2nd Trans AND first couple as 3rd class as well.

For Non trans characters it's usually a lot easier to find a good place to level and stick it out there then go each place to only kill 30.

Now will give a couple tips on perhaps fighting them. Will use W for Wizards and S for Sages. Will Add a "+" sign to either with trans skills that help.

From lvl 91-99

Injustice and Rybio - requires getting to GH prison alive Xd. Apart from that, there are various ways to kill them.

Dark Priest - SS 10 is your best friend if you choose to kill them. You can FW+FB them as well


Well these 3 guys are really really not worth hunting unless you have a tank or healer. The problem is that to many guys where they are have SHADOW or UNDEAD property. As you can see from the link Shadow guys are tough vs everything but Holy really or Neutral which really kind of screws with mage Classes. Also Undead guys walk right through your Fire Walls so they are not very helpful. If you must fight them then:

W - Use a quick Lvl 1 SG (Storm Gust) to freeze what can be frozen and follow up with either Jupitel Thunder on the frozen ones or a Lvl 10 SG on all for Undead Guys you can FBolt and run. Safety Wall here helps as well if you have it but can get expensive. W+ Amp before casting the lvl 10 SG or FBolt, it really helps.

S - Safety Wall + Quagmire to protect yourself and other than that you will really only hurt the Undead guys with Fire Bolt. Shadow guys are going to rape you bad though, my advice is stay away without party.

S+ FIBER LOCK + Double Bolt + Fire Bolt ROCKS HERE. Fiber Holds them in place so they can't move + makes them take 2x damage from FBolt.


Roween - (QG)+FW+FB/MS. For the Anopheles, FW + ES/HD


W&S - FWall then either HDrive (ESpike not worth getting) of FBolt if theres only 1. Quaq helps slow them as well.

W+ - Amp before HD or FB.

S+ - for solo FLock + FBolt rules. With Tank or Healer (or solo with good gear) then Mob them and cast Blinding Mist on yourself or Tank then use HD.



Stapos...- peronally, I find killing them rather vexing (due to the plant monsters and other factors).
Fastest way is spamming FB lvl 10.


W+S - FBolt then FWall then FBolt to kill. Or FDiver then JT/LB and repeat.

W+ - Amp

S+ - FLock + FB FTW :surrender: !!! Basically casting a lvl 35 Fire Bolt :mwahaha: :mwahaha: :mwahaha: (Earth 2 guys take 175% damage from Fire so double that is 350% damage.)


Siroma - haven't tried this. Definitely possible with LB 10/LS/JT 5+. FW works well as a derrent, or IW them iin if you know how to use it well =p.


W&S - FWall then LB/JT till dead. W+ Amp ofc. S+ don't bother with FLock here as it's a waste as they are passive and water.


Kaho - I haven't tried this either CB/SG them. SS might work as well(?) Bring FWs or a support.


W - Would not go down here without Tank or Healer. SG 1 + SG 10 to kill, Quag may help. W+ Amp the SG 10 for quick killing (Not the lvl 1 though). For individuals you can FDiver/JT if you have.

S&S+ - NO WAY WITHOUT A PARTY. should you go down here for any reason really.


LMK if these help at all, will be adding Roweens to main lvling guide later, but the rest are kind of not the best places to level.

Edited by EvilLoynis, 09 April 2012 - 02:13 AM.

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#45 haf7ne5r

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Posted 16 May 2012 - 07:23 AM

Re: Overlook water dungeon

since your chances of finding someone to party with you depends on your situation, you may have several options:

Party or advertise (and hope for the best ^^')
Double client: I don't recommend this, even though this was the choice I made for myself.
(My HWiz and Sniper currently passed the first 3 hunting quests without using water reducing damage gear. It was possible as the first three lvls aren't too mobby. I also received some help from another player so the lvl 3 hunt went by a lot quicker)

If you decide to solo:
gather funds for swordfish card and slot it in your armor (currently I'm using +4 aqua divine robe)
if you possess or can borrow water damage reducing equipment, that will be a big help
gather funds for phen card and slot that in an accessory

Skills: I've tested firewall for the first three lvls, and it works on most monsters (if you need to buy time/have interruptible cast time) JT/lighting, of course is useful. If you have Safety wall, it would be useful w/ an uninterruptible casting time

Healing items:
Personally, I like aloe and hinalle leaflets. They're so light (and can be gotten for free) =3

if anyone knows a good lvl range when they can start the fourth quest I'd like to know before I attempt to do so. My Hwiz is around lvl 68 or 69...not sure if I should wait it out till I'm lvl 71 or so.
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#46 EvilLoynis

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Posted 16 May 2012 - 07:47 AM

Re: Overlook water dungeon

If you decide to solo:
gather funds for swordfish card and slot it in your armor (currently I'm using +4 aqua divine robe)
if you possess or can borrow water damage reducing equipment, that will be a big help
gather funds for phen card and slot that in an accessory

Healing items:

if anyone knows a good lvl range when they can start the fourth quest I'd like to know before I attempt to do so. My Hwiz is around lvl 68 or 69...not sure if I should wait it out till I'm lvl 71 or so.



Keep in mind they have altered the kill quest counts with this latest update.

Also we are updating the Overlook water dungeon, the Turnins to advance are shrunk down to 20 40 60 80 100 this should make it easier to finish without over leveling the dungeon. (this update made this edit possible, another reason I wanted it sooner)


Personally I am not sure about this update really. What they could have done was maybe just make ALL the hunts 100 instead of the original 50/75/100/125/150 that it was. That would have been a better fix then changing lvl 1's to only 20 lol or lvl 2's to 40 imho.


For Healing you should invest in a Vitata Card, put it in the same type of accessory that your phen is in and swap them when you need a heal. This way it only takes up 1 hotkey space and you save a ton in restore items. Always carry a few with you for emergencies though, but on the whole you should be able to kill them and then heal yourself.

These only go for about 2m on Valk at the moment.
http://db.irowiki.or...item-info/4053/

Also BEWARE of level 5 Strouf's. If you are wearing Water armor you may get in trouble when they start casting Lightning Bolt and Thunder Storm (TS is uninteruptible as well sigh) on you, and to make it worse they have Water Ball and Frost Diver as well rofl.
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#47 haf7ne5r

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Posted 23 May 2012 - 03:17 PM

In that case...it's safe to say that for the overlook dungeon, you will need to set aside two sets of armor...I'll post an update once I reach lvl 5 and see how it goes
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#48 asayuu

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Posted 24 May 2012 - 05:58 AM

Analyze my wind route (Build more specialized for Sages, because wizards have JT/LoV):

[Not recommended for solo, as the char must mob on most levels]
Main skills: LB 10, TS 10, SW or FW 10, Free Cast in a good level, Whirlwind 5
For trans: Double Bolt and Foresight. Of course, with the classic Indulge.

1~10: Training Grounds
10~15: Focusing on Lighting Bolt, but starting to get first levels on Thunderstorm. (Level 2/3 already oneshot Spore depending of level/MATK)
15~30: Ant Eggs (There is no decent water-element monster until level 27. Can either single-target with TB or AoE with TS)
30~36: Byalan second floor, Kukres and Marinas are a breeze, Vadon is cast-sensor, so either Safety Wall (if applicable) or Thunder Storm
36~60: Your Thunderstorm is strong to oneshot Orc Zombies at level 10 regardless of MATK. First level set you really need a tanker.
60~85: Go Brasilis with your tanker, and mob Piranhas. They have around 5k HP, and they change target. Lighting Bolt on Iaras after 64.
85~99: Ice Dungeon. Siromas.

Any other options to switch here? :rice:
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#49 RoseMuto

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Posted 22 June 2012 - 01:34 PM

Should I go with a priest partner to the spato? I went by myself and got killed. I'm lvl 83 right now.
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#50 EvilLoynis

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Posted 22 June 2012 - 04:18 PM

Should I go with a priest partner to the spato? I went by myself and got killed. I'm lvl 83 right now.



I believe you mean Stapo and if so you SHOULD be able to solo here fairly easy.

You just need to make sure to put down a FWall after you hit him with the first Firbolt and do a 2nd one to finish him off. U can setup the Fire Wall before or after your first FBolt as they move pretty slowly.

If for some reason you don't have Firebolt + FWall maxed then you prob have Frost Diver (or Frost Nova/SG if Wiz) to freeze them then Lightning Bolt(if Wiz JT) them and freeze again to finish off.
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