TreeTricks

Wizard

May 9th, 2016
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  1. Wizard
  2. https://sites.google.com/site/treeoftricks/ (not available yet) preview pastebin
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  5. Wizard is one of the four starting classes. Most Wizards will stop at circle 1 and move on to Pyromancer or Cryomancer, but those who specialize as Wizards will gain a powerful foundation for supporting higher rank classes. Quick Cast's attribute provides an enormous damage boost and Surespell prevents interruptions, so Wizard 3 goes well with classes that use high-firepower nukes such as Elementalist. However, Wizard 2 will be a slow and painful leveling experience. Some players have given up after trying it. Prepare yourself before you take additional circles of Wizard.
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  7. Circle 1 Wizards should put 5 points in Sleep for crowd control and 1 point in Energy Bolt, Earthquake, and Lethargy since they scale poorly but provide very useful effects with just 1 point. Remaining points can be dumped into Reflect Shield, Energy Bolt, or Lethargy as you please.
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  9. Circle 2 Wizards get circle 3. Stopping at 2 is not reasonable.
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  11. Circle 3 Wizards max out Quick Cast and Magic Missile, get some level of Surespell, raise Sleep high, and put the rest of the points wherever they want.
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  13. Wizards focus their stat points on Intelligence and add enough Constitution to survive. Intelligence is the choice for PvE damage dealing, and Constitution provides survivability against strong enemies and PvP opponents. A little Spirit can provide a jump start at low levels, but potions provide enough SP at high levels and Wizards often follow min/maxed damage dealing paths which don't involve Spirit.
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  17. Skills
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  20. Circle 1
  21. Energy Bolt: Fire a blast of magical energy at an enemy. It deals two hits per target (although the second hit is somewhat weaker), has a small knockback effect, and is a tiny area of effect spell, hitting other targets which are stacked directly on top of the first target. You can move while charging the spell. An attribute provides extra damage when combined with Sleep, but Energy Bolt remains a weak spell used mainly by low level characters.
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  23. If Energy Bolt's level is increased, the casting time remains the same and you can cast lower ranks by releasing the spell early, so Wizards who want a quick knockback may raise the skill to level 3, 4, or 5 and cast the level 1 version. Level 3, which allows casting level 1 in 1/3 of a second, is sufficient against PvE enemies.
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  25. The increase in base damage provided by extra levels in Energy Bolt becomes negligible at higher levels, and higher level players often disregard the spell entirely, considering it an obsolete low level attack. The knockback effect can still be useful for kiting and interrupting, however.
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  27. Attributes:
  28. Energy Bolt: Additional Sleep Damage: Increases damage by 40% of magic attack per attribute level when the enemy is afflicted with Sleep. Maximum 3 levels.
  29. Energy Bolt: Enhance: Increases Energy Bolt's damage by 1% per level. Maximum 100 levels.
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  31. Damage: 44 plus 12 per additional skill level
  32. SP cost: 15 plus 3 per additional skill level
  33. Casting time: 1 second
  34. AoE attack ratio: 1
  35. Cooldown: 9 seconds, 3 overheat charges
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  38. Lethargy: Debuff an enemy by making it lethargic. Lethargy affects all targets in a small area, is aimed at the ground using a targeting circle, doesn't hit flying mobs, and can be resisted. You can't move while casting it. Lethargy is mainly used for the attribute which increases strike type damage, so you can apply it to bosses to help party members. Lethargy's regular effect, reducing the enemy's attack and evasion, is small and generally considered insignificant. 1 point in Lethargy is mandatory for the strike damage attribute, but raising it higher isn't necessary. Some take 3 points to unlock the other attribute, which may be slightly useful for reducing the damage of enemies who deal a large number of small hits.
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  40. Attributes:
  41. Lethargy: Additional Damage: Enemies receive 20% more damage per attribute level from strike type attacks. Maximum 5 levels.
  42. Lethargy: Enhance: (Requires level 3 Lethargy to unlock) Lethargy's attack debuff is increased by 1 per attribute level. Maximum 50 levels.
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  44. Damage: None
  45. SP cost: 11 plus 3 per additional skill level
  46. Casting time: Nearly instant
  47. Duration: 30 seconds
  48. Cooldown: 18 seconds, no overheat
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  51. Sleep: A crowd control spell which causes an enemy to sleep for several seconds. It breaks after a number of hits or an amount of time determined by the skill level. This may seem pointless at low levels, but you'll find it valuable against hard-hitting high level foes. Sleep affects all targets in a small area, is aimed at the ground using a targeting circle, doesn't hit flying mobs, and can be resisted. You can't move while casting it. Sleep will last for the full duration even if you interrupt the cast early, so charge it for only a fraction of a second while you aim. All Wizards should bring sleep to 5, and Wizard 3's should raise it as high as they can afford to since Sleep is a strong late game crowd control spell.
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  53. Damage: None
  54. SP cost: 16 plus 3 per additional skill level
  55. Number of hits before waking up: 1 plus 1 per skill level
  56. Duration: 3 seconds plus 1 per additional skill level, 7 seconds at level 5
  57. Cooldown: 25 seconds, no overheat
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  60. Surround yourself and your party members with a shield which reduces incoming damage (the reduction amount depends on your Spirit stat, and damage can be reduced to a minimum of 1) and reflects it back at the attacker. The reflected damage depends on the reduction and isn't boosted by items like the Arde Dagger. Party members must be very close when you cast it to receive the buff. However, it occupies a buff slot, so using it is a bad idea in parties with a lot of buffs and no Daino. Reflect Shield can make you immune to some enemy reflective shields, such as Abomination's damage reflection. This skill used to prevent your casts from being interrupted, but it no longer does so. This spell's damage reduction is only significant at low levels and becomes very weak later on. Many Wizards learn it for early leveling, reducing damage below the threshold that causes staggering, bypassing boss damage reflection, or in the hope that its original functionality will be restored, but you can skip it if you want something else.
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  62. Attributes:
  63. Reflect Shield: Reflect Damage: (Requires level 3 Reflect Shield to unlock) Increases the damage reflected by 1 per level. Maximum 20 levels.
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  65. Damage: Your Spirit plus 5 plus 5 per additional skill level
  66. SP cost: 17 plus 3 per additional skill level
  67. Number of reflections: 2 plus 1 for every 2 additional skill levels
  68. Duration: 25 seconds plus 5 per additional skill level, with the duration exceeding the cooldown at level 5 (45 seconds vs 41)
  69. Cooldown: 41 seconds, no overheat
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  72. Earthquake: An area of effect attack spell which knocks enemies up into the air. The knockup leaves enemies bouncing around for several seconds, it covers a medium-sized area directly in front of the caster, and the nearly instantaneous cast allows it to be used while you're under attack, so this is a powerful form of crowd control. It doesn't knock bosses up, but does damage them. Despite being an earthquake, it hits flying mobs. Earthquake deals additional damage to targets afflicted with Lethargy. The base damage is significant at low levels, but additional skill levels provide very little extra damage and raise the SP cost, so it's recommended to put one and only one point in Earthquake. Earthquake breaks Joint Penalty links and makes it difficult to attack enemies while they're bouncing, so party members may become very frustrated if you use this spell at inappropriate times. However, it can be a lifesaver if you want to peel enemies off someone who's near death.
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  74. Attributes:
  75. Earthquake: Enhance: Increases Earthquake's damage by 1% per level. Maximum 100 levels.
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  77. Damage: 112 plus 27 per additional skill level, Earth type
  78. SP cost: 20 plus 3 per additional skill level
  79. AoE attack ratio: 4
  80. Casting time: Nearly instant
  81. Duration: The knockup leaves enemies bouncing for several seconds
  82. Cooldown: 17 seconds, no overheat
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  84. Circle 2
  85. Surespell: Prevents enemy attacks from interrupting your spells. It doesn't work against knockdowns. This is a very useful spell, but you may not need a lot of points in it.
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  88. Damage: None
  89. SP cost: 20 plus 3 per additional skill level
  90. Duration: 7 seconds plus 2 per additional skill level
  91. Cooldown: 15 seconds, no overheat
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  93. Circle 3
  94. Magic Missile: A powerful attack spell which fires a series of magic missiles. This spell can hit enemies numerous times and works well with Linker's Joint Penalty. Max out Magic Missile and learn what it feels like to do damage after enduring the suffering of Wizard circle 2.
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  97. Attributes:
  98. Magic Missile: Enhance: Increases Magic Missile's damage by 1% per level. Maximum 100 levels. Damage: 195 plus 44 per additional skill level
  99. SP cost: 23 plus 4 per additional skill level
  100. Missile count: 1 per skill level
  101. Cooldown: 17 seconds, no overheat
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  104. Quick Cast: Reduces the casting time of your spells. It's attribute, which increases magic damage by 50%, is the main purpose of going beyond Wizard 1. This damage boost is incredibly powerful when combined with higher rank classes that have heavy-hitting spells. Max out Quick Cast and look forward to your future nukes. Quick Cast's regular effect can be shared by Linkers, but its damage-increasing attribute can't be shared. Sorcerer and Necromancer summons don't benefit from it.
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  106. Attributes:
  107. Quick Cast: Magic Damage: Increases magic damage by 10% per attribute level while Quick Cast is active. Maximum 5 levels for 50%.
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  109. Casting time reduction: 10% per skill level, for 50% at level 5
  110. Damage: None, but the attribute multiplies all magic damage dealt by yourself
  111. SP cost: 25 plus 4 per additional skill level
  112. Duration: 7 seconds plus 2 per additional skill level
  113. Cooldown: 13 seconds, no overheat
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  116. Mechanics
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  118. Wizards start with 5 buff slots. Their autoattack is a ranged magic bolt which hits a single target. Its attack speed can be increased by bypassing the attack animation by jumping and firing in midair. Wizards can perform melee attacks using the c key, but only with an appropriate weapon. Wands can't be used for meleeing, but offhand daggers can be used to enable melee attacks along with a wand.
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  121. Tips
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  123. Wizard 1 is mandatory for all wizard-type classes, but don't take Wizard 2 unless you know what you're doing. Take Wizard 3 if you want to use Quick Cast's attribute to buff your higher rank classes. Your summoned minions don't benefit from your Wizard 3 buffs, so you may want to avoid combining Wizard 3 and Sorcerer. The most popular followup to Wizard 3 is Elementalist.
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  126. Trivia
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  128. "Wizard" is a generic term for a magic user which evolved from the Middle English wisard, a term derived from "wise." Wizards were wise men: philosophers and sages who were given the reputation of having magical powers by superstitious commoners who could not distinguish magic from science. In the world of Tree of Savior, the use of magic is a form of science, and Wizards are mages who specialize in studying the fundamental basics of magic.
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