High Wizard(lv90+)

Written by LittleFatty#0001 from ROO Discord Tavern

Overview:

This guide will cover High Wizard after reaching level 90+Explaining the principles behind certain stat and skill distribution and my mindset going into PVP and PvE situations.

Why play Wizard? Wizard is one of the most crucial classes in the game. Gravity Field, our bread-and-butter skill, gets rid of the issue most classes will have, which is not having enough MDEF/PDEF ignore.

We are also the best class to hold chokepoints during WoE/GE or lock down points in GL. We can even tank MVPs to a degree thanks to Safety Wall ignoring auto-attacks.

Stats:

Important thing to note is that Int and Dex give VCT(Variable Cast Time).

With the assistance of Dex Feathers, it's important to not overinvest in VCT past 100%.

As more gacha costumes come out that offer more stats, including VCT, it's important to eventually spend the resources to readjust stats accordingly.

You can afford to focus mainly on Dex and Int for PVE.But for PvP, the build differs, because you need more VIT for survivability especially since HP in PVP modes gets multiplied by x2.8For reference, here is my grinding build at level 92:

Here is my PVP build at level 92:

As I enhance my feathers and acquire Variable Cast Time (VCT) from other sources, you will see me consistently reducing my DEX in favor of VIT. This is because once your VCT reaches 100%, there's no need to continue increasing that stat.

Skills:

High Wizard's skills are pretty straightforward. Acquire Gravity Field, which is your primary skill.For PvP, having Storm Gust at level 1 is a must. You shouldn't level it up further as the freezing chance decreases with each level. At level 10, Storm Gust has a 0% chance to freeze.

My PvE Build:1st Job -

The reason why I have bolts maxed still, despite using mostly Gravity, because certain PvE situations, like the Fire Lord boss in Temple of Nightmare, there are certain mechanics that require specific elements.

Ex: FireLord has a barrier that can only be taken down using ice/water element and Cold Bolt helps speed up that process.

SP Recovery if you’re doing MR using Gravity Field also helps with SP potions for grinding.

2nd Job -

Sight is crucial for MVPs like Dracula who use Hide. Safety Wall is a must-have, as it's one of the most robust tanking abilities in the game.

Earth Spike/Heaven's Drive are essential for the same reasons as the bolts in the first job skill tree.

Quagmire is useful for luring mobs with the Deadly Swamp core. Even without it, this skill is vital because of the debuffs it applies, and the fact that deploying one provides a debuff-zone in that area for 50 seconds.

Storm Gust is also a handy choice, particularly during Mob phases in Juperos where they can one-shot you if you don't stagger them with SG.

Transcendent Job Skills

Gravity Field is your bread and butter skill. It’s the reason why Wizards are as relevant as they are. The later the game goes, the more apparent it becomes of how strong this skill is for us.

Mystical Amplification and Elemental Awareness give us more damage overall.

Soul Drain level 1 is good if you are using single-target skills to do your Monster Research. Otherwise, MR can be done with Gravity Field as long as your SP recovery can mitigate the SP spent per cast.

Elemental Awareness is a pretty good skill to help mitigate high damage mechanics in dungeons like Temple of Nightmare.

Ganbantein is optional for this build.

Equips:

At level 90, you will gain access to Divine Armaments. This is a huge Quality of Life buff to every class including Wizard, because it allows you to switch between any weapon or armor set that is available to you.

For armor - Sprint Set is your main combo.

Sometimes I switch to Goibne if it makes it possible for me to tank an MVP/Boss that I otherwise would not have been able to without it, like Dark Lord currently.

Staff - Curse/Thorn Staff of Darkness. Nothing else comes close.

Offhand - Book of Lies is good for added DPS especially when grinding, but for PvP, Valkyrja is King. Cracked Buckler is debatable but it cancels out Assumptio, which puts it a tier below.

Cards

Weapon Cards:

The most optimal setup is Racial + Size cards due to how they are calculated. Of course, not everybody will have all the cards they need. In that case, you are free to use double racial or double size cards. Anti-element cards are also an option, but should be last on your priority list.

So for example, for PVP, having one Skel Worker + Hydra is a must.

Golem Card is not only a great placeholder card if you dont have the right cards to fight a specific monster, it also prevents your weapon from breaking in PvP.(WARNING: This card will not protect your refining from failing).

There is a debate between this vs Boa Card. Short answer: Golem wins out in the end.

By the time most people will have enough MATK(Around 6k) to make Boa win out, cards from the later patches that will replace Boa(like Sageworm card) will have already been out.

For F2P players, using status cards in PvP would have more impact than using damage cards. Damage ticks from skills also have a chance to apply CC. Consider using cards like Requiem, Metaller, or Magnolia.

Headgear cards:Elder Willow should be 3-starred for general use.

Things change a bit in PVP. You need to have a Marduk Card, especially in small skirmishes. Otherwise, all it takes to shut you down, will be a Priest spamming Lex Divina to silence you, and the cooldown on Panacea will not be able to catch up.

To a lesser degree in PVP, anti-fear using Giearth Card is also useful. The great thing about this card, is that it’s useful even in PvE scenarios where the bosses/mini-boss causes fear. This is also apparent in Juperos Dungeon where the Wind Ghosts will Fear you right into the fire.

Facewear:Goblin Chief Puppet 1 or 2 is a must, especially for PvP or just grinding in general. When fighting Large Monsters you can opt for Eddga, but the cost is not worth it, unless you’re really trying to min-max your dps on large mobs.

Mouthwear:Angeling Puppet 1 or 2 Card is a must. It adds HP which means more survivability, and with what you now know when it comes to HP in PvP, the value you get from this card gets multiplied in PVP scenarios.

Backwear:Deviling Puppet 1 or 2 - 1 or PvE and 2 for PvP. People tend to underestimate the value of PvE and PvP specific stats. Do not make the same mistake. Having a huge gap in any of these stats significantly nerfs your damage and your damage mitigation.

Armor:Baby Desert Wolf is your general use card. It works well for any situation and doesnt cost a lot to max out.

Element Cards - These cards are useful for different situation depending on the element you’re facing. These cards are a must if you’re trying to tank end-game content and not die in one hit.Argiope gives you Poison Property.Poison, Shadow, and Undead element attacks deal less damage to you.

Sandman Card gives you Earth Property.

Earth and Wind element attack deal less damage to you.

Pasana Card gives you Fire Property.

Fire and Earth element attacks deal less damage to you.

Sword Fish card gives you Water Property.

Water and Fire element attacks deal less damage to you.

Angeling MVP Card gives you Holy Property.

Holy, Poison, Wind, Earth, Fire, Water, and Ghost attacks deal less damage to you.

Ghostring Card gives you Ghost Property.

Neutral attacks(including forced neutral attacks like Asura) deal less damage to you.

Evil Druid Card gives you Undead Property(WARNING: This card will make Heal a detriment to you.)Poison, Shadow, and Undead attacks will deal less damage to you.

Cornutus Card makes your armor Indestructible so Mastersmiths and Biochemists cannot break your armor in PvP.(WARNING: This card will not prevent your refines from failing.)

Dokebi Card gives you Wind Property.

Wind and Water attack deal less damage to you.

Off-hand:Anti-race cards are your go-to. The most important one being Thara Frog for PvP.

If you can get your hands on a Tirfing card, that works as well.Alice Card is a must have. Not only does it work for MVPs, it also works on other Boss Monsters like Juperos, Endless Tower and Tower of Nightmare.

Racial cards can be used accordingly depending on what Race you wish to mitigate.

Cloak:Frilldora is really good for general use. 2-star is enough, but you can choose to 3-star it if you want. Gives you Intelligence, MDMG Reduction, and even some VCT.

Eclipse, although a Mini Boss card, is actually a viable option since you can buy it from the Courage Shop in the Point Mall. Thus making it a viable damage mitigation option even for F2P players.

Element specific cards can be used accordingly depending on what element you wish to mitigate. This is usually done when facing a tough boss like Temple of Nightmare bosses.

Shoes:Some people debate on whether to go for Sohee or Verit. Sohee wins out in the end as it gives us 3% more HP than Verit when both are at 3-stars.

For people who have a more flexible budget, Cat o’ Nine-Tail is a good option as it offers more mitigation.

Accessories:Wraith Card 3-star is our best option.

Greatest General is a decent alternative as well.

WARNING: DO NOT. I REPEAT. DO NOT USE THIS CARD. We have a lot of sources for VCT and at higher levels of VCT, the diminishing returns are great enough that the VCT bonus this card has is rendered useless. This card was good during the first few weeks of the game as a placeholder, nothing more.

Smokie Card is good for PvP. Most people fight on auto-mode or have trouble switching targets. Using Hide resets their target-lock(like when a Paladin, Mastersmith etc. is on top of you trying to kill you). Hiding will automatically make them target somebody else, allowing you to either run away, or if it was a close fight, get the jump on them and kill them instead.

It’s also worth noting that at 3-star, this card gives you 1.5% MDMG, making it even more attractive.

Enchants:

The ongoing debate between MATK and MAGIC usually boils down to personal preference and playstyle. Here's a quick comparison:

MAGIC gains value in PVP as faster casting time provides better control compared to having high MATK but slower cast time. Remember, the longer you stay static casting, the more vulnerable you are. If you're opting for an offensive AoE, you are inherently putting yourself in danger and making your cast more prone to cancellation.

MATK, on the other hand, is more suitable for situations like PvE where your need for quick reactions isn't as high (aside from dodging MVP/Boss AoEs). It can also be an option for PVP if you're defending a chokepoint in War of Emperium, though faster cast time typically means more Gravity stacks on the ground.

For heavily invested (or "whaled") Wizard accounts, MAGIC is typically the preferred option since damage isn't an issue - the cast time is.

When it comes to substats, they aren't as crucial for non-whale players. However, if you're striving to min-max, then Matk % should be your priority, supplemented by Dex/Int stats or Ignore Mdef if you plan on playing Sage in the future.

Eventually, enchant levels can go up to level 10 which means you can, in due time, instant-cast your Gravity Field. You can do this much sooner with the help of a T3 Dunnel and Co-Processor Activation.

Feathers:

The most common question with feathers, is: Is 4 yellow 1 Purple a good idea even if your Dark and Light feathers are only Tier 1-3. Short answer: For PVP yes it is.

Raven’s Hour is the only set that gives PVP Bonus.

For PvE however, with how accessible Time/Space feathers are now with the War of Emperium shop and other events, it wont be an issue if you go for those feathers instead of Dark/Light if you’re a low spender who doesn’t really care to compete in PvP.

For our Purple Offensive option, I prefer to use Glory to get my VCT values up as soon as possible.

For Defensive, I use Grace Tier until I accumulate enough extra feathers to transition over to Truth feathers which are pretty expensive to upgrade for a new player. I choose Grace because the HP bonus gets multiplied in PVP situations.

Verus:

OFFENSIVE CORES

Psychokinesis Boost is our #1 Priority.

Co-processor activation is next.

Then DPS cores are a good combination like:

Core Overload pretty self-explanatory, has more upsides than downsides.

Bloodthirst helpful especially towards mobs that you can 1-hit or almost one-hit with the combination of Megaton Bash and Fierce Bash sigils.

Cold Blood acts as an execute-type core. Not the best for us, but still a good option if you can get it on a dual-skill core.

Mana Length Reversal can be very good as well, since everything that’s melee range whether in pvp or pve will want to get close to you to kill you. Like when you’re tanking a Mini-boss. Or in PVP when Sacri Paladins are trying to kill you.

Mana Length Boost is good for situations where you’re either on defense in PVP or not getting aggro/tanking a boss. A good example is when you’re defending a chokepoint, it’s good to have this core because you should always be max-ranging, and during MVP fights where you’re not the one tanking, you can still do max damage to the boss even if you just let the edge of your Gravity Field hit the boss.

Deadly Swamp not the most crucial, but decent to have on a dual-skill core, but never as a main core skill.

Sould Draining Module provides a decent stackable buff that only expires upon death. Good to have as part of a dual-skill core.

DEFENSIVE CORES

Holy Light Shield counts as a defensive and offensive core, but is valued more for it’s anti-burst properties especially against Asura. This gives your defensive sigils more leeway to activate and keep you alive if people cant just burst you down.

Chanting Barrier is good if you’re still on the slower cast-time side. Can also be a play-making core to mitigate damage if you’re expecting it to come like Asura/Soulbreaker etc. but that requires more towards mechanical skill so it is not as reliable as it will be for some.

Muscle Block is good to have as a dual-skill as well, because of the added mitigation which also helps you survive huge bursts.

Crisis Resistance works really well with Deadlock Aurora because it helps you mitigate damage so you dont get bursted down faster than the sigil activation.

Statue:

Statues will vary for some, since people who spend will get them sooner, but for F2P/Low-spenders, you wont be able them quick, but as the game progresses the option opens up for you as well after you max out your early statues.

Valkyrie Duel is a must max because the parts you need to level it up can be easily gained through killing Minis. Be sure to check if the Mini-boss you are about to hunt can drop Shield of Duel.

The other statue you should max alongside Duel is Valkyrie - Rune:

It’s the go-to for Magic users as opposed to Wisdom for PATK users.

As for the yellow statues, you will at least open every single one besides Omni, which is for pets only.

As for the red statue, it can be quite expensive, but it is one of the best sources for PVP/PVE stats.

Medals:

For Glory Medals

Max out

Defensive Medals you can get if you feel like you need more mitigation for different types of content, and also because at earlier levels, they are much cheaper than your offensive medals that you most likely leveled up first.

Medal of Gratitude and Loyalty are for Pets only. Eventually when you have your Utility pets, it will be worth leveling Medal of Gratitude to give them some extra survivability. But do not take these as of yet.

FAITH MEDALS

Green medal is kept at level 5, because it is only for pets, and beyond level 5, it gets too expensive.If you enjoy PVP and want to focus on that more, spend your

Flower Seeds on Fire Medal instead of the Spring Water medal, after you level it up a bit so you dont fall too far behind in the PvE side of the game(you still need to grind and do dungeons, after all.)But this way, you can enhance more damage using this resource outside of Snowflakes when it comes to PVP.

Snowflakes will be split between Storm Medal and Medal of Innocence. Frost Medals you can leave at 10 for the timebeing because it does get expensive after 10, but still worth getting it there for the extra mitigation.Thunder Medal we completely ignore because it is a pet only medal and we dont need scaling on Pet damage.

Sigils:

Sigils I will give a very general outlook, in certain scenarios where people can afford to buy or are lucky enough to get sigils like Frozen World, then feel free to use them. Otherwise, not everybody can afford or is lucky enough to get this sigil.

Active Sigils:

a.) Blue Sigils

Primal is good to have, especially because it is so easy to level, that the passive stats that come along with it, tend to be more valuable than the buff itself because of its consistency.

b.) Purple Sigils

Primal - If you can reliably get top 20 every week in Juperos, you can use the red version. Otherwise, Blue Primal is easier to level and will give you more passive stats for less. Otherwise, if Zeny is not an issue and this sigil is available in your server, max this one out.

Radiant Guardian - Easier to level, and very crucial during clutch moments in PvE or during PVP when you’re going for a push or countering a push.

Divine Sword - Decent DPS, if leveled, might be able to net you a free kill during Arena to decrease their life by 1. Otherwise, I would generally not use this sigil.

Yellow Sigils:

a.) Primal - Use the Red sigil instead if you have it, or level your blue/purple one.

b.) Photon Burst - Same as Radiant Guardian, but harder to level. Can be used if RG is still low level.

c.) Descending Swords - Same as Divine Sword but with higher base damage.

Red Sigils:

a.) Primal - If you can get top 20 every week to level this sigil, use this one.

b.) Frozen World - The only thing bad about this sigil is the fact that you either have to be really lucky or you have to whale out to get it. Otherwise this sigil is amazing at mass-pvp. Holds a higher value at pushes or counter-pushes than RG/

c.) Holy Light Descending - Red version of Radiant Guardian, also really good for pushes or counter-pushing another stack.

d.) Sword Ultimate - Can probably net you a kill everytime its off cooldown unless you’re up against somebody really geared.

Class Sigils:Our class sigils do not cater to Gravity Field at all, unlock other class sigils first for collection bonus. Then you can upgrade your current class sigil moreso for the passive stats.

Passive Sigils:My go-to is a combination of

Immortal Body

Deadlock Aurora

Flowing Shield

And

Silver Soul:

All of these besides Deadlock Aurora, give you PVP stats, which is crucial. Seeing as ROO is mostly a PVP game with huge benefits tied to PVP game modes, you should focus on these sigils.

You can substitute Deadlock Aurora for Silent Escape because it gives PVP DMG Reduction as well. There are other Purples that give PVP DMG Reduction, but they are either too expensive, or too limited at the moment.

Having a good foundation of Blue Sigils is a better move. That way, the sooner you max them out, the sooner you can use the extras as a additional source of zeny, while enjoying the benefits of maxed out sigils.

Mounts:

Any mount that adds damage will do, or you can use the Luna Trojan Mount for GCD if you have the budget for it.

Pets:

Bapho Jr. for the heals. Can be used in conjunction Choice Fate sigils to sustain the damage it deals to you, which also helps with healing done when doing your Team Reward runs.

Dunnel - This pet is useful for dealing with low-level mobs due to its Magic Resistance (MR). However, its utility in the late game is somewhat limited unless you can elevate it to at least Tier 3 for the enhanced buff. After this point, you should shift its equipment from offense to defense, while still retaining Cooldown (CD) Reduction substats. The primary aim is to ensure its survival for the maximum possible duration, enabling it to consistently provide you with its buff.

Earth Lord is good for luring mobs, and is required especially for spots like the quadruple Dark Frame spot in Glast Heim.

Child of Earth - This should be the only pet you buy from the pet store. It is basically a requirement if you want additional survivability in PvP.

Volcanic Bulldog is a largely underrated pet for PvP. The shield it gives you can usually be the difference between you getting bursted down and the enemy not doing enough damage to take you down before you sigils kick in.

Having Munak on your team when doing TSA adds 8% more magic damage thanks for Magic Power Halo that it gets when it his Tier 9.

Fire Elemental is good for the surprise meteors and especially when fighting Earth monsters like in TSA. If the boss is earth element, Fire Elemental deals very good damage to it.

Leveling Spots:

FAQs

1.) Is Magic Crasher viable?

In PvP against organized guilds, not as much, especially in War of Emperium. It has similar problems to ADL Snipers, where getting close enough to deal damage without dying is a challenge. However, it's a fun build, but it's not very effective unless your target is a stationary mob.

2.) How to lower Cast time?

Cast time is influenced by two factors: Variable Cast Time (VCT), which can be reduced by DEX and INT, and Fixed Cast Time (FCT), which is harder to reduce. However, it is still possible to achieve instant cast with a combination of co-processor activation, gacha costume bonuses, high level MAGIC Enchants, T3 or T8 Dunnel buffs, and certain cards.

3.) Best methods for leeching Pallies as Wiz?

Gravity Field is your best bet.

4.) MDMG or MATK?

Both are important. There's no ultimate stat between the two as they complement each other.

5.) Pvp and PvE builds?

Refer to the details posted above.

6.) Does Core Overload affect Gravity Field considering its built-in slow?

Yes, Core Overload still affects Gravity Field damage.

7.) Meteor or Gravity Field?

Meteor is good if you have enough ignore magic damage and particularly if you're countering the element you're up against. Notably, the Meteor Prediction red core effectively eliminates Meteor's delay. One difference, though, is that Gravity Field can be used at maximum range more easily. With Meteor, if the meteor itself doesn't physically hit the target, it won't deal damage, even if the target is in the meteor circle's supposed area of effect.

8.) Does Fatal/Resilience work outside of Temple of Nightmare?

Without more specific information about these mechanics, it's challenging to provide a definitive answer. Please refer to the specific in-game descriptions or seek advice from experienced players.

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