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Revision as of 20:46, 30 January 2021
The guide is aimed at beginners or simply undergeared players struggling to compete. This happens to everyone, gears come through time, but that doesn't mean that you can't do anything in the meantime. Also, this guide is based on my playstyle and it may be different from others.
A High Wizard is a class that uses massive AoE magic skills and excellent delaying prowess The main purpose of a High Wizard in WoE is to delay/damage and remove ground skills.
PROS -Massive AoE Skills -Can Remove Ground Skills using Ganbantein -Can Avoid Asura using Safety Wall -Strong Bolt Magic -Superb Delaying Skills
CONS -Somewhat Squishy -AoE Skills Countered by Land Protector
HW’s skill offers massive DPS (damage per second) and wide AOE (area of effect spells). It can be easy to fall into SG + JT everything you see (which is fine) but there are variety of ways of dealing damage.
First, we will look at the HW essential skills and mechanics and strategies you should use at WOE/PvP.
These are some vital spells I usually use, as a HW, your skill bar should be full of skills. Due to the elemental nature of your magic, people will run various elemental resists or worst (GTB) so be prepared to use/switch to different skills.
Skills
Fire Pillar Creates a Fire Pillar trap effect on the targeted cell. Tripped when any monster (or player in a PvP area) walks over it. When tripped, the trap delivers Fire property damage equal to (50+MATK/5)*(2+SkillLV) on a 3x3 area around the tripped cell. This damage ignores MDEF and INT. While the target is taking damage from Fire Pillar, it will not be able to move until all the hits have been dealt (0.2*Hits sec). You can not have more than 5 Pillars active at any time. Great little spell that consumes a blue gem to place a spell trap. It does some damage but the main use of this spell is that it stops the enemy for 1 second. Think of it as a less powerful skid trap with more range. It is a important spell for delaying/creating space purposes.
Jupitel Thunder
Hits the target for 2+SkillLV times using Wind Element and pushes it back the same number of cells up to a maximum of 8. Improved Lightning Bolt spell.
Strong wind spell that packs 12 hits. This skill has massive DPS and should be used for dealing damage especially for non-GTB users.
Storm Gust
Summons an icy Water Element storm that hits targets in the area of effect every 0.5 seconds and pushes them around randomly.
Monsters hit 3 times will freeze and not receive further hits, except undead and MVP which won't be frozen and thus will receive more hits. The maximum number of possible hits is 10.
AOE spell that is vital with 500% Matk with 10 hits.
Start skirmishes with SG (unless they have a linker). It will maximize the damage while you stack single target spells on top of it. It can also freeze enemies.
If they are wearing unfrozen/deadly armour, they will take continuous damage from the ongoing Storm gusts. Keep up the storm gust while you blast away with other spells.
Great for damage with delaying/creating space effect.
Lord of Vermillion
Hits the target area with a strong lightning attack that does 4 sets of hits with 10 hits each set (total 40 hits) and each hit doing (8+(2*SkillLV))% MATK damage. It also has a (4*SkillLV)% chance to blind the targets.
Great AOE spell with relatively low damage, but the amount of hits causes a “hit stun lock” effect which useful in slowing down enemies.
Quagmire
Decreases the AGI and DEX of the Enemies within the area of effect by 10% per Skill level. In PvP maps is only 5% per Skill level.
Great skill that not only slows enemies down but removes certain buffs while decreasing the agility and dexterity stat. (It also removes and cancels Speed Pot effects).
Use it on Dex based classes. Not only does it REMOVE all of the Sniper buffs –it also reduces their dex (unless they are linked).
I quag mages and other casters as many of them will have a cast time as they don’t calculate their stats with it in mind.
Thunder Storm
Hits every Enemy in a 5x5 area around the targeted cell with 1 Wind Element Bolt per level at a rate of 1 bolt every 0.2 seconds. Each bolt does 0.8*MATK Wind element damage.
10 hit-bolt as AOE. Unlike your other AOE spells, this one hits fast. It is also spammable as well. You can also use Heavens Drive if you want an earth elemental spell.
Some people will run Maya cards against you, switch to Thunderstorm/ Heaven’s Drive/SG. They will take a huge amount of damage. Spam away with these spells and they should drop quickly.
Ganbantein
Casts a spell that cancels all ground-targeted spells within the area. If cast upon Land Protector, it will cancel that spell within its area, but the rest of Land Protector will still be in effect.
This skill is not affected by skills or cards that remove gemstone casting requirements.
Really great for getting rid of Land Protector which can also be used to reset own ground skills like Fire Pillar and Quagmire. also, use them to clear traps, water escape, land protector, dances by Clowns/Dancers, Saftey walls, Pneuma, sanctuary, or even enemy AOEs
Amplify Magic Power
This skill amplifies the spell damage by boosting your MATK for the first spell (yes, only one spell) following this skill. The bonus is 5% per SkillLV.
+50% Matk at level 10. Great skill to use to boost damage output but timing is key.
Energy Coat
Reduces damage from Physical attacks (punching, weapons and skills using weapons) by draining SP. Damage reduction is better and SP lost is higher with higher SP, according to the following table:
% of SP Remaining, % of Damage Reduction, % of SP Used. Great skill to utilize for damage reduction.
Magic Crasher
You do an attack that calculates damage using your MATK instead of ATK but is decreased using enemy's DEF, not MDEF.
This skills overall damage is affected by cards you have in your weapon, weapon element, size and element of the target and it might miss depending on your DEX.
This skill can be use againts GTB users, great damage but should be wary of opponents with high flee (need weapon with Phreeoni Card if it is the case).
Safety Wall
Creates a Safety Wall effect in 1 cell. The effect will protect anyone standing on that cell from 1+SkillLV Physical attacks. The attacks do not have to hit to count against the total number of protected hits. Multiple Safety Walls do not stack on one cell.
Skills from monsters closer than 4 cells are considered as melee attacks.
Cast this if you see your people getting auto attack (especially when defending a castle during WOE FE).
Frost Nova
Hits every enemy in a 5x5 area around the Caster with a Water Element frost attack. The freeze chance is higher than of Frost Diver (33+5*SkillLV %).
The magic damage to each target is 66+7*SkillLV %, but if a monster is frozen it won't receive damage. The caster is of course immune to his/her own Frost Nova.
Great skill to use during WOE FE for delaying purposes.
Sight
Nullifies the Hide, Tunnel Drive and Cloaking effects within range.
Really useful skill to use especially againts attacking opponents, to reveal players (mostly tanks/runners) that are using Hiding/Cloaking.
Tips
Start any fight (if possible) with Storm Gust as it provides the chance of freezing the enemy, this can be the difference between winning it and losing it.
If frozen, ignore those that you can't kill fast when focused as a team (like tanks i.e. Pallies). Try to go for the squishier targets (like Bow users i.e. Snipers).
If you're being zoned out of the fight, there are times in which you may want to circle around just to cast a couple of Storm Gusts and disrupt their offense (especially during WOE FE).
You want to be playing as far back as you can, run up and spam your AoE and Elementals, some Fire Pillars, maybe some Safety Walls if you see your people getting auto attack. If you're casting your AoEs at a player who's hiding and you cannot reveal them, simply switch to using Heaven's Drive, as that reveals those that are using Hiding/Cloaking.
If you’re fighting VS anything that does long-range damage (Snipers and Stalkers), you may want to equip your noxious and anti-status cards (i.e. orc hero/marduk/esl card) and have some panacea on you.
Dont use Fire Bolt or Meteor Storm when a Professor on your team has used Web against an enemy, especially against someone with movement speed like a Lord Knight/Paladin, and please use sight to reveal players that are using Hiding/Cloaking.
If there is a Land Protector in the ground, Your AoE skills won't affect anyone. So you have to remove it by spamming Ganbantein.
If you want to delay enemies, the best skill to use is Lord of Vermillion/Storm Gust, and iff a champ is attempting to Asura you, use Safety Wall immediately.
When breaking a castle focus on killing the Sniper (to remove the traps) or removing the traps (via Ganbantein) to allow the breaker to enter smoothly.
Always bring a Hiding (Smokie Card) Clip, as it always comes in handy.
Fighting Strategies
Snipers - they have the range advantage, so you can't reach them before they start hitting you. You have two options: disengage and wait for your team so they have multiple targets to focus on and hope you get in some good hits in OR you clench your teeth and walk forward to try and kill them with your AOE and Elemental skills. They can use their distance to kill you really easily. The smart ones are going to try and put traps around them to inhibit your progress while running back and spamming Double Strafe. If you see a trap just use Ganbantein to get rid of it and proceed your suicide march. Regardless, always make sure to have a hiding clip as you can use it for final measure of survival and hope that they are going to be impatient. If you’re fighting VS anything that does long-range damage (Snipers and Stalkers), you may want to equip your noxious and anti-status cards (i.e. orc hero/marduk/esl card) and have some
panacea on you.
Clowns/Ministrels - dont go in their Loki's Veil skill as it prevents you (and others) from casting any skills, making you useless. They have a couple of solid skills (Arrow Vulcan and Tarot Card of Fate). For Arrow Vulcan, be careful of it as it has lockdown capabilities. Tarot Card of Fate has the ability to completely remove your SP/coma effect, so be careful on that one. You can avoid them by using your distance together with your AoEs. If they come into you with humming or fortune’s kiss/ please don’t forget me, in the middle of a team fight, Ganbantein and AOE and get some distance and get away from it. You’ll take more damage while being in their songs.If they're being focused by someone else, you can risk it by going in and hitting them with your bolts. Regardless, always make sure to have a hiding clip as you can use it for final measure of survival.
Professors - they're going to use Land Protect against you, guaranteed. They do this for a reason, so you're going to want to mess with them. Cast Storm Gust to start and Ganbantein (repeat). Throw in a combination of Elementals into the mix, makes it more annoying for a Professor to deal with it. Between Magic Rod, Land Protect, and trying to do damage to you, they'll be annoyed. Try using a Maya Card or GTB if you have one . If you try to run away and they're using Web, simply Ganbantein it. Regardless, always make sure to have a hiding clip as you can use it for final measure of survival.
High Wizard - same as when you fight a Professor, equip your resistance specific gears (i.e. GTB and Unfrozen), reflect, and hit em. The difference here is that you won't be casting Ganbantein, so you have more freedom for using your AoEs. Take into consideration that's exactly what they'll do to you: cast Storm Gust. Be prepared so you DON'T freeze. Also, if they are equipped with GTB, you can use Magic Crasher for damage purposes.
Biochemists - you will need to use your Ghostring and long-range damage reductions, use Fire Pillars/Quagmire/AOE to maintain your distance from them. If they are aggressive and really want to AD you, make them pay for it and if they are equipped with GTB, you can use Magic Crasher for damage purposes. egardless, always make sure to have a hiding clip as you can use it for final measure of survival.
Whitesmith - depending on what you see them do, use Fire Pillars/Quagmire/AOE to maintain your distance from them. Cart Termination really hurts so try to use GR/Thara combination. Fire pillar to keep them from getting close and quagmireto slow them down. They shouldn’t (in theory) be able to catch up to you so try to maintain the distance and keep them occupied while taking some hits. If they avoid your fire pillars, spam SG and Quagmire and just run. If you get caught in some CT's, throw up a saftey wall and run. If they are equipped with GTB, you can use Magic Crasher for damage purposes. Regardless, always make sure to have a hiding clip as you can use it for final measure of survival.
Paladins - you're more likely to get hit and spammed with Pressure, that annoying skill that always gets rid of your SP. There's not much you can do about it except try to run away or try to freeze them with a Storm Gust before your SP runs out. Similarly, these guys will also likely to have GTB and their defensive buffs, so you'd end up doing minimal damage anyway. They don't do much damage but you can't ignore them. They can use shield boomerang that has lockdown capabilities and the most important thing they have Devotion, which is a skill that protects their party members. The damage that you think you're doing to that squishy player end up being absorb by the Paladin. In a case like this, your team would ideally lockdown the squishy and kill the Paladin. If they are equipped with GTB, you can use Magic Crasher for damage purposes. Regardless, always make sure to have a hiding clip as you can use it for final measure of survival.
Lord Knight - spam Storm Gust and if it doesn't freeze them switch to Lord of Vermilion, Quagmire (you can also try throwing Fire Pillar into the mix) and run like mad. best case scenario is them wearing a 2-handed sword with GR so you can freeze them and run. However, if they have unfrozen and GTB, use Fire Pillars/Quagmire/AOE to maintain your distance from, run towards your team and ask for help. If they are equipped with GTB, you can use Magic Crasher for damage purposes. Regardless, always make sure to have a hiding clip as you can use it for final measure of survival. If you don't want to run away versus a Lord Knight, stand your ground. Cast Safety Wall on yourself and spam them Elementals. Safety Wall does NOT block Bowling Bash, but they may throw auto attacks here and there. It's better to have than to not have.
Assassins - put up walls of two kinds around yourself: AoE spams (to counter their cloaking skill) and Safety Walls so their attacks miss (does not work with Soul Destroyer). if they have unfrozen and GTB, use Fire Pillars/Quagmire/AOE to maintain your distance from, run towards your team and ask for help. If they are equipped with GTB, you can use Magic Crasher for damage purposes. Regardless, always make sure to have a hiding clip as you can use it for final measure of survival. Also, they likely to use Enchant Poison with their critical build, so try to use Deadly (Evil Druid Card) Armour os you can survive the initial attack. You may want to equip anti-status cards (i.e. orc hero/marduk/esl card) and have some panacea on you as some of them use status giving attack.
Stalkers - it depends what kind of build they're going for. If they're using magic, you try to reflect or resist. If they're doing anything physical, you can equip your overall demihuman (and perhaps) longe range reductions. If for some reason they're using a bow, suck it up and walk up to them like you do when you're against a Sniper. Either way, same as an Assassin, you spam your Storm Gust (for possible freeze more than anything) and Lord of Vermilion (for the increased range). If you're doing this and they aren't being revealed, utilize Heaven's Drive to reveal these stalking creeps. If you’re fighting VS anything that does long-range damage (Snipers and Stalkers), you may want to equip your noxious and anti-status cards (i.e. orc hero/marduk/esl card) and have some panacea on you.
Champions - there are only two things they usually do: they either Asura Strike (in which case they become mostly useless afterward) or they use their ranged skill Finger Offensive. Regardless, never let them near you in case they plan to Asura you and utilize those fire pillars/quagmires between yourself and the champ to get some distance and be safe. If they are equipped with GTB, you can use Magic Crasher for damage purposes. Regardless, always make sure to have a hiding clip as you can use it for final measure of survival.
High Priests - chances are that they will be running a huge amount of magic resistance and they'll just heal themselves. I suggest you avoid them. If you have to fight them, or if your team is focusing them, make sure to remove their Sanctuary from the ground (via Ganbantein) so their heals are reduced. If they're not using reflect, chances are their heals aren't that strong either (perhaps it's a newbie) so you could try and kill them. If the game is ending within seconds and you want to spam your bolts to see that sweet damage coming out, they make nice targets. If you see another magic class casting a certain bolt or elemental spell, try to use the counter to that spell (in case they're running resists). If they are equipped with GTB, you can use Magic Crasher for damage purposes. Regardless, always make sure to have a hiding clip as you can use it for final measure of survival.
Soul Linkers - These guys have so much reflect, are able to heal themselves off attacks, and can even resurrect themselves. While they end up taking more damage in order to reflect more damage back at you (and reflect means you take the damage, not them anyway), they are still very annoying and I suggest you let others take care of them. They are a huge counter against magic classes, so avoid them completely and run. f they have unfrozen and GTB, use Fire Pillars/Quagmire/AOE to maintain your distance from, run towards your team and ask for help. If they are equipped with GTB, you can use Magic Crasher for damage purposes. Regardless, always make sure to have a hiding clip as you can use it for final measure of survival (limited info).
Gunslingers - Don't let them get close and if they try to come close, quag and fire pillar to stop them, Spam your AoE and Elementals away. Be wary of their disarm skill (limited info).
Ninja - Cast Storm Gust to start and Elementals. Throw in some FP and Quagmire into the mix to maintain distance (repeat). If they are equipped with GTB, you can use Magic Crasher for damage purposes. Regardless, always make sure to have a hiding clip as you can use it for final measure of survival (limited info).
Star Gladiator - Place Fire Pillars behind and in front of you. This will prevent them from getting a good placed running/FSK off. Try not to run away in a straight line as they can catch up to you with one running. Hug walls and corners/landscape blocks. There is a delay if their running hits an object or wall. They are super tanky and can run high resists. Get allied help and try to stay away from them. f they have unfrozen and GTB, use Fire Pillars/Quagmire/AOE to maintain your distance from, run towards your team and ask for help. If they are equipped with GTB, you can use Magic Crasher for damage purposes. Regardless, always make sure to have a hiding clip as you can use it for final measure of survival (limited info).