Wizard

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Overview

Wizards are masters of Area of Effect damage and crowd control. Wizards have been left relatively unchanged due to their high skill ceiling. Timelines aim was to reign their power back a bit while providing them with adjusted tools that are looked at as joke builds or pre-requisites for other skills.

Job Change

The Wizard job change is unchanged and a guide can be found here.

Equipment Related Changes

  • Relatively unchanged. Wizards now get access to all trans staves as well as the rest of the associated Trans gear.

Skill Changes

Wizard received some minor tuning. While it doesn't change anything long term for experienced Wizard players, it does change some thresholds that players knew before. The changes to Earth Spike and Heaven's Drive were made to bring them more in line with a bolt, but show great promise even at lower levels. Frost Nova was also adjusted to be more consistent and have a larger AoE so you arent required to be IN melee range, but at least at a 5 cell distance from your enemy. Keep in mind, 11x11 around your character is 5x5 AoE, similar to Heaven's Drive.

Wizard Original Version Timelines Version
Storm Gust 500% damage per hit at level 10 460% damage per hit at level 10
Earth Spike 100% damage per hit 200% damage per hit
Heaven's Drive 100% damage per hit 200% damage per hit
Frost Nova 5x5 area of effect around player, 65% chance to freeze enemies, 4 second cast time at level 10 11x11 area of effect around player, 150% chance to freeze enemies, 1.5 second cast time at level 10

Other Notes

Moonlight dagger does not function with Magic here as it did in classic.