Talk:Wizard Grind and Zhen: Difference between revisions

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Rewriting this may take a bit of time... Work in progress will be in the talk page. Change notes will be kept in this top section, similar to the merges I've done. Also, I won't be changing recommendations. I'll add a couple little things here and there if they've been introduced to the game since this guide was written (such as the use of HY instead of MP charms at Level 75+), but I'm going to try to keep the same recommendations as the original Author's. Even though I took my Wizard in a slightly different direction. --[[User:Flyingsoloist|Flyingsoloist]] 13:06, 14 July 2011 (PDT)
Rewriting this may take a bit of time... Work in progress will be in the talk page. Change notes will be kept in this top section, similar to the merges I've done. Also, I won't be changing recommendations. I'll add a couple little things here and there if they've been introduced to the game since this guide was written (such as the use of HY instead of MP charms at Level 75+), but I'm going to try to keep the same recommendations as the original Author's. Even though I took my Wizard in a slightly different direction. --[[User:Flyingsoloist|Flyingsoloist]] 13:06, 14 July 2011 (PDT)


----


Page sections (crossed off when rewritten):
Changes Made:
*Intro
#Reorganized headings/subheadings into appropriate categories.
*Solo Grinding
#Rewrote the intro.
*Some Nice Grind Spots
#Rewrote/moved text in "Solo Grinding" intro.
*Advice for Solo Grinding
#"Advice for Solo Grinding"
*Zhen Grinding
#*Renamed to "Solo Grind Tips".
*Pictures of Zhen Setup
#*Moved to above which mobs.
*Zhen Locations
#*Changed numbered list to wiki-style formatting.
*Some Basic Requirements
#*Started reorganizing.
*Steps to Setting Up Zhen
#"Some Nice Grind Spots"
#*Renamed to "Good Mobs for Solo Grinding".
#*Reorganized mobs into table.
#*Reworded and moved info from bottom of section to above the table.
#*Color coded and bolded elements for easier ''at-a-glance'' spotting and sifting.
#*<font color="white">'''Content needs to be verified for correctness.'''</font> I'm pretty sure that some of the data is wrong, such as Pyrofiends being labeled as a Water-element mob. The table is incomplete as well. Coordinates and terrain type (Air/Sea/Land) are missing in some cases.
#Added link(s) (determine which is better...and/or if those need to be merged :/ )
#*[[Grinding mobs]]
#*[[The Grinder's Guide...to Grinding!]]
--[[User:Flyingsoloist|Flyingsoloist]] 14:24, 14 July 2011 (PDT)


----
<br>


==Page Contents==
Changes Made:
#Rewrote "Solo Grind Tips"
#*Generalizing the tips a bit. It still fits in with what the OP was doing - tailoring his play style for a certain type of fighting, but making this more applicable to others. (OP favored Earth over Fire. Keeping with the sentiment of focusing strength on one-two elements, but letting the reader pick their own.)
#*Got most of it down, but somehow I feel like a lot of it may need to be reworded...and potentially a change in tone in a couple places.
--[[User:Flyingsoloist|Flyingsoloist]] 17:09, 14 July 2011 (PDT)


I've decided to do a guide on solo/squad grinding. Why? You might get all the help building your wizard, but once you enter the game you get lost thinking of what's the best way to level up. So here I am to aid you. Choosing a character to play is only the beginning of your journey in any game. Next comes building your character's stats and leveling up. You can't build your character if you don't level up and get your stats =). So this guide is meant to go hand-in-hand with the other wizard guides.


== Solo Grinding ==
Changes made:
To start off, please don't grind until you are around level 34, because that's when your quests start to slow down. Always complete your quests '''first''' (when you are 35 and below), then grind in air/water. When you're able to grind well later on, I always do quests when I'm a few levels higher than them so it's easy (e.g. do a quest given to you at level 40 when you are level 44-46).
#Rewrote/Reorganized Zhen Grinding Section
#*I ''think'' the Spiders the OP was talking about are the Deepblue Scavengers. Or at least those are the ones I used to Zhen on.
--[[User:Flyingsoloist|Flyingsoloist]] 11:59, 15 July 2011 (PDT)


When you get to 59+ and have Dragon's Breath, this is when you would want to start your zhen grinding. Solo grinding cannot compare to the amount of EXP you get when you zhen. Though at the start it's costly due to the need for having MP charms. As you get higher in your level, you will kill faster and get more money for the same amount of MP used.
<br><br>


== Some Nice Grind Spots ==
Changes made:
Stated below are the mobs I remember grinding on and never regretted. Obviously what you grind on depends on your level, build, and equipment.
#Updated table of mobs to solo grind on.
--[[User:Flyingsoloist|Flyingsoloist]] 12:46, 15 July 2011 (PDT)


Vipion Leaper (level 35) (wood) <254,464>
----


Wimple/Bloody Goldwing (level 36/37) (wood) <626,727>
Page sections (crossed off when complete):
*<s>Intro</s>
*<s>Solo Grinding</s>
*Solo Grind Tips (Advice for Solo Grinding)
*<s>Good Mobs for Solo Grinding</s> (Some Nice Grind Spots)
*<s>Zhen Grinding</s>
*<s>Setup</s>
*<s>Zhen Locations</s>


Big Mouth Piranha (level 39) (water)
----
<br>


Loft Pterosaur (level 40) (metal) <612,826><627,869> <--- Good exp, easy kill
==Page Contents==


Vampiric Thresher Lord (level 40) (water) <674,835>
So you have a [[wizard]]. So you've decided how you want to build it. So you're got your ideal gear picked out.


Native Vipion (level 41) (wood) <379,781>
Great! This is not another wizard building guide but a supplement to get you that last thing you need: levels.


Ramshackle Roc (level 48) (metal) <154,557><br>
==Solo Grinding==
:Ramshacks hit you more, you hit them more too using fire, have good drops and EXP.


Vipion Sentinel (level 50) (wood) (Above Skull mountain)
There comes a time in every character's life when they run out of quests. When that happens, it's time to start [[grinding mobs]].


Blood Thirsty Shark (level 52) (water) <598,976> <-- Love these as they are easy to kill
For starters, you don't really need to grind at early levels because you'll have quests that keep your level climbing. Always complete your quests '''first'''. When you grind, you may want to focus your efforts on air and sea mobs because you'll get more exp off those mobs than off land mobs. The catch is that it's a little harder to maneuver under water or in the air, but being a mage and thus being ranged make this almost moot.


Terrestrial Foxwing (level 55) (fire) <663,995> <-- Love these too
===Solo Grind Tips===


Bloodthirsty Shark King (level 55) (water) <701,848>
One strategy to grinding as a wizard is to focus on either a single element, or a single element and a back up. Fire and Earth make excellent focus elements as they have a variety of attacks and generally hit harder. Water is good as a secondary as it is a little more geared towards support skills, but it has a few staple skills.


Ultrafin Protector (level 58) (water) <712,731><721,773>
'''Skill Priorities'''


Foxwing Supreme (level 60) (fire) <435,377><500,347> <-- LOVE THESE THE MOST! Spent so much time on it with Martial Arts Scrolls.
#'''Shields''' - Shields at max capacity!
#*''Stone Barrier'' - Great all around shield. Lots of mobs will try to hit you with physical melee attacks if you let them get close, so this is applicable to whatever element you favor. Max this ASAP.
#*''Pyroshell'' - You'll want this mainly for fighting fire aligned mobs. Unless those are your targets, this isn't a priority.
#*''Glacial Embrace'' - Barring fire mobs, this is your best shield for fighting magic mobs. It won't increase your resistance against anything but water, but the extra MP regen comes in handy, especially at early levels.
#'''Elemental Attacks''' - Max ''two'' skills of the same element ASAP. If you're focusing your energy against a certain element, it's best to have a hard hitter to open with and then a quick cast to follow up with. Eventually, you'll have plenty of spirit, so you'll be maxing everything anyway. But at early levels when spirit is short, it's a good idea to not spread yourself too thin.
#*''Earth Enchanters'' - Using Sandstorm and Stone Rain is surefire way to keep your enemies between a rock and a hard place.
#*''Fire Fighters'' - The Divine Pyrogram and Pyrogram combo is sure to blaze a trail through any wraith infested wilderness.
#*''Water Wizards'' - Glacial Snare combined with Gush can keep mobs dropping and exp flowing.
#*''All Archmages'' - Do keep the starter spell for each element at a decent level. They make great fillers even though they aren't aligned to the element you're focusing on. Even if a mob is strong against an attack, you're still doing something besides waiting for your favorite element's spell to cool down.
#'''Max Gush.''' Regardless of your elemental alignment, max it. It's a great filler that slows your target.


Pyrofiend Immolant (level 67) (water) <546,473> <-- Ground mob!


Wretched Hydrolace (level 67) (water) <546,465> <-- Ground mob! Beside Pyrofiend Immolant
'''C-C-C-COMBOS!'''


Minion of Alucard (level 68) (water) <566,475> <-- Recommend this more than Wretched Hydrolace. (Hurts more, but more EXP!!! Much more in 1 hour grind)
Here's a few good ones:
*GS>SS>G>SR
*SS>G>SS


I only did wood at 30s - early 40s, if I remember right. I didn't really like them as we don't have elemental advantage over them (metal, clerics love em). Beyond level 44 just stick to water/fire.
Oh, and here's what those mean:
*G: Gush
*GS: Glacial Snare
*SR: Stone Rain
*SS: Sandstorm


NOTE: These are just some examples.  There are plenty of other mobs you can grind on.
<br><br>


== Advice for Solo Grinding ==
'''Preparations'''


1. Max Earth Shield first, and perhaps you should have around level 7 water and fire by the time you hit Foxwing Supremes. Well for me I had level 9 earth, level 5 water, and level 9 fire or something like that.
#Get buffed. Cleric buffs. Barb buffs. BM buff. Veno buff. Faction buffs. Assassin buff. Whichever. Well, maybe not the last one. What you need is mainly dependent upon your weaknesses and what you plan on fighting.
#Level your Apothecary Skill. Farm herbs (if you're lucky, while you're grinding!) and make some Life Powders and Focus Powder. They increase your HP/MP recovery rate and are a godsend in early levels. Also look into making pots that give you back HP/MP (instantly or over a few seconds). If you're lucky, you won't have to use charms and/or meditate much. These don't matter as much after you hit level 75 and get to use event pots, but they make life much easier before that point. Just make sure you get buffs from other classes ''first'' (particularly cleric buffs). Some pots/buffs overwrite each other and you don't want to overwrite a buff you have to work to make with an inferior buff!
#Grab Hyper XP Stones and/or Martial Arts Scrolls (Golden Silkworms). You're here for XP, so you might as well make it worth your while.
#If you're focusing on enemies of a certain element, look out for ''alternative'' pieces of gear that match that type of resistance. <font color="white">''Further explanation to go below...''</font>


2. Max '''both''' earth skills. Some say you don't need to max Stone Rain, but what the heck? It's so easy to get spirit points later on. I'd rather quickly level now and then try to farm spirit points. And you can get spirit points later easily once you hit 60s and start doing lots of zhen grinding. Ultimately you can max all skills so just do what is needed to level for now.
----


3. For me, I didn't even add 1 point to Divine Pyrogram until level 70 because I feel it only helped me much in Sutra, and my Pyrogram was like level 5 (why my Pyrogram was at only level 5 is because it's only needed to do that little hit of finishing a mob off). Instead I used more like GS>SS>Gush>SR. Still, feel free to add the Pyro family if you want advantage over metal mobs, but I prefer to suffer there a bit, and excel on my grinding. Because we will only need metal mobs for quests? And there are so few metal mobs after Lofty Pterosaur that gives really good EXP. Also, if I can I squad people when I'm questing. Even if you can't find a squad, your SS and SR deals very decent damage.
#Now for your equipment, I'll try to explain it clearly. When you grind Foxing Supremes (fire), try to get your arcane robes with single/double resistance type, because when you have armor with fewer resistance varieties, the resistance of those remaining will be higher than what you would have on an armor having all the different element resistance.
#*For example, if a level 50 arcane robe with all elements gives:
#**690 metal
#**690 fire
#**690 water
#**690 wood
#**690 earth
#*Then a level 50 arcane robe with two elements gives:
#**??? fire
#**??? metal
#*Then again a counter argument comes about what if you need to do quests which requires killing mobs of other elements? Now I'll say I always carry two sets of robes. One set is for specific element types, fewer resistance types, but high resistance in the given element(s), and the other set which has all element resistance, but average in all.
#*So when you grind you use your element focused gear and when you quest you can swap to your general gear. I'm now assuming you've fully upgraded your inventory slots to carry two sets of armor of course =). And it's not expensive to get these two sets because when you grind or quest, you'll definitely come across these kinds of armor. Just be sure to plan what elements you will need in the future, and don't sell it when you come across it. But please note, it's only advisable to have two sets when you're around level 60 and below. Because when you're higher level, there's a need for you to refine and imbue your armor.  It's too costly to upgrade two sets.


4. Gush, that's obvious you '''have''' to max it; it's so good in PvE and PvP. Glacial Embrace, max it too. Should be your opening skill for most mobs (especially Foxwing Supremes). Like I said, you'd be grinding on Supremes a lot, so just do a GE -> SS-> Gush-> SS. Yes, you have to use 3 hard Nukes, but the EXP is worth it. I got to level 70 in 2 months 3 weeks and I'm working too! Of course I zhen in my 60s too but thats a whole different story. So you should know how helpful these Foxwings are (I'll always remember them).
===Good Mobs for Solo Grinding===


5. Please do learn Apothecary skills. Get Life/Focus Powder, it increases mana/HP recovery rate by 50 per sec over 10 min. Saved me a lot on pots. You imagine how many pots are saved when you kill over 10,000,000 mobs throughout your grinding career.
Some mobs are better to grind on than others. The best mobs for you depend on your level, build, equipment, and play style. As a wizard, you are the master of the Earth, Fire, and Water elements. Due to their elemental alignments, this makes certain mobs easier to kill than others, especially at lower levels when your physical defense tends to be near nonexistent.


6. Buy Martial Arts Scrolls if you can and use them while grinding. They will grant a significant boost to your experience rate.
There can be advantages to fighting mobs that are not resistant to your attacks. For example, many wood mobs won't be weak to your attacks (a favorite of the metal-mage clerics), they deal poison damage as a DoT attack. Sometimes poison is easier to handle than hit after hit of another element.


7. Now for your equipment, I'll try to explain it clearly. When you grind Foxing Supremes (fire), try to get your arcane robes with single/double resistance type, because when you have armor with fewer resistance varieties, the resistance of those remaining will be higher than what you would have on an armor having all the different element resistance.
Here are a few recommendations to get you started:


For example, if a level 50 arcane robe with all elements gives:
{| style="text-align:center;background:#0D0B0F;" border="1"
:690 metal
|-
:690 fire
! Level
:690 water
! Mob
:690 wood
! Element
:690 earth
! Terrain
 
! Coordinates
Then a level 50 arcane robe with two elements gives:
|-
:??? fire
| 35
:??? metal
| Vipion Leaper
 
| <font color="green">'''Wood'''</font>
Then again a counter argument comes about what if you need to do quests which requires killing mobs of other elements? Now I'll say I always carry two sets of robes. One set is for specific element types, fewer resistance types, but high resistance in the given element(s), and the other set which has all element resistance, but average in all.
| Air
 
| (254,464)
So when you grind you use your element focused gear and when you quest you can swap to your general gear. I'm now assuming you've fully upgraded your inventory slots to carry two sets of armor of course =). And it's not expensive to get these two sets because when you grind or quest, you'll definitely come across these kinds of armor. Just be sure to plan what elements you will need in the future, and don't sell it when you come across it. But please note, it's only advisable to have two sets when you're around level 60 and below. Because when you're higher level, there's a need for you to refine and imbue your armor.  It's too costly to upgrade two sets.
|-
 
| 36
8. This is a tough one, if you can, try getting cleric buffs in towns near your grind spot =).  You'll see the difference! For example, you might need four hits to kill Foxwing Supremes, but with the cleric buff that enhances magic attacks, you'll only need to deal 3 hits, and this ''could'' mean that the mob will hit you one less time too.  This helps you save time, save pots, and makes you feel good about yourself. For me I have a cleric too, so it was easy.<br>
| Wimple Goldwing
(NOTE: *Cleric's HP/MP recovery buff overwrites your life/focus powders, so for convenience sake, ask for buffs, then before you hit your mobs, use your powder to overwrite the buff. Powders are better!)
| <font color="green">'''Wood'''</font>
 
| Air
At your level, cleric buffs only last half an hour, so you'll only have time to get a cleric for the 1st half, unless you are lucky enough to find one half way through your grind.
| (626,727)
 
|-
9. Lastly, those mobs stated in the above list are those I've spent my time on. I'm sure somewhere in between there are other mobs. But I only chose water and fire mobs as our earth skills and water skills are amazing. Please do change your mob targets if you feel there are better ones not mentioned and share them with the new people too.
| 36
 
| Bloody Goldwing
And the way I've played till now, I've never had grinding problems, never been restricted on learning any new skills later on. So just do what you have to do to level fast now. When you've finished your leveling fast, you can take the extra time to catch up on what you've slowed down on (e.g. quests). While others do quests at their current level, you who will be a higher level after grinding first, would be able to finish those quests that were given to you at lower levels easily.
| <font color="green">'''Wood'''</font>
<br><br>
| Air
| (626,727)
|-
| 39
| Bigmouth Piranha
| <font color="blue">'''Water'''</font>
| Sea
| (677,854)
|-
| 40
| Lofty Pterosaur
| <font color="gold">'''Metal'''</font>
| Air
| (612,826) (627,869)
|-
| 40
| Vampiric Thresher Lord
| <font color="blue">'''Water'''</font>
| Sea
| (674,835)
|-
| 41
| Native Vipion
| <font color="green">'''Wood'''</font>
| Air
| (379,781)
|-
| 48
| Ramshackle Roc
| <font color="gold">'''Metal'''</font>
| Air
| (154,557)
|-
| 50
| Vipion Sentinel
| <font color="green">'''Wood'''</font>
| Air
| (175,631)
|-
| 52
| Blood Thirsty Shark
| <font color="blue">'''Water'''</font>
| Sea
| (598,976)
|-
| 55
| Terrestrial Foxwing
| <font color="red">'''Fire'''</font>
| Air
| (663,995)
|-
| 55
| Bloodthirsty Shark King
| <font color="blue">'''Water'''</font>
| Sea
| (701,848)
|-
| 58
| Ultrafin Protector
| <font color="blue">'''Water'''</font>
| Sea
| (712,731) (721,773)
|-
| 60
| Foxwing Supreme
| <font color="red">'''Fire'''</font>
| Air
| (435,377) (500,347)
|-
| 67
| Pyrofiend Immolant
| <font color="red">'''Fire'''</font>
| Land
| (546,473)
|-
| 67
| Wretched Hydrolace
| <font color="blue">'''Water'''</font>
| Land
| (546,465)
|-
| 68
| Vampiric Minion
| <font color="blue">'''Water'''</font>
| Air
| (566,475)
|}
<br>


== Zhen Grinding ==
== Zhen Grinding ==


What is '''''zhen''''' ? The word 'zhen' (derived from the Chinese "Zhen Fa") refers to skills/spells that causes damage within a magic/spell circle!!!  Anyways, in PWI context zhen grinding refers to AoE grinding. Where a squad can consist of usually up to 5 people max! 2 pullers, 2 DDs, 1 cleric (you seriously don't need more than this).
Zhen, derived from the Chinese "Zhen Fa", refers to skills and spells that cause damage in an area. As it relates to PWI, Zhenning is AoE grinding, normally in a group. (While it's possible to AoE grind and use "Zhen"s when playing solo, it's more common to just call this AoE grinding.)
 
Best Pullers - Barbarian, BM<br>
DD - Do your best to get 1 wizard, 1 archer (2 wizards is not so good in case mob has Magic Resist)<br>
Cleric - Self explanatory
 
For me, I never liked two pullers, sucks my EXP. I always look for a barb that is really experienced and does not stop running. And knows the perfect timing as to when to pick the loot. In conclusion when I was level 62-69, I did zhen in a quad squad. At 70> I did trios =).
<br><br>
 
== Pictures of Zhen Setup ==
 
1. This shows 5-man squad and their positions, if you look carefully, our archer Whitney is standing beside Muii (cleric) inside the BB. And the 2 wizards are spread out with the two circles touching each other. Wizards shouldn't stand too close to each other as to let our range spread further.  Left-click photo to zoom in! [http://img197.imageshack.us/img197/6288/20090711013607.png 5-man zhen squad]
 
2. This shows 4-man squad (archer, wizard, barb, and cleric) We are all standing together, so that's her position =) [http://img268.imageshack.us/img268/5663/20090711014124.png 4-man zhen squad]


3. As for 3-man squad (wizard, barb, and cleric), well, just take out the archer LOL!
Traditionally, a Zhen squad consists of DD(s) with continuous AoEs, a Healer, and a lurer. The DDs start their AoEs with the Healer healing them and the lurer(s) bring mobs into the damage zone. A typical Zhen session can last about an hour or two.
<br><br>


== Zhen Locations ==
===Setup===


At your low 60s I can suggest 2 good spots:<br>
'''Before Joining a Squad'''
1. Around Sanctuary (South) (Seaweed Thief : level 72)<br>
2. Nightscream Island (South Region) (Pirate Minions : level 76)


At your higher 60s:<br>
As a wizard, you'll need to keep up your Zhen for a long time. Make sure to grab ''lots'' of mp pots and a charm if necessary (usually only for level 74 and below, since at level 75 you get to start using HY). HP pots are good to have as always, especially since you may end up tanking a majority of the mobs.
1. Nightscream Island (North Region) (Chief Assassin : level 80 )


At level 70 Onwards:<br>
Max Dragon's Breath. This all you'll be using, so it'd better be as high as it can go.
1. East of Cave of Sadistic Glee (Rockenwolf : level 84)<br>
(Rockenwolves can be done in trio squad: 1 puller, 1 cleric, and 1 wizard. ''But please do have at least 3k HP'', TT70 +3 or higher, and at least level 6 DB.)


2. Southern Part of Boundless Grasslands ( Spiders : level 8X )<br>
'''The Squad'''
( Spiders hit harder than wolves, but good EXP too! Should be done in 4-man squad: 1 puller, 1 cleric, 1 wizard, and 1 archer. <-- You can try trio if can get 3.4k HP unbuffed and +6-7 TT weapon with flawless sapphire.)


3. Heaven/Hell (level 89+)
A Zhen squad consists of AoE DD(s), lurer(s), and healer(s). Your job is that of an AoE DD. It may be a good idea to grab an [[archer]] or a [[seeker]] as well for their Barrage of Arrows or Vortex. Extra DDs just make the mobs drop faster giving you more exp and reducing how fast you get beat upon. A [[barbarian]] or [[blademaster]] make great lurers as they can run fast and take the hits while gathering up the mobs. Generally, your lurer(s) will be the ones picking up the drops between grabbing chunks of mobs. Normally, a [[cleric]] is used as the healer, primarily for BB. However, if you don't need the full strength of BB, [[mystic]]s can fulfill that role with their healing plants and shields as well as help out with the damage dealing.
<br><br>


=== Some Basic Requirements ===
A larger Zhen squad can mean getting more mobs and staying safer, but it means that the exp will be split between more people. Going in a smaller group makes for a slightly more dangerous session, but reaps better rewards.


1. Please do have at both HP/MP Charm (preferably gold or platinum) before you zhen. Having your Dragon's Breath turned on continuously for 1 hour is gonna be mana consuming and spamming pots isn't usually as economical or easy. Just let your MP Charm tick, but please don't go AFK during your zhen ''unless'' you have been grinding at that spot and you are confident you can handle all the mobs easily without dying. Cause if you AFK and die, oh boy, no one's gonna take you for further runs. HP Charms self-explanatory, have this just in case too many mobs are lured and BB's healing isn't enough to keep you alive.
'''Starting the Zhen'''


2. Get buffs from cleric/barb/BM, whoever is in your team, whatever buff there is get it before you set up zhen.
Dole out buffs all around and make sure everyone has enough chi.
<br><br>


== Steps to Setting Up Zhen==
If you have an archer, you'll need get their AoE started before you start bringing in the mobs:
#If there are mobs where you want to set up, have your lurer round them up and lead them on a merry chase.
#Have one person duel the archer. The archer should defeat the other person with Barrage of Arrows. The duel ends, but Barrage doesn't since the target is still alive.
#Position the rest of the squad around the archer accordingly. Remember that the range of Dragon's Breath is actually twice that of the graphical effects. Make sure that the damage zone covers the archer. If they pull aggro, the mobs will run to them, which could spell their death if you haven't set up correctly.
#Healer should start their healing spell (normally a cleric with BB).
#Activate your hypers/experience scrolls and have the lurer start bringing in the mobs.


Setting up will definitely be confusing for beginners, but I'll try my best to explain it! To start zhen, cleric and archer have to have two chi sparks (one for wizard).
'''Positioning'''


1. Many times the spot you want to set up on, have mobs surrounding it. So the puller will have to run in gather all the mobs and run off to anywhere else leaving the wanted spot free.
Basically, you want your DDs huddled together so that your AoEs will hit all the mobs, regardless of who they're aggroed on. You don't have to be right on top of each other (a little distance is good to increase the overall range), but you want to be close enough to hit mobs that may be range attacking our squadmates.


2. Now comes the confusing part for beginners. Normally when archers use their zhen spell (Barrage) it automatically goes off after the targeted mob dies. But there's a way to keep it running even though target is dead, and that is by having one of the group members duel the archer. And you aren't supposed to actually duel, you are '''supposed''' to get killed by the archer's barrage. Once the duel is over, the barrage keeps going because the target is still alive. Also, once barrage is set the archer can't move, same as a wizard using DB.
Here's a couple sample setups:
*[http://img197.imageshack.us/img197/6288/20090711013607.png 5-man zhen squad]
*[http://img268.imageshack.us/img268/5663/20090711014124.png 4-man zhen squad]


You should not be standing too far from the archer, because if he steals aggro you would need to be able to hit the mobs that hit him too.  The wizard's DB range is a 12m radius, though the animation of the Dragon's Breath is only 6m. This means that what you can see is half of the range you can actually hit the mob at. If you are too close to the archer, he will not be able to survive aggro from the mobs that are on top of him. The archer's barrage range is centered around his dueling partner, so if you are too far away mobs can get stuck hitting the archer out of range of all DD.
''A note for clerics:'' If you're on the world map, you may want to have your cleric fly as they are in BB. There's no reduction in healing and they'll be a safer if the mobs come in from an odd direction.


All DD should stand about the same distance from each other.  In a two-wizard situation, both wizards can stand further apart from each other, such that the circle of your DB's animation touches the circle of the other DB's animation since the range of DB is about twice the animation. The archers animation is a little smaller radius, so if your circle doesn't touch his it's OK.
=== Zhen Locations ===


3. Cleric then goes to the spot and turns on BB ("Blue Bubble", the nickname for Regeneration Aura, the continuous area heal skill).
Here are some popular mobs for Zhen Squads:


4. Scroll and pull.
{| style="text-align:center;background:#0D0B0F;" border="1"
|-
! Level
! Mob
! Location
|-
| 72
| Seaweed Thief
| Around Sanctuary (South)
|-
| 76
| Pirate Minions
| Nightscream Island (South)
|-
| 80
| Chief Assassin
| Nightscream Island (North)
|-
| 84
| Rockenwolf
| East of Cave of Sadistic Glee
|-
| 85
| Deepblue Scavenger
| Broken Plain
|}


Thats it for setting up.
If you are level 89 or higher, there are many mobs in [[Lothranis]] (Heaven) and [[Momaganon]] (Hell) that work well for Zhenning.

Latest revision as of 19:46, 15 July 2011

Rewrite Notes[edit]

Rewriting this may take a bit of time... Work in progress will be in the talk page. Change notes will be kept in this top section, similar to the merges I've done. Also, I won't be changing recommendations. I'll add a couple little things here and there if they've been introduced to the game since this guide was written (such as the use of HY instead of MP charms at Level 75+), but I'm going to try to keep the same recommendations as the original Author's. Even though I took my Wizard in a slightly different direction. --Flyingsoloist 13:06, 14 July 2011 (PDT)


Changes Made:

  1. Reorganized headings/subheadings into appropriate categories.
  2. Rewrote the intro.
  3. Rewrote/moved text in "Solo Grinding" intro.
  4. "Advice for Solo Grinding"
    • Renamed to "Solo Grind Tips".
    • Moved to above which mobs.
    • Changed numbered list to wiki-style formatting.
    • Started reorganizing.
  5. "Some Nice Grind Spots"
    • Renamed to "Good Mobs for Solo Grinding".
    • Reorganized mobs into table.
    • Reworded and moved info from bottom of section to above the table.
    • Color coded and bolded elements for easier at-a-glance spotting and sifting.
    • Content needs to be verified for correctness. I'm pretty sure that some of the data is wrong, such as Pyrofiends being labeled as a Water-element mob. The table is incomplete as well. Coordinates and terrain type (Air/Sea/Land) are missing in some cases.
  6. Added link(s) (determine which is better...and/or if those need to be merged :/ )

--Flyingsoloist 14:24, 14 July 2011 (PDT)


Changes Made:

  1. Rewrote "Solo Grind Tips"
    • Generalizing the tips a bit. It still fits in with what the OP was doing - tailoring his play style for a certain type of fighting, but making this more applicable to others. (OP favored Earth over Fire. Keeping with the sentiment of focusing strength on one-two elements, but letting the reader pick their own.)
    • Got most of it down, but somehow I feel like a lot of it may need to be reworded...and potentially a change in tone in a couple places.

--Flyingsoloist 17:09, 14 July 2011 (PDT)


Changes made:

  1. Rewrote/Reorganized Zhen Grinding Section
    • I think the Spiders the OP was talking about are the Deepblue Scavengers. Or at least those are the ones I used to Zhen on.

--Flyingsoloist 11:59, 15 July 2011 (PDT)


Changes made:

  1. Updated table of mobs to solo grind on.

--Flyingsoloist 12:46, 15 July 2011 (PDT)


Page sections (crossed off when complete):

  • Intro
  • Solo Grinding
  • Solo Grind Tips (Advice for Solo Grinding)
  • Good Mobs for Solo Grinding (Some Nice Grind Spots)
  • Zhen Grinding
  • Setup
  • Zhen Locations


Page Contents[edit]

So you have a wizard. So you've decided how you want to build it. So you're got your ideal gear picked out.

Great! This is not another wizard building guide but a supplement to get you that last thing you need: levels.

Solo Grinding[edit]

There comes a time in every character's life when they run out of quests. When that happens, it's time to start grinding mobs.

For starters, you don't really need to grind at early levels because you'll have quests that keep your level climbing. Always complete your quests first. When you grind, you may want to focus your efforts on air and sea mobs because you'll get more exp off those mobs than off land mobs. The catch is that it's a little harder to maneuver under water or in the air, but being a mage and thus being ranged make this almost moot.

Solo Grind Tips[edit]

One strategy to grinding as a wizard is to focus on either a single element, or a single element and a back up. Fire and Earth make excellent focus elements as they have a variety of attacks and generally hit harder. Water is good as a secondary as it is a little more geared towards support skills, but it has a few staple skills.

Skill Priorities

  1. Shields - Shields at max capacity!
    • Stone Barrier - Great all around shield. Lots of mobs will try to hit you with physical melee attacks if you let them get close, so this is applicable to whatever element you favor. Max this ASAP.
    • Pyroshell - You'll want this mainly for fighting fire aligned mobs. Unless those are your targets, this isn't a priority.
    • Glacial Embrace - Barring fire mobs, this is your best shield for fighting magic mobs. It won't increase your resistance against anything but water, but the extra MP regen comes in handy, especially at early levels.
  2. Elemental Attacks - Max two skills of the same element ASAP. If you're focusing your energy against a certain element, it's best to have a hard hitter to open with and then a quick cast to follow up with. Eventually, you'll have plenty of spirit, so you'll be maxing everything anyway. But at early levels when spirit is short, it's a good idea to not spread yourself too thin.
    • Earth Enchanters - Using Sandstorm and Stone Rain is surefire way to keep your enemies between a rock and a hard place.
    • Fire Fighters - The Divine Pyrogram and Pyrogram combo is sure to blaze a trail through any wraith infested wilderness.
    • Water Wizards - Glacial Snare combined with Gush can keep mobs dropping and exp flowing.
    • All Archmages - Do keep the starter spell for each element at a decent level. They make great fillers even though they aren't aligned to the element you're focusing on. Even if a mob is strong against an attack, you're still doing something besides waiting for your favorite element's spell to cool down.
  3. Max Gush. Regardless of your elemental alignment, max it. It's a great filler that slows your target.


C-C-C-COMBOS!

Here's a few good ones:

  • GS>SS>G>SR
  • SS>G>SS

Oh, and here's what those mean:

  • G: Gush
  • GS: Glacial Snare
  • SR: Stone Rain
  • SS: Sandstorm


Preparations

  1. Get buffed. Cleric buffs. Barb buffs. BM buff. Veno buff. Faction buffs. Assassin buff. Whichever. Well, maybe not the last one. What you need is mainly dependent upon your weaknesses and what you plan on fighting.
  2. Level your Apothecary Skill. Farm herbs (if you're lucky, while you're grinding!) and make some Life Powders and Focus Powder. They increase your HP/MP recovery rate and are a godsend in early levels. Also look into making pots that give you back HP/MP (instantly or over a few seconds). If you're lucky, you won't have to use charms and/or meditate much. These don't matter as much after you hit level 75 and get to use event pots, but they make life much easier before that point. Just make sure you get buffs from other classes first (particularly cleric buffs). Some pots/buffs overwrite each other and you don't want to overwrite a buff you have to work to make with an inferior buff!
  3. Grab Hyper XP Stones and/or Martial Arts Scrolls (Golden Silkworms). You're here for XP, so you might as well make it worth your while.
  4. If you're focusing on enemies of a certain element, look out for alternative pieces of gear that match that type of resistance. Further explanation to go below...

  1. Now for your equipment, I'll try to explain it clearly. When you grind Foxing Supremes (fire), try to get your arcane robes with single/double resistance type, because when you have armor with fewer resistance varieties, the resistance of those remaining will be higher than what you would have on an armor having all the different element resistance.
    • For example, if a level 50 arcane robe with all elements gives:
      • 690 metal
      • 690 fire
      • 690 water
      • 690 wood
      • 690 earth
    • Then a level 50 arcane robe with two elements gives:
      • ??? fire
      • ??? metal
    • Then again a counter argument comes about what if you need to do quests which requires killing mobs of other elements? Now I'll say I always carry two sets of robes. One set is for specific element types, fewer resistance types, but high resistance in the given element(s), and the other set which has all element resistance, but average in all.
    • So when you grind you use your element focused gear and when you quest you can swap to your general gear. I'm now assuming you've fully upgraded your inventory slots to carry two sets of armor of course =). And it's not expensive to get these two sets because when you grind or quest, you'll definitely come across these kinds of armor. Just be sure to plan what elements you will need in the future, and don't sell it when you come across it. But please note, it's only advisable to have two sets when you're around level 60 and below. Because when you're higher level, there's a need for you to refine and imbue your armor. It's too costly to upgrade two sets.

Good Mobs for Solo Grinding[edit]

Some mobs are better to grind on than others. The best mobs for you depend on your level, build, equipment, and play style. As a wizard, you are the master of the Earth, Fire, and Water elements. Due to their elemental alignments, this makes certain mobs easier to kill than others, especially at lower levels when your physical defense tends to be near nonexistent.

There can be advantages to fighting mobs that are not resistant to your attacks. For example, many wood mobs won't be weak to your attacks (a favorite of the metal-mage clerics), they deal poison damage as a DoT attack. Sometimes poison is easier to handle than hit after hit of another element.

Here are a few recommendations to get you started:

Level Mob Element Terrain Coordinates
35 Vipion Leaper Wood Air (254,464)
36 Wimple Goldwing Wood Air (626,727)
36 Bloody Goldwing Wood Air (626,727)
39 Bigmouth Piranha Water Sea (677,854)
40 Lofty Pterosaur Metal Air (612,826) (627,869)
40 Vampiric Thresher Lord Water Sea (674,835)
41 Native Vipion Wood Air (379,781)
48 Ramshackle Roc Metal Air (154,557)
50 Vipion Sentinel Wood Air (175,631)
52 Blood Thirsty Shark Water Sea (598,976)
55 Terrestrial Foxwing Fire Air (663,995)
55 Bloodthirsty Shark King Water Sea (701,848)
58 Ultrafin Protector Water Sea (712,731) (721,773)
60 Foxwing Supreme Fire Air (435,377) (500,347)
67 Pyrofiend Immolant Fire Land (546,473)
67 Wretched Hydrolace Water Land (546,465)
68 Vampiric Minion Water Air (566,475)


Zhen Grinding[edit]

Zhen, derived from the Chinese "Zhen Fa", refers to skills and spells that cause damage in an area. As it relates to PWI, Zhenning is AoE grinding, normally in a group. (While it's possible to AoE grind and use "Zhen"s when playing solo, it's more common to just call this AoE grinding.)

Traditionally, a Zhen squad consists of DD(s) with continuous AoEs, a Healer, and a lurer. The DDs start their AoEs with the Healer healing them and the lurer(s) bring mobs into the damage zone. A typical Zhen session can last about an hour or two.

Setup[edit]

Before Joining a Squad

As a wizard, you'll need to keep up your Zhen for a long time. Make sure to grab lots of mp pots and a charm if necessary (usually only for level 74 and below, since at level 75 you get to start using HY). HP pots are good to have as always, especially since you may end up tanking a majority of the mobs.

Max Dragon's Breath. This all you'll be using, so it'd better be as high as it can go.

The Squad

A Zhen squad consists of AoE DD(s), lurer(s), and healer(s). Your job is that of an AoE DD. It may be a good idea to grab an archer or a seeker as well for their Barrage of Arrows or Vortex. Extra DDs just make the mobs drop faster giving you more exp and reducing how fast you get beat upon. A barbarian or blademaster make great lurers as they can run fast and take the hits while gathering up the mobs. Generally, your lurer(s) will be the ones picking up the drops between grabbing chunks of mobs. Normally, a cleric is used as the healer, primarily for BB. However, if you don't need the full strength of BB, mystics can fulfill that role with their healing plants and shields as well as help out with the damage dealing.

A larger Zhen squad can mean getting more mobs and staying safer, but it means that the exp will be split between more people. Going in a smaller group makes for a slightly more dangerous session, but reaps better rewards.

Starting the Zhen

Dole out buffs all around and make sure everyone has enough chi.

If you have an archer, you'll need get their AoE started before you start bringing in the mobs:

  1. If there are mobs where you want to set up, have your lurer round them up and lead them on a merry chase.
  2. Have one person duel the archer. The archer should defeat the other person with Barrage of Arrows. The duel ends, but Barrage doesn't since the target is still alive.
  3. Position the rest of the squad around the archer accordingly. Remember that the range of Dragon's Breath is actually twice that of the graphical effects. Make sure that the damage zone covers the archer. If they pull aggro, the mobs will run to them, which could spell their death if you haven't set up correctly.
  4. Healer should start their healing spell (normally a cleric with BB).
  5. Activate your hypers/experience scrolls and have the lurer start bringing in the mobs.

Positioning

Basically, you want your DDs huddled together so that your AoEs will hit all the mobs, regardless of who they're aggroed on. You don't have to be right on top of each other (a little distance is good to increase the overall range), but you want to be close enough to hit mobs that may be range attacking our squadmates.

Here's a couple sample setups:

A note for clerics: If you're on the world map, you may want to have your cleric fly as they are in BB. There's no reduction in healing and they'll be a safer if the mobs come in from an odd direction.

Zhen Locations[edit]

Here are some popular mobs for Zhen Squads:

Level Mob Location
72 Seaweed Thief Around Sanctuary (South)
76 Pirate Minions Nightscream Island (South)
80 Chief Assassin Nightscream Island (North)
84 Rockenwolf East of Cave of Sadistic Glee
85 Deepblue Scavenger Broken Plain

If you are level 89 or higher, there are many mobs in Lothranis (Heaven) and Momaganon (Hell) that work well for Zhenning.