Wizard Common Stat Builds
Introduction
For Wizards there are 3 main builds that people will usually refer to. They are the Light Armor build, the Pure Mage build, and the Hybrid build. There are different pros and cons for each and each build is recommended based on what type of game play you plan to be doing.
Pure Build
| Every two levels:
+1 strength (str) +9 magic (mag)
|
Equipment | Weapons |
| Arcane
Arcane |
|
This build is probably the “squishiest” build of all the 3 common builds for a wizard, especially at lower levels. You’ll notice here you are not adding any points what so ever in to your vitality so your hit point pool (HP) will be only as high as your base HP plus armor bonuses and buffs. Strength is only added to equip arcane armor and wield magic weapons. Now although these types of wizards will go down extremely fast from a physical attacker, when something gets up in their face they are a nuking powerhouse. Because of the 9 points that you are adding in to your magic you will have a very large mana pool and should be able to nuke most mobs before they even get a chance to do more than one hit at you (ideally you’ll be nuking them before they even touch you though). This build is very Player v.s Environment (PVE) based since it lacks the HP to withstand much of the assault that one would be faced with in a large Player v.s Player (PVP) setting such as Territory Wars or when faced with large amounts of mobs and physical AoE bosses. However some players argue that with a proper strategy this build can successfully be used in PVP because of its extremely high magic defense and attack. But be wary of a low HP pool as it will continue to be one of your greatest weaknesses. You can help the HP by adding in special gems and refining your armors but these methods can only do so much and will usually cost you quite a bit of coin.
Hybrid Build
| Every two levels:
+1 vitality (vit) +1 strength (str) +8 magic (mag)
|
Equipment | Weapons |
| Arcane
Arcane |
|
This is usually the recommended build for players looking for mainly PVE gameplay. Here you will be sacrificing one of your magic points to go into your vitality to up the HP. Each vitality point will add 10 hp, which is tied with clerics for the lowest benefit per point of all the classes. This trade off doesn’t nerf your nuking abilities by too much (although you will be pulling in less damage when compared to a Pure Mage) and gives you a little bit better survivability. This will be especially noticeable in higher level instance dungeons such as Twilight Temple and Rebirth Order where there are physical type damage Area of Effect (AoE) bosses and large groups of meele damage mobs. This build fairs a little better in PVP in terms of survivability than the Pure Mage but is still pretty squishy and again outcomes will depend on your skill, level, equipment and knowledge of how to control your character.
Light Armor Build
| Every level:
+1 dexterity (dex) +1 strength (str) +3 magic (mag) |
Equipment | Weapons |
| Arcane
Light |
|
This is usually the recommended build for players looking for mainly PVP gameplay. This build, unlike the previous two, allows the wizard to equip light armors instead of arcane armors. These armors have less magic resistance however their benefit is the larger physical defense that they give over the arcane gears. Light armor wizards overall have a bit more survivability due to their increased physical defense however their nuking power is cut substantially due to the points that are being sacrificed in order wear the armors. These wizards are still missing HP like the Pure Mage build but don’t usually go down as easily from physical attackers because of the extra resistance from their armors.
--Atheeni 21:54, 30 July 2009 (UTC)
--Atheeni 19:22, 31 July 2009 (UTC) Added in the nice tables from Carimre's Venomancer Common Stat Builds, credit goes to her for the idea, used with permission.