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[ 16 posts ] |
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K a R e E m
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Post subject: [Wizards]Post your skills here Posted: Sun Oct 14, 2007 3:49 pm |
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Joined: Jun 2007 Posts: 597 Location:
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plz wizards post a pic of ur skillz here
or just type
the skills u use and skills u don't and why u use it or not
cuz the wizards guids here are few and i can't decide what's best skill to use it as main
and the 2 sticked threads about wizards
one of them are using the trap and maxed it
and the other says that it's SP waste
so what's ur opinion wizards?
_________________ << banned for racism. -cin >>
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sama98b
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Post subject: Posted: Sun Oct 14, 2007 4:36 pm |
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| Banned User |
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Joined: Feb 2007 Posts: 1428 Location:
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Fully farmed to lv62 skills
Farming to get all the skills at lv80
But GO now and check SP req. for the lv100, and good luck to farm that.
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Matrixman__
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Post subject: Posted: Sun Oct 14, 2007 4:40 pm |
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Joined: Mar 2007 Posts: 773 Location:
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lol, 967k sp just for wizard skills
EDIT: for my whole wizard/cleric build up to lvl 100, i need 1,818,933 sp
_________________ Chinese INT: S/S lvl 80 Fully Farmed<retired> EURO: Wizard/Cleric lvl 56 (Fully Farmed to 80) <retired> Chinese STR: Glavie lvl 71 (93k sp) <retired> Uranus: pure INT lvl 69 <retired>
Done SRO forever!!!
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sama98b
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Post subject: Posted: Sun Oct 14, 2007 4:52 pm |
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Joined: Feb 2007 Posts: 1428 Location:
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Matrixman__ wrote: lol, 967k sp just for wizard skills
EDIT: for my whole wizard/cleric build up to lvl 100, i need 1,818,933 sp
Yep your sig is so right there for this:
Wizard not meant to take all the elements at the first place
reason we need that much sp.
Same as there is buffer and healer clerics.
We go elemental wizard path and it takes a lot more sp >.<
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K a R e E m
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Post subject: Posted: Sun Oct 14, 2007 7:12 pm |
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| Banned User |
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Joined: Jun 2007 Posts: 597 Location:
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i think that cleric subclass makes it harder on me , i can get the int and str buffes from another player so i'm playing with bard subclass cuz bards are rare here
_________________ << banned for racism. -cin >>
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Aby
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Post subject: Posted: Sun Oct 14, 2007 7:18 pm |
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| Frequent Member |
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Joined: Sep 2007 Posts: 1339 Location:
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Matrixman________________ has it down except for 2 things, fire trap is very useful, and fire/salamander blow is unnecessary.
_________________
-No longer connecting due to server traffic
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K a R e E m
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Post subject: Posted: Sun Oct 14, 2007 7:51 pm |
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| Banned User |
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Joined: Jun 2007 Posts: 597 Location:
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Aby wrote: Matrixman________________ has it down except for 2 things, fire trap is very useful, and fire/salamander blow is unnecessary.
why is fire trap very useful and fire salamander blow is unnecessary 
_________________ << banned for racism. -cin >>
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krackhead
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Post subject: Posted: Sun Oct 14, 2007 7:56 pm |
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| Regular Member |
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Joined: Aug 2007 Posts: 246 Location:
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K a R e E m wrote: Aby wrote: Matrixman________________ has it down except for 2 things, fire trap is very useful, and fire/salamander blow is unnecessary. why is fire trap very useful and fire salamander blow is unnecessary 
I like the blow skills but the trap skill is one of the most useful skills in pvp for a wizard.
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Dark520
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Post subject: Posted: Sun Oct 14, 2007 8:21 pm |
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| Common Member |
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Joined: Sep 2007 Posts: 122 Location:
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krackhead wrote: I like the blow skills but the trap skill is one of the most useful skills in pvp for a wizard.
^^ Lvl 70 wiz here...
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iGod
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Post subject: Posted: Sun Oct 14, 2007 8:25 pm |
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| Veteran Member |
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Joined: Oct 2006 Posts: 3728 Location:
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Matrixman__ wrote: i am also getting cleric as a sub, adds like 250k sp to that total 
=__= drop cleric, go bard man.. too many clerics already, why torture yourself =/
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Matrixman__
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Post subject: Posted: Mon Oct 15, 2007 12:25 am |
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Joined: Mar 2007 Posts: 773 Location:
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iGod wrote: Matrixman__ wrote: i am also getting cleric as a sub, adds like 250k sp to that total  =__= drop cleric, go bard man.. too many clerics already, why torture yourself =/
i am doing it b/c i want a cleric as well, why make 2 characters when i can make one...all i see as a benefit to being a bard is noise and moving march
the fire blow is sooo strong, and i have nvr seen a wizard use fire trap. fire blow will be the last skill to get, i doubt i will, but i am farming for it neway
_________________ Chinese INT: S/S lvl 80 Fully Farmed<retired> EURO: Wizard/Cleric lvl 56 (Fully Farmed to 80) <retired> Chinese STR: Glavie lvl 71 (93k sp) <retired> Uranus: pure INT lvl 69 <retired>
Done SRO forever!!!
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torinchibi
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Post subject: Posted: Mon Oct 15, 2007 1:43 am |
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| Story Teller |
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Joined: Sep 2007 Posts: 1357 Location:
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You would be a fool not to use all of a wizard's skills... maybe except lightning bolt, since it has no real usage with 10 other AoE attacks to choose from, except maybe confusing the enemy by trying to hide that a wizard is around....
I will only explain some advantages of the skills Matrixman_ had at 0, excluding the abovementioned.
Root And Mesh Root. I admit this is not extremely useful in normal PvP and it would be more useful if it didn't get interrupted by attacks, but later on Mesh Root is perfect if you are fighting more than 1 enemy, it stops them all, letting you kill the ones you want first while the others simply watch and try to use range attacks if they have any. Really good in job wars for support, and later on in sieges. Trust me on this, it is REALLY hard to enter a castle after the gate is broken when on every attempt the caster and buffer classes stop the rush with 1 skill, then pick you off like flies. It is support, with some limited battle usefulness.
Mana Drain/Drought. Mana drain is useless, but you need it in order to get mana drought. Forcing 4 second pot delay on chinese cannot be ignored, especially when it works on 3 of them at the same time, has 80% land chance and lasts for 30 sec. Throw in two or three aoe attacks and and even if all 3 are pure str they will be using their hp after the first, getting halved by the second, and be down with the third, that is assuming they can survive that long, so let's make them all sun ppl and give you bless spell to make this scenario a little more believable. Works wonders in 1vs1 against bladers or pimped gears which you cannot 2 hit because of pots.
Fire Trap/Lava Trap. You would be nuts not to get this skill, notice the dmg is one of the best, it's aoe, invisible and you don't even need to be within 10 meters to cast this, it is also a great way to attack while remaining invisible. Useful in tight paths/traffic spots during jobbing, behind the gates during sieges, and in 1vs1, cast this skill first [maybe even during buffing], if your opponent is close range, then nuke and the dmg pretty much becomes a stacked attack. This will most likely not work on nukers and archers.
I think those reasons are good enough to make you believe in the usefullness of these skills, especially after level 76, when they are so much more powerfu/useful.
_________________
 [COMPETITION]Chronicles of SRO
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Matrixman__
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Post subject: Posted: Mon Oct 15, 2007 1:51 am |
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| Active Member |
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Joined: Mar 2007 Posts: 773 Location:
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torinchibi wrote: You would be a fool not to use all of a wizard's skills... maybe except lightning bolt, since it has no real usage with 10 other AoE attacks to choose from, except maybe confusing the enemy by trying to hide that a wizard is around....
I will only explain some advantages of the skills Matrixman_ had at 0, excluding the abovementioned.
Root And Mesh Root. I admit this is not extremely useful in normal PvP and it would be more useful if it didn't get interrupted by attacks, but later on Mesh Root is perfect if you are fighting more than 1 enemy, it stops them all, letting you kill the ones you want first while the others simply watch and try to use range attacks if they have any. Really good in job wars for support, and later on in sieges. Trust me on this, it is REALLY hard to enter a castle after the gate is broken when on every attempt the caster and buffer classes stop the rush with 1 skill, then pick you off like flies. It is support, with some limited battle usefulness.
Mana Drain/Drought. Mana drain is useless, but you need it in order to get mana drought. Forcing 4 second pot delay on chinese cannot be ignored, especially when it works on 3 of them at the same time, has 80% land chance and lasts for 30 sec. Throw in two or three aoe attacks and and even if all 3 are pure str they will be using their hp after the first, getting halved by the second, and be down with the third, that is assuming they can survive that long, so let's make them all sun ppl and give you bless spell to make this scenario a little more believable. Works wonders in 1vs1 against bladers or pimped gears which you cannot 2 hit because of pots.
Fire Trap/Lava Trap. You would be nuts not to get this skill, notice the dmg is one of the best, it's aoe, invisible and you don't even need to be within 10 meters to cast this, it is also a great way to attack while remaining invisible. Useful in tight paths/traffic spots during jobbing, behind the gates during sieges, and in 1vs1, cast this skill first [maybe even during buffing], if your opponent is close range, then nuke and the dmg pretty much becomes a stacked attack. This will most likely not work on nukers and archers.
I think those reasons are good enough to make you believe in the usefullness of these skills, especially after level 76, when they are so much more powerfu/useful.
i wasnt getting mana drout b/c i heard the skill wasnt actualyl implemented/working...but since it does work, ya, it is useful, thanx, more sp to farm now 
_________________ Chinese INT: S/S lvl 80 Fully Farmed<retired> EURO: Wizard/Cleric lvl 56 (Fully Farmed to 80) <retired> Chinese STR: Glavie lvl 71 (93k sp) <retired> Uranus: pure INT lvl 69 <retired>
Done SRO forever!!!
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Dark520
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Post subject: Posted: Mon Oct 15, 2007 3:04 am |
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| Common Member |
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Joined: Sep 2007 Posts: 122 Location:
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torinchibi wrote: You would be a fool not to use all of a wizard's skills... maybe except lightning bolt, since it has no real usage with 10 other AoE attacks to choose from, except maybe confusing the enemy by trying to hide that a wizard is around....
I will only explain some advantages of the skills Matrixman_ had at 0, excluding the abovementioned.
Root And Mesh Root. I admit this is not extremely useful in normal PvP and it would be more useful if it didn't get interrupted by attacks, but later on Mesh Root is perfect if you are fighting more than 1 enemy, it stops them all, letting you kill the ones you want first while the others simply watch and try to use range attacks if they have any. Really good in job wars for support, and later on in sieges. Trust me on this, it is REALLY hard to enter a castle after the gate is broken when on every attempt the caster and buffer classes stop the rush with 1 skill, then pick you off like flies. It is support, with some limited battle usefulness.
Mana Drain/Drought. Mana drain is useless, but you need it in order to get mana drought. Forcing 4 second pot delay on chinese cannot be ignored, especially when it works on 3 of them at the same time, has 80% land chance and lasts for 30 sec. Throw in two or three aoe attacks and and even if all 3 are pure str they will be using their hp after the first, getting halved by the second, and be down with the third, that is assuming they can survive that long, so let's make them all sun ppl and give you bless spell to make this scenario a little more believable. Works wonders in 1vs1 against bladers or pimped gears which you cannot 2 hit because of pots.
Fire Trap/Lava Trap. You would be nuts not to get this skill, notice the dmg is one of the best, it's aoe, invisible and you don't even need to be within 10 meters to cast this, it is also a great way to attack while remaining invisible. Useful in tight paths/traffic spots during jobbing, behind the gates during sieges, and in 1vs1, cast this skill first [maybe even during buffing], if your opponent is close range, then nuke and the dmg pretty much becomes a stacked attack. This will most likely not work on nukers and archers.
I think those reasons are good enough to make you believe in the usefullness of these skills, especially after level 76, when they are so much more powerfu/useful.
Well, I've got somewhat of an issue with some of the things you said.
Mainly it's with mana drought and mesh root. The issue with these two skills is that they take the same amount of time to cast that a nuke does.
Mana drought: If you can one shot the target, your better off just nuking. If you can two shot him, (as a wizard) you're just going to get one-hit by him as you start to cast your nuke after mana drought. If it takes more than two hits to kill him, then the 4sec pot delay will be useless anyway, as he'll survive and then own you.
Mesh Root: the only reason you would use this is to stop your opponents movements, but it does no damage...in the same time, you could cast charged wind and hit them 6 times, knock them back, do some damage, then do your next nuke. If you're just looking to stop the enemy from attacking you, just use the lightning skill to cast fear on them; it has the same success rate, but it doesnt wear off after being attacked and it works on ranged chars too.
P.S. Sry for changing your SP req. again matrix 
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K a R e E m
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Post subject: Posted: Mon Oct 15, 2007 9:44 pm |
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| Banned User |
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Joined: Jun 2007 Posts: 597 Location:
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torinchibi wrote: You would be a fool not to use all of a wizard's skills... maybe except lightning bolt, since it has no real usage with 10 other AoE attacks to choose from, except maybe confusing the enemy by trying to hide that a wizard is around....
I will only explain some advantages of the skills Matrixman_ had at 0, excluding the abovementioned.
Root And Mesh Root. I admit this is not extremely useful in normal PvP and it would be more useful if it didn't get interrupted by attacks, but later on Mesh Root is perfect if you are fighting more than 1 enemy, it stops them all, letting you kill the ones you want first while the others simply watch and try to use range attacks if they have any. Really good in job wars for support, and later on in sieges. Trust me on this, it is REALLY hard to enter a castle after the gate is broken when on every attempt the caster and buffer classes stop the rush with 1 skill, then pick you off like flies. It is support, with some limited battle usefulness.
Mana Drain/Drought. Mana drain is useless, but you need it in order to get mana drought. Forcing 4 second pot delay on chinese cannot be ignored, especially when it works on 3 of them at the same time, has 80% land chance and lasts for 30 sec. Throw in two or three aoe attacks and and even if all 3 are pure str they will be using their hp after the first, getting halved by the second, and be down with the third, that is assuming they can survive that long, so let's make them all sun ppl and give you bless spell to make this scenario a little more believable. Works wonders in 1vs1 against bladers or pimped gears which you cannot 2 hit because of pots.
Fire Trap/Lava Trap. You would be nuts not to get this skill, notice the dmg is one of the best, it's aoe, invisible and you don't even need to be within 10 meters to cast this, it is also a great way to attack while remaining invisible. Useful in tight paths/traffic spots during jobbing, behind the gates during sieges, and in 1vs1, cast this skill first [maybe even during buffing], if your opponent is close range, then nuke and the dmg pretty much becomes a stacked attack. This will most likely not work on nukers and archers.
I think those reasons are good enough to make you believe in the usefullness of these skills, especially after level 76, when they are so much more powerfu/useful.
i think that mana drain /drought is sp waste and time waste while PvP
cuz if u have time u can cast fear or root if ur oponnent isn't ranged.
if the mana drought was like zombie it'd be the greatest wizard skill
_________________ << banned for racism. -cin >>
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