You have three popular builds available for the Wizard-base, two are almost timeless (at least up until the point of this writing) and the third one being recently popular post the combat overhaul:
Here’s a brief summary:
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Wizard 3 - Elementalist 3 - Warlock 2 (aka Elememe) - INT - This is the timeless build that used to be CON heavy, now it’s pure INT if only for PvE. This build aims for the most magic attack and as such a Staff is recommended.
Wizard choices are laid out with leftover points up to your choice, Lv3 Lethargy unlocks the ability to learn the attribute for giving additional damage to targets when they receive [Strike] attacks (which is commonly done by Mace attacks or Strike skills, you’ll see this in their tooltip, goes quite nicely with an auto attacking Cleric). Quick Cast is a must max with Surespell at least to Lv5 for 45s duration vs 45s CD (can go for more points as preference). Lv1 Earthquake for interrupts (sends targets flying into the sky) and not for damage purposes. I suggest getting Sleep and Energy Bolt (with its attribute) to use on weaker mobs, good combo as “sleeping” targets receive extra damage from Energy Bolt.
Elementalists should get Lv15 Hail and Lv5 Frost Cloud as they are the simply devastating DPS-wise, these require some channeling to cast and the main reason why Wizard class circle 3 is taken (Quick Cast). Lv10 Meteor is a fun “top-off” to the mix as it also channels for a while but you’ll see a pretty huge chunk taken from everything it hits, this is normally used last in this class’ kit. The remaining points are purely preferential, I would suggest Electrocute as it can combo with Hail (with the Freezing attribute) to deal more damage.
Warlock should have its third circle available once we all get Rank 9, for now though, only two skills really matter, Lv10 Pole of Agony (aka PoAgony) and Lv10 Mastema. For PoAgony, learn the Maintain attribute for continuous damage should your target leave the AoE. For Mastema, learn the Phantom Pain attribute at least to Lv1 right away to turn it into a nuke + damage over time (DoT) skill. People still get Lv1 Dark Theurge for mobbing purposes (any more points on this is a waste).
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Wizard 1 - Cryomancer 3 - Chronomancer 3 - Sage 1 (aka CCSage) - CON - Even before Sage arrived, the build before it has been proven to be the single most efficient support character to bring in almost any situation. This is practically mandatory in Earth Tower (aka ET Lolopanther or Solmiki), the game’s sort of [end-game raid]…ish. Survival is the name of the game as you’re not expected to deal damage, because of this, going for Rod and Shield would be best. With Audra (staff) being the alternative.
Wizard is left at the base rank, still get Lv1 Earthquake for the same reasons, same goes for Lv3 Lethargy, the rest to choice.
Cryomancers are required to get Lv5 Frost Pillar, this conjures a frozen tree that sucks all targets that aren’t immune to it nearby. Ice Wall is for crowd control and can be used offensively and defensively, takes some getting used to execution-wise. Snow Rolling is both a gathering skill and a dispersing skill, as it’s “channeling”, any non-immune target will get stuck in the ball and roll along with you, at the end of the skill, it will throw everything outwards in a circular AoE (essentially spreading them), use wisely.
Chronomancers are taken primarily for Lv5 Pass, which cuts 25 seconds off of the cooldown of all self and party members’ skills (except for Pass itself). Lv10 Haste is the other reason people get this class and is basically the single most effective movespeed buff there is coming from a supportive character. Lv1 Backmasking is enough for its situational usage. The next skill that is normally taken is Quicken, most people max it to Lv15, I would suggest the same. The tricky skills are Stop, Slow and Reincarnate as they would depend on what you’re facing. Getting at least Lv1 Reincarnate is good for bossing, you just need to cast it at the right time based on how fast your party mates are killing. Stop is useful in some situations and can even work on bosses (after getting the attribute). Slow is debatable though. I don’t have much experience on this.
Sage is arguably in a better position now after the combat revamp as Missile Hole is the only skill that can bring all incoming missile attacks (ranged physical attacks mostly) to deal just 1 damage. It does this with no limit except for the duration of the buff, which can be maintained 100% of the time (31s CD vs 100s duration). Micro Dimension, with its Duplicate attribute, works wonders for your Frost Pillar. Lv1 Portal at least for travelling purposes (mostly for your next characters) and Lv1 Blink as your “oh sh*t” skill to run away.
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Wizard 2 - Linker 2 - Thaumaturge 2 - Featherfoot 2 (aka The new META) - INT - This would’ve been a Wizard 3 variant had Quick Cast’s attribute for additional damage not been removed, as such it’s the two-thirds build in my eyes. It does a lot of things well despite using relatively [toned-down] classes. Benefits from the Thaumaturge buffs and as such uses Rod and Dagger (see below).
Wizard is kept at its second circle to gain access to Surespell, ensuring that you don’t get interrupted by attacks (unless it’s a hard CC-skill or you get knocked back, down or disabled in some other way). The choices are still free with Lethargy and Earthquake having the same reasoning as before.
Linker, although extremely toned-down from the absolute beast that it was before, is still able to shine with this build. “Linked” enemies share the damage and effects applied to them from your other skills, as such, you can debuff or damage at most eight (8) targets at a time with single-target skills. The skill distribution is “as-is” and does not need any modification, you’ll learn to properly use and execute it eventually.
Thaumaturge is where your additional damage and support comes from, as well as opening up the build’s ability to farm (by itself mostly). Swell Left Arm and Swell Right Arm provides additional damage, with the latter only giving damage if equipped with a dagger, hence the equipment recommendation. Lv10 Swell Body synergizes with your Lv10 Joint Penalty in that it also affects a maximum of eight (8) targets. Once swelled and killed, the target(s) will drop twice of what it/they would’ve dropped upon death (Eg: if it was going to drop 100 silver, it would drop 200 silver instead, if it was going to drop nothing, then nothing will still drop as it doesn’t affect drop rate or chance, just doubles what would’ve been the outcome, if there was one). Shrink Body is situational but you might find some fun in using it, Lv2 for attribute that synergizes with Swell Left Arm (more damage against shrunken targets). Reversi is a one-off skill that flips a magic circle to be beneficial or detrimental to you or its original caster. Transpose can be taken at Lv1 if wanted, it flips your INT to become your CON value, giving you a lot of [maximum health], but it doesn’t scale your current health to fill that new ceiling.
Featherfoot, this is basically used for the superbly powerful [Kundela Slash] and how well it works in conjunction with “linked” targets. I’ve personally never used one before so I’ve taken the idea of what skills to get from the Featherfoot Thread you can find here.