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Re:Build Guide To All Wizard Classes (Post EP11)

A semi-popular and good build would be Taoist - Chronomancer - Runecaster. This is more focused on boss killing with Creeping Death Charm x3 (x6 with Chronomancer’s Pass), Chronomancer support and Runecaster’s AOE and MDEF reduction. I’m tried this and it is really good for singe target DPS. The downside is that it isn’t good in clearing CMs because your main AOE skills are from Runecaster which has fairly long cooldown, and Taoist’s Eradication, hence there would be some downside whereby you might not have any skills to cast other than spamming Magic Missile or other weaker filler skills.

there only are 2 really strong skills in the Rune Caster tree : Destruction because of how damage is calculated, and rune of protection because it gives you permanent knockback and knockdown immunity, the rest are very underwhelming or situational.

Skill allocation for Rune Caster is really easy now
Rune of Destruction is a must 10 for both damage and utility
Rune of Rock is also 5 just because the AoE and damage is decent
Rune of Justice is 15 because it’s arguably the third best a rune caster can have because it still have quite some AoE and really stands out for being the only holy property attack for a wizard
Rune of protection is indisputable 1 pointer skill just for the amazing attribute
The rest of 14 points can be either 1 Rune of Giants and 13 Rune of Ice for slightly more damage with each ice casts. Or 4 Rune of Giants and 10 Rune of Ice for 100% uptime on move speed bonus when want to explore

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U MUST UPGRADE THE FACT THAT TEH FEATHERFOOT: WITCH DOCTOR DOESNT INCREASE ANYMORE THE DAMAGE OF ANY DARK TYPE PET NOW SO WE MUST STOP SAYING THAT TO THE PEOPLE AT LEAST WHEN THE FREE RESET CLASSES CAME UP (THE EVENT) I TESTED AND IT DOESNT RECIEVE ANY BUFF TO YOUR PETS ANYMORE BECAUSE PETS ARE NOW CONSIDERED BUFF/MAGIC/TYPE AND THE FEATHERFOOT WITCH DOCTOR ATRIBUTE AFFECTS ALL DARK MAGIC EXCEPT BUFF TYPES ONES THIS INCLUDES SUMMONS OR MINIONS. ITS SAD BUT IS TRUE BESIDES THE SKELETONS AND ALL NECROMANCER PETS ARE NOW CONSIDERED BUFF/MAGIC/PHYSICAL EXCEPT THE WIZARD SKELLY IS BUFF/MAGIC/POISON

THE SORCERER PETS ARE CONSIDERED BUFF/MAGIC/DARK BUT LIKE I SAID BEFORE IF THEY ARE BUFF THE ATRIBUTTE DOESNT HELP JUST TO UPGRADE THIS INFORMATION THAT KEEP SAYIN TO NEW PEOPLE.[quote=“icyruios, post:4, topic:402288, full:true”]
Class Guide - Part 3

7. Chronomancer

image Chronomancerimage image
Chronomancers hail from the school of magic that Agailla Flurry established before passing away. The position of the Chronomancer Master had been vacant for many years until Lucid Winterspoon stepped up to carry on the legacy of chronomancy left behind by Agailla Flurry. Chronomancers are magic users that manipulate time. They can quicken or slow time to assist their party members in combat.

Chronomancer Attributes

This class has no class attributes

Chronomancer Skills

image Reincarnate (1-15/15)

Skill Description

Cooldown: 2m
Overheat: 1
Manipulate time to make a monster reappear on the same spot it was defeated. You must use it near monsters for it to have effect. Reincarnated monsters cannot be reincarnated again.

Can use this to make a monster reappear on the same spot. This skill has other attributes that totally changes the purpose of the skill. It can prevent your allies from dying and restore their HP. This is very useful to save yourself and your party members when you are almost dead.

Skill Attributes

image Reincarnate: Enhance
Unless you use this skill often for the resurrection of bosses, you don’t really need to focus much or any in this skill

image Reincarnate: Two
Have a chance to summon 2 enemies instead of one. Not a priority

image Reincarnate: Ally
This skill grants you and your allies a buff for the duration of the skill level (20s at level 15 Reincarnate) that prevents you from dying and restore your HP fully. Put this attribute on your skill bar to toogle on/off when you want or don’t want to use this skill.

image Stop (1-15/15)

Skill Description

Cooldown: 1m 40s (level 1) - 30s (level 15)
Overheat: 1
Stops time of monsters within the targeted area. Enemies do not receive damage when time is stopped.

This skill creates a magic circle that stops enemies from moving and attacking, immobilizing them for 10s. However, they do not get damage when they are stop. This skill is useful in stages whereby you need to protect artifacts. It also has an attribute that removes debuffs of rank 3 and below for 5s. This makes this skill very versatile. You can just have it at level 1, or have it higher to lower the cooldown of the skill.

Skill Attributes

image Stop: Control Boss Monster
You won’t really use Stop on a boss monster since they cannot be hit when stop. However, it is good to have in case in emergency situations whereby you need to stop a boss monster that is going to do very high damage attacks.

image Stop: Break Time
Applies [Stop] to yourself for 5s that removes debuffs of rank 3 and below. Add this and put this attribute on your skill keys so that you can toogle on/off if you need it.

image Slow (0-15/15)

Skill Description

Cooldown: 15s
Overheat: 1
Controls time to decrease the movement speed of enemies.

Cast a magic circle that slow enemies. The magic circle duration lasts for 10s and the [Slow] debuff lasts for 10s regardless of level. Higher level reduces the movement speed by even more.

Skill Attributes

image Slow: Enchant Slow
Gives you an [Enchant Slow] buff that gives you a 10% (maxed) chance to apply slow to enemies upon attack for 1m. Do take note that this skill do not stack with [Enchant Lethargy].

image Time Forward (0/15)

Skill Description

Cooldown: 50s
Overheat: 1
Increases the cooldown time of a random skill belonging an enemy within range.

This skill don’t really have much use in PVE so I wouldn’t recommend it. It also increases the cooldown of a random skill, which is not very reliable.

Skill Attributes

image Time Forward: Attack Skills
Applies the skill to affect attack skills only. Still does not change the fact that this skill is not that useful in PVE.

image Backmasking (1-10/10)

Skill Description

Cooldown: 2m
Overheat: 1
Control time in an area, temporarily changing it back to its previous state. If you use Backmasking inside a magic circle, the circle’s duration will rewind.

This skill has many uses. You can use Backmasking on your dead allies to revive them (since it reverts back time to before they died). You can also use this on a magic circle to prolong the magic circle duration. This can be used notably on skills like Pyromancer’s Fire Pillar, Elementalist’s Storm Dust and Featherfoot’s Kurdaitcha. Increasing the skill level increases the range of the skill, so you can choose how much to add.

Skill Attributes

This skill has no attributes

image Quick Cast (0-5/5)

Skill Description

Cooldown: 1m
Overheat: 1
Reduces skill casting time. The reduced casting time will not surpass 90% of the original casting time.

This skill is either very useful for you, or totally useless. It greatly helps classes such as Elementalist, Runecaster and Onmyoji which have longer casting time. Also, now the skill lasts for 30m which is very long, making it much better than before. However, Wizards have an attribute “Rod Mastery” that reduces the casting time of skill, so Rod users will not fine this skill as needed.

Skill Attributes

image Quick Cast: Increase Accuracy
Max it since it has free accuracy.

image Pass (5/5)

Skill Description

Cooldown: 50s
Overheat: 1
Reduces the cooldown of your skills and those of your party members. The individual skill cooldowns cannot be reduced again until given the skill is used.

The main reason why you want to go Chronomancer in the first place. This skill at max level instantly reduce the cooldown of the skill of your and your party members by 25s. This makes it one of the best offensive support skills for a party. The classes who benefit the most from this skill are classes with high cooldowns such as Elementalist and Runecaster. Other classes who have strong single target DPS also benefit greatly from this skill, such as Taoist and Featherfoot.

Skill Attribute

image Pass: Additional Reduction
Honestly not that useful or significant since it provides a chance of cooldown reduction, and not actual cooldown reduction.

image Pass: Focus Time
This is what makes Chronomancer a number 1 pick for boss killing. This attribute allows you to greatly reduce your skills’ cooldown, increasing the effects of “Pass” by x2. This attribute will however make it such that “Pass” only affect you and will not benefit your party members. Put this on your skill keys to toogle on/off whenever you either play solo or play in a party.

Breakdown

  • Damage (1/5): There are no damaging skills in this tree at all

  • AOE (1/5): The debuffs such as Slow and Stop have pretty small AOE

  • Support (5/5): It provides the best support that a wizard class can provide. Backmasking to revive dead allies, and Reincarnate to prevent allies from dying, also restoring their HP to full. Stop also acts as an emergency skill against bosses. The main highlight is Pass, which reduces the cooldown of your party members greatly, increasing the overall DPS of your party.

  • Utility (1/5): No utility outside PVE

Synergy

  • Elementalist/Runecaster/Onmyoji: These classes benefit a lot from Quick Cast. Also, Pass is very useful for Elementalist and Runecaster as their skills have high cooldown

  • Taoist/Featherfoot: These classes get Chronomancer mainly for Pass, to reduce the cooldown of their main single target DPS skills. Additionally, Backmasking works for Featherfoot’s Kurdaitcha.

  • Sage: Sage’s attribute “Sage: Maestro of Dimension” increase the damage of non-property skills on enemies inflicted by [Slow] by 30%. There is however, not many non-property skills to make full use of this attribute and Sage is generally not a very high damaging class to begin with.

Build Templates

Chronomancer is the best support for parties in the wizard tree. Not only it has the skill to shorten the cooldown of allies, it also have other attributes such as having an emergency revive and good crowd control from Stop and Slow. On top of that, Chronomancer is a valuable asset to DPS builds to “Pass” their strong skills, by which that effect is amplified by x2 if the attribute “Focus Time” is in play. Overall, Chronomancer is a really solid pick among multiple builds.

8. Necromancer

image Necromancerimage image
Since the days of Agailla Flurry, necromancy involving the use of human bodies and spirits has been abolished for good. Since then, Necromancers have reorganized themselves as a group of magic users who conduct studies on monsters and not humans. Necromancers are a class that brings fragments of dead monsters back to life. They can breathe life into the dead monsters to attack their targets or create summons out of them

Necromancer Attributes

image Necromancer: Enhanced Corruption
[Greater Corruption] increases Physical and Poison Property attacks by 30%. It also reduces the Maximum HP of targets, even more than normal [Corruption]. Max it as it is useful, since it affects all Necromancer [Corruption] debuffs. Take note that normal [Corruption] has only 10% of the bonuses, hence making [Greater Corruption] vastly better than normal [Corruption]. For the rest of the guide, I will assume that all Necromancers max this attribute and hence will apply [Greater Corruption] instead of normal [Corruption]

image Necromancer: Corpse Fragment Capacity
You don’t really need this at all since you can simply get more corpse fragments from “Corpse Parts Urn” item which you can buy from the Wizard NPC.

Necromancer Skills

image Gather Corpse (0/1)

Skill Description

Cooldown: 10s
Overheat: 3
Releases evil energy into your opponent. The corpse parts of monsters affected by the evil energy can be collected once defeated.

Not very useful. A waste of time to use so I wouldn’t recommend putting any points into it. Corpse Fragments are cheap anyway

Skill Attributes

image Gather Corpse: Enhance
Don’t bother with this at all.

image Create Shoggoth (5/5)

Skill Description

Cooldown: 1m
Overheat: 1
Create a Shoggoth with stats based on the cards that are placed in the Necronomicon. The attack and defense of the Shoggoth are affected by the skill level. The Shoggoth’s attack and defense increase by 5% for each star on the card. Only Beast, Plant and Mutant-type cards can be placed in the Necronomicon.

Summons a really tanky summon. The damage from the summon is ok, but the main highlight of this skill is the ability to spread [Greater Corruption] around its surrounding with an attribute. This helps to boost Physical and Poison Property damage by 30% for [Greater Corruption] which is very helpful not only for yourself but your entire party. You can use Beast, Plant or Mutant card and it really wouldn’t matter.

Skill Attributes

image Create Shoggoth: Enhance
It is good to have but since the purpose of Shoggoth isn’t really for damage dealing, it isn’t a high priority.

image Create Shoggoth: Enlargement
Not really worth it. Shoggoth is tanky enough by itself anyway. Only when you have a lot of spare silver.

image Create Shoggoth: Corruption
The attribute that makes Shoggoth good, allowing Shoggoth to spread [Greater Corruption] around itself The attribute allows you to have as good as permanent [Corruption] debuff around you (since the Shoggoth is around you). This is very helpful in parties to boost their damage as well.

image Flesh Hoop (15/15)

Skill Description

Cooldown: 15s
Overheat: 1
Encircle yourself with corpse parts that damage nearby enemies. Grants a chance to deal additional damage to decaying enemies. Affected enemies receive the Necromancer Bane debuff.

Allows you to deal damage to targets who come near you. You need to max this skill so that it is easier to apply [Necromancer Bane] debuff, which boost the damage of Skeleton Soldiers and Skeleton Archers. Higher level Flesh Hoop increases the stacks applied. At level 15, you can apply 15 stacks per hit, up to a maximum of 50 stacks (which means you will hit the max at 4 hits). The skill actually have a 15s duration which means you will have 100% uptime for this.

Skill Attributes

image Flesh Hoop: Enhance
Since you will be using this skill quite often, it is worth it to add this higher.

image Flesh Hoop: Demoralize
Weakens enemies attacks. Not expensive to get so just max it.

image Raise Dead (0-5/5)

Skill Description

Cooldown: 1m
Overheat: 5
Summon a skeleton soldier made from corpse parts. The defense of skeleton summons is affected by the grade, enhancement and transcendence of the summoner’s equipment. You can summon a maximum of 5 skeletons (soldier, archer, mage).

One of the main summons of Necromancer. In general, people uses Skeleton Soldier or Skeleton Archers so you can invest 0 if you exclusively want to use Skeleton Archers, or put 5 so that you can mix and match and use different summons for different occasions. You can only summon up to 5 Necromancer Undead Summons (soldier/archer/mage). Skeleton Soldiers are tankier and attack faster, but does lower damage and attacks at melee range. Skeleton Soldiers also deal Dark Physical attack, so they benefit from Necromancer’s own [Greater Corruption] debuff.

Skill Attributes

image Raise Dead: Enhance
Definitely get this if your preferred choice of summon is Skeleton Soldier.

image Raise Dead: Collect Corpse Fragments
Corpse Fragments are pretty cheap so this isn’t as important. However, it is cheap to max so no harm adding it if using less Corpse Fragment Urn is more convenient.

image Disinter (0-1/1)

Skill Description

Cooldown: 24s
Overheat: 3
Collect the corpse parts left over from where an enemy died.

You can easily get like more than 50 or even 100 Corpse Fragments when you use this in CMs after clearing large groups of mobs. It can be useful for just 1 point, or you can choose not to get it at all.

Skill Attributes

This skill has no attributes

image Corpse Tower (1-10/10)

Skill Description

Cooldown: 50s
Overheat: 1
Build a cursed tower made of corpse parts on a targeted area. You can raise a maximum of one tower.

This summon is stationary that continuously attacks enemies in range. It also has 100% uptime. Take note that summoning another Corpse Tower when there is an existing one in place will destroy the old one.

Skill Attribute

image Corpse Tower: Enhance
Not a high priority but you will eventually add this once your other DPS skills are of higher level.

image Flesh Cannon (10/10)

Skill Description

Cooldown: 20s
Overheat: 1
Throw corpse parts on a targeted area to attack nearby enemies. Affected enemies receive the Necromancer Bane debuff.

Maxing this skill will increase the chances of applying [Necromancer Bane] debuff on enemies. The damage is also pretty good. Hitting the entire level 15 Flash Cannon with 16 hits would almost guarantee a maximum 50 stacks of [Necromancer Bane] debuff (75% chance to apply 5 stacks per hit x 16 hits).

Skill Attributes

image Flesh Cannon: Enhance
The damage is pretty good so add it.

image Flesh Cannon: Corruption
Gives Flesh Cannon a chance to apply [Corruption] so max this. Applies [Greater Corruption] with “Necromancer: Greater Corruption” attribute

image Raise Skull Archer (0-5/5)

Skill Description

Cooldown: 1m
Overheat: 5
Summon a skeleton soldier made from corpse parts. The defense of skeleton summons is affected by the grade, enhancement and transcendence of the summoner’s equipment. You can summon a maximum of 5 skeletons (soldier, archer, mage).

One of the main summons of Necromancer. In general, people uses Skeleton Soldier or Skeleton Archers so you can invest 0 if you exclusively want to use Skeleton Soldiers, or put 5 so that you can mix and match and use different summons for different occasions. You can only summon up to 5 Necromancer Undead Summons (soldier/archer/mage). Skeleton Archers are less tanky and attack slower, but have higher damage and does ranged damage. Skeleton Archers also deal Dark Physical attack, so they benefit from Necromancer’s own [Greater Corruption] debuff.

Skill Attributes

image Raise Skull Archer: Enhance
Definitely get this if your preferred choice of summon is Skeleton Archer.

image Raise Skull Mage (0-5/5)

Skill Description

Cooldown: 1m
Overheat: 5
Summon a skeleton mage made from corpse parts. The defense of skeleton summons is affected by the grade, enhancement and transcendence of the summoner’s equipment. You can summon a maximum of 5 skeletons (soldier, archer, mage).

People generally tend to prefer Skeleton Soldiers or Skeleton Archers as their choice of DPS. It occasionally casts “Flesh Strike” which inflict [Necromancer Bane] debuff (10 stacks) on targets. One of the uses of this summon is that it casts a 1-time knockback/knockdown immunity to all summons when the Skull Mage is summoned. You however, do not need this at all if you have Rangovas Necklace.

Skill Attributes

image Raise Skull Mage: Protection Magic
The attribute that grants your summons a 1 time knockback/knockdown immunity when Skull Mage is summoned. Get this if you need the knockback/knockdown immunity.

Breakdown

  • Damage (3/5): Your main source of damage comes from your summons (5 Skeletons, 1 Corpse Tower, 1 Shoggoth). Flesh Cannon and Flesh Hoop has reasonable damage, with debuffs that boost your summons’ damage even more

  • AOE (2/5): One of Necromancer’s less potent aspect which is the low AOE. The hitbox of summons are not very large, neither are the active skills.

  • Support (3/5): The main highlight is the [Greater Corruption] debuff that boosts Physical and Poison Property damage by 30%. This is very helpful for your entire party.

  • Utility (1/5): No utility outside of PVE

Synergy

  • Pyromancer: Only due to Enchant Fire affecting summons. Most of the time these classes would have much better synergy with other classes

  • Sorcerer: This is due to Desmodus’s [Vampirism] debuff that increases the damage of their summons. Salamion also heals their summons

  • Featherfoot: [Greater Corruption] from Necromancer boosts Poison Property damage by 30%, which boosts all of Featherfoot’s skills. Necromancer also provides easy debuff for Featherfoot to activate “Kundela Slasht: Curses of Curses” attribute. “Featherfoot: Witch Doctor” also boosts the damage of Skeleton Soldiers/Archers’ dark damage on cursed enemies.

Build Templates

Necromancer is much better than before. It has synergy with multiple classes now that allows a variety of build options. It has many debuff options that helps not only itself but in parties as well. One thing that people might find troublesome is the resummoning of the summons. Unlike Sorcerer’s summon which is very tanky, or Bokor’s summon which can “resummon” itself, Necromancer’s Skeletons require constant recast when they timeout or die. Another downside is its lack of AOE but that can be easily compensated with other classes.

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But i guess its only inmunitty when you are casting skills not just walking or trying to escape. i will check it today to see how it works :stuck_out_tongue:

I tested it again with my Featherfoot + Necromancer. I compare the damage of Skeleon Soldiers and Archers and there is a damage difference when they are afflicted by the [Hexing] of Bone Pointing which is a type of [Curse] so I think the Witch Doctor attribute still works for those 2 summons. For comparison, my clean (unequipped) character’s Archer did 1k - 1.2k on avg without the debuff, but did around 1.5k - 1.7k with the debuff.

Hi, first I want to say great class compilation ! This is what I(newbie player) need to start off the game.

Few quick question, I think im gonna go with Elementalist-Taoist-Chrono , do you think that’s viable for PvP too?
what kind of build you recommend for doing PvP? I’d like to see some insight from you too regarding the class, in PvP, like the interaction or the combo, thanks !

I generally do not play PVP but I know that for PVP, Cryomancer, Psychokino, Onmyoji and Shadowmancer are popular picks because in PVP, crowd control is king. Cryomancer and Psychokino packs a lot CC, which I’m not exactly sure if it has been nerfed. Here is a nice video for Wizard PVP in Gem Feud

As for your Elementalist - Taoist - Chronomancer combo, it is great. You have really good AOE from Elementalist and good single target damage from Taoist. Chronomancer make this build a very good boss killer. Another popular pick is to swap Elementalist with Runecaster but both is just as good. The build you picked excels at killing bosses. Here is an example that I found on youtube to showcase the bossing ability

What skills should one pick as chronomancer and rune caster? I personally don’t like elementalist dispite it being an awesonme class >______<"

For chronomancer, maxing pass and quick cast is good pick. Reincarnate is also good on max for more buff uptime / debuff duration I think. One point for slow and stop. Which leaves three points left. It’s generally recommended to spend them on slow or stop too
For rune, max destruction, rock, and justice. One point for protection, ice, and giant. Which leaves you with 12 points. Since you have pass, you can safely allocate the rest to ice for a little extra damage, but it’s still okay if you want to invest one or two points to giant. No more than four point is allowed for giant

I’ll look forward to building one of my two wizards like this ^^
Thanks for helping me =D

Sorry for the late answer but no.

The damage reduction is only when casting.

The knockback and knockdown immunity is permanent as long as you have the buff active. It’s an attribute that gives you this effect.

i wanna ask about wizard skill.
for Lethargy good if i put 4 point skill?? i dont know how this skill work

Lethargy is an ok skill: at level 5, it decreases mob attack by 10% and increases the damage of your DoT skills (Fire Pillar, Pole of Agony…) by 15%. Good for bossing and for classes with DoT skills. Better if equipped with a Boruta Seal, which greatly enhances the skill.

still worth it if i just put 4 point??

Sure, that’s 8% less attack on mobs and 12% more on your DoTs. But I would go max or none myself, because base class skills have only 15 points. Wizard is one of the worse, because in a perfect world you’d max all the five skills you have. Lethargy for bossing, Magic Shield for those hard hitters like Skiaclipse, Teleportation for quick escape and convenient way to bypass obstacles, Magic Missile for cheap multihit attack, Earthquake to knock down mobs in late CM stages.

So I presume you go for 5 MM, 5 MS or Teleportation, 4 Lethargy, 1 Earthquake. This works fine, so yeah go for it.

THank you Draconis.
a

Magic mIssile is pretty good on lvl 1 just for taking aggro on a large amount of mobs, even if you max the attribute its damage will always be subpar… Same for Earthquake, its damage doesn’t matter as you’re only using it for the knockup. Teleport is pretty good but mostly as an escape skill and doesn’t really need to be maxed unless you rely on its distance for map exploration (does it even work anymore ? I don’t know). Lethargy and Magic Shield are the only spells that are worth maxing because of how they scale at high level : both use % damage decrease and increase, making them relevant for late game.

As for Energy Bolt I’ve never felt the need to use that skill.

So the ideal Wizard skill setup would be ;
-Energy Shield 5
-Lethargy 5
-Magic Missile 1
-Earthquake 1
-Teleport 3

Or if you don’t need CC/damage mitigation : MM, TP and Lethargy all at 5, which is what I do.

Hi, want to ask, what’s good acc for tao-rc-chrono ?
I think getting frieno set, but my friend said better use lynki. what’s your thoughts on this? thanks !

*I want to achieve best DPS acc for boss (PvE)

Lynnki isn’t worth it unless you go for the legendary version (as tao I suppose you use a staff, and the bracelets will give you 20% casting reduction which is nice). I don’t find Frieno that good unless you go for the 3 set legendary effect. You could also consider Pasiutes to make your critical rate skyrocket and boost your CON.