Server: Telsial [SEA]
Team Name: Asterizm
This is a guide that entails the information and explanation to every single wizard class since Re:Build. As we all know with Re:Build it brought along huge changes to the class ranking system. We lost some classes such as Linker and Thaumaturge but gain other classes such as Bokor and Taoist. In this guide, we will break down the pros and cons of all the wizard classes, and also touch on the important synergy different wizard class have with each other. The guide will mainly be PVE focused.
II. Class Rank Changes
Pre Re:Build you can choose a new class every 15 class level, either choosing a totally new class or an upgraded version (Circle 2/Circle 3) of the same class. Post Re:Build, you can choose a new class every 45 class level. In our current level cap, you can choose up to 4 classes, with Wizard being your base class and 3 extra classes to complement your entire wizard build.
Below are a list of wizard classes to choose from. You can also get more information from the Tree of Savior Official Website
III. Breakdown of Classes
We will go through some of the key skills of every class and the recommended skill points for each skill. It can range from (0/max) or a range (1 - max/max) or (max/max). Classes will be ranked/rated based on several aspects as follows from 1-5, with 1 being the lowest and 5 being the highest.
Damage: How much damage in general the class does on monsters and bosses.
AOE: How much AOE does this class provide.
Support: How much this class provide support in parties, either through buffs, debuffs or crowd control.
Ultility: Outside of PVE content, what other utility does this c**lass provide
We will also touch on the synergy each class have with other classes. Classes in general can go quite well with one another, but certain classes with synergy such as combos and buffs/debuffs will be explained in more detail and organized under the synergy section. It does not mean that if a class is not mentioned in the synergy section means it pairs badly.
Guide on All Wizard Classes - Part 1
Wizards are the backbone of all magic users in the Kingdom. Even when Agailla Flurry used to be the master of all magic, she would hire helpers that would assist her in her other duties while she kept working on her duties as a Wizard. Wizard skills cover larger areas and are effective against a larger number of enemies. Wizards can summon monsters to fight for them or assist party members with support spells.
Energy Bolt (0/5): The very basic wizard skill that does not really do much at higher levels. However, it might be useful to keep at least 1 point to push mobs away in certain situations
Lethargy (1/5): Reduces enemy’s Physical attack/Magical attack/Evasion, and also increases the damage from Magic Circles. Since EP11, it now has a buff that gives you a chance to apply lethargy debuff when you attack.
Magic Shield (0 - 5/5): Absorbs enemies attacks. Considering that SP usage is pretty high now, sometimes it might be best not to use it as it drains SP. However, it can also be useful.
Earthquake (1 - 5/5): Another wizard skill that is rarely used, but useful when you need to knockback enemies in situations such as ET floors whereby you need to protect certain artifacts.
Magic Missile (5/5): The main highlight of the class. Fires multiple missiles that is good in attracting mobs to come to you, or finishing off low HP mobs.
Teleportation (1 - 5/5): Allows you to teleport a certain distance.
Damage - 1/5: This circle itself does not do much damage since it is just an introductory circle.
AOE - 2/5: Magic Missile do have pretty decent AOE that helps to lure mobs
Support - 1/5: Other than Lethargy, not much support comes from this class
Utility - 1/5: Not much utility from this circle as well.
Overall the base Wizard class provide some pretty basic skills. The only really useful skill here is Magic Missile as the rest of the skills do not have that much of an impact when you start to build your entire wizard tree with 3 other classes.
Despite falling into the magician category, Pyromancers are also considered to be holy magicians in that they have a close relation with Gabija, the Goddess of Fire. Pyromancers are considered to be rather exotic by the Kingdom’s standards because of this despite the fact that divine powers and magic are mixed commonly outside the Kingdom’s borders. Pyromancers are mages that make use of fire spells that suppress groups of enemies.
Fireball (0 - 1/15 if paired with Elementalist or Psychokino) : Summons a fireball, which has an overheat of 5. By itself the skill is subpar, but what makes this skill good is the combos that can be done with it. Using Storm Dust (Elementalist) on Fireball will continuously apply Fireball’s damage within the range of Storm Dust. Multiple fireballs can be triggered by Storm Dust. The Fireball ticks are less frequent after EP11, but it is still a good combo (it just might not be a priority combo now). However, the casting speed of Fireball itself is pretty long. Another combo is using Psychic Pressure (Psychokino) on fireball also triggers Fireball’s damage over a wide area similar to Storm Dust. Outside of the combos, it does not really deserve much points.
Firewall (0 - 1/15): Damages enemies who touches it. A useful mechanic it has is that it knock back enemies so even if you do not want to use this as damage, it is good just to have at least 1 point.
Enchant Fire (0 - 1/15) : Used to be a party buff but not anymore. 1 point is sufficient because you gain more from higher damage from your skills than having higher Enchant Fire level. You are however better off buying higher level Enchant Fire Scrolls or crafting them yourself.
Flame Ground (1 - 15/15): Creates a large red circle of fire that does ticks damage. Damage wise it is not as high as other skills that does tick damage but it has a really wide AOE. One good synergy it has is that it allows Meteor (Elementalist) to apply as 5 hits on enemies receiving damage from Flame Ground. Also have good synergy with Heavy Gravity (Psychokino). Both Flame Ground and Heavy Gravity has roughly the same AOE, and Heavy Gravity allows flying enemies to be hit by Flame Ground.
Fire Pillar (10/10): Summon a Pillar of Fire. This skill does good damage. Most importantly, it stunlocks enemies in place which makes it good for crowd control. Also, using Raise (Psychokino) on Fire Pillar applies Fire Pillar as consecutive attacks.
Hell Breath (10/10): Continuously channels fire. A good channeling skill that does high damage over a long range. Also knockbacks enemies. Unlike many other channeling skills, the direction can be changed.
Prominence (5/5): Summon 4 flames on targeted location. Good damage but because the flames summoned can be quite random, and thus can be quite inconsistent. Since EP11 the cooldown decrease and made this skill better.
Damage (5/5): It is one of the highest damage dealing classes. The above stated combos have high damage and low to medium cooldowns. The skills with higher cooldown such as Fire Pillar and Hell Breath also does high damage by itself. As an offensive circle, it definitely does well in that department
AOE - 4/5: Most of the skills have pretty huge AOE, with some of the above mentioned combos having an even large AOE than the skill itself, such as Fireball flame ticks.
Support - 2/5: As it is a damage dealing circle, it does not offer much support outside of dealing damage. One key attribute it has is Fire Pillar holds enemies in place for 10 seconds which is good for crowd control
Utility - 1/5: Sadly, outside of PVE it does not offer much
Elementalist: The obvious synergy it has is Fireball + Storm Dust and Flame Ground + Meteor combo. Also, Stone Curse increases the damage taken from Fire property attacks
Psychokino: Same as the above, but is because of Fireball + Psychic Pressure, Heavy Gravity + Flame Ground and Fire Pillar + Raise combo.
Onmyoji: Fire Fox Shikigami grants additional 95% critical rate of fire property magic at max level
Taoist: Tri Disaster Charm increases fire damage to enemies near charm
Pyromancer is a really solid choice as a DPS class. It is probably one of the strongest in the wizard tree that has a really good mix of damage and AOE, and this is further boosted by the tons of synergies it has with different classes. It is great as a standalone DPS class, while also working well with various other classes that makes it one of the more popular wizard classes to pick.
Most mages dabble in different schools of magic but Cryomancers tend to stick to their specialty. Cryomancers believe that they are the stern keepers of the Kingdom’s tradition. Cryomancers specialize in ice magic which freezes and traps the enemy.
Ice Bolt (1/15): Single target freezing skill that does not do much damage. 1 point wonder just for freezing purposes
Ice Pike (1 - 15/15): Create ice spikes from the ground that freezes a lot of mobs. Great for crowd control due to its long freeze duration, short cooldown and 3 overheat.
Ice Wall (0 - 15/15): Create a wall of Ice, which shape depends on arrow/mouse keys. By itself it does not really serve much purpose other than freezing but it does huge damage when use in conjunction with Psychic Pressure (Psychokino). Psychic Pressure when used on Ice Wall can trigger ice shards to fly out, which can trigger almost 10 shards per tick of Psychic Pressure each shard doing 100% damage. When this combo is used on saalus bosses, it also freezes them. Adjust the skill points depending on how many ice walls you want to hit.
Ice Blast (10/10): Does damage to frozen or chilled enemies. The easiest way to use this skill is to use all 3 overheat of Ice Blast when Frost Pillar is used since mobs trapped by Frost Pillar will be constantly frozen.
Subzero Shield (0/10): This skill is generally more useful in PVP than in PVE. Does not have 100% uptime which makes it troublesome to constantly recast.
Snow Rolling (0 - 10/10): Charges and form a giant snowball that carries enemies. When the skill ends, enemies will land close to each other now with the new attribute, making it even better. Some might choose not to add this skill because of the long duration.
Frost Pillar (5/5): The best skill in the Cryomancer class. Create a tree of ice that freezes enemies hit by it. It lasts for quite a long time allowing you to freeze a large group of enemies over a long period. Also, it freezes saalus bosses.
Damage - 2/5: It is not a damaging class. Although the Ice Wall + Psychic Pressure combo can do really high damage, often it is situational to be used on bosses for a big burst and generally the class as a whole does not provide consistent damage over time.
AOE - 4/5: Ice Pike, Snow Rolling and Frost Pillar all have huge AOE, allowing you to hit large number of mobs with your attacks.
Support - 4/5: The high ranking in support is due to the crowd control Cryomancer provides. Being able to freeze a huge group of enemies makes it easier for your party to take them out without them getting hurt. Snow Rolling’s ability to gather mobs also makes it easier for party members to burst down large group of mobs
Ultility - 1/5: Outside of PVE, there isn’t any special attribute that it provides
Psychokino: Ice Wall + Psychic Pressure remains to be very strong against boss. Both classes in general tend to have good synergy in crowd control
Chronomancer: Cryomancer and Chronomancer do not have much innate synergy with the skills. However, both classes are really strong support that complement each other well.
Taoist: Tri Disaster Charm increases ice damage to enemies near charm
Cryomancer is more of a support rather than a DPS class. The best trait about Cryomancer is the ability to CC mobs. Additionally, in Re:Build, Frost Pillar freeze and Ice Wall + Psychic Pressure freeze works on Saalus and Challenge Mode bosses, making it much easier for parties to clear them. Pair it with other support classes such as Chronomancer or Psychokino to get the best benefit out of Cryomancer.
Strictly speaking, Psychokinos are not magicians but those with innate psychic abilities. As of recent, it was found that people without innate abilities could train to become Psychokinos. But unfortunately for someone like Agailla Flurry’s apprentice Jane, one must first be proficient in magic in order for them to gain psychic powers. Psychokinos can use their psychic abilities to control gravity to pull and push enemies away.
Psychic Pressure (0 - 1/15 if paired with Pyromancer or Cryomancer/15): Does continuous channeling damage. By itself it is quite weak, but it does combo with Fireball (Pyromancer) and Ice Wall (Cryomancer). Also, it can be changed to fire property and have its range increased by Fire Fox Shikigami (Onmyoji) although it isn’t that strong. Level 6 is sufficient to hit 10 Ice Walls for Cryomancer (level 12 to hit 16 walls).
Swap (0 - 1/15): Swap position with target. Mostly situational in cases whereby you want to swap places with a bunch of mobs or bosses
Magnetic Force (1/15): 1 point wonder used to gather mobs together. Really good for crowd control.
Heavy Gravity (10/10): Create a giant circle that deals damage and causes flying type mobs to be grounded. This is good to combo with skills that do not hit flying mobs such as Toyou (Onmyoji), Flame Ground (Pyromancer) etc.
Raise (10/10): The opposite of Heavy Gravity. Enemies are made into flying and cannot evade attacks. Can combo with Fire Pillar (Pyromancer). Unlike Heavy Gravity, this skill by itself do not do damage.
Gravity Pole (5/5): Fire a purple line of gravity that holds enemies in place doing damage. This is a very good crowd control skill as it holds enemies for your party members to kill. It does not do a lot of damage, but Fire Fox Shikigami attribute can boost it to do even more damage.
Damage - 2/5: It does pretty low damage, and does not compare to the main damage dealing classes in general since it only has 2 core skills for doing damage (Gravity Pole and Heavy Gravity). Note that a Fire Fox Shikigami boosted Gravity Pole does quite high damage. Gravity Pole being a channeling skill also hurts its DPS capabilities.
AOE - 3/5: Heavy Gravity and Gravity Pole both have good AOE. However, this are the only 2 skills that contribute to its AOE and thus will need more offensive classes to complement it
Support - 3/5: It does not do that good of a job at crowd control compared to Cryomancer, but it have enough skills to make it valuable in a party. Raise, Magnetic Force, Heavy Gravity and Gravity Pole all have good crowd control that either immobilizes, slow or stun enemies.
Ultility - 1/5: Does not really have much utility outside of PVE
Pyromancer: As mentioned earlier, fireball + Psychic Pressure, Heavy Gravity + Flame Ground and Fire Pillar + Raise combo make Pyromancer a really good match with Psychokino.
Cryomancer: Ice Wall + Psychic Pressure remains to be very strong against boss. Both classes in general tend to have good synergy in crowd control.
Onmyoji: Fire Fox Shikigami boosts Gravity Pole to do extra hits, making it very strong.
It does a mix of both damage and crowd control but do not excel exceptionally in either. However, it does pair well with many classes that makes it a very popular pick among various wizard builds. By far the strongest synergy it has with is Cryomancer, as the Ice Wall + Psychic Pressure combo continues to be strong. Those 2 classes together also makes the entire build really good in crowd control and explains why it is such a popular combo in PVP as well (although PVP is not our focus in this guide, it is worth mentioning).
The patriarch of the Winterspoon family was the first known Alchemist known in the Kingdom and, to this day, the Winterspoons hold considerable influence in the world of Alchemy. The basic rules that govern Alchemists were also first set up by the Winterspoons. Alchemists use alchemy to reinforce gems and create new items.
Combustion (0 - 15/15): A mediocre offensive skill for alchemist. Useful if you need an additional attack to use.
Dig (0/15): Not much use at the moment
Item Awakening (1/1): Allows you to create a shop that helps awaken items. Worth it as it only costs 1 point.
Tincturing (15/15): The main draw for Alchemist, and that is to make potions. Make sure to max it to craft the best potions
Alchemistic Missile (0/15): A mediocre skill in general.
Magmum Opus (0/5): People get this to make Homunculus, but at this moment it is pretty bad
Gem Roasting (10/10): The other reason people make Alchemist, and that is to help roast gems.
Sprinkle HP Potion (5/5): Restore HP of allies. Useful when there is no cleric around
Sprinkle SP Potion (5/5): Restore SP of allies. Currently the SP usage is pretty high in general for most classes, hence this skill comes in handy during parties.
Damage - 1/5: Alchemist is not meant to be a damage class at all. You will need your other 2 classes to support you in dealing damage
AOE - 1/5: Same reasoning, no good offensive skills to make it good in dealing damage
Support - 3/5: Sprinkle HP/SP potion is good in helping out parties, especially Sprinkle SP potion since SP usage is quite high after Re:Build
Utility - 5/5: The wizard class that has the best utility outside of PVE. It is the only class that can craft potions, roast gems and awaken items, making it one of the best utility classes in the entire game.
- None: Alchemist needs 2 other circles to make it good in PVE. Sprinkle HP/SP potion is good but not enough to make it useful in party. You need other offensive classes or support classes to make it better in PVE.
The only reason to take it in PVE is for Sprinkle SP potion, since Sprinkle HP potion is not a good as the heal from cleric tree. Many people like to pair it with Chronomancer so that they can go full support for the team, and taking a third DPS class just so that they can contribute to damage as well. The main highlight of the class is having the ability to make potions, roast gems and awaken items makes it a highly sought after sub-class for many players.