So yeah, since KoC comes out in...20-ish minutes, I wrote up a Flame Wizard skill build. I'll do the others over the weekend.
Obviously I'm not quite sure on a few mechanics, and have no first-hand experience with these classes (yet); all of my info is based on Fiel's extractions. If you want to correct me on something, go for it.
[SIZE="4"]Flame Wizard[/SIZE]
First Job
Spoiler
Assumes that you advance at level 10; if not, add 6 leftover SP.
MAX Magic Claw
MAX Fire Sprite
MAX Improving Max MP Increase
MAX Magic Guard
0 Magic Armor
1 Leftover SP
Explanation:
1 SP goes into Claw at level 10 so that you don't have to go through the hell build with MP Increase, which is maxed first in order to get as much MP possible. 1 SP into Fire Sprite for fun, extra damage, and the Defense bonuses, then max Claw. Max Sprite next for even more damage, then max Guard last (since monsters shouldn't be able to 1HKO you at 2x anyway). The leftover SP go into
MAX Fire Pillar
MAX Meditation
MAX Elemental Reset
MAX Teleport
MAX Slow
11 Spell Booster
0 Fire Arrow
7 Leftover SP
Explanation:
According to SP, Fire Arrow's max level is 20 for Flame Wizards (90 attack, 40% mastery), and Fire Pillar's max level is also 20 (100 attack, 60% mastery, hits 6). Thus, Fire Pillar is naturally the better choice, and is maxed over Fire Arrow.
11 Spell Booster comes right after Fire Pillar just to speed it up some, and 20 Meditation after that in order to power it up. If you prefer power over speed, swap the order of Booster and Medi.
Since I'm not quite sure what Reset does (and Google's translation was crap), I just placed it next. I'm assuming it either negates resistance to fire or reduces elemental damage that you take. Teleport comes next, then max Slow (which I'm guessing would be as useful in conjunction with Fire Curtain as it is with Mist). The last 7 SP can then be used on Magic Armor, Fire Arrow, or Spell Booster.
Third Job
Spoiler
Note: Ifrit and Meteor are apparently unavailable until level 100.
MAX Fire Curtain
MAX Fire Strike
MAX Elemental Amplification
MAX Meteor Shower
MAX Ifrit
MAX Seal
7 Partial Resistance
0 Leftover SP
Explanation:
Fire Curtain is maxed first, and would be used in training instead of Poison Mist. 1 Fire Strike is added for fun, and to clean up after Curtain on flat maps. Amp is added next in preparation for Meteor. 1 Partial Resistance increases your resistance to fire by 21%, and 1 Seal can be used if magic attacks are giving you trouble.
At this point, you should start saving your SP for Meteor and Ifrit. Once you obtain them at level 100, max Meteor, then dump the remaining points into Ifrit and start maxing it (it replaces Fire Sprite). After that, you can max whatever you want; I recommend you max Fire Strike and Seal, then dump the remaining points into Resistance.
Note that if you want to build your Wizard as if it were an Explosion-first F/P, switch Fire Strike with Fire Curtain.
If you were an Explosion-first F/P, shouldn't you have at least 2 points on Meteor Shower? In one screesnhot, a F/P mage was doing 15k damage (on each monster).
ClawofBeta Wrote:If you were an Explosion-first F/P, shouldn't you have at least 2 points on Meteor Shower? In one screesnhot, a F/P mage was doing 15k damage (on each monster).
Unless I skipped a bunch of important info in the Ereb nerf thread, the quest for Meteor is level 100, which is why I had saved points for it in 9x.