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Knight of Cygnus: Flame Wizard
#1
Special thanks to IsaacGS, Fiel and ZYXWVUT from SouthPerry and Sleepywood for allowing me the use of the extracted skills and images from the .wz files.

I was bored so I made this for my future reference when the Knights of Cygnus come to gMS. Comment on builds and such. This is just going by my perception and use of a F/P Mage in gMS. Comments welcome. :]

Also, wasn't quite sure where to put this, so... Yeah. Ugh. This probably should have been put into the Guides section. <_<

The Flame Wizard

With the new addition, The Knights of Cygnus, comes many new classes, in particular the Flame Wizard. This master of the meteor is quite different from the regular, plain old Fire / Poison Wizard that we have today, for this new branch focuses solely on fire.

A Knight of Cygnus character is created by having a 'parent' character on your account that must be above level 20. In order to create your Noblesse, or Cygnus character, you must talk to Ninehearts in Ereb. Once you do that, the character creation screen will pop up just like you're creating a character normally.

A Knight of Cygnus character is completely unique for they gain 6 AP each level until level 70. Also, the maximum level for a Cygnus character is level 120! Also, when the Cygnus character is created, both the Parent and the Noblesse obtain a special skill: The Blessing of the Sprite. With this skill, the Weapon and Magic attack are increased for both the Parent and Noblesse.

[Image: skill10000012icon.png]Blessing of the Sprite
Description: Increases your Weapon Attack, Magic Attack, Accuracy and Avoidability.
Comment: For every 10 levels on the Parent, the Noblesse's skill level goes up by one. Level 120 Parent meant level 12 skill on the Noblesse. It goes the same for the level of the Noblesse and the Parent's skill level. The Weapon Attack, Accuracy and Avoidability go up by 1 each level while the Magic Attack goes up by 2.
Max Level: 20

Level 1: Weapon Attack + 1; Magic Attack + 2; Accuracy + 1; Avoidability + 1
Level 10: Weapon Attack + 10; Magic Attack + 20; Accuracy + 10 ; Avoidability + 10
Level 20: Weapon Attack + 20; Magic Attack + 40; Accuracy + 20; Avoidability + 20

[SIZE="2"][COLOR="DarkRed"][Image: Echo.png]Echo of Hero
Description: Increase weapon attack and magic attack on all players around.
Comment: Earned at 120, nerfed from level 200 version (originally 4%)
Max Level: 1

Level 1: MP -30; +2% Weapon and Magic Attack; 40 Minute Duration; 2 Hour Cooldown[/COLOR]
[/SIZE]

First Job

As far as first job goes, the Flame Wizard mainly has the same skill as a normal Magician minus and plus a few. The skills that are left out of the mix are Energy Bolt and Improving MP Recovery. Each Knight of Cygnus character is equipped with a Sprite that they can summon which corresponds to their unique element. Also, just to add, Magic Claw is also of the fire element as a Flame Wizard.

The Armory
 1st Job Skills

The Build

Level 10: 1 Magic Claw (1)
Level 11: 3 Improving Max MP Increase (3)
Level 12: 3 Improving Max MP Increase (6)
Level 13: 3 Improving Max MP Increase (9)
Level 14: 1 Improving Max MP Increase (MAX), 1 Flame Sprite (1), 1 Magic Claw (2)
Level 15: 3 Magic Claw (5)
Level 16: 3 Magic Claw (8)
Level 17: 3 Magic Claw (11)
Level 18: 3 Magic Claw (14)
Level 19: 3 Magic Claw (17)
Level 20: 3 Magic Claw (MAX)
Level 21: 3 Flame Sprite (4)
Level 22: 3 Flame Sprite (7)
Level 23: 3 Flame Sprite (10)
Level 24: 3 Flame Sprite (13)
Level 25: 3 Flame Sprite (16)
Level 26: 3 Flame Sprite (19)
Level 27: 1 Flame Sprite (MAX), 2 Magic Guard (2)
Level 28: 3 Magic Guard (5)
Level 29: 3 Magic Guard (8)
Level 30: 2 Magic Guard (MAX), 1 Magic Armor (1)

Comments: The generic Magician build with a new skill thrown in there for fun. Nothing new nor special here. Second job is where the fun begins. [;

Second Job

The second job Flame Wizard is where the party starts. Very much unlike regular Magicians, Flame Wizard unlock Spell Booster, a key 3rd job skill for regular Magicians. There are also a few entirely new skills in the Flame Wizard's arsenal: Elemental Reset, which removes the fire element from the Flame Wizard for a given amount of time, and Fire Pillar, which is the Flame Wizard's first mobbing attack!

The Arsenal
 2nd Job Skills

The Build

Level 30: 1 Teleport
Level 31: 3 Fire Pillar (3)
Level 32: 3 Fire Pillar (6)
Level 33: 3 Fire Pillar (9)
Level 34: 3 Fire Pillar (12)
Level 35: 3 Fire Pillar (15)
Level 36: 3 Fire Pillar (18)
Level 37: 2 Fire Pillar (MAX), 1 Spell Booster (1)
Level 38: 3 Spell Booster (4)
Level 39: 3 Spell Booster (7)
Level 40: 3 Spell Booster (10)
Level 41: 1 Spell Booster (11), 2 Teleport (3)
Level 42: 3 Teleport (6)
Level 43: 3 Teleport (9)
Level 44: 3 Teleport (12)
Level 45: 3 Teleport (15)
Level 46: 3 Teleport (18)
Level 47: 2 Teleport (MAX); 1 Fire Arrow (1)
Level 48: 3 Meditation (3)
Level 49: 3 Meditation (6)
Level 50: 3 Meditation (9)
Level 51: 3 Meditation (12)
Level 52: 3 Meditation (15)
Level 53: 3 Meditation (18)
Level 54: 2 Meditation (MAX), 1 Elemental Reset (1)
Level 55: 3 Elemental Reset (4)
Level 56: 3 Elemental Reset (7)
Level 57: 3 Elemental Reset (10)
Level 58: 3 Elemental Reset (13)
Level 59: 3 Elemental Reset (16)
Level 60: 3 Elemental Reset (19)
Level 61: 1 Elemental Reset (MAX), 2 Spell Booster (13)
Level 62: 3 Spell Booster (16)
Level 63: 3 Spell Booster (19)
Level 64: 1 Spell Booster (MAX); 2 Slow (2)
Level 65: 3 Slow (5)
Level 66: 3 Slow (8)
Level 67: 3 Slow (11)
Level 68: 3 Slow (14)
Level 69: 3 Slow (17)
Level 70: 3 Slow (MAX)

Comments: Generic I/L build, sort of, where you go with the mobbing skill first. I chose to do Booster second because it seemed like it was the most logical thing to do. Fire Arrow is replaced in 3rd job, so Magic Claw will be the main 1v1 attack during second job. Meditation can be anywhere really, I just wanted that free 20 Magic Attack. Elemental Reset was next because I don't really know if there are any fire strong monsters around these levels, and then Booster and Slow to finish things off.

Third Job

The Ordnance
 3rd Job Skills

The Build
Level 70: 1 Fire Curtain (1)
Level 71: 3 Fire Curtain (4)
Level 72: 3 Fire Curtain (7)
Level 73: 3 Fire Curtain (10)
Level 74: 3 Fire Curtain (13)
Level 75: 3 Fire Curtain (16)
Level 76: 3 Fire Curtain (19)
Level 77: 3 Fire Curtain (22)
Level 78: 3 Fire Curtain (25)
Level 79: 3 Fire Curtain (28)
Level 80: 2 Fire Curtain (MAX), 1 Fire Strike (1)
Level 81: 3 Fire Strike (4)
Level 82: 3 Fire Strike (7)
Level 83: 3 Fire Strike (10)
Level 84: 3 Fire Strike (13)
Level 85: 3 Fire Strike (16)
Level 86: 3 Fire Strike (19)
Level 87: 3 Fire Strike (22)
Level 88: 3 Fire Strike (25)
Level 89: 3 Fire Strike (28)
Level 90: 2 Fire Strike (MAX), 1 Element Amplification (1)
Level 91: 3 Element Amplification (4)
Level 92: 3 Element Amplification (7)
Level 93: 3 Element Amplification (10)
Level 94: 3 Element Amplification (13)
Level 95: 3 Element Amplification (16)
Level 96: 3 Element Amplification (19)
Level 97: 1 Element Amplification (MAX); SAVE 2 (2)
Level 98: SAVE 3 (5)
Level 99: SAVE 3 (8)
Level 100: 11 Ifrit (11)
Level 101: 3 Ifrit (14)
Level 102: 3 Ifrit (17)
Level 103: 3 Ifrit (MAX)
Level 104: SAVE 3 (3)
Level 105: SAVE 3 (6)
Level 106: SAVE 3 (9)
Level 107: SAVE 3 (12)
Level 108: SAVE 3 (15)
Level 109: SAVE 3 (18)
Level 110: ; 20 Meteor Shower (MAX); 1 Seal (1)
Level 111: 3 Seal (4)
Level 112: 3 Seal (7)
Level 113: 3 Seal (10)
Level 114: 3 Seal (13)
Level 115: 3 Seal (16)
Level 116: 3 Seal (19)
Level 117: 1 Seal (MAX); 2 Elemental Resistance (2)
Level 118: 3 Elemental Resistance (5)
Level 119: 3 Elemental Resistance (8)
Level 120: 3 Elemental Resistance (11)

Comments: Fire Curtain was chosen first because it is very similar to Poison Myst, which is, as we all know, a godly skill to train with. Fire Strike was next just because it would make it easier for me to kill the Curtain'd monsters. Elemental Amplification is obvious. Saving points for Meteor Shower is also good because it just gives it to us Maxed as we are able to obtain it at level 110. I didn't really know what to do with the extra 31 points, so yeah, 15/16 Seal and Resistance. lul.

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#2
Very good builds, I must say. If I ever make a flame wizard in the futur, I'll use this as a guide-line. ^_^
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#3
thank you for the wonderful guide

lol adding flame wizard to my list of choices now :]
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#4
Thanks! :] I'm probably gonna make one for Soul Master as well as Striker too. Actually, I'm nearly finished the Soul Master one, so.. :3
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#5
HooKarez Wrote:Thanks! :] I'm probably gonna make one for Soul Master as well as Striker too. Actually, I'm nearly finished the Soul Master one, so.. :3

looking forward to it xD
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#6
hmm, in the third job build, why save points between 100 and 103? if ifrit will be maxed at the same time you throw all the saved points into meteo, you might as well not save points at 100+ until ifrit is maxed. after that, save points and max meteo. something like this:

Level 100: 3 Ifrit (3)
Level 101: 3 Ifrit (6)
Level 102: 3 Ifrit (9)
Level 103: 3 Ifrit (12)
Level 104: 3 Ifrit (15)
Level 105: 3 Ifrit (18)
Level 106: 2 Ifrit (MAX), SAVE 1 (9)
Level 107: SAVE 3 (12)
Level 108: SAVE 3 (15)
Level 109: SAVE 3 (18)
Level 110: 20 Meteor Shower (MAX); 1 Seal (1)
Level 111: 3 Seal (4)
Level 112: 3 Seal (7)
Level 113: 3 Seal (10)
Level 114: 3 Seal (13)
Level 115: 2 Seal (15); 1 Elemental Resistance (1)
Level 116: 3 Elemental Resistance (4)
Level 117: 3 Elemental Resistance (7)
Level 118: 3 Elemental Resistance (10)
Level 119: 3 Elemental Resistance (13)
Level 120: 3 Elemental Resistance (16)

that way, you'll get max ifrit 4 levels earlier without affecting anything in your build.
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#7
Gee, flame wizards are extremely overpowered >_>

Look at fire pillar; way stronger than thunderbolt (80 vs. 60), it has a better element, flame wizards get booster, AND they get extra AP. Fire strike is even worse. It's just as strong as and faster than I/Ls' comp but hits up to 6 monsters and deals damage comparable to that of a level 150-180 F/P archmage using fire demon.

Well, brb hoarding elemental wand 1s.
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#8
blitzkrieg Wrote:hmm, in the third job build, why save points between 100 and 103? if ifrit will be maxed at the same time you throw all the saved points into meteo, you might as well not save points at 100+ until ifrit is maxed. after that, save points and max meteo. something like this:

Level 100: 11 Ifrit (11)
Level 101: 3 Ifrit (14)
Level 102: 3 Ifrit (17)
Level 103: 3 Ifrit (MAX)
Level 104: SAVE 3 (3)
Level 105: SAVE 3 (6)
Level 106: SAVE 3 (9)
Level 107: SAVE 3 (12)
Level 108: SAVE 3 (15)
Level 109: SAVE 3 (18)
Level 110: 20 Meteor Shower (MAX); 1 Seal (1)
Level 111: 3 Seal (4)
Level 112: 3 Seal (7)
Level 113: 3 Seal (10)
Level 114: 3 Seal (13)
Level 115: 2 Seal (15); 1 Elemental Resistance (1)
Level 116: 3 Elemental Resistance (4)
Level 117: 3 Elemental Resistance (7)
Level 118: 3 Elemental Resistance (10)
Level 119: 3 Elemental Resistance (13)
Level 120: 3 Elemental Resistance (16)

that way, you'll get max ifrit 4 levels earlier without affecting anything in your build.

[COLOR="DarkRed"]Ah, good deal. -changing :]-

I think I was just focusing on getting the points saved before anything else, but this works even better.

Just changed another thing. Just added the 8 saved points from before 100 into Ifrit. Works out even better than this.
[/COLOR]
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#9
HooKarez Wrote:[COLOR="DarkRed"]Ah, good deal. -changing :]-

I think I was just focusing on getting the points saved before anything else, but this works even better.

Just changed another thing. Just added the 8 saved points from before 100 into Ifrit. Works out even better than this.
[/COLOR]

haha good idea, I didn't even think of that. Tongue
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#10
Probably the only thing I'd do differently would be to get 1 point into Partial resistance sooner than you did. Since it applies to all elemental attacks, and you get a 12% decrease for just one point, I think it's more worthwhile to get right after you max Fire Curtain, or at the latest, after you max, or are near to maxing, Fire Strike.
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#11
For your first job build, I think that it would be okay to drop off the point of magic claw at the beginning and add straight into increase due to the easy quests that coast you through the first bit of first job on Ereb.

For your second job build, I would suggest 20 fire pillar -> 11 booster -> 20 teleport -> 20 reset/meditate -> 20 reset/meditate -> 20 booster -> 20 slow -> 10 magic armor, 1 fire arrow. The reason is the same as the reason many 3rd job F/Ps drop comp and many 2nd job I/Ls drop cold beam. In 3rd job, flame wizards get fire strike, which completely outdoes fire arrow, and should be added to first in 3rd job for reasons I'll explain later. Fire arrow is actually quite worthless considering how weak it is compared to fire pillar. Because you want to opt for fastest training possible as early as possible, 11 booster and 20 teleport after fire pillar are a given. After that, fire arrow doesn't have all that much time for usefulness in terms of training and is already very weak, considering that fire pillar only needs to hit two monsters to deal more damage than fire arrow. I don't think the 30 more base in 1 monster situations is really worth the 30 SP, which you can invest in slow.

In 3rd job, fire curtain for flame wizards doesn't look nearly as attractive as poison mist for F/Ps because of fire strike, which is incredibly strong for a 3rd job attack. It has 140 base on up to 6 monsters, and for comparison, ice strike only has 90 base, while explosion has only 120 base and is much slower. I'm quite sure that fire strike training will be faster than fire curtain training, purely because of its strength. Plus, you can get the essentials earlier by dropping curtain, like seal, which is extremely useful after getting meteor because of lack of freeze. I would personally suggest 30 fire strike -> 20 amp -> 20 seal, then start saving up for ifrit and meteor shower and such.
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#12
I would do what Cyanne said for 2nd job. Fire Arrow is really pointless since Fire Strike is so much stronger. Plus, Magic Claw will suffice as a single target attack since it is also elemental. Fire Pillar will be the main training skill in 2nd job. I still think Fire Curtain is the best way to go for 3rd job though. I'm assuming that with Elemental Reset it'll work on practically any monster. Imagine dual-channeling CWK Guardians Biggrin

I would also just max Seal in 3rd job instead of getting extra resistance. It really isn't that useful since most upper level monsters don't use elemental magic attacks.
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#13
@ Cyanne's first comment
Pillar is supposedly quite slow. Not as slow as Explosion, but enough so that it's slightly weaker over time than Thunderbolt would be. Then again, there's more fire weak out there than lit.
--
It might not be a good idea to assume things about Curtain. We don't even know that it deals damage based on %HP, which is why Mist is so good. Also, as been said, Strike is really powerful. In fact it's almost enough to rival Meteor, given the right type of future map content.
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#14
I have a question :How good is Flame Wizard's mp recovery? I don't see the skill up there and I also don't like spending a lot for pots until I have MP Eater.
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#15
Well they don't have MP recovery/Mp Eater and have amplification, so yeah they use a lot of MP pots. But I am sure that won't be a problem for most, only if you are really unfunded. But GMS has really good pots so I don't see it being that much of an issue here.
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