Ultimate Perfect World Wizard Build Guide
Welcome to my Ultimate Perfect World Wizard Build Guide. I would like to start off by saying that Wizards are my dirty little secret. Being a person that will mostly play Melee class characters, I have found that my time playing my Wizard is really fun. Yeah, I occasionally die for stupid reasons, but I love seeing the amount of damage I am able to dish. Wizards are truly an under appreciated class, and often miss used.
So, what is a Wizard? A Wizard is a Ranged Magic Damage dealer. Maybe the best damage dealer in the game. It is debatable though, some may feel their Archer is or others may prefer the DPS that you get from your Psychic. But there is no doubt about it. Wizards can consistently hit for the highest total in the game. Casting speed does play a factor in actual DPS. But they are the True Nuke in Perfect World International
Some people will get frustrated with the Wizard class. Early in the game your damage is average, and you have no defense to speak of, so, you either are dyeing a lot, or you are running for your life regularly. This is the nature of the beast. As your Wizard ages though, they become VERY strong, and their defense does improve. It’s never gonna be great, but there is nothing wrong with your great offense being your best defense.
Often, Wizards have a hard time finding squads to play with. If a person does not understand the mechanics of a Wizard class, or the effects they can have within a group, they can become a huge problem for the group. In a Squad a wizard is there strictly as a damage dealer. And being that their hits can be so hard, it is very important that they communicate with their Tanks, to make sure the mob you target is the same one they are spamming with Flesh Ream. This is critical, because of the damage output of a Wizard. If you target a mob that is not being spammed with Flesh Ream, you are going to pull aggro on that mob, along with any random mob that may also be in the area, due to residual effects of your damage. And this can create havoc. Barbarians hate it because they either have to stay focused on their mobs, or risk running back into the squad with mobs chasing them. Blademasters hate it because the damage a wizard produces makes it very hard for them to get aggro once a wizard has it, and Clerics hate it because it bring mobs right to them. And if they are forced to spam heal, THEY can wind up pulling aggro. So, I cannot stress enough, it is so important to be very aware of what you are doing.
Soloing as a wizard is fun to me. It takes a lot of fancy footwork to be able to kill a mob before they kill you sometimes. But, it can be done. While soloing it is important to remember you have to pay close attention to your HP and MP. If either drop to critical levels, you’re in trouble. It is also key for you to practice kiting. This is hitting and running and while you are running, hit again. Run some more. This tactic, plus any form of knock back skill will be vital to your survival.
Part two of my Ultimate Perfect world Wizard Build Guide is about weapons and understanding what each one offers. As a Wizard, you will always be using a magical weapon. Every weapon has good and bad. Being a Wizard though, it is my opinion that you would want to look for the highest spike damage. Since you’re not a speed attack class, I recommend you focus on single attack damage. Weapon speed really has no bearing, being you will be waiting on Casting time and cool downs for your attacks.
There are four different magic class weapons, Magic swords, Wands, Glaives and Patakas. Below I will cover all of them and give you a brief understanding of what each one offers. If you are looking for my personal opinion, I prefer the Patakas and Glaives. Pataka giving you the highest possible magical damage out of all the weapons available to you.
Magic Swords (3rd place)
Magic swords offer the most physical damage. They have the second highest minimum physical damage and the highest maximum physical damage and also will offer the best DPS. The physical attack speed foe swords are 1.25 Hits/Second. Magic Damage places the sword a second for the minimum and 3 for the maximum, giving you very consistent damage. In my opinion, magic swords are a solid option, better suited for Wizards who are a light armor build. Due to the lower magic damage and higher physical damage, it will give you better protection when you are left to fight melee.
Wands (4th place)
Wands, in my mind are not a weapon suited for Wizards. Granted, they can use them, their physical damage is lowest minimum and lowest maximum, and lowest DPS. Attack speed is the same as swords at 1.25 Hits/Second. Magical Damage is flat. They have the highest Minimum Damage and Lowest Maximum Damage, giving you ver consistent damage, but not great spike damage. This is a weapon I would use for my Cleric.
Pakata (1st place)
Patakas would be my fist choice for Wizards. Physical damage is the best minimum damage, second best maximum damage, but third best d.p.s. Due to the 1.0 Hits/Second. This is the slowest attacking magical weapon. But for magical attack, it has the lowest minimum damage, and highest maximum damaged, giving you the chance for the biggest spike damage. I would rank this as my first choice for Wizards, as long as you don’t find a Glaive or Sword with better bonus stats.
Glaive (2nd place)
Glaives are a great option if you find a good one. Physical Damage is flat at third best for both minimum and maximum damage and it falls in second for DPS. And with the magical side, it has the third best minimum attack and second best maximum attack. Some people might like this better, giving you more consistent damage output.
Part three of the ultimate Wizard guide is going to cover gear. There are two differing mindsets when it comes to gear. Are you going to build a Light armor Wizard, or a Robed wizard? Personally, I find Light Armor wizards to a poor build. But, I will do my best to cover each build correctly.
Never buy your gear from the vendor. This is the bottom of the barrel gear. I will tell you to always make your own or buy something from the Auction house. Never settle for the junk. It really makes a difference.
Light Armor Wizard
Armor-When building a light armor wizard, I would look for +MP bonus stats, or +Magic bonuses. Being that you are sacrificing your MP and Magical Damage for the ability to wear light armor, you will want to make that difference up as best as you can.
Rings-You will always wear Magical Rings. Again you will want bonuses of +MP, +Magic, -Channeling, or + Vitality will always help too. Being a light armor, even +physical attack would be beneficial. Always, no matter what gear you wear, extra M.Atk is a plus too.
Ornaments-As a light build. You choose either Physical or Elemental. If you can find elemental with good magic bonuses, I would jump all over it. Like I have said, a light armor build Wizard has it’s biggest strength gimped by lower Magic Attack and MP. So, anyplace you can make it up, I would.
Shards- For a light armor wizard, Vitality in armor. Always, and Magic attack in weapon. You could use Earth attack in your weapon to amp your earth damage, but I would not.
Armor-This is a pure or true magic Wizard. You sacrifice actual physical defense for more offensive output. In this build the best defense is going to be your offense. Armor bonuses to look for will be +Vitality, +MP, +Magic, +Physical Defense, and with your Wrist guards, if you can find a –channeling time, that would be a big plus.
Rings-You will always wear Magical Rings. Again you will want bonuses of +MP, +Magic, -Channeling, or + Vitality will always help too. Extra Magic attack is also always nice. I would personally never refine your rings as a wizard; the extra elemental defense is not worth the cost.
Ornaments-Physical Defense Ornaments will be better suited for a robed build. This will give you some basic physical defense. And will improve your Stone barrier’s effectiveness. +Vitality and + physical Defense would be good bonuses to focus on
Shards- I would recommend Vitality Shards in your armors. There is really no substitute for more life, and it will be my stance for most classes. If you don’t agree with that, then physical defense stones would be my next option, but for me there is no next option. As far as weapons, always use +Magic attack.
Part four of the ultimate Wizard build guide is going to cover statistics. This section may be a little geeky, and I do apologize for that, but, I want to try to be as thorough as possible to help you determine what sort of statistical allocation you will want to implement.
There are three basic builds to consider with a Wizard. In my opinion I only feel there is one viable option here. That is pure magic build. But there is also a Vitality build and a Light armor build. Both of these may have their place, so I will cover both with you.
Damage is always going to be a Wizards strongest aspect. Building a Vitality Wizard or a light armor Wizard comes at the expense of your damage. This is why I consider the other two builds as gimped versions. If you think about it, your defensive prowess will never be equal to a Blademaster or Barbarian, those types of classes are built for Defense, and that is proven out in their statistics.
Before you decide which build to go with, I would like to cover the basic statistical necessity. To use your most current weapon, you will need 0.5 strength per level and 3.0 magic per level. This leaves you with 1.5 points per level to play with. I will never recommend you put less than 3 magic per level in order to do something crazy like wear heavy armor or be a light wizard with vitality. That would be a fail….Always
1.) Vitality Build –The Wizard Vitality build is going to maximize your HP, at the cost of your MP. By going (1) Strength, (6) Magic and (3) Vitality every other level, this will give you the most Health. Giving you an additional 30HP for every other level. Wizards are naturally low in HP and adding more Vitality will not solve that problem.
2.) Light Armor Build- For a light armor Wizard. You lose top end firepower, but you gain Dexterity (Crits), better physical attack and better physical defenses. This build may be best suited for people who plan to solo a lot. It will give you the most well rounded Wizard. (1)Strength, (1) Dexterity, and (3) Magic for every level will give you the ability to wear the latest light armor and still carry the latest magical weapons.
3.) Pure Build- Pure build Wizards are dirty. They do massive damage and can cause mass carnage in a pretty quick hurry. They do so at the expense of survivability. They have to be able to perfect kiting and will often find themselves looking for someone to squad with. But later in the game the rewards are great. For a pure Wizard build you will go with (1) Strength and (9) Magic every other level. Giving you the ability to wear robes and the latest weapon.
Part five of the Ultimate Perfect World International Wizard Build Guide is going to cover Skills. And there are a lot of skills to cover. I will try to not drag it out too long though. I will also not go crazy with what the skills are and their descriptions; there are other places on the web you can go to find that information.
Skills are always broken down like this for me. There are Passive, Buffs, Defensive, and Attack skills.
As a side note. Something I learned Early on, playing Wizards is, They need a LOT of spirit points to keep their skills leveled. This means you need to keep your primary skills your focus, and level the other skills when you start to see you have spare points and cash. I am going to rank skills from importance. A score of 5 being most important to me and 1 being the least important. Later in game you will be able to start to level your skills that I rank as less important, because you will WANT to. The stronger skills are much more expensive, so, early in game I recommend you not level them at the cost of other skills.
A formatting note. The first set of () is the level the skill is learned, the second set is importance. I will always recommend you at least learn all skills, in order to open up all the skills. But whether you level them immediately or not will be determined on the importance they have to you.
(29) Fire Mastery (5) Increases fire damage by a percentage. It is much like weapon mastery for other classes. This is a must have, your damage output increases quite a bit with this skill.
(29) Aqua Spirit (5) Increases your water damage by a percentage. Also a must level.
(29) Earthen Spirit (5) Again increases your earth damage by a percentage, and is a must level. You will want all your elements at your disposal. Variation is key to your strength with these elements. Some enemies will have resistance to some elements, meaning you will need to find their weaknesses.
(100) Manifest Virtue (5) when you reach level 100, you should be ok with your spirit and coin in order to buy this skill.
(29) Wellspring Quaff (4)
This is a very important self-buff. It increases your MP by a percentage. And as a Wizard, you can never have too much MP. Make this a fairly high priority. But not a top priority.
(39) FrostBlade (2)
This is nice to have. It is a squad buff. But it is not critical. It adds water damage to your squad members attacks. Once again, it is nice, but not a must have.
(9)Pyro Shell (2)
Pyro Shell increases your Fire resistance by a percentage. It also increases your HP regeneration, 1hp per level. I rate this as a 2 only because you cannot use multiple shells at the same time. And I find Stone Barrier to be a better choice to level.
(9) Glacial Embrace (2)
Glacial Embrace increases your water resistance by a percentage. It also increases your MP regeneration, 1mp per level. I would consider this a little more important than Pyro shell, but not enough to increase its overall importance. Learn it but don’t bother leveling it until you know you have spare money and spirit.
(9) Stone Barrier (5)
Stone barrier is your primary defensive buff. This increases your earth resistance and also increases your physical resistance, both by a percentage. This will improve your survivability more than the other shells.
(29)Distance Shrink (2)
Distance shrink is a skill I would learn but I would not bother leveling it. It is also a very specialized skill. Leaping you to your target, by a distance. The distance increases for higher levels, but at level 1 you have the effect. And for a Wizard, you will spend more time extending your distance, not bringing yourself closer to your enemy.
(24) Morning Dew (5)
Morning dew is your Heal. It is a self heal and can heal other characters. It is not a great heal compared to a Cleric, but it is important for self survival.
(59) Essential Sutra (3)
Essential sutra is important. This is like a Heal for your MP. It recovers a percentage of your MP when used. It is a spell that requires two sparks. That makes it a skill I would call expensive to use. Not so much to have.
(79) Elemental Shell (2) This is just a one level skill. It increases a squad members elemental resistances by 1000% for 4 seconds. I would recommend you learn it, but I would not be in a big hurry. It is a very specialized skill. Learn it earlier if you feel it will help your squad, and you can perfect timing on when to use it.
Wizards use Fire, Water, and Earth elemental attacks. For this section I will break it up into the different Elements, just for organizational purposes. It is important to build all three elements. Due to the fact that some mobs will have resistance to some of the elements. It will be important to recognize that and to use your attack skills accordingly. The same goes for your defensive skills. You are only able to use one of your defensive shells at a time, and it will change depending on the enemy.
(1) Pyrogram (5)
Although this is a starter skill, it does decent damage and is a pretty fast skill for the Wizard. It deals Base Damage, plus extra damage, and also deals a % of fire damage. Channel time is 1.5 seconds and Cool down is 3.0 seconds.
(13)Crown of flame (2)
This if a fire D.O.T. It does base damage plus fire damage over 15 seconds. I think I would hold off on the D.O.T’s until later in game, focusing on skills that do immediate damage.
(19) Divine Pyrogram (5)
I would consider this skill as an important one. This one plus Pyrogram should be your base fire skills. This one does fire damage equal to your base damage plus a percentage, plus additional damage. Level it often.
(29) The Dragon’s Breath (3)
Dragon’s breath is a doosy. This skill doesn’t really shut off. It will keep dealing fire damage in a radial AOE until you’re out of MP. That can be useful. But I would consider this skill specialized. It is not going to be a primary skill until later in game, when you’re spending time Zhening or AOE grinding.
Will of the Phoenix (4)
Will of the Phoenix is a solid skill to learn, but not for immediate leveling. It is a linear AOE with Knockback effect, and that is what makes it valuable. Those effects can move enemies off you quickly. It also does base damage plus a percentage of weapon damage, plus additional damage.
(49) Emberstorm (2)
Another Radial AOE, Emberstorm charges for 5 seconds, using up to 60% of your HP, dealing damaged based on your HP spent plus a base fire damage amount. This skill is strong, but at a very high cost of survivability.
(59) Blade Tempest (3)
Blade tempest is a radial AOE, this delivers fire damage and physical damage equal to your base damage, plus a percentage of your weapon damage, plus additional damage. This is a nice skill based on the addition of physical damage, increasing your chances for higher damage outputs.
(3) Gush (4)
Gush is a solid skill to level, it deal base water damage plus a percentage of your weapon damage, plus additional damage. On top of that has a high percentage chance of slowing your enemy for a time.
(16) Hailstorm (3)
I like Hailstorm; I like it at level 60 something though, not at 16. It does base water damage, plus additional damage and has a chance to freeze enemies. This is an aggro beast though, because it will attract mobs around your targeted mob. Not a great idea for a level 16 wizard.
(49) Glacial Snare (3)
Glacial snare is a good water elemental skill, and one I would consider leveling when you can. It would be my third choice as a water skill though, it deals base water damage plus a weapon percentage damage plus additional damage, and has a percentage chance to slow your target.
(59) Black Ice Dragon (5)
Black ice dragon and Gush would be my primary water elemental attacks. This is a great skill. It is a radial AOE. It deals Base damage, plus a percentage of weapon damage, plus additional damage, and has a really good chance to slow enemies. This is a monster skill for sure.
(6) Stone Rain (3)
This skill is ok, it is not particularly fast and doesn’t do great damage though. It does base Earth damage plus a weapon percentage, plus additional damage.
(19) Pitfall (3)
Pitfall is a quick cast, at 1.0 seconds, slower cool down at 8.0. IT does base earth damage plus it is a D.O.T doing additional damage over 15 seconds. The dot is what makes this less appealing to me. If you like the Dot effect, I would level this one over crown of flames.
(39) SandStorm (5)
I would consider this your primary earth attack. It does base damage plus a percentage of your weapon damage plus additional damage. It also decreases your enemy’s accuracy by a percentage for 10 seconds. Good earth skill and should be leveled
(49) Force of will (1)
Learn Force of will for the effect. It cancels your targets channeling. It has a high cool down, which improves with leveling the skill. It also silences your target for time. Learn it but don’t bother leveling it for a while.
(59) Mountain’s seize (3)
Mountains seize is much like Hailstorm, it deals damage to your target and also in a AOE around your target, this will attract mobs, but at level 59, you will be better suited for the skills effects. It deals base damage plus a percentage of your weapon damage, plus additional damage; it also has a chance to stun all mobs.
(79) Undine Strike (1)
Undine strike is hard to real explain. It does earth damage, but it is almost like a de-buff. Reducing your targets resistances to Earth Fire and water elements. I would learn it if you have spare points and cash.
(100)Elemental Invocation (1)
Elemental Invocation is another skill that is rather confusing. It does damage over time, it reduces your targets mana by 50% over tile, and it reduces your targets Chi over time also. It is a PvP skill more than a PvE. Because the MP drain and the Chi drain do not apply to monsters, only other players.
Wizard Genie Skills
Part six of the Wizard guide is going to talk about Genies and Genie skills. This is an area subject to personal preferences. Whatever you do with your genie is not going to make or break your Wizard. I am only going to talk quickly about a couple skills. And they will all be revolved around self-preservation, and Damage Amplification.
Second Wind-This is a Strength based Heal. I love this when I am soloing. It really can save you at moments notice.
Wind Shield- Dexterity based defensive skill. It reduces damage received and increases attack speed and evasion. Attack speed means very little to a Wizard, you will always be hampered by your casting time and cool downs.
Celestial Sword- Strength based physical damage skill. Deals physical damage based on your Genies available energy. More strength increases the damage output.
Earthquake – Dexterity based skill, is an AOE, and causes earth damage, has a chance to cancel enemies cast and has a knockback. I like this skill a lot for Wizards.
So, this concludes my Ultimate Perfect World International Wizard Build Guide. I hope it helps you in your very own quest for the Ultimate Wizard. I hope it gives you some things you may not have thought about. Or hope it makes you want to start your own Wizard. They are a great class. Thank you for reading.
For other Perfect world International Tips and tricks, check out my Blog
For Human Quest guide for levels 1-19 check here.