Remember that class guides are a rough explanation of the class, designed to give you an idea of the class and what you should be aiming for. You should really adapt the guide and follow your own instincts to match your play-style! The Wizard class is the typical magic caster class with plenty of ranged AoE spells, slows, knock downs and stuns.
Their main weapon is a staff, awakening is the Godr Sphera and their secondary weapon is a dagger. This high damage dealing class also has a range of support skills which make them highly desirable for large scale PVP.
The main difference between a Wizard and a Witch is that Wizard is more aggressive with burst damage and has a grab, whilst the Witch class has a buffing block and is played more defensively with higher range and more sustain DPS. Both classes have S block. Wizards play very offensive and will often teleport into the enemy to grab them and then drop their high burst damage in melee range. PvE is very strong and easy due to the amount of AoE skills and long range.
Wizards are weak in 1v1 situtations and most match ups will be hard. In large scale PVP they are very strong however, against both squishy targets and also tanks because of their high burst damage and support abilities to keep them safe. Wizards are weak against Strikers and Mystics because of their high magic resist and chain CC.
Other classes with high mobility can also be very hard to deal with, especially in 1v1 situations. Make sure you reset your skills at level 56 though because you will need skill points for your awakening skills and will only really need the support skills from pre-awakening. Staff Attack [LMB]. This skill is your main auto attack. This is your teleport and the only mobility skill you have. You can switch direction between the two teleports by turning your camera and can even teleport backwards to your original position using this.
You can use this skill whilst in awakening without switching back to your staff. You can also change the direction of this skill after casting it by enabling mouse movements in your settings. This is your dodge skill. You can also double-tap W to use this skill.
It has shorter cast time with no cool-down but smaller range. This skill uses stamina instead of mana. This skill does not have a key-bind and will need to be placed on your hot-bar to use. The cool-down is 3 minutes and 30 seconds but once activated you will be able to insta-cast all your skills for 15 seconds. Magic Lighthouse Skill Bar.The Wizard is a master of Elemental Magic, binding the forces of earth, fire, wind and water to his will.
He is capable of great destruction, but that is not the limit of his power. Wizards can also act as beacons of healing and support on the battlefield, using AoE heals, and protection spells to bolster the strength and defense of allies.
The transition between destruction and healing can make Wizards a formidable foe, however, they do have long cast times and animations, making it necessary that they stay vigilant on the battlefield and take precautions to avoid danger. Should a Wizard be cornered, their skills will be put to the ultimate test of life or death.
This skill has a maximum of 5 ranks, with a cumulative cost of 60 skill points to max out all ranks. In addition to the stronger combat abilities, players will enjoy the spectacular and vivid skill effects based on fire and water elements. He was always one step ahead of the curve, and all successful research of the Godr-Ayed Thea flowed through him. Of course, this was a sense of pride for Lord Red. He was at the center of the Godr-Ayed Thea, and he strived for perfection.
The pursuit of the elemental knowledge seemed one that the Godr-Ayed Thea could not attain. Yet Lord Red was fastidious. His most acclaimed achievement was the creation of the Godr Sphera, spheres imbued with immense magical properties. After their creation, Lord Red's studies saw dramatic improvement. The secrets of the ancient elements seemed within his grasp. The Godr Sphera allowed Lord Red to summon two elemental beings.
Marg, the guardian of fire, embodied the destructive force of nature. Arne, the guardian of water, provided more spiritual support, juxtaposing the potential of Marg.
BDO Wizard Guide 2020
The achievement of summoning these elemental beings was both a blessing and a curse. Marg's destructive nature was difficult to control, and only Lord Red was capable of controllin it with the Godr Sphera. Marg pressented issues for the entire Godr-Ayed Thea. The purpose of the group was for the pursuit of knowledge, not that of destruction. A schism formed between the group, and accusations of leading the Godr-Ayed Thea down a dark road soon began to be thrown around.
Yet Lord Red was so engrossed with his studies, that he largely ignored their accusations. Over time, the Godr-Ayed Thea began denouncing Lord Red as a lunatic, driven mad with the pursuit of destruction.I will be going over some really basic stuff, how to enchant gear, how to repair it, quality, acquisition and stuff like that. In this game, basic gear has no level requirement except awakening, 56 and rather low looking stats. The power of your gear mostly comes from enchanting it higher and higher as you progress.
Note: I am saying mostly there are still noticeable differences between the base items as they may give better bonuses or may give higher stat increases from enchanting. You can enchant gear via the black spirit unlocked early in the black spirit questline. Failing an enchant with a concentrated black stone will give failstacks depending on enchant level and reduce max durability by When enchanting beyond duo a fail may also lead to the item degrading and going back 1 enchant level.
Each sacrificed item restores 10 durability. Option 2: Sacrifice a Memory Fragment to restore the durability. The amount restored, depends on the quality of the item you use it on. For doing so, head to a blacksmith, select repair and then recover max durability, select the item you want to repair and then add the item you wanna sacrifice, select continuous if you have more than 1 item to sacrifice. This item can be acquired in the pearl or loyalty shop and will increase the amount of durability restored by 4 times.
Things to take away from this: — high failstacks should be used on higher enchanted items, since these have lower success rates also, because they can degrade above duo or get outright destroyed if accessoires — failstacks that are higher than the cap of the item you want to enchant should be saved and used on an item with a higher cap — save a failstack by swapping to a different character and enchanting on that one.
Gear is divided into white, green, blue and yellow quality.
BDO Black Desert Gear Guide For Beginners/Noobs 2020
White quality gear is mostly just very early game stuff, so it can be pretty much ignored although it can be useful for failstacking. Weapons and Armors that are not Boss gear can be reformed into better quality. You can reform into yellow ultimate quality which gives different bonuses depending on the equipment slot.
Reforming needs reform stones, there are different versions of those.
Awakening weapons can only be reformed with ultimate stones. Keep in mind that reforming will decrease the amount of durability that Memory Fragments restore. But you can still sacrifice the base item to restore the durability on reformed items. Ultimate quality items cannot be registered on the central marketplace and first need to be downgraded to green quality via Blacksmith or Arms Dealer NPC.Welcome to the complete BDO Wizard guide! This article is aimed at helping the Wizarding community from beginners all the way to the more experienced players.
The following skills below should be attempted to be maxed out first Absolute is not required to maximise grinding efficiency. The skills are ranked from most to least important and will be separated between Active and Passive skills. Helps your sustain while grinding without using too many pots!
Fireball Explosion — The proceeding skill after fireball, this skill does decent damage early on and especially after you rank it up. Chain lightning — Relatively strong skill for beginner grind spots, you can choose to just stay on your horse and go around chain lightning mobs for maximum grind efficiency!
Does drain a decent amount of Stamina however. Healing Lighthouse — Your channeled AOE heal, the heal has three ticks so it will heal you three times. The cast speed is especially important as it allows you to grind faster. Meteor — A really strong skill which does alot of damage, has long range and AOE, however is on a relatively long CD which is why the skills is further down the list of priorities.
It is a good grinding skill earlier on as well due to these factors. Residual lightning — Residual lightning is similar to fireball explosion in terms of the proceeding skill after wards, the animation time for residual lightning is a bit long however does do decent damage.
Extremely strong large scale heal which can potentially turn the tide of a fight. Personally I feel like I cannot play Wizard without this skill. People less educated may also refer to this skill as Rabam Selfish.
Trembling Thunder — Combination of chain lightning and earthquake, have not used this skill previously on Wizard, however the slow is relatively strong in certain scenarios, especially in large scale PvP and certain 1v1 matchups. Activated by pressing RMB while using the skill. In my opinion, relatively useless skill.
Relatively decent skill while being used on a choke, does decent damage however relatively difficult to pull off due to its long cast time. Launches multiple meteors from the sky which stiffen on contact and KD on land, can net you a lot of kills however you can be caught off relatively easy while using this skill. PA — Protected Areayour strongest large scale skill. This makes you basically invulnerable against all forms of damage, however you can still be CCed. Teleport — Your primary engage skill, can close a large amount of distance in a short period of time.
It is also an iframe so you will be invulnerable to all forms of damage and CC while using this skill, however you may sometimes be CCed at the start of the teleport animation. One of the best heals in the game, you are unprotected however while using this animation so be careful when and where you cast this skill.
Healing Aura — Your targeted burst heal, can cast this both in awakened and unawakened state and will you not swap stances as a result of this. Speed Spell — Important buff for yourself and your allies before an engagement as this provides them with attack speed, cast speed and movement speed buffs as mentioned before. Mana Shield — Defensive buff which applies only to yourself and provides you with bonus resistances and drains a portion of your mana to receive less damage.
Makes you considerably tankier, however may end up with you running out of mana and not being able to cast any proceeding skills. Meteor — Arguably your strongest unawakened damaging skill, has no split damage, incredible range, FG initially and SA on Meteor landing animation.
Fireball Explosion — Ranged KD which also does decent damage, good poking skill to use in large scale to pick off targets. Residual Lightning — Longer range than fireball explosion, is a bound on CC and good skill to use especially In castle defence. Earthquake — A really strong unawakened SA skill with three stiffness procs, however leaves you relatively squishy especially without PA, as your unawakened SA skills have no in built damage reduction.
Frigid Fog — Similar large scale mechanics as earthquake, however the skill has a freeze rather than a stiffen and the animation of the skill is a lot faster. A frozen enemy is basically a dead enemy in large scale! Blizzard — Mainly used for the slow, using this skill on more than targets will result in the skill doing next to no damage due to the split damage effect.This guide will act to fill in the gaps of knowledge you may have and help you decide how you want to gear and the stepping stones to take to achieve said goals.
Gear is not cookie-cutter as most people think it is. Yes, certain builds work better on certain classes but playstyle will also help shape your character and how you gear. This is normally gone for as a first build as it improves grind speeds for better silver per hour, evasion and dp builds are not needed in a majority of PvE when grinding for silver to buy PvP gear.
Evasion — An evasion build is a popular choice for certain assassin classes who want to counter full ap builds. I have seen some rangers go full accuracy. DP — A full DP build concludes stacking evasion and damage reduction gear to help achieve being a full tank, good for support rolls or crowd control builds in siege.
Hybrid — A mixture of various stats, and possibilities are only limited to the choices in gear you decide to pick. Witches and Wizards work very well on hybrid builds as their utility helps greatly in siege. Yuria : Use to be the best choice back at launch due to limited availability of livertos and kzarkas.
Do not enchant your own Yuria. It is also theorized that Rosar offers a higher base accuracy than that of yuria. If Rosar is sold out Krea is another popular choice. Liverto : Is 2nd only to kzarka, it shares the same base AP and 2 gem slots.
Kzarka : The top dog for competitive PvP. Green : This primarily the first choice as a new player or a poorer player. It is cheap to repair when enchanting. This being said this version should never be taken past TRI level as thus Dandelion becomes the clear choice.
Wait to make this ultimate, only Ult it at the max level you are going to level it too TET because of repair costs.
Base stats are as such; AAP. See image below for enchanted level differences. Now certain offhands have different names for certain classes but have similar stats I will talk about the main ones most players use for a variety of mid to end game builds in the current meta. This is one of the best PvE offhand and offers great survivability just beneath the parry offhand while having attack power just below the AP is king choices.
Not to much to this choice other than being the highest AP offhand currently in the game. Then it makes sense to use Kutum for extra DP in the current meta. This will change as AP and DP keeps increasing. You want your AP roughly within of your opponents DP. This probably ones of the most cookie cutter parts of end game PvP. Right now in the current meta Boss gear seems to trump almost all other choices as some of the pieces offer bonus stats unparallel to non boss gear. It just means that if you want to min max boss gear is the best choice.
Rocaba — An evasion set my default and the newest set of default gear added to the game with valencia. Depending on the build you want either muskan or urugon could be argued.BDO XBOX AWAKENED WIZARD GUIDE!
This higher DP is theorized to be mostly evasion. Lemoria — This is a new set of armor introduced with Kamasilve. It pairs with Liverto nicely to make a mid tier level set. Though anyone looking to play this game a bit more casually this maybe the perfect set. This is due to the set bonus cutting back on Gem requirements as well as being easier to repair while enhancing.Witch and Wizard are bursty AoE classes. Witch and Wizard are strong in group fights, where AoEs do a lot of damage, and super armor protects us from incoming hits.
In a 1v1, we can excel, but not as easily as other classes. We have high accuracy and damage on skills, but that is mostly because late game flows basically add double damage to skills. The high accuracy and damage on skills allows us more flexibility for other builds compared to other classes, but we still need AP need to deal damage.
I personally feel that Witch and Wizards, are low skill floor, yet high skill ceiling class. Big damage in awakening stance, and big heals in staff stance. Everyone is under the impression that mages are overpowered, and will beeline for you during a group fight at the first possible moment. The heals and damage reduction buffs turn the tides of battle, and our large area spells deal massive damage to the enemies on the field.
Mages are highly sought after in large siege guilds, and small nodewar guilds alike. In the end, the mages are what you make them. My current choice, the wizard, has fit both of these roles for me, with my only gripe being the ridiculous amount of effort I have to put in to be competitive in 1v1 scenarios.
Then you can start thinking about different offhands and alternative builds. With the new addition of 10s elixir cd, some more stats can made up with elixirs without having to micromanage elixirs as much.
It is still more work to keep up however. As you move towards the right, you gain more freedom to switch up crystals.
The legend for some abbreviations is under the chart. For the hipster in you, here is a wall of text about pros and cons for various gear builds people have asked about.
Lots of new information has come out in the last few months such as hidden evasion and DR, 2 piece set bonus conversion for Grunil and Rocaba, and new boss gear.
So far, no one has tested and published data between the two it would be very hard to test a difference. Like green helmets, Rocaba helmet itself has more evasion than Giath. As a 2-piece set bonus, you supposedly gain 20 evasion information from the datamine.
In total you gain more evasion compared to just boss armor. If you swap other boss armor for the 2nd Rocaba piece, you will be losing evasion and DR as well. It is actually very similar to Red Nose vs Dim Tree Armor, with testing differences showing similar numbers to the HP difference between the two armors. Pre-awakening skill basics: Translated from Inven.
Another Guide about Skills and other stuff: For Wizard. These are general barebones skill builds. You get free skill resets before 56, and one more right after awakening.
The trees might vary for you, due to new exp buffs without skill exp buffs. Use these as a general idea. Witch Awakening Skill Explanation and Tips youtube.
Absolute skills are an extra level on top of unawakened staff skills. They require that you completely max out the unawakened skill before taking the absolute skill.
You should not be taking absolute skills unless you are level 60 or even 61 and have at least SP. Awakened skills will do more DPS and are much safer to use than a slower but strong unawakened skill, so you will need to max awakened skills first. Skill builds are listed in the skill builds section. Inven Absolute Skills to take by Efficiency [ Link ]. One does more damage, the other has a slow debuff. They were taken from experienced witches and wizards.Lakiaro is a gatherable plant or herb that spawns all around Dreighan and Kamasylvia regions.
They may be easier to find in Dreighan, especially around the mountains. Lakiaro is a mini game that starts upon harvest. Materials uses for enhancing Manos Hoe is the same as boss weapon but beware that it will always gives 1 failstack even at PRI or TET from fail enhancement and it may have a lower success rate compared to a boss weapon. The goal of the mini game is to uncover all the dirts while avoiding damaging any roots in the process.
In order to obtain max reward, not a single root is to be damaged. Upon damaged, rewards are significantly decreased. The player has deeply digs and shallowly digs, deeply digs are infinite but shallowly digs are limited depend on your hoe enhancement level.
Deeply digs are always used for uncovering tiles and shallowly dig are used for checking the single tile that it is clicked on.
A shallowly dig will be consumed upon right click and will always uncover a root if chosen tile has one covered, if not then it will simply do nothing and you may safely use a deeply dig afterward, a pebble will also not be uncovered using a shallowly dig. A 14 x 14 mini game is much harder than a 12 x 12 simply because the roots are less predictable. This will always makes the Lakiaro starting roots taking 2 tiles long from starting point.
A TRI manos hoe will always attempt to uncover 7 tiles from top left to button right in a 3 x 3 square around the click with a chance of all 8 or 9 tiles being attempted too. Here it revealed 7 tiles in a 3 x 3 square with 2 on the bottom right being covered, there is no way to know if these 2 tiles are empty or containing any roots due to the limit of a TRI manos hoe, therefore not very good information are provided. There are several other results can be obtained from a TRI manos hoe dig such as:.
The red dot are marked for screenshots, it is not a tool provided by the game. The red dots indicates that there are either a pebble or a root under the tiles. The red dots are marked there because a deeply dig uncovers the tiles from top left to bottom right and a TRI manos hoe attempts at least 7, so the skipped tiles are because there are something underneath them. It is preferred to have digs like these as they provide us more information.
There are more tricky uncovering digs that a TRI manos hoe user must understand. The two pictures below have one dot at the bottom left and not the right ones, this is because a TRI manos hoe only uncover first 7 tiles so the bottom right are left unknown.
However there are cases where 8th and 9th tile can be known by a TRI manos hoe digs, such as:. The bottom middle or bottom right is marked this time because it only uncovered 6 tiles due to at least 2 obstacles around the first 7 tiles it tried to uncovered. In the case where the manos hoe failed to uncover 7 tiles from top left to bottom rightit will attempt to uncover a 7th tiles again in the next tile.
This also apply when manos hoe failed to uncover more than 5 tiles from first 7 tiles and result in both last 2 tiles being attempted to be uncovered. First of all it has 3 more shallowly dig than a TRI manos hoe, therefore, you will be saving a tons of time by being able to digs more flexibly. TET manos hoe also uncover an extra tiles from the 3 x 3 square. It is still from top left to bottom right but the information it can gives is largely different because there is only 1 result that can provide an unknown tile after a deep dig.