The Wizard Guide


Table of Contents
1. Introduction to the magic class
     1a. Disclaimer
     1b. Version notes (of this guide)
2. Wizards (levels 1-50 only)
3. Bard line
     3a. Bards
     3b. Minstrels
     3c. Popstars
4. Sorcerer line
     4a. Sorcerer
     4b. Elemental Master
     4c. Archmage
5. Subclasses
     5a. Maestro
     5b. Phantom Mage
6. Equipment
     6a. Maven vs Fanta debate- what is it and why do I care?
7. Conclusion

If you need to find anything in this guide just press ctrl + f and copy and paste the above header into the box.

1. Introduction to the magic class
So you are new to latale and want to be a wizard? Welcome to the hardest to gear class in the game (soul breakers are just as hard lol actoz hates wizards x.x ). Wizards are basically glass cannons: they deal high damage and they are really squishy. They are also the flashiest class of the game- even at the lowest effect settings they still have skills that cover mostly everything.

1a. Disclaimer
I don't know everything there is to know about this game so if you see something in here that is really obviously wrong take it with a grain of salt. These are my opinions on the wizard class branch (then again any guide is someones opinions).

1b. Version notes (of this guide)
version 1.0- posted
version 1.1- placed in the phantom mage part and edited some stuff
version 1.2- updated some of the popstar stuff- I'll get around to finishing it at a later date

2. Wizards (levels 1-50 only)


If you want to be a bard I suggest you be a healing wizard (so you can train yourself to keep an eye on your sp). Healing wizards suck when it comes to healing compared to bards, but if you intend to do coliseum at level 15 it will be really helpful to your party members. http://youtu.be/v1ZKkG-kn4g (that is the level 1-50 healing wizard season 2 build-in level order). A more offensive wizard build would be taking 2 or 3 elements and maxing their skills completely.


3. Bard line
When you reach level 50 you can class change into a bard or a sorcerer. Bards, if built/geared right, can do damage. Note- they will never blank on their skills if you want to blank then pick sorcerer instead of bard and go either wind/earth/fire.

3a. Bards


As for bards there are three different types of skill builds (these are just general guidelines). There is Pure SupportAttack only or a Hybrid build.

When building support put priority on upgrading buffs and heals and work your way down the mind square tree maxing purification as soon as you can. The Ice Storm skill is somewhat helpful because it will freeze the enemies in place for a few seconds (reduces how many times you have to heal) and its always fun to attack when you can.  

If you are going full support remember to keep an eye on your sp- if you run out of sp then you can't heal. And when you can't heal- your party members die. Don't expect your party members to keep an eye on your sp either, its not their job to do so. Do expect that most party members are idiots and will jump into that mob when your sp is low and occasionally you will be yelled at when you let someone die.

When building Attack put priority on upgrading your water skills (except bubble bubble that skill is pretty useless compared to the others-max it last), also make sure to max Elemental Protection and Elemental rage (under misc skills) as soon as possible because they give you attack crit rate + critical damage. Also the Electric shock guitar skill is probably the only useful guitar skill (you can't get it at level 50), you will probably want to put a few points in that skill too.
Evil performance is useless don't bother with it.

When building Hybrid make sure to put at least 1 point in guitar performance party heal skill. And put the rest of the points into the skills you want. I honestly think hybrid builds should have two buffs to buff themselves/party members so pick two buffs that you like and put the rest of your skill points in your water skills.

Since you are going to be a bard I'm going to give you a rundown of your buffs:

Power Recital-Max damage is always helpful, this is one of the 'mandatory' buffs (mandatory= only if you are going support/hybrid).

Sacred Performance-This is that other mandatory buff :). More damage= faster kills= more xp (and it gives you a defense buff too!).

Unity Performance-accuracy is helpful if you guys wanted to kill red/orange named monsters. This is a situational buff- would probably be helpful to get at around level 75 or so if you are going to do spooky 90.

Sound of Water Elemental-seeing as only bards and sorcerers use water attacks this buff is useless for a hybrid/support bard (nobody wants to stand there for longer than they need to when you are buffing). Even as an attack bard your 3rd mastery gives you free intensity + max damage (unlike this buff)...so it really is pretty useless. Never get this buff. Ever.

Sound Wave Protection-This is totally useless as a bard (it is slightly better as a minstrel), -10 damage is nothing at your level (and it gets only more useless as you level up =.=). Plus it only lasts 5 minutes.

Elemental Shout-Could be helpful if it lasted longer, as it is...11 seconds of enemy reduced defense is pretty useless.

Sound of Heart-They changed this skill so now it adds to that stat by a percentage of that stat (which means base stats/higher levels are more important for this buff now- they effectively nuked it's early game helpfulness). I would get this if you are above level 180/190. The only exception is if the players that play with you HAVE collected a LOT of cards. Then it might be useful.

Sound of Holiness
-This is probably the other buff you should always have regardless of build. Ever wonder why knights don't get knocked back as much? Its because their hp is so high. The more hp you have the less of a chance you have at being knocked back/flinched from enemies attacks.

Hearing Confusion-Just like elemental shout this would be so much better if it lasted longer/if you could get it at a lower level. As it is at level 85 it is somewhat useless. If you are going to go bossing (like time attack instance dungeons invoke/hyunmu) then this might have some use. I would put an extra skill point in it if you have a free skill point.

3b. Minstrels

IF YOU WAIT TO CLASS CHANGE INTO A MISTRAL UNTIL LEVEL 110 OR EVEN 130 YOU WILL BE BETTER OFF AND HAVE AN EASIER TIME LEVELING.
^reason being that this class suffers from not enough skill points and skills that are locked to you until you hit higher levels.


Yay you reached level 100 and did the class changing quests, you now have some new buffs to play with and most importantly 10 free skill points. Leveling from now on is done with a party so having at least one buff is better than pure attack.

Now I beg you- please, for the love of music and guitars, get this skill (it's called Harmony Performance II for anyone who can't click on the link). What does it do? It adds Physical/Magical max damage (25% when maxed) AND Physical/Magical critical damage (30% when maxed). Basically get this skill and always invest skill points into it whenever you can.

As for the rest of your new skills

Fortissimo- This is your 5th (its named 5th because a long long time ago this skill would take 5 ss5 coins to unlock if you skill reset fortunately now it doesn't require ss5 coins). It is your strongest skill and has the longest cooldown. You get it at level 125.

Electric Shock-This isn't a new skill but unlike last time when I said this is your best guitar skill: its now your worst. Heck even Evil performance (when you accelerate it) is better than this skill now. It does have a lower level limit so get it as a filler if you need a filler skill. Not worth maxing.

Screaming Performance-This guitar skill is amazing. It hits on both sides of your character (just like three of your ice skills) and it does good damage. I would max this if you are going attack/hybrid (you can get it at level 130).

Hell of Note- Another decent guitar skill,  it doesn't do as much damage as screaming performance but it comes out really fast and has a very short skill animation time. It is level 150 though so you have to wait until then to get it.

Mega-Death- This skill uses your AP bar, it does a ton of damage and is probably tied with Screaming Performance for damage. Personally I never bothered much with this skill since with extrasensory I could just spam my water skills over and over, this skill is a nice filler skill though. Specially if you'd like to be a pure guitarist instead of the typical water hybrid build.

Sabbatical Performance- It puts an enemy to sleep for a short period of time. It isn't worth getting until you start bossing at infrit (level 170 dungeon). I think this skill is good for its niche spot of 'OMG I AM ABOUT TO DIE *hits this skill*' XD.

Water Elemental Mastery [Strongest]- again another skill that is good for some builds but not necessary for others. It's a mastery skill idk what else to say about it.  

Extrasensory- This skill is amazing. It's good because of two reasons.
     1. It makes cooldowns on your skills shorter
     2. It charges your AP bar.
For those two reasons alone I would say its helpful to almost any mini build you can think of. At level 7 this skill will charge your AP bar up enough so you can instantly cast Harmony Performance (otherwise known as the monkey buff). This + water skills= infinite spam too.

Mental strength upgrade- eh not worth it, specially since we don't have many ap bar skills.

Healing increase- helpful if you are a support/hybrid mistral.

Random Reader: "Wow Ellie that's a lot of green- how am I supposed to build now?"
No worries I have several builds below.

100 Pure Support-Waiting to be pure support until level 150 is better than trying to be pure support at level 100,  because you can't max most of your buffs until 150 anyways.

100 Pure Attack- yes there are buffs in this build- the issue again with pure attack is that you can't even get any of your good guitar skills (let alone max the ones you really want) until level 130 or later. I put points into evil sound because you need to have a combo filler since you can't get extrasensory until level 130. Drop evil sound later if you are going by this build.

100 Hybrid- This build is awkward too. Not enough points for everything I maxed the water masteries because they give more water intensity then the water intensity buff does per skill point (or they give the same amount + min/max).

140 Attack Build- You STILL can't get everything. You could always drop some points from the first water skill and get something else. Personally I maxed all my water skills before my guitar skills, because they do more damage if you have a fanta ring.

140 Pure Support- Support works a bit better at 140 but like I said above you can't max your buffs until 150. You can put the other 9 skill points into another buff or attacking skill. Around this level you go to expert which is why I put a point into Sabbatical performance- for putting enemies to sleep. Yes the accuracy buff helps a ton if you are doing expert fulls at level 155ish.

For hybrid builds I would do something like this. Though obviously if you are hybrid you can choose to drop points of of the healing misc skills to put more points into your water attack skills.

3c. Popstars
Mio is adorable <3 K-On!
At level 170 you can go to the guild union and speak to the lady on the roof to start your class advancement quests (yes more questing- the monsters there hit somewhat hard so be aware of that). After you job change you are now a Popstar congratulations! Popstars are almost always needed for endgame dungeons (and will be more relied on in the future) so if you have been soloing up until now you should try to get used to the idea of supporting others (through your healing, buffs, and attacks).

After you class change you will notice you have a new tab called 'Special' and under it you have some new skills that are level locked (170, 170, 180, 190). You can only pick one skill from each row so I will list them out here and explain why you should or shouldn't get it.

Row I skill choices
Increased Resistance- +300 resistance to all elements, this doesn't reduce the damage as much as you'd think it would. Pretty useless.
Increased Dodge- +7% physical/magical dodge rate, this is slightly more useful but only if you like to stack evasion (if you don't stack evasion already it is useless)
Increased Physical Hits- Why would you need this if you do magic damage?
Increased Magical Hits- Wow process of elimination lands us with this nice skill, magical accuracy increased by 7%? I'll take that any day.

GOSH DARN IT WORK CALLED ME AND I GTG I WILL DO MORE OF THIS LATER (sorry Noah).


4. Sorcerer line
If you choose Sorcerer when you class changed at level 50 you will go down this branch. Sorcerers specialize in dishing out a lot of damage and in exchange for not having a lot of buffs. They do have buffs but they just don't have as many as bards.

4a. Sorcerer
 Sorcerers are easy to build. Just max your attacking skills and dump the rest into your- oh wait...you don't know which element to get? Let me break it down for you:
Fire= strongest element but has the longest cooldowns
Earth= strongest base skill damage (fire has more crit damage which makes it stronger) but the 2nd longest cooldowns and you can't air-skill earth skills.
Wind= 3rd strongest element, has the biggest range via airbomb and is an amazing choice if you plan on doing spooky, since spooky monsters are weak to wind (it also has the 2nd shortest cooldowns).
Water= The weakest of the elements but has the shortest cooldowns. Bards can use water better than sorcs can...

They have too many skills for me to try to explain them all. Mainly you should stick to two different elements or an element and dagger skills.

50 Sorcerer- you can obviously move the skill points around just make sure you have some fillers to the element you are focusing on (so in my build I am focusing on wind and have water skills as filler). I couldn't get or max the crit rate skill without sacrificing the intensity buff and honestly intensity is more important at this level (fanta> maven at lower levels).

70 Sorcerer- In this one I went wind/earth since at this point I have all 4 of my wind skills and most of them are maxed. I also have enough skill points to max the crit rate skill AND the buff skill in my misc tree.

90 Sorcerer- I decided to get the neutral attacks with wind for this skill build. I also have enough points now to max the critical damage skill along with most of my attacking skills.

Obviously the above skill builds are guidelines you want to follow.
Out of the 4 buffs the good ones are Windwalk/Stone Armor then the ice one. The fire one is useless since most things resist fire damage. Windwalk increases speed and stone armor gives you 20% defense, I maxed stone armor in all my above builds but you can choose a different buff instead to max. Just keep in mind that THEY DO NOT STACK.

4b. Elemental Master

At level 99 you will get a quest to change classes (you will only get it if you have done the tutorial quests). I actually wrote a wizard-sorc class change guide -here-.

If you haven't experimented with all the elements to see which ones you like the best, right after you class change would be the best time. Since at this level you should try to make a decent stone for which ever element you want to main.

Okay here is the breakdown on the new skills

Crown of ____- each element has a crown. You can get it at level 140- please get it at level 140. Its a skill that uses AP and if you stand in it- it reduces cooldowns AND increases damage. There is a crown for each element hence why there is a ___ there. For example the crown of fire is called Crown of Flame.

Each element has a 5th skill- You have to max your 3rd mastery to get it but you should be maxing your masteries anyways, its your strongest skill so get it when you hit level 125.

Dark hole- drags enemies in and holds them in one spot for you. Honestly I never liked this skill or used it but other elemental masters and archmages can't live without it.

___ Pole- (its on the side under crown of ___) goes off of your elemental intensity FOR THAT ELEMENT, oh and it uses ap. I would get it if you need a filler skill (and you will probably need filler skills for a while).

Magic booster- This miscellaneous skill is your new best friend, when you have the free skill points work your way down to it- it adds +10 intensity PER LEVEL for a minute or so. The cooldown isn't that long either. +100 intensity is nothing to laugh at. This and your chosen elemental buff (windwalk/stone armor) should almost always be on just like your crown. What do you mean you don't see the point of it- ITS HALF OF THE INTENSITY ON A FANTA RING.

100 Pure Wind- I think you can almost combo indefinitely with this build, if you can't drop more points out of the Elemental Rage skill and put more into the genie skills (maxing skills reduces cooldowns).

150 Pure Wind- Okay under the misc skills you have this new skill (that you now almost have maxed) called extrasensory. It reduces cooldowns, that + standing in your crown should let you combo wind and water indefinitely. Obviously you can follow this build for the other elements since they all have the same level requirements.

^Keep in mind that there is an extra skill point from dotnuri level 1 in this build- dot nuri level 1 is super duper easy as a wizard/sorc/elemental master/archmage since you can use wind walk + the flying staff move (hard attack while in the air with a staff equipped) seriously go run it 20 times now with Dora's dot nuri level 1 quest.

170 Pure Earth- you need the neutral skills to combo indefinitely. At this level you can start to do your class change quests into archmage- or you could wait a few levels and collect cards (since the monsters for the class change quests hurt).


4c. Archmage

At level 170 you can class change into an archmage. These quests are the longest class changing quests in the game (they take 3-4 hours to finish) and you can grab the first one from the lady on top of the guild inn (in Prieos).

You get a new tab of special skills that you can only choose one of at certain levels (it will make sense when you get an archmage). For each row on the tab I suggest magical accuracy, then everything else is your choice.

You also get three new skills one which is a buff and the other two are really super strong. For example that fist move you saw in my bragging post on how I can hit blanks? Yeah that's an archmage skill.

I feel like at this level you should know what to get since you can max most of your options however- since I can solo beginner vintaid (er could my archmage is 193 now) I feel like I have to post my level 185 build that I used to solo Beginner vintaid.

Beginner taid build- I had to use a different skill builder since Cube still hasn't put on the archmage special skills yet. Yes I was pure earth. Don't forget to hotkey the special tab skill (the earth reduce cooldown is an ACTIVE SKILL)

5. Subclasses
   
5a. Maestro

The subclass of Minstrels/Popstars. You have to do the subclass quests to get this class. I am in love with my phantom mage forget Mae lol (I'll come back to it).

5b. Phantom Mage

Due to the recent subclass revamp more people are playing their subclasses so I figured I should update this part of the guide. Phantom mages are the fattest class in the game. Unlike Saviors they benefit from every. single. stat. Seriously this is the class you can't go wrong with when you are buffing it- IT LOVES EVERYTHING. Phantom mage's are a bit weird when they attack, they do two hits at once, one is physical the other is magical. Due to this, the makers of latale made sure to balance this class to the ground. Do not play this class if you want to blank (go play on your archmage) this class will NEVER be as strong as your archmage. It has a unique playstyle though and like I said above the bulkiness might make it easier to play for struggling elemental masters.

Before I go into builds and stuff it seems to be a general unwritten rule among phantom mages that you focus on either the magical or the physical side of the damage (many go magical so they can share their gear with their archmage). Decide which side you want to focus on and stick with it. Focusing on one side will help you save ely when you are just starting out.

If you choose the Maven ring>fanta ring (I explained this debate below) then you should go run off and get that fanta ring now. The fanta ring adds +200 intensity to all of your intensities. This is helpful because every one of your skills goes off of a different intensity OR it is a combined average of your five intensities.

Albatross=water=almost no beginning skill animation, fast skill time, knocks the enemy into the air, AND is probably your strongest skill starting out.

Devil side=fire=hits in front and behind you, has decent damage, has a bleeding damage effect (makes the enemies hurt for a bit- it doesn't make them hurt for much though). This skill is amazing for pvp.

Rabbit Hammer=earth=this is the cutest skill out of all the phantom mage skills, ITS A GOSH DARN BUNNY HAMMER, it randomly stuns enemies for a bit, it does about the same damage as devil side. The stun is helpful for infrit.

Wind Mill=wind=a lot of people don't use this skill I'm not sure why. it does do the least amount of damage but it hits for more hits (which means more chances to crit) and the special effect is that it hits for 6? instead of 4 hits when you are under your ultimate. Oh and this skill is the skill that has whips.

---------------------Then you have your other skills------------------------
Secret Garden=AMAZING FOR PVP. It slows the enemy down. For PvE it isn't that great.

Breathing Goddess=AMAZING SKILL. It drags the enemies towards you and at higher levels WILL PUT THEM ASLEEP FOR A SHORT AMOUNT OF TIME. This is helpful in both expert and pvp.

Phantom Mage step=makes you move backwards for a short distance while making you immune to attacks (and I think? magic attacks too) for the duration of the skill. I would get it just because it is a movement skill and now that you don't have your flying staff ability you might find yourself missing it.

uh and the two new ones I am too lazy to log on to check the english names of.

Build time! (feel free to replace elements in these builds as you see fit)

1) Level 140 phantom mage with two element skills<-if you have a ballong choose the two elements your ballong corresponds with and boom you don't even have to make a new stone :).

2) Level 140 phantom mage with 3 skills<-this build requires you to actually have an npc stone with the appropriate element(s) max damage % on it.

I should explain the difference between the builds. Build #1 focuses around your normal attacking combos with skills thrown in, I focused less on the damage misc skills and more on the defensive ones because I remembered back when I was level 140 before I hit 150 I felt really squishy. I think combos are important regardless of how many skills you have as a phantom mage because your normal attacking combos make you knock back immune as long as you are in them (which helps in coli).

Build #2 focuses a bit more on skills, I choose three skills I used for a really long time and I put the rest of the skill points divided up between the defense misc and the cooldown misc skills. Again I think not being so squishy at this level will help a lot.

If for some reason the above skill builds don't work due to level tell me in the comment section below and I will try to change them so they do work.

When you level up regardless of your build you should put points into your attacking skills whenever possible and then put points into your misc skills. Maxing your skills will give a noticeable increase in damage over maxing misc. skills.

6. Equipment
Keep your stone and weapon (whether its a staff/dagger/guitar) up to date. A 30/30 stone is decent and a 40/40 stone is godly. The best stone you can have in the game is either a ballong or degos stone. Ballongs are for those people that dual elements, and degos has the most intensity in the game.

-note to self discuss gem options later- <-I'm still not ready to tackle this part yet.

6a. Maven vs Fanta debate- what is it and why do I care?
Maven ring gives 10% crit rate. Fanta ring gives 200 intensity to ALL (yes even darkness) intensities. For a really long time people would debate over which is better. Honestly they are equal at endgame. I think Welnius posted a video somewhere with the same character and same dungeon and same buffs- and between the two runs there was a 8 second difference. Honestly that eight second difference can be attributed to where the mob spawns and if he had to move a bit more. In a 5min run that's like nothing.

Early game though fanta wins ez. +200 intensity before you can even get level 10 crit gloves yes plz.

7. Conclusion
I know I know- it still isn't done yet. All the pictures belong to their respective owners and companies- I will replace them eventually with stuff I draw (maybe <.<). Hopefully it helped some people. ^-^.

7 comments:

  1. This is excellent. I really hope you update your pages here. As someone returning to the game (mostly for fun) I still like to be able to play well. Your guides have a great feel to them! :) ~ReanaPreiss~

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    1. T-thank you >.<. I updated it today, hopefully you will come back and look at the new phantom mage section!

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    2. I have used your priceless guide! I hope you come back to update it for Popstar stuff! I've been playing my Mini more lately! :)
      ~ReanaPreiss~

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  2. It means you don't have much HP, not much defense, and you get knocked back by practically every monster. Hence, you are squishy and you die.

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    Replies
    1. OK, I've heard plays say they are squishy but didn't know what it meant, just sounded funny. How low do wizard class's defense and HP go? I was grinding with one yesterday and she said she had 2,9k HP and that's absurd to me, cuz I've got 12.5k and can't imagine doing anything with 2.9.

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    2. At higher levels you get an ability called Mana shield (which is exactly what it sounds like). It lets your sp take the damage instead of your hp so in the case of elemental masters and archmages you're squishy until you get up to a higher level and can actually use mana shield. She probably didn't get the seres armor. They took that event out of the game. Seres armor adds like 5k hp.

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