Warlock
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Job Base(s): |
Wizard High Wizard
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Job Type: |
3-1
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Changes At: |
Morroc
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Number of Skills: |
23
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Total Skill Points: |
106
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Total Quest Skills: |
0
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Job Bonuses
|
STR |
AGI |
VIT |
INT |
DEX |
LUK
|
+1 |
+5 |
+4 |
+10 |
+6 |
+1
|
|
Overview
Warlocks are the advanced version of the Wizard Job. Their name is often abbreviated and then referred to as just "WL". They offer two viable roles: The instant/fast cast killer and the crowd control support. Players will find that their roles in parties have drastically changed upon changing into this new Job. No longer the primary DPS Job most wanted for parties, but rather a fallback support Job for controlling mobs and adding extra damage to finish off mobs. Still capable of great damage though, this Job offers an interesting array of elemental skills to choose from and offers players several paths in which they can take. The water element tree offers great crowd control with Jack Frost. The earth element tree offers great PvP capabilities with the ability to strip players of their equipment. And the fire element tree offers a useful leveling skill (Crimson Rock) as well as the highest AOE attack skill in the Warlock's arsenal. Players also have the ability to "memorize" skills for instant casting at a later time, which can help with those long cast times.
Job Change Guide
See Warlock Job Change Guide for detailed information.
This test has a very bad reputation for being the hardest of the job change quests. While maybe not the hardest, it can be slightly difficult to an unprepared player. The test is basically broken down into two parts:
- Hunting for two quest items off very high HP and high damage monsters
- Surviving a room full of high HP and high damage monsters
The first part of this test sends the player into the New World just west of Camp Midgard. It is recommended to get a friend or guildmate to help the player with this portion, as it can get very overwhelming for an undergeared player. If soloing is the only option, it is strongly recommended to bring a teleport accessory or a lot of fly wings and healing items.
For the second part, the player will be locked in a small room and pitted against monsters with very high HP that also have high damage. This part may seem challenging, but is actually quite easy if the player is prepared. Here are some tips for making this test easy:
- Stock up on both HP and SP healing items past the character's weight limit. There is no time to regenerate HP/SP so there is no point on staying under 50% weight. Powerful healing items like Yggdrasil Berries/Seeds (or Green Ales if they are "in season") are a must. If the player does not have a healing hat/booster like a Witch Hat + Alarm Mask combo, then bring slim white potions.
- Increase HP potions. Wizards have a lower HP pool in general so these potions help a lot.
- Water resistance gear like Water Armor or Coldproof Potions.
- Wear equipment and cards that add HP. Some examples are Variant Shoes, Diabolus Shoes, or Orleans Gown with Pecopeco Card.
- Hotkey the cast stones on the shortcut bar before entering the room.
- When teleported into the quest room, do not panic. Gain perspective on the surroundings and immediately cast Storm Gust or Frost Nova. Use Chain Lightning on the monsters and then freeze them again if necessary.
- Make sure to keep HP up enough to withstand monster skill attacks.
- Hotkey level one of Storm Gust. This will keep the monsters mostly frozen, and the player won't have to heal as much.
A Quick Explanation of Spellbook/Release: The basics to playing Warlock
With the addition of new powerful spells upon job change, players will now have access to 2 spells that allow for instant casting of learned spells. These 2 spells are:
The way this new system of casting works is that a player will have to purchase spellbooks from the Geffen Mage guild (the building where you changed into a mage). Once these spells are in inventory, players can cast Reading Spellbook and choose the spells of the books they currently own to 'memorize'. What this basically does is store up the spells in the warlocks memory to 'Release' when needed at a later time with no casting bar or cooldown delay (yes this bypasses the horrible 1 minute cooldown of Comet. That is where the Release spell comes in. Players will need level 1 Release to cast the memorized spell.
Each Warlock has a number of maximum slots in which they can memorize spells, based on their Base Level, INT and the level of Freezing Spell. This determines how many skills they can keep memorized at any given time. At base level 150, a Warlock will have 15 slots, with an additional slot for every 10 INT, and an additional 4 for every level of Freezing Spell.
Slots = (4*Freezing Spell Lv) + floor(BLv/10) + floor(Int/10)
Builds
Equipment
Job Data
Skills
See Wizard Skills or High Wizard Skills for Second Job Skills.
Skill |
Description |
Levels |
Type
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Learning Magic Books by reading them previously and seal them up. |
1
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Active
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|
Increase the amount of spells that can be sealed with the skill Reading Spellbook. |
5
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Passive
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Increases the range of Warlock magic skills and decreases their casting time. |
3
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Passive
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Strikes a single target with magical damage, and absorb some of that damage as HP. |
5
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Offensive
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Strikes a target at long distance with Ghost element damage. |
5
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Offensive
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|
Imprisons the target temporarily behind a white magic curtain, preventing them from moving. |
5
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Active
|
|
Players in the effective range of the caster, including the caster, cannot cast spells. |
5
|
Active
|
|
By gaining a greater understanding of your magic, you can make all of your magic skills deal max damage. |
5
|
Active
|
|
Curse a target with the Marsh of Abyss, slowing their movement. It also decreases the target's Evasion and DEF according to the caster's INT and job level. |
5
|
Active
|
|
Summons a huge meteorite on the target, striking all targets nearby. |
5
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Offensive
|
|
Conjures the fires of hell to burn a target. The skill causes Burning status effect, which continually deals Fire element damage over time. |
5
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Offensive
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Calls a comet from space to crash down into the ground dealing MATK * (10-30) ~ (18-50) Neutral element damage based on distance from blast center within a 15x15 radius. The skill causes Burning status effect. |
5
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Offensive
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Covers a 15x15 area in a freezing mist, causing MATK * 3~7 * (blvl / 100) damage and inflicting Freezing status to targets that enter. |
5
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Offensive
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Deals MATK * 13~25 * (blvl / 100) Water element damage to targets under Freezing status effect. |
5
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Offensive
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Deals MATK * 5~17 * (blvl / 100) Wind element damage to a single target. When a target is struck by Chain Lightning, it will also chain to enemies near the target. |
5
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Offensive
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Causes Stone status to a single target and all targets nearby. |
5
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Active
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Causes the earth near you to shake and shoot up from below, dealing MATK * 21~25 * (blvl / 100) damage to those in range. Has a 6~50% chance of divesting weapon, helm, armor, shield and accessory on hitting foes. |
5
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Offensive
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Throws your active Fire Ball, Lightning Ball, Water Ball and Stone that you currently have summoned to deal damage to a single target. |
2
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Offensive
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Summons a ball of Fire near the caster. |
5
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Offensive
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|
Summons a ball of Water near the caster. |
5
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Offensive
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Summons a ball of Lightning near the caster. |
5
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Offensive
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Summons a magic stone near the caster. |
5
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Offensive
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Deals 4 blows to target foe, each hitting for MATK * 10~30 magic damage. Element of summoned stones determine the element of each hit. Causes one status effect from Burning, Freezing, Stun, and Bleeding status ailments. |
5
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Offensive
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Skill Tree
File:Skilltree warlock.png
Job Bonuses
Stat\Amount |
+1 |
+2 |
+3 |
+4 |
+5 |
+6 |
+7 |
+8 |
+9 |
+10 |
+11
|
STR
|
34 |
|
|
|
|
|
|
|
|
|
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AGI
|
8 |
20 |
29 |
40 |
47 |
|
|
|
|
|
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VIT
|
15 |
18 |
24 |
25 |
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|
|
|
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INT
|
1 |
2 |
7 |
12 |
23 |
35 |
36 |
41 |
44 |
45 |
50
|
DEX
|
3 |
6 |
13 |
19 |
28 |
39 |
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|
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LUK
|
31 |
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