Warlock

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Warlock
caption
Job Base(s): Wizard
High Wizard
Job Type: 3-1
Changes At: Morroc
Number of Skills: 23
Total Skill Points: 106
Total Quest Skills: 0
Job Bonuses
STR AGI VIT INT DEX LUK
+1 +5 +4 +10 +6 +1


Overview

Warlocks are the advanced version of the Wizard class. 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 class. No longer the primary DPS class most wanted for parties, but rather a fallback support class for controlling mobs and adding extra damage to finish off mobs. Still capable of great damage though, this class 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 capacity. 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 mobs and then freeze them again if necessary.
  • Make sure to keep HP up enough to withstand monster skill attacks.
  • The Aqua Elementals do the most damage so target them first. They are weak against Jupitel Thunder or the Chain Lightning stone!
  • Hotkey level one of Storm Gust. This will keep the monsters mostly frozen, and the player won't have to heal as much.
  • Using a combination of Mystical Amplification and Jupitel Thunder on the frozen targets will do very high damage, if there are no more cast stones.

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:


File:Reading Spellbook-icon.png Reading Spellbook
Release-icon.png Release

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 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

Class Data

Skills

See Wizard Skills or High Wizard Skills for 2nd class Skills.

Skill Description Levels Type
File:Reading Spellbook-icon.png Reading Spellbook
Learning Magic Books by reading them previously and seal them up. 1 Active
File:Freezing Spell-icon.png Freezing Spell
Increase the amount of spells that can be sealed with the skill Reading Spellbook. 5 Passive
Radius-icon.png Radius
Increases the range of Warlock magic skills and decreases their casting time. 3 Passive
Drain Life-icon.png Drain Life
Strikes a single target with magical damage, and absorb some of that damage as HP. 5 Offensive
Soul Expansion-icon.png Soul Expansion
Strikes a target at long distance with ghost element damage. 5 Offensive
White Imprison-icon.png White Imprison
Imprisons the target temporarily behind a white magic curtain, preventing them from moving. 5 Active
Stasis-icon.png Stasis
Players in the effective range of the caster, including the caster, cannot cast spells. 5 Active
Recognized Spell-icon.png Recognized Spell
By gaining a greater understanding of your magic, you can make all of your magic skills deal max damage. 5 Active
File:Marsh Of Abyss-icon.png Marsh Of Abyss
Curse a target with the Marsh of Abyss, slowing their movement. It also decreases the target's Evasion and Physical Defence according to the caster's INT and job level. 5 Active
Crimson Rock-icon.png Crimson Rock
Summons a huge meteorite on the target, striking all targets nearby. 5 Offensive
Hell's Inferno-icon.png Hell Inferno
Conjures the fires of hell to burn a target. The skill causes Burning status effect, which continually deals fire element damage over time. 5 Offensive
Comet-icon.png Comet
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 Offensive
Frost Misty-icon.png Frost Misty
Covers a 15x15 area in a freezing mist, causing MATK * 3~7 * (blvl / 100) damage and inflicting Freezing status to targets that enter. 5 Offensive
Jack Frost-icon.png Jack Frost
Deals MATK * 13~25 * (blvl / 100) water element damage to targets under Freezing status effect. 5 Offensive
Chain Lightning-icon.png Chain Lightning
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 Offensive
Sienna Execrate-icon.png Sienna Execrate
Causes Petrification status to a single target and all targets nearby. 5 Active
Earth Strain-icon.png Earth Strain
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 hit foes. 5 Offensive
Release-icon.png Release
Throws your active Fire Ball, Lightning Ball, Water Ball and Stone that you currently have summoned to deal damage to a single target. 2 Offensive
Summon Fire Ball-icon.png Summon Fire Ball
Summons a ball of fire near the caster. 5 Offensive
Summon Water Ball-icon.png Summon Water Ball
Summons a ball of water near the caster. 5 Offensive
File:Summon Lightening-icon.png Summon Lightening
Summons a ball of lightning near the caster. 5 Offensive
Summon Stone-icon.png Summon Stone
Summons a magic stone near the caster. 5 Offensive
Tetra Vortex-icon.png Tetra Vortex
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 Offensive

Skill Tree

File:Skilltree warlock.png

Job Bonuses

Stat\Amount +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11
STR 34
AGI 8 20 29 40 47
VIT 15 18 24 25
INT 1 2 7 12 23 35 36 41 44 45 50
DEX 3 6 13 19 28 39
LUK 31

External Links

Template:Navbox Classes