Welcome to this guide for Maplestory 2 Wizard builds. This guild will explain the fundamentals of playing the wizard.
This is all the stuff you’ll need to know to get started on your wizarding journey to become the greatest archmage of all time!
Wizard Pros and Cons
– Strong DPS class (only inferior to Assassin in single target damage)
– The best AOE damage class in the game (Heavy Gunner is second)
– Ranged (objectively better for DPSing in raids)
– High mobility – the best dash/teleport in the game
– Elemental skills are awesome (can bypass some dungeon mechanics in Chaos raids)
– You won’t be a Muggle
– Remains strong DPS after 2nd job skills come out
– Bear plays this class
– Not a berserker ( ͡° ͜ʖ ͡°)
– No self-sustain
– Big damage skills hard to land on moving targets (this gets worse after 2nd job skills)
– Mediocre PvP class – no stagger or interrupt
OK mate, this is my go-to PvE build at level 60 (max skill points – 68):
I tried several different builds, including adding Thunderbolt at the cost of both Claw and Arcane Blast points, as well as an Ice Storm build.
In my parsing on the guildhouse dummies (aiming to hit all 3 of them with every attack), I found the most consistent and highest damaging combination was the build you see in the picture above.
Alternatively, since Thunderbolt is an awesome skill, you could consider taking points out of Arcane Blast and putting them into Thunderbolt. This didn’t achieve quite as consistent results, maybe due to the fact that you now have two 40-spirit-cost skills requiring more claw casts at the expense of Flame Wave spam. You also need to keep in mind you add more cooldown management for every skill you add to your artillery. However, it may prove better against bosses that you need to burst.
Ultimately, it boils down to personal playstyle because a lot of these builds are very close in total damage output, with some better against mobile bosses, and some better when you can stand still without interruption – so pick the build that is the most EPS (enjoyments per second) for you, mate!
The only other caveat is this: if you have another wizard who is weaker than you in the party, get them to take Focus Seal and pick another damage dealing skill (like Thunderbolt) instead of Focus Seal yourself.
I am asked a lot what build I run in chaos raids, so I thought I would update the guide to reflect the builds that I run and a quick explanation.
Keep in mind that for bossing, you need to factor in the boss’s movement when deciding what the best skill build is – it’s not the same as parsing a dummy. This makes it better to frontload your damage and spend more time regenerating spirit when you’re moving.
This is the tri-element build that you can run if someone else runs Focus Seal. The benefit of this build is that it has the highest burst out of all the builds, but does not have a shield.
Interestingly, you can actually put claw on the macro for this build without losing DPM. This seems to be an exception to the explanation of mechanics in the sections below. The reasons for this are:
- You will always have enough spirit to cast your cooldown skills
- You aren’t as prone to cooldown management/spirit management mistakes with a macro
- Even though you put out fewer Flame Waves per minute than manual casting, you are being interrupted constantly by cooldown skills so the gap between manual and full macro is decreased
The only time this build loses out on damage is when your priest drops Holy Symbol, in which case you can run a macro with no claw as well to dump spirit.
If you need to run Focus Seal, you can just drop one of the elemental skills and invest those points in Armor/Focus Seal.
If you don’t care for the theory behind these builds, get on ya bike and skip the rest of this section.
This is where we talk about some hidden Wizard tricks that OG KMS2 players use. I’m about to blow your mind.
Important Wizard Mechanics (wall of text incoming)
There are a few important Wizard mechanics to understand to maximise your damage output.
Macros make the wizard one of the mechanically easiest classes to play in the game.
This is my go to macro setup:
(Don’t put AB on your macro unless you have leveled it up!)
Alternatively, you can put every single damage skill you need on the one button if you’re really lazy (and don’t like doing maximum damage), like this:
See the section “Full Macro vs. Partial Macro” for explanation of the above.
The skill priority for the macro is Arcane Blast > Flame Tornado > Phantom Claw > Flame Wave > Phantom Claw > Flame Wave etc.
(Claw and Flame Wave alternate until Flame Tornado or Arcane Blast comes off cooldown.)
Macros also have the added benefit of animation cancelling some skills. Faster skill casts = more damage output. Neat!
This is where is gets interesting.
My Wizard can cast Flame Wave about 14 times in 10 seconds. If I put Flame Wave on a macro by itself, I can cast the skill about 2x faster if I hold down macro + arrow key.
Don’t believe me? Go and try it yourself!
It gets better, this works for Ice Spear as well. Fast attack speed = faster freezing – this is why Ice Spear is the best PvP spam ability if you can use it well.
Full Macro vs. Partial Macro
For maximum damage output (provided you play perfectly), you should cast Phantom Claw on its own, Flame Wave (+Arcane Blast) on another macro, and Flame Tornado separately on cooldown.
Jump Clawing/Arcane Blasting
Jump Clawing/Arcane Blasting is another very simple thing to do to maintain your DPM against moving enemies. As you move towards them, you attack. The problem here is that you’re unable to actually cast with fire skills midair.
You get around this by using having Claw on a separate key from your macro and spamming it as you jump towards your enemy, and then swap back to your macro when you are in position.
Arcane Blast can be cast from the macro though, because of its skill priority!
Why make a Focus Seal build?
The Focus Seal builds provide a significant damage boost to your entire party, not just you. More party damage is better, but if you’re significantly stronger than other members of your party (PUG maybe) then maybe consider dropping this skill.
In a raid group you should always be running this on one wizard only (duh!).
Hard/Chaos Dungeon Strategies for Hogwarts Students
- Learn safe spots for ranged characters (e.g. Fire Dragon has at least 3 of these!)
- Allocate all your attribute points into HP if you’re struggling to survive
- Allocate your points from damage skills into max Mage Armour if you’re struggling to survive
After testing out a few different builds based with the aim of:
- Crowd control in PvP
- Hitting mobile targets
- Dealing good burst damage
- Good sustain
The best build that I could come up with was:
“But this doesn’t have Ice Spear!” I hear you say.
I tried many different builds to see how good Ice Spear could be, and the only time it seemed to be effective when trying to kite. If you can learn to jump strafe attack consistently then putting points into Ice Spear can potentially turn you into a godly PvP player.
I found, however, that it lacked damage output against better geared enemies, and that straight damage was often much better than CC (PvE gearing in CBT2 – nice balance Nexon haha).
Use Thunderbolt as your burst damage/finisher because of its quick animation, and Flame Wave as your main source of damage (it’s surprisingly hard to dodge, but can be jumped over). Flame Tornado is more used as an area denial skill given how hard it is to hit. I elected to put points into Flame Tornado here instead of more into Phantom Claw because it was often more useful to stop your enemies coming at you with a giant wall of fire, than getting free damage on them at range.
Consider putting points in Elemental Master instead, to have Level 6 Flame Tornado and Level 4 Elemental Master.
I don’t think there is any question about Mage Armour – this is such an important part of your kit that it needs to be maxed! It’s basically an extra 24% HP for 10 seconds.
It’s particularly useful for sustaining through enemy damage bursts or baiting your enemies into over-committing so that you can punish them.
Also note, Phantom Claw is an extremely useful skill for de-cloaking Assassins who are stealthed if you spam in the vague direction you think they are. This is the easiest way to tilt assassins in PvP!
If there are any accomplished Wizard PvPers out there who read this guide, please let me know what kind of builds you’ve found success with! I am a 1400 rank Gold scrub at the time of writing.
Gear and Stat Priority
Of course you need to aim for level 50 legendary gear ASAP for better base stats, but the most important aim is to reach the Gear Score (GS) requirement for the late game dungeons and raids.
Once you reach the GS thresholds for the dungeon or raid you want to farm, then you should be thinking about your overall attacking power, more than the GS of your character. Keep in mind this is not well represented by the “Attack” number on your character window.
Generally speaking, the most important part of your kit to enchant first is your weapon – you make large GS gains from upgrading your weapon to +10 and beyond, as well as the other benefit of clearing dungeons faster (provided you aren’t dying). Keep duplicates of the weapon you are enchanting so that you can continue to enhance it beyond +10.
Accessories are the next most important part of becoming the world’s hugest wizard – if you aren’t lucky enough to get the stats you want on your accessories, make sure you check the Black Market (BM) regularly for gear with the stats you want.
Armour is actually a little bit important for your damage here, because you can get one offensive line and one defensive line per piece of armour. Pick carefully!
I won’t mention specific gear here, because this is very much subject to change as the game develops. Use the section below as your guide for how to choose your gear.
Stat Priority – MATHS HEAVY SECTION
Piercing (30% max) > Magical Piercing (15% max)/%Fire Damage/%magical attack/%ranged damage > Accuracy/Crit Damage > Attack Speed (in PvP move attack speed to second place)
Armour (excluding uniques):
%Boss damage/Accuracy > +Magical attack > Health
Before we go on, keep in mind the damage formula should look something like this:
Damage = [(Weapon attack + bonus attack)] x [mainstat x Classfactor*] x [Phy/Mag attack] x [“all kinds of dmg%“] x [total dmg%] x [skillpower] x RNG
[Target defense(1-def%)] x [target phys/mag resistance(1-phy/mag piercing%)]
NB – there is a + instead of a x on the Meowuniverse equation – but my tests have actually shown that %phys/mag atk is multiplicative (so far), instead of additive.
The best stat in the game is, and always has been, piercing. Since forever, this stat has been the meta defining stat in KMS2 and it seems to function the same in GMS2. The impact of this stat isn’t easily demonstrated on dummies as their defence is low compared with bosses. Don’t confuse this with physical or magical piercing!
Piercing helps to bypass enemy defence, thereby increasing the effectiveness of all other stat bonuses you have. You should aim for the commonly quoted cap of 30% piercing damage.
You can obtain piercing on all accessories including belts; try also to get a favourable secondary stat line too!
Piercing is used in the equation to define a damage multiplier, and is often quoted as:
Damage multiplier = 1/(1-%piercing)
To a maximum of 30% piercing (0.3)
This means that you actually exponentially increase your damage multiplier the closer you get to the cap of 30%.
- At 1% pierce you achieve a multiplier of 1.010
- At 30% pierce you achieve a multiplier of 1.429
You should also aim for a magical piercing stat of 15% at most. See the links in FAQ for more reading. This I don’t fully understand myself.
Don’t forget to place and use the Scion of Light souvenir in your player house. It can be found under Furnishing > Souvenirs. It gives a free 60 minute buff for 4% piercing!
Why %fire damage and %magic attack?
Both these %damage bonuses are applied as final multipliers in the damage formula, making them a multiplicative increase to your damage. These don’t show up well in your ‘attack’ stat on the gear window, so to actually see them you need to click ‘Advanced View’.
Here, %magic attack is actually slightly stronger than %fire damage. The reason is simple – because not all your attacks use the fire element! (If you’re wondering why there’s no %magic attack, it’s just factored into the Magic Attack number)
There is one problem with %magic attack though – you almost exclusively get %magic attack from skills alone, but not from equips.
“But mate, why can’t I just stack +magical attack on my armour and equips then?” you ask.
The reason you shouldn’t is because you get diminishing returns from flat +magic attack bonuses.
This is a little tricky to explain, but read on if you want the full explanation using the proposed damage formula. (The mathematics is simple, but getting your head around the idea may not be – but you’re a smart cookie so you’ll be fine).
To understand why %magic attack is good, and why +magic attack is not as great, we need to look at the top line of the damage formula again:
Damage = [(Weapon attack + bonus attack)] x [[mainstat x Classfactor*] + [Phy/Mag attack] x [“all kinds of dmg%“* *] x [total dmg%] x [skillpower] x RNG
By scaling the physical/magic attack part of the equation up, we scale our total damage output. A percentage increase in this will always result in the equivalent percentage increase in our total damage output (if this is in fact the correct formula).
A flat bonus to this number, however, may represent only a small percentage of our character’s magic attack. Because the +magic attack bonuses are additive, rather than multiplicative, they do not scale well into the late game.
My wizard has a base of 274 magic attack.
If you use Focus Seal, you gain 6.9% magic attack – now my wizard’s buffed magic attack is 293.
If you add 15 magic attack from gear instead, this brings the magic attack to 289, which is clearly less than the extra 6.9% magic attack bonus from Focus Seal.
As your wizard’s magic attack gets higher, these flat bonuses make up an even smaller and smaller % of your magic attack.
This means that pieces of gear that you put +magic attack bonuses on will fall behind other percentage-based bonuses (such as %boss damage) in the long run. You need to also consider the opportunity cost of not having these other lines on your gear (e.g. +magic attack on your staff at the expense of ~10% magic piercing).
Regarding %magic attack and scaling, I have also tested the damage output on a raid dummy several times with and without Focus Seal, and found that the proposed damage formula holds true – at least for this example!
Accuracy, Melee/Ranged Damage vs Crit Damage
Following the release of 2nd job skills in KMS2, the meta shifted away from Critical Damage as the best secondary stat due to boss critical resistance. In this particular meta, it was overtaken by the Accuracy and Melee/Ranged Damage stats.
The endgame bosses had a lot more evasion than previous patches, and Melee/Ranged Damage was not mitigated by bosses as much as Critical Damage. Who knows how the meta will change for GMS2, but these are my thoughts on current stat priority.
An important thing to note about Accuracy – if you’re missing, you’re losing DPM! Get more Accuracy if that happens. It sounds obvious, but a lot of people forget this!
This used to be more useful in early KMS2 when your basic skill actually regenerated spirit per cast (this mechanic has since been removed with some exceptions).
The downside to attack speed is the converse of this for spirit-consuming attacks – you now dump your spirit faster. This is not a great way to scale your total damage output, especially because many of your skills are cooldown based (so you should try to increase the damage of single hits)!
Alright team, that pretty much wraps up the fundamentals of the wizard in MS2. You are now ready to get out there and show the Muggles of the Maple World what you’re made of!