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AP build[edit]

LUK is only used for the Blaze Wizard as a requirement to wear most Mage-specific equipment, with the usual requirement of LUK being 3 points above the equipment's level. When you level, put 4 points into INT and 1 point into LUK. If you are not sure, press Auto Assign as this will take advantage of equipment stats as well.

  • Level 10 -> 13 LUK
  • Level 35 -> 38 LUK
  • Level 40 -> 43 LUK

INT is the Blaze Wizard's main damage stat, as it adds to the character's Magic Attack. All points not spent on LUK should be put in INT, as the other stats do not help Magicians AT ALL! Some people cap their LUK at 50 or so and put all AP on INT after that.

Skill build[edit]

First job[edit]

Maxing MP Increase first is no longer necessary post ascension. For the first few levels, you will be able to use Three Snails to attack, and save MP if Magic Claw is draining it too quickly. Flame is replaced by Ifrit in third job, so it does not need to be maxed.

Regular Build
  • +20 Magic Claw (MAX)
  • +10 MP Boost (MAX)
  • +15 Magic Guard (MAX)
  • +15 Magic Armor (MAX)
  • +1 Flame (1)

Flame is replaced by Ifrit in third job, so it does not need to be maxed. Magic Armor 15 last for 240 seconds and works good on a macro when you get second job Meditation & Spell Booster.

Second job[edit]

We finally get a mob skill, Fire Pillar. Fire Arrow is replaced by Fire Strike in third job, so it does not need to be maxed, but 1 SP early is a nice replacement for claw. Teleport could be raised early or later depending on how much you use it. It's costly with only 1 SP on it.

Regular Build
  • +1 Fire Pillar (1)
  • +1 Spell Mastery (1)
  • +1 Teleport (1)
  • +1 Fire Arrow (1)
  • +19 Spell Mastery (MAX)
  • +19 Fire Pillar (MAX)
  • +10 Spell Booster (10)
  • +19 Teleport (MAX)
  • +20 Meditation (MAX)
  • +10 Spell Booster (MAX)
  • +10 Elemental Reset (MAX)
  • +10 Slow (MAX)

Fire Arrow is replaced by Fire Strike in third job, so it does not need to be maxed, and those 29 SP are better used elsewhere. You could raise Meditation & Spell Booster together as they work well on a macro with first job Magic Armor. (Booster last as it cast slow (Armor/Meditation/Booster))

Third job[edit]

Fire Strike hits 6, it's fast, and has a good range. (Now you know why you didn't get Fire Arrow in second job) 1 SP on Flame Gear early just because it's cool, but it's really not very useful till you get more points on it later. Don't raise Element Amplification too early, or it will cost you too much MP.

Regular Build
  • +1 Fire Strike (1)
  • +1 Flame Gear (1)
  • +2 Magic Critical (MAX)
  • +29 Fire Strike (MAX)
  • +20 Element Amplification (MAX)
  • Save 17 SP until level 100 (for Ifrit)
  • +20 Ifrit (MAX)
  • +9 Flame Gear (10)
  • +1 Seal (1)
  • Save 17 SP until level 110 (for Meteor Shower)
  • +20 Meteor Shower (MAX)
  • +20 Flame Gear (MAX)
  • +10 Seal (11)

Flame Gear looks cool, but it does not speed training so it's maxed late. Seal cast fast and is useful with only one point, so it does not need to be maxed early, or at all.