Event and Dungeon Bosses<\/div><\/h2> \r\nOf all the Event Bosses, Pentaracts give the Wizard the easiest time against them assuming he has a decent defense stat (20 or more should be sufficient). Pentaracts as a whole do not deal very much damage and you can fight one for a long time with proper dodging, which you will not need to do. A few spells aimed to the right point can take a tower out in seconds. \r\n \r\nAgainst Skull Shrines, with a decent defense stat you can generally ignore the blue skulls (though kill them if you have no other targets to go for; the damage will add up and it's hard to dodge blue skulls) and look for an opening to get close enough to target the red skulls and the Skull Shrine. Move in behind the classes with the most HP and defense, or move up whenever you get a Warrior or Paladin boost. Concentrate on the main skull spamming spells, and use cover against the main skull whenever available. Off-centering against Shrines is recommended since it is very important to be able to see shots early. \r\n \r\nAgainst Cube Gods, spells are very effective. Unlike other classes, the Wizard can aim a spell right at the cube god without having to lead the other cubes away. Hide behind melees and stronger classes, and make sure you have a good pally\/priest\/necro around. Wizards are the fastest at killing a single target at most ranges so mow down the browns and yellows and keep yourself at a decent health. If a big group of blues charges at you, retreat while strafing to avoid most of the damage. When they retreat, carefully aim a spell at the Cube God. Generally, you only get a few seconds to damage the Cube God before all the other cubes come rushing to it's aid, so back off and then repeat this pattern until the Cube God dies. Do your best to dodge the Cube God's shots, because they will hurt a Wizard quickly, especially the thinner and longer shots. Again, off center against cubes to get the best vision against the polygons. \r\n \r\n
Summary<\/div><\/h2> \r\n \r\nThe best offense is a good defense. With their high damage outputs and devastating spells, Wizards can just about eliminate any obstacles in their way. Wizards are effective both alone and in a group, although players dislike the possibility of Soul-bound drop privileges being taken away from them. \r\n \r\n
Pets<\/div><\/h2> \r\n\r\nI know what you're thinking about this section, 'Why don't I just stick to my normal pet?\" Well this is going to answer that. Think about it, lack of defense but excellent offense, so your pet should main in Mana Healing or Normal Healing and secondary the other, like any other pet, right? Well to draw fire away from your wizard friend, I recommend getting decoy as well, or electric for those hell hounds and Demon Brutes in the Manor of Immortals and in the Abyss of Demons, and a few other instances like the Minotaur Lesser God. Alright, now you know how to survive with your little sea slurp or baby at hand. "],[[],[]]);initializeCookieConsentBanner("e");