
Hailed as one of the best MMORPG, WAR (Warhammer Online: Age of Reckoning) focuses on Realm versus Realm (RvR) feature where players defend their homeland, conquer realms and fight against the opposing army.
The Bright Wizards are the range spell casters of the Empire and they known for their expertise in using the Aqshy (also known as Fire Magic). Their allegiance belongs to the Empire’s Order of the Griffon Army. The following class guide is written by DarkNecrid and it discusses the Bright Wizard Class – class information, abilities, builds, etc.
Burninating the Countryside – A Bright Wizard Guide [v1.4]
An Introduction:
So you noticed 60% of the population was playing these bad boys and either didn’t get to try them out, or did but didn’t see what the big deal was. Well, look no further. I also plan on doing guides for other classes should I have the time.
If anyone has played Guild Wars as a caster class, there are a few key skills you can bring over into this game. If not, well I’ll try my best.
The guide that follows is for Player versus Player.
Pre-kiting is your most valuable ability as a Bright Wizard. It costs nothing, it has no cooldown, and it stops you from dying a lot. This ability must be totally broken! Pre-kiting is kiting (moving to mitigate damage done to you), before the enemy actually gets to you. So if you see a guy who might just possibly be wearing a helmet that could be construed as a popular legend involving a woman, or a guy who looks like he wants your insides adorning your sword, I can’t stress this enough, RUN AWAY. But don’t fret, you’re going to be casting stuff on him while you’re running away, because you’re annoying like that. If an enemy melee guy gets close to you, needless to say, you’ve screwed up. If you’re a clicker, learn to stop clicking. There are many popular keyboard setups that you can use, but I’m not going to go into this for now.
Resource management is a Bright Wizard’s second needed asset. You have 250 Action Points to manage efficiently as well as your Aqshy/Combustion levels.
Aqshy/Combustion is the Bright Wizard mechanic. Most of your spells build Combustion, and as it gets higher all your offensive spells have a greater chance of critical hitting, however you might Backlash and get hurt. Knowing when to keep your Combustion going or to let it go is an important talent needed for a BW. If you have a healer who can focus on you reliably, keep it going. If you have no healer, you should let it go soon so you don’t kill yourself.
1-10 Combustion gives you +5% Crit chance, +10% Crit damage, but you have a backlash chance of 10%. (A +5/+10% improvement over the previous rank for a +10% possible danger zone.)
11-30 Combustion gives you +10% Crit chance, +20% Crit damage, but you have a backlash chance of 20%. (A +5/+10% improvement over the previous rank for a +10% possible danger zone.)
31-70 Combustion gives you a +20% Crit chance, +40% Crit damage, but you have a backlash chance of 30% (A +10/+20% improvement over the previous rank for a +10% possible danger zone.)
71-90 Combustion gives you a +40% Crit chance, +80% Crit damage, but you have a backlash chance of 40%. (A +20/+40% improvement over the previous rank for a +10% possible danger zone.)
91-100 Combustion gives you a +50% Crit chance, +100% Crit damage, but you have a backlash chance of 50%. (A +10/+20% improvement over the previous rank for a +10% possible danger zone.)
You’ll notice that 31-90 gives you the biggest buffs for the lowest improvement to backlash.
Bright Wizard Abilities – An Indepth Look
=Skills Gained by Ranking Up=
Flee
Your basic run away skill. Useful if your about to die and need to get away. Use carefully.
Ignite
Your de facto basic DoT. Learn to love it.
Fireball
This ability is one of the worst spells in the game. It has amazingly bad DPS, takes forever to activate, you can’t move while using it, and the damage is not worth it. Once you have your appropriate BW skills, if you’re using this, you’re doing it wrong.
Meltdown
This is your Dhar Wind. Use if you hit ~70/90 Combust without a healer or if your healer can’t keep you alive. Otherwise, keep killing things.
Sear
Very meh. Can’t move while casting, damage isn’t too great. Builds a good chunk of Combust tho. But eh.
Shield of Aqshy
Nice for the armor buff in a time of need (ie: when you failed at pre-kiting). If you’re really good at kiting and know how to escape battles properly and play well with your healers, you should never really need to use this. Use if your gonna get owned by a Witch Elf/Hunter.
Smoke Screen
I can’t say enough good things about this skill. Use it. Now.
Scorched Earth
Personally, I don’t like this skill. AoE is good for light pressure, however HoT’s dominate the game and will outheal this AoE damage quite easily. Not really worth it, tbh. The only time you should be using this ability is to get yourself to 100 Combust before a fight.
Flames of Rhuin
A nice party buff, no real reason NOT to use it.
Boiling Blood This spell is really really good. Really. Use whenever you possibly can.
Fiery Blast I think if anyone uses this ability, the game should log you off and automatically uninstall itself from your computer. (Good for keeps or hitting people in an AoE (surprise!), but don’t go throwing this like a nuke on one or two targets all the time, ok?)
Cauterize
Not much to be said about this.
Fire Cage An AoE root. Use this if you need to get away. This is one of your most useful utility spells, so use it.
Pyroclastic Surge I really never use this, but I guess it can be fairly useful on a healer maybe. To be fair, you blow stuff up enough without this spells benefit, I find.
Detonate This is your bread and butter spell. If you aren’t using this when you get it you are not playing the class right. Everything you do should involve this spell, it’s that good.
Flame Breath Meh.
Flame Shield Not too big on this buff to be honest but whatever. Use it anyways. Can’t hurt.
Burning Iron
Not very useful. It’s not instant like all your good stuff is, and quite simply 50AP isn’t going to make a difference if your target is dead anyways.
Rain of Fire Costs 130 AP, and most good players are going to evade this. Useful in PvE I’m sure, but players (usually) aren’t that dumb. Note: Good for hitting people in an AoE (who knew), also good for keeps.
Burnout Use with a healer you can talk to. Otherwise, don’t. If you’re good at resource management, you really won’t need to use this much anyways.
Slow Boil If you can spend the AP for this, you can use it, but the damage isn’t a lot, and I find you’re better off killing stuff than slowing the enemy down cooldown wise.
=Skills Gained by Raising Masteries=
Incineration:
Funnel Power Meh. The damage doesn’t make too much of a difference if you play effectively.
Nova A nice spell to use on the run when you have the AP and have setup your plan (more on this below)
Fireball Barrage
Is just simply not worth it compared to your other options.
Immolation:
Playing with Fire This ability is godlike. Use on person when you’re ready to DoT them to death, and enjoy the burn.
Withering Heat This is the only time you should ever EVER EVER stop moving.
Stop, Drop, and Roll Your other bread and butter spell. This is one of the best abilities in the BW repitore. Enjoy it.
Conflagration:
Annihilate Terrible. Terrible. Terrible.
Spreading Flames..terrible!
Favorable Winds Is terrible because all your AoE options suck.
=Morale Skills=
Mage Bolt Godlike Rank 1 Morale ability. Use this whenever because you can’t go wrong with it.
Misdirection In comparison to Mage Bolt, is god awful.
Magic Dart This is god awful too, because if you’re doing your #1 ability pre-kiting and kiting in general correctly, the knockback is worthless.
Siphon Power
The debuff isn’t very good and you don’t need the AP and the AP loss doesn’t matter if you’re killing them. Stick to Mage Bolt.
Focused Mind Pretty good Morale ability. However, it is out done by…
Ruin and Destruction
This is your rank 2 Mage Bolt. You will use this whenever you can use it the best. An AoE stun for 5 seconds and good damage? Gimme gimme gimme. Screws over every single melee.
Scintillating Energy Isn’t as useful as RaD. RaD benefits your whole party by stunning a lot of people, SE is only useful in 1v1.
Heart of Fire Sucks.
Unleash the Winds Stick with RaD.
The Burning Head
Good effect, but not really worth it because Incin is just so much better.
Wall of Fire
Not the best Morale ability. Stick to Mage Bolt & RaD.
Conflagration of Doom
Just no.
=Tactics=
Endless Knowledge Meh.
Sleight of Hand
Useless in PvP.
Devour Energy Fairly useful at keeping your AP up if you can’t manage it well.
Close Quarters I would like to remind you that getting close to stuff = you dead.
Sigmar’s Favor
Please no.
Unwavering Faith
Eh.
Emperor’s Ward Very meh.
Power from the Ashes This is only useful if you plan to use Meltdown often. ie: when you don’t have any healers.
Lingering Fires You should be almost never using either of those abilities. So bad.
Flashfire All your stuff is instant anyways except for Whithering Heat. Pass.
Crown of Fire You shouldn’t be getting attacked.
Fan the Flames
Buffs Detonate, but I like other Tactics better.
Distracting Fires
Must have. Both of these spells rock, you should be using this Tactic often.
Embrace the Flames Nein.
Fueled From Within Very average.
Searing Vitality
Not worth it. At all.
Draining Burn
This ability is meh anyways. So is the tactic.
Burn Through
Too bad they still suck.
Fuel to the Fire GET THIS TACTIC AND USE IT 24/7 I DON’T CARE WHAT.
Ignition
You’ll be using this ability frequently anyways. Worth the slot, imo.
Smoldering Embers Detonate & this is godlike. Use it.
Explosive Force
Nothing great, but can be handy.
Fiery Reserves Not worth it.
Wildfire
Also not worth it.
Bright Wizard Builds and Playstyle
Anything involving Immolation as your main build and Incineration as your second is good. No joke.
Wall of Fire and the rest of Inc. just aren’t good. In generally, Immolation is the best build a BW has hands down. Incineration and Conflagaration just aren’t very good in PvP at all. I’m sure Conflag could be good in crowded PvP with a lot of players bunched up, but Immolation is just hands down more reliable and has more power.
Your basic chain to use is the following:
Ignite -> Detonate -> Boiling Blood -> Playing with Fire -> Withering Heat
For closer foes:
Ignite -> Stop, Drop, and Roll -> Ignite -> Detonate -> Boiling Blood -> Playing With Fire -> Withering Heat, if enemy is close -> Smoke Screen.
Both of these chains will wind up with your target dead in most cases.
Builds:
Bright Wizard Build 01<– damn strong build, my favorite. It rules.
25 POINT STARTER BUILD:
Bright Wizard Build 02 <— you can’t go wrong with this.
30 POINT LATE GAME BUILD:
Bright Wizard Build 03 <— this really works out quite nicely. Not shown is that the last point adds +1 to all tiers, so you wind up having 15 Immolation, anyways.
Closing and Update History
Hope you enjoyed this guide. Note that this stuff may change towards Open Beta & Release, but should give anyone a basic guide on how to play Bright Wizard effectively when those come around. Do not be a clicker who just fireballs, you’re not playing your class to the best you can be!
Image Source of Bright Wizard: WAR Site
Source: WAR Forums
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