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Sunday, October 3, 2010

Picture For Battle Aura

THUNDER AURA


 WIND AURA


 EARTH AURA


 FIRE AURA


 ICE AURA


WATER AURA

Thanks to :

Kingky
Papillon
Halco
Zeraphina
Missia
Satranae

How to select Battle Aura

Class Description ( Force Archer)

Pros and Cons of FA

Pros:
Moderate-high MATK
Fast cast spells
Specialist in Heal
Specialist in knockback
Specialist in ranged combat

Cons:
Low HP
Low Def
Only two limit 3 spells
Completer spell weak against large mobs
Several buffs cannot stack until certain rank is achieved

Middle:
Moderate MP
Average ATK rate
Average Def rate



Astral Bow
FA is the only class that uses Astral Bow.
Astral bow adds attack range +1, some ATK rate and MATK. Although critical rate is supposedly increased, it does not function normally.
The tier of the magic weapon equipped on the right weapon slot will determine the level of Astral Bow. What is on the left weapon slot will not affect Astral Bow.
For example, Topaz on the right weapon slot will summon a Lv9 Astral Bow.



Cast Time
Another specialty of FA is fast cast time.
For example, while wizard takes 1.8s to cast a lance, FA only takes 1.3s to cast it.


Range
Since FA belongs to the magic faction, it excels in ranged combat.
To prove that it is a specialist in ranged combat, FA’s astral bow and eagle eye improves attack range by 1 each.


Area-of-Effect (AoE)
As a result of neglecting space, FA only has 2 spells that are more than limit 2, which are Gravity Distortion and Shooting Star.
Both have a limit of 3, however.


Power
As a result of neglecting power, FA does not gain as much MATK from INT, when compared to a wizard.
In addition, FA’s spells do not have high added damage.

------------------------------




Gear + Spells

This section will discuss about FA’s spells, gear and survivability in general terms.



Skills
As FA belongs to the magic faction, most of its spells are MATK-based.
In short, ATK is generally redundant for a FA.


Secondary Effects
FA only has one spell that causes HP down effect – Poison Arrow
FA only has one spell that cause stun – Gravity Distortion
FA has 2 spells that has good down effect – Drilled Shot and Prismatic Arrow
FA has only one spell that has good knockback effect – Shooting Star

However, with the buff [Thrusting Arrow], knockback rate can be increased.
Hence, even lance series, cannon series and critical shot can have good knockback rate when the buff is activated.



Debuffs, Buffs and Recovery spells

FA has two debuffs, Blind and lower Defense.

FA has quite a number of buffs, totaling to 12.
Out of the 12 buffs, 6 buffs can be cast on other players and 6 buffs can only be cast on the FA itself.

In addition, FA is one of the two classes that can heal.
With Greater Heal and Mass Healing, FA is the best Healer.




Armor
FA’s default armor is battleset. As such, Shadow titanium, teragrace and mithril are exclusive to battle FA only.
Wearing battleset allows the FA to have a balance of def, def rate and MATK.

Force Archers are once wizards and some FA become displeased by the loss of MATK when they wield crystals and wear battleset.
As time passed, these purists tossed away their battleset and returned to their original roots.
They found that by wearing martial set, they are able to improve on their INT and have the casting speed of a FA at the same time.
However, to their dismay, they realized that they could only wear up to osmium tier, unlike their wizard brethren who could wear mystic martial and mithril martial.


Now, there are two main groups within the Force Archer class:
The Battle FA, which focuses on having a balance, and
The Martial FA, which focuses on damage dealing.


Weapons
FA’s default weapon is crystal. It specializes in controlling Force rather than intensifying it.
Battle FA will wear crystals until it reached osmium battleset.
Once it has enough INT, a battle FA will switch to wielding orbs so that it can have more MATK.

Martial FA will wield orbs the moment it starts wearing martial set.



Survivability
FA has one of the lowest HP and def among the six classes.
Due to these two weaknesses, FA players should never have the concept that it can tank a large mob as well as FS or WA at the later levels.

To highlight the difference in tanking ability,
A Lv 100 FA wearing teragrace may be hit for around 200 damage with wraith, while a FS in shineguard may be hit for minimum damage.
------------------------------


Game Mechanics
This section will discuss about the basics of the game mechanics.

HP - Health points. When current HP is fully depleted, your FA dies and will incur a death penalty if the FA is killed by a monster.
MP – Mana points. This will determine whether you can cast spells or not.
When current MP is depleted to an extent, a MP potion in the inventory will automatically be used to replenish current MP.

ATK – Increases the damage of ATK-based spells. Generally redundant for FA.
MATK – Increases the damage of MATK-based spells.
AMP – This is a multiplier that acts on MATK/ATK, depending the AMP is Mag AMP or sword AMP.
If your skill amp is 2.00, then your potential damage from 600 MATK is 600 x 2.00.
If your gear amp is +30%, then your potential damage from 600 MATK is 600 x 1.30

Added damage – This is an additive that is added to your potential damage.
If your skill has 2.00 AMP and +1000 added damage, then the potential damage from 600 MATK = (600 x 2) + 1000
Note that potential damage may be seen on your character screen and it does not take the enemy into account.
Resultant damage is the final damage output after taking the enemy’s stats and various penalties into account.


Def – This stat will reduce the amount of damage inflicted by the enemy.
Note that the enemy has a MIN/MAX damage range.
In addition, there is something called a minimum damage cap, where inflicted damage cannot go below that amount.


ATK Rate – Affect whether you will hit the enemy or not.
Def Rate –Affect whether you are able to evade an enemy’s attack or not.
Flee rate – Reduces your chance of being hit.
Although you can see it on your gear or skills, you cannot see it on your character screen.
It is a hidden factor.


How atk rate, def rate and flee have to do with each other?
The three factors are tied to a hidden factor known as hit rate .
You can also call it dodge rate , if you alter the formula slightly.
In simple terms, hit rate affects your chance to hit.

ATK rate and hit rate sounds similar…?
Yes, because ATK rate is the main contributing factor that affects your chance to hit.
It’s like being surprised that the main ingredient of boiled cabbage is cabbage .

Def rate and flee rate sounds similar…?
Yes, they sound similar because they act against the enemy’s chance to hit you.
However, Flee rate is percentage-based while Def rate is numerical-based, so they function differently in the hidden formula.
Only idiots will think def rate = flee rate because they sound similar.
Might as well say orange = apple because both are fruits.



Crit Rate inc. – Chance of getting a critical damage.
Applicable to normal attack and skills.
Critical damage is always shown in blue, so you’ll know whether your hit is normal or critical.
Base crit rate is 5% and default crit rate cap is 50%. Crit rate cap can be increased by +max crit rate effects.


Critical Damage inc. – Increases the amount of resultant damage by a percentage.
Applicable only for critical hits. That means if you fail to crit, this factor is useless.
Base crit damage is +20%. Crit damage cap is currently unknown.
For example, if your resultant damage is 1000 on enemy X and your crit damage is +900%, your resultant damage becomes 10000 whenever it crits on enemy X.
Depth -0300
This section will discuss about the basics of the game mechanics.


Class rank Up
At every 10 levels, you are allowed to take a test to increase your class rank.
Class rank up is fairly important because you may gain stat increase and certain attractive rewards as you go along.
For example, after the Lv 140 test, you will be able to stack two of the same type buffs together.

Contributions made by Khayantos (cabalonline, 02-27-2008)


Level 10: Combo possible

Level 20: Aura Mode possible

Level 30: Battle Mode 1 (Multi-Shooter) possible

Level 40: Buff Time 50% UP
Battle Mode 1 + Aura Mode Possible

Level 50: Board Chain Attack Skill Level 1
Battle Mode 2 (Twin Gunner) Possible

Level 60: Battle Mode 2 + Aura Mode Possible
Board Chain Attack Skill Level 2

Level 70: HP Boost
Max HP UP (Values may vary depending on the Battle Style)
Board Chain Attack Skill Level 3

Level 80: Buff Time 100% UP
Board Chain Attack Skill Level 4

Level 90: Combo accessible in Aura Mode
Training Dummy Restriction Removed
Bike Chain Attack Skill Level 1

Level 100: Bike Chain Attack Skill Level 2


- Promotional Quests for Lv. 110 or higher can be played only those who completed the “War Clouds” Quest group.

Level 110: Battle Mode 1 (Combo accessible)
Bike Chain Attack Skill Level 3
Second storage inventory unlocked

Level 120: Buff Time 150% UP
Buff Quantity Limit to 6
Bike Chain Attack Skill Level 3

Level 130: Battle Mode 1 + Aura Mode (Combo accessible)
Buff Quantity Limit to 7

Level 140: 2 Identical series of Buff can be used and overlapped
Buff Quantity Limit to 8

Level 150: Buff Time 200% UP
Buff Quantity Limit to 9

Level 160: Buff Quantity Limit to 10

Level 170: 3 Identical series of Buff can be used and overlapped



Battle Mode 1

After you complete your level 30 test, you will obtain Multi Shooter.
Multi Shooter adds ATK, MATK, Def, Def rate, Atk rate and HP restore.
For Lv 8 Multi Shooter, it adds +75 ATK, +75 MATK, Defense +110, ATK rate +900, Def rate +80 and HP restore +5 (per 2s).

Multi Shooter is a weird Battle Mode that is only suited against small mobs.
1. It changes the limit of your attack spells to 1, regardless the spell is gravity distortion or drilled shot or whatever. Piercing effect is also lost during Multi Shooter.
2. It splits the spell and attacks a number of targets within range. So far, I observed that the max number of targets is 4.
If a FA cast Gravity Distortion on a mob size of 20+, the player would usually expect it to hit >15 mobs.
During Multi Shooter, if the same FA casts GD, it will observe GD splitting into 4 and each GD will randomly choose one target.
Instead of hitting >15 mobs, each GD hits one and only one target, totaling to 4 for the entire spell.

3. Shooting star cannot be used during Multi Shooter.
4. Combo can only be used after a certain class rank is achieved.







Battle Mode 2


After you complete your level 50 test, you will obtain Twin Gunner.
Twin Gunner adds ATK, MATK, Def, Def rate, Atk rate and HP restore.
For Lv 6 Twin Gunner, it adds +120 ATK, +120 MATK, Defense +175, ATK rate +700, Def rate +60 and HP restore +5 (per 2s).

Twin Gunner is rather special.
1. It is one of the few Battle Modes that promote the use of normal attack.
During Twin Gunner, normal attack is based on MATK and a certain amount of added damage is included when normal attack is used.
Up to two targets can be attacked at the same time and at any direction.
The resultant damage is actually broken up into a series of shots but most won’t realize this aspect when they activate auto-attack.

2. Fatal Shot can only be used during Twin Gunner.
This special skill can only be used against a single target. It is based on MATK and a certain amount of added damage is included.
The skill has 2 secondary effects: HP down –20 and Down.
For a high level FA, this unique skill is probably one of the weakest skills it has ever used.

3. Combo is currently unavailable during Twin Gunner, even at Lv 170.
4. Shooting star can be used during Twin Gunner.



Aura Mode


After you complete your level 20 test, you will obtain Battle Aura. Battle Aura has 6 aura codes, ranging from Water, Ice, Fire, Lightning, Earth and Wind.
There is no known stat difference between the Aura Codes for CabalSEA, so just choose the graphical appearance you prefer.

For FA, Aura Mode adds ATK, MATK, Def, Def rate, Atk rate, Crit rate, Crit damage and HP restore.
For Lv 9 Aura Mode (Ice), it adds +46 ATK, +70 MATK, +110 Def, +90 Def rate, +1000 Atk rate, +10% Crit rate, +10% Crit damage and HP restore +2 (per 2s).

1. Battle Aura can be stacked onto Battle Mode 1 and Battle Mode 2 later.
2. Battle Aura is the only power up that can combo with shooting star
3. Battle Aura is the only mode that adds crit rate and crit damage.
4. Combo can only be used after a certain rank is achieved.

Class Description ( Wizard)

Class Name : Wizard
Class Type : Ranged Magic User
Traits and abilities :
* Highest attainable magic attack value
* Lowest defense in game
* Lowest HP and HP gain in game
* The best mobility in-game (scouting, chasing, escaping, etc) with 3 skills
* Uses Martial equipment and 2 Orbs to further increase its damaging potential


Class Description


First of all, congratulations on your choice of character. Before anything else, you should know that the Wizard-class by nature is not a soloing class. However, you will always have an easy time finding a party for a dungeon, as you can pick any of the other 5 classes and simply run in. The same applies for grinding on maps, where a Wizard is always a bonus to have in party. The wizard is first and foremost, a support class (yes, I've said it), and this can be easily seen by the balance of buffs that he has : 4 Self buffs versus 7 Party buffs. Your role as a Wizard is to keep the tankers alive, while at the same time dishing out damage from a safe distance. Wizards will make use of the Martialset (which provides the highest defense rate in-game) and Orb-weaponry (highest magic) in order to achieve their goals.

Pro's and Con's of playing a Wizard


PRO:
* Highest mobility offers awesome scouting abilities, making you invaluable in boss hunts and harassment
* Insane Area of Effect while in BM2 as well as highest damage output with lowest gear
* Huge area stuns will make you an invaluable grinding partner, providing safety to the other party members
* Numerous party buffs to keep your companions alive and kicking. They will want you in their party.
* Raise Spirit buff which accelerates the Spirit Point regeneration, allowing for much faster dungeoning and BattleModes recharging
* Best protective buff for War areas, Spirit Intension, which can reduce damage and chance of scoring a critical strike from an enemy
* Extreme killing machine in Tierra Gloriosa
* You cannot get manafrozen

CON:
* Lowest defense in-game will mean that with moderate gear you will barely reach 1000 def while in BattleMode
* Lowest HP and HP gain will turn you into a quick kill unless you are extremely focused on the action
* No PVE skill (orange skills) means that your damage on mobs will never match a melee class on the same skill rank (for example on GMaster skill damage output)
* No active protection against stuns / knockdowns / knockbacks / unable to move make you vulnerable to such attacks

Basic ideas of playing a Wizard


1. Party leader
You are the party leader, the SP carrier. It is your responsability to keep the party alive while they have SP on, it is your responsability to keep them buffed and protected with AoE stun. You will decide the outcome of a dungeon by properly or improperly keeping your party buffed. A good wizard must know when to buff, what to buff, why to buff and most importantly, a good wizard will always keep track of party member buffs and debuffs, even if he cannot see them. This is vital, as you will create your strategy based on all these informations, so you must know at all times what the members can do.

2. Support Class
No matter what others tell you, you are a support class. In Clan Wars, in Nation Wars, in War channels, your job is to make sure that the party members are alive. There have been many situations where I saw wizards totally ignoring this side of the class thus contributing to the loss of their party / nation. 
You are a support class dear Wizard, let me retype that : A SUPPORT CLASS. Your job in TG for example is to keep the melee's buffed with Force Increase and Sharpness and Spirit Intension. Your job is to keep that warrior alive as much as possible while he slashes away the Ressurect tower. Give him Force Increase and he won't be Mana Frozen. Stay close to him and he will buff himself with Fury and Bloody Spirit. Buff him with Spirit Intension and Mass Restore and Restore and he will use Cats and become an invincible killing machine. Failure to do so will result in both of you dying from a lvl 160 FB that laughs in your face while he execrates and mana freezes you two and then goes BM for the kill.

3. Stay on your toes
You are a wizard, this means you WILL die. And if you are not careful, you will die a lot. The main reason why this happens is because most wizards are slowpokes. Your biggest advantage is mobility, your biggest disadvantage is low defense. Instead of trying to compensate for the disadvantage, make use of the advantage. It is far easier and better to move than to spend millions of alz on defensive gears.

4. Know when to retreat
While playing a wizard, you have to be cunning. There's no shame in blinking around for 90 seconds until the Blader's BM2 runs out then going in for the kill. This is not an e-penis contest, so take advantage of it. You are the one to decide when the contact takes place, by stopping to fight. Make sure that all the odds are in your favor when you decide to challenge the rival (you are fully buffed, prepared, etc).

5. Be aware of the party status
The most difficult and yet most rewarding ability that a wizard can have is awareness. This is what makes or breaks a good wizard. The ability to keep track of party member buffs is vital to your success as a group. You have to understand how each member plays, you have to ask them to change their style if it endangers the survival of the party, etc, you have to make swift decisions that will affect the outcome of the action.
A good example of this is : 
2 of your 7 party members died. The boss is at 30% HP, BM is almost running out, you have no SP to extend but SP buff is ready. Do you wait for the other 2 members to Cast SP and endanger the other 5 members, or do you cast it and hope that the boss will die without the 2 party members helping ?
Another good example : 
On a spiker boss, the Warrior casts Cat's Recovery, thus preventing you to stack Mass Regen on him. Do you cast it and miss him or do you ask him to remove Iron Skin so he can use 2 Regens ?

6. BM'ing techniques
BM1 - Should be used in TG only, when being knocked out is likely to happen. Use it on ressurects that you want destroyed, use it in conjuction with Legacy Weapon and Amp/Flee pots, etc.
BM2 - Should be used on Bosses, on mobs, while you sleep, when you shower, when there's no real threat nearby (like a stunner or downer), when you want maximum damage output. Even though people would advise BM1 in PF and MF when fighting enemies, I will show you how to fully use BM2, while ignoring other effects such as down. The only real danger would be a stun, but from my experience, the stun duration is not long enough to get you killed, so I kind of skip BM1.

Knockdown

On the first attack that the FS gives, I get up instantly, by spamming the ground with clicks. The direction in which you click will decide the direction in which you get up, so in TG, always click behind you, to go to safety, not get up in the middle of enemies.
On the second attack, I stay on the ground for the whole duration of the down, almost 3 seconds, enough for him to hit me 3 times with normal attack.

Aura - Should be used when you want an intant boost of defense + magic + CR/CD, for example when you see a higher level approaching your spot, and you do not have a 5 second time frame to go BM, then you pop-on Aura.

Class Breakdown : Upgrades / Runes / Skills / Items


1. Upgrades
There are 5 mandatory upgrades that you must use as a Wizard : Vitality Mastery / Force Control / Force Ruling / Sixth Sense / Damage Absorb.
The only discussion that still remains unsolved is : Do I choose Defensive Sense (32def) or do I choose Reflex (532 def rate) ?
The answer is simple and it lies in the description of the class : The class with the lowest defense. Therefore, you should NOT try to compensate a lowest trait. That will take you nowhere. Instead, make use of advantages.
32 defense is the same bonus that you earn by +7ing three of your martial equipment (3 x 12) and it will protect you from roughly 100 damage. This means that instead of being hit for 900, you now get hit for 800, while others get hit for 500. Gratz on your "wise" choice.

There is something called thresholds in Cabal, when it comes to Attack / Defense / Attack Rate / Defense Rate. This threshold is a specific value, a boundary, past which the effectiveness increases visibly. There are multiple thresholds or barriers to break, in terms of magic and defense, but the most important ones that I found are explained below.
For Wizards, the thresholds that I have personally noticed (not 100% official, just my observations) are : 
* 900 magic (past this point, your damage even in non-BM gets upgraded, most likely because the average defense of other chars is 800 - 900)
* 850 defense (past 850 defense, your received damage gets much lower than at 840 for example)
* 2800 defense rate (past this point, you get missed ... A LOT)

One short note about these thresholds : Do not try to replicate these values on any other class. Each class has its own boundaries. A warrior will immediately feel the diffeence between 1800 def rate and 2500, when a Blader might not. A Blader might need 4000+ to notice a real improvement, such as the warrior's.

My advice for all wizards that wish to achieve 170 is to use Reflex. Reflex, with Sixth Sense and osmium set and Defense rate rune will allow you to reach 2800 - 3000 defense rate. This in turn will mean that you get many misses.

The simple explanation to this is : Would you rather be hit 3 times out of 10 for 900 damage (with Reflex) or would you rather be hit 5 times out of 10 for 800 damage (with Defensive Sense) for the sole reason that you did not reach that threshold of protection ?
It's 2700 dmg overall versus 4000 damage. Think about it.

2. Runes
In order of aquiring them, from lowest level to highest : 

1. EXP Bonus Rune
2. Party EXP Rune
3. Pet XP Rune
4. Skill XP Rune
5. Attack Rate Rune
6. Defense Rate Rune
7. Resist Stun Rune
8. HP Rune
9. Magic Attack Rune
10. HP Absorb Rune
11. Magic Amp Rune

Additionally
12. Defense Rune
13. Dunno which

These would be the first 12 you would need. Then, as you reach 170 and max out the pet level : 

Remove EXP and Party XP and Pet XP, to free up 3 slots. I would use the STR / DEX / INT runes for 21 free stats. As the 13th rune, maybe I would pick the Resist Down, but it's discussable.
From my experience, you will need the PartyXP first, the XP second (as it is more expensive) and this will boost your AP, as AP is part of your XP. With more AP, upgrade Def Rate and Attack Rate as 3rd and 4th, for better BM stats and higher survivability.

3. Skills - I will list the ones that are actually useful according to my playstyle.

Sword Skills
Fade Step - Must have - This skill is vital when you want to break a chase by de-targeting yourself (Mine is level 9)
Dash - Must have - Dash will allow for the greatest mobility in Cabal in combination with Blink (Mine is level 9)

No other sword skills are worthy of being acquired.

Magic Skills
Novice - Burning Hands - Could be useful, if put on the pvp bar, it allows for dashing and fade stepping in combo, due to its melee range - I deleted it
Novice - Freeze - My main chest opener  (it helps in FT1 where you open the 4 chests, there used to be a bug where you would hit all 4 and 1 drop would fall only, so you had to hit the chests 1 by 1) (Mine is level 4)

Apprentice - None - No blasts are useful

Regular - Terra Lance - Must have (Mine is level 20)
Regular - Fire Lance - Must have (Mine is level 20)
Regular - Weaken - At least 1 point for luring purposes (Mine is level 9 for fast CD)

Expert - Acid Trab - Must have against AoD FS in War maps and TG (if you do not spend much time in Ch24 or TG, skip it) - I deleted it
Expert - Stone Cannon (Mine is level 20)
Expert - Aqua Cannon (Mine is level 20)
Expert - Fire Cannon (Mine is level 20)
Expert - Lightning Cannon (Mine is level 20)
Expert - Crystal Cannon (Mine is level 20)
Expert - Hardness (Mine is level 20)

A.Expert - Vacuum (Mine is level 20)
A.Expert - Energy Field (Mine is level 15)
A.Expert - Sharpness (Mine is level 20)

Master - Blink <3 (Mine is level 9)
Master - Hailstorm (Mine is level 20)
Master - Force Increase (Mine is level 20)
Master - Resist Intension (Mine is level 20 - you could keep it lower or off)

A.Master - Arctic Field (Mine is level 15)
A.Master - High Regeneration (Mine is level 20)

G.Master - Extreme Dual Cannon (Mine is level 12)
G.Master - Spirit Intension (Mine is level 20)

Completer - Space Collapse (Mine is level 12)
Completer - Mass Restore (Mine is level 20)

Transcender - Raise Spirit (Mine is level 20)
Transcender - Art of Force Control (Mine is level 20)

The combos that I use (not invented by me) : 

PVE Stunlock -> Extreme Dual Cannon 12 - Space Collapse 12 - Arctic Field 15 - Electric Field 15 - Stone Cannon 20 (as filler)

Solo Target / BM1 TG -> Terra Lance 20 - Extreme Dual Cannon 12 - Fire Lance 20 - Stone Cannon 20 - Fire Cannon 20 - Aqua Cannon 20 - Crystal Cannon 20

BM2 -> Arctic Field 15 - Space Collapse 12 - Extreme Dual Cannon 12 - Hailstorm 20 - Lightning Cannon 20 - Vacuum 20 - Stone Cannon 20 - Fire Cannon 20 - Aqua Cannon 20 - Crystal Cannon 20

4. Items
My current (realistic) dreamset is composed of : 
2 x Mithril Orb 20% CD +7
Osmium Martialhelm 15% CR / 24% CD
Titanium Martialhelm 42% CD (for Aura)
Osmium Martialgloves 7% Amp / 3% HP leech
Osmium Martialsuit of Amp 7% Amp / 180HP (extended)
Osmium Martialboots of Amp 7% Amp / 180HP (extended)
Merga Ring + RoL2 + 2 CR2 + AoP6
RW3+6 and %HP Absorb Rune and EoS+7

I know that with the introduction of Weak EoD, many players have started farming their orbs inside. Getting 40% Pherystins is not hard now, as well as 8/20 helms Bluestin or Titanium, which can be re-extended forever and ever until you get Rate in the last slot.

For the ones that are 70+ or are picking up on their WI from where they left off, here's some possible item builds : 

Beginner build of my choice (Above WEoD up to 140)
Vampiric Amulet +3/+4
3 x Ring of Luck +1
1 x Critical Ring +1
Osmium Martialhelm 5% CRate / 20% CDamage
Osmium Martialsuit 7% Amp / 50HP
Mystic Martialboots of Amp 5% Amp / Osmium Martialboots of Amp 4%-100HP
Mystic Martialgloves of Vampire 3/5% HP Leech
2 x Vampiric Earrings +2 and later +4
2 x Bracelet of Sage +2 and later +4
Epaulette of Sage +6 (never ever never ever use EoGuardian as Wizard)
2 x Pherystin / Aqua with 4% CR and 20% CD

This build will provide you with 48 CR and 90 CD and decent Amp and lots of Leech. It will keep you alive while you level up in MF and EoD:B2F. The total price of such gear would be roughly ... 100kk or so, which can be easily made by finishing quests and selling a few entries here and there (from the MF drops).

Mediocre build of my choice (somewhere between 140 and 160/5)
Vampiric Amulet +4
2 x Ring of Luck +2
2 x Critical Ring +2
Osmium Martialhelm 8% CR / 20% CD === Osmium Martialhelm 36% CD (for aura)
Osmium Martialsuit 7% amp / 50HP
Shadowtitanium Martialgloves 7% Amp
Shadowtitanium Martialboots 7% Amp
White Board X3 and 2% HP leech in Pet (like my dearest Cookies)
2 x Vampiric Earrings +4
2 x Bracelet of Sage +4
EoS+6
Pherystin 31% CD / 34% CD and 5%-8% CR / 20% CD in second Orb (for 48 rate)

High-end build of my choice (165 to 170)
Amulet of Pain +5
Merga Ring + RoL2
2 Critical Rings +2
Titanium Martialhelm 12%->15% CR / 24%CD or Osmium 15/24
Osmium Martialsuit 7% amp / 100 HP
Osmium Martialboots 7% amp / 100 HP
Osmium Martialgloves 7% amp or Titanium 7% amp / 3% HP leech (Warning : multiple SEM needed)
RW3 +6 or White Board // %HP Rune on level 3 (ouch AP)
2 x Vampiric Earrings +6 // 2 x Bracelet of Sage +3 slotted
EoS+7
2 x 34% CD Pherystin (at least) or 36% Lapis / Aqua or higher (above 3x% on Lapis, above 27% on Topaz, 20% Mith)