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— TRANSCENDENT GUIDE —

High Wizard

Transcendent Wizard — the same Storm Gust / Meteor Storm AoE ceiling, now with a burst-amplifier and Gravitation.

Quick Build

Recommended Build
Storm Gust / Meteor Storm AoE, same core as Wizard
Playstyle
Same AoE farming/nuking identity, with a burst window and a new crowd-control tool
Difficulty
Same as Wizard — the new kit is additive
Primary Stats
INT, DEX, VIT — unchanged from Wizard
Primary Weapon
Staff — same as Wizard
Best For
Wizard players who want their AoE ceiling raised further, not replaced
  • Strengths: Mystical Amplification adds a genuine burst window to your existing Storm Gust/Meteor Storm rotation; Gravitation is a strong new AoE control tool; Ganbantein counters ground-effect skills you'll run into more often at this level.
  • Weaknesses: no new base-tier nuke — the ceiling raises through amplifying what you already have, not through a new signature spell.

What Changes From Wizard

High Wizard keeps every skill Wizard has — Storm Gust, Meteor Storm, Jupiter Thunder, Lord of Vermilion, the full elemental-bolt kit, all of it, unchanged. Rebirth adds six new skills (HW_ prefix): Soul Drain, Stave Crasher, Mystical Amplification, Napalm Vulcan, Ganbantein, and Gravitation. Your rotation doesn't change — you're still leading with Storm Gust to freeze-lock, finishing with Meteor Storm, now with tools that make that rotation hit harder and control space better.

New Skills

Priority

  • Mystical Amplification (no prerequisite) — boosts the damage of your next single spell cast significantly. Line this up before a Storm Gust or Meteor Storm cast for a real burst spike.
  • Gravitation (requires Stave Crasher 1, Mystical Amplification 10, Quagmire 1) — an AoE zone that damages and slows everything inside it over time. A genuinely new area-control tool, not just more single-target damage.

Useful

  • Ganbantein (requires Sense 1, Ice Wall 1) — clears ground-placed skill effects (traps, Land Protector, Ice Wall, and similar) in an area. Matchup-dependent, but genuinely useful once you run into classes that use those.
  • Soul Drain (requires Increase SP Recovery 5, Soul Strike 7) — passively restores SP on kill. Good sustain for long farming sessions.

Situational

  • Stave Crasher (requires Increase SP Recovery 1) — a direct single-hit spell/weapon combo, mostly relevant as Gravitation's prerequisite.
  • Napalm Vulcan (requires Napalm Beat 5) — a multi-hit upgrade of Napalm Beat. Weaker than your main rotation, situational filler at best.

Equipment & Cards

No new weapon type is introduced by Rebirth — your Staff and card choices from the Wizard guide carry forward unchanged. Anything you add should go toward INT/refine, the same priorities that already applied at Second Job.

Party Role & PvM

Same AoE farming/support role as Wizard, with Gravitation giving your party a genuine new area-denial tool for tougher pulls, and Mystical Amplification letting you spike burst damage onto a priority target when a fight calls for it rather than pure AoE.

Final 99/70 Build

Stats
Same endgame spread as Wizard, refined with your 52 Rebirth bonus points toward INT/VIT
Weapon
Refined Staff, same card foundation as Wizard
Skills
Full Storm Gust/Meteor Storm rotation from Wizard, plus Mystical Amplification and Gravitation built out
Playstyle
Storm Gust to lock a group down, Gravitation to control the space, Meteor Storm and amplified bolts to finish

Transcendent

This build's foundation, before Rebirth.