Well, Flame S Charge is a large part of fire tech DPS, so I'd recommend maxing that instead of dipping into lightning. You could either keep 1SP in Lightning Mastery if you actually use stuff besides Zondeel, or put a point in Rare Mastery to boost fire more (I have to ask, this is in the game, right?).
Note the bonuses per skill point invested. You'd get more damage (with lightning) if you take some points out of Tech Charge to max the Mastery. You'd get even more damage (with a talis) by taking more points from (the other) Tech Charge and grab Talis Tech Bonus. Otherwise that's really all you can do, unless you wanted cheaper techs instead.
So you'd end up with:
Fire and
Lightning
Unfortunately for SEA wizards, you don't have the SP nor the Good™ trees to get the same level of multipliers for lightning and ice techs as you could with fire. And the obvious S Charge making fire super fast spam which is still a problem today in Japan.
Alternatively, you could ignore fire/ice/lightning and go all in on
general damage to improve wind/light/dark, but I wouldn't recommend that unless you bought multiple trees.
For the Techer trees, I don't think you should skip out on Territory Burst. Just the fact that it works for Zondial makes it super busted. You won't get PP Convert without 10 more SP, anyway.
So I'd do this for
Light, or instead of TB PP Save you could get Super Treatment or Just Reversal (or Rare Mastery if you'll main Techer instead)
Element Weak Hit scales a lot worse than masteries, so you definitely want to max that out. Just the first point in a mastery works wonders. I think I remember using a
Dark build like this before. Could probably check out the old Build threads here for inspiration!
And of course, you can just not use Techer at all, but sub Fighter instead. Brave Stance is like two more Fire/Lightning Masteries!
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