Aura Kingdom — Wizard (Main) + Gunslinger (Sub) — Level 70++ Guide
Built for your own private server setup. Some numbers (drop rates, mastery scroll costs, level-cap extensions) depend on your server's DB config — flag those where noted so you can cross-check against your own aurakingdom server tables.
Tim Dekate
· 10 menit baca1. Why Wiz/Gunslinger
Community consensus (and most 70+ era guides) puts Gunslinger as the strongest DPS sub for a Wizard main, ahead of Sorcerer, Bard, or Grenadier, for three concrete reasons:
- Free speed, no stat investment. Gunslinger's Mental Focus buff grants SPD to you (and your party) without you spending a single point on the SPD stat. Since Wizard's entire DPS ceiling is gated by cooldown reduction on Meteor Shot/Fire Meteorite, this alone frees up your stat points to go straight into Crit/Damage instead.
- Life-steal solves Wizard's glass-cannon problem. Level 60+ pistols carry a lifesteal proc — so instead of gearing defensively, your damage output itself keeps you topped up.
- Traps stack cleanly with Wizard's kit. Frost Trap (immobilize + DoT + increased crit received) and Dark Flare Trap (continuous damage + reduced healing received) both layer on top of your existing Storm Curse/Ice Storm control without competing for the same debuff slot.
A rough class-tier read floating around current-era PvE discussion puts Gunslinger in "god tier" and Wizard in "high tier" — so pairing them stacks two strong kits rather than propping up a weak one.
2. Stat Allocation (Level 70++)
Priorities, in order:
- SPD — target 50% cap. With Mental Focus (Gunslinger's buff) plus Mental Focus-boosting accessories/costume cards, you can realistically hit 30%+ SPD from buffs alone, before spending a single stat point — meaning nearly all your raw stat points can go elsewhere.
- CRIT — target 40–55%. Since SPD is largely "free" from Mental Focus, push points here instead of splitting them the way a Wiz/Sorc or Wiz/Bard build would have to.
- DEF first, then HP — same logic as any Wizard build, but you can lean slightly lower on raw defensive stats than usual since Gunslinger's lifesteal is covering some of that gap.
- Don't go full-EVA. It's not a Wizard playstyle and it's not what Gunslinger's kit is built to support either.
3. Wizard Skill List (Main Bar)
| Skill | Role | Notes |
|---|---|---|
| Fireball | Fire single-target nuke | Higher raw damage than Icy Curse; mastery adds stun + knockback |
| Icy Curse | Ice control/DoT | -30% move speed debuff; mastery adds DoT |
| Ice Storm | Ice AoE | Immobilizes enemies in a moderate radius for ~3s |
| Storm Curse | Storm line AoE | Hits all enemies in a line; mastery adds -DEF debuff |
| Instant Thunder | Lightning burst | Fast cast, good crit-window filler |
| Meteor Shot / Fire Meteorite | Main AoE mobbing nuke | Long base cooldown — this is the skill your SPD investment is really for |
| Elemental Burst | Etch consumer | Weave in on cooldown — see mechanic note below |
| Energy Conflux | Party buff | +20% Crit DMG to you and party |
| Rejuvenating Prayer | Unique Wizard utility | +25% elemental DMG (excludes Dark/Holy), HoT, dispels one debuff |
| Solar Detonation | Higher-tier nuke | Later unlock, strong single-target/AoE hybrid |
Elemental Etch mechanic: every Wizard attack skill has a chance to drop a random etch (Flame/Storm/Lightning/Ice). Elemental Burst consumes the current etch for a 15s buff:
- Flame → +8% DMG, +10% Fire skill DMG
- Storm → +15% cooldown/attack-speed reduction, +12% Storm skill DMG
- Lightning → +5% flat Crit, +8% Crit DMG, +15% Thunder skill DMG
- Ice → -3% enemy DMG, DEF stacking buff, +20% Ice skill DMG
Rotation logic: Storm Curse (line -DEF) → Ice Storm (lock mobs) → Fireball spam → Meteor Shot on cooldown → Elemental Burst whenever you're sitting on an etch → refresh Rejuvenating Prayer for the elemental DMG buff/self-heal.
4. Gunslinger Skill List (Sub)
| Skill | Role | Notes |
|---|---|---|
| Aimed Shot | Core single-target shot | Buffed by whichever enchanted ammo is loaded |
| Bombardment | AoE damage | Mastery gives -10% target DEF — very strong, prioritize this mastery |
| Sonic Bomb | AoE damage | Can create repeating tick damage in a zone ("floor damage") in some skill-mastery configs |
| Ultraviolet Catastrophe | Big single-target/AoE hit | High burst option |
| Frost Trap | Control + DoT | Immobilizes anything that steps on it, deals DoT, increases crit damage received from the trapped target |
| Dark Flare Trap | Sustained AoE DoT | Continuous damage to anyone in range, reduces healing received — excellent vs healing-sustained bosses |
| Decoy | Utility/aggro management | Charms a monster to fight for you temporarily — useful in back-to-back hard dungeon runs |
| Mental Focus | Party SPD buff | The reason this sub is so strong — free SPD without spending stat points |
Magic Bullets mechanic: Gunslingers load enchanted ammo (6 possible types) that apply special effects to Aimed Shot, Bombardment, Sonic Bomb, or Ultraviolet Catastrophe. Ammo reloads to your clip randomly after cooldown, capped at 4 held at once — so unlike Wizard's etch system, this one is closer to a passive proc layer than something you have to actively manage.
As a sub, remember the universal rule: sub-weapon skill cooldowns run at 3x the main-class rate, and you don't get Gunslinger's Envoy's Path — so don't expect to spam traps/Bombardment as freely as an actual main Gunslinger would. Treat Frost Trap/Dark Flare Trap as "drop it, then go back to your Wizard rotation" rather than a skill you weave in every few seconds.
5. Envoy's Path Priorities (Wizard side)
- Meteor Shot cooldown passive first — highest DPS-per-point investment early.
- Efficient Crit passives (skip pure 1%-Crit-chance nodes and overpriced Crit-damage-only nodes).
- +2 AoE range nodes for Wizard skills (this is skill area, not projectile range).
- Staff damage nodes.
- Attack Swiftness (cooldown rate) — take this after the above once you're pushing toward the 50% SPD cap, since Mental Focus is already covering part of that gap for you.
- Light defensive investment only (Muscle Up/HP, Thick Skin/DEF) — you shouldn't need heavy Envoy defense with Gunslinger's lifesteal offsetting some risk.
You won't get a Gunslinger Envoy's Path as a sub, so none of Gunslinger's passive nodes (Bombardment mastery, trap upgrades, etc.) apply here — all your Envoy investment stays on the Wizard side.
6. Gear & Armor Progression (Level 70+)
Rarity tiers (cheapest to best-in-slot logic):
- White — vendor trash, ignore past early leveling.
- Blue (Relic) — good for Blessed/Lucky cores (EXP%/Loot%) while farming, otherwise outclassed.
- Orange (Crafted) — your realistic BiS path. Craft from the Blacksmith NPC using cores + level-appropriate materials.
- Yellow (Gold) — boss/daily-box drops, sometimes need fusion scrolls. Good if RNG favors you.
- Purple (PvP) — stack Damage-Taken-vs-Players reduction; irrelevant for PvE progression.
Level 70 track:
- Lv.70 gear runs on an Unrefined Armor Chest → Refining Formula pipeline: bosses in Titan's Root, Cadilla Felwood, and Frozenlea Plains drop the Lv.70 Armor refining formula needed to unlock the Sniper Kit from the chest.
- The Sniper set is the standard level-70 accessory/armor benchmark, with a Damned Ruler's-tier set as the typical level-80 follow-up if your server extends past 70.
- If your private server has extended the cap past 70, check your item tables directly — set names and tiers shift by patch line and your server may have renamed or reused assets.
Armor Cores:
| Core | Effect |
|---|---|
| Blessed | +5% Earned XP |
| Lucky | +3% Loot Drop Rate |
| Imperial | +3% Move SPD |
| Bestial | +1% DMG, +1% Max HP |
| Spiky | +1% DMG, +1% DEF |
| Shadow | +1% DMG, +1% EVA |
| Noble | +1% Crit, +1% Max HP |
| Stalking | +1% Crit, +1% DEF |
| Martial | +1% Crit, +1% EVA |
| Spidery | +1% SPD, +1% Max HP |
| Guardian | +1% SPD, +1% DEF |
| Vigilant | +1% SPD, +1% EVA |
For a Wiz/Guns DPS build: Bestial or Noble cores are the standard picks. A couple of Imperial cores are worth it for move-speed QoL, especially since Gunslinger already favors a kiting playstyle.
Weapon elements: matching your staff's element to your skill's element gives +20% damage on that hit — check your staff's element tag before committing a fortification investment. Element matching applies to your Wizard main-hand only; your Gunslinger sub-weapon element matters less since sub-skill damage is a smaller share of your total output.
7. Secret Stones (Inlay System)
- 7 total inlay slots: 2 in weapons, 1 in each of the 5 armor pieces.
- Two prefixes per stone (random main stat + random color-prefix secondary stat), both randomized on acquisition.
- Fed/upgraded at a Secret Stone Merchant using unwanted stones; feeding same-type stones transfers more EXP than off-type ones.
- Cannot upgrade past your character level and bind on inlay/upgrade — plan your set before committing.
Wizard-relevant slots (by skill buffed):
| Slot | Skill Buffed |
|---|---|
| Staff (weapon) | Fireball |
| Head | Icy Curse |
| Armor (chest) | Storm Curse |
| Glove | Flame Meteor |
| Shoes | Ice Storm |
Gunslinger-relevant slots (by skill buffed):
| Slot | Skill Buffed |
|---|---|
| Pistols (sub-weapon) | Aimed Shot |
| Armor (chest) | Bombardment |
| Waist | Sonic Bomb |
| Shoes | Ultraviolet Catastrophe |
Since Armor and Shoes have competing fixed-skill options between your main and sub, pick whichever skill you actually lean on more in your rotation — for most Wiz/Guns players that means keeping Storm Curse (Wizard) on Armor and Ice Storm (Wizard) on Shoes, since your sub-skills fire far less often at 3x cooldown.
Generic-slot stat priorities:
- General PvE DPS: flat DMG% and Damage-Taken-% reduction stones — up to ~14% total damage reduction with a full deduction set.
- PvP: ACC stones (counter enemy EVA stacking) or Damage-Taken-% vs players.
8. Enchants / Costume Enchantments
- Head: +HP% and +Boss DMG% is the standard meta pick.
- Everything else: +DMG%, plus whichever secondary stat is scarce — Move SPD, Crit DMG, or bonus DMG vs. Bosses/Elites are all standard fills.
- Fortification (+1 → +20 stars) uses Fragments (from salvaging unwanted gear) and Fortification Scrolls. Prioritize fortifying your staff and body armor first — highest multiplier gain per +star.
9. Eidolons
- Bel-Chandra or Uzuriel — top picks, both give roughly +20% Crit DMG and near +10% Crit at higher levels.
- Eligos / Yarnaros / Won — solid generalist alternatives with +Normal ASPD, +DMG%, and a stun/-DEF debuff utility.
- Alice / Tsubaki (rebuff-type) — -8% enemy DEF plus elemental-skill-damage bonus, worth grabbing if you're leaning into an Ice-focused Wizard build specifically.
10. Quick-Reference Build Summary — Wiz/Guns
- Stats: SPD via Mental Focus + accessories (don't overspend points here), rest into Crit, DEF-first defense.
- Rotation: Storm Curse → Ice Storm lock → Fireball spam → Meteor Shot on cooldown → Elemental Burst whenever an etch is up → drop Frost Trap/Dark Flare Trap when off cooldown and let them tick in the background → Rejuvenating Prayer for sustain.
- Envoy: Meteor cooldown passive → efficient Crit nodes → AoE range nodes → staff damage → Attack Swiftness.
- Gear: Bestial/Noble cores, Sniper-tier Lv.70 set line, full DMG-Taken-% secret stone set for solo play, ACC set if PvP-leaning.
- Eidolon: Bel-Chandra or Uzuriel for the Crit/Crit DMG buffs.
Tags: