Aura Kingdom — Wizard (Main) + Gunslinger (Sub) — Level 70++ Guide

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Tim Dekate

· 10 menit baca
Aura Kingdom — Wizard (Main) + Gunslinger (Sub) — Level 70++ Guide

1. 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:

  1. 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.
  2. 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.
  3. 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:

  1. 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.
  2. 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.
  3. 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.
  4. 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)

SkillRoleNotes
FireballFire single-target nukeHigher raw damage than Icy Curse; mastery adds stun + knockback
Icy CurseIce control/DoT-30% move speed debuff; mastery adds DoT
Ice StormIce AoEImmobilizes enemies in a moderate radius for ~3s
Storm CurseStorm line AoEHits all enemies in a line; mastery adds -DEF debuff
Instant ThunderLightning burstFast cast, good crit-window filler
Meteor Shot / Fire MeteoriteMain AoE mobbing nukeLong base cooldown — this is the skill your SPD investment is really for
Elemental BurstEtch consumerWeave in on cooldown — see mechanic note below
Energy ConfluxParty buff+20% Crit DMG to you and party
Rejuvenating PrayerUnique Wizard utility+25% elemental DMG (excludes Dark/Holy), HoT, dispels one debuff
Solar DetonationHigher-tier nukeLater 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)

SkillRoleNotes
Aimed ShotCore single-target shotBuffed by whichever enchanted ammo is loaded
BombardmentAoE damageMastery gives -10% target DEF — very strong, prioritize this mastery
Sonic BombAoE damageCan create repeating tick damage in a zone ("floor damage") in some skill-mastery configs
Ultraviolet CatastropheBig single-target/AoE hitHigh burst option
Frost TrapControl + DoTImmobilizes anything that steps on it, deals DoT, increases crit damage received from the trapped target
Dark Flare TrapSustained AoE DoTContinuous damage to anyone in range, reduces healing received — excellent vs healing-sustained bosses
DecoyUtility/aggro managementCharms a monster to fight for you temporarily — useful in back-to-back hard dungeon runs
Mental FocusParty SPD buffThe 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)

  1. Meteor Shot cooldown passive first — highest DPS-per-point investment early.
  2. Efficient Crit passives (skip pure 1%-Crit-chance nodes and overpriced Crit-damage-only nodes).
  3. +2 AoE range nodes for Wizard skills (this is skill area, not projectile range).
  4. Staff damage nodes.
  5. 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.
  6. 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:

CoreEffect
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):

SlotSkill Buffed
Staff (weapon)Fireball
HeadIcy Curse
Armor (chest)Storm Curse
GloveFlame Meteor
ShoesIce Storm

Gunslinger-relevant slots (by skill buffed):

SlotSkill Buffed
Pistols (sub-weapon)Aimed Shot
Armor (chest)Bombardment
WaistSonic Bomb
ShoesUltraviolet 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.

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