View Full Version : .: Guide ~ PvP as a Wizard :.
Legiax
06-19-2007, 10:41 AM
<p><span style="color: #ff0000"><span style="font-size: small"><b>.: Wizard PvP - Frazzity Boom tbh. :.</b> </span></span></p><p><b>Introduction:</b> </p><p>There doesn't seem to be many articles on Wizards in PvP, due to good reason perhaps, we don't have track and bow with pointy sticks. I've tried to cover here a few things for a PvP wizard to keep in mind, and I've not focussed on any particular tier, instead I've taken a more general approach to the class over all. If anyone would like to add to this, in a constructive way, please feel free. However I would like to keep the thread clean. This guide isnt intended to be a full walkthrough to pwnage on a Wizzy, just a help in the right direction. </p><p>This articles aim is to give a little perspective on the following points with regards to Wizzy PvP: </p><ul><li>PvP'ing in Cloth Armour</li><li>How to Spec your Wizzy</li><li>Tactics</li><li>AA Lines</li><li>Adornments</li><li>Spell Order / Casting Orders</li></ul><p><b>PvP & Clothies in General:</b> </p><p>As it currently stands (19/06/2007), Clothies in general have a hard time to say the least at T7 in PvP, however below that, wearing Cloth isnt such a bad thing. Taking a look at T1 - T6, lets see why cloth really isnt that bad. Presuming you remain in full master crafted between levels 22-52, your mitigation should float between 30%-37% solo, leather wearers will have around 3% on you most of the time, at T7 the difference between cloth and leather is pretty big, so immediately we can see the an upside to PvP as a clothie below T7. However, as a T7 clothie, this presents problems, you will need to aim for high mitigation gear, and defensive procs (Shielding of Magi etc) to survive, at lower levels... this really isnt too much of a problem. </p><p>At T5, you get a great opportunity as a Wizard to go after some amazing gear. The Iceloom and Stonewoven fabled sets are superb, and offer a variety of procs, ranging from Fear procs, DPS debuffs, Damage Shields & Power Procs. If you manage to get any of this, for the balance in the stats & resists, it will see you through to your late 50's, or even lvl 62 for new master crafted. The armour itself drops from a lot of T5 contested, which a significant amount coming from Kra'Thuk in EF. The other option you have is to farm Klak'Anon for the "Clockwork Spidersilk" set. This has some awesome set bonuses, which offer +disruption, a heat nuke on successful hostile spell, and a de-agro proc. If you intend to stay around your 50's, then its crucial you get some of the T5 fabled armour for the fear procs, these will be life savers. </p><p>At T7, you have a lot of options if your not raiding. However there are a few easy ones, firstly make sure you finish the Planar Orbs collection and get yourself the heat-proc ear ring. Nest also has a nice Fabled Robe with a Ward proc and power proc on a successful hostile spell. Then you can look at getting the EoF legendary set from Valdoon / OoB / MMC / Unrest etc. Another good drop is the staff from Unrest which will proc a stifle.</p><p> I've not gone into too much detail for T7, as you honestly can go down several roads, whether is be defensive procs, or offensive, or resists, stats... etc. We all know about the stuff available here. </p><p><b>How to Spec your Wizzy:</b> </p><p>Between level 10-30, your goal for Wizzy is to spec for HP & INT. Ignore anything else. From 30+ you have to start thinking outside the box a little bit. I have tried to spec solely for power, then damage, then HP, and finally resists, none of which worked alone. Currently in this order, I look for: </p><ul><li>1. Maximum Power </li><li>2. Intelligence</li><li>3. HP</li></ul><p>You will get the option throughout the course of levelling to pick either 2.5% max health, 2.5% max power, some incombat power regen, or incombat health regen. Until you reach your 50's, make sure you are choosing the 2.5% maximum health. You can respect this later, however for the moment you need to ensure you can live long enough to cast.</p><p>How you spec your wizzy is going to depend on your AA lines etc, however presuming you choose the STA line, the above priority order works best I've found. Currently at level 55, my Wizard sits around 3.9k HP, 5.2k Power and 600-700 INT incombat, I am nearly all fabled on my armour though at the time of writing this. I wont go into detail here too much, as it will be covered more with the AA section below. </p>
Legiax
06-19-2007, 10:42 AM
<p><b>Wizzy Adornments, Which Ones?:</b> </p><p>Adornments can help us a lot, however there is no real need to get them until you reach lvl 30, and even then your starting early! Here is a break down of the tiers for adornments. Note, ORNATE tagged items cannot be adorned. </p><p>Glimmering = T4 (lvl 30)</p><p>Luminous = T5 (lvl 40)</p><p>Lambent = T6 (lvl 50)</p><p>Scintillating = T7 (lvl 60)</p><p>To see what adornments are available at each tier, simply type the quality of the adornment in the search field on the broker, e.g. Lambent. The adornments you should be after should be intelligence based, so some to look out for are: </p><li>Rugged Polish (+HP for rings, this cannot be used on imbued rings as they gain the ORNATE tag) - <i>Fingers</i></li><li>Prismatic Appliqué (Gives +6 to all stats at T7, +5 at T6, +4 at T5, and +3 at T4) - <i>Chest</i></li><li>Metaphysical Lining (incombat power regen) ~ <i>Cloak</i></li><li>Silver Lining (reduces falling damage) ~ <i>Cloak</i></li><li>Gritty Spurs~ <i>Feet</i></li><li>Restorative Stitching (Gives +30 to all healing spells, which will increase your Magi Shielding) ~ <i>Gloves</i></li><li>Barbed Guard ~ <i>Shoulders</i></li><li>Intellectual Backing ~ <i>Ears</i></li><li>Arcane Clasp (Procs a DoT nuke) ~ <i>Neck</i></li><li>Magi's Second Sight (+1% Crit chance, only available at T6+) <i>~ Weapon</i></li><li>Epiphanic Imprint ~ <i>Head</i></li><p><b>PvP Tactics:</b></p><li>Use Freedom of Action & Freedom of Mind potions frequently. These will save you constantly, and can beused whilst stunned / stifled.</li><li>At 52+, Numbing Cold is your best PvP spell. Unbreakable snare? chance to root? Quick cast? Yes please tbfh. I always open up with this, its a god send. </li><li>Kite! Against rangers + swashies this is a little difficult, but in general a scout will still hit you at range, but will do significantly less damage. Ice Flame (lvl 35 spell), your single root, AoE root and Numbing Cold allow us to kite pretty well.</li><li>Keep Mail of Frost off, resist the urge to press the pretty button when its up and your buffing! If Mail triggers when your out of combat, it will pull you into combat, and with the new no-zoning rule, you will be stuck, and very dead. Its an instant cast, so save it and cast it during a fight when its actually needed.</li><li>If you have Manashield, do not use it at the start of a fight, save it until around 40% if you can help it. This way if / when Manashield does drain your power, the next hit will trigger Mail of Frost given you time to run or some other flash of genius you may have.</li><li>Use your stifle line. Whilst our De-agro in PvP only interrupts and stifles, do not under estimate the spell. Use this constantly. </li><li>Your encounter De-agro will clear target from a group, use this frequently, especially on long range fights. </li><li>Use your arcane cure to rid yourself of roots etc. </li><li>If you can afford Pumice Stones always carry one around. These are superb vs Healers and will strip a lot of useful spells... like natures walk. Do not try and use the stones on Warriors, you wont remove a single buff. </li><li>Keep Frostshield up. This is a quick cast time and guaranteed damage, do not forget it, especially when you have Manashield active. </li><li>The big thing to remember when your playing your wizzy, is to watch the other players buffs, look for short term timers etc and work alongside them, do not try to work against them. If you see a swashbuckler put up inspired daring... mezz him and wait until it goes away.If you see a Zerker put up Destruction, mezz him. </li><li>DoT's. Try not to sit on the spot casting your biggest nuke constantly, get your smaller DoT's off. The damage that our 3 main single DoT's can quickly add up, especially if you manage to get ST down and kite them.</li>
Legiax
06-19-2007, 10:42 AM
<p><b>AA Lines:</b> </p><p>If you honestly want to PvP on a Wizard, and do it solo at times, you have 1 choice in the Sorcerer tree, the STA line. The STA line will offer you a damage shield, increased mitigation, increased focus and disruption (gives around +36 with 8pts at time of writing), which means less interrupts and less resists, and best of all Manashield. </p><p>After you have the STA tree, anything is fair game, but for PvP the AGI or STR lines are by far the best second option. I personally would be tempted to go for the STR line to get the crits on DoT's over the casting speed in the AGI tree. A quick note about Manashield, at the current moment in time this works on a 1:1 ratio (1 point of power consumed, per 1 point of damage taken). However it is due to be improve to 1:2 (1 point of power consumed, per 2 points of damage taken). Obviously this makes the STA tree a must for any PvP wizard. </p><p>As for the Wizard tree, you only have 1 ability you will need to take which is 10 points into Magi Shielding, this will save you countless times, do not under estimate it. After that, good choices include the Cold & heat lines. Just to cover this off, Manaburn is a terrible choice for any serious PvP'r unless your a low level toon and intend to leech using it, in which case L2P =) </p><p><i>Sample AA Spec:</i></p><p><b>STA -</b> 4.6.8.8.2 (Damage Shield, Mit, +Disruption etc, Manashield)</p><p><b>STR -</b> 4-4-6-8 (PB AoE Nuke, Uncontested Parry Chance, Spell Crit)</p><p>The above AA spec works nicely in general, but another good option is either the WIS line for the raw +% to our spell damage, or the AGI line for casting. At the time of writing, the INT line is useless, none of the de-agro's work in PvP unfortunately. The STR line does offer a small amount of safety in the uncontested parry %, which is hard to pass up. To clarify, uncontested means that the skill is not checked against in the normal method, see below.</p><p>Contested Parry (e.g. each point gives you 2.2 parry), would take into account: <i>[ Player Level ] + [ Attacking Players Offensive Skill ] vs [ Defending Players Level ] vs [ Defending Players Parry ].</i> What you end up with is a check that will rarely ever work. </p><p>Uncontested Parry however is simply, your raw % vs each hit. For example, if you have a 5% chance to parry all incoming attacks, its simple.. you will basically parry 5/100 melee attacks made against you. Whilst it may not seem a lot looking at it as a trigger chance... its pretty huge.</p><p><b>Wizard AA Tree:</b></p><p>At a glance, you may struggle to think of a dedicated line to go down. Let me tell you now... Spell Reach is a GOD SEND (End ability for the Shielding Line). This will give you an extra 5 meters on every spell you have, including roots... your stuns... stifles, everything. Make sure this is the first line you get in the Wizard tree. Its not too important how you spend your points getting it, just do it!</p><p>I personally sit at for the Shielding tree:</p><p><i>Pre-GU36:</i></p><p>10 Magi Shielding - 3 Lapse - 2 Mail of Frost.</p><p><i>Post-GU36:</i></p><p>7 Magi Shielding - 3 Lapse - 5 Mail of Frost</p><p>The reason for the change Post GU 36, is that Mail of Frost will protect vs Physical Damage and Magical Damage, where as Magi Shielding will only ward vs Magical. I have balanced the points out to benefit from both.</p><p>After Spell Reach you can either spec 100% for Solo PvP and go down your Heat line, reducing the casting time / power cost on a lot of your nukes, which when combined with the AGI line can be nasty. Or you can go down the cold line, and own faces (I'm not bias, honestly.)</p><p>Your Cold line for group PvP and solo PvP is awesome. It increases the damage of a rather weak AoE, and turns it into something actually quite viable (storm of thunder and its upgrades). Reduces the recast on Ice Comet + resistability, and also decreases the reuse time on Icy Winds... superb line. However, the huge benefit is Iceshape + Frigid Gift. Frigid gift adds a snare proc, and a damage proc onto all cold based spells, which is great for PvP, however how many cold spells do you have? and how many will your group members have? Not that many. However, if you take Iceshape, you turn all Heat + Magic spells for your GROUP into Cold spells. Combine this with Frigid Gift and you end up for approx 18 seconds, with every nuke doing approximately 180 extra damage in PvP, and snaring everyone you hit. If you coordinate this with your group via a macro, it can turn a fight. Here is the macro I use.</p><p>Line 1: /usea Iceshape </p><p>Line 2: *Ice Shape *ON* - START CASTING NUKES NOW - 18 Seconds Remaining!*</p><p>Line 3: /usea Icebound Gift</p><p>Your group casters / priests should drop all AoE attacks during Iceshape for max damage, and snaring. It works a charm and is not only great when your solo as you can spam cast your quick recharge nukes, but is amazing for group PvP. I hope this has helped.</p>
Legiax
06-19-2007, 10:45 AM
<p><b>Casting Order:</b> </p><p>The problem with a wizard is knowing what to use and when. You will have to adapt against different opponents and classes each time, that's the beauty of playing vs other people. However, you can add in an element of certainty. For example, my casting order can change depending who I am fighting, but here is a good instance.</p><p>You have been Jumped:</p><ul><li>1. Stifle / Interrupt</li><li>2. Paralyze and its upgrades (stun)</li><li>3. Single Root</li><li>4. Encounter De-Agro</li><li>5. Frost Shield</li><li>6. Piercing Icicles (Elemental Debuff)</li><li>7. Ice Comet or Ball of Flames and its upgrades</li></ul><p>You jump get the jump on your enemy:</p><ul><li>1. Root</li><li>2. Paralyze and its upgrades (stun)</li><li>3. Piercing Icicles (Elemental Debuff)</li><li>4. Ice Comet</li><li>5. Stifle / Interrupt</li><li>6. Ball of Flames and its upgrades</li></ul><p>Now obviously, a huge amount of things can change that entire order, but generally I stick to that if possible, as it seems to work best. However vs multiple opponents Numbing Cold is the first spell out of the bag, simply as it's a snare and I can get away. Then I will de-agro, and AoE root if possible, if not... then I try to kite and nuke with ball of incineration etc. If you get the time during a long fight, do not rule out using a +INT hex doll to debuff magic resists, it helps a ton.</p><p>Its all situation dependent, but get an idea in your head of what is effective, and it will stop you panicing.</p>
Pumancat
06-20-2007, 03:26 AM
<p>Very helpful and well done post. My congradulations and thanks. </p><p>One point about T7 pvp though. If you come across a ranger, you will not have time to cast anything before you're dead. Using Manashield will only add maybe an extra 2 seconds of protection vs any scout, by which then you are OOP and dead.</p><p>Nyarlath - 70 wizard</p><p>Venekor server</p>
Ammem
06-20-2007, 03:13 PM
<p>Ok first of all a wonderful post. Want to say few things about the AA: 1) Stamina line is a must!!!; after stamina line it does not matter which one you pick as long as it suits your play style. </p><p>You chose Strength, which is wonderful if you like big nukes.</p><p>Agility line is for people who can cast very fast and want to get all our awesome DOTs off in a reasonable amount of time. (amazing line against scouts and mages)</p><p>Wisdom is my personal favourite, since it has a small ward and increases the damage we can carry out. Let me say this is probably the best line for taking down the healers, especially Druids.</p><p>Now I will move onto the part which is a bit vague in your post. (I am sorry ) So here it comes:</p><p> <span style="font-size: medium"><span style="color: #ff3300">Tactics </span></span> </p><p><span style="font-size: medium"> <span style="color: #33cc33"> ~*Fighters*~</span></span></p><p>In most cases the best opener against fighters is the stun. Flame Chamber (stun) or Surge of Flames (knockback stun). However if a fighter is advancing do not hesitate and use Stifle, then proceed with a stun and finally root. </p><p>Here the Fighter is under your full control. You move out of the mlee range and make fun of your target ( just kidding). Debuff him first!! Use Rendering Icicles as it will decrease his mitigation against heat and cold damage. Next proceed with all the DOTs you got in your arsenal. Chilling Wind, Lightning Flash and Breath of the Tyrant. DOTs may seem a bit weird to you at first, but think about it. When Fihgter comes close to you he will be inturrupting you and knocking you back. But the DOTs will continue working and decreasing his health. So do not hesitate and cast them. By this time root should break, what do you do next?</p><p>Arm yourself with Coldshield, this is spell will fire back as soon as he hits you with a melee attack. And so you don't just stand there cast Incinerate a 0.5 DOT. This is a very important spell in our spellbook, because of its quick cast and very high damage over time. Do not forget to stifle your opponent and cast your stun as soon as it is up.</p><p>Once you got all the DOTs working away and you're armed to the teeth, start casting your DD spells like Plasma Burst, Ball of Fire and Surge of Flames (has a knock back so is very good). If fighter is not dead yet cast Breath of the Tyrant and Incinerate again along with Plasma Burst.</p><p> <span style="color: #339900"> <span style="font-size: medium">~*Mages*~</span></span></p><p>Fighting a mage is completely different than fighting a fighter. In case of a fighter you want to keep your opponent away from you, here distance will not matter. It is kill or be killed. A contest of rutheless strength and who can get more spells off. At least that's what people are lead to believe..</p><p>First spell you want to get off is your stifle. It inturrupts your opponent and makes him useless for 2 seconds. In those 2 seconds you can cast Rendering Icicles. Next thing you want to cast is Dispel Magic, you might be surprised, because most players don't even know about existance of it. What it does is strips your opponents magical effects (buffs). This is a level 9 spell, look for it and you will find it. Now quickly while you got time cast Flame Chamber ( stun) and get 2 of your quick spells off. There are Inconerate and Breath of the Tyrant ( very good damage, compared to how long it takes to cast them). </p><p>Once all this is done you can continue to cast your DD spells and do not forget to cast stifle whenever it is up again.</p><p> </p>
Ammem
06-20-2007, 03:33 PM
<p> <span style="font-size: medium"><span style="color: #339966">~*Priests*~</span></span></p><p>Now here comes the challenge. In order to win against a priest you have to push your damage to its limits. You need to force your opponent to concentrate on healing himself rather than doing damage to you and do it in such a fashion that you not only hit him but outdamage his heals.</p><p>Once again open up with a stifle and cast rendering icicles, cast Dispel Magic and in case of an Inquisitor, Templar, Defiler and Mystic start casting a Hex Doll. For this next part I recommend a wisdom doll, since it decreases all stats as well as resists. If this is a melee specced healer and he is hitting you like a train and you're constantly getting inturrupted forget this part. Skip onto the next.</p><p>Now that your opponent is debuffed you need to start doing damage to him. Cast all your long cast DOTs first. The same as in the case with the fighter. Cast Freezing Wind and Lightning Flash, continue with Breath of the Tyrant and Incinerate. Now at first it may seem like you're not doing any damage, but before the healers knows it he will be at 75% HP and it will continue to decrease. Stifle him and cast your stun, this is also a good time to cast surge of flames if you're a high level wizard. Good job you forced your enemy to heal and not trying to kill you.</p><p>Next part is harder, here we have to bring it to a successful end. Cast Plasma Burst and start casting all your DOTs again!! At this point healers usually manage to get themselves up to 100% HP again. Once you cast all DOTs again you will start bringing them down again. While your OTs are working cast Plasma Burst again and cast your stifle before the healer manages to get the heals off. At this moment DOTs are ripping him apart and he is stifled. This is the turning point of the battle.. cast your biggest nuke Ball of Fire ( low levels) or Ice Nova or Fusion. Before you cast the big nuke healer will be at lower than 50% HP and in most cases it finishes them off.</p><p> <span style="font-size: medium"><span style="color: #339900">~*Scouts*~</span></span></p><p>Yes the kings of EQ2 PvP. Guess what... they're not!</p><p>If you have a quick reaction time you will find them to be pretty simple, since even though they do very good damage most of them have low resists. Especially if you cast Rendering Icicles.</p><p>Here what you want to do is open up with a stifle once again, and before he can inturrupt you and cast all his CAs you want to root him and get out of the melee range.*1 Now that you got few save seconds cast Rendering Icicles and cast long cast DOTs. This part is even more crucial here than against Fighters, because of the number of inturrupts and stuns scouts have!! Cast Irradiate and Incinerate. </p><p>As soon as root break cast cast stun and Coldshield. In most cases this is enough you can sit back and enjoy the fight. However if this is not enough stifle your opponent and cast irradiate and incinerate once again. Also if your scout buddy is going into stealth do not waste those precious miliseconds looking for him, but cast your Conflagration ( AOE spell, is called Inferno and Fiery Inferno at higher levels). This spell will still hit him and while your toon is casting it, you can locate the scout. </p><p>In this fight do not forget to cycle through the stifle and Coldshield. Also be ready to hit Manashield. </p><p>*1 One exception is with the Ranger class, instead of having him at a great distance, you want to root him and come within melee range. He will stun you briefly once and that's it. While you can keep on cyclying through your DOTs, DD and Coldhsield spells.</p><p> Epilogue</p><p>Last point I want to make is this.. it is a rough outline of how to fight all major archetypes. There are some variations that you can do depending on AA line you complete. There are also many tricks up the sleeve if you go down the shielding line on Wizard AA tree. You can kite even mages. However it is very dangerous and difficult. Also some fights might play very different against such classes as Monks, Bruisers, Swashbucklers, Coercers and Illusionists than what I listed here. The strategy will still work, but if you got an expert at that class who knows how to use him, it is an entirely different world. However this should be enough to get you started off and enjoy PvP as a Wizard. There are also many more strategies you can come up with especially around the order you cast your spells in and combining them with such procs as Surge of Flames and Frigid Winds but that is more difficult to employ and is for more advanced Wizards. If you want some quick questions and answers you can e-mail me: <a href="mailto:
[email protected]" target="_blank" rel="nofollow">
[email protected]</a></p><p>Champion Battlemage Feniks Reborn, Hunter of Undead</p>
Force Weaver
06-20-2007, 05:01 PM
Very simplistic question. I've always seen the use for Rending Icicle Debuff line but is the Dispel Magic actually useful on a greater majority of mobs (obviuosly named) that have buffs in PvE as well? I've never really thought about removing mob buffs but it makes sense now that you point it out. Guess there's always something new to learn.
Ammem
06-20-2007, 05:19 PM
In PvE Dispel Magic works against very few mobs. Mainly nameds and it actually helps a lot when fighting sirens. The only time when I used it on PvE server was when raiding or dueling. <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />
Force Weaver
06-20-2007, 06:48 PM
<p>With the new AA / LvL cap coming up will there be any "reconsideration" of what lvl lock points are "ideal" on PvP? </p><p>If I was considering locking and I wanted KOS Sta endline (25pts) & EOF (24pts in shielding & 5pts in debuff) that puts me at 54 aa and a minimum lvl of 36. Add a KOS Agi tree (24pts) and you'd need 78 aa or a minimum lvl of 52 (great u get Numbing Cold!).</p><p>In your teens if you only had aa pts in your mid 20's besides upping that debuff first, is the EOF line > than the KOS Sta in priority?</p>
Ammem
06-20-2007, 10:10 PM
I see what you're saying. This actually gives me an idea.. I made a similar strategy post to WoW a long time ago regarding which talents to get first to be the best at your level. Tomorrow when I have more time I will try and create few variations for each tier. This should give people few options to choose from and will make their life on PvP server easier. Oh and by the way you need 23 points to get a final ability in KoS tree, so it makes things a bit easier. <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /> Anyways I am off to the movies. /wave
Legiax
06-21-2007, 04:27 AM
<p>Unfortunately, whilst we can speculate which AA builds are "perfect", for any given tier.... it really does not work like that.</p><p>I suggest you slow down and wait for the upcoming changes to hit Live before anything else is compounded together, which is exactly why I have not gone into more detail in the guide with regards to AA builds vs Adventure Level etc.</p><p>Patience is a virtue =)</p>
Ammem
06-21-2007, 10:57 AM
Well in about a week I will be gone until like mid September and since my account is already cancelled I can make a rough outline on "best" AA. Once changes go live you can update them a little, but for the most part they should stay the same.
Captain Apple Darkberry
06-22-2007, 04:48 PM
<span style="color: #ff3300">Narf, in your opinion, as a level 10 Wizzy, should I put points into the Magi's Shielding first? ...or the STA line?</span>
Legiax
06-25-2007, 04:34 AM
<p>Tricky... 2 weeks ago, i would of said put 10 points into the Magi Shielding first, and get a +healing adornment, which makes you solid to kill at that level.</p><p>However, with the new GU 36 changes (rumoured to go live this Wednesday), Magi Shielding is said to only protect against magical damage, thus will not work vs melee. So if you do put 10 points into Magi Shielding, these will be stuck in that tree. </p><p>On the flip side, you will see some immediate benefit, where as with the STA tree, you will not be seeing any benefit until you reach the mitigation increase. Its down to you what you choose, are you going to level lock? If so, you want to be putting your points into the STA tree to get Manashield as early as possible. If your not locking, then you can afford to put some points into Magi Shielding.</p><p>If I was you, I would work towards Manashield... short term loss for a long term gain =)</p>
Force Weaver
06-25-2007, 08:08 PM
Narl@Nagafen wrote: <blockquote><p>Tricky... 2 weeks ago, i would of said put 10 points into the Magi Shielding first, and get a +healing adornment, which makes you solid to kill at that level.</p><p>However, with the new GU 36 changes (rumoured to go live this Wednesday), Magi Shielding is said to only protect against magical damage, thus will not work vs melee. So if you do put 10 points into Magi Shielding, these will be stuck in that tree. </p><p>On the flip side, you will see some immediate benefit, where as with the STA tree, you will not be seeing any benefit until you reach the mitigation increase. Its down to you what you choose, are you going to level lock? If so, you want to be putting your points into the STA tree to get Manashield as early as possible. If your not locking, then you can afford to put some points into Magi Shielding.</p><p>If I was you, I would work towards Manashield... short term loss for a long term gain =)</p></blockquote><p> Magi's Shielding is going to become non-melee type ward? <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /> Guess they're making it so Magi's Shielding is great for AOE's on raids and not another "free heal" for soloing and groupers PvP or not.</p>
Legiax
06-26-2007, 05:39 AM
Force Weaver wrote: <blockquote>Narl@Nagafen wrote: <blockquote><p>Tricky... 2 weeks ago, i would of said put 10 points into the Magi Shielding first, and get a +healing adornment, which makes you solid to kill at that level.</p><p>However, with the new GU 36 changes (rumoured to go live this Wednesday), Magi Shielding is said to only protect against magical damage, thus will not work vs melee. So if you do put 10 points into Magi Shielding, these will be stuck in that tree. </p><p>On the flip side, you will see some immediate benefit, where as with the STA tree, you will not be seeing any benefit until you reach the mitigation increase. Its down to you what you choose, are you going to level lock? If so, you want to be putting your points into the STA tree to get Manashield as early as possible. If your not locking, then you can afford to put some points into Magi Shielding.</p><p>If I was you, I would work towards Manashield... short term loss for a long term gain =)</p></blockquote><p> Magi's Shielding is going to become non-melee type ward? <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /> Guess they're making it so Magi's Shielding is great for AOE's on raids and not another "free heal" for soloing and groupers PvP or not.</p></blockquote>Im Afraid so.... btw can we get this stickied so I dont have to keep clicking my own siggy? =p lol
Legiax
06-26-2007, 09:50 AM
<p>Updated with Wizard line AA notes for Spell Reach & Iceshape.</p>
SolomanShort
06-28-2007, 02:21 PM
This helped me a lot, thanks, great info. <img src="/smilies/e8a506dc4ad763aca51bec4ca7dc8560.gif" border="0" alt="SMILEY" />
KodiakAsh
07-06-2007, 12:21 PM
Now that GU36 has come and gone...a few questions and comments: 1. Magi's Shielding (Wiz AA Line) does ward against all forms of damage, or at least it still is for me. I mostly notice this in PvE content when soloing tripple up heroics who get outa root. The change they did make in the patch notes was to an AA called "Ward of Sages" which is in the Wisdom AA line (KOS AA Line). That used to be all damage types, but now is only magical. 2. When you say Frostmail puts you in combat when it procs, does this mean when you reach that 30% mark and the ward becomes active you go into combat? Right now just running around with Frostmail on getting hit in PvP and PvM I don't go into combat. 3. I seem to be gaining about same AAs as I do levels without going all out (currently AA 42 at level 41). I went STA line first in the Sorc tree, and got my spell reach. After I get the Enhance Piercing Icicles line, which one should I focus on, Frost or one of the other lines in the Sorc tree? The Crit line seems pretty tempting since I often run with a Dirge with "Don't Kill the Messenger" for another 7.5% crit or is there a bigger boost from your Ice line spells? Also could you throw up a short summary of the ice skills you did get and why you skipped the others? Thanks.
Legiax
07-20-2007, 08:51 AM
OK Guys, glad this is going well. Getting nice feedback ingame, and on these forums. FYI I got my Master title a week ago <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> I'll be updating this guide shortly with some GU36 changes and some more stuff.
Brigh
07-26-2007, 11:39 PM
After being out of game for a few months and now read up on the changes, it seems to me the ward is now useless for pvp, as it is melee that is the #1 killer for wizards. Time to log in and respec I suppose.
Legiax
07-27-2007, 09:08 PM
Magi Shielding still works vs melee. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />
Brigh
07-28-2007, 12:24 AM
I don't care about that. Ward of Sages is what I cared about. Now it is useless.
Legiax
07-28-2007, 08:40 PM
Concerning PvP, Ward of Sages as always pretty useless. However now it does have 1 use, it basically nulifies poisons from scouts, as it only protects vs magic damage. This leaves your Magi Shielding picking up the melee damage. TBH - As mentioned in the actual guide, pick up your STR line, its far superior to WIS as a line to support STA.
Nintech
07-31-2007, 06:53 AM
Just wanted to pop in and say Thanks! This thread is amazing for a new Pvp player (in this game). Cheers for the good work.
Mwahaha
08-19-2007, 10:48 AM
/wave Narl I see that Semper Fi lost some of its fire power. Nice guide too btw.
Pengefinchess
01-26-2010, 07:47 PM
<p>L20 now and locked as i like to quest and are having a blast (literally) with my little guy.</p><p>got the 3 item pvp ward - what next as a solid choice for pvp gear?</p><p>could go wand and orb or even great staff, is the 5 piece bonus worth it? as the other bits i can get at this lvl arnt mage pieces as far as i could see. At my lvl is it just "get what seems best int wise"?</p><p>great guide <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>
raydenwins
05-10-2010, 12:06 PM
If someone needs to die and you can succesfully cast for approx 15 seconds. Ice spears, catalyst, freehand sorcery,ice comet2, manaburn. It works wonders on tuff tanks. Of course you must not have nagging scouts for greys from ss biting you while casting.
raydenwins
05-10-2010, 12:31 PM
When constantly hassled, freedom of action, snare, stifle, root, blast, kite. Manasheild approx 25 percent and hope for a kill shot lol
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