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#1 |
Loremaster
Join Date: Feb 2005
Posts: 55
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The way of the Wizard – A New Wizards Guide
(I have looked long and hard for a wizard guide and not finding anything suitable, I created one. Please let me know of any mistakes or updates - Nimrodel Telcontar, L52 Wizard on Runnyeye and Co-GL of Ascended Heroes) Lightning Flash (22), Pulsing Flash (36), Shocking Flash (50) Chilling Wind (20), Freezing Wind (34), Icy Wind (4 Amplification (21), Intensify (35), Augmentation (49) Vivid Seal, Dazzling Seal, Hand of Tyrant (40), Fists of Tyrant (54) Coldshield (20), Chillshield (35), Frostshield (50) Flame Tongue, Fiery Grandeur (3 Surge of Flames (32), Fiery Surge (46), Inferno Surge (60) Accord, Concurrence (35), Singularity (47) Frostbound Gift, Icebound Gift (49) Benumb (30), Enfeeblement (3 Boreal (25), Aurora (39), Nimbus Aurora (53) Frozen Manacles(19), Tether (33), Truss (45) Heats Stroke (31), Heat Convulsions (45), Fiery Convulsions (59) Breath of Tyrant (21), Immolation (3 Ball of Fire (23), Ball of Flames (37), Ball of Incineration (51) Plasma Strike, Plasmatic Pulse, Flamestrike (43), Sunstrike (57) Word of Force (20) Ice Comet (50) Protoflame (4 Forge of Ro (55) Surging Tempest (5 Essence Harvest (2 Discretionary Flow (30), Vital Flow (41), Vital Flood (54) Intromission (33), Essential Intromission (47) Portal (24), Depart (3 You should have no problems with solo mobs single white^. The usual tactic is root the mob, launch your debuff followed by you best nuke. Check to see if root is breaking. Just rook and nuke. This should work for most cases. If the mob is very grey that it cannot hit you, then do not worry about rooting, just nuke and use the shield line to do reactive damage to the mobs. As an alternate to this, another strategy is to: For situation where you are dealing with more than 3 mobs, do not to this without a group root line. If the mobs are very grey and you can take the hits then do so. Againt group root, and then burn them down one at a time.
The Way of The Wizard – Version 1.1 – October 12, 2005. Message Edited by Telcontari71 on 10-12-2005 01:06 PM |
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#2 |
Join Date: Jul 2005
Posts: 114
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![]() Just a bit of FYI, the tyrant line is a DoT, not a int boost, the Seal line is the int+str boost. My other thing is the lvl 14 choice, you get 3 nukes that are single target before 20, during 20 you get your single lightning nuke replaced twice, your AOE (IE conflag/Pyre) only gets upgraded twice once at 14 and once at 28, I used conflag to [expletive ninja'd by Faarbot] pwn groups of orcs and power lvled quite easily, taking blaze as your nuke it will inveitably get replaced very shortly. Using conflag will give you your best aoe nuke (I said nuke not aoe dot) till 28
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![]() Lvl 52 bad mofo wiz on TOX Fistan Dantalis--Guild Dominion |
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#3 |
Loremaster
Join Date: Feb 2005
Posts: 55
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![]() Hello Epohis, Post combat upgrade... Unless everything I have referenced is wrong, we only have 2 buffs. Augmentation Line and Tyrant Line. Tyrant line is a INT and WIS buff. Please someone correct me if I am wrong. Dazzling Seal line before used to do STR and INT, now it is just a proc. As far as the training choices, it very much dependant on what you do, your play style. If you always group, the AE might be better for you. However AE is not the defining characteristic of a wizard, AEs are more warlocks. Blaze will consistent give you a slightly better damage output over conflagaration. However, it down to personal choice. For me, its blaze first and conflgaration next. Nimrodel Telcontar L52 Wizard on Runnyeye
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#4 |
Join Date: Jul 2005
Posts: 114
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![]() Here is a link to the spell pics, the tyrant line is the DoT, post re-vamp training options http://eqiiforums.station.sony.com/eq2/board/message?board.id=23&message.id=15437
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![]() Lvl 52 bad mofo wiz on TOX Fistan Dantalis--Guild Dominion |
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#5 |
Loremaster
Join Date: Feb 2005
Posts: 55
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![]() Ah sorry.. I see what you mean. The Breath of Tyrant is a heat DoT.. Just a bit of spell misplacing.. However the Breath of Tyrant, and Fists of Tyrant are the buffs. I will amend and update the guide later. |
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#6 |
Join Date: Nov 2004
Posts: 118
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![]() The tower where the bixies are is called the Tower of the Drafling, not the Dwarfling Tower. :smileyhappy:
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#7 |
Loremaster
Join Date: Nov 2004
Posts: 130
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![]() Please look again all Tyrant except HAND of the tyrant are DOTs, Hand of the tyrant is actualy the upgrade to the seel line |
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#8 |
Loremaster
Join Date: Feb 2005
Posts: 55
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![]() Ok. I am really missing something here... Breath of Tyrant is a heat DoT - (Immolation type spell) Hand of Tyrant is +INT/WIS Buff (Vivid Seal/Dazzling Seal Line) Fists of Tyrant is +INT/WIS Buff (Vivid Seal/Dazzling Seal Line) This at Adpt 1 does about +50
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#9 |
Loremaster
Join Date: Nov 2004
Posts: 20
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Hand of the Tyrant and Fist of the Tyrant are STR and INT buffs. We do not have any WIS buffs.
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#10 |
Loremaster
Join Date: Nov 2004
Posts: 53
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And its Tartons WHEEL not rod.
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Lady Gdinn NovaMaster - WoodElf - Lv70 - Wizard - Nektulos |
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#11 |
Join Date: Jul 2005
Posts: 114
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Good write up, I really like the quest part, I was wondering where the quests for those mugs I saw was..... Is there a quest lvl for those quests you listed? Is there any quests I should be looking for at 30?
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![]() Lvl 52 bad mofo wiz on TOX Fistan Dantalis--Guild Dominion |
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#12 |
Loremaster
Join Date: Dec 2004
Posts: 43
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Nice write-up, lots of good info here. A minor correction : Lightning Flash (22) is an AOE DoT spell (every 2 sec.s for 8 sec.s) and as already pointed out 'Conflagration' is PBAOE.
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#13 |
Loremaster
Join Date: Feb 2005
Posts: 55
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![]() At level 30, you should be ready to do haddens earing. While not an INT item, it has a lot of utlity as the earing give water breathing if you find this to be a problem. At level 32, I think Foombys stolen goods is your next best bet. Again more of a utility item. A nice bag. At level 35, you can do the Stein of Moggok. At 40, Saving Soles, Torbins Mystical Eyepatch.
Thanks for all the feedback and keep it coming. I will update the guide in a proper HTML editor and then repost around the weekend.
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#14 |
Join Date: Nov 2004
Posts: 31
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Surging Tempest does NOT do massive damage, at 351 int, it does 686-838
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#15 |
Loremaster
Join Date: Nov 2004
Posts: 130
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Just wanted to add my opnion on solo tactics: 1. Pick a location far as far from the mob as you can and stil cast your big nuke 2. Cast your big nuke 3. Stun 4. Root 5. Move back 6. wait for your big nuke (and stun if you want to be very safe) 7. Renuke 8. repeat 6, 7 while stun/rooting when needed. Do not use DOTs or DEBUFS as they make your roots break. The whole game in this strategy is controlling your root, you are in controll the entire time becuase you know exactly when your root might break and can have a a stun/root ready to go. The other keypoints is cast time for that initial cast I like to use my big nuke first because its what I call a free cast (doesn't take anytime from your root or have any chance of breaking a root because there is none).
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#16 |
Join Date: Nov 2004
Posts: 118
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I would REALLY emphasis that the above is a hunting style and not a must. I know lots of wizards who use our debuffs and our DoTs to the fullest extent of the law *wink* and while it does break a root at least half the time, the roots are so fast to recast now that its no biggie to reapply the root. While not as completely safe as Hairy's methods, using your debuffs and DoTs creatively can be a very effective and much quicker way to take down enemies than nuke - root - wait for nuke to recharge - nuke - reroot. Again, it's a style for some but not something I'd say is THE way to play a wizard successfully. |
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#17 |
Loremaster
Join Date: Feb 2005
Posts: 55
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![]() Aye Buck snort. I have to agree with you. It so depends on individual cases and fights.
I regulary farm the guards in Majdul for coins for guildies. I use 2 strategies usually. Guards now are L54 Heroic x 4 mobs. Classic Strategy: RoC the group > No. 1 Watch for any resists and switch to that mob if resisted > Ice Comet > Ball of Inc > Paralyze > Mob Dead (if not, Flamestrike will do it) No. 2 Root > Flamestrike > Cremate > Ball of Inc > Flamestrike > Paralyze > Creamate > Ball of Incinertaion (If mob gets too close, I use frostshield) Re RoC the mob. No. 3 Ice Comet > Ball on Inc > Paralyze > (Flamestrike if needed) No. 4 (Same as mob 2) This is usually very good. I go OOM or nearly there and I ususally have about 50% health left.
Dot and AE Approach: RoC the Mob > Icy Wind > Frostshield, (Move between the 4 mobs), Inferno, move out wait and watch for breaks... and Re RoC when timer goes up. Burn then each one at a time only takes 2 nukes max. I find this one is slighly riskier but faster and more economical on Mana.
I must say though that the debuff lines now are a lot less powerful than before. Before but stacking Icy Coil, and Piercing Icicles, along with Icy Wind.. we could debuff close to 2.6K of hot and cold. Not with just Icicles lines its paltry. About 600 or so. I still find my spells hit for more with the debuff.
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#18 |
Join Date: Jan 2005
Posts: 59
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thanks for that great guide! ad Master spells: As Zek provides Orcs from 30-40 and the Rujarkans in DoF are also Orcs there is also a good argument for choosing Orcs. ad: tactics: >>> With a group of 2 mobs, you plan is again simple. Root one mob, and then stun the next one. Root the second mob and try to kill it quick. After which, root the first one again and nuke it. <<< I would use the same tactic you described below: If available use a group root and then start to nuke. If the group breaks, apply the root again, single root is enough. ad the proposition not to use debuffs while soloing At lvl 51 with int around 275 I use Piercing icicles (adept 1) quite often to debuff and it breaks root very seldom, certainly not 50%. Actually it is difficult to judge what breaks root because after 4 secs the first other spells comes in and then every 2 secs another one. As root is re-applied so quickly and debuffs do increase dmg noticeably I think it is worth the trouble. To wait for ice comet to refresh seems a bit lazy or too much security oriented. With BoIn, Flamestrike, Paralyze you can dish out a lot of dmg and root (both adept 1) holds astonishingly long. With the snare effect applied after a broken root there is always time to reapply root or stun and finish off. (and I still use frozen manacles to get away from a mob fast.)
Message Edited by Antaios on 09-28-2005 06:20 AM |
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#19 |
Loremaster
Join Date: Nov 2004
Posts: 130
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![]() Being a 44 wizzard I was think of the big nuke being BOF which has like a 9 sec recast which is very easy to wait for. your right 45 secs is a bit crazy |
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#20 |
Join Date: Jan 2005
Posts: 59
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Another information, if it can be gathered, would be the amount of damage increase gained by int increase. I know goboy did some calculations while things were still on the Test server but I haven't seen anything similar. Do we any numbers like a gain of 1 int will increase your damage by x% ? And can we make that a sticky please!
Message Edited by Antaios on 09-30-2005 01:54 AM |
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#21 |
Join Date: Nov 2004
Posts: 26
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![]() Very nice guide Nimrodel Telcontar, thank you for your time and trouble :smileyhappy:
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#22 |
Loremaster
Join Date: Nov 2004
Posts: 632
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![]() Think this is a awsome write up. Anyway we might be able to get this stickied
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#23 |
Join Date: Nov 2004
Posts: 489
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![]() Just another solo hunting tactic... I use to just root, dot/debuff, dot, dot, start HO, big ball nuke, plasma nuke, if mob breaks root during this progression, cast our damage shield on myself and continue the progression to the end of the HO then reroot the mob IF it's still alive heh. This worked fine but I wanted try to eek out as much damage as possible in a short period of time. So I went with this... Get at max range for big ball nuke Cast big ball nuke Spam root until mob is within range (the range on our ball series is much longer than our root range). You'll root the mob just before he gets to you. Now get to the old tactic of dot/debuff, dot, dot, start HO, big ball nuke (by the time you reroot and dot and debuff this is ready to go) and finally end the HO with plasma. And, of course, if the mob gets into melee with you throw on your damage shield and continue your progression of spells. Now what I've been doing lately is going with big ball nuke, then stun for damage THEN root the mob and go through the normal progression of dots and the HO. That seems to be the absolute fastest way to kill a mob given that there aren't any resists. Especially with the stun I have now that hits for 500ish points of damage. Landing a 900ish point ball then landing a 500ish stun and rooting the mob before it's even close. Heh... I almost feel sorry for the poor critters.
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Halthar 70 Dwarf Templar - Unrest Zabumtik 60 Gnome Wizard - Unrest |
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#24 |
Loremaster
Join Date: Dec 2004
Location: Ft. Benning, GA
Posts: 63
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I have a good tactic for level 21-25 on the skeles at Nek forest zone-in *did this on all mobs DBlue-White ( V arrow) con... ok this is what you should have up Hotkey 1 Root *for just incase* Hotkey 2 Dot Spell Hotkey 3 Ho Trigger Hotkey 4 First Nuke (longest recast time) Hotkey 5 (shortest recast time) Hotkey 6 Stun Hotkey 7 AoE *anytype* Hotkey 8 DMG Shield Hotkey 9 Blank Hotkey 10 Sprint *for incase as well if you fight to tuff a mob* ok here is the tactic *in hotkey terms* Hotkey 8 > Hotkey 2 > Hotkey 3 > Hotkey 4 > Hotkey 5 > Hotkey 6 *if Needed* *mob should be dead by now if not just nuke once or twice more and itil be dead* That was for if the Ho was to be the Nuke *lightning bolt* type Here is if it was the other *3D Ball with points at end(s)* Hotkey 8 > Hotkey 2 > Hotkey 3 > Hotkey 4 > Hotkey 6 *or 4 (sometimes)* > Hotkey 8 > Hotkey 4 *mob should be dead if not contiune with yuor own combo's after hitting Hotkey 4 at the end of the line* Right now im lvl 23 and bout 20% left till 24 and with a 1.1k power pool i can kill about 4 or 5 white/DBlue mix without doing the painfull meditation and rest for mana it is very good quick exp for soloing NOTE: I have yet to test this anywhere else but Nek Forest.... But should work anywhere ona single type mob all round Ty... and enjoi doing what i calle a *Solo Grind ( SG for short )* NOTE 2/ EDIT: If there is anything i missed or if you think i am missing a spell or something as in error for the combo please let me know... Ty
Message Edited by Senliten on 10-06-2005 03:39 AM
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#25 |
Loremaster
Join Date: Feb 2005
Posts: 55
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![]() Hello All, Still here... Hopefully tomorrow or over the weekend. I will compile all and post a new update. Thanks for all the positive feedback and pointing out the errors as we as suggesting tactics.
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#26 |
Loremaster
Join Date: Dec 2004
Location: Ft. Benning, GA
Posts: 63
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![]() Well im level 23 wizard with only 85 INT buffed with amplify, Vivid seal, and magi's sheialding, and i do around 300-500 or even a lil over 500 with ball of fire spell.. and all my other spells are in the 100-300's as well... o and there all apprentice 2 BTW
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#27 |
Join Date: Jul 2005
Posts: 114
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![]() Umm 5.8 int upgrades my damage by 10 (I know because I check pre-ring buff and afterwards) but I only have checked BoF no others, and at 132 int and lvl 34 my BoF does 898, my plasmatic pulse does 200-460 adept 3
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![]() Lvl 52 bad mofo wiz on TOX Fistan Dantalis--Guild Dominion |
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#28 |
Loremaster
Join Date: Dec 2004
Location: Ft. Benning, GA
Posts: 63
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I must be lacking in the INT department if im at lvl 24 now and only have 85 INT...this sucks wish there was armor that was on player merchants that i can get around level 24 but nooo it has to be all level 30+ *moan*
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#29 |
Loremaster
Join Date: Dec 2004
Location: Ft. Benning, GA
Posts: 63
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Sry dbl post on acident
Message Edited by Senliten on 10-06-2005 06:25 PM
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#30 |
General
Join Date: Aug 2005
Posts: 99
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Just created a sorceror only 2 days back to play around, and i must say this was a lovely guide (it was always my intention to go wizard before i read this) so thanks for the guide.
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