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Unread 09-26-2005, 04:53 PM   #1
Telcontari71

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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)

Wizards are masters of the elements.  We unleash the elements of fire and ice to wreak devastation on enemies.   We really come into our own in groups with our line of devastating direct damage spells as well as utility spells.  To date on single mobs, wizard is the best class.

We do not solo quite as well as summoners,but with our crippling roots and deadly nukes, any solo^ mobs up to yellow should be petrified - rightfully so as soon it will be frozen to death or cremated to ashes.

I have personally found this a very rewarding class to play and I still have a lot of fun with my toon at 53.

Building your character via Character & Racial Traits:

As a wizard, when you build your character, there are only 2 things you need to worry about.  INT and Power Pool.  The more INT you have, the more power you get, and the more damage your spells land for. Always quest for more INT.  INT caps at 7x your level, so you can have a max of 420 INT before the INT will not have any affect.

After INT, always choose traits that give you a better in combat power regeneration.  And finally choose traits that give you a better power pool.   When it comes to resistances, you are the master for heat and cold and your buffs will give you a lot of resistance for these two type of attacks, so try to work up other resistances like poison, mental, magic, and diseases. If you cannot choose any of these traits, choose agility to boost avoidance or wisdom to boost resistances.

Equipping your character:

There is only one determining factor when choosing items, does it have INT or not.  If you are a pure group person, the really this should be your paramount concern.  If you want a balance, try getting items that give you a more balance in other areas.

At L40, the first set you want to try and acquire is the Tundra Gear.  Each of these pieces can be bought for a few gold or be farmed from the mobs in Everfrost.  A complete tundra set will give you better INT than a T5 rare set: However, your ability to solo will be low.   Also it will boost a lot on the cold resists.

Most of the imbued rare wood wands make a good primary weapon of choice matched with a secondary item that boosts INT.  When it comes to jewellery, again you guessed it, anything that offers more INT.

Heritages & Must Do Quests for Wizards:

The Haddens Earring:  Nice earring with under water breathing.  Very useful utility item.
By hook of by…:   (For Heirophant’s Crook:  An nice 2 handed Staff)
Stein of Moggok:   It Can be rebuilt (For Stein of Moggok, a nice secondary slot item)
Tartons Rod:  This is one of the best secondary slot item.  At 53 I still use it, and while not a heritage highly recommeneded.
Foombys Stone Goods:   A nice large bag with with weight reduction.
An Eye for Power:  Torbins Mystical Eyepatch.  Nice headpiece with good INT.
Saving Soles:  Golden Efreeti Boots (Nice boots with INT and in combat power regen)


Creature Mastery Spell Choices:

Without going into too much detail on how and why, my choices are listed below.  These are the most popular choices.  I chose them because I still fight these mobs at L52 and since combat upgrade, these nukes scale very well in damage.  Also I will tell you that you will encounter each of these mobs in the new desert of flames expansion.

My choices are Gnoll, Skeleton, Giant, Goblin, Lizardmen.

Please note that if you are freeport based, you will probably have a great utility if you picked orc as these are the probably the first mobs you see.

Training Master Spell Choices:

At level 14 and every 10 levels there after you get choice to upgrade one of four spells you have learnt in the last ten levels to upgrade to a Master II level.

Level 14:  Conflagration, Blaze, Painful Meditation, Freezing Whorl.
Most people will go with conflagaration or blaze.  I would recommend Conflagaration for nice PBAE damage. Blaze gets upraded too fast.

Level 24:  Chilling Wing, Ball of Fire, Amplification, Breath of Tyrant
Most people should go with Ball of Fire.  Until Level 37 when you get your Ball of Flames, this is the best DD nuke for you.

Level 34:  Heat Stroke, Surge of Flames, Intromission, Freezing Wind
Most people should go with Freezing Wind.  This will be you best AE DoT until L48 when you get Icy Wind.

Level 44:  Hand of Tyrant, Vital Flow, Flame Strike, Inferno.
The choice here is a bit tough.  Flame strike is very good, its very fast casting and has fast recast timer.  Inferno is a very good AE.  I personally went with flame strike as I had inferno at Adept III.  If you have both at Adept III, then Hand of Tyrant is not a bad choice.  +13 INT over the Adept 1.  What would you give to upgrade to a +13 INT item?  This one is free.

Level 54:  Protoflame, Ball of Incineration, Frostshield, Fists of Tyrant
This is a again a tough choice.  Fists of  tyrant gives you +69 INT helping all your other spells, but Ball of Incineration becomes deadly at 1450 to 2100 DD.  Go with Ball of Incineration.  I am going to go with that one.

Spell Lines:

Note about spells.  L1-L50 spells are gained by experience.  L35 Ice Flame is crafted by a sage as part of the Bloodlines Adv. Pack.  Word of Force is a Splitpaw spell at L20 and can be bought after earning the trust of the SP Gnolls.  L51-L60 spells are all bought from merchants in Majdul as a Desert of Flames expansion.

I have broken down spells into spell lines rather than levels as this is a lot more meaningful for most people.   If there are any inaccuracies, please let me know.

Post combat upgrade, the quality of spells become important.  You should try to get all spells Adept 1 with a few exceptions.  Some you really want at Adept III.  In later version, I will hopefully colour code this to indicate must have Adept 1s and 3s.

Point Blank AOE (PBAOE):
These spells when launched will affect all targets around a wizard.  This does not require targets to be grouped.  It will land on all aggro and non-aggro mobs around the wizard so use with care.

Conflararation (14), Pyre (2SMILEY, Inferno (44), Fiery Inferno (5SMILEY
Instant Heat Damage to enemies around the wizard.

Numbing Cold (52)
AE Snare that slows targets with a proc that has a chance to root them.

Group AE:
This will affect all targets in a group, Maximum of 5 targets.

Lightning Flash (22), Pulsing Flash (36), Shocking Flash (50)
Deals heat damage over time to the group (Maximum of 5 Targets)

Chilling Wind (20), Freezing Wind (34), Icy Wind (4SMILEY
Deals cold damage over time to the group (Maximum of 5 Targets)

Ring of Cold (40), Ring of Ice (54)
This is a group root.  Each hostile spell has a chance of breaking the root.

Buffs:

Magis Shielding (3)
Class buff that provides power and improves defense and focus skills.  Never have it off as ti does not even cost a Conc slot now..

Amplification (21), Intensify (35), Augmentation (49)
A group concentration buff that increases party power pool plus heat and cold resists.

Vivid Seal, Dazzling Seal, Hand of Tyrant (40), Fists of Tyrant (54)
A group concentration buff Increases strength and intelligence of the party

Coldshield (20), Chillshield (35), Frostshield (50)
Proc cast on anyone. A 100% chance to do cold damage upon melee hits that triggers up to 3 times.

Flame Tongue, Fiery Grandeur (3SMILEY, Blazing Grandeur (53)
Proc cast on anyone. Gives you a chance to do heat damage with your melee weapons

Surge of Flames (32), Fiery Surge (46), Inferno Surge (60)
Proc cast on anyone. Gives you a chance to do more heat damage when your spell lands.

Accord, Concurrence (35), Singularity (47)
Proc cast on anyone (can only be cast on one person). Gives chance to return power back when hit in melee combat.

Frostbound Gift, Icebound Gift (49)
It’s a group buff. It procs for additional cold damage when mob is hit with non hit, non melee spells.

Snowbound Step(24)
A group buff that allows group members to see invsibility and confers underwater vision.

Defuff:

Freezing Whorl (13), Icy Coil (27), Piercing Icicles (41), Artic Icicles (55)
It Deals cold damage over time and debuffs the mob for heat and cold resistance.

Single Target Spells:
(Single Target, our class specialty)

Blazing Intimidation (27), Paralyse (44), Incapacitate (5SMILEY
Deals instant heat damage and stuns the target

Benumb (30), Enfeeblement (3SMILEY, Lapse (52)
Instantly interrupts and stifles a target.

Boreal (25), Aurora (39), Nimbus Aurora (53)
Mezzes a target and takes it away from any AE damage. Wizard is stunned, but the spell can be cancelled early.  Any direct damage will break the mezz.

Frozen Manacles(19), Tether (33), Truss (45)
Roots the target.  Each damage take by the target can break the root.

Heats Stroke (31), Heat Convulsions (45), Fiery Convulsions (59)
Does heat damage over time with a chance to stifle the target

Breath of Tyrant (21), Immolation (3SMILEY, Cremate (52)
Does instant heat damage and then slow heat damage over time.

Ball of Fire (23), Ball of Flames (37), Ball of Incineration (51)
Does instant massive heat damage.

Plasma Strike, Plasmatic Pulse, Flamestrike (43), Sunstrike (57)
Does instant heat damage.  Very fast casting and fast refresh.

Word of Force (20)
Splitpaw spell (same time as strike line) but does heat damage with chance to do cold.

Ice Comet (50)
Does massive cold damage (In Excess of 4K at L50 with Adept III)

Protoflame (4SMILEY
Summons a fiery pet to help you.  Has limited hit points and upon death causes AE heat damage.

Forge of Ro (55)
Summons a wall of fire.  This fire wall does not move but any one near the wall will take damage.

Surging Tempest (5SMILEY
Magic based nuke that does of DD, cast knock backs and blurs visions.

Icy Flame (35)
Bloodlines spell that does instant cold and heat damage.

Utility Spell Lines:

Summon Shadows (1SMILEY
Makes you invisible to anything that cons yellow and below.  Be careful, some mobs will see through invisibility.

Essence Harvest (2SMILEY, Vitalic Harvest (42), Vitalic Reaping (56)
Stuns wizard while regenerating mana.  This spell can be cancelled early.

Discretionary Flow (30), Vital Flow (41), Vital Flood (54)
Instantly converts some portion of health to mana.

Intromission (33), Essential Intromission (47)
Feeds mana to a party member.

Portal (24), Depart (3SMILEY
Evac line of spells.  The first evacs just the wizard, the latter evacs the whole party.

Combat Strategies

Before I start with these, there is no set rules that work in all circumstance.  Each encounter is unique, and require you to adapt these general tactics.  I have listed our entire arsenal of spells so understand them well and use them. Also please not that a lot depends on your hunting style.  Some people like more face to face time style and will take a few hits to burn mobs faster, other prefer a more clinical approach.

Solo Encounters:

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:
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. Re-root
8. repeat 6, 7 while stun/rooting when needed.

Some people use debuffs to debuff the mob, however as debuffs also have dot components they have a chance to break the root.  Other do not use debuff.  I would recommend you try both approaches before you decided if you want to add debuffs to your mix.

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.

It becomes more challenging with a group of 3.  If you have your group root line, use that and then burn them mobs down one at a time.  If the root breaks, the re-root them using your single root and kill them.  Then check the time limit left on group root spell, if necessary re-cast and then take the mobs down one at a time.  If you do not have group root line, the its matter of root one, stun the next and root it, and then take the third one out quick.

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.

Role in Group:

You role is create as much mayhem and chaos on the mob as possible.  On any encounter, wait till the MT has pulled the mob.  Cast your debuff, and the cast shield on the MT.  Then soften the mob with a coupe of quick spells from the strike line and then you are ready for you big nukes and dots from Immolation & BoF lines.   Also every 20 sec, remember to use the shield for your MT.  This will keep giving them nice reactive aggro so that you do not draw aggro on yourself.

If it is a group of mobs, your AE lines come into play.  However be careful.  You always have to keep your threat level below the MT.  If you are grouped with a Paladin, ask them to cast the redemption line on you.  This will accrue part of your hate to the MT and then you can really nuke away hard.  Be careful though and adapt to the group MT.  If you are not getting aggro then you can progressively work up to more damaging spell early on.

Remember in long fights, you have the ability to do some mana transfer to your healers as well as do some mana feeding to yourself.  Additionally, you have the capability to evac your whole party if things go bad.

Remember that you can always use your pet to pull a tricky mob and then let MT get the aggro.  The hate generation of the pet is low so MT should be able to get aggro back.  If you are fighting a long fight, then remember last thing you want is to be OOM very quickly.  Steadily pace yourself, once the mobs goes OOM, then you can unleash your full arsenal to get maximum damage.

Remember who you are and what your role is.  You are the best caster for damage against single mobs and can do devastating damage when shielded being a main tank.


Happy Adventuring!

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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Unread 09-26-2005, 07:56 PM   #2
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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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Unread 09-26-2005, 08:03 PM   #3
Telcontari71

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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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Unread 09-26-2005, 08:10 PM   #4
Epofh

 
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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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Unread 09-26-2005, 08:29 PM   #5
Telcontari71

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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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Unread 09-26-2005, 08:38 PM   #6
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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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Unread 09-26-2005, 09:26 PM   #7
HairyDustBall

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Epofhis wrote:

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


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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Unread 09-26-2005, 09:58 PM   #8
Telcontari71

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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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Unread 09-26-2005, 10:16 PM   #9
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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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Unread 09-26-2005, 10:38 PM   #10
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And its Tartons WHEEL not rod.
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Unread 09-26-2005, 10:59 PM   #11
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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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Unread 09-27-2005, 12:34 AM   #12
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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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Unread 09-27-2005, 11:18 AM   #13
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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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Unread 09-27-2005, 01:40 PM   #14
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Surging Tempest does NOT do massive damage, at 351 int,  it does 686-838
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Unread 09-27-2005, 08:21 PM   #15
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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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Unread 09-28-2005, 12:32 AM   #16
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HairyDustBall wrote:
Just wanted to add my opnion on solo tactics:


Do not use DOTs or DEBUFS as they make your roots break.




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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Unread 09-28-2005, 11:47 AM   #17
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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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Unread 09-28-2005, 05:04 PM   #18
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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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Unread 09-29-2005, 12:07 AM   #19
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Antaios wrote:
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


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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Unread 09-30-2005, 12:51 PM   #20
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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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Unread 10-01-2005, 03:19 PM   #21
Solba

 
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Very nice guide Nimrodel Telcontar, thank you for your time and trouble :smileyhappy:
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Unread 10-05-2005, 01:02 AM   #22
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Think this is a awsome write up.  Anyway we might be able to get this stickied
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Unread 10-05-2005, 11:26 AM   #23
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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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Unread 10-06-2005, 11:38 AM   #24
Senliten

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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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Unread 10-06-2005, 05:18 PM   #25
Telcontari71

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Hello All,  Still here...   SMILEY

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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Unread 10-06-2005, 05:30 PM   #26
Senliten

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Antaios wrote:
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


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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Unread 10-06-2005, 11:38 PM   #27
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Senliten wrote:


Antaios wrote:
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




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


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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Unread 10-07-2005, 02:24 AM   #28
Senliten

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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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Unread 10-07-2005, 02:25 AM   #29
Senliten

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Sry dbl post on acident

Message Edited by Senliten on 10-06-2005 06:25 PM

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Unread 10-07-2005, 08:12 AM   #30
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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. SMILEY
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