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The Wizard; Ever so humble
Topic Started: Jan 31 2010, 06:18 PM (147 Views)
Posted ImageM!key
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The mighty wizard. The highest hitting character in the game, and yet the rarest ever seen. Why is this so? The wizard is ripped through like paper but hits like a truck. As a wizard, DISTANCE is your friend. Fighting close up where the people/monsters can use their melee on you is just asking for trouble. With spells you ought to be able to teleport a small distance away and slow them down! Your number one enemy would be anything with a RANGED physical attack.

Another nice little mentionable is that a bunch of spells have secondary effects, as do many other skills.

The Builds

Arcane/Arcane Pure

This is the first build that comes to mind as a wizard. Your magic is maximized so you can weild all magical weapons at your level, and giving a hefty bonus to your attacks...

However, you also take a TON of damage and itll leave you speechless, depending on what you're fighting. Your magical resistance IS high, that is correct, but Wizards don't get many hit points, no matter how you look at it. You can put some points into vit, but each point is only worth 10, which is the lowest in the game. It could help early on, but you honestly won't see the difference later in your 70's.

You'll likely be adding citrine (hp) or Garnet (phys defense) shards to your armor to help with the loss in your defense.

Light Armor

It has been said that LA (Light armor) is the best build for a wizard. Your magic resistance is lowered, but your physical defense is boosted by a NOTICEABLE rate, versus arcane. It's been advised to only build with the minimum requirements. This involves putting ONE point into strength and ONE point into dex every time you level, and they have to be +4 your current level. Hence: if you're level 30, you MUST have 34 strength and 34 dexterity. the remaining 3 points can be distributed within your vitality and magic, but don't forget about the NEED to weild magical weapons with your req level.

Naturally, dexterity provides a crit % bonus of +1 every 20 dex. This increases your chance to hit a critical hit on your target with magic, which can REALLY add up in the end. Arcane builds have to worry about hitting as high as they can WITHOUT a critical hit, since they're so scarce with a 1% ratio. The loss in magical damage with LA will be made up with the increased crit ratio, no matter how small it may be.

Shards that you should be putting into your equipment should be ONLY citrine. with Light armor, you already have all the physical defense youll need, so you have to work on staying alive. As long as you have one HP, you're still dangerous. CITRINE IS A MUST!

With all of this being said, an LA wizard should still be able to weild Arcane armor, should the need ever arise. Magical attacking mobs shouldn't be much of a problem with a little arcane on hand.

(side note: LA is the best build to get an edge on anybody with a ranged physical attack. Whether it be a mob or an archer or even Covvie... *cough*. As a LA, bravely walk straight up next to that archer and give it the hardest smack you ever casted.)

Heavy Armor

First of all, WHAT THE HELL MAN.

I can see the idea you're gettin here. but trust me... it JUST wont work out the way you want it to. you'll wind up literally DUMPING all of your points into strength and (some into dex) and hardly have any left for magic, let alone vit. thus, your magical attacks will suck, and you won't even be able to weild magical weapons at your level. physical weapons are out of the question. they don't have any magical properties which help you with channeling. you can't even cast spells while weilding them. You're better off going bare handed so you still have a SLIM chance of surviving with the gush and run tactic.

Long story short: please don't do it.
(I was required to put this cuz some people have thought about it and it just wont work. LOL)

Physical Attack Mage

...I think you picked the wrong class. I can arrange a meeting for you with Covvie, Loki, and Ranfa. That way we can have a little talk about classes and why being a physical wizard will just make you a laughing stock out of the whole game. ;)

Your Job

In case it hasn't been made obvious yet, your job is to DEAL DAMAGE. :wub:

You must use the power of the Earth, Water, and Fire to strike fear and PAIN into your opponents. As a wizard, youll find yourself behind the lines, back with the clerics, psychics, archers, and venomancers. Provided you're going to rape Drum or Soul. The one key thing that you must avoid is the AGGRO. getting the Aggro from a boss is a BIG no-no for a wizard. go easy on the spells if you must, but try to pull your weight.

Out in the field, it's pretty straightforward. You're the hunter, the mobs are your prey. Dish out sum medium to high-leveled spells first while they aren't looking, then use the smaller spells for faster channeling and KO's. with Light armor, the mobs are helpless before you. Strike them down, move on to a few more then use some dew. As an arcane, you must be careful. even out when doing fieldwork. it's likely that youll wind up having to dew after every mob, which granted, is time consuming, but also life-saving. If you want to hit the highest without critical hits, this is necessary.

(dew is the wizard's only healing spell which takes 4.5 seconds to channel. It's learnt at level 24, and its a powerful heal, but make sure that it's powerful enough to completely heal YOU, no matter how much damage you've taken. trust me, you DON'T want to waste 10 whole seconds getting your hp back to full!)

Field Equipment

Assuming you're going to fight something like Acephalid Death Knights or Rattus Cadavers or other level 60+ mobs for quests, It's likely that you'll take a couple hits before you can completely kill these evil wraiths. Remember, you AREN'T invincible. You aren't a truck when it comes to defense, only when it comes to hitting things.

Pots? meeeh.

The number one thing that you SHOULD try to get is level 4 apothecary. At this point you'll get arctic orbs which restore a whopping 9k mana points, under just 15 seconds. That's way more than a pot, and if you grab the required herbs right whenever you see them, it's free once you get it made from an apothecary.
Meditation never hurt, as long as you have a maxed glacial embrace shield active. an extra 20 points per second during meditation gives a noticeable difference.

Your main lifeline for hp restoration should be your dew spell. HP pots will give a big chunk of your hp back, but you won't see it happen very fast. gathering HP will be a challenge during combat as a wizard, so make sure your hp is FULL BEFORE you enter combat with a mob or somebody else.

weapon: meh, just use your highest leveled legendary or TT blade/wand. itll work perfectly on your prey.

TT/BOSS equipment

oh HELL. your armor really SHOULDNT have to be used if you go on a boss or TT run, unless the boss happens to have AOE. As a wizard, you really have no reason to get hit by ANY mobs leading up to the bosses. BM's and Barbs are typically the only ones that should get hit by the mobs. most boss AOE's are typically magical, so the LA wizards might be comfortable using arcane. every hit point counts.

(AOE=Area of Effect. a move that hits all opposing threatening targets in range. All classes have an AOE of some sort, and quite a few bosses have AOE as well. Be weary and ask if the boss has an aoe if you DON'T KNOW. remember you weren't made to take hits.)

Spells and ETC

in the beginning...

you start off with the most basic spell: the pyrogram. it's a basic small fire ball that takes 1.5 seconds to channel. It's not the fastest spell and not the most damaging spell, but youll find that youll be using it a lot. I'd recommend leveling it when you have money to spare.

The next basic spell (and one of the most USEFUL is GUSH. gush is a water spell that spews a big column of water out of the ground beneath your target. It has a chance to slow them down by a good 40%, giving you a chance to use distance shrink to move away, or move away manually, because 40% makes you the faster combatant. it takes 1 second to channel, making it one of the fastest spells you have. (... yes, it ALSO deals damage.)

The last basic spell you recieve is called "Stone Rain". blegh... I'm still not convinced that you should be leveling it. Mine's still level 7 and i rarely ever use it. it takes 2 whole seconds to channel, and all it does is deal "significant" damage to your opponent. I'd almost say it's between basic and medium leveled spells but if you like earth... I won't complain. ;)

Medium-level spells

The first medium leveld spell is in fact the earth spell- Sandstorm.
Sandstorm is a curious little spell that takes 2.5 seconds to channel and about 5 seconds to cool down and its 100% possible secondary effect is lowering the target's accuracy by the amount it says for 10 seconds. It's VERY useful for LA wizes because of the natural evasion that is provided by dexterity and their armor. a level 10 sandstorm can typically Silence a BM/Barb/Archer long enough for you to launch two other spells without having too huge a worry. Arcane wizards likely won't notice the difference due to their suckish evasion. (all of this applies to mobs as well)

The next medium-leveld spell worth mentioning is the Phoenix.
The phoenix is a 1.0 second channeling spell, with regrettably, an 11 cooldown time. Simply put: deals damage, and knocks the target back. another drawback is that it has a TERRIBLE range. 10 meters to be exact. It's safer to stay away from the mobs and use gush and run than to use phoenix. it's more of an emergency spell, but it's not too bad against bosses. I've always got at least 2 other spells cooling down before I use phoenix on a boss.

the last medium-leveld spell is: Glacial Snare :wub:
Glacial snare is a 2.5 cast time water spell that fires VERY powerful ice arrows at the target to try to freeze them, dealing a lot of damage and with a good probability of giving you 5 seconds to relax. the speed reduction is a whopping 80%, but it's not a full freeze, so be weary. The only VERY unfortunate drawback is a 15 second cooldown time. :'(

THE NUKES!

Did you just blow something up? you probably used one of these spells! B-)
(dont forget, all of these nukes are AOE to a certain range, and they ALL require two sparks. :wub: )

Mountain's Seize
COMPLETELY GROSS! it takes the longest amount of time (5 seconds) out of all the nukes to cast. it's secondary effect is that it has a small chance to STUN the enemies it hits for the time allotted. If you want a nuke, this one is likely not going to be your choice.

Ice Dragon Strike
This spell gives a hefty weapon % attack bonus whenever it's casted. it takes 4 seconds to cast, and the animation during that time is simply amazing. it has a high chance to lower the enemies speed by 60%.

Blade Tempest
Like most of the other fire type spells, this one is set to do ONLY damage. It has a lower weapon % and extra damage added because the damage counts TWICE. the first counts as fire damage, and the second half counts as physical damage. This makes it unique, being the only spell that actually deals physical damage for a wizard. It's your only chance against Magic resistance mobs, if you were unwise enough to start a battle with one. (channel time is 4 seconds)

All nukes require 30 seconds to cool down. plenty of time for you to get your sparks back. lmfao

One more thing...

ESSENTIAL SUTRA
"ESSENTIAL" indeed. this spell is your only chance to get a chance to pown Ranfa.
The channeling is instant, and, like a nuke, requires two sparks. A blue light surrounds you for a second signaling that you've used it. it restores 10% of your mana, and for 6 seconds, you can cast ANY spell and it will require no channeling. There are MANY ways to use this to your advantage. 6 seconds gives you enough time for about 3 spells. 4 spells if you're EXTREMELY quick and lucky. The only letdown is the 60 second cooldown time, and the fact that it uses 2 sparks. so you can't use a nuke with the sutra, unless you use a celepill or a veno sends a spark to you.

(however, for sage and demon wizards, this is entirely possible with 3 sparks and 99 chi. Use the sutra, use sandstorm or glacial snare, then LAUNCH!)


I'll be updating this some more when the time comes around. ;)
Edited by M!key, Feb 23 2010, 01:29 PM.
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Primary FallenOne characters: LostbutFound (wiz) NeverFound (veno) LastRaven (cleric) SerenBeauty (cleric)


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