View Full Version : A few questions from a new wizard
KoboldWithTnT
04-15-2010, 08:34 PM
Alright, so I've been waiting to roll up a wizard since it's one of the few classes that I have not yet tried.
But, after a little search, I ended up with multiple questions about wizards.
First of all, the race. I do not have 32 point builds, but I do have access to drows and warforged. The thing is, I tend to prefer halflings.
How much would choosing halfling, compared to drow or warforged, affect negatively my wizard?
My second question is concerning spells and spell schools. I get how this works, but I don't really know where to focus. Should I go all out on damage and focus on a single spell school for my main spells (For example, evocation with fire and ice spells)? Or would it be beneficial to focus on acid and electricity spells (evocation and conjuration)?
The third question is about stat point allocation. I have seen builds focusing on Int and Con, others on Int and Dex, some on Int and Cha, I tend to like Dex and Int. So, what exactly is worth it?
My forth question is, how can I effectively manage my spell points? I have played a cleric and a bard, up to the low 10s, but I had some problems managing my spell points. This is a big concern since wizards seem to have zero melee capabilities, and I would rather not use up all my spell point before reaching a shrine.
Also, I've read a little around and noticed that the metamagic feats (who increase the spell point cost of spells) seem really useful, is there any 'must have'? Like, I get the idea of maximize and extend, but what about the others?
And the last question is concerning the state of wizards, where does it get extremely hard and how do I counter those [group of] quests/levels/areas/etc.? Mind you, I like challenges, however, I would rather not end up being unable to pass a certain point.
Thank you for your time and answers.
Buggss
04-15-2010, 08:45 PM
Alright, so I've been waiting to roll up a wizard since it's one of the few classes that I have not yet tried.
But, after a little search, I ended up with multiple questions about wizards.
First of all, the race. I do not have 32 point builds, but I do have access to drows and warforged. The thing is, I tend to prefer halflings.
How much would choosing halfling, compared to drow or warforged, affect negatively my wizard?
My second question is concerning spells and spell schools. I get how this works, but I don't really know where to focus. Should I go all out on damage and focus on a single spell school for my main spells (For example, evocation with fire and ice spells)? Or would it be beneficial to focus on acid and electricity spells (evocation and conjuration)?
The third question is about stat point allocation. I have seen builds focusing on Int and Con, others on Int and Dex, some on Int and Cha, I tend to like Dex and Int. So, what exactly is worth it?
My forth question is, how can I effectively manage my spell points? I have played a cleric and a bard, up to the low 10s, but I had some problems managing my spell points. This is a big concern since wizards seem to have zero melee capabilities, and I would rather not use up all my spell point before reaching a shrine.
Also, I've read a little around and noticed that the metamagic feats (who increase the spell point cost of spells) seem really useful, is there any 'must have'? Like, I get the idea of maximize and extend, but what about the others?
And the last question is concerning the state of wizards, where does it get extremely hard and how do I counter those [group of] quests/levels/areas/etc.? Mind you, I like challenges, however, I would rather not end up being unable to pass a certain point.
Thank you for your time and answers.
1) If it's your first wiz choose what you enjoy playing most. However WF's have the benefit of being able to learn spells that they can self-repair with, drow get an int bonus which increases their spell dc's and sps with.
2) Most damage spells are evocation, most buff school spells are irrelevant as they're never resisted and most charm spells are illusion. So basically focus on one of them and maintain the other if possible. However later on you start getting insta-kill spells like finger of death and wail of the banshee which are all necromancy. Remember though that you're able to switch feats so you're able to start focusing on one school and change later.
3) Int and con with some str and dex purely for carrying and some early ac but later neither will be very important.
4) People usually go for mental toughness (and improved) for more sps and extended or empower as they help but the extra sps cost isn't too bad. Later go for maximise and quicken when you're allowed.
Final question) As long as you keep the usual buffs (haste, gtr hero other than for Amrath, displacement, blur etc) and be able to dish out some decent dps wizards tend to always be useful.
That should get you started....
Rowan00
04-15-2010, 08:58 PM
First of all, the race. I do not have 32 point builds, but I do have access to drows and warforged. The thing is, I tend to prefer halflings.
How much would choosing halfling, compared to drow or warforged, affect negatively my wizard
If you are new to this class, I would strongly suggest warforged. The ability to self-heal is tremendous, and saves you heaps on heal pots. You can easily solo mid-level quests with warforged.
My second question is concerning spells and spell schools. I get how this works, but I don't really know where to focus. Should I go all out on damage and focus on a single spell school for my main spells (For example, evocation with fire and ice spells)? Or would it be beneficial to focus on acid and electricity spells (evocation and conjuration)?
It doesn't matter that much really. Pick either evocation or conjuration but not both. You will be spread out too thinly on feats if you pick both.
The third question is about stat point allocation. I have seen builds focusing on Int and Con, others on Int and Dex, some on Int and Cha, I tend to like Dex and Int. So, what exactly is worth it?
Max Int and get at least 16 Con. This is not even close. Put the remaider points on Str (makes leveling a bit more painless in the earlier levels). Dex should be way below the list as your AC wouldn't matter in end-game. For a high reflex save, get the feat Insightful Reflexes.
My forth question is, how can I effectively manage my spell points? I have played a cleric and a bard, up to the low 10s, but I had some problems managing my spell points. This is a big concern since wizards seem to have zero melee capabilities, and I would rather not use up all my spell point before reaching a shrine.
In the earlier levels, get master's touch, wield a two hander, buff-up with bull's str and melee mobs. If you're warforged, you can even self heal when hp is low. You will rarely run out of spell points this way.
Also, I've read a little around and noticed that the metamagic feats (who increase the spell point cost of spells) seem really useful, is there any 'must have'? Like, I get the idea of maximize and extend, but what about the others?
Maximise, Extend, Quicken, Empower are necessary. Heighten is useful in the end game quests.
And the last question is concerning the state of wizards, where does it get extremely hard and how do I counter those [group of] quests/levels/areas/etc.? Mind you, I like challenges, however, I would rather not end up being unable to pass a certain point.
As a wizard, you'll feel weak up till level 7. That's why I advocate that you melee until then. Once you get to level 7, get firewall ASAP. That's where your power will grow tenfold and levelling will be a breeze, especially in undead areas. A well-played wizard can handle any content at any level, and can solo most mid-level quests.
Also, I recommend that you watch MrCow's videos here: http://forums.ddo.com/showthread.php?t=226992
Granted, he has some nice items and some of the stunts that he pulled may not be possible for a beginner. However, you'll learn heaps by watching his videos.
KoboldWithTnT
04-15-2010, 09:47 PM
Thanks for the helpful replies!
Maximise, Extend, Quicken, Empower are necessary. Heighten is useful in the end game quests.
A couple of questions:
I see both maximize and empower, I assume this means that their effect stacks, am I correct?
This may seem like a dumb question, but how is quicken necessary? Are there really wizard spells that have long cast times and must be cast in combat?
Rowan00
04-15-2010, 09:58 PM
Yes, empower and maximise stack with each other.
As for Quicken, I'm talking in terms of a WF Wizard. A couple of quickened self-heals (reconstructs) will get me out of a messy situation easily.
My current feats are Insightful Reflexes, Extend, Empower, Maximise, Quicken, Heighten, Spell Pen, Greater Spell Pen, and SF: Necromancy (simply because it's cool to finger mobs to death).
Talon_Moonshadow
04-15-2010, 10:29 PM
There is nothing wrong with a Halfling Wizard.
In fact, are you familiar with the Dragon Mark feats?
Halflings can take Dragon marks that give them a few healing spells. Which can be affected by Maximise and Empower spell feats (currently) to give you even more healing ability.
Most people recommend Maxing Int. (me too)
Then putting a lot of points into Con.
Most people also recommend the Insightful Reflexes feat, which will give you a high Ref save based off your Int score instead of your dex.
For that reason and others, more people use Dex as a dump stat on Wizards.
(personally I still like a high Dex, but then my wizards are also stealthy)
if you do go with a Halfling it is probably a good idea to put a few points into Str.
Rowan00
04-15-2010, 10:59 PM
I am not saying that halfling wizards are not viable. All I am saying is that a Warforged wizard is a bit more optimal and beginner-friendly. Since he already has the WF unlocked, there is little reason for him not taking it.
You are essentially taking up three valuable feats for those dragonmarks. These feats could be better spent elsewhere IMHO (Spell Pen and Greater Spell Pen comes into mind).
Buggss
04-16-2010, 07:47 AM
If you are new to this class, I would strongly suggest warforged. The ability to self-heal is tremendous, and saves you heaps on heal pots. You can easily solo mid-level quests with warforged.
It doesn't matter that much really. Pick either evocation or conjuration but not both. You will be spread out too thinly on feats if you pick both.
Max Int and get at least 16 Con. This is not even close. Put the remaider points on Str (makes leveling a bit more painless in the earlier levels). Dex should be way below the list as your AC wouldn't matter in end-game. For a high reflex save, get the feat Insightful Reflexes.
In the earlier levels, get master's touch, wield a two hander, buff-up with bull's str and melee mobs. If you're warforged, you can even self heal when hp is low. You will rarely run out of spell points this way.
Maximise, Extend, Quicken, Empower are necessary. Heighten is useful in the end game quests.
As a wizard, you'll feel weak up till level 7. That's why I advocate that you melee until then. Once you get to level 7, get firewall ASAP. That's where your power will grow tenfold and levelling will be a breeze, especially in undead areas. A well-played wizard can handle any content at any level, and can solo most mid-level quests.
Also, I recommend that you watch MrCow's videos here: http://forums.ddo.com/showthread.php?t=226992
Granted, he has some nice items and some of the stunts that he pulled may not be possible for a beginner. However, you'll learn heaps by watching his videos.
Didn't I say almost all of this already....?
Ultrazen
04-18-2010, 03:07 AM
Warforged.
Start with 14 str, max int, and the rest con, one of the best characters in the game.
Dex is useless, as you have a feat called insightful reflex that uses your int score for your reflex rolls. If ever there was a dump stat on a character, it's dex on a wiz.
The best way to level a wiz before firewall is cast masters touch, grab a decent 2hand weapon, and beat stuff up.
Starting with a decent str score is counter intuitive I suppose on a wiz, but it ends up being really important for a number of reasons.
Rowan00
04-18-2010, 12:36 PM
Didn't I say almost all of this already....?
Point 1: Both posts are roughly 10 mins apart. You type and submit faster.
Point 2: There is a difference between your post and mine.
We're not comparing e-peens here, are we?
Seneca_Windforge
04-18-2010, 05:01 PM
1) If it's your first wiz choose what you enjoy playing most. However WF's have the benefit of being able to learn spells that they can self-repair with, drow get an int bonus which increases their spell dc's and sps with.
2) Most damage spells are evocation, most buff school spells are irrelevant as they're never resisted and most charm spells are illusion. So basically focus on one of them and maintain the other if possible. However later on you start getting insta-kill spells like finger of death and wail of the banshee which are all necromancy. Remember though that you're able to switch feats so you're able to start focusing on one school and change later.
Charm spells are Enchantment, not Illusion. Necromancy is probably the best Spell Focus choice.
3) Int and con with some str and dex purely for carrying and some early ac but later neither will be very important.
Aside from Int and Con, which are obviously the most important, I'd ditch dex entirely. It's just not important enough. Strength, and maybe Charisma if you are going UMD, are really the only other stats that maintain at least some value to the endgame. A 6 or 8 strength makes you fodder for Ray of Enfeeblement and means you'll be having carrying capacity issues for sure.
4) People usually go for mental toughness (and improved) for more sps and extended or empower as they help but the extra sps cost isn't too bad. Later go for maximise and quicken when you're allowed.
Final question) As long as you keep the usual buffs (haste, gtr hero other than for Amrath, displacement, blur etc) and be able to dish out some decent dps wizards tend to always be useful.
That should get you started....
Comments in red.
Seneca_Windforge
04-18-2010, 05:04 PM
Warforged are, IMO, vastly superior to all other races as far as Wizards and Sorcerers are concerned. The ability to self heal is HUGE, and you get tons of immunities for free. You also get a handy +2 Con bonus and the Cha and Wis penalties mean little.
As far as feats go, you'll definitely want Spell Pen, Improved Spell Pen, Toughness, all the metamagic feats except Eschew and maybe Enlarge, and Mental Toughness if you can fit it in.
wolfy42
04-18-2010, 07:18 PM
While I agree that WF have many advantages, you can make a halfling wizard work well even as a new character. Since you don't need to take repair spells you have extra spell slots and if you get a decent UMD (I'm guessing your taking 2 rogue levels for evasion) you can still self heal just fine with scrolls once you run out of mark usages.
Yes you have to use 3 feats up...which is alot, but the wizard gets bonus feats so it won't kill you (it may hurt a bit).
Halflings also get a +1 to all saving throws and the ability to boost them more through enhancements.....allowing them to end up with a 4-5 higher reflex save. It should also be mentioned that halflings can use their healing marks on others...while the WF is restricted to UMDing wands/scrolls. The marks are much more efficient and effective especially in emergency situations, and are also far more useful in the early part of the game (before UMD gets high enough to make a difference). It's true the WF can self heal or heal other WF.....but if your not in the thick of combat it can often be more useful to heal the tank......who will keep the enemies from pounding on you, then to be able to heal yourself.
Halflings are also fully healed by normal healing spells. The WF only is healed 65% usually..so is very relient on healing himself. Self relience is a good thing, but both races have that as wizards, the halfling though is arguably better at healing others and being healed by others....which is an advantage.
End game the WF nets 60 more max hp with toughness enhancements and con advantages factored in which is fairly significant on a wizard, they get very nice immunities, self healing, have some very nice docents long term that can make them more survivable.
Halflings gets better saves (can make a difference), the ability to heal others early on, enough healing early on to not need wands etc, are easier to heal by clerics/favored souls (more efficient over all that way saving marks as emergency heals and saving spell points for offensive casting vs self reparing).
Through the early to mid part of the game I think both work just fine. Towards the end the WF comes out ahead at least in self sufficiency, but with UMD both can still do just fine, and the halfling can save spell points. Of course the WF could take MT and IMT along with 1 more feat instead of the marks the halfling has to take with feats...and then use all those extra spell points to self heal if needed.
So ultimatly I would agree the WF is probably better/easier....but for a new character running through the early to mid game the halfling can work quite well...(although honestly I'd suggest human if your splashing rogue for evasion...the skill boosts, healing boost, extra hp (toughness III) and extra feat are too yummy in my opinion.
Open up 32 point builds first in my opinion before WF. If your F2p, run a character up to 100 favor on each server, get 1 month of VIP so your a premium player (and snag 500 tp in the process) and get 32 point builds...it's worth it.
Rowan00
04-18-2010, 07:42 PM
While I agree that WF have many advantages, you can make a halfling wizard work well even as a new character. Since you don't need to take repair spells you have extra spell slots and if you get a decent UMD (I'm guessing your taking 2 rogue levels for evasion) you can still self heal just fine with scrolls once you run out of mark usages.
Yes you have to use 3 feats up...which is alot, but the wizard gets bonus feats so it won't kill you (it may hurt a bit).
Halflings also get a +1 to all saving throws and the ability to boost them more through enhancements.....allowing them to end up with a 4-5 higher reflex save. It should also be mentioned that halflings can use their healing marks on others...while the WF is restricted to UMDing wands/scrolls. The marks are much more efficient and effective especially in emergency situations, and are also far more useful in the early part of the game (before UMD gets high enough to make a difference). It's true the WF can self heal or heal other WF.....but if your not in the thick of combat it can often be more useful to heal the tank......who will keep the enemies from pounding on you, then to be able to heal yourself.
Halflings are also fully healed by normal healing spells. The WF only is healed 65% usually..so is very relient on healing himself. Self relience is a good thing, but both races have that as wizards, the halfling though is arguably better at healing others and being healed by others....which is an advantage.
End game the WF nets 60 more max hp with toughness enhancements and con advantages factored in which is fairly significant on a wizard, they get very nice immunities, self healing, have some very nice docents long term that can make them more survivable.
Halflings gets better saves (can make a difference), the ability to heal others early on, enough healing early on to not need wands etc, are easier to heal by clerics/favored souls (more efficient over all that way saving marks as emergency heals and saving spell points for offensive casting vs self reparing).
Through the early to mid part of the game I think both work just fine. Towards the end the WF comes out ahead at least in self sufficiency, but with UMD both can still do just fine, and the halfling can save spell points. Of course the WF could take MT and IMT along with 1 more feat instead of the marks the halfling has to take with feats...and then use all those extra spell points to self heal if needed.
So ultimatly I would agree the WF is probably better/easier....but for a new character running through the early to mid game the halfling can work quite well...(although honestly I'd suggest human if your splashing rogue for evasion...the skill boosts, healing boost, extra hp (toughness III) and extra feat are too yummy in my opinion.
Open up 32 point builds first in my opinion before WF. If your F2p, run a character up to 100 favor on each server, get 1 month of VIP so your a premium player (and snag 500 tp in the process) and get 32 point builds...it's worth it.
You have made some really good points there. However, I have to say that you have some WF tanks in the game as well.
It really depends on how you want to play the game though. The world will be dull if every wizard is a WF.
Seneca_Windforge
04-19-2010, 02:08 AM
Maybe it's just me, but I think you lose far more than you gain as a halfling wizard taking the healing dragonmarks.
Even assuming that you aren't going Rog2 (and thus losing the Wiz20 feat) and aren't taking Insightful Reflexes (costing you another feat), what standard wizard feats are you going to give up for a couple of Heals? And if you are going with the rogue splash, you're now two more feats in the hole.
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