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musicalpants63
04-25-2010, 05:09 PM
I'm only level three now, but I'm wondering what spells to use? When should I stop using mage armor and shield?

Jiipster
04-25-2010, 05:19 PM
Depending on your stats, Shield + Mage Armor + Masters Touch + Bulls Strenght + a Greataxe might still be your best bang-for-your-buck at this level. However, I personally prefer Invisibility + Expeditious Retreat + Melf's Acid Arrow at those levels, picking and choosing the quests that only require two or three kills (Like Kobold's New Ringleader, Durk's Got a Secret, Recovering the Lost Tome, etc).

Razic-Thule
04-26-2010, 07:05 AM
You'll want Blur as well. Great for melee and non. Helps you not to get hit. Plus its a good buff to cast on other while in a group.

sephiroth1084
04-26-2010, 07:47 AM
Mage Armor especially is just as effective off of a wand or from a potion as your casting it yourself. Shield isn't really due to its short duration.

As for spells, it's really dependent upon how you do your questing, and what you're running. Do you solo mostly, or do you group?

If you solo, then Mage Armor, Shield, Nightshield (never really outlasts its usefulness as a defense vs. magic missiles and their ilk) and Blur will all serve you well for a while. If you're grouping, then focusing more on crowd control will be both a better defense for you, and help in getting the quest done.

While you're learning how to be evasive, the AC spells can help, but ultimately you should be trying to learn how to mitigate aggro (don't be the first one to hit a monster with a weapon or spell unless it will kill the monster outright or somehow remove it from the fight) and how to avoid attacks (jumping, high movement speed, putting teammates between you and the threats, keeping far away, etc...). Jump and Expeditious Retreat are big here. Nightshield is good. Down the road Blur, Resist, Haste, Displacement and Stoneskin, and tactics will offer you your best defenses.

Blur and Resist Energy are fantastic buffs that never really outlive their usefulness. Web is one of the best crowd control spells from level 3 to endgame.

Glitterdust isn't bad (blinded monsters have a 50% miss chance to hit anything, and tend to wander and swing wildly more than going after actual targets, and allows rogues to get their sneak attack damage automatically), although it takes a while to cast and so requires part cooperation.

Scorching Ray can occasionally one-shot stuff. Haven't played around much with the newer low-level damage spells.

Charm Person gains you a temporary ally, causes a distraction and thins the enemy forces, all from a distance. Great spell! Cast it on one monster standing in a group, and watch all his friends turn on him.

Hypnotism is very useful, but requires a little party cooperation--make sure they understand that they should be trying to focus on one hypnotized monster at a time to maximize the benefit.

Invisibility will allow you to run past a lot of stuff, or to hide in order to break aggro. Combine with Melf's Acid Arrow for good effect (hit target with Melf's, cast--scroll cast--Invis, then run behind something and let the monster melt).

For the buffs, keep an eye out for wands, since they tend to be as, or almost as, effective as self-casting, and will allow you to spend your mana on other things.

charmedboy1689
04-26-2010, 07:58 AM
I dont think wizardz have any good spels at that lv but at lv 7 you can get
Firewall and thats the only spell that everyone vill invite
You for later in the game. But until that your caracter will
Be worthless in party with others. Myself only invite wizards i know have
Firewall and thats usaly only for gh tor.

sephiroth1084
04-26-2010, 08:09 AM
I dont think wizardz have any good spels at that lv but at lv 7 you can get
Firewall and thats the only spell that everyone vill invite
You for later in the game. But until that your caracter will
Be worthless in party with others. Myself only invite wizards i know have
Firewall and thats usaly only for gh tor.
That is one of the dumbest things I have ever heard.

Web makes nearly every quest easier.
Haste is one of the best spells in the game (available at level 5) and makes the game more fun.
Fireball/Acid Blast can one-shot packs of monsters when fully enhanced.
Displacement makes tough fights easier.
Resists and Protections turn many, many dangers into absolute jokes.
Charm and Suggestion spells make quests easier and often faster.
Jump makes navigating much easier, and is almost necessary for some character sin some quests (clerics can jump worth a ****! White icons can't jump!).
Halt Undead turns many quests into jokes.
Ooze Puppet can spare your weapons in the early game, and is almost necessary for some quests later on.
+4 stat buffs can enhance the abilities of everyone else significantly.
Rage is one of the best buff spells in the game (lvl 5)

You clearly have no idea what wizards are capable of or useful for, have never played a wizard, and have allowed your ignorance to dismiss potentially useful party members from your groups.

charmedboy1689
04-26-2010, 08:25 AM
That is one of the dumbest things I have ever heard.

Web makes nearly every quest easier.
Haste is one of the best spells in the game (available at level 5) and makes the game more fun.
Fireball/Acid Blast can one-shot packs of monsters when fully enhanced.
Displacement makes tough fights easier.
Resists and Protections turn many, many dangers into absolute jokes.
Charm and Suggestion spells make quests easier and often faster.
Jump makes navigating much easier, and is almost necessary for some character sin some quests (clerics can jump worth a ****! White icons can't jump!).
Halt Undead turns many quests into jokes.
Ooze Puppet can spare your weapons in the early game, and is almost necessary for some quests later on.
+4 stat buffs can enhance the abilities of everyone else significantly.
Rage is one of the best buff spells in the game (lvl 5)

You clearly have no idea what wizards are capable of or useful for, have never played a wizard, and have allowed your ignorance to dismiss potentially useful party members from your groups.

I think you dont have played for long or you would know better. I
I would never take a wiz for jump/haste/protektion/resist thats what
Fvs is for. I only take wiz/sorc for theys firewall. Fvs and cleric is
Good for those things. Wiz is not. There to buf wiz is there for
Theys destruktions magic.

Thrudh
04-26-2010, 08:33 AM
I dont think wizardz have any good spels at that lv but at lv 7 you can get
Firewall and thats the only spell that everyone vill invite
You for later in the game. But until that your caracter will
Be worthless in party with others. Myself only invite wizards i know have
Firewall and thats usaly only for gh tor.

This is terrible advice.

OP... if you group a lot, get Blur and Bulls Strength... This will help your party of 3rd-4th level people immensely... Web can be nice too...

Use Niac's cold ray or Magic Missile or Melf's Acid arrow for attacking (find the best Potency I item you can get - look for Greater or Superior Potency I on the AH - on daggers or clubs)

Charm Person is another good spell at low levels...

Hypnotism is also very good...

And like someone else said, sometimes just turning yourself into a fighter is a good option... Cast Master's Touch on yourself along with Bull Strength and Blur.. get a good weapon and start swinging... That combo works pretty good from levels 1-5...

tomfar72
04-26-2010, 08:34 AM
I think you dont have played for long or you would know better. I
I would never take a wiz for jump/haste/protektion/resist thats what
Fvs is for. I only take wiz/sorc for theys firewall. Fvs and cleric is
Good for those things. Wiz is not. There to buf wiz is there for
Theys destruktions magic.

FvS don't have jump or haste. Not only do you not know anything about Wizards, but apparently your knowledge of FvS is limited too.

Thrudh
04-26-2010, 08:35 AM
I think you dont have played for long or you would know better. I
I would never take a wiz for jump/haste/protektion/resist thats what
Fvs is for. I only take wiz/sorc for theys firewall. Fvs and cleric is
Good for those things. Wiz is not. There to buf wiz is there for
Theys destruktions magic.

Fvs cast haste and jump?

Arcane casters offers good buffs, destructive magic, crowd-control, and insta-death spells... A well-played caster makes every quest easier... Firewall is indeed powerful, but there is much more to a wizard than that...

Eladiun
04-26-2010, 08:37 AM
ROFL, I'm gonna ask the FvS for haste tonight should be good for a laugh.

mws2970
04-26-2010, 08:51 AM
I think you dont have played for long or you would know better. I
I would never take a wiz for jump/haste/protektion/resist thats what
Fvs is for. I only take wiz/sorc for theys firewall. Fvs and cleric is
Good for those things. Wiz is not. There to buf wiz is there for
Theys destruktions magic.

All I can say is wow, what a noob!

sephiroth1084
04-26-2010, 08:51 AM
I think you dont have played for long or you would know better. I
I would never take a wiz for jump/haste/protektion/resist thats what
Fvs is for. I only take wiz/sorc for theys firewall. Fvs and cleric is
Good for those things. Wiz is not. There to buf wiz is there for
Theys destruktions magic.
Have you been playing DDO for more than 5 minutes? Either you have absolutely zero experience playing the game, or you're a complete idiot. The only characters that can cast Haste are Wizards, Sorcerers and Bards. Maybe you happened to group with someone else with a Haste clicky, but no one else can cast the spell. No one else can cast Blur, Displacement, Rage or Greater Heroism. No one but Wizards, Sorcerers and Rangers can cast Jump, and Rangers have too few spell slots for a long time to be preparing Jump.

Stop trolling the forums with misinformation (and obviously poor misinformation at that). You clearly know absolutely nothing about DDO, so why don't you head back to the came, open your ears and eyes, pay attention and try to learn something for a few months before trying to give advice again?


ROFL, I'm gonna ask the FvS for haste tonight should be good for a laugh.
The scary thing is that I've come across others who have had this mistaken impression--asking clerics/favored souls for Haste or GH. And arguing about it.

Heronous
04-26-2010, 09:13 AM
i Dont Think Wizardz Have Any Good Spels At That Lv But At Lv 7 You Can Get
Firewall And Thats The Only Spell That Everyone Vill Invite
You For Later In The Game. But Until That Your Caracter Will
Be Worthless In Party With Others. Myself Only Invite Wizards I Know Have
Firewall And Thats Usaly Only For Gh Tor.

L O L

Eladiun
04-26-2010, 09:15 AM
All I can say is wow, what a noob!

I don't think that is fair to noobs. This guy is willfully ignorant. ;)

Entwhistle
04-26-2010, 09:32 AM
I've only run a wizard up to 8th lvl so far so....

At lower levels and in groups, crowd control seem the best bet. Hypnotizing / Web on back row casters & archers gives the melees breathing space to get rid of the other melees. Acid arrow is my fav low level damage spell, cast it on something then run away.

For low level soloing: Charm Person is great. Hypno & Summon Monster is a good combo. It lets the dog concentrate on one enemy at a time and you can get in to help out a little.

Potency items are very good as mentioned, do a search under "Clubs" in the AH for them. Check the House D vendors as well.

Check out this post to see where to turn in collectibles for wands and scrolls:
http://forums.ddo.com/showthread.php?t=155251&highlight=collectibles

Good luck.

African-Grey
04-26-2010, 09:46 AM
At level 3 there are absolutely some great spells available to you.

Hypnotism is great for safety, as long as your party respects the pink swirlies over the heads of hypnotized monsters.

Glitterdust's blind component is fantastic for reducing incoming damage, as long as you make sure to get the monsters into it. This does have a longish cast time, so it's best used just before the start of the fight.

Resist Energy is situational, but very very handy in those situations where you need it. Removing 10 points off of each elemental attack is huge at level 3.

Ghoul Touch is often overlooked, but it's the earliest hold you get. Though it's touch-range, it goes against a fortitude save so it's fantastic for enemy casters. And don't forget that attacks against held targets are automatic criticals.

For damage, I really like Scorching Ray. Unlike Niac's Cold Ray, there's no "save for zero damage" component, and it hits pretty hard.

Also, remember that your strength as a wizard is versatility of spells. Buy and inscribe every spell you can find/afford and load up a selection at the inn or rest shrines tailored to the quest you're about to run. If you're not sure what will be most helpful, ask your party beforehand—it's likely that someone will know the quest well enough to know what you'll be up against.

oweieie
04-26-2010, 09:53 AM
Shocking Grasp/Chill Touch with apprentice robe and a superior 1 or similiar item pretty much let you 1-shot anything at low level. Charm person is amazing for packs of monsters as the charm will have all the aggro and your party can walk in and kill everything without getting beat on.

mws2970
04-26-2010, 10:01 AM
I don't think that is fair to noobs. This guy is willfully ignorant. ;)

This poster is obviously "willfully ignorant" and, he is a total NOOB! Noobs are willfully ignorant and tend to think they are right even when corrected by vets. (see Sepiroth's post and this person's subsequent reply)

first_wolf
04-26-2010, 11:01 AM
If not a clicky for haste, then a UMD with scroll or wand. he might just be unlucky with what he experience.

I personally would have prefered reading this before I got to lvl 9 :)

Firewall is good, but to have frost lance ready for fire immune monsters is what I do.
I tryed using dismisal, but even when I get the save DC to 32 everything is either immune (ok, it was a human :) or save against it (eath elemental, maybe I should try something with lower CR), so I advise not to take that when you get high enough lvl.

Jumb I still use, and now it's 30 skills to jumb, my total gets to 43 and I jumb like a dream :D
Combined with expeditious retreat, none can hit me while I move around getting uptimal damage out of firewall, by moving back and forth.

Also repair moderate damage is adviced if you is a party gamer, then you can make warforged survive when they would otherwise die and you can take off the presur on the FvS and/or Clerics.

also a "Knock" will be good, I sure never regred taking it at low lvl.

crschoen
04-26-2010, 02:01 PM
I'm only level three now, but I'm wondering what spells to use? When should I stop using mage armor and shield?

I'm amazed at the new crop of wizards that don't bring crowd control spells with them. They only use damage or death spells. I've particularly noticed this while running pick-up groups with my low level chars.

A wizard should always have crowd control, depending on your level you should bring: Hypnotize, Web, Solid Fog, Otto's Dance, Acid Fog, Soundburst, Hold Person/Monster, Halt Undead, etc.

sephiroth1084
04-26-2010, 02:33 PM
also a "Knock" will be good, I sure never regred taking it at low lvl.
See? There are so many good spells for wizards in the 1-3 range that I forgot Knock, every loot*****'s best friend! Excellent for getting those hard to open chests and doors when the group just can't wait any longer for a rogue.

Bobthesponge
04-26-2010, 02:56 PM
I think you dont have played for long or you would know better. I
I would never take a wiz for jump/haste/protektion/resist thats what
Fvs is for. I only take wiz/sorc for theys firewall. Fvs and cleric is
Good for those things. Wiz is not. There to buf wiz is there for
Theys destruktions magic.

I know everyone else has already said it, but I want to get my 2cp in: you're an idiot. FW is very useful but there is sooooo much more to a caster. You can argue the usefulness of any number of spells but a caster without haste is effectively gimping the party. It is IMO the best DPS spell a caster has because it improves the DPS of the entire party for (at end game) 4:00 at a time. Other spells are considered essentail for different quests and different levels as well but there are too many to give details for.

Learn the game before you comment and while you're at it learn to spell.

Eladiun
04-26-2010, 03:15 PM
I'm amazed at the new crop of wizards that don't bring crowd control spells with them. They only use damage or death spells. I've particularly noticed this while running pick-up groups with my low level chars.

A wizard should always have crowd control, depending on your level you should bring: Hypnotize, Web, Solid Fog, Otto's Dance, Acid Fog, Soundburst, Hold Person/Monster, Halt Undead, etc.

I was carrying them when I was leveling my new wizzy but parties either killed things too fast to make it worth while or just paid no attention and kept breaking the CC so I stopped trying to fight it (rather than be that guy who's telling people how to play their characters) and just went with the max damage routine. The main exception being Halt Undead...

Tyrande
04-26-2010, 04:39 PM
Well, there is no point in crowd controlling the monsters if the melees are killing the monsters too fast or just breaking the CC you have on them.

If you have a good DC death spell, say 35+, why not use that as crowd control instead?
Or even a 350+ point critical firewall or 150+ point acid fog with 9%+ chance of critical?

vindicater
04-26-2010, 05:32 PM
I dont think wizardz have any good spels at that lv but at lv 7 you can get
Firewall and thats the only spell that everyone vill invite
You for later in the game. But until that your caracter will
Be worthless in party with others. Myself only invite wizards i know have
Firewall and thats usaly only for gh tor.

Im not one for sensorship in most cases but this guy ought to be banned from the forums. At least I know who has been running around in general giving all the bad advice now. Geez how can you make so many wrong assumptions in one statement.

vindicater
04-26-2010, 05:51 PM
I was carrying them when I was leveling my new wizzy but parties either killed things too fast to make it worth while or just paid no attention and kept breaking the CC so I stopped trying to fight it (rather than be that guy who's telling people how to play their characters) and just went with the max damage routine. The main exception being Halt Undead...

Agree if you are running with a good DPS group all thy really want from you is haste and some spot nuke ability and an odd mass hold here or there. If you are not running with a good group it most likely wont matter what cc spells you have they probably will not take advantage of them anyway.

sephiroth1084
04-26-2010, 09:12 PM
Well, there is no point in crowd controlling the monsters if the melees are killing the monsters too fast or just breaking the CC you have on them.

If you have a good DC death spell, say 35+, why not use that as crowd control instead?
Or even a 350+ point critical firewall or 150+ point acid fog with 9%+ chance of critical?
There is plenty of CC that doesn't require players to play any differently really: Web (except other arcanes making sure not to toss fire spells), Hold, Charm/Suggestion...not gonna list it all.

And no one said anything about not using these other spells, but we're talking about a level THREE wizard asking for advice here. Not a level 20 caster.

calavel
04-26-2010, 09:23 PM
First poster never replies, another user immediately chimes in with horrible, mis-spelled and ignorant advice.

Break out the fire arrows. My troll sense is tingling.

Sutekx
04-27-2010, 12:36 PM
I dont think wizardz have any good spels at that lv but at lv 7 you can get
Firewall and thats the only spell that everyone vill invite
You for later in the game. But until that your caracter will
Be worthless in party with others. Myself only invite wizards i know have
Firewall and thats usaly only for gh tor.

I almost snorted my drink reading this. I could imagine this guy in shroud screaming at the wizards and sorcs not to use WoB or FoD but to firewall the portals so it could kill the mobs coming out and forget using rage or haste or throwing down a mass protection on the DPS while they are attacking harry while the clerics/FVS are busy healing. Or carrying a knock spell in part 3 if there isn't any rogues in party, or even if there was, assisting with the spell to make quick work of part 3. Why? Because to this guy, the arcanes are useless if they don't use wall of fire.

crschoen
04-27-2010, 12:44 PM
Well, there is no point in crowd controlling the monsters if the melees are killing the monsters too fast or just breaking the CC you have on them.

If you have a good DC death spell, say 35+, why not use that as crowd control instead?
Or even a 350+ point critical firewall or 150+ point acid fog with 9%+ chance of critical?

The problem I see is that a lot of casters (not pointing the finger anywhere, just generalizing) will use a firewall or other area damage spells, generate a ton of aggro, and then run around like Chicken Little while the cleric tries to keep them healed and the melee try to track down and/or intimidate the angry mobs. If one of the mobs hits the caster, he's toast. Just poor tactics in my opinion, and it's creating bad habits that don't work well at end game.

The only CC that melees routinely screw up are Hypnotize and Fascinate (bard). So if you're running with melees that don't follow tactics very well you can still use hold person/monster, web, greater shout, solid fog, otto's, etc. Those CC spells aren't broken by hitting the monster in melee. Solid fog takes some melee intelligence because you have to pull the mobs through it so I understand that one is not easy in pick-up groups, but boy is it powerful with a seasoned group.

Tyrande
04-27-2010, 04:19 PM
The problem I see is that a lot of casters (not pointing the finger anywhere, just generalizing) will use a firewall or other area damage spells, generate a ton of aggro, and then run around like Chicken Little while the cleric tries to keep them healed and the melee try to track down and/or intimidate the angry mobs. If one of the mobs hits the caster, he's toast. Just poor tactics in my opinion, and it's creating bad habits that don't work well at end game.


Not pointing fingers here, best strategy is to kill the monster yourselves, either instant kill or firewall/acid fog from a ledge. I don't see a problem from melees intimidating monsters as this is happening in every other MMO: EQ, EQ2, WoW.



The only CC that melees routinely screw up are Hypnotize and Fascinate (bard). So if you're running with melees that don't follow tactics very well you can still use hold person/monster, web, greater shout, solid fog, otto's, etc. Those CC spells aren't broken by hitting the monster in melee. Solid fog takes some melee intelligence because you have to pull the mobs through it so I understand that one is not easy in pick-up groups, but boy is it powerful with a seasoned group.

The only spell worth casting in that list on epics is Otto's irrestible dance and waves of exhaustion (not on list). The rest of them need some serious de-leveling (energy drain/enervation either from items or scroll or spell) to land or drain their CON (cloudkill) before fortitude based spells like greater shroud will land. If melee will follow tactics they should use a monster slow down weapon like Sever http://i153.photobucket.com/albums/s220/jgould2005/DDO/Items/Weapons/Sever.jpg (with Limb Chopping) or stat damaging weapons like w/e, w/p for web or greater shout to land or even vertigo weapons to trip them. Have you seen any melees using vertigo? No, most of them only want to DPS, kill, kill, kill. That's why most of them are either TWF or THF. S&B is very very rare. Tanks built for Demon Queen, Horoth are rare. More common ones are for Suloumedes.

Greater shout is worthless because monks can just stun as good without spell points with 5% weighted hand-wraps or melees can use 5% weighted blunt weapons.

Solid fog is worthless because it has been nerfed from 50% slow down to only 10%.

Hold monster/person are worthless because the duration is too short and they break easily. This is even worst on epics and require serious energy drain/enervation to land; and even if it lands, only lasted for a few seconds.

Cyr
04-27-2010, 04:30 PM
I think you dont have played for long or you would know better. I
I would never take a wiz for jump/haste/protektion/resist thats what
Fvs is for. I only take wiz/sorc for theys firewall. Fvs and cleric is
Good for those things. Wiz is not. There to buf wiz is there for
Theys destruktions magic.

Hi welcome. Some general advice for getting the most out of the forums.

*Spell check is your friend.
*Have a clue what you are talking about.
*It's usually a good idea not to deride other users with claims about them being new players when you yourself are a new player.
*Think before posting.

Tyrande
04-27-2010, 04:39 PM
There is plenty of CC that doesn't require players to play any differently really: Web (except other arcanes making sure not to toss fire spells), Hold, Charm/Suggestion...not gonna list it all.

And no one said anything about not using these other spells, but we're talking about a level THREE wizard asking for advice here. Not a level 20 caster.

At level 3, still plenty of power to one shot monsters: Scorching ray and Niac's cold ray. Same advice. Unless there are lots of monsters and melees are overwhelmed then web first. Lots of eternal wands and TR wizards get increased DCs to using scrolls as well.

Emili
04-27-2010, 04:43 PM
Max empowered extended heighted and quicky GREASE... oh and do not forget to get Penetration behind it either. :)

sephiroth1084
04-27-2010, 08:58 PM
At level 3, still plenty of power to one shot monsters: Scorching ray and Niac's cold ray. Same advice. Unless there are lots of monsters and melees are overwhelmed then web first. Lots of eternal wands and TR wizards get increased DCs to using scrolls as well.
But you weren't discussing one-shotting monsters with blasty spells, you were talking about endgame death spells and spells that are efficient due to being DoT AoEs, which is completely different than your above comment. For one, a single web, if you have even just one melee, is almost always going to be more efficient than throwing a Niac's or Scorching Ray, even if there is only one monster being fought, but usually there are anywhere from 2 to 10 being fought at one time, increasing the efficiency exponentially.

Yes, with good equipment and enhancement allocation it is possible to one-shot stuff with blasty spells, but those spells cost more than CC does (Max and Emp both cost more than an unmodified, or even Heightened spell), and on anything but normal monsters usually have too much HP for that. Besides, I don't much care for the 'save for 0' aspect of Niac's.

Don't get me wrong, the spells are worth having, but a wizard is not a sorcerer--wizards don't have nigh-bottomless mana pools with which to be throwing spells around willy nilly. CC is more efficient, usually more effective and allows you to contribute more significantly to more encounters than simply blasting everything, but blasting does have its place: you can be a surgeon with your nuking, taking out extra dangerous targets while everyone else worries about the stuff they can more easily handle or that you have CC'ed, or you can dump your mana into a boss, often killing it in less time and with less risk than the melees can (at least for some of the game).

crschoen
04-28-2010, 09:48 AM
Not pointing fingers here, best strategy is to kill the monster yourselves, either instant kill or firewall/acid fog from a ledge. I don't see a problem from melees intimidating monsters as this is happening in every other MMO: EQ, EQ2, WoW.

The only spell worth casting in that list on epics is Otto's irrestible dance and waves of exhaustion (not on list). The rest of them need some serious de-leveling (energy drain/enervation either from items or scroll or spell) to land or drain their CON (cloudkill) before fortitude based spells like greater shroud will land. If melee will follow tactics they should use a monster slow down weapon like Sever http://i153.photobucket.com/albums/s220/jgould2005/DDO/Items/Weapons/Sever.jpg (with Limb Chopping) or stat damaging weapons like w/e, w/p for web or greater shout to land or even vertigo weapons to trip them. Have you seen any melees using vertigo? No, most of them only want to DPS, kill, kill, kill. That's why most of them are either TWF or THF. S&B is very very rare. Tanks built for Demon Queen, Horoth are rare. More common ones are for Suloumedes.

Solid fog is worthless because it has been nerfed from 50% slow down to only 10%.

Hold monster/person are worthless because the duration is too short and they break easily. This is even worst on epics and require serious energy drain/enervation to land; and even if it lands, only lasted for a few seconds.

I don't post a lot and am probably screwing up the nested quoting, so sorry in advance....

First, you seem to be inconsistently mixing in Epic with non-Epic. You start out by saying to use instant kills (which don't work on Epic) and dismiss most of the CC spells because they don't work well on Epic. For the sake of discussion let's just stick to non-Epic.

If you are really good at taking all the mob aggro with your firewalls and area damage spells and not getting hit then I congratulate you. In my experience, only a very small percentage of wizards can do that. And I think it's a bad tactic for new wizards to try and adopt.

Remember we're talking about wizards here not sorcerers. Wizards have the advantage that they can bring situational CC spells that sorcerers would normally never bring. If I were to focus on damage and instant kills I would play a sorcerer since you can cast them faster and get more spells points to do more damage.

Anyway, I think it's fine to have damage and kill capability, I just think a Wizard should bring CC too. My original point was that a lot of newer wizards I see don't even use CC at all.


Greater shout is worthless because monks can just stun as good without spell points with 5% weighted hand-wraps or melees can use 5% weighted blunt weapons.

Try using greater shout in Running with the Devils. You will be loved by your party when you stun a whole group of eladrin. Meanwhile the instant-kill damage dealing caster can't get through their spell pen and does minimal damage to them. Also. greater shout is area effect i.e. for "crowd" control as opposed to monk single mob stunning.


Hold monster/person are worthless because the duration is too short and they break easily.

You're not using it right then - try extend spell or heighten spell. I can take a party through some of the Inspired Quarter quests on elite using Mass Hold Person. The melees just run around getting insta-crits on all the held targets.

sephiroth1084
04-28-2010, 03:50 PM
I don't post a lot and am probably screwing up the nested quoting, so sorry in advance....

First, you seem to be inconsistently mixing in Epic with non-Epic. You start out by saying to use instant kills (which don't work on Epic) and dismiss most of the CC spells because they don't work well on Epic. For the sake of discussion let's just stick to non-Epic.

If you are really good at taking all the mob aggro with your firewalls and area damage spells and not getting hit then I congratulate you. In my experience, only a very small percentage of wizards can do that. And I think it's a bad tactic for new wizards to try and adopt.

Remember we're talking about wizards here not sorcerers. Wizards have the advantage that they can bring situational CC spells that sorcerers would normally never bring. If I were to focus on damage and instant kills I would play a sorcerer since you can cast them faster and get more spells points to do more damage.

Anyway, I think it's fine to have damage and kill capability, I just think a Wizard should bring CC too. My original point was that a lot of newer wizards I see don't even use CC at all.


You're not using it right then - try extend spell or heighten spell. I can take a party through some of the Inspired Quarter quests on elite using Mass Hold Person. The melees just run around getting insta-crits on all the held targets.
Agree with the above.


Try using greater shout in Running with the Devils. You will be loved by your party when you stun a whole group of eladrin. Meanwhile the instant-kill damage dealing caster can't get through their spell pen and does minimal damage to them. Also. greater shout is area effect i.e. for "crowd" control as opposed to monk single mob stunning.
Eh. Greater Shout will deal some piddling damage and immobilize a monster if it fails a Fort save (typically the high save on a lot of stuff late in the game), but does not render them auto-crittable (unless it has changed since I last bothered with it), which kind of sucks. It may be worth using occasionally, but I wouldn't compare it favorably with much of anything really, especially not a real stun effect, single-target or not.

masta1128
04-29-2010, 01:55 PM
Hello all,

I have never posted on ddo forums before but I might as well post starting now.

I just wanted to point out that there is a better way to kite with firewall since no one has mentioned this yet. A simple web + firewall combination will keep monsters burned and immobile for melees to attack. Just because their body is on fire, it doesn't burn the web away (ironically). You don't necessarily have to put a firewall and dodge like the world is after you.

A firewall can be placed on the edge of a web without burning it away so you can essentially kite the monsters for a bit and force the monsters to make multiple saves for the web (after all, every time they walk off the web and back on it, they have to make a save). Depending on the level, heightened web will probably be necessary, but when a monster has to make multiple saves, eventually its going to fail it.

Anyhow, knowing how to use web will also be helpful for end game. Just pray there isn't another caster using fireball or something ruining the tactic.

CaptainShar
04-30-2010, 01:15 AM
I haven't played my wizard to endgame yet, she's Wizard 8 / Rogue 2 right now. But I thought I would contribute some of the mid-level tactics that have worked well for me.

At lower levels, like 4-6, I would often party with just one other character. If he went down, it was up to me to get us both to a shrine. Spells of choice - flaming sphere and the best summon available at the level. I would summon my sphere and my dog around the corner from a group of monsters, then go into sneak (halfling) and go around the corner so my two summons could "see" the monsters. They go start beating 'em up, and I never get seen or targeted.

Blur - best buff EVER. My fellow player made me promise to always prep it. Lasts super long when you have Extended on.

I carry stat buffs on wands, they can help with skills when the rogue can't quite see the acid trap that's hovering over that juicy chest. I actually do traps myself, with the high INT and Rogue levels I have enough skill points to keep it maxed.

Once you can afford it, be sure to take water breathing on certain quests around 6-10. This is a good time to ask people who've played them before if anything special is needed for the quest. Most people don't have items yet, and a lot of quests have lengthy underwater segments where a wrong turn means death.

When I'm in a group with a decent number of melees, I like to use the following tactics:

1. Hit the archers and casters with Melf's Acid Arrow, then run around a corner before I become stuck full of arrows. It takes threat away from the melees for a little while, and starts killing off those casters on ledges before the melees can reach them.

2. Use a barrage of Enlarged Magic Missiles to take down casters that are REALLY far away and would otherwise be raining down death on the melees in the next room. This can take a lot of mana but is so much fun! I discovered this trick in House Jorasco where there are a lot of undead archers and mages in HUGE rooms. Would probably work with Melf's, too, to be more mana-efficient.

On a side note, enlarged is perfect if you find yourself trading spells with another caster. Just stand further away, and now you can't get hit.

3. Run into melee after other party members have threat, drop an acid blast, run out again.

4. Stand in the door and cast fireball.

5. Drop firewalls in the hallway and in front of doors. Of course.

Most requested spells in groups:

Web, Blur, Resistance and Protection from Elements, Wall of Fire, Waterbreathing

One spell I definitely do NOT recommend:

Sleet Storm - it takes forever to cast, and it slows your party as much as the enemies.

sephiroth1084
04-30-2010, 04:05 AM
Hello all,

I have never posted on ddo forums before but I might as well post starting now.

I just wanted to point out that there is a better way to kite with firewall since no one has mentioned this yet. A simple web + firewall combination will keep monsters burned and immobile for melees to attack. Just because their body is on fire, it doesn't burn the web away (ironically). You don't necessarily have to put a firewall and dodge like the world is after you.

A firewall can be placed on the edge of a web without burning it away so you can essentially kite the monsters for a bit and force the monsters to make multiple saves for the web (after all, every time they walk off the web and back on it, they have to make a save). Depending on the level, heightened web will probably be necessary, but when a monster has to make multiple saves, eventually its going to fail it.

Anyhow, knowing how to use web will also be helpful for end game. Just pray there isn't another caster using fireball or something ruining the tactic.
True, but a) that takes a lot of practice to get right consistently and b) if you can run monsters through a firewall fast enough (such as by having 2 next to each other) they take a fresh tick of damage each time they cross the threshold rather than every 2 seconds standing in the wall.

African-Grey
04-30-2010, 06:58 AM
On a side note, enlarged is perfect if you find yourself trading spells with another caster. Just stand further away, and now you can't get hit.
A bit off the original topic, but instead of enlarge try carrying a ranged weapon of some sort, even a simple returning dagger. Ranged weapons have a much longer range than spells, and are quite mana-efficient!

SlayerInFlorida
04-30-2010, 07:16 AM
A wizard should always have crowd control, depending on your level you should bring: Hypnotize, Web, Solid Fog, Otto's Dance, Acid Fog, Soundburst, Hold Person/Monster, Halt Undead, etc.


I didn't realize wizards get Soundburst and Halt Undead :p

Zippo
04-30-2010, 07:32 AM
I'm only level three now, but I'm wondering what spells to use?

Check? :D
It is always helpful although not needed in this case

Razic-Thule
05-01-2010, 04:31 AM
I don't know how to do the quote thingy. But Wizards do get Halt undead. Its sound burst we don't get. But all the rest where right on. Tho thinking about it now. I don't see why divines shouldn't have halt undead. After all turning is a joke.

papa_bravo
05-11-2010, 08:58 PM
Great thread. Verry informative.

PopeJual
05-11-2010, 09:17 PM
What spells should you use?

Wall of Fire.

Okay, it's a little more complicated than that.

Some things are immune to fire. That's why you also have Haste for the melee folks that you carry around with you.

papa_bravo
05-12-2010, 03:45 PM
Depending on your stats, Shield + Mage Armor + Masters Touch + Bulls Strenght + a Greataxe might still be your best bang-for-your-buck at this level. However, I personally prefer Invisibility + Expeditious Retreat + Melf's Acid Arrow at those levels, picking and choosing the quests that only require two or three kills (Like Kobold's New Ringleader, Durk's Got a Secret, Recovering the Lost Tome, etc).

I just want to thank you for this advice Jiipster. I re-rolled my level 3 wizard after reading your post (and a few others), and on quests where my wizard was having a really tough time soloing on normal mode I'm now completing them more easily on hard, and even elite mode (using Mage Armor + Shield + Masters Touch + Greatsword)

Looking forward to trying out your sneaky tactics on some quests. Any recommendations for some good solo quests for a new f2p level 3 wizard?

sephiroth1084
05-12-2010, 04:57 PM
I just want to thank you for this advice Jiipster. I re-rolled my level 3 wizard after reading your post (and a few others), and on quests where my wizard was having a really tough time soloing on normal mode I'm now completing them more easily on hard, and even elite mode (using Mage Armor + Shield + Masters Touch + Greasword)

Looking forward to trying out your sneaky tactics on some quests. Any recommendations for some good solo quests for a new f2p level 3 wizard?
Stealthy Repossession will really put your stealth skills to the test. The Korthos quest where you rescue villagers is stealthable. You can sneak through most of Waterworks without too much trouble, though ozzes make some sections difficult.

I recommend just trying out different quests...try to sneak through, and if you get into trouble, bust out the spells.
-Hypnotism works very well when sneaking around as it has a longer duration than Web, and kobolds tend to have higher Reflex saves than Will saves.

-Invisibility works very well, especially for situations where you have been noticed and want to get back to sneaking: cast invis, break line of sight, go back into sneak mode. Pick up scrolls rather than preparing, as you'll likely have to cast many times, and you'll want your SP for other things.

-Summon Monster I scrolls are fantastic for sneaking around solo. Manually aim somewhere away from you (and near enemies) when casting to throw up a distraction. Particularly effective at moving monsters away from doorways and levers, and for clearing a path to sneak through. Continue to use these for basically the whole game.

-Melf's will be your best offensive spell when sneaking, as you can tag something, then hit invis, break line of sight and sneak again. The thing you hit will still sort of be after you, but you'll be able to more easily elude that monster and anything else in the area while still killing the target.

Zectarash
12-24-2010, 09:53 AM
Everyone's been sayiing low-level advice but here's mine for lower-end mid level: Get Pale Master. You get a minion that goes with the Flaming Sphere and Summon Monster (I recommend the Arcane Skeletons) and you get extreme firepower in the form of necrotic attacks that cost little mana, but hurt you. At the later levels you can become undead and get healed by Death Aura. The only drawback is that the healers have to specially prepare spells for you.

Lorien_the_First_One
12-24-2010, 09:59 AM
I dont think wizardz have any good spels at that lv but at lv 7 you can get
Firewall and thats the only spell that everyone vill invite
You for later in the game. But until that your caracter will
Be worthless in party with others. Myself only invite wizards i know have
Firewall and thats usaly only for gh tor.

Hi Welcome to the game. Don't worry, you will learn more about the game as you spend more time playing.

bogart99
12-24-2010, 10:41 AM
I'm only level three now, but I'm wondering what spells to use? When should I stop using mage armor and shield?

How do you play ?
You need to tell us more about yourself before we can give you any real advice.

If your doing the I swing mighty axe thing then keep going with mage armour and sheild learn bulls str and blur to hit harder and keep going longer. Asuming your wf get repair moderate if not nvm its prity rare meet a wf as you level so you can skip the heal's till you get reconstruct. Swinging axe will keep going till level 8ish.

If your doing the spell spaming damage caster thing then re-roll as sorc you will have more spell points to throw around

If your playing as a party support mage then drop mage armour and sheild now pick up and spam hypnotism and web those 2 spells will save you from party wipes. Get niacs cold ray and have fun killing casters spend your money on a wand of foxes and a conjuration item to increase your chances of hitting helps your webs aswell. buy some scrolls of summon monster 3 from house p vendor mefits make a good distraction.

unionyes
12-24-2010, 11:28 AM
A good rule of thumb is to have a few standbys and be able to switch out as needed.

I always have at least one single mob damage spell like Magic Missile, or Scorching Ray, and as I level up I upgrade as needed. Keep one group damage spell loaded as well, I like Scorching Ray at lower level, Wall of Fire at higher. Keep one Crowd Control spell loaded too, like Hypno, Web, or Halt Undead. The rest you can play with as you wish, and swap out what you don't like for what you like.

I ALWAYS have Magic Missile loaded up, though. There is no 'Resist Force' spell out there that I am aware of and it hits every time with no saving throw. When you are bigger, you will find that everyone will expect you to carry Haste and Wall Of Fire (and some will get cranky if you don't have them loaded).

When I solo, I usually have Charm Person, and when I group with others I always replace it with something else. These days you can break a Charm at will but it's an old habit of mine to not charm something in a group, since we used to have to sit around cursing whoever charmed the last mob we needed to kill to open the door while the mob sat there failing save after save.

Parody
12-24-2010, 05:38 PM
Masters touch + bulls + blur +resist energy = good damage and defense. Use guard items too and if war forged self heal. I personally love running in now using firewall then hopping up and down with jump + feather fall and self healing too.

Anyway, best thing about melee buffs at low levels it really helps the other melee too.