View Full Version : Wizard Advice
Leonovis
05-17-2012, 01:29 PM
As a PnP player for decades, hitting the level 5 plateau for a wizard was the reason you suffered through the first 4 levels being near useless. The major AoE spells like Fireball and Lightning Bolt was the big payoff for me. Now that I've hit level 5, I'm some what underwhealmed by what I can do 5 and overwhealmed by what I have to keep track of.
I guess D&D has evolved over the last few decades where there is a huge imbalance between classes at various levels. Also, the real-time nature of MMOs as opposed to PnP having so many options make it difficult for me to invoke some of those options in a timely manner when in combat.
At levels 1-3, I use the Eternal Wand of Finger Fire and spammed it left, right and centre. I'm trying to wean myself off it because I feel it is time to take off the training wheels and also, that wand is starting to really suck. I was also relying on Summon Monster I and II to draw aggro away from me when soloing and pairing with one other.
I found my wizard to do quite well at these lower levels. Now that I'm level 5 and even some what at level 4 when I stopped using the Eternal Wand, I find that my mana runs low. Perhaps, I'm too aggressive at using my spells. Perhaps, I am supposed to hold back and find the right place and time to get maximum effect.
At lower levels, my summoned monsters are good at drawing aggro and dealing some good damage. At level 5, none of the monsters are good at drawing aggro. All have stealth or invisibility, so all monsters target me. Also, I used the rat and bat before because they are really aggressive creatures that attack on site. I just move in close enough and they will go after them. This doesn't seem to be the case for the SM III creatures. I'm considering sticking with my bat as it seems to perform better.
The level 3 spells seem to take some skill aiming. My fireball tends to overshoot if the enemy closes. Lightning bolt is OK. I guess I need to just practice using them. Lower level spells seem to be much easier to use. I use the electric loop and hypnotism for crowd control. If I need to kill someone fast like an enemy caster, I would use scorching ray. If the enemy is almost dead I would magic missile for the finish.
I've also been acquiring a number of wands and scepters. I have as many wands as I have spells prepared. This has made managing my character very complex. There are various items that enhance certain specific spells. I find I end up switching items mid battle to get the most use of certain spells. The spell enhancement items tend to be very specific and apply to one spell I use. They make me want to just use that one spell.
I'm wondering if I'm just trying to do too much. I'm feeling like I'm streched rather thin. As a wizard, I expect to have diversity and this diversity in spells has helped out a number of times. In quests where there are rest shrines, I can clear the dungeon and then change my spells to either Knock down a door or use spells like Bull's Strength to open some runes. I do find in principle, you want to really specialise in something rather than being mediocre in many things. I'm beginning to feel I'm being too mediocre right now or perhaps just too unfocused.
Can anyone offer some advice to improve my experience with my wizard? I'm more looking for play advice rather than build advice, but both are appreciated.
Thanks.
FuzzyDuck81
05-17-2012, 02:12 PM
In DDO, it's level 7 that wizzies get considerably more powerful, since you get level 4 spells - firewall, ice storm & acid rain (pick your favourite) which are great for soloing & in groups, and will be your bread & butter DPS spells for a long time - just cast it then jump around & kite enemies in the AoE till they die, then rinse & repeat.
FrozenNova
05-17-2012, 02:30 PM
It looks like you're trying to play a lowbie wizard as a nuker. As you may be discovering, wizards have some considerable difficulty in stretching their sp enough to be a fulltime nuker - that's the realm of sorcerors. Wizards excel at crowd control, and you'll usually find this considerably more worthwhile. You already have access to several potent CC spells. Web, for instance, with its reflex save and kitability, is a tool to be adored at every level. Resistable dance is a long-lasting will save single target spell - perfect for shutting down ogres or elementals before they can unleash their painful attacks on the party.
Wizards can nuke, but they have to be sure to be efficient about it. Persistant aoe's (firewall) and dots go a long way towards this - but it's rare that a wizard will be able to run through a quest hurling firey death without stopping for breath in much the way that a levelling sorceror can. At the moment, efficient nuking translates to balling up a dozen enemies in web before unleashing the acid blast, and saving nukes for high priority targets.
Turn on jump and haste / exp retreat and learn to kite. This isn't appreciated when melees are fighting alongside you but when you're alone, careful running, jumping, and jumpcasting can make sure you never take damage from melee enemies.
The summons are all generally useless, with a few exceptions. Not long from now having the agro yourself is desirable - a wizard is the character best equipped to deal with it. Starting level 7 you'll have reliable healing through death aura, which makes you considerably more sturdy. On summons, note that you can scrollcast a summon that's a higher level than your current spell level - as in, you can use summon monster iv scrolls while you can only cast summon monster iii. Scroll summoned monsters are identical to regular summons, and don't take up a spell slot for a spell that you only cast once every ten minutes.
Gear -
There are a couple of things to look out for.
Potency is a passive effect that boosts the power of all your spells.
However, there are also clickies specific to elements that boost the power of that element by 75% for a superior clickie. These are three minutes a use with three uses, and for maximum damage / spellpoint efficiency it's a good idea to carry enough clickies for the elements you're using to last between shrines.
Clickies also free your equipment slots. In these free slots, you can use lore scepters. Lore increases the critical rate and damage of a given element. Major lore is best on random equipment, and not too expensive either. By making sure you're running superior clickies with major lore, you'll be sure that your nukes, when used, hurt as much as they can.
Mouselook is pretty crucial to playing an arcane (toggle with t by default). This makes it easy to aim AoEs like fireball and web. Spells that you want to target (ray spells, single target crowd control) you can aim by hitting tab. Tab cycles through the enemies on your screen, and gurantees that your spell will at least travel in the direction of your target. It may be a playstyle oddity of mine but I use regulated tabmashing for most of my targetting.
Damage and crowd control wands are all essentially useless. Buff wands are nice in the low levels when you're short on spellpoints and spell slots - resist energy, invisibility, blur, etc. You can pick up stoneskin wands from the Twelve.
Cure light potions are as cheap as dirt, and a great source of binge healing. Just keep a couple hundred in your inventory and jump-drink them from the hotbar whenever you have a spare moment.
Also, bluntly - it sounds like you're mostly soloing. Lowbie wizards arn't good at soloing. Take a melee hireling if nothing else. DDO was always intended to be a party based game.
Alternative
05-17-2012, 02:57 PM
The best way for me to go through low levels on a wizard life is to get some decent quarterstaff (or a greataxe with master's touch spell) and just spend sp on (extended) buffs such as bulls str and heroism for to-hit, and blur, shield, mage's armor, resist energy for defense. Charm person is great to distract a bunch of mobs, suggestion is even better as it works on wider range of mob types and has a fixed duration (no recurring save to break the charm) At level 7 you get wall of fire which works great in combination with web and is really efficient on sp.
Wizards just aren't too efficient with nuking due to lower sp but also longer cooldowns than sorcerers. Don't get discouraged though, in the long run wizards are great.
TrinityTurtle
05-17-2012, 03:01 PM
In DDO, it's level 4 that wizzies get considerably more powerful, since you get level 4 spells - firewall, ice storm & acid rain (pick your favourite) which are great for soloing & in groups, and will be your bread & butter DPS spells for a long time - just cast it then jump around & kite enemies in the AoE till they die, then rinse & repeat.
I think Fuzzy typoed, wizards get access to those spells at level 7, not four. :)
squishwizzy
05-17-2012, 04:16 PM
Ok, I have a lvl 5 wizzy at present that I used to run with some of the lowbie toons in the guild. It's been a while since I had one that I started from lvl 1, so I re-learned some things, and applied some of the other things I already knew.
First, soloing a wizzy is FAR different from running in a group. It's harder, and you tend to get less loot. Now that you're out in the harbor, start joining PUGs, and collecting items. It'll help equip your wizard. Plus, as some of the lowbies (and newbies in our guild) have learned, not only do the quests to quicker, they tend to be far more entertaining.
There's not much out there for a lowbie wizard as far as equipment that you don't get in Kothos. However, the Chronoscope run has the Abashai set - and specifically the Diabolist robe. This allows you one chance to summon a Hellhound per rest. You want distraction? Pull out that Hellhound...it'll help a lot. Plus there are the Scorched Bracers, the Helm of Frost - all of these give you access to some pretty damaging spells.
Waterworks has a BtoA wand in it that does Black Dragon Bolt (an upper-lvl spell) was well as improve your acid spell damage when equipped. It has 50 charges that refill per rest. Seriously consider farming that item.
If you do PUGs, think about slotting Web, which is a decent Crowd Control spell. Damage spells are fun, but holding incoming mobs while DPS slashes them to ribbons is very effective. Plus, with targeting with the mouse, you can web doorways prior to opening on a hard fight.
I use Sonic Blast (?) quite a bit. Not only is it a range spell, it also has an Area of Effect, and will also stun on occasion. Very helpful for disabling mobs for a brief period.
Also look at getting Resistence to Elements, which is a great party buff. Pick up some Barkskin pots from the Market vendors until you get Stoneskin.
Plus also consider checking out the Phairlan Canival series for some of the wizzy items, the Red Fens for the Shaman's set, or Three Barrel Cove...well...because it is a fun set of quests. However, regardless of what you play, gear is pretty essential. You'll want stuff that kicks-up your ability to deal damage on a spell (lore items, or combustion, corrosion, etc. clickies), and one that provides you more spell points (Power / wizardry items).
You will have SP management issues until about lvl 8 - you really just have to suffer with them. Running in a group helps this quite a bit. This is compensated for when you're in the upper levels, and doing 500hp on a single strike, or killing with a single spell while your average Fighter ia maybe hitting for 200-300 hp. So it balances out in the end.
Wizards start out weak and get increasingly powerful over time. By the time you hit lvl 20, you'll be an essential part of most quests.
Personally, I love running wizards. I love the flexibility, and the damage-dealing aspects of the class. Plus - and this is big - you'll eventually get the teleport spell which saves a whole lot of time running from one house to the next. It is a definate perk.
Leonovis
05-17-2012, 06:37 PM
I appreciate the advice. I am primarily either soloing or paired with a friend, but do occasionally join a group. I am aware that soloing with a wizard is more challenging than with other classes.
I have found that crowd control spells work quite well. Hypnotism and Charm are quite effective as I do have Spell Focus: Enchantments. I do have some damaging spells as there are times that I need to finish someone off. I haven't been able to really make good use of Web. I wasn't aware you can kite enemies through them. I'll give that a try the next time I play. I just reached level 5 and do have Suggestion. I'll try that next.
I would think that I may not need to cast spells in every combat, especially if there are a small number of enemies that other party members can take care of without spell support from me. In these situations, do I just hang back and wait? I am an elf and I've been resorting to just firing arrows in these situations.
With regard to kiting, this is a technique that I haven't seen used in low level play. There does not seem to be a significant advantage unless you can lead enemies through something like a wall of fire and there are few such effects at low levels. Most of the times when I'm in groups, whether you bring to mob to you or you all run up to the mob generally makes no difference. Some enemies have ranged weapons, so the person leading the mob is getting pegged with ranged attacks.
The <Tab>bing through enemies is what is required in Lord of the Rings. In DDO, I got used to just facing in the appropriate direction. I'll have to practice my tab targeting again.
Phidius
05-17-2012, 06:45 PM
...
The <Tab>bing through enemies is what is required in Lord of the Rings. In DDO, I got used to just facing in the appropriate direction. I'll have to practice my tab targeting again.
The very first thing I do on all new characters is go into the options and turn off every single one of the "Auto Target" options. I much prefer to keep my target until I decide to find a new one.
JollySwagMan
05-17-2012, 09:44 PM
Fireball is good and fun, it even breaks doors. But it also breaks Webs! Try Acid blast for a spell that works pretty much the same as Fireball and doesn't melt Webs. (Keep a fireball wand for breaking doors though)
(Try and catch mobs in doorways that you have webbed, Acid Rain scrolls can also be used at level 5 :))
Torkzed
05-17-2012, 10:02 PM
Through about level 7 or 8, I find it useful to carry a good great axe, cast master's touch and swing away. Carry a bull's strength wand and keep your strength buffed, carry cure potions to keep yourself alive (if not WF...a lot easier with repair spells).
Web keeps stuff still while you swing the axe, as it will take you longer than it would a barbarian. Getting a axe with a guild slot which you can fill with accuracy + will help to-hit.
When soloing, use charm to get a temporary ally or two in the big fights.
At level 7, cast a firewall and swing your axe in the firewall.
At lvl 9 or so, I put away my axe...but i have seen others swing one for several more levels.
Cyndrome
05-17-2012, 10:21 PM
Through about level 7 or 8, I find it useful to carry a good great axe, cast master's touch and swing away. Carry a bull's strength wand and keep your strength buffed, carry cure potions to keep yourself alive (if not WF...a lot easier with repair spells).
Web keeps stuff still while you swing the axe, as it will take you longer than it would a barbarian. Getting a axe with a guild slot which you can fill with accuracy + will help to-hit.
When soloing, use charm to get a temporary ally or two in the big fights.
At level 7, cast a firewall and swing your axe in the firewall.
At lvl 9 or so, I put away my axe...but i have seen others swing one for several more levels.
That is all very good advice. Also got a few superior inferno 3 clickies for your fireball and keep them running all the time. Get as many mobs together as you can and blast away. At level 6 you can take archmage PrE for a basically free spell - hypnotize is the enchantment spell if I recall correctly and works for great for CC.
Much easier to blast away with a sorc, but wizards can do it too.
FuzzyDuck81
05-18-2012, 01:55 AM
I think Fuzzy typoed, wizards get access to those spells at level 7, not four. :)
Whoops yeah, amended... silly numberpads having them so close together
Lonnbeimnech
05-18-2012, 02:39 AM
For fireball, at close range aim for the floor, not the monster. You can't hurt yourself with your own spells as in pnp, so use it to your advantage.
As above, keep auto target off on a caster, makes landing aoes much easier.
EvilI
05-18-2012, 03:54 AM
Make sure you have the best avilable spellpoint gear for your level. An item with a guild augment slot that can be filled with a guild crystal of power helps at early levels if your guild is high enough level to use one. Also make sure you have items to boost your spell damage. I like a weapon with the best level of superior potency I can use, and different prepared weapon setups with several different elemental lore items to increase my crit chance for whatever spell I'm using most at that time. Don't forget about clickies that increase your spell damage by 75% for 3 minutes. That's 25% extra over superior potency, and they have much lower minimum level (and are dirt cheap on the auction house).
As for playstyle, run and gather large groups of mobs before you nuke. That makes your spellpoints last much longer. If you get hit too much try to lock down the mobs with a Web before you nuke them. Fireball destroys the webs, but scorch and acid blast does not. Once you hit level 7, as stated, web + firewall and/or acid rain=win
thealightykuku
05-18-2012, 07:23 AM
I appreciate the advice. I am primarily either soloing or paired with a friend, but do occasionally join a group. I am aware that soloing with a wizard is more challenging than with other classes.
I have found that crowd control spells work quite well. Hypnotism and Charm are quite effective as I do have Spell Focus: Enchantments. I do have some damaging spells as there are times that I need to finish someone off. I haven't been able to really make good use of Web. I wasn't aware you can kite enemies through them. I'll give that a try the next time I play. I just reached level 5 and do have Suggestion. I'll try that next.
I would think that I may not need to cast spells in every combat, especially if there are a small number of enemies that other party members can take care of without spell support from me. In these situations, do I just hang back and wait? I am an elf and I've been resorting to just firing arrows in these situations.
With regard to kiting, this is a technique that I haven't seen used in low level play. There does not seem to be a significant advantage unless you can lead enemies through something like a wall of fire and there are few such effects at low levels. Most of the times when I'm in groups, whether you bring to mob to you or you all run up to the mob generally makes no difference. Some enemies have ranged weapons, so the person leading the mob is getting pegged with ranged attacks.
The <Tab>bing through enemies is what is required in Lord of the Rings. In DDO, I got used to just facing in the appropriate direction. I'll have to practice my tab targeting again.
No one has mentioned the Heighten Spell feat, so i guess I will. Since you are Using Crowd Control (CC) spells and damaging spells that get extra perks if the target doesn't save against it (electric loop - stun effect) then you should really be using the Heighten spell feat. It raises the DC of your lower level spells so that they are effective at whatever level you are. It makes your charm person spell have the same Difficulty Check (DC) save as your more expensive Suggestion spell. It makes it less likely that mobs will take 1/2 damage from your lower level damage spells.
Pay close attention to what types of saves are required for what spells. The lightning spells are all reflex saves, so casters won't usually save against them. The Enchantment spells are will saves, so fighters wont usually save against them. Force spells have no save at all... which is why I love force spells. Pay attention to spells that have a negative effect on the target even if the target saves (a debuff), for instance: hypnotism. Even if the targets save against hypnotism their will saves are reduced by 3 for 15 seconds making that charm person spell you follow it up with that much more likely to stick, or the sonic blast you bounce off their head more likely to stun them.
Skip the summon monster spells and see if you can find some of the Greater Gem of Ocean's Winds on the Auction House for cheap. They are a 1-time summons that is minimum level 4 to use but summons a greater air elemental that should more likely be minimum level 10 to 12. You wanna see bad guys go flying all over the place... Greater Gem of Ocean's Wind.
Look at the prestige classes for Wizards (http://ddowiki.com/page/Enhancements) Archmage I is available to level 4 wizards and has a lot of flexibility in what it offers.
Sarzor
05-18-2012, 10:41 AM
Generally how I play my wizard:
1) 10 Strength starting, max INT, rest CON.
2) Take the ember greataxe, and make sure you have the Master's touch spell. Alternately buy a greataxe and have the eternal fire wand, which does very good DPS at low levels and recharges.
3) Be a gimpy barbarian until approx level 6. Once you have Web (level 2 spell), you can web monsters, then wail on them with your axe. The monsters have so little HP, there's not a lot of difference between a wizard melee and barbarian melee. Fill in the blanks damage-wise with spells, but most of your DPS comes from melee or grouping with other players. Rage helps too to bump up your damage.
4) Level 6 as a pale master makes life slightly easier as you can grab zombie form, which makes you hit harder, 100% fortification, and you have lesser death aura to heal yourself slowly.
5) Level 7-11 I do a mix of webbing monsters in firewalls/ice storms, melee, supporting others, etc.
6) Level 12 Grab Wraith form. Your survivability goes way up.
7) Level 13 - Get Finger of death. Start to feel pretty powerful.
8) Level 17 - Get wail of the banshee and feel godly
9) Level 18, get lich form and by level 20 be a god of death.
Casters are weak at low levels, but at upper levels are incredibly powerful. That's why I play a crappy melee at low levels, since you're not much behind the curve, and at late levels be a caster since it's incredibly overpowered.
FrozenNova
05-18-2012, 11:29 AM
Casters are weak at low levels, but at upper levels are incredibly powerful. That's why I play a crappy melee at low levels, since you're not much behind the curve, and at late levels be a caster since it's incredibly overpowered.
This is wizards, explicitly - a well played sorceror blows most melees out of the water during levelling.
Solmage
05-18-2012, 04:31 PM
I always play all my lowbie casters as casters, I'd rather drown myself than pickup a greataxe.
Tips:
- It's all about efficiency. You don't cast a fireball to kill 1 or 2 enemies, you cast a fireball while jump casting to avoid enemy blows while surrounded by 8 enemies, ideally displaced and shooting at their feet. You don't use auto target ever, nor mouse over targeting nor anything else that could possibly affect your targeting.
- Craft/Buy/Pay someone to craft you an superior Inferno IV clicky and use it before the bigger fights. That's +75% damage for 9 minutes.
- If you don't have to kill a group of creatures, don't waste the mana and effort and time. A single suggestion/charm and running past the distracted group of creatures works wonders. Carry a stack of level 2 invis scrolls.
- You only need maximize on elite in groups due to scaling. At low levels solo, fireball with only enhancements and clicky and fire lore item is often enough without metas on. This will improve your mana efficiency.
Most wands you find are wastes of time. You shouldn't need to keep switching items back and forth either. Let's say you dual spec into fire and acid. You activate your fire clicky, you activate your acid clicky, and you have 3 minutes of not swapping gear after you switch to your dual lore items.
FrozenNova
05-18-2012, 04:40 PM
Playing melee in early levels used to be necessary, back when the level 1 nukes cost 10 sp. Since they've been reduced to 4, it's considerably less important.
Alrik_Fassbauer
05-20-2012, 05:21 AM
At levels 1-3, I use the Eternal Wand of Finger Fire and spammed it left, right and centre.
Yeah, that's how I did it, too. I even use it nowadays when my spell points have run out. It's still a good back-up, imho.
Me, I'm currently developing a technique of using melee weapons in close combat, and using spells when there is no other way to get rid of e.g. skeletons.
I'm more and more coming into the view of the own spell points being a valuable recourse I should not waste too soon.
But that's just an personal play style I've begun developing over the last few weeks. It's an experiment, essentially. An experiment over efficiency.
Therefore, I regard "Master's Touch" (http://ddowiki.com/page/Master's_Touch) as the - in my personal opinion - most important spell *any* wizard should *regularly* get at level 1.
Edit : Heroism is a good thing to add to this "melee wizard".
[Level 7 Wizard right now.]
Leonovis
05-20-2012, 08:29 PM
The Web advice is very useful. Was able to web a doorway and get a bunch of enemies trapped before fireballing them. I'll have to get the acid version when I level up or find the scroll to preserve my webs.
I've been trying hirelings instead of summoned monsters to pull aggro. I find that my bat seems to still do a better job, but the hireling does more damage and lasts longer. Then I sit back and peg them with arrows and use my spells when conditions are better. Wizards are certainly not as straight forward as melee classes and a bit more challenging.
Kingsburg
05-20-2012, 08:43 PM
The Web advice is very useful. Was able to web a doorway and get a bunch of enemies trapped before fireballing them. I'll have to get the acid version when I level up or find the scroll to preserve my webs.
I've been trying hirelings instead of summoned monsters to pull aggro. I find that my bat seems to still do a better job, but the hireling does more damage and lasts longer. Then I sit back and peg them with arrows and use my spells when conditions are better. Wizards are certainly not as straight forward as melee classes and a bit more challenging.
disagree If you max intel max con and any left over points u put into str and you go wf you will be so over powered its Insane.
Alrik_Fassbauer
05-21-2012, 06:08 AM
I guess it's a question of : From which position do I argue ? For low-level wizards (first-lifers) the situation is imho totally different than for high-level wizards.
The low-level wizards basically fight for their lives; high-level wizards might become overpowered ... - so they need to pursue entirely different "fighting styles" depending on their levels, I assume.
Satinavian
05-21-2012, 10:50 AM
Low-level wizard is not difficult either.
With shield and mage armor you have a little bit protection to go with your inv. robe, with summons you have extra dps and something to take aggro, and, most important imho, with False Life you are nearly selfhealing in the early levels as the damage comes in small portions.
At lv 6 you get your PrE which for fleshies includes an additional and very cheap summon. On top of all the immunities Zombie Form provides (False Life still works).
At lv 7 you get your regular selfheal. And Fire Wall. From there on it's easy. Easy does not mean that every unfamiliar quest is a cakewalk or that the higher difficulties can be done without gear and experiance. Easy does mean easy compared to other classes. Fighters, Barbs, Rogues, Rangers and (fleshy) Sorcs have far more problems soloing (esp. without hireling).
PS :
Summons are considered a bit weak. But if you really like them and solo a lot, consider taking Augment Summoning Feat and Pale Master improved Skellies. You can always have a normal summon and a Skellie and maybbe even hirelings at the same time. All of them are boosted by the feat.
But the "being overpowered" part does begin with lv 12 imho. And no, i am not crying for a nerf. Then it gets easier and easier until 20 where suddenly epics begin and you either have the DCs for CC or not.
Urjak
05-21-2012, 11:14 AM
disagree If you max intel max con and any left over points u put into str and you go wf you will be so over powered its Insane.
can't state it often enough ... first life wizards (whether wf or pale master ... doesn't really matter) only become OP if they manage to actually acquire all the awesome gear (~43+ necro&enchant DC, ~31+ spell pen)
SisAmethyst
05-21-2012, 05:43 PM
No one has mentioned the Heighten Spell feat, so i guess I will. Since you are Using Crowd Control (CC) spells and damaging spells that get extra perks if the target doesn't save against it (electric loop - stun effect) then you should really be using the Heighten spell feat...
Dunno, I re-rolled several Wizards up to about level 6 at first life till I got it somehow right and up to level 20. One had not enough INT, the other not enough CON, the next just didn't got the right spells to land.
Heighten while powerful is however more for the higher levels. It will increase the spells level to your current caster level. In other word at level 4 there is not that much of a difference when using on a spell you get at level 3 except of that you burn to fast through your SP.
Especially at low levels you have two big problems:
1. Your mana pool is way limited so you have to conserve it.
2. You have to find out when to use which spell against which enemy.
In regard to (1) your mention of electric Loop is good, as it will help you to stun mobs and then melee them down one by one. Yes, I did melee a lot in the first few levels. However I wouldn't use Highten to compensate with that. If a mob saves, then use an other spell. Different spells have different saves. For example:
Electric Loop (http://compendium.ddo.com/wiki/Spell:Electric_Loop): Reflex save takes half damage, Will save negates Dazed.
Gust of Wind (http://compendium.ddo.com/wiki/Spell:Gust_of_Wind): 5 seconds (Knockdown), 9 seconds (unresistable slow) - Enemy need STR/DEX check (whichever is higher) agains a DC equal to 12+ modifier.
Otto's Resistible Dance (http://compendium.ddo.com/wiki/Spell:Otto's_Resistible_Dance): Will save negates.
Ray of Enfeeblement (http://compendium.ddo.com/wiki/Spell:Ray_of_Enfeeblement): none save
Sometimes you may need to combine some to get the desired effect, like first using Cause Fear (http://compendium.ddo.com/wiki/Spell:Cause_Fear)/Scare (http://compendium.ddo.com/wiki/Spell:Scare) to have them at least shaken which give them a -2 penalty to attack and saves. But all this is situational. There is no real best way to do it as it depends on the enemy, the quest, the level, if you solo or not. Fire elementals and mephits you may one-shot with a Frost Lance, a boss mob you may get slowly down by dotting him with Melf's Acid Arrow, while running in circles to prevent his attacks? On the other hand an other mob may get actually healed by acid.
Or disable the foreign caster with Touch of Idiocy (http://compendium.ddo.com/wiki/Spell:Touch_of_Idiocy).
The big advantage here is that as a Wizard you can swap them out by will, at the next shrine or tavern. Make use of that. Try them out and learn when to use them and when not.
And I agree with Urjak. Only because you can read in the forums that recently a Wizard solod this and that, doesn't mean the bread and butter Wizard rolled by the farm boy as his first life character can do the same. If one can do this it is:
1. because the player know the weaknesses of his enemies
2. he is prepared and has the gear and equipment for it
By the way, have confidence. So much first life wizards cast for example firewall as soon as they get them and then run around in circles with the mobs following them. Not only does this annoy your party players that try to chase after the mob, you as well allow the mob each time a save when it re-enter. Put up the firewall and active block (holding shift) while it gets cooked. If you are fully buffed even a Wizard should be able to take some hits when doing an active block (except maybe from triple hitting Ogres ;))
Also use the environment and the enemies themself. For example cast Charm Person (http://compendium.ddo.com/wiki/Spell:Charm_Person) to have that human fight on your side instead, or just sneak on them when they are in a group to let one search you, follow you around the corner and separate them this way. As just attacking them from distance will get you the attention of all.
SisAmethyst
05-21-2012, 06:37 PM
I always play all my lowbie casters as casters, I'd rather drown myself than pickup a greataxe.
Everybody play the wizard differently, anyhow one shouldn't ignore the constant damage output a wizard can put out with Master Touch and a Greataxe in the hand, without having the blue bar going down. As you already said ...
It's all about efficiency. You don't cast a fireball to kill 1 or 2 enemies...
However a first life player with a new Wizard neither has the money nor the crafting level nor the resources (crafting mats) to get a Superior Inferno IV item easily. Especially if you mostly solo and not have a guild that watch your back. What is cheap for us with several capped characters is a insane amount of money, while trying to sell that rusty sword for some copper pieces.
Don't get me wrong, if one has the resources, all the better, however I guess a first life character still has to collect all the money for the other inventory tab :) You are also right that one should look out for those clickies and they are plenty full for various damage types, and if it is not a superior but a greater inferno still better than nothing.
Regarding increasing the DC or damage one more thing you may want to look out are staffs/scepters that improve your spells in general, either because they have a specific spell focus (e.g. scepter of transmutation focus), lore items (arcane lore would be optimal) or potency and spell pen. Often one of each in each hands. For this take a look on your spells, some have a Spell Resistance check others have a regular save (e.g. DEX).
For example have 3 weapon sets prepared:
1. power / archmagi item for extra SP after shrining for the buffs
2. potency + lore for damage
3. focus + spell pen for crowd control
Daemoneyes
05-21-2012, 08:32 PM
Masters Touch? really?
Niacs costs 4sp and u wont do anywhere near the damage of niacs with youre axe or whatever.
1d6 per lvl plus 1d6 or 2d6 depending on youre starterequip
plus at least 20% from enhancements (likely to have lots more, cause ice is an excellent spellgroup)
and easy to get +50%-75% from clicky
i really wanna see a weapon that does so much damage, especially while having low strength and miserable to hit.
Also there arent many Quests where u run out of mana, even when u dont know much about ddo.
And u get more then enough SP potions while leveling so u can gulp 1 or 2 if u mess up.
i want to see less, oh i am so imba i carry an Greataxe Sorc/Wiz and so more play like u should play an Mage
and yes, D&D is all about staying in youre role :D
nah heck do whatever u want but plz if u got less hp then the rogue back off and put that GreatAxe away :p
Satinavian
05-22-2012, 03:13 AM
Well, Master's Touch was way more important before spellpaass, when all lv 1 spells were 10SP, all lv 2 15 SP and so on. Without metas. Blasting was not a viable strategy then.
Now they lowered SP-cost for single target damage spells, introduced SP regeneration and made the eternal wands stronger. Now you can blast your ways through the early levels.
I still prefer to use my limited spellslots and SP for Buffs, Summons, CC and False Life healing while doing damage with weapons and eternal wands. mostly.
Both ways are now possible. But if the opener finds blasting too difficult, he might try another approach.
Nephilia
05-22-2012, 04:08 AM
I always start my caster TRed toon this way:
max cast ability, 16 on cos, 15-16 on str (rest, if any, is irrelevant).
Craft a GS or a GA with holy ml.1 (cannith seal) with a large or medium guild slot to add +4 or +3 to hit.
Then act this way:
1) Wiz: master touch and swing all around (u'll see mobs falling down like flies in december) use a max-emp burning hand or acid touch if u see a very large group of mobs.
2) Sorc: master touch and swing all around but just till lv 5. With a Ioun stone an a guild slot for 160 mana u wont go out of mana as long as u don't spend your time facing a wall and trying to burn up lichen's texture.
3)In both situation remember: kill enemies is not your job as long as u're in a group. The best thing u can do for a group is just spam "sonic blast" with NO META ACTIVATED to stun all the enemies. U just need to stun foes for your melee-dps. It has a long range, affect a nice area, crash all the collectibles it strikes and has a nice DC too. This spell is your best friend at low levels.
PS: my starting stats are this way cause I'll TR back to back and don't play end game content (I just get my 20 tokens and TR). Ofc if I would stay on 20 for some times and do some end quest or epic raid I would dump str :P
Alrik_Fassbauer
05-22-2012, 06:00 AM
My now freshly turned 8 wizard uses the Master's Touch with the "Nicked Heavy Mace" (http://ddowiki.com/page/Nicked_Heavy_Mace) regularly. It gives force damage against which I have so far seen is practically almost no enemy immune against. Plus it can stun in rare cases.
Only negative point is that it comes from the Sharn quest series, which can be a pain for casters. And it is P2P, too.
Jsbeer
05-22-2012, 06:32 AM
My now freshly turned 8 wizard uses the Master's Touch with the "Nicked Heavy Mace" (http://ddowiki.com/page/Nicked_Heavy_Mace) regularly. It gives force damage against which I have so far seen is practically almost no enemy immune against. Plus it can stun in rare cases.
Only negative point is that it comes from the Sharn quest series, which can be a pain for casters. And it is P2P, too.
Hadn't really considered the Nicked heavy mace before, but I do use this:
http://ddowiki.com/page/Nicked_Greatsword
until I can switch over to Caniflex at level 4.
Nephilia
05-22-2012, 07:43 AM
If u don't want (or can't) craft a holy weapon then is not better to have a maelstrom for lv 2-4?
http://ddowiki.com/page/Maelstrom
Jsbeer
05-22-2012, 07:55 AM
If u don't want (or can't) craft a holy weapon then is not better to have a maelstrom for lv 2-4?
http://ddowiki.com/page/Maelstrom
I should think so, but (provided you have the Sharn Syndicate pack), Nicked weapons are much easier to get compared to Maelstrom, or at least that has been my experience. I have never got a Maelstrom form any of my Tempest Spire runs, but have lots of Nicked weapons of all types....
Then again, a Risia Games Icy Bursted loot-gen weapon can be even better than Maelstrom (or even Caniflex I think).
Nephilia
05-22-2012, 08:29 AM
I should think so, but (provided you have the Sharn Syndicate pack), Nicked weapons are much easier to get compared to Maelstrom, or at least that has been my experience. I have never got a Maelstrom form any of my Tempest Spire runs, but have lots of Nicked weapons of all types....
Then again, a Risia Games Icy Bursted loot-gen weapon can be even better than Maelstrom (or even Caniflex I think).
As soon as i get a Large guild slot Falchion, I'll craft a Holy falchion with icy burst ml.1 *__* (risia upgrade doesn't burst min lv of a weapon, doesn't it?)
Jsbeer
05-22-2012, 08:51 AM
As soon as i get a Large guild slot Falchion, I'll craft a Holy falchion with icy burst ml.1 *__* (risia upgrade doesn't burst min lv of a weapon, doesn't it?)
Thing is that I don't think that crafted (or named) weapons can get Icy Burst put on them.
Nephilia
05-22-2012, 09:43 AM
Thing is that I don't think that crafted (or named) weapons can get Icy Burst put on them.
Surely named stuffs can't be upgraded this way, but I think I saw some icy burst crafted stuffs in the AH, so if I'm not in wrong is totally doable ^^
In that case i would craft a holy Falchion with risia Icy burst +4 to hit ml.1, and holy burst one! Sounds sooooooo cool :D
Jsbeer
05-22-2012, 10:02 AM
Surely named stuffs can't be upgraded this way, but I think I saw some icy burst crafted stuffs in the AH, so if I'm not in wrong is totally doable ^^
In that case i would craft a holy Falchion with risia Icy burst +4 to hit ml.1, and holy burst one! Sounds sooooooo cool :D
Icy burst is a craftable prefix of course:
http://ddowiki.com/page/Elemental_Burst
but the advantage of the Risia Icy burst is that this is in addition to everything else on a randomly generated item.
However, quoting the DDO Wiki, the Risia Icy Burst can only be added to
"Randomly generated(aka Non-Named) weapon (any type, including handwraps, bows, returners, etc)"
SisAmethyst
05-22-2012, 01:50 PM
Masters Touch? really?
Niacs costs 4sp and u wont do anywhere near the damage of niacs with youre axe or whatever.
1d6 per lvl plus 1d6 or 2d6 depending on youre starterequip
plus at least 20% from enhancements (likely to have lots more, cause ice is an excellent spellgroup)
and easy to get +50%-75% from clicky...
Well, Master's Touch was way more important before spellpaass, when all lv 1 spells were 10SP, all lv 2 15 SP and so on. Without metas. Blasting was not a viable strategy then.
Now they lowered SP-cost for single target damage spells, introduced SP regeneration and made the eternal wands stronger. Now you can blast your ways through the early levels...
Well, I do have to admit that its a while ago that I been in the low levels with my Wizards. Back then the SP cost was not only higher but the targeting was not like it is now, meaning you missed more then once with Niacs. If you have to cast Niacs 3 times to actually kill the mob it doesn't matter if the final hit will do an awesome damage, but was easier to just grab an Greataxe to kill it. :)
I don't say that the Greataxe is the better solution, way not, but you have the choice to do so. By the way it isn't always only a question of SP, but if you loaded the wrong spells, it doesn't matter if you are already at the shrine when a small enemy is just disturbing you the whole time that you can't take it.
And yes, if you are squishy (don't take the HP of the rogue with evasion as the meter) and can't take a hit, stay out of the front line, or better reroll with more HP :D
Leonovis
05-22-2012, 04:01 PM
Thanks, for the advice, guys. Keep 'em coming.
Just to recap my situation, I only started playing this game 2 months ago. I'm currently running 5 different characters and I've only got 2, including this wizard, to level 5 so far. I haven't experienced any higher level play. I don't have access to the warforged race, so advice along that route isn't useful to me, although I'm sure other players would find it useful. I'm currently playing an elf wizard.
What I've done so far, is at levels 1-3, I've relied on Summon Monster I and II along with the Augment Summoning feat to make good use of my SP. I also have the Eternal Wand of Finger fire which I spammed a lot.
At level 4 and now 5, I'm tired of the eternal wand as it is getting old and seems to be less and less effective. Against oozes, it is useless. I've resorted to using a bow to provide some extra damage without draining my SP.
I found that the SM III monsters all have stealth which is ineffective at drawing monsters away from me. I'm concerned that my SM II bat won't be effective at this level even with Augment Summoning. I've tried using a fighter hireling and it works quite well. I would prefer not to have to rely on hirelings so often.
Charm Person has been quite effective. I find that this spell works quite often against most enemies in the harbour. Hypnotism and Electric Loop are other spells that I really like. I'm also using Scorching Ray as I have an item that really boosts its damage output. I try to use the Scorching Ray on bosses and enemy casters or if I just want to take an enemy out. If the enemy is almost dead, I fall back to MM for the finish.
Web is OK. As I am just starting to use this spell, I am still learning how to make the most use of it. Sometimes enemies get through and continue onto me. Other times, I am able to bunch them up and fireball them.
I have been using Mage Armour on occasion to mitigate damage. I haven't used False Life much as my 2nd level slots are crowded to with many options vying for a slot.
I'm a little undecided on whether to go for Pale Master or Archmage. I'm more set up to go Archmage. I like Archmage for flavour, but PM I like for function. I like having summons more so that some of the Archmage spells. I may end up paying to change my course here. The crappy SM III summons is turning me towards the PM.
I have tried to manage my various wands that I have acquired. I've been trying to cast Mage Armor and then use the wand for Shield (I have 3 of these wands). I find the Shield spell is just too short for me to manage effectively, having to switch wands back and forth. Some of the advice I was given was to forgo managing the various wands. I still have my quick slots ready, but finding managing all the wands I have plus my spells has become a very daunting task.
I primarily pair up with a ranger player. I've been switching between my various characters. The last few days, I've been using my rogue/fighter which I find is a lot easier to play. I use my cleric/ranger for a bit as well which is more difficult than the rogue, but easier than the wizard. I want to play my wizard the most, but right now at my current DDO skill level, the rogue/fighter is the most effective.
FrozenNova
05-22-2012, 04:17 PM
If you go archmage on a fleshy character with no umd, people will give you odd looks and wonder why you're expecting them to heal you.
Don't misunderstand the point of PM. The summons are 95% useless, just like regular summons.
The point of PM is the passive benefits from the forms, and the self healing.
What wands do you need?
Invisibilty, probably. Blur, possibly. Resist energy 7th is good. Detect secret doors? Feasibly. Stoneskin? Good. Repair? Good.
Other than that? There's nothing available that you want or need.
bonscott87
05-23-2012, 02:03 PM
Wand of False Life is a must. Don't waste a spell slot. Get the wand cheap in the Marketplace. It won't last as long as a spell but the HP will be gone long before the wand cast would run out anyway. LOL
Also, Potions of Aid from the Market. Dirt cheap and extra HP. Again, HP will be long gone before the effect runs out.
Those two together will get you a +20 HP or more to start out a quest.
I'm playing my first wizard (been playing DDO for several years) as a Pale Master. Up to level 8 now. Once you get Wall of Fire look out. I'm actually still using my Eternal Wand of Magic Missiles as I find it does more damage then me beating on something with my spell penetration scepter. :) I "dual weild" my scepter or club that gives me the most bonus for the quest along with the wand of choice. Hit things with the wand while the scepter/club gives me the passive bonus in the left hand. Has worked well so far but it's becoming less and less effective with higher content so I'll need to look at other combinations. But I usually duo with a Dark Monk so I typically can just stand back and watch the carnage as I rotate thru my spells and wands.
As for the skelly summons...I've found my Skelly Knight summon to be pretty effective. Almost never dies since he gets healed with my Death Aura as I heal myself and he gains aggro quite a bit. I'm sure as I get closer to 12 and PM II he'll be less effective. At PM II and III you get upgraded skelly summons though. Skelly summon plus a scroll summon are pretty effective overall.
EpiKagEMO
05-23-2012, 08:01 PM
Wizard Advice: Haste, and Rage (Some people call it Hage). Use this a lot. Buffs the melees and makes everyone faster. Rushes the whole party through a dungeon easier and faster, saves cleric SP, gives everyone extra movement and HP.
What i think a wizard to be is: CC and Replacement Bard, as in haste, rage, displacement, blur.
Around level 12 or so, you really should drop the majority of your DPS spells and pick up CC spells.
I find wizards(necromancers) easier to play as in soloing when they get around 18 since they have Self heals(Spells and inflict potions), wails, fingers, and circle of death.
Archmage wizards are toughy IMO. you have to watch your hp or stay out of combat if your not warforged.
Alrik_Fassbauer
05-24-2012, 11:57 AM
Archmage wizards are toughy IMO. you have to watch your hp or stay out of combat if your not warforged.
That's why I'm currently putting quite a lot of points & stuff into constitution for my wizard now.
For my current wizard, constitution & intelligence are the most important points. But on the other hand, he's still kind of an experiment.
Next I'm going to boost a bit is dexterity, because of the benefits to the armor class.
FrozenNova
05-24-2012, 12:18 PM
For my current wizard, constitution & intelligence are the most important points. But on the other hand, he's still kind of an experiment.
You mean, for every wizard.
Next I'm going to boost a bit is dexterity, because of the benefits to the armor class.
Don't do this.
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