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  1. #1
    Community Member T.T's Avatar
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    Default I am starting a wizard and...

    I cant choose wich kind of energy i will follow. Wich one is better?

    Fire/Cold? But oozes and damons are immune...
    Lightining/Acid? But they dont have spells with AoE...
    Force/Repair? Good choice (i will be a WF), but only three spells with force...

    Oh my... Can anyone help me plz?

  2. #2
    Ham Slayer Enfira's Avatar
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    Default FIre/Ice

    Fire/Ice is by far the most common build. The firewall once you hit level 7 is pretty much the most potent spell in the game through about level 15. After that it is still good but most switch to instant-kill or hold spells that are more effective because they don't draw agro to you and things will stop dying in your firewall so quickly.

    I've seen a few force/repair builds. As a warforged the extra repair is nice but not necessary. The other nice thing is that most things don't have immunity to force spells. You hit the problem on the head that there just aren't enough useful force spells yet. As more force spells are put in this will be a much better build.
    Last edited by Enfira; 11-09-2010 at 02:14 PM.

  3. #3
    Community Member jortann's Avatar
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    Default yeah what they said

    Burn baby burn!

  4. #4
    Community Member Sirea's Avatar
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    I try to be well rounded with my casters. I'll take all the potency enhancements for both fire/cold and acid/elec, or 3 tiers of one and 4 tiers of another; IMO, even on a WF it's not worth taking more than 1, maybe 2 tiers from the repair/force line. Then decide what you want to spec in and take the crit/multiplier enhancements in that. So at least most of your damage spells will have good base damage and the spells you use most often will crit for more and do more damage when they crit.

    Mind you with Archmage I don't know if you can afford to take all the potencies, since I've heard AM is enhancement-starved. My wizard is a Pale Master with no plans to switch over, so the AM PrE is pretty new to me in what it requires.
    Sohryu ~ Raven's Guard ~ Orien

    Quote Originally Posted by Lynnabel View Post
    Traps in DDO don't actually deal damage, they politely ask your avatar to damage themselves.

  5. #5
    Community Member T.T's Avatar
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    Quote Originally Posted by Sirea View Post
    My wizard is a Pale Master with no plans to switch over, so the AM PrE is pretty new to me in what it requires.
    That is my goal! Became a Pale Master! Do you have another advices? The summons enhancements (the skletons, archers and knights) are good enough? Do i need to take augment summoning? Shroud of the lich + death aura works on WF? Tell more, please! =)

  6. #6
    Community Member Emili's Avatar
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    I write here upon your request in the other thread... mind you my wizard she is old (and elf from a long time past).

    I only pull her out when an arcane would make life easier for some guildies. She has no PrE at moment ... she is however elemental spec'd with a secondary in energy spec'd at the moment. I am (or have been) wrestling with the idea of either necro or archmage depending on how I see others perform in such fields... needless to tell, currently not so impressed with either or better light nothing strikes me as being a “have to have it.”

    My friend Rudy (Akkira) has played arcane casters much more frequently than I. He's TR'd a few times and I do know he was impressed with Archmage MM spamming... he is WF these past couple lives (and has a WF sorc also.)

    Some wizards prefer a slight jack of trades, others into extreme DC's while others nukers, My contention is a wizard makes a decent nuker but not as potent as a sorc... I do know mine sports some incredibly hot fire walls yet I note others prefer the force/repair line – particularly the WF.

    IMO... fire wall and elementalist in general are not something of precedence in end game these days (I'm referring to the level I like to play at) Epics – in these quests FW and the nuke play a role but more so of importance are DC to land mass holds ... lower end game we use wails, come savarath is more cc and buffing due devil SR - still a nuke here and there come boss helps take them down... DQ epic or elite and you're back to FW usually as a staple on her platforms and nuking her with whatever ('cept electric) when she on centre. yet in epic's is more on landing CC.

    I digress however as I do not know where your current intentions are with the character and the scope of it's use to party and your own goals – have to marry the two – along with your play style.

    Do not feel so pressed however. You see a wizard ... is diversity functionly, such a class is easily respec'd into some other come changes (i.e. You may get near all the spells easily and tuck many away and enhancement changes cost a few plat – easily attained) Only feats such as schoolin' may need a little grind to change.

    Last edited by Emili; 11-09-2010 at 04:00 PM.
    A Baker's dozen in the Prophets of the New Republic and Fallen Heroes.
    Abaigeal(TrBd25), Ailiae(TrDrd2), Ambyre(Rgr25), Amilia(Pl20), Einin(TrRgr25), Emili(TrFgt25), Heathier(TrClc22), Kynah(TrMnk25), Meallach(Brb25), Misbehaven(TrArt22), Myara(Rog22), Rosewood(TrBd25) and Sgail(TrWiz20) little somethings with flavour 'n favour

  7. #7
    Community Member Sirea's Avatar
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    Quote Originally Posted by T.T View Post
    That is my goal! Became a Pale Master! Do you have another advices? The summons enhancements (the skletons, archers and knights) are good enough? Do i need to take augment summoning? Shroud of the lich + death aura works on WF? Tell more, please! =)
    Yes, the stances and the aura will work on WF. There's varying opinions on whether it's worth it to go Pale Master on a WF, since if you plan on being in Lich Stance a lot you lose the whole reason for being a WF, which is self healing (can't use Repair spells in stance). Now that you can pop in and out of stance at will, that might be less of a problem, but going in and out of stance all the time would cost a lot of SP. I have friends and guildies who have WF Pale Masters who like them, so I suppose the choice is yours.

    Personally I'm not a fan of summons, so I didn't take any of them or the feat. I know some people who take the feat for Summon Monster spells who like it though. Wizards get plenty of feats and you can always try it out and use your free feat exchange to switch it if you decide otherwise. I like spending my enhancements more on spell damage/SP/spell pen, as I said before, being more well-rounded so I can contribute where needed.
    Sohryu ~ Raven's Guard ~ Orien

    Quote Originally Posted by Lynnabel View Post
    Traps in DDO don't actually deal damage, they politely ask your avatar to damage themselves.

  8. #8
    Community Member donfilibuster's Avatar
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    Fire/cold is safe to take coz it can be used in the majority of quests.
    There's usually room for a secondary line in your enhancements.

    Acid/lit is useful where fire/cold isn't, even standalone if you know your wizard and need not rely 100% on fw.
    Possibly sorcerers are the ones to take the acid/lit line to its full.

    Force is useful, the lack of spells isn't an issue, you can kill single targets that the melees would have trouble getting at or just makes it easier.
    Not sure but force spec applies to archmage's arcane bolt, but otherwise force is still a valid wiz build.

    Palemaster is negative energy line, there's few necro spells but is enough to make a living out of it (ironically).
    The necrotic bolt and touch combo is actually useful when boosted and the shroud allows self healing which is sufficient even if not intended to make you a full healer like a wf can.

    Repair is for wf of course, takes room in your enhancements but pays for the lack of a second energy line.

    Sound is... for bards.

  9. #9
    Community Member zrandrews's Avatar
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    Fire/Cold Is a good one to fill up, then having Acid/Elec as a 2nd as you can afford, so you can enjoy the benifits of the bonus damage on things you can't use fire or cold on.

    If you are going PM and plan on using the summons, get the augment summon feat and just plan to swap it out in the late game, when the summon is less useful. I found that in the early and mid game for me my augmented summons have been money when i solo.

    You can pretty easily dabble in more then one damage line though, just pick a nwe one when you need to spend 1 or 2 more points to get the next enhancement you need.

    my 2 cp.

  10. #10
    Community Member T.T's Avatar
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    Many many many thanks, boys! (and girls!)

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