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  1. #1
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    Default What spells should every wizard have mem'd?

    Title says it all.

    What spells should every wizard be carrying for end-game questing and raiding?
    I dont mean ones you switch out for situational quests, I mean "These spells never leave your spellbook ever no matter what never ever ever never ever"?

    Level 1:
    Level 2:
    Level 3:
    Level 4:
    Level 5:
    Level 6:
    Level 7:
    Level 8:
    Level 9:
    Last edited by Cairo; 12-04-2010 at 09:03 PM.

  2. #2
    Community Member Anneliese's Avatar
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    Haste
    Devourer: Anneliese, 20 Drow Sorc

  3. #3
    Community Member Tanka's Avatar
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    Haste, Rage, Displacement, Stoneskin, Resist Energy
    Person Æ, Sarlona
    Tanka (Elf Tempest Trapper) .:. Darani (Aasimar Inquisileric) .:. Raelyth (Elf Artifonk)

  4. #4
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    1st magic missile jump
    2nd resist energy web blur
    3rd rage haste displacement chain missiles
    4th wall of fire Fire shield enervation come update 8 ice storm.
    5th hold monster cloud kill
    6th Greater heroism Disintegrate flesh to stone Reconstruct
    7th Otto's Sphere of dancing Finger of death Mass Energy Protection
    8 Otto's irresistible dance
    9th Hold monster mass Wail of the Banshee Energy drain

  5. #5
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    Grease
    Firewall

  6. #6
    Community Member Rubiconn's Avatar
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    Waves of fatigue
    Enjoy yourself your time on earth is very short.

    All Kyber toons - Xirthax (Paladin) : Xirth (Wizard) : Xirthtrix (Fighter) : Xorthtrox(Monk)

  7. #7
    Community Member voodoogroves's Avatar
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    Quote Originally Posted by bogart99 View Post
    1st magic missile jump
    2nd resist energy web blur
    3rd rage haste displacement chain missiles
    4th wall of fire Fire shield enervation come update 8 ice storm.
    5th hold monster cloud kill
    6th Greater heroism Disintegrate flesh to stone Reconstruct
    7th Otto's Sphere of dancing Finger of death Mass Energy Protection
    8 Otto's irresistible dance
    9th Hold monster mass Wail of the Banshee Energy drain
    Good start; for end game I'd drop magic missile, hold monster & reconstruct ... add waves of fatigue.
    Ghallanda - now with fewer alts and more ghostbane

  8. #8
    Community Member PopeJual's Avatar
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    Haste
    Resist Energy
    Wall of Fire
    Blur and/or Displacement
    level appropriate crowd control
    Jump
    Reconstruct (unless you're one of those fleshy types for some strange reason...)

  9. #9
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    Wink

    necrotic bolt , necrotic blast, death aura... unless its undead heavy quest in that case firewall, if that doesnt work, bring monk or cleric, maybe some buff so people dont think you are piking.

  10. #10
    Founder Arius's Avatar
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    1st: jump, shield
    2nd: resist energy, web, blur, knock, invisibility
    3rd: haste, displacement
    4th: wall of fire, dimension door, enervate, bestow curse, stone skin
    5th: break enchantment, protection from elements (or mass), teleport, waves of fatigue
    6th: greater heroism, disintegrate, flesh to stone, true seeing
    7th: otto's Sphere of dancing, finger of death, protection from elements (mass, or single), banishment, waves of exhaustion
    8th: none mandatory but greater shout and sunburst highly recommended
    9th: wail of the banshee, energy drain

    The story changes for epic questing.

  11. #11
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    Quote Originally Posted by voodoogroves View Post
    Good start; for end game I'd drop magic missile, hold monster & reconstruct ... add waves of fatigue.
    MM is just their because really by the point you can cast 9th level spells it doesn't much matter other than jump what you slot in your first level spells The same can be said of Chain Missiles once you have Disintigrate force spells are pointless. Hold monster is excellent for picking up spares where mass has missed. Reconstruct I keep because I pug a lot and people who play wf never think to say anything which puts more pressure on the party cleric also there are not many 6th level spells worth slotting in my experience. Waves of fatigue has been nerf so it no longer slows boss mob encounters so not bothering with it anymore not that it was a good spell in the first place.
    Last edited by bogart99; 12-05-2010 at 12:30 AM.

  12. #12
    Community Member knightgf's Avatar
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    Quote Originally Posted by Cairo View Post
    Title says it all.

    What spells should every wizard be carrying for end-game questing and raiding?
    I dont mean ones you switch out for situational quests, I mean "These spells never leave your spellbook ever no matter what never ever ever never ever"?

    Level 1: Grease, Jump
    Level 2: Knock, Resist Energy, False Life.
    Level 3: Haste, Displacement, Rage, Sleet Storm(Only if you can spare the slot, otherwise, idk.)
    Level 4: Wall of Fire, Ice Storm, Death Aura(Only if you are a pale master)
    Level 5: ???
    Level 6: Reconstruct
    Level 7: Mass protection from elements, delayed blast fireball.
    Level 8: Polar Ray
    Level 9: Summon Monster IX, Meteor Swarm, Wail of the Banshee, Mass Hold Person
    Answers in red. Hopefully it helped a little(And hopefully I didn't get the spell categories mixed up...)

  13. #13
    Community Member RTN's Avatar
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    Fire Shield is something you should mem. I'd personally cast True Seeing off a scroll (or let the clerics cast it).

  14. #14
    Community Member Jaid314's Avatar
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    Quote Originally Posted by bogart99 View Post
    MM is just their because really by the point you can cast 9th level spells it doesn't much matter other than jump what you slot in your first level spells The same can be said of Chain Missiles once you have Disintigrate force spells are pointless. Hold monster is excellent for picking up spares where mass has missed. Reconstruct I keep because I pug a lot and people who play wf never think to say anything which puts more pressure on the party cleric also there are not many 6th level spells worth slotting in my experience. Waves of fatigue has been nerf so it no longer slows boss mob encounters so not bothering with it anymore not that it was a good spell in the first place.
    waves of fatigue is still an AOE debuff that hits dex and strength, making it a worthwhile debuff all on it's own imo. assuming you have a good tank, that's +1 DR, +1 AC equivalent. it reduces their chance to make reflex saves by 1, so for example it preps them for web. waves of exhaustion is of course better, but since they stack, well... sometimes you *really* want to make sure something sticks.

  15. #15
    Community Member Demsac's Avatar
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    My personal list :

    1= Jump, night shield, Expeditious retreat, tumble, merfolk's blessing
    2= web, knock, invisibility, blur, resist energy
    3= Displacement, haste, rage, Magic circle against evil, sleet storm
    4= Fire wall, Fire shield, Dimension door, Ice storm, Acid rain
    5= Cloudkill, Cone of cold, Teleport, Break enchantment, Summon monster V
    6= Greater heroism, disintegrate, Flesh to stone, Reconstruct, Symbol of Persuasion
    7=Protection from Elements, mass, Finger of death, Greater teleport, Delayed blast fireball, otto's sphere of dancing
    8= Trap the soul, incendiary cloud, otto's irresistible dance, Summon monster viii, polar ray
    9= Wail of the banshee, Energy drain, meteor swarm, dominate monster, hold monster, mass

  16. #16
    Community Member sephiroth1084's Avatar
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    Quote Originally Posted by Demsac View Post
    My personal list :
    He said "must have" not preferred.

    My list:

    Level 1: Jump, Nightshield/Shield (for Magic/Force Missile immunity)
    Level 2: Blur. Web, Resist Energy...Knock (not a must have, but I only rarely remove it)
    Level 3: Haste, Rage, Displacement
    Level 4: Fire Shield, Wall of Fire (I don't ever remove this despite its occasional uselessness)
    Level 5: Break Enchantment, Cloudkill
    Level 6: Greater Heroism
    Level 7: Mass Protection from Elements
    Level 8: Otto's Irresistible Dance (not always useful, but why bother swapping lvl 8 spells?)
    Level 9: Mass Hold Monster, Energy Drain

    There are occasions while leveling where you may want to swap some of those out in order to bring along more useful spells for whatever content you're running, but at cap there is really no reason to ever replace any of these. Other spells can go in and out depending upon your group make-up, the monsters in the quest, whether the quest is epic or not, etc...but these are basically always going to have some use. More importantly, though, forgetting one of these spells when it is useful will often result in the quest becoming much more difficult (for just your or even the entire party).
    Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!

  17. #17
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    My list. lvl 18

    1-Masters touch,jump,expd retreat,hypno,nightshield
    2-invis,web,knock,resist,blur
    3-haste,displace,rage,haltundead,frostlance
    4-fireshield,enervate,walloffire,icestorm,ddoor
    5-teleport,holdmonster,breakenchantment,coneofcold,c loudkill
    6-recon,gh,disintegrate,FtS,createundead
    7-Massprot,WoE,FoD,massholdperson
    8-Ottos,polarray,summon monster8(air ellie),trapthesoul
    9-massholdmonster,WotB,energydrain
    Q&A is the business of pointing out others' failures. Optimists need not apply.

  18. #18
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    Look at all the melee people telling everyone to carry rage...

    Go buy some pots already. Spells are for useful stuff you CAN'T buy in the vendors and EVERYONE can use them!

    Or better yet.

    Last edited by fuzzy1guy; 12-05-2010 at 04:30 AM.

  19. #19
    Community Member sephiroth1084's Avatar
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    RAGE IS GOOD! <--link by the way.

    Quote Originally Posted by fuzzy1guy View Post
    Look at all the melee people telling everyone to carry rage...

    Go buy some pots already. Spells are for useful stuff you CAN'T buy in the vendors and EVERYONE can use them!
    On my wizard I carry Rage for ME!
    +20 HP? Yes, thank you!
    +1 Fort save? Sure!
    +1 Will save? Cool!
    Extra buffer against becoming incapacitated from a single Ray of Enfeeblement or Symbol of Weakness? Awesome!

    Wait, what? Melees also get +1 attack, +1-1.5 damage? Oh, yeah, that's pretty nice.

    6 minutes of cast Rage > 30 seconds from a pot.

    Besides, what the hell else are you carrying at level 20 in a lvl 3 spell slot of more value?
    Last edited by sephiroth1084; 12-05-2010 at 05:00 AM.
    Useful links: A Guide to Using a Gamepad w/ DDO / All Caster Shroud, Hard Shroud, VoD, ToD Einhander, Elochka, Ferrumrym, Ferrumdermis, Ferrumshot, Ferrumblood, Ferrumender, Ferrumshadow, Ferrumschtik All proud officers of The Loreseekers. Except Bruucelee, he's a Sentinel!

  20. #20

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    it's good to see other casters' spell list

    I would list the spell that are usually in my spell book rather than a "must have" list. "must have" is quite depend on quest. e.g. disintegrate is a must-have for a sorc imho, but i don't always load in my wiz spell book. Some loaded spells are not useful but loaded because there are no better choices

    for me, the spells that usually in my spell book for my Pale Master are:
    1. Jump, Detect Secret Door, Night Shield (actually no long useful with the Mabar robe), Protection From Evil, Tumble
    2. Web, Knock, Resist Energy, Invisibility, Scorching Ray (seldom use now)
    3. Displacement, Haste, Frost Lance, Rage, Halt Undead
    4. Nagative Energy Burst, Death Aura, Fire Shield, DD, FW
      Storeskin was in my list in the past but as I got more HP, it is no longer necessarily. I would say it is a must-have if you have 300 or lower HP.
      Ice Storm will become another must-have in the next update.
    5. Protection from Elements, CoC, Teleport, Break Enchantment.
      The remain slot is usually Mind Fog or CK
    6. GH, Acid Fog, Necrotic Ray, Reconstruct, Symbol of Persuasion
      Symbol/Reconstruct is sometime swapped with Disintegrate or Flush to Stone.
    7. Disco ball, FoD, Wave of Exhuastion, DBF
      The remain slot is usually GT, Mass Inv, occasionally Mass Prot
    8. Polay Ray, Summon Monster, Dance, Trap the soul (that i seldom use even for non-epic, its trouble to find spell material from ingredient bag)
    9. Energy Drain, Meteor, Wail, Mass Hold, Dominate Monster
    Last edited by ddoer; 12-06-2010 at 05:57 AM.
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