1st: Jump, Shield/Nightshield, Summon Monster I or II
2nd: Web, Knock, Resist Energy, Summon Monster I or II
3rd: Displacement, Haste, Rage, Chain or Force Missile
4th: Chill Shield, Wall of Fire
5th: Break Enchantment, Cloudkill, Cone of Cold
6th: Chain Lightning (if no Force spells), Disintegrate, Mass/Symbol Suggestion, Reconstruct
7th: Protection Elements Mass, Finger of Death, Otto's Dancing Sphere, Waves of Exhaustion
8th: Otto's Irresistible Dance, Polar Ray, Summon Monster VIII
9th: Energy Drain, Hold Monster Mass, Meteor Swarm (if Phoenix Regalia), Summon Monster IX
My Commentary:
Shield/Nightshield, Displacement, Energy Resist and Protection, and Fire shield are invaluable defenses to have at your finger tips. Wands use is OK (i.e. stone skin) when you have time. You might have a couple charges of 15th level stone skin from Green steel clothing, otherwise you can prepare Stone skin in memory. Pale-Masters will not always have the open slot for it.
Break Enchantment and Summon I or II are conveniences. You can remove most persistent enemy spell effects, such as those that obscure vision. Downgrade your Summon 8 or 9 into something harmless by casting Summon I or II. Low level monsters are also fun to surprise people with after they have been beating down CR 18s for a long time.
Cloudkill, Dancing Sphere, Rage, Waves of Exhaustion, and Suggestions are usually only utility-use spells at high level rather than the game-changers they used to be. Very competent teams do not need these spells, but you casting them at appropriate times can make adventures go a little easier. You appear to be trying to help your team and most people will appreciate that.
Chain Missile or Ball/Chain Lightning to have a non-fire/ice source of damage. Chain Lightning can hit really hard. At very high level you are often not needed to deal this kind of damage, but it can be nice to have available at times.
Two of your best high level control spells are Summon VIII (Air Elemental) and Otto's Irresistible Dance. These are more useful in the adventures than the raids, but many raid monsters will be vulnerable too.
Summon IX is a utility damage-over-time spell. It's damage does not seem impressive, but it adds up over time for the few spell points you spent on it. The utility comes from having an AI presence that can react/attack very fast and thus warn you if you do not see the monster yet. Teleporting Hezrous can be a good diversion.
Meteor Swarm is the highest "damage" spell in DDO if you have an item to boost its potency by +50%. If I hit a fire-immune boss with the Swarm he still takes bludgeon damage that is about equal to my Polar Ray spell.
Energy Drain can potentially "remove" a very large amount of Hit Points if you cast it when the monster is still very healthy. This is because the lost levels lower the monster's hit point total rather than doing actual damage. If you cast Drain at something with a lot of damage already on it then your Drain will apply it's negative level de-buff but not remove any of the monster's health. Drain works very well on monsters with huge hit point totals with lots of levels/CR. Also works great to instant-kill things with 4 levels or less, but why bother unless you are feeling very cruel ?![]()
Last edited by winsom; 12-05-2010 at 08:34 AM.
Nightshayde, Wiz 24 (Ghallanda), Kyonna, Dru 24, Irnaetha, Mnk 19, Drelzna Art12/Rog2, Aurelyn, Pal11/Ftr2, Eidoloni, Rog 17, Tymore, Sor 20 (Khyber)
Must Haves:
Level 1: Jump, Detect Secret Doors, Shield or Nightshield (you choose)
Level 2: Blur, Resist Energy, Invisibility
Level 3: Haste
Level 4: Wall of Fire, Death Aura (if Pale Master)
Level 5: Teleport, Break Enchantment, Cone of Cold
Level 6: Disintegrate, Reconstruct (if Warforged), Greater Heroism, Acid Fog
Level 7: Finger of Death, (unless Epic) Greater Teleport
Level 8: Polar Ray, Otto's irresistable Dance
Level 9: Wail of the Banshee (unless Epic)
Situational:
Level 1: Summon Monster 1
Level 2: Knock
Level 3: Displacement, Frost Lance, Rage (now that it has been fixed)
Level 4: Negative Energy Burst (if Pale Master), Dimension Door
Level 5:
Level 6: Mass Suggestion
Level 7: Otto's Dancing Sphere, Waves of Exhaustion
Level 8: Summon Monster VIII, Sunburst
Level 9: Summon Monster IX, Energy Drain, Meteor Swarm, Mass Hold Monster
I keep seeing people advocating preparing Invisibility. Why? Scrolls are just as good in nearly any situation and don't burn SP.
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!
I disagree. You don't ever get annoyed at a wizard who doesn't have a particular spell prepared?
Yes, wizards are supremely flexible, and sometimes you just do really need all over you level 7 spell slots devoted to non-standard spells at end game, but that's certainly the exception. Otherwise, there are definitely spells that every wizard should be carrying at all times at lvl 20. The ones I listed are the ones that are almost always called upon and that can make the quest much more difficult if you've forgotten them.
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!
Nope because before I enter an epic with a pug wizard I let them know which spells I want them to have before entering. Although sometime I do get annoyed when they don't have an important spell scribed.
The most important thing a wiz can do at endgame is make sure they have every single arcane spell scribed. If you are new to a quest on epic setting ask the leader what spells he wants you to have.
The simple fact that the people in this thread can't agree on what spells you should have memed proves that there is no list that is going to make every group happy and thus the benifit of being a wiz.
However if you are dead set on a list you can try this one
1) Expeditious Retreat-Protection from evil- Jump
2) Resist Energy-Knock-invis-Web
3) Displacement-Force Missles- Rage- Haste
4) Wall of Fire -Ice storm- Demision Door- Fire shield
5) Break enchantment- Cloudkill- Cyclone -Teleport
6) Reconstruct- Symbol of persuasion- Greater Heroism
7) Finger of Death- danceball- Reconstruct-Hold Person, Mass
8) Polar Ray-Summon 8-Ottos Irresitable Dance
9) Meteor Sawrm- Energy Drain-Hold Monster, Mass
agree.
For me, there are several reasons:
- inv costs just 15sp. it is nothing to me. Getting shot by one or two arrows will recover that amount of SP.
- most quest, esp those new epic quests, have too many rest shrines that even a low mana wiz will have enough mana to spend. The main scenario that you may not have enough mana is when nuking bosses, that you won't need to go inv.
- For me, i have too many clickies and gears to keep in inventory and usually do not have enough space.
ddoer.com: timer tracker, completions tracker, search engine, puzzle solver, xp table
My toons on Argo: Salade TR2 Wiz20, Speedo ESoS Fighter, MangoSalade TR2 Wiz18/Mnk2, EvaHealer Clr18/Mnk2
Of course Teleport, because I'm lazzy and if things turn bad, you just go home. Home sweet home![]()
Thelanis: Nassim* (F12/P6/M2) - Talienor** (P18/Ra2) - Feithlin** (F12/Bd7/C1) - Stoneoak* (F12/M6/P2) - Hokusai (M17/F2/C1) - Ardence* (Bd15/F3/Ro2) - Matsushiro* (Ro11/M6/P3) | Argonessen: Luneargent (W18/Ro2) - Talienor (Ro20) - Takshir (Bd16/F2/Ro2) - Hiacynthe (C20) | Ghallanda: A bunch of pre DDO Unlimited characters (field of testing for post U19)
unfortunately, it may not
http://forums.ddo.com/showthread.php?t=289486
"Sometimes you have to roll a hard six." After the funeral, we all wondered why he didn't just take 10.
Well, people are agreeing on a lot of spells, if you actually look at what people are choosing. There are many that are showing up on nearly everyone's list. And most of the people who appear to be suggesting other spells are recounting their usual spell list in its entirety, rather than which spells they never swap out.
Should a capped wizard have every spell scribed? No, but close (there are some spells that are never useful, such as Fire Trap, which is the same level as firewall and worse in every way).
Do you really go down the list of every spell that's necessary in an epic quest? I've been in epics with casters who didn't have Web, Resist Energy, Blur, Protection From Elements (regular or mass), Mass Hold...I'm not going to go through 10 or 15 spells double checking a PUG caster has them all. That's ludicrous. For one, it belittles whoever is joining you, and for another it's something we shouldn't have to be concerned with.
If all you're using invis for is to run past stuff once or twice in the quest (ala Into the Deep or Big Top) then yes, preparing invisibility is probably worthwhile, although, chances are you're likely to be using it on the whole party, and in that case you're better off with a Mass Invisibility scroll, since it'll cost you 90 SP to hit everyone at that point. If you're using it for just about anything else, you'll likely have to recast it several times since doing practically anything breaks the spell. And if you're casting it once or twice per quest, why are are you memorizing it instead of using scrolls?
Inventory is an issue, I'll grant you that, but what other reason is there?
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!
Very few spells are a 'must have, never leave your spellbook. I'd say that only applies to useful spells that can't be cast by other classes.
Therefore Haste, resist energy, Prot from elements & blur, do NOT qualify.
Haste & Blur can be (and often are) carried by Bards, Haste also often carried by Sorcs, who can't change their spells as easily.
Resist Energy/prot from elements can be (and often are) carried by Clerics and Rangers.
Stoneskin - don't bother carrying it. Get a wand. Its cheaper. A LOT cheaper. regardless of how high a caster level you are, it offers no extra DR, just the ability to absorb extra damage and last longer. Since it's ALWAYS used before its duration is up... I just use a wand. At its worst a wand can absorb half as much as the spell cast at max level (which is a L15 caster - 150pts damage). Its a lot faster to wand whip it and replenish it too, and it doesn't cost SP nor those ridiculously expensive ingredients.
As a wizard, you need to be checking what your fellow casters are carrying at the start of a run and be willing to load up what's needed. If you see that one or two other people have one of the 'must haves' then drop 'em. take something else useful to the group - sometimes its worth having people double up on spells (including things like Haste), sometimes not.
A wizards strength is flexibility. My advice is don't tie yourself to a fixed spell list unless you're in a static group.
Even firewall - there are a fair few quests where its more or less useless. Learn to do without it.
Level 1: Jump
Level 2: Resist Energy, Blur, (Web)
Level 3: Haste, Rage, Displacement, (Magic Circle against Evil)
Level 4: (Remove Curse), (Dimension door), Wall of Fire
Level 5:
Level 6: Greater Heroism, (Mass Suggestion), (Disintergrate), (Reconstruct),
Level 7: Otto's Sphere of Dancing, Waves of Exhaustion
Level 8: Polar Ray, Summon Monster 8
Level 9: Mass Hold Monster, Wail of the Banshee
Bracketed spells are useful in a lot of places
Unbracketed ones are the ones you should consider carrying 100% of the time.
There is no right, you'll find, there is only wrong!
from funny side of coin, wanna know when i last changed any spells on my pure level 20 wizard?
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oeh i have no idea, did i?there always seem to be more spell slots than useful spells, and even from those that are memorized, i probably use only fraction in everyday questing
Except that there is rarely anything better to include in many of these slots at level 20. What are you going to replace Blur, Resist and Haste with?
I'll tell you one thing, if you're a wizard and join one of my high-level groups without Haste or Resist Energy, for any reason, you're never coming along on one of my runs again. Period.
Sure, if we're doing a quest where you'll need your SP and there is someone else who can cast Resist or Haste that doesn't need their SP as much as you do, feel free to let someone else take care of things, but I don't want to hear you yelling for a Resist after you die or get dispelled because you don't carry it, and I don't want to wipe because the other person(s) carrying the spell(s) died and you don't have them.
Not every spell is going to be useful in every quest. My list of must-haves are those spells that are so useful so much of the time that going into a quest without them unless you KNOW that they will have absolutely zero use is a mistake. Those are the spells that you bring along on the off chance that they're even remotely useful. Yes, any quest can be completed without an arcane caster of any kind. Heck, I'd say that any quest can be completed without any specific class, but if you're going to be there, why would you not bother to fulfill even the simplest of roles for your class?
You don't take out Mass Hold Monster because if you get summoned to go run an epic quest with your buddies and don't stop to check your spellbook, you don't want to be without the spell. No one gets angry at the caster who forgets to bring Ooze Puppet along for Enter the Kobolod, because no one expects them to have the spell; they have to remember or be reminded to pick it up. EVERYONE gets ****ed when the caster doesn't have Knock in the Shroud and no one else can open locks (assuming not everyone can do their puzzles).
You've got 4 or 5 slots of every spell level you at level 20 and I listed no more than 2 spells that are must-haves for level 4 onward (except lvl 8, because there really are only a few useful spells there). What could you possibly need so badly that the other 3 slots don't suffice?
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!
Your spell list should look something like this:
Saying this after played wizard who true reincarnated to sorcerer which has now reincarnated to favored soul.Code:Level 1: charm, expeditious retreat, hypnotism, jump, nightshield, Level 2: resist energy, blur, web, ooze puppet Level 3: rage, haste, displacement, suggestion Level 4: wall of fire, dimension door, stoneskin, fire shield Level 5: teleport, cone of cold, cloudkill Level 6: disintegrate, greater heroism, flesh to stone, mass suggestion, Level 7: finger of death, banishment, greater teleport, mass invisibility Level 8: otto's irresistible dance, polar ray, Level 9: mass hold monster, energy drain, meteor shower
Wail of Banshee is overrated. Instakills don't work on epic mode anyway.
Another thing I find odd...why does everyone have Expeditious Retreat on their lists? No room for striders and can't be bothered to keep Haste up? Maybe I'm a crack addict, but I can't really stand going for very long without Haste active anyway.
Still, not all that much to be doing with level 1 spell slots after you've covered Jump and a shield of some sort.
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!
Expeditious retreat was in my spellbook because it is easier to use than multiple Anger's Step in levels under 10.