Reached lvl 9 with my PM and was wondering what spells are best to use at each level? I went back and searched the forum but can't seem to find a post I thought I saw awhile ago that talked about this.
Reached lvl 9 with my PM and was wondering what spells are best to use at each level? I went back and searched the forum but can't seem to find a post I thought I saw awhile ago that talked about this.
You're a Wizard, the best spell depends on who you're casting at and what quest you're in...
There is no 'one' best spell for a whole level. Flexibility is the key
You must have missed the other thread.
Apparently all you need is rage and haste, all other spells are a complete waste.
To crush your enemies, see them driven before you, and to hear the lamentation of the women!
Go for the eyes Boo!
Really, did someone say that in the other thread, or are you choosing to imply that just because haste and rage are good spells and just don' t like being told so? Dragging that in here isn't the best way to help the OP regardless tho.
Rapt, you are 9th level so the spell selection will change by level and you can taylor to the quest. Is there something more specific behind your question that you are trying to find out?
http://www.youtube.com/watch?v=zonbLF-NMZgOriginally Posted by Turbine
more of whats the best damage spell? Don't think I get disintegrate at this lvl and I know towards twelve I'll be using things like finger of death. I'm fire/ice spec'd atm
best damaging spell is decided by what element your enhancements favor, not so much by spell.
if you are fire spec, go with fireball and wall of fire.
if you are lightning spec, go with ball lightning, and maybe electric loop. probably just ball lightning.
if you are acid spec, acid rain and acid blast are your best bet.
if you are cold spec, cone of cold and ice storm.
if you're force spec, i'd say chain missiles and ice storm, with maybe some force missiles thrown in (but probably not much)
Damage spells that cap at 10th level are still very good at 9th level, and dot's. If you are looking for damage fireball, wall of fire, ice storm, and Niac's biting cold are good spells for damage at that level without too much drain on your SP and fall into ice/fire. I acid rain with the changes but you would be acid enhanced to make that more effective.
Haste and web/and or hold monster are good spells to support the party and some CC. Deep slumber is good at those levels in non-undead quests for stopping mass mobs. Those spells keep it fairly simple and with haste, hold, and deep slumber can give boosts to damage.
http://www.youtube.com/watch?v=zonbLF-NMZgOriginally Posted by Turbine
http://www.youtube.com/watch?v=zonbLF-NMZgOriginally Posted by Turbine
Pale master your mostly a death dealer. Finger of death, circle of death. (Death aura lesser death aura and negative energy burst are all needed) Other then that id say it's what your specializing in. Are you going evocation for dmg? Then you'd want nukes (not really a pales strongpoint) Are you going enchantment? Then you'd want cc. Like web, hold, dance, your already going necro so debuffs are a solid thing like enfeeblement and such.
Though starting out their are just mainly 6 spells you need. Your 2 death aura's (take em with lv up spell selection cause they're usually a pain to find) Your negative energy burst (same as before unless you happen to find it before it's available) Blur or displacement (I take both, blur for running the stretches, displacement when we come to a big supply of monsters and you get in the thick of it) Firewall. (ya it sucks more now that the dead don't really crit and it doesn't do as much dmg and it's shorter, but hey dmg isn't really your thing to begin with and with no mana management a timed aoe is the way to go. And acid blast. (For what fire can't take care of)
Using those you will have no problems making your way up toward 14. But around then is when you get some cool stuff necro based so ur good.
http://www.youtube.com/watch?v=zonbLF-NMZgOriginally Posted by Turbine
OP:
1. As wizard you can swap spells each dungeon, use it. for example in undead heavy dungeon FW is superior, but otherwise Ice Storm is better.
2. Use opposite elements for vulnerable creatures, like hellhound can be threated with frost lance, ice mephits with scorching ray...
3. Spells deals more dmg when supported with superior clikie. And when you spend AP into dmg enchantmens. The manipulacion line is to max, one dot in critical chance is good investment, but more is overkill. IMO
As for spell:
1. You need one longlisting area spell, pick one of Acid Rain, Wall of Fire or Ice Storm. WoF has edge against undeads, IS against else, AR has lesser dmg potencial but works faster and is cheaper in SP. IS and WoF do not stack. But Acid Rain stacks with both.
I for a long time carried 2 of WoF/IS/AR and used them depending on circumstances.
2. The second type of spell is one target kill spell. Some kind of rays is good. Either Scorching Ray or Frost Lance. The good thing about rays is no save, and at some levels one ray is enought to kill.
3. I do not use fireball acid blast much, since their potencial/cost is below lv4 spells. Also there are some nice party spells at lv3rd.
4. From lv 5 it depends how good clickie you has, if you has Freeze V then Cone of Cold is quite effective, even better is Cyclonic Blast. If you dont have clikies set Elements Protecion, Summon (earth ellie is quite fun)
After that carry some utylity spells:
Expedicious retreat, Nighshield, Jump, Hypno, Energy Resistance, Blur, web, Rage, hastle, Stoneskin (for some time can be wanded)
Charms are powerful, but best to use when you have to save the day or solo. Otherwise its more annoying for melee when they waste the swings sinse arcane just charmed mob which was at 10%.
There are some general tips, it all depends what you want to do, and how prefer to play.
A wizard is built for versitality. Your knowledge in quest and creature weaknesses is paramount as is your spell selection. As a wizard does not have as much spell points as a sorc. You will need to make every point of your spell points count.
Here's a few rules I go by:
Always have a spell of a different element in your spell list even if you are not specialized in it.
Always carry 1-2 CC spells for the quest type. IE Sleep, Hypo, Deep Slumber, Held Person/Monster when dealing with the living, Halt Undead when dealing with the undead. (Tip, helpless creatures takes 50% more damage from spell damage too! Halt,sleep,held monsters are considered to be helpless!)
Always carry some defense spells so you can mitigate incoming damage: Jump, Blur, Displacement, Exp. retreat, Haste, Shield/Night Shield, Stoneskin.
A charmed monster will make two monsters not attacking you.
Invisibility is your friend, learn how to use it properly.
Take out casters with finger of death, since their fort save is usually 1/2 of that mob with a big huge axe, then deal with the melee types with will save type of spells such as held, sleep, dance, etc.
Last edited by Kaldais; 06-23-2011 at 10:44 PM.
Shriners