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Thread: Favorite Spells

  1. #1
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    Default Favorite Spells

    Hey all,

    Just started playing not too long ago, and I rolled a palemaster (wizard).

    There are a ton of spells, and I was wondering if some of you more experienced folk would be willing to share insight on which ones you found the most useful. Which damage spells are worthwhile... etc.

    Thanks!!

    Brick

  2. #2
    Community Member Milfeulle's Avatar
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    Quote Originally Posted by Bricklok View Post
    Hey all,

    Just started playing not too long ago, and I rolled a palemaster (wizard).

    There are a ton of spells, and I was wondering if some of you more experienced folk would be willing to share insight on which ones you found the most useful. Which damage spells are worthwhile... etc.

    Thanks!!

    Brick
    MUST HAVE HASTE/RAGE! (jk)
    Displace for 50% miss chance.
    Dimension Door.
    Resist energy.
    Protection from energy.
    Negative Energy Blast for quick hp recovery.
    Death Aura for slow hp recovery.
    Wail/circle of death/finger of death if you have high necro dc.
    Mass Hold Monster/Otto (insert dance here) for CC.

    Since you said most, rest is up to you.
    Khyber - Pilchards: Milfeulle (Completionist Sorc), Milreaf/Millefeuille/Mireiyu(20 drone Wiz), Eweca (20 Wiz at life 5)
    Sarlona - Black hands & Black feet: Misakamikoto (18/1/1 Ranger at life 3)

  3. #3
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    I'll focus on low level spells for now:

    Good buffs to have include:
    Jump & Expeditious Retreat (if you move around enough, mobs won't hit you)
    Shield or Nightshield (protection from Magic Missiles and the like)
    Protection from Evil (stops Command)
    Resist Energy (stops enormous amounts of incoming spell/trap damage)
    Blur and Displacement (getting hit less often is a good way to survive)
    Haste (keeps the whole party moving faster, and a huge boost to melee damage)
    Rage (more hp, boosts the melees a bit, the -AC drawback is irrelevant once mobs hit you 95% either way)


    Good low level offensive spells:
    Niac's Cold Ray (if your save DC is high, this is great damage at early levels)
    Shocking Grasp (no save, but you have to get close)
    I like Burning Hands/Acid Spray, but you'll need a 75% damage booster to make them effective, either Superior Inferno weapons or potions

    Melf's Acid Arrow is a nice long distance kill spell, good for hitting perched archers or the like.
    Electric Loop is a nice combination of damage and crowd control.
    Scorching Ray can be good damage at level 7, when it jumps to 8d6.

    Fireball/Acid Blast are good for clearing a room full of mobs.

    Web is good general purpose crowd control. Heighten keeps it useful at all levels.

    Knock can be important for certain quests. It'll also open most doors that need to be battered down (as will Fireball)

    Invisibility will let you bypass huge portions of certain quests, it can be an enormous time saver if used properly.

    That should get you started, there's more useful level 1-3 spells to experiment with, and plenty of great spells beyond those levels as well, but you should have a better feel for what to try out by that point.

  4. #4
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    Thanks for the quick replies fellas.

  5. #5
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    +1 to invisibility

    you wouldnt believe how fast you can solo some content with judicious use of this spell

  6. #6
    Community Member Kinerd's Avatar
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    Wall of Fire.

    For bosses, Niac's Biting Cold and Eladar's Electric Surge.

    One of the best things about being a wizard, though, is being able to swap out spells however much you want. Feel free to experiment!

  7. #7
    Community Member Mrmorphling's Avatar
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    I would just add that not all spells are availlable as scrolls from vendor so you should choose the unavaillable ones while you lvl up and buy the rest.

    Here you can find an up to date list of which scrolls are and are not sold by npc vendors: http://ddowiki.com/page/Scrolls

  8. #8
    Community Member Avatar_of_the_Moon's Avatar
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    Only being a lvl 2 so far I can only vouch for a couple I like so far, though nothing powerful specially.

    Chill Touch...when it kills any enemy...it dose that satisfying...disintegration?...think that is right...but it is satisfying, too bad it doesn't one touch most times except on the lowest difficulties...

    Ray of Enfeeblement is nice, helps some in early dungeons as a weakener.

    Summon Monster is one of the most handy aside Mage Armor.

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