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  1. #21
    Community Member Wh070aa's Avatar
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    Man this is just bad.
    Feat selection, spell selection, enchantment selection,only thing I half agree on is maxing out Int and Con, and some of the spells.
    Enchantment spaced 1rst lifer is unpleasant to play to the max, and wit the way you are writing it, it looks like maximum fustration build, combining the benefits of having no low level DC, with specing in doing no damage.

    Well at least you didn't recommend hypnosis. This build looks like ones that were popular at update 9. Have you not been playing for couple of years?

    As wizard you need
    1)maximize
    2)Spell focus/greater spell focus evocation or conjuration
    Get that suff as soon as possible, do many low level damages with fireballs/burning hands/acidspray (then firewall, and delayed fireball) (evo) or acid blast/niclacs/web (the acid rain/dragon bolt) (Conj)
    3)Then get spell pen, and necro focuses, when you can get necrotic ray/circle of death.

    Rest depends on play style.

    There are multiple play style things one should know about.
    1)Kiting- needs jump, blurr, haste, fether fall(item). You jump over/around enemies in circles gather them up in groups(when you have use firewall, to keep agro/do damage) and finish off with fireball/acid ball combo. More mobs= more spell point efficiency.
    2)CC ing. Same ting as kiting, but you put Ottos disco ball or web in middle of firewall. Warning fireball breaks web spell. Some say you just place it and let mobs run to you, but that's not good, if you fail. Many immune mobs.
    3)Nuking. Use your best spell (niclacs,disintegrate,necrotic,polar ray's), or fireballs to burst tings. Use on caster mobs that don't kite well, and bosses (/immune enemies).
    4)Instakilling. Using DC casting to do Save or die spells on hight HP enemies. (Circle of death, finger of death, banshee,power word kill). Same thing As CC spells, only instead of stunning, they kill enemy.
    5) Healing/damage prevention. As long as you are in undead form keep up your death aura, for healing. Avoid light damage. Also elemental resists. Use all the resists. Also keep up jump,blurr, haste to doge enemies. Stone skin and displacement, if they are managing to hit you (archers, large melee swarms). You can keep stoneskin up always(its expensive), but displacement is only when you see enemy. Short duration.
    Additional things.
    Shield blocking inside firewall/whatever
    1) Use your long duration area effect damage spell (firewall or ice storm, maybe acid rain/cloudkill/acid mist on top, and disco ball/web around you).
    2) Take out tower shield and block, while the aura heals you. Possibly spam SLA's, if you have free points to spend on them (SLA's (exempt archmage core) are bad and should not be invested in. Use your aura, and non maximized niclac's/necrotic ray instead.

    Some people do this instead of kiting. Extremely spell point inefficient. But is still better than sitting in firewall, blocking without shield/CC, like some people are doing.

    Using weapon. Use great axe or staff with elemental damage/spell enchantments (arcane shard/stuff). Opposite to what people say, its bad idea, as you probably get damaged a lot , and die in this way. Usable on web(conj) builds, and while you are in vampire form only.
    2Weapon fighting is dumb, as you don't have enough to hit (unless harper, maybe?). Someone is recommending that to new wizards, and they are dying in swarms. No clue why.

    Archery. Needs elf for arcane archer tree. Gimps your damage, and healing, and wastes feats, and you end up not using it anyway, since you don't have BAB to take good feats. Play ranger, figter, or artificer if you want this. Seriously.


    This is all advice I can give, to someone who does not know what they want to do.

  2. #22
    Community Member Hobgoblin's Avatar
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    Quote Originally Posted by Wh070aa View Post
    stuff
    not sure what you are getting at here - never said anything about archery anywhere

    its a pm which means necro focused with enchantment as secondary

    yes it has low level issues but most casters do........

    not sure if you are trying to troll or if you are confused

  3. #23
    The Hatchery Wipey's Avatar
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    Please don't neglect umd on a Wizard.
    Everybody should be able to scroll Resurrection in raids, as a Wizard you would often need to raise people ( like in Mod, you would often be only person on the platform, in Fot, you might be on undead kiting duty, closest to Reaver tank, in Deathwyrm you would be Khuldjars kiter and gotta raise trash killer or even tank quick while everybody else is on shadow side ).
    "Old" Citw, you might be closest to the hjealer that needs raise.
    The best scrollhealer for Gop.
    2 stacks at level DP from elite Priestess will murder you - drop form, scroll heal yourself.

    In every raid/quest you should have good idea what is going on.

    There is no excuse, not with bajillion skill points. Now best in slot helm has 11 charisma on it.
    Max Spellcraft, Concentration, Heal, Umd, Search, half rank in Tumble.
    Last edited by Wipey; 11-10-2014 at 05:03 AM.

    Shahang (hjealme), Wipekin (kotc), Nezhat (barbie) Ghallanda/Devourer

  4. #24
    Community Member Hobgoblin's Avatar
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    Quote Originally Posted by Wipey View Post
    Please don't neglect umd on a Wizard.
    Everybody should be able to scroll Resurrection in raids, as a Wizard you would often need to raise people ( like in Mod, you would often be only person on the platform, in Fot, you might be on undead kiting duty, closest to Reaver tank, in Deathwyrm you would be Khuldjars kiter and gotta raise trash killer or even tank quick while everybody else is on shadow side ).
    "Old" Citw, you might be closest to the hjealer that needs raise.
    The best scrollhealer for Gop.
    2 stacks at level DP from elite Priestess will murder you - drop form, scroll heal yourself.

    In every raid/quest you should have good idea what is going on.

    There is no excuse, not with bajillion skill points. Now best in slot helm has 11 charisma on it.
    Max Spellcraft, Concentration, Heal, Umd, Search, half rank in Tumble.
    i havn't added in skills, but it is a very hard thing to reset if you don't start from the begining so i may add it

    hob

  5. #25
    Community Member Wh070aa's Avatar
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    Quote Originally Posted by Hobgoblin View Post
    not sure what you are getting at here - never said anything about archery anywhere

    its a pm which means necro focused with enchantment as secondary

    yes it has low level issues but most casters do........

    not sure if you are trying to troll or if you are confused
    Some guy was talking about elves fiew posts up. Also I seen some in game, just adding that in.

    As for most casters going enchantment, I don't really think so? At least I seen only 2 of them while partying last month?(from 20 + characters).

    I made this kind of build when I was new player, and almost quit the game because of it. And that was when these kind of builds were good.
    I really ****ing hate enchantment speced wizards I have partyed with, as they
    1) charm monsters, and don't release. Especially the "Kill to advance" ones.
    2)Whine that you ruin their Hypnosis CC with your fireballs/glancing bows/regular attacks. This goes especially for veteran players, but new players are not that good about this too.
    3)Can't get enough spell pen/ DC for it to work.
    4)Do no actual damage, and after the CC wears off die, because they can't kill stuff, and ran out of spell points.

    Some enchantment stuff is Ok after you get disco ball, but earlier than that, its just annoying and wasteful. New players need the benefit from feats NOW, not 12+ levels later. Same goes for necromancy, its worthless to take before level 12 (maybe 9, if you spec for it).

    Also Enchantment does not work on 50% + of the monsters in game.
    Undead
    Constructs
    vermin

    Guess what are weakness of necromancy, which you spec secondary(and don't even mention circle of undeath to death)? That's right exactly the same.
    Also The spell level for necromancy to be useful is same as enchantment.

    So you recommend to take 2 classes 1 of which kills some of the enemies, and 1 holds them in place. Guess what? You can kill same enemies, that you can CC. The requirements to success are exactly same.
    Only exception are deathwarded mobs, which (guess what) are (mostly)drow prestreses, and demons that have too mutch spell resist to CC anyway.

    Make character like this without gear, and run it for a bit. See how enjoyable it is before level 12 or so. Use only the spell selection you mentioned in your post, to make it clear what you recommend.

    I am really tired of helping out new players after they follow the advice on forums, and can't do anything useful afterwards.

    When giving advise please
    1)Give rundown of weakness and streetlights
    2)give more than one option
    3)explain what its supposed to do.
    4)Give advice on play style, that comes with the build.
    5)If possible make the formatting better.
    6)(W). Mention spells/tricks that help with weakness of the build

    Also what exactly are new player supposed to do whit this build? Like its seriously unpleasant to play. Before you are level 12+
    Last edited by Wh070aa; 11-10-2014 at 06:36 AM.

  6. #26

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    Looking at the spell list in the OP, I think I agree. I don't see any DPS spells listed in the early levels when they're needed most.

    For the first two levels, my wizards use niac's cold ray almost exclusively. At level 3 I add in scorching ray and scorch, and either a) alternate between niac's and scorching ray, or b) web (sla) up a group of mobs and scorch (aoe) them to death. Typically I choose either scorching ray or scorch depending on the quest. It's rare that I have both slotted at the same time. Most of the time it's just the ray.

    Once I get level 3 spells I drop niac's like a bad habit and replace it with frost lance. Frost Lance + Scorching Ray serves me well as bread and butter killing for small groups of mobs until I get necrotic ray and instakills. For larger groups, web sla + scorch (or acid blast or whatever) limps along until level 4 spells, at which point it's all webby firewalls, all the time.

    The recommended spell list in the OP for level 1 spells (all the spells you get for the first two levels of your life) are:

    Hypnotize, jump, magic missle

    That strikes me as a waking nightmare. I would recommend something more like:

    Wizard Level 1: Expeditious Retreat, Niac's Cold Ray, Charm Person
    Wizard Level 2: Detect Secret Doors
    Wizard Level 3: Scorching Ray, Lesser Death Aura(, Web SLA)
    Wizard Level 4: Knock
    Wizard Level 5: Frost Lance, Displacement
    Wizard Level 6: Resist Energy, Hold Person
    Wizard Level 7: Protection From Evil, Firewall, Death Aura
    Wizard Level 8: Acid Rain, Haste
    Wizard Level 9: Spawn Screen, Niac's Biting Cold, Eladur's Electric Surge
    Wizard Level 10: Dimension Door, Cone of Cold

  7. #27
    Community Member Wh070aa's Avatar
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    Quote Originally Posted by EllisDee37 View Post
    Looking at the spell list in the OP, I think I agree. I don't see any DPS spells listed in the early levels when they're needed most.

    For the first two levels, my wizards use niac's cold ray almost exclusively. At level 3 I add in scorching ray and scorch, and either a) alternate between niac's and scorching ray, or b) web (sla) up a group of mobs and scorch (aoe) them to death. Typically I choose either scorching ray or scorch depending on the quest. It's rare that I have both slotted at the same time. Most of the time it's just the ray.

    Once I get level 3 spells I drop niac's like a bad habit and replace it with frost lance. Frost Lance + Scorching Ray serves me well as bread and butter killing for small groups of mobs until I get necrotic ray and instakills. For larger groups, web sla + scorch (or acid blast or whatever) limps along until level 4 spells, at which point it's all webby firewalls, all the time.

    The recommended spell list in the OP for level 1 spells (all the spells you get for the first two levels of your life) are:

    Hypnotize, jump, magic missle

    That strikes me as a waking nightmare. I would recommend something more like:

    Wizard Level 1: Expeditious Retreat, Niac's Cold Ray, Charm Person
    Wizard Level 2: Detect Secret Doors
    Wizard Level 3: Scorching Ray, Lesser Death Aura(, Web SLA)
    Wizard Level 4: Knock
    Wizard Level 5: Frost Lance, Displacement
    Wizard Level 6: Resist Energy, Hold Person
    Wizard Level 7: Protection From Evil, Firewall, Death Aura
    Wizard Level 8: Acid Rain, Haste
    Wizard Level 9: Spawn Screen, Niac's Biting Cold, Eladur's Electric Surge
    Wizard Level 10: Dimension Door, Cone of Cold


    You are forgetting fireball, acid blast, burning hands/acid spray combos, for AOE nuking.And layering acid rain with firewall or ice storm(slow effect is nice, but cancels out firewall) for more damage. Also delayed blast fireball and cloudkill -con damage(necromancy has fort saves), and concealment miss chance. and 1minute (or more) duration! Cloudkill damage is really low, but If you look at it as utility/defensive/debuff spell, its pretty nice, altho the poison immunity protects from most damage. Its situationaly really good.

    No but seriously you guys are ignoring fireball. Whats wrong with you?

  8. #28

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    Quote Originally Posted by Wh070aa View Post
    You are forgetting fireball, acid blast, burning hands/acid spray combos, for AOE nuking.And layering acid rain with firewall or ice storm(slow effect is nice, but cancels out firewall) for more damage. Also delayed blast fireball and cloudkill -con damage(necromancy has fort saves), and concealment miss chance. and 1minute (or more) duration! Cloudkill damage is really low, but If you look at it as utility/defensive/debuff spell, its pretty nice, altho the poison immunity protects from most damage. Its situationaly really good.

    No but seriously you guys are ignoring fireball. Whats wrong with you?
    I'm not forgetting any of that. I don't use it.

    I especially don't use fireball because I use web.

  9. #29
    Community Member Hobgoblin's Avatar
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    Quote Originally Posted by Wh070aa View Post
    Some guy was talking about elves fiew posts up. Also I seen some in game, just adding that in.

    As for most casters going enchantment, I don't really think so? At least I seen only 2 of them while partying last month?(from 20 + characters).

    I made this kind of build when I was new player, and almost quit the game because of it. And that was when these kind of builds were good.
    I really ****ing hate enchantment speced wizards I have partyed with, as they
    1) charm monsters, and don't release. Especially the "Kill to advance" ones.
    2)Whine that you ruin their Hypnosis CC with your fireballs/glancing bows/regular attacks. This goes especially for veteran players, but new players are not that good about this too.
    3)Can't get enough spell pen/ DC for it to work.
    4)Do no actual damage, and after the CC wears off die, because they can't kill stuff, and ran out of spell points.

    Some enchantment stuff is Ok after you get disco ball, but earlier than that, its just annoying and wasteful. New players need the benefit from feats NOW, not 12+ levels later. Same goes for necromancy, its worthless to take before level 12 (maybe 9, if you spec for it).

    Also Enchantment does not work on 50% + of the monsters in game.
    Undead
    Constructs
    vermin

    Guess what are weakness of necromancy, which you spec secondary(and don't even mention circle of undeath to death)? That's right exactly the same.
    Also The spell level for necromancy to be useful is same as enchantment.

    So you recommend to take 2 classes 1 of which kills some of the enemies, and 1 holds them in place. Guess what? You can kill same enemies, that you can CC. The requirements to success are exactly same.
    Only exception are deathwarded mobs, which (guess what) are (mostly)drow prestreses, and demons that have too mutch spell resist to CC anyway.

    Make character like this without gear, and run it for a bit. See how enjoyable it is before level 12 or so. Use only the spell selection you mentioned in your post, to make it clear what you recommend.

    I am really tired of helping out new players after they follow the advice on forums, and can't do anything useful afterwards.

    When giving advise please
    1)Give rundown of weakness and streetlights
    2)give more than one option
    3)explain what its supposed to do.
    4)Give advice on play style, that comes with the build.
    5)If possible make the formatting better.
    6)(W). Mention spells/tricks that help with weakness of the build

    Also what exactly are new player supposed to do whit this build? Like its seriously unpleasant to play. Before you are level 12+
    never mentioned charms at all........

    Never mentioned any way to play the build period. Part of the fun is learning what makes it fun for you.

    My method with this build is very zergish - grab a bunch of mobs toss down a web/fog/hypno to make them stop for one moment then circle/wail move on rinse repeat.

    This may not work for all people, as i am not telling people you must play this way to succeed.

    This is a perfectly adequite build for a new person to both level and play in epics.
    Can a new person take this into ee wgu solo and succeed? probably not. Can the same new person take it to wgu ee with 5 other people and contribute? of course they can!

    As for the spell list - that was just some standout spells I picked out - they are good for any pm they are not the most ubererer that you must have or you will be auto kicked from parties

    As for spell combos that is a vaild point that i didn't want to start because i didnt want people saying "but you forgot this one! that means you need to learn to play nub"
    Ex: solid fog + chain lighting/fireball/ottoluicks, energy drain + finger, crushing despair + wail etc etc
    Not trying to carp on you but it seems like you are just attacking the build as bad because it doesn't work for you

  10. #30
    Community Member Hobgoblin's Avatar
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    Quote Originally Posted by Wh070aa View Post
    You are forgetting fireball, acid blast, burning hands/acid spray combos, for AOE nuking.And layering acid rain with firewall or ice storm(slow effect is nice, but cancels out firewall) for more damage. Also delayed blast fireball and cloudkill -con damage(necromancy has fort saves), and concealment miss chance. and 1minute (or more) duration! Cloudkill damage is really low, but If you look at it as utility/defensive/debuff spell, its pretty nice, altho the poison immunity protects from most damage. Its situationaly really good.

    No but seriously you guys are ignoring fireball. Whats wrong with you?
    i use ottoluicks/chain lightning/acidball - I keep things webbed or instakilled if possible if rednamed i try to keep them dotted up.

    Rednamed dps is an issue pms - if im trying to solo they are the pain if not i leave that part to the melees

  11. #31
    Community Member Wh070aa's Avatar
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    Quote Originally Posted by Hobgoblin View Post
    i use ottoluicks/chain lightning/acidball - I keep things webbed or instakilled if possible if rednamed i try to keep them dotted up.

    Rednamed dps is an issue pms - if im trying to solo they are the pain if not i leave that part to the melees
    This is crackly why I am calling it a bad build for beginners.
    You don't get instakills till way later in the game.
    You don't have web DC, because you don't take any conjuration focus, or have items, or heigten (untlill level 9).

    All you can do is cast webs, and do half damage/no damage to mobs with reflex saves.
    Wizard should not have any problems with red names, as long as you have maximize.
    Your build does not focus on any actual damage. And you say nothing about immune monsters.
    Also someone who doesn't know quest, and leaves a lot of monsters CC will likely die, when running back (or cause red alert). You don't mention anything about that in the guide. Also you are loosing 50% + of the spells you are focusing on (charms and stuff), which can be used to great effect when soloing (and in some quests).

    I am no saying you cant do this, but his is not new player friendly build, and you don't mention any of the (pretty huge, if you ask me) problems with it. This build is not one you can just pick up, and understand what you are doing with it.

    Yes, I personally don't like the build. But I have objective reason why I don't like it, and I have seen multiple examples of why similar builds are bad for people new to wizard class. Multiple people I know in game have more or less sworn to newer play wizard, after experimenting with similar builds. I am not talking about being EE capable. I am talking about not being bored to death while being barely level 4.
    Also you use spells of all schools, exempt the ones you focus in. This is by mo means "Basic wizard for new players". This is collection of feats, that don't make sense, that you play with. I am sure some people might like it, but this is "CC/instakill wizard for mid to higher levels".

    Also have they finally fixed the chain lightning animation, and it actually hits something now? Because it's as broken as monks hand wraps, last few times I checked, and all other spells in those same spell slots are pretty much better.

    Well I am not gonna argue with you, just trying to point out few things, so that new players wont get EXTREMELY discouraged after trying this.

  12. #32
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    Great thread idea Hob!

    For new players I would agree for the F2P races.. Elf or Human is your best bet. Personally I believe that, Elf is ideal as a new players are going to have a lot of issues dealing with Spell Resistance as they will not have the Past lives to support it. Add to the fact that they are unlikely to have the play skills to deal with not being able to break SR ... boosting high enough to be useful is critical. Actually, I would rank Elf above Drow for a new player -- if they are willing to spend TP and figure out the reincarnation system Sun Elf would be best.. but it is unlikely that a new player will want to deal with the hassle.

    While I don't think about spell pen at epic levels much.. it is a fairly big deal in Heroics (VoN, Gianthold, Vale, Duergar, etc). By the time they run into Drow in VoN 3 (around level 10) they will at best have 22 spell pen (10 base + 3 Arcanum + 3 Archmage +2 item + 4 feats) which is not enough for elite drow.. but should cover hard and normal fine.

    You might also want to include a section on playstyle. It is not intuitive for new players that the best plan for a wizard between levels 1-9ish is to pick up a great axe (Carnifex is amazing for this) and cast masters touch -- when you hit level 5 you can open with a fire/acid ball.. then clean up with your great axe. Too many new players think they can blast their way through early content and instead end up running out of SP and annoyed at the class. Once you hit lvl 9ish, your spell casting is powerful enough and you should have enough spell points to be more focused on spell casting.

    Another good area for discussion is on the early Pale Master forms (vampire form + searing light casting undead is bad news)

    Stats

    [snip]

    Reason behind stats
    You need two stats: int for spell points/skills/dc’s and Constitution for more hp
    You might want to put a table in here for 28pt builds (table can be 28/32 pt builds for elf and human) -- also don't forget to mention strength in your reasoning (as commented on below)

    Enhancments

    [snip]
    10 eldritch knight
    1 core
    6 tier 1
    3-Improved mage armor
    3 toughness
    3 tier 2
    3 improved shield
    The formatting in this section needs a lot of work -- it is very hard to read.

    I wouldn't recommend wasting points in Eldritch Knight, unless you are trying to wear heavy armor (which is an advanced tactic) it is a bad idea for a DC caster. Those points are better spent in Archmage or the racial tree.

    Some notes on spells –
    You can change them at will (at shrines)
    This is not an exhaustive list but some good spells to have at each level
    I would highlight the importance of displacement and other spells that will keep them alive. As another poster mentioned, a discussion on the rare scroll list would be very helpful for a new player.

    Also I did a spell review a while back that would be a good read for new players: https://www.ddo.com/forums/showthrea...=1#post5096728


    Quote Originally Posted by EllisDee37 View Post
    Comparing the feat choices, here's the schedule from the OP:

    1: maximize
    1H: empower
    1W: mental toughness
    3: spell penetration
    5W: Spell focus: necromancy
    6: Insightful reflexes
    9: Heighten
    10W: Quicken
    12: Toughness – more hp is good
    15: Greater spell pen
    15W: spell focus: enchant
    18: Greater spell focus: necro
    20W: Either improved mental toughness or enlarge

    Here's the schedule from my link:

    1 : Insightful Reflexes
    1W: Spell Focus: Enchantment
    3 : Empower Spell
    5W: Extend Spell
    6 : Heighten Spell
    9 : Maximize Spell
    10W: Spell Focus: Necromancy
    12 : Spell Penetration
    15 : Greater Spell Focus: Necromancy
    15W: Quicken Spell
    18 : Greater Spell Penetration
    20W: Mental Toughness
    For the most part I agree with Ellis on the feat choices. The only changes I would make to his list is to take Spell Pen and Greater Spell Pen earlier as you want them for Von and Gianthold. You can hold off on Empower (won't have the spell points to power it) and Heighten (isn't much of a DC boost until later -- think about this for lvl 15 or 18). Lastly.. I would recommend Greater Enchant focus over Mental Toughness -- but then again, I never liked the mental toughness line of feats.

    Extend is more important for a new player than it is for an experienced one, as they likely will not have the internal clock in their head that reminds them to re-cast spells like death aura and displacement (also haste is very important for the party in heroics)

    Quote Originally Posted by EllisDee37 View Post
    This is a new player build. How would a new player have a PLIS? Why would they care about endgame saves?

    It's also worth pointing out that the endgame pale master thread (also linked in the OP) has this to say about insightful reflexes: "and don’t forget Insightful reflexes (it is critical for survival)"
    Insightful reflexes is the single most important feat for surivability. I would sooner drop 1 point off of my DCs than build a Int based wizard without it. For a new player that will not have the gear or twitch skills to dodge spells and avoid traps it is even more important.

  13. #33
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    Quote Originally Posted by Wipey View Post
    Please don't neglect umd on a Wizard.
    Everybody should be able to scroll Resurrection in raids, as a Wizard you would often need to raise people ( like in Mod, you would often be only person on the platform, in Fot, you might be on undead kiting duty, closest to Reaver tank, in Deathwyrm you would be Khuldjars kiter and gotta raise trash killer or even tank quick while everybody else is on shadow side ).
    "Old" Citw, you might be closest to the hjealer that needs raise.
    The best scrollhealer for Gop.
    2 stacks at level DP from elite Priestess will murder you - drop form, scroll heal yourself.

    In every raid/quest you should have good idea what is going on.

    There is no excuse, not with bajillion skill points. Now best in slot helm has 11 charisma on it.
    Max Spellcraft, Concentration, Heal, Umd, Search, half rank in Tumble.
    This ^^

    I think I throw more Resurrections on my PM than I do on my FvS

  14. #34
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    I dug up some TRing advice I gave out via private messages a year or so back on gear, which might be helpful to include as well. Note that some of this gear is outside the reach of a new player, but it might serve as a good starting point as we look at options at various levels. Feel free to use what you wish:

    I play the wizard as a warrior for levels 1-10ish, using my spells to augement my melee abilities or throw a fireball/firewall into a room to damage the mobs, followed by a cleave from Canifex/SoS finish them off. Once you hit about level 10 your invulnerability robe stops being effective, and the incoming damage starts to get too much for your low hp to deal with. That is also when you start to get stronger spells and the spell points to effectively use them.

    I typically do not use undead form until level 12 when you get wraith form. Zombie is just too slow, and vampire is a death trap unless you take improved shrouding (which you will be around lvl 12 when you get the APs for that anyways).

    Level 1-4
    Trinket: Melee Alacrity 10%
    Head: Crafted (Flexable) Secret Door Detection
    Neck: Necklace of Contemplation
    Goggles: Trapblast
    Bracers: Bracers of Air (ML4)
    Body: Crafted Invulnerability Robe w/ Large Guild Augment - 20 hp (ML-2)
    Cloak: Mirror Cloak (ML -3)
    Ring: Ring (colorless: Masters Gift) / Crafted Enchant Saves +5
    Boots: Open
    Gloves: Open
    Belt: Crafted Moderate Fort (ML-3)
    Quiver: Quiver of Alacrity
    Weapon: Crafted Holy Q-Staff

    Levels 5-9
    Trinket: Stalwart / PLIS / Archmagi Ioun Stone
    Head: Frost
    Neck: Crafted Int +4
    Goggles: Goggles of Intuition
    Bracers: Crafted Flexable Con +6
    Body: Crafted Invulnerability Robe w/ Large Guild Augment - 20 hp
    Cloak: Mirror Cloak (ML -3) Ring: Ring of resistance +5 / Crafted Heavy Fort
    Boots: Corrosion
    Gloves: Shocking
    Belt: Improved/Greater False life (colorless: masters gift)
    Quiver: Quiver of Alacrity
    Weapon: Canifex/SoS

    Levels 11+

    Trinket: Litany / PLIS / Archmagi Ioun Stone
    Head: Green Steel Con-Opp (150 SP)
    Neck: Torc / Sages Locket
    Goggles: Crafted +6 int (ML 9) || Sages (ML-15)
    Bracers: Demon Consort
    Body: Shroud of the Abbot (ML – 14)
    Cloak: Good luck +2 (Masters Gift) – ML 9
    Ring: Ring of Resistance +5 / Crafted Necromancy +2 (LGA – 80 spell points)
    Boots: Rock Boots –ML 11 tier 2 (Immune to slippery Surfaces)
    Gloves: Green Steel Triple Earth (45 hp)
    Belt: Electric Haze (ML -13) [I have the old version, if I had the new one I would slot toughness here)
    Quiver: Quiver of Alacrity
    Weapon: Luck Blade (Nullification, Combustion, Lightning) / Green Steel (+6 con, +1 except int, +2 insightful int,)

  15. #35
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    Quote Originally Posted by Wh070aa View Post
    This is crackly why I am calling it a bad build for beginners.
    You don't get instakills till way later in the game.
    You don't have web DC, because you don't take any conjuration focus, or have items, or heigten (untlill level 9).

    All you can do is cast webs, and do half damage/no damage to mobs with reflex saves.
    While I agree that his spell list needs some work (I might have a spell selection by level guide laying around that I can post) and the build would benefit from taking Conjuration focus feats early and then swapping those feats later, the build can still be quite effective with out them (we are only talking about 1-2 points of DC here) and mob saves are actually pretty low in heroics. In many cases just maxing out your Int is enough (+2 spell school focus items also are a big help though)

    I also agree that you really will not use necromancy until level 13ish+ and Enchantment really needs level 15ish (mass hold person and Disco Ball) to come into its own, however; suggestion/charms can be useful at low level -- just make sure you know where the dismiss charm button is .

    Wizard should not have any problems with red names, as long as you have maximize.
    Your build does not focus on any actual damage. And you say nothing about immune monsters.
    Also someone who doesn't know quest, and leaves a lot of monsters CC will likely die, when running back (or cause red alert). You don't mention anything about that in the guide. Also you are loosing 50% + of the spells you are focusing on (charms and stuff), which can be used to great effect when soloing (and in some quests).

    I am no saying you cant do this, but his is not new player friendly build, and you don't mention any of the (pretty huge, if you ask me) problems with it. This build is not one you can just pick up, and understand what you are doing with it.
    I agree with the points here -- a general playstyle guide is very important for a new player. Wizards even more so as the playstyle will change numerous times on the path from 1-20.
    Last edited by Andoris; 11-10-2014 at 02:09 PM.

  16. #36
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    Default Spell List suggestions

    Dug up another old private message on spell selection -- the message was a bit old, but it should work as a starting point.

    ----
    Wizard levels 1-4
    Level 1: Master's Gift, Shield, Mage Armor, Expeditious Retreat
    Level 2: Blur, Knock, Scorch
    Scroll: Invisibility

    Wizard levels 5-10
    Level 1: Master's Gift, Shield, Mage Armor, Jump, Expeditious Retreat
    Level 2: Blur, Knock, Resist Energy, Web, Melf's Acid Arrow
    Level 3: Acid Blast, Haste, Rage, Displacement
    Level 4: Dimension Door, Acid Rain, Death Aura, Negative Energy Burst || Burning Blood and Wall of Fire if not using undead forms
    Level 5: Cone of Cold, Niacs (or Eldar's), Symbol of Pain (good time to teach them how to use symbols and kiting)
    Scrolls: Invisibility, Teleport, Break Enchantment, Fire Shield

    Notes: Don't use any undead forms until you get both Death Aura and Negative Energy Burst -- It isn't a bad idea to wait until level 12 for Wraith form and just use pots/cure serious wands to heal.

    Wizard levels 11-16
    Level 1: Feather Fall, Night shield, Hypnotism, Jump, Expeditious Retreat
    Level 2: Blur, Knock, Resist Energy, Web, Scorching Ray
    Level 3: Frost Lance, Haste, Rage, Displacement, Magic Circle vs Evil
    Level 4: Dimension Door, Acid Storm, Death Aura, Negative Energy Burst, Phantasmal Killer or Crushing Despair or Fire wall
    Level 5: Cloud Kill, Niacs, Symbol of Pain, Eldar's, Mind Fog
    Level 6: Necrotic Ray, Circle of Death, Death to Undeath, Disintegrate
    Level 7: Finger of Death, Mass Hold Person, Otto's Sphere of Dancing, Delayed Blast Fireball
    Level 8: Otto's Irresistible Dance, Power Word: Stun, Polar Ray
    Scrolls: Mass Invisibility, Teleport, Break Enchantment, Fire Shield, Shadow Walk, Greater Heroism, Greater Teleport



  17. #37
    Community Member Demsac's Avatar
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    Quote Originally Posted by MangLord View Post
    Wizard saves are fairly weak, so I honestly wouldn't waste the feat. Excellent reflex saves are hard to get unless you play a class that excels in that area, like a rogue, ranger or swashbuckler bard specialist.
    Oh so like an intelligence base wizard with the insightful reflexes feat.



    Fireball is a great spell at low levels, just turn off max and empower so you don't burn threw your spell points. I used it more while leveling then firewall heh.

  18. #38
    The Hatchery Enoach's Avatar
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    For the basic low level wizard who does not want to pull out a great axe is to put a rotation of wands into the mix, also many offensive spells can be accessed earlier as well as access enhancements that can be redistributed later if needed. At low level even 1/2 damage in the rotation can help preserve Spell Points.

    Now Naic's Cold Ray does great damage but against Kobolds who have a high reflex save it actually costs more to try to use this spell as a primary offence spell.

    Now for the Melee willing - EK for allowing you a higher AC as well as a cleave attack - Don't underestimate a cleave attack being available at lower levels - Combine with blur (Wand/Scroll) and later Displacement (Scroll) and stoneskin wands goes a long way defensively at the earlier levels. You can then redistribute the AP to your focus.

    What I like about Hobs start in this thread is that it starts out very general meaning you can go just about any "Caster" direction be it DPS or DC based.

    I agree UMD is a valuable skill for a wizard, it gives a wizard flexibility.

    For races the Elf & Human are good choices; elf for access to the Arcanum line for Spell points as well as Spell Penetration. But also for the Feywild Tap for a little extra SP or Enchantment Lore which 3rd Tier grants +1 Enchantment DC.

    Human - Access to Int enhancement, Heal Amp as well as the Additional Feat - extra feat makes it easier to be proficient in multiple schools.

  19. #39
    Community Member fmalfeas's Avatar
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    As someone who plays wizards a LOT and even started with them, I have some issues with this.

    First, the absolute most valuable spells to a starting wizard, I'd say, are as follows - Shield, Burning Hands, Jump, Acid Spray, shocking grasp, Sonic Bolt. Niac's is a 'save or nothing', and not only that, making it your primary damage spell right out the gate makes Korthos harder (ice spiders and the ice flenser and skeletons are all utterly immune to cold damage). And later on, those kobolds have good reflex saves for their level. Shocking Grasp has decent output, and no save at all. Burning Hands and Acid Spray have tolerable output in the beginning, and hit multiple targets.

    I never assume having a group in a build, so I always build for solo viability. Thus, I rarely make necro or enchantment a primary spec. Too many things immune, and until Necrotic Ray, necro is weak-to-useless against reds. Fortunately, you can PM *and* play with evoc if you want, and do so effectively. Evoc and Conj spells also don't worry about SR.

    The Elixirs you can get from the collectors, btw, are amazing, and make even Archmage completely viable. (Lowish wizard HP totals keep them in the running far longer than for sturdier classes.)

    At low level, 28pt build, and no TR gear...haste and rage are luxury spells, and should not be considered primary. You don't have the SP to be spamming that (especially not when they last less than a minute to top it off). You're better off with Blur and Jump. Hard target a mob, jump backwards out of the press of mobs and nail them with a fireball, electric loop, acid blast, or even a burning hands/acid spray. Snowball Swarm has a delay before the damage triggers that can allow mobs to get out of the radius, so I put it very low on the priority table as well. Plus, skeletons are too common to become an ice-addict at low to mid levels anyway.

    Stoneskin - unless you're on Elite, don't cast it, period. Go to DDO wiki and look up the mechanics for Dungeon Scaling and you'll see why. In short, unless on Elite, or in a raid, it does nothing but eat your SP and plat like Cookie Monster in the Keebler Elves tree.

    Knock - at low level, rogue hires cost shards or TP, and as I said, don't assume you always have a group. You may want to do an unpopular quest, or it may just be a bad time period (possible Euro or just night-owl). Knock will give you access to alternate paths with fewer mobs or maybe optionals for more XP and loot, and let you open some chests you otherwise couldn't. It'll also make the end fight of partycrashers far simpler by letting you get rid of the tieflings upstairs.

    Glitterdust - This is your best defensive spell for a long time if you have decent conjuration DCs. Area-effect blind with no SR check. Casters and archers hit by it will fire their attacks wildly, sparing you tons of damage. Melees that aren't point-blank on you will flail wildly at the air, and even if they do get a bead on you, they have a 50% miss chance that they have no means of overcoming at all.

    Stinking Cloud - an alternate conj option for Glitterdust. Uses a different save, so can be more effective in some quests. A Nauseated creature can do nothing but move. You've utterly shut them down. Only works on the living. I suspect it doesn't work on Trogs either, so be aware. Plus, fort-save, so don't count on it against trolls, ogres, or giants on a first life. Still no SR though, so it's brutal against drow, mind flayers...things like that. Still, it's a powerful debuff effect, so don't bother on bosses unless they have buddies, like the king in Cabal for One.

    Also - new players...*do not build for shiradi*. Wait until you actually have the destiny and then ER or LR if your build needs changed. You'll start in the Arcane sphere, and have to cross the Martial sphere just to get to Shiradi. That is, at minimum, 3 destinies away from you.

    Old advice was to ignore fire later on. I say 'that advice is outdated'. If you have access to Shadowfell, you don't have to touch Vale or Amrath if you don't want to, which means that fire is completely viable. Also - if you're working evocation, Web is not your friend, really. Why? It's a reflex save, and the things you can't just vaporize are the ones with good reflex saves. Solid Fog, on the other hand, debuffs reflex, slows mobs movement rates, and provides 20% concealment that True Seeing doesn't overcome. Don't get me wrong. Web can be good in groups, or when you have the skelepet and want to lock down mobs for him to beat on so you don't have to cast anymore.

    Finally - new players - as a wizard, don't be embarrased to run on Normal or Hard. The huge HP on elite means much higher SP consumption for you. You're just getting started, and don't have all the SP gear, so unless you've got a solid group, and especially if soloing, lower diffs are fine and dandy. And on a first life, the XP is fine on normal and especially hard.

    Don't be afraid to bring a cleric hire with divine vitality. At low levels, you can even use them as tanks and melee DPS sources that will make you feel ashamed. It's only temporary though.

    Wall of Fire and Acid Rain are your friends if you have Necro2. Those shadows and phasing creatures will be pasted by them, instead of eating your sp by phasing out just before your nuke lands. Same for Scorpions.

    Most summons suck. Exceptions - Celestial Dog (for level, it's tough and does okay damage), Bearded Devil, Air Elemental, Greater Ice Mephit (a high-regen summon!), and Ghale Eladrin. Sometimes the giant-butt Hezrou can be okay, but mostly he just blocks visibility and gets killed, doing little damage. Create Undead has 2 good summons for their level. The wight casts light damage spells, making him especially useful sometimes. The mummy has a nasty paralyzing fear aura. The wraith, while possibly effective, spawns hostile wraiths. Screw him.

  20. #40
    Community Member Hobgoblin's Avatar
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    Quote Originally Posted by Andoris View Post
    I wouldn't recommend wasting points in Eldritch Knight, unless you are trying to wear heavy armor (which is an advanced tactic) it is a bad idea for a DC caster.
    ok the reasoning behind ek was simple and I may be wrong but it went more like this:

    I get more hp, i dont have to spend a spell slot on shield, and i get more prr. I was thinking more defensively here and with a simple walmart epic - guardians ring - you have an ok prr for starting out. You would have 24 from ring, 10 from ek, and 10? from pm.

    o and sorry about being defensive earlier. my caster is probably my favorite character even if i am a dirty sorc right now and trying to help new players capture some of that fun.

    hob

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