rushblitz
05-18-2017, 10:38 AM
Redoing a level 91 wizard, see if there are holes in logic
Goals:
Effective bolting - should be easy but REQUIRES one to have at level major elemental and 75 minor elemental for bolt AS. Also fire lore for more AS is needed as well.
Locksmith - I'm ok with getting 75% of boxes. Magically baseline finding traps and avoiding them and popping can get probably 50%. I've experimented with singling disarm traps and could get up to -360 but that cost is way too taxing on magical training. This was done at 75 ranks in minor elemental, I'd be interested to see what could be achieved at level ranks in minor at how high of traps could be done. Being at level in minor elemental helps with magically disarming and opening so thats the plan along with water lore to corrode. Viable CS in minor isn't a bad drawback either for strike and saturation. Better ewave too.
Enchanting - Time is the major factor for me. Water lore helps with this slightly.
Channel spells - Fire lore with mage armor can channel in more defensive stances which makes channeling safer. Frozen targets have 50% chance of shattering from channeled minor cold casts. Channeled bolts are much more deadly in general as well.
CS attack style - Can use 502, 409, 415, 519 reasonably well as a second attack form if needed.
Build:
Armor Use - 4 ranks for full leather
Combat Manuevers - 12 ranks for combat mastery for 5% stance adjustments
Physical Fitness - 1x
Arcane Symbols - 1x
Magic Item Use -1x
Spell Aiming - 2x
Harness Power - 1x
Elemental Mana Control - 1x in factors of 10, so 90 at level 91
Elemental Lore - Fire - 55 ranks
Elemental Lore - Water - 60 ranks
Perception - 1x
Climbing - 50 ranks
Swimming - 50 ranks
2.5x in spells
Major Elemental - 91
Minor Elemental - 91
Wizard -50
Lore breakdown:
(Bolded is the major draw of the lore)
FIRE LORE - 55 Ranks
413 - 6 more td penalty
417 - 21% to strip defensive spell, 10 mana drain
425 - 4% crit weighting
502 - 20 DS pushdown for fire
513 - 7 AS a subsequent cast
518 - minor fire in cone
519 - 6% incinerate, 35% extra damage cycle
520 - stance 25% higher for channel
550 - release damage wave
903 - steam available
906 - df increase, burning available
908 - df, max target increase
917 - NA - too low of wizard ranks
950 - 25 AS and 15 CS
WATER LORE - 60 Ranks
403 - NA
404 - NA
407 - 10 lock corrode up to 10%
408 - 10 trap corrode up to 10%
410 - more potent
411 - enchant up to +8 weapon (deringo)
416 - 40% messaging on magical smithing
418 - +10 mana for 5 pulses
435 - more potent
502 - 20 DS pushdown for cold
512 - 5 minor ice casts, 11 targets, 50% shatter on channeled impact spell
515 - 10% negate cooldown
516 - 9% + 20 mana on leech
518 - minor cold, minor water, minor steam
520 - 20 second cooldown on dispel protection
550 - release ewave
901 - DF increase, 13 second duration of stun shock, soaked 16
903 - DF increase, 100% soak, -25 TD when effect by cold snap
904 - DF increase, major acid
907 - DF increase, max target increase
910 - DF increase
917 - NA - too low of wizard ranks
920 - Anchor familiar
925 - +7 mana per 30 base exp for infusing
950 - 80 mana for spells
Goals:
Effective bolting - should be easy but REQUIRES one to have at level major elemental and 75 minor elemental for bolt AS. Also fire lore for more AS is needed as well.
Locksmith - I'm ok with getting 75% of boxes. Magically baseline finding traps and avoiding them and popping can get probably 50%. I've experimented with singling disarm traps and could get up to -360 but that cost is way too taxing on magical training. This was done at 75 ranks in minor elemental, I'd be interested to see what could be achieved at level ranks in minor at how high of traps could be done. Being at level in minor elemental helps with magically disarming and opening so thats the plan along with water lore to corrode. Viable CS in minor isn't a bad drawback either for strike and saturation. Better ewave too.
Enchanting - Time is the major factor for me. Water lore helps with this slightly.
Channel spells - Fire lore with mage armor can channel in more defensive stances which makes channeling safer. Frozen targets have 50% chance of shattering from channeled minor cold casts. Channeled bolts are much more deadly in general as well.
CS attack style - Can use 502, 409, 415, 519 reasonably well as a second attack form if needed.
Build:
Armor Use - 4 ranks for full leather
Combat Manuevers - 12 ranks for combat mastery for 5% stance adjustments
Physical Fitness - 1x
Arcane Symbols - 1x
Magic Item Use -1x
Spell Aiming - 2x
Harness Power - 1x
Elemental Mana Control - 1x in factors of 10, so 90 at level 91
Elemental Lore - Fire - 55 ranks
Elemental Lore - Water - 60 ranks
Perception - 1x
Climbing - 50 ranks
Swimming - 50 ranks
2.5x in spells
Major Elemental - 91
Minor Elemental - 91
Wizard -50
Lore breakdown:
(Bolded is the major draw of the lore)
FIRE LORE - 55 Ranks
413 - 6 more td penalty
417 - 21% to strip defensive spell, 10 mana drain
425 - 4% crit weighting
502 - 20 DS pushdown for fire
513 - 7 AS a subsequent cast
518 - minor fire in cone
519 - 6% incinerate, 35% extra damage cycle
520 - stance 25% higher for channel
550 - release damage wave
903 - steam available
906 - df increase, burning available
908 - df, max target increase
917 - NA - too low of wizard ranks
950 - 25 AS and 15 CS
WATER LORE - 60 Ranks
403 - NA
404 - NA
407 - 10 lock corrode up to 10%
408 - 10 trap corrode up to 10%
410 - more potent
411 - enchant up to +8 weapon (deringo)
416 - 40% messaging on magical smithing
418 - +10 mana for 5 pulses
435 - more potent
502 - 20 DS pushdown for cold
512 - 5 minor ice casts, 11 targets, 50% shatter on channeled impact spell
515 - 10% negate cooldown
516 - 9% + 20 mana on leech
518 - minor cold, minor water, minor steam
520 - 20 second cooldown on dispel protection
550 - release ewave
901 - DF increase, 13 second duration of stun shock, soaked 16
903 - DF increase, 100% soak, -25 TD when effect by cold snap
904 - DF increase, major acid
907 - DF increase, max target increase
910 - DF increase
917 - NA - too low of wizard ranks
920 - Anchor familiar
925 - +7 mana per 30 base exp for infusing
950 - 80 mana for spells