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fallenSaint
12-31-2003, 12:39 PM
I decided to pull my wizard out of the locker and dust the lil halflin off for GS4. Ive read what I can bear to sit through and am trying to find the best way to train the lad for optomized hunting without forfeiting feasable enchanting skills and just curious on other peoples outlooks and opinions. First off does anyone have some best suggestions on stat growth optomization for level 60 and what skills are preferred for a bolt slinger? Ive decided that rune staff best fits RPing and Im pondering leaning heavier towards fire and earth lore as my specializations. But any input would be helpful before I start this reallo madness. Just curious on what skills each person thinks is better and why.

[Edited on 12-31-2003 by fallenSaint]

Drew2
12-31-2003, 12:55 PM
There are only 29304283 threads on wizards already.

Don't be lazy.

fallenSaint
12-31-2003, 01:21 PM
Sorry if your seeing me as being lazy I dont tend to look for it but some people are a bit better with numbers and their growth and dont mind offering their help or input. As far as what skills everyone has different ideas on whats better I prefer to see others ideas and why and then decide what fits my style best because I dont believe any one person sees every aspect without opening for input.

theotherjohn
12-31-2003, 01:29 PM
Originally posted by fallenSaint
Sorry if your seeing me as being lazy


he is just trolling to improve his post counts. ignore him

str 90
con 20
dex 92
agl 70
dis 43
aur 90
log 94
int 70
wis 70
inf 21

Armor Use 2 times
Physical Fitness 25 times
Arcane Symbols 2x
Magic Item Use 2x
Spell Aiming 2x
Harness Power 100 times
Elemental Mana Control 70 times
Climbing 30 times
Swimming 30 times

Spell Lists
Major Elemental 1x
Wizard 1x

Minor elemental and lores as much as remaining tps allow

that should give you a place to start and adjust as you play

Xcalibur
12-31-2003, 01:32 PM
TOJ explains why 1X (or 100 times) harness power
Explain why 70 times harness power, also

fallenSaint
12-31-2003, 01:32 PM
Greatly appreciated.

theotherjohn
12-31-2003, 01:39 PM
Originally posted by Xcalibur
TOJ explains why 1X (or 100 times) harness power
Explain why 70 times harness power, also

I screwed up the amount of harness (I suck at doing math in my head) but the reason is as follows:

Every seven (7) [double-trained] ranks gives you back +1 mana/pulse.

Every 10 ranks of Elemental Mana Control gives +1 so either down to 60 ranks or up to 70 ranks (respectively, +6 or +7 per pulse).

.

Note that the Harness Power ranks are of MORE benefit to you should you ever be on a node, since they are subject to giving you back 25% while you're there; the Mana Control ranks will ONLY give you back the +1/pulse, whether you're on a Node or not.

(In other words, if you're at 100 ranks of Harness Power you're at +4/pulse in the field (28*15% == +4 mana), but on a Node you get back 7 (28*25% == +7 mana). If you tend to cast your own Nodes, or run to find one when a pulse is coming, or hunt with a Bard singing Song of Power... doubled ranks of Harness Power (in groups of 7) will serve you better than Mana Control.)

theotherjohn
12-31-2003, 01:44 PM
Earlier I was using my new age math skills I will now translate

harness power at 88 times

Xcalibur
12-31-2003, 01:47 PM
88 times for a level 100?

What do you advise for lores?

theotherjohn
12-31-2003, 01:50 PM
Originally posted by Xcalibur
88 times for a level 100?

What do you advise for lores?

88 times for level 60 since his question is about level 60.


Ask Anticor or someone else about lores, I have not explored all of them yet

Xcalibur
12-31-2003, 01:57 PM
I did not saw his level 60 in his post...

So I'll ask as a general question, what about lores?

fallenSaint
12-31-2003, 02:01 PM
Aye quite a good bit of info on the stats and training so far with some good points brought out, whats the general ideas on Lores currently? I see most people try to stretch it out over the 4 of them where as I thought it might be more useful to specialize in one/two of them then damper in the others. Anyone have some pros and cons that I can weigh?

Parkbandit
12-31-2003, 02:01 PM
Originally posted by fallenSaint
Sorry if your seeing me as being lazy I dont tend to look for it but some people are a bit better with numbers and their growth and dont mind offering their help or input. As far as what skills everyone has different ideas on whats better I prefer to see others ideas and why and then decide what fits my style best because I dont believe any one person sees every aspect without opening for input.

It's only Tayre... just ignore him as we all do for the most part.

TOJ also put that you should train in Major elemental and wizard 1x... but I'm of the mindset that minor elemental is more important than major elemental. 425 and 430 are based on how many spells are known in the circle.

Xcalibur
12-31-2003, 02:09 PM
513 is +20 base + .5 per major over 13.capped at your level
425 is + 25 base + .5 per minor over 25 capped at your level

if you value AS, single 500 and 400 and get your third spell in the 900, and at 475 drop the 400 to boost your 900 or remain in the 400, as 430 is uncapped now (but still capped at your level)

Valthissa
12-31-2003, 02:22 PM
my advice is to 0X in all lores and get as many spells as possible. At 65 trains I spent a good deal of time trying to justify using any lore...I just couldn't find a significant improvement. The RT reduction for haste (air lore) makes sense if you are a war mage, but for bolt slingers the only reason I could find is to improve your ranks for staffdux. I REALLY wanted to use a staff but the DS advantage from fully singling in shield and edged is currently too large to convince me to put up my weapon and shield.

Having said that, if you're intent on using a staff, I would get earth lore. It adds to your strength bonus which will help reduce any encumbrance problems.

C/Valth

Xcalibur
12-31-2003, 02:23 PM
And 520..

does 520 helps against manoeuver attacks?

AnticorRifling
12-31-2003, 02:23 PM
I would pick two lores that complement one another and focus on them, air/water, earth/fire, etc. I was an earth/fire guy until I went for the uber haste and went pure air. I might pick up earth again when I can.

Minor spell circle I love for 425/430 but enchanting I would think wizard circle is key. I can't enchant so I couldn't tell you.

Drew2
12-31-2003, 02:25 PM
You bullies make my cry. I hope you're happy.

fallenSaint
12-31-2003, 02:26 PM
Aye my idea was to train earth/fire as my prime lores and dabb into air when I can.

Kitsun
12-31-2003, 02:46 PM
Originally posted by theotherjohn

Originally posted by fallenSaint
Sorry if your seeing me as being lazy


he is just trolling to improve his post counts. ignore him

str 90
con 20
dex 92
agl 70
dis 43
aur 90
log 94
int 70
wis 70
inf 21

Armor Use 2 times
Physical Fitness 25 times
Arcane Symbols 2x
Magic Item Use 2x
Spell Aiming 2x
Harness Power 100 times
Elemental Mana Control 70 times
Climbing 30 times
Swimming 30 times

Spell Lists
Major Elemental 1x
Wizard 1x

Minor elemental and lores as much as remaining tps allow

that should give you a place to start and adjust as you play

TOJ's plan is definately do-able. However I'm going to nitpick a couple points.

2x in AS and MIU really is a waste of points that could be spent elsewhere. The extra magical ranks are cute but only kick in at the higher defense stances. As a wizard, you won't really need to bother worrying about guarded.

I do recommend taking up ONE lore and being fully singled in it. Dabbling in a lore does nothing but waste points. The combat measures for each rank is like adding 0.00125. It only really has effect in large numbers.

I would aim for about 2.5x in spells by about 60.

theotherjohn
12-31-2003, 02:56 PM
Originally posted by Kitsun

TOJ's plan is definately do-able. However I'm going to nitpick a couple points.

2x in AS and MIU really is a waste of points that could be spent elsewhere. The extra magical ranks are cute but only kick in at the higher defense stances. As a wizard, you won't really need to bother worrying about guarded.



My plan is just a starting point to tweak and get discussion.

Dont you think 2x MIU is needed for enchanting?

Drew2
12-31-2003, 02:58 PM
HEY THIS ALL LOOKS FAMILIAR.

MAYBE I SAW IT HERE.
http://forum.gsplayers.com/viewthread.php?tid=3486
OR HERE.
http://forum.gsplayers.com/viewthread.php?tid=2915
OR HERE.
http://forum.gsplayers.com/viewthread.php?tid=3482
OR MAYBE HERE.
http://forum.gsplayers.com/viewthread.php?tid=2996
OR EVEN HERE.
http://forum.gsplayers.com/viewthread.php?tid=2885
OR.. WAS IT HERE?
http://forum.gsplayers.com/viewthread.php?tid=2997

theotherjohn
12-31-2003, 03:03 PM
Originally posted by Tayre
HEY THIS ALL LOOKS FAMILIAR.



yup so does your posts complaing about this board.

Since it is all familiar, why dont you quit and not come back?

Drew2
12-31-2003, 03:04 PM
I'm complaining about stupidity/laziness/ignorance.

Not this board.

Also, you suck at insulting.

Xcalibur
12-31-2003, 03:09 PM
SHUUUUUUUUUUUUUUUT UP Bob junior

It's pointless to make a super big thread with all wizards question and then telling people to go there and search 600 pages worth of posts

Kitsun
12-31-2003, 03:10 PM
Originally posted by theotherjohn

My plan is just a starting point to tweak and get discussion.

Dont you think 2x MIU is needed for enchanting?

By level 60, you should have enough ranks to get 6x or 7x done if you kept singled in wizard spell ranks and MIU. This information goes as far as I've seen on the official boards. The only reason to do doubling in that is if your a low level wizard trying to pull off something over your head.

Enchanting hasn't been a big thing for me. MIU provides next to no other noticable benefits with just that many ranks.

Meos
12-31-2003, 03:15 PM
he said he wanted to be a bolter didn't he, that means go hard in 400 and 500 for 425 and 513.

fallenSaint
12-31-2003, 03:16 PM
If 7x is a possible sollution at 60 I see no need to go any higher, hows that leave me for feasable hunting? What spells are we finding to be preferred after all the tweaks?

Kitsun
12-31-2003, 09:17 PM
Originally posted by Meos
he said he wanted to be a bolter didn't he, that means go hard in 400 and 500 for 425 and 513.

At level 69, my spells are like so...

Major Elemental....................| 43 43
Minor Elemental....................| 69 69
Wizard.............................| 69 69

I think around 60, my Major would be at 40ish, leaving me at 2/3 trained for it.

I went up Wizard instead of Major because spells like Familiar Gate were important to me.

As far as being a really great bolter, it would mean running straight up Major and Minor elementals. Minor elemental stops adding Bolt AS because of capped targetting at 75 ranks. I'd turn around and climb back up Wizard ranks for DS at that point.

fallenSaint
01-01-2004, 06:16 PM
Curious, whats everyones opinions on perception? How much would you suggest getting overall?

Drew2
01-01-2004, 06:19 PM
1x perception. As is stated in the half dozen other threads on this same exact subject.

Xcalibur
01-02-2004, 10:58 AM
Perception is good only for outside means, if you're a loner, you don't need to search thieves out as you are yourself hidden (invisible)

You don't aim, so no need of perception, you don't detect trap, so no need of perception.

And there's some road that need to be SEARCHed. I really don't know much about that though

Askip
01-02-2004, 06:27 PM
I am only guessing, but I think Perception plays a part in 416 & 408?