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GS4Clagg
05-08-2009, 08:17 PM
I have a 36 train wizard who I've been looking at a trying something a little different.

Level 36 dwarf
Normal (Bonus) ... Enhanced (Bonus)
Strength (STR): 87 (28) ... 87 (28)
Constitution (CON): 82 (31) ... 80 (30)
Dexterity (DEX): 71 (10) ... 71 (10)
Agility (AGI): 77 (8) ... 77 (8)
Discipline (DIS): 81 (25) ... 81 (25)
Aura (AUR): 88 (9) ... 88 (9)
Logic (LOG): 84 (22) ... 84 (22)
Intuition (INT): 62 (6) ... 62 (6)
Wisdom (WIS): 81 (15) ... 81 (15)
Influence (INF): 80 (5) ... 80 (5)
Mana: 144 Silver: 0

info start

Strength (STR): 80
Constitution (CON): 70
Dexterity (DEX): 55
Agility (AGI): 72
Discipline (DIS): 68
Aura (AUR): 70
Logic (LOG): 70
Intuition (INT): 37
Wisdom (WIS): 68
Influence (INF): 70


My current skills look like this.

(at level 36), your current skill bonuses and ranks (including all modifiers) are:
Skill Name | Current Current
| Bonus Ranks
Armor Use..........................| 70 15
Physical Fitness...................| 120 30
Arcane Symbols.....................| 172 72
Magic Item Use.....................| 172 72
Spell Aiming.......................| 176 76
Harness Power......................| 172 72
Elemental Mana Control.............| 132 36
Elemental Lore - Fire..............| 5 1
Climbing...........................| 70 15
Swimming...........................| 62 13

Spell Lists
Major Elemental....................| 28

Spell Lists
Minor Elemental....................| 25

Spell Lists
Wizard.............................| 36
Training Points: 72 Phy 0 Mnt (846 Phy converted to Mnt)


Now, I've been thinking of doing either haste ranged, thw, polearms or shield and ohe. I've also looked at getting 10 ranks MOC and 1x fire lore for 908. In the camps he's always with a group of two or three. Just not sure if the AS with the melee/ranged is enough to get by.

Here's the two setups as I've looked them over:

Armor 15 ranks
1x MIU, AS, HP
2x +2 Spell aiming
35 ranks Emc
30 ranks phys
10 ranks climb, swim.

I can do 1x shield and ohe, thw, poles or ranged.
I can get the 24 ranks of air lore, 14 ranks of fire (I'd pick up the 15th one next level)
28 ranks Mje
27 ranks Mne
30 ranks W


Or

Armor 15 ranks
1x +2 MIU, AS, HP
2x +2 Spell aiming
30 ranks Emc
30 ranks phys
10 ranks climb, swim

10 ranks MOC
36 ranks Mje
26 ranks Mne
30 ranks W
36 ranks of fire lore

So is the MOC a total waste of points?

Also, would I be able to enchant 4x with either of these builds?

Thanks for giving it a look,

Clagg

BriarFox
05-08-2009, 08:21 PM
For Grimswarm particularly, I'd probably go with a build that balanced ranged weapons and air lore (for haste) with Cone, with immolation and mana leech as a back up.

GS4Clagg
05-08-2009, 08:34 PM
I can't remember but does Cone set off the shroud?

Thanks,

Clagg

Methais
05-08-2009, 08:37 PM
Yep cone effects it.

BriarFox
05-08-2009, 08:40 PM
Yes, but with haste particularly you could move around easily.

GS4Clagg
05-08-2009, 09:55 PM
So ranged is looking like the best option for the Grimswarm camps?

Clagg

BriarFox
05-08-2009, 09:57 PM
Just my opinion. The person you should really ask is Rimalon.

yesicj
05-08-2009, 09:57 PM
Both of those look just fine for doing 4x enchants. They're pretty hard to get wrong.

GS4Clagg
05-09-2009, 08:01 PM
Has anyone tried training in MoC for the ball splash effect on 908?

Thanks,

Clagg

Rimalon
05-09-2009, 08:25 PM
For Grimswarm, do NOT fixskill to a warmage.

Warmages, generally, take advantage of favorable creature matchups or uber gear in order to survive. They cannot kill as fast nor as efficiently as a Pure mage in a warcamp; Grimswarm are not a favorable creature matchup, and it doesn't seem like you have uber gear.

So!

Stick with your final build, the Pure route. It looks fine, except for:


Has anyone tried training in MoC for the ball splash effect on 908?

5 ranks of MoC is all you need, and it will be plenty. It helps a ton. Do not believe what Krakii posts on the Officials about ball spells; he's wrong.

MoC increases your minimum targets, while Fire Lore increases your maximum targets (which, due to the die roll involved, allows you to usually hit every creature in room, after enough training.)

10 ranks of MoC is useless for offensive purposes. The only reason to get 10 would be for defensive purposes (FoF offset), but it isn't worth all those TPs. Not even close.

GS4Clagg
05-09-2009, 08:30 PM
For Grimswarm, do NOT fixskill to a warmage.

Warmages, generally, take advantage of favorable creature matchups or uber gear in order to survive. They cannot kill as fast nor as efficiently as a Pure mage in a warcamp; Grimswarm are not a favorable creature matchup, and it doesn't seem like you have uber gear.

So!

Stick with your final build, the Pure route. It looks fine, except for:



5 ranks of MoC is all you need, and it will be plenty. It helps a ton. Do not believe what Krakii posts on the Officials about ball spells; he's wrong.

MoC increases your minimum targets, while Fire Lore increases your maximum targets (which, due to the die roll involved, allows you to usually hit every creature in room, after enough training.)

10 ranks of MoC is useless for offensive purposes. The only reason to get 10 would be for defensive purposes (FoF offset), but it isn't worth all those TPs. Not even close.

Man, thank you so much Rimalon. That's what I've been wondering. Was thinking, What if I get caught in offensive stance while swinging?

Thanks again.

Clagg

Rimalon
05-09-2009, 08:33 PM
Sure sure! Keep us updated on how well you're pwning Grimswarm.

Methais
05-10-2009, 01:06 AM
I don't know what level an immolation build becomes effective, but it's insane in troll camps.

Rimalon
05-10-2009, 01:20 AM
I'd say at around 50, assuming you 2x Harness Power... that someone would have the mana to immo everything in sight.

GS4Clagg
05-10-2009, 02:12 AM
Going to try to work my hp back up to 2x.

Finally got into a camp.

Couple clips, I've been going with a couple of my lower lvl'd pre-Lord friends:

Your hands glow with power as you invoke the phrase for Major Fire...
Your spell is ready.
You gesture at a Grimswarm orc ranger.
You hurl a roaring ball of fire at a Grimswarm orc ranger!
AS: +294 vs DS: +26 with AvD: +50 + d100 roll: +65 = +383
... and hit for 112 points of damage!
Extreme heat causes a Grimswarm orc ranger's right leg to expand and snap. That must hurt!
The orc ranger is knocked to the ground!
The orc ranger is stunned!
The roaring ball of fire strikes a Grimswarm orc ranger, blossoming into a much larger sphere of flame upon impact.
... 45 points of damage!
Flames incinerate left arm to the bone. Not a pleasant sight.
The orc ranger rolls over and dies.
A Grimswarm orc ranger seems to lose some internal strength.

A burst of flame from your roaring ball of fire flies off and hits a Grimswarm orc warrior.
... 35 points of damage!
Burst of flames char abdomen a crispy black.

A burst of flame from your roaring ball of fire flies off and hits a Grimswarm orc barbarian.
... 30 points of damage!
Burst of flames to back toasts skin nicely.

A burst of flame from your roaring ball of fire flies off and hits a Grimswarm orc ranger.
... 35 points of damage!
Burst of flames chars neck a crispy black.
The orc ranger is stunned!

A burst of flame from your roaring ball of fire flies off and hits a Grimswarm orc wizard.
... 40 points of damage!
Nasty burns to back. Won't be sleeping on that for awhile.
The orc wizard is stunned!
Cast Roundtime 3 Seconds.



Your hands glow with power as you invoke the phrase for Major Fire...
Your spell is ready.
You gesture at a Grimswarm orc guard.
You hurl a roaring ball of fire at a Grimswarm orc guard!
AS: +294 vs DS: +176 with AvD: +70 + d100 roll: +78 = +266
... and hit for 102 points of damage!
Flames cook a Grimswarm orc guard's abdomen. Looks about medium well.
The orc guard is stunned!
The roaring ball of fire strikes a Grimswarm orc guard, blossoming into a much larger sphere of flame upon impact.
... 15 points of damage!
Minor burns to left eye. Foe blinks back the tears.

A burst of flame from your roaring ball of fire flies off and hits a Grimswarm orc warrior.
... 35 points of damage!
Burst of flames char chest a crispy black.

A burst of flame from your roaring ball of fire flies off and hits a Grimswarm orc ranger.
... 35 points of damage!
Burst of flames to right hand fries palm. Ouch!

A burst of flame from your roaring ball of fire flies off and hits a Grimswarm orc barbarian.
... 25 points of damage!
Minor burns to chest. That hurts a bit.

A burst of flame from your roaring ball of fire flies off and hits a Grimswarm orc ranger.
... 35 points of damage!
Burst of flames to left hand fries palm. Ouch!

A burst of flame from your roaring ball of fire flies off and hits a Grimswarm orc wizard.
... 25 points of damage!
Minor burns to chest. That hurts a bit.

A burst of flame from your roaring ball of fire flies off and hits a Grimswarm orc sorcerer.
... 45 points of damage!
Back bursts into a spectacular display of flames. Bet it hurts too.
The orc sorcerer is stunned!
Cast Roundtime 3 Seconds.



And,

Your hands glow with power as you invoke the phrase for Major Fire...
Your spell is ready.
You gesture at a Grimswarm orc cleric.
You hurl a roaring ball of fire at a Grimswarm orc cleric!
AS: +294 vs DS: +99 with AvD: +57 + d100 roll: +34 = +286
... and hit for 119 points of damage!
A large patch of flesh is seared off a Grimswarm orc cleric's back.
The orc cleric falls to the ground and dies.
The opalescent aura fades from around a Grimswarm orc cleric.
The guiding force leaves a Grimswarm orc cleric.
A Grimswarm orc cleric appears less confident.
The roaring ball of fire strikes a Grimswarm orc cleric, blossoming into a much larger sphere of flame upon impact.

A burst of flame from your roaring ball of fire flies off and hits a Grimswarm orc ranger.
... 40 points of damage!
Nasty burns to back. Won't be sleeping on that for awhile.
The orc ranger is stunned!

A burst of flame from your roaring ball of fire flies off and hits a Grimswarm orc ranger.
... 40 points of damage!
Nasty burns to left arm. Gonna need lots of butter.
The orc ranger is stunned!

A burst of flame from your roaring ball of fire flies off and hits a Grimswarm orc skirmisher.
... 35 points of damage!
Burst of flames to back fries shoulder blades. Youch!
The orc skirmisher is stunned!

A burst of flame from your roaring ball of fire flies off and hits a Grimswarm orc sorcerer.
... 50 points of damage!
Extreme heat causes a Grimswarm orc sorcerer's right arm to expand and snap. That must hurt!
The orc sorcerer is stunned!

A burst of flame from your roaring ball of fire flies off and hits a Grimswarm orc soldier.
... 35 points of damage!
Burst of flames to right arm toasts skin to elbows.

A burst of flame from your roaring ball of fire flies off and hits a Grimswarm orc warrior.
... 35 points of damage!
Burst of flames to back fries shoulder blades. Youch!

A burst of flame from your roaring ball of fire flies off and hits a Grimswarm orc barbarian.
... 35 points of damage!
Burst of flames to left hand fries palm. Ouch!

A burst of flame from your roaring ball of fire flies off and hits a Grimswarm orc wizard.
... 35 points of damage!
Burst of flames char chest a crispy black.
The orc wizard is stunned!
Cast Roundtime 3 Seconds.


I think that may've been everyone in the room.

All that, then I got destroyed by a void....

Anyway to avoid those bastards?


Thanks,


Clagg

Rimalon
05-10-2009, 02:43 AM
Aim for the sorcerers/dissemblers/witches first!

Best defense is a good offense!

Tolwynn
05-10-2009, 04:43 AM
Highlight the various sorc mob names so they'll stick out in screen scroll, and target them first. Did the same thing with rangers in shan, and it saved me so many headaches.