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The SpellWeaver
06-12-2010, 04:21 PM
Hey, is there any chance that i should change something in my skills or info
and he's level 9
>Info
Strength (STR): 51 (0) ... 51 (0)
Constitution (CON): 53 (-4) ... 53 (-4)
Dexterity (DEX): 74 (22) ... 74 (22)
Agility (AGI): 39 (0) ... 39 (0)
Discipline (DIS): 73 (1) ... 73 (1)
Aura (AUR): 64 (17) ... 64 (17)
Logic (LOG): 93 (21) ... 93 (21)
Intuition (INT): 93 (26) ... 93 (26)
Wisdom (WIS): 92 (26) ... 92 (26)
Influence (INF): 63 (1) ... 63 (1)
Mana: 26 Silver: 10350
>skill
Armor Use..........................| 20 4
Physical Fitness...................| 54 11
Arcane Symbols.....................| 82 18
Magic Item Use.....................| 82 18
Spell Aiming.......................| 82 18
Harness Power......................| 96 22
Elemental Mana Control.............| 58 12
Elemental Lore - Fire..............| 30 6
Elemental Lore - Water.............| 30 6
Perception.........................| 45 9
Climbing...........................| 25 5

Spell Lists
Major Elemental....................| 11

Spell Lists
Wizard.............................| 11

My recent Attacks :
>incant 907
Your hands glow with power as you invoke the phrase for Major Cold...
Your spell is ready.
You gesture at a Grimswarm troll scourge.
You hurl a freezing ball of pure cold at a Grimswarm troll scourge!
AS: +104 vs DS: +32 with AvD: +65 + d100 roll: +67 = +204
... and hit for 72 points of damage!
Icy blast takes right arm off at the shoulder!
The scourge's rune staff falls to the ground.
The troll scourge is stunned!
The freezing ball of pure cold strikes a Grimswarm troll scourge, blossoming into a much larger sphere of frost upon impact.
... 15 points of damage!
Chilly blast to the chest causes heart to skip a beat.

Auratik
06-12-2010, 04:35 PM
Get 425 (+25 bolt AS and CS) and 513 (more bolt AS) ASAP. Your strength is going to make encumbrance a bitch. I hope you're not a tiny race!

Logic (LOG): 93 (21) ... 93 (21)
Intuition (INT): 93 (26) ... 93 (26)
Wisdom (WIS): 92 (26) ... 92 (26)
Lower those - they grow fast. Put those points in stats that do not grow fast.

The SpellWeaver
06-12-2010, 05:00 PM
Get 425 (+25 bolt AS and CS) and 513 (more bolt AS) ASAP. Your strength is going to make encumbrance a bitch. I hope you're not a tiny race!

Logic (LOG): 93 (21) ... 93 (21)
Intuition (INT): 93 (26) ... 93 (26)
Wisdom (WIS): 92 (26) ... 92 (26)
Lower those - they grow fast. Put those points in stats that do not grow fast.

425 and 513?

Fallen
06-12-2010, 05:26 PM
Water is blech. What makes you want to use that besides that one bolt? 24 Air, the rest fire if you bother with lores for Immo, (I wouldn't bother with high lores just for bolts). Being able to mitigate 20 seconds of hard RT down to something like 9 seconds is a thing of beauty.

425 is Elemental Targetting, which will raise your Bolt AS dramatically. - http://www.play.net/gs4/info/spells/spelllist.asp?circle=1#425

513 is Elemental Focus, your other big bolt AS spell. - http://www.play.net/gs4/info/spells/spelllist.asp?circle=2#513

The SpellWeaver
06-12-2010, 05:27 PM
Water is blech. What makes you want to use that besides that one bolt? 21 Air, the rest fire if you bother with lores for Immo, (I wouldn't bother with high lores just for bolts). Being able to mitigate 20 seconds of hard RT down to something like 9 seconds is a thing of beauty.

so no water lore? fire lore is better?

The SpellWeaver
06-12-2010, 05:28 PM
AND I'M 9! can't get those spells yet..

Fallen
06-12-2010, 05:31 PM
I think I can safely say that water lore is the least train-in lore in the game. Because it sucks. Air lore and Fire lore are the two big ones. Take a look at this chart and see where you're getting the biggest bang for your buck: http://carabele.com/odds/LoreBenefits.htm

As for the mentioning 425 and 513, I think the poster was suggesting where you should be looking to train towards in terms of spell priority.

The SpellWeaver
06-12-2010, 05:33 PM
I think I can safely say that water lore is the least train-in lore in the game. Because it sucks. Air lore and Fire lore are the two big ones. Take a look at this chart and see where you're getting the biggest bang for your buck: http://carabele.com/odds/LoreBenefits.htm

As for the mentioning 425 and 513, I think the poster was suggesting where you should be looking to train towards in terms of spell priority.
so don't train in water?and yes.. I agree, water suckish

Fallen
06-12-2010, 05:36 PM
Here are some Benchmarks for Air lore -

Slow(504) - +1 second of slow at 24 ranks
Tonis(505) - Able to be used as a disabling bolt at 20 ranks
Haste(506) - Minus a flat 1 second to hasted RT at 24 lore.
Floating Disk(511) - +1 space in disk at 10 lore, + another space at 21 lore.

My bad. The number of air lore you're looking for is a min of 24 ranks. This gives you the all-important -1 second to haste, which is IMO well worth the hit to lore even as an Immo wizard.

The SpellWeaver
06-12-2010, 05:36 PM
Here are some Benchmarks for Air lore -

Slow(504) - +1 second of slow at 24 ranks
Tonis(505) - Able to be used as a disabling bolt at 20 ranks
Haste(506) - Minus a flat 1 second to hasted RT at 24 lore.
Floating Disk(511) - +1 space in disk at 10 lore, + another space at 21 lore.

As you can see

so training in air and fire would be best?

The SpellWeaver
06-12-2010, 05:37 PM
though, I've always wanted to be a fireweaver..

Fallen
06-12-2010, 05:42 PM
I'm not sure if you know what "immo wizard" means, but it just refers to wizards who hunt primarily with Immolation(519) - http://www.play.net/gs4/info/spells/spelllist.asp?circle=2#519

The massive amounts of fire lore will get you extra damage cycles, and higher instant kills. Honestly, I would recommend waiting until a higher level to bother with the spell (I know, you're 9 so WAY higher).

Truthfully, as a pure wizard, I would focus on Elemental Mana Control, Harness Power, and keeping the 500's and 900's as close to like level as possible, while keeping the 400's up for the benefits from 425 and 430. You get a lot of spell rank based benefits from all three circles, which is why wizards most out of any pure get so much out of tripling.

The SpellWeaver
06-12-2010, 05:46 PM
I'm not sure if you know what "immo wizard" means, but it just refers to wizards who hunt primarily with Immolation(519) - http://www.play.net/gs4/info/spells/spelllist.asp?circle=2#519

The massive amounts of fire lore will get you extra damage cycles, and higher instant kills. Honestly, I would recommend waiting until a higher level to bother with the spell (I know, you're 9 so WAY higher).

Truthfully, as a pure wizard, I would focus on Elemental Mana Control, Harness Power, and keeping the 500's and 900's as close to like level as possible, while keeping the 400's up for the benefits from 425 and 430. You get a lot of spell rank based benefits from all three circles, which is why wizards most out of any pure get so much out of tripling.
eh..I don't think level 9 is WAY higher.
so..untrain the lores then..?

Fallen
06-12-2010, 05:46 PM
though, I've always wanted to be a fireweaver..

I've played an Immolation wizard, but only at high levels. One of the resident wizards could let you know how fun it is pre-cap. Basically, you're pouring all these points into fore lore primarily for a CS spell that cost a flat 19 mana a pop, which will BURN through your mana supply. If you were going to consider it early, I would *highly* suggest making heavy use of Charge Item(517) and Mana Leech(516). People knock Charge Item, but for charging things like wizard wands, it works just fine if you're trained for it.

You can use Leech to gain mana quickly in the field, and wands brought near/up to 40 charges to keep you from having to use powers like wracking, which will kill your Bolt AS.

The SpellWeaver
06-12-2010, 05:49 PM
I've played an Immolation wizard, but only at high levels. One of the resident wizards could let you know how fun it is pre-cap. Basically, you're pouring all these points into fore lore primarily for a CS spell that cost a flat 19 mana a pop, which will BURN through your mana supply. If you were going to consider it early, I would *highly* suggest making heavy use of Charge Item(517) and Mana Leech(516). People knock Charge Item, but for charging things like wizard wands, it works just fine if you're trained for it.

You can use Leech to gain mana quickly in the field, and wands brought near/up to 40 charges to keep you from having to use powers like wracking, which will kill your Bolt AS.

ok ok..so can you redo my skills to see what it should really look like right now?

Fallen
06-12-2010, 05:49 PM
eh..I don't think level 9 is WAY higher.

What I meant is you have to wait for a LONG time to be able to pull off an Immo Wizard.



so..untrain the lores then..?

Untrain the water lore, and consider air lore instead. As mentioned, at 24 ranks you get a very healthy mix of benefits. As for other lore training, if you think that Immolation and Minor/Major Fire are spells that appeal to you, by all means dump the remaining lore into Fire. Otherwise, use those points instead to keep your spells near 3x, and if able continuing 2x MIU and EMC for Charge Item to stretch out your mana supply.

Fallen
06-12-2010, 05:50 PM
ok ok..so can you redo my skills to see what it should really look like right now?

I can give it a shot. Just a sec.

The SpellWeaver
06-12-2010, 05:52 PM
I can give it a shot. Just a sec.

whoot

Marl
06-12-2010, 06:04 PM
i do 2x miu/as/spellaim/hp
1x emc
NO armor for fulls imo
i did 15 fire first and then caught up with 24 air...just cause i like the splash from 908 (with 5 moc)
I am also around 2.75x in spells

the 2x hp, 5 moc, no armor, and fire first are all personal choices that may not work for you

Fallen
06-12-2010, 06:04 PM
Armor Use..........................| 20 4 - Figure out what stopping point you want. I love heavy armor, but I wouldn't go any higher than Leather Breastplate, which soaks up 27 armor ranks. Otherwise, I would consider full leather, which has a stopping point around 4? ranks for the maneuver penalty. Someone correct me here.

Physical Fitness...................| 54 11 - You're looking to stop at 24 ranks for full health as a Dark Elf. If you're planning on going into GoS, then you may want to consider heading towards a full 1x. Otherwise, you can slack on this until you catch back up to 1x per level, and carry it up to 24.

Arcane Symbols.....................| 82 18 - Great skill for wizards. I made use of 101, 102, 103, 107 scrolls constantly even at 1x. If points are tight I would suggest dropping it to 1x, or just waiting until you catch back up, but don't go below 1 training per level.

Magic Item Use.....................| 82 18 - MIU is IMO more important for wizards than Arcane Symbols. You can charge magical items with Charge Item, and MIU is a factor for that spell. Small Statues are +25 DS, and are quite plentiful. I would shoot for staying at 2x, and go no lower than 1 train per level.

Spell Aiming.......................| 82 18 - Stay at fully 2xed, obviously.

Harness Power......................| 96 22 - Anywhere from 1x to 2x, depending on how much you can spare the points. I have a hard time justifying paying a TON of TPs for 1 extra mana, but many others disagree with me.

Elemental Mana Control.............| 58 12 - I am a big fan of EMC. Every 10 ranks will give you +1 to your mana pulse. It factors into a variety of different spells. 1x Min, going as high as 2x if you have the points.

Elemental Lore - Fire..............| 30 6 - Decide whether using Immolation later is important to you. If not, drop the lore and use the points for spells, and other training areas. If so, put points into it whenever you can, eventually keeping it at a full 2 trainings per level.

Elemental Lore - Water.............| 30 6 - Drop this, and regardless of which route you take, you can't go wrong with 24 ranks of Air Lore.

Perception.........................| 45 9 - If you need points, stop training around here. I like perception, but short of a couple of ranks and 402, you should be fine aside from a couple hunting areas and the EN trip. With haste and Presence(402), you should get through it fine with 10 ranks.

Climbing...........................| 25 5 - As needed. 5 min I think for the EN trip. Otherwise, as your hunting grounds dictate. Don't forget about Swimming!

----
Spell Lists - I'm not sure what a good stopping point is for Major Elemental/Wizard to pick up Minor Elemental. I never did the lower levels as a wizard. What *I* would suggest, is keeping Major Elemental and Wizard at like level for now, and put any extra points into Minor Elemental. The 900's circle is kinda "meh" in terms of overtraining. If you feel you need defense, definitely consider stopping the 900's, and putting the extra ranks in the 400's for the big spells: 401, 406, 414, 425, and 430. Eventually, you will want to get your Minor Elemental up to a full 75 ranks to max out the bonus from Elemental Targetting(425), and get a healthy bonus from Elemental Barrier (430). Try to keep the 500's at like level. It is a great circle for a variety of builds. You can stop at 950 if you want to try to really pump the 400's towards 75 ranks. Otherwise, keep trippling to reach 1x Major Elemental, 75 Minor Elemental, 1x 900's (though you can probably stop at 950 without issues)

Major Elemental....................| 11 -

Spell Lists
Wizard.............................| 11

Hope this helps.

The SpellWeaver
06-12-2010, 06:08 PM
when I said redo..I mean't change the numbers on the ranks lol

Fallen
06-12-2010, 06:11 PM
Edited the crap out of my post if you're reading, Spellweaver. Should make more sense now.

Fallen
06-12-2010, 06:12 PM
when I said redo..I mean't change the numbers on the ranks lol

Boy! Give a man to fish... I'm not good with number crunching for TP's and what not. It is better to understand what you can get out of each skill than it is to blindly follow a training plan. That way you can adjust fire when you feel the need.

The SpellWeaver
06-12-2010, 06:13 PM
Boy! Give a man to fish... I'm not good with number crunching for TP's and what not. It is better to understand what you can get out of each skill than it is to blindly follow a training plan. That way you can adjust fire when you feel the need.

hahah okay
so Harness power on 18?

Fallen
06-12-2010, 06:14 PM
hahah okay
so Harness power on 18?

Yeah. Early on atleast. If you feel like you are completing your bounty tasks and hunts with mana to spare, drop it down towards 1x and put those points elsewhere. If your DS really starts to seem like it sucks, start pulling points from wherever you can, and get 400's ranks. Atleast up to 406, if not 414 should be a priority.

Fallen
06-12-2010, 06:16 PM
Your stats are fucked, but I imagine you can't change them anymore, can you? Did you place for max TPs or something? Having 90's at that low of a level will kill stat growth, but if you don't plan on playing forever, or plan on buying a Fixstat potion, it isn't that big of an issue.

I'm off for a bit. Take it easy and good luck. If you have any further questions, post them here and i'm sure everyone will help out. The PC is awesome like that.

The SpellWeaver
06-12-2010, 06:20 PM
Your stats are fucked, but I imagine you can't change them anymore, can you? Did you place for max TPs or something? Having 90's at that low of a level will kill stat growth, but if you don't plan on playing forever, or plan on buying a Fixstat potion, it isn't that big of an issue.

I'm off for a bit. Take it easy and good luck. If you have any further questions, post them here and i'm sure everyone will help out. The PC is awesome like that.
oh okay..

The SpellWeaver
06-12-2010, 06:23 PM
Your stats are fucked, but I imagine you can't change them anymore, can you? Did you place for max TPs or something? Having 90's at that low of a level will kill stat growth, but if you don't plan on playing forever, or plan on buying a Fixstat potion, it isn't that big of an issue.

I'm off for a bit. Take it easy and good luck. If you have any further questions, post them here and i'm sure everyone will help out. The PC is awesome like that.

i guess

Sylvan Dreams
06-12-2010, 06:35 PM
I would take Major Elemental up to 503, Minor Elemental up to 406, Wizard to 904 - AT LEAST. Obviously, you're going to be able to train in more spells, but I wouldn't go any lower than those three specific points at your level. 503 is a good chunk of DS for the mana, 401/406 are also good DS spells at low levels, and then 903/904 are better options for low level spell hunting than 901.

You're already level 9, otherwise I would recommend keeping 901 and hunting the hell out of rats.

After those benchmarks, it's really going to depend on your style of hunting. 509 is nice for encumberance issues, 909 is handy for knockdowns, but it can invite CVC as it can get people killed if they are weak and pass through at the wrong time, 409 is a good CS spell, but at level 9 you won't likely be able to use it too often.

Until you're higher in level, I think the best course for plotting spell circle training is to look at benchmark spells and then using those spells as plot points/goals.

Askip
06-12-2010, 07:41 PM
How are you set for coins? 1x each First Aid & Survival ranks for skinning is money in the bank. Boxes and gems are random, pelts are dependable.

:D