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Ceph
06-29-2013, 04:13 PM
Hello all.

I just started up in Gemstone, and decided to roll up a wizard.

My month of free moving skill/stats is up tomorrow, so i figured it was time for the obligatory post on how am i doing.

Went warwiz for the first month, swapping into a more traditional casting build now(its why i wanted a wiz in the first place). My current training is as follows.


Otome (at level 13), your base skill bonuses, ranks and goals are:
Skill Name | Actual Actual
| Bonus Ranks Goals
Armor Use.......................... | 30 6 6
Physical Fitness...................| 70 15 15
Arcane Symbols...................| 70 15 15
Magic Item Use.................... 70 15 15
Spell Aiming...................... .| 120 30 30
Harness Power.....................| 105 25 25
Elemental Mana Control..........| 70 15 15
Elemental Lore - Air...............| 102 24 24
Perception......................... | 70 15 15

Spell Lists
Major Elemental....................| 14 14

Spell Lists
Minor Elemental....................| 3 3

Spell Lists
Wizard.............................| 13 13
Training Points: 15 Phy 0 Mnt (324 Phy converted to Mnt)


I placed stats for growth to 50, I figure if i ever get to 50 i will beable to manage a fixstat somehow.

Level 0 Stats for Otome, Sylvankind Wizard

Strength (STR): 90
Constitution (CON): 64
Dexterity (DEX): 51
Agility (AGI): 23
Discipline (DIS): 94
Aura (AUR): 85
Logic (LOG): 90
Intuition (INT): 70
Wisdom (WIS): 70
Influence (INF): 23

Her current stats are as follows:

Name: Otome Race: Sylvankind Profession: Wizard (not shown)
Gender: Female Age: 0 Expr: 216210 Level: 13
Normal (Bonus) ... Enhanced (Bonus)
Strength (STR): 92 (21) ... 92 (21)
Constitution (CON): 67 (8) ... 61 (5)
Dexterity (DEX): 62 (16) ... 62 (16)
Agility (AGI): 36 (-2) ... 36 (-2)
Discipline (DIS): 96 (18) ... 96 (18)
Aura (AUR): 91 (25) ... 91 (25)
Logic (LOG): 94 (22) ... 94 (22)
Intuition (INT): 76 (13) ... 76 (13)
Wisdom (WIS): 74 (12) ... 74 (12)
Influence (INF): 36 (-7) ... 36 (-7)
Mana: 64 Silver: 0


Now i just need to figure out how to hunt with spells.


Anyone notice any glaring mistakes in the build? I think i'll stop putting extra in HP around 30ish, and will probably try to squeeze points into getting my armor up to wear double leathers (if i can find any cheap enough to buy) eventually. I may also try to fit in some few MoC ranks(i heard somewhere that it helps splash damage) .. currently have no idea where i'm going to find the points for any of that, but meh.


Any advice/suggestions are welcome (as is help if anyone wants to help charge some wands i've gathered for this caster conversion.. i think i'm going to need them.)

Thank you all in advance

-Otomes' Puppetmaster

Aluvius
06-29-2013, 05:59 PM
I wouldn't ever wear more than fulls, in my experience the few times you get hinderance always works out to be the time you REALLY needed to get off that spell. :)

I wouldn't worry about MOC either until much farther down the road, even then I wouldn't get more than a rank or two unless you were balling like a baller all the time in troll camps maybe. Still don't worry about it any time soon other than to get a rank at some point between now and level 50 if you really want one. Think of lores as increasing your top range and moc increasing the low end of your range, ie 1-4 targets would get bumped to 2-4 targets with moc and 1-4 would get bumped to 1-5 with lores (numbers completely made up, but that's the gist of it).

I assume you're getting outside elemental spells, but I'd do the more traditional thing and single lores and bump up the elemental spell list. In fact that's probably my advice generally, more spells.

*That's weird, meant that for the editing reason not the post title heh.

Ceph
06-29-2013, 06:13 PM
I've been getting the other 2 elemental defense spells in TSC when i can (well retraining for elemdef2, casting 4hrs, then training down). I just kind of aimed for most of the utility/defense stuff in major and wiz, getting to rapid fire next then straight on minele until 425

hrmm, might have to search around for fulls instead of doubles then, I"ll probably just train to whatever i manage to find for armor that i can afford.

Askip
06-29-2013, 10:03 PM
I wouldn't ever wear more than fulls, in my experience the few times you get hinderance always works out to be the time you REALLY needed to get off that spell. :)

I wouldn't worry about MOC either until much farther down the road, even then I wouldn't get more than a rank or two unless you were balling like a baller all the time in troll camps maybe. Still don't worry about it any time soon other than to get a rank at some point between now and level 50 if you really want one. Think of lores as increasing your top range and moc increasing the low end of your range, ie 1-4 targets would get bumped to 2-4 targets with moc and 1-4 would get bumped to 1-5 with lores (numbers completely made up, but that's the gist of it).

I assume you're getting outside elemental spells, but I'd do the more traditional thing and single lores and bump up the elemental spell list. In fact that's probably my advice generally, more spells.

*That's weird, meant that for the editing reason not the post title heh.

What Aluvius said!
Askip capped and never even bothered to try out his padded doubles that he was trained for once, eventually the TPs went elsewhere. That first shot is the most important.
Ditto on MoC, lose it for now. It's almost as teritary as Lores.

Good luck and have fun. :D

Wheelerm
06-29-2013, 10:26 PM
Speaking only for myself, I'd drop all AU, and use those points elsewhere. You'll have plenty of DS boost from your self cast defensive spells. I would also pick up 24 ranks of SMC in order to maximize mana sharing with spiritual folks (empaths, sorcerers, etc). Also drop MoC as was already stated. Finally, I think you'll be happier with Fire Lore than Air Lore, but the choice of lore is not a make or break decision, really.

Whirlin
06-29-2013, 11:17 PM
I'm in the minority, but I'm a strong advocate of doubles, even with the hindrance. Survival is #1. 90% of the deaths are from head/neck death crits. Why not protect them more?

MoC is great, but prohibitively expensive. For that +1 minimum splash on ball spells, you can always pick up a +1 MoC rank enhancive for like, 100-200k.

I still recommend air lore to 24 before worrying about other lores. You'll use haste forever.

Honestly, you're trained great, keep it up, and put all those extra TPs into more spell ranks.

Mathari
06-30-2013, 03:25 PM
If you're going to train MjE up to Rapid Fire, you may as well go up one more rank to 516 (Mana Leech). As a pure mage, it will help you with mana issues. I'd recommend it anyway, even if you weren't planning to train up to 515 in the immediate future.

I agree with Whirlin about Air Lore. Training up to 20 ranks gives you the bolt version of 505 (Hand of Tonis/Tonis Bolt), which is a nice setup spell, particularly at lower levels. You may as well then get the next 4 ranks for the -1 additional RT with Haste. You'll also get some additional disk space with the air lore, which can be useful.

I'm with the others on 4 ranks of AU for full leather and on the MOC.