In light of all of the recent threads that have been going around, with varying degrees of "How does X wizard build compare to Y"... I figured I'd consolidate my thoughts into a single thread. This is to give some insight into the strengths and weaknesses of each build. I'm going to try to be rather Mathy in my explanations of strengths and weaknesses, but in the end, these are just my opinions. Gemstone is a game that can allow for a wonderful variety of horrible, horrible builds that can still end up being viable to take a person to level 100. Feel free to further customize builds however you want, these builds are not the law, they're just meant to give ideas.
Common Training Among all Builds
I'm going to break this down a little bit and categorize this into two categories: Core training, and Discrete Training.
"Stop making shit up and introducing new terms... "
Alright alright... Everyone knows what I'm talking about, it just hasn't really been ever defined.
Core training is everything you're going to train in every level... forever. No exceptions.
Discrete Training is stuff that you will max out, and never need to worry about again.
Still Confused? Enough explanation, lets get to it.
Core Training
Core training for a wizard is actually very easy, very light:
2x Spell Research: Spell Research pretty much helps everything, and being a pure, its not that expensive to train in. (0/24)
1x Harness Power: at Level, you know, not the full 1x, I really shouldn't have to defend training in this (0/4)
1x Elemental Mana Control: 540 potency, mana regeneration, enchanting, and then the whole multi-cast, spellup things. I recommend it for life. (0/4)
1x Physical Fitness: Combat Maneuvers Defense (8/0)
1x Perception: Also Combat Maneuver Defense. Also... other stuff (0/3)
Total of 8/35
There's been some debate... but here's the link that highlights Perception is used for Maneuver Defense.
http://www.krakiipedia.org/wiki/Creature_maneuver
Discrete Training
Armor Use: How far you go depends on your build.
4 Ranks will train off maneuver penalties for Full Leather
15 Ranks will train off as much as you can for Double Leathers.
35 Ranks will train off as much as you can for Cuirbouilli Leathers.
Air Lore: 24 Ranks is -1 RT for Haste. I don't care what build you go, this is quite possibly one of the best utilities ever.
50 Ranks of Climbing will let you climb anywhere.
50 Ranks of Swimming will let you swim anywhere.
The Obvious Shit That Appears to be Missing
Magic Item Use? Spell Aiming? Arcane Symbols? Other Elemental Lores?
Calm your tits, look at the individual builds below, I'll get to it.
What training in stuff does, and why its important
Lets go item by item...
Physical Stuff
Armor Use Reduces swinging RT, maneuver penalties, and spell hindrance from wearing armor.
Shield Use Generates DS when using a shield... Derp
*** Weapons Raises AS with a particular Weapon... Derp
Two Weapon Combat Never seen a TWC Wizard before... new thing? Probably not, it's expensive as hell.
Combat Maneuvers +.5 Melee AS per rank. Plus all those shiney shiney special moves... none of which wizards have access to!
Multi-Oponent Combat Allows us to hold our ground with many critters in the room. Expensive at 15/10, but 1 rank yields +1 to the minimum ball-spell area effect. Worth Training? No. Worth picking up an enhancive with +1 rank? Sure.
Ambush Nope
Physical Fitness Core training, HP growth, Maneuver defense
Dodging At 20/20 per rank, you're better off getting a rank in Wizard or MjE.
Magical Stuff
Arcane Symbols Read scrolls, invoke from scrolls, more ranks; more duration. Also assists with Enchanting.
Magic Item Use Use wands, use statues and stuffs, more ranks; more duration. Also assists with Enchanting.
Harness Power Get mana. +3 Mana per rank up to your level, +1 mana for over training.
Spell Aiming It's like weapon training, but for spells that use AS.
Mana Control:Various Core Training, Elemental is cheapest, and we're what we're aligned to. Training outside of elemental has half the impact, and I would only recommend it if you have a pocket -insert non-elemental class here-
Spell Research Core Training Get spell ranks, unlock new spells, make existing spells better.
Lores Bigger Topic... Increases potency of spells that don't get their potency increased by spell research. I'll get to that in my breakdown of Pure training.
Lores... Whats the deal with that?
24 ranks of Air Lore, as explained in the opening post is really the most important thing you can do for haste potency. Other than that, Lores usually short to other training opportunities.
Lores a good bit of spells that we have. Fortunately for the world, these discrete bonuses have been widely documented, and usually apply Simu's basic Seed values (I'm not going into those here). When lores were first introduced, Carabele created a wonderful website that just provides lore breakdowns for different bonuses to different spells. Here's that website:
http://carabele.com/LoreBenefits.htm
Water, Fire, Air, Earth lores' other function is to increase Damage Factors of their corresponding spells. But here's the catch. In most cases, that DF increase isn't sufficient to make up for the next best alternative of an AS increase by training in more spell research. So, to compare apples to apples, we need to compare +1 AS (2 spell ranks) (0/64) to the relative increase in potency by lores (0/6) each. So 10 ranks in Lores versus 1 AS, just to keep it simple... That's also not the full benefit of Spell Research. (arguably, that's not the whole function of lores either though!)
Lets use 906 as an example spell. To make things simple, we'll just be calculating raw damage via DF numbers.
906 gains DF from lores at the rate of .001 Per rank up to 50, and then .001 per 2 ranks post 50.
We'll look at the first 50 ranks first.
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Since Lores have a higher rate of change, while +1 AS gives it a higher starting point (think graphs), endrolls above those listed above will favor Lores over the AS boost. Of course, it makes sense that the benefit is largest on those with the lowest base Damage Factor. This is a VERY important concept, but I'll touch upon that in one of the builds below. But lets take a look at post-50 lore ranks and the rate of change.
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Spell Research also offers CS and DS boosts, along with intangible things like more leech from 516, longer spell durations, etc. Lores will help damage when your end rolls are already high. Personally, I'm in favor of more spell research, but hey, train however you want. Like I said, it's hard to be a bad wizard.
With that in mind, lets get onto the different builds, their method of attacks, their ideal training, their strengths and weaknesses.