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am i ready for a wizzy?Follow

#1 Apr 13 2004 at 11:14 PM Rating: Decent
ive played eq for a few months now and i have a 47 shammy. People say wiz's are kinda hard. Should i do it?
#2 Apr 14 2004 at 12:05 AM Rating: Decent
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Wizzies aren't all that hard. Just different. Biggest thing is learning how to manage your mana. Wizzies can easily solo at higher levels,(at 29 you get your first snare) but I recommend grouping early and often. It becomes very important later on.

A couple tips:

1. When grouping,learn when to nuke and not nuke. Never nuke before a mob is down to 70% or so. Taking aggro from the tank = dead Wizzy. And Wizzies are great finishers for mobs that wanna run away.

2. Know your AoE spells, and what their range and effects are.

3. Learn to quad kite. A very mana efficient way to solo for great XP.

3a. OOT is your home from about 47-53. Quadding Seafuries is excellent XP and loot.

4. Get a feel for when to evac your group. Saving the party saves CR's. And downtime.

I'm sure some person who's main is a Wizzy will come along and fill you in with way more detail, but this'll get you started.

One thing that might help you is reading the Wizzy discussion boards here on this site. I have a 53 Wizzy alt and he's a lot of fun. Just remember that for a Wizzy, mana is everything.




Edited, Wed Apr 14 01:06:40 2004 by Ralston
#3 Apr 14 2004 at 2:03 AM Rating: Decent
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It will be an amazing change from the Shaman. You have absolutely no buffs to give anyone. I can't even remember the last time I had a wizard DS.

You have a single focus and that is damage and you are very good at it. Some people might see that as one dimensional but as I say it is interesting contrast to the Shaman. You will find that people are wary of wizards in groups - wrongly - because of the "overnuke and die" thing. They also tend to forget that wizards can port and TL
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#4 Apr 14 2004 at 6:20 AM Rating: Good
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Wizards are one of the easiest classes to play actually. The hardest part is learning how often you can nuke without stealing aggro.
#5 Apr 14 2004 at 6:24 AM Rating: Decent
I find the hardest thing about wizzy (and all int casters for thatmatter) the cost of spells, apart from that what could be easier? shammies have to be concentrating on a pet, DDs, DoTs, other group members health for backup heal, and what do wizzys have to concentrate on? nukes, and thats it, wizzys arent hard to play, theyre hard to pay for
#6 Apr 14 2004 at 9:14 AM Rating: Decent
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Quote:
I find the hardest thing about wizzy (and all int casters for thatmatter) the cost of spells


/agree but...

Some things advice that I myself used...

* Keep up with your research. As you are leveling up request any runes that drop while grouped. You can research a number of spells, including most of level 60 spells you will use.

* DO NOT BUY ALL YOUR SPELLS. There is really a small subset of available spells you will use.

* BUY ALL YOUR PORT/TL spells. You can make decent cash in PoK porting/TLing peeps. Keep an eye on /ooc and /shout at all times. Also, do not make yourself anonymous.... Peeps needing ports will often find you! (and yes, buy your gate spells too).

* Stay ahead of the spell purchasing game. Try to buy your spells several circles ahead of time. If you follow spells prices in the bazaar, you will see HUGE price swings.

* As soon as possible get to the planes. Eth. and Spec. parchments are your friends in obtaining 61+ spells.

* Spells > Equipment. Get some cheap/quested +int and +mana items. The rest should go to funding your research and spells.



Edited, Wed Apr 14 10:15:27 2004 by Imake
#7 Apr 14 2004 at 9:18 AM Rating: Decent
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Quote:
learning how often you can nuke without stealing aggro


The "Brain Bite" quest, which nets you the Concussion spell is a MUST.


#8 Apr 14 2004 at 9:32 AM Rating: Decent
Yeah those ways help Imake but even with those a non int caster class would be much cheaper, just pointing out the disadvantage, the worst advice ever is "its great and has no problems whatsoever" everything has disadvantages, the way to play a class well is to overcome them with the ways you have listed Smiley: smile
#9 Apr 14 2004 at 9:36 AM Rating: Decent
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/agree again :)

AND I should point out that, unless you are in a higher end guild, you can expect to shell out 50k+ pp (total) for your lvl 65 spells (although SoS is coming down in price because of the two now GoD spells).

#10 Apr 14 2004 at 6:12 PM Rating: Decent
Quote:
Never nuke before a mob is down to 70% or so.


If you follow that advice, you'll never maximize the damage you can do as a wizard. You do need to learn to judge your aggro, but waiting till a certain % is not how to nuke. On most mobs, even boss mobs, you can nuke at a much higher level depending on your tank and how much aggro they can produce. I will routinely nuke fairly soon after the mob is engaged, spacing them out so as not to steal aggro. You'll get a feel for it after playing for a while. Once you get concussion you can get a better feel for how much you can nuke, and it gets better once you get your epic as you can take a couple of hits.

Wizards are a great class to play, if you have the dedication to stick it out. They are tough to find groups for in the lower levels, after 65 it becomes much easier to get a group. You'll find that as a wizard you can make a huge difference. Lots of DPS, with root and snare you can do some "ghetto" crowd control, plus you have your evacs to get out of tight situations.
#11 Apr 15 2004 at 4:45 AM Rating: Decent
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I agree with ElwyynE in his/her statement about waiting until 70% to nuke. There are no rules that are etched in stone. And, quite frankly, most of the people that I play with would judge a "sit until 70% and nuke" wizzy as a wizard who is an E-Bay.

Playing a Wizard may seem "easy" to many, but it isn't. You have to take may factors into account in order to maximize your DPS while not drawing aggro. Think of it as being alot like surfing, you want to ride the wave to the limit without wiping out. It is a fine line and varies from wave to wave and other conditions come into play such as weather. You have to take many things into account.

Some of these factors are:

1. MOB-Is it melee or caster? If caster does it have a nasty spell interrupt, mana drain or silence AE? Is it stunable? Is it naturally resistant to certain line of spells (i.e Ice nukes are pretty much useless in Plane of Water or on a mob such as Phinney). Does it get excessivily annoyed by debuffs/slows or by heals from the priest classes. Some mobs will go after a slower/debuffer/healer no matter how good the melee is-this seemes to be especially true with GoD mobs. IF that appears to be the case I will try to stun the mob as early as I can to let the debuffer/slower do their voodoo and the healer to get the first heal in without getting beat on. By the time the mob is unstunned it is so ticked at everyone that it just decides to beat on the tank in front of it. If the mob resists the stun it will come beat on me instead of the debuff/slow/healer-and if that means I die rather then the cleric then that is the way it is. If mob is unstunable then will try to land a Draught about the same time the debuff/slow/heals first land to raise me on the aggro list enough to mitigate the aggro the others are generating. I can lose aggro fast with concussion, they can not.

2. Melee-How fast do they generate aggro and can they keep it? For example: I pretty much know that in any group I am in with guild mates I can start off nuking pretty much when the mob is engaged and use heavier nukes then I would in a pick up group. In a pick up group I have to "feel" my way through the first couple mobs and adjust my playstyle accordingly.

3. Distance from me to mob-It does make a difference! Remember that distance is a Wizards best friend. Distance from mob mitigates a bit of the aggro generated by your nukes.

4. "Ghetto" crowd control-I know this is one of the most variable things depending on playstyle and the people you group with. In my case I am generally the CC of last resort. By that I mean I don't snare/root adds or kite them unless instructed to-with the people I group with there is either a Ranger to do that or Chanter/Mage/BL/Necro pets offtank. In my case my job is to keep the healers/chanter standing. If the melee cant draw a mob off the cleric/chanter I will stun the mob to a stop (if stunable) or overburn it to "take the bullet", to generate so much aggro that it forgets all about the others.

5. Evac/Exodus-When do you pull the plug? It is ultimately your decision in the end. Some will get really ticked at you for lobbing an evac but understand that most times by the time someone calls for an evac it is too late to avoid losing half the group. And the decision to evac will vary by group and zone. For example: I will pull the plug alot faster deep in Seb without a Necro in the group then in Plane of Earth which has a GY. Some zones an in zone evac is useless such as Plane of Fear. There I will keep Evac:Ro loaded.

In places like Seb I will ask group beforehand their feelings about the use of evac out of courtesy but I will tell them that if it looks to me like the Cleric is going to die I will pull the plug without question. Is easier to fight your way back after a partial wipe with fully geared peeps then to fight your way back with everyone naked. Is not so much of a concern now as I have a Seb keyed Necro on a second account that I can bring up to SC to zone in that I will run over to Seb and camp him there.

Edited, Thu Apr 15 06:02:27 2004 by TexasWizard

Edited, Thu Apr 15 06:05:21 2004 by TexasWizard
#12 Apr 15 2004 at 10:47 AM Rating: Decent
Not nuking until 70% is a good general rule, but if you find a good pally, or possibly sk that can hold agro like no tomorrow...( I triple fist a 54 pally, 54 shaman, 56 wizard.) you can nuke from 100% to 0, and sit in between nukes and never get agro. I was able to do this from 100% on predatory creepers(level 61) in Plane of nightmare last night without the wizard ever getting agro. and the creepers are completely immune to my pally stuns so it's not just holding them still long enough for taunt to work. (OK something I didn't mention the pally always kei, and FT1 from earring of solistice. 26/22 2hp and 31% haste item, and VoG, but I've forgotten to turn on attack till 50% and still been able to nuke like crazy with just stuns, and no loss of mana.)
#13 Apr 15 2004 at 10:52 AM Rating: Decent
Another strat, is to chain cast evac. interrupt when it looks like the evac would have hit too early. I do this routinely in case the evac call does come late. Cast evac, interrupt if it looks like things might work out or it's too early to tell.
#14 Apr 16 2004 at 5:16 AM Rating: Decent
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Reguarding the posts about the "expense" of spells I had to laugh a tiny bit. Have 4 words for you-MAX YOUR RESEARCH SKILLS!

A wizard can research most of his/her pre level 61 spells, the rest are fairly cheap and bought off NPC vendors. The exceptions to this is quested spells such as Concussion and Frozen Harpoon, ancient spells and every class has one level 39 spell that is an NPC drop only. For a Wizard that spell is Invis vs Undead.

In my Wizards case he has a complete spellbook with the exception of White Fire, Teleka and Elernick's Electrical Rendering. White Fire and Teleka are just a matter of time for him waiting on a drop. In the case of EER I never got it in a drop and have never seen a Rune of Zephyr so I couldn't research it. And not having EER never really made that much of a difference because he had Sunstrike and GSS.

The componets are fairly easy to obtain with the exception of some "rare" ones like the previously mentioned Rune of Zephyr. How? I get mine a couple of ways. I merchant mine NPC vendors, look for bazaar bargains, and get them in drops. I have a group of people I play with regularly, in that grouping they give me all spell componets. They know that if they need a componet later or need a spell researched I will either research it or give them the componets for them out of my "library".

Any INT caster (after reaching a certain level of proficiency)can research spells for CLE/DRU/SHM along with their own class and make componets needed for LoY player crafted robes such as Robe of Tempest. I have made approx 300k pp in selling spells/robes over my Wizards career, and I sell them for at least 25% below bazaar average. I also do combines for people who have the componets but not the ability to make the spell-I do this for free but know that the standard "donation" on Luclin for a combine on a rare/expensive spell is 1kpp. Have also given many away-like I just made a Wizard friend ALL his level 50-60 researchable spells (worth approx. 80-100k on Luclin).

Past level 60 it can get "pricey" because you need the EP/SP/GRW drops. Personally I have given away a ton of those spells, but some are not that generous. But, I made enough off of selling other spells in order to obtain the ones I couldn't via the EP/SP/GRW quests.

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