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 Human Mage Wizard

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Theodor
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Posts : 51
Join date : 2008-11-18
Age : 44
Location : Lithuania

Human Mage Wizard Empty
PostSubject: Human Mage Wizard   Human Mage Wizard Icon_minitimeMon Jan 19, 2009 10:10 am

Human – 0 Creation Cost: There are so many different skills to train as a Wizard that in the end you really
get tight for Skill points. Picking Human as your race will give you an extra training point per level.
The low creation cost will open up a lot of opportunity for customization at the beginning. If you choose Human
you will however not have access to any form of healing and you have no access to flight.
Playing a ground based Wizard without heals is a great way to become more proficient at surviving and if you ever
choose to change to another race later on you will be at a great advantage.

Important Stats for a Wizard
Cpnstitution: Constitution raises both your health and stamina. Con returns on a Wizard are very low so you will
not get a lot of bang for your buck per say but you will need the health either way. At level 75 you gain just
under 10 health (9.8 or 9.9) per point of Constitution. The returns are less if you're a lower level. Already spent
ability points will adjust as you level so don't hold off until 75 to put them in.

Intelligence:
This is the stat you’re going to want to focus on the most. Intelligence is the stat that determines how much
damage you’re going to be capable of putting out. The higher your intelligence the more amount maximum of damage
you can do. Intelligence also affects your Skill cap which is determines how high you can train your Focus's
(I.E Wizadry, Warding, Sorcery).

Spirit: Spirit raises the minimum damage you do on your spells and it increases your mana pool. The bigger your
mana pool the faster your mana recovers which means the more Spirit you have the more you’ll be able to cast.
Spirit also affects your skill cap but at a lesser extent that Intelligence does.

Creation Trait Runes:
Trait runes are runes you can apply at character creation that help specialize your build. The most useful
creation runes for a Wizard are stat modifiers. Here are some of the basic runes that you will want to look at.

Brilliant Mind: At the price of 12 ability points you can add 10 Intelligence to your base and max. This rune is
best used on Shades, Irekeis, Vampires and possibly Nephilims. It will add to your DMG and ATR but you will have
to sacrifice some potential health. It requires 50 Intelligence to apply.

Clever: At the price of 6 ability points you can add 5 Intelligence to your base and max. This rune is only useful
when you’re trying to maximize the con on your Wizard and you don’t have enough points to take Brilliant Mind.
It requires 40 Intelligence to apply

Wizard's Apprentice: At the cost of 8 ability points you give up 5base/max con and spirit for 10base/max Int.
If you’re going the high Int/Spirit route then I strongly suggest you take this. If you’re going high con then
you will not have the points. It requires 40 Int to apply

Dark Whispers: At the price of 8 ability points you can add 5 to your Sorcery and Warding. Some people like to
take this rune but I much prefer to just dump the 8 points into spirit. This rune will give you a little ATR
and Damage to your Sorcery spells and some ATR on your Warding spells.

Born of the Irydnu: This is a Human Subrace rune which means you can only take it if your race is Human.
At the cost of 10 ability points you gain +5base/+10max Int and +10% Mana Recovery. This rune is useful if
you want to have the best potential ATR and DMG for your race. The exyta Mana Recovery is just a bonus.
You can only take one Subrace rune.



Mage Bolt: This is your primary Sorcery based damage spell. It has a relatively quick casting time allowing
you to put out DPS fast. Unless you are Nephilim or Vampire this will probably be your main damage spell.
GM it if Sorcery based.

Lesser Mage Bolt: Secondary magic damage nuke that's Sorcery based. Instant cast and can be used while moving.
It only requires 1 point to max. Train it.

Sign of Sorthoth: This is a Sorcery based Damage over time spell. If you’re a sorcery Wizard there is no reason
not to train this spell. It deals anywhere from 250-550 against a magic debuffed target on your typical Wizard.
It also has a secondary -50 Strength and Dexterity debuff effect. This skill will help you keep stealthers from
stealthing and will make it a little bit easier to hit high defense targets. GM if Sorcery based.

Mystic Backlash: This is a Sorcery based mana damage nuke. This is a very good utility spell that you can used
to eliminate someone’s mana pool relatively quickly. This spell doesn’t scale very well and with the lack of
skill points a Wizard has generally you’ll only want to put 1 point into it on a solo Wizard. If you're GvG
oriented then GMing it is a very good idea. You will eliminate another 150-300 mana per cast. It's flagged as
Magic damage so Resist jewels and Hexgram Ritual affect the amount of mana you will destroy.

Consume the Will: This is a Sorcery based mana drain over time spell. The main use of this spell is keep someone
low on mana once you destroyed their pool with Mystic Backlash. 1 point is all it’s worth.
The only time I would put more than one point in it is if your Wizard is based solely on mana domination and
you want to open Leech the Will. It is a drain therefore it ignores resistances. Requires 97 Sorcery.

Leech the Will: This is a Sorcery based mana drain. This spell has a long recharge time of 30 seconds but
completely ignores the targets resistances. It requires 15 points in Consume the Will and is only worth
unlocking/training on a Wizard solely based on mana domination. Requires 115 Sorcery and 15 Consume the Will.

Sign of H'gaan: Single target stackable Strength and Dex debuff. This spell lowers someone’s Dex and
Strength by 100 and stacks with other Strength and Dex debuffs such as Weakening. GM it. requires 51 Sorcery.

Blood Boil: Single target Fire DoT. This spell creates a very weak DoT effect on a single target.
It scales horribly and fire is commonly resisted. Almost always neglect this.




Archmage of Genius Hoods/Robes (15Sorc/15Warding +12int)
Archmage of Genius feather wand (Atr/resist offhand if dual wield)
Charmed of Genius Neck (20Cold/20Fire/20 Lightning +12 int)
Int/Resist rings (12int/35ele resists)
4/4/2 Sleeves and Gloves
4/4/15 Boots






General Combat Tips and Tricks
Obviously there are alot more ways of dealing with situations and alot more complicated ways too.
You'll learn how to deal with the events at hand through practice these are just very basic tips.

Kiting and Surviving As a Wizard you have a number of utilities at your disposable to keep your enemies at bay.
There is really no set order to cast spells in order to kite it's pretty general.
If you're fighting a toon that has a Root/Snare break start off by hitting your insta cast snare and
then start kiting them. The second you see them hit their snare break pop off the root and use that time for
debuffing and preparing to finish them off. If they are a Thief or Scout the snare alone wont keep them at
bay so you'll most likely have to use your translocate at one point.
If you're fighting toons that don't have high defence and you're getting closed in make sure to make use of
your 9 second stun to give you time to create some distance and dish out some damage.
If you are in a great threat of dieing you're better off translocating away stealthing up and trying again
rather than just dying.
Whenever you're running around keep a close eye on your effect bar and health. You're mainly looking for
the backstab effect in the the window. If it pops up immediately click your minimap and translocate to max
spell range. Your foe will be out of stealth and you will be out of harms way. Take advantage.

Fighting High Defense Toons Unless you're fighting Assassins or really good UA Thieves this is generally easy to win.
If you initiate attack(1): If you decided to train counterspell start the fight off by hitting it 2 times or so.
If you trained Sign of Disruption then root/snare/stun the target first and hit Sign of Disruption,
Mage debuff and SoD again. Hit off Sign of H'gaan, Weakening and Enfeeblement. Whenever you see them
attempt to stealth switch to precise stance and try to hit off a DoT preferably or Damage spell to keep
them from stealthing. Once they are fully debuffed including Hexgram Ritual stay in precise stance if
you have Low ATR and keep nuking or switch to O-stance if you have good ATR and nuke from there.
If you trained the stun and have high ATR on it then use it to keep distance and keep yourself safe.
(Insert Kiting whenever needed)

If they initiated attack(2): If they are melee then you want to create distance as fast as possible.
Use your roots, stuns and snares to keep them in place and slow them down while you start to run away.
Remember that if you’re stunned you can’t move but if you’re power blocked you can. If you need to
create a large gap rather quickly then start running and when your not powerblocked click close infront
of your character, wait a brief second so you don’t bug it and quickly translocate just outside max spell range.
This way the toon attacking you will run into your attack range and you can treat it as situation 1.

Fighting Dodge/Resist Toons
These are some of the easier kills to get on your Wizard.
If you initiate them: Don't even bother Counterspelling or using Sign of Disruption on them, get
right to debuffing them. Once they’re debuffed hit off Sign of Sorthoth if you have it. Once all the
above is done hit off the stun and start to take advantage of their lack of passive defense and lay
down the damage.
Dodge/Resist toons generally have quite a bit of health more than high defense toons but
they do not have the same pools as Fighters. Keep the debuffs on and stun them whenever their immunity is off.
If they intitated you: Refer to situation (2) under High defense toons. These toons generally sit in
Offensive stance so they output more DPS than their high defense counterparts.

Fighting Healer Classes This is the easiest of all classes to kill if you time your spells right.
From stealth your best bet is hitting off Hexgram Ritual then Sign of Sorthoth. If you're fighting a
druid wait until they are starting to cast a Heal, Call lightning or is 3/4th health before you stun him.
Then nuke away. Tthey should be dead before the stun is up. If you Stun them at the wrong time then they
will have time to get their %heal off and you have to almost double your damage. When fighting other
types of healers time your stuns at the ½ or ¾ health mark so they can’t hit off their %heal. You can’t
also time it to interrupt DoTs or Nukes that are extremely dangerous to you. If you're fighting a priest
it’s best to resort to destroying its mana before you attempt to kill it. A Wizard with decent Int/Focus
will do enough damage to steadily outdamage most priests heals but it will take a lot longer. You need to
watch out for Prelates if you're on a Shade or Vampire without holy resists. If they stun you at the right
time they'll usaully finish you off as they have a fairly powerful Holy Nuke.

Fighting other Mages
Most mages you can finish off in the same fashion you finish off healers. The only mages you really have to
worry about are well played Mage Assassins and other Wizards. Assassins in general are your biggest weakness
as a Wizard which is why I like to stack cold resists. They can stun you for 9 seconds but you can't touch
them with a stun at all. Their Debuff is only one second cast compared to your 4 and their nuke shoots like a machine gun.
If you get stunned prepare to teleport away ASAP if you have no Cold Res. Work on draining their mana and
trying to stay stun immune as much as possible. If you’re fighting Mages in general watching stuns is probably
the biggest factor. If they can lower your health by a fair amount and hit off a stun when you’re
sitting at ½ or ¾ HP and debuffed to their damage type it’s pretty much game over.

Stances
Wizards are granted all stances at GM which means Offensive stance grants a +50% powerdamage bonus.
Defensive stance grants +50% resist to everything but Holy and UNholy which it grants +25% and Poison at 0%.
Defensive stance also lowers your ATR by -6% and damage by -30%. And finally Precise which grants +35% atr.
Whenever you are not engaged in combat you should be in Defensive stance. This means that you should have
50-75% across most of the board. That translates into a very limited amount of damage being done to you by spells.
If you cast a DoT switching into Precise or Defensive stance from Offensive will lower the damage on a previously
cast DoT that is still active. Same goes for your heals.

Fighting alongside other Wizards
Another great thing about Wizards is their ability to remove group members from danger with GTL.
Having multiple GTLs is ever better. The way you work this is pretty simple. One Wizard is the target
caller you make sure both of you are on the same guy. When he calls out to attack; one of you hit
Hexgram Rit the other SoS if you have SoS, if you don’t hit a debuff or nuke depending on the situation.
Then you both hit a Nuke, one hits a stun if he has it the other one hits nuke. Then you just keep nuking
until the target is dead or you need to retreat. Restealth or translocate away when the subject is eliminated.
Watch your teammates back pretty heavily. If they get stunned and you have Counterspell, Counterspell the stun off and
continue with the kill attempt. If you have commander applied tried to get in range and hit Rally Troops.
If you have neither then Translocate near your partner or run to him and Greater Translocate him away.
If you roll with a larger group of Wizards it makes travelling the lands extremely quick. And that about covers the basics.
Source : SB forums
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