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Old 06-28-2016, 03:23 PM
Shodo Shodo is offline
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Join Date: Sep 2013
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Speaking as a human wizard, eye patch/handlebars or go home.

In all seriousness though, every race has its advantages, and the min-max choice isn't as clear as it would be for some other classes (though you could certainly narrow it down to a few). There also aren't any make-or-break quests/drop-ables for wizards for one race over another, or at least not that i've seen. Imbued Platinum Fire rings are nice for Sol Ro worshippers, but I think (not sure) every race can choose Sol Ro for wizards - this comes with some extra negative faction in some places though. For example, an agnostic DE wizard starts dubious in freeport while a Sol Ro DE wizards starts off KoS.

Here's a general breakdown of some of the major pluses and minuses:

Erudite: Highest starting Int, but since you'll need 5 points in agility it's really only a 3 or 4 point advantage (i.e. practically nothing) over Dark Elf/Gnome. Shit strength for carrying stuff.

Dark Elf: Second highest starting Int, otherwise roughly the same stats as gnome. You get hide, which can be nice for going afk, but otherwise isn't too useful for a wizard since you don't charm kite and you get invis.

Gnome: Third highest starting Int (only 1 point different from DE), otherwise about the same stats. You get tinkering as a fun tradeskill that can eventually make some profitable items (including rebreathers, which would be useful since wizards don't get an enduring breath spell). You're the only small size wizard, allowing you to make jokes about dangerous things in small packages etc etc (please don't). You also are able to peak through walls with camera angle tricks, or so i've heard, which is handy for navigating dungeons and banking in some places where you might have ruined your faction for one reason or another.

High Elf: Next highest int, still not far behind the others. God-awful strength for carrying stuff early on, which can be annoying at times. Starting area near major lowbie hubs (CB, Unrest, etc) for convenience.

Human: Lowest starting intelligence, by a lot (about 20 points behind the others on average). This means you will need slightly better gear than your Gnome or DE counterpart before being able to quad a set of mobs with a given health total if you're running out of mana from full. However, the difference is not gigantic, especially if you have enough gear to get into the 200+ range. For example, at the moment my -20 int hit for being human costs me about 80 mana since i'm over my 200 soft cap. One quad spell costs 330ish mana. That 80 mana wouldn't be enough to get another quad in (unless I was already close to the threshold), but it would be enough to cast gate or root, which could mean living instead of dying. On the plus side, you get to be an extra special snowflake with a bad ass mustache or eye patch. You also get significantly higher starting strength, so you can strut around your Erudite/High Elf friends carrying 5 extra backpacks and bench pressing ogres while melee-ing between nukes (only recommend this for professional battle wizards). 15-20 strength may not seem like a lot, but if you're quadding mobs (like kelethin guards) that drop fine steel/long swords and stuffing them into 70% wr bags because you can't afford tink bags, that extra strength translates into 2-3 extra quads before needing to port back to sell, which saves a lot of time.

In short, it doesn't really matter aside from personal preference. But don't go human unless you can live with seeing a lower number next to your int score and reconcile the fact that it doesn't make a big difference.
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Djynni Biqasmalyani - 60 Human Wizard
Mandak Battlebeard - 60 Dwarf Paladin
Maeghar Frightreaver - 56 Erudite Cleric
Maamdak Battlebeard - 48 Dwarf Rogue
Crunkasaurus Rex - 49 Ogre Shaman
Mendak - 51 Halfling Druid (Green)

<Paradox> RIP
Last edited by Shodo; 06-28-2016 at 03:26 PM.. Reason: Forgot a thought.