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Old 03-29-2011, 03:39 PM
knottyb0y knottyb0y is offline
Sarnak


Join Date: Aug 2010
Posts: 293
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Basically as a wizard you are going to want to build your int and +mana items to get as big a mana pool as possible as far as armor, get raw silk till you can replace every item with a +mana or +int item. You are best suited in groups where you can cause burst dps and just tear caster mobs a new one, but you can solo with several techniques. As far as mana regen wizards eventually get Harvest but it isn't the be all end all and I don't recall what era it is from. In my opinion your best exp rate will be found in groups (until you can quad kite but that has a very high death ratio).

In a group you have two roles
1. Burst DPS
2. Caster control

Burst DPS

Pretty simple, for your average fight you should cast 1-2 nukes, timing them so you don't take aggro too early, and don't waste mana by nuking too late. My suggestion is let your tank get good aggro, nuke once, chill for a second to make sure aggro is restored med, then the razzle dazzle is END THE FIGHT. Every wizard worth their salt should end atleast 50% of the fights. Time it so the mob is down to 15 or 10% hp or whatever your nuke does and drop the bomb. This will wow your group as they will see you shortening the duration of every fight, and you don't have to worry about aggro from dead mobs. Also wizards often pride themselves in being able to control "oh shit" situations. What I mean is say you pull too many or things are going out of control. Few other classes can as effectively end a creature. In other words when shit goes bad, drop root on one of the adds and bomb the bastard to death (then sit oom for like 5 minutes but hey your a ROCK STAR!).

Caster Control

Wizards have the tools to lock a caster down. when caster mobs are pulled you should make a point to drop a stun or two and a nuke (low hp mobs and big nukes are fun). The point is casters can really mess up a group, you have the ability to stop their casting for periods of the fight and end it. This is especially important with healing mobs, ALWAYS stun or nuke down a healer before they can drop a big heal on themselves.

Random Tip: As a wizard in a group you need to know when to blow your mana and when to conserve it. Always always try to make some sort of dps on every mob, but don't over do it and end up oom for several fights UNLESS necessary. Think of it like this, your job is DPS, if you spend 3/5 fights medding and not doing ANY damage i'd replace your meditating ass with a rogue or ANY DPS class any day because they won't run oom and be a non factor in fights.

Solo Techniques

1. Root and Nuke
2. Quad Kiting

Wizards can solo, they don't have a lot of options, but they can solo.

Root and Nuke

Pretty simple form of soloing. You find a creature and pull it, root it into a safe spot and nuke till root breaks, re-root, and repeat. Eventually the creature will be dead and you will be oom. You can get good xp from this method but the downtime SUCKS.

Quad Kiting

Quad kiting can be done with preparation. Some sort of movement boost (sow, Sow potions, or jboots) is pretty much required. You need to know the lay of the land and have the Bonds of Force Spell. Basically you pull up to 4 creatures (the max that can be hit by your pillar ae spells), bunch them up by running circles around them, get max distance then cast an AE spell. Its really fun to do and super dangerous, you need a wide open area but then you will be able to rack in the exp.

Overall wizards are fun, porting rocks, nuking is great and if you play in groups more than you solo you won't spend 40% of your time meditating. I personally am the type of person that likes to make groups and always be with others. Also I don't think i mentioned much about this but wizards are great in 2-4 man groups too. You can compliment another caster but you just have to be careful about aggro and what not

I hope this helps.
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