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Old 03-29-2011, 02:50 PM
musicianofstark musicianofstark is offline
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Default New to casting world

I decided to roll a Wizard. I do understand that a wizard is a difficult char to start in the casting world, but I've always wanted to roll one in old everquest..so I did.

Anyway, I'm finding myself running out of mana extremly quick...and of course mana regain takes forever...I'm lvl 11.

I am just wondering what equipment I should be keeping an eye out for. Maybe take up tailoring for my own use? And is there any potions I can find that will help.

I guess what I'm asking is for any wizards advice to one who is aspiring to be a good one.

Thanks,

Merthus
  #2  
Old 03-29-2011, 03:39 PM
knottyb0y knottyb0y is offline
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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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  #3  
Old 03-30-2011, 11:44 AM
Messianic Messianic is offline
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Quote:
Originally Posted by knottyb0y [You must be logged in to view images. Log in or Register.]
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).
I agree that for the most part your fastest exp is in groups, but I have died precisely once while quad kiting on p99 (pulled mobs with a sow that had like 30 seconds of duration left and didn't realize it till it fell, idiot moment, tried to gate but was bound in the same zone nearby and an ice giant killed me while trying to get to the ZL), but never when I had sow. I may have died once or twice on live, but I don't remember ever dying. Quad kiting is absolutely safe if you have sow or jboots.

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Originally Posted by knottyb0y [You must be logged in to view images. Log in or Register.]
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.
A little secret is you can quad kite without bonds of force - although it's really not as effective as root-nuking for sheer exp/hour until 24, and bonds of force makes it incredibly easier and faster. Send me a PM if you want some good places to hunt around that level.
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  #4  
Old 03-30-2011, 12:14 PM
baalzy baalzy is offline
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If you're in BB then it's not terribly far for you to travel to Lfay.

My advice, do a /who all lfaydark every now and then, if you see a lvl 12-17 necro, mage, druid, enchanter, or wizard, send them a tell and ask if they're at the nybright camp. If yes, see if they'll let you know when they leave. Otherwise, get your butt over there. The sisters are rogues so they have very low HP, the one by the tree and the sister furthest to the south can be single pulled. Without lull (not sure if wizards get it) the remaining 2 sisters you'll probably have to root split. (root 1, kill the other, zone into nearby mistmoore if you dont have enough mana to finish the other). They should only take about 2 of your strongest nukes to get to low/dead and then maybe 1 lower level nuke to finish off.

It's a fairly well known camp now-adays cause of a leveling guide someone made, but if you can get the camp the sisters drop bronze weapons fairly often (dont pick up the daggers) that are worth 1-2pp each, there is also a vendor in zone that you should be able to use as a wizard. I'd recommend binding nearish the vendor so you can make fast returns (check to make sure you can sell at the vendors first). You can stay at this camp until lvl 17-18.

Alternatively, there are some aqua goblins near the docks in BB that I remember in live dropping goblin blood fairly often which sold for 1-2pp to vendors and some other random loot that was pretty okay money. The plus side to these camps is that you can pick up buffs from high levels who are waiting on the boat to FV fairly often. Though I think at level 14 many of the goblins are going to be green/light blue to you.

This'll be your best shot at getting some of the equipment you need, pick up a couple hundred PP to set you up with spells for a while and then head to EC and buy some cheap jewelery. Electrum bracelets (2ac 15hp/mana) are only like 30-40pp for a pair. I personally really like the 2str 4int earrings cause it lets you carry a bit more. I wouldn't worry greatly about equipment though, cheap jewelery would be the best thing to pick up since theres really no other way to fill those slots and the extra AC, HP and Mana help.
  #5  
Old 03-30-2011, 12:28 PM
tristantio tristantio is offline
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Don't forget Clarity gives ~8 mana more per tick (standing or sitting), which comes down to 80 extra mana per minute (or 2400 more mana per half hour aka Clarity duration).

What I find to be worth it occasionally on my caster characters if I am soloing is to bind at a hunting spot near East Commons (for level 15 those would be Oasis or Lavastorm) and run to EC to snag a clarity and then gate back to my hunting area and have 30 minutes of low downtime killing.

I am not sure if the run would be worth it if you did not have SOW though (SOW pots help with this, or being a class that has SOW).

Edit: Since your mana pool is probably around 500 at your level and you most likely use most of it to kill a mob that is like 5 free kills per half hour with Clarity. If average kill/med time takes about 5 minutes the run is worth it imho.
  #6  
Old 03-30-2011, 02:09 PM
Dr4z3r Dr4z3r is offline
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Quote:
Originally Posted by baalzy [You must be logged in to view images. Log in or Register.]
If you're in BB then it's not terribly far for you to travel to Lfay.
Gnoll Fangs come from BlackBurrow, not ButcherBlock.
  #7  
Old 03-30-2011, 02:21 PM
baalzy baalzy is offline
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Originally Posted by Dr4z3r [You must be logged in to view images. Log in or Register.]
Gnoll Fangs come from BlackBurrow, not ButcherBlock.
I kinda wondered about that :X. I've leveled every single one of my chars on Faydwer during their newbie levels, so BB has always meant butcherblock in my vocabulary lol.
  #8  
Old 03-30-2011, 03:41 PM
Knuckle Knuckle is offline
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picking a wizard is perhaps the easiest class to play in a group period. No one really knows when u should be nuking becuase you can oom in like 3 casts at low levels. Basically you can afk longer than any other class and just leech xp while you read a book or do p90x
  #9  
Old 03-29-2011, 03:50 PM
guineapig guineapig is offline
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Quote:
Originally Posted by musicianofstark [You must be logged in to view images. Log in or Register.]
I decided to roll a Wizard. I do understand that a wizard is a difficult char to start in the casting world, but I've always wanted to roll one in old everquest..so I did.

Anyway, I'm finding myself running out of mana extremly quick...and of course mana regain takes forever...I'm lvl 11.

I am just wondering what equipment I should be keeping an eye out for. Maybe take up tailoring for my own use? And is there any potions I can find that will help.

I guess what I'm asking is for any wizards advice to one who is aspiring to be a good one.

Thanks,
Merthus

Seems like your asking 2 different questions.

There is no gear in the game (besides manastone) that will help you regain your mana faster if that's what your asking.

The bigger your manapool, the longer it will take to fill it. So if your looking for more mana or int gear then you will find yourself meditating even longer once your manapool is empty.

Are you soloing or grouping? Do you sit down when ever you aren't casting a spell? And most importantly, did you train in meditate at your local guild?
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  #10  
Old 03-29-2011, 04:28 PM
Stumpes Stumpes is offline
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Go to kurns or nro and join a few groups.
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