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#1
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Any of the resistance buffs probably aren't that helpful until higher levels so they can wait until later. The spells that are basically "Summon a Light Source" are kinda useless for an elf that already sees just fine in the dark. I'm a bit torn on the symbol spells, though. They're definitely very useful and worth having, but at the same time I can't really afford the components for them so I wonder if I'd use them enough to justify buying the spell. I might find that I only cast it once or twice before I've leveled up enough to get a better symbol. Anyway, yesterday, I went to a spell vendor and priced my next-level spells. I didn't pre-buy them, but now I know how much I have to make over the next five levels. | ||||
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#2
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Loramin Frostseer, Oracle of the Tribunal <Anonymous> and Fan of the "Where To Go For XP/For Treasure?" Guides Anyone can improve the wiki! If you are new to the Blue or Green servers, you can improve the wiki to earn a "welcome package" of platinum and/or gear! Send me a forum message for details. | ||||
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#3
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Ignite - ~37 damage for 30 mana at level 14. Cascade of Hail - 81 damage (3 waves of 27 each) for 62 mana at level 14. While there's no way an untwinked toon is going to have enough mana to be quadding at 14, it's still actually a pretty decent spell if you root bomb (and grasping roots doesn't break). While it's by no means critical, and Ignite is definitely better if you're kiting, Cascade isn't totally worthless. Cascade is only sort of worthless if you're just snaring instead of rooting the mob. I guess it depends on playstyle. The same with Befriend Animal. It's not necessary to be charm kiting at that level for sure. There are some areas where a 14 could use it though. West Commonlands, Oasis, or Karanas, for example. Neither of those spells is totally worthless. Yes, they aren't strictly necessary. At 14, you could still pretty easily handle most blues or on-level cons by root rotting (Grasping Roots + Stinging Swarm), nuke kiting (Snare + Stinging Swarm + Ignite while running), and even by meleeing a mob to finish them off. So, I guess that you could ignore those spells if you really wanted to (or at least save them for later) but to say that they're useless is a stretch. | |||
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#4
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#5
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I've been testing it out with my druid at 14/15. In theory, it's the best nuke I've got, and when it hits with all three waves, it's really effective against blue con mobs. In practice, the mob either resists one of the waves or the root breaks before all three waves hit it. That wrecks the mana efficiency big time when compared to a faster casting one-shot nuke. Which leads me to the following conclusion: It might be decent with a charmed pet or a duo partner holding the mob in place so that all three waves hit. We're going to have to disagree on the use of Befriend Animal, though. I have been having a decent amount of success using it to charm a high green or blue mob and then use that as a pet to attack an even con. I usually have to assist my pet win, and it ends up at 25% to half health when the fight ends. Then I hit hide, break the charm, and root-rot my (former pet). Gets me two xp kills pretty easily. I'm not sure if this way of killing two mobs at once would be more mana-efficient than just rooting both of them and dotting though. I have to test that still. | |||
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#6
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The only situation where I could see it being useful is if you're in a group with someone else tanking. But in that case I'd rather spend the 62 mana on a Shield of Thistles and a Light Healing. Have you ever used the AOE Rain spells while leveling? I used it once, realized how unhelpful it was, and never used it again. I can't think of any situations where I'd want to use them. Oh, and Befriend Animal isn't really useful before about level 20, I think. I tried using it at lower levels and it just wasn't efficient. The mobs you'll be fighting are so close to your level that you can't expect charm to last an entire fight. And your mana pool is small enough (and snare doesn't last long enough at that level) that you won't be able to keep both animals snared the entire time. So usually halfway through the fight charm will break and you'll have two mobs coming at you unsnared, and it'll take time, mana, and health before you get the situation under control again. Loramin's right. | |||
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Last edited by bcbrown; 03-03-2025 at 04:44 PM..
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#7
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I expect the philosophy of the original developers is acquiring spells for a caster is similar to getting weapons for a melee. To some degree a struggle with slow progress.
Luckily a lot of spells just aren’t needed. Putting aside the clearly dumb ones (true north and the summoned cleric hammers), the effects and duration per cast rarely justify some of the lower ranks. I think the first symbol I filled a backpack worth of regs for was Pinzarn. | ||
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#8
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From memory, each rain gets a save as well.
I dunno what that does to the mana/damage/save ratio though. Im sure i read a great writeup somewhere about it (wizard/mag/druid aoe various spells). Maybe its on P99. | ||
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#9
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#10
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https://www.project1999.com/forums/s...ls+area+effect This is a quite relevant snippet from the magician page. Quote:
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Last edited by Duik; 03-03-2025 at 07:59 PM..
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