Wizard newbie

Suzanne - Lothranis
Suzanne - Lothranis Posts: 1 Arc User
edited July 2011 in Wizard
Hey wizardsb:victory

I quit a long time and now I come back to make a wizard!
I noticed european servers were added so I made it there because I live in europe.
Here are some questions:

What skills can I skip early levels? (1-60)
What skills should my genie have early levels? (1-60)
Im planning on full mag. Good choice? I read that Pandora advices light armor, though that guide is old.
My phy. def. is really low... How can I increase this fast?

Well any tips are appreciated! Like how to survive the 20's with a wizard!

Thanks all!

Suzanneb:pleased
Post edited by Suzanne - Lothranis on

Comments

  • Minimus_ - Sanctuary
    Minimus_ - Sanctuary Posts: 240 Arc User
    edited July 2011
    I would make the wiz pure magic (54 str, rest magic for endgame/lvl100).
    Level gush, pyro, stone rain, stone barrier, distance shrink first and also maybe morning dew and dragons breath. Then at level 39/49 Will of Phoenix(39), Sandstorm(39), Glacial Snare(49) and mainly Force of Will (49). At level 59 Sutra, Bids, Mountain Seize, Blade Tempest. All four. Also the passive skills with the time (the ones on the bottom of the ingame skill list). I don't know how useful Divine Pyro and Hailstorm may be at low levels but they are good later.
    You survive the level 20ies by questing mobs and kill from as far as possible.
    I am rerolling another wiz atm and have only holy path and earthflame on my genie. xD
    Middle lane, middle lane.. b:shutup
  • KennyPowers - Raging Tide
    KennyPowers - Raging Tide Posts: 64 Arc User
    edited July 2011
    Minumus is right, those are the important skills. D. pyro is a good skill to start off an attack. Takes forever to cast but it does higher damage than regular pyro and you can gush/pyro right after it. For the most part, stone rain, gush, and pyro are going to be your best friends for a long time.

    As for pdef, keep stone barrier maxed because it does wonders. Also, lots of squishy classes use citrine shards for HP, but on my wiz I like to use garnet (i think?) for pdef since stone barrier will eventually double it. Not sure about end game, but my wiz is around lvl 60 and pdef shards work best for me.

    As for genie skills, most of the popular ones can't be learned until your genie is like lvl 60-80, so holy path is the best one to focus on for now. Also second wind is a good early skill to help save you in near death situations.
  • Sun_Burn - Lost City
    Sun_Burn - Lost City Posts: 579 Arc User
    edited July 2011
    Minumus is right, those are the important skills. D. pyro is a good skill to start off an attack. Takes forever to cast but it does higher damage than regular pyro and you can gush/pyro right after it

    D pyro is pretty useless because of its channeling time at lower levels. (and useless at higher levels too unless you use it in a sutra/spark combo)

    In the time a lowbie channels Dpyro he/she could have done more damage with gush+pyro
  • Alex_Gantz - Dreamweaver
    Alex_Gantz - Dreamweaver Posts: 468 Arc User
    edited July 2011
    D pyro is pretty useless because of its channeling time at lower levels. (and useless at higher levels too unless you use it in a sutra/spark combo)

    In the time a lowbie channels Dpyro he/she could have done more damage with gush+pyro

    I use D pyro a lot on Suttra combos and as an opener when i Kill mobs.. it does an exellent damage b:victory
  • HexOmega - Dreamweaver
    HexOmega - Dreamweaver Posts: 2,342 Arc User
    edited July 2011
    migth add that pandora's guide sucks
    its out of date and Light Armor is plain stupid

    :3
    i like potato
  • KennyPowers - Raging Tide
    KennyPowers - Raging Tide Posts: 64 Arc User
    edited July 2011
    D pyro is pretty useless because of its channeling time at lower levels. (and useless at higher levels too unless you use it in a sutra/spark combo)

    In the time a lowbie channels Dpyro he/she could have done more damage with gush+pyro

    You sir, are wrong. D pyro works great as an opening skill that does a good bit more damage than pyro. The super-long cast time doesn't matter when it's the first skill you cast as long as the mob isn't already coming after you.

    If you hit a mob with D pyro first, you can take about half of it's life, then just gush/pyro them to death. If you start out with just gush or pyro, it's gonna take longer to kill the mob and they might end up hitting you. D pyro does a good deal more damage than pyro.

    My wiz is only around lvl 60 now, but D pyro still takes around 1/2 hp of any mob within like 2-3 lvls.

    Of course if the mob is already coming for you, D pyro is not gonna be your go to spell, but otherwise it's far from useless.
  • VoItaire - Harshlands
    VoItaire - Harshlands Posts: 1,033 Arc User
    edited July 2011
    Glacial snare or sandstorm will later become a better opener for mobs. D Pyro is most useful in sutra combos for its small cast time, allowing you to use more skills within the duration.
    [SIGPIC][/SIGPIC]
  • Scorched_Sky - Sanctuary
    Scorched_Sky - Sanctuary Posts: 337 Arc User
    edited July 2011
    Well, this is kind of a given - most wizards will agree to this - pyro, gush, stone rain, all staple skills that should be leveled.
    In addition to distance shrink, stone barrier and glacial embrace.

    In terms of opening skills, there are the medium nukes - d pyro, sandstorm, and glacial snare. There will be disagreements as to which is the "best" to level up first - but here was the way I saw it.

    Of the three, glacial snare is, at later levels, the most useful as an opener due to the strong slow effect.
    However, the reason I would advise against it from 1-60 is because you really need to level glacial snare to 7-10 to make the most use out of it, which requires higher levels.

    D pyro is good to learn lvl 1 at, and use it often as openers, but at those levels, you have other skills (i.e. gush, stone rain, etc) to be worrying about more. And lvl 1 d pyro will last you fine through low levels.

    So, then, you can guess it - I chose sandstorm as my main opener until higher levels. It has very high damage (glacial snare doesn't beat it by much, but it's definitely a lot stronger than d pyro), and the gratuitous accuracy debuff *sometimes* works to your benefit - a minor consolation vs. the slow on glacial snare, and you don't need to be lvl 65+ to maximize its benefits.
  • DaKillanator - Raging Tide
    DaKillanator - Raging Tide Posts: 2,965 Arc User
    edited July 2011
    and glacial embrace.

    lolwut. Leave glacial embrace at 1 until you got extra spirit, ijs

    Otherwise I agree. The staples are pyro, gush, stone rain, stone shield, distance shrink, WoP, sandstorm, and FoW. Pretty much in that order too.

    You need your basic poke skills, stone rain is obviously useful at times too.
    Between distance shrink, WoP, and FoW you'll never have a good reason for being hit by a mele mob again.

    Sandstorm is a nice little nuke and not nearly as costly in spirit as glacial shards.
  • Sun_Burn - Lost City
    Sun_Burn - Lost City Posts: 579 Arc User
    edited July 2011
    You sir, are wrong. D pyro works great as an opening skill that does a good bit more damage than pyro. The super-long cast time doesn't matter when it's the first skill you cast as long as the mob isn't already coming after you.

    If you hit a mob with D pyro first, you can take about half of it's life, then just gush/pyro them to death. If you start out with just gush or pyro, it's gonna take longer to kill the mob and they might end up hitting you. D pyro does a good deal more damage than pyro.

    My wiz is only around lvl 60 now, but D pyro still takes around 1/2 hp of any mob within like 2-3 lvls.

    Of course if the mob is already coming for you, D pyro is not gonna be your go to spell, but otherwise it's far from useless.

    id rather open with glacial snare than D pyro. High damage plus a huge speed reduction.

    Depends on your level though I guess. It's been a while since I was a lowbie so I dont really remember how much damage d pyro did, but from what i remember I could 3-4 shot mobs with just gush+ pyro. and itd take 3 shots with d pyro/ gush/ pyro. The mob would be closer to me with gush/pyro but wouldnt hit me, and would be dead faster.
  • Shadowvzs - Lost City
    Shadowvzs - Lost City Posts: 877 Arc User
    edited July 2011
    id rather open with glacial snare than D pyro. High damage plus a huge speed reduction.

    Depends on your level though I guess. It's been a while since I was a lowbie so I dont really remember how much damage d pyro did, but from what i remember I could 3-4 shot mobs with just gush+ pyro. and itd take 3 shots with d pyro/ gush/ pyro. The mob would be closer to me with gush/pyro but wouldnt hit me, and would be dead faster.

    ok acctually d. pyro great opener in sutra combo, mainly coz fast and 3 sec cooldown allow u to do 2x in combo easily near another 2 fast skill. in sutra i think the best opener coz others nuker skills got higher cooldown or just slower.

    (only annoying to me the udine range coz its short and if i dont do it 1st time then sage pyro debuff with a small firedef reduction [sometimes advantage but sometimes annoying :D])
  • XEmpressX - Heavens Tear
    XEmpressX - Heavens Tear Posts: 373 Arc User
    edited July 2011
    I'd also just like to make a quick comment on what element each mob is i.e. Metal mobs get hit harder by fire skills, fire mobs get hit harder by water skills and water mobs get hit harder by earth skills. So this may change what starter skills you may start off with.
    I think wizzies are really the only players that really take note of what elements their mobs are. Note, for wood and earth, use what ever skill you want against them, doesn't have any advantage using one of the other. Glacial snare is good for the speed reduction though.

    PS, i may have earth/water mobs mixed around, can never rememberb:victory
  • VoItaire - Harshlands
    VoItaire - Harshlands Posts: 1,033 Arc User
    edited July 2011
    I'd also just like to make a quick comment on what element each mob is i.e. Metal mobs get hit harder by fire skills, fire mobs get hit harder by water skills and water mobs get hit harder by earth skills. So this may change what starter skills you may start off with.
    I think wizzies are really the only players that really take note of what elements their mobs are. Note, for wood and earth, use what ever skill you want against them, doesn't have any advantage using one of the other. Glacial snare is good for the speed reduction though.

    PS, i may have earth/water mobs mixed around, can never rememberb:victory

    Only for wood mobs it doesn't matter which element you use, earth dmg does less dmg on earth mobs.
    (only annoying to me the udine range coz its short and if i dont do it 1st time then sage pyro debuff with a small firedef reduction [sometimes advantage but sometimes annoying :D])

    I find the range on soporific to be much more annoying as well as its cooldown lol, but both having less range than all of your other maxed skills is pretty strange...

    Glacial snare is a good lead once you get it lvled, but you get it so late that it has much shorter range than all of your other skills so there's really no point leading with it. I always just led with pyro then went to gush and repeat, since pyro is a projectile and after you use that you can start channeling gush before the mob starts running, and with knockback and fow, it really doesn't matter much what skill you lead with especially with most mobs being 4 shots :b
    [SIGPIC][/SIGPIC]
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