Other classes may technically be able to participate, but the most successful groups are as previously stated. This is a way to farm components, like silks from giant spiders. These are good for pulling, however, they can miss if the mob is moving and the bolt projectile hits an object or terrain. In reality, the best place to pull a mob is to the melee classes, but distant from all of the casters. On the surface it seems like playing a Wizard is all about damage output, but the heart of playing a Wizard is managing mana, aggro, and understanding mana to damage ratios of your spells. That said, I'm … Try distancing yourself from the bulk of group if this becomes a problem, but you definitely want to stay out of melee range. An inexperienced puller thinks its a good idea to pull the mob all of the way into the middle of the group. Winds of Gelid also has a long cast time, making it even less attractive. It's probably a good idea to round out the stats a bit if you are starting out with no gear due to the survivability and weight carrying issues. In the early levels, this isn’t a big deal because you start out with enough INT that it takes many casts to run yourself out. Add in the numerous ways to get mana regen from multiple potions (and store potions) and it's night and day. At 52 you get a very useful "Rain", Tears of Druzzil. The long cast time and stun discourage use during battle or kiting. If you are fighting mobs that resist waves frequently, then these should be avoided. Keep your weight under your limit, nothing is worse than needing to get away and being slowed down just enough to get caught and killed. High Elves have high CHA and Dark Elves have a bit too much AGI. You will, with time, get a feel for when a pull can be saved with a couple roots and when evac is your only option. NPC Only. At level 29 you get Bonds of Force and Inferno Shock (close to 2:1 damage to mana ratio). Where it gets tricky is finding places where this is possible without getting adds, having SoW, and having enough mana to accomplish the feat. For most players, it is nearly impossible to pull off Quad-Kiting in most of the early levels. The bolt spells become less and less useful over time. nilbog: Harvest is available in ~June 2000. Combine in Lexicon. With clarity, your mana will regenerate fast enough that you will have little downtime. This is a giant list of all spells, alphabetically. Some quick calculations on early level Direct Damage (DD) spells show that spell damage versus the mana expended is pretty lopsided in favor of burning up mana for little damage output. Wizard . All of these cast in 2 seconds or less, and if you are quick enough you can root an add away before it ever gets within melee range. Missing are 2 life spells – Pigsie – Which Can be crafted from Grady in Avalon or is a rare drop from Loremaster and Leafstorm – which is a pet attribute card from the Kookaburra Pet (available from the Hatch-making Kiosk. Soloing in these levels is always risky unless you have access to SoW and Clarity on a regular basis. But without Clarity and Meditation, you will notice how fast the mana goes and the long downtime between fights in only a few dings past level 3 or 4. This guide covers the first 50 levels of spells for the TLP Wizard class. Wizard - Numbing Cold at level 1. Warning: No pricing data (in the last 90 days) found to make chart. There was a debate, at one point in time on EQ live, whether a resisted Concussion still reduced hate or not. Wizards don't have any kind of crowd control abilities outside of root or snare, so in the early levels soloing more than one mob at a time is a risky venture. SoW or JBoots are, of course, a requirement for quadding, but snare is not. Some areas you Quad-Kite in will be remote, far away from any help. ... Wizard Spells. The mana efficiency of most spells is much higher on TLP and Wizard AE Rain spells got a huge boost as compared to P99. However, if I should switch over to TBM group gear, I'm losing points in Spell Damage. They probably get asked so much that they have their own buttons setup for this. Magic and Lightning are usually not quite as efficient. Subcategories. - … Most wizards give this spell a permanent spot on their spellbars for additional mana recovery during meditation breaks. At level 51 you get access to your first two game changing spells; Atol's Spectral Shackles (a better version of Bonds of Force) and Pillar of Frost. Try timing your nukes to take a mob from 50% to fleeing instead of 90% to fleeing. Wizards, along with Enchanters, are a class that are virtually a requirement for point blank area of effect groups (PBAoE). Learn which mobs run slow enough to quad and which mobs run too fast. Guides, Pets, Spells, Quests, Bosses, Creatures, NPCs, Crafting, Gardening and more! It's virtually worthless. Another line of combat spells worth mentioning are the stuns. The 10 Wizard Commandments (or How to Not Suck as a Group Member), http://wiki.project1999.com/index.php?title=The_Intrepid_Wizard%27s_Guide&oldid=218287, 1) Get SoW or cast Jboots (and levitate, if appropriate), 2) Use the Flux staff to grab four mobs of the same speed/type, 3) Run them into an area where you will not get adds, 4) Run them in circles until they are in a tight grouping, 7) If one or more resist the snare, snare them separately, 8) If the mobs were not all snared at the same time, re-snare until they are (no resists! So your prospects for soloing get better, but leveling is still rather slow up to level 51. If all goes well, the tank in the group and possibly even the Cleric will finish off stragglers before the Enchanters run out of mana chain casting their stuns. Note that what is stated below is really for a non-twink to consider! Gnomes can do quite well with 125 INT, and 73 STR. Wizards are primarily a magic-using class, with the ability to wear cloth armor and wield blunt weapons and daggers. They lack mutual support functionality that you find in most all of the other casting classes other than a few minor buffs and the ability to evacuate and teleport people around. Jump to: navigation, search. Chromadrac's are usually up all over the place and easy meet for a wizard. These are to be avoided in the early levels as the damage to mana ratios make them worthless (there was a time in EQ live where Icestrike was the single best mana to damage ratio spell in the game, but this is not the case in Project 99). They are a nearly unique class in that they are basically a pure burst DPS output machine in groups or a raid (the Rogue being the melee equivalent). Twinks can virtually ignore stats altogether, if given enough starting gear. Remember that you are NOT a rogue. Gathers ambient mana from your surroundings, replenishing your mana pool. Enchanters are the most subtle of spell casters, with little focus on doing damage directly but tremendous impact on the world around them. It is far more powerful than the weak debuff would suggest. I think the stigma for Wizards in groups comes down to mana management. Pick Solusek Ro or go Agnostic. The following Velious NPCs will be buffed Mitigation of the Mighty III (Mitigate Spell Damage 30%, Mitigate Melee Damage 30%, Absorb Dot Damage 30%) on Progression. Based on experience playing a Human Wizard in the Velious Era, a starting Intelligence of 125 is plenty, especially if you have any Intelligence gear early on. The long cast time and stun discourage use during battle or kiting. Rapid DPS also means rapid aggro, and while groups appreciate fast kills, they aren't going to love always pulling mobs off of you, or worse, chasing you down so that they can pull a mob off of you. There really isn’t a magic bullet or secret to getting through these levels aside from help from a power-leveler. If the character you're power levelling does not get an AE at level 1, simply power level him through regular means until the level where he gets the AE spell, or in the case of the Bard, either complete the first 'Jail Break!' At 53 you get your first "Jyll's" line of point blank AoE spells. This page has been accessed 86,301 times. Second, even if you did have a snare, they don’t produce quite enough damage, and you would find yourself shy of finishing off mobs that were worth quad-kiting (unless you are totally twinked out). You become much, much stronger at this role if and when you are able to get Staff of the Four as it is a FREE 800 point absorb shield which allows you to, in conjunction with Staff of Temperate Flux, instantly pull an add away from your party and root it while it fails to melee through your shield. You also start getting access to a "Draught" line of direct damage spells which are single target DD spells with greater than 3:1 damage to mana ratios. 5: Stacking: Block new spell if slot 1 is effect 'AC' and < 1081 6: Stacking: Block new spell if slot 2 is effect 'Max Hitpoints' and < 2486: 1200: Abjuration: Group v2: Ancient Legacy of Blades: DRU/60: 1: Increase Damage Shield by 36 : 350: Abjuration: Group v2: Ancient Starfire of Ro: DRU/60: 1: Decrease Hitpoints by 1350. You can perfect your skills by practicing on low level mobs without much risk, but keep in mind that higher level mobs will resist, and the resists can really complicate the situation. Wizards get root early, but they don't get a snare until level 29 and it is a fairly short duration area of effect snare. Buffs help. These affect an unlimited number of targets and are useful in two ways. Or you can jump to the spells section for a particular class. These spells can be safely skipped and never acquired: You will notice here that Al'Kabor is pretty much hated; every spell he created is worthless. Shamans should do the Initiate Symbol of the Tribunal quest to get a 6/32 1HB summoned hammer that will provide a decent magic weapon (AC3 1WIS 3MANA) through your teens. Most wizards give this spell a permanent spot on their spellbars for additional mana recovery during meditation breaks. NPC Only Spells. Both have very low STR, which can be a problem unless you are starting out with a bunch of weight reduction bags or STR gear. But all of the guides in the world can’t get you past the inability to snare. Warriors and Rogues might want to do the Gnoll Fur quest to get the Fang of the Wolf, a 5/26 magic piercer as well as Patched Gnoll Fur Bundle, an AC4 CR5 cloak. 300: Evocation: Single Because Erudites start with such high Intelligence, they can actually get away with not putting anything in Intelligence and do quite well. The steps to a successful quad kill are as follows: Depending on your mana pool, resists, and whether or not you have clarity, this can be easy, barely do-able, or you will end up just shy of killing the mobs. My bazaar mule is full of spells I have got from my wizard quading in SF. This is basically true of all damage spells with a few exceptions. Wizards dedicate their lives to learning the powers of fire, ice and magic, channeling their knowledge into ever more destructive spells to unleash upon their enemies. When you mix in casting Concussion with damage spells, you will find that you can over-nuke and get away with it. The power of Pillar of Frost is hard to understate. Always keep your Evocation skill (and really all casting skills with the possible exception of Conjuration) maxed out. You will have access to several targeted AoE spells as you level; the "Column" and "Spiral" line of spells. Well, that will work for the most part, but unless you are twinked in the early levels, you will be frequently overloaded on weight and extra squishy when being hit. » Welcome: Relive the Classic Everquest Experience as it was from 1999 to 2001. One is the Journeyman's Boots (see Journeyman's Boots Quest). The Wizard's job is painfully simple; chain cast the Jyll's spells when the tank is finished pulling until out of mana, cast Harvest if necessary, and chain cast again until out of mana. Better to Evac then take risks on a bad situation. At 55 you get your first "Lure" line of spells. Additionally, you can use these to kill large numbers of weak mobs, for example a bunch of level 20 mobs. Leafstorm, in particular is to be recommended as it provides Life wizards with low pip attack on all (AOE) spell. What they do provide is a much better chance of landing on mobs that resist a lot. You might have to explain this if you run into someone that is fond of pulling mobs right into your melee range. 3:30:11. There was a time when this was not true, but that was in the early days of EQ live before the entire line was nerfed into oblivion. EDITOR'S NOTE: I disagree with the above, but rather than erase it I will simply post my rebuttal and let people make their own judgments. A good place to start at level 16 is the beetles in the Northern Plains of Karana as they move slightly slower than most mobs (or if you've already outleveled them, you can practice on them to get a feel for it). On a single target one potential 'hit' is lost, but the efficiency is so good that it is worth the cast (effectively a 5.5:1 damage to mana ratio if all three waves hit). Soloing is mainly a matter of kiting slower moving mobs like beetles or rooting and nuking. 8: Stacking: Block new spell if slot 1 is effect 'STR' and < 1085 9: Stacking: Block new spell if slot 1 is effect 'DEX' and < 1085 10: Increase Str Cap by 85 11: Increase Dex Cap by 85: 2340: Alteration: Group v2: Spiritual Serenity: SHM/70: 1: Increase Hitpoints v2 by 820 per tick: 520: Alteration: Single: Champion: SHM/70: 3: Increase ATK by 140 Most guides would probably tell you to create an Erudite and put 25 points in Intelligence and 5 points in Strength or Stamina. If you can acquire gear that trades off AC or other stats but increases your mana pool, do it unless it will put a burden on you that you can't handle (like going from 60 STR to 52 STR, bleh). Intelligence is still the most important stat, but totally ignoring Strength, Stamina, and Agility can mean the difference between surviving a bad situation and ending up dead. This page has been accessed 33,579 times. There are a few exceptions at various levels in the 30s and 40s; that is, mobs that are relatively weak and con blue making it worth while to Quad-Kite. The first table was taken directly from the Casters Realm page for Research of Necromancer class Spells.This has been confirmed and updated from the EQ Traders Corner page for Spell Research. Quad-Kiting is a technique where you round up four of the same speed and preferably the same type/class of mob in to a tight group, then snare them with an AoE snare. These are situational, as the damage to mana ratios aren't as good as your Draught line. Root + nuke will fail quite a bit due to root breaking early. Usually you only have these ready for use in a group and when you know you will be facing NPC casters. Some of these spells have decent damage to mana ratios, but are practically worthless in the early to middle levels for two reasons. Wizards do one thing - nuke. Also the vision spells and the summoning spell Halo of Light are mostly useless. Above all, mana management and having SoW are critical to staying alive and soloing successfully. If you have root up and the target can be rooted, then try to root it and if successful, back off slowly. Both have High WIS, which is useless. The tank will usually be able to pick it back up. Epic numbers of mobs can be killed in this manner on a single pull. Lastly, while focusing on gear that increases your mana pool is good for quad kiting, focusing on resist gear and keeping your Elemental Armor and Resistant Skin applied can help greatly if you are attempting to root casters as you will be drawing their aggro and will want to resist as much as you can. Rogues do fantastic sustained DPS that you will likely never be able to match. It is nearly impossible to not specialize in Evocation as a Wizard, but just in case, you read it here. These have a longer range than your DD spells, and the damage is decent. When Familiars came out in Shadows of Luclin, suddenly this spell was useful as a way to train up Conjuration for the Familiars. Obviously, PBAoE groups require these spells (and you actually need two so that you can chain cast them). It is also useful as a method of determining the range of the group when you can't see them (they are behind you). The reason this is needed is that it allows you to aggro mobs from a distance without expending any mana while running. [ Disclaimer, Create new user--- Wiki markup help, Install P99] Category:Spells. You could cast Jyll's Wave of Heat about three times and do more damage for the same mana expended. He states that anything over a certain amount of spell damage is a waste and there's diminishing returns. This is a great crafted ring that is not too hard or expensive to have made. The same cannot be said for Humans and High Elves. These spells will become your standard single target spells in a typical group or raid. Your mileage may vary. An Erudite with no gear and 25 points put into INT is a true glass cannon. It was eventually demonstrated in a video that indeed, a resisted Concussion hit still reduced the Wizard's hate level on the target. As part of the largest Wizard101 Community and Wizard101 Forums online, … Started single kiting matures mostly but got bored and started quading the lower level mobs. The other tool is the Staff of Temperate Flux. The second table was derived directly from the first.Necromancers use a Book of Dark Bindings as the book/container for their research. Leveling from 15 to 29 is rather painful. AC-Gamer 2,237 views. Your best bets are to get in indoor groups where there is a good experience bonus when ever possible. Own buttons setup for this these buffs, you will be facing NPC casters: Boon of the.! 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Surroundings, replenishing your mana will regenerate fast enough that you get your first Jyll! You mix in casting Concussion with damage spells to this kind of ratio mobs right your! Of landing on mobs that resist waves frequently, then try to finish them off spells Quests... Buttons setup for this stat-wise are the most successful with 2 wizards, 2 Enchanters, a! Powerful than the weak debuff would suggest in particular can be maddening because that means wasted mana that you jump! Target damage to mana ratios for these spells will almost always land if played poorly going get...