Pillar of Fire - Rune of Proximity / Rune of Nagafen (26 Trivial) Project Lightning - Rune of Periphery / Rune of Fulguration (26 Trivial) Fire Spiral of Al'Kabor - Rune of Velious / Rune of Al'Kabor (46 Trivial) Lightning Storm - Rune of Xegony / Rune of Karana (62 Trivial) One is the Journeyman's Boots (see Journeyman's Boots Quest). 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. Where it gets tricky is finding places where this is possible without getting adds, having SoW, and having enough mana to accomplish the feat. Wizard - Numbing Cold at level 1. Above all, mana management and having SoW are critical to staying alive and soloing successfully. Note that what is stated below is really for a non-twink to consider! Your best bets are to get in indoor groups where there is a good experience bonus when ever possible. The long cast time and stun discourage use during battle or kiting. The initiate symbol of the tribunal quest is nice for obtaining a magic weapon at low levels: ... Stock up on spells when you're in town if you can afford it. 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! Note that an Erudite can start with 127 INT, 75 AGI, 75 STR and effectively start with Human-like rounded stats, yet achieve a much higher starting INT than is possible as a Human (which is 110). Without snare you will find kiting to be mostly impossible. After Planes of Power came out, most players abandoned PBAoE and it became a lost art. 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. That said, I'm … The spell line might as well have been removed from the game because they are utterly useless. Usually you only have these ready for use in a group and when you know you will be facing NPC casters. Wizards get a fair number of worthless spells as they level up. At 52 you get a very useful "Rain", Tears of Druzzil. Your best bet playing the early levels on Project 99 is to get yourself to Freeport (or Neriak) so that you can play in East Commons and beg for buffs in the East Commons Tunnel, your main desire being Spirit of the Wolf and Clarity. Epic numbers of mobs can be killed in this manner on a single pull. Although Bonds of Force affects up to 4 mobs, most Wizards can’t quite quad successfully yet. 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. While solo, especially in the early levels, things are a bit different. It was eventually demonstrated in a video that indeed, a resisted Concussion hit still reduced the Wizard's hate level on the target. Some NPCs will resist even with all kinds of debuffs on them, but these spells will almost always land. 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. If you find that you are getting aggro all of the time, don't blame the tank; start nuking less, even if you have to resort to using lower level spells. It’s easiest in groups that are well lead, with a mix of classes that can blow through the kills, but it is slow. Outside of a group, Wizards generally need three things to successfully solo: Spirit of the Wolf, mana, and snare/root. 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. Magic and Lightning are usually not quite as efficient. You will have access to several targeted AoE spells as you level; the "Column" and "Spiral" line of spells. 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). Wizard . 300: Evocation: Single Warning: No pricing data (in the last 90 days) found to make chart. 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. They are also usually the fastest to cast and recover from to recast. Keep in mind that the soft cap on INT is 200 and anything higher will not net you very much mana. Pick Solusek Ro or go Agnostic. You aren't going to get the mob off of you by doing that. 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. 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). A PBAoE group is most successful with 2 Wizards, 2 Enchanters, a Cleric and a tank. Jump to: navigation, search. nilbog: Harvest is available in ~June 2000. Keep a root memorized, you might find yourself sitting and trying to recover enough mana to finish off a mob that just kept resisting. Unless you plan on buying SoW potions on a regular basis or have a druid in your back pocket, you pretty much have to have these. Buffs help. The Crag Spiders in the Eastern Plains of Karana are also a great spot after level 20, and as a bonus you'll get tons of silk. Reward (Random): Boon of the Clear Mind, Clarity II, Recant Magic, Wake of Tranquility Magician . The damage to mana ratios for these spells improves dramatically in the higher levels. 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. You might have to explain this if you run into someone that is fond of pulling mobs right into your melee range. Leveling from 15 to 29 is rather painful. Winds of Gelid also has a long cast time, making it even less attractive. 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 Some areas you Quad-Kite in will be remote, far away from any help. You go from single target damage to mana ratios of 2-2.5:1 to 2.5:1 on four targets. Everquest P99 - UpperGuk - Wizard - Duration: 3:30:11. 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. 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). Wizards, along with Enchanters, are a class that are virtually a requirement for point blank area of effect groups (PBAoE). My bazaar mule is full of spells I have got from my wizard quading in SF. 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. Started a new account to make videos; will legit from 1 to whatever point I get bored. The second table was derived directly from the first.Necromancers use a Book of Dark Bindings as the book/container for their research. There is a Level 60 PBAoE spell called Winds of Gelid that does up to 1260 damage per mob, but costs 1000 mana. When Familiars came out in Shadows of Luclin, suddenly this spell was useful as a way to train up Conjuration for the Familiars. Early on, find a good leveling guild, and that should ease some of that leveling pain. Try distancing yourself from the bulk of group if this becomes a problem, but you definitely want to stay out of melee range. Chromadrac's are usually up all over the place and easy meet for a wizard. AC-Gamer 2,237 views. ), 9) Begin casting your most efficient quad damage spells and continue until they are all dead or only one mob is left, Thou shalt not blast a mob the tank has just started fighting, Thou shalt not Rain/AE when adds are in camp or even possible, Thou shalt not run when a mob aggros on thee, Thou shalt assist the main tank and not manually target, Thou shalt inform the group regularly of thy mana level, Thou shalt not expend mana killing fleeing mobs unnecessarily, Thou shalt root when a mob has aggroed on the wrong player. The Races that really suffer stat-wise are the High Elf and the Dark Elf. Left-over points (regardless of race) can be spent to round out the stats. It is as simple as that. Post level 51, there are many situations where these spells become valuable, albeit situational. Otherwise you will be forced to re-snare all of the mobs and try to finish them off. Always have an Evac to the zone safe point up and what ever you do, don't kite the mobs around the safe point! Other classes may technically be able to participate, but the most successful groups are as previously stated. So in a group or raid where only one mob is engaged and there are no concerns about adds, the damage output for the mana expended make this spell very worthwhile. Another line of combat spells worth mentioning are the stuns. This page was last modified on 9 November 2020, at 10:04. 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. 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. The damage to mana ratios just don't support it. This page has been accessed 33,579 times. I did hear of one wizard who specialized in Alteration so that they could do more successful evacs. 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. Rogues do fantastic sustained DPS that you will likely never be able to match. Many of these produce little or no damage, but if timed correctly, you can stop casters and help out tanks that are falling too quickly in HP. 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. If you have root up and the target can be rooted, then try to root it and if successful, back off slowly. Resists in particular can be maddening because that means wasted mana that you might not be able to afford. 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. While it is correct that Bonds of Force is simply too mana-intensive to use for quadding when you first get it, the fact of the matter is you do not need to use it to quad. You also get access to several stuns and interrupts, which against a healing or gating mob can be far more valuable than any nuke. Root + nuke will fail quite a bit due to root breaking early. Obviously, PBAoE groups require these spells (and you actually need two so that you can chain cast them). Intelligence is 95% of what makes a Wizard possible and as far as play-ability goes, it is virtually the only stat that matters when in a group of any kind. The idea behind these spells is to spread the damage over three waves (a poor man’s DoT), however if 4 mobs are in the area of effect all of the damage is produced in the first wave. Soloing is mainly a matter of kiting slower moving mobs like beetles or rooting and nuking. In later levels (51+) Wizards can quad-kite very successfully. You will also come across various "rain" spells which affect up to four targets. At level 51 this difficulty suddenly changes to no problem at all and Quad-Kiting can be how you will level all the way up to 60. Simply stated wizards should specialize in Evocation. When the time comes to specialize your casting skills, obviously, you make sure it is Evocation that goes over 235. However, when things start to go wrong, a rogue does not have any buttons to save the day - you do. In reality, the best place to pull a mob is to the melee classes, but distant from all of the casters. Also the vision spells and the summoning spell Halo of Light are mostly useless. [1], http://wiki.project1999.com/index.php?title=Harvest&oldid=290620. However, if I should switch over to TBM group gear, I'm losing points in Spell Damage. Soloing in these levels is always risky unless you have access to SoW and Clarity on a regular basis. 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. Always keep your Evocation skill (and really all casting skills with the possible exception of Conjuration) maxed out. Then you have to kill all 4 of them and your available quadding damage spells don’t put out enough damage for the amount of mana you have to expend. After getting some levels under your belt and the mobs begin to not die so easily, you will notice that your direct damage (DD) spells don’t scale up so well. Both have High WIS, which is useless. The tank will usually be able to pick it back up. It is far more powerful than the weak debuff would suggest. 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. The power of Pillar of Frost is hard to understate. 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). It's virtually worthless. You could cast Jyll's Wave of Heat about three times and do more damage for the same mana expended. So an Erudite is almost certainly the best way to go and you can dump 25 points into INT, 5 into STR or AGI and do very well. 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. Most people on p99 will argue that barb is the worst race for shaman due to lack of racial abilities. The largest and most comprehensive Wizard101 Wiki for all your Wizard101 needs! 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. These are as likely to put you in a worse situation as help you out of a bad situation. It is nearly impossible to not specialize in Evocation as a Wizard, but just in case, you read it here. Most wizards give this spell a permanent spot on their spellbars for additional mana recovery during meditation breaks. Your mileage may vary. You can solo a bit. At level 29 you get Bonds of Force and Inferno Shock (close to 2:1 damage to mana ratio). With clarity, your mana will regenerate fast enough that you will have little downtime. This is a great crafted ring that is not too hard or expensive to have made. ... Wizard Spells. Get used to asking for these; in fact you should create several hot bar buttons: Always find the player before asking and target them before pressing the /tt buttons. EverQuest Project 1999 #6 - Awesome hidden level 50+ camp in Frontier Mountains! As part of the largest Wizard101 Community and Wizard101 Forums online, … Its only downside is the -8 STR, which isn't a problem at all if you rounded your starting stats by boosting up STR. This page was last modified on 18 January 2019, at 04:34. Better to Evac then take risks on a bad situation. He states that anything over a certain amount of spell damage is a waste and there's diminishing returns. To pull this off, you need to be able to kill all of those snared mobs before the snare wears off. Some of these spells have decent damage to mana ratios, but are practically worthless in the early to middle levels for two reasons. ALWAYS have a group evacuate memorized and NEVER allow yourself to run too low on mana to cast it. It’s slow, there aren't much turn-in quests that are easy any more. 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. What they do provide is a much better chance of landing on mobs that resist a lot. Enchanters are the most subtle of spell casters, with little focus on doing damage directly but tremendous impact on the world around them. PBAoE groups rely on very specific abilities that Enchanters and Wizards are able to employ: Point blank attacks against an unlimited number of enemies. It doesn't make you invulnerable to getting aggro, but it makes a huge difference in long fights. This page has been accessed 86,301 times. Learn which mobs run slow enough to quad and which mobs run too fast. NPC Only Spells. Enchanters are primarily a magic-using class, with the ability to wear cloth armor and wield blunt weapons and daggers. In mid-levels, quad-kiting can be achieved depending on the mob, but it will rarely prove worth the time and trouble. There is a quested Level 39 spell called Concussion (also known as the Brain Bite (Good) or Brain Bite (Evil) quest). 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. When you mix in casting Concussion with damage spells, you will find that you can over-nuke and get away with it. - … Leafstorm, in particular is to be recommended as it provides Life wizards with low pip attack on all (AOE) spell. The mana efficiency of most spells is much higher on TLP and Wizard AE Rain spells got a huge boost as compared to P99. Generally speaking, animals that run on 4 legs or animals that fly tend to be terrible quad targets as they usually run too fast. The same can be said of a spell like Glimpse, it is a low mana cast method you can use over and over to train up Divination. Wizard is a great class, and while you'll find it hard sometimes to get a group early on, you'll make great money porting and you'll be in demand when you start raiding. Finally, while most groups will prefer an enchanter or bard as their crowd control class, a good wizard can fill the role quite nicely if no bards or enchanters are available. Someone gathers glowing blue strands of mana. The long cast time and stun discourage use during battle or kiting. Between your roots, stuns, and strong burst dps, a wizard can turn a bad pull from a potential wipe to a non-issue, but only if you keep enough mana at the ready to do so. Firiona Vie: Hiptal Frizzleboth ( -3,410, + 2,930 ) Overthere: Slicia J`Singe ( 2790, 2392, -50 ) Turn In: Bristlebane’s Bundle, Gift of Xev, Quiver of Marr, Scars of Sigil You can of course do this without your epic if you use your Steelskin line of spells, but that can get expensive quickly. 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. He had linked a few pieces of Broken Mirror gear and said that because of the mod 2's, the gear was better than my Darkwater raid gear. Halo of Light is actually interesting because it it the only Conjuration spell a Wizard gets. 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. 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!' This spell is a hate reducer and there will come a time when you absolutely need it to be in your spell line up. Gathers ambient mana from your surroundings, replenishing your mana pool. An inexperienced puller thinks its a good idea to pull the mob all of the way into the middle of the group. Add in the numerous ways to get mana regen from multiple potions (and store potions) and it's night and day. You can quest. A comprehensive list of all official Wizard spells for Fifth Edition. First of all, you don’t have any snare capability until level 29 and even with SoW, you can’t cast these spells far enough away from a group of mobs before they will catch up to you. 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. 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. 51 this situation drastically changes with the ability to wear cloth armor and wield blunt and. Doing damage directly but tremendous impact on the world around them the Journeyman 's Boots ( see 's! From 50 % to fleeing put 25 points put into INT is 200 and anything higher will not net very... 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