Wizard Guide.
By maddbomber83
Introduction
Shadowbane's character creation system is very detailed.
You can create almost any type of character you want. While this allows
you to create the perfect character to fit your play style, it also offers a lot
of frustration and wasted time trying things out. This guide is intended
to help you create your first Wizard. If you follow this guide you will
create a character that is both powerful and easy to play. It will allow
you to learn the unique abilities of the Wizard, and learn how to create a
character. Once you reach Rank 3 or 4, you should have enough experience
to create your own Wizard. When you do this, check out the online boards
and web sites for information, and use the Catacombs Character Builder to help
guide you. Not all the information on it is correct, but after leveling
this toon, and reading the boards you will be able to work around that.
Now on to the guide.
A Wizard is a very solid class to play. They get the following things.
-
A good pet, possibly the best pet in the game.
-
A good DD spell, one of the best.
-
2 good stackable DoTs, one of which includes a DEX/Str
Debuf
-
Mana Regen (CRACK!!!!)
-
A pet buff and a pet heal.
-
Some Defense spells
-
Teleportation
-
Counterspell
-
Lots of different types of crowd control. Mez,
Root, Snare, Stun, PBAE spells.
Hot Spots in this Guide:
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Creation
Make an Elf Mage. Here is a break down of what each stat
does for you. (you can create other races if you want and follow everything the
same, although some of them you will need to raise SPI up to at least 45/50)
STR – For you, determines how much you can carry.
For others, affects Min/Max DMG and attack rating depending on their weapon.
SUBTRACT 5 points from this.
DEX – For you, defense, and to a very small margin,
maybe, your spell ATR. For others, their defense, and the min/max DMG and
attack rating, depending on the weapon. SUBTRACT 5 points.
CON – For everyone, your life and endurance. You
will SUBTRACT 5 points from it now, but later you will max it.
INT – This is very important to you. It determines
your DMG for your spells, your max skill level, and raises ALL your skills.
Everyone needs INT. Fighter types need at least 60, you need to max yours. At
creation, place ALL your points, including the ones you took from other stats
into INT.
SPI – This determines your mana pool and regen
rate. Leave it as it is for now.
DO NOT PICK ANY STARTING RUNES. Later on, when you have a
better understanding of the game, you may want one or two. I still don’t choose
any for my chars.
Now pick a starting City. Since each server should be
different, I can’t really tell you what one to pick, other than it doesn’t
matter for the most part, just some towns are closer to good hunting spots than
others. You can always join a new town.
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Attribute Points
As you level you gain attribute points. These increase
your stats, and can be used to add runes. From R0 –R2 you gain 5 a level, R2-3
gets 4, R3-4 gets 3, R4-5 Gets 2, R5-6 gets 1.
Place all your new points into INT. When you max your INT,
place all your points into SPI. When you max SPI, put them all into CON. When
you max CON, save them to add runes, or whatever you want.
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Skill Points.
You should keep your spells at your level, then use left
over points to raise focus powers. When I say at level, I mean this. Shielding
will cost you 50gp to level up. After leveling it up once or twice, or more
depending on how long its been since you have trained, it will suddenly cost
like, 500gp, or 5000gp. That means it is at your level. You can raise it
farther if you want, but for a lot of gold. When you level again, the cost
should be back to 50gp.
Every spell has 2 requirements to meet. A minimum Level to
get it, and a minimum focus skill to get it. One thing to note though, once you
meet the level requirement to train a spell, it will appear in your training
list and let you know what focus skill you need.
Training a spell will increase its min/max DMG, or
duration, and its mana cost. Some spells have to be brought up to a certain
level before you can get another spell.
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Spell List
Here is a list of spells and what they do. There is a lot
of them. To the left of each spell is what I recommend you do with it. GM
means place 40pts into it. Auto means you get it w/o training points into it.
|
GM |
Shielding (Personal Armor Buff) |
|
GM |
Blood Boil (Single Target Magic Damage Over Time) |
|
No Points |
Mage Bolt (Single Target Magic Damage) *you start with
this, put 0 points in it |
|
Auto |
Lore of the Ancients (Item Identification) |
|
GM |
Conjure Familiar (Summon Pet) 1=Gargoyle 15=Fiend
30=Demon |
|
GM |
Mystic Bolt (Single Target Magic Damage) |
|
1 Point |
Translocation (Teleportation) |
|
1 Point |
Sign of Veshteroth (Single Target Fear) |
|
1 Point |
Spectral Bonds (Single Target Root) |
|
Auto |
Astral Tether (Personal Recall) |
|
Auto |
Greater Astral Tether (Group Recall) |
|
No Points |
Greater Translocation (Group Teleportation) |
|
GM |
Charm of Insight (Single Target mana Recovery Buff)
|
|
GM |
Charm of Illumination (Single Target Intelligence and
Spirit Buff) |
|
GM |
Incantation of Augmentation ( Pet Only STR, DEX, Con
Buff) |
|
1 Point |
Incantation of Rejuvenation (Pet Only Heal) |
|
GM |
Sign of Sorthoth (Single Target Magic DoT and STR and
DEX Debuff) |
|
20 Points |
Charm of Protection (Single Target Damage Absorber) |
|
GM or None |
Counterspell (Single Target Dispel Effect) |
The rest of these spells, do not put any points into.
Chant of Confusion (Area of Effect Mesmerize)
Chant of Insight (Group mana Recovery Buff)
Charm of Amnesia (Single Target Amnesia)
Charm of Befuddlement (Single Target Agro Reducer)
Charm of Binding (Single Target Snare)
Charm of Confusion (Single Target Mesmerize)
Charm of Haste (Single Target Haste Buff)
Charm of Peace (Single Target Lull)
Circle of Warding (Group Target Magic Resistance Buff
Cloak of Obscurity (Personal Invisibility)
Consume the Will (Single Target mana Drain Over Time)
Disruption (Single Target Dispel Effect)
Enfeeblement (Single Target DEX Debuff
Hexagram Ritual (Single Target Magic Resistance Debuff)
Incantation of Disorientation (Area of Effect Amnesia)
Incantation of Illumination (Area of Effect Intelligence
and Spirit Buff)
Incantation of Pacification (Area of Effect Lull)
Leech the Will ( Single Target mana Drain Over Time)
Mystic Backlash (Single Target mana Damage)
Mystic Shield (Single Target Damage Absorber)
Mystic Ward (Single Target Magic Resistance Buff)
Reflection (Single Target Magic Damage Shield)
Sign of Glauror (Area of Effect Magic Resistance Debuff)
Sign of H'gaan ( Single Target Strength/Dexterity
Debuff)
Stun (Single Target Paralyze)
Weakening (Single Target Strength Debuff)
Word of Power (Area of Effect Paralyze (0 range))
I did not choose any of the group spells because, mana
regen keeps you pretty much full of mana, so I don't mind casting them over and
over again. I'm not a fan of debuffing and crowd control, so I stuck with
the basic root and fear.
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Focus
Raise your focus skills as follows.
Warding, only high enough to get Charm of Protection (63%)
Wizardry/Sorcery, Bring both of these up to about 120%,
raise them both about the same as you level.
Increasing Focus skill will increase the DMG or effect of
the spells under it and decrease mana cost. It also increases the Attack
rating of your spells.
You will also have Sword/Dagger/Staff skills. For
this build do not raise any of them. When you create your very own Wizard
you may want to increase Staff just enough to use some nice staff/wand items the
game has.
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Tactics
From Level 1-5
Just hit HOME, then kill the target with your mage bolt. Hunt the areas
near your town, if you see other people hunting, ask to join them. You
should ALWAYS be in a group if you can
From level 5-10
Each server will be different, but for the most part you want to kill Grobolds.
Type /info Where do I go to kill Grobolds. And someone should help you
out. In beta all servers were the same, so when this goes live they may be
different. Just ask with the /info and someone will point you the
right way. YOU WANT TO GROUP, try to find a group hunting what you are.
If you can't find a group, this is what you do. Find a yellow/orange con
mob, cast blood boil on them and run. Blood boil should be able to kill
most things by itself. If not try adding in a mage bolt or two. You
can probably even do Red cons, although you may have to reapply your DoT.
**Note about Lore of the Ancients***
This identifies magic items. ALWAYS identify items for people if they ask.
The scrolls in beta cost them 500gp each, so if you don't know them and need
money, charge. If they are in your group, always ID for free. AND
GIVE BACK THE ITEMS. If your inventory is full, you can have the person
put it on the ground next to you, then target it off the ground and cast the
spell.
From level 10-15
At level 10 you can promote to a Wizard. You also get your pet and Mystic
Bolt and your Wizardry Focus skill opens up. Go to one of the Big Cities
to promote. Use the /info channel to get help on locating your trainer.
While hunting at these levels you should head to the Bandits. Again, use
the /info channel to find them. TRY TO GET INTO A GROUP. In a group
all you do is send in pet to whatever they are fighting. Once your pet or
someone else damages the target, cast your Mystic Bolt on it. If it is a
higher level monster, cast blood boil on it. If you are going to solo,
send pet in, let it damage the target, then either blood boil or mystic bolt.
You'll learn which to use.
From level 15-20
Go to do Nailers and Rats in the Bog. You'll use the same tactics as
before, only this time you'll have a pet heal. Try not to heal during
combat because it draws agro. Your heal spell is good enough with 1 train
in it. Have your pet sit when not in combat, and then heal. It heals
for more.
**Note about mana Regen**
After training this a few levels, you should basically NEVER have to sit down.
It will regen your mana fast enough. So unless you have to, DON'T sit
down, you take more damage if you do.
From level 20-35
I stayed in Khar, there are a lot of groups in the area and plenty R2-3 mobs to
fight. The best thing is to get into a group and learn the land. You
now will have a mana Regen spell, offer to cast it on any class in your group
that needs it, and refresh it often. You'll also get a charm of protection
spell. It increases physical resistance. Offer to keep this up on
your fighter types. Your tactics are still the same as before. Keep
in mind that your pet is a tank machine. At 15 trains it becomes a fiend,
at 30 its a Demon. If you are close to either of those two land marks, go
ahead and spike your skill to get them. Keep your pet buffed.
Level 35+
From playing with people, you should have found a guild by now, if not, find
one. This is as far as I will take you in a guide. You should have
learned enough about the game to continue your character the way you want it,
or, create a new one.
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Disciplines
I'm not including much about these in my guides. For an Elf Wizard
there are not many that stand out, except maybe traveler. Read the boards
more to find out your options and how to get them.
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Translocation
This is a very important spell. Just click on some place on your mini
map, then cast. Your there. Great to escape, or when those scouts in
your group are bragging about how much farther ahead of the formation they are
than everyone else, just teleport in front of them and laugh. Note, pet
does not come with.
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Counter Spell
Some people put points into this, some do not. It basically removes
negative effects from you, like magic based DoTs. In this build I
recommend not putting points into it until you determine whether or not you need
it. If you do decide to use this spell, GM it. If someone wants to
use a dot on you, chances are it is a GM dot, or else they would be casting
their GM spell.
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Conclusion
Remember, there is no best character. Some will do better than others
in certain situations. You need to look at what you like to do, and create
a character that fits your play style. I'm lazy, that's why I need a pet
and mana Regen. There is a lot of things you can do. Look at the
list of 46 spells you have available to you, I only used 19 of them. When
you add a discipline, you get even more. I believe you should max your
Int/Spi/Con on your Wizard. Most people will then get +Max Int runes to
bring that even higher. I'm thinking a +MAX Con rune would help me more.
Others will put more into DEX to increase defense, or into STR to increase how
much loot they can carry. Elf is not the only race you can play as a
wizard. Pretty much all the races that can be wizards are good choices if
they fit your play style. ALWAYS GROUP, if you have a question use /info
and ask. Once you hit R2 or 3 and you have more specific questions, try
going esc/info/who and do a search of all level 40-60 characters. Then
find a wizard and send him/her a message and ask. I've found almost
everyone in this game is very nice. Don't spread yourself to thin. A
build I'm working on now doesn't have some of the spells I said you should have.
Good Luck
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maddbomber83
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