How things have changed 07/23/2015 11:22 PM CDT
So, I just reactivated after a six year hiatus. I feel like I am considerably less effective than I was back then (although that could just be nostalgia and a really bad memory). I know things have changed quite a bit, as I found I had a spellup script that only had 401, 406, 414, 503, 905 and 913. I remember I was hunting zombies back then, and now it takes most of my mana kill one, let alone get fried. I can't even ward them with 516 reliably for extra mana during a hunt. I've also tried a couple of adventurer's guild quests with disastrous results. Here's stats and training:

Level 23 Sylvankind Wizard
Strength (STR): 86 (18) 86 (18)
Constitution (CON): 74 (12) 74 (12)
Dexterity (DEX): 66 (18) 66 (18)
Agility (AGI): 80 (20) 80 (20)
Discipline (DIS): 86 (13) 86 (13)
Aura (AUR): 59 (9) 59 (9)
Logic (LOG): 73 (11) 73 (11)
Intuition (INT): 73 (11) 73 (11)
Wisdom (WIS): 80 (15) 80 (15)
Influence (INF): 76 (13) 76 (13)


Skill Name Current Bonus Current Ranks
Physical Fitness 58 12
Arcane Symbols 150 50
Magic Item Use 150 50
Spell Aiming 150 50
Harness Power 128 34
Elemental Mana Control 105 25
Major Elemental 20
Minor Elemental 21
Wizard 23


Apparently I built for long term growth, although I'm not sure why. At any rate, any advice or tips would be very welcome. Thank you in advance.
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Re: How things have changed 07/24/2015 02:00 AM CDT
Get wands to help save mana. Befriend a ranger; they can imbue rods and wands for you from foraged sticks, which you can then embed. Zombies are terribly slow, you should be able to hunt them in total safety. Macros are your friend here. You have more than enough AS and MIU; stop training in them for a while (or even cut back a bit) and grab some lores.

You have lots of spells; start getting some lores. Most folks recommend 24 ranks of air lore for the effect on haste and to turn Hand of Tonis into a bolt spell, followed by fire lore for things like immolation.

I went from level 0 to cap as a warmage; I'd suggest that as a possibility, but it's a somewhat specialized niche training path, and I'm biased. Bolting is simpler. Also, you may or may not want to grab a couple of ranks of MOC to spread out the splash damage from ball type spells.


"So, what does that green line on the graph represent?"
"Oh, that's the projection of a hypothetical offspring from a union between Sauron and Cruella de Ville; we use that as a baseline for determining character alignment."
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Re: How things have changed 07/24/2015 08:31 AM CDT
The wiki will teach you most everything you need to know:
https://gswiki.play.net/mediawiki/index.php/Wizard

Mana is invariably a problem with young spell casters - I suggest 2x Harness Power to 50, and there is now a mana-free 1700 spell for when you're in a pinch. You will need wands to finish a hunt, that is just life (dupe them). 516 won't be reliable this early. I would also avoid adventure guild tasks that give you bandits or escorts, since their maneuvers are just too deadly. You have a ton of spells, which will be nice to get you access to the 20/25/30 spells, but afterwards you can slow down on - just read the wiki. Oh, and I would suggest 1x Physical Fitness, helps against those maneuvers which will be the death of you (literally).
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Re: How things have changed 07/24/2015 08:39 AM CDT
Just some quick suggestions. Look me up in game or shoot me an email if you would like to discuss things in more detail.

Wands are a good suggestion if you want to continue hunting zombies. When I was leveling the only time period where I had challenges in filling my head was around this level because I was determined to stay in and around Icemule vs. try a different hunting area. Zombies just seem to take a lot of mana for a wizard to kill them but there wasn't much else to hunt in this range. For a time period I resorted simply casting sand storm on them and then waiting for the spell to run its course (usually they would die towards the end or just require one more bolt to finish them). I definitely don't recommend this as a strategy but if you are stubborn about hunting them or hunting in that area this may help. You could try underhunting the arch wights near Icemule for another level or two (specifically the ones near Icemule because they don't wear armor). Super easy and fun for a pure wizard.

Maybe some folks could chime in with other critters to hunt in this level range (maybe centaurs in Darkstone?)

I would consider dropping MIU or AS down to 1x (keep the other at 2x) which may free up some additional point you could move over into Harness Power (I am a big advocate for 2x in Harness Power for life).

I don't recommend putting too many points into lore at early levels but a lot of people do like to get their air lore up early on for the tonis bolt, haste, and extra disk capacity.

I would recommend planning your next couple levels to insure that you can train 425 at 25th level.

You may also want to consider slowing your spell training down a bit. 2x - 2.5x is still a pretty good clip and you may want some points for tertiary skills like climbing, swimming, and survival eventually (not to mention finding some points to get you to 2x HP).

I would encourage you definitely not to give up! Whether you find a different hunting area that works better or stubbornly slug it out past the zombies where you are it's pretty smooth sailing after that all the way to cap.

-- Robert aka Faulkil

"All wizards are beginners; some of us have just been beginning longer!"
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Re: How things have changed 07/24/2015 10:43 AM CDT
You're looking good. You could make some tweaks. Right now you're a little heavy on wizard spells. You want to keep MjE and MnE equal to level, but you could afford to drop wizard circle back to 13 or 20 ranks if you wanted to. You could also drop MIU and arcane symbols back to 1x to free up some points. Those points should probably go into air lore first. 20 ranks will get you Tonis bolt (24 ranks will also get you a second off on haste!). The rest could go into more harness power until you feel more comfortable with your mana pool.

You're on the cusp of learning 425, which will not only increase your bolt AS by 25 but also your CS. This will greatly improve your success rate with mana leech as well as making your bolts hit harder, which translates into better mana efficiency.

Also, I notice you didn't mention 513 in your spellup script. If you aren't using this spell your AS is significantly lower than it should be! So make sure you're doing that!

As for guild tasks, be aware that not all tasks are worth attempting! You can just remove a bad task and wait for another one. Alternatively, task vouchers are available in the Simu store and, in my opinion, they're an excellent deal. They let you pick new tasks until you find one you like!

~Taverkin
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Re: How things have changed 07/24/2015 11:48 AM CDT
Thanks for all the responses so far. It looks like I should make some tweaks, at least. Is Tonis bolt a much better option than 904? I don't remember using Haste much at all. Is there a good reason to worry about it for bolting?

I was practically festooned with wands when I came back, so I must have been using them more than I thought. 1700 looks interesting. I will try that out some and see how much it helps.

I am not stubborn about continuing to hunt zombies, it just happened to be the one travel script I had that wasn't to another town or the guild, so I assumed that was what I had been hunting primarily. Any suggestions for better things to hunt are welcome. I'm based out of the Landing currently and I'm not in a hurry to leave.

Taverkin
Also, I notice you didn't mention 513 in your spellup script. If you aren't using this spell your AS is significantly lower than it should be! So make sure you're doing that!


That was an old script from 6 years ago. Looking through my lists now there are a lot more defensive spells than I remember running, and I have added 513 to the list.

So I think I will drop AS down to 1x and add more HP. I don't know if I want to drop any Wizard ranks, but I think I will at least stop raising that until I have 500s and 400s caught up to level, with a push to get 425 in two levels. I'm wearing robes right now, but looking at the guides and reading some things here, I wonder what the general thought is on getting into full leather.

Thanks again!
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Re: How things have changed 07/24/2015 02:05 PM CDT
If AS/DS attacks are a regular problem for you, then I definitely recommend full leather over robes. You can workaround it with scrolls/imbeds, which due to the extremely inexpensive cost of MIU/AS training for wizards is a good option. But unless you're taking advantage of enhancive armor pieces or a particularly nice set of robes, I don't really see the point in taking less protection. 4 ranks of armor use is all you need for full leather.

~Taverkin
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Re: How things have changed 07/24/2015 07:33 PM CDT
Haste is not as necessary for bolters as it is for warmages, but while it doesn't speed up your bolt attack rate, it does reduce the RT you get from being hit by maneuvers. This wont be significant right now, since currently most of your like level opponents lack such attacks, but by 60 trains or so your opponents will be using those type of tactics against you. I have gotten into the habit of having haste running constantly. As far as Tonis bolt vs 904, note that the bolt form of Tonis has a decent knock down rate, which 904 lacks.

"So, what does that green line on the graph represent?"
"Oh, that's the projection of a hypothetical offspring from a union between Sauron and Cruella de Ville; we use that as a baseline for determining character alignment."
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Re: How things have changed 07/24/2015 08:25 PM CDT
Example of Tonis bolt:

You gesture at a darkly inked fetish master.
You unleash a bolt of churning air at a darkly inked fetish master!
AS: +551 vs DS: +530 with AvD: +52 + d100 roll: +53 = +126
... and hit for 25 points of damage! Strike to foot!
The fetish master hops around dizzily on other foot and falls.
The fetish master is knocked to the ground!
The fetish master is stunned!

It's a great spell to use when you don't have a very good chance of scoring a critical kill with other bolt spells. It has a very low chance to kill, but a very high chance to stun and knock the opponent to the ground. The damage it deals is exactly what you would expect for a 5 mana bolt spell - right between 904 and 906 - so you sacrifice nothing in that sense. It's also a group hunting staple as you won't steal kills from your hunting partners but you will take the enemy out of the fight and make them easier for your friends to hit.

~Taverkin
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