Level 32 Wizard 01/24/2016 09:35 PM CST
Skill Name Current Current
Bonus Ranks
Multi Opponent Combat.............. 5 1
Physical Fitness................... 90 20
Arcane Symbols..................... 148 48
Magic Item Use..................... 148 48
Spell Aiming....................... 168 68
Harness Power...................... 148 48
Elemental Mana Control............. 124 32
Survival........................... 74 16
Perception......................... 74 16
Climbing........................... 50 10
Swimming........................... 25 5
Spell Lists
Major Elemental.................... 32
Spell Lists
Minor Elemental.................... 32
Spell Lists
Wizard............................. 14


There is my current training. I have 573 Physical TPs available. I am quite comfortable with my defense at this point and want to get the most offensive bang for my skill points.

I can get 40 ranks of lore. Whats the best offensive/disabling stuff to get?

I could get 8 more spell ranks? Wizard spells? More 500's CS?
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Re: Level 32 Wizard 01/26/2016 02:31 PM CST
One suggestion is to always have your PT at 1x. It's the best defense you can train to defend against maneuvers which do not take DS into consideration.

My second suggestion is to reconsider spending the extra TPs into Harness Power. You have 16 extra ranks of Harness Power, which gives you 16 extra mana - for a total cost of 128 mental training points!!! If you really think 16 mana is worth 128 mental training points, then enjoy the mana! Otherwise, consider what other benefits those TPs can afford when you have access to 516 (mana leech).

I would recommend bringing your Wizard spell ranks up to 920. Gaining 919 will help you with bandit (and possible escort) bounties. The utility of 918 is nice to have, and it's never a bad thing to have a friendly pet to follow you around!

Of course, there's a min-max approach and there's a preferential play-style approach. Mix-max for hunting (as a spell slinger) would suggest more spell ranks, less of the misc magical ranks, and less of the survival stuff. If you have a preference for survival and 1.5x into the misc magical ranks, then great.

I don't want to do the math, but dropping Arcane Symbols, MIU, and Harness Power ranks down to 1x for more wizard spell ranks would probably net you the same or close to the same DS because you will improve the DS benefits from both 905 and 913. It will also make 912 more reliable, though at your level that is hardly a concern. You could probably get up to 925 easily if you push some of those skills down

With 25 ranks in wizard spells, your 913 will give you +22DS instead of the 14 it provides currently, and 905 will give you +14DS vs the 7-8DS it currently provides. And, you'll have the enchant spell for very easy projects to play around with.

Most claim lore is a post-cap goal. I suggest getting 25 ranks as soon as you can afford them just for the benefits that threshold offers. For bolting, 25 ranks of Fire lore is excellent. It will unlock Steam Bolt (at 20 ranks), which is very strong (for raw damage) while also improving the benefits of 513 and other various things you can research on you own! You could stop at 20 ranks, but at 25 I think there are a couple of other advantages (411 flares on a 1x runestaff giving you a 5x runestaff with weighted elemental flares is the first thing that comes to mind).

Note - you might have to attune to an element to gain some of the lore benefits, and attune is semi-permanent at the moment, so decide how you want to play and consider lore opportunities with that in mind.
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Re: Level 32 Wizard 01/28/2016 09:37 AM CST
<One suggestion is to always have your PT at 1x. It's the best defense you can train to defend against maneuvers which do not take DS into consideration.

True. But it's not going to be the end of the world if you catch up on that a little later. It's a cheap skill you shouldn't neglect in the long run.

<My second suggestion is to reconsider spending the extra TPs into Harness Power. You have 16 extra ranks of Harness Power, which gives you 16 extra mana - for a total cost of 128 mental <training points!!! If you really think 16 mana is worth 128 mental training points, then enjoy the mana! Otherwise, consider what other benefits those TPs can afford when you have access to <516 (mana leech).

1.5x HP isn't a bad idea, actually. Level 32 is still well within the level range where mana is restrictive and while 16 extra mana isn't a lot, it's probably around a 15% increase to your mana pool as well as a slight increase to mana recovery per pulse. I generally recommend 1x minimum, 2x maximum for leveling wizards. Adjust to taste as you go.

<I would recommend bringing your Wizard spell ranks up to 920. Gaining 919 will help you with bandit (and possible escort) bounties. The utility of 918 is nice to have, and it's never a bad <thing to have a friendly pet to follow you around!

Unless you'd prefer to have those spells now (I did, just for fun!), there's no significant offensive gain from training 915-920. And 919 is really too expensive to get much use out of at level 32. It's perfectly fine if you want to wait a bit and pick those ranks up later. The DS gain is 1.25 DS per level - less if you sacrifice a rank of 400s or 500s to get it. Just be aware that if you go too many levels neglecting 900s you may start to notice your DS isn't where it should be.

<Of course, there's a min-max approach and there's a preferential play-style approach. Mix-max for hunting (as a spell slinger) would suggest more spell ranks, less of the misc magical <ranks, and less of the survival stuff. If you have a preference for survival and 1.5x into the misc magical ranks, then great.

I think this overestimates the value of increased spell research training. As noted previously, 900s are primarily a defensive and utility circle once you grab up your staple bolt spells. Overtraining in 500s or 400s does not increase bolt AS contribution from 425/513. You gain a small amount of CS per rank, but at a cost of 64 MTPs I really don't think it's worth it just to give a slightly better chance of leeching mana or striking with 502, if you even use that. I would hold off on that until later levels.

<Most claim lore is a post-cap goal. I suggest getting 25 ranks as soon as you can afford them just for the benefits that threshold offers. For bolting, 25 ranks of Fire lore is excellent. <It will unlock Steam Bolt (at 20 ranks), which is very strong (for raw damage) while also improving the benefits of 513 and other various things you can research on you own! You could stop <at 20 ranks, but at 25 I think there are a couple of other advantages (411 flares on a 1x runestaff giving you a 5x runestaff with weighted elemental flares is the first thing that comes to <mind).

I expect that picking up low-rank lore effects may be worthwhile. I used to recommend 24 ranks in air lore for Tonis bolt, extra disk slots, -1s from haste, etc. But I haven't played since the ELR was announced so I'm a bit out of the loop on what the best options are. But if I had to guess, steam bolt looks like a spell a level 32 wizard would definitely want to have. As I understand it, you get a DF on par with a 5-6 mana bolt at a cost of only 3 mana (and a not-so-great crit table!). Honestly, I can't imagine what would improve your overall offense more than that, and I see great synergy with the extra harness power (you would receive 5 extra casts just from the base mana pool, not to mention extra casts over the course of the hunt due to pulse rate).

This assumes that your primary offensive challenge as a level 32 pure wizard is in managing mana. Hitting harder for less mana is probably the best way for you to increase your offense at this level.

Overall, I think the training looks good. Good luck!

~Taverkin
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Re: Level 32 Wizard 01/28/2016 12:44 PM CST
>>1.5x HP isn't a bad idea, actually. Level 32 is still well within the level range where mana is restrictive and while 16 extra mana isn't a lot, it's probably around a 15% increase to your mana pool as well as a slight increase to mana recovery per pulse. I generally recommend 1x minimum, 2x maximum for leveling wizards. Adjust to taste as you go

My little wizard is 36, and 1x in HP. With 1x in 500s and mana leech, I have never run out of mana on a hunt. I usually return to town with 15min leech debuff and ~70% of my mana without ever using a single society ability for mana. The reason is because I hunt with cheap spells and don't need to waste mana on the big expensive spells.

502 is an amazing spell at this level range. If you have 430 already, you're going to be at a serious DS advantage compared to the AS of the critters since they are usually not expecting to fight something with that much defense. So, I can go full offensive - empty hands - and channel 502 at targets. I only do this against targets that can be stunned, and it pretty much always stuns them. 502 is surprisingly effective in the mid-levels, and if you channel open-handed in offensive it crit kills pretty often.

Otherwise, I just use 2-3 casts of 906 since I don't have the lore I want to have yet for Steam bolt...

In the end, I think over-spending on HP will net a great deal less benefit at this stage of the game. 516 returns more mana in a single cast then you gain with 128 MTPs.


- The primary reason I suggested bringing wizard spell ranks up is because it ends up being a pain later on when you're wishing you had access to 930, but you'll have to train 12-15 spell ranks to get it, and then another 5-8 ranks just to make it useful!
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Re: Level 32 Wizard 01/28/2016 02:29 PM CST


Thank you both for the advise. I do appreciate that I could boost my defense up a bit but I feel its adequate now and for the next several levels.

What I'm looking to do is add to my offense so I can take out some more particularly difficult foes. I realize I will sacrifice a bit of defense for this. Right now I do just fine with shooting up squishy stuff with the offense I have.

For example I plan to hunt in the Rivers Rest Citadel in the future. From previous hunting experience I know I will do fine upstairs picking off heralds, arbalsester etc..lightly armored, easy to crit. What do I need to add to my skill training to make my offense really pop so I can go downstairs and lay waste to something like Phantasmal Bestial Swordsmen. They are noncorpreal and in heavy armor.

There are other creatures like this at my current level that I just don't hunt due to my offense not beign strong enough, or unable to maintain it for long enough without killing my mana.

Any ideas?
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Re: Level 32 Wizard 01/28/2016 08:28 PM CST
>>For example I plan to hunt in the Rivers Rest Citadel in the future. From previous hunting experience I know I will do fine upstairs picking off heralds, arbalsester etc..lightly armored, easy to crit. What do I need to add to my skill training to make my offense really pop so I can go downstairs and lay waste to something like Phantasmal Bestial Swordsmen. They are noncorpreal and in heavy armor.

For the Citadel there are two important areas of training:

1. Be able to do something to defend against maneuvers. Arbalesters, Guardsmen and Swordsmen all have maneuvers that will be very dangerous to a wizard, especially with the Haste changes and the need for Air Lore to help mitigate RT inflicted by maneuvers.

2. The best offense against the swordsman is raw damage. Keep in mind that Swordsmen are particularly resilient. They are stun immune, immune to the majority of knockdown effects (909, 912, 410, 709, and 435), and immune to criticals. This is exactly the kind of target that Minor Steam Bolt is designed to kill. It's super high DF, with weak crit table so it does raw damage. The problem is that you next to zero ways to disable this creature as a Wizard (no idea if 505 tonis bolt will knock them over, but chances are it's immune to that as well). To get steam bolt you need at least 20 ranks in elemental fire lore.
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Re: Level 32 Wizard 01/28/2016 11:24 PM CST
Swordsmen are a tough nut to crack. Without the benefit of rapid shock, whatever you do is going to have to center around efficiency. I agree with the steam bolt suggestion. As for countering their offense? As I recall, swordsmen are quite slow. If you can manage to get past their heavy armor, slow could possibly buy you enough time to kill a swordsman before it can attack again. But that plate CvA is pretty obnoxious.

~Taverkin
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