Thunderlord now causes each enemy hit by Thunder Clap to reduce the remaining cooldown of Demoralizing Shout by 1.5 seconds, up to 4.5 seconds (was 1.0 seconds, up to 3.Spell Block’s duration increased to 30 seconds (was 20 seconds).Deep Wounds periodic damage increased by 5%. Fatality Fatal Mark damage increased by 15%.Teachings of the Satyr now reduces the cooldown of Amplify Curse by 15 seconds (was 10 seconds).The cooldown of Amplify Curse is now 60 seconds (was 30 seconds).Dragon Soul gives a lot of free spells over the course of the game, and is recommended when taken with a deity that lets you convert early mana into piety. The Crystal Ball charges very quickly in the hands of a Wizard, especially combined with a deity that can help regenerate mana. Legion Timewalking is now up on live servers, along with a heavily powered up version of the Mage Tower Challenge. Gnome Wizards are strong because mana is an important resource to wizards, so obviously more mana potions can mean a lot for the wizard, especially against bosses.Įlven Boots are available early on in the game and make an excellent prep item, allowing the Wizard to get to a 3-fireball mana pool easily. 5K views 9 months ago Outlaw Rogue MageTower. You can convert health potions into mana after you get all six glyphs, if you want. MAGIC AFFINITY allows to exploit BURNDAYRAZ without requiring Mystera's Mystic Balance, and you can easily cast 4 or even 5 fireballs at once with an Elf Wizard. The Orc also gets a lot of use out of physical combat glyphs such as BYSSEPS (1 mana), GETINDARE (2 mana) and CYDSTEPP.Įlf Wizards are strong because more mana = more fireballs = good. As PISORF works off base damage, and the wizard gets a 25% discount on its cost, an Orc Wizard can make this spell a very powerful weapon. Orc Wizards are one of the most versatile characters in the game, as they can easily stack up physical base damage while keeping hold most of their glyphs. The wizard is flexible enough that most deities can be made to work well, with the notable exception of Taurog. Stone Heart power is also one of the most efficient ways to wear down enemy resistances if there are enough walls on the level. Stone Fist also goes well with Orcs' enhanced based damage. If no better deity is available in the endgame, Wizards can recover a significant amount of mana by converting their stored glyphs with Refreshment, and her Weakening can help with resists.Īlthough Binlor Ironshield doesn't synergize that well with a dedicated fireball caster as his boons lean towards melee combat, he makes a good choice for Orc, being the only deity to guarantee two spells including the mighty PISORF. Still, she offers Magic: couple of mana points for very little cost, and is generous with her piety. Mystera Annur may seem to be an obvious choice as the goddess of magic, although Mystic Balance is usually harmful to a Wizard who already has discounted spell costs. Holding on to IMAWAL until the late game to grab lots of bonus experience, together with utility spells to get around plants that spawn in bad locations without having to kill them, is also easy for Wizards to do. The Earthmother is a powerful deity for wizards, as Greenblood bonus damage can be taken multiple times and is inflicted with every cast of BURNDAYRAZ or PISORF, and repeatable Clearance gives a wizard exactly two fireballs every time. Holding 6 glyphs, each item converted will also collect 60 CP from the glyphs without destroying them. Once all the glyphs are collected, they can buy cheap items from dungeon shops if nothing better is available, and convert them for bonuses. Wizards usually want to start by making a beeline to all the glyphs before converting anything. More than any other class, a Wizard is likely to have the right glyph as a tool to deal with specific situations or enemies. Wizards can accumulate significant conversion bonuses without the need to convert many glyphs due to MAGIC AFFINITY. MAGIC SENSE allow wizards to find all the glyphs quickly and hold all of them at the same time. Wizards also build stacks of Burning at double the rate, meaning the damage picks up quite quickly when repeatedly fireballing enemies. A wizard can cast two fireballs out of the gate with no preparations, and quickly gains access to stronger combinations. The most obvious strength of the Wizard is the reduced casting cost due to MAGIC AFFINITY trait, which is very noticeable with repeatable combat spells such as BURNDAYRAZ, APHEELSIK, PISORF, and BYSSEPS. The Wizard is the first class unlocked at the Mage Tower and a very flexible and potent spellcaster.
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