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Can someone help me make an legendary Wizard?

Wizard OP Exploding

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#41
knownastherat

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scripted interactions in game based on might do not make any distinction between a caster/melee.

 

What game disagrees? Any character can have max Mig but if you think that Wizard is good in melee I disagree.

 

 

I see, I did not even notice. Does it matter?

 

I am not here to argue or defend the system in place. I was little surprised I need Mig on Wizard too but after playing for a while it seems to me its working. You have every right to dislike it but wizards do not excel in melee even with high Mig in comparison to other classes with same Mig. Damage is not about Mig only, but ability to hit, talents or buffs.



#42
bootsnpots

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Wizard is kinda crap, it doesn't really fit in anywhere, cipher and druid do the things the wizard does, but better.

That said max out int and might take a few points from con and put into dex to reduce cast time. Focus on aoe spells that knock down enemies, daze them or aoe damage over time.

Wizard is much better late game than the cipher (just as wizards grow exponentially in every single game ever) as a cipher can drop a few good spells then has to regain focus through weapon attacks, and a wizard can drop spells for much much longer in a single fight (they just dont reset for the next fight like a cipher) but in the really challenging fights where my dual wizards are dropping 8 spells in a row each my cipher was not nearly as effective. But I'll agree the countless easier encounters my cipher basically won for me cuz hed drop everything and have it again next fight. 

 

And to Arctic- My moon Godlike barbarian with a greatsword, scale armo, and gauns pledge solod the bear at lvl 2 :p took a couple loads cuz the bear kept critting me right off the bat.

 

AND IF YOUVE NEVER TRIED TO SOLO WITH A WIZARD FROM EARLY LEVELS IN GAMES LIKE THIS THAN GTFO ITS SO FUN.



#43
Phoynix

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You are entirely missing the point...

Some of us like logically consistant universe to immerse oursleves into, and Pillars due to silly decision that makes no sense subtracts from that.


Edited by Phoynix, 06 April 2015 - 06:59 PM.


#44
LHWong

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Are the Blast/Penetrating Blast/Dangerous Implements talents worth taking, or is it better to take other talents to use bows/crossbows/guns?



#45
RevBlue

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Lets say for a second that you're right about the whole might thing (even tho I don't agree).

Who said that in this universe wizards have to spend 20 years in a dusty room reading to be powerful mages?

Why can't spell potency be linked to a persons vigor/strength or whatever?

Maybe physical strength in this world comes into play by more than just big muscles  and excercise?  The official Wiki describes might as "Might represents a character's physical and spiritual strength...."

 

Again, you keep trying to compare this to classic DND stereotypes, don't.



#46
Wolken3156

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Are the Blast/Penetrating Blast/Dangerous Implements talents worth taking, or is it better to take other talents to use bows/crossbows/guns?

Scion of Flame, Spirit of Decay and Secrets of Rime are the only real must-have talents, since they affect he Wizard's most powerful spells. Maybe Heart of the Storm for Chain Lightning and Crackling Bolt as well if you like using it (I'm not sure if it affects Essential Phantom, would be pretty sweet if it did).

 

That leaves 2 - 3 talent slots to play around with as you please. Wizards will use their auto-attack less and less as the game progresses. Once you hit level 9, you practically abandon it, since you can cast 1st-level spells every encounter with reckless abandon. Whichever weapon you decide to use won't be a game changer or anything. With the change to Arcane Torrent's range though, Blast is less valuable IMHO.



#47
RevBlue

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Are the Blast/Penetrating Blast/Dangerous Implements talents worth taking, or is it better to take other talents to use bows/crossbows/guns?

 

I got the acrane blast talent (thats the passive one right?) I'm actually not sure I ever saw it in action lol.

Can anyone confirm it actually works?



#48
Kromzor

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Just an FYI.  Everyone dies in the bear cave if they try to rush it solo.  This is an homage to old school RPGs, which had elements in them that you weren't supposed to be able to beat when you first encounter them.  Even Final Fantasy games had optional bosses, that if you tried to fight them right away, would wipe the floor with your party.

 

Anywho, I don't think Wizard is as gimp at low levels as some people like to claim.  I think the major problem is too many preconcived notions of what a class "should be" instead of working with the classes as they are in PoE.  Another example would be the Monk, which I will admit to being hung up on myself for a bit because a Monk is "supposed to be" a guy in cloth robes who dodges everything... but then i got over my aversion to seeing a Monk in Plate who gets hit, soaks the damage with his massive HP pool, and uses it to fuel his specials.  And now everything is great.

So same thing with the Wizard.  There is nothing stopping you from putting leather, chain, or plate armor on your Wizard if he's feeling too squishy early on.  Hell there is nothing stopping you from putting a big 2 Hander in his hands and sending him to the front lines either.  And in that case suddenly those Touch spells and other short range AoEs look a lot stronger.  Just make sure he's getting some Concentration and %speed from stats or gear if you wanna go the melee route.

 

The class system in this game is very flexible, I dig it.


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#49
RAi

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Hi Guys,

   Just started playing Pillars of Eternity, 1st character of mine a godlike female wizard at level 4, I now just clean house at Redric's keep, lol just left only the old priest there before defeating Redric.

   I notice many complains with wizard not surviving, ok I'm not a noob at RPG RTS online or offline, with that said I emptied out Redric place on my 1st try without problems.

   Its just that I normally play wizard in D&D and though the stat is different the strategy is more or less the same.

 

   To survived solo just sneak always and ready your bow or crossbow, i used one weapon and shield at the begining still do. Basically just always do this "Sneak -1st range attack -2nd range attack -Weapon and shield(for defense only) 1stArcane Assault -2nd Arcane Assault -If enemy is alive cast Fan of Flame (only if enemy not dying yet or more than 1 target). Use only Fan of Flame till I got to the village.

 

   Since new to the game my stat is not min/max maybe thats good too because I don't like negative stat specially Constitution.

My char: Mig=16 Con/Dex/Per=12 Int=17 Res=9 Skill is divided to Lore and mechanics (yes my char the thief in the group).

 

   My char is the killer of the group this is how i do it, with more than 1 enemies or with boss like Redric and his Archmage, I have 2 wizard, my Char and the NPC Aloth, formation is the key. Have the tank in middle and the wizards at the side, everyone shoot range 1st (I mean all char & npcs (not including the animals)) target only 1 enemy or the boss (in case of Redric I kill the Archmage 1st) make sure your in slow and pause alot (pause to give orders to all char & npc) I created an extra Ranger w/ a bear as my tank(the ranger fires a wouding shot 1st). When a enemy closes-in have a npc other than the wizards engage the target w/o moving much from formation, don't move the wizard at the sides even if a enemy engages them. The Wizards cast fan of flames as soon as more than 1 enemy is within range, even if Redric save against the flames his Archmage and guards always takes alot of damage, my Char kills the Archmage or Aloth does, its the same with most enemies, I have the wizards at the sides or at the center for fan of flames. If u have a priest use repulsing seal on the boss.

   <<This is Early game tactics, I recommend u build a Paladin instead of the Ranger w/Bear tank that i used as its a better tanker, I just tested a Paladin with Mig/Con/Dex=10 Per=17 Int=14 Res=17 it can tank so much better>>

   I stop at Caed Nua when I posted this, anyway my 1st wizard was fun being the semi thief of the party. I assume like in D&D wizards a little harder to play at the lower level but they are essentials and fun at mid to high level too bad no multi class in Pillars but Great game all the same.

fyi i solo the bear I almost die but killed it just the same, use up my last spell then. I only came back with a party to climb the ruins, maybe a minimum Con with other players makes it very hard (dunno)

 

 



#50
mystang89

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I put con down to 3 and shoved the rest of the points in dex. My build is a solo Wiz with focus in might, dex and int. The only problem I normally have soloing is that even with 6 athletics my health always gets so low. I don't like to rest often in games so I try to ration out my spells and only use them when I need them but here I find myself using them just because I'll have to rest to restore my health.

#51
JONNIN

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By endgame you can easily have 23 or so might and int both on a non-wood elf with +2 or +3 items (belts and necks mostly) and racial bonuses etc.   Int is slightly better than might:  bigger aoes hit more stuffs,  and longer lasting debuffs are longer lasting.   Might just gives a trivial amount more damage so when building favor int over might slightly, for example use a race that has +1 int.   Besides, there is a way to get at least 1 might from doing something in act 1...

 

I highly recommend marksman, which increases your accuracy at range.  This seems to help land spells.

I highly recommend anything you can get to buff accuracy, so a wood elf is a viable race for the ranged bonus, at the cost of not having INT or MIGHT race bonuses.   /shrug you gotta choose, stats or accuracy.... both are valid.

 

I highly recommend a couple of the "utility" talents that increase damage for one element significantly.  

Accuract with your current weapon *seems* to affect spell hits.  So buy an exceptional weapon asap and possibly grab the weapon family for it.  A bow or wand or something is fine,  if you are not going for a melee build. 

 

Spells... well learn them all and experiment.  slicken is awesome.  Having a lot of bonus spells at rank 1  is very strong -- by level 9 you could easily have 6 or 7 level 1 spell uses PER ENCOUNTER allowing a cheezy slicken-spam deathmage  -- just alternate slicken and your big booms.   There is this ring in a cave that gives bonus spells....  rappel off the cliffs when doing the hunter's search, the first one... 



#52
Bluedemonfox

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Dam you guys pathetic wizards :D

 

I managed to solo bear on hard with my wizard and managed to kill bandits on POTD easy, haven't tried bear on POTD yet though. You just need the right spells. For example the parasitic staff spell is crazy strong at lower levels. You can output really nice damage plus it heals you. Then you have wizards double which gives 40 deflection which is crazy especially together with arcane veil you are practically unhitable. Slicken is also crazy good for that nice CC and fan of flames situational as well best for multiple enemies if you managed to live long enough to cast it.

 

Later on AOE CC spells like confusion are also really great. Necrotic lance can be really amazing to quickly take out single targets.

 

Wizard is an awesome class, it just happened to probably be the hardest one to play. You just need to experiment a little because you don't usually end up using same spells all the time you need to change them depending on how many enemies you are facing and type of enemy.



#53
DreamWayfarer

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"But this thread's ghost, it would not rest" is not a good invocation, in my opinion.
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#54
Raven Darkholme

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Dam you guys pathetic wizards :D

 

I managed to solo bear on hard with my wizard and managed to kill bandits on POTD easy, haven't tried bear on POTD yet though. You just need the right spells. For example the parasitic staff spell is crazy strong at lower levels. You can output really nice damage plus it heals you. Then you have wizards double which gives 40 deflection which is crazy especially together with arcane veil you are practically unhitable. Slicken is also crazy good for that nice CC and fan of flames situational as well best for multiple enemies if you managed to live long enough to cast it.

 

Later on AOE CC spells like confusion are also really great. Necrotic lance can be really amazing to quickly take out single targets.

 

Wizard is an awesome class, it just happened to probably be the hardest one to play. You just need to experiment a little because you don't usually end up using same spells all the time you need to change them depending on how many enemies you are facing and type of enemy.

Bear on PotD is really easy if you are level 3. Some have done it on 2 lol.

I also like the level 2 AoE DoT spell, it only does corrode dmg but for such a lowlevel spell it's still insane.



#55
Roketter

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1 Max Might. Race, Aumaua. Get some decent and intelligence. The living lands background for +1 might.

2 Get Parasitic staff spell.

3 Get Aloth, Durance and Eder.

4 Whenever you have to fight, have your character and Aloth cast Parasitic staff.

5 Get Eder on the front to block enemy advance.

6 Your character and Aloth go one step behind Eder. 

7 Durance casts divine armor, followed by the lvl 2 spell that grants aoe heal for a duration

8 Eder uses knockdown.

9 Your character and Aloth attack with the parasitic staffs. All 3 focus the same target, one at a time.\

10 Durance continues to cast healing and support spells as needed from the back of the formation.  

11 Your Character and Aloth cast spells as needed. 

12 When the main enemy line is broken, Eder, Your char, Aloth and Durance stop what their'd doing and charge the remains with all weapons. 

 

Damage on pure might parasitic staff is so high you'll continually turn enemies into bloodsplatters. The Parasitic staffs are long weapons, so the two wizards dont get hit, while dealing enormous melee damage from behind Eder.Eder can take unbelieavable amounts of punishment when properly suported by durance, specially if the enemy targets die quickly to his sword +2 parasitic staffs. Durance heals the party, the two wizards heal themselves (every time the parasitic part of the parasitic staff kicks in) and Eder has a healing ability and second wind thingy from his unique armor. 

 

I haven't yet finished the game but this strategy hasn't lost me  a single battle in the first part of the game yet. Raedric and his goon-squad got squished under the meatgrinder when i used a small door as a choke point.  Also its quite simple, when you dont see huge enemy numbers, just cast two parasitic staffs and charge everyone, more often than not you squash the enemy without any damage or casualties. 

 

I dont get why this spell is so uber at low level compared to substandar stuff like minoleta's missiles... I mean, it deals a TON of damage, increases your accurarcy by +8, gives you a long ranged weapon attack so you aren't really into enemy range *(unless poleaxes) and LIFE LEECHS. Also, putting points into might not only makes you a dreadnought of destruction when using this killer staff, it also enhances all of your other spells.

 

You'r sort of superman. Megastrong melee, and heat vision/freezing breath when range is required. 

 

There is only one serious con> You are a glass cannon. Do not get hit. It will hurt. Very much. Let Eder do that, he's great! Also, you can stuck durance in a heavy armor and use him to help Eder Tank if needed... Not the best strategy, but it can work if you cant get a chokepoint narrow enough. 

 

I suppose this could be done with less might, but i like hitting enemies for 40 dmg and see the pieces flying away. 



#56
Boeroer

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Did you use that tactics on PotD? Normally this group would be swarmed and your wizards would get targeted by casters and archers. In the beginning of the game there aren't very big mobs. Later one or two sturdy guys just aren't enough. But at the beginning - especially with chokepoints - it's a good strategy.

The staff is so good because wizards have very poor base ACC, low endurance (even if they didn't dump CON) and it's the only way that they can take part in melee fights a lower levels without being completely useless. At lower levels it's quite a sacrifice that you have to cast a spell for every encounter - unless you like to rest a lot of course.


Edited by Boeroer, 19 January 2016 - 08:21 AM.


#57
Roketter

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Did you use that tactics on PotD? Normally this group would be swarmed and your wizards would get targeted by casters and archers. In the beginning of the game there aren't very big mobs. Later one or two sturdy guys just aren't enough. But at the beginning - especially with chokepoints - it's a good strategy.

The staff is so good because wizards have very poor base ACC, low endurance (even if they didn't dump CON) and it's the only way that they can take part in melee fights a lower levels without being completely useless. At lower levels it's quite a sacrifice that you have to cast a spell for every encounter - unless you like to rest a lot of course.

Archers are a problem. I have been trying to get them to target Eder by hiding behind corners and somesuch, but it hasn't really stopped me because using the parasitic staffs doesnt mean my wizards cant also cast spells at them... But more often than not i just break their melee line and then charge everyone against the archers. Duran's third spell is usually a seal of repulsion in front of Eder to knock down the melee line asap and get them dead faster. Ocasionally i make the wizards target a paralysis spell on ranged wizards and archers too. 

 

Also, this is low lvl. I have yet to see how the situation changes when i get higher level abilities and spells on all characters. And i need two more elements to my party!







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