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Message ID: 3189
Date: Mon Sep 27 15:50:36 BST 1999
Author: PHAEDRA WHITLOCK
Subject: Re: Guide to Wizardry


How do you get Root to work? It sucks up half my mana, and so far, never holds even blues (pumas, lions, gt spiders, orc centurions). I wouldnt think of trying it on anything higher. Dont even memorize it any more.

Groups, my groups tend to have the critter dead in 5 seconds or less (orc camps) so the 15 rule wont help me.

And I always have Gate handy. So much better than Fade and Shadowstep! Saved my life yesterday in the dervish camp.

Shannyn, 12 Tunare server


>>> "Jay Hollums" <johnh@...> 09/27/99 08:37AM >>>
From: "Jay Hollums" <johnh@...>

ROOT is the most important spell you can use in a dungeon or in solo... it
is the only thing that makes you a true force to be faced! Here is the
accepted method for group / solo for me:

Group:

let some one pull it... let the tank beat on it for about a count of 15
(slow 15... if you get excited count to 30) and unleash with 2 of your best
DD spells... If one is resisted then you can try a third... but beware...
Count another 10 and let loose with another spell...
When the creature gets to about 25-40 percent of its life, ROOT it... then
nuke as hard as you can.

Solo:

BOLT SPELL BOLT SPELL BOLT SPELL!
okay here is the sequence...:
cast your most powerful bolt spell at long range. As the bolt flies out you
are already in spell reset stage... when the bolt hits you are ready to
ROOT... heck half the time I have to keep hitting the ROOT hot key just till
the monster gets in range! You will start casting as soon as it gets in
range and get the spell off well before it gets to you. Now to the
important part... BACK OFF! backup till the monster looks about the same
size on the screen as it did when you first cast the first bolt... then
recast the bolt.. if the monster breaks after a hit just start recasting
the root (it is still out of range like the first time right?) fast till it
goes off... back up and repeat... If the creature ever gets into melee
range just take a deep breath wait till you see his attack attempt and hit
that ROOT! You should get it off before he can attack you. (this does not
mean that he wont get another attack on you) Then back up till just in bolt
range and repeat!

On the off chance your group is pulling too red a creature for you... mem
your fire shield and hold off attacking that thing till it has less than 25%
hps... you have a little better chance at hitting it... plus cast a spell
that is one circle back from what your capable of at the time any way ( most
likely a deep red will resist at least partially if not all the time even at
25% hps so you might as well do less (max damage) so it doesn't pull on
you... Oh yea ... bind in the zone near the zone point... and make sure
gate is a mem'd spell... if your going to be useless make sure you atleast
wont die with the rest of the silly's.

Rutreeii's condensed guide to wizardry!

----- Original Message -----
From: PHAEDRA WHITLOCK <PWHITLOCK@...>
To: <eq_wizards@onelist.com>
Sent: Monday, September 27, 1999 9:08 AM
Subject: Re: [eq_wizards] Spells


> From: "PHAEDRA WHITLOCK" <PWHITLOCK@...>
>
> I have few spells, maybe 4/level, and cant wait till we can rearrange our
spellbooks. So I can move the never-used spells (Root, Fade, lvl 1 damage
spells...) to the back out of the way. :)
>
> Shannyn, lvl 12 on Tunare
>
>
> >>> Mike Calhoun <ninxf@...> 09/26/99 12:12PM >>>
> From: Mike Calhoun <ninxf@...>
>
> I think that only getting spells every 4 lvls is stupid. I think that
> we (or everybody) should get spells every lvl or every other lvl.
> Especially for wizards. My friend who is a lvl 5 enchanter almost has
> more spells then I do. They gave us so many useless spells. Like the
> low lvl Sphere of light. I havent had the need for any other damage
> spell besides shocks or bolts. Then again I am also at a low lvl.
>
>
> Kodros-16th lvl Wizard of Prexus
>
>