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Message ID: 3209
Date: Tue Sep 28 03:16:58 BST 1999
Author: Joe Wallace
Subject: Re: Guide to Wizardry
----- Original Message -----
From: Jay Hollums <johnh@...>
To: <eq_wizards@onelist.com>
Sent: Monday, September 27, 1999 6:37 AM
Subject: [eq_wizards] Guide to Wizardry
> 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
> >
> >
>
> >