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Wizard Faction Topic


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AuthorWizard Faction Topic
it would be too easy.
60% of players would turn to wizard.
which is best miniart for garg.HP or defence?
21

no i know a lot of people who can't play wizard because it is annoying for them
to be a wizard you need to be patient
and in high levels a new wizard wuth racial ability equal to 0 is too weak
22
I would go with Defence.
i recently completed full mini arts.but then i lvled my faction and got new miniarts.should i get new ones or stick to my old ones?
no i know a lot of people who can't play wizard because it is annoying for them
to be a wizard you need to be patient
and in high levels a new wizard wuth racial ability equal to 0 is too weak


Oh yeah I can wouge for that. I switched to wizard in lvl 6 and suddenly everything was impossible. Couldn't win hunts or PvP. It was a real pain in the caboose.

i recently completed full mini arts.but then i lvled my faction and got new miniarts.should i get new ones or stick to my old ones?

I suggest you arm yourself with patience and wait for FSL 4. Then you can double equip your stacks. That way you can go with defense AND HP for your gargs ;)
thnx irreps
what mini art should i get for magi?
Initiative is #1...get them going in front of the other initiative 10s.

Seems to be some debate on the other ones: if mercury wasn't so rare, I'd be upgrading them to Initiative +6 Morale +2 as soon as I hit level 6. Morale has the double advantage of allowing them to go more often early and keeping them from getting scared late if I raise my genies from the dead. :)
Morale (...) [keep] them from getting scared late if I raise my genies from the dead.

I've read elsewhere that raising dead cause all living units to have "morale -2" (and NOT -2 to morale). In other words, morale becomes -2 no matter its earlier value. Having a high morale in hopes to escape undead penalty is bound to fail.
I just reached lvl 6 and so far i have (miniarts)+2 attack on gargs and +4 initiative on magi.

I wanted to go for double arts on magi +5 initiative and +1 morale but realized that they cost 50% more than just single arts...

Doesnt anyone find that imbalanced??Why should it cost twice the normal amount as if its not expensive enough..
I just want some opinions...
now i kinda wish i didn't start this as a wizard :(((( with the new rules and all im just leaking gold with my arts
Morale (...) [keep] them from getting scared late if I raise my genies from the dead.

I've read elsewhere that raising dead cause all living units to have "morale -2" (and NOT -2 to morale). In other words, morale becomes -2 no matter its earlier value. Having a high morale in hopes to escape undead penalty is bound to fail.


Well, we have several Level 8+ Wizards here. Can anybody confirm or deny this? When you Raise Dead on a stack, do the other living stacks have their morale reduced BY 2, or is their Morale reduced TO -2?
To urgone: Morale becomes -2.
re:31

Yeah that kinda sucks really badly, and the price per resource is doubled again for triple-arts. My advice is to keep what you have, so long as you can still compete in combat, and save the gold for the awesome triple-arts. They are so expensive, but in the long term cheaper than an equivalent normal art because you don't have to repair them.
Ouch. Thanks Kusika & Kotrin!
a question, im not a wiz but i was advising a lvl 8 wiz to sell his 10 magis' morale and ini double mini art, so that he can afford to get enchanted gargs
do you think this is wise? because he said he doesnt want to have weak magis that have lower dmg output and only rely on the hero
im begining to feel i can't complete any more mg quests at my current level. do you think i should invest in mini-arts for my gargoyles, wear more arts for mg quests or give up on mg quests until later?

the problem i have deciding is i want to wait until ive got faction lvl 6 to get new mini-arts and i also don't want to use money on arts so i can buy decent mini-arts later.
18:

All other factions hoard less gold as well. A my point is not wizard with triple miniarts is OP, I'm just saying you can't make the wizard more powerful because they are supposedly hit harder by the minimum AP rule. And to 19, lol I'm not going to get banned for that :)
So after the change of forcing to wear artifacts, I find wizards tough to play. So, I got a few questions to ask my fellow wizards about what to do.

1. What's the best way to make money as a wizard between hunting or doing merchant quests? I'm trying to save up as much money for triple mini arts and a full set of (up to date) arts. And yes I sign up to labor as much as possible, even if I don't do a hunt or merc quest.

2. Should I concentrate on my thief guild at lvl 7 or wait til lvl 8? If you think its better for me to do it at lvl 7, then I would buy a full set of arts to work on that. Otherwise I'll probably just wait til lvl 8 and get my triple mini arts before working on the thief guild.

3. Also, anybody know what is the best way to get maximum skill points per experience points? Before I tried to help people with hunts as much as possible to get more skill points but that doesn't work anymore especially now that I need to use arts to help.
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