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Wizard faction topic


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AuthorWizard faction topic
But you can now have the same mini-arts on different creatures..;)
Same here
too...
guys thanks for the comment on having exactly the same miniart combination for different troops, dumb of me to presume that the old rule of having different miniart combination still holds without checking !

changed my miniart combinations on my troops, it sure works to have exactly the same combination but, have to check whether it is better than what I had before.

thanks again !
Well unfortunately it wont be better than you had before...

Att and Def and Health have all dropped...:(
Do not forget though that new changes bring very good bonuses from talents to wizard as a mage. Sorcery lowered to 7 points is big bonus and same goes for Chaos Magic. Also note that Lightning ( and Ice Ring but that's crap :P ) bonuses from Chaos magic talent levels has essentially been doubled...

At higher levels also you can get 25% spell penetration from Cloak and Staff and also +1 initiative to hero from boots.

All these things combined make magic builds a lot better now - wizard definitely lost a lot with mini artifact effect reduction ( biggest loss is Luck for sure ) but he is far from powerless :-). Best choice now is probably to have defense oriented mini artifacts on most troops ( defense,HP,speed stats mostly ) though also initiative and morale for some of the creatures are quite good [ and probably attack on Sphynx/Giant ].
Hi Jabbar.

Will you write a new guide for us..;)

"Also note that Lightning ( and Ice Ring but that's crap :P ) bonuses from Chaos magic talent levels has essentially been doubled.."

The bonus has been doubled?

But what does that mean damage wise?
From spells description:

Lightning Mana cost 5 (Level 2)

Strikes target enemy stack with a lightning, dealing Air elemental damage.
11+11*Spell power
13+13*Spell power
15+15*Spell power
17+17*Spell power

Before i took my break just after summer this was 11,12,13,14 instead of 11,13,15,17.

This essentially means that on higher tiers of Chaos magic talent each point of spell power gives more damage on lightning compared to before. Let's do some math with new and old system to compare:

- Old system - spellpower 25 - Basic Chaos Magic

Lightning Damage: 12 + 12*25 = 312

Now assume that you can have a talent that either increases your spellpower by 2 or you can get advanced chaos magic:

Lightning Damage with +2 spellpower: 12 + 12*27= 336
Lightning Damage with adv. chaos magic: 13 + 13*25= 338

More or less same thing - and because erudition was so much cheaper than Chaos Magic back then it was clearly better to get erudition and increase spell power.

- New system - spellpower 25 - Basic Chaos Magic

Lightning Damage: 13 + 13*25 = 338 ( already around 8% increase without any changes ).

Same example as before you can get either +2 spellpower or adv. chaos magic:

Lightning Damage with +2 spellpower: 13 + 13*27 = 364
Lightning Damage with adv. chaos magic: 15 + 15*25 = 400

You can see the difference now :P Chaos magic talent is clearly superior to erudition - the only catch is that you lose intellect which means if you want to still do fireballs etc you need to somehow find a balance in the build to have enough mana - or increase a lot knowledge.

This is partly fixed with sorcery tree being cheaper now - you can get mana recovery and with the rapid spellcasting speed you have at higher levels ( expert sorcery + boots mean 14 initiative after casting 1st spell ) you can easily afford to start a PvP battle with a couple of fireballs then finish off with lightning :)

Still didn't do all the math to find what the best build should be - and of course it will need testing in action to find the most balanced build - but chaos magic and sorcery talent trees are now clearly wizard MVPs at higher levels - whereas before it was mostly about erudition.

Of course at lower levels when you have little spellpower - erudition/intellect remains better.
Thanks again Jabber..:)

Lightning Damage with +2 spellpower: 13 + 13*27 = 364
Lightning Damage with adv. chaos magic: 15 + 15*25 = 400

wrong, 15 + 15*25 = 390
therefore the difference is only 26 damage

You can see the difference now :P Chaos magic talent is clearly superior to erudition
only for max arts in my humble opinion
assuming you have low spellpower (min arts, low mercenary guild, some defense points etc):

Same example as before you can get either +2 spellpower or adv. chaos magic:

Lightning Damage with +2 spellpower: 13 + 13*10 = 143
Lightning Damage with adv. chaos magic: 15 + 15*8 = 135

the turning point is at 12 spellpower:

Lightning Damage with +2 spellpower: 13 + 13*14 = 195
Lightning Damage with adv. chaos magic: 15 + 15*12 = 195
Ooops thanks for correction yes it is 390!

And I mentioned already that if you have low spellpower erudition is better indeed :)

26 damage though is not a small amount - and don't forget that when you do a hunt or MG this is multiplied by your faction level * 0.5.
well...about mana

staff +2 knowledge
necklace +1 knowledge
scroll +2 knowledge/shield +0 knowledge

and if you put 3 point on knowledge
you will have 6 or 7 knowledge with full arts
means 60 to 70 mana without intellect
I don't think we really need the 50% more Mp
also,we can get both mana recovery(=infinite mana) and adv. chaos at lv10 now =)
oops, sorry for double posting

I mean 6 knowledge with shield(60 mana) or 8 knowledge with scroll(80mana)
Wiz is awesome , i am a newb wiz ( just changed ) and havnt got genies or something . But this was a rocking ambush -

https://www.lordswm.com/war.php?warid=484884194

Would have won with a bit more art :)
^^ Yay! Im a wiz again, run gargs RUN!
After setting battlefield in Thieves' Guild to 18*18, thiefing as a Wizard has become a sweet dream! Only look at last few pages of my combat log! My magi can spend all their mana now!
and don't forget that when you do a hunt or MG this is multiplied by 1+ your faction level * 0.5.
:P
Hello, fellow sages and wizards!

What are your thoughts about incoming tournament?
Here are a couple of mine:

1) Mana issue. Will 6 player battles be generally longer or shorter than 4 player FFA / duels? How much KN is needed (on different levels)? I think that 30 mana should be OK for level 6 (using Basic Sorcery + Concealed Knowledge / Mana Recovery talents).

2) Choice of targets. For levels 5-6 I thinks Barb (orcs/wolves), followed by DE (rogues/lizards) and Elf (fks) are the most dangerous. Don't know about Demons though. Necros should be OK as long as his skelebows are blocked/stepped upon, and magic kills ghosts easily.
I have a question for lvl 7 wizards.. what is the standard equipment you're gonna use for this tournament? I don't know if I should buy some expensive rings or if they don't bother because maybe I win nothing..
Yuck, I've been thieving as a DE, so my magic arts have cost me over 100k to replenish.

We are going to be allowed to have the mana recovery, right?
Certainly, but remember you troops might go wayard if you aren't agressive enough :D Big downgrade for wizards
I must say those adm really dislike wizards. =S

On the other hand,if ones troop can just run away freely,
imagine garg with speed 9 vs guardian with speed 4. =P
(Though I doubt the chance that wizards survive long enough to play with knight)
This topic is long since last update and considered obsolete for further discussions.
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