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Solo wizard is a miserable experience
in general? you land your spells and things die.
I'm going to assume the context is <25 GS dungeons in solos.
the first you need to do is seriously ask yourself if you even want to play wiz. this is the most unforgiving class by far and it takes many hrs to even be decent.
the first rule of wiz is you're not allowed to panic. it doesn't matter if it's norms or HR, if you panic you will make mistakes, and you will die.
the second thing you need to do is pick out 5 spells and get good with using only those 5 spells. I don't care what they are. make a build and commit to it. if you're already bringing Invis consider taking both Magic Missile and Arcane Mastery as well. expect to spend many hrs dying practicing PvP just getting use to these spells. it sounds harsh, but it's just the way it is. every good wiz went through this.
general stuff about wiz:
(1) you cannot fight everywhere. the most important thing new players don't understand is if you take fights in the wrong places it doesn't matter how good you play if they know what they're doing you will die. the flip side is that there are places where you cannot lose if you know what you're doing. wiz favors wide open spaces, particularly when you have the high ground and players have to walk up stairs to get to you. the good news is in the current meta many players try to push wiz immediately and it's extremely easy to bait someone into a bad position.
(2) wiz scales much better with gear. in just greens and blues you can get close to casting twice as many spells in the same time. <25 GS wiz in norms plays very differently than HR wiz. in <25 GS you can't afford to miss spells cuz you will only be able to get a limited amount off. in high GS dungeons you can't afford to miss spells cuz the players are much more experienced. ultimately what winning comes down to is landing your spells.
(3) you need to become an expert at kiting. watch good wiz players and learn how they deal with players. it's a skill you have to master. a new wiz will feel like barbs are the hardest class to deal with, once you get good at kiting they will be easiest. you will kill them long before they get to you even if they have Iron Will.
I wouldn't say wiz is weak in solos right now, but this is something to consider OP. to me it's not even debatable wiz is much stronger in groups.
in trios my team knows if we take a fight in an open space and I get to free cast we basically automatically win the fight. solos feels like a waste of the class to me.
I like to play with druid. they're very good at getting and keeping players of their teammates
I'm able to run a build with the perks: Mana Surge, Sage, Spell Overload, and Quick Chant. I take meditation, and of course spell memory.
The spells I ALWAYS have with me are Fireball, Invisibility, Slow, and Magic Missile. Your gear score heavily determines the next spell you can take. If I want Lighting Strike, I go in almost naked. No staff, just a book for my weapon and knowledge/mem capacity gear. Not liking this approach personally.
So, now I normally just take a single green with me, and slot my last spell as either Ice Bolt or Zap.
My biggest problem right now with people is definitely not landing my spells enough, kiting, and panicking too much. All which will get better with continuous play.
Edit: I've always known going into this game though, that this was always going to be an uphill battle. Wizard is by far the hardest class to git gud at pvp with. But, being such a fanboy of wizards, I can't resist taking that path.
Edit:
Pro tip: been playing Wizard for almost 2 years now and I will give the best piece of advice you can get. DO NOT get use to the crutch of meditation, you should be running duel spell memory. On one run like 5 different damaging spells and get some utility on the other. Learn to use the utility with the damage spells and you can overcome all PvE with ease.
My main sub 25 gear Wizard build runs needing 26 knowledge and the squire will give you more than that in free gear.
Edit 2:
Pro tip again, magic missle is for PvE not PvP (unless they are standing far from you). You should be moving and casting. Haste, move, cast. Run up against a cheaters teaming (talking solos) chain lighting on them twice then followed by fireballs or icebolts
Yeah, I'm seriously starting to consider moving up a bracket. 10 spells does seem so much better. Campfires can easily replace meditate.
My build is 9 spells but yes, you don't need to rest much also always run quarterstaff. It's much better at melee against PvE cause you can block
Edit: my perks are if interested is
Sage
Mana Surge
Arcane Mastery
Quick Chant
(in no particular order)
I'm running 5 damage spells and 4 utility. My utility main 2 of course is haste and invis. Followed by light orb and Lock. Lock can get you out of unwanted pvp if you see them coming and run with haste and lock the door behind you (unless barb or somnething than can 1 hit break door) it is extremely situational. I also like to run light orb, its recharge is extremely fast even without meditation. Lights up all the dark areas. Sure you can have a torch but you cant cast with torch and it lights up way more than a thrown torch.
Orders of spells should be all 5 damage spells first, then invis then haste then other utility. So if you swap out gear and loose knowledge gear you will still have all damage and your best utility. Light orb and Lock is just extremely situational (if running lock run it last on your order list)
NP keep practicing. Ice bolt most people over look but is actually pretty good