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Chill Fog is good, the other spells not so. Eldritch Aim / Wizard Double / Parasitic Staff would be my picks. There is no weapon, that is stronger than parasitic staff (except citzal lance, another wizard spell) and you get is with lvl 1. Oh and pick arcane veil + hardened veil at lvl 2+4, so you get a high deflection boost for a limited amount of time.
One character should put everything into mechanics. Athletics is not really necessary, you can just drink a potion or let a paladin / priest / druid heal you. Stealth is good for the first chapter, after that it falls off in a group. Lore is always good for confusion / paralyze scolls (8). Survival max 10 for the lvl 2 accuracy bonus.
This is just my opinion, and I'd maybe wait to hear from more than just me, but personally I'd rather have 10 might and 19 perception than the other way around
I would go 19 preception, 19 int, 10 dex, 10 resolve, and (20 - CON) STR
Put your constitution at wherever you feel comfortable. 10/10 split is fine. I would probably go as low as possible for CON myself because I normally build glass cannon wizards in RPGs
Am I also correct in assuming these numbers you have posted are not including the +1 from origin? For some reason it seems like the origin stat is missing. Id put that in perception if that is the case
Fan of Flames and Jolting Touch are risky, because you must be in melee range to use them well. Do you plan to solo the game? If you play with a full party of 6, your Wizard should be non-melee and stay back. Then you'll almost never use any touch-range spell, no matter how good it is. Fan of Flames is a very nice AoE damage spell, and it's good fun to give your front-line fighters Lore 2 for Scroll of Fan of Flames as a gimmick, but your Wizard usually has other priorities.
Concelhaut's Parasitic Staff is strong, but your Wizard with low Deflection and Endurance is a fragile target in melee. Wizard Double, Arcane Veil, etc. are also strong, but a back-rank Wizard rarely gets targeted anyways. You could play a melee Wizard gimmick with 2 defensive spells + a weapon spell, but that costs 3 spells per fight, and it requires a fight big enough to last about 8 full attack cycles to make it worthwhile.
Path of the Damned gives all monsters +15 to all defenses (Deflection, Fortitude, Reflex, Will). That's equivalent to giving all of your characters -15 Accuracy.
19 Might gives you +27% damage and healing, but a Wizard won't be casting many Healing spells.
19 Perception gives you +9 Accuracy. How does that compare to +27% damage? I'll sketch a solution. In PoE1, every attack has a fixed 100-point wide window of hit result, which is 15- miss, 16-50 graze, 51-100 hit, 101+ crit. You roll d100 and add (Accuracy - defense), so Accuracy slides the window rightward (or leftward), resulting in different distributions of the 4 possible results. Then take the dot product with { 0 for miss, 0.5x for graze, 1.0x for hit, 1.5x for crit }. For Accuracy = defense, you get 0.675 expectation per attack, which applies to your damage, and also your spell durations.
The effect of +9 Accuracy depends on where you already are. The greatest absolute gain occurs when you lose 9 points of miss at the low end, and gain 9 points of crit at the high end, in which case your expectation increases by +0.135 = 0.810. That's a relative gain of +20%, and it applies to both damage and spell durations. When you're L7 and casting L4 Confusion to flip (on average) 2 of 7 monsters in the AoE to your side for (5.0 + 40%) = 7.0s, a relative gain of +20% spell duration (from more crits and fewer misses) is enormous. Your party probably doesn't rely on your Wizard's relatively low damage, but it does gain disproportionate benefit from your Wizard's crowd-control spell durations. So +20% spell duration is surely more valuable than an extra +7% of your Wizard's damage.
For Path of the Damned, consider the bad interval [-50, 0] of (Accuracy - defense). At the low extreme of -50, your window is 65% miss, 35% graze = 0.175 expectation. +9 Accuracy converts 9 points of miss into 9 points of hit, for +0.090 expectation, which is a relative gain of +51.4% damage(!!). At the high end of -9, the expectation goes from 0.585 to 0.675, which is a relative gain of +15.4%. Other intervals can be computed similarly, but we can already see that +9 Accuracy will always(?) gain back about half of the +27% damage bonus you could get from 19 Might, and in some edge cases it gains back far more than that. So it's a viable choice.
Then a Wizard (and Priest, Druid, Chanter, etc.) surely benefits more from +spell duration% than from a little more +damage%. For a primary DPS character, or a Healing spellcaster, the same math might favor Might instead, or a split of Might and Perception.
You can use similar analysis to compare Talents that add +5/+6 Accuracy vs. +20%/+25% damage. +6 Accuracy will give at most +0.090 expectation, which could be as much as a +15% relative increase in expected damage. So they're approximately balanced, which makes your choices very interesting. Anyways, Path of the Damned will probably encourage you to spend several more Talents on +Accuracy and +defenses, just to counteract the monsters' difficulty bonuses.
My favorite wizard stat spread is M15, D15, C9, P15, I15 and R15. I like dex13-15 on wizards, and always put the best dex boosting gear on my wizards. If your wizard can get his first spell off at the beginning of battle, and it's a massive AoE disable like confusion, Arkemyrs HEx, it will trivialize most battles. I'm a big believer in first strike kills. If you think dex is too high, drop it to twelve and put it in per, int and might.
Nothing wrong with your spell selection. It makes no difference what spells you take at character creation. You can copy spells from grimoires, and you and Aloth can pick different spells and pass them to each other. Be prepared to swap spells in your grimoire as needed. Confusion spells don't work on vessels. Spirits are cold resistant, etc....