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high so they'll have concentration checks failed. If you think enemy is mantled,
Breach him first. Being quick is the key on mirror matches.
* HIGH LEVEL DUELS:
- If you have made this far... smile. Now it's your turn to crush everything in your path. You'll find that not many opponents will want to oppose you since your powerful
TIME STOP. With this spell tactics are a no-brainer:
- Your first spell is always a Time Stop. You should at least have one memorized, and two (if available) is better. Your main tactic is to Time Stop, haste (if not already hasted by equiped items) and then just lower the enemy HP with direct damage and finish with POWER WORD O' KILL.
[HORRID WILTING]
- AGAINST FIGHTERS + MONK: Better have two TIME STOPS learnt. The problem here is the high life of your enemies and, on monks case, the ability to nullify damage done by some of your spells. Cast a TIME STOP, haste yourself (if not already hasted) and then start with Horrid Wiltings (will deal at least 17d8, and can only be halved - not nullified nor reduced -). after about 4 horrids (you should be able to cast 4 lv8 spells), recast the TIME STOP and continue with MAXED Cones of Cold (at least 102 damage (wiz. lv17), halved to 51 and reduced to 36 with a Ring of Elemental
Resistance). four of them should do the job. If enemy still alive the idea is to cast
Greater Stoneskin and Improved Inv. and start throwing Lightnings and the like.
Damage will be low, but enemy should be near dead at this point
- VS. CLERIC/DRUID: Hmmmm, I'd take only one TIME STOP and a MORDENKAINEN'S to rip your enemy off his protections. But you can also have two TIME STOPS at hand and a
Greater Spell Breach. So, TIME STOP, dispel defences and start with Horrids and MAXED
Cones...
- VS. ROGUE/BARD OR ARCANE SPELLCASTERS: TIME STOP, Dispel in case of arcane, horrids
... and a good idea to finish (since Rogues can nullify damage and Spellcasters can still have some elemental defences up) is to MAX/EMPOWER some MAGIC MISSILES (that's
25 damage non halvable if MAXED, or 1d4 +1d2 ?+1 / +2? (not sure if the +1 is increased by the 50% bonus) if EMPOWERED. Is nice to kill with level 1 spells... :).
[POWER WORD O' KILL]
The idea is to calculate enemy HP's based on this table (for non multiclased characters); remember than HP's can vary a little, this is not a EXACT HP table, but one that gives you ideas:
ENEMY LEVEL
-----------------------------------
| LV17 | LV18 | LV19 | LV20 |
-------------------------------------------------
| BARBARIAN | 275Hp | 292Hp | 308Hp | 324Hp |
-------------------------------------------------
| FGT/RNG/PAL | 240Hp | 255Hp | 270Hp | 285Hp |
-------------------------------------------------
ENEMY TYPE | CLR/DRD/MNK | 205Hp | 218Hp | 230Hp | 245Hp |
-------------------------------------------------
| ROGUE/BARD | 170Hp | 180Hp | 190Hp | 200Hp |
-------------------------------------------------
| WIZARD/SORC | 140Hp | 148Hp | 157Hp | 166Hp |
-------------------------------------------------
Now... here's a table of MAXED Spells Damage, and other for EMPOWERED Spells Damage
CASTER LEVEL
-------------------------------------------
| LV17 | LV18 | LV19 | LV20 |
---------------------------------------------------------
| M. MISSILE | 25 | 25 | 25 | 25 | --> LV3
---------------------------------------------------------
| MELF'S ACID*| 18(102) | 18(108) | 18(114) | 18(120) | --> LV4
---------------------------------------------------------
SPELL | FIREB/LIGHTB| 60 | 60 | 60 | 60 | --> LV5
---------------------------------------------------------
| CONE OF COLD| 102 | 108 | 114 | 120 | --> LV7
---------------------------------------------------------
| CHAIN LIGHT.| 102 | 108 | 114 | 120 | --> LV8
---------------------------------------------------------
CASTER LEVEL
---------------------------------------------------
| LV17 | LV18 | LV19 | LV20 |
------------------------------------------------------------------
| M. MISSILE** | 1d4+1d2+1? | 1d4+1d2+1? | 1d4+1d2+1? | 1d4+1d2+1? | --> LV3
------------------------------------------------------------------
| MELF'S ACID* | 4d6+1d3 (ACLV d6 + ACLV d3) | --> LV4
------------------------------------------------------------------
SPELL | FIREB/LIGHTB | 15d6 | 15d6 | 15d6 | 15d6 | --> LV5
------------------------------------------------------------------
| CONE OF COLD | 25d6 | 27d6 | 28d6 | 30d6 | --> LV7
------------------------------------------------------------------
| CHAIN LIGHT. | 25d6 | 27d6 | 28d6 | 30d6 | --> LV8
------------------------------------------------------------------
Other useful spell here:
------------------------------------------------------------------
SPELL | HORRID WILT. | 17d8 | 18d8 | 19d8 | 20d8 | --> LV8
------------------------------------------------------------------
* MELF'S ACID ARROW : First number means initial damage (usually 3d6) while the second number (the (###)) means TOTAL exposure damage. This damage is dealt within a number of rounds equal to caster's level at a rate of 1d6 each round so, for example, 18(102) means 18 initial damage plus 102 exposure damage, dealt at a rate of 6 damage per round during 17 rounds.
* MELF's ACID ARROW : First numbers (4d6 + 1d3 are initial damage, while the secondary numbers (ACLV d6 + ACLV d3) mean TOTAL exposure damage. This damage is dealt within a number of rounds equal to caster's level at a rate of 1d6 + 1d3 each round So, if your caster level is 17 you'll deal 4d6 +1d3 initial damage plus 17d6 + 17d3 exposure damage, dealt at a rate of 1d6+1d3 each round during 17 rounds round.
NOTE: ACLV is Arcane Caster LeVel. So, if you're lv17 Wizard you're a lv17 caster. If you're a lv15 Wizard/Lv5 cleric, you're a lv15 caster; if you're a lv12 Wizard/lv8
Sorcerer your Arcane Caster level may be 12 OR 8 depending on how you throw the spell.
** MAGIC MISSILE : I'm not sure if the +1 is doubled or left as is.
- Now that you have the tables, the idea is just to drop enemy's HP to less than 100, and then finish the combat with a POWER WORD O' KILL. Thinking that the enemy is stopped it's very easy to do. Here you'll have more info about the spells:
MAGIC MISSILE: You can think this' pretty stupid, but is awesome, specially against enemies that can nullify spell damage with a succesful REFLEX save. When hasted, two
MM's each round are 50 non halvable damage.
MELF'S ACID: Useful to make enemies cry... STOP anyone and start casting... throw 5-6 and recast TIME STOP; cast some more and then sit down while enemy's life slowly goes down. Since Melf's damage stacks enemy will start seing a bunch of damage coming their way each round. Be warned... a single Ring of Elemental Resistance will make this spell useless. You require a touch attack to hit with one of these, but unless you roll a 1 most of your attacks will connect.
XXX: Damage taken: 6 (Acid) \
XXX: Damage taken: 6 (Acid) |
XXX: Damage taken: 6 (Acid) |
XXX: Damage taken: 6 (Acid) > Ooooh I love this when it happens... :)
XXX: Damage taken: 6 (Acid) |
XXX: Damage taken: 6 (Acid) |
XXX: Damage taken: 6 (Acid) /
FIREBALL / LIGHTNING BOLT: Well, they're nice but think than their MAXED damage is 60, and it can be HALVED (save throw), REDUCED (elemental resistance) or even NULLIFIED
(Allows a REFLEX save) final damage can be very low (maybe just 15 damage/spell)
CONE OF COLD/ CHAIN LIGHTNING: Like Fireball and Lightning, but MAXED can deal up to
120. They also can be halved, reduced or nullified.
HORRID WILTING: It's a shame this spell canot be metamagically enhanced, but the pros are that it cannot be reduced nor nullified, so damage will be very nice.
- Now calculate enemy HP's, TIME STOP him/her, start casting spells and when you think their life is under the 100's finish them off with a POWER WORD O' KILL
------------------------------------------------------------------------------------------
===================
VIII-. PLAYING TIPS
===================
All right, so you've created your Wizard and want to play, no matter if solo or in multiplayer games, here you'll find some interesting tips that could help you surviving...
1-. Always, ALWAYS take a hireling if it's available in the module. Specially the first two hireling types. The more wider variety of skills in your party, the easier the game
2-. Use the first zones while playing solo in order to familiarize with control and (specially) with Quickbars. Try to play as most as you can without pausing the game. One of the BEST NWN features is the multiplayer mode, and in most cases you'll find that the
Dungeon Master has disabled the PAUSE button.
3-. About Quickbars. Know where to place weapons, spells, special attacks... for example, with a wizard you could use the first quickbar for Stealh and Detect modes, ranged weapon, melee weapon, some slots for potions/scrolls, and finally Summon and Posess familiar. The
CTRL quickbar can be used for lesser level spells, and the SHIFT one for higher level spells. Knowing where are your spells, potions... will make things easier on multiplayer games.
4-. At low levels, your minion/familiar/henchman will be your main way of dealing physical damage. Keep them healthy unless you don't mind resting a lot. Your main role at low levels will only consist on creatures backup. A crossbow will be your main friend for a lot of time. Usually as a mage you should have more DEX bonus than STR bonus, so use that bonus for ranged attacks. Engage low-level enemies first and let all your party take the BOSSES.
5-. Until character lv7 or more you won't have that many spells that you are able to memorize a lot of direct damage ones. At low levels look mainly for disabling spells with a wide area, rather for an one-shot single damage spells. With two or three allies (three with a henchman, two if it's unavailable) spells like sleep, web, color spray, stinking cloud... can disable many enemies at once, leaving your allies to deal with the ones who resisted your spell, and leaving YOU for quickly Coup-de-Grace disabled enemies.
6-. Use your familiar abilities as much as you can. Specially while in dungeon crawling. A simple possess with your panther familiar can show you nearly the entire map. Just hide your familiar (via spell or via stealth mode - your panther sould have 11+ in hide at the very first levels - or via invisibility) AND set Detect mode active (again, on first levels your familiar should have 8+ spot skill); then, just start discovering the level and where are the traps and enemies. When you find any of these, come with the rest of the party and make your preparations.
7-. If you can, always Summon your familiar BEFORE resting. Then, after resting, if the familiar ever get's killed you can just re-summon on your next round. Familiars, unlike minions, always get carried over from rest to rest (acts like a hechman), BUT the ability to summon familiar is recovered upon resting so the ability will automatically appear with one use available when your familiar gets killed.
8-. At higher character levels, always try to wear some protective and/or enhancing spells up. For example, Fox's Cunning has a great duration (1h per chlv) and a +1-+3 stat bonus to
INT (spell raises your INT by 2-5 points, so if - for example - you have 17 (+3) INT and roll in a 3, it will raise your INT to 20 (+5), that's two more bonus points) which always helps. Spell Mantles and Stoneskins are also welcome.
9-. Keep your familiar healty... only costs a mouse-click and two button presses (4-. Feed
Familiar and 1-. End Dialog).
10-. Look at the types of saving throws your spells require. Use Fortitude against mages and Will against combat type ones. Also, always go for enemy spellcasters first. Let your allies engage the rest until you are able to help them. Remember this:
"You can win 1000's of battles... but you can only lose one"
Enemy spellcasters can quickly deal a large ammount of damage to all your party in a matter of seconds, specially if they're Sorcs. No matter if their own allies get caught in the middle of their fireball/cone of cold/meteor swarm... there will always be more enemies than allies so every point of damage to all your party they deal will make the next group of enemies to have an easier time defeating you (unless you won't mind resting half your playing time or you have an unlimited ammount of healing potions)
11-. While playing Cooperative Multiplayer games, take a look at the chars the rest of the players will use. If there's a Sorc in the game, then forget about direct damage and let him handle it; if there is a rogue in the party, don't choose a fairy familiar... if you're gonna play cooperative, look for a well balanced party. Usually you'll find yourself better acting as a support. Usually casting some enhancements, a disabler here and there, a little of direct damage before retreating past fighter's lines...
12-. Remember that wizards are more disabling-oriented that direct damage oriented. You'll not toast 32 goblins with a well placed Maxed out fireball (as the sorc should do at all times), but while fighting BOSSES, a single disabling spell can change the entire battle in a way a damage spell would do. Just think of a lv 18 enemy wizard protected with greater Stoneskin and Premonition, a summoned Balor engaging your melee allies, and preparing a Meteor. Your nice party sorc has all fireballs, cones of cold and all kinds of direct damage and self-defense spells... then you counter the Meteor with a good Great
Dispel counter and then smile while your Feeblemind/Enervation kicks in... ouch!!
13-. If you're gonna play Free for All multiplayer types (AKA Deathmatch Battles) THEN start making your Wizard a more sorc type oriented (i.e add many Maxed direct damage spells and many self-defense spells) BUT leave some crowd control spells. You won't be playing
Breach him first. Being quick is the key on mirror matches.
* HIGH LEVEL DUELS:
- If you have made this far... smile. Now it's your turn to crush everything in your path. You'll find that not many opponents will want to oppose you since your powerful
TIME STOP. With this spell tactics are a no-brainer:
- Your first spell is always a Time Stop. You should at least have one memorized, and two (if available) is better. Your main tactic is to Time Stop, haste (if not already hasted by equiped items) and then just lower the enemy HP with direct damage and finish with POWER WORD O' KILL.
[HORRID WILTING]
- AGAINST FIGHTERS + MONK: Better have two TIME STOPS learnt. The problem here is the high life of your enemies and, on monks case, the ability to nullify damage done by some of your spells. Cast a TIME STOP, haste yourself (if not already hasted) and then start with Horrid Wiltings (will deal at least 17d8, and can only be halved - not nullified nor reduced -). after about 4 horrids (you should be able to cast 4 lv8 spells), recast the TIME STOP and continue with MAXED Cones of Cold (at least 102 damage (wiz. lv17), halved to 51 and reduced to 36 with a Ring of Elemental
Resistance). four of them should do the job. If enemy still alive the idea is to cast
Greater Stoneskin and Improved Inv. and start throwing Lightnings and the like.
Damage will be low, but enemy should be near dead at this point
- VS. CLERIC/DRUID: Hmmmm, I'd take only one TIME STOP and a MORDENKAINEN'S to rip your enemy off his protections. But you can also have two TIME STOPS at hand and a
Greater Spell Breach. So, TIME STOP, dispel defences and start with Horrids and MAXED
Cones...
- VS. ROGUE/BARD OR ARCANE SPELLCASTERS: TIME STOP, Dispel in case of arcane, horrids
... and a good idea to finish (since Rogues can nullify damage and Spellcasters can still have some elemental defences up) is to MAX/EMPOWER some MAGIC MISSILES (that's
25 damage non halvable if MAXED, or 1d4 +1d2 ?+1 / +2? (not sure if the +1 is increased by the 50% bonus) if EMPOWERED. Is nice to kill with level 1 spells... :).
[POWER WORD O' KILL]
The idea is to calculate enemy HP's based on this table (for non multiclased characters); remember than HP's can vary a little, this is not a EXACT HP table, but one that gives you ideas:
ENEMY LEVEL
-----------------------------------
| LV17 | LV18 | LV19 | LV20 |
-------------------------------------------------
| BARBARIAN | 275Hp | 292Hp | 308Hp | 324Hp |
-------------------------------------------------
| FGT/RNG/PAL | 240Hp | 255Hp | 270Hp | 285Hp |
-------------------------------------------------
ENEMY TYPE | CLR/DRD/MNK | 205Hp | 218Hp | 230Hp | 245Hp |
-------------------------------------------------
| ROGUE/BARD | 170Hp | 180Hp | 190Hp | 200Hp |
-------------------------------------------------
| WIZARD/SORC | 140Hp | 148Hp | 157Hp | 166Hp |
-------------------------------------------------
Now... here's a table of MAXED Spells Damage, and other for EMPOWERED Spells Damage
CASTER LEVEL
-------------------------------------------
| LV17 | LV18 | LV19 | LV20 |
---------------------------------------------------------
| M. MISSILE | 25 | 25 | 25 | 25 | --> LV3
---------------------------------------------------------
| MELF'S ACID*| 18(102) | 18(108) | 18(114) | 18(120) | --> LV4
---------------------------------------------------------
SPELL | FIREB/LIGHTB| 60 | 60 | 60 | 60 | --> LV5
---------------------------------------------------------
| CONE OF COLD| 102 | 108 | 114 | 120 | --> LV7
---------------------------------------------------------
| CHAIN LIGHT.| 102 | 108 | 114 | 120 | --> LV8
---------------------------------------------------------
CASTER LEVEL
---------------------------------------------------
| LV17 | LV18 | LV19 | LV20 |
------------------------------------------------------------------
| M. MISSILE** | 1d4+1d2+1? | 1d4+1d2+1? | 1d4+1d2+1? | 1d4+1d2+1? | --> LV3
------------------------------------------------------------------
| MELF'S ACID* | 4d6+1d3 (ACLV d6 + ACLV d3) | --> LV4
------------------------------------------------------------------
SPELL | FIREB/LIGHTB | 15d6 | 15d6 | 15d6 | 15d6 | --> LV5
------------------------------------------------------------------
| CONE OF COLD | 25d6 | 27d6 | 28d6 | 30d6 | --> LV7
------------------------------------------------------------------
| CHAIN LIGHT. | 25d6 | 27d6 | 28d6 | 30d6 | --> LV8
------------------------------------------------------------------
Other useful spell here:
------------------------------------------------------------------
SPELL | HORRID WILT. | 17d8 | 18d8 | 19d8 | 20d8 | --> LV8
------------------------------------------------------------------
* MELF'S ACID ARROW : First number means initial damage (usually 3d6) while the second number (the (###)) means TOTAL exposure damage. This damage is dealt within a number of rounds equal to caster's level at a rate of 1d6 each round so, for example, 18(102) means 18 initial damage plus 102 exposure damage, dealt at a rate of 6 damage per round during 17 rounds.
* MELF's ACID ARROW : First numbers (4d6 + 1d3 are initial damage, while the secondary numbers (ACLV d6 + ACLV d3) mean TOTAL exposure damage. This damage is dealt within a number of rounds equal to caster's level at a rate of 1d6 + 1d3 each round So, if your caster level is 17 you'll deal 4d6 +1d3 initial damage plus 17d6 + 17d3 exposure damage, dealt at a rate of 1d6+1d3 each round during 17 rounds round.
NOTE: ACLV is Arcane Caster LeVel. So, if you're lv17 Wizard you're a lv17 caster. If you're a lv15 Wizard/Lv5 cleric, you're a lv15 caster; if you're a lv12 Wizard/lv8
Sorcerer your Arcane Caster level may be 12 OR 8 depending on how you throw the spell.
** MAGIC MISSILE : I'm not sure if the +1 is doubled or left as is.
- Now that you have the tables, the idea is just to drop enemy's HP to less than 100, and then finish the combat with a POWER WORD O' KILL. Thinking that the enemy is stopped it's very easy to do. Here you'll have more info about the spells:
MAGIC MISSILE: You can think this' pretty stupid, but is awesome, specially against enemies that can nullify spell damage with a succesful REFLEX save. When hasted, two
MM's each round are 50 non halvable damage.
MELF'S ACID: Useful to make enemies cry... STOP anyone and start casting... throw 5-6 and recast TIME STOP; cast some more and then sit down while enemy's life slowly goes down. Since Melf's damage stacks enemy will start seing a bunch of damage coming their way each round. Be warned... a single Ring of Elemental Resistance will make this spell useless. You require a touch attack to hit with one of these, but unless you roll a 1 most of your attacks will connect.
XXX: Damage taken: 6 (Acid) \
XXX: Damage taken: 6 (Acid) |
XXX: Damage taken: 6 (Acid) |
XXX: Damage taken: 6 (Acid) > Ooooh I love this when it happens... :)
XXX: Damage taken: 6 (Acid) |
XXX: Damage taken: 6 (Acid) |
XXX: Damage taken: 6 (Acid) /
FIREBALL / LIGHTNING BOLT: Well, they're nice but think than their MAXED damage is 60, and it can be HALVED (save throw), REDUCED (elemental resistance) or even NULLIFIED
(Allows a REFLEX save) final damage can be very low (maybe just 15 damage/spell)
CONE OF COLD/ CHAIN LIGHTNING: Like Fireball and Lightning, but MAXED can deal up to
120. They also can be halved, reduced or nullified.
HORRID WILTING: It's a shame this spell canot be metamagically enhanced, but the pros are that it cannot be reduced nor nullified, so damage will be very nice.
- Now calculate enemy HP's, TIME STOP him/her, start casting spells and when you think their life is under the 100's finish them off with a POWER WORD O' KILL
------------------------------------------------------------------------------------------
===================
VIII-. PLAYING TIPS
===================
All right, so you've created your Wizard and want to play, no matter if solo or in multiplayer games, here you'll find some interesting tips that could help you surviving...
1-. Always, ALWAYS take a hireling if it's available in the module. Specially the first two hireling types. The more wider variety of skills in your party, the easier the game
2-. Use the first zones while playing solo in order to familiarize with control and (specially) with Quickbars. Try to play as most as you can without pausing the game. One of the BEST NWN features is the multiplayer mode, and in most cases you'll find that the
Dungeon Master has disabled the PAUSE button.
3-. About Quickbars. Know where to place weapons, spells, special attacks... for example, with a wizard you could use the first quickbar for Stealh and Detect modes, ranged weapon, melee weapon, some slots for potions/scrolls, and finally Summon and Posess familiar. The
CTRL quickbar can be used for lesser level spells, and the SHIFT one for higher level spells. Knowing where are your spells, potions... will make things easier on multiplayer games.
4-. At low levels, your minion/familiar/henchman will be your main way of dealing physical damage. Keep them healthy unless you don't mind resting a lot. Your main role at low levels will only consist on creatures backup. A crossbow will be your main friend for a lot of time. Usually as a mage you should have more DEX bonus than STR bonus, so use that bonus for ranged attacks. Engage low-level enemies first and let all your party take the BOSSES.
5-. Until character lv7 or more you won't have that many spells that you are able to memorize a lot of direct damage ones. At low levels look mainly for disabling spells with a wide area, rather for an one-shot single damage spells. With two or three allies (three with a henchman, two if it's unavailable) spells like sleep, web, color spray, stinking cloud... can disable many enemies at once, leaving your allies to deal with the ones who resisted your spell, and leaving YOU for quickly Coup-de-Grace disabled enemies.
6-. Use your familiar abilities as much as you can. Specially while in dungeon crawling. A simple possess with your panther familiar can show you nearly the entire map. Just hide your familiar (via spell or via stealth mode - your panther sould have 11+ in hide at the very first levels - or via invisibility) AND set Detect mode active (again, on first levels your familiar should have 8+ spot skill); then, just start discovering the level and where are the traps and enemies. When you find any of these, come with the rest of the party and make your preparations.
7-. If you can, always Summon your familiar BEFORE resting. Then, after resting, if the familiar ever get's killed you can just re-summon on your next round. Familiars, unlike minions, always get carried over from rest to rest (acts like a hechman), BUT the ability to summon familiar is recovered upon resting so the ability will automatically appear with one use available when your familiar gets killed.
8-. At higher character levels, always try to wear some protective and/or enhancing spells up. For example, Fox's Cunning has a great duration (1h per chlv) and a +1-+3 stat bonus to
INT (spell raises your INT by 2-5 points, so if - for example - you have 17 (+3) INT and roll in a 3, it will raise your INT to 20 (+5), that's two more bonus points) which always helps. Spell Mantles and Stoneskins are also welcome.
9-. Keep your familiar healty... only costs a mouse-click and two button presses (4-. Feed
Familiar and 1-. End Dialog).
10-. Look at the types of saving throws your spells require. Use Fortitude against mages and Will against combat type ones. Also, always go for enemy spellcasters first. Let your allies engage the rest until you are able to help them. Remember this:
"You can win 1000's of battles... but you can only lose one"
Enemy spellcasters can quickly deal a large ammount of damage to all your party in a matter of seconds, specially if they're Sorcs. No matter if their own allies get caught in the middle of their fireball/cone of cold/meteor swarm... there will always be more enemies than allies so every point of damage to all your party they deal will make the next group of enemies to have an easier time defeating you (unless you won't mind resting half your playing time or you have an unlimited ammount of healing potions)
11-. While playing Cooperative Multiplayer games, take a look at the chars the rest of the players will use. If there's a Sorc in the game, then forget about direct damage and let him handle it; if there is a rogue in the party, don't choose a fairy familiar... if you're gonna play cooperative, look for a well balanced party. Usually you'll find yourself better acting as a support. Usually casting some enhancements, a disabler here and there, a little of direct damage before retreating past fighter's lines...
12-. Remember that wizards are more disabling-oriented that direct damage oriented. You'll not toast 32 goblins with a well placed Maxed out fireball (as the sorc should do at all times), but while fighting BOSSES, a single disabling spell can change the entire battle in a way a damage spell would do. Just think of a lv 18 enemy wizard protected with greater Stoneskin and Premonition, a summoned Balor engaging your melee allies, and preparing a Meteor. Your nice party sorc has all fireballs, cones of cold and all kinds of direct damage and self-defense spells... then you counter the Meteor with a good Great
Dispel counter and then smile while your Feeblemind/Enervation kicks in... ouch!!
13-. If you're gonna play Free for All multiplayer types (AKA Deathmatch Battles) THEN start making your Wizard a more sorc type oriented (i.e add many Maxed direct damage spells and many self-defense spells) BUT leave some crowd control spells. You won't be playing
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