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Shock of Blades will be your primary burn for a long time. Even at my level (since I have spent most of my time in Lavastorm, it is my main "attention getter"). It is rarely resisted, and if it is, it still does damage. The "blade" spells are by far the most versatile DD spells in the Magician's bag of tricks, as they are much harder to resist (conjuration spells not evocation). Invisibility is a god send for exploration. It is a requirement for me to get to Lavastorm (I am a High Elf, and Lavastorm is on the north side of the Nektlos Forest, where the Guards will KOS me) I have used this to explore most of Norrath. I have been to almost every zone, and the majority of dungeons with this one. Most of level 17 was spent exploring Antontica. I did not visit every zone, but I would say that I covered about 89% of them. The dungeons I visited were: Permafrost Dungeon, Blackburrow (couldn't avoid that when getting to Everfrost Peaks and Permafrost :), Infected Paw, Upper Guk, Soluseks Eye (A and B), Nagena, Beholder's Maze, Befallen. I also visited Crush Bone (level 8), Dagnor's Cauldron and Unrest (level 11). So you can see that Invisible is really useful for exploration. Shield of fire is a must. Especially solo. I refer to it in other sections of this guide, so won't go into it much here. Dimensional Pocket. This summons a 4 slot bag that disappears when you log out. It has a very cool property though. Anything placed in this bag becomes effectively weightless. Great when you get chunks, or blocks of ore, or heavy weapons or armor. Just be careful. Don't expect anything to be in your inventory that was in the pocket if you go link dead or log out. But it is great if you are encumbered and want to move out and sell the stuff. Stuff that normally would be left can now go with you. I usually put my summoned food and bandages in here, so no loss there. If I need to reduce weight, I plop just enough in there to un-encumber myself. This spell is hard to find. As far as I know it is only in Erudin, Ak'Anon and Neriak. But they, without notice, change spell locations for uncommon and rare items, so this may not be true TODAY. I had a dark elf buy me mine from Neriak.
Flame Bolt. Well, hmm. Never used it. I really don't care for the bolt
spells. I may later on. I accidentally bough my Level 20-23 Bolt of Flame
spell. One of those I *thought* I clicked the right spell when I bought it.
Anyway, They are line of sight and can miss. They also consume lots of mana to
throw away if you miss. However, they are great when they DO hit, or so I hear.
Eye of Zomm is really fun to use. You can explore areas that you normally would have to do invisible, or can't go (like past zone boundaries. heh heh). You can also cast "through" the eye, but unless they fixed this recently, you can only cast against things that are within range of your real body, so is limited in this capacity.. However if you are in range, but around a corner, this is good. The disadvantage is that you CANNOT cast this spell while you have a pet. It did not used to be this way, but recently (about a month and a 1/2 ago) they introduced this. Really reduced the effectiveness of this spell to near zero. Humph.
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| Spell | Who | Description | |||
| Elemental Water | Self: | Summons Pet (lapis lazuli) | |||
| Elemental Earth | Self: | Summons Pet (lapis lazuli) | |||
| Elemental Air | Self: | Summons Pet (lapis lazuli) | |||
| Elemental Fire | Self: | Summons Pet (lapis lazuli) | |||
*Pick one pet spell and buy the others if you want later |
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| Bind Affinity | Target: | Set home point location (target must be in your group) | |||
| Summon Fang | Self: | Summon Weapon (damage 5/delay 26) (disappears at logout, was Summon Blade) |
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| Burnout | Pet: | Inc Pet's HP, AC, & STR (Lowers HP regen) | |||
| Cancel Magic | Target: | Remove magic effect | |||
| Ward Summoned | Target: | 30-42 HP Damage (Summoned Creatures Only) |
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| Rain of Blades | Target: | 20-26 HP AE Radius Damage | |||
| Column of Fire | Target: | AE Radius Damage | |||
Bind Affinity. Do I really need to detail this? :)
Summon Fang. This is hard to find. You need to go to Ak'Anon or Erudin for this weapon spell. It may be in Neriak, but I don't know. I got mine in Erudin. Ask about, because, as I have said earlier, Verant moves spells or entire vendors without notice.
Cancel Magic is great when you get some nasty caster casting spells on YOU. You can remove the affect from you or a fellow group member. Also good for removing the burnout spell from your pet (burnout is a permanent spell on your pet until it dies or you remove it). Another great trick is one I adopted in Lavastorm. I am fighting a Fire Elemental, so what I do to get it's attention (instead of a burn spell) is cast Cancel Magic to remove it's fire shield, then sick my pet which has fire shield already cast upon it. I have just turned the tables on the fire elemental. My pet hits it, does not get burned, fire elemental hits my pet and gets burned! Great fun.
Ward Summoned will only work against summoned creatures (elementals, lava crawlers, Fire Imps etc). I have only seen Earth elementals in the open in Steamfont. Fire Elementals, Lava Crawlers and Fire Imps are in Lavastorm. It is a great one for these guys. However the Expulse summoned that the Druids get at level 14 is even better. Does 90+ damage. We get that only at level 20.
Rain of Blades I prefer over the Column of Fire. The effect is supposed to be 2 or three rounds of 20-26 damage. I have only ever seen one round. It is better than the Flux range of spells as it is an AE with the target as the center, so if your and your pet are getting hammered, stand on top of your pet and cast this one on your target... Again any of the AE spells are not really useful except when grouping and your tank is being attacked by multiple targets. Your pet can't "peg" multiple targets like PC tanks can, so is pretty useless to Magicians.
Column of Fire. See Rain of Blades. Never have used it much... Waste of money for me.
| Spell | Who | Description | |||
| Minor Summoning Water | Self: | Summons Pet (lapis lazuli) | |||
| Minor Summoning Earth | Self: | Summons Pet (lapis lazuli) | |||
| Minor Summoning Air | Self: | Summons Pet (lapis lazuli) | |||
| Minor Summoning Fire | Self: | Summons Pet (lapis lazuli) | |||
*Pick one pet spell and buy the others if you want later |
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| Shielding | Self: | +AC, + Max HP, & +MR | |||
| Shock of Flame | Target: | 75 + 1/level HP Direct Damage | |||
| See Invisible | Self: | See Invisible creatures | |||
| Phantom Leather | Self: | Add to AC stackable with shield (Needs Cat's Eye Agate) |
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| Summon Heatstone | Self: | Summon Infra Vision Stone | |||
| Summon Throwing Dagger | Self: | Summon Range Weapon (20) (disappears on logout) | |||
| Identify | Target: | Identify Object | |||
Shielding . Finally, your next level of Shielding! Makes a huge difference.
Shock of Flame , At level 17 this spell was doing 92 Points of damage. Have not tried it again at 18, as I am in Lavastorm and most creatures resist it anyway. Great burn spell. Nice to be able to hit for some serious hp damage. Also a fairly reasonable cast time. Not as good as Shock of blades, but it does almost 3 times the damage, if it is not resisted at all.
See Invisible
. This is of limited (but in its limitation is great) use. You
have no indication of which objects would normally be "invisible" when you use
this, because they just are visible. So far in my travels I have never been
attacked by something that was "invisible". I have been attacked by things while
I was in a building and it was outside. Very strange when you can't attack it
directly but it can see and hit you. Humph. This spell is *great* when you are
in a group that is traveling invisible. No more running "blind" with your group.
So I do recommend you pick this one up, because when you do need it, it is
invaluable.
Update: Madwand has informed me that Shamans in Blackburrow *do* cast invisible on some Gnolls and they hit you while invisible. I will have to visit there and check this out. I want to see if they stay invisible, or it is mandatory that you have this spell to attack them. :)
Phantom Leather
. I personally did not buy this spell yet. I figured it is
pretty expensive to cast when you should not be tanking that much anyway. I
suppose I will eventually get it and see how it works out, but my initial
thought was that it would be a waste of money (requires Cat's Eye Agate each
cast) and mana. I do well to stay out of the melee when soloing, so extra HP is
not THAT much of a deal. I have some extra money now from Lavastorm (have you
gotten the impression that is a great place yet??) I may try it out.
Update: I was thinking about this, and it may be that this is unlike the shielding spells in that it probably stays around as long as you are logged in? I need to confirm this, but that would make it more worth while, in my mind.
Summon Heatstone. Useless for me. I have Infra Vision already, but if you want to be nice to the blinder races, you can summon these for them. Coldstone will be the one *I* get (Ultra Vision).
Summon Throwing Dagger. Well I got this one for the novelty of it. Cool to have a "plinking" weapon. Does not do much damage, but you can "pull" with it or be a tiny bit helpful if in a group and are OOM but do not want to Melee the MOB. Good for other players that like throwing daggers. Also I have heard of people that use it to "twink" their faction. Walk up to a group that is attacking a MOB that would give you a desired faction hit, and toss a dagger at it. When the MOB dies, you share the faction hit. Just be careful the group is able to finish it off, or else that same mob will be after YOU. (_8(|) DOH!
Earth: I was exclusive with earth until I reached 16 when water was my only immediate choice. It was at that point that I was converted. Earth pets are Tough and Strong. They have the best strength and probably the most HP. They need it though. Their Agility really sucks, which means they get hit. A lot. They also have poor regeneration speed. I figure theirs is the worst. But they make great tanks. They take a bunch of beatings and are great taunters. When you hit 8 and get fire shield they really become amazing tanks.
Water: Probably the best middle of the road pet. They are tough, reasonable strength and awesome regen speed. They are more agile than earth, but not by much. They still get hit a lot. The second side benefit of water is their near immunity to poison and disease. I believe they are more dexterous, but I am not really certain on this. My experience is that they hit as often if not more often than Earth. The real selling point of Water though, is it's fast regeneration speed. It actually can recover during a fight. I can't tell you how many times I have done "/pet report health" at the end of a battle and gotten back 90+ or 100. Pretty awesome. Especially when you get burnout (Level 12, I believe). Burnout makes them hit harder, at the expense of regeneration speed, so you get a strong pet that regens at about the same rate as earth for a while. I have noticed however, that after a battle, if your pet sits long enough it regains it's original regeneration rate. So if it was down to 10%, by the time it is up to 40% it starts healing at it's original rate. Pretty cool.
My thoughts on Air and Fire: I tried both, and determined that Fire and Air were too weak for effective solo. Even though fire has a damage shield, I did not find that to be much difference, even at lower levels. Their agility, while better than earth does not compensate for their over all low hit points. Fire shield is great if two MOBS are attacking your pet, but it does not really stay alive long enough to do much damage. Even more so now that all the pets get offensive DD spells. Air's agility is the highest, but its HP and AC the lowest, so while they don't get hit as often, when they get hit, it does a significant amount of damage, percentage wise. I will say Air is IDEAL for dungeons and groups (see my dungeon guide below). Basically I feel these guys are not suited for Solo play. They are more useful in group situations, or for operations in dungeons.
First off, I will say that I have not played in dungeon areas much. For two
reasons:
1) MOB trains
2) Pet related woes.
When I get to the higher levels where I will spend more time in dungeons, I will buy or research Air, just for those areas. Air casts invisible on itself, so when it is not fighting, it does not attract stray MOBS. Most groups in dungeons don't like Mages because their pets wander off and drag in nasties when the group is healing. Air reduces this.
Another tip to making you a friendly Mage in dungeons is PARK YOUR PET. We now have a great means of parking your pet, so that it does not chase after any mob that comes near. "/pet sit down". Learn it. Use it. Love it. That command is a staple for me. It has two benefits, one it keeps your pet out of trouble, and two, it enables it to heal faster. Don't worry, if you are in trouble and you get near your pet, it will come running. However (as my experience has shown me in LavaStorm), you have to be in "hailing' distance of the pet (which is a radius from the pet of about 10 meters). There is nothing more frustrating than being stunned by a lava bask, who is munching on you and your pet sits there watching, until you get close. The only good thing is that, (assuming you have full health) you can survive enough to get to your pet. You also have a (for my char at least) a 2 out of 3 chance of resisting the Stone Breath spell the Lava Bask casts, especially when you get to the point that all basks are blue to you. I digress.
Your best bet in a dungeon is to stay as close to a zone as possible. If not you should join a group (I know this is a SOLO guide, but dungeons are really built for GROUPS). However, if your are DETERMINED to solo in dungeons, try following these tips.
1) I reiterate the Park Your Pet directive. Go fishing for your target and bring it back to your pet, if the dungeon layout supports this means of hunting. Many don't, so you just park it when you are medding and letting your pet heal up.
2) Try to get SOW from someone without making a pain of yourself. Offer money or trade for some summoned magic weapon or something. Remember all your summoned weapons will hit MOBS that require magic weapons! That little boost of speed may save you when you start the inevitable train.
3) find an area in the dungeon that is low traffic and has no MOBS about that will attack you (some dungeons, especially at higher levels, have green mobs that will ignore you).
4) KNOW THE DUNGEON LAYOUT. This may seem like common sense, but trust me, when you are being chased, you will quickly get confused if you are new to the dungeon. Nothing is worse than getting stunned, doing the slow spin while you are waiting to get un-stunned, and shooting off in the wrong direction, falling in a pit (like in Black Burrow) or running into a bunch more nasties.
Hunting dungeons is much tricker than hunting in the open. I usually tour the dungeon invisible (If you are below Level 8 when you get the invisible spell, you probably should not really be there, or exploring deep.). Crush Bone, or the open area of Black Burrow may be the exceptions in this case. They have "open" areas that are more forgiving to the explorer, Crush Bone more so than Black Burrow. You can find out what level all the MOBS are, and where they hang out long before you start "hunting".
5) Stay alert, always. You never know when someone will tromp through your little area with 10 Orcs on their tail when they forgot directive number 4.
6) Let your pet take as much damage as you can. You never know when you will need that little bit extra health or mana to escape the dungeon. Try keeping your health and mana up as much as possible. While this is true while in the open, in dungeons it is CUBED.
7) If your pet starts chasing after a runner (a MOB who after getting damaged beyond a certain point starts running), burn it (the MOB) QUICK! Runners in a dungeon are BAD NEWS. They will bring back others or your pet will after it kills the runner. If you are low on mana, you may consider dispelling your pet and fighting it yourself or just running towards the zone and hang out near there until you see the faction / experience gain notice. It all depends on the area and your health etc. This usually happens when you are fighting some MOB and a green MOB decides to join the fray and your pet starts beating it down until it runs.
That is all I really have to offer for soloing in dungeons. It really is different and you will have to find your own style that works well here.


