So maybe at start just avoid the High fortitude mobs ( trolls, ogres)ĥ) grab asap mechanic gloves from roedric hold ( day 7 in potd for me ) and hermit cap ( quest' at the bridge). You don't have good means to debuff that defence sadly. So also if they surround you they get hit and blinded, but you not.Ģ) take asap arcane veil, +50 def at the beginning is huge, if you add wizard double you can reach invulnerabilità for a short timeģ) use as much as possible chill fog and concellauth draining ( lvl 2 spell, the lvl 3 touch sucks), this will take vantage of your relatively High endurance and keep you Alice while chill fog kills everyone.Ĥ)most of your best spells at beginning hits fortitude. Remember that the First lvls are the more difficult, after that you will really have a lot of spells to use for chain casting and your power start exploding exponentially.ġ) aim good chill fog, you have to be always in the yellow area, in wich enemies are hit but you not. After it hits, targets get usually blinded, so they get -20 def, -20 ref, so it't easy to stab them a bit with a melee weapon or hit a fan of flame. That spell rolls more hits during time so it will hit sooner or later ( on other hand fan of flame is only hit or miss). Sure more percepion could help, simply this build has other priorities and i can't squeeze inside more per than the basal level.Īnyway remember that spell order matter a lot in a fight! For example, i always start with chill fog. Unless you are abusing ranged combat and kiting mechanichs obviously, that is a playstile wich let you rest very rarely, since by definition you don't have to tank ( but you will lose a lot of "real" time in every Battle, and i find it quite boring).įalcon torch with his +2 per doesn't matter much. In particolar was also related to the boeroer's bilestomper ™ build, wich use only poison/ corrode spells, that are in lower number vs Ice spells, so with my build i think you can do more consecutive fights.īut is also true that on potd in the beginning, you have to rest every 3-4 fight anyway with the majority of char, since you usually lose a lot of health every fight. My statement was generally about higher lvl, obviously until lvl 9-11 you have to rest a lot anyway, since you don't have enough spell/possibility to realible win fight without using spells. I have never played wizard before because I hated Aloth on my first playthrough and played solo after that, so I am asking this based on my priest experience. You say "you run out of good spells after 1-2 battles and i hate to rest a lot", but isn't that the case during the first levels where you have to rest after 3-4 fights? Also with Combusting Wounds + Wall of Flames (which is superpowerful). A wizard could live up to the theme right from the start. So that build would take some time before taking off. But sadly you get the good fireball items a bit late. He could use things like Binding Web scrolls to set up Deathblows for the Fireballs and wear a stag helmet to be immune to stuck. Or maybe I try to do that with a Shield Rogue and Direballs + Adept Evasion. You can stack 17 Fireball uses per rest and 1 per encounter with a wizard. I'm also planning a Fireball build which does it this way: dropping Fireballs onto your own head while tanking. Attract the enemies, cast nasty stuff on yourself and let your friends shoot/cast from afar. And the stacking of Chillfog is no nice - also because of all the interrupts and the combination with Combusting Wounds. A bit like The Dragon Thrashed + Ancient Memory - only with ice. But in party play this is one of the coolest tank approaches. I understand that in solo play getting surrounded is not good. Health is no problem with Infuse with Vital Essence. That is - let's face it - supercool! Maybe you shouldn't avoid getting hit by your own Chillfog after all. And with that mantle, healing gear and survival bonus plus Chillfog you can actually have a second, quite powerful healing effect while blinding and damaging the enemies besides Veteran's Recovery.
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