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Proxiehunter
02-20-2012, 09:58 PM
I have Int 20 (started with 18, Wizard enhancement and my level four stat bonus brought it up), a recently purchased scepter of Power IV and the Archivests Pendant (I also have the matching goggles but they don't stack with my scepter). Is there anything else I can get for a reasonable price (looked into stat tomes, can't aford right now) that would boost my SP at all? It looks like items of Wizardry give more points than items of Power of the same level but I've only found an item of Wizardy 1 and it doesn't apear to stack. There are a few Clever +1 items I could afford but I'm not sure an Int of 21 would boost my SP or if only even numbers count. I'm also pretty sure that I can't stack two Clever +1 items. So am I stuck until I level high enough to get Clever +2 or get the plat together for a tome?

Also already purchased Energy of the Scholar I.

AmatsukaIncarnate
02-20-2012, 10:13 PM
I have Int 20 (started with 18, Wizard enhancement and my level four stat bonus brought it up), a recently purchased scepter of Power IV and the Archivests Pendant (I also have the matching goggles but they don't stack with my scepter). Is there anything else I can get for a reasonable price (looked into stat tomes, can't aford right now) that would boost my SP at all? It looks like items of Wizardry give more points than items of Power of the same level but I've only found an item of Wizardy 1 and it doesn't apear to stack. There are a few Clever +1 items I could afford but I'm not sure an Int of 21 would boost my SP or if only even numbers count. I'm also pretty sure that I can't stack two Clever +1 items. So am I stuck until I level high enough to get Clever +2 or get the plat together for a tome?

Also already purchased Energy of the Scholar I.

Best case scenario, you use the highest Power or Wizardry item you can get your hands on. At level 4, I think the Power VI is the highest you can get.

As far as base item goes, yes you could get a int +1 tome and use a clever +1 item but I'd advise against it. If you have the Shan To Kor pack, there's a +2 helm from the end rewards.

But the best thing to do is to learn how to manage your sp.

At low levels, what many people do with their wizards is use the level 1 spell "Master's Touch" and simply swing a greataxe and use your spell points for buffs and heals if you are warforged. This is probably the most efficient way to use your spell points as of right now. When you hit level 7 and get level 4 spells such as wall of fire or ice storm, you probably won't need to use a melee weapon from there on out.

Psiandron
02-20-2012, 10:21 PM
Well, you're pretty much spot on about everything.

Items which give like bonuses don't stack. There are items which stack because they give different type bonuses such as infernal or exceptional. When the Crystal Cove event comes around, which hopefully will be soon, you can get a trinket there, http://ddowiki.com/page/Greater_Cunning_Trinket which gives you 50 SP that does stack with another item.


Yes, only even number ability scores yield another plus to you.

The best solution is keep questing and looking for equipment upgrades as you go.

You could also get into Cannith crafting and it is very useful, but as you seem new to the game you might want to hold off a bit as it helps to have more resources when you start doing it. Ofc, it probably wouldn't hurt to learn a bit about it now.

Oh, you might want to look at this: http://forums.ddo.com/showthread.php?t=332211. It has a bunch of extraneous stuff that's good to know.

Best of luck

sirgog
02-20-2012, 10:23 PM
Yeah levels 1-4 are ugly on a Wizard.

At level 5 you'll pick up much higher impact spells. One Acid Blast (assuming you spec for it and have at least a 50% item bonus, from a Greater Erosion 4 clickie or similar) will usually almost wipe out a room of monsters. Fireball works too, but more things are immune or resistant.

That is a lot more SP efficient than the lowbie way of casting 3 Acid Sprays, 2 Melfs Acid Arrows (on more dangerous mobs or ones that move too much to easily hit) and still having survivors.

Spellpoints don't matter so much when 12 SP does so much.


Level 7 you get Acid Rain which is massively better again.

Gizeh
02-21-2012, 01:01 AM
At low levels eternal wands can help preserve spell points as well, for example eternal wand of acid splash (waterworks end reward) or eternal wand of magic missile (catacombs end reward).

MRMechMan
02-21-2012, 02:51 AM
Other than a vibrant purple ioun stone at level 5, you pretty much have everything you can.

The only secret TRing and vet casters have, for the most part, is using the sp they have better. They don't have more of it, they just use it better. If you are running out of sp a lot try grouping with people more, playing lower difficuties, getting some AC (less sp used healing yourself) or grouping mobs together before AOEng them...which is tough at level4.

Esserbe
02-21-2012, 06:07 AM
To expand upon what Sirgog says, the best way to increase SP efficiency at low levels is to up the damage per SP used. "Spell booster clickies", items with 3 charges per rest which increase the damage done with certain spells of a certain level or lower, are excellent for this. Greater or Superior Erosion (the element, which is acid) III (the level, level 3 spells and below) clickies are great for boosting Acid Blast, but IV/V/VI etc will also work for lower level spells. A spell focus item - an item that has +1 to DCs for certain schools, such as conjuration or evocation - will also help with keeping hostile saves to the minimum.

Greater and Superior clickies increase the damage of the spell by 60% and 75%, respectively, for no extra SP cost. The Eternal Wand of Acid Splash, a Waterworks end reward, includes a Greater III passive boost nowadays, so it works until you get one.

glouky
02-21-2012, 07:07 AM
When you solo, a fair solution is to take a cleric hireling with Divine Vitality. At level 4, if refills alsmost 75% of your mana. Then, you can combine it with the automatic refill to when you are under 12 SP. This allows to send a melf arrow.

I did that when I was trying to run every quest as soon as i can open it (with a first life wizard). I start running the quest as usual, then I run a bit with 0 to 12 SP sending melf arrows, and buffing a bit, then when needed (final fight) I use the hireling DVs to be able to output descent damages.

Later, you will get ddoor, so you can switch between the 4-5 higher level hirelings to refill your mana (but it requires going back to entrance). The advantage is that each hireling has its own timer, so you don't have to wait 5 min times the number of cleric required to refill mana.

When in group, just learn to be smart and use your SP efficiently (killing casters, hasting the group, CCing, etc.). With experience, you will cast less often but more efficiently (1 max/emp/heigten spell instead of many useless spells).

BTW, you will also learn a lot by rolling a melee (some mobs are hard to defeat with melee and straigthforward with arcane, and some are just the opposite)... basically you should be able to take into account : mob AC, saves (wis, dex, con), HP, DPS...

Proxiehunter
02-21-2012, 02:34 PM
At low levels eternal wands can help preserve spell points as well, for example eternal wand of acid splash (waterworks end reward) or eternal wand of magic missile (catacombs end reward).

I don't recall being offered an Eternal wand of acid splash. I've been making do with the Eternal wand of finger of fire I got on Korthos. Instead I got some +1 Mithral Full Plate that I sold in the AH for phat plat. Judging from how quickly it got snapped up I should have marked it higher.

It's not that I'm running out of SP most of the time, it's more that I'm squeeking through with what feels like not enough wiggle room and I'd like to be able to toss a few more spells. Sounds like it will improve when I level though.