Topic: Bright Wizard

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Topic: Bright Wizard

Post  Nao on Fri Aug 29, 2008 8:40 am

First let me say I am pulling all my information from Wardb and MMOGUILDS

Lets look over the career Mastery of the Bright Wizard and see where and how they fit into the Virtue style, and game play in general.

Path of Conflagration
Explosive Force, Buff, 3 Points
@Level 37
1 Slot Career Tactic No range
Passive No cooldown
Any time that your Combustion causes an Explosion, the blast will also deal 50% of the damage to all enemies within 30 feet of you.


Annihilate, Damaging, 5 Points
@Level 36
25 AP / Sec No range
Instant cast 8s cooldown
Has a chance to cause an Explosion!
Builds 15 Combustion
You concentrate on your magical powers for up to 3 seconds. The unleashed power will deal 210 Corporeal damage each second to all enemies within 30 feet, but you will also suffer 70 damage each second from the strain. This effect will end if you break your concentration, or run out of action points.


Fiery Reserves, Buff, 7 Points
@Level 37
1 Slot Career Tactic No range
Passive No cooldown
Reduces the cooldown times of Flame Breath and Rain Of Fire by 10 seconds.


Spreading Flames, Hex, 9 Points
@Level 37
30 Action Points 80 ft range
Instant cast 20s cooldown
Has a chance to cause an Explosion!
Builds 10 Combustion
Target must be Hexed.
Only usable on a Hexed enemy.
Deals 470 Elemental damage to your target over 15 seconds. Each time that this effect damages them, the flames will spread, causing 3930 Elemental damage over 0 to all other enemies within 0 feet of them.


Wildfire, Buff, 11 Points
@Level 37
1 Slot Career Tactic No range
Passive No cooldown
When an enemy is hit by your Fiery Blast, Scorched Earth, or Flame Breath, there is a 25% chance that they will become surrounded by flames for 5 seconds, dealing 105 Elemental damage each second to all other enemies within 30 feet of them.


Favorable Winds, Buff, 13 Points
@Level 37
20 Action Points No range
Instant cast 2m cooldown
Aqshy, the Wind of Fire, bends and twists in your favor momentarily. For the next 10 seconds, any of your abilities which work against multiple targets will have a 50% larger radius.


Conflagration Of Doom, Damaging, 15 Points
@Level 37
Rank 4 Morale 100 ft range
Instant cast 60s cooldown
A spot that you select bursts into flames for 8 seconds, dealing 280 damage each second to all enemies within 30 feet.


Core Abilities affected :Scorched Earth, Fiery Blast, Flame Breath, Choking Smoke, Rain of Fire


My thoughts on Conflagration
At 9 Points you will be given the oppurtinity to start dealing some massive AoE damage. I think of the Cockroach affect with this line. Spreading Flames used after Choking Smoke is going to send people running around and killing all those they come in contact with. Add the rest of the Core abilities affected by points in this tree line and were talking AOE heaven. Want to get nuts, go as high as Favorable Winds. Blast away and watch the bodies scurry. However watch your combustion or you may find yourself on the dealing end of your own spells.




Path of Immolation
Fuel To The Fire, Buff, 3 Points
@Level 40
1 Slot Career Tactic No range
Passive No cooldown
Increases the durations of Ignite, Detonate, and Boiling Blood by an additional 3 seconds.


Playing With Fire, Hex, 5 Points
@Level 40
30 Action Points 100 ft range
Instant cast 30s cooldown
A Hex which surrounds the target with hungry flames, causing all healing used on them for the next 10 seconds to become 50% less effective. Each time someone attempts to heal them, the flames will lash out, and healer will suffer 150 Elemental damage.


Ignition, Buff, 7 Points
@Level 40
1 Slot Career Tactic No range
Passive No cooldown
Each time that Ignite deals damage, there is a 33% chance that all of the enemy's resistances will become reduced by 378 and their armor will become reduced by 990 for 5 seconds.


Withering Heat, Damaging, 9 Points
@Level 40
13 AP / Sec 100 ft range
Instant cast 11s cooldown
Has a chance to cause an Explosion!
Builds 15 Combustion
You turn the air around your enemy into burning flames for up to 6 seconds, dealing up to 1596 Corporeal damage and snaring them, reducing their run speed by 40%. This effect will end if you break your concentration, or run out of action points.


Smoldering Embers, Buff, 11 Points
@Level 40
1 Slot Career Tactic No range
Passive No cooldown
When Ignite, Boiling Blood, and Slow Boil end or are removed, there is a 25% chance that they will re-kindle, reapplying themselves to the target once again. Be cautious, though, for you will build Combustion and have a chance to cause an Explosion each time that they are reapplied!


Stop, Drop, And Roll, Debuff, 13 Points
@Level 40
30 Action Points 100 ft range
Instant cast 20s cooldown
Target must be Ignited
Has a chance to cause an Explosion!
Builds 10 Combustion
You grasp the power of your Ignite hex and cause it to explode with concussive force, dealing 262 Elemental damage to your target and knocking them down for 3 seconds, but extinguishing your Ignite.


Wall Of Fire, Damaging, 15 Points
@Level 40
Rank 4 Morale No range
Instant cast 60s cooldown
A wall of fire shoots outwards from you and remains on the ground for 8 seconds, dealing 300 damage each second to any enemies touching it.


Core abilities affected: Ignite, Boiling Blood, Detonate, Flame Shield, Slow Boil.


My thoughts on Immolation
Dots, Dots Dots. I think 5 points to at least get Playing With Fire is a must. The reduction in the ability for an enemy target to be healed is very similar to what us DAOC players remember as Disease, or the next best thing. The next best thing being it hits the healer attempting to heal. I believe all groups will need this Bright Wizard. You go higher into the tree and you will get Smoldering Embers (11 Points) as a Passive ability. Very sweet to have your Dots re-fire on their own. Immolation is for a specific type of player.



Path of Incineration
Searing Vitality, Buff, 3Points
@Level 38
1 Slot Career Tactic No range
Passive No cooldown
Sear will now heal you for 67% of the damage that it deals.


Funnel Power, Damaging, 5 Points
@Level 40
No cost No range
Instant cast 60s cooldown
You become a living conduit for the power of the Red Wind of Magic, causing all of your directly damaging magical attacks to deal an additional 107 Corporeal damage to your target, but you will also suffer 71 damage for each one. Use this ability again to turn it off.


Draining Burn, Buff, 7 Points
@Level 40
1 Slot Career Tactic No range
Passive No cooldown
Burning Iron will now deal 215 damage, and you will regain 50 Action Points when it hits.


Nova, Damaging, 9 Points
@Level 40
45 Action Points 100 ft range
Instant cast 10s cooldown
Builds 40 Combustion
Has a chance to cause an Explosion!
A powerful spell which makes your target spontaneously combust, dealing 393 Elemental damage to them.


Burn Through, Buff, 11 Points
@Level 38
1 Slot Career Tactic No range
Passive No cooldown
Fireball and Pyroclastic Surge are now virtually undefendable.


Fireball Barrage, Damaging, 13 Points
@Level 40
30 AP / Sec 80 ft range
Instant cast 13s cooldown
Has a chance to cause an Explosion!
Builds 15 Combustion
You assault your target with a constant stream of fireballs, striking them up to 3 times over 3 seconds. Each blast deals 429 Elemental damage to your target, and 143 Elemental damage to all other enemies within 20 feet of them. This effect will end if you break your concentration or run out of action points.


The Burning Head, Damaging, 15 Points
@Level 40
Rank 4 Morale 100 ft range
Instant cast 60s cooldown
Deals 2288 damage to your target, and 1716 to all other enemies within 30 feet of them. All enemies hit by this effect will lose 600 points of Morale.


Core abilities affected :Fireball, Sear, Flames Of Rhuin, Pyroclastic Surge, Burning Iron


My thoughts in Incineration
Simply the weakest of all the Mastery lines i recommend only 3 points in this tree to have your Sear hit you with damage to heal conversion. the other two Mastery lines have to much use to high in the tree to waste points on this one. 3 Points and take your conversion.

-Nao
Build: 13 Con /7 Immo /5 Inc


Last edited by Nao on Fri Aug 29, 2008 10:11 am; edited 1 time in total

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Core Abilities of the Bright Wizard

Post  Nao on Fri Aug 29, 2008 10:07 am

Now lets look over the core abilities of the Bright Wizard that it achieves as you acquire rank.


Meltdown Damaging
Core Ability Level 38
No cost 100 ft range
1s cast 5s cooldown
Consumes all Combustion
You expel all of your build-up Combustion in a fiery blast, dealing damage to your target based on the amount of Combustion that was consumed.
1 - 10 Combustion: 37 damage.
11 - 30 Combustion: 75 damage.
31 - 70 Combustion: 150 damage.
71 - 90 Combustion: 300 damage.
91 - 100 Combustion: 375 damage.
Make sure you use this spell now and then it does hit hard its a fast cast and will keep your Combustion under control.


Shield Of Aqshy Buff level 3
Core Ability Level 38
20 Action Points No range
Instant cast 30s cooldown
An Enchantment which calls upon the power of the Red Wind to increase your armor by 990 for 10 seconds, and makes it 50% less likely that you will be set back while building up abilities. Basically use this asap when someone is pounding on you.


Smoke Screen Debuff level 4
Core Ability Level 40
20 Action Points 100 ft range
Instant cast 15s cooldown
You De-taunt your target by surrounding them with thick smoke, making them hate you less and causing them to deal 50% less damage to you for 15 seconds. If you attack anyone that you have De-taunted, the effect will immediately end.


Cauterize Healing level 9
Core Ability Level 40
25 Action Points 150 ft range
Instant cast 5s cooldown
You cause an open wound to sear itself shut, removing one Injury from an ally.
Sounds and is labeled like a "Heal" However it an ability, to remove an ability aka Dot etc.


Fire Cage Hex level 10
Core Ability Level 40
30 Action Points No range
Instant cast 20s cooldown
All enemies within 30 feet are Rooted as they become trapped within a cage of searing flames, making them unable to move for 5 seconds. Rooted targets have a 50% chance to break free when they suffer damage.
With so much AoE out there just pray you can lock anyone down.


Enhance War Engine level 10
Siege Targetted buff. Increases damage done by that siege engine by 10% for 30 seconds. Does not work on Rams. Only one effect of this type per siege engine.


Burnout Buff level 30
Core Ability Level 38
No cost No range
Instant cast No cooldown
You call upon the Winds Of Magic to grant you power, instantly regaining 110 Action Points, but dealing 262 damage to you which you can not prevent.


Hex War Engine level 30
Siege Targetted debuff. Increases the times it takes to fire that siege engine by 2 seconds for 30 seconds


Abate War Engine level 40
Siege Targetted debuff. Decreases damage done by that siege engine by 10% for 30 seconds. Does not work on Rams. Only one effect of this type per siege engine.

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Re: Topic: Bright Wizard

Post  Nao on Fri Aug 29, 2008 10:11 am


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Re: Topic: Bright Wizard

Post  Nao on Fri Aug 29, 2008 10:12 am

Topic is now unlocked I will update any new information that members can add, what works correct what doesn't what sucks and what is good etc.. and add the info directly into the Bright Wizard statistics i have above. Thank you.

-Nao

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Re: Topic: Bright Wizard

Post  Malith on Mon Oct 13, 2008 2:24 am

Ignition, Buff, 7 Points
@Level 40
1 Slot Career Tactic No range
Passive No cooldown
Each time that Ignite deals damage, there is a 33% chance that all of the enemy's resistances will become reduced by 378 and their armor will become reduced by 990 for 5 seconds.

This is one of the better career tactics that you can use. Highly recommended for the armor reduction due to the fact that it will leave most Squishies (Witch Elves) with out any Armor Factor. While there is only a 33% chance of this happening and it does only last 5 sec it is still very noticeable when there is a hard hitter around. And since Ignite does stack if there were a couple BW in a group using this tactic it would increase the chances of the debuff.
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