Varnarok

Wizard

THE MAGUS OF ALBION

AVAILABLE ON: Eden, Blackthorn, Live

Many years ago, what must seem like an eternity to most, a young Morganna le Fay could often be seen racing all over Camelot, across most of the realm even. She was always her master’s favourite pupil. These days, her name brings only terror and sorrow, a far cry from the inspiration she once was. But now, several new generations of Wizards have taken up the mantle, following in the legacy of Merlin in ways his old pupil never could. These masters of the elements of Fire, Earth and Ice dedicate their lives to the study of Merlin’s ways of magic and, if needed, lay down their lives in defence of the dream that was Merlin’s as well as Arthur’s.

Wizards are Albion’s primary damaging spell-caster, wielding the destructive powers of the elements. With access to bolts of fire and molten earth, great pyres of steam and explosive blasts, Wizards are perhaps the most simple and straight-forward spell-caster in the game.

PvE:

If specializing into the Path of Fire or Path of Earth, Wizards can mortally wound most enemies with their bolts before the enemy can reach melee distance, however it will be a slow levelling process with frequent rests to recuperate exhausted power.

In groups, Wizards singularly focused on simply doing as much damage as possible with drawing aggro off the tank and dying in the process. Path of Ice gives access to powerful point-blank area-of-effect damaging spells which can quickly dispatch whole hordes of enemies, should the Wizard be given the opportunity to cast several spells in a row.

RvR:

Wizards are below average as duellists. They have access to a good amount of varied crowd control spells, such as roots, snares and diseases, as well as the Nearsight de-buff* but no stuns, mesmerization, movement speed buff or de-buffs**.

*Nearsight is not available for Wizards on Blackthorn
**On Blackthorn, Wizards specializing in the Path of Ice skill live have access to an area-of-effect dexterity de-buff as well as an attack speed and an elemental resistance de-buff.

In groups, Wizards are still primary damage dealers, despite the custom changes of Eden and Blackthorn, they have simply become slightly less straight-forward than they were originally.

If specialized in the Path of Ice on Eden and Live, or Path of Earth on Blackthorn, you will gain access to Disease spells, which can be great at reducing the effectiveness of enemy melee fighters, as well as help with peeling for your other back-line members.

If specialized in the Path of Ice on Blackthorn, you gain access to an area-of-effect Dexterity de-buff, which can help your team against both enemy spellcasters and melee fighters, lowing their casting spell and ability to evade and parry attacks.

If specialized in the Path of Earth on Eden or Live, you will gain access to a Nearsight spell, greatly reducing the enemy’s range with all spells, be they damaging or healing. This can greatly help your team, either force the enemy team to cure it if possible or move into very disadvantageous positions.

You will need to make clever use of these spells to play a Wizard optimally. You can of course also just play Path of Fire and only do damage.


Character planners:

Eden: https://eden-daoc.net/charplan?c=Wizard

Blackthorn: https://blackthorn-daoc.com/class/Wizard

Live: https://daoc.gg/charplanner/overview#c=WIZARD

Suggested starting stat point distribution:

15 Dexterity / 10 Intelligence

Suggested class skills:

50 Path of Fire, 20 Path of Earth, 4 Path of Ice (EDEN / Fire)

48 Path of Fire, 21 Path of Earth, 12 Path of Ice (BLACKTHORN / Fire)

49 Path of Ice, 21 Path of Earth, 8 Path of Fire (Standard / Ice / “Bomber”)

50 Path of Earth, 22 Path of Ice, 5 Path of Fire (Standard / Earth / Zerg)

Suggested realm skills:

Long Wind 1

Mastery of Focus

Wild Power

Mastery of Concentration

Purge

Passives to fill stat gaps (Augmented Str, Dex, Con, Mastery of Parrying etc.)

All 46 in Class Profile

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