Superb Wizard Templates

RaWqR
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Superb Wizard Templates

Post by RaWqR » Tue Feb 07, 2012 11:13 am

So I decided to give away some awesome Wizard builds because I want to see more people play such fun builds rather than running around on bird scouts/thieves.
You are welcome to try to bash the builds, good luck. I cant remember the gear details, but I give you a general idea.

I provide 3 different templates, all to be played very differently. They all share some main points which is my personal take on them.
I also give some kind of general order of powers to be applied for all the noobs out there, which of course is just a hint. It depends on what you encounter.

***************************** Vamp Wizard **************************************

-------The Basics---------

Race: Vampire
Class: Mage
Profession: Wizard

------Applied Runes-------

Warlord's Page
Tough as Nails
Dark Whispers
Intelligence of the Gods
Amazing Constitution
Battle Magus
Traveller
Gorgoi

----------Stats-----------

Strength: 30/120
Dexterity: 40/115
Constitution: 144/145
Intelligence: 160/160
Spirit: 25/60

----------Skills----------

Sorcery 137% (91 trains)
Warding 75% (29 trains)
Bloodcraft 110% (44 trains)
Wizardry 115% (73 trains)

----------Powers----------

Charm of Protection 40 (Grand Master)
Uncanny Fortitude 20 (Journeyman)
Cloak of Obscurity 40 (Grand Master)

1 Mystic Backlash 1 (Untrained)
2 Sign of H'gaan 40 (Grand Master)
3 Weakening 10 (Adept)
4 Enfeeblement 13 (Adept)
5 Spectral Bonds 11 (Neophyte)
6 Hexgram Ritual 40 (Grand Master)
7 Sign of Sorthoth 40 (Grand Master)
8 Stun 11 (Neophyte)
9 Mage Bolt 40 (Grand Master)
10 Vampire's Kiss 20 (Journeyman)

Translocation 40 (Grand Master)
Greater Translocation 6 (Beginner)
Skirmish Counterspell 40 (Grand Master)
The Blood is the Life 20 (Journeyman)
Lesser Mage Bolt 1 (Untrained)
Crimson Pact 1 (Untrained)

--------Gear----------
int/con or holy/fire resist rings
int/con charmed necklace
+150 atr +int staff
int/con/sor clothes

************************ Neph Wizard *******************************************


-------The Basics---------

Race: Nephilim
Class: Mage
Profession: Wizard

------Applied Runes-------

Warlord's Page
Tough as Nails
Taint of Chaos
Clever
Intelligence of the Gods
Constitution of the Gods
Battle Magus
Traveller
Wyrmslayer

----------Stats-----------

Strength: 40/140
Dexterity: 5/55
Constitution: 140/140 <--- points can be removed
Intelligence: 175/175
Spirit: 27/75 <--- points can be added

----------Skills----------

Sorcery 97% (53 trains)
Warding 95% (51 trains) <--- points can be removed
Wizardry 135% (90 trains) <--- points can be added

----------Powers----------

Charm of Protection 40 (Grand Master)
Flame Ward 20 (Journeyman)
Cloak of Obscurity 40 (Grand Master)

1 Mystic Backlash 1 (Untrained)
2 Spectral Bonds 21 (Journeyman) <--- points can be removed
3 Sign of Disruption 40 (Grand Master)
4 Sign of H'gaan 40 (Grand Master)
5 Weakening 9 (Apprentice) <--- points can be removed
6 Enfeeblement 9 (Apprentice) <--- points can be removed
7 Hexgram Ritual 40 (Grand Master)
8 Stun 31 (Proficient) <--- points can be removed
9 Consume the Will 40 (Grand Master)
10 Mystic Bolt 40 (Grand Master)

Word of Power 20 (Journeyman) <--- points can be removed
Translocation 40 (Grand Master)
Skirmish Counterspell 40 (Grand Master)
Greater Translocation 1 (Untrained)

Conjure Familiar 21 (Journeyman)
Incantation of Augmentation 1 (Untrained)
Incantation of Rejuvenation 1 (Untrained)
Sign of Sorthoth 1 (Untrained)

----------Gear-----------
+int/wiz with mana regen rings
+int/charmed or Gods necklace
+150 atr +wiz staff
+int/wiz//spi mana regen clothes


************************ Irekei Wizard *****************************************

-------The Basics---------

Race: Irekei
Class: Mage
Profession: Wizard

------Applied Runes-------

Warlord's Page
Tough as Nails
Dark Whispers
Precise
Intelligence of the Gods
Constitution of the Gods
Sun Dancer
Blood Prophet
Battle Magus
Traveller

----------Stats-----------

Strength: 25/85
Dexterity: 45/125
Constitution: 140/140
Intelligence: 150/150
Spirit: 27/80

----------Skills----------

Sorcery 145% (110 trains)
Warding 75% (30 trains)
Dagger 45% (2 trains)
Wizardry 115% (74 trains)

----------Powers----------

Charm of Protection 40 (Grand Master)
Embrace of the Phoenix 20 (Journeyman)
Cloak of Obscurity 40 (Grand Master)

1 Mystic Backlash 1 (Untrained)
2 Spectral Bonds 30 (Competent)
3 Sign of Disruption 40 (Grand Master)
4 Sign of H'gaan 40 (Grand Master)
5 Weakening 3 (Beginner)
6 Enfeeblement 3 (Beginner)
7 Hexgram Ritual 40 (Grand Master)
8 Sign of Sorthoth 40 (Grand Master)
9 Stun 23 (Journeyman)
10 Mage Bolt 40 (Grand Master)
11 Consume the Will 10 (Adept)

Translocation 40 (Grand Master)
Skirmish Counterspell 40 (Grand Master)
River of Life 1 (Untrained)
Greater Translocation 1 (Untrained)

Conjure Familiar 21 (Journeyman)
Incantation of Augmentation 1 (Untrained)
Incantation of Rejuvenation 1 (Untrained)
Word of Power 1 (Untrained)

-----------Gear------------
+int/fire res/spi mana regen rings
+int of Gods necklace
2 x +atr daggers with proc
+int/sor/spi mana regen clothes
Last edited by RaWqR on Wed Feb 08, 2012 2:57 pm, edited 1 time in total.
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Re: Superb Wizard Templates

Post by RaWqR » Tue Feb 07, 2012 2:51 pm

I'll throw in 2 elf wizards too... In the latter I have grouped Shielding with Charm of protection, which is also a nice option for all the templates but it costs a few more points.

And hey, I appreciate comments and questions (dont be scared, I wont flame anyone)!

*************************** Elf Wizard ****************************************

-------The Basics---------

Race: Elf
Class: Mage
Profession: Wizard

------Applied Runes-------

Scion of the Gwaridorn
Warlord's Page
Tough as Nails
Clever
Intelligence of the Gods
Constitution of the Gods
Blade Weaver
Battle Magus
Archmage
Traveller

----------Stats-----------

Strength: 20/70
Dexterity: 50/135
Constitution: 130/130
Intelligence: 165/165
Spirit: 42/95

----------Skills----------

Sorcery 134% (90 trains)
Warding 89% (45 trains)
Wizardry 115% (70 trains)

----------Powers----------

Charm of Protection 40 (Grand Master)
Chant of Mastery 1 (Untrained)
Litany of Will 20 (Journeyman)
Cloak of Obscurity 40 (Grand Master)

1 Mystic Backlash 1 (Untrained)
2 Sign of Disruption 40 (Grand Master)
3 Arcane Doom 20 (Journeyman)
4 Sign of H'gaan 40 (Grand Master)
5 Enfeeblement 2 (Novice)
6 Weakening 2 (Novice)
7 Spectral Bonds 11 (Neophyte)
8 Hexgram Ritual 40 (Grand Master)
9 Sign of Sorthoth 40 (Grand Master)
10 Mage Bolt 40 (Grand Master)
11 Stun 30 (Proficient)
12 Consume the Will 12 (Neophyte)

Word of Power 1 (Untrained)
Lesser Mage Bolt 1 (Untrained)
Translocation 40 (Grand Master)
Skirmish Counterspell 40 (Grand Master)
Greater Translocation 1 (Untrained)

Conjure Familiar 21 (Journeyman)
Incantation of Augmentation 1 (Untrained)
Incantation of Rejuvenation 1 (Untrained)

Charm of Binding 1 (Untrained)

******************* Elf Glass Wizard *******************************************

-------The Basics---------

Race: Elf
Class: Mage
Profession: Wizard

------Applied Runes-------

Scion of the Dar Khelegeur
Brilliant Mind
Wizard's Apprentice
Dark Whispers
Intelligence of the Gods
Archmage
Blade Weaver
Battle Magus
Undead Hunter

----------Stats-----------

Strength: 20/70
Dexterity: 55/140
Constitution: 65/65
Intelligence: 190/190
Spirit: 83/95

----------Skills----------

Sorcery 157% (110 trains)
Warding 75% (21 trains)
Wizardry 115% (62 trains)

----------Powers----------

Shielding 40 (Grand Master)
Charm of Protection 25 (Skilled)
Litany of Will 20 (Journeyman)
Chant of Mastery 1 (Untrained)
Consecrate Weapon 20 (Journeyman)
Cloak of Obscurity 40 (Grand Master)

1 Mystic Backlash 1 (Untrained)
2 Sign of Disruption 40 (Grand Master)
3 Sign of H'gaan 40 (Grand Master)
4 Enfeeblement 4 (Apprentice)
5 Weakening 1 (Apprentice)
6 Spectral Bonds 11 (Neophyte)
7 Hexgram Ritual 40 (Grand Master)
8 Sign of Sorthoth 40 (Grand Master)
9 Mage Bolt 40 (Grand Master)
10 Stun 11 (Neophyte)
11 Arcane Doom 20 (Journeyman)

Lesser Mage Bolt 1 (Untrained)
Translocation 40 (Grand Master)
Greater Translocation 1 (Untrained)

Skirmish Counterspell 40 (Grand Master)
Word of Power 1 (Untrained)
Conjure Familiar 21 (Journeyman)
Incantation of Augmentation 1 (Untrained)
Incantation of Rejuvenation 1 (Untrained)
Last edited by RaWqR on Wed Feb 08, 2012 2:53 pm, edited 1 time in total.
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Re: Superb Wizard Templates

Post by RaWqR » Tue Feb 07, 2012 8:36 pm

No questions or comments...
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Re: Superb Wizard Templates

Post by Ajushi » Wed Feb 08, 2012 11:33 am

Lack of GM stun, spectral bonds, or ability to deal with extreme high defence would be my comment.
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Re: Superb Wizard Templates

Post by RaWqR » Wed Feb 08, 2012 12:28 pm

GM stun not needed, wizards get their stuff done in that small time window.
Extreme high defence is taken care of with the stacking weakness, enfeeblement and sign of hgaan (and counterspell) and the wizards have very high atr on top of that (high int, dual wielding) and even precise on one of them. Ive never had any problem what so ever with def toons.
Spectral bonds only need to be taken past 1 point if u intend to root many people (which is very useful in GvG). You can tune them towards GvG if you want with resists, GM stun, GM spectral bonds.
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Re: Superb Wizard Templates

Post by Ajushi » Wed Feb 08, 2012 12:33 pm

Missed counterspell in your powers list. High def covered. Stun and root are both essential powers for a solo wizard imo. Gming root lowers the recast to 10 seconds, it's quite leet.
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Re: Superb Wizard Templates

Post by RaWqR » Wed Feb 08, 2012 12:39 pm

I know many people adore a long stun and a short recast timer on the root. Ive noticed that I never use all the time they give me and thus, have tuned the templates to how I use them. For example, root is often broken and instead I tele towards/away.
Also, it depends on the template, as you can see some have about 30 points in stun, some have 11. With spectral bonds some have 11 points, some have 20. All templates should of course be tweaked to how you play, so feel free to add points here and there at the cost of something else!
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Re: Superb Wizard Templates

Post by Shadowz » Wed Feb 08, 2012 1:28 pm

I share the same sentiments as Ajushi, I just didn't want to be the first to post it.

Drop counterspell for Sign of Disruption. There's no time you're going to have to remove an effect from yourself these days thanks to lesser mage bolt. With sign of disruption you can start stripping buffs while they are stunned/debuffed thus reducing their damage and defense giving you more time to work.

A GM root is an absolute must on a Wizard unless it's just for dueling. If your root isn't GM you're going to get Skah! up by Warrior classes pretty hard and fast. Especially considering you don't have a GM stun. a Wizard can do a lot of damage but taking out over 6000hps takes time period. a Mino Warrior will be in your face pretty hard and fast. If you burn your xlocate for just that one character you are now vulnerable to any number of players. That's just dealing with one class. If you're fighting multiple opponents without a root you're going to be in major trouble.

You can argue personal preference with the stun more so than the root because there are less instances where the GM stun is absolutely necessary.

Other than that stat layout is personal preference but I'm not a very big fan of wasting all those points for Int/Con. Spirit is pretty important on a Wizard because you are running around kiting so much and mana degen spells are so common now. You're better off taking Legendary (+35) runes and then dropping the extra points in spirit. The same applies to taking Warlord's page/Wizard's apprentice. It's just not worth the sacrifice unless you're on an elf trying to be able to stack con runes. I don't know if you can find the post archived from the old sbane forums but Dark Whispers has been proven to be pretty much a waste of points.

Either way glad to see you're at least having fun with the builds. The Elf Proccer might not be really viable, but I'm sure on the occasions where you can use it, it's pretty cool. That's all that really matters.
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Re: Superb Wizard Templates

Post by Ajushi » Wed Feb 08, 2012 1:44 pm

Counterspell is actually really decent. Be aware the team have stated that /usepower will be making a comeback. A nice little boon for savvy wizards.
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Re: Superb Wizard Templates

Post by Shadowz » Wed Feb 08, 2012 2:03 pm

Ajushi wrote:Counterspell is actually really decent. Be aware the team have stated that /usepower will be making a comeback. A nice little boon for savvy wizards.
On a Wizard the only time you need to strip an effect off yourself is for Stun/Root. If you're stunned you can't strip yourself anyway, and if you're rooted you just use lesser mage bolt because it's instant. If you're fighting somebody else and want to use counterspell you can't root/stun/debuff them because you will be effectively removing your own debuffs. There's no reason not to take Sign of Disruption in its place.
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Re: Superb Wizard Templates

Post by Ajushi » Wed Feb 08, 2012 2:37 pm

There is, but I am not here to discuss the ins and outs of playing a wizard. Counterspell is an excellent power, one of the best, and even more so with usepower making a comeback.
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Re: Superb Wizard Templates

Post by RaWqR » Wed Feb 08, 2012 2:51 pm

Yes shadowz! I actually meant Sign of Disruption, not counterspell, mixed it up. I'll edit it.
The root is nice at GM i agree, but If I engage in 1 vs many I make sure to have something going for me more than a root every 10 seconds which more often than not is broken. Thus, I dont rely on it and I dont GM it. Its not hard to find points in the templates to do it though if someone absolutely must have it.
The +5 sor/war (dark whispers i think) rune is imo usually worth 8 points (naturally not on a wiz focus wizzy), it saves up 5 training points from warding and adds some dmg to SoS and mage bolt.
The other starting rune combinations where some have warlords page and wiz app is optimal for getting TaN, or all out int (glass elf).
Ive never had any problems with running out of mana on my wizards while in a fight. You pot, have mana regen gear, walk mode if you think you will get low on mana, which very rarely happens. If you see your mana is going dangerously low, tele out before its empty. Also, consume the will might come handy.
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Re: Superb Wizard Templates

Post by RaWqR » Wed Feb 08, 2012 5:31 pm

Hmm, now I start to wonder if cloak of obscurity was actually capped at 20 training points after they reduced it to see inv pl 20? If so, there you go, put those 20 points in spectral bonds and everyone is happy :)
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Re: Superb Wizard Templates

Post by Namosa » Thu Feb 09, 2012 10:13 pm

RaWqR wrote:Hmm, now I start to wonder if cloak of obscurity was actually capped at 20 training points after they reduced it to see inv pl 20? If so, there you go, put those 20 points in spectral bonds and everyone is happy :)


yeah its capped at 20
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Re: Superb Wizard Templates

Post by Pollarixie » Thu Feb 09, 2012 10:52 pm

I don't train mage stealth anymore. So with the points from that, and dropping wizardry down are awesome.

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Re: Superb Wizard Templates

Post by RaWqR » Fri Feb 10, 2012 9:33 am

Pollarixie wrote:I don't train mage stealth anymore. So with the points from that, and dropping wizardry down are awesome.
Hehe, nice trolling because its funny (no tele or stealth = fury)!

Btw, there is an even simpler (to play) wizard build. Drop the debuff spell that takes 2 seconds to cast and just GM enfeeblement and weakening. The problem with that build is when you face someone with magic resists or another mage who debuffs you. Also, you are less useful in GvG.
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Re: Superb Wizard Templates

Post by Pollarixie » Fri Feb 10, 2012 10:49 am

It was something I started doing on the last of servers. Since there was a no hide spire up, I worked my builds around it for bane crashing.

It made my solo life a lot more interesting.

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Re: Superb Wizard Templates

Post by Chaotic » Fri Feb 10, 2012 10:25 pm

Solo life LOL...

Solo life = no life.

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Re: Superb Wizard Templates

Post by Namosa » Fri Feb 10, 2012 11:53 pm

Chaotic wrote:Solo life LOL...

Solo life = no life.

Hay dont talk no shiz about Rixie!
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Re: Superb Wizard Templates

Post by Pollarixie » Sat Feb 11, 2012 1:54 am

Namosa wrote:
Chaotic wrote:Solo life LOL...

Solo life = no life.

Hay dont talk no shiz about Rixie!

Word.

People are going to get Skah! stomped when this Skah! comes up.

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Re: Superb Wizard Templates

Post by Chaotic » Sun Feb 12, 2012 9:41 am

Sure thing, sista.

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Re: Superb Wizard Templates

Post by Reg » Sun Mar 11, 2012 3:48 pm

RaWqR wrote:No questions or comments...
I liked the builds when you first posted them, but I never bothered to reply.

They are solid.

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Re: Superb Wizard Templates

Post by Rotard » Sat Mar 31, 2012 1:20 pm

Are the points in the pet just for leveling...i dont' think i'd personally leave them in for end game pvp.
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Re: Superb Wizard Templates

Post by RaWqR » Tue Apr 10, 2012 11:38 am

Reg wrote:
RaWqR wrote:No questions or comments...
I liked the builds when you first posted them, but I never bothered to reply.

They are solid.
thanks, and u got another 20 points to spare since i forgot that mage stealth was capped at 20 when i first posted it. Put those in spectral bonds or stun or whatever u like.

@Rotard: u get 20 points for free in the pet (so i waste no points in the pet), at endgame i never use the pet, but yes, its very nice for leveling and farming.
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Re: Superb Wizard Templates

Post by Rotard » Tue Apr 10, 2012 5:02 pm

RaWqR wrote:
Reg wrote:
RaWqR wrote:No questions or comments...
I liked the builds when you first posted them, but I never bothered to reply.

They are solid.
thanks, and u got another 20 points to spare since i forgot that mage stealth was capped at 20 when i first posted it. Put those in spectral bonds or stun or whatever u like.

@Rotard: u get 20 points for free in the pet (so i waste no points in the pet), at endgame i never use the pet, but yes, its very nice for leveling and farming.
Didn't know that, cool. Been a while since i've played one.
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Re: Superb Wizard Templates

Post by BazookaTooth » Fri Apr 13, 2012 2:07 am

Ajushi wrote:Missed counterspell in your powers list. High def covered. Stun and root are both essential powers for a solo wizard imo. Gming root lowers the recast to 10 seconds, it's quite leet.
Every mage needs GM stun, 9 seconds to be stunned if you can be is very long time.
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Re: Superb Wizard Templates

Post by RaWqR » Sat Apr 14, 2012 7:58 am

BazookaTooth wrote:
Ajushi wrote:Missed counterspell in your powers list. High def covered. Stun and root are both essential powers for a solo wizard imo. Gming root lowers the recast to 10 seconds, it's quite leet.
Every mage needs GM stun, 9 seconds to be stunned if you can be is very long time.
If you need GM stun, GM it. I usually dont.
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Re: Superb Wizard Templates

Post by Dyson » Thu Jun 14, 2012 9:13 am

abysmal, which unfortunately is the opposite of superb. change your thread title, it's quite misleading.
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Re: Superb Wizard Templates

Post by RaWqR » Sat Jun 16, 2012 6:03 pm

Dyson wrote:abysmal, which unfortunately is the opposite of superb. change your thread title, it's quite misleading.
Good enough to kill you repeatedly in the previews with, which i admit, doesnt mean much. More on topic, Ive used these kinds of builds for several years with success, they are superb and you are wrong.
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Re: Superb Wizard Templates

Post by Dyson » Sat Jun 16, 2012 8:14 pm

RaWqR wrote:
Dyson wrote:abysmal, which unfortunately is the opposite of superb. change your thread title, it's quite misleading.
Good enough to kill you repeatedly in the previews with, which i admit, doesnt mean much. More on topic, Ive used these kinds of builds for several years with success, they are superb and you are wrong.
Haven't died to you in any preview. Templates are bad.

title change plz
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