Unironically a really good strat. If im really low health because i finished a fight or being chased by mobs and encounter another player i just throw my hands up and 80% of the time people either help you or leave you alone. Just dont backstab them if they spare you tho.
This is a great video. Thanks for making HIGH tier content with both the information and examples. Instead of most videos I see being very vague and open ended. "Yea so you want these stats you want, (lists the stat names with no numbers) and these are the gear pieces I went with." It's impossible to have an idea what to shoot for when CC's are so broad with their 'guides.' I appreciate that you gave clear and concise information with goal numbers to hit, instead of just saying you want a lot of x, y, and z stat.
The only boss I currently solo is Cave Troll. I'm learning Ghost King now, and Cyclops is also doable (probably want arcane shield for rock fall). I plan to do a Cave Troll guide soon (I use crystal sword, other wiz creators all use staff), and eventually a Ghost King guide once I'm comfortable enough.
@@Freaktacular Yes the scaling modifier affects True/Additional the same way it does Magic Power Bonus. I didn’t include it in the comparison calculations because it is the same for both of them.
@@dunkanlord Everyone starts somewhere! I want to help you climb the mountain faster than I did, so you can learn all these lessons the easy way instead of the hard way like I did.
@@niklaspapazissis8115 It heavily varies based on the market, which heavily varies based on creator recommendations. A general tip though is try to build your knowledge on your main gear pieces first, because rings of wisdom with true magical damage are ALWAYS way overpriced. Also, vigilant cloaks and rings of vitality are way cheaper ways to build HP than gear with max health rolls right now.
@@VitStiber Staff has a higher magical damage stat than the spellbook and crystal ball, but a slower base cast speed and slower movespeed. So basically, if speed is not important, casting with the staff is super strong. However, in most PvP, speed is incredibly important, hence why I always use the spellbook. Ignite just adds 5 additional magical damage (100% scaling) to melee hits and applies a burn as well. Since the staff has the highest magical damage stat among the casting weapons, I’m pretty sure it is the strongest choice for casting ignite since it will add the most base damage to the spell. For example, a blue staff that does 7 Magical Damage will turn Ignite’s base damage up to 12 before other modifiers (MPB, hitbox, MDR, true/additional).
@@92BelluS Yeah I plan to include those in the next video where I will personally build a kit and go over how I will use perks/skills/spells to compliment the build!
Hey there, just saw your guide about Demigod, are you going to do updated version? Honestly grinding after the damage stat nerfs and all the nightmare mobs has been such a pain
@@mikhi7866 Yeah you definitely need to build more magic power bonus than last season. Also, Ice Cavern isn’t as lucrative as before since the game timer is cut in half and the other half is in Ice Abyss, which I haven’t made a solo wiz tutorial on yet (I have one planned). 100% best bet is doing crypts/inferno and just avoid other players as much as possible. Mob AP was increased significantly this season, and so was Nightmare mob amounts, so I was hitting 2000-2500 AP per run before entry fees, and that was even before item AP was added back. I didn’t plan to do an updated AP guide this season because I want to do some more PvP-focused videos, but I might record and upload a VOD of an inferno run with some basic commentary if there is demand for it.
This is exactly what I needed. Thanks man. OG CASTER SHADOWWIZARDMONEYGANG Also what would be the best perk/skill setup for pvp og caster wizard? I would assume ten spell
@@Sl33pySage I tried to make 10-spell work earlier this wipe but ever since movespeed penalties were decreased on all armor and clothes, it’s become exceedingly hard to keep distance. Decent players will just take cover behind a pillar or wall and force you to come close to try to get a spell off on them, and then they run you down and you can rarely escape. High-movespeed Barbarians have been getting particularly good at this. By far, the most successful solo Wizard setup I’ve found this wipe has been Intense Focus 5-spell with Spell Overload. Being able to instantly smack someone across the face with a fireball when they try that “hide behind cover and then sprint out” tactic is highly effective. I plan to discuss my current spells and perks in the future video where I build and use a kit, but for now I am running Sage, Arcane Mastery, Quick Chant, and Spell Overload and then for spells it’s Fireball , Invis, Zap, MM, and then a Free Space that I swap out here and there. I was running Slow for a while, but it’s gotten more difficult to consistently land it on the fly since everyone is moving so fast, so I have opted for Lightning Strike instead since it works well for splashing around corners, ignores shields, and has a slowing effect. If your aim is cracked af and you’re confident in being able to always land your Slow, it can definitely be worth running but personally, relying on it instead of a damage spell or invis-juking has gotten me killed more times than it has saved me this wipe.
@@toxicmagnaguard most of the comments are the same topic (build) so it’s not hard to answer them all in a video. As I get more and more comments about more diverse topics, like specific matchups, maps, and situations, I could definitely make a variety discussion video.
@@rob3831 For Trios, assuming you have a frontline tank to protect you, movespeed for escaping won’t be as big of a necessity, and you also probably won’t be using magic missiles very often, so building your Magic Power Bonus will be very effective. For perks for Trios, I would suggest Sage (increased knowledge), Fire Mastery (helps reduce the effectiveness of Magical Healing from enemy Clerics), Quick Chant (faster cast speed), and then Mana Surge (higher Magic Power Bonus). Your perk options are a little more wide open in Trios because you have your teammates to protect you. For Trios you are definitely gonna want 10-spell. You’ll want Haste, Ignite, and Invis for buffing yourself and your teammates. Chain Lightning is an obvious pick because it can damage the whole enemy team at once. Lightning Strike is a strong damage spell that you can cast on the enemy, past your teammates, so you don’t risk friendly fire as much as with projectile spells. On the other hand, projectile spells allow you to be at a safe distance from the enemies as you throw the spells. It all depends on your playstyle and how you coordinate attacks with your team. Every spell has its use-case, but the only spell I probably wouldn’t go for in Trios is Explosion because sticking a bomb to the enemy doesn’t let your melee teammates be close to them.
@@user-fd1ft3yk8c The only relevant cap I know of is movespeed at 330 (110%). There is very little chance of us ever hitting that though, so I don’t worry about it.