Path of Ice  

Classes: Elementalist, Theurgist, Wizard
Also called Cold Magic.
Damage - Target takes damage. Damage done is of the spell's given damage type.
Name Level Target Power Effect Cast Time Damage Damage Type Range
Ice Cloud (Minor) 1Enemy 2 5 2.6s 5.00 Cold 1500
Ice Cloud 2Enemy 2 9 2.6s 9.00 Cold 1500
Ice Cloud (Greater) 3Enemy 3 13 2.6s 13.00 Cold 1500
Ice Cloud (Potent) 6Enemy 4 25 2.6s 25.00 Cold 1500
Glittering Ice Cloud (Lesser) 9Enemy 6 37 2.6s 37.00 Cold 1500
Glittering Ice Cloud 13Enemy 8 49 2.6s 49.00 Cold 1500
Glittering Ice Cloud (Major) 17Enemy 10 64 2.6s 64.00 Cold 1500
Ice Blast (Minor) 24Enemy 15 88 2.6s 88.00 Cold 1500
Ice Blast 33Enemy 21 120 2.6s 120.00 Cold 1500
Ice Blast (Potent) 41Enemy 26 148 2.6s 148.00 Cold 1500
Ice Blast (Major) 50Enemy 33 179 2.6s 179.00 Cold 1500
Disease - Wizard Only - Effect: 7.5% Strength Debuff / 15% Movement Speed Debuff
Name Level Target Power Duration Cast Time Range Radius
Mitigating Cold 17Enemy 11 1min30sec 3s 1500 250
Subduing Cold 25Enemy 16 2min 3s 1500 300
Inhibiting Cold 35Enemy 22 2min30sec 3s 1500 350
Debilitating Cold 45Enemy 29 3min 3s 1500 400
Root - Target is effectively immobilized (loses 99% of possible movement speed) for the duration of the spell. If any damage is done to the target, the spell will break.
Name Level Target Power Effect Duration Cast Time Damage Type Range
Cold's Bitter Grip (Lesser) 5Enemy 4 -99% 16s 2.5s Cold 1500
Cold's Bitter Grip 10Enemy 6 -99% 23s 2.5s Cold 1500
Cold's Bitter Grip (Greater) 16Enemy 10 -99% 30s 2.5s Cold 1500
Fingers Of Ice (Lesser) 22Enemy 13 -99% 38s 2.5s Cold 1500
Fingers Of Ice 30Enemy 19 -99% 49s 2.5s Cold 1500
Fingers Of Ice (Greater) 39Enemy 25 -99% 1 min 2.5s Cold 1500
Anchor Of Ice 49Enemy 32 -99% 1 min 13 sec 2.5s Cold 1500
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Ice V Fire
# Jan 13 2004 at 3:15 PM Rating: Decent
If an ice wizard had the same range as a(n) fire wizard, would the ice wiz be more powerfull, in a group and in RvR?
# Jun 14 2003 at 5:27 PM Rating: Decent
Ice rocks.
ice vs fire
# May 30 2003 at 5:35 AM Rating: Default
Ice Tactic

Pally pulls takes first inc. 2 more tanks take 2nd and 3rd using taunt styles. all tanks bring there mob to the ice wizards and stack em.

Ice wiz casts 4 Pbaoe stood on top of them 3 purple mobs die.

Ready to go again imediatly at least 4-5 more times if ice wizzie has Mysticle Crystal Lore.

Downtime of about 1 minute if mincy or scorc in group.

Do it all again.

There is no argument after lvl 20 Ice is better than fire.
ice wizzes stink
# Oct 16 2002 at 9:09 PM Rating: Default
ice wizzie sttink i mean no-one cares if you can kill them easily (in a party).
RE: ice wizzes stink
# Dec 21 2002 at 5:42 AM Rating: Decent
You don't know what you are talking about :o)
Maybe when it comes to leveling your Level 15 Fire wiz. :)

I'm a firewiz myself. And I love my specc. BUT when it comes to RvR (Where the real fun is) Ice Wiz's owns. ok, Fire do damage. But look at it this way. If you have 5 minutes each and add all the damage to a pot, Ice wiz's will do LOADS more damage than fire wiz's can. I've seen an Ice wiz's run into a mob of about 7 mids banging on some tanks. and aoe nuke them all dead in 8 seconds. That's 7 kills in 8 seconds. How many can our fire Wiz's kill in 8 seconds?
Just a note that a nuke like above will leave you with 50%+ left of your POW wich is NOT the case with Fire :o)
Fire wiz all the way
# Jul 15 2002 at 4:54 AM Rating: Default
I don't know what you ice wiz are bragging about since us fire wiz are the most powerful. Though Ice sound nice but who have the time to cast and run and cast and run? I've solo red and orange pygmies at lvl 39..the max that I had to nuke is probably 2 time..not including the one time I use one fire bolt to pull the little rascals but the percentage of miss is probably 1% if any at all...
Ice Wizard
# Apr 19 2002 at 11:37 AM Rating: Default
Can anyone teach me how to add the point to be a good ice WIzard?
Ice Wizard
# Apr 19 2002 at 11:35 AM Rating: Default
# Jan 25 2002 at 3:49 AM Rating: Default
Hi mage world.
Kann jemand mal auf Deutsch beschreiben, warum ein Fire, Eis spell besser ist?
Und warum kann nicht alles in Eis investieren und nur die Gegner finden die alleine stehen?
RE: Flash
# Aug 11 2002 at 12:27 PM Rating: Default
Ich versuche es auf Deautsch zu erklaeren, so gut wie ich kann . . .

Manche glauben, dass Feuer besser ist, weil man mehr Weh gegen Einselner tun kann. Aber Eis kann auch Feinde festhalten ("root" auf Englisch) und Eis hat auch das beste Beschaedigung gegen eine Gruppe.

Man kann alle punkte in Eis oder Feuer stellen, aber eine Faehigkeit ueber 2/3 ihren Level ist zu viel. Am 2/3 bekommt man das beste Effekt von einem Spell. Ich bin L19, und habe 16 in Eis, und auch 10 in Erd. Mein Erdfaehigkeit is nicht toll, aber gut genug und mein Eisfaehigkeit kann nicht verbessert werden.

Ich hoffe, dass ich das gut genug erklaert habe. I beschreibe nicht viel auf Deutsch, seit fast 10 Jahres. Viel Glueck!

--Elmar Frostbite
auf Guinnevere
Ice best path
# Jan 25 2002 at 12:42 AM Rating: Default
take ice because.....

Best AE in game
Highest DMG spell in game
Integrated snare on liquification nukes
No delay in between casting like fire bolts and earth bolts.

dont take fire because.....

Low dmg AE spells, ice outclasses it.
22 second delay on bolt spells, the bolts are weak compared to earth bolts and earth bolts take only 12 seconds to recast.

Take earth at lvl 40 when you have double spec points to spend, till then focus on ice. Remember that the power of ice lies in the AE
RE: Ice best path
# Apr 24 2002 at 1:02 AM Rating: Default
I am also an ice spec wizard, but I would not recommend full spec in ice until you start getting bonus points (lvl 40). I keep my earth at half my ice (plan to be 48 ice 24 earth and 7? in fire). The reason I do it this way is because at lvl 40 what use is a lvl 5 earth bolt? If you keep your second spec at half, at least you can use the spells in your secondary spec while lvl'ing or rvr'ing. Of course, once earth is at 24, all my points will then go to ice. So far I've been able to keep ice at 1 or 2 below my lvl and earth at a decent lvl to use the bolts efficiently.
RE: Ice best path
# Feb 01 2002 at 1:45 AM Rating: Default
Usually I don't do follow ups on these kinds of threads, but being a fire wizard... I have a bone to pick here. First of all, there is no true "best" path since everything is relative to both PvE and RvR. Considering that, perhaps you could get a couple of ice spells off... the scout in the enemy party would have killed you in like 3 hits. The ice ae is nice, that I will admit. But do you really think it'll be easy to get it off when there's tanks and fast assassin classes that could kill you in a few. Yes, fire has it's flaws. Yes the fire ae is weak... but imagine being in a keep under seige (bet you haven't since you're so inclined to ice). You see in the horizon a horde of Middy's coming towards the keep. Take a deep breath and let loose a ebullient blast and watch scores of them fry. I'm sure you can try with the ice but I'm not too sure how effective that will be. I find the ice ae to be like a suicide bomb in RvR for as soon as the enemy get's within range. You had better hope that you can kill them with the spell or you can kiss your **** goodbye. In either case however, you had better get a group if you're going to venture out of a keep. Oh and BTW, of course the earth bolt is going to be better, you have to spend spec points into it. I've spec'd in fire and secondary in ice. And I'm loving every minute of it.
RE: Ice best path
# Mar 30 2002 at 7:32 AM Rating: Default
Regardless of people saying "Fire is the way to go" I selected ice. Full ice. Means I didn't spend one point in e.i. Earth to get the useless dmg shields.

So how do you play a Ice wizard: First of all you can solo orange MOBs even if you get resisted like 25%. Second of all never use dmg shields when soloing. A dmg shield hits the MOB and then freeze, snare or what ever is gone.

Now how do you solo as a Icewizard: When soloing you only use your snare DD spell. 3 times casted before the mob is at you. While you cast the 3. time you press Run. and when the 3. spell hit you turn and run. Run until you con is at about 50%. just before you stop you hit qickcast and stop and turn and cast 2 times. Maybe one if the mob is to near. press run while the spell goes of. wait for the spell to hit and turn. When you have no con anymore you need to run a bit longer. Then turn and cast your snare again. Never run too long because snare only last 30 seconds. Never let the mob to close or you get hit. With lvl 33 they hit for 160dmg usually so be careful. With all levels you need about 2 stops (3 times snare initially. 1. stop 2 times snare 2. 2 times snare) to kill mid yellows. You may need about 4-7 stops to kill mid orange mobs. Therefore you need quite some space for running. The Plains are no-go because of the many mobs around. The swamps are a good place to solo up to 20. there might be a time between 11-13 where you want to solo spiders near the mine in the mountains.

I can honestly say that I soloed red mobs with lvl 30 and survived. The resist is high. About 50-70% of the spells are resisted. If all snare spells don't hit in one stop or initially then its time to run. And don't stop until the mob gives up.

Now how do you play in a group as a Icewizard: Your DD is not as good as the one of fire wizards. However your main-line ice DD only needs 2 seconds to cast while fire needs 3 and fire spec needs even 4. Your PBAE is great in a good group. At the start you should use your PBAE only if one MOB is in range. Go to the mob and cast PBAE. It makes 250+ dmg against violet MOBs when you are lvl 32. (tested in stonehenge near the bridge) Its your best dmg spell even against one MOB. The dmg decreases with the distance to the MOB. So in a fight go to the tanks right over the MOB and cast. In a good group (after you adivced the tanks) the tanks will split up and fight against 2 mobs if 2 come. Then you can go between the two mobs (best if they fight very close together) and use the PBAE. You will probably make something like 250+dmg to both violet MOBs. After a while the tanks will feel ok that you use PBAE because they see the jump down of the MOBs hp. At the beginning they are usually scared.

Now since we got also range AE RvR looks better. our range AE is not as good as the fire but its still ok. It makes 170+dmg at lvl33 against yellows.

Here the dmg info for a lvl 33 ice wizard:

DD snare against yellows 200+dmg
DD snare against orange 170+dmg

PBAE against violet when standing over them: 250+dmg.
PBAE against violet when standing one step away: 170+dmg
PBAE against violet when standing in midrange: 130+dmg
PBAE against violet when standing in maxrange: 50dmg

DD normal against yellows 200+dmg
DD normal against orange 170+dmg
DD normal against violet 130+dmg

Playing a ice wizard is totally different to playing a fire wizard.

BTW: when I solo I never used freeze, only snare.
Cold' Bitter Grip (Major)
# Jan 21 2002 at 11:12 AM Rating: Decent
You get this at Lvl 16. 30 second Root.
RE : Root again
# Nov 19 2001 at 5:38 AM Rating: Default
Also i have hit rooted mobs with a fire spell and they have remained rooted....but this was rarely....and i don't rely on it fact is more of a pain when it does as the next root cast (when not paying complete attention) is wasted........
# Oct 30 2001 at 6:57 AM Rating: Default
Hitting the rooted mob seems to release instantly. So it's quite useless if you have pets on the mob. It has it's uses in other situations though. Like when all your pets die and mob still keeps coming. Or if you're a wizard, you could just DD, DD, root, walk away, DD, DD, root, walk away...
And in groups it should handle adds nicely.
RE: Root
# Nov 16 2001 at 2:59 PM Rating: Default
Ummmmm that root sounds just like a mez. Is there any difference?
RE: Root
# Jan 18 2002 at 11:37 AM Rating: Decent
188 posts
Unlike mez, something rooted will still hit whatever is in range. Rather nasty when you root something like a giant which has a large hit range.

But still a useful spell with many uses. For example, the bolt/nuke/root, move away and repeat tactic works well. Also useful when you get surprised by something to quickcast/root to let you run away. It can even be used when pulling multiple MOBs - root one and let the party take the other(s) that comes running. You could even use it to solo 2 MOBs, if you are quick enough.

Now if only wizards got a speed enhancing spell so we could run faster...
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RE: Root
# Nov 17 2001 at 6:55 PM Rating: Decent
Something mezed won't attack, something rooted will.
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