mystikmind2000: I have tried, oh God have i tried to make 'something', 'anything' of a wizard but they steadfastly refuse. Even at high levels in the end it all comes down to this silly little thing pee shooting tiny little useless fireballs. It's so far beneath what other leaders are doing by that level, i mean honestly, there just so useless.
GOGwiiisfun: If you are using the wand that often you are doing something probably wrong. You should only ever
not be casting a spell if you... A: Want to conserve gems, B: Have already used all of your spells this battle, or C: Want to save the spell that you aren't casting for use later in the battle.
I have to agree with your points totally. There is only one other time I would use the wand instead of spells with the Wiz and that is to perhaps soften up an enemy so that my Swordies can deliver the coup de grace and avoid a retaliation, or sometimes if my guy fell just 1 or 2 hp short of killing him to finish him off.
Some of the first Tier spells become insanely good with Spell Power and Thaumaturgy boosting them. For example Fear, Burning Ammo, Fatigue and even beneficial spells like Inspiration amp up so well with a Wizard.
Cloud of Terror FTW as well on so many units is sweet as well.
Remember that at level 10 when Wizard becomes Mage he gets a +2 Spell Power class boost, this combined with the +6 he can get from Spell Power level 5 = +8. The following is how this +8 bonus applies to the spells I mentioned above.
Fear* - Lowers Morale by 12 instead of the usual 8.
Fatigue - Lowers Stamina by 9 instead of 5.
Inspiration - Restores 10 Stamina instead of 2. (Not sure how much Morale it gives back though at higher levels)
Spark - 12 Damage up from 4. Remember it only takes Stamina to cast this NO MANA Crystals.
Magic Arrow - 16 Damage up from 8.
Cure Wounds - 15 Life restored up from 7.
Burning Ammo - UP TO 12 Life and Ammo from original 6 although it only does as much damage as ammo it destroys. Otherwise it would be quite over powered.
Fear is one of the odd spells though that really suffers extra penalties if your target has resistance. It suffers 2x targets resistance to it. For example casting Fear at a target with 1 Resistance would only lower morale by 6, 2 resistance would only lower morale by 4 and become completely useless if a target had 4 Resistance or higher.
Therefore the Wizards Spell Power and Thaumaturgy (Resistance Negation) Really comes in handy.
Thugs have 9 Morale and 1 Restance at level 1. A Normal Fear cast at them would only lower them to 3 Morale. However if cast by a Wizard with only Spell Power and Thaumaturgy at level 1 would totally lower their Morale to 0.
Executioners likewise also have only 9 Morale normally but they have 2 Resistance at level 1. These guys can also be taken out VERY early super easy by Wizards with 1 Spell Power and 2 Thaumaturgy.
Troll and Ogres also make very good targets for a Wizards Fear spells as well.