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Difference between revisions of "Wisewolf's Spell Purchasing Guide"

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*1------BURST OF FLAME------------------FREE--------------------You receive this spell for free when your shaman plops down on Norrath.  Congrats!
 
*1------BURST OF FLAME------------------FREE--------------------You receive this spell for free when your shaman plops down on Norrath.  Congrats!
 
*1------CURE DISEASE----------------------DELAY (Lvl 9-14)-----Pick this spell up before you move on to Oasis or other teen-level zones in order to cure Rabies
 
*1------CURE DISEASE----------------------DELAY (Lvl 9-14)-----Pick this spell up before you move on to Oasis or other teen-level zones in order to cure Rabies
*1------DEXTROUS AURA-------------------PRIMARY-----------------Dex is needed by melee characters (especially twinks) in order to proc their weapons.  Highly desired.
+
*1------DEXTROUS AURA-------------------PRIMARY------------Dex is needed by melee characters (especially twinks) in order to proc their weapons.  Highly desired.
 
*1------ENDURE COLD---------------------DELAY (Lvl 14-19)-------Pick this spell up before you move into Upper Guk or other areas with shaman casters.
 
*1------ENDURE COLD---------------------DELAY (Lvl 14-19)-------Pick this spell up before you move into Upper Guk or other areas with shaman casters.
 
*1------FLASH OF LIGHT------------------SITUATIONAL-------------Pick up this spell ONLY if you plan on tanking.  Creates high threat.  Good for duos/trios without a real tank.
 
*1------FLASH OF LIGHT------------------SITUATIONAL-------------Pick up this spell ONLY if you plan on tanking.  Creates high threat.  Good for duos/trios without a real tank.

Revision as of 05:31, 29 August 2016

Greetings Shamans. I am Wisewolf Ragespirit. I am relatively new to P99, and new to the shaman class as well. I played an Enchanter and Necromancer on Live between Launch and somewhere around PoP, and I remembered seeing guides about which spells to purchase and which to avoid while I was growing up in those classes. I didn't see any on the wiki here, or any of the old Allakhazam pages I used to frequent, so I've created a list here of what spells to buy and when, as I see it.

I've broken our spells up into 5 categories:
  • 1 PRIMARY = You should buy this spell as soon as it's available. Save your money while leveling to buy these spells when you ding.
  • 2 SECONDARY = You should buy these spells as soon as you can, but AFTER you have your PRIMARY spells.
  • 3 DELAY = You can delay buying these spells until they're necessary. I try to provide a good reason for needing the spell, and what level range you can wait to purchase it.
  • 4 SITUATIONAL = These spells have very niche uses, but are very useful in some situations (such as soloing). If you think you'll be in those situations often, you can buy these.
  • 5 AVOID = These spells have almost no use, or can be avoided over a specific level range.

I'm also new to creating/editing Wikis, so if anyone can edit this into a more reading-friendly format, please do. I'm currently working out how to separate these into columns.

Shaman Spells

  • 1------BURST OF FLAME------------------FREE--------------------You receive this spell for free when your shaman plops down on Norrath. Congrats!
  • 1------CURE DISEASE----------------------DELAY (Lvl 9-14)-----Pick this spell up before you move on to Oasis or other teen-level zones in order to cure Rabies
  • 1------DEXTROUS AURA-------------------PRIMARY------------Dex is needed by melee characters (especially twinks) in order to proc their weapons. Highly desired.
  • 1------ENDURE COLD---------------------DELAY (Lvl 14-19)-------Pick this spell up before you move into Upper Guk or other areas with shaman casters.
  • 1------FLASH OF LIGHT------------------SITUATIONAL-------------Pick up this spell ONLY if you plan on tanking. Creates high threat. Good for duos/trios without a real tank.
  • 1------INNER FIRE----------------------PRIMARY-----------------This is your best heal spell until Level 19. Trust me.
  • 1------MINOR HEALING-------------------FREE--------------------Another hand out! Don't expect any more!
  • 1------STRENGTHEN----------------------PRIMARY-----------------Cast on yourself and all other melee in your group. At all times.
  • 1------TRUE NORTH----------------------AVOID-------------------Just max your Sense Heading skill.
  • 5------CURE POISON---------------------AVOID-------------------Poisons at low level run their course too quickly for you to mem this spell. Better cures are available later.
  • 5------DROWSY--------------------------PRIMARY-----------------Slowing mobs will one day be your bread and butter. Start practicing now!
  • 5------ENDURE FIRE---------------------DELAY (Lvl 14-19)-------Pick this spell up before you move to North Ro or Upper Guk to avoid some caster damage.
  • 5------FEET LIKE CAT-------------------SECONDARY---------------Agility really doesn't add much at this level. But I cast it on non-twink tanks to give them an AC boost. Every bit counts.
  • 5------FLEETING FURY-------------------SITUATIONAL-------------Pick up this spell ONLY If you're twinked with high AC and high damage weapons. Cheap on mana and high on stats.
  • 5------FROST RIFT----------------------PRIMARY-----------------High damage DD that you'll often need to finish off mobs while soloing or when you're DPSing in a group.
  • 5------GATE----------------------------PRIMARY-----------------Probably the most important spell a shaman will ever memorize since our spells are located in very remote areas.
  • 5------SCALE SKIN----------------------SITUATIONAL-------------Purchase if you start in Grobb, Oggok, or Cabilis. Otherwise, just wait for Turtle Skin at Lvl 14.
  • 5------SICKEN--------------------------SECONDARY---------------Very efficient DoT, but the duration is too long for most fights. Disease DoTs become more useful in your 30s & 40s.
  • 5------SPIRIT POUCH--------------------SITUATIONAL-------------If you are new to the server, or have little cash for bags, this spell can be useful. Otherwise you can avoid it.
  • 5------SUMMON DRINK--------------------SITUATIONAL-------------Useful only if you find yourself in a remote area with no access to a food vendor. Or to help out an evil aligned friend.
  • 9------CURE BLINDNESS------------------AVOID-------------------You won't have this on your bar when someone gets hit with blind. Just laugh at them while they're blind. Panick if it's you.
  • 9------ENDURE DISEASE------------------AVOID-------------------A useful spell in its own right, but by the time you need high DR, you will have the upgraded version. (Lvl 34)
  • 9------LIGHT HEALING-------------------PRIMARY-----------------Finally you can stop using Inner Fire to heal and can be a useful group healer for a few levels.
  • 9------SENSE ANIMALS-------------------AVOID-------------------I can't come up with a reason why you would ever need this.
  • 9------SERPENT SIGHT-------------------SITUATIONAL-------------Pick this up ONLY if you've made a Barbarian shaman. Or raise your Gamma setting! It gets real dark in some places.
  • 9------SPIRIT BEAR---------------------SECONDARY---------------This spell is useful to cast on yourself or a group tank for some extra Hp, but the gain is minimal for the amount of mana spent.
  • 9------SPIRIT OF THE WOLF--------------PRIMARY-----------------You will learn to love AND hate this spell…so much.
  • 9------SPIRIT SIGHT--------------------SECONDARY---------------Almost a PRIMARY spell to be honest. You will need this while invising into camp locations while in a group or corpse runs.
  • 9------SUMMON FOOD---------------------SITUATIONAL-------------Useful only if you find yourself in a remote area with no access to a food vendor. Or to help out an evil aligned friend.
  • 9------TAINTED BREATH------------------PRIMARY-----------------The poison DoT line is useful grouping and necessary for soloing. Very efficient DoT.
  • 14-----BIND AFFINITY-------------------PRIMARY-----------------You will absolutely need this spell while out wandering the wilds. Binding in EC or WC to find easy ports is always useful.
  • 14-----BURST OF STRENGTH---------------AVOID-------------------This spell offers a tiny upgrade to the Lvl 5 Fleeting Fury Spell. Definitely not worth the plat, just stick with FF if you use it.
  • 14-----DISEMPOWER----------------------SITUATIONAL-------------May be great in duos with a tank, but I found few occasions when I had time to Slow and Disempower a mob. Slow > Disempower.
  • 14-----ENDURE POISON-------------------SECONDARY---------------This spell can save you some mana as a healer or soloer while farming silks or grouping in Guk or mid-level Kunark zones.
  • 14-----ENDURING BREATH-----------------DELAY (29-34)-----------You can use this spell in Kedge Keep and a few other zones to great effect, but you won't need it any time soon.
  • 14-----INVISBILITY VS ANIMALS----------AVOID-------------------This spell exists only to mock you after you die to high level animal you could have avoided with this spell. Just run along zone walls.
  • 14-----LEVITATE------------------------SECONDARY---------------Extremely useful for traveling long distances or getting through swamps. Almost required in some places. Stock up on Bat Wings.
  • 14-----ROOT----------------------------PRIMARY-----------------You will cast this spell well beyond level 50. It will save you. It will also disappoint you and get you killed. Typical relationship.
  • 14-----SPIRIT OF SNAKE-----------------DELAY (Enc/Brd)---------Purchase this spell if you duo or group with an Enchanter daily. Our buff is better than their self buff. Otherwise, save the cash.
  • 14-----SPIRIT STRIKE-------------------PRIMARY-----------------High damage DD that you'll often need to finish off mobs while soloing or when you're DPSing in a group.
  • 14-----TURTLE SKIN---------------------SECONDARY---------------Probably your first AC spell since level 1 as a Barbarian. Needed for soloing, not needed if you group with a cleric often (lucky you).
  • 14-----WALKING SLEEP-------------------PRIMARY-----------------Slowing at low levels is often not needed as mobs die quickly, but this is needed for melee soloing, and useful in a lot of groups still.
  • 19-----AFFLICTION----------------------DELAY (24)--------------Very efficient DoT, but doesn't work well until you can pair it with Envenomed Breath for Root/Rot soloing at Lvl 24.
  • 19-----CANCEL MAGIC--------------------AVOID-------------------You won't find yourself in a situation often where you'll need this on your bar constantly at this level. Useful upgrade comes later.
  • 19-----ENDURE MAGIC--------------------SECONDARY---------------MR is extremely useful for avoiding Roots, Snares, some DoTs, a lot of low level caster nukes, etc. Very useful for dungeon groups.
  • 19-----FRENZY--------------------------SITUATIONAL-------------Finally a good upgrade to the Fleeting Fury back in Lvl 5. Still only useful for melee soloing with high AC and high damage weapons.
  • 19-----HEALING-------------------------PRIMARY-----------------Shamans are effectively able to heal like a cleric for a few levels after 19. Definitely a must-need spell.
  • 19-----INFECTIOUS CLOUD----------------SITUATIONAL-------------AOE groups don't exist much anymore, and kiting mobs with SoW and a disease DoT would be effective but tedious.
  • 19-----INSIDIOUS FEVER-----------------SITUATIONAL-------------Haven't had many issues landing Disease DoTs but sometimes I found this spell necessary on some mobs. Useful for root/rotting.
  • 19-----MALAIS--------------------------PRIMARY-----------------The first shammy resist debuff. Learn it, love it, use it. You may not need it at this level, but the Lvl 19 Mali is useful at higher levels.
  • 19-----SHRINK--------------------------SECONDARY---------------You will need this spell eventually. Trying to see around Trolls, Ogres, and Barbs in a dungeon is annoying. Shrink all fatties!
  • 19-----SPIRIT OF CAT-------------------PRIMARY-----------------Stat buffs are marginally useful at lower levels. They absolutely shine at higher levels. Still, Dex and Str are useful at all levels.
  • 19-----SPIRIT OF STRENGTH--------------PRIMARY-----------------Buy the Strength and Dex buffs whenever they're available. They are the most requested and statistically beneficial.
  • 19-----VISION--------------------------AVOID-------------------Fun. But I've never needed it. There are occasions where you can use this to assist pullers around corners however…possibly useful.
  • 24-----CANNIBALIZE---------------------PRIMARY-----------------"Canni" is the reason why Shamans can stay in the game longer than clerics or wizards at this level. Get used to living at 40% health.
  • 24-----COUTNERACT DISEASE--------------AVOID-------------------I haven't found many diseases that required this spell, and you receive Abolish Disease at Lvl 49. I would avoid this spell and wait.
  • 24-----CREEPING VISION-----------------AVOID-------------------This could be a fun spell, and useful in 1-2 situations over your career…but I would save the money.
  • 24-----ENVENOMED BREATH----------------PRIMARY-----------------The next upgrade in your Poison DoT line. These spells are always useful, and required for root/rotting.
  • 24-----FROST STRIKE--------------------PRIMARY-----------------The frost line of shaman DDs is not the most mana efficient but I find them very useful, and good for finishing off mobs at ~25%.
  • 24-----INVIGOR-------------------------AVOID-------------------I've never had anyone run out of Stamina on me. Or request this spell from me.
  • 24-----POISON STORM--------------------SITUATIONAL-------------AOE groups don't exist much anymore, but combining this with Infectious Cloud might be effective? I haven't tested it.
  • 24-----PROTECT-------------------------SECONDARY---------------Clerics are more common at this level, so Shammy AC buffs become less necessary. Clerics overwrite yours. Very useful otherwise.
  • 24-----REGENERATION--------------------PRIMARY-----------------Very mana intensive until you reach Lvl 30 or so, but required for canni dancing, and very useful to put on your melees to save mana.
  • 24-----RESIST COLD---------------------DELAY (46)--------------You could possibly need CR before 46 in some area, particularly Velious, but you can probably wait until mid 40s/raiding.
  • 24-----SPIRIT OF CHEETAH---------------SITUATIONAL-------------I never purchased this spell. But I feel it's probably less effective than rooting an accidental pull and camping.
  • 24-----SPIRIT OF MONKEY----------------SITUATIONAL-------------Normally I would say always purchase your stat buffs. This level is the exception. Regen is more important to keep up on melee.
  • 24-----SPIRIT OF OX--------------------SITUATIONAL-------------While adding more hit points is useful. You get your first Talisman soon (Lvl 34), and Regen is too mana intensive to keep this up.
  • 24-----SCALE OF WOLF-------------------SITUATIONAL-------------If you're Invis/Scale of Wolf running and something hits you, it might not be pleasant. Potentially time saving however.
  • 29-----ALLURING AURA-------------------DELAY (Enc/Brd)---------Purchase this spell if you duo or group with an Enchanter daily. Our buff is better than their self buff. Otherwise, save the cash.
  • 29-----BEFRIEND ANIMAL-----------------AVOID-------------------By the time you receive your animal charm spells, they're mostly useless. You could charm solo for 1-2 Lvls in select areas though.
  • 29-----COUNTERACT POISON---------------AVOID-------------------You won't have time to mem this spell in a situation where you need it. Rely on heals and regen to carry your through poison DoTs.
  • 29-----GREATER HEALING-----------------PRIMARY-----------------At Lvl 29 Shammies have the same heal as clerics for a good while. G. Heal will be on your bar at all times for a long, long, time.
  • 29-----IMBUE AMBER---------------------SITUATIONAL-------------If you plan on crafting Kunark gear or have friends/guildies that need to push through some skillups. These spells are necessary.
  • 29-----IMBUE IVORY---------------------SITUATIONAL-------------If you plan on crafting Kunark gear or have friends/guildies that need to push through some skillups. These spells are necessary.
  • 29-----IMBUE JADE----------------------SITUATIONAL-------------If you plan on crafting Kunark gear or have friends/guildies that need to push through some skillups. These spells are necessary.
  • 29-----IMBUE SAPPHIRE------------------SITUATIONAL-------------If you plan on crafting Kunark gear or have friends/guildies that need to push through some skillups. These spells are necessary.
  • 29-----INVISIBILITY--------------------PRIMARY-----------------Always useful while traveling. Especially considering 3/4 of shammies are evil.
  • 29-----LISTLESS POWER------------------SITUATIONAL-------------May be great in duos with a tank, but I found few occasions when I had time to Slow and Disempower a mob. Slow > Disempower.
  • 29-----QUICKNESS-----------------------SECONDARY---------------Less useful if you duo/group with Enc/Brd often. Our haste is vastly inferior to Chanters. AMAZING when they're not around though.
  • 29-----RAGING STRENGTH-----------------PRIMARY-----------------29 gives us another upgrade to Strength and Dex. As usual, you will definitely want to pick them up. Keep your rogues happy.
  • 29-----RESIST FIRE---------------------SECONDARY---------------Definitely useful at this level if you want to group in Sol A. Continues to be useful against caster mobs all over.
  • 29-----RISING DEXTERITY----------------PRIMARY-----------------Twinks love it. Newbies need it! Keep your melee DPS optimized whenever possible, to conversely optimize your Xp!
  • 29-----TAGAR'S INSECTS-----------------PRIMARY-----------------Slows become more necessary in this level range. Definitely more useful in Kunark/Velious where mobs hit harder.
  • 29-----ULTRAVISION---------------------SITUATIONAL-------------If you are a Barb, your life will never be the same. This spell is amazing. Still extremely useful as a Troll, Ogre, or Iksar too.
  • 34-----CHARM ANIMALS-------------------AVOID-------------------By the time you receive your animal charm spells, they're mostly useless. You could charm solo for 1-2 Lvls in select areas though.
  • 34-----COMPANION SPIRIT----------------SECONDARY---------------Our first pet! Exceptionally useful despite the bad rap compared to Necro/Mage pets. Make the walk to W.Karana when you can.
  • 34-----ENSTILL-------------------------PRIMARY-----------------Use root for quick CC. Use Enstill for root/rotting. Amazing spell that you will use for the rest of your career.
  • 34-----FURY----------------------------SITUATIONAL-------------Pick up this spell ONLY If you're twinked with high AC and high damage weapons. Cheap on mana and high on stats.
  • 34-----HEALTH--------------------------PRIMARY-----------------I recommended skipping the last tier of Sta/Agi buffs, but here these buffs become useful again. Second tier to Str/Dex still though.
  • 34-----MALAISMENT---------------------PRIMARY-----------------Each upgrade in the mali line becomes more and more useful in groups and solo situations. Keep your casters happy.
  • 34-----NIMBLE--------------------------PRIMARY-----------------Stat increases quickly becoming more useful at this level. Nimble can add good AC that stacks with Shifting Shield/Cleric buffs.
  • 34-----RESIST DISEASE------------------DELAY (39-44)-----------Very useful in Lower Guk and Kunark dungeons with shaman or necro casters.
  • 34-----SCOURGE-------------------------PRIMARY-----------------Our disease DoTs finally begin to shine. Stack with Envenomed Breath (Lvl 24) or Venom of the Snake (Lvl 39) for heavy DoT damage.
  • 34-----SHIFTING SHIELD-----------------SECONDARY---------------Still doesn't stack with Cleric buffs, but necessary AC buff for tanks when you're stuck pretending to be a Cleric or Druid.
  • 34-----SHOCK OF THE TAINTED------------AVOID-------------------This may be useful in Velious or Permafrost where mobs are more resistant to cold but generally our other DPS spells are better.
  • 34-----TALISMAN OF TNARG---------------PRIMARY-----------------Hitpoint buff that stacks with Clerics. Adds a beefy amount of Hitpoints right out of the gate with upgrades to come.
  • 34-----WINTER'S ROAR-------------------PRIMARY-----------------If you're luck enough to receive or buy a Jaundiced Bone Bracer you can skip this spell, but noobs like me need this spell.
  • 39-----ASSIDUOUS VISION----------------SITUATIONAL-------------Could be amazing on another class. Could be useful for us. But I've never needed it. Seems fun though!
  • 39-----BLINDING LUMINANCE--------------SITUATIONAL-------------Useful if you plan on soloing 50+. Causes pseudo-fear in melee mobs. Still semi-useful in duo/trio/groups.
  • 39-----CANNIBALIZE 2-------------------SECONDARY---------------Quest is time consuming but easy. Karnor's Castle took longest while begging to loot greyish bone chips. ~1.5k in the EC tunnel.
  • 39-----CHLOROPLAST---------------------PRIMARY-----------------Noticeably great regen for yourself and melee types during combat. "Canni dancing" becomes necessary.
  • 39-----DEFTNESS------------------------PRIMARY-----------------MOAR DEX! MOAR PROX! DEX PLZ, KK THX.
  • 39-----EXTINGUISH FATIGUE--------------DELAY (49-54)-----------I vaguely remember my tanks needing this sometimes in Velious, but I would wait as long as possible. Acumen comes at Lvl 56.
  • 39-----FURIOUS STRENGTH----------------PRIMARY-----------------If you have Canni II or are twinked it should be easy keeping up stat buffs, regen, and talisman on your melee. Good luck otherwise!
  • 39-----GALE OF POISON------------------SITUATIONAL-------------AOE groups don't exist much anymore, and kiting mobs with SoW and a disease DoT would be effective but tedious.
  • 39-----GLAMOUR-------------------------DELAY (Enc/Brd)---------Purchase this spell if you duo or group with an Enchanter daily. Our buff is better than their self buff. Otherwise, save the cash.
  • 39-----INSIDIOUS MALADY----------------SITUATIONAL-------------When root/rotting in Kunark this spell is often required. But if you're heading to City of Mist soon you probably won't need this.
  • 39-----RESIST POISON-------------------DELAY (46)--------------Poison MR will come in hand in some Planes Raids but you can probably get along without it until then.
  • 39-----TOGOR'S INSECTS-----------------PRIMARY-----------------This is the level range where slows become more necessary. Togor definitely knew what he was doing.
  • 39-----TUMULTUOUS STRENGTH-------------SITUATIONAL-------------I never got this to drop when I was in the level range, but extremely useful for saving mana in melee heavy groups!
  • 39-----VENOM OF THE SNAKE--------------PRIMARY-----------------Stacks really well with the Disease line of DoTs for some great damage. Only two more upgrades better than this one.
  • 39-----VIGILANT SPIRIT-----------------SECONDARY---------------Shammy pets are useless for root/rotting and soloing in general if that's your thing, but functions as an extra DoT or a rune in groups.
  • 44-----AGILITY-------------------------PRIMARY-----------------Agility becomes much more worth the mana investment now. Keep it up on tanks and pullers, especially if you're stuck healing.
  • 44-----ALACRITY------------------------SECONDARY---------------Again, if you have regularly see Enchanters in your groups, this isn't extremely necessary right away. Necessary without an ENC/BRD.
  • 44-----BLAST OF POISON-----------------AVOID-------------------This may be useful in Velious or Permafrost where mobs are more resistant to cold but generally our other DPS spells are better.
  • 44-----BLIZZARD BLAST------------------PRIMARY-----------------Terrible name, but extremely useful when you are called upon for DPS. Can take City of Mist mobs down 25% health.
  • 44-----GUARDIAN------------------------SECONDARY---------------Another AC buff for the tank and yourself. Marginal upgrade from the last one, but still a necessity in many situations.
  • 44-----GUARDIAN SPIRIT-----------------SECONDARY---------------Dogs are still useful believe it or not at this level. But their usefulness will drop off soon despite receiving a pet buff at Lvl 50.
  • 44-----INCAPACITATE--------------------SECONDARY---------------Another melee mob debuff. I did pick up this spell and found it to be more useable than previous version as mobs last longer.
  • 44-----NULLIFY MAGIC-------------------DELAY (51-53)-----------Annul Magic comes at 55. I didn't run into many instances where I needed Nullify before then, but may be needed in some raids.
  • 44-----RESIST MAGIC--------------------PRIMARY-----------------Indispensable MR buff. MR is needed in more instances than other Resists. You'll be called upon for it many times as the buffer.
  • 44-----STAMINA-------------------------PRIMARY-----------------Stats are reaching their full potential now. Stamina can add much needed HP to Clerics, Enchanters, pullers and tanks.
  • 44-----SUMMON COMPANION----------------AVOID-------------------Dogs are cool. But definitely not important enough to summon. Just take a med break and summon a new one.
  • 44-----TALISMAN OF ALTUNA--------------PRIMARY-----------------Beefy hit point buffs for everyone!
  • 49-----ABOLISH DISEASE-----------------PRIMARY-----------------We're picking up the best spells from the old world this level. They're still really good. You'll need all of them, including this one.
  • 49-----CHARISMA------------------------PRIMARY-----------------+40 Charisma for your Enchanters. Makes your friends pretty!
  • 49-----DEXTERITY-----------------------PRIMARY-----------------+50 Dexterity for maximum procage. Also enhances your dancing skills!
  • 49-----ENVENOMED BOLT------------------PRIMARY-----------------Amazing damage from our poison based DoT
  • 49-----FRENZIED SPIRIT-----------------PRIMARY-----------------Last line in our doggy pet spells! Heya Fido!
  • 49-----MALOSI--------------------------PRIMARY-----------------The debuffage continues. Remains a staple in the Shaman lineup.
  • 49-----PLAGUE--------------------------PRIMARY-----------------Stack this with E.Bolt and watch the life tick away from mobs. Soloing becomes much, much easier now.
  • 49-----RAGE----------------------------SITUATIONAL-------------Still really only need this spell if you're soloing. And meleeing is pretty rough at this level. But the next Rage upgrade is Lvl 59.
  • 49-----STRENGTH------------------------PRIMARY-----------------+66 to +69 Strength is a very significant upgrade
  • 50+----ALL SPELLS----------------------PRIMARY-----------------Hunt for all the drops, do all the quests, and buy all the spells. You'll need them :)