Glasscannon's Wizard Guide Introduction This is a guide I've been tinkering with for quite a while. I've tried to write it for a broad audience, including people new to the game, new to the class, or experienced players who may just be looking for ways to push forward. I don't claim to be the absolute best parsing wizard in the game, nor do I claim to be the authority on all things wizard. I hope that this guide is informative and encourages discussion, be it from questions that are unanswered or points of disagreement that you may have. Here is my EQ2W profile for the curious. I have organized it by: I. Profession & Epic Spells II. AA selections III. Ascension IV. Determining Cast Order V. My current casting order, with exceptions VI. Other Tips I. Profession & Epic Spells In Everquest 2, the wizard class was traditionally the class of elemental (heat and cold) damage with a particular focus on very high single target damage attacks. They are the counter-class to Warlocks, whose focus is on poison/disease and aoe damage. There is a lot of chatter about whether the classes are balanced. The prevailing thought is that Warlocks are ahead at the moment, especially when you are in a group that likes to mass-pull lots of encounters. I have played this toon as both classes and I think they both have exceptional DPS potential. But the path to high DPS is narrower for a wizard, if that makes any sense (probably not). Anyway, like any class on a live server, effective playstyle utilizes a combination of profession spells, Alternate Abilities ("AA"), and ascension abilities. The "class-defining" profession spells are: (1) Fusion: a point-blank aoe with frontal range only. After you complete the Epic 2.0 questline you gain the ability to cast this spell at range. For some reason the range is hilariously long, like almost 200 meters. When you pair this spell with the Fusion fervor rune and with the Epic 2.0 buff, this spell becomes extremely powerful. It is without a doubt the best and most important of the wizard's profession spells. (2) Rays of Disintegration: enormous single-target DD spell. At grandmaster it is roughly equivalent to the apprentice/journeyman level of any level 2 asenscion DD but with shorter cast and recast times. (3) Ice Comet: Another large single target DD spell. However note that (for this expansion) this spell has been largely replaced by the Prestige AA ability Eci's Frozen Wrath, which is aoe and does approximately equal damage to the expert/master version of Ice Comet. (4) Ball of Fire: single target DD. The damage is not as great as Rays of Disintegration but the recast is about 3x shorter. (5) Firestorm: point-blank aoe that deals very good damage and has a quick recast. There are obviously many other abilities, including other damage spells as well as buffs (both permanent and temporary) and crowd controls (root, stuns, a crappy mez). I do not want to have information overload, so I will leave it to the interested wizard to review the other spells and familiarize themselves with the nuances of the class. But these five are the bread and butter spells of the profession. If, after reading, you have questions on spells I did not list feel to ask. In addition to the profession spells, the Wizard Epic 2.0 abilities are Magistratus and Fury of the Magus. Needless to say both should be upgraded to as high of quality as you can get. If you need to prioritize then I recommend upgrading Magistratus first. Magistratus allows Fusion to be cast at range, adds a second damage event to the spell, and adds a proc that increases fervor after it is cast (although in my experience the triggering of the proc is spotty). The damage event added by Magistratus scales by the Epic 2.0 ability tier and is independent of the underlying quality of your Fusion spell. The second damage event at comparable level to fusion will do more damage. The second damage event will also benefit from the fusion mastery rune, which is why Fusion is such an important spell. Fury of the Magus is a flat fervor/overcap boost for 13.2 seconds, at Ancient level it is a 25.3 fervor boost. I have heard a rumor that next expansion the Epic 2.0 will no longer be a best-in-slot item and that the Epic 2.0 abilities will be auto-granted. As of this guide that is not live, so if you want to contribute to heroic groups or raids you will need your Epic 2.0 done and both abilities upgraded as high as you can get them.