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View Full Version : Race and Class counts last night


eqravenprince
12-07-2020, 10:03 AM
For those that like race/class counts. Here are the numbers I got last night.

WAR PAL SK BRD RNG MNK ROG CLE SHM DRU NEC MAG ENC WIZ TOT
Gnome 3 5 4 29 37 12 8 98
HighElf 3 11 19 51 7 91
DarkElf 3 5 2 19 42 25 33 9 138
Erudite 3 2 4 10 21 6 13 59
WoodElf 3 12 15 2 47 64
HalfElf 1 7 31 11 1 3 54
Human 12 7 5 12 10 50 1 4 9 10 13 6 3 142
Dwarf 4 10 8 19 56
Halflng 5 9 12 69 95
Troll 2 5 26 33
Ogre 12 8 18 38
Barb 5 8 31 44
Iksar 4 5 48 13 53 123
TOT 54 30 30 55 36 98 36 73 88 128 144 115 108 40 1035

Sebekkha
12-07-2020, 10:12 AM
15 dwarf rangers...

what kind of sorcery is this?!

eqravenprince
12-07-2020, 10:14 AM
15 dwarf rangers...

what kind of sorcery is this?!

Corrected... copy/paste error

axisofebola
12-07-2020, 10:52 AM
Must be some monkey business going on with guises and certain classes. Does anyone really think there as many dark elf clerics as dwarves and nearly twice as many as high elves?

Thulian
12-07-2020, 11:39 AM
gnome cleric is the only cleric

Tunabros
12-07-2020, 12:02 PM
9 human druids online

we are slowly growing...

Knuckle
12-07-2020, 12:29 PM
no surpises, on a 20 year old game where everyone knows how long content takes to grind, most people in our age group gonna opt for the convenience classes -dru/mag/necro. classes that can solo with fairly simple technique or have insane convenience built in. Wizard numbers are a bit low to my surprise.

sajbert
12-07-2020, 01:58 PM
no surpises, on a 20 year old game where everyone knows how long content takes to grind, most people in our age group gonna opt for the convenience classes -dru/mag/necro. classes that can solo with fairly simple technique or have insane convenience built in. Wizard numbers are a bit low to my surprise.

Wizards can’t solo good camps and can’t group well. That’s why they’re not popular.

Feracitus
12-07-2020, 02:03 PM
Wizards can’t solo good camps and can’t group well. That’s why they’re not popular.

The only camps wizard cant solo are summoning mobs, wich arent all that common in classic tbh. I quaded my way to 65 on live back in the day, no problems.

annali
12-07-2020, 07:46 PM
The only camps wizard cant solo are summoning mobs, wich arent all that common in classic tbh. I quaded my way to 65 on live back in the day, no problems.

Quadding outside is cake but can’t really camp dungeon named like a nec or mag, limited mana pool and too slow mana regeneration for the amount of hp mobs have.

Gustoo
12-07-2020, 08:16 PM
They solo fine but not as efficiently as the high efficiency guys like shaman druid and necro and enchanter.

They are the tier below with long med times.

Good mix there!

Jibartik
12-07-2020, 08:17 PM
If only only look at this page, gustoo's post is like, an exciting mystery.

What could it be?

Solemnus
12-08-2020, 01:27 PM
Might not be classic, but if I ever made a server I'd give Wizards the clarity line and take it away from Enchanters. One class is way too OP and the other is way too limited in too many areas.

Gustoo
12-08-2020, 02:00 PM
If wizards had clarity they would be the best class in the game and too straight forward for the game designers to allow.

1. Blow enemy away
2. Quick rest to full mana
1. Blow enemy away

I'm pretty convinced that enchanters aren't supposed to be able to charm high level dungeons the way they do here. I don't remember it being done on live, but maybe I just missed it. On this server, enchanters are OP.

BarnabusCollins
12-08-2020, 02:01 PM
128 porters.

Solemnus
12-08-2020, 02:19 PM
If wizards had clarity they would be the best class in the game and too straight forward for the game designers to allow.

1. Blow enemy away
2. Quick rest to full mana
1. Blow enemy away

I'm pretty convinced that enchanters aren't supposed to be able to charm high level dungeons the way they do here. I don't remember it being done on live, but maybe I just missed it. On this server, enchanters are OP.

Wizards can do that... if an Enchanter is nearby, which they often are. In fact having gate + ports means a Wizard can go get clarity whenever they want really. I know as a druid I often did.

Meanwhile a wizard is nearly useless in groups due to lack of utility. Clarity would give them something useful to provide. And Enchanters have so many ridiculous abilities that they would do fine without clarity. They'd still easily be one of the best classes in the game without it, which really highlights how broken they are.

Exard3k
12-08-2020, 02:47 PM
Meanwhile a wizard is nearly useless in groups due to lack of utility.

Root+Stun is pretty good utility if you ask me. And you dont have high-apm playstyle like e.g. shamans and can use those two very reliable and often.

Tunabros
12-08-2020, 02:54 PM
128 porters.

buncha normies :p :rolleyes:

Solemnus
12-08-2020, 03:21 PM
Root+Stun is pretty good utility if you ask me. And you dont have high-apm playstyle like e.g. shamans and can use those two very reliable and often.

It's not bad, the issue with this is it's not unique to their class. Clerics can also root and stun. Druids, Rangers and Necro's can root, Mage pets can root, Bards can root and stun. Enchanters can root and stun too (they can do anything but heal basically). You wouldn't usually get a Wizard in your group because "We need him for roots and stuns."

In the trio of types - Tank, DPS and Heals - Wizard is useless at tanking, useless at Healing and actually one of the worst at DPS in most group situations, because what a group wants is consistent DPS not huge spikes followed by long breaks.

Shourty
12-08-2020, 03:30 PM
I wonder how many Bone Knights are in that 29.

cd288
12-08-2020, 03:46 PM
If wizards had clarity they would be the best class in the game and too straight forward for the game designers to allow.

1. Blow enemy away
2. Quick rest to full mana
1. Blow enemy away

I'm pretty convinced that enchanters aren't supposed to be able to charm high level dungeons the way they do here. I don't remember it being done on live, but maybe I just missed it. On this server, enchanters are OP.

People have just had 20 years to perfect strategies and min/max EXPing methods. That's why you see so many people exploiting Enchanters that way these days.

Exard3k
12-08-2020, 04:10 PM
[QUOTE=Solemnus;3224913]It's not bad, the issue with this is it's not unique to their class. Clerics can also root and stun. Druids, Rangers and Necro's can root, Mage pets can root, Bards can root and stun. Enchanters can root and stun too (they can do anything but heal basically). "

Never seen an enchanter rooting ever. And stunning? maybe once or twice. Same with clerics. Druid players are mostly overloaded by casting heal + thorns, most dont know about their stuns at all. Wizards have no other duties and can do these things easily. And pls tell your cleric to watch combat log for stuns while they are healing at the same time. Just wont work 80% of the time. Stuns are time-critical. Wizards and melees (paladins) are the only classes actually having that time interrupting caster mobs reliably.

And about consistent damage vs. burst. First, dealing 30-50% dmg to each mob is above average dmg even with 3 players dedicated to do dmg. If you are killing so fast that a wizard cant keep up with 1 nuke per mob, more consistent dmg doesnt really matter anymore anyway. I've seen plenty of groups on green fail or crippled because of a lack of burst dmg in the right moment. Same with healing...sometimes you just need the big cleric heals to succeed although consistent healing is more desireable most of the time.

If you think wizards cant pull their weight, you never had a good one in your dungeon group. Very underrated in areas that see the most play.

Danth
12-08-2020, 04:35 PM
That's a lot of Necromancers. Number 2 is on the low side for Druid popularity. Usually it's on top. Paladin, Shadow Knight, Ranger, and Wizard occupy their usual places. The Magician population should continue to ebb over time.

Danth

Master Roshi
12-08-2020, 04:36 PM
Might not be classic, but if I ever made a server I'd give Wizards the clarity line and take it away from Enchanters. One class is way too OP and the other is way too limited in too many areas.

I think giving Wizzys the Mage DS line would be more practical, the Orkiel's line was obviously short sighted and never followed through on and mages losing it wouldn't be too big a deal for their gameplay, and also possibly take the elemental resists from the druids for cold/fire saves.

While we are fine tuning them, they should gotten a good-class version of DMF for a coolness buff. Instead of EB, and PR theirs can give UV and Cold/Fire Resist.

Edit: We can call it Evoker's Perception

my 2 cents.

DoodyLich666
12-08-2020, 04:41 PM
Wizard has been my favorite class to play in a group, but I have had much difficulties getting my wizard invited into groups. Being a solo wizard has been much less fun, but I haven’t connected all the dots for successful quading yet. I often find myself wishing I had a dot of some kind.

Danth
12-08-2020, 04:48 PM
The Wizard is harmed on P99 due also to P99's own culture where the class holds an often-deserved reputation as a haven for slackers and stoners. I'm among the folks who're hesitant to invite the class at all unless I already know the player, having seen entirely too many Wizards for too many years who sit back and do little or nothing. Motivated players picking the class can do nothing about such notions except power through and make themselves known as some of the good ones.

Danth

Exard3k
12-08-2020, 05:27 PM
...having seen entirely too many Wizards for too many years who sit back and do little or nothing...

That's just as stupid as Paladin/SK only auto-attacking and not sitting at all or healer classes with healing spell+sit/stand and nothing else. But that's more about the players and not their classes.

NPC
12-08-2020, 08:46 PM
If wizards had clarity they would be the best class in the game and too straight forward for the game designers to allow.

1. Blow enemy away
2. Quick rest to full mana
1. Blow enemy away

I'm pretty convinced that enchanters aren't supposed to be able to charm high level dungeons the way they do here. I don't remember it being done on live, but maybe I just missed it. On this server, enchanters are OP.

How do you figure? Wizards can't mezz, memory blur, they nuke, no crowd control, now way to pull things solo. High level wizards should have clarity, my mage can solo mobs in Karnar castle with his pet only, nukes with less than half his mana to kill single mob. My Wizards spends his entire mana bar to do the same. Mob hps over 40th level double, triple, quadruple. Wizards are clearly lacking in sustain DPS, they should be considered a magic based rogue. Only the rogue has a skill that helps them lower agro without having to stop doing damage. An rogues do damage infinitely as long as the tank has agro. Wizards have to contend with fizzles, resists, medding, an to lower their agro they have to stop doing DPS an cast the concussion spell.
Anyone play enough classes knows wizard under powered at high levels. If you havent played one, then you do not belong in the conversation.
Thats the reason they added familiars to the game in later expansions, because the devs knew the wizards needed mana regen. The different level of familiars gave wizards breeze level mana regen all the way up to clarity II level mana regen. 2/tick, 4/tick, 6/tick, 8/tick, 10/tick, then up to 12-14/tick around POP timeline

Thulian
12-08-2020, 09:51 PM
i promise charm did not work the way it did on live that it does on eq emu

Zipity
12-08-2020, 09:56 PM
How do you figure? Wizards can't mezz, memory blur, they nuke, no crowd control, now way to pull things solo. High level wizards should have clarity, my mage can solo mobs in Karnar castle with his pet only, nukes with less than half his mana to kill single mob. My Wizards spends his entire mana bar to do the same. Mob hps over 40th level double, triple, quadruple. Wizards are clearly lacking in sustain DPS, they should be considered a magic based rogue. Only the rogue has a skill that helps them lower agro without having to stop doing damage. An rogues do damage infinitely as long as the tank has agro. Wizards have to contend with fizzles, resists, medding, an to lower their agro they have to stop doing DPS an cast the concussion spell.
Anyone play enough classes knows wizard under powered at high levels. If you havent played one, then you do not belong in the conversation.
Thats the reason they added familiars to the game in later expansions, because the devs knew the wizards needed mana regen. The different level of familiars gave wizards breeze level mana regen all the way up to clarity II level mana regen. 2/tick, 4/tick, 6/tick, 8/tick, 10/tick, then up to 12-14/tick around POP timeline

Lol - wizards do amazing DPS on raids and are Kings of damage on most raids classic and Kunark. With lures and negative modifiers on their nukes, coupled with proper debuffs from competent guildies they are hardly ever resisted. Da fuq you talkin about Willis.

Videri
12-09-2020, 12:52 AM
Must be some monkey business going on with guises and certain classes. Does anyone really think there as many dark elf clerics as dwarves and nearly twice as many as high elves?

Illusions don't show up in /w all. Guise won't affect /w all dark, etc.

Trazic
12-09-2020, 02:13 AM
People often talk about wizards being terrible in exp groups but rarely talk numbers so I decided to do some math.

A 60 wizard with clarity II will regen 33 mana per tick while meditating. Suntrike costs 450 mana reduced down to roughly 400 through specialization. That means they can cast sunstrike approximately once every 72 seconds. 1615 / 72 = 22.4 dps in a chain pulling group in the best case scenario (absolutely no resists).

That does indeed seem rather underwhelming.

Pyrocat
12-09-2020, 05:45 AM
Wizards I think were intended as "oh shit" utility, in addition to DPS.

Evac, stuns, and ability to nuke runners down quick. The problem is enchanters exist, and although they can't evac, you won't need to with stuns/mez/charm/memblur etc. Throw in charm and wizards are completely outclassed by enchanters (for group content).

For pure sustained DPS wizards are going to lose out to enchanters, mages, necros, rogues, monks... probably rangers.

Fammaden
12-09-2020, 09:48 AM
People often talk about wizards being terrible in exp groups but rarely talk numbers so I decided to do some math.

A 60 wizard with clarity II will regen 33 mana per tick while meditating. Suntrike costs 450 mana reduced down to roughly 400 through specialization. That means they can cast sunstrike approximately once every 72 seconds. 1615 / 72 = 22.4 dps in a chain pulling group in the best case scenario (absolutely no resists).

That does indeed seem rather underwhelming.

For pure sustained DPS wizards are going to lose out to enchanters, mages, necros, rogues, monks... probably rangers.

Yeah that's the thing. In full six man xp groups your focus is on mob kill count. Ideally you want to be chain pulling in a full group and the very design of the wizard class does not lend itself to this style of grinding. By all means invite your friend or guildie wiz if you want and top efficiency isn't important, enjoy yourself.

For duos and trios wizards don't really pair well or add enough benefit to the classes that are good at it to justify their inclusion.

That leaves quadding as the only form of leveling in which a wizard truly exels. People get very defensive about wizards as if anyone critical of inviting them just don't know what the wiz spell lines do or something. But its not anyone's fault that this is the game design, and these are the wizard's strengths and limitations.

DoodyLich666
12-09-2020, 12:54 PM
How am I supposed to role play a wizard if I am not invited into any fellowships? Gandalf has had a very different experience than Ethelvvulf Magickfinger...

Gustoo
12-09-2020, 12:58 PM
People often talk about wizards being terrible in exp groups but rarely talk numbers so I decided to do some math.

A 60 wizard with clarity II will regen 33 mana per tick while meditating. Suntrike costs 450 mana reduced down to roughly 400 through specialization. That means they can cast sunstrike approximately once every 72 seconds. 1615 / 72 = 22.4 dps in a chain pulling group in the best case scenario (absolutely no resists).

That does indeed seem rather underwhelming.

I think a wizard needs to do that DPS (keeping full mana but nuking once ever 72 seconds)

And keep evac medded

And keep root medded

Can they cast damage shields on other casters? That too.

Not the best DPS but golley gee on P99 the 6th player in a group is free so might as well fill up.

annali
12-09-2020, 02:26 PM
People often talk about wizards being terrible in exp groups but rarely talk numbers so I decided to do some math.

A 60 wizard with clarity II will regen 33 mana per tick while meditating. Suntrike costs 450 mana reduced down to roughly 400 through specialization. That means they can cast sunstrike approximately once every 72 seconds. 1615 / 72 = 22.4 dps in a chain pulling group in the best case scenario (absolutely no resists).

That does indeed seem rather underwhelming.

Yup, and when people say "ah but wizard's bring utility in stunning those casters" yep...but then our DPS is even lower.

Wizards were garbage until Planes of Power.

I created a wizard on P99 simply because I forgot we can't crit in this era and I'd invested too much time before I realised this fact :P

Gustoo
12-09-2020, 02:41 PM
Wizards are a mega cool class and one of my favorites. Despite all of this talk. Wizards are awesome.

Exard3k
12-09-2020, 04:02 PM
That does indeed seem rather underwhelming.


Indeed. But it's your maths that is underwhelming. Because your calculation isn't based on real circumstances and doesn't even compare that value to other values. You can't say "underwhelming" with only one set of data, you need a reference to compare it to.

NPC
12-09-2020, 09:26 PM
Indeed. But it's your maths that is underwhelming. Because your calculation isn't based on real circumstances and doesn't even compare that value to other values. You can't say "underwhelming" with only one set of data, you need a reference to compare it to.

Parse a high level rogue vs a wizard. Tell me who wins, rogues that backstab for 300-400 without any costs or the wizard spitting 1600 every 72 seconds, it doesn't take a genius. Just in denial.
And not the 2 min it takes for wizards to empty their mana bar, this is about sustain DPS. Completely different story, 30min, 45min, 2 hours.

Exard3k
12-09-2020, 09:52 PM
Parse a high level rogue vs a wizard. Tell me who wins, rogues that backstab for 300-400 without any costs or the wizard spitting 1600 every 72 seconds, it doesn't take a genius. Just in denial.

400dmg with 10sec cooldown = 40 DPS
1615dmg with 7 sec casting = 230 DPS


Of course it's not that easy, but accurate if mob lives <10sec and/or avg pull duration is >=72sec.

So now we're talking about circumstances. And this differs widely. For comparison we need more variables like mob lifetime, pull duration, pull variety, group breaks, mob type, etc. not even talking about quality of dmg.

Things are not that simple.

Keebz
12-09-2020, 10:04 PM
400dmg with 10sec cooldown = 40 DPS
1615dmg with 7 sec casting = 230 DPS


Your point on the bursty-ness of wizard damage is well taken, but Backstab is affected by haste.

Noselacri
12-10-2020, 07:09 AM
It's not just about the straight math, it's also about application. Doing 100% of your damage with nukes is inefficient in a typical grouping environment. It can be hard not to overkill unless you nuke early enough that you risk taking aggro or use smaller, less efficient nukes. Also, when it's a mob that runs away at low health, there's a lot less value in the last bubble of its health bar because it isn't fighting back anymore. So many classes can snare that "finishing off runners" isn't much of a concern. Early damage is the best damage.

Compared to things like rogues and magician pets who can do their full DPS basically 100% of the time, seamlessly switch targets, never run out of steam and not worry about resists, wizard DPS is just nowhere near as practical. The last one is a big issue as well--in many dungeons, mobs will have buffs from nearby caster buddies, and it hurts a wizard way more if the mob has +40 FR/CR than it hurts a rogue if the mob has like +20 AC from buffs.

If the wizard is nuking every 72 seconds, one resist and he's doing zero DPS for like 2½ minutes. It leads to fights where the wizard doesn't contribute at all, which really messes with a group's rhythm. Melee DPS is much more consistent, even if it wasn't higher.

Tigris67
12-10-2020, 12:45 PM
We should just give wizards pets. That would solve their DPS issue!

NPC
12-10-2020, 05:57 PM
400dmg with 10sec cooldown = 40 DPS
1615dmg with 7 sec casting = 230 DPS


Of course it's not that easy, but accurate if mob lives <10sec and/or avg pull duration is >=72sec.

So now we're talking about circumstances. And this differs widely. For comparison we need more variables like mob lifetime, pull duration, pull variety, group breaks, mob type, etc. not even talking about quality of dmg.

Things are not that simple.

If you take into account only medding, that 1615dmg is 72 seconds with maximum mana regen clarity II.
So rogue potential is 7 x 400 = 2800 dmg just from backstabs alone, and in the same amount of time for wizard to med enough to do 1615dmg.
That doesn't include fiz or resist or agro mitigation. Not sure about rogue skill cool down/overlaps for backstab an evade.

1615dmg with 7 sec casting + 72 sec medding time = 22 DPS
The problem with wizards, and only wizards, is they have no way to contribute to melee damage, every other class can significantly buff to assist melee damage, and/or use a pet, or do melee damage themselves.
Melee damage is only a CH away from infinite damage. That why only wizards need buffed.

Exard3k
12-10-2020, 06:29 PM
You are just not getting it.

No Wizard casts a spell every 72 seconds, goes to 0% mana and casts again when they have mana for that spell again. Not many mobs live for 72 seconds and you can't guarantee another mob ready for nuking in exactly 72 seconds.

Any rogue will tell you, that they aren't on target 100% of the time. This only happens with an enemy that has infinite hp. There are gaps between pulls and time where you dont want want to go full dmg on the mob. And then the healer is oom/Tank goes afk/whatever and pulls are on hold where casters can med (/stockpile) mana where rogue is idle and a wiz dmg just goes on as long he's not FM. And thats only two variables I presented in my posting above, please read again.

Elementary level maths and an utopian case wont help you here, no matter how much you want it to be.

cd288
12-10-2020, 06:44 PM
400dmg with 10sec cooldown = 40 DPS
1615dmg with 7 sec casting = 230 DPS


Of course it's not that easy, but accurate if mob lives <10sec and/or avg pull duration is >=72sec.

So now we're talking about circumstances. And this differs widely. For comparison we need more variables like mob lifetime, pull duration, pull variety, group breaks, mob type, etc. not even talking about quality of dmg.

Things are not that simple.

Yeah you’re right it’s not this easy. Because you’re not adding in the constant damage a Rogue is doing over the course of the kill, and you’re not dividing the Wizard’s damage by the zero damage they are doing for the rest of the kill.

It also ignores the many kills a wizard won’t even do any damage on at all because they’re sitting there medding through

Man0warr
12-10-2020, 06:52 PM
The group meta during Classic era pretty much boils down to churning through masses of blue mobs - ideally with several in camp at once CC'd - with high sustain DPS from melee and pets. Mana is a bottleneck that is best overcome by not relying on it at all for your damage output - Shaman ignores it with Cannibalize and Torpor, Enchanter with Theft of Thought, and Cleric by ideally only using the hyper efficient Complete Heal on a charmed pet or Warrior.

Wizards just don't fit in. In real application or on paper using math. Great and required in Velious for burst damage in Raid situations though.

Gustoo
12-10-2020, 07:01 PM
Wizards are the best class in the game anyone should be honored to have one in a group. Fact.

When you're doing back to back destruction classes that can't get mana faster than C2 speed end up being the bottleneck. That's why Shamans are OP in many situations because they have legit powerful spells and the ability to get mana back.

Exard3k
12-10-2020, 07:20 PM
The group meta during Classic era pretty much boils down to churning through masses of blue mobs - ideally with several in camp at once CC'd - with high sustain DPS from melee and pets. Mana is a bottleneck that is best overcome by not relying on it at all for your damage output - Shaman ignores it with Cannibalize and Torpor, Enchanter with Theft of Thought, and Cleric by ideally only using the hyper efficient Complete Heal on a charmed pet or Warrior.

ideal situation isn't what I see here on green in most groups. Only because everyone knows whats best, doesnt mean the group can do it. Shamans dont ignore mana at all on green. Asked three shamans and myself (48 shm), most replies were sth along "lol?!?", so no, Shamans need mana and go oom like every other class with mana.

Yeah you’re right it’s not this easy. Because you’re not adding in the constant damage a Rogue is doing over the course of the kill,


Of course I would do that. But I never made any proper calculations. I just stated that a more realistic approach needs other variables, yours among them. That's what et cetera means.

edit: wizard only does zero dps when he's full mana (maximum amount of dmg stored). Melee dps is always zero when the character in question isn't attacking a mob.

and you’re not dividing the Wizard’s damage by the zero damage they are doing for the rest of the kill.

I do. This is what we call dps. it is damage per second or damage divided by time

turbosilk
12-10-2020, 08:08 PM
Parse a high level rogue vs a wizard. Tell me who wins, rogues that backstab for 300-400 without any costs or the wizard spitting 1600 every 72 seconds, it doesn't take a genius. Just in denial.
And not the 2 min it takes for wizards to empty their mana bar, this is about sustain DPS. Completely different story, 30min, 45min, 2 hours.

Again wiz are king of raid boss dps until Velious.

Pyrocat
12-10-2020, 08:15 PM
this entire discussion has been in the context of groups. Wizards are great for killing raid mobs. Not the best, they're not necessary like war/clr/shm, but they are great.

They're arguably the worst class for groups though.

GreatWhale
12-10-2020, 08:36 PM
Least popular combination being a Human or Half Elf Rogue; versus least popular class and least popular race would be a Troll Shadowknight.

Man0warr
12-11-2020, 04:20 PM
ideal situation isn't what I see here on green in most groups. Only because everyone knows whats best, doesnt mean the group can do it. Shamans dont ignore mana at all on green. Asked three shamans and myself (48 shm), most replies were sth along "lol?!?", so no, Shamans need mana and go oom like every other class with mana.

That's why I specifically said "with Torpor". A 60 shaman with all their spells has infinite mana. I'm not talking about a group in Karnor's here.

Gustoo
12-11-2020, 06:11 PM
Long story short, half elf wizards are the best class / race combo

Thanks all.

svevin
12-13-2020, 11:54 PM
What's with the super low Rogue numbers?

Tunabros
12-14-2020, 12:04 AM
What's with the super low Rogue numbers?

pressing 1 button isn't exactly fun

svevin
12-14-2020, 12:07 AM
I can't argue with that. I vaaaaaguely remember playing rogue into the teens back on live, but I thought I had more buttons than just one.

Swish
12-14-2020, 06:48 AM
What's with the super low Rogue numbers?

No epic in yet, evading is more difficult (versus blue)...and personally for me, I mained a rogue and didn't want to do it again anyway let alone now :D

Thulian
12-14-2020, 11:50 AM
Again wiz are king of raid boss dps until Velious.

bosses have 32k hp in everquest until velious does not matter who is king of dps nothing has any challenge at all

Fammaden
12-14-2020, 12:11 PM
32k HP pools are precisely why wiz are king right now though.

Llanos
12-14-2020, 02:39 PM
Wizards aren't meant to do consistent dps. Wizards even out damage spikes and smooth the group out.
For instance I only nuke mobs that hurt the tanks. Casters where AC doesn't help. A mob that's beating the shit out if the tank. Healers that are healing. And of course gates. And a wizard adds more than just.damage. My root CCs a melee mob just as well as mez.

People get so concerned with steady dps. It's necessary but it won't stop gaters consistently. Or checks. Or runners. Having a good wizard that realizes a wizards true role is an asset to the team more than another afk rogue spamming backstab while they watch Netflix.

DoodyLich666
12-14-2020, 03:02 PM
I really enjoy the role of a wizard in groups because it feels like it requires a shitload of situational awareness. I’m trying to not have aggro, I’m trying to manage my mana, I’m ready to throw out a quick root, I am ready to blast on a nasty foe, and I have to stay ready to get the hell out of there if shit hits the fan. It is very satisfying when it all comes together, and I don’t really get why people won’t invite me to groups when they have open spots. I guess it’s hard to fix a bad reputation.

Gustoo
12-14-2020, 07:46 PM
Yeah like LLanos and Doody said, being a wizard is bad ass. When you have your mana full you feel like a total stud and you know you can handle pretty much any 1 thing. You can root down an entire zone if you have to or you can blast one guy, loot him and GTFO. With a group you bring a lot of utility. When a pull gets weird you can basically executioner style murder 1 mob if you have to and the group can just pretend that mob never even existed.

Every wizard should keep a list of groups that don't let them in and remember never to port those guys or evac them.

It sucks because wizzies are now often just the product of a high end guilds need for DPS they will just powerlevel up a wizzie to have to kill kunark dragons nice and quick.

Kinda like how the opposite (cleric) also gets boxed and abused and its utility and greatness is downplayed as a result.

Noselacri
12-14-2020, 10:20 PM
What's with the super low Rogue numbers?

Class kinda blows pre-epic.

kaluppo
12-14-2020, 11:13 PM
I think the problem with wizards getting non-guild groups is the high Druid population. Wizards are known mainly for two things, nuking and porting/evac. Druids can do both of those but they can also snare, dot, heal, buff, DS and harmony.

I've always noticed that Druids are more welcomed to groups while wizards are more welcomed to guilds/raids.

cd288
12-15-2020, 12:41 AM
I think the problem with wizards getting non-guild groups is the high Druid population. Wizards are known mainly for two things, nuking and porting/evac. Druids can do both of those but they can also snare, dot, heal, buff, DS and harmony.

I've always noticed that Druids are more welcomed to groups while wizards are more welcomed to guilds/raids.

What group have you been in where you needed to evac? Unless the group is terrible or you get a pathing glitch you’re never gonna need that haha

Tunabros
12-15-2020, 01:38 AM
What group have you been in where you needed to evac? Unless the group is terrible or you get a pathing glitch you’re never gonna need that haha

if you doing a group in a zone like seb where you cant just run to the zone to escape the

mobs

you'll want someone who can evac, its a pain in the ass to get your bodies back naked

I remember it took me and my guildies like 45 minutes to get our bodies back

at efreeti camp and we were all naked

it blows man