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-   -   What if you combined the Wizard and Mage? (/forums/showthread.php?t=244073)

fadetree 05-27-2016 02:30 PM

I think we should combine Rangers and Cleric.



For obvious reasons.....

Vexenu 05-27-2016 02:47 PM

Quote:

Originally Posted by NegaStoat (Post 2284410)
I already pondered this and it has some issues. The first thing to keep in mind is that when you go to mash the two classes together, you'd need to look at the two rival classes of Druid and Necromancer that are also have a primary of teleports and pets, respectively. In an effort to not stomp on the Druid's toes, the wiz-mage couldn't have a nuke stronger than theirs. Period. In relation to the Necromancer, the wiz-mage's pets would now have to be reduced in base damage scales and health totals to measure against an equal level skelly pet. This means the fire pet's health would be really low in comparison.

I thought about this as well. It isn't quite apples to apples though, simply comparing port vs. port and pet vs. pet. That's ignoring the other significant abilities of the Druid and the Necro. The Druid also has the ability to charm animals, heal, buff and DoT. And the Necro can charm undead, FD, lifetap, ghetto mez and heal, DoT, fear, etc... So the Druid is much more than just ports and nukes, and the Necro is more than the pet. Conversely, the Wiz is basically all and ports and nukes, and the Mage is entirely the pet. If you moderately buffed the Druid's healing/buffing capabilities (as we saw was done in post-classic expansions) and gave the Necro some minor buffs (maybe an undead slow and a slightly beefier pet) I think there would be more than enough to differentiate the classes and make them appealing in ways the Wizard Mage is not. Even possessing two classes worth of spells, the Wiz Mage would have a fairly narrow spell range, being basically a pure DPS class that can port and perform minor CC. The utility offered by the Druid and Necro, in contrast, is much greater.

Guttzs 05-27-2016 03:04 PM

I'm intrigued thoroughly with this idea and I'd like to see what the best class in the game get mixed together similar to this mage wizard combo class. Imagine the power of a warrior with the strength of another warrior. Would he have 4 arms? Would dual wielding 2 handed weapons be possible with this WarWarrior? The list is so pointed with mixing any other classes but with a warrior/warrior mix would be nearly impossible to theory craft every explanation. Would the WarWarrior get to sextuplet attack at lvl 60 and double kick or double bash, a shield slam with a backhand shieldslam? I am just getting super moist imagining the WarWarrior in action with its barbaric efficiency in wielding 4 shield and sliding riposte discipline in the mix with defensive disc at the same time and having the shield essentially turtle shell spin while the WarWarrior expertly shoots arrows between the shield and throws axes over the top like mortar shots, obvious with a fungi tunic in case enemies use rain spells because the shield's wouldn't be above him so he could use 20 8 SV all rings and Rallos Ask would just hoedown so much. Yes. Amen. Good.

maskedmelon 05-27-2016 03:16 PM

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Feel free to use these line breaks liberally in subsequent posts.

Baler 05-27-2016 03:33 PM

Quote:

Originally Posted by Lojik (Post 2284371)
netflix for days

LOL nice one. :D

Ivory 05-27-2016 04:01 PM

We already established bard / ranger would be the ultimate archer :3

Zuranthium 06-12-2016 11:52 PM

More interesting is thinking about the ways to further differentiate and balance the 2 classes:

If you look at Wizards and Mages at Level 12, that should serve as the basic template for what their power level should be throughout the whole game. Wizards at that level get a relatively quick-casting high-damage spell that can kill some monsters close to their level in just 3 casts, whereas at Level 12 Mages are still using the considerably less punchy direct damage spells they got at Level 8, but are still the best sustained DPS class in the game at that time because of their pet.

Wizards at Level 12, if not twinked, can cast their big damage spell 6 times before they are out of mana, and then it takes them about 5 minutes to meditate from zero mana to full. This is a fitting level of power for the class, but it's not how it remains in the current game; as they get higher and higher in level, they become slower and less efficient at burning down monsters, and it takes them longer to regen their mana on top of it.

That offensive level of power and specificity needs to be maintained throughout the game. Make the caster classes squishier in comparison to the monsters as you go up and up in level, that balances out the extra utility abilities they continue to get, but you have to keep the offensive power high and make sure to differentiate methods of offense in the way the game is designed. Not just nothing but standing around fighting things with massive HP.

There's much more to be said about different mechanics and specifics that would make the gameplay deeper and more interesting, but that would be biggest first step in differentiating and balancing two offensive caster classes.

Pokesan 06-12-2016 11:59 PM

this is just one humble man's opinion but you'd end up with a wizard with a pet

just IMO

Daywolf 06-13-2016 12:08 AM

Quote:

Originally Posted by Ivory (Post 2284523)
We already established bard / ranger would be the ultimate archer :3

ranger/~mage = arcane archer
A bow isn't a musical instrument ;)


Yep, wizard/mage = netflix harry potter addict :p

Tecmos Deception 06-13-2016 01:07 AM

Quote:

Originally Posted by Vexenu (Post 2284363)
In fact, it would still be on the weaker end of the spectrum.

Mixing the two classes would almost fully cancel out the weaknesses of each class while also compounding strengths.

Solo: mages already solo quite well, but now you've got a mage with snares, stuns, roots, better nukes, and port convenience. Even just adding "root" to a mage makes them a LOT better, let alone adding all of a wizard's spellbook.

Group: yikes. You're talking about the class with great sustained DPS while also being able to pull out the absolute highest burst DPS in the game? While also providing snare, stun, root, port, COTH, resist debuffs, and a quasi-tank of the pet? Yikes. It'd be almost as good as an enchanter ;)

Raid: COTH and port utility with wizard nukes. Pet DPS for situations where it is actually wanted and worthwhile is just icing on the cake.


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