Well,
Maelstrom, I would say your post is very off-base. Wizards are not really better at chaining pulling than any other class (and your definition of chain pulling is not how such a thing should be done, if you're trying to be as efficient as possible). You don't need root, you just need a group that pays attention and tags the mobs as soon as you bring them in. Root is certainly helpful but it's such a widespread ability in the game that it doesn't set Wizards apart.
"Can't find a group? Make friends with a few mages or necros. These classes work well together in a duo type scenario" - This is an absurd statement. A necro or mage, who are perfectly capable of soloing, are not going to want to group with a freaking Wizard. All you'll do is slow them down with your inefficient ass. Also, rain spells are highly underrated? Riiiiight, have fun with those resists.
Quote:
Originally Posted by Akim
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There are two types of people I see posting, people who count this as a game and people who count this as a job. The job people are counting DPS, stating facts about how they don't do as much damage as a rogue - ect, and other bullshit that doesn't mean a damn thing to the second group of people who PLAY A GAME AS A GAME and enjoy the role that a wizard takes on.
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Oh please, what a tired and lame argument. Tons of people who play Everquest as a game (rather than trying to constantly farm/grind) dislike Wizards because of how poorly they were implemented. People want to contribute to a group, have fun with their buddies, and feel like they are pulling their weight. Wizards do not pull their weight. "The role that a wizard takes on" is supposed to be doing damage; the class was billed as being "masters of magical damage". Aside from magical damage sucking more and more as the game goes along, Wizards are usually not even the best class at it.
A Shaman later in the game will often do more DPS than a Wizard on nukes alone because of their superior mana regeneration. Then you add in the pet and it becomes a total joke. Not to mention Shaman can throw a poison DoT which is far more efficient than anything the Wizard can cast in fights that last 30+ seconds. That's only one aspect of the Shaman's abilities as well. They have amazing debuffs, they have amazing buffs, they can heal, and they even get ROOT. In comparison, Wizards have teleports and second-rate stuns. Nowhere close to balanced.
Hithrohir is dead-on with what he said on the last page. Burst damage simply isn't very useful in this game and Wizards aren't even that superior at doing burst damage, when compared to the damage output a Summoner (oops, I mean Magician, oops I mean Mage...why the hell did they name that class
Magician???) can do between their pet and their own nukes within that same timeframe. When I played a Magician, I was often able to outdamage Wizards who came along and thought they could KS a camp by racing me to the kill.