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#1
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![]() I've got all the stuff to MQ staff of temperate flux, I've got that solists wand from kurns, and I have more than enough cash for jboots
I've got a 46 mage and looking over the spell list the difference in nukes is practically non-existent until ice comet. Quad kiting sounds cool, but not sure how effective it is vs grouping | ||
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#2
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![]() once you get to 34 it's not too bad for soloing up, and I find quadding much faster than grouping under normal pick-up grp situations. Ports are nice to have, makes some decent coin for little effort, and you can quest a staff of the wheel in about an hour or two if you can port yourself around or have a friend punt you wherever. 49 sure does let wizzys come into their own though.
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#3
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![]() I've said this a million times on the forums.
I hate min-maxing, I'll invite an iksar shadowknight into a group full of paladins, but as a 60 wizard, wizards have no place in groups. I've crunched the numbers, they're just so underpowered. At level 60 where nukes/heals are at their most mana efficient, a wizard's most mana effective nuke is only .4 mana/damage more efficient than a DRUID or a MAGE. At level 60, it comes out to be 12 damage/second in a sustained setting. The "root/stun/evac" excuse does not even come close to making up for it. Wizards are great soloers, raiders and chardok AoEers, but they have no place in a group. That being said, quad kiting is amazing exp and great if you wanna level a character while learning something or chilling out on netflix for 10 minutes between pulls, but it does get lonely/boring. | ||
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#4
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![]() quote icon is really close to the edit icon
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#5
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![]() Quadding isn't too bad. Having levelled a druid, I actually kind of prefer to be able to go afk for 10 minutes, come back, quad, afk for 10 minutes, etc.
That said, go with a gnome for hide for those long afks.
__________________
Doil Boil - 60 Druid
Sssoil Boil - 56 Monk | ||
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#6
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![]() Wizards are only desired for raids during Kunark days.
Only in Velious are Wizards more wanted. The real wizards power that brings them to the forefront of desired member in group only came from Luclin onwards which most likely will not happen on this server | ||
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#7
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![]() Quote:
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#8
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![]() On red wizards are great at all levels.
Also if you MQ staff of temp. flux then you don't deserve to call yourself a wizard. | ||
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#9
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![]() This was something even back in 1999 many noticed and Wizard was by far the least popular caster till well into the later game. Not just due to low/inconsistent damage output, it was just boring to many to not have anything unique to offer just nukes till very high levels.
Changing class abilities or adding new things is not in the spirit of P1999. However, would something like the following spell line added to Wizards bring more value to groups without changing their soloing ability adding an unbalanced damage upgrade or take a unique ability/spell from other classes: Level 8 spell- Mantra of Flame Low 5-10 mana cost single target same range as other non-bolt DD spells. Essentially this spell would have an infinite or very long 2-5 min casting/channeling time. While channeling you gain full mediation. Essentially standing meditation that would require a target. You also would deal weapon damage to the target as magic fire damage. This would not use any physical chance to hit, or increase weapon skills, it would have the same resistance as any spell only it uses the weapon ratio to calculate damage/delay between hits. Same damage cap as applies to all weapon damage based on character level. Now between nukes a wizard in a group could continue lightly but noticeably damaging a target while regaining mana and not sitting for increased threat. Weapon ratio would actually be significant on an int caster for their entire career. Just like any spell you could not cast it while moving and it requires line of sight, etc. - So minimal impact to soloing other then a tool to finish off a fleeing target while regaining mana. Potentially it would make root + mantra viable but chance to break per hit should keep that quite risky. Ice & Lightning/Magic versions as higher level upgrades with mid level versions adding either a damage bonus or perhaps a debuff effect to that element might bring greater group utility. Basically instead of the addition of a pet for added dps or gaining unique buffs the wizard could now continue dealing damage while regaing mana without sitting. Think of it as waving a wand for minor consistent damage while waiting for your mana. | ||
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#10
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![]() ^Like ? = http://wiki.project1999.com/Harvest
I have a 56 wizard. Never did any AE groups or other stuff like that, so mostly solo. If you are not content being a 1 man army, DONT DO IT! Some people are patient and may group with you but others won't even look in your direction unless there's no druid around to port. | ||
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