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Old 06-11-2011, 01:31 PM
Trelaboon Trelaboon is offline
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Default Wizards! Do you regret it?

I keep telling myself "Wizards have horrible downtime while soloing, it's not worth it....groups never want them....it's not worth it" But secretly, I can't stop myself from wanting to play a Wizard really bad. My question for every Wizard out there is: DO YOU REGRET MAKING YOUR WIZARD? If you do regret it, tell me what you'd rather have, and why. If you don't regret it, tell me why you love your Wizard! I need some help, encouragement, or discouragement here.
  #2  
Old 06-11-2011, 01:36 PM
nalkin nalkin is offline
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I love my wizard because he doesn't exist. Like a true friend Kimmie stopped me when I had become delusional and almost made the mistake of making a wizard.
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Hahaha, that is awesome. Right up there with...that one guy's....boat service before the boats worked.
  #3  
Old 06-11-2011, 01:47 PM
Skope Skope is offline
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I actually prefer playing my wiz over my necro, shaman and mage. Unfortunately, it's probably the most gimp class in all of classic until AAs. It isn't until AE groups or raids where you really see them shine and notice just how useful they really are. Lures are critical, stuns are amazing, big nukes are awesome. With a manastone + Epic you can pretty much quad/nuke to your hearts content. Mana robe is great in zones you can't port in/out of.

With all that said, it's still a huge pita to level a wiz. Finding quad spots that aren't taken is a major pain and getting into a group (unless a guild group) for decent loot in a dungeon is quite rare. We probably won't be seeing AA's here, so the hopeful notion that it'll only get better is only wishful thinking.
  #4  
Old 06-11-2011, 02:07 PM
Zigfreed Zigfreed is offline
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Wizards are awesome and people who think they don't belong in groups are wrong. Their dps over time is indeed a tiny bit smaller than say a rogues but no rogue can mana dump in an emergency and end said emergency. No monk can port out to pick up the cleric replacement from wc when you are in Kunark. They also can't hit the gtfo of dodge button and save everyone from a wipe.

With that said.. Most folks will stay biased and you'll solo waaay more than you want to. That's mainly why I shelved my wizzy and made a chanter.
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  #5  
Old 06-11-2011, 02:31 PM
Rasah Rasah is offline
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Quote:
Originally Posted by Zigfreed [You must be logged in to view images. Log in or Register.]
Wizards are awesome and people who think they don't belong in groups are wrong. Their dps over time is indeed a tiny bit smaller than say a rogues...
Tiny bit?

Your bread and butter spell for damage will be draught of fire. 688 damage for 215 mana. I'll assume the wizard has specc'ed Evocation, so we'll knock 10% of the mana cost. 193.5 mana can be meditated back in 39 seconds, assuming you've got clarity. So you can do 688 damage in 39 seconds sustained. So your dps is 18 per second best case scenario. That is giving you the benefit of the doubt that you are casting in between med ticks.

Any rogues wanna help me out and give examples of what a rogue dps is? I suspect it's more than a tiny bit higher than 18 per second.
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  #6  
Old 06-11-2011, 03:03 PM
Rais Rais is offline
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Wizards don't climb up the dps scale for groups till they get innate spell crits. Till that happened they are warriors dps wise,if you claim otherwise you are ignorant of the dps ladder.

They sure can burn mobs down in groups quick and save the day. Can also root,pull,snare,stun and evac.I love them in groups too. I've only met 2 wizards worth a damn on this server though.
  #7  
Old 06-12-2011, 11:08 PM
Alarti0001 Alarti0001 is offline
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Quote:
Originally Posted by Rais [You must be logged in to view images. Log in or Register.]
Wizards don't climb up the dps scale for groups till they get innate spell crits. Till that happened they are warriors dps wise,if you claim otherwise you are ignorant of the dps ladder.

They sure can burn mobs down in groups quick and save the day. Can also root,pull,snare,stun and evac.I love them in groups too. I've only met 2 wizards worth a damn on this server though.
Wizards are warriors for dps without c2 corrected
  #8  
Old 06-11-2011, 03:37 PM
nalkin nalkin is offline
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Quote:
Originally Posted by Zigfreed [You must be logged in to view images. Log in or Register.]
Their dps over time is indeed a tiny bit smaller than say a rogues but no rogue can mana dump in an emergency and end said emergency.
Lol you must have a very strange definition of tiny.
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Hahaha, that is awesome. Right up there with...that one guy's....boat service before the boats worked.
  #9  
Old 06-11-2011, 05:16 PM
Ulivar Ulivar is offline
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Being a wizard as a main character on this server isn't as terrible as people act out on these boards, theres great utility and good fast damage when you need it, for exp grinds that have no fear of any miss-pulls or adventures to harder spots we aren't amazing, but can still hold our own. But I personally don't want to sit in OT all day long, i'd rather go explore guk again, so they can have it. We are great for escaping, transporting, planes travel..., quick killing, chain interupting casters. I'm only level 39 and I personally haven't had too much trouble getting groups. I've never been flat out told i'm not wanted because i'm a wiz.
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  #10  
Old 06-11-2011, 07:31 PM
Slust Slust is offline
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As I recall, the DPS "hierarchy" went something like:
  1. Rogues
  2. Wizards
  3. Monks
  4. Mages
  5. etc.

Every class has a mix/balance of: (generalizing)

Tanking Ability
  • Damage Mitigation
    • Disciplines
    • Disarm
    • Absorption (Spells)
    • Etc.
  • Damage Avoidance
    • Block
    • Dodge
    • Parry
    • Etc.
  • Armor Limitations
  • Skill Limitations/Caps
  • Threat
    • Taunt
  • Etc.

Healing Ability
  • Healing Skills/Spells
    • Direct Heals
    • Heal of Time
    • Mend
    • Etc.
  • Buffs
    • HP Buffs
    • AC Buffs
    • Stat Buffs
    • Resist Buffs
    • Etc.
  • Resurrection
    • Resurrection Spells
    • Convergence
  • Bind Wound
  • Etc.

Damage (DPS)
  • Equipment Limitations
  • Crits
  • Skills
    • Kick
    • Bash
    • Flying Kick
    • Backstab
    • Etc.
  • Spells
    • Direct Damage
    • Damage Over Time
    • Damage Shields
    • Area Effect
      • Self-Based Diameter ("Point-Blank")
      • Target-Based Diameter
    • Etc.
  • Skill Limitations/Caps
  • Etc.

Utility
  • Movement Impairment
    • Snare
    • Root
    • Stun
  • Movement Increasement
    • Gate
    • Teleportation
    • Buffs
      • Spirit of the Wolf
      • Spirit of Scale
      • Wolf Form
      • Etc.
    • Levitate
  • Invisibility
    • Regular
    • Undead
    • Animals
    • Hide
    • Sneak
  • Pets
  • Etc.

Certainly the "Utility" list(s) can go on for quite a while. The point is -- Every class has a balance of Tanking, Healing, Damage and Utility that defines what roles they can perform and how well they can perform them.

Rogues are top DPS because they have very low Tanking ability, virtually no Healing ability and very low Utility. This "frees up", if you will, theoretical "points" that then get spent in the Damage department.

Wizards have their own checks and balances. Certainly the limitation of Mana is one to consider, but that has its own pros and cons associated with it. Wizards do the most "Burst" DPS of casters (possibly all classes in regular case scenarios?), but also have the best mana:damage efficiency of all casters. I believe wizard nukes are an average of 10% more efficient than a mage's nukes.

The territory also comes with additional utility like Invis, Group Teleports and Root, as well as some baked in resist modifiers that make some spells have an easier time passing resist checks.

I am not a wizard, nor have I played one, but I've never seen anything necessarily "wrong" with them. Every class just offers a flavor certain people find more desirable than others. Utility wise, Wizards are a little "bland" with the exception of Group Teleports, but the real strength of a wizard is on the back end of the mechanics anyhow.

All in all, I'd say Wizards are a pretty good class. The only class, I feel anyways, that is deserving of pity is the Ranger, whom saw their "fix" really come in during Luclin when they got AA's to bolster their previously "inadequate" Bow DPS.

Possibly Paladins as well, since their mitigation deficiency compared to a Warrior wasn't quite made up for through their defensive/healing twist on the class. Whereas a Shadowknight got more DPS for their reduction in Tanking ability (which was always useful), Paladins never really assumed a healing role and the group still required a dedicated Priest class for healing. On the other hand, Knight aggro was pretty fast and pretty snap... so they did make really good tanks for exp groups...

(I concede I'm really caffeinated right now and borderline rambling too much, so I'll shut up now)
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