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#31
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![]() Quote:
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#32
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![]() duck/cancel isn't supposed to be in on blue yet, sometimes these things are just "there"
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#33
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![]() The power is YOURS.
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#35
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![]() You want to play an enchanter. If you play a wizard well (stun casters/charmed pets, help with CC, have that evac button ready) you can be . . . wait for it . . . mediocre in an average leveling group. And because P1999 is populated exclusively by min/maxers, you won't get groups anyway. I couldn't even get groups on my *bard*, one of the best grouping classes, because people were afraid of the hybrid penalty. Personally I find unusual class combos to be fun, but everyone wants Warrior/Monk/Rogue/Shaman/Cleric/Enchanter because they can faceroll their keyboards and still level up pretty fast.
TLDR: enchanters are a superb group class and also one where you can control the action. Wizards are for quadding/chardok to 60 and then being parked out for raid content. | ||
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#36
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![]() You could use a druid. Nuke damage & efficiency is less, but not much so. But you will have a ton more utility and quadding is also a viable option, just like for wizards.
So you can play that druid just like a wizard if you want with only a little bit less efficiency. If you want efficiency (way more than wizard pre 29) you can just charm kill or root/rot. The only other things a wizard can do that a druid cant are translocates and stuns that also work indoors. The things a druid can do that a wizard can't are a lot: Buffing, Healing, PLing, SOW and wolf form (which also gives faction opportunities), DoTs, Charms, Tracking, foraging... I think that wizards really need a buff. Of course that's not going to happen. | ||
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#37
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![]() Looks like the thread has looped back around to don't play wizard [You must be logged in to view images. Log in or Register.] It's cool guys I understand perfectly why wizards are bad here. I mean you can only sustain as much damage as your mana regen allows and mana regen just isn't that great.
Dinged 16 turning in my lightstones and GLS out in NK last night and managed to get a sow from a nice troll murdering some guards. Then I invised up and ran through the gorge (is this route not faster than hhp?), stopped to sell some bear pelts and bone chips in Rivervale then made my way too east commons. Picked up a couple of golden jaded bracelets and want to grab a couple of golden fire wedding rings before I head out to adventure more. I'm thinking 16-20 is probably going to slow down some for me now that I'm moving past a lot of the low level quests I know of that give good exp. Are there any quests in the 16-24 range that give decent exp on top of exp for killing the mobs? With some hps rings and the bracers I've been considering trying to aoe down wisps and turn in more lightstones but I'm not sure how well that works after 16. | ||
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#38
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![]() The lightstones will still give a surprising amount of exp into the twenties, but you might want to consider traveling farther afield by then. 25+ you can kill mammoths in Everfrost, or do crag spiders in EK. My wizard basically took up residence in EK during the twenties. You can also give SK and Lake Rathetear a go in the early twenties. I remember just grinding through it.
After GLS there are not really any easy quests for exp/money that are level appropriate. If you can get into a Highhold Keep group you can get left goblin ears, I think.
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#39
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![]() Your best bet is to refamiliarize yourself with the mechanics and gameplay a bit then figure out what you want out of your class. Everybody on this server is so min/max crazy that everybody forgets what they actually want out of their gameplay experience and they just roll the "best" class before really learning the mechanics and content of the game.
Wizard isn't an awful first toon but know that you won't be invited to groups. You can earn some money when you get some ports and if you are intrepid you can have fun and be very useful in the notoriously tricky and dangerous mid-level dungeons that nobody really goes to because nobody can really stay alive that well even with a total faceroll group composition. Anybody else who knows content and the mechanics well are usually on their 4th toon and blowing through their levels either by powerlevel or by knowing where the best XP is. The only classes that are let into groups without reluctance are Warrior, Cleric, Shaman, Enchanter, Monk, and Rogue. With any others you will face difficulty finding a group. There's a serious sickness on this server in regards to the more odd classes and its not going to change. The truth is every class is capable of great contributions in a group in the hands of a skilled player, however that is a huge caveat. No matter how much people want to theorize and crunch DPS numbers, a dead group gets no XP. Remember that Iksar Monk you that wiped your pickup group the other night? How about the Cleric that instead of hanging in there for a tough fight he just gated and left everybody else for dead? Remember those 2 caster mobs that that Warrior pulled and they wasted him before he even got back to camp then they proceeded to waste the rest of your group with comical ruthlessness? PUGs wipe all the time, no matter the composition. I have seen horrors few would even believe. Also know that Chardok powerlevel has been mostly abandoned at this point so that is no longer a viable option for getting yourself through the high 50s. If you're having fun on Wizard keep going, just make sure you get your flux staff as soon as you can. If you're having fun playing and want to roll another toon you can pick another toon when you have a more informed idea of what you really want out of the game. | ||
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#40
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![]() Keep going man. I've enjoyed reading your progress.
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