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  #1  
Old 03-06-2013, 10:55 PM
Captain Faceplant Captain Faceplant is offline
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Quote:
Originally Posted by Splorf22 [You must be logged in to view images. Log in or Register.]
Enchanter gets 50 mana per tick while the wizard gets 30 (and that is assuming they have clarity)
What's the source of that extra mana per tick?
  #2  
Old 04-08-2013, 01:50 PM
renordw renordw is offline
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Quote:
Originally Posted by Splorf22 [You must be logged in to view images. Log in or Register.]
So if a 60 wizard and 60 enchanter are in a group and both do nothing but nuke, the enchanter will do more damage. The wizard is somewhat more efficient at nuking (Dementia: 675 damage for 250 mana, 2.7:1 vs Draught of Ice: 720 damage for 215 mana, 3.34:1) but the Enchanter gets 50 mana per tick while the wizard gets 30 (and that is assuming they have clarity).
I'm not sure where you are trying to go with this, but enchanters are way more resisted nuke-wise even with tash. A lot of wizard nukes have less resist checking than any other class. You can pull out fire, ice, magic, and stuns for the situation.

Plus we get PB-AoE spells that are out of this world, Supernova basically allows me to run through the entire sarnak fortress, pulling as many as I can with my Staff of Temperate Flux, then hit them with supernova, i.e. Bracer of the Hidden.

Quad spells are pretty awe-inspiring as well. They are fast casting as hell, and have a nearly 10/1 :: damage/mana ratio.

I almost never group, only to raid.
  #3  
Old 04-08-2013, 01:58 PM
Raavak Raavak is offline
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Quote:
Originally Posted by renordw [You must be logged in to view images. Log in or Register.]
I'm not sure where you are trying to go with this, but enchanters are way more resisted nuke-wise even with tash. A lot of wizard nukes have less resist checking than any other class. You can pull out fire, ice, magic, and stuns for the situation.
My records show the first resist mod DD is Conflaguration at lvl 44, at -10. From there on out the fire and ice spells are all -10, except the Lure line which is -300. None of the magic and stuns have a mod (except Lure of Lightning). Prior to Conflag all the resist mods are 0.

But I think most enchanter nukes are magic based so maybe mobs tend to have higher MR than CR or FR. I dunno. Resists never seemed like an issue to me on anything that con'ed blue (excepting bosses or PoSky stuff).

My advice is to quad with the column/pillar line and get into AE groups whenever you can.
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  #4  
Old 04-10-2013, 06:09 PM
renordw renordw is offline
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Quote:
Originally Posted by renordw [You must be logged in to view images. Log in or Register.]
I'm not sure where you are trying to go with this, but enchanters are way more resisted nuke-wise even with tash. A lot of wizard nukes have less resist checking than any other class. You can pull out fire, ice, magic, and stuns for the situation.

Plus we get PB-AoE spells that are out of this world, Supernova basically allows me to run through the entire sarnak fortress, pulling as many as I can with my Staff of Temperate Flux, then hit them with supernova, i.e. Bracer of the Hidden.

Quad spells are pretty awe-inspiring as well. They are fast casting as hell, and have a nearly 10/1 :: damage/mana ratio.

I almost never group, only to raid.
I forgot to say this:

At least on life, *not sure here* enchanter nukes were never partially resisted. A partial resist is a total resist.
  #5  
Old 04-17-2013, 02:06 PM
ko37qtl ko37qtl is offline
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Quote:
Originally Posted by renordw [You must be logged in to view images. Log in or Register.]
I forgot to say this:

At least on life, *not sure here* enchanter nukes were never partially resisted. A partial resist is a total resist.
It is also my recollection and recent experience that enchanter nukes are all or nothing. In addition, they have the interrupt stun attached that blocks the nuke landing on anything that is immune to stun. If I recall correctly, this is the reason for the higher resist rate as the stun and the nuke both must land for the damage to be carried through.
  #6  
Old 04-17-2013, 02:58 PM
Splorf22 Splorf22 is offline
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Quote:
Originally Posted by renordw [You must be logged in to view images. Log in or Register.]
I'm not sure where you are trying to go with this, but enchanters are way more resisted nuke-wise even with tash. A lot of wizard nukes have less resist checking than any other class. You can pull out fire, ice, magic, and stuns for the situation.

Plus we get PB-AoE spells that are out of this world, Supernova basically allows me to run through the entire sarnak fortress, pulling as many as I can with my Staff of Temperate Flux, then hit them with supernova, i.e. Bracer of the Hidden.

Quad spells are pretty awe-inspiring as well. They are fast casting as hell, and have a nearly 10/1 :: damage/mana ratio.

I almost never group, only to raid.
My point is that wizards are terrible in normal xp groups. If you replace a 60 wizard on blue with a 60 magician, necromancer, or enchanter, that group will get better - regardless of the number, level, and classes of the other members. If my group was Enc/Enc/Enc/Enc/Enc, I would still rather have a 6th enchanter than another wizard [You must be logged in to view images. Log in or Register.] Members of those other classes would have to be actively bad, i.e. 75% afk or constantly training the group or breaking mez or whatever for this to not be the case.

Now don't get me wrong, the Wizard class is far from bad. They can level up easily with quad kiting/pbaoe groups. They are fantastic at blowing up raid bosses. They are fantastic at mobilization.

But whenever you are consistently casting single target nukes as a wizard, you are being extremely ineffective compared to just about anything else.
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  #7  
Old 04-18-2013, 01:11 PM
sambal sambal is offline
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Quote:
Originally Posted by Splorf22 [You must be logged in to view images. Log in or Register.]
My point is that wizards are terrible in normal xp groups. If you replace a 60 wizard on blue with a 60 magician, necromancer, or enchanter, that group will get better - regardless of the number, level, and classes of the other members. If my group was Enc/Enc/Enc/Enc/Enc, I would still rather have a 6th enchanter than another wizard [You must be logged in to view images. Log in or Register.] Members of those other classes would have to be actively bad, i.e. 75% afk or constantly training the group or breaking mez or whatever for this to not be the case.

Now don't get me wrong, the Wizard class is far from bad. They can level up easily with quad kiting/pbaoe groups. They are fantastic at blowing up raid bosses. They are fantastic at mobilization.

But whenever you are consistently casting single target nukes as a wizard, you are being extremely ineffective compared to just about anything else.
I just med up in groups and when things get out of control, just burn 1-2 mobs down. Med for 10 min.
  #8  
Old 06-16-2013, 04:52 PM
Strifen Strifen is offline
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Quote:
Originally Posted by Splorf22 [You must be logged in to view images. Log in or Register.]
So if a 60 wizard and 60 enchanter are in a group and both do nothing but nuke, the enchanter will do more damage. The wizard is somewhat more efficient at nuking (Dementia: 675 damage for 250 mana, 2.7:1 vs Draught of Ice: 720 damage for 215 mana, 3.34:1) but the Enchanter gets 50 mana per tick while the wizard gets 30 (and that is assuming they have clarity).
How does a wizard being specialized in Evocation factor into this equation? That's a lot more efficiency given to wizard nukes you're not including is it not?
Last edited by Strifen; 06-16-2013 at 10:44 PM..
  #9  
Old 03-05-2013, 10:23 PM
Tecmos Deception Tecmos Deception is offline
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ToT > harvest, by a couple orders of magnitude.
  #10  
Old 03-06-2013, 07:30 AM
Captain Faceplant Captain Faceplant is offline
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Wizards are hands down the hardest class at low levels*. There's no easy way around it unless you have a group willing to carry you.

It starts to get better at 16, when the extreme range of your bolt will let you kill most blue mobs before they even touch you. (On this server, wizard bolts act as long range DDs. I'm not sure if this is a bug or intended; mage bolts are very buggy, so they may have done that to wizard bolts intentionally because they're a much smaller part of our class. The last one is level 16, while mages still have them in the 50's). Get comfortable with your bolt distance, running/stopping quickly, and always have root/gate memmed, and you'll have no problem soloing outdoors for quite a few levels.

Your hardest time will probably be 8-15. Take advantage of the distance and damage of your level 8 bolt. Get comfortable rooting things that reach you. Knowing how to root something that's beating on you will be about 95% of your survivability.


*the exception being a level 1-3 mage, which wins because they're nearly identical to wizards until 4, but wizards can nuke for 1 point (!) more.
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