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#1
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![]() 56-60 as a Wizard you should try to get in Chardok AE, or just give up.
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Green
Tofusin - Monk <Force of Will> Manowarr - Druid Blue Tofusin - 60 Monk <BDA> Shiroe - 60 Enchanter Manowarr - 60 Druid | ||
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#2
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![]() Lol I love how absolutely rattled this server is when it comes to lvling a Wiz to 60 without Game Genie. Quadding greens is the best anybody can come up with rofl.
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#3
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#4
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Last edited by thewrush; 06-16-2015 at 10:02 AM..
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#5
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![]() Groups won't invite Wizards, you have to put them together yourself. Same with Druids. Theres way more to EQ than DPS despite the bluebie broscience floating around, and Wizards are not Rogues, contrary to popular belief.
Dungeons aren't just "not Wizard friendly," they're not "anybody" friendly. The dungeons are difficult and unforgiving unless you go into faceroll mode, which is the only way people know how to play after four years of Kunark twinks. Players on this server can't even handle KC without wiping regularly, and theres a minimal number of caster mobs as well as not a whole hell of a lot of dangerous pulls. The only people in HS are good soloers and some other duo/trio crews, anybody else who tries it needs a mini-raid to (barely) survive or they just don't even go (apart from the HTs its really not that hard...omg I can't facetrainpull in this zone /q) Chef and Disco camps in Seb can barely be held down because players on this server are absolutely rattled by caster mobs and have no idea how to pull them. The current RnF Bard thread is a great example - - since when did Bards not get groups? They're one of the best pulling classes. If you sit around at NG you will see a comical number of CRs coming up to zoneline if you really sit around and watch. Crypt is always held because the groups fill due to the money loots (though Chef and Disco also have money loots, but thats a different story...) and also Crypt is an easy camp with no casters and easy splits. Nobody does the Hole because its dangerous and everybody is rattled. Its difficult to pull but if you know what you're doing you can pull and traverse the zone safely from the zoneline through the city and to the undeads (on a Wizard btw) There are great drops throughout the zone. The XP gets slow as you get higher in the 50s but if you stick to the undeads at the bottom that problem fixes itself. Before Chardok AOE was an RMT machine there was a small fraction of the 60 Wizards that are currently on the server. Druid is the most popular class yet has by far the smallest percentage of level 60s (there's no benefit to lvling multiple Druids to park them at raid targets, unlike Wizards) This gap in people in people making it to 60 directly correlates to the difficulty in making it from 55-60. The Ravishing Drolvargs turn light blue, and pretty much everything else does as well. Not knowing how to play in a group in EQ has less to do with the specific class and more to do with a lack of understanding of how the game works and how to contribute. This is why we get Bards who can't group because all they do is swarm kite (excellent grouping class) Necros who can't group cause they only solo and never really get a chance from anybody (excellent grouping class) Druids who can't group because they only quad and are pariah when it comes to group (excellent grouping class, group regen and Superior Heal are plenty if you're not sloppy and eating Ice Comets and Conflagrations regularly - this requires slightly more effort than facerolling the keyboard, however) In any decent group the XP bar will move faster than singling mobs or quadding greens, I promise. You will also get to roll on drops. The caveat is that you have to put it together yourself and know how to play in a dungeon optimally. This is a lot of ask of anybody on any class. There are lots of things both Wizards and Druids can do to keep the XP bar moving and "make plays" that cannot be measured in spreadsheet DPS calculations and other bogus psuedo-science that neckbeards try to pass off as worthy of publication in scientific journals. Clerics can be complete nubs and easy ride their way right on up to 60 sitting on their ass and clicking CH while every poor enchanter on the server has to do all the damn work for everybody (which is why most of the good ones just solo) Some classes just take a bit more work to get to 60, and Wizards and Druids are both included in this group. | ||
Last edited by Tuljin; 06-16-2015 at 11:08 AM..
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#6
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If you have a good cleric (ha) he will cast a fast heal to grab heal agro right away then pop a DA while the Enchanter AOE mezs the mobs, or if no enchanter the rest of the group will work together to root split and prioritize which mob gets hit first. A Paladin is also excellent for this - he can cast a fast heal, get the heal agro, and start rooting off mobs while tanking them or pop a DA if necessary. Most failed lulls will pull maximum 4 mobs, depending on what room you're calming (hence why calming the Chef room itself is dangerous, because it has tons of mobs in it) There is always a risk involved with calming mobs and casters are far more dangerous to deal with than melees. The issue with FD is that since a patch a couple years ago casters finish their cast even after you feign. In Sebilis Chef and Disco camps you have several spawns that are all casters and a Monk very quickly dies when trying to split up some of the bad pulls. Clerics are completely rattled to get any type of heal agro and if you're not careful you will heal and have a mess of mobs on you, and nobody in the group really knows how to deal with it. Wizard is good because at high level you get Fetter which is insanely OP and excellent for rooting mobs out of line-of-sight. Line-of-sight rooting with Fetter is for all intents and purposes as effective as mezzing a mob. You can also stun out one of the casters casting on a split to interrupt his spell to minimize the number of spells cast by the enemy mobs. The other thing with Wizard is you can tag from afar and round corners very quickly. Wizard has excellent resist gear as well as the +30 elemental only self buff. If you have high fire,magic, and cold saves as well as levels you don't have much to be afraid of. A Monk may be wearing a Tranix crown, but its tough to get your Cold and Fire saves up as well as your Magic saves, and Shaman and Wizard mobs spam strong elemental nukes. One volley of elemental spells from two mobs can easily do over 1k in damage. Also, the Monk runs the risk of eating a slow spell from a Shaman mob, which at high levels can last as long as 10 minutes, which is not good at all. The effectiveness of FD drops dramatically when casters are involved. Calming has its risks but with good players and a good group a critical calm resist is far from the end of the world. The server has become very used to FD melee mobs and tank n' spank mentality, hence KC is completely packed all the time and at any time of day no matter how packed Seb is Chef or Disco is open...and if its not open it will open up soon =) The "agro with a fast heal" tactic is also a far cry from EQ 101 | |||
Last edited by Tuljin; 06-16-2015 at 01:26 PM..
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#8
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#9
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