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  #21  
Old 03-30-2013, 02:33 PM
club club is offline
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Kill blues, ez game
  #22  
Old 04-02-2013, 04:10 AM
Topdog Topdog is offline
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My wizard life:

Race: Gnome
1-4 Steamfont Newbie Area
4-10 Steamfont Mills/Minotaur Cave Area
11-16 South Karana random creatures
16-22 East Karana Gorge Hounds
22-39 South Karana Gnolls
40-49 Lake of Ill Omen Bloodgills
50-51 Timorous Deep Aviaks
52-57 Ocean of Tears Sea Furies

Alternative route would be
52-59 Timorous deep Raptors
52-59 Burning Woods Quad random blues
  #23  
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.
  #24  
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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  #25  
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.
  #26  
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.
  #27  
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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  #28  
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.
  #29  
Old 04-26-2013, 01:40 PM
Tuljin Tuljin is offline
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lets take a minute to stop the sustained damage in an xp group discussion, because we have all done the math on that one [You must be logged in to view images. Log in or Register.] eq is about way more than dealing damage, isn't it?? my two cents - - - -

manasink - a 250dmg spell damage rune that only costs a jasper. this is a very awesome spell, and i have met lvl 60 wizards who never even bought it [You must be logged in to view images. Log in or Register.] turns the spiroc lord 600pt aoe into a 350point aoe, will generally nullify the damage from most nukes from most regular mobs in the game. (if your saves are high enough, point #2)

saves - if you properly gear a wizard you can get your save magic, fire, and cold near and above 100 before buffs and specialized gear. cast your +30 save fire/cold elemental armor spell (and maybe some cleric and druid save buffs as well) and you will feel fairly confident staring down a reet wizard whose hands are lit up blue and he just resisted your stun [You must be logged in to view images. Log in or Register.]. having a wizard pull caster mobs with a flux staff at that rate is a better option than having a warrior or monk facepull and get blasted by multiple nukes before he even gets back to the camp. (point #3)

flux staff - very underrated. very easy to instantly single pull roamers, peel mobs off of a monk or necro FD, and easily pull entire rooms with having room to run away and avoid physical damage while you resist many of the spells that come your way. it only takes one melee hit to pull the agro off a flux staff pulled mob, so when the mob is running in a melee can intercept it and you take no damage. this is especially powerful for pulling single mobs in the hole when making your way through the city. also, the -5 cold/fire debuff is not for nothing - you should be fluxing every mob you cast an elemental nuke on even at 60. speaking of the hole - -

snare/root - 20% free damage to running mobs. mobs don't run, group doesn't get trained. say you have a cleric or shaman mob and his hands are lit up shiny blue at 30% hp - - cast draught of jiva (interrupt nuke) - no heal, and his HP goes down to 20% and he starts running and stops casting. in a roundabout kind of way you dealt 30% damage to the mob, 20% of that damage with impunity. also, wizard gets fetter, which is a very bad ass root.

stuns - between tishan's clash, tishan's discord, and draught of jiva you can chainstun casters and keep the agro on you while the rest of the group beats him down. you can stare casters in the face because of your high saves and spell damage shield. you can pepper in concussions while the mob is immobilized to keep the agro going back to the rest of the group, also - concussion only costs 25mana (kinda pain in the ass quest but a key spell.) stunning out an ice comet or a slow for 65 or 130 mana is an excellent mana-to-effectiveness ratio (a bit more of an abstract calculation than mana-to-damage ratio)

evac - another under-appreciated skill that we all forget about until we are saved a long corpse run. druids and wizards have a very important responsibility in high level dungeons. wizards and druids have absolute evac authority and it should be exercised if there is any doubt about survival, dont wait for other group members to call it. group wipes are in your hands.

TBH, i dont even keep an elemental nuke memmed when a mob comes into play - - i have annul magic in my elemental nuke slot so i can get rid of DS and some buffs right away before shamans and enchanters cast slow. if its a melee mob and i've annuled him i'll swap in the elemental nuke and hit him, but i usually snare and catch up on mana on slowed melee mobs cause the extra damage is mostly unnecessary at that point. after the melee mob is killed, the annul magic goes right back in the elemental nuke spell slot.

so - - - strap on your al'kabor's cap, port a group to tox, let your group into the hole with a keymule, relog and shadowstep through the rock, and do something besides sit and nuke!!!!! [You must be logged in to view images. Log in or Register.]
Last edited by Tuljin; 04-26-2013 at 01:42 PM..
  #30  
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..
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