![]() |
|
#31
|
||||
|
Quote:
| |||
|
|
||||
|
#32
|
|||||
|
Quote:
Yep. And as soon as they hit 29... BAM. They pull ahead like a bat out of hell. Regardless of whether it's old world, Kunark, or wherever. A good wizard will find a place to hunt. A mediocre wizard won't. Get your J-Boots and your spam stick and head out in search of prey. Just be sure to get a brain buff from a friendly chanter first. Combine the above with the fact that when questing, a wiz can gate to one part of the world and get their drops, then gate back to the other side of the world instantly to do their turn-ins. Meanwhile, everybody else is either begging for a TL, or else hoofin' it and taking the boats. When you add up all of that travel time, the wizzies and druids leave everybody else in the dust. Quote:
| ||||
|
|
|||||
|
#33
|
||||
|
Quote:
(of course the definition of "tank" was limited to taking and giving damage without any intelligence). The reason why the game was this way has never been explained, probably because there is no logical explanation. Imagine if warriors had pets that cast more powerful nukes or DS's than mages or DoT's more powerful than necros? The fact is, in the original EQ, pet classes, and casters in general, were way overpowered. As to which is better... I think it is probably a toss up. Pets should be like the enchanter pet, able to tank somewhat, and pretty stupid.
__________________
Zethriel DarkWhispers
Enchanter - P99 Aetherial Mistwalker Retired Ranger (Xegony) I had the surname before the sword first appeared ![]() | |||
|
|
||||
|
#34
|
|||
|
I disagree that casters are overpowered. Try to remember that they gained that power at the expense of durability. A caster class HAS to kill faster than anyone else, because that's pretty much the only defense that they have (especially true for wizards). Kill the mob, before the mob kills you. And since a wizzy can be splattered if he gets hit two or three times, it is imperative that his burst DPS be extraordinarily high.
| ||
|
|
|||
|
#35
|
||||
|
Quote:
| |||
|
|
||||
|
#36
|
|||
|
People seem to be talking about a couple of different things.
All in all, the necromancer is a far more flexible and powerful class (really, than ANYONE else). If you die soloing a necro, you either had a client crash, or you're not paying attention. For a mage, if things go bad, it's gate or die- that's IT. A necro can often turn a bad situation into a huge experience gain, and can wait until the last moment to decide it's not worth it, and get a free "do-over". However, in terms of pure speed of killing mobs solo, or even in a group, unless the group is killing reds (so they take long enough to kill for the necros DOTs to be worth casting), there's no contest, and it's complete because of the mage's pet. Watch the two classes soloing some time. A mage pet will take considerable hits, while all the mage has to do is heal it, which they seem able to do with no problem. I've even heard many mages complain that they have to hit the mob with a low-level nuke in order not to lose most of the experience, because it's faster and more efficient to just let the pet kill the mob while mage heals it. A necro on the other hand has to make sure the pet doesn't take much damage, because it will go down like a cheerleader on prom night. The necro has heals, but it's just not efficient. Also, until level 34, that mana conversion isn't really all that, trust me. Mage pet DS + heals is just much more efficient than necro DoTs + weak pet (which is really just another DoT). But again, if things take a bad turn, the mage will probably die; the necro almost certainly won't.
__________________
Tallenn 40 Druid
Marlock 29 Enchanter | ||
|
|
|||
|
#37
|
|||
|
Necro is way more flexible, and much better at breaking camps, so overall they are better soloers than mages.
Mages are better at killing single mobs due to chain petting (not healing^) | ||
|
|
|||
|
#38
|
|||
|
necos get free AoN thats all you need to know man.
__________________
Team Bonghits
| ||
|
|
|||
|
#40
|
|||
|
People beat around the bush here.
Mage pet has level + 1 damage shield, costs 200 mana, lives to kill 3 blue mobs, gets reclaimed for 110ish mana, recast. 90 mana spent in 3 minutes, 3 mobs killed, likely 3x 90 mana regened. Mana goes up while you chain kill things. Similar story at lower levels, although since healing isn't as mana efficient (not large enough pet hp pull), you pretty much stay even or have a slight mana gain while healing the pet.
__________________
Accersitus Mage
Ennui Monk Vita mid 40s Cleric | ||
|
|
|||
![]() |
|
|