Project 1999

Go Back   Project 1999 > Green Community > Green Server Chat

Closed Thread
 
Thread Tools Display Modes
  #1  
Old 12-04-2019, 02:59 PM
uygi uygi is offline
Fire Giant


Join Date: Oct 2010
Posts: 782
Default

Giving wizards Clarity is mostly going to convince melees to make wizard port mules that they use to support their group IMO. If I was a non-mana class leveling a 34 wizard would be step #1 after I got 50, then I can port and crack the casters in my group. That wiz alt can easily get to my group, and can port people to/from it too.

If the rogues, warriors and monks can Clarity, why would you waste a slot on a wizard?
__________________

Myuharin <Force of Will> & Myuharin the Revenant
Quote:
Originally Posted by azeth View Post
6 hybrids in one group.. i believe you may actually LOSE experience per kill.
Last edited by uygi; 12-04-2019 at 03:01 PM..
  #2  
Old 12-04-2019, 03:27 PM
Vexenu Vexenu is offline
Planar Protector


Join Date: Feb 2012
Posts: 1,204
Default

Quote:
Originally Posted by uygi [You must be logged in to view images. Log in or Register.]
Giving wizards Clarity is mostly going to convince melees to make wizard port mules that they use to support their group IMO. If I was a non-mana class leveling a 34 wizard would be step #1 after I got 50, then I can port and crack the casters in my group. That wiz alt can easily get to my group, and can port people to/from it too.

If the rogues, warriors and monks can Clarity, why would you waste a slot on a wizard?
Ok, say we nix the Clarity idea: how would you propose to buff Wizards while making as few changes as possible to the game?

Massively buff Harvest? Say, make it return 25% mana on a 3 minute recast? Introduce a new spell line of low mana, moderate damage nukes to give them some reasonable sustained DPS? (Shards of Dalaya did this). Add a droppable/easily obtainable Wiz nuke clicky that's comparable to the JBB/Burnt Wood Staff?

In other words, what would you have to add to Wizards to make them an attractive option to invite to your group? Because currently they offer nothing. Mages, Necros and especially Enchanters all offer substantially more. Wizards inarguably need something, so what could it be?
  #3  
Old 12-04-2019, 03:32 PM
Ivory Ivory is offline
Planar Protector


Join Date: Apr 2014
Posts: 1,019
Default

Quote:
Originally Posted by Vexenu [You must be logged in to view images. Log in or Register.]
In other words, what would you have to add to Wizards to make them an attractive option to invite to your group?
A good player ALWAYS trumps whatever class they are playing.
  #4  
Old 12-04-2019, 03:40 PM
Wurl Wurl is offline
Kobold


Join Date: Apr 2015
Posts: 114
Default

Quote:
Originally Posted by Ivory [You must be logged in to view images. Log in or Register.]
A good player ALWAYS trumps whatever class they are playing.
I'd take a moderately competent enchanter over the world's best wizard in an XP group..
  #5  
Old 12-04-2019, 03:57 PM
Tecmos Deception Tecmos Deception is offline
Planar Protector

Tecmos Deception's Avatar

Join Date: Jun 2012
Posts: 5,785
Default

Quote:
Originally Posted by Wurl [You must be logged in to view images. Log in or Register.]
I'd take a moderately competent enchanter over the world's best wizard in an XP group..
A bad enchanter is probably more trouble than he'd be worth though. So Ivory WAS still kinda onto something.
  #6  
Old 12-04-2019, 04:37 PM
Ivory Ivory is offline
Planar Protector


Join Date: Apr 2014
Posts: 1,019
Default

Quote:
Originally Posted by Wurl [You must be logged in to view images. Log in or Register.]
I'd take a moderately competent enchanter over the world's best wizard in an XP group..
That is bananas....a well played wizard could be BONKERS in an exp group. Like run out , quad kite, then "drop off" almost dead mobs to the group to stretch mana further.....while spin jump throwing daggers.

Lower level I'd probably have some awesome dagger and be out DPSing everyone with just melee.... and have built my armor to be very high so I could tank some in case there was no warrior....so draw agro with stun, then use runes + good gear to be a wiz-tank without draining healers mana.

Or higher level, tracking all the battle and incoming danger, CCing multi-pulls by rooting as they came in. Stun to pull agro then rooting on the side..... or maybe have some fun if things are bein stomped and root everything next to the tank, then AE rain a couple times.....WHILE THROWING DAGGERS!

Yea, a well played class is a flurry of action.....the possibilities are endless!
  #7  
Old 12-04-2019, 04:31 PM
AegnorP99 AegnorP99 is offline
Aviak


Join Date: Jan 2019
Posts: 95
Default

Quote:
Originally Posted by Vexenu [You must be logged in to view images. Log in or Register.]
Add a droppable/easily obtainable Wiz nuke clicky that's comparable to the JBB/Burnt Wood Staff?
This would be my suggestion. A wizard changes dramatically once they get a high level click robe. They go from one of the worst sustained dps classes to bringing very solid dps on top of their other utiity (root, stun, evac, etc.)

Additional droppable mid level clicky nukes would make an enormous difference in bringing wizards more on par with other classes in a group situation. Pretty silly that mages and shamans got these items in Kunark and wizards did not.
__________________
Green Server
Hendrik - 21 Human Druid

Blue Server
Aegnor Eldruin - 60 High Elf Wizard <Dial a Port>
Vizeryn_D'Raethe - 60 Erudite Paladin
Formerly of <Azure Guard>
  #8  
Old 12-04-2019, 03:02 PM
Kaedain Kaedain is offline
Sarnak


Join Date: Sep 2010
Location: Minnesota
Posts: 314
Default

Making soul fire paladin only clicky, given the way people raid , you’d certainly see more paladins around on raids for that alone I’d wager
  #9  
Old 12-04-2019, 03:45 PM
Axlrose Axlrose is offline
Sarnak


Join Date: May 2015
Posts: 261
Default

Some random ideas -

- If a paladin and a shadow knight come within x distance from each other, then the two players become player versus player to the other. There would be no way the two classes would ever work together in a group. Each player does not need to automatically attack the other, but any and all beneficial spells would not work on their counterpart.

- Similar to Live, wizards could obtain the Spell: Minor Familiar at level 29 which then offers the wizard the ability to perform critical damage in battle.

- Perhaps at level 49, wizards could obtain a Spell: Wild Magic. This spell is similar to the Lich line of spells where it very slowly ticks off hit points off the wizard, but the wizard and anybody in his or her group casting spells could potentially get a random event from the spell cast: nothing happens to the spell does half or double its effect to the spell costs half or double its mana to an outright critical. It would need to be fleshed out further (with some spells not be effected), but the thought is the master of magic is becoming more magic than physical. Since it is a beneficial spell, it can be clicked off.

- At certain levels for each, a druid and ranger naturally blend into the wilderness. Thus if the player does not move (and obviously not under attack), then the player becomes hidden to monsters and players until they move again. A powerful invisibility spell that makes the player undetectable even with Spell: See Invisible.

- High level mages should get similar enchanter spells that allows the mage to turn into one of the four elementals (and with benefits).

- Religion should play a greater part in how the world reacts to a player. And a player should be able to move to another religion (within reason) once with their previous religion dubious to permanently kill on sight.

- Bards should be able to compose songs in a similar fashion to how the intelligence casters have their Research. Perhaps take a current song scroll and combine it with a found fragment of a lyric (rare item drops) to create a song with a greater effect or effects. Of course, the song can be a dud (failed to combine)...

Thanks!
  #10  
Old 12-04-2019, 03:04 PM
uygi uygi is offline
Fire Giant


Join Date: Oct 2010
Posts: 782
Default

"Imbuing" a spell into an expendable item? So unclassic sounding I don't even know what to say. I think it would be a port much of the time, and a nuke on raid targets. And it probably wouldn't be super balance-changing as I imagine it.
__________________

Myuharin <Force of Will> & Myuharin the Revenant
Quote:
Originally Posted by azeth View Post
6 hybrids in one group.. i believe you may actually LOSE experience per kill.
Closed Thread


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 09:30 AM.


Everquest is a registered trademark of Daybreak Game Company LLC.
Project 1999 is not associated or affiliated in any way with Daybreak Game Company LLC.
Powered by vBulletin®
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.