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Old 05-27-2016, 12:30 PM
Vexenu Vexenu is online now
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Default What if you combined the Wizard and Mage?

Note: This is not a proposal for P1999, just a though experiment.

What would happen if you hypothetically combined the Wizard and Magician classes? Normally you'd assume that combining two entire classes into one would make them massively overpowered, but I think that the resulting class (I will call it the "Wizard Mage" for simplicity's sake) would not be overpowered when compared to the other WIS and INT casters. In fact, it would still be on the weaker end of the spectrum. Consider that the Wizard and Magician classes are both incredibly one-dimensional in their classic state. In the main, the Wizard nukes and ports, while the Mage has a pet and DS. Then you have the lesser abilities, with the Wizard offering some CC through roots, snare and stuns, while the Mage can summon items and CoTH. So if you combined the two, you'd basically have a Mage that could nuke harder, root/snare and port.

Suddenly instead of having two niche classes with glaring weaknesses (Wiz with pathetic sustained DPS, Mage with no CC) you'd have a single strong class. And even with all the abilities of both classes, the Wizard Mage would still be significantly less powerful than the Enchanter, and roughly on par with the Necromancer. In fact, in terms of solo potential, a Wizard Mage wouldn't be much different from a normal Magician using Root nets. Meanwhile the Enchanter can utilize massively overpowered charm and slow, and the Necro still has a huge toolbox of tricks. And Shamans with slow + Torpor are obviously much more powerful. The Wizard Mage, despite having two classes worth of spells in one, is still weaker in comparison from a solo perspective.

The only issue of imbalance I see is that on raid mobs, a 60/Epic Mage pet + bane/lure nukes would make the Wizard Mage #1 DPS by a considerable margin on most fights. To combat this you could simply increase the cast time or reuse time on those nukes by a degree that would place the Wizard Mage at roughly Monk-level DPS.

Thoughts on the hypothetical Wizard Mage? Relatively balanced with the other classes or overpowered?
  #2  
Old 05-27-2016, 12:35 PM
maskedmelon maskedmelon is offline
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Would Magizards receive some kind of fireblast ability?
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  #3  
Old 05-27-2016, 12:35 PM
Doctor Jeff Doctor Jeff is offline
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They are already balanced this way. The epic pet easily does Monk DPS without any nukes.

You would have to make the pets on par with a Necromancer's. Then, what's the point of having one at all?
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Old 05-27-2016, 12:38 PM
Lojik Lojik is offline
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netflix for days
  #5  
Old 05-27-2016, 12:58 PM
Cecily Cecily is offline
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You cannot combine these items in this container type!
  #6  
Old 05-27-2016, 01:19 PM
bktroost bktroost is offline
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It has been tried. The experiment went horribly wrong and resulted in a rogue.
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  #7  
Old 05-27-2016, 01:36 PM
NegaStoat NegaStoat is offline
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I already pondered this and it has some issues. The first thing to keep in mind is that when you go to mash the two classes together, you'd need to look at the two rival classes of Druid and Necromancer that are also have a primary of teleports and pets, respectively. In an effort to not stomp on the Druid's toes, the wiz-mage couldn't have a nuke stronger than theirs. Period. In relation to the Necromancer, the wiz-mage's pets would now have to be reduced in base damage scales and health totals to measure against an equal level skelly pet. This means the fire pet's health would be really low in comparison. The wiz-mage would still have access to the Sol Ro temple focus item quests because Shaman and other classes would scream if they were taken out.

Initially the wiz-mage would have no access to snare or root of any sort (excluding earth pet). The variety of nukes would now include fire, frost, magic (still conjured), and a somewhat better variety of AoE's (standard ranged + Rains which suck). The end result would be a magician with weaker pets but a better variety of spell damage types and forms, with teleports, but no crowd control or lures & wizard crowning nukes. The Malisement line would remain in their possession, as would all conjure spells.

I'd say, start the testing from there and after a few weeks of feedback and results make a decision to see if more would need to be added. It's better to start low and gradually ramp it up, only if there's a need, rather than go big and try to nerf things down.

Edit - The phantom leather line of spells could restore mana in addition to health IF a pet is not currently summoned. Also, several nukes might gain the Lure effect IF a pet is not summoned as well. The idea of the class having something to contribute when a pet is not feasible could be considered with the absence of a pet going on, much like a Necromancer can achieve with their limited CC, Twitches and Health pacts. Also, if not having access to even the standard single target root that every other pure caster and priest is able to have remains a big issue, give it to them but change the Earth pet's proc to something else possibly.
Last edited by NegaStoat; 05-27-2016 at 01:48 PM..
  #8  
Old 05-27-2016, 01:40 PM
Ravager Ravager is offline
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They still wouldn't be able to get a group.
  #9  
Old 05-27-2016, 01:41 PM
Zaejii Zaejii is offline
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Quote:
Originally Posted by Cecily [You must be logged in to view images. Log in or Register.]
You cannot combine these items in this container type!
^
  #10  
Old 05-27-2016, 01:59 PM
Lojik Lojik is offline
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IMO Wizard would be great if just dragonbane worked on all dragons and giantbane on all giants

Edit: In Velious
Last edited by Lojik; 05-27-2016 at 02:02 PM..
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