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Message ID: 1817
Date: Wed May 26 00:28:38 BST 1999
Author: Marziani, Michael D.
Subject: Re: Wizards


Don't mean to bash you, but this is *not* a solution. I am at level 16 and
I notice that the higher I get, the less and less well I fare in melee. I
have a runed totem staff as well and I can hit ok against blue creatures,
but against a red where my spells are being resisted I can barely even
scratch the mob in melee.

Ok, had to start a new paragraph for my rant... Verant is speaking out of
both sides of their mouth. On one side they encourage us to group saying
that our root doesn't need to be reliable because we should be grouping.
But then when we go and form a group that is strong enough to take on reds
(and lets face it any full group of 6 players can EASILY take on reds that
will resist offensive spells) we wizards are about as useful as a toddler
with a stick. At level 16 my only real capability was to free those who
were rooted and couldnt back off with my cancel magic spell (which almost
every other magic using class has as well, BTW).

I TOTALLY sympathize with the orignator of this thread. I was in unrest
last night in a large group and we fought lots of reds that my spells had no
effect on. It is the worst feeling to just sit there useless and watch your
group getting beat on. I could cast cancel magic (which was only needed on
1 occasion in 3 hours) and my o'keils radiation (the damage shield I got at
level 4 which does a measly 2 damage). With my runed totem staff I could
barely scratch any creature that could resist my spells, so I was basically
just there sucking xp. Sure against the few evens and blues we faught I was
wonderful, but in a group of 6 people you will have to fight blues and evens
all day long to get decent xp. Big groups are *supposed* to go after hard
creatures, yet in these cases the wizard becomes the most useless class
while EVERY (and I do mean EVERY) other class can still be VERY useful!

Now I won't just cite a problem but also suggest a solution. The solution
is either to give us weak spells that cannot be resisted (the necros already
have one it's the lifetap series), make our DD spells less resisted, but do
less damage against higher level creatures, or even better still give us
some utility spells (buffs? damage shields? spheres of protection?) that
can be cast on party members.

It's not hard for anyone who groups in big groups to see that wizards become
the most useless member. It's no wonder it takes hours to find a group
because a cleric, druid, bard, ranger, warrior, rogue, paladin, magician,
enchanter, necromancer, or shaman (gee thats every single class isnt it?) is
more useful than a wizard when fighting tough monsters in a large group.

Am I just not seeing something right here? Does verant want me to go back
to soloing? I am very confused here maybe someone else can shed some light
on this but it sounds like when we do what Verant wants we Wizards get the
short end of the stick.

-Solric



________________________________________
Michael D. Marziani
Manager of System Administration - Texas
Destia Communications, Inc.
p: 409.680.8109 x7958
f: 409.680.5104

-----Original Message-----
From: Sergey Bukhman [mailto:sergeyb@...]
Sent: Wednesday, May 26, 1999 3:25 PM
To: eq_wizards@onelist.com
Subject: Re: [eq_wizards] Wizards


From: Sergey Bukhman <sergeyb@...>


All I can offer you now, is get a Runed Totem Staff and whack away. I
usually do a good 16-19 dmg at level 13. My miss to hit ratio is bad, of
course, so this is not as good as it sounds.

--
Qenelin


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