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Message ID: 1940
Date: Thu May 27 16:29:47 BST 1999
Author: Dan Alexander
Subject: Re: The worth of a Wizard (long)


At 01:10 AM 05/27/1999 -0600, you wrote:
>From: "Eric Jesperson" <ejesperson@...>
>
>
>> Summon - Teleports group member inside the zone to your location
>> Phase - Teleports yourself to location of other group member inside zone
>
> Interesting, but most definitely not going to happen. Don't waste time
>asking for them

In real life, we include things like this in our purposed budgets
specifically so the bean counters have something to scratch off the list,
thus increasing the chances of things we really need getting through.
They are very cool spells though, and I'd love to have access to them.

Besides, how is Verant going to know we want new spells and are perfectly
capable of coming up with them ourselves if we don't ask for them?

>> Haste - Increases movement rate for self only.
> This would be nice to have, but really doesn't fit our class.

Agreed - I like the idea someone came up with (and I wish I could remember
who is was so I could give credit) of a line of sight teleport spell.

>> Meditation skill max for level for wizard (Level +1) * 7
>
> Now this is really a good idea. Maybe not *7, *6 would be fine. Remember
>> - Specialization skill with some real advantages to our class
>
> This is where they could implement the faster med times. Give the wizard
> only option to specialize in Medditation. Its a long time to wait, but it
> could be a place to implement it.

Seven, six - either would be an improvement. I think it should be a raise
in the skill cap though, and not something you have to purchase at 16th. I
would like the option to Specialize in it at 16th for added benefit,
though. (Keep in mind I'm 8th level, so I may be a bit biased. =)

>> - resolving a problem of high resistence of DD spells at lv 20 resisted by
>> (greens and blues )and other ( if this is becouse of stun effect we wish
>> one spell without this efect at same level)
>
> Absolute must. This is a joke. Our spells should NEVER be resisted by
>greens,
> and RARELY by blues.


I can understand making allowances for named NPCs. Maybe a 10% chance of
resisting if the named NPC cons green, 40% if blue.


>> - resolving a balance problem of other magic users classes be able to
>> attack directly (necromancer, lifetap pets) or indirectly (enchanters and
>> magicians pets, buffs ect) a much higer lv MOBs NP 19 lv against 35 lv
>sand
>> giant when our spells are 100% resisted if a monster is 6+ lv.
>
> This is beyond a joke. Wizards are the masters of damage. Well having
> our spells not be useless against mobs that melee characters in groups
> of our own level can fight would be an excellent start. And if its all
> about wizards being more powerful at later levels all I can say is that
> we better be THE most powerful by a fair margin at those levels to make
> it worth all the time we were not that powerful.
>

Amen to that.

> And my addition
>
> Fix whatever was done to increase the amounts and frequency of fizzles.
> Having root fizzle more now at 18 than it did at 4 is a joke. A very bad
> joke.


Haven't gotten there yet, but I've been practicing this spell since 4th and
*I* think I'm pretty d*** good with it. I can see it getting resisted by
reds, yellows, and maybe whites... but never fizzling. Not by 18th level,
having 12 levels worth of experience casting this spell.

The letter looks great. I think it needs to be run though a spell checker
once or twice and sent on it's way.
I think we need to attach a list of players in favor of these changes so
that it doesn't look like just one player with gripe. Feel free to add my
name to the list of supporters of these changes.

Dan Alexander, Pennaggolan