[Next Message in Time] |
[Previous Message in Time] |
[Next Message in Topic] |
[Previous Message in Topic]
Message ID: 2657
Date: Mon Jul 5 16:03:01 BST 1999
Author: Wizard
Subject: Re: Subject: Big look to wizard class, new ideas - very long
>From: "Brian K. Rhees" <Brian_Rhees@...>Ehheeh im glad on your comments i think that only by dialog and
>Silverion, you are a higher lvl wizard than I am, and you've made some
>very interesting and helpful posts in the pasts--all this to say that I
>intend no disrespect with the following. I just thought I'd reply to
>your points, some of which I disagree with.
>> 1.) Many people hate wizards as kill stealers and think they are tooHere you stated some capital mistakes i will try to make it a little bit clear
>> powerful with their fast transport by teleport so they don't have to be
>buffed
>> any more ! (WRONG)
>
>I agreed with you on everything you said in this section, except that
>wizards die the most. I've spent the last two weeks in Lake Rathtear going
>from about 18 to 23. I died, I believe, twice--once when everyone was
>shouting for me to run. (I wanted just one more shot <hehe>) And, in
>general, I don't die that often. I'm very careful, I tend to use landscape,
>distance, and timing to my advantage, I run when resisted twice (or root and
>run) when soloing, and try to group.
>Now wizards can die a lot, and that depends on where they are, what they
>fight, etc. I have a couple of friends over in Najena and they love it and
>have gotten used to retrieving corpse once or twice nightly. But, at the
>same time, they tend to earn xp at a faster rate than I do because of the
>mobs they take. I think, to a degree, it balances. With respect to Aviaks,
>I've found they can be very tough to solo. Depending on which ones you're
>fighting, they get multiple attacks, hit hard, and if it wasn't for the xp,
>we probably wouldn't go after them. They are not well suited for
>wizards--similar to gorge minotaurs, I believe. Even when green they can be
>quite dangerous. But plop us next to an embalmer, a high shaman, an evil
>eye, etc., and we shine. A lot has been said on this list about carefully
>picking mobs when soloing, and I agree. And when grouping, this isn't an
>issue.
>As to your kill stealing points, I think you are absolutely correct. Anyone
>that plays that game is not seeing the large picture (unless they're in it
>for the RP element, I suppose, and want to be hated and vilified). And it's
>not like they're earning xp at a greater rate, or loot either. I can still
>power game a level a day, if I want, by grouping. I can earn 30 to 40 plat
>in an evening easily, and I'm not making any enemies--just friends.
>
>> 2.) mana inefficient use !
>I'm sorry, but you haven't convinced me of anything here. Yes we getPet gets experience ONLY if it is to give a killing blow if you time right
>resisted a lot. And like others have said, I've noticed that when you cast
>a spell in a fight makes a huge difference on its chance of being resisted.
>End fights with the big blast, don't begin them that way, etc. I think
>where wizards have the hardest time is getting used to the shame of running.
>If a mob resists two of your blasts, even if it's green, consider running.
>Root, then run. Annoying? Heck yeah. But we should almost never die while
>soloing, and when our resists don't fail we can take down a mob faster than
>anything. I've paired (ungrouped) with many spell casters and done damage
>comparisons, etc. Magicians and enchanters run much less often, but they
>divide xp with pet.
>soloing. Same with necros. Want to see what happens when a magician orsame race same class casters all get same amount of experiencce, dark elf
>enchanter truly solos? It's a joke. Ever see a magician try to get off a
>DD spell when a mob is hitting him? Heh. Heh Heh.
>Even though we run a lot, we don't split the xp with a pet. I've matched
>other spell casting classes on xp earning rate hour after hour.
>Now the obvious rebuttal is the ole, "well, when I was in (location X),Ehehehe no wizards are not bad they are one of best in a game but when i
>(class Y) was performing much better than I was." Very very true. I'm sure
>some of you have seen mid to high teen druids soloing in Crushbone, or out
>in N. Karanas kiting, etc. We all know that some classes have leveling
>sweet spots (the druids appear to be lvl 1 to at least 20 <grin>). Such as
>the 16th lvl necros, and the sand giant slaying that has been common in
>Oasis (don't know if it still happens). I'm only lvl 23, but I've noticed
>that *most* of the people I know who I started out with, regardless of
>class, are still in my level range. It seems to me that even if wizards
>aren't especially great at leveling, we aren't particularly bad off. There
>is another way to look at this, but I'll get to that momentarily.
>> 3.) Resistance of high lvl mobs BUT also low lv onesMany times you pass by higly aggresive low lv mobs wich start a little
>Resistance of low level mobs is annoying, but something which I've heard
>other classes complain of as well. In my case, it doesn't happen that often
>(don't know if it is affected by caster stats), but I don't see this as an
>especially big problem. The wizard just has to have an escape route
>planned, or know how to get help.
>What really hurts is the resistance of high level mobs. I've found myIt is true you can swich to low level spells and then you consume much more
>personal solution, but I guarantee most of you aren't going to like it.
>
>I try and group only when I can be within a lvl or two of top player. Yes
>this restricts who I group with, but not as much as one might think. And I
>can always, always, always hit the mob because groups in their right mind
>don't take mobs 4 or 5 levels higher than their highest player [I should
>probably qualify this by saying "sometimes," "almost never," etc., but I
>think you get the gist of what I'm saying]. I switch to lower damage spells
>to play the resist odds and not attract the mobs attention, and I always
>account for my share of the damage (usually 100 to 200 pts damage per mob).
>This means, of course, that I won't be going into High Keep or deep into
>Najena for a while, because I couldn't do that without joining a much higher
>level group. Restrictive? Yes. But Najena, High Keep and Permafrost
>aren't going anywhere. I just reset my mentality to visit them 2 to 3
>levels later than most classes.
>Im agree on this one 100% and it is very difficult to give right opinions
>Couple of last points to Silverion's post:
>
>There are several weaknesses to the wizard class. I grant that. But I
>think the bottom line that Verant is looking at is the overall leveling rate
>(from level one all the way to level 50).
>I'm guessing they'll do something. But really, I'll expect modification to
>be more in the nature of toning other classes down, not enhancing ours.
>Why? Because I think they have a feel for how difficult they want the game
>to be, and the difficulty we experience is the desired amount.
>I have one other comment. I think it is a bit easy to get caught up in the
>whole fairness issue, which is very artificial. After I take my wizard as
>high as I want, I'll start another class and play it until I get bored, and
>then start a third. Some classes will be easier than others, and I'll get
>around to them sooner or later. I personally have no desire to see Verant
>spending all of their time trying to make things perfectly balanced for all
>classes. [I wouldn't even mind if the game were set up like rock, paper,
>scissors--i.e. in dueling (just pulling names from thin air) Wizards of a
>certain level are always better than Warriors, who are always better than
>Bards who are always better than Wizards.]
>
>Glyphin E'Mondredon
>The Rathe
>
>
>
>
>
>--------------------------- ONElist Sponsor ----------------------------
>
>Campaign 2000 is here!
>http://www.onelist.com
>Discuss your thoughts; get informed at ONElist. See our homepage.
>
>------------------------------------------------------------------------