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Message ID: 2860
Date: Fri Aug 6 16:18:45 BST 1999
Author: Brian K. Rhees
Subject: Re: Digest Number 170


> Message: 2
> Date: Thu, 05 Aug 1999 22:39:35 +0200
> From: Wizard <wizard@...>
> Subject: Re: Doh! They forget us !!!
>
> At 13.36 13/07/99 +0200, you wrote:
> >From: RIVIERE STEPHANE <Stephane.Riviere@...>
> >
> >Hi all guys,
> >it seems that OR we are all on hollidays OR we know all about wizzard :).
I
> >don t receive more then 1 list all 2 days now :(
> >Come an guys, we need to wake up ! :)
>
> You are right many wizards need to wake up. I have tryed to start
> discusions and i also send test of petition what we write before to Verant
> and to some boards only one wich post something was Notcrazy Network.
>
> First i wish to state a wizard is playable class, it is hard to play at
> start but a problem is if it stay so hard also on last lv? and on lv 24 i
> realy feel nice, new shield, new leather skeen, new damage spell, But
> wizards can be improved in many areas it is nice idea of a damage dealing,

Definite agreement

> teleporting explorer. Only we dont have where to use more then half of our
> spells they are useles you will use them once or twice nearly all time as
> you buyed them or if you research them and never more.

This is common of most spell casting classes as far as I can tell. I've
been playing an enchanter and a cleric recently, and grouping with a ranger
and paladin. The common complaint is that most spells aren't terribly
useful. For ALL classes.

> I have visited many boards in all i see that there are wizards complainig
> about our class.

True. I think you're looking at a vocal minority though.

> Some of most valid things is that our class is boring,
> there is problems with lv 20 force shock spell wich is resisted too much,

lvl 20 force shock was almost NEVER resisted for me. Similarly the lvl 29
Thunder strike (which I hear complaints about) is also almost never
resisted. I've wondered if this might be a function of stats or usage. For
one, my wisdom is above 100, which is uncommon among wizards. For another,
I never cast these spells until the mob is under, say, 50% health. Magic
resistance is lower on injured mobs. I'd be interested in hearing more
details about the stats of people who have found that the spells work vs.
those that haven't. Maybe we can pin down the underlying cause.

> you will get at lv 24 one spell wich hit for less damage, cast faster and
> is nearly never resisted. We are class wich are false king of damage, we
> are surpased with necros wich are more mana efficent, combination of
> magician and pet do more damage than we can do for less mana, we without

Personally, I don't see either necros or magicians as surpassing us. They
are better at soloing, IMO, but that's about it. And I don't see soloing as
any real advantage. At about lvl 20, you need to start thinking in terms of
regular or permanent grouping anyway. (I've seen many druids power game up
to lvl 30 only to find that they can't kite in dungeons, don't have friends,
and really don't know how to use their class well anyway.)

> any doubt do more damage in unit of time than any other class but this is
> best suicide mode in game. We have less spell lines then other classes and
> this fey wich we have are nearly all screwed. Who use Area damage at 20
> lv?, or better personal centered version of it?

I've started playing with the lvl 16 and lvl 24 AE damage spells lately.
They have some surprisingly good uses. The lvl 29 Cast force is an
excellent spell in just the right circumstances. But you have to be in a
group that knows how to work with you.

> ( they have potencial use
> for cleaning green mobs . . . but i never seen it used), excelent sight
> spells wich are best to vaste you money on so you can take a look at
beeach
> girls from other side ... only girls here go in water with full platemail
> if they can, also there are 2 portals wich are one near other ( west
karana
> and north karana), not to talk about our problem when we have to fight
> something red +6 lv from your lv. Now verant give you possibility to group
> with somone 8 lv higer then you he fight something blue so it is 6 lv up
> from your lv and you cant do anything ... cast a damage shield on warriors
> and boldly hach with your mighty weapon if you stel have it.

Sight spells are a total waste, as I see it. And the west karana teleport
is just plain insulting. On the other hand, the six lvl limit bit is not,
imo, that big of a deal. All spell casters suffer from it to some extent
(with the DOTers suffering the least). We're the worst of course, but that
just means we need to pick our mobs carefully. Consider that a lvl 30
warrior can't consistently solo a blue mob (even now with their
patch--partly because they can't run down fast fleeing mobs, partly because
they still don't deal out that much damage), or that magicians and
enchanters can't take their pets up ramps or through dungeons very well. We
all have weaknesses. This 6 lvl limit is the wizard's big one. If you
don't see that as an acceptable weakness, what do you propose instead? Keep
in mind that Verant wants all classes to have weaknesses and depend on one
another, etc. Also keep in mind that this is no longer a problem in getting
our Ice Shock spell, as we thought it might be.

> >On another point, i just read the new patch message.. Damn.... From the
> >begining, nothing as been change for the wizzards... They just change
during
> >the patch , the casting time . I have tested BEFORE and after : no change
> >(that a clock can see, so it s surely a change of let s say 0,001 second
or
> >something like that.In other words : nothing.
> >All patch just power up the race... Now the druid dot spel are fast like
> >hell, necro same.

Increasing DOT rate is NOT, I repeat NOT an improvement on the spells. In
fact, if anything, it is a nerf. DOTs don't just cause damage, they prevent
regen. That means that smart necros cast them at the beginning of the fight
not just for the damage, but to prevent mob from healing. Sometimes, the
healing is the bigger concern. Now DOT spell casters have to cast DOTs
twice as often to keep the effect going. This makes kiting a bit harder
also because the kiter has to stop and recast more quickly. Not as much
time to gain distance, or recover that thin sliver of mana needed for maybe
one extra cast, etc. Go talk to a necro and see how much they like the
change.

> And us ?? From the beginning, we have major bug who are
> >not resolved and they do nothing for us...
> >Force shock is bugged cause he is resisted too much (and i am ok that he
get
> >resisted so much IF he stun like he must do). The enstill spel doesn't
work
> >(i have tested with root : root is 10 times more effective). I am a
playing

I've played with both root and enstil repeatedly. Enstil is not, IMO, all
that bad. But like root, it doesn't become effective for a few levels after
you get it (I didn't switch to it until lvl 25). And I keep both enstil and
root memorized at times. For my particular character this is what I find:

-Root has a much better chance of not being resisted against a yellow or red
mob. However, these mobs will break a root almost instantly. Not much
advantage, but may save your hide sometime I suppose

-Both get resisted against black or blue mobs, with root getting resisted
somewhat less

-Enstil, when it hits, hold for MUCH longer duration. Sheesh, I can
sometimes regen 2 bubbles of mana on a single enstil. We're talking almost
2 minutes. With enstil, you can actually solo high blues if you're careful.
Go get a SOW for safety's sake, and try (at lvl 28) to solo harriers in
south karanas with root and enstil. I found that root would hold for at
most one strike of inferno shock--often it broke before I got my first spell
off. Enstil often broke after one shot, but regularly held for all 3 or 4.
My point being, with enstil we can still solo blues in the high 20's. Not
all classes can do that.

-I never hunt greens so I haven't really compared the two systematically for
greens. However, I have had to root running greens for my group on occasion
and have never noticed any deficiency in enstil.

Again, this may in part be due to differences in attributes. Hard to say.
What we need is some discussion on how the spells are being used, the
specific mobs we are rooting, and the attributes and lvl of the caster.

> enstill have a little bit diferent use then root i use both when i solo
but
> it is funny that it is resised by green guys. I dont know how you tested
> enstill against root?
>
> >a shaman and i think i will stop my wizzard... We have nothing funny : we
> >just level and wait for what ? Our dd spel nothing more, no buf, no pet,
no
> >life tap, no shield,no dot, no sow, nothing cool except some gate spel...
> >That s so boring.. For solo from level 8 to 50 you root nuke nuke root
nuke

Well, we can root, we can stun, we can blast with impunity when the mob is
lower than 50% health. My group really doesn't have a regular healer
because they don't take much damage when I'm there. Hehe. We seldom die.
We went the entire last lvl (29 - 31, depending on group member) without
ANYONE dying once. And I love my gate spells. Last week while dungeon
crawling, my group got simultaneously hit by about 4 area effect rain spells
and several mobs. We were all dying fast. I called for evac and about 4 or
5 secs later we were off to N Karanas. Long run back to the dungeon, but no
one seemed offended. They had plenty of time while recovering 4+ bubbles of
health to contemplate the benefits of having me around. ;)

Then there's the gate spells to the other planes. Oh, I don't suppose I'll
be visiting Fear at lvl 34, but maybe not too long afterwards (after I put
all of my equipment in the bank first, hehe). And, of course, I like being
able to teleport my friends and guild members around. Or turn a quick buck
teleporting someone from toxxullia to faydark. (As an aside, I charge 10pp
for single person transport, 5pp for each additional person, and 5pp for
each zone I have to cross to pick someone up. If this sounds insanely high,
wait until you hit lvl 29 and get a tell almost every 5 minutes from someone
convinced they are the only person in the world needing your services. The
price weeds out a lot of the noise and gives you a chance to play. I
teleport friends and guild members free at my convenience, and I generally
offer free teleports when I'm making the trip myself.)

Wizards can be a lot of fun. Oh, btw. Killed Borxx last night and went and
got my staff of the observers. For those of you who haven't figured it out,
getting items on your own is so much more satisfying than buying them.

> >nuke dead... Wow that s pretty funny :( :( :(.
> >What about our ae spel ? and pe spel ?? Did someone here use them ????
> >NOBODY...

I use PAE now regularly and AE occasionally, but since AE can hit me I tend
to just wade into fight and use PAE. It is absolutely critical that you
have full tank support as well as a decent AC before you try it though. For
instance, I have two tanks I regularly group with that know exactly what to
do when I start casting AE.

When your group gets hit by a couple of big baddies and several greens, you
can clean the trash out extremely quickly. AE spells when used right are
mana efficient and effective. I hear they get better too. Still haven't
gotten the runes for the lvl 29 spell (why are AE runes always so hard to
find?) so I'm looking forward to getting that one.

> >
> >So guys, we were talking some weeks ago to petition.. Nothing has be done
or
> >you just don t send the letter ???

Personally, no, I don't want a letter. EQ has serious problems that, IMO,
rank much higher than twiddling with our spells. Serious zone crowding,
zoning bugs, PL, etc. They've made ice shock obtainable, fixed research
(and included a practice quest), gave us an extra lvl 49 DD spell (and a
very nice one at that) purchasable from stores, etc. Mind you, I don't
object to you sending in a letter. You're entitled to your opinions and, I
think, Verant ought to know how you feel because your frustration with
wizards is just as important to them as is my satisfaction. But I,
personally, disagree with many of your complaints. We are an extremely well
balanced and effective class. Just tough to play right, and I like it that
way. Making lvl 50 as a wizard means something right now.

Glyphin E`Mondredon
The Rathe

P.S. Lvl 29 is a blast. Inferno shock actually has a somewhat different
spell effect (woohoo), does impressive damage, casts reasonably quickly,
plus you get Thunder Strike (almost 250 damage, plus it gives one heck of a
kick; try it on yourself, just not on a ledge like I did), portal spells and
an evac). Anyone thinking of giving up a wizard ought to wait at least
until this lvl before making up their mind, IMO.