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Message ID: 2866
Date: Sat Aug 7 09:46:17 BST 1999
Author: Wizard
Subject: Re: Digest Number 170
>From: "Brian K. Rhees" <Brian_Rhees@...>Silverion Dragonirder
>
>
>> 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.
>
>
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