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Message ID: 3078
Date: Tue Sep 14 09:13:04 BST 1999
Author: Lomack
Subject: Re: Wizard critique


Just some responses:

>Personally, I'd be willing to make one trade concession in the wizard class.
>I'd like our channeling skill to be significantly higher than the other
>spell casters (say an extra 2 pts per lvl). We need it, and it makes sense
>from virtually every angle (role play, balance, etc.). And I'd be willing
>to incure an xp penalty for it, to keep leveling balanced. My point is
>simply that when wizards get into melee situations, they should still have
>some casting ability. It is, after all, the only thing wizards have (unlike
>ALL other casters). They ought to be the best at channeling.

Well until/if/ever your idea is implemented. Get your dexterity scores up
has high as possible. My Gnome Wizard has a dexterity of about 110 now.
Generally I can always get off a root spell, usually within the first 2
attempts. I will admit this was definately not the case before I was level
20. In the teens if you get in melee and can't time your spells right,
your running or your dead. Now that I am in the mid 30s I can usually
solo any one blue mob. If two come running when I pull I start running the
other way.

>Second, we need some way to make wizards more of a symbiotic class. We are
>simply not as desirable for grouping as the other classes in most scenarios.
>There may be many ways of going about this. Here's my one suggestion
>(paired down for space purposes, but I think you can see how it could be
>modified for balance, etc.). Wizards (perhaps with the help of an
>enchanter) should be able to cast their damage spells onto the weapons of
>other classes. One possible implementation would be to have an "enchanted
>weapon" randomly go off for, say, 1/10th of the total damage possible in the
>spell, for up to 10 hits. This would allow a wizard to "buff" in a
>meaningful way. Tanks would want us, and it would increase our
>effectiveness because the damage would cause hate buildup towards the tank,
>not us (which becomes a serious problem at higher levels). I've talked to
>enough non-wizards who loved this idea that I think it worth bringing before
>a group of wizards, possibly for a petition.

I've never really had a grouping problem. Maybe its because I am in a
great guild of friends. Basically at the higher levels the only places to
go are dungeons. Pets are notoriously difficult to manage when in a
dungeon. It would make more sense to me that people would prefer a Wizard
who has more functionality with out a pet. Ok maybe an Enchanter too.
Thats not to say the other classes are not as good as us. Just different.
Its unlikely that your above idea will enhance the groupability of the
wizard class. Were I a tank that didn't want a wizard in my group yet
wanted to have some buffed weapons. Prior to adventuring for the night I
would take my collection of 8 FS Long Swords and get them all enchanted.
Presto, no need to take a wizard with you because you have their helpful
buff taken care of for the next 60 charges.
Its also quite unlikely that verant would ever implement this idea. The
only classes capable of making magic items are Enchanters and the few
select Magician spells which, I have been told, aren't really that usefull
at higher levels, except maybe for the levitate rings.

----------
>I have something i want to try some time. I want to put an item on a bat
>and then tell all the newbies, ro go find it. Who ever brings me the item
>will get a reward. Myabe a tentacle whip for the fighter typs or my water
>crystal staff for the casters. Ot could be fun. The other night I was
>bored and was going through teh Najena dungeon arming the skels with all the
>old rusty weapond I had found earler. I even gave one a tentacle whip to
>see if hed use it.. He did and it looked cool. I killed that one to get my
>whip back

I don't recomend trying this with a Lore Item. And definately not a No
Drop item. While you may be able to give many No Drop items to NPCs and
mobs. The item will get deleted most of the time as soon as you trade it
to the npc. This was done so that people could not trade no drop items by
giving things to a green and letting someone else kill the green.

My personal suggestion would be to put a semi rare item on a mob. Makeing
sure that it can be looted when that mob is killed. Try it with some of
the crafted items. Not many newbies know how or have the cash to train
cooking up enough to make pickeld lizard. Its also kina hard to get lizard
meat in say Greater faydark. Put the pickeled lizard, or other hard to
find item thats not lore or no drop, on a mob. Announce it to the zone and
when someone brings you back your pickeled lizard you award them with the
prize.
Here is another good one for you. Put the item on a spiderling in Gfay and
zip over to Butcherblock and announce it there. Or in your shout let
everyone know that they can only claim their item by meeting you at a
specific location (which they have to find).

----------

>test them. At 34th level, my direct damage shock spell does 306 (might have
>been 307, but it was very close to this). The magician's did 287. Not much
>difference, but that is fine. My second direct damage spell, which is
research
>only and I have heard is bugged and does not work, I did not have. The
>magician had a 34th level bolt spell which did 326 points of damage.
>
>So basically at 34th level, a magician can do more direct damage than me
>(true it is a bolt spell, but not a large issue) and has a pet that double
attacks
>for over 20 points a hit. Hmmm, really made me wonder. I know at 39th level
>I will again surpass the magician damage, but still a little annoying.

One of my close friends plays a magician. I wondered about this one too
when I first herd about it. So I asked him. Apparently when he was in the
mid to upper 30s. He was extreamly luckey if his bolt hit for max damage.
Apparently it usually did not. The magician spell at 34th is also a fire
based spell. One of the best dungeons to be in at 34th is Sol A, and Sol B
in a GOOD group. There aren't many things in either dungeon that don't
have increadable fire resistance. Magicians also don't get a DD spell at
levels 29 or 39.

If I get luckey this next week with my research I will let you all know
what the damage on Thunderclap is, assuming the spell works. I just
recently got the runes required to research this spell so hopefully over
the next week I will get brave enough to attempt to research the spell.

Lomack, Knight Defender of the BCK
Master of Recruiting
www.bck.org
"The Crimson Knights"
Fennin Ro