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teai
03-31-2019, 09:50 PM
I've been stuck at lvl 35ish on all caster classes, Mage, necro, ench, and several melee classes as well.

I decided it would be a great change to try something off the wall and chose to play a wizard. I also sunk my life savings into Jboots for some reason around lvl 10.

I am stuck at lvl 21 with the endless cycle of nuke until no mana, hide, then come back and repeat with some icy wanding in between.

Does wizard get more fun or did I make a terrible mistake? I am kind of stuck with it because of the Jboots, and would feel terrible to sulk away to another char.

Quizlop
03-31-2019, 09:57 PM
You should be able to quad-kite at this level, though it's easier when you get snare.

Quad-kiting is a little bit more involved than single-target nuking, however you're still going to have the the same pattern of nuking a few mobs quickly, then medding several minutes.

momotion
03-31-2019, 11:09 PM
Worst mistake of your life

Crede
03-31-2019, 11:48 PM
Wizard was terrible until about 29. Luckily I had the bread quest to do to get to 29 but I think even that is gone now with the plague being removed last patch.

I would just stick it out as much as possible for now. Use your ports to go around and try to get groups if you can. 29 is a game changer for quadding with AOE snare, but 34 is when it really takes off. At that point, I never felt so powerful from a solo perspective. Using flux staff, porting to WC to get potg, and quadding was just a total breeze. My wizard was 57 before I knew it with one of the easiest level experiences I've had. I never enjoyed quadding as much because I had always played a druid and wizard's are just that much better at it. The combination of Evo spec, flux staff for fast pulls, aoe snare, and better quads, druids can't really compare until 58.

Don't expect to get invited to many groups, but if you make friends and join a guild you can always find something. You can always form groups too and assemble them in a flash with ports. I found raiding more enjoyable as well, something about being really good at one thing was extremely satisfying to me. And the wizard epic isn't terribly hard to get, with a great effect.

branamil
03-31-2019, 11:50 PM
Wizzies get AoE snare at 29 where quadding begins. 21 to 29 is not that hard, its just a few hours per level right?

Also change your mindset around medding, its a great time to catch up on netflix, clean, or alt tab to something interesting. don't just stare at an empty screen.

kjs86z
04-01-2019, 09:13 AM
As poster above said, use your med times to do other things. It'll feel less bad when your house is cleaned, laundry is done, etc on top of making a couple levels.

jolanar
04-01-2019, 09:24 AM
If you didn't enjoy all those other classes, I'm gonna say dumping your life savings into non refundable jboots on a wizard was a pretty stupid decision.

At least suck it up until you can quad. Join a group until then if you have to, low level groups probably won't care that you picked literally the worst class for grouping.

Troxx
04-01-2019, 11:59 AM
I never enjoyed quadding as much because I had always played a druid and wizard's are just that much better at it. The combination of Evo spec, flux staff for fast pulls, aoe snare, and better quads, druids can't really compare until 58.

That’s debatable.

-Druids have a more reliable and long lasting snare.
-Druids can respec evocation easily if they plan on lots of quadding (I did this a few times on my Druid)
-46+ druids have lumi staff free quads which is huge 46-52 and still helpful thereafter
-druids can sow themselves (faster than boots) and regen themselves if they get whacked accidentally

Prior to 46 (and after lv 52ish when lumi staff potency really drops off) wizards do have exceptionally more potent and efficient quad nukes. 58 Druid spell is much competitive but still not quite as good.

From a snare standpoint alone druids have some very obvious advantages. 46-52 they’re just better. 52-57 wizards are objectively better assuming they are proficient and it doesn’t take them too long to get them clumped and snared.

Crede
04-01-2019, 12:27 PM
Snare duration is extremely overrated thanks to slot 1 trick and a gcd resetter. I use the lvl 29 snare still to save some mana at lvl 57 and have no duration problems. Can basically chain quads with no wait in slot 1.

I probably had one situation where I really needed to regen health. Knowing how to round up mobs combined with wizard runes/epic click pretty much negates any health concerns.

Sow is nice for select situations but jboots do the job just fine. I’ll agree with you on the short lumi window but otherwise wizards are just better in every way quadding(except othmirs due to harmony). Judging by your sig you’ve never played a wizard. Flux staff pulling is extremely satisfying. I can literally round up a quad in less than 20 seconds depending on the zone.

Also to keep in mind if you plan to raid wizards are just a better raid class overall whereas druids raid role is left to the imagination.

Don’t get me wrong I like druids, wizard was just a more enjoyable solo leveling experience.

Snaggles
04-01-2019, 02:13 PM
Are you getting a clarity? I haven't played a wiz but if you are on a razors edge of kill vs be killed I wouldn't start a battle without it. In a few levels you can port to WC which should be much easier to find one at the druid rings.

I would prob bind in EC at the tunnel and go blast things in north karana (beetles, lowbie griffs, etc). Gate back and bum another C. Rinse and repeat.

That or find a place with a high zem and kill very low blues that give about as much xp as a higher level mob in a low zem zone.

EDIT: Re-read and realized it's a downtime issue more than a capability one. There is still some valid feedback in the post I guess. Clarity = good. :)

Troxx
04-01-2019, 02:14 PM
Druid raid role isn’t left to the imagination - not by any stretch. For strictly laying down the damage they suffer from a lack of lure nukes but main tanks need patch heals, rampage tanks need healing, and aoe damage needs to be healed too. For non resistant mobs Wildfire is still a potent nuke and druids can put out some sick numbers. Old raid mobs die too fast for the damage difference to really matter. For newer velious mobs? They have enough hp that any non-melee dps class is comparatively weak.

As for enjoyable soloing experiences ... quad vs quad they hold their own. Unlike wizards they can also charm and root rot with charming being the fastest and most interactive method.

Having said that “enjoyable” is subjective and in the eye of the beholder. If quadding really is your cup of tea I guess I can understand how wizards are “the more enjoyable” of the two.

momotion
04-01-2019, 02:14 PM
Druid is way better than wizzy in everything they got , wizard need aa and later expansion to become high end dps , Druid got heal buff nuke quad dot track damage shield best click in game etc etc , only thing I envy from wiz is their sky fire deadly port I could use on those lowball tipper hehe

Muggens
04-01-2019, 09:43 PM
Quad scythe beetles in NK

https://www.project1999.com/forums/showthread.php?t=309827

Zuranthium
04-07-2019, 01:54 AM
Druid is way better than wizzy in everything they got , wizard need aa and later expansion to become high end dps , Druid got heal buff nuke quad dot track damage shield best click in game etc etc , only thing I envy from wiz is their sky fire deadly port, I could use on those lowball tipper hehe

LMAO!

Druids hardly have the best clicky in the game though, what are you talking about? Wizard clickies are better, they can actually be fine DPS *if* they have a Rend/Conflag clicky robe, Manarobe, and Epic. You're most likely not going to have access to those items though, and you also can't meditate while casting on Blue server, which makes it less effective.

If the DPS clicky items weren't hard to get, then Wizards would be a solid class. Without them, they are weak. Wizards are still generally better than Druids for Raids, though, because of their damage generally being more useful than shitty patch heals; Shaman are the ones who should be doing patch heals.

Druids need to fight in places where they can charm a good animal pet, if they want to be effective in group situations at the later levels. Without a pet, all they offer is a damage shield and lackluster healing capability. That still might be better than a Wizard without clicky items, depending on the situation, but either way...it sucks.

Thorondor
04-26-2019, 07:42 PM
With Sow/Jboots you can quad.

Doesn't require snare.

From max casting range, standard runspeed mobs take 5 seconds to get to melee range if they are not Giants/Wurms with a larger than normal hit-box.

Even at the highest levels, Quad nukes only take 4.5s to cast. This means that you can quad without snare with a half second to spare on the cast time.

Lower level quad spells cast even faster.

Latency is a double edged sword. Post-50 when you're dealing with unsnared quadding you will want to take advantage of the latency to begin running when you have approximately 0.25s before the cast is done. It will cast the spell anyways due to the latency and allow u to remain out of hit range. It takes approximately 11seconds to get back to max casting range.

With that said, if you are a min-maxer in the late game, you will want to aoe snare your quads because you can sit to capture the med-tick between quad nukes:

Test the tick-timing while your quad is in tow snared and then be at max casting range sitting when the first tick goes through....

Stand
Immediately cast aoe nuke
Sit immediately upon it casting to capture the server tick
run while mentally counting to 5 in your head
Sit to capture the server tick
cast aoe nuke
sit to capture the server tick
run for 5 seconds
sit
nuke
sit
run for 5 seconds...repeat.

Wallicker
04-27-2019, 05:58 PM
LMAO!

Druids hardly have the best clicky in the game though, what are you talking about? Wizard clickies are better, they can actually be fine DPS *if* they have a Rend/Conflag clicky robe, Manarobe, and Epic. You're most likely not going to have access to those items though, and you also can't meditate while casting on Blue server, which makes it less effective.

If the DPS clicky items weren't hard to get, then Wizards would be a solid class. Without them, they are weak. Wizards are still generally better than Druids for Raids, though, because of their damage generally being more useful than shitty patch heals; Shaman are the ones who should be doing patch heals.

Druids need to fight in places where they can charm a good animal pet, if they want to be effective in group situations at the later levels. Without a pet, all they offer is a damage shield and lackluster healing capability. That still might be better than a Wizard without clicky items, depending on the situation, but either way...it sucks.

How is nature’s touch a shitty spot heal compared to torpor from a shaman that slows dps by 30%?

Wallicker
04-27-2019, 06:01 PM
Druids have circles / PoTG / thorns / regen / NT / animal charm / sow / ports making them viable in almost every raid situation especially now that ToV dragons are rooted.

Wizards OWN Kunark dragons and are very good at burning down mobs in burst damage (gaters/CHers).

Troxx
04-29-2019, 09:16 AM
How is nature’s touch a shitty spot heal compared to torpor from a shaman that slows dps by 30%?

400 mana for a heal just under 1k vs 1200-1500hp for 200 mana. I like my Druid but natures touch isn’t actually more efficient than the faster casting and lower level chloroblast and shamans get that heal too along with canni for bottomless mana.

Druids make fine patch healers on raids or even main healers for a wide range of group scenarios but are far outclassed by clerics and torpor shamans. If it weren’t for specialized alteration and the regeneration line of buffs a 59 paladin could more effectively heal than a Druid over time (225 mana heal over time for 700-875 depending on server ticks).

Troxx
04-29-2019, 02:09 PM
Oi double post but regarding Torpor it really is worth foot stomping just how efficient it is. Even ignoring the mechanics of canni and how shamans have nearly bottomless mana, at 1200-1500hp pet 178 mana (alteration spec) a cleric using complete heal has to consistently land every 356 mana complete heal for 2500-3000+ to break even on the efficiency or torpor. For high end raid geared melee or moderately geared high level warriors and knights this isn’t terribly hard to pull off but for lower level tanks and regular non-raid melee, landing complete heals in this range is either impossible or impractical.

Point is all heals by comparison with the exception of complete heal on a beefy tank are inefficient and weak. Torpor despite having an annoying snare/slow is hugely OP. Ideally druids should have received something comparable or at least a weaker heal over time comparable to celestial healing in velious. Ghetto complete heal in luclin helped a lot but we’ll never see that here.

Ravager
04-29-2019, 09:54 PM
It's definitely an afk class to med if you plan on soloing. It's kind of nice to play that way if you're doing house work or just want eq going as a background thing, cuz you can nuke a mob, then come back twenty minutes later and do it again while getting rl stuff done in the meantime. At 21, turning in lightstones still gives decent exp, so if you get a flux staff with jboots, you can grab 25 wisps at a time and project lightning them. Still slow, but you can make some decent plat at least. Just gotta tough ot out till group ports and snare when you can build groups or quad kite.

whyyoukickmydog
06-19-2019, 08:48 AM
I've been stuck at lvl 35ish on all caster classes, Mage, necro, ench, and several melee classes as well.

I decided it would be a great change to try something off the wall and chose to play a wizard. I also sunk my life savings into Jboots for some reason around lvl 10.

I am stuck at lvl 21 with the endless cycle of nuke until no mana, hide, then come back and repeat with some icy wanding in between.

Does wizard get more fun or did I make a terrible mistake? I am kind of stuck with it because of the Jboots, and would feel terrible to sulk away to another char.

That's pretty much it for wizards. But grinding is grinding, welcome to classic. The good news is that a bard can power lvl wizards faster than any other class :)

GnomeCaptain
06-20-2019, 07:12 PM
I don't know why people are so negative towards Wizards.

I consider a Wizard an essential element of my absolute best top-end group composition.

Always glad to group with a Wiz, from duo to full.

Troxx
06-20-2019, 07:45 PM
I consider a Wizard an essential element of my absolute best top-end group composition.

I am genuinely curious to know the 'why' behind this statement other than you have weird expectations for what a best top-end group composition consists of. The reason behind wizards even having "woes" has been spelled out.

-They suffer from poor sustained dps, outclassed by most all other classes capable of doing damage (including knights)
-They can burn hard but so can others, in many cases almost as hard. The situations where a truly hard burn (where a wizard might shine) are really few and really far between. A really hard burn will leave the wizard medding for a long time.
-They can evac, but so can one of their prime competitors (druid). That competitor can do a lot more than nuke/evac and still nukes plenty hard enough.

Honestly interested in your opinion. Care to share the rationale behind the why?

Always glad to group with a Wiz, from duo to full.

Same here as long as their demeanor isn't in the 'bag of dicks' category. I don't begrudge the handicaps they have.

Widan
06-20-2019, 10:49 PM
I consider a Wizard an essential element of my absolute best top-end group composition.


If your best top end group doesn't have at least 4 enchanters charming you're doing it wrong.

Tuljin
07-10-2019, 02:49 PM
I've been stuck at lvl 35ish on all caster classes, Mage, necro, ench, and several melee classes as well.

I decided it would be a great change to try something off the wall and chose to play a wizard. I also sunk my life savings into Jboots for some reason around lvl 10.

I am stuck at lvl 21 with the endless cycle of nuke until no mana, hide, then come back and repeat with some icy wanding in between.

Does wizard get more fun or did I make a terrible mistake? I am kind of stuck with it because of the Jboots, and would feel terrible to sulk away to another char.

Over the past several years on P99 and the explosion of the "raid scene" the concept of "useful" and "not useful" classes has become a large part of the hot air/echo chamber phenomenon that has been a part of P99 since a year into Kunark. The economy is inflated, gear strength relative to level is inflated, and there are (and have been) thousands of powerleveled level 60 toons parked everywhere.

Wizard gets a bad rap but really since the explosion of the "raid scene" nobody plays int casters or priests anymore. Everyone on P99 anymore, including new players, rolls melees because of the availability of powerful gear to get through levels easily. Then you join a guild and get your DKP/RAP and bid on the all/all items that are on the Velious bosses because you are "useful." And we all know sitting at the entrance waiting for mobs to come is "fun."

It is known Enchanter is OP in classic but for "raids" (as they exist on P99) they are "useless." Nobody plays necromancer, not "useful." Mage is a COTH bot. Druids are "worthless" hell even Shamans are. The reality for many P99 players is a CH chain with far too many overgeared melees beating the ever living shit out of the loot piñatas week after week. Nobody is interested in the idiosyncrasies of the various classes in EQ which is really what makes the game special and interesting. The new players that have come to P99 over the years from other MMOs don't really get a "classic" experience at all and most of them probably wouldn't even like it very much.

If you play an Auld Lang Syne toon or you plan on rolling a toon on Green you will find that Wizards in old world really aren't "bad" at all. If you play with melee toons that have level appropriate gear you will find that they really do FAR less damage than we have become accustomed to. They can also take far less damage than we have become accustomed to due to inflated HP pools and overpowered gear.

When you are playing with level-appropriate gear you will find that a nuke from ANY class, not just Wizard, becomes far more important to have. When you have multiple mobs in play a quick burn of a mob becomes very valuable. Contrary to popular belief, DD spells are just one component of playing Wizard in "classic."

Fleeing mobs are far more of a threat when they don't get backstabbed by a rogue for 3 digits of damage with haste items. Caster mobs become much more of a threat and its crucial to make sure that you snare when they are under 20% instead of root so they don't keep casting. Its also important that melee mobs are snared so they don't inflict extra damage when HP and mana is at a premium. This very basic and important EQ mechanic is largely ignored in facerolling gear-inflated pickup groups in the hot zones all over the server.

Wizard has a very unique combination of spells that are in fact very powerful in dungeons - stun, interrupt nuke line, snare, root, evac. It is not as one-dimensional as the P99 hot air would have you believe.

In a "classic" group composition you won't have one enchanter with a massive mana pool group mezzing tons of mobs while overgeared melees mulch them down. Crowd control is very much a group effort between whatever motley crew of magic using classes are in the group. The twinked out flopping Monk doesn't carry the group when melee classes have level-appropriate gear, the magic users do.

The stun and interrupt nuke line are very powerful spells in classic. Classic dungeons are loaded with very dangerous caster mobs. For example Magician mobs are wizards with pets that DS everybody around them. If you aren't twinked in your 20s or 30s its an absolute nightmare. There are multiple in a room along with other mobs. Your enchanter (or cleric) doesn't have cranked out charisma and he crit resists a calm. You need to knock those casters out as fast as possible and make sure they don't nuke. Your healer has very limited mana. You need to dispel the DS. Everybody has to root and CC. The melees can't do shit besides pick a mob to hit but they are awful at agro generation. Both interrupt nuke and stun become very important in these situations. I exclusively drop interrupt nukes on caster mobs and only use elemental nukes on melees.

P99 is wonderful but it really is far from "classic" anymore, and really that's fine it has evolved. If you want to roll an ALS toon and go play "classic" you can and its fun. There are lots of leveling toons on the server but when you run into a twink that drills everything with lightning speed yeah the XP is nice but it most certainly isn't as "fun" as having the gameplay mechanics work as intended.

If you roll a Wizard on Green server you will get groups. Any int caster will get groups. Druids will get groups. Necromancers will get groups. Mages will get groups. If you roll a wizard on Green you can also solo if you want, but don't plan on having jboots or easily available clicky potions to do it. You will have ports and you will make money. You will be able to form your own groups and take them places to get XP. If you are competent and a good player people will want to play with you.

Your average P99 player these days really isn't in it for the "classic" experience. The new players are more interested in a Game Genie experience or one more similar to WoW with watered down classes and quest-driven character progression with highly developed and orchestrated "raid" content. In "classic" EQ the awful grind through levels isn't on a Wizard, its on a Warrior.

In "classic" EQ if you're a good player on Wizard you'll be able to get a crew together, take them somewhere, and move the XP bar. You can also move it yourself if you want. You can also duo/trio with a motley crew of casters if you want. You can get some levels and port for plat if you want. Wizard is a perfectly capable adventurer, just like every other class. As with all magic using classes in EQ it is the player that makes it shine. Over the years I have played with many different and unique class combinations and it is always fun. That's because I find classic EQ tons of fun. Many people actually dont.

If you are looking for a "classic" experience on Wizard (or any class for that matter) roll Green. You can join Auld Lang Syne if you want but you need to -want- a classic experience and discipline yourself to do it. If you want to hear about how much "Wizards suck" and never get a chance to actually play the class with the mechanics as they were designed get some Jboots and quad all the way to 60. Unfortunately there isn't too much middle ground anymore.

Wallicker
07-10-2019, 03:42 PM
I’m just here to Lolz at wizards being shitty at raids... they do amazing DPS once they have dragon/giant bane on ALL raid targets if played right, end of story.

bigjeff100
07-10-2019, 04:13 PM
I love all classes, and will never ever EVER deny somebody a spot in my group. Anybody who does for a normal pick up group is a scumbag.. I get that certain scenarios require certain group members.. But if you're choosing to pass on a wizard who is LFG in Karnor's, and there is nobody else LFG.. Then you're a pretty awful person.

That being said- Wizards are dope, they do damage, they med.. they will save your ass in numerous scenarios..

Tecmos Deception
07-10-2019, 07:47 PM
Over the past several years on P99 and the explosion of the "raid scene" the concept of "useful" and "not useful" classes has become a large part of the hot air/echo chamber phenomenon that has been a part of P99 since a year into Kunark. The economy is inflated, gear strength relative to level is inflated, and there are (and have been) thousands of powerleveled level 60 toons parked everywhere.

Wizard gets a bad rap but really since the explosion of the "raid scene" nobody plays int casters or priests anymore. Everyone on P99 anymore, including new players, rolls melees because of the availability of powerful gear to get through levels easily. Then you join a guild and get your DKP/RAP and bid on the all/all items that are on the Velious bosses because you are "useful." And we all know sitting at the entrance waiting for mobs to come is "fun."

It is known Enchanter is OP in classic but for "raids" (as they exist on P99) they are "useless." Nobody plays necromancer, not "useful." Mage is a COTH bot. Druids are "worthless" hell even Shamans are. The reality for many P99 players is a CH chain with far too many overgeared melees beating the ever living shit out of the loot piñatas week after week. Nobody is interested in the idiosyncrasies of the various classes in EQ which is really what makes the game special and interesting. The new players that have come to P99 over the years from other MMOs don't really get a "classic" experience at all and most of them probably wouldn't even like it very much.

If you play an Auld Lang Syne toon or you plan on rolling a toon on Green you will find that Wizards in old world really aren't "bad" at all. If you play with melee toons that have level appropriate gear you will find that they really do FAR less damage than we have become accustomed to. They can also take far less damage than we have become accustomed to due to inflated HP pools and overpowered gear.

When you are playing with level-appropriate gear you will find that a nuke from ANY class, not just Wizard, becomes far more important to have. When you have multiple mobs in play a quick burn of a mob becomes very valuable. Contrary to popular belief, DD spells are just one component of playing Wizard in "classic."

Fleeing mobs are far more of a threat when they don't get backstabbed by a rogue for 3 digits of damage with haste items. Caster mobs become much more of a threat and its crucial to make sure that you snare when they are under 20% instead of root so they don't keep casting. Its also important that melee mobs are snared so they don't inflict extra damage when HP and mana is at a premium. This very basic and important EQ mechanic is largely ignored in facerolling gear-inflated pickup groups in the hot zones all over the server.

Wizard has a very unique combination of spells that are in fact very powerful in dungeons - stun, interrupt nuke line, snare, root, evac. It is not as one-dimensional as the P99 hot air would have you believe.

In a "classic" group composition you won't have one enchanter with a massive mana pool group mezzing tons of mobs while overgeared melees mulch them down. Crowd control is very much a group effort between whatever motley crew of magic using classes are in the group. The twinked out flopping Monk doesn't carry the group when melee classes have level-appropriate gear, the magic users do.

The stun and interrupt nuke line are very powerful spells in classic. Classic dungeons are loaded with very dangerous caster mobs. For example Magician mobs are wizards with pets that DS everybody around them. If you aren't twinked in your 20s or 30s its an absolute nightmare. There are multiple in a room along with other mobs. Your enchanter (or cleric) doesn't have cranked out charisma and he crit resists a calm. You need to knock those casters out as fast as possible and make sure they don't nuke. Your healer has very limited mana. You need to dispel the DS. Everybody has to root and CC. The melees can't do shit besides pick a mob to hit but they are awful at agro generation. Both interrupt nuke and stun become very important in these situations. I exclusively drop interrupt nukes on caster mobs and only use elemental nukes on melees.

P99 is wonderful but it really is far from "classic" anymore, and really that's fine it has evolved. If you want to roll an ALS toon and go play "classic" you can and its fun. There are lots of leveling toons on the server but when you run into a twink that drills everything with lightning speed yeah the XP is nice but it most certainly isn't as "fun" as having the gameplay mechanics work as intended.

If you roll a Wizard on Green server you will get groups. Any int caster will get groups. Druids will get groups. Necromancers will get groups. Mages will get groups. If you roll a wizard on Green you can also solo if you want, but don't plan on having jboots or easily available clicky potions to do it. You will have ports and you will make money. You will be able to form your own groups and take them places to get XP. If you are competent and a good player people will want to play with you.

Your average P99 player these days really isn't in it for the "classic" experience. The new players are more interested in a Game Genie experience or one more similar to WoW with watered down classes and quest-driven character progression with highly developed and orchestrated "raid" content. In "classic" EQ the awful grind through levels isn't on a Wizard, its on a Warrior.

In "classic" EQ if you're a good player on Wizard you'll be able to get a crew together, take them somewhere, and move the XP bar. You can also move it yourself if you want. You can also duo/trio with a motley crew of casters if you want. You can get some levels and port for plat if you want. Wizard is a perfectly capable adventurer, just like every other class. As with all magic using classes in EQ it is the player that makes it shine. Over the years I have played with many different and unique class combinations and it is always fun. That's because I find classic EQ tons of fun. Many people actually dont.

If you are looking for a "classic" experience on Wizard (or any class for that matter) roll Green. You can join Auld Lang Syne if you want but you need to -want- a classic experience and discipline yourself to do it. If you want to hear about how much "Wizards suck" and never get a chance to actually play the class with the mechanics as they were designed get some Jboots and quad all the way to 60. Unfortunately there isn't too much middle ground anymore.

All pretty good except that enchanters will be OP even without charisma and int gear. Max mana is pretty meaningless in a competent group, and good enchanters won't play in shit groups anyway.

Hi Xoquil!

Tuljin
08-02-2019, 03:57 PM
All pretty good except that enchanters will be OP even without charisma and int gear. Max mana is pretty meaningless in a competent group, and good enchanters won't play in shit groups anyway.

Hi Xoquil!

Hey Tecmos sorry I missed you I'm busy with life in the summertime!

And yes good enchanters def don't play in shit groups hahaha =) I've been on the whole "max mana pool isn't important in a group" thing for a while but yeah either you get it or you don't *shrug*

branamil
08-02-2019, 04:41 PM
Wizards are super easy to level. You just quad and ALT-TAB to something interesting for 10 minutes to med.

Videri
08-03-2019, 12:41 PM
Wizards are super easy to level. You just quad and ALT-TAB to something interesting for 10 minutes to med.

https://i.imgur.com/WJqNZaG.jpg

Legidias
08-03-2019, 02:24 PM
https://i.imgur.com/Yl0Ba9y.gif

(But really, a lvl 29 spell isnt a starter kit item...)

Thorondor
08-03-2019, 02:28 PM
Protip....you dont actually need snare to quad normal runspeed mobs ;) you can quad as soon as you get your first targetted aoe spell if you have sow.

Cloumn of frosts cast time is 2.7 sec.

Max casting distance means mobs require 5.2sec to reach you.

Even at 57 with pillar of fire and a 4.5second cast you dont need snare to quad suits in WL.

Hope this helps.