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Old 02-25-2014, 01:43 AM
Aborath Aborath is offline
Aviak

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Originally Posted by Kazi [You must be logged in to view images. Log in or Register.]
It's interesting you brought up the DS as I had that question tonight. I was DS'ing him, but unless I missed a spell or two, it only does 2 dmg. Not sure if it was even worth it.
I thought this exactly. We get the level 4 O'Keils Radiation, and don't get an upgrade until Velious. According to the wiki, OKR does a max of 10 points at level ten. Is this amount of damage even worthwhile? I mean, a tank gets hit, what, eight to ten times (less?) over the course of a fight when you're chain pulling blues. That's one-hundred points of damage for fifteen mana, a dynamite ratio, I'll admit... hmm, maybe I'll start doing this.

Quote:
First off, I try to never go below ~40% mana because the true power in a wizard is the ability to nuke down fast. If you get a few too many adds, it's invaluable CC in the absence of a mezzer. Root adds. Make use of Immobilize. Also, wizards can pull tricky mobs like SKs or the top of the spec tower in Oasis with Eye of Zomm. It's unfortunate that rogues can just spam backstab and out DPS a wizard in their sleep, but we do have utility.
That's a really good point; always have a significant mana reserve for emergency burn-down situations. As far as Eye of Zomm goes... I have never messed with it, though I recall wizards pulling with it in classic.

In short: Damage shield the tank; have roots/stuns ready to go, and be sparring with nukage = valuable wizard [You must be logged in to view images. Log in or Register.].

Great advice, folks. I understand that I'll never have the output of a rogue (or warrior, or monk, or... ), but it's good to know that there are effective ways of grouping as a wizard. Man, I've been a slacker wizard all this time [You must be logged in to view images. Log in or Register.].
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