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Old 05-27-2016, 02:47 PM
Vexenu Vexenu is offline
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Join Date: Feb 2012
Posts: 1,224
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Quote:
Originally Posted by NegaStoat [You must be logged in to view images. Log in or Register.]
I already pondered this and it has some issues. The first thing to keep in mind is that when you go to mash the two classes together, you'd need to look at the two rival classes of Druid and Necromancer that are also have a primary of teleports and pets, respectively. In an effort to not stomp on the Druid's toes, the wiz-mage couldn't have a nuke stronger than theirs. Period. In relation to the Necromancer, the wiz-mage's pets would now have to be reduced in base damage scales and health totals to measure against an equal level skelly pet. This means the fire pet's health would be really low in comparison.
I thought about this as well. It isn't quite apples to apples though, simply comparing port vs. port and pet vs. pet. That's ignoring the other significant abilities of the Druid and the Necro. The Druid also has the ability to charm animals, heal, buff and DoT. And the Necro can charm undead, FD, lifetap, ghetto mez and heal, DoT, fear, etc... So the Druid is much more than just ports and nukes, and the Necro is more than the pet. Conversely, the Wiz is basically all and ports and nukes, and the Mage is entirely the pet. If you moderately buffed the Druid's healing/buffing capabilities (as we saw was done in post-classic expansions) and gave the Necro some minor buffs (maybe an undead slow and a slightly beefier pet) I think there would be more than enough to differentiate the classes and make them appealing in ways the Wizard Mage is not. Even possessing two classes worth of spells, the Wiz Mage would have a fairly narrow spell range, being basically a pure DPS class that can port and perform minor CC. The utility offered by the Druid and Necro, in contrast, is much greater.