Project 1999

Go Back   Project 1999 > Class Discussions > Casters

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
  #19  
Old 08-01-2013, 09:52 PM
Tuljin Tuljin is offline
Fire Giant


Join Date: May 2011
Posts: 636
Default

well when you engage a caster you can stun him and keep him locked out of melee range - - you are stunning all his spells out and keeping a distance so that he starts casting them again while your melee classes beat on him and they aren't getting casted on - - if you're doing it right he wont even get spells off, and if he gets one off its likely to be partial or resist

if you stun out a shaman's first spell, which is likely going to be a slow (that would be directed at your melee instead of you if you didn't pull it) you can get off a concussion before he even comes out of the stun, at which point the agro from the caster mob will be directed at the melee attacking him. at that point you can continue to stun and draught of jiva while peppering in concussions and draught of ices during stun duration

the flux staff is an excellent pulling tool - it has a long range and it generates less social agro radius than a facepull. a lot of times you can single pull mobs and all it takes is one hit from a melee to redirect the agro. many times in seb camps a melee will go in to facepull several caster mobs and get raped by nukes by the time he gets back to camp leaving the useless cleric (who should also be stunning and doing some agro mitigation if he's good instead of just sitting on his ass) to have to waste mana on a CH. wiz can root pull melees and take the spells cast at him by casters better than a tank can, considering extremely high saves and the 250point spell-only rune manasink. with flux staff you can single pull pathing mobs and often catch them at the end of their path where they would agro other mobs if it was a facepull - this happens all the time in many different zones

with generating agro with nukes and stuns and reducing agro with concussion you can manipulate mobs in a very unique way, helping keep chainpulls going as well as stunning and rooting adds that beat on different party members as well as stunning broken pets etc.

a main job of the wizard is to stop spells from being cast and making sure that the rogue with low FR doesn't catch conflagration or make sure nobody takes an ice comet, slow, stun, poison, etcetc - the nature of the wizard spells, however, you are dealing damage the entire time and not roasting your mana bar
 


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 09:34 PM.


Everquest is a registered trademark of Daybreak Game Company LLC.
Project 1999 is not associated or affiliated in any way with Daybreak Game Company LLC.
Powered by vBulletin®
Copyright ©2000 - 2026, Jelsoft Enterprises Ltd.