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Old 06-11-2011, 03:37 PM
nalkin nalkin is offline
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Quote:
Originally Posted by Zigfreed [You must be logged in to view images. Log in or Register.]
Their dps over time is indeed a tiny bit smaller than say a rogues but no rogue can mana dump in an emergency and end said emergency.
Lol you must have a very strange definition of tiny.
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Hahaha, that is awesome. Right up there with...that one guy's....boat service before the boats worked.
  #2  
Old 06-11-2011, 05:16 PM
Ulivar Ulivar is offline
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Being a wizard as a main character on this server isn't as terrible as people act out on these boards, theres great utility and good fast damage when you need it, for exp grinds that have no fear of any miss-pulls or adventures to harder spots we aren't amazing, but can still hold our own. But I personally don't want to sit in OT all day long, i'd rather go explore guk again, so they can have it. We are great for escaping, transporting, planes travel..., quick killing, chain interupting casters. I'm only level 39 and I personally haven't had too much trouble getting groups. I've never been flat out told i'm not wanted because i'm a wiz.
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  #3  
Old 06-11-2011, 07:31 PM
Slust Slust is offline
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As I recall, the DPS "hierarchy" went something like:
  1. Rogues
  2. Wizards
  3. Monks
  4. Mages
  5. etc.

Every class has a mix/balance of: (generalizing)

Tanking Ability
  • Damage Mitigation
    • Disciplines
    • Disarm
    • Absorption (Spells)
    • Etc.
  • Damage Avoidance
    • Block
    • Dodge
    • Parry
    • Etc.
  • Armor Limitations
  • Skill Limitations/Caps
  • Threat
    • Taunt
  • Etc.

Healing Ability
  • Healing Skills/Spells
    • Direct Heals
    • Heal of Time
    • Mend
    • Etc.
  • Buffs
    • HP Buffs
    • AC Buffs
    • Stat Buffs
    • Resist Buffs
    • Etc.
  • Resurrection
    • Resurrection Spells
    • Convergence
  • Bind Wound
  • Etc.

Damage (DPS)
  • Equipment Limitations
  • Crits
  • Skills
    • Kick
    • Bash
    • Flying Kick
    • Backstab
    • Etc.
  • Spells
    • Direct Damage
    • Damage Over Time
    • Damage Shields
    • Area Effect
      • Self-Based Diameter ("Point-Blank")
      • Target-Based Diameter
    • Etc.
  • Skill Limitations/Caps
  • Etc.

Utility
  • Movement Impairment
    • Snare
    • Root
    • Stun
  • Movement Increasement
    • Gate
    • Teleportation
    • Buffs
      • Spirit of the Wolf
      • Spirit of Scale
      • Wolf Form
      • Etc.
    • Levitate
  • Invisibility
    • Regular
    • Undead
    • Animals
    • Hide
    • Sneak
  • Pets
  • Etc.

Certainly the "Utility" list(s) can go on for quite a while. The point is -- Every class has a balance of Tanking, Healing, Damage and Utility that defines what roles they can perform and how well they can perform them.

Rogues are top DPS because they have very low Tanking ability, virtually no Healing ability and very low Utility. This "frees up", if you will, theoretical "points" that then get spent in the Damage department.

Wizards have their own checks and balances. Certainly the limitation of Mana is one to consider, but that has its own pros and cons associated with it. Wizards do the most "Burst" DPS of casters (possibly all classes in regular case scenarios?), but also have the best mana:damage efficiency of all casters. I believe wizard nukes are an average of 10% more efficient than a mage's nukes.

The territory also comes with additional utility like Invis, Group Teleports and Root, as well as some baked in resist modifiers that make some spells have an easier time passing resist checks.

I am not a wizard, nor have I played one, but I've never seen anything necessarily "wrong" with them. Every class just offers a flavor certain people find more desirable than others. Utility wise, Wizards are a little "bland" with the exception of Group Teleports, but the real strength of a wizard is on the back end of the mechanics anyhow.

All in all, I'd say Wizards are a pretty good class. The only class, I feel anyways, that is deserving of pity is the Ranger, whom saw their "fix" really come in during Luclin when they got AA's to bolster their previously "inadequate" Bow DPS.

Possibly Paladins as well, since their mitigation deficiency compared to a Warrior wasn't quite made up for through their defensive/healing twist on the class. Whereas a Shadowknight got more DPS for their reduction in Tanking ability (which was always useful), Paladins never really assumed a healing role and the group still required a dedicated Priest class for healing. On the other hand, Knight aggro was pretty fast and pretty snap... so they did make really good tanks for exp groups...

(I concede I'm really caffeinated right now and borderline rambling too much, so I'll shut up now)
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