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#1
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Quote:
If someone in the group is snaring, and the mob is gonna get 1 nuke, do it so that the mob goes into "flee" mode faster which a) allows the full damage of the nuke to impact the target and b) the melee can finish it off without getting beat on. Waiting until the mob is already in flee mode is typically a waste of mana, especially of it only takes half the nuke to finish it off. The only exceptions are if there is no snare possible, and it's gonna run and agro other stuff. A good wizard will know when to nuke once, and when to dump nukes at a target. Especially once we have concussion and can tightly control our aggro. Stunning and rooting are great to have but very situational at higher levels, since 2 or 3 hits from a mob will wreck a wizard making the healers job more difficult. I only attempt to stun if the mob is tough and has a Complete Heal, and I only root if the chanter or bard is AFK or dead. One problem is that many of our stuns and interrupts have a greater chance of getting resisted, resulting in a waste of mana. Another problem is that the casting time on the stun and interrupt spells make it tricky. Thunderstrike at level 29 has a 3.6 second cast time, for example, and Force Strike with a whopping 5.5 second timer. Attempting to time that so that it interrupts a heal is tenuous at best and even if timed right some other class could end up getting it interrupted wasting mana that could have been used for a straight and lower agro nuke. And on top of all of this, the recast timer for these spells is fairly long, anywhere from 12 to 24 seconds for many of our nukes with interrupt / Tishan's & Markar's lineup. So potentially would need 2 spell slots to effectively keep a caster interrupted. Again, great to have but only if there's no one else in the party that can perform these tasks. | |||
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#2
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Root Snare stun is a wizard job in a group and this is more important then DPS.
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#5
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Have evac memmed and know when to use it. I've had Wizards save the entire group when a bad pull went south and a full group wipe was imminent.
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#6
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Can't stress enough how helpful that spell can be in the hands of a good player.
__________________
Kellian Cove (60 Wood Elf Rogue) Parra Doxx (55 Barbarian Shaman) Kellian Blindwell (25 Human Paladin) Marvin Miyagi (24 Gnome Necromancer) Evia (12 High Elf Wizard) | |||
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#7
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__________________
Grallos Rek - 58 ogre shadowknight
Grigorii Grallosovich - 51 human cleric Brallos Rek - 43 ogre warrior Crallos Rek - 35 ogre shaman Timothe - 31 human enchanter Variol Cutthroat - 27 human paladin Telehr - 23 human magician | |||
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#8
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Quote:
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#9
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I definitely see the wizards role as a secondary crowd control when paired with an Enchanter in a group and being aware of when to help and when to stay out of the way and just nuke is important. After all, we both get Fetter which is the best root spell in the game. One trick I learned is I can hit concussion on a mob I root and that helps it to not come right after me. | |||
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#10
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Quote:
ENCHANTERS: do you prefer to have someone root your mezzed mobs to help keep them locked down, or do you prefer to work without interference? Quote:
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