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  #1  
Old 02-05-2016, 04:48 AM
Gvelz Underfoot Gvelz Underfoot is offline
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Originally Posted by ridiculousmoose [You must be logged in to view images. Log in or Register.]
Thing is most 'group' wizards just do the lame one nuke per mob shit... makes it easier for them to get back to their tv show while getting free xp.
1 nuke per mob is fine if conserving mana for a boss / healer / nuker mob or in case of evac needed. Furthermore I recall mana regen / mana pool being a bit more difficult in early grouping and sometimes 1 nuke is all there is mana for due to chain pulling. If the wizard is low on mana no one really cares, so we have to wait until the cleric is low for a group to take a short break.

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.
  #2  
Old 02-05-2016, 05:22 AM
Decad Decad is offline
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Root Snare stun is a wizard job in a group and this is more important then DPS.
  #3  
Old 02-05-2016, 07:01 PM
JackFlash JackFlash is offline
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Originally Posted by Decad [You must be logged in to view images. Log in or Register.]
Root Snare stun is a wizard job in a group and this is more important then DPS.
  #4  
Old 02-05-2016, 02:40 PM
Jimjam Jimjam is offline
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Originally Posted by Gvelz Underfoot [You must be logged in to view images. Log in or Register.]
I only root if the chanter or bard is AFK or dead.
Why not root in a group with an active enc?
  #5  
Old 02-05-2016, 02:58 PM
Sage Truthbearer Sage Truthbearer is offline
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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.
  #6  
Old 02-05-2016, 08:02 PM
Evia Evia is offline
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Originally Posted by Sage Truthbearer [You must be logged in to view images. Log in or Register.]
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.
Seriously this is sound advice. Best wizards or druids know how to evacuation correctly. Too often my group will wipe with a dru or wiz and afterwards their excuse is always "sorry I didn't have evac memmed..."

Can't stress enough how helpful that spell can be in the hands of a good player.
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  #7  
Old 02-05-2016, 08:09 PM
thufir thufir is offline
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Originally Posted by Evia [You must be logged in to view images. Log in or Register.]
Too often my group will wipe with a dru or wiz and afterwards their excuse is always "sorry I didn't have evac memmed..."
This is probably the saddest thing I've read all day. It's the one thing you add to a group that no other class can...
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  #8  
Old 02-06-2016, 10:48 PM
Decad Decad is offline
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Quote:
Originally Posted by Evia [You must be logged in to view images. Log in or Register.]
Seriously this is sound advice. Best wizards or druids know how to evacuation correctly. Too often my group will wipe with a dru or wiz and afterwards their excuse is always "sorry I didn't have evac memmed..."

Can't stress enough how helpful that spell can be in the hands of a good player.
Not only is this sound advice but this is pure basics.
  #9  
Old 02-05-2016, 03:47 PM
Gvelz Underfoot Gvelz Underfoot is offline
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Quote:
Originally Posted by Jimjam [You must be logged in to view images. Log in or Register.]
Why not root in a group with an active enc?
There are some situations where that becomes needed, for example mobs that can be rooted but are immune to mez. I find that with a competent enchanter that is concentrating on the role of crowd control, the wizard should not need to use root very often which allows more concentration for well timed nukes.

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.
  #10  
Old 02-06-2016, 02:12 AM
Jimjam Jimjam is offline
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Quote:
Originally Posted by Gvelz Underfoot [You must be logged in to view images. Log in or Register.]
There are some situations where that becomes needed, for example mobs that can be rooted but are immune to mez. I find that with a competent enchanter that is concentrating on the role of crowd control, the wizard should not need to use root very often which allows more concentration for well timed nukes.

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.
I guess whether to throw some roots on inc is down to taste.

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:
Originally Posted by Gvelz Underfoot [You must be logged in to view images. Log in or Register.]
One trick I learned is I can hit concussion on a mob I root and that helps it to not come right after me.
This seems like a really good tip, thanks for sharing. I guess when/if root breaks the mob will often become the healers problem :P.
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