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  #21  
Old 02-05-2016, 06:54 PM
Troxx Troxx is offline
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Wizards just get the short end of the stick. A shaman not focusing on healing or slowing can pump out a lot more damage over time via direct damage nukes alone through the use of canni mana regen.

Druids can't manage more nuking sustained damage, but can group regen, dmg shield, patch heal, and buff ... On top of providing evacs.

Mages? Well their pet alone can sustain 3-5x as much sustained damage as a wizard during an xp session ... not counting the mages nukes.

In classic eq, Wizards are really only raid burn and solo xp artists who don't mind a lot of down time. In this regard I would agree with the OP. A good wizard is one who appreciates that they won't sustain dps for shit and instead plays to their (admittedly limited but someone had to do it) utility capability while keeping enough mana on hand to blow a hard burn or flip a life saving evac that is well timed.
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  #22  
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.
  #23  
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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  #24  
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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  #25  
Old 02-05-2016, 09:46 PM
JackFlash JackFlash is offline
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Also know when not to use evac......Like when you finally break into a deep dungeon and get scared the monk pulled too many! EVAC!!!! Oh wait, we had an enchanter. Group = mad (assuming you found a group in the first place....)
Last edited by JackFlash; 02-05-2016 at 10:08 PM..
  #26  
Old 02-06-2016, 02:12 AM
Jimjam Jimjam is online now
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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?

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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.
  #27  
Old 02-06-2016, 02:24 AM
Lictor Lictor is offline
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I enjoy wizards in groups that burn caster mobs, don't really notice them much besides that
  #28  
Old 02-06-2016, 02:33 AM
Daywolf Daywolf is offline
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Quote:
Originally Posted by Jimjam [You must be logged in to view images. Log in or Register.]
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?

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.
imo not in a group most of the time. Maybe if the mob can't be controlled in some other way, or a mob breaks and interrupts your enc etc. Prob with roots, it causes most mobs to fight until they drop, which costs extra healing mana, which can slow group exp. Wizards are perfectly fine nuking mobs then conserving mana.
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  #29  
Old 02-06-2016, 04:17 PM
Arclyte Arclyte is offline
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Originally Posted by Daywolf [You must be logged in to view images. Log in or Register.]
Wizards are perfectly fine nuking mobs then conserving mana white quadding solo
fixed

dont join a group as a wizard or you're a turd
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  #30  
Old 02-06-2016, 04:26 PM
Daywolf Daywolf is offline
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Quote:
Originally Posted by Arclyte [You must be logged in to view images. Log in or Register.]
fixed

dont join a group as a wizard or you're a turd
Well rooting isn't all that useful, not in a fine tuned group. That last % is better taken off than chasing around some retreating mob, or worse if it's rooted and keeps hitting you. If you have a couple dps/melee going, tank, some dd spells other than the wizard, than the wizzy is only taking down their contributed % on the mob like everyone else. That's just the design of them, doesn't make them turds or those that play them by design.
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