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Old 06-23-2011, 09:11 PM
Galanteer Galanteer is offline
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Originally Posted by Galanteer [You must be logged in to view images. Log in or Register.]
Now my 'credo' in game has been to depend on the group/guild I am with. I won't /ooc looking for xyz nor will I send a tell to a stranger asking for something.
I should have said, I will seldom /ooc for xyz.
  #2  
Old 06-23-2011, 04:58 PM
Messianic Messianic is offline
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Wizards *NEED* crits, and harvest. Give us those, I will be happy.
Your original statement was something like "give me crits and harvest and im happy", but you added "needs" so i'll respond.

Crits and harvest would barely make a scratch in the wizard class overall, nor do they "NEED" them. It would be nice, but it definitely isn't a need.
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  #3  
Old 06-23-2011, 05:07 PM
ryandward ryandward is offline
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Originally Posted by Messianic [You must be logged in to view images. Log in or Register.]
Your original statement was something like "give me crits and harvest and im happy", but you added "needs" so i'll respond.

Crits and harvest would barely make a scratch in the wizard class overall, nor do they "NEED" them. It would be nice, but it definitely isn't a need.
They need them, in the sense that it will make us wizards happy, and feel like we have something cool that other classes don't have, and we would probably stop complaining.
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Old 06-23-2011, 08:11 PM
Zuranthium Zuranthium is offline
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Originally Posted by Messianic [You must be logged in to view images. Log in or Register.]
Quote:
Originally Posted by ryandward [You must be logged in to view images. Log in or Register.]
Yes, I regret it. Mostly because they aren't set up the way they should be, under the guise of being "classic". There are some design flaws, but that is the way the devs think they should be, which is totally dumb to me.

Wizards *NEED* crits, and harvest. Give us those, I will be happy.
Crits and harvest would barely make a scratch in the wizard class overall, nor do they "NEED" them. It would be nice, but it definitely isn't a need.
Yeah, Crits and Harvest really don't mean much. Harvest was absolutely terrible; the long cast time made it weak in combat when you need the quick mana and it generated barely any extra mana anyway...enough for 1 extra nuke every 10 minutes. Crits were mainly showy fun and didn't increase sustained DPS by much, nor were they at all reliable for trying to burn down a target when you really need to.

To be useful as a class, without imbalancing them, Wizards need to actually be great at killing things quickly but not be near the top in terms of sustained DPS. Harvest could be a class-defining ability which allows them to do just that. I would set the spell as this:

Harvest:

Spell level: 4
Cost: 1 mana
Cast time: 1 second
Recharge time: 5 minutes
Effect: For the next 30 seconds, your non-teleport spells cost (Level * 2) percent extra mana, deal (Level * 4) percent extra damage for every level up through 50, plus 10 percent extra damage for each additional level after 50 (meaning that at level 60 spells would do 4x their normal damage), and the resistance modifier of your spells is improved by (Level / 2).

The extra damage spells do via Harvest would not count towards damage that determines which group or individual "gets the kill". In other words, this ability wouldn't make Wizards overpowered when it comes to kill stealing. "Boss" mobs could also be tagged to take less damage from Harvest, if the skill was making those encounters too easy.
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  #5  
Old 06-23-2011, 08:15 PM
ryandward ryandward is offline
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Originally Posted by Zuranthium [You must be logged in to view images. Log in or Register.]
Yeah, Crits and Harvest really don't mean much. Harvest was absolutely terrible; the long cast time made it weak in combat when you need the quick mana and it generated barely any extra mana anyway...enough for 1 extra nuke every 10 minutes. Crits were mainly showy fun and didn't increase sustained DPS by much, nor were they at all reliable for trying to burn down a target when you really need to.

To be useful as a class, without imbalancing them, Wizards need to actually be great at killing things quickly but not be near the top in terms of sustained DPS. Harvest could be a class-defining ability which allows them to do just that. I would set the spell as this:

Harvest:

Spell level: 4
Cost: 1 mana
Cast time: 1 second
Recharge time: 5 minutes
Effect: For the next 30 seconds, your spells deal (Level * 7) percent extra damage and the resistance modifier of your spells is improved by (Level / 2).

The extra damage spells do via Harvest would not count towards damage that determines which group or individual "gets the kill". In other words, this ability wouldn't make Wizards overpowered when it comes to kill stealing. "Boss" mobs could also be tagged to take less damage from Harvest, if the skill was making those encounters too easy.
There are no other spells in EQ that work this way (currently). It won't get implemented.
  #6  
Old 06-23-2011, 08:20 PM
jarshale jarshale is offline
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Quote:
Originally Posted by Zuranthium [You must be logged in to view images. Log in or Register.]
Harvest:

Effect: For the next 30 seconds, your spells deal (Level * 7) percent extra damage and the resistance modifier of your spells is improved by (Level / 2).
Somehow a buff that at level 50 adds 350% damage to your spells seems kind of broken. I'm not an expert though
  #7  
Old 06-23-2011, 09:17 PM
Zuranthium Zuranthium is offline
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Originally Posted by jarshale [You must be logged in to view images. Log in or Register.]
Somehow a buff that at level 50 adds 350% damage to your spells seems kind of broken.
Numbers may have to be tweaked of course, those initial numbers that I threw off the top of my head are actually not accurate to what I was envisioning in the first place (updated the post now), but the point is that a Wizard could quickly kill 1 or 2 targets on a relatively consistent basis. It would give them a valuable purpose in the game while still keeping their sustained DPS quite a bit lower than that of other classes.
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  #8  
Old 06-24-2011, 09:11 AM
fuark fuark is offline
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Originally Posted by Zuranthium [You must be logged in to view images. Log in or Register.]
Harvest:

Spell level: 4
Cost: 1 mana
Cast time: 1 second
Recharge time: 5 minutes
Effect: For the next 30 seconds, your non-teleport spells cost (Level * 2) percent extra mana, deal (Level * 4) percent extra damage for every level up through 50, plus 10 percent extra damage for each additional level after 50 (meaning that at level 60 spells would do 4x their normal damage), and the resistance modifier of your spells is improved by (Level / 2).
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  #9  
Old 06-23-2011, 05:25 PM
ryandward ryandward is offline
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Fizzler on the root
  #10  
Old 06-23-2011, 11:38 PM
Acillatem Acillatem is offline
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AA Crits were more for show. Yes they helped - but the smart WIZ got Spell Casting Mastery and Subtlety first. They helped more.

The thing about AAs were that individually they didn't make a big difference - but as a whole gave a tremendous (and much needed) boost to the WIZ class.

For some other classes it was somewhat different. Get one particular AA and you are golden. For the WIZ it was like building a puzzle and each AA line was it's own piece.
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