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#1
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All that aside, wizards do add value to groups.
If I were a wizard I’d keep relevant succor spells up if hunting in dangerous places and keep useful utility spells on standby. For dps try to hover around 50% mana in chain pull or semi-chain pull situations. Keep enough buffer for fast hard burns when needed but also have some room to make that inevitable time productive. Starting a 5 minute group afk with 80% mana is wasted potential.
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#2
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Be outgoing, make friends and form groups.
If you look at the source material as advice (LOTR, HOBBIT) the best groups were formed by a wizard who took his party to where they needed to go. | ||
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#3
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Can/do druids and wizards duo quad?
Sounds doable. | ||
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#4
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Yes, but the best group for wizards is an AoE kite bard doing his circle on top of the wizard so the wizard can add in his PBAOE.
In this situation a wizard is by far the best DPS class in the game. | ||
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#5
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Well until the wizard goes oom and the mobs are still alive -> cleric with donals boots is a bards best friend
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#6
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I played Wizard 1-60 and never really had issues finding a group when I wanted one. Ports give you an advantage only druids share when it comes to finding groups. You can pop into all the hot zones in minutes and spam LFG until you get group ports and when you get group ports you can handcraft your own groups. 1-19 you shouldn't have too much trouble finding groups because most of the time people making groups at those levels just want to fill slots.
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#7
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I was always a proponent of giving wizards a line of low damage but high efficiency nukes; nukes that were impractical for burning (dmg per cast was too low to burn effectively) but allowed them to sustain 50-60 dps by level 60 consistently by chain casting them. More or less having a VP or Velks robe built into their spellbook.
Ideally wizards should have reasonable sustained dmg output with big burst potential.
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#8
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Quote:
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#9
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Enchanters have clarity, necros have lich/battery, mages have mod rods. How about wizard can summon a familiar that's very low level but gives only the wizard a bard-like effect of mana song that would stack with clarity.
I would have also given druids torpor. Shaman can already massive slow + heal and can have haste up to offset torpor, and cleric has uber heals. Druid, the third priest does what to make up the difference? Makes matters even worse when shaman already have a hp to mana conversion line. The devs were drunk or something when they gave that to shamans. | ||
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#10
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Apparently wizards were supposed to get an anti-gating spell to cast on mobs. Would have made them more desirable if the push interrupt changes ever go through.
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