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  #31  
Old 03-06-2015, 10:58 AM
koros koros is offline
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Originally Posted by NizmerThafen [You must be logged in to view images. Log in or Register.]
A level 60 wizard in Velious with http://wiki.project1999.com/Hsagra%27s_Wrath and http://wiki.project1999.com/Porlos%27_Fury finally gives them a notable edge over all other classes in terms of raid dps. They can easily do 20,000+ damage per raid target assuming the dragons or giants are not immune.

Outside of raid targets, ports to Sky and Hate, and AE groups they are at the bottom of the list in most aspects.
Rogues and well geared monks can usually outdo that unless a fight is extremely short.
  #32  
Old 03-06-2015, 11:03 AM
Daldaen Daldaen is offline
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Originally Posted by koros [You must be logged in to view images. Log in or Register.]
Rogues and well geared monks can usually outdo that unless a fight is extremely short.
Not with the AC on some of these mobs.
  #33  
Old 03-06-2015, 11:30 AM
EQsale EQsale is offline
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Originally Posted by NizmerThafen [You must be logged in to view images. Log in or Register.]
A level 60 wizard in Velious with http://wiki.project1999.com/Hsagra%27s_Wrath and http://wiki.project1999.com/Porlos%27_Fury finally gives them a notable edge over all other classes in terms of raid dps. They can easily do 20,000+ damage per raid target assuming the dragons or giants are not immune.

Outside of raid targets, ports to Sky and Hate, and AE groups they are at the bottom of the list in most aspects.
hmm 450mana per cast and say you got 3kmana pool thats only 12k damage nowhere near 20,000 ++ haha and consumes 2 peridots per cast hmm ya wizard sux unless your raiding in class c as mentioned b4
  #34  
Old 03-06-2015, 11:36 AM
Orruar Orruar is offline
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Originally Posted by koros [You must be logged in to view images. Log in or Register.]
Rogues and well geared monks can usually outdo that unless a fight is extremely short.
Given that they'll probably be training at least some mobs around in order to engage the named more quickly, an extremely short fight is going to be the goal. 70-80+ man zergs will be the norm in Velious. You can quote me on that.
  #35  
Old 03-06-2015, 11:40 AM
koros koros is offline
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Wiz will be able to med/harvest during the fight, and after spec kicks in, it's 405 mana per cast. 20k+ isn't unreasonable for a fight that's a few minutes long.

A rogue with Str of nature, avatar, VoG, predator, and aura of battle can't hit 80-100 dps on Velious raid targets? That's kind of surprising, especially if they have Velious weaponry. Even a meager 75 dps ends up at 22500 on a 5 minute fight, and I'm sure they can beat that.

If this is the case maybe Velious raid mob ac is too high. It was never noticeably high on live, no one even thought about mob ac until Luclin.
  #36  
Old 03-06-2015, 11:41 AM
EQsale EQsale is offline
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do you think theres gonna be 5min fights on p99 really?? really
  #37  
Old 03-06-2015, 11:42 AM
koros koros is offline
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Originally Posted by Orruar [You must be logged in to view images. Log in or Register.]
Given that they'll probably be training at least some mobs around in order to engage the named more quickly, an extremely short fight is going to be the goal. 70-80+ man zergs will be the norm in Velious. You can quote me on that.
That's true. But in that case, who cares how much dps you can do.
  #38  
Old 03-06-2015, 02:21 PM
Tuljin Tuljin is offline
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Originally Posted by sox7d [You must be logged in to view images. Log in or Register.]
Any 60 wizard who's done HS or Seb knows that the lack of damage from wizards for those zones is palpable and that the "utility" from having a mana reserve, roots and stuns is not worth it, especially given many other classes can as well and their nukes themselves are negligibly better.

Either that or they're in denial.

I've kept the 70% mana reserve, I've kept the seb casters spell locked, I've duck-stuttered evac during questionable times, and I've root CC'd. The effect on the group was still quite underwhelming and a druid can do most of that with only .4 less damage/mana on top of all of their utility.
Lets address this P99 echo chamber phenomenon and talk about facts -

There's all this talk of different classes doing things "better" and "more efficiently" than the toolset that a Wizard has. This is belief loaded, and many of these classes that are included in this group are considered pariah for groups much like Wizard.

Some facts -

1. The Staff of Temperate Flux is incredibly versatile and probably the best insta-clicky pull item in the game. It is very valuable for picking mobs at the end of their path, picking mobs off a train, spamming and pulling agro off someone that shouldn't be getting it, and also excellent for keeping a nice chain pull going as someone mentioned previously.

If you actually play Everquest and actually play a Wizard (~both~ of which very few people do) instead of just spreadsheet-jockeying the strength of this item becomes very apparent very quickly.

2. Wizard is the only class that has DD single target stun, a bona fide snare, and root in one toolbox. In EQ the physical manipulation and placement of mobs is very important, and these three skills combined with the Flux Staff result in very powerful CC and mob manipulation.

Snare is always useful in dungeons and in fact very important to have in dungeons. It makes the mid-level (and high-level) dungeons much more manageable and provides unique agro kiting opportunities. A snared caster mob stops casting when they flee - which is one of the many ways Wizards reduce and nullify the threat of caster mobs.

What other classes have bona fide snare? Ranger and Druid, both pariah.

3. Fetter is the best root in the game and Wizards get it at 58 just like Enchanters. Its the preferred CC for melee mobs. Its very powerful and sticks every single planar and non-planar mob that isn't MR incredibly effectively.

Also, with clean pulls, AOE mez really isn't necessary. What does everybody on Red do about it?

4. The Thunder Strike line of interrupt nukes is highly underrated and a very powerful tool at all levels. It is even MORE powerful proportionate to total mob HP in old-world zones, and even in Kunark Draught of Jiva makes very short work of Shaman and Wizard mobs in Seb. Coupled with 2 stuns in your spellbar you are valuable ~and doing something that nobody else does/has the resources to do~

5. Wizard has excellent resist gear, and contrary to popular belief it is very useful in dungeons. Wizard can pull caster mobs very well and generate enough agro to park them wherever they want in camp without the melee puller having to worry about catching multiple spells on a pull. Stun and LOS Rooting is a perfectly effective way of splitting many stupid caster splits, and with levels and resists you don't have much to worry about.

6. Evacs were designed for dungeons. We sit in our own filth for hours a day criticizing the flaws of the geniuses that created Everquest 15 years after the fact, but anyone arguing this fact must have access to hallucinogens the likes of which I would be interested in procuring myself.

Everybody who joins this tired ass discussion and contributes with only vitriol is assuming that anywhere you travel to in Norrath there will always be the magic combination of classes that will cover the abilities of the Wizard -without- having to wait around for 2 hours to assemble this dream team.

Let me ask you this - - when is the last time you grouped with somebody that can snare? When is the last time you grouped with somebody that has a DD stun that even used it? (Clerics, im pointing my finger at you - in fact they never cast root either - - ) When is the last time you grouped with -anybody- that casted a single CC spell other than the Enchanter?

Its easy to jockey spreadsheets and imagine a world where all classes are available to group with at all times, dealing damage with the absolute best items in the game. In reality this really isn't the case.

Once-upon-a-time Chardok AOE wasn't a steady RMT money machine like it is today. Once-upon-a-time for a long time Chardok AOE was -very- irregular. How in the world did Wizards hit level 60 back then? Especially when a very active forum contributor even admitted that quadding Kelethin guards at 54 gets barely 1% xp per pull?

The only other option past Ravishing Drolvargs outside KC (which loses steam around 54) is TD Raptors (dangerous and not worth the hassle if you don't have an Epic Cleric Alt parked there, which many of us at this point take for granted 4 years into Kunark) Either that or grouping.

When I was getting my levels in a guild that was already all 60s I had no help getting XP. I was well aware of the fact that posting up /LFG will never get me a group. What did I do instead? Sat at Seb entrance, invited any old scrub sitting there with their thumb up their ass LFG, and make groups of 4 or 5 work ~just to move the god damn XP bar~ Say what you will about Wizard from behind your excel spreadsheet and world of constantly running Chardok AOE, but I'll tell you what - these rag-tag groups that made it down into Chef and Disco camps mid-50s with no trouble and keeping the camps broken up juuuuuuuuuuust fine and killing mobs at a juuuuuuuuuuust fine pace were possibly directly because I took the reins and made the group happen.

Knocking out nasty spells make a Druid healer perfectly fine. Enc or Necro want to charm and haste a pet? No problem, I'll make sure its stunned if it breaks (unlike Clerics) Need to CC caster mobs without an Enc mez? No fucking problem, I will agro, LOS root, and keep the roots stacked. NP

The point is, we can't all wait around for this "perfect group" that everyone talks about and never happens. Fuck, all anybody ever does is duo Monk/Shaman or PLVL these days. Rogues can't do ~a single god damn thing~ to mobs without a tank and a healer. Nobody even wants to group with a Druid, either. Or a Ranger. Just stop it.

I was/am fortunate to have great EQ friends that didn't have a problem playing with me while leveling with me. We actually had a ton of fun. Hows this for a hypothetical group mid 50s - Monk, Druid, Wizard, Necromancer (add an Enc for a 5th) How many of you have ever even played with this group composition? 0. How many of you have successfully shredded the Hole, all Seb camps, and HS with this group? 0. This is just an example of some of the odd groups I've contributed to even make such an odd class combo not only possible, but effective and ~good~ And guess what? At the end of the day we were a group of players/friends who were good enough (and impatient enough) to not want to sit around waiting for this "perfect" group instead of actually moving the fucking XP bar, which at the end of the day is ~always~ faster than sitting around waiting.

Yes, the Druid isn't much weaker than the Wizard at DPS. So what happens when you have BOTH a Druid and Wizard casting some nukes? How about someone with a Flux Staff succesfully single picking Hole mobs without training the entire city and leading the way through the zone safely, making Superior Heal and Group Regen just fine for healing?

How about when you have both a Necromancer and an Enchanter with charmed, hasted, weaponized pets who have absolutely no qualms about doing so because they know theres somebody there who will ~every single time~ make sure their charm break is stunned? How about an Enchanter who doesn't have to worry about his pet AND having to cast an AOE mez on every single hideous train pull that comes into camp because actually the Wizard is pulling, root CCing, and getting casters into camp and killed first? How about the Wizard getting up and keeping the chain pull going while the melees don't have to leave the mobs they are dealing DPS to? This in itself is a contribution to the DPS of the group without ~actually~ dealing DPS. This cannot be quantified on a spreadsheet.

This is also an example of ~a group of good players using the abilities available to them to enhance the effectiveness of their group and the other classes present and also try to have fun playing 3-4 year old content~ Wow, thats a novel concept and approach to P99, isn't it?

By the way, sitting at 50% or 70% mana is complete bullshit. In dungeons I sit around 20%-30% and play catch-up once in a while on melee mobs.

And this is really the point - EQ is a very fun game because of the dungeon design/mob behavior, not because of the limitations of a particular class. Playing the game with odd class combinations with other people is what makes the game ~fun~ and that is when you are really exploring/challenging the content. I have lots of fun on my Wizard and I got him to 60 "the old fashioned way." I learned these zones on Wizard and know them very well, despite how much Wizard "sucks."

I admit "fun" to some people is playing Battlefield 4 between Chardok AOE pulls and even associating with the jackasses that frequent that cesspool. Tomato/tomahto. BTW, are you playing EQ or Battlefield? How are those RMT bans working out for ya?

People think there's some magic difference between "raid" zones and "non-raid" zones and it affects their playstyle/mindset. Really the difference is "bosses" vs "everything else." Trash in raid zones isn't much different from dungeon mobs and they have to be snared, stunned, stopped from gating, stopped from healing, CCed, etc just the same. This talk of other classes being better than a Wizard on a Hate port is bullshit - Wizard is the only class that can drop the necessary DPS with a Sunstrike to stop a Spite Golem from gating with minimal "ohshitohshitohshit" on a portup. Also can stop Liches etc from gating, Clerics from CH, etcetc. I have been responsible single-handedly for saving many "oh shits" on Wizard. This is not much different from your contributions to a "regular" dungeon. Trash in the new planes in Velious won't be much different, either.

TL - DR : Enough spreadsheet jockeying and actually play a wizard. Then join the conversation. Whens the last time ~anybody~ even grouped with a Wizard, let alone a good one? Or a Ranger or a Druid or any of the other classes who "are more efficient at the same things" but actually not at all and you won't even group with them, either?
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  #39  
Old 03-06-2015, 02:31 PM
Raev Raev is offline
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Originally Posted by Orruar [You must be logged in to view images. Log in or Register.]
Given that they'll probably be training at least some mobs around in order to engage the named more quickly, an extremely short fight is going to be the goal. 70-80+ man zergs will be the norm in Velious. You can quote me on that.
LOL WRONG





















































































Velious zergs will be 100+, of course.
  #40  
Old 03-06-2015, 02:51 PM
Nirgon Nirgon is offline
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Finish epic, collect the staves again for resist gear

profit
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