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#41
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![]() So a single group in a dungeon is the same as a raid killing a raid mob? Interesting.
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#42
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#43
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![]() Aslo what would delaying a slow for 5 seconds do? Or do you suggest all the wizards set up a stun rotation to prevent the tank from getting slowed instead of killing the target?
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#44
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you can have 3 interrupt spells in your bar at all times - tishan's clash, tishan's discord, and draught of jiva - - because the rest of your group is already plowing on the mob (one or two melees and a charmed pet) there is already plenty of damage being dealt. if you use all 3 you will be able to cast them all without waiting for the long cooldowns of the dd stuns i've never had any complaints about saving my priests mana - - ever - - nor have i ever had any complaints about stunning out the hasted dual-wielding pets whose charm breaks and starts raping the nec/enc/dru who charmed it. clerics should also do this, but god forbid a cleric ever does anything besides sit on their ass (ffs they wear plate and have DA and complain whenever they're hit, then gate out leaving everyone else behind the instant shit hits the fan) never have i had any complaints about stunning and holding agro on a cleric mob (i.e. elemental harvester in hole) to keep him from casting ch on the mobs we're dealing with the issue with draught of jiva is that its a 0 second stun - - the enemy mob will start casting right after the interrupt so you have to have a dd stun ready to knock out the next cast. the dd stuns you have some time to throw in a concussion, annul magic, or fast nuke during the stun duration (sunstrike is way too slow of a cast and too mana-intensive and needs to be used for special circumstances) draught of ice and draught of jiva both cost 215mana and both have the same cast time - - draught of ice does 731 at lvl 60 and draught of jiva does 688 at lvl 60. for a 45dmg sacrifice you can stop a spell which will heavily damage a group member, or cause the aforementioned 10 minute slow - - - please explain to me how this isn't mana efficient the way shaman mobs work (it seems none of you have ever even been in a dungeon with casters in it) is that they quit trying to cast slow after a while - they might attempt it once or twice. you are not delaying the slow for 5 seconds, you are stopping it from being cast altogether. when they get to about 30% hp they start to cast a heal - at which point you use draught of jiva to interrupt it, knock them down to 20% at which point they start to run because you have the mob snared already and your group deals the remaining damage with impunity (or are you going to waste mana DPSing an incapacitated mob when you already in a roundabout way dealt 20% of the damage to the mob) AND AS WE HAVE DISCUSSED - - - wizards don't deal mass damage - - you run out of mana quickly if you really turn up the heat. you save mass dps for certain mobs, it is impossible to deal massive damage for sustained periods of time. this is why every scrub wizard posted up LFG at kc and seb never gets asked to group, and when you do get asked you just get harassed the whole time you're in the group about how little sustained dps you do. as mentioned before, to play necro well you end up doing a bunch of small tasks constantly to support the group. its the same idea with a well played wiz. it is similar to an APM count in starcraft - - a higher quantity of spells being cast to assist your group is immeasurably more helpful than "just dps" funny thing is - - - it costs 195 mana to cast a tishan's discord and a tishan's clash (130 and 65 mana, respectively), both of those deal 310 dmg and stop the spells of the caster mobs (and it also keeps the enemy from attacking, which over a couple hours of playing in a dungeon is thousands of saved damage against your party, which is a lot of saved mana for your priests). one draught of ice costs 215 mana and does 731dmg at lvl 60 (and doesn't stop a damn thing.) by doing tishan's clash, tishan's discord, draught of jiva, AND peppering in draught of ices during stun duration when necessary you are being far more helpful than the number that shows up (or doesn't show up) on the parse. | |||
Last edited by Tuljin; 08-03-2013 at 10:44 PM..
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#45
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![]() Necros are absolutely broken in Velious, don't play one if you want to raid. You will literally do nothing but mana feed because Verant was still in the mindset that Necros were overpowered and decided to punish them for a second consecutive expansion.
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#46
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#47
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![]() i read what the thread is actually about and my first post was right to the point - then some friendly forumquesters had to come in and run their mouths when it seems as if they havent dinged past 50 . if people werent snarky assholes this thread would have been a little more succinct
anyone saying that their class isnt supposed to ever get hit is an idiot - - if you go out and do difficult stuff youre gonna get roughed up a little. if adds come into your camp and start beating on someone, you agro them and park them somewhere safe - - its eq 101. if your class has the ability to do something extremely useful and you're not doing it, youre not playing your class well. the next time i see one of my nec or druid buddies in fear or hate getting plowed by their weaponized, hasted pet when the charm breaks im just gonna sit and watch them die instead of stunning and agroing, allowing them to recharm........smh if you are doing hate or fear most of those regular caster mobs will be affected by stuns - - on zerg raids theres so much push and so many ppl plowing on mobs that theres no point in stunning, and if you cast sunstrike you have to cast it at 90% health for it to even land by the time the mob is dead because of long cast time. if you are at 12 and under for your raid it becomes more essential to stop spells, especially the gating shamans and mages in hate (i also most of the time end up being the one snaring and stunning runners, again cause the dru/nec is busy with pet) both zones have good pets for necromancers if you want to raid, though sky is way less fun for necs | ||
Last edited by Tuljin; 08-04-2013 at 10:54 AM..
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#48
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![]() Ok well all of my posts were directed at the question asked by the OP. Raiding in velious. Velious raids are much different than planes raiding. You will see that the primary role of a wizard in a velious raid is to nuke... med.. nuke... med. Some dragons gate so of course anyone with an interrupt spell or ability will try to stop them but other than that there is really no need to interrupt spells.
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#49
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![]() Damage over Time spells do not stack until Luclin.
http://everquest.allakhazam.com/hist...es-2002-2.html Source. Quote:
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#50
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their best general nuke does 1615 damage (resistable) for 450 mana | |||
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