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#1
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Yeah, drop the wizard. Worst class for grouping, hands down.
As for necro, I'd still go with a monk or a rogue (or even a ranger) instead of a necro. They truly shine only versus the undead (but they really DO freaking shine there) so unless you want to stick to Howling Stones. Necros aren't that group friendly: - Mana transfer is helpful but with an enc and C2 you shouldn't ever need mana really. - Pet is weak DPS and in many situations is a liability (trains, warps, mez breaks, you name it). Their FD pulling isn't anywhere near as good as monk's. - Corpse summons? It's 2016, EQ is figured out, you shouldn't need corpse summons. With a rogue, even less so. - Necro mez is OK to help the enc in case of a really bad pull, but... With an enc and a shaman (root CC), you probably don't need extra help. Also a necro can only keep a maximum of two mobs mezzed at once (long recast time, 18 seconds duration mez). - Necro heals are very weak at higher levels, at best. You have a cleric and a shaman, you don't need extra heals anyway. They have one thing that is great for the groups: DMF. That's pretty much it. Farm them lev cloaks and you're set. | ||
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#2
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cleric
shaman enc enc enc enc | ||
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#3
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You really should play the class you want to play. Everyone is giving you some good minmax options but at the end of the day if you are going to spend tons of hours on a character it should be one you enjoy playing.
Also everyone likes to poo poo wizards for standard groups but a well played wizard adds a lot of utility. Plus having an enchanter always around makes a wizard more potent. In the same vein of you playing whatever you enjoy so should your friend. I'm guessing you guys aren't all about tearing through the game to 60 anyway. I'm also kind of doubtful that with real life constraints you will all actually level the whole way at the same pace or that some people won't possibly quit at some point. So it's probably best that you don't get invested in the idea of a perfectly balanced group (It's already changed in the last two days!).
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#4
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I would love to hear about the "lot of utility" a wizard adds to a group. Actually I never played a wizard mysel past level 4 (I think) so it's a legit question. I thought all wizards can do is port, nuke, root and AE snare.
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#5
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Quote:
-Wizards are good rooters which can help with CC in general and is even more beneficial when the enchanter isn't around. -Wizards have stuns which can and should be used to interrupt casting mobs. -Wizards can port which is great to have on hand when trying to get your group to get your group formed up and to an xp spot. Yeah there are things like dial a port but in group porting is even more convenient and cost effective. Especially if you get to an xp spot see its over-camped and want to go elsewhere or replace/recover a group member. -Wizards sustained dps is not great but they have huge burst dps. A smart wizard maintains a level of mana useful for emergencies which allows them to burst down mobs like no other class can when their group is in a bad spot being overwhelmed. -Stun/burst/snare also makes it easier to deal with annoying mobs who have low health traits. -Evac in very dire situations. -Tflux staff is arguably the best pulling item in the game. -Best AoE damage (you won't always be in a conventional group) -Can snare kite (you won't always be in a conventional group) -Can solo well (you won't always be in a conventional group) Like many other classes there is a good level of difference between a well played wizard and a lazy one. There are also some game changing gear possibilities if you get your wizard to the end game, I won't really bother with going into detail because it's kind of out of the scope of this discussion. I will mention though that if you get to the end game a wizard will have more added value than a lot of other classes. For example having more than x number of enchanters or magicians at a certain point doesn't provide much benefit.
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#6
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Yeah and min/max for one thing may not be min/max for another. I don't recall any real end-game goals set, for what this group wants to focus on, so that it should matter.
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#7
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Quote:
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Tsuko, Shadowknight | Ryali, Bard
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#8
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bard. nobody likes running outdoors like a grandma
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Backfire threads:Orotiagito Sadre Wimlin TrendyDru lvpa Recycleb1n Magnar Greymantle
hotkarlmarxbros <--- New !!! Awesome Bard Kiting Thread ![]() | ||
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#9
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Wizard snare costs 75 mana. Over the course of 30 pulls that's going to cost you 2,250 mana. At level 29 that's 15 casts of Thunder Strike, a net of -3705 damage.
Meanwhile druid snare costs 15 mana...I'll let you do the math on that one while I work on inventing a time machine.
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#10
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Quote:
I don't know why you're bringing this up anyway unless you want them to roll a druid for some crazy reason. Point is when they need a snare they have one so they shouldn't necessarily pick their 6th class on whether or not it has a cheap snare.
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Grallos Rek - 58 ogre shadowknight
Grigorii Grallosovich - 51 human cleric Brallos Rek - 43 ogre warrior Crallos Rek - 35 ogre shaman Timothe - 31 human enchanter Variol Cutthroat - 27 human paladin Telehr - 23 human magician | |||
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