![]() |
|
|
|
#1
|
|||
|
Regardless, any class would bring more to the table than a wizard... It's sad that they lack so much compared to other classes and I would never recommend it to another player unless they want to raid hardcore...
| ||
|
|
|||
|
#2
|
||||
|
Quote:
But if that's what the OP wants that's what they want. They do have some utility so it won't be as bad as all that. Have to level up a wizard somehow. And it is nice when you get to the very end and have Hsagra's Wrath and Porlos's Fury (expensive, though).
__________________
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 | |||
|
|
||||
|
#3
|
||||
|
Quote:
I played a wiz on live. Velious high hpt non-bannable mobs don't work out well for them. However, when AAs came out and during PoP my wizard was awesome. At the top or in the top few of DPS charts on raids. Also had so much mana regen/mana conservation ability that I was viable dps for normal groups. However, quadding or AoE groups were also way better xp than normal groups. Geared wizards were pretty stellar during PoP. The prevalence of high end weapons here does make it harder for wizards leveling now. My apologies to OP for a bit of derailment.
__________________
| |||
|
|
||||
|
#4
|
|||
|
Necro pet/dots might make up some DPS. also low level darkness is an easy snare replacement imo. also some poor mans cc's with a shit mez and root around lvl 30 something
__________________
Blue: Seniksin | Jarshale Red: Sieg | Cazissa | ||
|
|
|||
|
#5
|
|||
|
yea but when a wizard gets lazy, they just sit there, when any other class they at least auto attack or pet dps..
and lets be honest, its ez to get lazy on p99 | ||
|
|
|||
|
#6
|
||||
|
Quote:
__________________
| |||
|
|
||||
|
#7
|
||||
|
Quote:
As for what the OPs group needs ... There are a lot of classes that could round that group out nicely. -Rogue brings consistent high dps, corpse dragging, and pick lock for those few awesome cash spots like crypt/emperor in seb. Without pick lock, there are a few camps your premade can't really enjoy. -Mage brings solid dps, malo, and CoH. -Shaman ... this class is just a powerhouse. While some might consider it redundant for your group (and having shaman, cleric a druid in a group is a bit of a waste), this class brings the strongest slows to the table, malo, and frees up the enchanter to focus solely on pet dps and crowd control - monk can go hog wild with overpulling as your slower and cc'r aren't the same toon. -Bard ... bards make every group better. The draw-back to bringing a bard to the table is that it doesn't really help the group kill faster. 3 out of your 6 toons would enjoy a huge jump to mana regen, and 6 out of 6 toons would benefit from the extra background healing, freeing up more druid mana for nuking and possibly allowing your cleric to go to sleep in most xp camps the game has to offer. Lull in a lot of camps allows the bard to pull more quickly/safely than the monk (especially when there are casters around). The big draw back here is bards don't add jack diddly for damage output. If your group didn't have a druid (ie had another higher damage toon like a rogue or mage) I'd recommend bard for sure. -Monk - always solid dps - always a good stand-in tank - always a great puller. A monk will fit into literally any group that covers the basics of healer and cc/slower. You could have a group of 4 monks, a cleric and a chanter/shaman that would own most content. For the 6th man to YOUR group, I'd recommend rogue. Barring that, mage will probably add more to your group than most other options.
__________________
| |||
|
Last edited by Troxx; 01-16-2016 at 04:13 PM..
|
|
|||
|
#8
|
||||
|
Quote:
Someone that plays a wizard - plays a wizard, because they actually like the class and the game. So more likely to make the effort to contribute to a group and not drop off when things get a little boring or challenging. Just like as it holds true for Cleric. Many reach cap, or near cap, and realize it's not all that great for them, then they burn out. Some people love Cleric though, I mean really really like the class, and play for no other reasons than that they just enjoy it with the good and the bad. But when you roll something, because it's easy, or fast, or min/max, or etc, other than you just really like the class, the likelihood of you playing that class bad or burning out is significantly higher than if you just played what you wanted to play regardless of the consequences.
__________________
| |||
|
|
||||
|
#9
|
|||
|
Rogue or a second enchanter
| ||
|
|
|||
|
#10
|
|||
|
Rogue or Mage would be the best. With proper gear -- Rogue will out dps anything except certain charms. Rogue's are also able to help CR a group with hide/sneak and open doors that are really annoying to get keys for.
But on low gear, Mage deals a lot of damage. They also have mod rods, pet weapons and the ability to summon people eventually. Ranger is a possibility too. Tracking can be useful and extra dps is always nice. They get a few cool buffs late in the game as well. But I think a Rogue or a Mage would add the most. | ||
|
|
|||
![]() |
|
|