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  #761  
Old 03-06-2023, 11:25 AM
Ripqozko Ripqozko is offline
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Originally Posted by Toxigen [You must be logged in to view images. Log in or Register.]
nah rangers are still speedbumps sorry you dont got backstab / feign death / defensive disc hope this helps
sorry you got bad rangers, imagine.
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  #762  
Old 03-06-2023, 11:53 AM
Ennewi Ennewi is offline
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Originally Posted by Cen [You must be logged in to view images. Log in or Register.]
Druid, Paladin, Shadow Knight, Ranger, Warrior, and Wizard

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Originally Posted by Toxigen [You must be logged in to view images. Log in or Register.]
Would rather take my dick to a grinding wheel than run a 6 man group comp like that.
Toxigenitals.


It's a perfectly fine composition assuming both knights have vulak/tunare 2hers, ranger has oakwynd, druid has manastone, wizard has manna robe, epic, and flowing thought stacked.
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  #763  
Old 03-06-2023, 11:55 AM
Toxigen Toxigen is offline
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Originally Posted by Ennewi [You must be logged in to view images. Log in or Register.]

It's a perfectly fine composition assuming both knights have vulak/tunare 2hers, ranger has oakwynd, druid has manastone, wizard has manna robe, epic, and flowing thought stacked.

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ENC | MNK | WAR | ROG | CLR | DRU | SHM | NEC | PAL | BRD
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  #764  
Old 03-06-2023, 11:58 AM
Ennewi Ennewi is offline
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And maybe an AA or two for each class.
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  #765  
Old 03-06-2023, 05:14 PM
arc arc is offline
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Originally Posted by branamil [You must be logged in to view images. Log in or Register.]
The average XP group is so mind numbing that it's not worth it to give yourself carpal tunnel to squeeze an extra 1.5% xp per hour.
false gamer detected
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  #766  
Old 03-06-2023, 11:17 PM
Gloomlord Gloomlord is offline
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Originally Posted by Ennewi [You must be logged in to view images. Log in or Register.]
Raid guilds many, many years into Velious; would be the case even more so if the rule changed from fte to whoever dealt the most damage. Ignoring their other raid contributions, for group content they have stuns and roots which are commonly found in spellbooks but no less necessary. Gravity flux also once saw a lot of use in places like the Hole after first dropdown, in order for melees to get back up and out the entrance, before people started using the zoneout pads more frequently.
If all wizard has going for them is getting people to the planes and raid mobilisation, which feels like it's tacked on just so wizard have something to do, then can you see why people might think they're the most lacklustre class in the entire game?

You want stuns and roots for a group? Get a paladin. They'll do more sustained damage over time, and they can also heal in a pinch. There's zero reason to have them in a group. If you want evac, get a druid.
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  #767  
Old 03-07-2023, 12:15 AM
Keebz Keebz is offline
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Wizards mostly spam their flux staffs and run in circles. They also cast TLs and nuke. Taking people to Sky is cool, but is more of a bonus (Sky neck is actually really awesome). Paladins mostly just hover Soulfires. Sometimes they trash or ramp tank. Most classes don't do much on raids.

Hope this helps.
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  #768  
Old 03-07-2023, 01:42 AM
Ennewi Ennewi is offline
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Quote:
Originally Posted by Gloomlord [You must be logged in to view images. Log in or Register.]
If all wizard has going for them is getting people to the planes and raid mobilisation, which feels like it's tacked on just so wizard have something to do, then can you see why people might think they're the most lacklustre class in the entire game?
It probably felt worse back when push interrupt kept mobs from gating and chealing, but since then burst damage has been needed more.

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Originally Posted by Gloomlord [You must be logged in to view images. Log in or Register.]
You want stuns and roots for a group? Get a paladin.
The two are among the least played classes in the game, if not the very least; find one and/or the other and there's your backup CC in case other more capable classes die to resists. Enstill (PAL) holds for roughly 30 seconds against dark blue targets on average, usually just enough to camp out versus 1-2 targets. That works well in groups with plenty of DPS, but otherwise needs to be reapplied enough to distract from tanking. More roots, in this case from WIZ, more survivability if the true CC class goes down. And for targets that can't be stunned, wizards have the answer paladins don't, burst DPS.

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Originally Posted by Gloomlord [You must be logged in to view images. Log in or Register.]
There's zero reason to have them in a group. If you want evac, get a druid.
Again, burst damage versus mobs that gate/complete heal or players trying to kill steal.
Last edited by Ennewi; 03-07-2023 at 01:44 AM..
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  #769  
Old 03-07-2023, 01:53 AM
Ennewi Ennewi is offline
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Quote:
Originally Posted by Keebz [You must be logged in to view images. Log in or Register.]
Wizards mostly spam their flux staffs and run in circles. They also cast TLs and nuke. Taking people to Sky is cool, but is more of a bonus (Sky neck is actually really awesome). Paladins mostly just hover Soulfires. Sometimes they trash or ramp tank. Most classes don't do much on raids.

Hope this helps.
DA -> Sanctification is perfect against targets like Trakanon. And if banished, can heal/lay hands through the damage until you're cothed back or hammer procs. Can also trash tank blue drakes with less mana issues afterwards, swapping in DW gauntlets to dispel thunder blast with one or two clicks. Definitely more to it than just SoulFire, though that's highest on the list and, without one, the raid has much less cushion / will need more coordination with reapers.

I suspect there's more to it with wizards as well but never played one.
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  #770  
Old 03-07-2023, 02:01 AM
Keebz Keebz is offline
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Quote:
Originally Posted by Ennewi [You must be logged in to view images. Log in or Register.]
DA -> Sanctification
This is a really neat part of their kit, and it's cool when Pallies get to shine.

My point is more that all the classes are limited, and wizards are actually important to raiding, just not in the way he thinks they _should_ be.
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