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![]() I looked at the spell lineup back in May or June of 1999 and I thought, wow this looks like alot of fun. Started a wizard right out of the box and really did everything I could to learn the class and how to use it's spells.
First thing I find out is all of the AE spells are completely useless in groups. You just did not cast them unless you felt like being an ass(and getting kicked). So from then on a majority(wizards get more AE spells than single target DDs) of my damage spells went completely untouched for the next 30-odd levels. If I could have somehow bounced those nukes off the tank and had the mobs register that damage as coming from the tank instead my clothie caster, I would have been in hog heaven. Obviously there would have to have been a non-stacking limitiation similar to what DOTs had to keep players from having 4 wizards in every group. So what do you do when there's no groups available as a wizard? You try to solo. With only root--no pets, no sow, not even snare. You would think a cold spell would at least have a slowing effect! Everybody tells new wizards to get jboots. Riiiight. Jboots drop off a 34 mob and unlike twink melee gear, they aren't tradeable. If wizards are going to be so damn group-unfriendly then at least give them a self-only run speed boost in the early stages. Anyway, playing on this server's been a blast but because it follows the original game to the letter it brings back some of the frustration I had with that dev team. It's a shame that Everquest turned into such a melee-fest that even a pure magic damage class like the wizard became obsolete in groups by the first expansion. | ||
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