Wizards - are they really that bad?
15 posts
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Greetings Alb players,
I am curious about Wizards. With the class being my highest RR character on live, I am getting the itch to shoot giant balls of fire but I have friends who tell me Wizards aren't what they were on live. Can anyone fill me in as to why? If I were to make one, Fire would be the only spec I would be interested in and again, from what I'm told, that is the worst spec for a Wizard to choose on Uthgard but I haven't been clued in really as to why. Thanks much |
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if you look for that on uthgard you have to seek preeeeeetty long ![]() |
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I . . . I thought I shown you what we we're capable of!
- Endaur "It's not fair unless I'm winning!" |
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yes
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First toon I rolled on Uthgard was a Fire Wiz. The resists were so bad, I said screw it and rerolled. Don't roll a wizard if you expect to be a fire god as you were on live. It doesn't work on this server. But hey, it's free to play, so eh.
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How did you manage RR10? ![]() [3:10pm] <myrmidon^> You have to be a c*** to be awesome at daoc
[3:10pm] <myrmidon^> that's what I learnt [3:11pm] <Frosty_> then why does austerim suck
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Time and patience will get that, no matter your skills or class strength, just look at DG ![]() Albion and having fun
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In Braemar you did Nayeh
![]() I think I'm going with Theurg. Two forms of CC (3 if you consider air pets), run speed, group friendly. Thanks Albs ![]() |
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Play a Wizard if you are not a 4 eyed obnoxious elitist who wants fair melee fights in a realm vs realm, items win and character specs are exactly the same video game. bazinga
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Because half of your fireballs will miss the target. They didnt do that on live classic (before SI) where you are remembering
![]() The resist rates here are bad, so in addition to your fireballs being mostly useless, your nukes will be resisted half the time as well. Other than root and DA, which a theurg can easily provide btw, the fire wizard has no additional benefits. If you want to nuke things, try out an air theurgist. ![]() |
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Just NO ![]() <<< This avatar is handmade by Inotor Wurzelbert : ) Check out the Mampfer-Threads for more. viewtopic.php?f=10&t=25079 viewtopic.php?f=10&t=26934 |
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no bolt get *resisted*
miss OR hit (or half-blocked) please join jezzmins researches if you want to see some changes (small example: fullbuffed bolter casts 2 bolts vs fullbuffed caster = 70-90% hitpoints gone without any crits) |
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The Wizards problem on Uth is two-fold, I would say.
1) Lack of utility (which was latter added on live, but not under our current patch limit) 2) Lack of dmg (no debuff component on nuke, I think?) - again, that was adjusted on live later. During classic times the main reason why Wizard was 'good' was because the enemies were running around in DF drop armor with no capped heat resists. Now, you can play a wizard here of course, but for 8-men RvR the class lacks utility compared to a cabalist ; so you would be largely limited to the occasional zerg. I suppose you can technically run a 2-wizard group with sorc as debuffer, but compare that to a group with sorc and two cabalists and you probably get more 'bang for the buck'. ![]() |
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ice and fire wizard ca be usefull for structure pvp, taking and defend keeps/reks.
So built an ae gp on assist on more classical alb gp composition like this : 1 minstrel (speed/rupt/demezz), 3 clercs (more double buffs/heal/bofs/DI), 2 wizards (ae dps), 1 pal (guard/endu) + 1 armsman (guard) or 1 minstrel (speed/rupt/demezz), 2 clercs (double buffs/heal/bofs/DI), 2 wizards (ae dps), 1 pal (guard/endu) + 1 armsman (guard) and one theu (bt/rupt). The fisrt gp (classical one) gonna cc, the second one (with wizards) gonna dps. With à built "zerg" prepare for taking/defending keep you can use wizards dps and maybe this class gonna be usefull. You ll need wizard at rr 6 to have moc 3 and purge 2 to avoid mass interupt on guarded wizards. Let's try ! VINTERSORG on Mid = Durack/Morbac/Krakar/Thjork/Fripouille/Verole/Lumna
NoStressFr on Alb = Uclain/Tarras unguilded on Hib = Lyantel |
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