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View Full Version : What Wizards need to solo better


aa
03-14-2005, 09:42 PM
<DIV>I have heard many discussion on what Wizards need.  I will not get into DPS balance that is for a different thread.  But if some of our spells were tweeked just a bit we could solo so much better.</DIV> <DIV> </DIV> <DIV>Roots:  Two things, make them continue to go up level so they work on higher level mobs.  I mean fighters dont get a message sorry you can no longer stab your enemys they are too high level, try running away instead.  Our spells our our primary, secondary and tertiary attacks they should last as long as we do.  Second make them not break when you cast spells on yourself.  I understand why they break if you do damage to the mob but they should not break if you do damage to yourself or if you stun yourself with an essence harvest.  This would be a vast improvement.</DIV> <DIV> </DIV> <DIV>Stuns:  Freeze needs to keep working.  Our damage spells work through higher levels.  I have never received a message, fireball will not work the mob is too high level.  Why does freeze get to be an exception.  There are several levels of mobs that can get hit by both of our stuns why suddenly are they immune to all but one.  I can understand if raid mobs are immune but to take away the damage and the stun is silly.  a message of you did damage but it did not stun the mob would be a compromise though I think the stun effect should work throughout the game not just at lower levels.  Second if stuns had lower casting times.  Freeze is great but our other stuns have longer casting times.  When going solo the whole purpose of stun is to give you time to get a root off or the finishing spell, this does not help if you get interupted 5 times trying to cast the stun.  Freeze was a great idea, good utility fast cast but we need that with higher level stuns.</DIV> <DIV> </DIV> <DIV>Dots:  First of all they need to let us know which dots stack and which ones don't.  Is it safe to say that if they share a timer they do not stack?  well, we dont know.  I can see if damage stacks becasue I see it roll through the chat window.  I assume that the debuff part of the dot also stacks but I cannot know for sure.  I have tried to see if damage goes up with multiple dots but after much research it is inconclusive.  Too many other things go into play, level of mob, buffs mob has etc.  Why dont they all stack?  I am getting tired of getting a new spell that is bigger and better than all my others just to find out it replaces my previous bigger and better spell.  What is with that?  Sharing timers is irritating.  At the very least let me pick which spells I can cast in a row, instead of choosing for me.  And this would help a lot of you would answer the eternal question do they stack.  If I cast one spell it would not be so bad if another wizard in the party can cast the one that shares my timer.   But this needs to be clarified.  I am assuming they do not stack because they share a timer.  One more thing, if dots stacked better it would forgive a mountain of disparity with our dps!</DIV> <DIV> </DIV> <DIV>Resists:  Lastly we should have a chance to do damage to higher level mobs.  Fighters dont get affected near as much as wizards when we attack higher level mobs.  This affects soloing the least of all my suggestions but it would help with solos and it would port over to helping in groups emmensly.</DIV> <DIV> </DIV> <DIV>You see that was not so difficult.  I am not complaing about being a mana battery that is a cool trick that comes in pretty handy sometimes.  I am not talking about adding tons of  new spells or damage shields which I have commented before would suck because by the time they did any damage you would be dead.  Unless it was a one shot wonder shield that did 1000 damage to the first thing that hit you.  I am just suggesting a few tweeks that would go a long way. </DIV>

Renynz
03-15-2005, 05:46 AM
I fail to see a problem with soloing. I can sometimes chain 5 solo mobs back to back, and the only thing that slows me down is having to wait for both my spell timers to refresh, and for my power to regenerate. Frozen manacles works great. Debuffs work great. Immolation rips solo mobs apart so fast that you may not even have to use another spell. We have excellent solo ability. Just maybe not against heroic mobs, but those are not really meant to be soloed anyways.

IllusiveThoughts
03-15-2005, 08:41 AM
<DIV>personally I think all our roots should not have more than a 2 second cast time</DIV> <DIV> </DIV> <DIV>and they should have the same range as our longest range nukes, like ice spike, and ball of fire/flames.</DIV> <DIV> </DIV> <DIV>that would allow for your <U>average</U> wizard to survive soloing by chain rooting/dding.</DIV> <DIV> </DIV> <DIV>i say average because it annoys me that my root range isn't long enough and my new root upgrade is 2x as long a cast timer as my old one.</DIV> <DIV> </DIV> <DIV> </DIV>