View Full Version : Overnerfing of roots
curtlewis
05-13-2006, 01:23 AM
Currently on tests, all my roots (wizard) have the durations reduced by 50% or more. This is supposedly a balance change for the reduction on breakage of 5%. 50% for 5%? Excuse me?This is incredibly excessive. I understand some reduction would be in order, but no less than 80% of their former value seems reasonable. Please reexamine the root duration changes and readjust them to more acceptable levels so that classes who rely on roots as their only means of defense can actually DEFEND themselves.
valkyrja
05-13-2006, 01:26 AM
I have to agree that the duration changes are excessive. One thing that I would like to see if this makes it to live is that root upgrades increase the duration of the root.<div></div>
Druzgotek
05-13-2006, 01:47 AM
<P>I think it is great roots got nerfed (even though my class has one too). To root a mob and kill it while rooted is just cheese and boring method. I can only guess people quit the game because they used this tactic and found it boring.</P> <P>The real reason though must be that they are nerfing soloing all over. For example my solo is getting nerfed because my tank pet is having its ca nerfed, so it is only fair to make soloing for wizards harder too at the same time. Especially since now wizards will find groups even easier, because their group dps is not taking a huge dive, but necro's is, with the severe nerfs to the scout pet.</P> <P>Thank you soe for keeping the playing field even!</P><p>Message Edited by Druzgotek on <span class=date_text>05-12-2006</span> <span class=time_text>02:48 PM</span>
valkyrja
05-13-2006, 01:58 AM
<div></div><div><blockquote><hr>Druzgotek wrote:<div></div> <div></div> <p>I think it is great roots got nerfed (even though my class has one too). To root a mob and kill it while rooted is just cheese and boring method. I can only guess people quit the game because they used this tactic and found it boring.</p> <p>The real reason though must be that they are nerfing soloing all over. For example my solo is getting nerfed because my tank pet is having its ca nerfed, so it is only fair to make soloing for wizards harder too at the same time. Especially since now wizards will find groups even easier, because their group dps is not taking a huge dive, but necro's is, with the severe nerfs to the scout pet.</p> <p>Thank you soe for keeping the playing field even!</p><p>Message Edited by Druzgotek on <span class="date_text">05-12-2006</span> <span class="time_text">02:48 PM</span></p><hr></blockquote>Though even as a Wizard, I agree they needed some shortening, they have been made too short. The root is the basis of a sorcerors ability to solo. It is what we have instead of a pet. The only way to "Keep the playing field even" as you say would be to remove half of your pets HPs and decrease your heal abilities by 50%. At the level cap, it may not be too big of a deal, but look at the numbers as they currently are on testsingle root duration: (recast 6sec)1. arcane binding: 10sec2. manacles: 15sec3. tether: 20sec4. truss: 25sec5. shackle: 30sec group root: (recast 20sec)1. ring of cold: 12sec2. ring of ice: 15sec3. ring of frost: 18sec also group roots have a 18% chance to break on damage...Low level players get completely screwed by this. A 10 or 15 sec root with a 6sec recast? That is HORRIBLE, it is not fair by any means. They should decrease durations by 25% IMO, it would make things much more fair, while still allowing the solo player to actually live.And to say "To root a mob and kill it while rooted is just cheese and boring method" is foolish. Don't you realize this is exactly what you do with your pet? </div><p>Message Edited by sparql on <span class=date_text>05-12-2006</span> <span class=time_text>04:59 PM</span>
Druzgotek
05-13-2006, 02:22 AM
<BR> <BLOCKQUOTE> <HR> sparql wrote:<BR> <DIV><BR> <BLOCKQUOTE> <HR> Druzgotek wrote:<BR> <P>I think it is great roots got nerfed (even though my class has one too). To root a mob and kill it while rooted is just cheese and boring method. I can only guess people quit the game because they used this tactic and found it boring.</P> <P>The real reason though must be that they are nerfing soloing all over. For example my solo is getting nerfed because my tank pet is having its ca nerfed, so it is only fair to make soloing for wizards harder too at the same time. Especially since now wizards will find groups even easier, because their group dps is not taking a huge dive, but necro's is, with the severe nerfs to the scout pet.</P> <P>Thank you soe for keeping the playing field even!</P> <P>Message Edited by Druzgotek on <SPAN class=date_text>05-12-2006</SPAN> <SPAN class=time_text>02:48 PM</SPAN><BR></P> <HR> </BLOCKQUOTE>Though even as a Wizard, I agree they needed some shortening, they have been made too short. The root is the basis of a sorcerors ability to solo. It is what we have instead of a pet. The only way to "Keep the playing field even" as you say would be to remove half of your pets HPs and decrease your heal abilities by 50%. <BR><BR>At the level cap, it may not be too big of a deal, but look at the numbers as they currently are on test<BR><BR>single root duration: (recast 6sec)<BR>1. arcane binding: 10sec<BR>2. manacles: 15sec<BR>3. tether: 20sec<BR>4. truss: 25sec<BR>5. shackle: 30sec<BR> <BR>group root: (recast 20sec)<BR>1. ring of cold: 12sec<BR>2. ring of ice: 15sec<BR>3. ring of frost: 18sec <BR>also group roots have a 18% chance to break on damage...<BR><BR>Low level players get completely screwed by this. A 10 or 15 sec root with a 6sec recast? That is HORRIBLE, it is not fair by any means. <BR><BR>They should decrease durations by 25% IMO, it would make things much more fair, while still allowing the solo player to actually live.<BR><BR>And to say "To root a mob and kill it while rooted is just cheese and boring method" is foolish. Don't you realize this is exactly what you do with your pet? <BR></DIV> <P>Message Edited by sparql on <SPAN class=date_text>05-12-2006</SPAN> <SPAN class=time_text>04:59 PM</SPAN><BR> <HR> </BLOCKQUOTE>They already nerfed my pet's health pool a while ago, as to heals, sure remove them all, I never use them, lol. They are pathetic, maybe give tank pet 3 percent health back. At least you have tier 1 dps to kill that mob fast, when I try to kill that mob fast, my pet loses aggro. (it will lose aggro even easier soon). I am sure you guys will be fine with short roots with your immense dps. And I fully support your motion to remove heals from necro! I would also suggest you make a necro and check out the heals instead of pretending to be an expert on the subject. Only time i use my heal, its the normal one, to heal some newbie that is about to die, and soemtiems on a tank if I am in group. I would not miss it at all.<BR>
<div><blockquote><hr>sparql wrote:<div></div><div><blockquote><hr>Druzgotek wrote:<div></div> <div></div> <p>I think it is great roots got nerfed (even though my class has one too). To root a mob and kill it while rooted is just cheese and boring method. I can only guess people quit the game because they used this tactic and found it boring.</p> <p>The real reason though must be that they are nerfing soloing all over. For example my solo is getting nerfed because my tank pet is having its ca nerfed, so it is only fair to make soloing for wizards harder too at the same time. Especially since now wizards will find groups even easier, because their group dps is not taking a huge dive, but necro's is, with the severe nerfs to the scout pet.</p> <p>Thank you soe for keeping the playing field even!</p><p>Message Edited by Druzgotek on <span class="date_text">05-12-2006</span> <span class="time_text">02:48 PM</span></p><hr></blockquote>Though even as a Wizard, I agree they needed some shortening, they have been made too short. The root is the basis of a sorcerors ability to solo. It is what we have instead of a pet. The only way to "Keep the playing field even" as you say would be to remove half of your pets HPs and decrease your heal abilities by 50%. At the level cap, it may not be too big of a deal, but look at the numbers as they currently are on testsingle root duration: (recast 6sec)1. arcane binding: 10sec2. manacles: 15sec3. tether: 20sec4. truss: 25sec5. shackle: 30sec group root: (recast 20sec)1. ring of cold: 12sec2. ring of ice: 15sec3. ring of frost: 18sec also group roots have a 18% chance to break on damage...Low level players get completely screwed by this. A 10 or 15 sec root with a 6sec recast? That is HORRIBLE, it is not fair by any means. They should decrease durations by 25% IMO, it would make things much more fair, while still allowing the solo player to actually live.And to say "To root a mob and kill it while rooted is just cheese and boring method" is foolish. Don't you realize this is exactly what you do with your pet? </div><p>Message Edited by sparql on <span class="date_text">05-12-2006</span> <span class="time_text">04:59 PM</span></p><hr></blockquote>I serously doubt this will nerf soloing even conned no arrow mobs or yellow 1 up arrow mob.. but it will make soloing ^^^ yellow heroics a thing of the past or at least very hard.This is a long time coming and was needed IMO. Sorry guys... im getting nerfed alot too so dont worry <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></div>
valkyrja
05-13-2006, 05:53 AM
I think you too both missed my point. I don't claim to know the specifics of a necro, I am more familiar with your goody counterpart. However, I am more concerned about how this will effect the low-end sorceror. I am fine with a 30 sec root, but giving low level sorcerors a 10 second root is just cruel. I play in a group about 90% of the time, so this won't effect me too much, but if you can't admit that lower players are going to be crippled by this, you're lying to yourself.<div></div>
garamondeld
05-13-2006, 06:32 AM
<DIV>66 wizard here... </DIV>
garamondeld
05-13-2006, 06:42 AM
66 wizard here... If you think about it they really aren't affecting solo play in the mid to upper levels. How long does your mob actually stay rooted while you smack the crap out of it? 2-3 casts perhaps? which is by no means 20 -30 seconds. The shorter root duration simply effects our crowd control. That being said, I am very angry still that they are tampering with it anyway. I mean, whats the point? How is it unbalanced? If we want somthing rooted for 2 minutes then we can just recast over and over again. But is anyone really doing that? no! so lowering the timer on it really isn't going to do anything. How often do you cast on a mob during a root and have the whole duration of the spell last? It never happens, you end up chain casting both roots to keep it planted. Bottom line is that its not overpowered. It merely had the illusion of being overpowered. It won't be underpowered either when the change the timer, simply because root spells tend not to last their whole duration. That being said, why tamper with it in the first place? Well, after reading about all the nerfs that are comming in LU24 It dawned on me as to why. Its because they're not raising the level cap in the next expansion. Instead they're going to make the game harder so there will a slower progression to level 70. I really don't like the direction that this is going. Leave the root line alone, and raise the cap to 80 or higher.
justright
05-13-2006, 09:33 AM
Maybe u didnt read the post. group root: (recast 20sec) 1. ring of cold: 12sec 2. ring of ice: 15sec 3. ring of frost: 18sec With this we cant keep mobs rooted longer. And to anyone claiming wizards are t1 dps. We never been there to start with. <div></div>
Mage-Apprentice
05-13-2006, 01:24 PM
<P>A pure wite non arrow mob is the aim that evry class should be able to solo at a minimum, a root that is the only defense??? sorry that is absurd, I am a coercer and I do not know how many times I jusr tanked different kinds of solo mobs, let it hit me (because of my reactives) and chain nuked in the proces, I even can cast a 8 sec charm when a mob beats on me (not limited to non or down arrow mobs).</P> <P> </P> <P>Focus and defense skills are a part of the mage ways to play, mine ar both maxed since launch, mitgration isn't that important, lamband imbued robed helps alot too though.</P> <P> </P> <P>Root a solo mobs as long as you can, HO nuke it than tank it when needed, because with <EM><U>your</U></EM> nukes you can kill a solo mob alot faster than a coercer.</P> <P> </P> <P>I know a coercer can charm, and let that pet tank, or stunn-root mobs, but it isn't needed, because tanking is possible!</P> <P> </P> <P>Like a previous poster has said, it wont effect your solo ability at all</P>
QQ-Fatman
05-13-2006, 02:31 PM
<DIV>The group root is seriously overnerfed. The duration is shorter than the recast! Now if this is changed to unbreakable like it used to be before Lu13, then it might be fine since we can use 100% of our dps beofer it expires so we have a chance to kill "solo" encounters with multiple mobs... but no, it has a 18% chance to break. Wizards are not tier1, far from it, when soloing because we have to keep rerooting and we can only use 1/3 of our spells (no DoT, no small-medium nukes, no debuff.) With this change, we'll have a very hard time soloing "solo" encounters with multiple mobs. When 2 or more mobs are hitting me, even if they're two arrows down, I probably wont have a chance to finish casting my 3-5sec cast time nukes.<BR> <BR>If the group root duration is going to stay like this, at least the recast and mana cost need to be halved.</DIV>
PIexor
05-13-2006, 02:38 PM
Any mage who can't kil a no arrow solo mob in less then 20s is probaly using ap 1 spells, the root nerf is mostly bad for people who solo even con heroic nameds, but no real differnce for people who stick to the solo stuff.
Xarov
05-13-2006, 04:05 PM
<DIV>SoE makes no sense what so ever , they dumb down a game by removing access quests to 90% of the zones in this game yet they make soloing harder ? What are you trying to do force people to group for xp and money ? ( i am all for that but you should have done this IN THE BEGINNING NOT NOW ) I mean unless you love to harvest and or your a tradeskiller . </DIV> <DIV> </DIV> <DIV>Doesnt matter to me really since im a raider and i hunt mainly with guildies when not raiding but im looking at the big picture, in one hand you WoWify this game but at the flip side of it you are making the game harder ? </DIV> <DIV> </DIV> <DIV>SoE make up your mind already ? Are you trying to compete with WoW gameplay wise or are you trying to keep Risk vs Reward in this game ? </DIV><p>Message Edited by Xarovix on <span class=date_text>05-13-2006</span> <span class=time_text>05:07 AM</span>
Cowdenic
05-13-2006, 06:30 PM
<P>ahm, to make this fair, it would be the equivalent of having a 20% chance for a summoners pet to just lose agro and have the mob beat up on the conj/necro for a while. Sorcerers cannot cast Dots while they are soloing because they have a 15-18% chance to break root per tick. Between the root nerf for warlocks and the stun nerf for warlocks, warlocks are going to have a hard time soloing anything in the future. And yes my roots are masters so I cannot upgrade them any further. </P> <P>The last thing the Sorcerer classes needed was a nerf. If anything they needed to be buffed. Unless of course, we are no longer making this a solo friendly game. If that is the case, then nerf roots away.</P>
Shaihsar
05-14-2006, 02:06 AM
honestly who cares if there shortened im constantly rerooting when soloing anyway its extremely rare a full root lasts its duration anyway -
Thunder Ro
05-14-2006, 04:02 AM
<P>The point is that in a mutli encounter situation our group root will run out before we can recast it. As for tanking I do not recommend that as a survival tactic for wizards, we are not supposed to have to do it.</P> <P>If you want to nerf the duration of the group root, then please reduce the casting time on it as well so we at least stand a chance.</P>
Cowdenic
05-14-2006, 05:45 PM
<P>fix the recast time on it also</P> <P> </P>
Code2501
05-15-2006, 05:10 AM
<P>I have only recently decided to start a new warlock, who is currently at lvl 19 so speaking from fresh experience here...</P> <P>Reduction in root durations that low for a low tier warlock WILL impact my ability to solo EVEN CON solo mobs. Simple truth. That duration and recast time will essentially have me permanently tanking whilst soloing, the duration + recast gives me enough time to cast maybe 1 other spell, so it will be root + nuke + root + root + nuke + root + nuke.....sounds like fun hey? With some good equipment and all app4+ spells I will realisticly be dieing on about 30% of all EVEN CON solo encounters due to mob stuns/stiffles/interupts and old fashioned damage.</P> <P>It that is what is intented then great, but don't pretend that this game is solo friendly, or easy to get into for a new player, cause below level 40 most of this game is solo out of necisity (population facts), making that even harder due to nerfs is just silly. If anything it should be the other way round, lower tiers should be easier than higher tiers to solo.</P> <P>Some people post about sorcerors soloing yellow heroics... go make a new sorc, twink it even if you like... and you go and try to solo a yellow heroic anywhere upto level 30 then come back here and tell me how many times you died to get that kill...</P> <P>The op are justified in there statement, this nerf is overboard and will dramaticaly reduce low level enjoyment.</P>
Daxtyr_AnnonTuri
05-15-2006, 05:51 AM
HAHAHAHAHAAHAHAHAHAHAHAHHHHHHHHHHHHHHHHHAAAAAAAAAA AA !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!/love iti hope every single wizzie remembers what i wrote about the DPS nerf to rangers ............. /suck an egg wizzies-Dax
Code2501
05-15-2006, 06:00 AM
<BR> <BLOCKQUOTE> <HR> Daxtyr_AnnonTuri wrote:<BR><BR>HAHAHAHAHAAHAHAHAHAHAHAHHHHHHHHHHHHHHHHHAAAAAAAAAA AA !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!<BR><BR><BR>/love it<BR><BR><BR>i hope every single wizzie remembers what i wrote about the DPS nerf to rangers ............. <BR><BR>/suck an egg wizzies<BR><BR>-Dax<BR><BR><BR> <HR> </BLOCKQUOTE> <P>*hands Dax his blankie</P> <P>Now go to bed Dax, its past your bedtime and the adults are having an adult discusion.<BR></P>
Beghard
05-15-2006, 09:01 AM
<div></div>THX SOE! Now i can solo the Agressor in egg even better because the roots always broke befor its timer was out anyway.<span>:smileyvery-happy:</span><div></div><p>Message Edited by Beghard on <span class=date_text>05-14-2006</span> <span class=time_text>10:02 PM</span>
IllusiveThoughts
05-15-2006, 08:38 PM
<BR> <BLOCKQUOTE> <HR> Beghard wrote:<BR> THX SOE! Now i can solo the Agressor in egg even better because the roots always broke befor its timer was out anyway.<SPAN>:smileyvery-happy:</SPAN><BR> <P>Message Edited by Beghard on <SPAN class=date_text>05-14-2006</SPAN> <SPAN class=time_text>10:02 PM</SPAN><BR> <HR> </BLOCKQUOTE> <P><BR>people (wiz/warlock) are mostly complaining about the over nerf to the aoe group root.</P> <P>a 5% chance LESS to break isn't going to change the root/nuking at all. thats still close enough to 20% chance (1-5 nukes) that will break the root.</P> <P>The aoe group root which was what made the wizard powerful at lvl 40, is being nerfed to oblivion with a 10s duration 20s recast.</P> <P>Any wizard who isn't currently t7 equipped (shackle and ring of ice ) is going to take one in the shorts. </P> <P>The sad part is our group roots have gone through so many nerfs it just isn't funny.</P> <P>lets review.</P> <P>started as an unbreakable root prior to lu13. with a random duration based on mob's resistances. (most often expired 3-5s before full duration)</P> <P>then changed in lu13 to breakable root in lu13 with a slow attached to it but still had increased duration (i'm pretty sure it was 40+seconds)</P> <P>then a few LU's ago they nerfed all the aoe root durations down but lowered the recast to 10 seconds.</P> <P>then since people were stacking both roots (according to devs too fast) they nerfed the recast to 20 seconds.</P> <P>now they're nerfing the durations(60% reduction) to slower than the recasts. And justifying it by giving it a 2% chance less to break on dmg.</P> <P>Will this affect my t7 wizard much? hell no. Will it [Removed for Content] off every t1-t6 wizard hell yes. quit messing with our roots. </P>
baddog
05-15-2006, 10:26 PM
<blockquote><hr>IllusiveThoughts wrote:<BR><P>lets review.</P><hr></blockquote>only an idiot would support a company with that track recordO'wait , I wear a pointy hat
Terabithi
05-15-2006, 10:43 PM
well you wizzies could always re-roll a warden, and enjoy roots and elemental spells the way they were meant to be enjoyed. oops. did I say that out loud? *cough*
IllusiveThoughts
05-16-2006, 01:04 AM
<BR> <BLOCKQUOTE> <HR> Terabithian wrote:<BR>well you wizzies could always re-roll a warden, and enjoy roots and elemental spells the way they were meant to be enjoyed.<BR><BR>oops. did I say that out loud?<BR><BR>*cough*<BR><BR><BR><BR><BR> <HR> </BLOCKQUOTE> <P><BR>I like a fury better, but with no root they are teh suck for soloing. warden + wizard is a good combo now. If they ever give furies a root fury + wiz will be a great combo.</P> <P>as it stands soe is forcing to group with an enchanter so illus/coercer will be the optimum duo for any caster. </P>
massem
05-16-2006, 01:28 AM
<DIV>Oops, shouldn't have written that - now Druid roots will have to be nerfed too :smileyhappy:</DIV>
Ztrevco
05-16-2006, 02:15 AM
<P>I'm sorry i dont agree that the group root is a nerf. It sounds to me they are nerfing a root that is more of an illusionists job. Wizzies with group roots aren't wizzies they are called illusionits. If this is the case give illusionists a 9000 damage spell!!! </P> <P>This whole thing goes back to the cross classing of all the classes and eventually leads to a generic character that can do everything that everyone else can do. The end result everyone is the same with the exception, I am called a wizard as opposed to a guardian or whatever you choose when you roll a new character.</P> <P>If you want to root and nuke group mobs roll an illusionist and take your hit in the reduction of DPS. It's a trade off that makes each class different. </P>
massem
05-16-2006, 02:26 AM
<DIV>Hehe, nice first post - a new troll is born every day :smileyhappy:</DIV>
QQ-Fatman
05-16-2006, 04:30 AM
<BR> <BLOCKQUOTE> <HR> Ztrevco wrote:<BR> <P>I'm sorry i dont agree that the group root is a nerf. It sounds to me they are nerfing a root that is more of an illusionists job. Wizzies with group roots aren't wizzies they are called illusionits. If this is the case give illusionists a 9000 damage spell!!! </P> <P>This whole thing goes back to the cross classing of all the classes and eventually leads to a generic character that can do everything that everyone else can do. The end result everyone is the same with the exception, I am called a wizard as opposed to a guardian or whatever you choose when you roll a new character.</P> <P>If you want to root and nuke group mobs roll an illusionist and take your hit in the reduction of DPS. It's a trade off that makes each class different. </P><BR> <HR> </BLOCKQUOTE>ok.... so you're saying sorcerers should not be able to solo multiple mobs "solo" encounters? without an AE root, how are we going to solo it? chanters can ae mez, summoners have a pet to tank, sorcerers can... just give up? A white con vv (2 arrows down) mob can hit us for 300 dmg and stun / interrupt us easily. If there are 3 vv mobs hitting me, i wont be able to finish casting a spell (sorcerers spells have long cast timer) before i die.<BR>
MadLordOfMilk
05-16-2006, 04:47 AM
Ya know, you could just, uhh, snare the mobs... <span>:smileytongue:</span> Speaking of which, this would actually make a scout + mage a nice combo (particularly with say Brigands who can group snare).<div></div>
Beghard
05-16-2006, 07:15 AM
<div></div><div></div><div><blockquote><hr>MadLordOfMilk wrote:Ya know, you could just, uhh, snare the mobs... <span>:smileytongue:</span> Speaking of which, this would actually make a scout + mage a nice combo (particularly with say Brigands who can group snare).<div></div><hr></blockquote>What? That doesnt make any sence. Our only snare comes from the root after its been broken. I was drunk when i made my last post in this thread. We(wiz/war) have had aoe root since launch. I hope this is not another example of SoE not knowing what it was doing at launch. I think if this goes live like this i am leaveing.BTW for all the noobs who say "every one always says they are leaving but geuss what, THEY NEVER DO" you are like i said a noob. When i started this game all the servers load was either ornge or yellow, now they have had to merge the servers and those are now green. Its incredibly stupid to think that no one has been leaving the game. When ever a patch comes out and people say that tones of ppl are or will leave, they are right. The games population is not 1/4 what is used to be, and that is sad because this is actualy a rely cool game. To bad soe has to [expletive haxx0red by Raijinn] it up for so meny ppl. And dont give me any crap about how ppl would be leaving anyway and the mergers are part of the natural progression of games like this. Your right about the natrual progresson if your talking about the stupid changes SoE does to games that makes ppl leave. I am sorry this game didnt turn out better. It has been very very good. It could have been perfect but because of only a few +1's or -1's here and there it has been far from perfect. I geuss this game is alot easyer to play if you dont take it so seriously, only problem is, to be good some times have to be serious.</div><p>Message Edited by Beghard on <span class=date_text>05-15-2006</span> <span class=time_text>08:18 PM</span>
Mage-Apprentice
05-16-2006, 02:34 PM
<BR> <BLOCKQUOTE> <HR> QQFatman wrote:<BR> <BR> <BLOCKQUOTE> <HR> Ztrevco wrote:<BR> <P>I'm sorry i dont agree that the group root is a nerf. It sounds to me they are nerfing a root that is more of an illusionists job. Wizzies with group roots aren't wizzies they are called illusionits. If this is the case give illusionists a 9000 damage spell!!! </P> <P>This whole thing goes back to the cross classing of all the classes and eventually leads to a generic character that can do everything that everyone else can do. The end result everyone is the same with the exception, I am called a wizard as opposed to a guardian or whatever you choose when you roll a new character.</P> <P>If you want to root and nuke group mobs roll an illusionist and take your hit in the reduction of DPS. It's a trade off that makes each class different. </P><BR> <HR> </BLOCKQUOTE>ok.... so you're saying sorcerers should not be able to solo multiple mobs "solo" encounters? without an AE root, how are we going to solo it? chanters can ae mez, summoners have a pet to tank, sorcerers can... just give up? A white con vv (2 arrows down) mob can hit us for 300 dmg and stun / interrupt us easily. If there are 3 vv mobs hitting me, i wont be able to finish casting a spell (sorcerers spells have long cast timer) before i die.<BR><BR> <HR> </BLOCKQUOTE> <P><BR>I have a few questions, when you root a VVV group of mobs, how many (single) nukes does it take to kill 1 VVV mob?, I asume less than the duriation with certain/right spells (plz correct me if wrong).</P> <P>Can't you reaply your single root on a second mob?</P> <P>Can't you kill the third mob while the second mob is rooted?</P> <P>I can understand this change is a big nerf, however, I can't believe that you can't solo anymore at all, even with adept 1 spells.</P> <P>About chanters can mezz, I don't knwo about illu's, but coercers never mezz solo encounters, they either A have a pet and force a 2nd mob in root to fight the pet (third is also possible)</P> <P>and use reactives, or B use pureply stunns, C they use 1 stunn to land reactives only on the mob(s) and tank the mob, still cast spell with hardly and interupt.</P> <P>There are a few more tactics, but still, try to think some tactics, yes some may involve to tank (partly) and encounter, there is no shame in getting hit as a mage, solo mobs often hit as crap on auto-attack and some ca's. </P>
theriatis
05-16-2006, 05:39 PM
<DIV> <P>Hi,</P> <P>1. The Group Root now has a duration of 18 seconds. Ice nova may take out a blue, non-up mob. then theres a 45s ? recast. 10 seconds left. I try to BoL the next, is not killed, root breaks, i get hit, i'm interrupted, i'm dead. </P> <P>2. The Point is: The Group Root has now a duration of 12/15/20 seconds (depending on Level), with a recast of 20. The Single Root has a duration of... xx/xx/xx/30 seconds (also depending on level). You have Ice Nova and Ball of Lava and Incapacitate. Ice Comet / Ice Nova may (!) kill a single Mob, BoL and Incapacitate will not. And they break roots. </P> <P>3. Everyone thinks of the Level 70 Mages in Full fabled. FORGET THAT. A Lvl 42 Wizard with a Group Root of 12 seconds Duration and a single of, how much, 20 ? with no Ice Comet, Fusion, etc. to one shot kill a mob is DEAD. There is no special tactic to avoid it. He's dead, Jim.</P> <P>4. Regarding of our "Over-kill-spell" Fusion: No one seems to read the Spell Requirements: In Short: Cuddle with the Mob to properly get it of. 5m Range, 60° Cone, and a 3 min Recast... yeah, if i get it of, i can make lots of damage... i cannot count however, how often the floor was wiped with my but(t) because i was interrupted and the spell didn't go off. Calculate the Damage done over the Time till you can cast it again.... even 10k Damage per Mob is laughable, if you think of casting it every 3 mins.... Sunstrike does 1k damage, but i can cast it in a 5 second Timeframe... guess which one does more damage and is safer (up to 35m). But noooo, everyone complains *whines* that this spell does so much damage... btw... if the spell lands and the mob is not dead, then i'm dead and no tank can take aggro back <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></P> <P>5. Regarding to the "root-nuke-root-nuke" Tactic... that COULD work pretty well... with a longer duration (it worked before) and lots of mana. One AE Root requires approx 300mana. Haha. And for 18s its laughable. One Single Root... don't know, but 2 or 3 singles make one Group (Manacost). </P> <P>Once upon a time i started beeing able to solo 3 double-down blue mobs since i got my first AE Root (at 42). There were those orks in zek, 20 LU's before i think. With an unbreakable, 2 min ? Root, i started soloing blue heroics, which went really good.</P> <P>What happened: Root got nerfed to 1 mins... ok, i adapted.... Root got nerfed to breaking on damage... ok i adapted.... Root got nerfed to 30 seconds.... ok, i adapted... now Root gets its 4th nerf.... Roots breaks on every hostile action AND gets nerfed to 18s... Sorry guys, but....</P> <P>I WANT TO SIMPLY PLAY MY CLASS WITHOUT BEEING SOMETHING DONE WITH IT AND HAVING TO ADAPT EVERY 3 WEEKS !!!</P> <P>But i think, for one time, thats what most of us want now, regardless of the class.</P> <P>Thanks for listening,</P> <P>Regards, theriatis.</P> <P> </P> <P>(Edited for grammar & spelling)</P></DIV><p>Message Edited by theriatis on <span class=date_text>05-16-2006</span> <span class=time_text>10:38 AM</span>
<div><blockquote><hr>theriatis wrote:<div></div> <div><p>btw... if the spell lands and the mob is not dead, then i'm dead and no tank can take aggro back <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></p><hr size="2" width="100%">I'm not aggreeing with or discounting the validity of your post.. I just wanted to say something specificly about his line..No tank can.. But a brigand can <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /><img src="file:///C:/DOCUME%7E1/holycroj/LOCALS%7E1/Temp/moz-screenshot.jpg" alt=""><img src="http://the.rogue.online.fr/images/appeal_for_mercy.png">Lol brigand wizzy duo FTW.. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></div></blockquote></div>
IllusiveThoughts
05-17-2006, 02:05 AM
<BR> <BLOCKQUOTE> <HR> Jida wrote:<BR> <DIV><BR> <BLOCKQUOTE> <HR> theriatis wrote:<BR> <DIV> <P>btw... if the spell lands and the mob is not dead, then i'm dead and no tank can take aggro back <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></P> <HR width="100%" SIZE=2> <BR>I'm not aggreeing with or discounting the validity of your post.. I just wanted to say something specificly about his line..<BR><BR>No tank can.. But a brigand can <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /><BR><BR><IMG alt="" src="file:///C:/DOCUME%7E1/holycroj/LOCALS%7E1/Temp/moz-screenshot.jpg"><IMG src="http://the.rogue.online.fr/images/appeal_for_mercy.png"><BR><BR>Lol brigand wizzy duo FTW.. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /><BR></DIV></BLOCKQUOTE></DIV><BR> <HR> </BLOCKQUOTE> <P><BR>thats the kind of aoe de-agro warlocks need, change warlock concussive to that, and</P> <P> </P> <P>and wizard concussive would be nice if it droped threat position by 1 each time it was used along with the de-agro component, modify its recast to 1 min. for both classes and call it a day.</P>
Pealz999
05-17-2006, 10:45 PM
<DIV>I have yet to roll a mage type class. I do have to say though that I (as a 35monk: PvP) believe that their roots do need to be nerfed. Not by much though. As of right now I dont even get a chance to hit a wizzie 3+ lvls above me. I get Rooted, Nuked, rooted, nuked...etc. And i die. I should be able to have the chance to atleast hit the wizzie. By nerfing the durations the amount you have stated, then wizzies 8LvLs above me wont stand a chance. He would be dead before his first root hit me. </DIV> <DIV> </DIV> <DIV>But as much as I hate to say it...Maybe monks need some tweeking. Bah who knows.</DIV>
QQ-Fatman
05-17-2006, 11:35 PM
<BR> <BLOCKQUOTE> <HR> Pealz999 wrote:<BR> <DIV>I have yet to roll a mage type class. I do have to say though that I (as a 35monk: PvP) believe that their roots do need to be nerfed. Not by much though. As of right now I dont even get a chance to hit a wizzie 3+ lvls above me. I get Rooted, Nuked, rooted, nuked...etc. And i die. I should be able to have the chance to atleast hit the wizzie. By nerfing the durations the amount you have stated, then wizzies 8LvLs above me wont stand a chance. He would be dead before his first root hit me. </DIV> <DIV> </DIV> <DIV>But as much as I hate to say it...Maybe monks need some tweeking. Bah who knows.</DIV><BR> <HR> </BLOCKQUOTE>Yes, if a caster cant root you long enough, then he doesnt have a chance to win. To anyone who has never tried to play a caster: try to cast your call of qeynos for 5sec when someone is hitting you with dual weild weapons (like 1 sec a swing) and using stun / stilfe on you... then you might know how important root spells are to a wizard.
Relytinian
05-18-2006, 05:12 PM
<P>Everyone is saying that the 5% reduction of the chance to break isn't much at all. That's not the only change they made though, they are also making it so a root can only break on damage, instead of on damage and/or hostile action. Now correct me if I'm wrong but doesn't that equal a 50% decrease for the chance to break? Currently on live, when a mob is rooted and you nuke it, that counts as a hostile action AND damage, so the game rolls the dice twice, once for the hostile action, and once for the damage. This is proven by the fact that often times you will nuke the mob, the root will break (triggering the snare) then the snare will immedietly break a split second after, why? because the hostile action roll broke the root, and the damage roll broke the snare.</P> <P>So if I am thinking of this correctly, roots have had their chance to break reduced by 55%, haven't they?</P>
curtlewis
05-19-2006, 01:22 AM
- Wizard: Ring of Cold: Has 18% chance of breaking when receiving damage.- Warlock: Bony Grasp: Has 12% chance of breaking when receiving damage.I know SOE has a burr up their butt that Warlocks HAVE to be AOE kings and Wizards HAVE to be DD kings. Personally, I think each one should have a SLIGHT advantage in those areas, but the real difference is and ALWAYS will be Fire/Ice vs Poison/Disease.But this change makes their AOE root 66% better than ours.I think this is waaaaay wrong, but to play both sides, if that's how it's going to be, why aren't my DDs 66% better? They aren't even CLOSE to that.Come ON SOE. You're going to push a huge number of hastily considered and undertested changes live, screw up balance completely (again) and leave it that way for 9 more months (again). Resist the urge for god's sake.
Wallma
05-19-2006, 01:31 AM
<DIV>I can olny say i am glad wizzards root is getting nerfed.Last time i was in Temple of Scale there was a Wiz soloing a named there.1 Player should not be able to do this.</DIV> <DIV> </DIV>
QQ-Fatman
05-19-2006, 01:47 AM
<BR> <BLOCKQUOTE> <HR> Relytinian wrote:<BR> <P>Everyone is saying that the 5% reduction of the chance to break isn't much at all. That's not the only change they made though, they are also making it so a root can only break on damage, instead of on damage and/or hostile action. Now correct me if I'm wrong but doesn't that equal a 50% decrease for the chance to break? Currently on live, when a mob is rooted and you nuke it, that counts as a hostile action AND damage, so the game rolls the dice twice, once for the hostile action, and once for the damage. This is proven by the fact that often times you will nuke the mob, the root will break (triggering the snare) then the snare will immedietly break a split second after, why? because the hostile action roll broke the root, and the damage roll broke the snare.</P> <P>So if I am thinking of this correctly, roots have had their chance to break reduced by 55%, haven't they?</P><BR> <HR> </BLOCKQUOTE>It was10% chance to break on damage + 10% chance to break on any hostile action (so about 19% chance to break.) Now it's changed to 15% chance to break on damage only. This is actually not an improvement. It about 4% smaller chance when you use a dd. However, if you DoT, it's 5% greater chance to break on every tick.<BR>
curtlewis
05-19-2006, 02:13 AM
<blockquote><hr>Wallmart wrote:<DIV>I can olny say i am glad wizzards root is getting nerfed.Last time i was in Temple of Scale there was a Wiz soloing a named there.1 Player should not be able to do this.</DIV><DIV> </DIV><hr></blockquote>I soloed a lvl 65 non-heroic named the other day. Why shouldn't I be able to do that? SOE has often stated that some classes, by their very nature, will be better soloers than others.Do you really think most healers can solo very well? After all, they are designed to be a tank's life support mechanism.DPS is the other side of that. They solo well... and often die fast, too. You know how often a wizard gets one shotted? Very often. But just because they have big nukes doesn't mean they should be stripped completely of any defense means. Roots break VERY often. While they will break 5 whopping percent less now, they will always last AT LEAST half as long. This kills ghetto mez, which is a necessary group and solo tactic for basic crowd control.People are saying it's not 5%, it's one instead of two changes AND 5%. Technically, that's true, but look a tad closer and you'll see the REAL truth. Currently, they break on hostile actions or damage. Well, tell me... what hostile action CAN a wizard do that DOESN'T cause damage? Stifle? Wrong, it does dmg. Debuff? Wrong, does dmg. All those have small damage components that were obviously put in JUST SO THEY'D BREAK ROOTS. In reality, only nukes should. Debuff will still break roots, but stifle won't after the change. Of course, our stifle was never long enough to be really useful (4 whopping seconds). Most people used it to trigger Concussive due to the short cast time.Roots are our only defense. Without root, we're meleeing. There is a battle mage line of AA skills, but only an idiot would choose it. Casters have no armor/mitigation/avoidance/or hitpoints. To enter melee = death. The ONLY way to survive is to root. The nerf to this is HIGHLY EXCESSIVE - a FIFTY PERCENT nerf.Since my roots are halved, all my nukes are doubled, right? Yeah, didn't think so.Drop the huge nerf and pick something more reasonable then. Most of the LU24 changes are obviously hastily considered, will definitely be poorly tested, will be pushed live, illustrate all new hugh imbalances and we'll have to live with a still horribly balanced game for yet another 9 months.Do it right or don't bother doing it, SOE...<p>Message Edited by curtlewis on <span class=date_text>05-18-2006</span> <span class=time_text>03:18 PM</span>
AbsentmindedMage
05-19-2006, 02:36 AM
The duration of the roots was probably reduced to ensure that balance remained from the reduction done to summoner classes. Summoners which should have lower damage done should have greater soloability than sorceror classes. So by reducing the damage summoners do, it calls into question how they rate on soloability. To keep them higher on soloability, you get shorter roots as a sorceror. In other words, it is just a balance attempt due to what they are doing with other classes. Every action has an equal and opposite reaction, enjoy. <div></div>
Shadus
05-19-2006, 06:50 AM
The problem isn't really the nerfing of root... it's the fact that this is the... 3rd? nerfing of root... and this makes the other changes look trivial... it's to big of a change at once. They need to put a lesser change into the game first and see how the players deal with it then if it needs modified do so.However, that isn't how sony does things. Never has been, never will be. 9/10 times sony "overnerfs massively" then backs off the nerf a little to shut the players up. Shrug. All sony games turn into one long nerf-fest, although to their credit I will say, largely, the nerfs seem to have FINALLY stopped in eq1. *rolls eyes*. <div></div>
IllusiveThoughts
05-19-2006, 08:07 AM
<BR> <BLOCKQUOTE> <HR> AbsentmindedMage wrote:<BR>The duration of the roots was probably reduced to ensure that balance remained from the reduction done to summoner classes. Summoners which should have lower damage done should have greater soloability than sorceror classes. So by reducing the damage summoners do, it calls into question how they rate on soloability. To keep them higher on soloability, you get shorter roots as a sorceror. In other words, it is just a balance attempt due to what they are doing with other classes.<BR><BR>Every action has an equal and opposite reaction, enjoy.<BR> <BR> <HR> </BLOCKQUOTE> <P><BR>this nerf only affects lower tiered wizard's soloability.</P> <P>tier 7 wizards will still solo the same crap they solo'd before the nerfs. using that as an excuse really makes no sense.</P> <P>There is another reasoning behind the nerfs that soe hasn't given.</P>
Ellestil
05-19-2006, 09:48 AM
<DIV>Absentmindedmage:</DIV> <DIV>"The duration of the roots was probably reduced to ensure that balance remained from the reduction done to summoner classes. Summoners which should have lower damage done should have greater soloability than sorceror classes. So by reducing the damage summoners do, it calls into question how they rate on soloability. To keep them higher on soloability, you get shorter roots as a sorceror. In other words, it is just a balance attempt due to what they are doing with other classes.<BR><BR>Every action has an equal and opposite reaction, enjoy."</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>I think it has more to do with them stating that they wanted combat to be more difficult, adds to be more dangerous, and things along that trend. Conj's have roots also, so changes to root affect us as well. All changes to roots, stuns, stifles, etc is because A. They want enchant's to retain their CC status and B. Because they said it trivialized GROUP content. They forgot about other classes besides mages that solo however. Some classes will have a very hard time soloing now, even worse than mages.</DIV> <DIV> </DIV> <DIV>Ellestil<BR></DIV>
hansomepete
05-19-2006, 08:01 PM
I would be fine with the root nerf if they allowed mages to use leather armor. Nothing like going into a fight wearing paper. which is why soloing mages need good roots. I have no issues with my shadowkinght soloing because i have a great mit i can take 45% of the damage away on armor alone. At lv 49 my warlocks armor takes 13% damage away. Whoopdie F***k'n do!!! my spells might do 900 on a good shot, if it is not resisted or inturupted. Allot of good that does me when i'm snared and confused and can't cast for 3 seconds getting hit for 2-300 a pop.
Yeoux
05-26-2006, 04:44 AM
<DIV>Wallmart wrote:</DIV> <DIV> </DIV> <DIV>"I can olny say i am glad wizzards root is getting nerfed.Last time i was in Temple of Scale there was a Wiz soloing a named there.1 Player should not be able to do this."</DIV> <DIV> </DIV> <DIV>You are right, Wizzard arent as underpower than they prentend to be. I personnally know some skilled wizzard that can compete and even over-dps Conjuror in raid. The fact is they want to be over everyone what ever they do, they want to push a button and parse top, they think they should be GOD class on this game without having to learn how to play.</DIV> <DIV> </DIV> <DIV>That's a fact and that's bad that this community is always whinning to nerf all other class with skilled players over-DPSing them</DIV>
massem
05-26-2006, 05:24 AM
<BR> <BLOCKQUOTE> <HR> Yeoux wrote:<BR> <DIV>Wallmart wrote:</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>You are right, Wizzard arent as underpower than they prentend to be. I personnally know some skilled wizzard that can compete and even over-dps Conjuror in raid. The fact is they want to be over everyone what ever they do, they want to push a button and parse top, they think they should be GOD class on this game without having to learn how to play.</DIV> <DIV> </DIV><BR> <HR> </BLOCKQUOTE>... says a poor little conj who is upset his scout pet won't be able to outDPS a real scout anymore . <BR>
<DIV>Wizards are not CCers. Rooting a melee mob whill in a group for 30 seconds+ effectivly making it a mez is not what wizards are for, they are for nuking hard and thats it, it just took SoE WAY to long to finally fix these things...thats why they are also nerfing stuns and those are even more overpowered than root in group situations. </DIV>
but who is nuking hard? it's certainly not wizards - they are rarely t1 dps in groups - in fact my 67 wizard was outdpsed by a brawler the other day in nest, mobs just died too quickly to get anything except 2s spells like BoL incap off. ic would go off and kill the last 20-25% of a mobs hp if i was lucky.and on raids when people are buffed to the hilt - it's rangers and assassins that really shine, not wizards.<div></div>
curtlewis
05-26-2006, 09:51 PM
Wizards require a reasonable means of defense. Summoners have a much better means of defense... their pets. Summoners also get roots.Roots are not very good crowd control. But you CAN use the AOE root as one for a short time. It's one of the few things that brings value to a Wizard in a group.The real core of the problem, which is not being addressed, is that Wizards do not do the kind of damage they should. Nerfing Summoners won't change that. Are they going to nerf Assassins, Swashbucklers, Brigands, Bruisers and to a lesser extent Monks and Rangers, too? I don't think os. Every single one of those classes has better armor and more hitpoints. Where's the massive damage we made all those sacrifices for? Everytime I look at a mob and say, "You ... Shall ... Not ... Pass," they just one shot me, shrug off my Ice Nova (which wasn't done casting) and laugh...Our spells don't do enough damage.Our spells take too long to cast.Our spells take too long to recast.Our spells require too much mana.Our spells are missing too many Ice versions.Our spells are missing big fire based nukes and enounter based AOE.The first 4 break the class. The last 2 merely demonstrate how unbalanced we are and how SOE uses that as a cheap trick to minimalize the class by making mobs Ice Immune. And don't tell me nothing is immune anymore, they lied. When it hits and does no damage every time, they're freaking immune.<div></div>
silentpsycho
05-26-2006, 10:13 PM
<DIV>I just re-rolled my 50 Warlock as a Wizard on Nagafen. I stopped playing my Warlock after they completely destroyed the class (IMHO) with LU13 and thought it would be interesting to see how the other half lives. Anywho, I'm shocked by how broken root is on the live server. As a level 20ish Wizard, it's nearly impossible to solo even a down arrow(s) blue con mob without root breaking after one to two seconds. It seems there is a 99% chance for root to break on any hostile action. Something seriously needs to be done about how easily root breaks. The way it is now, it has to be a bug - anyone with simple basic math skills can compute that root breaks way more than it's supposed to on damage.</DIV> <DIV> </DIV> <DIV>So, it sounds like they fixed this part on the test server with LU24. If that's true, then great fix! However, I don't understand why SOE would then lower durations of roots to make it impossible to kill something without getting killed in the process; even a simple blue con non-heoric mob. I mean, if I can't root something and kill it, at least give me snare so I can kite it effectively. Kiting is more fun anyway, but I digress - EQ2 has declared itself the no-kiting zone (probably because someone's skill should never figure into the equation of what is fair/allowable to kill - if someone is too skillful, that is overpowering and SOE can't control that aspect, so it's removed).</DIV>
pedigr
06-06-2006, 06:04 PM
<div><blockquote><hr>curtlewis wrote:<blockquote><hr>Wallmart wrote:<div>I can olny say i am glad wizzards root is getting nerfed.Last time i was in Temple of Scale there was a Wiz soloing a named there.1 Player should not be able to do this.</div><hr></blockquote>I soloed a lvl 65 non-heroic named the other day. Why shouldn't I be able to do that? SOE has often stated that some classes, by their very nature, will be better soloers than others.</blockquote>Hes talkinga bout the wizard non-stop solo farming in the ^^^ heroics (in bonemire in particular). Ive seen wizards ignore ingame equiette of a camped group and have just rooted, nuked, waited, rooted, nuked, waiting. They do it on a military precision rota and people are getting dammed sick of it.As for people [expletive haxx0red by Raijinn]ing at Warden roots, yeah. I mean, we have 10000+ nukes coming out of our ears, not forgetting the countless offensive PBAoE spells and invisibility. We use the combination on countless occasions to camp and farm The Tyrant in Bonemire. Hes only an orange ^^^ heroic. If youre a wizard and you [expletive haxx0red by Raijinn] about the Wardens, grow the f**k up and roll one and see just how f**king hard it is to level a Warden to 70.</div>
Pashta
06-06-2006, 06:39 PM
I am a level 70 Wizard on my home server, and I have a lowbie level 13 or something wizard on Test. I can barely solo an even-conned mob (no arrows)... it was SOOO close that I had no health left each time and I just got really lucky the 3 times I tried it (adept 3 root.. only 10 seconds!) This is very very unfair to lower level casters, <FONT color=#ff0000 size=3><EM>we do not have the additional aoe root as a backup as the higher levels do</EM></FONT>!! Adjust it, please.
Shadus
06-06-2006, 06:45 PM
<div><blockquote><hr>curtlewis wrote:Currently on tests, all my roots (wizard) have the durations reduced by 50% or more. This is supposedly a balance change for the reduction on breakage of 5%. 50% for 5%? Excuse me?This is incredibly excessive. I understand some reduction would be in order, but no less than 80% of their former value seems reasonable. Please reexamine the root duration changes and readjust them to more acceptable levels so that classes who rely on roots as their only means of defense can actually DEFEND themselves.<hr></blockquote>At high levels its not bad, at low levels its pretty devestating, the first two spells that root really do need a bit longer duration.</div>
To the person who said wizards dont need CC - I use my root a lot in a group - when we get adds I use it to keep them off the healer; and the tank doesnt have to deal with them, I use them when I cast fusion so that the mob not being targetted by the tank will be rooted adn then slowed- When soloing the group root is barely enough - trying to take a group of 4-5 is very difficult without rerooting. Personally I tihnk the roots were a little too long, but this change effectively means that wizards will have problems soloing normal mobs; let alone heroics. imagine soloing in bonemire - my fury gets an add - no problem I will finish with much less power (if I get 2 adds it is close) with my wizard- I have problems taking an add now, unless I root it beforehand - and then it will eat my power if I can only root for 15s at a time, as I will just be waiting for root to refresh for fear of it breaking and not being able to re-root before the mob hits me(generally speaking if you are casting with a single root with an unrefreshed root on you arent particularly wise) Wizards already have the worst time soloing - if it's so important to stop wizards soloing then add chances to break roots with additional attacks(although tbh if you arent raid geared you will have problems with most mobs) add multiple ranged effects divine, ranged(bow) pois/disease etc. Add more roamers near the named, make it impossible to stay in one spot for a kill. There are many ways to stop soloing named heroics, but this effects the general gameplay of a sorc, and how they survive and solo I'm not seeing the difference between all classes being able to solo green and blue heroics, and sorcerors/chanters being able to solo a little bit better (With some skill) sure killing some mobs is easy - but with ranged effects most named are very difficult to solo now(and many heroics) with this change sorcerors will have great difficulty soloing green heroics, let alone blue.. I'm glad I've done most of my quests that can be done solo. Oh and LOL at the guy moaning about his warden being slow to level, I never had that problem with my fury. <div></div>
KBern
06-06-2006, 09:56 PM
<BR> <BLOCKQUOTE> <HR> bieb wrote:<BR><BR><BR>Oh and LOL at the guy moaning about his warden being slow to level, I never had that problem with my fury.<BR> <BR> <HR> </BLOCKQUOTE><BR>Oh and LOL you should realize wardens are not furies....I hope.
Gorhauth
06-06-2006, 11:50 PM
<div><blockquote><hr>bieb wrote:but who is nuking hard? it's certainly not wizards - they are rarely t1 dps in groups - in fact my 67 wizard was outdpsed by a brawler the other day in nest, mobs just died too quickly to get anything except 2s spells like BoL incap off. ic would go off and kill the last 20-25% of a mobs hp if i was lucky.<hr size="2" width="100%"></blockquote>And...<blockquote><hr>bieb wrote:<font color="#ffcc00"> Wizards already have the worst time soloing</font> - if it's so important to stop wizards soloing then add chances to break roots with additional attacks(although tbh if you arent raid geared you will have problems with most mobs) add multiple ranged effects divine, ranged(bow) pois/disease etc. Add more roamers near the named, make it impossible to stay in one spot for a kill. There are many ways to stop soloing named heroics, but this effects the general gameplay of a sorc, and how they survive and solo <font color="#ffcc00"> I'm not seeing the difference between all classes being able to solo green and blue heroics, and sorcerors/chanters being able to solo a little bit better</font> (With some skill) sure killing some mobs is easy - but with ranged effects most named are very difficult to solo now(and many heroics) <hr></blockquote>First, your contradictions are confusing. You dont think wizards solo very good, but you see nothing wrong with being about to solo a little better than anybody else?You want to be the highest DPS in every group and still solo better than everybody but chanters? Good God. Do you want the devs to upgrade your heals and let you wear plate also?</div>
QQ-Fatman
06-07-2006, 04:49 AM
<BR> <BLOCKQUOTE> <HR> Gorhauth wrote:<BR> <DIV><BR><BR>First, your contradictions are confusing. You dont think wizards solo very good, but you see nothing wrong with being about to solo a little better than anybody else?<BR><BR>You want to be the highest DPS in every group and still solo better than everybody but chanters? Good God. Do you want the devs to upgrade your heals and let you wear plate also?<BR></DIV><BR> <HR> </BLOCKQUOTE>Wizards are the best soloer AND the worst soloer! We're one of the best soloers who "can" kill heroic nameds that many classes cant. But when it comes to fast killing and safe killing, we're the worst soloer. Our solo dps is very low, usually no more than 250 in average because we have to root-kill even against solo mobs unless they're grey. So I dont think wizard really solo better, but we do solo differently than other classes.<BR>
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