View Full Version : Best wizard/priest duo?
sloane
05-23-2007, 05:27 PM
my wife is going to role a wizard, and i usually play a healer. anyone have a suggestion as to which healing class would be the best to team with a wizard?
Raiwa
05-23-2007, 06:13 PM
IMHO a Fury pairs very will with a Wizard I run this duo at time myself the double root and dps brings most mobs down very quick and the buffs work will to help both. I am a lvl 70 wizard and mentor down to my wifes Fury to help here ... so I can't comment on how it would work coming up thru the lvl together. Hope this helps Raimon
sloane
05-23-2007, 06:52 PM
it does help...i was leaning toward fury. i have always played a cleric (EQ) or priest (WoW) so i did have a soft spot for an inquisitor. however the inquisitor doesn't seem to compliment a caster very well.
IllusiveThoughts
05-23-2007, 07:57 PM
<p>warden / wiz.</p><p>warden roots only have 5% break chance, and through aa's can be cast in 1.0 seconds.</p><p>thats 2 roots cast in 2.5 seconds (the time it takes us to cast 1!)</p><p>have them chain root while you nuke AND dot away with little to no worries. </p><p>They also have a heat/cold debuff that stacks with ours (yeah with warden double rooting you can use your dot/debuff too without fear of rootbreakage death) for even more damage.</p><p>Also with all the regen's going if you spec to tank, you can tank <u>almost</u> any non raid content.</p>
If you like the inquisitor a combo that would play similarly is Pally/Wiz You can even get closer with the heal and cure lines in the Pally AA although I chose the parry line over cure as potions can make up for the cure part and the pally already gets one self cure all spell. The pally brings decent heals, near total protection for the Wiz with amends and sigil, rez and is arguably the best group tank in the game. I box my pally and wiz and normally I just tank the pally on autoattack and blow the mobs up with the wiz, goes very fast. However there are a few mobs where the success rate is higher if the Wiz roots, nukes with the big dd and the Pally stands ready for breaks and heals the Wiz. Nice having the wiz able to fire all his mana regen spells because the Pally can keep the Wiz at full health.
Jayingsoo
05-29-2007, 07:19 AM
<span style="color: #0066ff">I duo'd the entire game to 70 with a mystic as my priest. Sure the fury's have the proper buffs for mages, but let's face it, unless it's a raid... just stay alive. wizard damage is so sick anyway, all you need is a blanket of HP to hold you til your next root takes effect. While druids are the more 'proper' priests for mages, I'd never trade one for a mystic. At 70 and half raid gear, I have completely passed leather mitigation and avoidance and am now in the chain tier. With my mystic friend in group, my mitigation is at 41% absorption, and 39% avoidance. Druids and Clerics simply can't compare to Shamans for wizard protection. Stopping a wizards hp is far more beneficial than a heal over time that may end up not being enough to keep the wizard alive. I vote mystic. </span>
Glenolas
06-12-2007, 08:44 PM
<p>I second the warden/wizard. </p><p>2nd best is fury/wizard.</p><p>Reasons:</p><p> Warden has two roots, a single target AND a group root, very fast cast, very long dwell, and very hard to break with damage.</p><p>Fury has only single root, same cast time as wiz, and no group root. Ergo all group fights rely on the wizards 20 second duration group root, which takes a lot of power to constantly reset. While the fury's single target root is hard to break with damage, it will roll to break itself each tick (6 secs), so it will come undone with NO damage to the target, not usually a good thing.</p><p> A fury will put out more damage, but not enough to offset the root issues. Neither adds enough to a well equipped wizard's damage to matter. Duo vs big Names is a job of patience, not offensive firepower. </p><p>Glenolas</p>
BungFoo
06-13-2007, 05:09 PM
<cite>Jayingsoo wrote:</cite><blockquote><span style="color: #0066ff">I duo'd the entire game to 70 with a mystic as my priest. Sure the fury's have the proper buffs for mages, but let's face it, unless it's a raid... just stay alive. wizard damage is so sick anyway, all you need is a blanket of HP to hold you til your next root takes effect. While druids are the more 'proper' priests for mages, I'd never trade one for a mystic. At 70 and half raid gear, I have completely passed leather mitigation and avoidance and am now in the chain tier. With my mystic friend in group, my mitigation is at 41% absorption, and 39% avoidance. Druids and Clerics simply can't compare to Shamans for wizard protection. Stopping a wizards hp is far more beneficial than a heal over time that may end up not being enough to keep the wizard alive. I vote mystic. </span></blockquote> I'm with you on this. Give me a mystic and we can really crank it out.
<cite>Glenolas wrote:</cite><blockquote><p>I second the warden/wizard. </p><p>2nd best is fury/wizard.</p><p><span style="color: #ff0000">> I play L70 Fury main, my main duo partner is a Wizard the same level. Imho, Fury+Wizard is a little better than Warden+Wizard</span></p><p>Reasons:</p><p>Warden has two roots, a single target AND a group root, very fast cast, very long dwell, and very hard to break with damage.</p><p><span style="color: #ff0000">> Two root lines yes. However the Warden AE root line is inferior to the Wizard line. And why do you need TWO long re-use AE root lines? One is more than enough to strip any normal encounter down to < 50% hp.</span></p><p>Fury has only single root, same cast time as wiz, and no group root.</p><p><span style="color: #ff0000">> Correct, its a very strong root (5% chance to break on dmg, no hostile action check). Duration is very long. Fury also has an 5 point AA ability in the Hindering line to improve it (to the point it costs a very small amount of power to cast and will almost NEVER get resisted). In the same Hindering line is an ability to improve the 0.5s cast time, 30s duration Snare to 61% movement loss. Very nice for only 3 AA.</span></p><p>Ergo all group fights rely on the wizards 20 second duration group root, which takes a lot of power to constantly reset.</p><p><span style="color: #ff0000">> My duo partner and I rarely use AE root to be honest. On mob "swarms" (5+ linked mobs usually ^ or below) the best tactic is to have the Fury pull with a simple root on the strongest mob followed by a blast from the Starnova line (Energy Vortexed this will usually do 4-6k dmg on a crit) when they bunch up close, followed quickly by the Maddening Swarm line (mobs hate being AE debuffed <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />). Then follow through with healing while they beat on you (its usually best to cast Hibernation and a HoT just before you pull also) and the Wizard should easily mop up the rest in a few spells. Can add in Ring of Fire, Forge of Ro and sometimes Call of Storms for even more AE goodness if the situation/environment is right. Massive amounts of AE dmg from both toons ensures AE roots are usually not required -- however sometimes I have him pull with an AE root if there is 10+ linked mobs.</span></p><p>While the fury's single target root is hard to break with damage, it will roll to break itself each tick (6 secs), so it will come undone with NO damage to the target, not usually a good thing.</p><p><span style="color: #ff0000">> ALL roots for every class do this</span> </p><p>A fury will put out more damage, but not enough to offset the root issues. Neither adds enough to a well equipped wizard's damage to matter. Duo vs big Names is a job of patience, not offensive firepower. </p><p><span style="color: #ff0000">> "More damage" is an understatement, lets be honest, a DPS specced Fury will put out almost TWICE as much ranged spell damage as a Warden. AE damage, also no contest. Not to mention the Fury buffage will pump the Wizard's INT and PWR to ungodly levels increasing DPS even more. Duo vs big names is very much about firepower, why waste time faffing around, just perma root+snare it and BURN it down ASAP. Problem solved.</span></p><p><span style="color: #ff0000">A wizard+druid duo is a root/nuke combo. Most fights vs named for us go like this:-</span></p><p><span style="color: #ff0000">1. Fury roots and snares. Wizard roots. It is now double rooted and snared by 61%.</span></p><p><span style="color: #ff0000">2. Stand at max range and apply any debuffs we feel like. Re-apply roots/snare frequently. Heal any spell damage recieved, cure any DoTs (usually minor).</span></p><p><span style="color: #ff0000">3. Fight "starts". No DoT's allowed until all big DD's are "spent". Wizard: 100% crit --> Ice Nova --> Master's Strike (if applicable) --> Whatever he feels like --> Manaburn --> DoTs; Fury: Energy Vortex --> Starnova --> Master's Smite (if applicable) --> Thunderbolt --> DoTs. Repeat and rinse, renew roots and snare frequently. Most big named are lucky to last 30-40 seconds under that kind of firepower. We have never come even remotely close to running out of power during a named fight.</span></p><p><span style="color: #ff0000">Usually never take anything but spell damage.</span></p><p><span style="color: #0033ff">I am definately the "tank" aspect of the duo. I wear good legendary/fabled leather and use a buckler. I have adorns on my shoulders & shield that dmg the mobs that hit me, my spineskin will also damage 3 mobs in an encounter everytime i get hit by any of them. Between his de-aggro abilities and my lack of de-aggro I tend to generate and hold far more hate than he does so I can usually hold aggro pretty well during any fight. My ultra-fast powerful healing (Fury heals are insanely fast), superior HP and agility, ability to cure and superior mitigation/avoidance means I can usually even survive being beat on by multiple ^^^ (though I usually have to chain heal if the mobs are very strong -- at which point i rely on him to finish them off).</span></p></blockquote>
BungFoo
06-14-2007, 05:13 PM
A wizzie / mystic fight goes like this: Mystic: ward Wizard: nuke, nuke, nuke Mystic: ward Wizard: nuke, nuke Mob: dies (simplified for the sake of comedic exaggeration but little accuracy is lost.) A more serious example looks like this: Wizard: root Mystic: ward Wizard: debuff, nuke, nuke (roots break) Mystic: ward Wizard: nuke Mob: dies If its a ^^^ there might be some quick heals in there to hold the wiz off until the ward can be cast and some debuffs on the part of the mystic. Note that the same thing happens whether its a single mob, an encounter or a number of encounters. Note that since the wizard has AoE's that are both encounter only and truly area of effect, it is advantageous to let groups get close to the wizard rather than keep them away with roots. I'm specifically talking about Forge of Ro and the conflagration line spells. A mystic simply can't make enough agro with healing and wards to pull off a wizard thats going all out. A wizard that has no worries about agro can put out a terrifying amount of damage. It's the ability to take on groups that really makes this pairing so impressive. A fury thats built toward doing dps can and will pull off a wizard and the wizard/fury pairing would have problems with groups and groups of groups. I went most of the way through RoV on my mystic the other night with a group composed of three wizards and me. Was a ton of fun.
<cite>BungFoo wrote:</cite><blockquote>A wizzie / mystic fight goes like this: Mystic: ward Wizard: nuke, nuke, nuke Mystic: ward Wizard: nuke, nuke Mob: dies (simplified for the sake of comedic exaggeration but little accuracy is lost.) A more serious example looks like this: Wizard: root Mystic: ward Wizard: debuff, nuke, nuke (roots break) Mystic: ward Wizard: nuke Mob: dies If its a ^^^ there might be some quick heals in there to hold the wiz off until the ward can be cast and some debuffs on the part of the mystic. Note that the same thing happens whether its a single mob, an encounter or a number of encounters. Note that since the wizard has AoE's that are both encounter only and truly area of effect, it is advantageous to let groups get close to the wizard rather than keep them away with roots. I'm specifically talking about Forge of Ro and the conflagration line spells. A mystic simply can't make enough agro with healing and wards to pull off a wizard thats going all out. A wizard that has no worries about agro can put out a terrifying amount of damage. It's the ability to take on groups that really makes this pairing so impressive. A fury thats built toward doing dps can and will pull off a wizard and the wizard/fury pairing would have problems with groups and groups of groups. I went most of the way through RoV on my mystic the other night with a group composed of three wizards and me. Was a ton of fun. </blockquote><p> <span style="color: #ff0000">That is a neat way of playing and I can see its advantages. It is howver the direct opposite of the way a good Fury+Wizard duo works. I pull aggro, I keep aggro (trust me, DPS specced Furies generate insane aggro), I heal when needed, he goes all out (including forge/conflag). Mobs die insanely quickly.</span></p><p><span style="color: #ff0000">Groups of mobs and "groups of groups" simply dont last long enough to be a problem. Trust me, we kill groups of heroic mobs hundreds of times per session. They usually last less than 15 seconds. The AE dmg a Fury+Wizard can put out is simply incredible.</span></p><p><span style="color: #ff0000">Kudos to you on your playstyle though <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /></span></p>
BungFoo
06-14-2007, 05:45 PM
<cite>Bayl wrote:</cite><blockquote><cite>BungFoo wrote:</cite><blockquote>A wizzie / mystic fight goes like this: Mystic: ward Wizard: nuke, nuke, nuke Mystic: ward Wizard: nuke, nuke Mob: dies (simplified for the sake of comedic exaggeration but little accuracy is lost.) A more serious example looks like this: Wizard: root Mystic: ward Wizard: debuff, nuke, nuke (roots break) Mystic: ward Wizard: nuke Mob: dies If its a ^^^ there might be some quick heals in there to hold the wiz off until the ward can be cast and some debuffs on the part of the mystic. Note that the same thing happens whether its a single mob, an encounter or a number of encounters. Note that since the wizard has AoE's that are both encounter only and truly area of effect, it is advantageous to let groups get close to the wizard rather than keep them away with roots. I'm specifically talking about Forge of Ro and the conflagration line spells. A mystic simply can't make enough agro with healing and wards to pull off a wizard thats going all out. A wizard that has no worries about agro can put out a terrifying amount of damage. It's the ability to take on groups that really makes this pairing so impressive. A fury thats built toward doing dps can and will pull off a wizard and the wizard/fury pairing would have problems with groups and groups of groups. I went most of the way through RoV on my mystic the other night with a group composed of three wizards and me. Was a ton of fun. </blockquote><p> <span style="color: #ff0000">That is a neat way of playing and I can see its advantages. It is howver the direct opposite of the way a good Fury+Wizard duo works. I pull aggro, I keep aggro (trust me, DPS specced Furies generate insane aggro), I heal when needed, he goes all out (including forge/conflag). Mobs die insanely quickly.</span></p><p><span style="color: #ff0000">Groups of mobs and "groups of groups" simply dont last long enough to be a problem. Trust me, we kill groups of heroic mobs hundreds of times per session. They usually last less than 15 seconds. The AE dmg a Fury+Wizard can put out is simply incredible.</span></p><p><span style="color: #ff0000">Kudos to you on your playstyle though <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /></span></p></blockquote>Hmm, sounds like the next time I play with my fury friend I shoudl have her try tanking <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> Thanks for the tip.
IllusiveThoughts
06-14-2007, 06:47 PM
<cite>Bayl wrote:</cite><blockquote><cite>Glenolas wrote:</cite><blockquote><p>Reasons:</p><p>Warden has two roots, a single target AND a group root, very fast cast, very long dwell, and very hard to break with damage.</p><p><span style="color: #ff0000">> Two root lines yes. However the Warden AE root line is inferior to the Wizard line. And why do you need TWO long re-use AE root lines? One is more than enough to strip any normal encounter down to < 50% hp.</span></p><p><span style="color: #0000ff">Incorrect. warden AE root is SUPERIOR to wizard AE root. Recheck your facts.</span></p><p>Fury has only single root, same cast time as wiz, and no group root.</p><p><span style="color: #ff0000">> Correct, its a very strong root (5% chance to break on dmg, no hostile action check). Duration is very long. Fury also has an 5 point AA ability in the Hindering line to improve it (to the point it costs a very small amount of power to cast and will almost NEVER get resisted). In the same Hindering line is an ability to improve the 0.5s cast time, 30s duration Snare to 61% movement loss. Very nice for only 3 AA.</span></p><p><span style="color: #0000ff">Warden have same root break except they can stack 2 roots, effectively perma rooting the mob.</span></p><p><span style="color: #0000ff">Warden's through aa's can reduce BOTH roots to 1 sec cast. This is especially important for "body" pulling, as she can root it when it gets into range to root, and the mob wont get within mele range of either of you.</span></p><p><span style="color: #0000ff">Wardens can also Iincrease Root resistability mod. Thus making their M1 roots have a higher chance to land than wiz M1 roots.</span></p><p><span style="color: #0000ff">In short, warden roots > any other class roots.</span></p><p>Ergo all group fights rely on the wizards 20 second duration group root, which takes a lot of power to constantly reset.</p><p><span style="color: #ff0000">> My duo partner and I rarely use AE root to be honest. On mob "swarms" (5+ linked mobs usually ^ or below) the best tactic is to have the Fury pull with a simple root on the strongest mob followed by a blast from the Starnova line (Energy Vortexed this will usually do 4-6k dmg on a crit) when they bunch up close, followed quickly by the Maddening Swarm line (mobs hate being AE debuffed <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />). Then follow through with healing while they beat on you (its usually best to cast Hibernation and a HoT just before you pull also) and the Wizard should easily mop up the rest in a few spells. Can add in Ring of Fire, Forge of Ro and sometimes Call of Storms for even more AE goodness if the situation/environment is right. Massive amounts of AE dmg from both toons ensures AE roots are usually not required -- however sometimes I have him pull with an AE root if there is 10+ linked mobs.</span></p><p>Lin<span style="color: #0000ff">Linked mobs are referring to some encounters like the one's in vaults of El'elrad, where you get 3 ^^^ heroics linked together, or other encounters where two or three ^^^ and you have to root the other two and burn down one at a time. Another example is in the Oblisk of blight, where there are groups of 3 with one ^^^ and two ^^ mobs, and thre ^^ mobs, you have to AE root them and kill one at a time. Warden/wiz duo is best combo in these situations, as you effectively reduce incomming damage to 0 (minus spells casted) No way can a non tank spec wizard live through 3 mobs beating on him with a single healer for long.</span></p></blockquote> </blockquote>
daray
06-14-2007, 09:03 PM
I would also vote mystic to go with a wizard. Hands down best healer to duo with a wizard imo. Had a friend who played a mystic, and the combination worked very well.
WSDragon
06-15-2007, 02:14 AM
<p>Wizard tanking and Mystic warding is sick. I play a 70 wizard with a bot mystic and I have yet to have issues killing ^^^ ups unless they come with half a dozen adds. What makes it so [Removed for Content] easy is you only need to press 2 keys in cycles while the wizard unloads. Its rare if I even toss a heal as most mobs die ultra fast, wards just soak up damage letting a well equiped wizard just tank and nuke. And if you choose to mentor to level a mystic PLing is a dream when wizard is tanking all the way to 70.</p>
Legiax
06-15-2007, 07:13 AM
<p>For PvP servers, Fury + Wizard, hands down.</p><p>Fury takes animal form and puts AA into Pact, and no-one is going to get away. Mix the big nukes with wizzy nukes and omg... stuff dies so quick.</p>
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