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#1 |
Loremaster
Join Date: Nov 2004
Posts: 400
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It seems I am a bit encouraged by a dev's post I read today.Here are a few suggestions to boost wizard dps in group situations.(1) Have our spells castable while moving. Even if it is not all of our spells, certain key ones would help more than people may think at first. Here is a list.Health-to-mana spells79 Vital Transfer -- self only health-to-mana conversion74 Mana Intromission -- raid/group/self single target health-to-mana conversion80 Harvest Mana -- self only health-to-mana conversion over time, that stuns the wizard (it can be clicked off early)Long duration buffs -- would help emmensly rebuffing after death04 Magi's Shielding -- self buff - health/defense/focus/ward79 Tyrant's Pact -- group buff - strength / intelligence75 Consolidation -- group buff - heat/cold resist and power 23 Snow Filled Steps -- group buff - see invisibility and fish visionAA Static Shield -- self buff - damage shield73 Converge -- raid/group/self single target hate transfer and power-on-damage proc78 Ro's Blade -- group/self single target melee dps proc, uses a concentration slot for each person (please make raid wide!)AA Summon Familar -- self buff, a wizard's AA pet of which there are three choices** Summon Diety Pet -- self buffShort duration buffs76 Glacialshield -- damage shield placed on the tank74 Furnace of Ro -- a long duration DoT74 Protofire -- a long duration DoT75 Velium Gift -- group wide on hostile spell cold damage proc73 Surge of Ro -- wizard only on hostile spell heat damage proc (uses ministration instead of ordination for some reason)AA Fireshape -- turns cold spells into heat spells for Surge of Ro to work betterAA Iceshape -- turns heat spells into cold spells for Velium Gift to work betterNukes -- these would help, but to a lesser extent than the above spells76 Storming Tempest -- DoT with both a long duration and cast time79 Ice Spears -- a wizard's heat and cold debuff spell Honorable mention15 Concussive -- encounter AoE interrupt / deaggro77 Blip -- single target interrupt / stifle / deaggro 78 Peak shift -- single target mez that mezes the wizard tooThis change would boost wizard dps in fast chain pulling situations, in situations where the tank spins mobs in place, and in those situations where one just can't figure out where the tank is going to pull a mob to. Such situations frequently occur in instances. As it is now, and in those situations, a wizard spends quite a bit of time running from point to point, unable to cast spells; a wizard unable to cast spells is at a disadvantage to say the least. I believe auto-attack and many combat arts are useable while moving. (A wizard's roots were intentionally left off the above list, but are another candidate for being able to be cast while moving; the interaction between changing those two root spells and soloing would warrent some thought.)(2) Have "spell haste" effects affect both cast time and recovery time. Currently "spell haste" is hit by double dimishing returns: the first being the dimishing returns (an d cap) everyone refers to: i.e. 1/(1+haste) limited to 0.5. "Spell haste" as a decimal not percentage for those that are wondering, 2% is 0.02 in that formula.the second being the 0.5 second recovery t ime that adds to the effective cast time of most spells; wizards have no real auto-attack damage afterall. It would be nice if this 0.5 seconds was added back to the spell examine dialog by the way. The only way I found out about this feature was a devs post long ago on the forums. This change would boost wizard, and all mage, dps in all situations. A wizard's being a "mana lush" would somewhat limit the amount of this dps boost remember. (3) Increase the effectiveness of wizard health-to-mana spells such that we could maintain comperable spell damage in those situations where the scout and fighter classes are relying mostly on auto-attack damage. I have no numbers to suggest here. This change would have to be made using a spreadsheet. Having to abandon my primary nukes in favor of DoTs or the like would be fine in my mind, in this situation; i.e. different situation different tactics is fine. The cast time, recast time, health lost, and mana gained of the wizard health-to-mana spells could be adjusted to achieve balance. Remember, in the absense of a healer, these spells can not be used all that much; i.e. in solo situations; hmm, this change would have another side effect: healers would have to keep a little closer eye on the wizards in their group.This change would boost wizard dps in long battle situations, or in those battles with power drains. Currently, a wizard's dps drops greatly when the wizard runs out of power, compared to classes with (real) auto-attack damage.All three of these changes would make wizards even more "cast happy", which would not be such a bad thing in my mind.-LeucippusP.S. please do not use the presense of the EoF fabled set (Woshi) legs or (2nd) RoK fabled set legs skew dps balancing. There are many wizards that will never have those two items. Those two items should be a bonus for those raiding wizards lucky enough to have them.
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#2 |
Loremaster
Join Date: May 2005
Location: Qeynos Harbor
Posts: 239
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![]() I feel your pain but most mobs that have short lifetimes are trash mobs which although affect the zone-wide DPS values really shouldn't matter all that much to ones gaming experience. In VOES or Maiden's or COA I've found that I've been more concerned with how fabled the tank is or whether the group has a coercer/illusionist rather than that nasty assassin posting #1 on short and long parses. How sucessful the group is is far more dependent on those two conditions <2 healers is often a prerequisite as well> rather than my inadequacies in the short DPS game. That assassins are spanking everyone at every group/raid portion of the game on ACT because of their high spike and total damage outputs shouldn't alarm anyone. That brigands and swashies are tanking as effectively as legendary equipped tanks shouldn't raise too much concern either. Then again, ACT isn't accurate for alot of debuffing or assigning buff contributions to DPS to the buffer rather than the buffed so it is still a tool with limitations. Whoever is #1 is usually always in for a nerf well before anyone else gets game changing mechanic buffs It is very possible that scouts are in for a deliberate, planned, and well placed set back some time before next November. |
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