Jump to content
Rayray

Suggestion For High Wizard

Recommended Posts

Posted (edited)

We all know Wizard is not on par with Prof(regarding Items and pure burst damage) to the point that we disallowed FBH card to be used by profs and the wizards are just used as farmers. Even then, Profs still have the upper hand on burst damage(double bolt), even weirdly, their weapon(voluspa) increases Stave Crasher to the point that it outshines the original user of the skill, which is wizard. Therefore I am proposing a few changes.

1. Make the increase in damage of the skill Stave Crasher on the highness around the same on the voluspa. I just find it weird that prof stave damage is higher than wizard. Or provide a Wizard version of voluspa.

2.I don't know if this will be OP or not, but I suggest the removal of the cast time on the amplify skill, but with certain debuff as well The skill is used for a one-time burst that won't even kill anyone decent, unless you get lucky with waterball. I want a discussion on this since I might be a little bias. OR make the skill effect last for 2 casts. Realized amplify being no cast is too huge. How about making it last for 2 casts instead of 1?

3. Wizard HP is crap if you compare it to profs, which is absurd since profs have better defensive skills than the wizard. I am not asking for a huge increase in hp, just enough for wizard hp to be near prof hp.

4. Stave crasher increase card that can be put on acc and can only be used by the wizard class. To at least give the wizard the edge on that part over profs. Wizards were supposed to be a huge damage dealer. If we compare all magic classes, wizard would be third in terms of magic damage, it will be Prof, Biochemist(jrage increases bolt damage to the point that a lvl 5 bolt of a bio damages more than a lvl 10 bolt of a wiz) then wizard.

5. An accessory card that increases JT would help. OR

6. An accessory card that Increases Napalm Vulcan. This skill is supposed to be great(one of the only few ghost elemental magic). Not asking for a bolt type increase(siroma/firebolt) but just enough for it to be viable.

Feel free to discuss, we don't see any wizard besides a scarce few that go fight decently in pvp when they are supposed to be decent, even with GTB around.

Edited by Rayray
Posted

I agree wiz is pretty underwhelming in PvP. They're great in team fights because of Wall and AoEs but that's pretty much all they have going for them. Prof is overall better than them as well (apart from the stave damage) since they have fog and LP, which isn't fair. The whole special "thing" about wiz was supposed to be their ability to deal damage even through GTB but they're pretty weak when it comes to that, at least in a PvP situation. Prof was kinda designed to be more battle based in that situation by using crits, hence Hindsight, so I don't really like the design of profs having Stave to begin with, let alone stronger than the wiz itself. Amplify without a cast time would be way too strong I think so that suggestion is out the window. I don't know too much about wiz here (never gave it a try because the low Stave damage scared me away) so I dunno exactly what they would need, but an overall buff to Stave would bring in more wiz users I'm sure (the amount I can't really say since I haven't explored wiz here). At the moment there's only two notable wiz players in PvP which I think is pretty lame so I do think they need some kind of help.

Posted

what more i can say, so +1 on:

  • a wizard version of voluspa that increase stave damage
  • increase hp bonus for wiz using tao gunka "make it same almost prof.HP,"

this one has been suggested by heha "perhaps you guys know this wizard too" a long long time ago...

however, i would like to desagree on few things, -1 on:

  • cast reduct on mystical amplification "since wiz can use this too on there AoE skills"
  • stave crasher card for wiz "since we already suggested a voluspa version for them"

i dont really mind if wiz has low bolt damage, it should be the way it is coz they have AoE, and for them they have already a very good Jupitel thunder skill.

Posted

How about if amplify still has the cast time but it lasts for 2 skills? Thoughts about that?

Wizards should have a higher stave damage than profs, period. Going with that, I don't see why we cannot have a voluspa type weapon + a card that increases stave damage. I suggested it to be put on acc so that the wizard will have to choose between a good damage bolt or a good damage stave.

Posted

1. A separate weapon equivalent to voluspa is fine.

2. too deadly, especially when you are also proposing giving great boost to stave crasher. So I have to -1 for this.

3. Wizards are meant to have lower hp than profs. I'm not against giving wizards bit more hp, but I think you need to take a pick between boosting offense or defense, not both together.

4. I'm ok with it as a standalone, but not in conjunction with any of the above suggestions.

In short, besides point 2, I'm ok with any of the other three as long as only one is passed.

Posted

1. A separate weapon equivalent to voluspa is fine.

2. too deadly, especially when you are also proposing giving great boost to stave crasher. So I have to -1 for this.

3. Wizards are meant to have lower hp than profs. I'm not against giving wizards bit more hp, but I think you need to take a pick between boosting offense or defense, not both together.

4. I'm ok with it as a standalone, but not in conjunction with any of the above suggestions.

In short, besides point 2, I'm ok with any of the other three as long as only one is passed.

Yeah i think the amplify boost is going overboard, so scratch that.

Profs are indeed intended to be a little bit tankier than wiz. However, if you look at it in our server, profs has better pvp capabilities due to them having both offensive and defensive stuff compared to wizard. The difference is actually a bit too much. If wizards are intended to be the stronger one in damage, why is it that they fall behind profs regarding offense? Sure, wizards got better AOE, but that's about it. That is why I am suggesting to boost the offense (due to stave damage increase) and a little bit more hp, so that wizards will be a bit more viable for pvp like profs.

I just thought of another suggestion so please comment on this one:

A card that increases Jupitel Thunder damage(goes on acc). Kinda the same cookie on imp/siroma cards. JT was a staple skill for wizard before, but as we cannot freeze stuff, JT was normally used to push people. I would love to see it again as a main skill, wizards at the moment use imp/siroma but those cards do more for profs than for wiz.

Posted

JT is hardly used as a killing bolt in pvp because of the knock back. Even if there is a boost in dmg, it is not spammable unless ur opponent gets cornered or is wearing anti knock back gears. Therefore, even if JT is boosted ppl would still opt to use cold/fire bolt as their main bolt skill imo, unless we are talking about wizards in WoE.

Stave crasher dmg boost is a huge advantage (if wizard stave is going to out dmg prof stave) when you are fighting ppl who know what they are doing, so i'm still against bringing wizard hp on par to prof hp shall stave crasher dmg be boosted higher than what profs can do.

Posted

Oh no, im not talking about making the hp of wiz on par with profs anymore, I just wanted a small increase to make it at least a little bit easier to gain 150k-180k hp without using too much vit.

Regarding JT, I do see the problem with the pushback, but a good wizard would know what to do with that, and I do see it on a team battle situation, not one on one since profs will shine there.. I just want a variety, as selfish as it sounds. And to be honest, it is really easy to setup someone for JT, just that the damage isn't good at the moment so even me is not using it.

Posted

Oh no, im not talking about making the hp of wiz on par with profs anymore, I just wanted a small increase to make it at least a little bit easier to gain 150k-180k hp without using too much vit.

Regarding JT, I do see the problem with the pushback, but a good wizard would know what to do with that, and I do see it on a team battle situation, not one on one since profs will shine there.. I just want a variety, as selfish as it sounds. And to be honest, it is really easy to setup someone for JT, just that the damage isn't good at the moment so even me is not using it.

It isn't selfish to want variety, I'm sure you're not alone on that.

I could agree with everything but your second one because it seems like a little bit much,

Posted

Added a few more suggestions. I will update it when I see more of the stuff lacking for wizard since I been using it for a while now.

Posted

I could totally agree with the Napalm damage that would help out alot and you can make people switch off GR to increase stave dmg.

+1 to that idea.

Posted (edited)

1. Make the increase in damage of the skill Stave Crasher on the highness around the same on the voluspa. I just find it weird that prof stave damage is higher than wizard. Or provide a Wizard version of voluspa.

I can agree with both, don't mind which option would be picked just one of them is fine to me.

2.I don't know if this will be OP or not, but I suggest the removal of the cast time on the amplify skill, but with certain debuff as well The skill is used for a one-time burst that won't even kill anyone decent, unless you get lucky with waterball. I want a discussion on this since I might be a little bias. OR make the skill effect last for 2 casts. Realized amplify being no cast is too huge. How about making it last for 2 casts instead of 1?

Making it last for multiple casts would be good. Also having the instant cast will not be too much at all. There's a set delay after casting it which makes you unable to cast anything right after the skill, it's not like you could combo it fast even if it had instant cast.

3. Wizard HP is crap if you compare it to profs, which is absurd since profs have better defensive skills than the wizard. I am not asking for a huge increase in hp, just enough for wizard hp to be near prof hp.

This is the biggest thing wizards need. A full damage wizard has less than 120k hp. With tao you hardly reach 170k hp and you can't carry a lot either unless you want to lower that hp even more and get strength. Wizards need a major HP boost to be viable. Sure you can boost damage of JT but reflecting 1 JT and the wizard is dead. Hence why you don't see any wizard use single target spells in pvp. Prof's can survive 2 to 3 reflects, Wizards hardly survive 1. Bringing wizard HP on par with professor is nothing but fair. Professors still have the major advantage of their defensive skills.

4. Stave crasher increase card that can be put on acc and can only be used by the wizard class. To at least give the wizard the edge on that part over profs. Wizards were supposed to be a huge damage dealer. If we compare all magic classes, wizard would be third in terms of magic damage, it will be Prof, Biochemist(jrage increases bolt damage to the point that a lvl 5 bolt of a bio damages more than a lvl 10 bolt of a wiz) then wizard.

Wizards damage is indeed low compared to other jobs using magic. I could even say they are the forth highest magic damage dealers as supernovices can reach about the same damage as wizards, however supernovices have 600k HP so reflect is no problem for them.

5. An accessory card that increases JT would help. OR

6. An accessory card that Increases Napalm Vulcan. This skill is supposed to be great(one of the only few ghost elemental magic). Not asking for a bolt type increase(siroma/firebolt) but just enough for it to be viable.

Both mind sound fun but are useless without a major HP boost. Also if you want to make napalm vulcan useful it needs to be a lot more spammable than it is now.

My 2 cents,

Shadi/Drae

Edited by Shadi
Posted

@Shadi I was kinda hoping that you reply to the thread since you are the best wizard I have seen around and knows more than I do regarding Wizard.

Wizard HP is so crappy even with full gears. If you go full damage like Shadi said, the HP will be so low(since you will be using a different helm, probably Magic Eyes to get better damage, I can't be sure as I am using Loli hat for woe and I kinda forgot what Magic Eyes does) and not even energy coat can save you.

Oh and I forgot how SN can outdamage wizards and still get huge hp.

And yep, the delay on napalm vulcan is a little off putting. sadly

I could totally agree with the Napalm damage that would help out alot and you can make people switch off GR to increase stave dmg.

+1 to that idea.

Playing and dying a lot on wizard actually made me realize one thing on fighting wizards: you don't really switch armors against them. That's when the idea of buffing up napalm vulcan came to me :p

I seriously wanted Wizards to be put back on the map. The class is the most fun magic class imo, I hate how we pushed the class to become farmers only.

Posted

Just noticed some minor details

Or provide a Wizard version of voluspa.

  • a wizard version of voluspa that increase stave damage

1. A separate weapon equivalent to voluspa is fine.

I beg to disagree with this. Boost for stave damage should be put on its main weapon (Highness). It's not that i'm too lazy to switch weapon when an enemy uses GTB, but just like Ray said, Wizard is the original user of Stave Crasher, putting the stave dmg boost on a voluspa-like weapon will just lessen the over all matk of the wiz since highness gives more matk than voluspa.

Posted

^ actually, either way, which ever they approve, will do. You just have to switch weapons. Although I do see a small problem with that, the highness gives deluge/volcano, which can help stave damage when you are using the corresponding converter. If ever we do create a voluspa type weapon for wizard, it is not to be exactly as prof voluspa, we have to make it cater to the wizard class.

Posted (edited)

I have to disagree with having everything on one weapon. Following your logic of stave crasher being a wizard skill and thus should have all relevant boosts on one weapon, many other jobs can do the same. Most jobs change weapons, i don't see why wizard should be an exception. and on top of that stave cards and matk cards are different, you will need at least 2 weapons anyway.

Edited by Lenneth
Posted

I have to disagree with having everything on one weapon. Following your logic of stave crasher being a wizard skill and thus should have all relevant boosts on one weapon, many other jobs can do the same. Most jobs change weapons, i don't see why wizard should be an exception. and on top of that stave cards and matk cards are different, you will need at least 2 weapons anyway.

That's why I approve either way, be it they boost the stave damage on the highness or create another weapon, but as I said, the voluspa for wizard should cater for wizard class and not be the exact copy of the prof voluspa. And you will have 2-3 weapons as a serious magic class but not because of Kingring because that card increases so little that you would have been better of with strip cards on the weapon. Mostly the weapon will be incant/non-thana stave setup, thana stave setup and probably strip setup.

Personally, I do not like the effects of the wizard higness myself, but that's another story. :p

Posted

Well..we'll see. I'm so looking forward to the possible updates that might happen to this class. This might be a lot of work for them but i really wish the GMs would consider this suggestion.



×
×
  • Create New...