Hmmm... A few comments here.
elorianBLAH wrote:
I'm sorry I've been reading some of this and I'm shocked.
A wizard can out DPS any class hands down I dont care what you say. A lvl 65 wizard can etierh chain cast SoS or the new gates nukes(3k a pop un focused) and critical out the wazoo...
Ok. It's usually only lower level, or less experienced players who say this. If you actually had a character in the 65 (plus AA) range and saw the amounts of damage that rogues and rangers specifically can put out in melee without using *any* mana at all, you'd realize how naive this statement is.
Nuking for 3k looks really impresive until you see rogues BSing for 1700+ damage (which they get a shot at every 5ish seconds). Watch a ranger with all his archery AAs open up with trueshot sometime, and that 3k damage is going to look absolutely paltry.
Dont get me wrong, the wizards with their AAs can do huge damage as well. The point is there's a difference between
sustained dps and
burst dps. Burst dps is how much damage you can do if you don't care about your mana pool. Wizards are the undisputed masters of burst damage. No one is arguing that.
However, if you calculate the time it takes to regain the mana you spent on that nuke, you'll find that the sustained dps rate of wizards is actually kinda mediocre. Even with FT15, a mount, and KEI going, their damage over time just isn't that stellar. It's better then us non-dps classes, but it's not that great really. Over time, rogues, rangers, mages, and necros will definately outdamage a wizard in a group. Druids, shamans, monks, and possibly even warriors (probably zerkers) may also outdamage wizards over time depending on a variety of circumstances.
Biltene wrote:
You mentioned stunning which is an aspect a wizard is rarely known for. I have, on several occasions, been the 'slower' in a group by chain stunning. Now before everybody jumps on me for being a reckless moron, let me explain. With Manaskin, and my own hp buffs, I can be fairly sturdy in a fight (depending on the mob), so if I get aggro, I can usually take the hits while MT gets aggro back. Usually in these situations the MT was a Pally or other similar class with good taunting abilities. I would also do this in a group where our healing capabilities were limited (such as one druid/shammy being the only healer). Keeping a mob permanently stunned by cycling through my 4 stuns is quite effective.
I agree that this *can* be a useful tactic. Honestly though, with the amount of mana you are spending on stuns doing this, you'd be better off just timing your nukes better, or using an agro reducer (like concussion).
I'm especially concerned that you specifically mentioned that your MT was usually a pally when you did this. What the heck are you thinking? Your paladin has more stuns then you. His are actually faster casting and easier to use to chain stun with. He's the one who *wants* agro. There is absolutely zero reason to be doing this with a paladin tanking. Either your pally tank has no clue what he's doing, or he's steaming mad at you for wasting his mana because he's having to fight that much harder to keep agro off you and on him (but is maybe being polite and not saying anything).
You are aware that a paladin's "taunting abilities" is casting stuns, right? Using stuns and justifying them because a pally can hold agro using his stuns is kinda silly, right? He's the tank. He's taking damage. Let him use his stuns to slow down the damage rate if he feels it's needed. You'll help you group far more by simply nuking the mob.
Yes. A good wizard should not ignore his stuns. But using them for no real reason is just a waste of mana, for the whole group. There are about as many good tactics as there are situations you can get yourself into in EQ. The mark of an experienced player is knowing what the right tactic is based on the situation. Stunning a mob as a wizard may be very useful in some situations. But in many other's it's going to be a total waste of mana. The trick is learning which is which. You don't learn that by reading a guide somewhere. You learn it through experience, not only with playing your class, but by playing others as well.
Ralston wrote:
Having said that, it's VERY important for a Wizzy to be disciplined in the use of his/her nukes. Playing a tank/off tank as my main, there's nothing quite so aggravating as having to run thru my group to get to a mob that an ill timed nuke (or critical blast) cause aggro loss.
Gonna give you a hint based on my experience playing a paladin. If you are ever chasing a mob through a group of people because someone pulled agro off of you, you are doing something wrong.
Not because someone pulled agro off you. That can happen for any of a number of reasons. But because you should *never* be chasing a mob to get agro back. That's what warriors do. You have the mob targeted right? You should, since that's what you're fighting. The wizard (or whomever) just overagroed and the mob runs off to beat on them. The absolute *wrong* move is to try to find the mob and run up to it to get it back. Don't do that.
You have a stun or three loaded, right? It's really simple. If you are tanking and the mob you are tanking moves away from you, you hit one of your stun spell gems. Right then. Don't turn to see where it went. Don't run after it. Don't try to do anything else. Simply hit your "best" stun (best depends on a number of conditions, I generally use my most mana efficient stun that'll affect the mobs I'm fighting as my standard stun for a fight).
It'll take you no more then 1 to 1.5 seconds to do this. That's generally less time then it will take for the mob to move to the caster and get a round of swings off. You drop the stun first, and you will at the very least reagro the mob. It may also stop it in it's tracks, giving you plenty of time to now turn around and look for it.
A paladin should never be chasing a mob. I don't care why the mob left you, your first response should be a stun. If the mob got agroed by someone, you stun. If the mob got feared for some reason, you stun. If the mob is running at low health (and unsnared) you stun. You do that first. Then you figure out what to do next. I can't think of a single situation where you'd be tanking as a paldin where you wouldn't want to drop a stun on any mob that moves away from you (that you don't know about in advance at least).
A paladins first response to anything "odd" should be to stun the mob he's fighting. Yeah. It sounds kneejerk, but it will save people's lives. You don't have time to figure out what happened. Stun first and ask questions later... ;)