Comparison between games

Hmm, do Wizards have better long-term DPS than Mages (they were formerly useful for short-term DPS)? If so, then what's the point of Mages?

I'm likely going to stick with my Mage anyway, I love the pets, but a more detailed breakdown between the two from some people who know this game well would be interesting.
 
When it comes to burning mana, wizards are THE clas that wins. So its defnitly the mage who is better at long-term DPS.

Wizards are awesome burst dps though.
 
Do mages even win in long term DPS vs a Wizard?

I have a hard time believe they do after playing a mage in the raid with wizards. Specialy when all of our monsters summonings mean basicly nothing if the Mob can AoE/Ww/PS.
 
New Rule With "WHATS THE DIFFERENCE?!?!?!" posts.

If you ask a question and get an answer you need to put it in the wiki :hmpf:

How itemized do you want the general post? I've put all major changes, feel free to suggest here what needs added, and I'll edit again.
 
Do mages even win in long term DPS vs a Wizard?

I have a hard time believe they do after playing a mage in the raid with wizards. Specialy when all of our monsters summonings mean basicly nothing if the Mob can AoE/Ww/PS.

Mages outDPS wizards in the high end when fights become longer and longer.

ceteris paribus the caster dps spectrum something like this.

DPS Winners

Long Fight, Many Mobs- Mage
Long Fight, Few Mobs- Necromancer
Long Fight, One Mob- Necromancer

Medium Fight, Many Mobs- Mage
Medium Fight, Few Mobs- Necromancer/Mage
Medium Fight, One Mob- Wizard

Short Fight, Many Mobs- Mage/Wizard
Short Fight, Few Mobs- Wizard
Short Fight, One Mob- Wizard

Mages can damage multiple mobs at almost the same rate they can damage one. If you have a situation with a main mob and adds the monster summoning stacks up WHILE you keep DPS on the secondary mobs. Utility is high.

Short burst fights wizards kick the ass of everyone because of their large single target nukes but other than tears they have no good rain or AE to use in a raid situation. Utility is medium.

Necromancers do insane DPS to two mobs but more than that and they fall through completely. Also festering allows them a huge extra kick on really long fights where a single target stays alive. Utility is low-medium.
 
Okay, new project I guess. New pages with healer differences (cleric, druid, shaman), tank differences (warrior, sk, pal), caster differences (wiz, mage, necro, enchanter), and dps differences (ranger, rogue, beastlord, bard, monk).

Did you people know I was going to be snowed in tomorrow?!
 
Its going to be very nice to have a comprehensive list when difference questions come up.
 
Will do starting pages in the morning (great things to do on laptop while mining on desktop, no, I don't macro, quit testing me!). Prepare for posts in classes/gear? maybe asking for input.

Watching the Bears game, or would start now!
 
Do mages even win in long term DPS vs a Wizard?

I have a hard time believe they do after playing a mage in the raid with wizards. Specialy when all of our monsters summonings mean basicly nothing if the Mob can AoE/Ww/PS.

Yes, and no, our mana burns up quickly if you're doing your job properly. While I would expect the wizard to be oom a bit before the mage, the extra 10% critrate, primals and ultimates, and 5m nukes v pet dps (it gets closer than you think)..even the gap by quite a bit. If, and it's a pretty big if in terms of the raidgame, depending highly on where you're raiding, monster summoning is usable (and by usable I mean of course they do not die and keep whacking away until the mob is dead) then yes, we will win. Of course rarely are there fights which utilize our potential, and indeed in many areas of the game you are pretty much forced back into relying on your older rains due to fire immunities (we're talking lvl60 and lower spells for instance). Our DD is very poor, do not expect to get much use out of it, and should only ever be used on fights where you absolutely positively cannot rain for strategic reasons, or because you are confident you will kill yourself (if you think you have a reasonable shot of pulling off resisting it, or at least getting a few good shots of rain and can haul your ass out of there when you hit below 50, it is still preferable to rain).

Mages outDPS wizards in the high end when fights become longer and longer.
ceteris paribus the caster dps spectrum something like this.

DPS Winners

Long Fight, Many Mobs- Mage
Long Fight, Few Mobs- Necromancer
Long Fight, One Mob- Necromancer

Medium Fight, Many Mobs- Mage
Medium Fight, Few Mobs- Necromancer/Mage
Medium Fight, One Mob- Wizard

Short Fight, Many Mobs- Mage/Wizard
Short Fight, Few Mobs- Wizard
Short Fight, One Mob- Wizard

Highly dependent on fight specifics. On a long fight with 2 mobs, that can be stacked, and are not immune or highly resistant to fire damage, A mage may outdps a necro. Fights where CC is a huge issue tend to invalidate our major form of dps, as there is a reasonable chance of hitting the mezzed mob and waking it up. Also I've noticed the tendency for people to think our mana somehow lasts alot longer than it actually does. If the fight is past a certain threshold in length, or when one of the mobs is killed, which invariably happens, our dps drops to half, allowing other classes to pass us in dps by quite a bit. If the resists on the particular mob are reasonably high, one can expect many classes to outdamage us. Not just necros and wizards.

On a medium fight with a few mobs, yes mana should hold. Provided one isn't trying to stack 3 rains. However the trend of dps drastically decreasing when one goes down, the other classes will catch up, and if the mopup lasts long enough, again outdps a mage.

On a short fight with many mobs, mana will last, but this tends to depend on the nature of the fight tbh as well. Again on CC fights, or anything where the mob moves about alot? We aren't hot at all.

One also have to keep in mind the lower crit rate of a mage.

Mages can damage multiple mobs at almost the same rate they can damage one. If you have a situation with a main mob and adds the monster summoning stacks up WHILE you keep DPS on the secondary mobs. Utility is high.

Well as far as multiples go, unless you're attempting to stack the rains all on different targets, which I may add, is a tremendous pain in the ass (really hit or miss, targeting problems with some models, inability to specify with a great degree of success your desired secondary), we're confined to 2. Monster summoning is nice, awesome, and I love it, but invalidated completely by a large amount of raid encounters, it also chows down on your spellslots like a fat kid in candy store. Utility is pretty confined. Utility for mages consists of the following stuff (Note: I'm looking at utility in terms of what is actually useful for other people, not just necessarily the mage themselves, which is why barrier ward is not included):

1. Rods
2. Searfire
3. Pet rune weapons
4. Elemental Barrier
5. DS
6. Peridots

In terms of single target fights, expect to lose in terms of dps to pretty much most similarly tiered classes that are paying attention. Including melees. We are a good choice for xp groups, a poor choice for a great deal of the 6man content (despite rods), and an okay choice for a raid. Monster summoning was definitely exactly what we needed, but it falls very short not due to it's design, but rather the predominant nature of ae content.

Sidenote: After relic pet you will not need to use any of the previous pets under any circumstances whatsoever. Eliminates a bit of the strategy that was inherent in the class early on, he is however well worth it, as he tanks alooooottt better and does considerably more dps.

Oh, and rains crit less than dd's btw.
 
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Why not list class differences from live on the respected class pages that already exist and reference them in a general differences page?
 
Utility is pretty confined.

Yes, I was quite confused by Waldoff saying utility was "high" for a Mage. From my experience in EQ, they had the LEAST utility of any caster. Didn't even get root. A couple of the things you listed as utility aren't even utility either - DS (I take it you meant damage shield) is just extra damage.

Mod Rods and eventually Call of the Hero were the only notable non-damage abilities the class had. It was fine, though, because I did more overall damage than everyone else (except against the bosses) and that's a role I enjoyed.

The problem was that after the early 50's, the AA's and weapons melee classes got were far more powerful. They started doing WAY more damage and their other qualities (tanking, Monk feign death, Rogue hide/sneak) were certainly more useful than the other aspects of the Mage. Mod Rods were not essential (simply having another Cleric in the spot of a Mage who feeds the healers rods is more efficient) and CoH was only needed a small amount of the time. Necros were in the same boat; they were reduced to doing mana-transfer and had one single ability which was occasionally needed (corpse summoning). That one wasn't even unique, though, since SK's could do it too.

While it does sound like the balance in SoD is better, what vistachiri said about the Mage's abilities is worrisome.
 
Yes, I was quite confused by Waldoff saying utility was "high" for a Mage. From my experience in EQ, they had the LEAST utility of any caster. Didn't even get root. A couple of the things you listed as utility aren't even utility either - DS (I take it you meant damage shield) is just extra damage.

Mod Rods and eventually Call of the Hero were the only notable non-damage abilities the class had. It was fine, though, because I did more overall damage than everyone else (except against the bosses) and that's a role I enjoyed.

The problem was that after the early 50's, the AA's and weapons melee classes got were far more powerful. They started doing WAY more damage and their other qualities (tanking, Monk feign death, Rogue hide/sneak) were certainly more useful than the other aspects of the Mage. Mod Rods were not essential (simply having another Cleric in the spot of a Mage who feeds the healers rods is more efficient) and CoH was only needed a small amount of the time. Necros were in the same boat; they were reduced to doing mana-transfer and had one single ability which was occasionally needed (corpse summoning). That one wasn't even unique, though, since SK's could do it too.

While it does sound like the balance in SoD is better, what vistachiri said about the Mage's abilities is worrisome.

Mod rods aren't essential really, at least not until tier 10ish. Then they get a bit more valuable. They have a recast here. Coth has a longass recast, which is why I didn't really even deign to mention it. There are very few situations where it is useful at all.
 
Why not list class differences from live on the respected class pages that already exist and reference them in a general differences page?

That's already in place, actually, here.

Instead of doing that this morning, I spent over five hours adding all the new bard mods onto the instrument mod page. Eyes are crossing, and I still have item edits to finish...

Put on the list of things to do.
 
Basically, this:

Roles are similiar. Clerics heal. Warriors tank. Wizards cast spells. Bards sing. Etc.

However, there are some misconceptions in the wiki post, and whoever is going to make changes to the differences from SoD and live, I would suggest removing/ammending the following:

- Mana regen rate and XP gaining rate is a lot faster
* No, it's not.

- Bind on Equip items
* Bind on equip items (attunable) have been in for a long time on live.

- All item will remain on you if you die
* As do they on live.

- Enchanters can control their Pet like a necro or mage Pet
* Yes, they can on live also.

- Rogues poison crafting is very different and very useful
* No, it is similar to the pre-PoP poison making.

If nothing else, this server keeps EVERY class useful and important.

Was that a joke or am I missing something?
 
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Live has changed a lot over the years. BoE and items remaining on you after death is news to me and wasn't in live when I played so maybe it's at least worth noting since not all of our new players come directly from live, but may have left live years ago
 
I would assume a large percentage of our server population more then likely abandoned Live at or around PoP. Give or take a couple expansions. Everything just got to be too much of an insane time sink designed to get your money for expansions that more often then not could have been a short series of patches...

For the people in this group, including myself, we never saw those changes... Last I remembered corpse runs still meant getting your gear back, BoE didn't exist, as for the rest I couldn't tell ya, I was a Warrior with too many ever changing alts to know.
 
Edited somewhat. Bard mod stuff took me a long time, so a more thorough edit will have to wait until the next time I have a cold and don't want to move off the couch all day. :p
 
for the most part druid can probably port everywhere wizard can or pretty close, same for the roots. Not that wizard would be a bad choice or anything, just wouldnt bring anything "new", like monks FD pulling. If you think you'll do a lot of tmaps a rogue would be nice, but you can bash pretty easily up to mods anyway. Or a Bard, if he'll let you.

Hi all, I'm an old Live player who's very interested in joining this server and was checking out old threads to get a feel for the game when I ran into this.

Would someone mind translating the bold portion of this quote for me, please? Tmaps? Bash up to mods? What about a bard?
 
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