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Caster Classes Question for NewbieFollow

#1 Jan 09 2004 at 9:59 AM Rating: Default
Hi all,

I was wondering if anyone can tell me the big difference between a mage, wizard, necro and enchanter.

I have read much of this board and found that all have good direct damage spells and pets but what sets a mage's DD spells apart from a wizard's and vice versa? Why are necromancer's considered to be better at soloing than a mage?

Info would be appreciated :)
#2 Jan 09 2004 at 10:34 AM Rating: Excellent
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Enchanters: Weak pets not controllable until high levels with alternate experience. Mainly focuses on buffing, debuffing and "crowd control" (charms, mezes, stuns, etc). Out of combat they get some "enchantment" lines used in tradeskills. Their most sought after buffs include mana regeneration and haste. Enchanters get some direct damage and damage over time spells though they're weaker than their more violent counterparts and fall nearly entirely into the magic sphere (so mobs with high magic resist are harder to take down.. well, until debuffed)

Mage: Strong pet. Mainly focuses on direct damage and debuffing. They get a fairly vicious line of damage shields (mob takes damage each time it hits you). They also get summon lines which can create swords, armor, etc out of nothing but these are mainly used to enhance their pets. Mage damage spells fall into the magic and fire spheres.

Necromancer: Strong pet. Mainly focuses on damage over time though they get some good direct damage. They get some fairly unique abilities to the casters such as feign death, snare and lifetapping. They get some lines of crowd control and debuffs but usually aren't as sought after for the role as enchanters are. Necromancer damage spells mainly fall into the two minor spheres of casting (poison and disease) which can be nice since most mobs have low resists to these.

Wizard: No pet. Focuses almost exlusively on direct damage, either single target or in an area of effect. Wizards get a full line of transportation spells, including spells to teleport you, a group, just another person, etc. Wizards are fairly one dimensional when it comes to what they do, but they're great at taking down a target quickly. Wizards are the only class to get direct damage spells in all three major spheres of casting (magic, fire and cold).

Necromancers have more soloing tools than mages and more options in an emergancy. Necromancers can feign death, fear, root, etc should things go poorly. Mages don't even have root (except via their earth pet). Mage pets are usually forced to engage their mobs in direct melee whereas necromancer pets can attack a Feared opponent's back, meaning that necro pets require less healing and can solo longer.
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#3 Jan 09 2004 at 10:49 AM Rating: Excellent
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Wizard: A intelligence caster class that specializes in direct damage spells and area damage. This class gets the most powerful and the most mana efficient of the direct damage line. They are also noted for teleport spells.

Magician: To some extent, a weak wizard that makes up for that defficiency with spells that summon elemental pets to fight mobs. These pets can suck up the damage for the caster and are used as tanks for soloing mages. Magicians can heal and buff these pets. Magicians are also known for their line of summoning spells which can summon a number of useful items that include lightsources, armor, weapons, focus items, pet items, and Mod Rods(hp -> mana). They can also cast damage shields.

Necromancer: A class that specializes in pets, Damage over time spells, and lifetaps. This class uses the spell line of fear, snare and undead slow, and dot spells, and their pets to Fear Kite mobs. This is a very efficient soloing tactic. The mob runs from fear as dots and pet damage are killing it. Necromancers have a number of self buffs. They are also noted for their ability to Twitch (give mana), summon corpses, deal heavy mana efficient direct damage to undead, debuffs and to a lesser extent, cast Dead Man Floating.

Enchanter: This class has a number of different, useful lines of spells that define them. One happens to be Crowd Control or CC through Mez spells. These spells put the mob in a torpor for a time while others kill its companions. The enchanter also has a number of slow and haste spells which are very useful. Enchanters have mana regen spell lines which increase in power as they level, including the famous KEI. They get very good debuffs and can charm mobs to be their pets (for their own summoned animations are kind of crappy) Enchanter have many other spells that deserve mention but I am not going to right now, go to the spell lookup if you want to know.


Mage's dd spells are much weaker and less mana efficient than a wizard's. They also have less of them and they tend to either be magic based with a fire spell mingled in.


Necromancer is better at soloing than a mage because they do not have to have their pets tanking. Fear kiting requires little to no damage being done to yourself. Plus, the mobs just die faster with all the dots and pet damage stacking up. Necromancers have the ability to change their form into an undead creature such as a Spectre or Skeleton (the Lich line of spells) which cause them to regenerate mana at a much faster rate by exchanging it for hp. Combined with lifetap spells, the necromancer can easily keep up his or her mana and does not need to rest.

Edited, Fri Jan 9 10:54:08 2004 by PsyoofXev
#4 Jan 09 2004 at 11:07 AM Rating: Default
Thanks alot - that really helps. Now I have to go back and rethink the class I want. :P
#5 Jan 11 2004 at 4:46 AM Rating: Decent
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Don't be afraid to try them all to about level 20 (doesn't take long at all). That's when the class differences really begin to show. You'll get a much better feel for each one's special tactics.
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