Recently, I've been trying to understand the situations surrounding why at higher tiers, (T10+) wizards seemed to be far desired compared to the other conventional int casters (Necros and Mages). (Chanters, are a separate issue that I'm not touching atm). The dominance of the wizard seems to only intensify (no pun intended) as we go higher in the tiers. My primary re-balances revolve around making the Mage/Necro more desirable in a raid setting instead of the current situation which in 95% of situations, always favors the Wizard. Here's my analysis so far in ranking Wizards/Necros/Mages:
Burst DPS: Wizard > Necro/Mage.
Analysis: This is at it should be.
Sustained DPS over long fights: Wizards > Necro/Mage.
This should be the Necro's domain, pure and simple. In a situation where casters can just stand still and DPS over a period of time longer than a burn, the Necro should shine. It currently doesn't.
Killing adds: Wizards > Necro/Mage.
While wizards can RRR/R2 (1.0 second cast time) Mages get stuck casting long cast nukes and necros inherently do poorly at this. This should be the wizard's specialty, but the gap is too big, especially for how many fights require the killing of low hitpoint adds.
DPS in movement fights: Wizards > Necro/Mage.
Wizards slaughter this category too. I don't think the gap should be this large. While a wizard should be better at this with their faster casting spells, the gap is far too great. This problem is exacerbated the higher tier you get, the more movement is required in general.
Killing multiple targets at once: Mage > Wizard/Necro.
While this is supposed to be the Mage's bread and butter, there are few and far in between fights for this to matter.
Utility: ~Roughly the same.
The utility of the 3 classes is debatable, but they all offer some form of unique utility that's hard to compare.
DPS with mezzed adds nearby: Wizard/Necro > Mage.
This is another limitation of the Mage.
DPS mobs with high resists: Wizard/Necro > Mage.
This is another limitation of the Mage which is a harder change to address, but maybe slightly improved with the changes in this patch.
So with this analysis (and I'm sure you can pick holes with my analysis so no need to get nitty gritty on, just focus on the general ideas depicted) look for the following changes next patch. Just generic things posted for now, exact changes will be noted in the patch notes.
MAGE (mainly focusing on the mage's inability to contribute much for movement fights and difficulty to contribute in killing adds)
NECRO (mainly focused on the necro's ability to outperform a wizard for long sustained fights as well as reduced cast time on several to allow the necro to be able to perform better to cast in between movements)
P.S. Don't worry knights I didn't forget about you, but your changes are a bit more complicated.
key said:Text in red means an issue that hopefully will be addressed.
Text in green means the issue seems correct.
Burst DPS: Wizard > Necro/Mage.
Analysis: This is at it should be.
Sustained DPS over long fights: Wizards > Necro/Mage.
This should be the Necro's domain, pure and simple. In a situation where casters can just stand still and DPS over a period of time longer than a burn, the Necro should shine. It currently doesn't.
Killing adds: Wizards > Necro/Mage.
While wizards can RRR/R2 (1.0 second cast time) Mages get stuck casting long cast nukes and necros inherently do poorly at this. This should be the wizard's specialty, but the gap is too big, especially for how many fights require the killing of low hitpoint adds.
DPS in movement fights: Wizards > Necro/Mage.
Wizards slaughter this category too. I don't think the gap should be this large. While a wizard should be better at this with their faster casting spells, the gap is far too great. This problem is exacerbated the higher tier you get, the more movement is required in general.
Killing multiple targets at once: Mage > Wizard/Necro.
While this is supposed to be the Mage's bread and butter, there are few and far in between fights for this to matter.
Utility: ~Roughly the same.
The utility of the 3 classes is debatable, but they all offer some form of unique utility that's hard to compare.
DPS with mezzed adds nearby: Wizard/Necro > Mage.
This is another limitation of the Mage.
DPS mobs with high resists: Wizard/Necro > Mage.
This is another limitation of the Mage which is a harder change to address, but maybe slightly improved with the changes in this patch.
So with this analysis (and I'm sure you can pick holes with my analysis so no need to get nitty gritty on, just focus on the general ideas depicted) look for the following changes next patch. Just generic things posted for now, exact changes will be noted in the patch notes.
MAGE (mainly focusing on the mage's inability to contribute much for movement fights and difficulty to contribute in killing adds)
- Relic: Bladewind: Cast time reduced.
- Elemental Barrage: Improved greatly over its current state.
- Pet heals: Base healing scales better starting at level 52 and up.
- Pet heals: 20 second Recast changed to 12 seconds.
NECRO (mainly focused on the necro's ability to outperform a wizard for long sustained fights as well as reduced cast time on several to allow the necro to be able to perform better to cast in between movements)
- A variety of their higher level dots have had their cast time reduced and/or mana cost lowered and/or damage increased.
P.S. Don't worry knights I didn't forget about you, but your changes are a bit more complicated.
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