Noeyesee wrote:allright then, play the classe you want. I played mage for a few year already, but i guess i know nothing about them.
I'm not going to argue but I'll explain my logic to you so that you understand my viewpoint.
Grand Wizard 137 MOVP - Harder target to land skills on from skill classes, harder target to land spells on by priests and other wizards.
Up to g4 magic vigor symbol, that means faster tactics and exp leveling, better blasting support and more damage to priests and warriors.
Speed helps it stay out of trouble the weakness is its lasting power, it wont take much to kill a FGW(Fast grand wizard) but they have the ability to stay clear of danger and attack the enemy fast and hard.
Warlock Turtle - Harder defense, better for surviving archers and skill classes longer than the FGW, yet because is slower has a higher probability of being stuck in a crowd of enemies getting torn to pieces. Due to slower speed is unable to place spells as effectively as the FGW and escape targets after engaging them with a spell. Although can survive archer and thief's X-fire more efficiently is also an easier target to land a double X on defeating the purpose of the initial defense.
The advantage however is wizard v wizard where vampire touch will be on the warlocks side as opposed to the FGW's, however if he can't cast a slow spell on the FGW then the FGW can spam flamewave until the WLT(Warlock turtle) runs out of mana and dies.
Hybrid Grand/War Wizard - Gains some advantages and disadvantages from both sides of the coin, my wizard Relbo on NR whom could take out warriors much higher than his own level was a high hp hard hitting slow grand wizard, had more durablity than a FGW but more hitting power than WLT and was able to wipe the floor with most classes except was more subseptable to priests lifedrain.