I'd like to suggetc we remove or atleast tone down two spells that have the effet of being able to instantly killing a entire spawn. Wail of the Banshee Weird Both of these spells brings unbalance to the world, and its potential the best way for mages to solo on the East Server. I know there are other ways, but these two yields minimum risk, without using bugs and creatures to fight spawns. What I would suggest is to remove these Level 9 spells and either remove them from the game entirely, move them over like Time Stop was, and make them a Epic Spell, with a Use/Day, or to tone them down, like perhaps half the DC that is involved for creatures to save with. On a side note, I'd like to ask our fellow clerics to make a similar thread with what spells, that potential is causing Clerics to solo East on as low levels as 14-15. And perhaps come up with an idea how to combat this.
In this case its not only about mages soloing and a select few, but these spells are the backbone of every caster out there, and there should be more to casters than just to memorize 7 wail or 7 weird and cast them each time they meet a spawn, solo or groupwise.
That said, I don't think this should happen. I've heard rumors of lots of spells being "nerfed" before because of this and personally I don't think it fair for spells to be nerfed because a few people want to solo high level areas alone for loot and XP.
Casters are what one makes of them. If there's not more to casters than casting 7 wails/weirds, then people aren't playing them to the best of their ability and its ultimately on them.
*grins*So, how did Lin'da solo east again? *whistles and walks away*Discuss. *gestures, looks around and runs, very fast*
If this is true, then I can't see the need to keep the spells, if mages truly play so diversely.
So, how did Lin'da solo east again?