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View Poll Results: Which epic is the hardest to obtain for a brand new player? | |||
Enchanter | 4 | 1.84% | |
Magician | 109 | 50.23% | |
Necromancer | 20 | 9.22% | |
Wizard | 4 | 1.84% | |
Cleric | 2 | 0.92% | |
Druid | 2 | 0.92% | |
Shaman | 2 | 0.92% | |
Bard | 20 | 9.22% | |
Monk | 0 | 0% | |
Ranger | 1 | 0.46% | |
Rogue | 13 | 5.99% | |
Paladin | 1 | 0.46% | |
Shadow Knight | 7 | 3.23% | |
Warrior | 32 | 14.75% | |
Voters: 217. You may not vote on this poll |
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#1
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Rank Epics in Terms of Obtainability
Okay the premise is this:
You are a NEW player on P1999. It is present day in the life of the server. You have no rich friends on the server. You have just set up your account and you are sitting on the char select screen. Which class you choose will, in part, be influenced by how hard it will be to obtain your epic. Which epic quest is the most difficult for a new player to obtain? Please elaborate in comments. | ||
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#3
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You're gonna have a bad time on anything besides cleric, monk, shaman, or rogue.
In terms of difficulty in order- Easy Rogue: Turn in note to guild master. Involves 1 spawnable raid encounter. Monk: More fights than rogue epic, but all spawnable. Several bottleneck camps. Cleric: 2 camps. 3 small raids, one of which extremely contested. Shaman: Mainly a faction grind. 1 bottleneck which is long window highly contested PoFear fight. Normal Druid: Easier now. Used to be a nightmare. 2 spawnable raids and a ton of camps / fetch quests. Ranger: Same quest as druid till very end. 1 spawnable raid and one nightmare bottleneck off Hate minis. Paladin: Several subquests, faction grind. Fetch items from planes, think one nasty camp in Hole. 2 dragon pieces. Enchanter: Ton of miniquests. 2 extremely contested long window spawns. Nightmare Warrior Shadowknight Wizard Necromancer Bard Magician | ||
Last edited by Cecily; 07-17-2017 at 05:10 AM..
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#4
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#5
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#6
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Wizard is less-nightmarish as VS is 3 day spawn and c80% drop rate on staff (used to be 25% drop rate on a 7 day spawn)
Rest is pretty easy tbh apart from needing a bunch of help to do the Broken Golem in fear but thats just numbers , 3 day spawn. Bard bottle neck is white-scales. Quite a nightmare. On par with necro probably. Trak guts a lot easier now. Necro is nightmare - fear golems are more camped now. Dont know much about SK but that should be the last class u roll if new to server anyway. Warrior probably hardest before mage even though Queen blade drops EVERY time now. Thats a huge boost (some people found that a harder bottle neck than greenscales) Greenscales still hardest scales to get for the epics that require dragon scales. Mage epic has its own level of nightmare. Its Rapemare. Just dont roll a mage if you want to be an epic toon. New to server : roll a rogue (epic is lol) and DPS stacks so you can get a group to exp/guild/raid easy OR cleric (epic bit harder but app to any half decent guild and at 50 theyll do it for you as that clicky is a must) | ||
Last edited by Skew; 07-17-2017 at 07:17 AM..
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#8
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What they have done to mages is just cruel. I can't imagine what the original developer was thinking with the wild disparity in epic difficulty
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Last edited by branamil; 07-17-2017 at 12:01 PM..
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#9
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Mage epic pet is really powerful to be fair, it used to enrage at low health originally as well.
What I like about the mage epic is it truly is a quest of epic proportion, I wish all the epics were that hard. In my opinion the quests should have taken toons an extremely long time to complete, and keep the items as true best in slot for each class. I wish some of the effects were different too, more in line with bard how it changes how you play the class, even adding additional effects... Melee would still keep haste and weapon ratios from current epic. Rogue - adds dimensional shrouding (no mobs can see through h/s, not even gods) Monk - adds +10% to FD skill, makes flops no longer fail Ranger - switch to a bow with huge damage ratio to make a range dps class without discipline. Perhaps a clicker to summon a wolf pet Warrior - kinda wish this was a shield that would proc off bash (high proc rate), proc would be rune V Paladin - proc a buff that gives Fear immunity to group and big resist bonus Shadow Knight - proc an undead minion that is high level pet, short duration. Upon death grants the last of its life force to the knight (maybe 200 hp) Bard - great as is honestly Wizard - mana free nuke that is high damage, however drains mana from groupmates. Perhaps a check for 800 total mana to drain, in exchange with grant a temporary harvest style buff to replenish some of that mana over 3 ticks. Can lead to some interesting group dynamics Mage - kind of don't like the 1 pet thing, would prefer some kind of monster summon based of the target that would actually inherit a line of spells or procs or abilities from the target Enchanter - not quite sure what to do here since so OP a class, maybe can click to instant mez self + all targets in range (PBAoE mez, unresistable regardless of level). Mez would be fixed duration. Make it a great 'oh shit!' Click on a bad pull. Takes enchanter out of the fight along with the train. Heavy agro, all mobs would make enchanter top of hate list when buff drops, so clean up fast. Enchanter would not be affected by spells during this stasis (sorry, no evac) Necro - would love if it drained all mana (need to be full) and it raised an army of the dead (6 pets) that zerg a target (no pet control) Druid - tap into mother earth, all targets around druid gain +50 hp / +30 mana per tick, only lasts as long as druid has mana ( drains 70/tick... Druid does not gain from the buff). Could see some great synergy with a necro here. Shaman - another OP class, not sure what to do. Maybe our focus on group, buff that raises all stat and resist caps by +60 Cleric - would love to get away from CHeal model... Have it work like a bard song for group, all melee and spell damage is dispersed equally to all group members. Could see this making paladins and SKs better raid tank options. Maybe let the damage just do 50% to main target, and rest of it gets dispersed.
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Wedar - Level 60 Grandmaster <Azure Guard>
Check out my Zone Guide to The Hole The Hole wiki now fully updated and accurate: Hole Wiki Page | ||
Last edited by Rygar; 07-17-2017 at 01:04 PM..
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#10
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[QUOTE=Rygar;2557253
Rogue - adds dimensional shrouding (no mobs can see through h/s, not even gods) Monk - adds +10% to FD skill, makes flops no longer fail Shadow Knight - proc an undead minion that is high level pet, short duration. Upon death grants the last of its life force to the knight (maybe 200 hp) Necro - would love if it drained all mana (need to be full) and it raised an army of the dead (6 pets) that zerg a target (no pet control).[/QUOTE] Rogues get an AA in later expansions (forget which, but I believe it was luclin) called 'shroud of stealth' (SOS) that basically no mobs can see through, minus a few that were intentionally made to see through SOS...Vex Thall and Ssra Temple come to mind. Monk FD doesn't fail after ~100 skill points in....any fails afterwards are user error (ie; left autoattack on, timed casters poorly, stood up before mobs reset). Sk's, warriors, Rangers and not sure which others do get a weapon later on that proc's a pet....sk and war weap is POP, forget where others are from....warrior one is awesome, procs little baby epic's (light sabers floating in the air). Necros mages shamans and not sure if any others...they get an aa that gives swarm pets in later expansions. | ||
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