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-   -   How do classes change in Luclin and PoP? (/forums/showthread.php?t=423871)

Vanessa 09-21-2023 06:32 AM

How do classes change in Luclin and PoP?
 
In Classic, not many people played things like Ranger, Pally, SK, or even melee in general. When Green 2.0 came out, it seemed like mostly casters; at least that I saw, especially Mages.

Then in Kunark, there was suddenly a ton of Monks and Necros, for obvious reasons. But I think melee classes in general were around more. Whereas Mages started to lose power.

And finally, in Velious, it feels Mages are only used for raids. And melee is superrrr strong.

I don't have much experience with most classes, so I don't know exactly how they changed through Classic, Kunark, and Velious, but I kind of have an idea.

However, when it comes to the next couple expansions, Luclin and PoP, I've no idea. I've never played either of them. My only EQ experience is here on P99. But recently I've been reading people talk about a new server starting in a couple weeks that will use these expansions. So that got me thinking ....

Do you guys know much about those expansions?
If so, how do classes change in them?

Do Rangers get better and are more common to see?
Do Mage pets begin to get stronger again?
Can Wizards able to solo better, or invited to groups more often? Or are they still used mostly for just raids?

Troxx 09-21-2023 09:31 AM

Class specific major changes:

Rangers got a massive boost with archery mastery 3 and endless quiver, fundamentally changing how they did damage for many expansions. They became rogue level or higher dps at baseline and were godly dps under trueshot.

Wizards received significant changes via aa’s making them more competitive in daily play

Bards got fading memories, an instant aggro wipe on a longish cooldown due to impaired mana regen.

Warriors became a lot more tolerable to play with AAs that allowed them to pull even further ahead from a mitigation standpoint along with benefiting hugely from weapon affinity as it increases proc rate by 50% which is crucial to the ability to tank. There were also made available more warrior specific weapons with proc rate mods for those that raided.

All in all everyone becomes more efficient with aa’s.

Monks got put back in their place with some mitigation nerfs.

Toxigen 09-21-2023 09:39 AM

this quarms my heart

Arvan 09-21-2023 12:34 PM

warriors already best class rip quarm

Crede 09-21-2023 02:26 PM

I feel like if monks just never did good dps that would have made them balanced from the start. Would have still been ok with them being effective tanks/pullers.

Toxigen 09-21-2023 03:03 PM

pretty sure monk ac nerf is not happening on quarm

they gonna be nutso

Keebz 09-21-2023 03:35 PM

Quote:

Originally Posted by Toxigen (Post 3646701)
pretty sure monk ac nerf is not happening on quarm

Secrets is playing a monk, so probably not.

cd288 09-21-2023 04:15 PM

Quote:

Originally Posted by Crede (Post 3646695)
I feel like if monks just never did good dps that would have made them balanced from the start. Would have still been ok with them being effective tanks/pullers.

Monks are effective tanks in the 50s for example? I've never felt like they are unless DPS is absolutely just melting things, which can certainly be the case in some groups.

I don't understand the Monk pulling meta anymore. Everyone just wants chain pulling so it's not like having FD really matters...people are just like pull them all lol

enjchanter 09-21-2023 06:16 PM

The only reason I won't play enc first is because I need a guisee level 36 paladin

Keebz 09-21-2023 06:18 PM

I don't think anyone really cares about leveling balance. It's the end game raiding that makes people mad. Monks have the best innate mitigation in the game and equal AC/HP with all the Velious+ itemization. Fix the itemization and its fine, but the treadmill is what keeps people playing, so innate mitigation nerf it is.


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