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  #31  
Old 10-25-2019, 04:18 PM
iamnotsalem iamnotsalem is offline
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Monks were my least favorite melee to play. They were good though. Harmtouch, mighty strike/precision, and rogue burst were more fun to me. Precision got nerfed and no longer provides 100% accuracy though so thats not as cool.

Shadowknight was my favorite class. Super fun utility and worked well for me as someone who pvp'd on my own a lot. I could zone into Seb, CoS and FD my way to the crypt door, shadowstep through it (no need for a rogue to lock pick it), then procede to calm and FD my way to heirophant or baron. Fear one idiots pet and wipe a 6 man group with at least one gaurantee YT from harm touch. That basically worked the same in a lot of dungeons.

I also smashed most monks during kunark / velious on my SK other then Colgate, Gongshow, or Kammbo's monk in Velious. (I literally could not kill them). I had 2.4k HP and 900 AC but 1v1'd a ton of primal / facesmasher monks. The truth is most people arent good at EQ, and it really showed when there was 300 pop during early velious.
Last edited by iamnotsalem; 10-25-2019 at 04:20 PM..
  #32  
Old 10-25-2019, 05:06 PM
kotton05 kotton05 is offline
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Warriors/rogue = easiest melee (rogue being alil harder due to low hp/ac while a warrior can joust kite mobs when having aggro)
SK = next easiest but also has the most utility
Monk/Paladin = hardest, no burst dmg or gap closing skill on either with a paladin being much harder to play effectively in group combat where as a monk has to be mindful of casters in all situations due to low resists pre velious)
  #33  
Old 10-25-2019, 06:13 PM
coolget coolget is offline
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incoming autistic wall of text

hybrids got assfucked on this server in terms of hit rate, avoidance, and mitigation

monks, on the other hand, had ridiculous hit rate, avoidance, and survivability scaling from mend, which was balanced by a lower stamina-to-hp ratio that got completely voided by every item having a flat +100 hp on it

after velious, the only situation in which another melee had a realistic chance of beating a monk was in some retard scenario like an outdoor zone with a primal bow... during which a monk should just leave, or a geared out warrior getting very, very lucky

you'd have to be completely brainless to lose against another melee with a monk and even a handful of velious-raid-tier items

paladin, shadowknight, ranger, rogue had virtually no chance otherwise

in kunark, shadow knights and rogues had a decent chance due to non-inflated hp values while backstab/duelist and harm touch were at their peak power, but for the same reasons a tstaff/innerflame combo was much more relevant than it was in velious

most shadow knights were awful players attracted to an easy win harm touch button, and thus you saw a colossal disparity between the common shadow knight (people like tune) and people like salem who understood why you should play a shadow knight (the utility spells)

paladin was conversely underrated - people didn't understand how strong paladin in a support/disruption role could be and instead refused to play it because the 2-hand hit rate was garbage and they didn't have harm touch
  #34  
Old 10-25-2019, 06:39 PM
Danger Danger is offline
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Quote:
Originally Posted by coolget [You must be logged in to view images. Log in or Register.]
paladin was conversely underrated - people didn't understand how strong paladin in a support/disruption role could be and instead refused to play it because the 2-hand hit rate was garbage and they didn't have harm touch
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  #35  
Old 10-25-2019, 09:36 PM
Darthmuhh Darthmuhh is offline
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Quote:
Originally Posted by kotton05 [You must be logged in to view images. Log in or Register.]
Warriors/rogue = easiest melee (rogue being alil harder due to low hp/ac while a warrior can joust kite mobs when having aggro)
SK = next easiest but also has the most utility
Monk/Paladin = hardest, no burst dmg or gap closing skill on either with a paladin being much harder to play effectively in group combat where as a monk has to be mindful of casters in all situations due to low resists pre velious)
Tee Hee, he said rogues had low hp/ac...made me snottle ... Rogues are back up tanks on dragons =D Been there done that...Muhh 60 rogue 5700 hp buffed
  #36  
Old 10-25-2019, 09:38 PM
Gustoo Gustoo is offline
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The paladin has heals better than a druid or shaman, and can also hurt you. They are disruptive because unless they're retarded they should be able to stay alive well.

The suck because so much pvp happens in dungeons and that pally can't shed aggro like an sk or monk can. But they don't suck. Its just a disadvantage.
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  #37  
Old 10-25-2019, 11:26 PM
Danger Danger is offline
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Was looking for Colgate's paladin input lol
  #38  
Old 10-26-2019, 12:58 AM
White_knight White_knight is offline
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I had a low level SK twink secret named for awhile in MM.

I was an awfal PvPer over all, I knew how to survive at best, but getting kills was hard.

In terms of an SK...I got kills as you literally had to cast your lifetap a few times, hit a few times then harm touch to get a YT, this probably got a little harder in the 60s but essentially the process would be the same.

SKs were a good grief class because of their utility, and their big scary harmtouch but overall playing an SK you should automatically get 1-2 YTs a day off the harmtouch+lifetouch combo alone.

There were no good Paladins but I always wondered what a sick geared Paladin could achieve. Hands down would flog an SK 1v1.
  #39  
Old 10-26-2019, 08:16 AM
Gustoo Gustoo is offline
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Quote:
Originally Posted by Danger [You must be logged in to view images. Log in or Register.]
Was looking for Colgate's paladin input lol
I wanted to see how far off I was from the GM
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  #40  
Old 10-26-2019, 08:45 AM
Bazia Bazia is offline
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paladins suck until tantors
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