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  #11  
Old 06-28-2017, 07:11 AM
GreldorEQ GreldorEQ is offline
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Both are great casual classes. The druid "umph" doesn't really hit its stride until 60 - although 46+ quadding with lumi staff/es vamps and 54+ charming is really a fast track to 58/59. I am a Halfling, so I use HIDE in the same way others use FD, and it's never failed me in the right circumstances.

That being said, Necros can kill more and faster at 60. Although I would say their pool of camps/mobs they can solo is not vastly different at 60. You will still be limited based on managing summoning mobs and not having slow. But, that is the trade-off to being casual! Enc/Shm are not casual (imo)!
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  #12  
Old 06-28-2017, 08:14 AM
Ravager Ravager is offline
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I'd stick with the druid, and maybe just put 100pp on a naked necro for spells to just switch it up now and again when you need a break from the druid grind.
  #13  
Old 06-28-2017, 11:48 AM
Tecmos Deception Tecmos Deception is offline
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Quote:
Originally Posted by GreldorEQ [You must be logged in to view images. Log in or Register.]
Although I would say their pool of camps/mobs they can solo is not vastly different at 60.
Ehhhh.

How many things can a druid can solo that a necro cannot? But you'll never see a druid soloing in HS south or sebilis crypt or the hole, etc. Necro probably has more oomph when it comes to powerful duos/trios as well, which often can be nice changes of pace for a casual player who usually is solo.

Don't get me wrong, I think druid is also great for a casual player. But I think that short of quadding, a necro will be better off for soloing in any situation at 60, especially if dealing with tougher stuff and/or in dungeons.


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Originally Posted by Ravager [You must be logged in to view images. Log in or Register.]
I'd stick with the druid, and maybe just put 100pp on a naked necro for spells to just switch it up now and again when you need a break from the druid grind.
That's a really good idea, imo.
  #14  
Old 06-30-2017, 06:15 AM
Kotopes Kotopes is offline
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As long as druid can utilize charm their exp gain rate is on par with any necro. Outdoors druids even get an advantage.

If we compare them at farming stuff for plats that's a whole different story of course. Necro's far better at that.
  #15  
Old 06-30-2017, 07:23 AM
Jimjam Jimjam is online now
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I'm interested in mem blur tricks for a druid.

Obviously you can camp/reload to memblur a pet for mana-free heal (probably best to snare it too so it doesn't go wander off).

Has anyone experimented with setting a pet down and then running a long way away before breaking charm to trigger a leash memblur heal?

Are there any other tricks, or is memblur healing just not viable for a druid?

Also, what are some druid charm tactics?

I tried aggroing a red mob and feeding it blues, but during the kite I seem to invariably pick up aggro from KoS mobs. Do druids keep harmony up to pre-lull anything that could cause trouble during the kite?

More druid charm infos, please!
  #16  
Old 06-30-2017, 03:29 PM
Troxx Troxx is offline
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Head to head they're not fair to compare as they synergize - having them both is not redundant.

As a stand-alone class, necros win hands down.

DPS:

From 53 onward necro pet (well positioned) will put out ~50dps with just necro haste. With the 55 necro haste and external str buffs, the pet can put out closer to 60dps. This dps alone is well beyond what a druid can sustain. In a group, a necro using pet alone + DDs can hold strong at 70-90+ dps depending on downtime and pull speed. Both classes can charm but are limited in WHAT they can charm. If both classes have charm pets available ... correct me if i'm wrong but animals will not take 2 weapons or a torch. Undead will - making their potential dps much higher. Druids can snare their charmed pets which helps ... but necros have a nice ghetto-mez for locking it down to recharm. Point is ... necromancers win at dps (hand over fist) unless the druid can charm and the necromancer can't.

Healing:

At level 55, with specialization alteration and c2 a druid has a heal potential of around 850 health per minute. Regrowth adds another 150 bringing this to 1k/minute. Necromancers can maintain a 125/tick heal (dispelling recourse or otherwise) pretty much infinitely ... yielding 1250 in heals/minute. If not dispelling recourse, the necromancer has to use most all mana to heal back the health given ... but that pet is still putting out 50-60dps and the necromancers taps add damage. Druids win at burst heal, but the total healing potential is actually better for the necro.

Support:

Druids have a plethora of buffs that should not be discounted. Regrowth of the Grove, PoTG, str, DS ... great buffs. They can root/snare, harmony outdoors, succor. sow. Plenty of utility. Necros can root, snare, rez, ghetto-mez, twitch, DMF. For raw CC I'd put necro over druid ... though druids are quite capable.

Druids have pretty bad mana regen until 60 - but even then are out-classed by necromancers.

Necros are hands down the stronger class for solo vs group play ... but as I mentioned up front, the classes are not mutually exclusive. Many of what they bring to the table synergize well with each other.
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  #17  
Old 07-12-2017, 11:15 PM
nina nina is offline
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Hit 16-20 in kurns, hit the warrens (or get a friend to help you kill erudite guards until they love you in paineel, kill guards (no faction hit) for bronze weapons. Make a crap load of cash and retire to a tropical island of your choice.
  #18  
Old 07-13-2017, 03:52 AM
Izmael Izmael is offline
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For a necro:

#1 priority - get a prenerf Circlet of Shadow
#2 priority - get Jboots

With these two items you're pretty much set. Ideally you'd also get a set of Holgresh Elder Beads but these are 150k+ by now.

As soon as you hit level 20-ish, start charm soloing for exp and you'll be 60 in no time (at which point you can hit HS south and farm enough money to buy the said set of beads maybe).
  #19  
Old 07-16-2017, 10:32 PM
ghost182 ghost182 is offline
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if you're charming your way through you'll be semi bound to a handful of zones, none of which are bad and all offer either tiptop xp or loot: befallen, unrest, kurns tower, tofs, kaesora, CoM, HS... maybe some KC. But I found it a bit repetitive. If not charming. Some of the spells can start getting very expensive to acquire. A lot of the high 50 spells are also pricey. It's nice to have goals on any class... you want things to strive for, with the necro you'll be after elder beads, zlandi heart, a hard epic, soul well VP staff, emissary of Thule pet and quite a few other things. Most of this can be bought so you can continue your solo play at 60 farming different places for money to acquire them. A lot of what the Druid is after will be raid gear. So the end game goals for necro are still suitable for solo play
  #20  
Old 07-17-2017, 12:11 PM
Ravager Ravager is offline
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Happily with either class, the spells are really the only expense. Both can be equipped well enough to solo to 60 for less than 5k, which is easily attainable for both by level 30.

Play in rags as long as you can, save for the spells and simply loot your upgrades. You'll have a great time doing that.

Izmael is not wrong about Jboots and Circlet. They are game changing. If I were a Necro though, I'd buy the Circlet and not the Jboots, but I don't mind spending a couple weeks in SRo at level 35 trying to get the AC in a classic fashion.
Last edited by Ravager; 07-17-2017 at 12:13 PM..
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