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  #1  
Old 01-04-2023, 05:04 AM
Cen Cen is offline
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Rangers do a lot more sustained damage then a druid by a mile. That's the main advantage. They also come with tons of utility along with that damage, a lot shared with druids.

If I were balancing old EQ I might have given them 4-5 self port spells to key areas and better bow mechanics for support but rangers are a fine class that does respectable damage.
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Old 01-04-2023, 05:24 AM
Ennewi Ennewi is offline
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Quote:
Originally Posted by Cen [You must be logged in to view images. Log in or Register.]
If I were balancing old EQ I might have given them 4-5 self port spells to key areas and better bow mechanics for support but rangers are a fine class that does respectable damage.
Could have had a different, unused port location clicky for each of the 3 quested Velious breastplates, maybe a 4th with the 1 from PoH. IMO Tolan's clicky should've sent the ranger to the ruins outside in front of the Mistmoore zonline, or the rings right by Kelethin, instead of the Gfay zoneline even though the wizard spires being right nearby is pretty convenient.
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Old 01-04-2023, 09:56 AM
Toxigen Toxigen is offline
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Rangers are garbage and everyone knows it.

You're welcome.
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Old 01-04-2023, 03:35 PM
Encroaching Death Encroaching Death is offline
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I will always die on this controversial hill:

Rangers are better pullers than Monks*

*in outdoor zones
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  #5  
Old 01-04-2023, 09:41 PM
Cen Cen is offline
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Quote:
Originally Posted by Encroaching Death [You must be logged in to view images. Log in or Register.]
I will always die on this controversial hill:

Rangers are better pullers than Monks*

*in outdoor zones
I agree with you 100%.. harmony is a guarantee easy mode single pull that's way easier and less annoying to do then feigning and refeigning just right [You must be logged in to view images. Log in or Register.] Its on my top 10 most powerful spells/powers in the game (though feign death beats it as a whole on that list) its still way better for specifically pulling outdoors then feign is. Who's gonna argue that anyway though? You'd be crazy to
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Old 01-05-2023, 12:13 AM
Snaggles Snaggles is offline
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Even in indoor zones a ranger can pace a pull. Long duration root, pull 2 others. Switch target and toss grasping roots (about 30 seconds). Now in theory you have three spawns about 30 seconds apart. In Chardok lull animal can make for an easy split.

Monks are awesome. It sometimes takes some time for them to work. In low pressure situations with undead especially even SK’s can put pull them. Undead lull, snare, FD. Pick a zone like HS and profit.
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Old 01-05-2023, 11:13 AM
Jimjam Jimjam is offline
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Originally Posted by Snaggles [You must be logged in to view images. Log in or Register.]
Even in indoor zones a ranger can pace a pull. Long duration root, pull 2 others. Switch target and toss grasping roots (about 30 seconds). Now in theory you have three spawns about 30 seconds apart. In Chardok lull animal can make for an easy split.

Monks are awesome. It sometimes takes some time for them to work. In low pressure situations with undead especially even SK’s can put pull them. Undead lull, snare, FD. Pick a zone like HS and profit.
So you've put timer on the first two mobs at 30 second intervals. Out of the remaining 2 mobs you've aggroed one can be snared to give a bit of time between these two chasing you arriving in camp.

Likewise, you can drop a snare onto rooted mobs to further build the delay of it hitting camp.

It's quite fun trying to moderate the time the different adds take to hit camp so they arrive just as the previous mob dies.
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  #8  
Old 01-05-2023, 11:24 AM
Raj Raj is offline
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Quote:
Originally Posted by Jimjam [You must be logged in to view images. Log in or Register.]
So you've put timer on the first two mobs at 30 second intervals. Out of the remaining 2 mobs you've aggroed one can be snared to give a bit of time between these two chasing you arriving in camp.

Likewise, you can drop a snare onto rooted mobs to further build the delay of it hitting camp.

It's quite fun trying to moderate the time the different adds take to hit camp so they arrive just as the previous mob dies.
It is with some hesitation and embarrasment I will admit I dabbled for a month or 2 on a TLP live server during its limited/vanilla timeline. Yes the easier mechanics made it play quite differently than P99 but it was still fun chain-pulling kobolds and bats etc for at least a couple hours for a 4 or 5-man group in SolB as a ranger in just the manner you described. [You must be logged in to view images. Log in or Register.]

Keeping an eye on track just makes it even more fun competing for mobs or nameds against other players or groups in the area... Filling in as the tank occasionally can be fun too and everybody should hopefully know that generally ranger snap aggro beats that of monks by a pretty wide margin. [You must be logged in to view images. Log in or Register.]
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  #9  
Old 01-05-2023, 05:08 PM
Snaggles Snaggles is offline
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Quote:
Originally Posted by Jimjam [You must be logged in to view images. Log in or Register.]
So you've put timer on the first two mobs at 30 second intervals. Out of the remaining 2 mobs you've aggroed one can be snared to give a bit of time between these two chasing you arriving in camp.

Likewise, you can drop a snare onto rooted mobs to further build the delay of it hitting camp.

It's quite fun trying to moderate the time the different adds take to hit camp so they arrive just as the previous mob dies.
Exactly.

Depending on the distance maybe open with a snare. Enveloping Roots (1 min and 1.8 sec cast is great) one and grasping the second. Or whatever works for you.

Having a cheap 13 min snare and 3 root types is pretty great. This assuming you aren’t even snare parking via zoning to split the camp up really nice.

It’s a great point to stack snare. You are just making life easier for everyone. Without a Druid in the group keeping a charmed pet snared also keeps the risk lower once buffed/torched.
Last edited by Snaggles; 01-05-2023 at 05:15 PM..
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  #10  
Old 01-05-2023, 11:08 AM
Ghost of Starman Ghost of Starman is offline
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Super fun class with lots of neat clickies and good fashion, amazing tracking good mobility and an unlimited clickie port.

there is no class gating on p99 raiding so no real downsides since you'll be accepted on any raid, I just wish bow dmg was a real thing as I enjoy ranged melee.
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