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Old 08-12-2024, 05:33 AM
Rimitto Rimitto is offline
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Originally Posted by Vexenu [You must be logged in to view images. Log in or Register.]
Counterpoint: It's a hell of a long road until the average Monk acquires a Fist of Nature, and by then the trio is already fully leveled and likely close to maximally geared anyway. At that point, how much difference does it make anyway? Especially considering Necro/Shaman can both root on demand (versus Monk proc root) and won't be hurting for mana.

I mean, I feel like the focus of these hypotheticals is either "what trio levels the best" or "what trio can kill the toughest mob", so I don't see how the Tuna fist proc is relevant to either consideration. Am I missing something?
I view this in a very simple way.
"What trio levels the best".

There's no point in the concept of "what trio can kill the toughest mob" since you can just add +1 of anything to kill said mob easier or faster.

The reverse is not true however, because adding +1 to leveling slows down the leveling unless that extra class can not only pull their weight, but also synergize to make the exp rate faster.
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Old 08-12-2024, 09:18 AM
Zuranthium Zuranthium is offline
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Originally Posted by Rimitto [You must be logged in to view images. Log in or Register.]
There's no point in the concept of "what trio can kill the toughest mob" since you can just add +1 of anything to kill said mob easier or faster
There is a point: you don't always have any number of players you want, and the less people you need to kill something, the less you have to split the loot.
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  #3  
Old 08-14-2024, 08:29 AM
Rimitto Rimitto is offline
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Originally Posted by Zuranthium [You must be logged in to view images. Log in or Register.]
There is a point: you don't always have any number of players you want, and the less people you need to kill something, the less you have to split the loot.
It's kinda still a moot point though. The toughest mobs typically require their own strategies ya? You wouldn't use the exact same strategy for vox that you would for pineal(screw however you spell that fish's name) or vindi.

That's also why I view "the best trio" as a leveling group, rather than a loot group.

EDIT: besides, almost 100% of any of those "best trio" groups for loot would include an enchanter.

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Originally Posted by Duik [You must be logged in to view images. Log in or Register.]
Did DSM die?
Misty from Pokemon died the other day.
Also known as Mystina from the game Valkyrie Profile.
Maybe DSM was actually a celebrity and you were mocking them the entire time. [You must be logged in to view images. Log in or Register.]
Last edited by Rimitto; 08-14-2024 at 08:33 AM..
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Old 08-12-2024, 02:22 PM
Danth Danth is offline
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Originally Posted by Rimitto [You must be logged in to view images. Log in or Register.]
There's no point in the concept of "what trio can kill the toughest mob" since you can just add +1 of anything to kill said mob easier or faster.
If my wife and I are perfectly content duo'ing and we're not inclined to invite random twits along, then the question of low-numbers capability is very much relevant. That applies to trios as surely as a duo.


There is no content I know of that monk/shaman duo that shadowknight/shaman cannot. Monk's advantage is reduced to that of increased speed, something I acknowledge but can't get excited about. Is there any content a monk-based trio can do that a knight-based trio, cannot? After all, we're limited to the content that actually exists in-game, not hypotheticals. If killrate is the main advantage, that's not something I care overmuch about. Since we're limited to extant content, it could be the defacto case of several compositions having about the same ceiling.
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Old 08-12-2024, 10:28 PM
zelld52 zelld52 is offline
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Originally Posted by Danth [You must be logged in to view images. Log in or Register.]
There is no content I know of that monk/shaman duo that shadowknight/shaman cannot.
Pretty accurate assumption. Monk get Instant FD which is helpful in "oh shit" moments, makes splitting a bit easier. But SK get Death Peace at 60, and much more HP to deal with "oh shit" moments.

Monk has way more DPS than Knight - and doesn't require any mana - so no meditate breaks needed on a monk. Monk also has a 25% self-heal every 6 minutes and bind wound to 70% - but shaman gets Torpor at 60 and all other healing is irrelevant.

At end-end game with great gear - monk does have the edge on damage mitigation. Block (monk only skill) stops way more incoming damage than Parry (every other melee gets this instead). Monk also get Stonestance which is 60% dmg reduction on a 6-minute cooldown. Not enough to last a whole fight, but enough to stop a monk from dying. ?Possibly? better than lifetaps because it doesn't require mana or cast time?

All that stuff is pretty much nitpicking the differences though - the only real benefit to Monk over SK is the increased damage output - and faster kills. (Helped by not needing mana)
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