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#51
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Also get rid of topor. I often wonder what it would be like here if these two classes we're never able to do what they were able to do. | |||
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#52
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Your group usually doesn't need high DPS output to be efficient. Velious raid content was beaten with Kunark gear. The majority of content in the game was not balanced around the idea that all melee players would have easy access to a 34% haste item, high ratio weapons, and lots of +HP gear. A 6 player XP group at docks in the hole doesn't need a charmed pet, it just makes things more complicated. Charmed pets are best for low player count difficult content, like duoing Fungi King. But those kinds of groups are less likely to be random players getting together. They are more likely to be static groups or friends.
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#53
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“Lannfear level 35 enchanter” - enough said. Animation enchanters like you have ruined your own chance of finding groups, you won’t ruin mine. Real enchanter talking here and I don’t need your feedback on my fungi renting. That’s why there are posts about people dislike you misty - a whole thread. Maybe you should try to charm because it’s the only chance for your weak soul companion
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#54
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DSM is an acquired taste, like gin.
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Talleyrand banana
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#55
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This is probably the real reason why you cannot get groups.
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#56
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Casters being nerfed in general means it's harder to farm items, which therefore also "nerfs" melee characters in a way, as they are more dependent on gear than casters. Mages (and Necros) become more valuable when people aren't charming and when it's harder to gear a melee character. Ironically for this thread, it also makes Enchanter animation pets more worthwhile. Charming will still be very strong, but it will become less viable to haste the pet when soloing in tight quarters or in a group that isn't assisting with pet breaks. It's also going to be harder to find a viable charm pet, because of the 11 level gap that will be necessary.
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#57
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Also, I didn't know the stuns were resistible (except obviously for unstunnable mobs). I guess I am just absurdly lucky but I have never had a stunnable mob resist a stun one time, not even kidding. | |||
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#58
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#59
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All non-damage spells are supposed to resist 3% of the time at minimum, except Tash, and it's 11% of the time at minimum if you're not 11 levels higher than the target. This also applies to tick saves (although I slightly misspoke earlier, as it's a 50% chance for Charm to check for the tick save, although it's 6% minimum chance of resist for Charm tick saves, so still the same 3% minimum for the best case scenario). Best case scenario with Charm is going to be that it breaks every 2.2 minutes on average and then 6% of the time on every charm break you will get a resist on either your stun or mez. Then on top of that, root will not be a guaranteed hold on the target you're trying to kill and most worthwhile targets will be resisting your spells at an 11% minimum rate, and if they summon you might be interrupted on even trying to cast your stun/mez, since channeling should fail more often.
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#60
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