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#111
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I would like to hear how casters casted spells at all in pvp if they got interrupted so easily.
I think your also not factoring channeling skill, and the higher you got that skill, the more hits you could take and still complete a cast. I could be wrong but i don't remember being pushed around because of Melee hits. I remember the only people who could move you were bards clerics pally and Druids who had spells that would move your character back a foot or two. Also, I remember you couldn't cast on people in the water because you couldn't see your target, so casters would cast a nuke then run in the water to heal so u couldn't cast on them. There was no movement in the water that made it hard to cast. Levitate was used all the time. It never increased your possibility to have your spell interrupted. I played my necro with dmf and had it up all the time with no interupts or spell fails. Even on my Druid I would farm bat wings to cast levitate myself just because I thought it was cool looking to float around while I healed groups. If it fucked with spells, no one would use it for pvp or pve. | ||
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#112
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Also the devs you quoted don't confirm the % that the people refer to when asking questions, simply the concept.
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#113
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Quote:
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#114
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Quote:
The fact of the matter is though that casters were able to get off spells by taking advantage of terrain and losing the melee following them. All it takes is for the melee to get turned around for a few seconds so the caster can get the cast off without getting hit. Running around objects like trees, levitating off hilltops (the melee had to line up the Z axis EXACTLY underneath in order to land a hit if they didn't have levitate). Most importantly, in old school PVP players tended to ghost. That was the main way they got spells off. Everquest had a funky way of trying to predict where a player would be, and if you confused the client, your character would ghost and it would appear to your opponent you are running in a different direction. For a melee, that was horseshit because by the time it corrected the caster had the cast going and you wouldn't even get there in time to interrupt it. Rangers had an advantage against ghosting in that tracking usually recorded the correct direction of the player as long as they stayed close. Sometimes if a player got too far away it would bug out tracking but not all the time. Tracking pets almost never bugged out either, even full on across zones. Some people were very skilled at sticking on a caster and some weren't. I ALWAYS had tracking running against the person I was fighting so even if I lost someone for a split second, I'd immediately get an update as to which direction they were in. On these emulators I'm sure the vast majority of people are cheating, but back in the day tracking was a big advantage for Rangers so to answer your question, casters got off spells by kiting the melee around and getting to a spot where they could cast without getting hit. Some casters were really good at it, just like some melee were really good at sticking on a caster and you could definitely tell the difference between the good players and the bad. Quote:
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Last edited by Graym; 09-27-2011 at 04:08 AM..
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#115
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So after 13 pages of forum posts, are you trying to tell us that you are rolling a ranger?
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#116
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Mippo (ie:graym) doesn't = wehrmacht You would need full blown down syndrome to believe that. With both people online at the same time, both playing rangers, that's a hell of a conspiracy theory to 2box rangers. Quote:
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#117
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I'm just trying to fix people's very skewed views of reality because if anyone is basing their opinion of the classes on VZTZ, it's a ridiculous comparison considering VZTZ was NOTHING like PVP on the live servers. Hopefully this server does not make the same boneheaded mistakes.
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#118
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Quote:
I never died in Upper Guk, so I'd venture a guess that kill had to have occurred later on the server after I was gone. | |||
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#119
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Quote:
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#120
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Quote:
http://www.fohguild.org/forums/retar...ighlight=graym | |||
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