#11
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Druids can solo quite effectively, so why aren't they being penalized for soloing? The same argument can be make for twinks, I see them in Oasis all the time and most of them refuse to group. Personally, I hate soloing but in P1999 many players just refuse to group, so I solo not because I want to but because out of necessity. This has the effect of making pet classes who can solo more popular. To this day, I have still not found a valid argument from SOE (Alan VanCouvering, Rich Waters) as to why there is a pet experience penalty. | |||
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#12
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No other class can stay as naked as a mage and do so well so effortlessly. My mage is nearly naked, cloth armor and a red robe for the look only. She summons her own dagger, ranged item, bags ( AMAZING BY THE WAY ), food and bandages. She destroys seafuries at level 53. I literally sat there yesterday and killed seafuries at a constant pace. And she's naked. Literally, all you need are spells and stones to summon a pet and you're soloing efficiently - naked. She has farmed thousands and thousands of plat for me and is NAKED lol | |||
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#13
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I think changes like this were a (misguided) attempt in to knocking magicians/necros down a few notches, as noted by B4EQWASCOOL those classes don't have many of the same limitations that others do.
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#14
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Expecting a valid response from Verant was touch and go....as far as game studios go that one seemed pretty inept. They made plenty of changes which made no sense, and class balance was never one of this game's strengths. Verant wasn't above nerfing (or buffing, hello Monks) classes simply because someone there disliked (or liked) them. The game is what it is, just take it for what it's worth. Danth | |||
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#15
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On monsters that don't summon there are only really two spells that are needed from 1-60. Pet summon (if not a DS pet them you need a DS spell too) and scar of sigil (or some such low mana mid damage nuke).
Make a pet, park it, move a bit away out of cast range, send pet, when the pet dies make a new pet and park it and move and pet attack and when the monster is in range it will grab it. If it is a smaller area or the mob is faster than run and you don't have velocity yet then you can bind at one side of your run path and gate when you get to the end of one path so the mob turns around to get hit by your pet a second time. Bottom line, chain pets from the beginning if you want to do the solo thing. Or just have a good experience and group. | ||
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#16
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#17
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If you find yourself with plenty of extra mana then feel free to throw in nukes when you get a chance, but your damage shield is generally going to deal more damage per mana spent.
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Djynni Biqasmalyani - 60 Human Wizard
Mandak Battlebeard - 60 Dwarf Paladin Maeghar Frightreaver - 56 Erudite Cleric Maamdak Battlebeard - 48 Dwarf Rogue Crunkasaurus Rex - 49 Ogre Shaman Mendak - 51 Halfling Druid (Green) <Paradox> RIP | |||
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#18
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#19
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The DDD pet has a great DS for the level and is very good for off tanking. He cannot use weapons but has an AOE aggro spell which means he can off tank and be chain cast and quickly snap back the aggro. If you have root clickies it can be a great pet to grab up mobs in the side and keep them occupied. When I was leveling in KC left I used to off tank 3 mobs with it and keep them rooted on my DDD pet. By the time the tank and dps finished their first mob the other 3 I was offtanking were down near 30% or so. Secondly, when you hit 55 you should always know where the escape route is from your group. When things go down hill always send in a pet and run to the safe room and CoTH the cleric then run back in. Saving raids with a CoTH cleric makes you a hero. But in most cases you water pet, turn off taunt and grab stun whips (damage mitigation) or life proc staves (extra dps) and DS. Making you a dps class. Bottom line, don't be a wizard with a pet. | |||
Last edited by bktroost; 01-25-2017 at 11:25 AM..
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#20
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