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  #21  
Old 10-06-2016, 04:52 PM
Baler Baler is offline
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Originally Posted by thufir [You must be logged in to view images. Log in or Register.]
It costs like 10 mana a pop to keep the sequence going. Enchanter slow plus this will let the SK tank most things just fine.
Preach!!! [You must be logged in to view images. Log in or Register.]
+3 pets. experienced players will rejoice!'

With crack necro having unlimited mana. YO
If the enchanter sucks though you may have issues. Enchanter better understand how to stun in a milliseconds notice and recharm and or alow necro to malo. Just sayin yo.

either way people trash talking this trio are living in the past.
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Last edited by Baler; 10-06-2016 at 04:59 PM..
  #22  
Old 10-06-2016, 04:58 PM
brecon brecon is offline
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Originally Posted by thufir [You must be logged in to view images. Log in or Register.]
People keep saying this and I am a little confused. Is necroheal not well known around here? It costs like 10 mana a pop to keep the sequence going.
My understanding is they nerfed it so that the necro can no longer cancel the dot on himself, which makes it a bit more expensive. I could be wrong about that.

In any case, requiring the Enc to slow every mob, and the Necro to constantly maintain heals on the tank, just in order to add SK melee dps is probably not efficient. Maybe doable, but not necessarily efficient. Also remember that the SK will be buffless so he won't have a ton of HP to work with, and the Nec will also need to keep himself and the Enc healed on charm breaks.

Obviously play around with it, but my initial preference for this trio would still be fear kiting or pet tanking/swapping.
  #23  
Old 10-06-2016, 05:00 PM
Baler Baler is offline
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Originally Posted by brecon [You must be logged in to view images. Log in or Register.]
My understanding is they nerfed it so that the necro can no longer cancel the dot on himself, which makes it a bit more expensive. I could be wrong about that.

In any case, requiring the Enc to slow every mob, and the Necro to constantly maintain heals on the tank, just in order to add SK melee dps is probably not efficient. Maybe doable, but not necessarily efficient. Also remember that the SK will be buffless so he won't have a ton of HP to work with, and the Nec will also need to keep himself and the Enc healed on charm breaks.

Obviously play around with it, but my initial preference for this trio would still be fear kiting or pet tanking/swapping.
No way,. use pets to tank and SK off tanks. Utility is K I N G
They got crack so mana is no issue.

SK could main tank,. then step back when he gets low and allow necro to twitch him while pets tank,. SK just has to known how much agro to add to the battle.
Either way,. roots will save this trio time and time again.
Last ditch effort: GATE + ROOT. don't die foolishly. peeps.
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Last edited by Baler; 10-06-2016 at 05:03 PM..
  #24  
Old 10-06-2016, 05:01 PM
thufir thufir is offline
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Quote:
Originally Posted by brecon [You must be logged in to view images. Log in or Register.]
My understanding is they nerfed it so that the necro can no longer cancel the dot on himself, which makes it a bit more expensive. I could be wrong about that.

In any case, requiring the Enc to slow every mob, and the Necro to constantly maintain heals on the tank, just in order to add SK melee dps is probably not efficient. Maybe doable, but not necessarily efficient. Also remember that the SK will be buffless so he won't have a ton of HP to work with, and the Nec will also need to keep himself and the Enc healed on charm breaks.

Obviously play around with it, but my initial preference for this trio would still be fear kiting or pet tanking/swapping.
If they did this they did it very recently; the duo I describe earlier happened maybe three months ago, and I didn't have any buffs but my own. Keep in mind in an sk/nec duo you don't get any slows. I'm pretty sure you can still cancel magic the recourse.

It might not be as efficient as necro/enc duo but that in turn is not as efficient as clr/enc duo. The question wasn't how you could make a more efficient duo - if you're going to do that just tell them to reroll and their friend can sod off. They have what they have, and they can make it work just fine in a wide variety of places with slightly more effort.

They can take advantage of their SK by having him fd/snare pull to get singles, too.
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Grigorii Grallosovich - 51 human cleric
Brallos Rek - 43 ogre warrior
Crallos Rek - 35 ogre shaman
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Variol Cutthroat - 27 human paladin
Telehr - 23 human magician
  #25  
Old 10-06-2016, 05:04 PM
Sage Truthbearer Sage Truthbearer is offline
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Quote:
Originally Posted by thufir [You must be logged in to view images. Log in or Register.]
People keep saying this and I am a little confused. Is necroheal not well known around here? It costs like 10 mana a pop to keep the sequence going. Enchanter slow plus this will let the SK tank most things just fine. I used to duo with my SK in KC with a necromancer in my low 50s over by VS pit when I was trying to find the BE boots, just face tanking Knights of Sathir.
The problem is more that once you insert an unnecessary tank into the equation of a pet duo (Necro/Enc) no matter what way you slice it, you are going to be severely gimping the efficiency of an otherwise good duo.

If you're going to have add an SK here, it's smarter to simply add a 4th member too (a healer) which would give you an extremely solid 4-person group makeup. Either that, or keeping it as a strong Nec/Enc duo are better options than trying to make a poor 3-person composition work.

I don't get why this is so difficult for some people to understand.
  #26  
Old 10-06-2016, 05:05 PM
Loke Loke is offline
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I considered mentioning the hole since I did that a lot in the mid to high 50s, but I didn't bring it up for a number of reasons that make the zone unfriendly to players without experience there.

First, while the necro and ench can gate, the SK is kind of boned when it comes to leaving. Then you have to deal with where to start from. From top down you have to clear some trash and if you don't know where you're going it is easy to mess up. Bottom to top has a couple issues as well, mainly whether Yael is up and whether everyone in the group is set up to survive the drop.

Then you get into the mobs. I was trying to think of undead zones to make the necro more useful, and the undead in the hole are extremely MR. Last time I was there I think my ench had trouble even keeping them rooted. Definitely not a friendly zone for undead charming.

I agree it is a solid zone, just not very good for this trio. Dealing with a CR in KC or even HS is waaay easier than doing so in the hole. Last time I was there we went to do the ranger epic portion and I'm pretty sure 2 of the 4 people with us died on the drop in, which wasn't a big deal since I have a cleric as well, but for a trio unfamiliar to the zone that is going to kill the group before it even gets started plus, Hole exp is kind of weak even compared to KC.

The Hole is a cool zone and worth checking out if you're up for a bit of an adventure, but it isnt the best choice for an unconventional trio looking to exp and that isn't already familiar with the zone.
  #27  
Old 10-06-2016, 05:11 PM
thufir thufir is offline
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Quote:
Originally Posted by Sage Truthbearer [You must be logged in to view images. Log in or Register.]
The problem is more that once you insert an unnecessary tank into the equation of a pet duo (Necro/Enc) no matter what way you slice it, you are going to be severely gimping the efficiency of an otherwise good duo.

If you're going to have add an SK here, it's smarter to simply add a 4th member too (a healer) which would give you an extremely solid 4-person group makeup. Either that, or keeping it as a strong Nec/Enc duo are better options than trying to make a poor 3-person composition work.

I don't get why this is so difficult for some people to understand.
I don't get why it's so difficult for people to understand the initial question. Again, the question wasn't "how can we improve this trio?"; it's "where are some camp spots for this trio?"

Advice to them that they should tell their friend to sod off, or that they need to find another person to make it more efficient, is swell, but not the question that was asked.
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Grigorii Grallosovich - 51 human cleric
Brallos Rek - 43 ogre warrior
Crallos Rek - 35 ogre shaman
Timothe - 31 human enchanter
Variol Cutthroat - 27 human paladin
Telehr - 23 human magician
  #28  
Old 10-06-2016, 05:14 PM
Baler Baler is offline
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no one has quoted me as being WRONG or INACCURATE,
read my OP
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  #29  
Old 10-06-2016, 05:25 PM
Izmael Izmael is offline
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Obv reroll SK to shaman, PL him, then proceed to make every zone your bitch with Nec / Enc / Shm.
  #30  
Old 10-06-2016, 05:25 PM
brecon brecon is offline
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Quote:
Originally Posted by thufir [You must be logged in to view images. Log in or Register.]

It might not be as efficient as necro/enc duo but that in turn is not as efficient as clr/enc duo. The question wasn't how you could make a more efficient duo - if you're going to do that just tell them to reroll and their friend can sod off. They have what they have, and they can make it work just fine in a wide variety of places with slightly more effort.

They can take advantage of their SK by having him fd/snare pull to get singles, too.
Read back to my initial post, i recommended places they could go, that the SK should pull, and also to consider outdoor fear kiting. I didn't tell them to dump their buddy - unconventional duos and trios are often a blast.
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