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#31
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Every class gains a decent bit by the end of Velious:
Warriors - Mobs hit so hard that defensive is require for tanking and ramp tanking Paladins - Defensive skill cap 10 months in, New Heals/Spells 2 months in, New HP buff SK - Defensive skill cap 10 months in, New Lifetaps/Spells 2 months in, New fast cast FD spell Rangers - Offensive skill cap increase 10 months in, New spells 2 months in, New group ATK buff Monks - Pulling becomes more crucial, also sone skill cap increases that they really shouldn't have gotten, monks stay OP Rogues - Sort of stagnate in Velious. May get some skill cap increases I forget Bards - Puretone disc + Occlussion ends up bringing more to barding on raids. Epic Trakanon becomes Triggerable late I think, so epic is more attainable. Also Deftdance is vastly underappreciated on a class that can mez, snare, and lull. Deftdance + CoTH allows you to do some incredible pulls. Wizards - 4-5 Months in Bane nukes are added. On a select few targets, a 2k unresistable nuke is incredible. They become top DPS more reliably when these come out. Wizard Epic is made easier after 4 months VS staff drops every time and on a 3 day respawn. Enchanters - Gift of Brilliance for more mana regen, a second mana tap. Less content is soloable on a chanter but they can still make most zones their playground. Raids have very little mezables content... So find a charmed pet or get used to buff botting. Magicians - Epic becomes more doable in Velious when magi has the earth staff. Beyond that though, you're just summoning mod rods and CotHing Necromancers - Really get the shaft. New Lich blows. Most other spells blow. You get access to some Regen items/clickies to allow for easier Demi Lich and you can maybe get Holgresh Elder Beads to Lifetap for continual demi Lich. Other than that, enjoy soloing in Cobalt Scar and certain areas of PoMischief. On raids you pet Attack and twitch Clerics - CH chain actually matters, so you go from needing 5~ on raids to needing 8-10. Aegolism is nice. Celestial Healing is nice also while it stacks with CE, and for leveling clerics. Druids - Protection of Glades for 6 mana regen that stacks with all, new 900 point heal, new remedy style 400 point heal, new ATK/AC/Fire debuffs, new indoor casting stun, new bear pet that has multiple utility purposes... Useless for DPS or tanking though. Druids also get the most useful BP Clicky - free group regen - Snare and Root stack after 1 month. Tracking becomes useful 4 months into velious. 4 months in Fay and VS are Triggerable for the hard epic pieces. Makes the epic far easier, coupled with snare/root stacking it's far more useful as well. Egress is indoor castable 6 months in. Kunark Evacs are castable from any zone 6 months in. It's a great druid expansion. Shamans - Don't even need anything in Velious, Slow/Malo alone could keep them relevant in groups even with 0 other spells. Velious adds Focus to limit number of buffs cast, Canni 4 comes in after 4-6 months. Primal Avatar for no reagent avatar after 8-9 months. Shamans will live in PoMischief, selling cards for ridiculous prices. Hope your DA Idols and Sky FD rings are prepped for the run! Of everyone, Necromancer, Magicians and Rogues gain the least in Velious. Druids and Wizards gain a lot. Warriors and Clerics become a lot more valuable simply due to the type of content on raids. Knights become better group tanks but most things if consequence will crush them still due to no defensive. Rangers get some increases but are pretty meh.
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#32
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Rangers get Fear Animals so with Snare they are pretty damned good at that part. It gets old quick, but it is a BIG gain for them. And no Hybrid XP penalty helps them a ton also. And people will need them to Track. Velious zones on average are HUGE. [You must be logged in to view images. Log in or Register.]
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#33
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Thanks so much this is great. Have a few follow up questions hoping you can help with [You must be logged in to view images. Log in or Register.]
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#34
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rangers...
group atk buff on everybody before raid trueshot discipline then /q and log onto another class
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#35
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Warriors on raid content. Knights tank all group content fine/better than warriors.
Rampage is a special Attack many raid mobs and Velious mobs get. Basically, whenever it triggers a successful roll on rampage, that mob will execute a set of attacks (1-4) on another target (not the main tank). The target is determined by the earliest on aggro list. So if a monk aggros a mob first, then the warrior attacks, then a shaman slows, then a cleric heals. The rampage list would be Monk->Warrior->Shaman->Cleric. So long as the mob is alive, it will continue hitting the monk as rampage unless the monk dies, FDs or runs far away. If one of those occurs, next comes the warrior, however if he is main tanking he is skipped on the rampage list and the shaman becomes the player taking rampage damage. Basically it requires you to heal two tanks, the rampage tank gets hit less often and will require fewer heals but having a defensive rampage tank is important on raid mobs. Pulling is more crucial because mobs are harder and you can't as easily kite, CC, offtank, or burn out a boss before the adds kill you. Which is exactly what you can do in Kunark. Deftdance is only a parry disc, but on a class with fast Runspeed, 2 tick DA, snares, mezzes, lulls, they can single pull some incredible things. It's just another tool to be used in a pinch. It was more useful with Fading Memories, but the same can be achieved with CotH to clear aggro. CoS is extremely boring to solo on a Necro as. PoMischief is a bit more interesting... But they are somewhat limited in what they can do in PoM.
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#36
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#37
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I think warriors gain the most, in that they gain abilities via weapon procs. Avatar, Ensnare (no vp on live), Slows (willsapper arguably most important weapon in game), Unresistable lifetaps, Blind, runes, dots, and just huge raw damage (scepter of destruction) or threat. Clickies are another factor, see: Dain hammer, Tunare belt, 10th ring, etc
If you are talking absolute endgame, best gear characters, warriors end up incredibly powerful. Shamans end up pretty ridiculous as well, with the ability to keep themselves avatared, and a few specific proc weapons made for them, as well as being able to achieve knight-level AC. Hard to answer question because its a gear-oriented expansion, for the most part. | ||
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#38
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Everyone forgets hybrids get an accumulative spell haste buff every level after 50.
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#39
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Make a group of Rangers together..... and suddenly you have a mafia. | |||
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#40
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I still facepalm that they're going to introduce shit like hybrid exp removal and (especially) combat table improvements to knights/rangers in some ridiculous timeframe.
Jeez. | ||
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