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			#41  
			
			
			
			
			
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 |   yes, world of warcraft was a game that had a lot of silly crowd control and tons of burst damage, leading to people dying in only a few seconds classic everquest was pretty far away from that | ||
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			#42  
			
			
			
			
			
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 |   Ya cept you couldn't mash frost nova on WoW (crowd control is really powerful! it has a cool down!) and there was a pvp trinket that was instant cast to remove EVERYTHING from you. It was easily resisted on live pvp servers for a reason. Same with blinds/stuns. | ||
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			#43  
			
			
			
			
			
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 |   It's weird how these epic monks and VP rogues have such selective memory. On live, melees were OP as fuck - and here it's even worse! At least they missed a lot on live, and their melee damage was very random. On R99, melees never miss a caster, interrupt with every other attack round, and almost always hit for the upper end of their damage table. A rogue or warrior had absolute shit for interrupt on live, you needed a hard stun, or that caster was channeling. You mentioned Draughts Colgate, so let's look at that... my Draught of Fire hits for between 175 and 325 on a geared melee, averaging about 225. 3 second cast. With your mend, that means I need to hit you about 10 times to kill you. That's THIRTY FUCKING SECONDS of standing still and casting. How long does it take your monk to kill a geared, runed wizard? 5 seconds? 6? 1 TStaff proc and game over. Not to mention all you have to do is run to a zoneline and this wizard can't land a single nuke. Add a healer, and my wizard's OOM before I can put a scratch into your group (while your damage is infinite, and more potent). All of your suggestions cater to a world dominated by and filled with jousting melees and coattail clerics - which is exactly what this server has devolved into... | ||
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			#44  
			
			
			
			
			
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 |   High end pvp people rarely imploded. You could heal the incoming dmg if your team had the gear which everyone did 2200+. It came down to lining up CC, pulling people out of position. EQ you can literally tunnel vision a target 100-0 knowing the dmg is unhealable. 
				__________________  Ksah <Empire> | ||
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			#45  
			
			
			
			
			
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 |   do i have to remind you for a second time that i said melees do too much damage, hit too often, and interrupt too often? or are you going to write me another essay after this one about why life is difficult with down's syndrome | ||
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			#46  
			
			
			
			
			
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 |   Nuke. Yonder. Nuke again. Yonder again. Gate if you get low. That is how you win again a melee 1v1 friend. EQ always was and always will be a game that values strategy and preparation over twitch and skill. | ||
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			#47  
			
			
			
			
			
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 |   Quote: 
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			#48  
			
			
			
			
			
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 |   Naw channeling was very low on live if you got hit. It's actually too high here. I see people channeling through VoG'd bok knights in seb all the time. Wizards should be using lures against high resist targets here anyways. For example. At 160 fire resist, I should have 20 casters blasting away at me without dispelling me and absolutely nothing fire based landing. There should also be item loot to offset people having (should be RISKING) this advantage. Quite a few things are out of whack but to be sure channeling is too high in both pve and pvp. I did my guard testing on live and it was very easy for green con NPCs to interrupt my caster trying to spam root for resist testing. | ||
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			#49  
			
			
			
			
			
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 |   We might see some necros too and less wizard gankers. Maybe casters could wear some HP gear so they aren't rolling 800 hp out against Tstaff monks and shit. | ||
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			#50  
			
			
			
			
			
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 |   Nothing wrong w necros. You trade dmg for survivability. People need to realize that and adjust 
				__________________  Ksah <Empire> | ||
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