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#41
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Full-Time noob. Wipes your windows, joins your groups.
Raiding: http://www.project1999.com/forums/sh...&postcount=109 P1999 Class Popularity Chart: http://www.project1999.com/forums/sh...7&postcount=48 P1999 PvP Statistics: http://www.project1999.com/forums/sh...9&postcount=59 "Global chat is to conversation what pok books are to travel, but without sufficient population it doesn't matter." | |||
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#42
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The same could be said about all classes. But we all know there are really good players at their class and really bad ones (and some in the middle too). If it was a breeze for each of us then everyone would be exactly the same on their char. | |||
Last edited by Shadey; 05-13-2011 at 10:40 AM..
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#43
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- My pet costs 750 mana to summon. With a 4 level range, I try to get one of the top 2 pets to use. This means on average, I spent 1500 mana to summon this pet. I don't want him to die, so I have to buff him with Kragg (375 mana), regrowth (300 mana every 18 minutes), and then buff him with str every hour and haste every 11 minutes so that he'll do 30 dps instead of 20. Then I need to slow anything I'm going to kill, so there's another 250 mana per mob. Hardly "little extra expense". - Did you seriously suggest that shaman pets can hold agro? I can give my pet 2 stun whips, and I'll still pull agro by sneezing. If I want my pet to hold agro, I'd have to wait about 90 seconds before slowing, and I better not even consider dotting. -No intelligent shaman heals themselves so that they can canni more. Unless you're talking torpor, doing that is rather pointless. Our direct heals are barely more mana efficient than canni, and when you factor in lost mana due to missing med ticks, you actually lose mana from that deal. Even if you work your ass off and only canni/heal between med ticks, all this extra work leads to extra mana regen of around 3 per tick. | |||
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#44
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The other option is picking a char who is very good at one or two things, and has a very specific role. And if you're tired of that role, you can play an alt with an entirely different role, or pick a more diverse class. I think it's cool that classic EQ catered to people with all kinds of different tastes. | |||
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#45
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![]() We cannot deliberately change anything away from classic, for one blindingly obvious reason.
What Verant/Sony did is an objective standard. Everything else is not. | ||
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#46
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2.) Druids are not even a true jack-of-all-trades, Bards are, and there was almost never a case at higher levels where a group would take a Druid over a Bard. Just speaking from personal experience here. Jack-of-all-Trades means you can perform almost any given role in a pinch. Druids can not mesmerize. Druids can not provide huge amounts of party wide regen. Druids can not slow mobs. Druids generate far less damage than a Bard who wants to be offensive. Quite simply, Druids have teleports. And that's it. Not something a party actually needs. Maybe when they are done fighting, as you've sat LFG watching them for hours, they will give you some money to teleport them to the nearest city. Gee, that sure does sound like a fun role to play. Quote:
I'm not sure what value the moniker of "priest class" is even supposed to have, given that Druids can NOT act as the defensive glue of the team. Again, Clerics become absolutely necessary. In the times where they aren't absolutely necessary, a Shaman is still the only other viable Priest class if you don't have an Enchanter. As I've said, the Shaman's vastly superior mana regeneration and their best-in-game slow spell allows them to prevent a MASSIVE amount more damage over time than a Druid. A Shaman on their own is literally as effective of a defensive character as 4 Druids put together. That is the power of their slow. If you have an Enchanter around to provide the slow, then MAYBE a Druid can possibly act as Priest for certain areas, but it's still a vastly inferior setup to having a Shaman because the Shaman's slow is better than the Enchanter's and they have more energy to utilize. So, going back to the "what you're looking for", Druids can quad-kite and they can travel extremely well. And....yeah. That's it. That is not a complete class. What does it matter if you can quickly travel anywhere if nobody wants to group with you? You certainly can not quad-kite in the majority of the areas of the game either. Quad kiting in fact limits you to only fighting in a handful of areas in the game, if that is supposedly what a Druid is "meant to do" (and it's NOT - the game designers specifically said they never intended for Druids and Wizards to be doing that), which pretty much goes against the whole awesome mobility thing Druids had going for them.
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Last edited by Zuranthium; 05-13-2011 at 03:26 PM..
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#47
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As for a Druid's DS, that is one of the more useful things they offer to a group and it is admittedly more damage than the Shaman's pet IF you aren't just fighting low/mid blue-cons. However, the Druid is still going to be doing less damage with DoT's as compared to the Shaman DoT. And Shaman get haste. And Shaman get the best slow in the game. And Shaman get incredible self mana regeneration. -------- Quote:
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All in all, you can Cannibalize 8 times for every single cast of Chloroblast you need to do. Which means over the course of 9 ticks, you are gaining about 160 extra mana when also subtracting the little bit you need to expend on casting Regrowth every 20 minutes. The natural mana regen a caster has at this level is 21 per tick. With the Cannibalize system going, the Shaman is gaining an extra 17 mana per tick - This is an 80% increase in mana regen a Shaman has over another caster working off of natural regen. That is a freaking HUGE difference.
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Last edited by Zuranthium; 05-13-2011 at 05:19 PM..
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#48
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![]() Zuranthium is clearly an old school EQ player with some good ideas but this thread misses the point.
The intent of Project 1999 is to recreate EQ as it was during the first couple of years following its launch. This means replicating the original game as closely as possible, not creating some custom content which is different but attempts to recapture the "spirit" or "feeling" of the original game. Adding or removing class abilities, globally tuning mob strength or cast times, and increasing or reducing the damage and healing capabilities of classes are all off the table. Whether or not they would be an improvement is immaterial. | ||
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#49
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![]() The class is meant to fill a role when another 'pure' class isn't available. Sorry it's not what you wanted - pick something else then. Not gonna bother quoting your responses and countering them because it's clear you didn't take the time to do the research either. /thread
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#50
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