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#51
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But by that logic ANY player will have 60 levels of practice on whatever character they choose. Loraen's guide shows, to the best of his ability, what a class is CAPABLE of. You can still have complete morons and absolute gods that will take a class to the extremely horrible and great, respectively.
With respect to taking more enchanters in groups. The only 2 spots in a group I wouldn't give to Enchanters (in a 6-man group) is the healer (torpor sham or cleric) and bard (me, because I'd want in). 4 ENC with hasted pets are going to outdps e'rybody. And if Alarti wants to come in here and talk about Avatar and PE, let the shaman toss that on the pet (and pray it doesn't destroy the enc when it breaks).
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#52
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Very cool idea. I must say it's a bit disheartening to see wizzies as the worst overall class at 60 (non-raid). I told myself I was going to pick the class that was the most interesting to me, practicality be damned, but I can't help but QQ a little at that. Probably pretty accurate though, as even at 29 resists really sap the class' DPS.
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#53
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#54
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Subnote: I do like enchanters.. I do appreciate that they are one of the most powerful character classes with their abilities to charm, block damage, mez, and stun.. I also know that not every uber-skilled player really wants to participate in the solo artist challenge and that a skilled alternate class is just as useful as an equally skilled enchanter in a group.. I've seen one bard turn an entire group from a failure to a success.. and the same with every other class.. That being said, The point still needed to be made that certain classes were out of whack.. I agree that it's a good reference point, but now it's a bit more accurate.. As I said before though.. Every class is situational, and has their own things that they do better than every other class.. (cept maybe paladins and shadowknights, they're kind of balanced in a lot of aspects) | ||||
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#55
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#56
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Don't Dragons die in about 10 seconds anyways?
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Pyglet 60 Wizard
Sloppay 60 Monk Jopp 60 Rogue Kodiakk Wintergreen 60 Druid Founder of Dial A Port Joppay 60 Paladin Twitchay 60 Necro | ||
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#57
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Furme, you're missing the point.
Splorf's listing of the solo power of the classes is talking about each class's POTENTIAL for solo achievement. The best player in the world isn't going to be able to accomplish much solo if he is playing a rogue or a warrior, therefore rogues and warriors receive terrible ratings for their solo potential. | ||
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#58
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Druid and wizards should be higher on solo.
Druids especially since they can charm kite till 34. (or beyond if that is their preference) Quad kiting is hard to beat. I would rank druid, necro and bard all as 10 for solo. Wizard as 9 because they don't have a lot of options before getting their ae spell. Ability at solo artist challenge has almost nothing to do with what a newbie will be considering when he checks solo ability here. Not sure why people keep using it as a reason to justify this table (I'm assuming your soloXP column is a general guide on how quickly you can level up soloing) Also enchanters being 5 for gear isn't really accurate. I would say a 1 if they are grouping and maybe an 8 for charm soloing. It takes a fair bit of gear to get your charisma up. You really need 2 columns for gear. Just my 2c worth... | ||
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#59
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Wizard soloing from 24-54 is darn near the fastest in the game. After that, its garbage. | |||
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#60
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I suppose it doesn't take an IQ much above room temperature to quad kite with a wizard. Although TBH I don't think enchanter charm soloing is that hard either if you stay outdoors.
And yeah Vlad, I agree that as an enchanter you don't need as much gear for grouping. But I think that holds for any class; full buffs help a lot and the group can carry players who aren't as well geared. I don't think enchanters are SO gear dependent though, look at Tecmos' shitty gear on the wiki as an example.
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Raev | Loraen | Sakuragi <The A-Team> | Solo Artist Challenge | Farmer's Market
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