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  #21  
Old 11-09-2020, 05:21 PM
Crede Crede is offline
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Originally Posted by radbeard [You must be logged in to view images. Log in or Register.]
I appreciate the thought everyone put into this question, including silkymist who, as far as I can tell, made similar points to other people here.

I guess I am slight lean towards SK. Weapons like Ebon mace, or if i wanted to spend a bunch, Shard of Night, seem like they make up for a lot of the dps hit. Combined with snare, FD, and snap aggro it sounds like SK is the better over-all choice.

I would have thought that if I decided to keep playing SK post-50 that is when I would start to really regret the choice but it sounds like from people here that they only get appreciably better, so that is promising.

Thanks again all.
Try to get a reaver at 30. Works in most zones. That plus shaman buffs and you’ll be amazed at your damage output. They’re a much different class in velious with the latest 2h patch and being on warrior damage table.
  #22  
Old 11-10-2020, 07:29 AM
Exard3k Exard3k is offline
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Originally Posted by Crede [You must be logged in to view images. Log in or Register.]
Try to get a reaver at 30. Works in most zones. That plus shaman buffs and you’ll be amazed at your damage output. They’re a much different class in velious with the latest 2h patch and being on warrior damage table.
Reaver Proc doesnt stack with shaman/druid str buff. So I wouldn't recommend getting one in a duo.
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  #23  
Old 11-10-2020, 08:02 AM
remen remen is offline
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Originally Posted by Exard3k [You must be logged in to view images. Log in or Register.]
Reaver Proc doesnt stack with shaman/druid str buff. So I wouldn't recommend getting one in a duo.
You have your weapons confused, Reaver is 40/40 ratio 2hs weapon straight up, it doesn't have a proc. It's a beast weapon but it isn't a magic weap so some mobs it cant hit.

Regarding the dps question between the classes, what a lot of people are forgetting is the power of berserk warrior dps. If y'all are comfortable leaving your warrior in the 30-40% health range, the dps is ridic and not to mention crippling blows are stuns. With a shaman to slow, root, and heal it is very safe to do

SK definitely offers more utility though, so ultimately just think about what would be the most fun to play duo for you and your friend!
  #24  
Old 11-10-2020, 08:36 AM
Izmael Izmael is offline
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In a duo, melee DPS is just a small part of the picture.

If what counts to you is to be able to efficiently exp by killing mobs with your duo, then many other factors are coming into play.

Ease of travel:
How much time you're going to waste running from one spot to another because the spot you wanted is taken? This happens all the time, everywhere, unless you stick to weird spots.

Ease of CR:
Unless you plan to almost never die, and therefore almost never take any risks, being about to waltz around a place by being able to cast IVU and regular invis (SK), is a game changer. Try to CR your duo from somewhere like undead side Guk on a shaman and a warrior and see how you like your insane warrior DPS over that session.

Ease of pulling:
Monk, SK, Pal, Ranger... all have good options for pulling. Warrior has none. The warrior will kill the single mob down faster, but it will take you 1 hour to get that camp split and recover from the beatings you took while dealing with 4 mobs breaking shamie root all the time.

Ease of killing:
War will just face tank, press autoattack and hope it works. There's nothing else they can do.
Any hybrid has a ton of spells that allow you to be creative to deal with situations.

There are probably a million other factors one can find.


I personally like the SK/Sham duo, but a lot can be said about Monk/Sham as well.
Also if you can get 50k instead of 20k, grab a fungi and pass on all other gear, the game will be so much more fun.
  #25  
Old 11-10-2020, 09:30 AM
jolanar jolanar is offline
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Quote:
Originally Posted by Izmael [You must be logged in to view images. Log in or Register.]
In a duo, melee DPS is just a small part of the picture.

If what counts to you is to be able to efficiently exp by killing mobs with your duo, then many other factors are coming into play.

Ease of travel:
How much time you're going to waste running from one spot to another because the spot you wanted is taken? This happens all the time, everywhere, unless you stick to weird spots.

Ease of CR:
Unless you plan to almost never die, and therefore almost never take any risks, being about to waltz around a place by being able to cast IVU and regular invis (SK), is a game changer. Try to CR your duo from somewhere like undead side Guk on a shaman and a warrior and see how you like your insane warrior DPS over that session.

Ease of pulling:
Monk, SK, Pal, Ranger... all have good options for pulling. Warrior has none. The warrior will kill the single mob down faster, but it will take you 1 hour to get that camp split and recover from the beatings you took while dealing with 4 mobs breaking shamie root all the time.

Ease of killing:
War will just face tank, press autoattack and hope it works. There's nothing else they can do.
Any hybrid has a ton of spells that allow you to be creative to deal with situations.

There are probably a million other factors one can find.


I personally like the SK/Sham duo, but a lot can be said about Monk/Sham as well.
Also if you can get 50k instead of 20k, grab a fungi and pass on all other gear, the game will be so much more fun.
The beauty of a Shadowknight is the fact that because you can snare AND fear, you can duo well with basically any other class.

SK + Rogue in Dreadlands was some of the fastest easiest exp I've ever had in my 40s considering it was two melee classes.
  #26  
Old 11-10-2020, 10:34 AM
Snaggles Snaggles is offline
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+1 Izmael

Yea a sham melee duo is about ease, not speed. A torp sham can kill damn near anything solo. A melee is basically a upgraded sham pet with pulling skills. Even a pally would be a nice complement.

If you want dps and leveling speed go sham/ench. Charmed pets will put everything else to shame.
  #27  
Old 11-10-2020, 02:49 PM
radbeard radbeard is offline
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No, i can't more than double the amount i've saved in order to buy a Fungi.
  #28  
Old 11-10-2020, 03:07 PM
remen remen is offline
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Splitting camps is easy with shaman root, SK in this particular duo isn't much different than warrior pulling.

Also, FD isn't that big a deal in a duo, since your shaman cant FD and will need to CR anyways from a wipe. SK spell utility really doesn't synergize very well with a shaman.

I've leveled an SK and a warrior past 50 here, and the dps difference is staggering. I can't overstate how strong berserk dps is, I actually leveled my warrior faster than my monk.

But again, EQ is more about the journey and fun, any melee + shaman duo is strong so just think about what you would enjoy most.
  #29  
Old 11-10-2020, 03:10 PM
Snaggles Snaggles is offline
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A paladin at 45 can use a deepwater helm. I recall it starts at like 110 per cast and caps out at 60 at 125 a cast. That is approximately 11-12hps a second regen (or 66hps a tick). They cost 500p and you can heal up the sham while they canni away. The sham can even cast CHA buffs. A deepwater bp for a jasper (6gold) is almost 3x faster at healing than a DW helm. It heals 12x faster than a fungi. A paladin with a decent amount of CHA can also lull split rooms. I solo'ed mine to 60 on a shoestring budget so yea, add in a shaman and that's damn easy.

Not trying to sway you away from the SK but if you prefer to stun caster NPC's instead of relying on fear it's a good combo with the sham. Plus having a pocket rezzer at 59 is great if you want to venture into some odd places.
  #30  
Old 11-10-2020, 03:25 PM
DeathsSilkyMist DeathsSilkyMist is offline
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Quote:
Originally Posted by radbeard [You must be logged in to view images. Log in or Register.]
No, i can't more than double the amount i've saved in order to buy a Fungi.
Yeah you don't really need a fungi. For 20ish thousand plat I would do something like this for an SK if you want to maximize DPS throughout the leveling process based on the damage table limits:

https://wiki.project1999.com/Ceremon...sar_Chestplate - ~10k
https://wiki.project1999.com/Guard_Captain%60s_Mallet - ~1.5k (Main damage weapon from 1-19)
https://wiki.project1999.com/Granite_Face_Grinder - ~2.8k (Main damage weapon from 20-29)
https://wiki.project1999.com/Argent_Protector - ~4k (Main damage weapon 30+)
https://wiki.project1999.com/Sarnak_Backstabber - ~100pp (piercing practice)
https://wiki.project1999.com/Sword_of_Skyfire - ~100pp (1hs practice)
https://wiki.project1999.com/Silver_Chitin_Hand_Wraps - ~800pp
https://wiki.project1999.com/Velium_Fire_Wedding_Ring 2x - ~1k
https://wiki.project1999.com/Orc_Fang_Earring 2x - ~300pp
https://wiki.project1999.com/Chipped_Velium_Amulet - ~150pp
https://wiki.project1999.com/Straw_Spun_Belt - ~10pp

Fill the rest of the slots with https://wiki.project1999.com/Banded_Armor , https://wiki.project1999.com/Crustacean_Shell_Armor , or other cheap but good items. Whichever shield you want to use while doing 1 handed stuff is just up to how much you want to spend. There are plenty of decent and cheap shields out there.

You can basically sell the guard captains mallet at 20 and the granite face grinder at 30 to get some money back for better armor. They can be replaced with some cheap 1hb and 2hb weapons just for practice like https://wiki.project1999.com/Smoldering_Brand and https://wiki.project1999.com/Deathbringer%27s_Rod
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