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  #131  
Old 04-25-2016, 01:06 AM
Oleris Oleris is offline
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Armsman: Sword and board tank or heavy melee damage only behind mercenary.

Cabalist: AE dotter. can debuff fire/cold for spell groups. Has a pet that annoys people.

Cleric: Main healer/buffer class.

Friar: cross between a paladin and a cleric. OK soloer, shit in RVR.


Infiltrator: Melee rogue. does shit in grp but invisibility.

Mercenary: highest melee dps, can't solo.

Minstrel: max speed. has shitty stealth and lots of ultility. Fun as hell to play

Necromancer: best soloer in albion. mana taps/xfers. plays soly through the pet. shit in pvp.

Paladin: main class that gives endurance that allows people to attack. can solo well, but slow. Really shit in rvr since damage is low, most grps just use potions for endurance.

Reaver: cross between a paladin and an armsman.

Scout: stealth archer, can't solo.

Sorcerer: main CC class. AE mez, can charm a pet.

Theurgist: spams pets based on spec. Air line is second highest nuke in albion.

Wizard: highest DD class in fire, PBAE nukes in ice for leveling. LOL at earth spec.


Animist: pet class in hibernia. good in siege defense and grping. not very fun IMO


Bard: main CC + max speed for hibernia. can patch heal as well

Blademaster: top melee dps in hibernia

Champion: same as armsman

Druid: main healer/buffer.

Eldritch: similar to an enchanter except no pet and has bolts like wizard

Enchanter: eldritch but with pet

Hero: self buffs and similar to champion

Mentalist: Crack 5 like sorcerer, decent nukes

Nightshade: same thing as asassin

Ranger: ranged archer with self buffs

Valewalker: lol

Warden: similar to paladin. has PBT that blocks an attack every X seconds. very annoying unless you swing fast.


Bonedancer: broken as fuck pet class that does great solo in pve and pvp, but doesn't nuke hard.

Healer: main CC/healer in mid. has exlusive AE stun which can lead to fast xp.

Hunter: archer with pet

Runemaster: similar to wizard.

Savage: most OP melee in mid if patch is right.

Shadowblade: infiltrator/nightshade basically.

Shaman: main buffer in mid. has annoying disease (slow/half heals PBAE).

Skald: fast speed, ok damage.

Spiritmaster: PBAE, nuke. pet. Closest is prob an enchanter in hib.

Thane: weird ass class. similar to paladin/warden except hits harder, has nukes, but none of the utility.

Warlock: weird ass class that stores spells in bubbles.

Warrior: sword/board class. high DPS with 2h anders.




most RVR (pvp grps) will go either caster or melee heavy
some common compositions
alb: sorceres get extra range on CC but suffers from class diversity and prob the current patch. Usually really popular but sucks at large pvp becuase of the utility issues.
alb melee: 2x cleric, minstrel, sorcerer 4x melee
alb caster: 2x cleric, minstrel, sorcerer, can go debuff spec with fire wizards, PBAE bomb grp with ice wizards or kite grps with theurgs,cabalists


hib: best caster realm with every caster getting a single target stun. lots of PBAE
hib melee: 2x druid, 1x bard 1x healer (bard,druid,warden) 4x melee
hib caster (fuck the stuns): 2x druid, 1x bard 1x healer 4x casters (all hib casters have single target stun)


mid: heavy on melee, savages will fuck your day up.
mid melee: 2x healer, 1x shaman, 1x skald 4x melees
mid caster bomb grp: 2x healer, 1x shaman 2-3x spirit masters, 1x rm
you can throw a RM in there for nearsight and blowing shit up in any of these grps as well.
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Last edited by Oleris; 04-25-2016 at 01:15 AM..
  #132  
Old 04-25-2016, 02:17 AM
Scrooge Scrooge is offline
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Uthgard 2.0 - P99 Guild Roster Update #3: 30 total

Scrooge - Mentalist or Animist [Hero/Champion alt for melee group]
Backman_66 - Warden
Kvasir - undecided (probably a DPS of some sort)
Corwin - Bard
Millburn - Animist or Enchanter [Bard alt for melee group maybe?]
Weekapaug - Bard or Ranger
Oooruk - Eldritch/Enchanter/Hero/Warden/Champion
Oleris - Eldritch/Enchanter/Mentalist/Animist, Bard?
Spyder73 - Warden or Ranger [might be going to Midgard?]
Aalderon Crystafire - Eldritch [void/light?] or Blademaster
Foxxhound - Ranger or Valewalker
Cambiant - Ranger
Goobles - Bard
Cecily - Animist or Nightshade
ddd (crith/irc) - Druid
magician (engelburt/irc) - Mentalist
Sorn - Druid
Tewaz - Enchanter or Blademaster or Valewalker
Skew - Ranger [maybe BM instead?]
Evia - Bard or Ranger

Daywolf - undecided
mrgoochio - undecided
Zar211 - undecided
Goliathan - undecided
Beastagoog - undecided
Rick Sanchez - undecided
xKoopa - undecided
Xaanka - undecided
arsenalpow - undecided
Sinadin - undecided
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DAOC: Uthgard Revamp v2.0 (P99 thread for Hibernia)
Uthgard v2.0 Getting Started
DAOC Class Descriptions by Crith (for all 3 realms, with some comparisons to EQ classes)
DAOC: Uthgard Revamp (old thread with some useful info)
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  #133  
Old 04-25-2016, 04:03 AM
toastyoven toastyoven is offline
Kobold


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Default wizard

gonna give this a go, never played daoc. Wanna go some kind of ranged damage. Wizard maybe? not sure.
  #134  
Old 04-25-2016, 04:18 AM
Oooruk Oooruk is offline
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Quote:
Originally Posted by Oleris [You must be logged in to view images. Log in or Register.]
Armsman: Sword and board tank or heavy melee damage only behind mercenary.

Cabalist: AE dotter. can debuff fire/cold for spell groups. Has a pet that annoys people.

Cleric: Main healer/buffer class.

Friar: cross between a paladin and a cleric. OK soloer, shit in RVR.


Infiltrator: Melee rogue. does shit in grp but invisibility.

Mercenary: highest melee dps, can't solo.

Minstrel: max speed. has shitty stealth and lots of ultility. Fun as hell to play

Necromancer: best soloer in albion. mana taps/xfers. plays soly through the pet. shit in pvp.

Paladin: main class that gives endurance that allows people to attack. can solo well, but slow. Really shit in rvr since damage is low, most grps just use potions for endurance.

Reaver: cross between a paladin and an armsman.

Scout: stealth archer, can't solo.

Sorcerer: main CC class. AE mez, can charm a pet.

Theurgist: spams pets based on spec. Air line is second highest nuke in albion.

Wizard: highest DD class in fire, PBAE nukes in ice for leveling. LOL at earth spec.


Animist: pet class in hibernia. good in siege defense and grping. not very fun IMO


Bard: main CC + max speed for hibernia. can patch heal as well

Blademaster: top melee dps in hibernia

Champion: same as armsman

Druid: main healer/buffer.

Eldritch: similar to an enchanter except no pet and has bolts like wizard

Enchanter: eldritch but with pet

Hero: self buffs and similar to champion

Mentalist: Crack 5 like sorcerer, decent nukes

Nightshade: same thing as asassin

Ranger: ranged archer with self buffs

Valewalker: lol

Warden: similar to paladin. has PBT that blocks an attack every X seconds. very annoying unless you swing fast.


Bonedancer: broken as fuck pet class that does great solo in pve and pvp, but doesn't nuke hard.

Healer: main CC/healer in mid. has exlusive AE stun which can lead to fast xp.

Hunter: archer with pet

Runemaster: similar to wizard.

Savage: most OP melee in mid if patch is right.

Shadowblade: infiltrator/nightshade basically.

Shaman: main buffer in mid. has annoying disease (slow/half heals PBAE).

Skald: fast speed, ok damage.

Spiritmaster: PBAE, nuke. pet. Closest is prob an enchanter in hib.

Thane: weird ass class. similar to paladin/warden except hits harder, has nukes, but none of the utility.

Warlock: weird ass class that stores spells in bubbles.

Warrior: sword/board class. high DPS with 2h anders.




most RVR (pvp grps) will go either caster or melee heavy
some common compositions
alb: sorceres get extra range on CC but suffers from class diversity and prob the current patch. Usually really popular but sucks at large pvp becuase of the utility issues.
alb melee: 2x cleric, minstrel, sorcerer 4x melee
alb caster: 2x cleric, minstrel, sorcerer, can go debuff spec with fire wizards, PBAE bomb grp with ice wizards or kite grps with theurgs,cabalists


hib: best caster realm with every caster getting a single target stun. lots of PBAE
hib melee: 2x druid, 1x bard 1x healer (bard,druid,warden) 4x melee
hib caster (fuck the stuns): 2x druid, 1x bard 1x healer 4x casters (all hib casters have single target stun)


mid: heavy on melee, savages will fuck your day up.
mid melee: 2x healer, 1x shaman, 1x skald 4x melees
mid caster bomb grp: 2x healer, 1x shaman 2-3x spirit masters, 1x rm
you can throw a RM in there for nearsight and blowing shit up in any of these grps as well.
I don't want to be an asshole but there is a lot of wrong info in this post.

For example, PBAE is trash in RvR. No alb group with any brains will ever run a wizard as a regular spot. They are just not versatile enough. Every alb group will want a cabalist for nearsight and body debuff. Caba + sorc lifetapping a body debuffed target is uber dps. Alb also will be relying heavily on theurgs. Dat pet spam. Alb and mid are at huge disadvantage due to only having one purge for NS and it's on a 30 min timer. Whereas hib has 3 purges to get rid of nearsight. Alb will also get fucked on endurance and need an endless supply of potions due to paladins not getting determination at this patch level.

Hib will always have 2x druid, 1x bard and 1x warden as its core. Ideally fill the rest of the group with an eld, hero, 2x BM. Possibly throw in an enchanter for one of the BM's for heat debuff and stacking nukes from eld + ench. Any hib group with out a hero is just silly and will get wrecked. Peels are king in daoc.

No one will run a PBAE group and be successful.

Hybrids and any melee without determination will tend to take sideline in RvR (reavers especially).

Hib will be the strongest realm (assuming equal player skill), followed closely by mid. Alb will be at the biggest disadvantage, though if played at an incredibly high skill level a good Alb group is scary.

Nearsight is going to be king at this patch level and any group without it will be get wrecked.
  #135  
Old 04-25-2016, 09:17 AM
backman_66 backman_66 is offline
Kobold


Join Date: Nov 2009
Posts: 105
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Quote:
Originally Posted by Scrooge [You must be logged in to view images. Log in or Register.]
Druids in this game aren't just about being a healer/support class, they have some very good offense too, like being able to dispel the enemy's buffs.
Correct me if I'm wrong, but buff shears are not in patch level 1.65.
  #136  
Old 04-25-2016, 09:20 AM
backman_66 backman_66 is offline
Kobold


Join Date: Nov 2009
Posts: 105
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Quote:
Originally Posted by NegaStoat [You must be logged in to view images. Log in or Register.]
Edit - holy crap, I forgot how jam packed the Norse casters were. From what I recall, each realm HAD to have access to the same basic wide range of heals, buffs, debuffs, and CC so that there wasn't anything missing from any of the 3 realm choices. In order to accomplish that for the Norse faction, the healer / shaman and runemaster / spiritmaster were godly with their baseline / spec packages. I... I'm having a hard time forming a compelling argument to not ether roll a frostalf Cave shaman (to level / BG) or a Runemaster for bolts, nearsight, and basic bubble. Argh.
Roll an Eldritch and you'll get bolts, nearsight, aoe mez, strong nukes, disease, str/con/dex/qui debuffs, 9 second baseline stun, and a strong pbaoe for leveling faster.

EDIT: Ohh yeah I forgot to mention too, in this patch level, Frostalfs, Shar, and Half Ogres are not implemented.. [You must be logged in to view images. Log in or Register.]
Last edited by backman_66; 04-25-2016 at 09:29 AM..
  #137  
Old 04-25-2016, 09:23 AM
backman_66 backman_66 is offline
Kobold


Join Date: Nov 2009
Posts: 105
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Quote:
Originally Posted by Oooruk [You must be logged in to view images. Log in or Register.]
I don't want to be an asshole but there is a lot of wrong info in this post.

For example, PBAE is trash in RvR. No alb group with any brains will ever run a wizard as a regular spot. They are just not versatile enough. Every alb group will want a cabalist for nearsight and body debuff. Caba + sorc lifetapping a body debuffed target is uber dps. Alb also will be relying heavily on theurgs. Dat pet spam. Alb and mid are at huge disadvantage due to only having one purge for NS and it's on a 30 min timer. Whereas hib has 3 purges to get rid of nearsight. Alb will also get fucked on endurance and need an endless supply of potions due to paladins not getting determination at this patch level.

Hib will always have 2x druid, 1x bard and 1x warden as its core. Ideally fill the rest of the group with an eld, hero, 2x BM. Possibly throw in an enchanter for one of the BM's for heat debuff and stacking nukes from eld + ench. Any hib group with out a hero is just silly and will get wrecked. Peels are king in daoc.

No one will run a PBAE group and be successful.

Hybrids and any melee without determination will tend to take sideline in RvR (reavers especially).

Hib will be the strongest realm (assuming equal player skill), followed closely by mid. Alb will be at the biggest disadvantage, though if played at an incredibly high skill level a good Alb group is scary.

Nearsight is going to be king at this patch level and any group without it will be get wrecked.
This dude knows what he's talking about. Good post brother. Eldritch is going to be extremely powerful if played well. That's going to be my second main, next to my Warden. I mained an eldritch in Uth 1.0.
  #138  
Old 04-25-2016, 10:14 AM
ddd ddd is offline
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Join Date: Aug 2015
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There was a bit of misinformation in this post. I haven't played seriously in a few years but played at a very high level at points in the past. Here's a more accurate version:

If you'd like more information about a class or how it plays in RVR, PVE, etc, feel free to ask.
Code:
Albion
Armsman: Good tank in PVE, typically plays either a "peeler" or a dps role in RVR groups. A peel tank's role is to counter the enemy tank train: they guard the enemy tanks's targets, stun enemy tanks with shield styles, and use melee snare styles on them to keep them from reaching their targets.

Cabalist: Pet caster, popular in PVE. Can spec for AE dots (nasty with wild arcana in keep sieges where people won't consistently receive heals) in the matter line, but nobody that plays 8v8 RVR uses that build.

The strengths of this class in 8v8 are: nearsight, disease, a debuff that improves the damage of the main nuke used in the realm, solid pet. The only potential issue is that without access to the mastery of focus realm ability, spells may resist quite a bit due to being lower level. Might not get consistent pick up groups.

Cleric: Main healer/buffer class. Good class to play if you enjoy healing and want to find groups easily.

Friar: Healing / melee hybrid. Good in PVE, the resist buffs are useful in RVR, has a really solid snare style in staff spec. But won't get many groups unless you're amazing, charismatic, or have a set group with friends. Can heal decently but is countered by nearsight.

Infiltrator: Assassin for albion, can stealth. Typically played solo or grouped with other rogues in RVR, most serious (non stealth)players won't group with one. Really strong in this patch level at low realm rank. Solid dps in PVE.

Mercenary
: Light tank of albion. Sort of like an EQ rogue or monk. They do great damage and have the ability to throw dirt in an enemy melee character's eyes, increasing their miss rate. Really popular class, great in PVE and RVR. Should have no problem finding a group as a mercenary.

Minstrel: Music class in albion. Really powerful if you know how to play it well, but difficult to master. They are similar to a bard in EQ (best speed buff, can charm)with a smaller range of abilities. They have one of the strongest realm abilities in this period. Desired in every situation typically.

Necromancer: Amazing group or solo PVE class. Bad in solo RVR, can work in one specific RVR group but nobody will group with in RVR unless they decided that they would from the start. The necromancer summons an undead pet, then becomes an invulnerable ghost (shade). The player can cast a few low range spells as the shade, but the majority of time is spent controlling the pet.

Paladin: A cross between an EQ bard and a warrior. They get access to short duration chants that buff their party. One of the buffs is an endurance regeneration, but the range is pretty low at this patch level, and without determination, they'll be stuck in crowd control for the majority of fights. They can tank well in PVE, really popular there. Probably won't get groups in RVR unless you have friends.

Reaver: "evil" paladin. Cool class, has a series of pulsing pbae debuff auras and their melee styles are really unique (some have spell procs added, one has increased range). Unfortunately, because they lack determination, nobody is going to pick one up for an RVR group. They were semi-viable on the old version of Uthgard with new realm abilities, but not really optimal here. Good PVE class, can be high DPS if their style procs land.

Scout
: Albion's archer class, has access to stealth. At this patch level, assassins will be able to detect archers from quite far away. So it's probably best to play one of these in RVR with some infiltrator friends. Archery could never miss in PVE on the previous iteration of the server so they were good in PVE. Won't be invited to serious (visible) RVR groups.

Scouts were traditionally the strongest archer because they had access to shield slam, but due to the ruleset on Uthgard, they're probably the weakest. They lack the self buffs that other realms archers receive and do low melee damage.

Sorcerer
: Similar to an enchanter from EQ. Access to a lot of debuffs, crowd control abilities, charm, and a few nukes. Good in group PVE and RVR, very boring to play on raids. Easy to find groups with.

Theurgist
: Summons short duration elemental pets that attack your target. Useful for interrupting enemy casters in RVR and breaking to-hit code (if enough attackers are fighting a boss, it becomes significantly easily to land attacks on them) in PVE. Theurgists also have access to PBT which is desired in groups. It's an aura that blocks a melee attack every few seconds.

Wizard
: One dimensional DPS caster, won't really receive 8v8 groups. They're solid in PVE and keep defense with the ice spec line.

Code:
Hibernia
Animist: Sets ground targets to summon stationary mushroom turrets. Really strong in PVE for the same reason the theurgist is. They are super strong in keep sieges, okay in open field RVR, but people probably won't invite you to 8v8 groups unless you're pretty good or their friend.

Bard
: Music class for Hibernia. Main crowd controller for the realm that provides speed and endurance regeneration. Popular class, easy to find groups, but people will probably want you to lead the group in RVR, which may prove to be daunting to newer players.

Blademaster: Similar to mercenary for Hibernia.

Champion: A hybrid melee and debuffer. They have access to really strong debuff abilities, but, like the reaver and paladin, lack the determination realm ability, so most people aren't going to group you.

Druid: Like a cleric, but have access to a pet. Highly desired in groups.

Eldritch
: Somewhat similar to a cabalist without a pet. They have nearsight, high damage nukes, disease, debuffs (no relevant resist debuff unless you're grouping with an animist). Popular class in RVR (light for 8v8, mana for keep sieges) and PVE (when mana specced). They're boring to play on raids.

Enchanter
: Popular class in PVE. Pet caster with high damage nukes, but not much utility. They're famous for their resist debuff (heat) that matches the resist type of their stun and single target nuke. You will likely be able to find RVR groups as an enchanter, but they aren't as popular as eldritches.

Hero: Similar to armsman in Albion. Can transform into a weird stag thing for an hp boost. Main tank in PVE. Popular in RVR.

Mentalist: Interesting class but not as popular as the other two casters. In PVE you have the only usable HoT in the game and mana regeneration, so they're great in that regard. In RVR they have access to high damage heat based nukes that synergize with the enchanter debuff, cure mez, small heals, and a pulsing charm spell that can be used to break mezzes and roots on yourself. They're great in keep sieges because they can spec into AE dots like cabalists can.

Nightshade
: Hibernian assassin, has access to an instant cast nuke on a timer and a casted nuke. They're probably the best assassin at high realm ranks with everything up.

Ranger
: Archer class with a self buff line.

Valewalker
: Caster / melee hybrid class. Doesn't nuke as hard as a caster, and lacks determination so they aren't amazing as melee DPS either. However, they're quite strong in solo RVR, and probably decent in PVE. They get to use cool scythes too.

Warden
: Secondary healer and base buffer in Hibernia. Has access to pbt. Mostly heals people, snares tanks, and interrupts enemy casters in RVR. Popular in PVE, but not every RVR group wants to run one.

Code:
Midgard
Bonedancer: Pet caster with a commander pet and up to three AI controlled sub pets. The sub pets have differing roles based on your spec: they can be mages, healers, buffers, archers, etc. Most known for having an instant cast lifetap on a 4 second timer. Grouping as a BD will be similar to a mentalist on Hibernia. You're not a weak class, but there are only 8 spots and you don't really have anything that stands out in 8v8.

Healer: Main crowd control and healing class in Midgard. Has access to base buffs only. Really powerful class, fun to play, but difficult to play well. Easy to find groups on.

Hunter
: Archer class with a pet, the ability to charm animals and some buffs.

Runemaster: DPS caster with access to nearsight and PBT.

Savage: High DPS melee class with short duration self-buffs that cost hit points instead of mana. Can use hand to hand weapons and potentially hit four times per round. They can put out great damage if you get lucky with swings, but can't get PF so they're not as useful as berserkers during this period.

Shadowblade: Were nerfed right before the patch Uthgard is based on. Somewhat weaker than other realms' stealthers, but can compete if you're a solid player.

Shaman: Main buffing class for Midgard. Primarily interrupts people in RVR. Popular in groups.

Skald: Midgard music class. They primarily use two handed weapons and have access to some utility chants, crowd control, and damage shouts. They're okay at this point, but due to group limitations they aren't super popular in high level RVR.

Spiritmaster
: Pet caster in Midgard. Known for PBAE (for keep defense and leveling), a pet that can absorb melee swings directed at you if you're close to it, and debuffs. Again, somewhat similar to a mentalist, where you won't get consistent RVR groups.

Thane: Like a valewalker but uses chain armor. Their nukes aren't very strong, no determination. They were solid PVE tanks on the last iteration of Uthgard, but that involved an RA that no longer exists.

Warrior
: Armsman / hero of Midgard.

Berserker: Mercenary / blademaster of Midgard, doesn't have access to shields, though.
Last edited by ddd; 04-25-2016 at 10:21 AM.. Reason: cleaned up formatting
  #139  
Old 04-25-2016, 01:05 PM
Oleris Oleris is offline
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Quote:
Originally Posted by Oooruk [You must be logged in to view images. Log in or Register.]
I don't want to be an asshole but there is a lot of wrong info in this post.

For example, PBAE is trash in RvR. No alb group with any brains will ever run a wizard as a regular spot. They are just not versatile enough. Every alb group will want a cabalist for nearsight and body debuff. Caba + sorc lifetapping a body debuffed target is uber dps. Alb also will be relying heavily on theurgs. Dat pet spam. Alb and mid are at huge disadvantage due to only having one purge for NS and it's on a 30 min timer. Whereas hib has 3 purges to get rid of nearsight. Alb will also get fucked on endurance and need an endless supply of potions due to paladins not getting determination at this patch level.

Hib will always have 2x druid, 1x bard and 1x warden as its core. Ideally fill the rest of the group with an eld, hero, 2x BM. Possibly throw in an enchanter for one of the BM's for heat debuff and stacking nukes from eld + ench. Any hib group with out a hero is just silly and will get wrecked. Peels are king in daoc.

No one will run a PBAE group and be successful.

Hybrids and any melee without determination will tend to take sideline in RvR (reavers especially).

Hib will be the strongest realm (assuming equal player skill), followed closely by mid. Alb will be at the biggest disadvantage, though if played at an incredibly high skill level a good Alb group is scary.

Nearsight is going to be king at this patch level and any group without it will be get wrecked.
ice wizards own siege defense with the way walls work man. I need to see what patch this will be on though. Daoc genesis/origins was fun except for the server crashes every 30 minutes. Mid might be strongest if savages are OP as fuck. AE stun bomb grps in mid will be successfull for a while until the melees have determinination 5.
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  #140  
Old 04-25-2016, 03:59 PM
Aalderon Crystafire Aalderon Crystafire is offline
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When Ice Wizards would stand against the keep doors casting their PBAEs, I - and the other void eldritches - would slide our GTAEs under the door and wreck them from a safe distance.

He's quite right, PBAE is fantastic for PvE but not RvR. In keep sieges/defense I'd rather have a Earth Wizard or Void Eldie than Ice or Mana.
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