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  #1  
Old 05-02-2022, 11:52 AM
eqravenprince eqravenprince is online now
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Default most underpowered group class in the game

Since the other thread has been hijacked mostly by people who only think raiding matters, what is the most underpowered group class in the game? I'm going to vote Wizard. What do they offer, shitty sustained dps, ghetto cc with root, and ability to port group out. Once every 5 minutes, they can blow their mana stack to kill a single mob which is useful almost never. Warrior is next most underpowered, they are supposed to hold aggro with the least amount of tools to actually do their job. If they die without a cleric, they have the least ability to get back to their corpse, no invis, no sow, no heals.
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  #2  
Old 05-02-2022, 12:22 PM
Tunabros Tunabros is offline
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eq is literally about raiding

sorry the bad man took your pixels

hope this helps
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Old 05-02-2022, 12:35 PM
DeathsSilkyMist DeathsSilkyMist is offline
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I don't believe it was hijacked. You didn't specify what situation (solo/group/raid), and raiding is a part of the consideration when asking the general question of which class is the most underpowered overall.

For the specific topic of grouping, I would say there are two answers.

1. Wizard on P99 is the worst grouping class simply due to the stigma against Wizards. Wizards are fine in groups, but because most people think Wizards are bad in groups, the stigma will prevent you from getting groups more than any other class.

2. From a game mechanic standpoint, I would say Ranger/Druid are the worst grouping classes, simply because much of their utility is restricted to outdoor-only zones. A Wizard would overall bring more to the table in a dungeon crawling group than a Druid, unless you really can't find a proper healer. And a Shadowknight/Paladin would obviously be better than a Ranger in a Dungeon. Basically Wizard/Shadowknight/Paladin can work well in either indoor or outdoor scenarios, where Ranger/Druid are typically worse in Dungeons. This means Ranger/Druid should have a harder time finding groups in dungeons, whereas Wizards/Shadowknights/Paladins wouldn't have problems finding groups indoors or outdoors. Only really exception here is something like a Druid in Siren's Grotto, due to it being an animal heavy dungeon. But Sirens Grotto is a very abnormal zone overall.
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  #4  
Old 05-02-2022, 12:55 PM
Tunabros Tunabros is offline
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ranger has harmony, snares, and mini heals

hope this heps
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Old 05-02-2022, 12:57 PM
Jibartik Jibartik is offline
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nah wizards are the NPC you're escorting.
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Old 05-02-2022, 12:58 PM
DeathsSilkyMist DeathsSilkyMist is offline
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Quote:
Originally Posted by Tunabros [You must be logged in to view images. Log in or Register.]
ranger has harmony, snares, and mini heals

hope this heps
Harmony only works outdoors. Paladins can lull indoors and outdoors, heal, and res. Generally speaking you don't need snares in a group. Just root and destroy. And if you do need snares, you bring a Shadowknight, who can also FD pull, which takes the place of lulling when pulling.
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Old 05-02-2022, 01:01 PM
Jibartik Jibartik is offline
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If ranger had some long cast single target DD's that played the shooting an arrow animation when they cast it, doing big DPS, I think they would be a completely fixed class.
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  #8  
Old 05-02-2022, 01:52 PM
eqravenprince eqravenprince is online now
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Quote:
Originally Posted by Tunabros [You must be logged in to view images. Log in or Register.]
eq is literally about raiding

sorry the bad man took your pixels

hope this helps
How narrow minded. No surprise coming from you. Hope this helps
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  #9  
Old 05-02-2022, 02:04 PM
Tunabros Tunabros is offline
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mad

hope this helps
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  #10  
Old 05-02-2022, 02:33 PM
Danth Danth is offline
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I agree raiding is a pretty lousy mode of gameplay. I've never much liked it and doubt I ever will. The strength of these types of games is always in the group gameplay.

I rate wizards as the absolute worst for normal grind-style grouping on P99. It does very little a druid can't also do. Precious few groups on P99 care about the difference in their damage per hour--in either case everyone knows it's relatively low. I've only rarely seen groups need a wizard's stuns, and a druid has some interrupts of its own anyhow. Meanwhile the druid can do a lot of things the wizard can't even think about, including cover for healing if the cleric goes afk/leaves or provide some useful buffs that might not otherwise be available.

Rangers might not be optimal in a full 6 man group due to the usual "hybriditis" problem, but since damage always stacks and they do at least middle-range damage they're never going to be worst since they can always contribute usefully. That's also a saving grace for warriors. They're mediocre tanks for grind groups and otherwise don't bring much beyond their autoswing but their autoswing is pretty good, a lot better than they usually get credit for.

All of the multi-role classes fare better in less-than-full groups. As always, the more folks present, the more likely it is for all jobs to be covered by specialists. I'd much rather add a ranger or even a paladin than a rogue in to my shadowknight/shaman duo I do with the wife except where lockpick is needed. In a 6 man group the rogue will almost always be preferred.

Danth
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