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  #1  
Old 04-09-2015, 11:25 PM
Rayzor84 Rayzor84 is offline
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Anyone else able to chime in on how an enchanter changes in velious? Are they basically unwanted in groups due to charm being less viable? Soloing out of the question?
  #2  
Old 04-09-2015, 11:27 PM
Ohno Ohno is offline
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Quote:
Originally Posted by Rayzor84 [You must be logged in to view images. Log in or Register.]
Anyone else able to chime in on how an enchanter changes in velious? Are they basically unwanted in groups due to charm being less viable? Soloing out of the question?
Played a friend's enchanter for her raid group... afterwards I got bothered for groups.

So maybe?
  #3  
Old 04-10-2015, 01:17 AM
Erydan Ouragan Erydan Ouragan is offline
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Originally Posted by Rayzor84 [You must be logged in to view images. Log in or Register.]
Anyone else able to chime in on how an enchanter changes in velious? Are they basically unwanted in groups due to charm being less viable? Soloing out of the question?
No.

It's true that Velious mobs are more magic resistant, that's a fact. Charm will drop more, slows from enc/shm/brd will get resisted more often.

That being said, charm still remains god-mode, all the way through PoP iirc. I don't remember when exactly, but i remember a nerf do charmed mob damage at some point.

The truth is, kunark is easy compared to Velious and we've been in it for 4 years now. Dragons dying in 16 seconds, level 1 epic rogues, epic monks with tstaffs, weaponized+hasted charmed mobs. Stuff dies really fast, effortlessly.

So yes, some people will act as if the sky is falling and cry that enchanters are garbage now, but the reality is that enchanters, despite the increased MR on mobs, will remain extremely powerful and desirable in pretty much every aspect of the game.

The good chanters that play with skilled people will thrive. You know a group works well together when the charm breaks and the cleric stuns the mob, the bard mezzes it and the wiz is spamming his flux staff to gain agro, all at the same time.

Good teamwork will always prevail, take care of your chanter and everything will be fine.

Edit: Like webrunner said, fights will last a couple minutes instead of a couple seconds, so it'll be worth it to tash/malo/occlusion every mob. This will help reduce some of the increased resistances.
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Last edited by Erydan Ouragan; 04-10-2015 at 01:22 AM..
  #4  
Old 04-10-2015, 07:52 AM
Dabeach Dabeach is offline
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Quote:
Originally Posted by Erydan Ouragan [You must be logged in to view images. Log in or Register.]
No.
The good chanters that play with skilled people will thrive. You know a group works well together when the charm breaks and the cleric stuns the mob, the bard mezzes it and the wiz is spamming his flux staff to gain agro, all at the same time.

Good teamwork will always prevail, take care of your chanter and everything will be fine.
Whut, Cleric stun on a break?, whut. bard mez?, wow a wiz helping out on a break!!,..

Where are these ppl?? PST.

59 DE Ench.
  #5  
Old 04-09-2015, 11:33 PM
Master Roshi Master Roshi is offline
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enchanter boon buff is leet, the werewolf with 100dex +lifetap proc is beast for rogues and monks

edit: charm dps is also very viable for enc, so I dont see them dropping down the ranks very much at all.
Last edited by Master Roshi; 04-09-2015 at 11:35 PM..
  #6  
Old 04-10-2015, 06:59 AM
Fanguru Fanguru is offline
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Why would a ranger go 2-hander and lose swiftwind buff? :/
Bowing becomes viable for 2 minutes every 72 minutes, and puts weaponshield on CD.
I love trueshot as a toy, and I am trying to use it outside of AoE range on some fights, but it's no game changer.
Velious is not bad for rangers and I love the class, but in raids we are mostly a buff bot for melee groups with a bit of dps.
  #7  
Old 04-12-2015, 08:14 PM
Aaramis Aaramis is offline
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Quote:
Originally Posted by Fanguru [You must be logged in to view images. Log in or Register.]
Why would a ranger go 2-hander and lose swiftwind buff? :/
Bowing becomes viable for 2 minutes every 72 minutes, and puts weaponshield on CD.
I love trueshot as a toy, and I am trying to use it outside of AoE range on some fights, but it's no game changer.
Velious is not bad for rangers and I love the class, but in raids we are mostly a buff bot for melee groups with a bit of dps.
2 minutes of absolute god-mode dps, best saved for a raid target (i.e. Tormax, Yelinak, etc.).

Make a group of Rangers together..... and suddenly you have a mafia.
  #8  
Old 04-10-2015, 08:04 AM
Daldaen Daldaen is offline
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Every class gains a decent bit by the end of Velious:

Warriors - Mobs hit so hard that defensive is require for tanking and ramp tanking
Paladins - Defensive skill cap 10 months in, New Heals/Spells 2 months in, New HP buff
SK - Defensive skill cap 10 months in, New Lifetaps/Spells 2 months in, New fast cast FD spell
Rangers - Offensive skill cap increase 10 months in, New spells 2 months in, New group ATK buff
Monks - Pulling becomes more crucial, also sone skill cap increases that they really shouldn't have gotten, monks stay OP
Rogues - Sort of stagnate in Velious. May get some skill cap increases I forget
Bards - Puretone disc + Occlussion ends up bringing more to barding on raids. Epic Trakanon becomes Triggerable late I think, so epic is more attainable. Also Deftdance is vastly underappreciated on a class that can mez, snare, and lull. Deftdance + CoTH allows you to do some incredible pulls.

Wizards - 4-5 Months in Bane nukes are added. On a select few targets, a 2k unresistable nuke is incredible. They become top DPS more reliably when these come out. Wizard Epic is made easier after 4 months VS staff drops every time and on a 3 day respawn.
Enchanters - Gift of Brilliance for more mana regen, a second mana tap. Less content is soloable on a chanter but they can still make most zones their playground. Raids have very little mezables content... So find a charmed pet or get used to buff botting.
Magicians - Epic becomes more doable in Velious when magi has the earth staff. Beyond that though, you're just summoning mod rods and CotHing
Necromancers - Really get the shaft. New Lich blows. Most other spells blow. You get access to some Regen items/clickies to allow for easier Demi Lich and you can maybe get Holgresh Elder Beads to Lifetap for continual demi Lich. Other than that, enjoy soloing in Cobalt Scar and certain areas of PoMischief. On raids you pet Attack and twitch

Clerics - CH chain actually matters, so you go from needing 5~ on raids to needing 8-10. Aegolism is nice. Celestial Healing is nice also while it stacks with CE, and for leveling clerics.
Druids - Protection of Glades for 6 mana regen that stacks with all, new 900 point heal, new remedy style 400 point heal, new ATK/AC/Fire debuffs, new indoor casting stun, new bear pet that has multiple utility purposes... Useless for DPS or tanking though. Druids also get the most useful BP Clicky - free group regen - Snare and Root stack after 1 month. Tracking becomes useful 4 months into velious. 4 months in Fay and VS are Triggerable for the hard epic pieces. Makes the epic far easier, coupled with snare/root stacking it's far more useful as well. Egress is indoor castable 6 months in. Kunark Evacs are castable from any zone 6 months in. It's a great druid expansion.
Shamans - Don't even need anything in Velious, Slow/Malo alone could keep them relevant in groups even with 0 other spells. Velious adds Focus to limit number of buffs cast, Canni 4 comes in after 4-6 months. Primal Avatar for no reagent avatar after 8-9 months. Shamans will live in PoMischief, selling cards for ridiculous prices. Hope your DA Idols and Sky FD rings are prepped for the run!


Of everyone, Necromancer, Magicians and Rogues gain the least in Velious. Druids and Wizards gain a lot. Warriors and Clerics become a lot more valuable simply due to the type of content on raids. Knights become better group tanks but most things if consequence will crush them still due to no defensive. Rangers get some increases but are pretty meh.
  #9  
Old 04-10-2015, 10:24 AM
webrunner5 webrunner5 is offline
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Rangers get Fear Animals so with Snare they are pretty damned good at that part. It gets old quick, but it is a BIG gain for them. And no Hybrid XP penalty helps them a ton also. And people will need them to Track. Velious zones on average are HUGE. [You must be logged in to view images. Log in or Register.]
  #10  
Old 04-10-2015, 10:33 AM
nuuki nuuki is offline
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Thanks so much this is great. Have a few follow up questions hoping you can help with [You must be logged in to view images. Log in or Register.]

Quote:
Originally Posted by Daldaen [You must be logged in to view images. Log in or Register.]
Every class gains a decent bit by the end of Velious:

Warriors - Mobs hit so hard that defensive is require for tanking and ramp tanking
Are you referring to raid targets here or even group content? Also, can you clarify what "ramp tanking" is?

Quote:
Originally Posted by Daldaen [You must be logged in to view images. Log in or Register.]
Paladins - Defensive skill cap 10 months in, New Heals/Spells 2 months in, New HP buff
SK - Defensive skill cap 10 months in, New Lifetaps/Spells 2 months in, New fast cast FD spell
Rangers - Offensive skill cap increase 10 months in, New spells 2 months in, New group ATK buff
Monks - Pulling becomes more crucial, also sone skill cap increases that they really shouldn't have gotten, monks stay OP
What makes pulling more crucial?

Quote:
Originally Posted by Daldaen [You must be logged in to view images. Log in or Register.]
Rogues - Sort of stagnate in Velious. May get some skill cap increases I forget
Bards - Puretone disc + Occlussion ends up bringing more to barding on raids. Epic Trakanon becomes Triggerable late I think, so epic is more attainable. Also Deftdance is vastly underappreciated on a class that can mez, snare, and lull. Deftdance + CoTH allows you to do some incredible pulls.
Can you share some of these Deft+CoTH tricks you're referring to? Seems like Deft is just a parry discipline so I'm not sure how this would work.

Quote:
Originally Posted by Daldaen [You must be logged in to view images. Log in or Register.]
Wizards - 4-5 Months in Bane nukes are added. On a select few targets, a 2k unresistable nuke is incredible. They become top DPS more reliably when these come out. Wizard Epic is made easier after 4 months VS staff drops every time and on a 3 day respawn.
Enchanters - Gift of Brilliance for more mana regen, a second mana tap. Less content is soloable on a chanter but they can still make most zones their playground. Raids have very little mezables content... So find a charmed pet or get used to buff botting.
Magicians - Epic becomes more doable in Velious when magi has the earth staff. Beyond that though, you're just summoning mod rods and CotHing
Necromancers - Really get the shaft. New Lich blows. Most other spells blow. You get access to some Regen items/clickies to allow for easier Demi Lich and you can maybe get Holgresh Elder Beads to Lifetap for continual demi Lich. Other than that, enjoy soloing in Cobalt Scar and certain areas of PoMischief. On raids you pet Attack and twitch
I'm guessing most people don't play necros so they can raid hehe.. so how exciting are these Cobalt Scar and PoM places to solo in?

Quote:
Originally Posted by Daldaen [You must be logged in to view images. Log in or Register.]
Clerics - CH chain actually matters, so you go from needing 5~ on raids to needing 8-10. Aegolism is nice. Celestial Healing is nice also while it stacks with CE, and for leveling clerics.
Druids - Protection of Glades for 6 mana regen that stacks with all, new 900 point heal, new remedy style 400 point heal, new ATK/AC/Fire debuffs, new indoor casting stun, new bear pet that has multiple utility purposes... Useless for DPS or tanking though. Druids also get the most useful BP Clicky - free group regen - Snare and Root stack after 1 month. Tracking becomes useful 4 months into velious. 4 months in Fay and VS are Triggerable for the hard epic pieces. Makes the epic far easier, coupled with snare/root stacking it's far more useful as well. Egress is indoor castable 6 months in. Kunark Evacs are castable from any zone 6 months in. It's a great druid expansion.
Shamans - Don't even need anything in Velious, Slow/Malo alone could keep them relevant in groups even with 0 other spells. Velious adds Focus to limit number of buffs cast, Canni 4 comes in after 4-6 months. Primal Avatar for no reagent avatar after 8-9 months. Shamans will live in PoMischief, selling cards for ridiculous prices. Hope your DA Idols and Sky FD rings are prepped for the run!


Of everyone, Necromancer, Magicians and Rogues gain the least in Velious. Druids and Wizards gain a lot. Warriors and Clerics become a lot more valuable simply due to the type of content on raids. Knights become better group tanks but most things if consequence will crush them still due to no defensive. Rangers get some increases but are pretty meh.
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