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Brut 02-02-2014 12:33 PM

Bard if 99% of em didnt hit low 50s solo then show up semi-naked at lcy looking confused when told to both manasong and CC adds.

fishingme 02-02-2014 12:59 PM

Quote:

Originally Posted by Crawdad (Post 1301863)
1) Bard. Only higher than Enchanter because of the 40% Exp Penalty-- a Great bard will make the Exp ship smooth sailing. Does everything (a bit worse/different) that a Enchanter does. Unfortunately, multiple Great bards don't stack in an Exp group very well.

2) Enchanter. Obvious OP class, but you get a mixed bag. A lazy Enchanter sits around and refreshes Clarity/Haste when asked, Mez's occasionally, and sucks up Exp better divided elsewhere. A Great one Pulls, keeps buffs on a timer, and puts out a significant % of the group's Dps via a charmed badass. Great enchanters stack really well in Exp groups.

3) Druids. Can't swing a dead cat without hitting a mediocre Druid. Average druids waste mana DoT'ing, don't want to heal, or've collected too much moss on them from soloing. Great druids are excellent pullers (outdoors), Heal just fine (in the right level range/group), can handle playing the Crowd Control game, and can also add significant Dps to a group with a charmed animal badass... if there's any in the zone. ...but One is all you'd ever need in an Exp group.

I very much so enjoy bards, I've played with some good ones that have performed excellent crowd control. However, that's pretty much what i have seen as their max potential for dungeon groups. I would definitely say enchanter is best, shaman is a close second but at least in my eyes shaman's ability is epic soloing which isn't particularly helpful in a group. Fantastic root CC/extra heals etc but without fungi or natural regen they're kind of lacking in a steady stream when duoing with a monk. Just more efficient to solo. I decided to re-roll an enchanter for lower level fun (previously have leveled/epiced an enchanter at 55 and I can tell you that there is nothing more fun than having charm last for 5-10 minutes in unrest at lvl 19 on a mummy that quad hits, two for 38dmg 2 for 15-25. Thinking about it makes me want to unbox my desktop to play.

Dezik 02-02-2014 01:00 PM

Epic rogue

bridgetroll 02-02-2014 01:11 PM

Quote:

Originally Posted by fishingme (Post 1301892)
I very much so enjoy bards, I've played with some good ones that have performed excellent crowd control. However, that's pretty much what i have seen as their max potential for dungeon groups. I would definitely say enchanter is best, shaman is a close second but at least in my eyes shaman's ability is epic soloing which isn't particularly helpful in a group. Fantastic root CC/extra heals etc but without fungi or natural regen they're kind of lacking in a steady stream when duoing with a monk. Just more efficient to solo. I decided to re-roll an enchanter for lower level fun (previously have leveled/epiced an enchanter at 55 and I can tell you that there is nothing more fun than having charm last for 5-10 minutes in unrest at lvl 19 on a mummy that quad hits, two for 38dmg 2 for 15-25. Thinking about it makes me want to unbox my desktop to play.

that's a fair point. enchanters can really affect a group in all measurable ways, from killing power to crowd control to the healers mana pool. it's really starting to look like a three-horse race between bard, enchanter, and shaman.

Quote:

Originally Posted by Dezik (Post 1301894)
Epic rogue

I will say the dps output of an epic rogue is a sight to behold. it really does affect the time mobs are alive and able to deal damage, which makes life easier on everybody. the thing is though, you really don't need a lot of skill to deal a tremendous amount of damage with a ragebringer. it would seem to me that there would probably be only a small gap in terms of production between a master and novice. also, dps is really all a rogue has going for it other than dungeon scouting/lock picking. valuable yes, most valuable? hmm.

Hitpoint 02-02-2014 01:23 PM

Bard, enchanter, monk. In that order.

Sarajo 02-02-2014 01:36 PM

As always, this research is full of anecdotal and circumstantial evidence. I was thinking of a way to score THE BEST a little better:
At the most elemental level, a group is 2 players. So going to start by asking "Who is the best to duo with"
Back in the classic days, we had 3 things:
Tank
Healer
Crowd Control

No wait, not those 3 things... I meant:
Pure melee
Pure caster
hybrid bastard offspring

So if you're a pure melee, who do you want to group with? If you're a pure caster, who do you want to group with? If you're a hybrid bastard, who do you want to group with?

Melee: Shaman. Take, for instance, the ability to turn any monk into a tank, with buffs and debuffs. I don't know how good monks are at taking at 60, but I do remember how bad I was at tanking at 60 back in those days, unless there was a high-level shaman doing stuff to things.
Caster: Enchanter. Not just the buffs, but stuff like stun lock and root really matter, too. Oftentimes the biggest threat to a caster is another caster, and an enchanter does the best to mitigate that. Then there's the Rune line of spells, too.
Hybrid: I think bards do the best for hybrids, because they pretty much make the good parts better and help you stay out of trouble. If you're aggro kiting? Bards help with snare backup and dots. If you're root rotting? Bards help with Selos and emergency snares and manasong. If you're fighting a caster? Bards mez it every 3 seconds.

phacemeltar 02-02-2014 01:37 PM

Quote:

Originally Posted by Hitpoint (Post 1301934)
Bard, enchanter, monk. In that order.

yea, shamans are kinda useless and overplayed

Oogei 02-02-2014 01:41 PM

Quote:

Originally Posted by Oogei (Post 1301835)
oogei of course

fixed sry

Lune 02-02-2014 02:12 PM

Enchanter miles ahead of anything else.

Byrjun 02-02-2014 02:19 PM

Quote:

Originally Posted by Lune (Post 1302039)
Enchanter miles ahead of anything else.

Yeah, I don't get how this is even a discussion. Enchanters out-DPS epic Rogues and then do a dozen other things at the same time.


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