Thread: Spells: Whirl till you hurl!
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  #35  
Old 11-29-2010, 11:08 PM
zebin zebin is offline
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Join Date: Nov 2010
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Quote:
Originally Posted by Nedala [You must be logged in to view images. Log in or Register.]
Are you aware VI didnt nerf whirl until somewhere in the kunark era? It was always this strong in classic EQ.
I remember screwing around with this spell soon after I got it in Jan-Feb 2000 (a few months before Kunark was released). If the mob was taking damage from melee combat, the spell was going to break almost instantly, and rush me. It was a huge taunt, and the stun never stuck. I put it in the back of my spellbook about the time I left Oasis of Marr to explore Unrest, and forgot about it. It was worthless.

Where are you getting Kunark from? Because as near as I can tell it was nerfed shortly after the game launched:

Right when the game started, I wrote an angry nerdy e-mail to Brad McQuaid about my class being nerfed (they nerfed Whirl Till You Hurl, an enchanter spell). He wrote back replying to what I had said in some detail and thanking me for my e-mail.

http://forums.f13.net/index.php?topic=16432.35

Whirl Till You Hurl.

Implemented as a long duration stunning effect whose only drawback was a high mana cost, a mana cost which was soon made irrelevant as you outleveled the spell as it worked on any mob regardless of level.

It was caught shortly after it was used to powerlevel a few people to level 50 in EQ and was nerfed into oblivion before the vast majority of the game's fanbase even knew it existed. Indeed as a direct result of the ability being nerfed and most of the other Enchanter abilities not working correctly or indeed at all led to the creation of a new filler spell for the Enchanter class to make them not completely useless: Clarity.


http://www.fohguild.org/forums/mmorp...nted-game.html


What I am aware of is that a level 32 enchanter in classic was not able to break, and hold, the entire basement in Unrest solo (where the dwarf spawns, plus all the terrors / hags in the pit, and the spawns in the hallway leading in behind the false wall). I certainly don’t remember being able to solo my way through the mazes in Live Side Guk at level 39 when there’s no one else in that side of the zone (kind of a moot point I guess, since Guk was always full back then, but you get my drift).

The real problem is that, as a whole, enchanters are not performing like they did in classic. Right now they’re the ultimate class, able to single pull and break any camp, with almost no risk to themselves. They’re like mages, with slightly weaker pets (I’m talking about the animations, which tank far better than they ever did in '99) but with root, mez, clarity, full troll racial regen, stuns and an unresistable lull. The class is overpowered on this server. For some reason, nobody wants to admit it.

The point of this server is to recreate classic EQ as best as possible. That should mean more than just getting the pathing and loot right. The classes should have the same basic strengths and weaknesses that they had back then. Currently the enchanter is way out of line.

edit: Edited a sentence to to make it clearer. I didn't mean that root was unresistable. But I've yet to see a lull get resisted, out of hundreds of casts.
Last edited by zebin; 11-30-2010 at 08:25 PM..