Thread: Game Mechanics: Lord Vyemm's stats
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Old 09-01-2015, 02:43 AM
Buhbuh Buhbuh is offline
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Join Date: Jul 2010
Posts: 1,638
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Even 8 months from now, 6 clerics will simply not be enough to heal the encounter fast enough (CHs won't be fast enough, nor will that spell refresh fast enough). Our tanks are at 6k hp, 1400-1500ac each right now, and they'll gain possibly 100-200 more ac and 500 more hp in the next coming six months.

I'm imagining that all raiding guilds on both servers are force feeding their tanks/ clerics like foie gras already.

We just have way more knowledge now, fifteen years later. Gearing tanks and clerics first were issues just becoming a realization back then. Everyone here already knows how to steamline/ resolve issues before they're even really a problem.

Both guilds from Red and Blue did Vyemm on week 1 with over 90 people and probably 10-15 clerics. But the main point is - both guilds knew the encounter going into it, knew the stakes, knew he was unslowable, knew how quickly the rotation needed to be set, knew they needed patches going in between, possibly even a rune rotation, knew he launches people the way he's facing, knew over agro/ facing him toward the lava pit could be raid ending, etc. That knowledge/ empirical testing probably took more than three months alone when Velious came out in 2001.

None of these mobs are new to us, they're just a chance to experience classic EQ over again. It's not really a surprise that both guilds killed Vyemm in week 1 with max geared Kunark warriors and clerics min maxxing hard as hell. I don't remember guilds putting double bards in a group with four clerics on live. I don't remember every bard having their epic. I don't remember necros with 3500 mana going into Velious. I don't remember 6 different warriors with 5500hp on day 1 of Velious.

It's kind of comparing apples to oranges with how long we stayed in Kunark compared to live servers.
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