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  #33  
Old 10-25-2019, 06:13 PM
coolget coolget is offline
Kobold


Join Date: Apr 2018
Posts: 117
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incoming autistic wall of text

hybrids got assfucked on this server in terms of hit rate, avoidance, and mitigation

monks, on the other hand, had ridiculous hit rate, avoidance, and survivability scaling from mend, which was balanced by a lower stamina-to-hp ratio that got completely voided by every item having a flat +100 hp on it

after velious, the only situation in which another melee had a realistic chance of beating a monk was in some retard scenario like an outdoor zone with a primal bow... during which a monk should just leave, or a geared out warrior getting very, very lucky

you'd have to be completely brainless to lose against another melee with a monk and even a handful of velious-raid-tier items

paladin, shadowknight, ranger, rogue had virtually no chance otherwise

in kunark, shadow knights and rogues had a decent chance due to non-inflated hp values while backstab/duelist and harm touch were at their peak power, but for the same reasons a tstaff/innerflame combo was much more relevant than it was in velious

most shadow knights were awful players attracted to an easy win harm touch button, and thus you saw a colossal disparity between the common shadow knight (people like tune) and people like salem who understood why you should play a shadow knight (the utility spells)

paladin was conversely underrated - people didn't understand how strong paladin in a support/disruption role could be and instead refused to play it because the 2-hand hit rate was garbage and they didn't have harm touch