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#1
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As mentioned before, it does depend on what situation you are talking about when saying "underpowered".
Soloing: Rogues Grouping: Wizards Raiding: Shadowknights Overall Toolkit: Magicians For soloing Rogues lose out. No class is worse at it in the game. The only way a rogue can solo decently well is with a lot of gear, or a lot of time and patience. For grouping Wizards lose because of the stigma. They are probably the least likely class to get a group on P99. This isn't to say Wizards are bad at being in a group. For raiding Shadowknights bring nothing to the table on P99. Lifetaps are completely nerfed, they aren't generally allowed to pull, guilds do not employ the harm touch zerging strategy, and they do not have any useful class specific spells/clickies/disciplines. Toolkit-wise I agree with Fammaden. Magician's get an amazing kit for playing the game when all of the players on the server don't know anything about Everquest. This is because the summoned items they can produce are quite nifty, and basically keep your group where it needs to be. Players don't need to run back to town for food, bandages, etc. Sword of Runes is better than a Fine Steel Long Sword, so they can give under geared players OK weapons too. Their pet is powerful, which means they can handle themselves Solo or in a group. Unfortunately once everybody knows everything about the game, Necromancers have Magician's beat in every way, with the exception of CoTH. There is just no advantage to making a Magician on P99 other than CoTHing. EDIT: There is one other good thing Magicians can do on P99, and that is level to 50 very quickly on a brand new server. So in the rare instance of starting fresh on a new P99 server, they are quite good as a character you can quickly level to 50 to start farming gear for your next character. This is because their pet is powerful, and they do not need to spend their very limited money on things like food, bandages, etc. They also do not need to rely on bone chips, which are heavily contested early on. They can just buy their spell reagents from the merchant with the money they are saving from summoned items.
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Last edited by DeathsSilkyMist; 04-24-2022 at 02:12 AM..
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#2
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Very boring class,feel like a god until lvl 50. Pretty accurate assessment, but they also are a little tough on a fresh server for the first 2 months until the ocean of tears merchant is in game. At that point in the game,we are just worse wizards. | |||
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#3
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Controversial opinion: WAR
Pre-kunark WAR is just weak overall. Post kunark they still need a lot of gear and ideally raid-level equipment to perform in groups. Even then WAR lack a lot of utility in comparison to PAL or SK, the lack of snap aggro hurts as well. Finding a group is not always easy for this group-dependent class. Outside of heavy twinking they can't solo unless you're the type of player who's into self-flagellation. The fact that a raid-equipped WAR with all the bells and whistles is a beast and that they eventually end up being a mandatory component in the majority of raids doesn't carry the class as a whole in my view. I can see anyone rolling a DRU or RNG having a great time solo as well as in groups whilst also being able to farm plat and at the same time being welcome in raids. Heck, a RNG can even put out decent DPS once geared well. A DRU will always have POTG. I can't see as many players having a good time with the WAR which it ends up as my pick for the most underpowered class in the game. | ||
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#4
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Pre kunark they get a really nice berserk ax from rathe mountains that makes this bandage soloing really effective. But once they took out combat bandaging, they lost their super regen and it become lot harder. | |||
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#5
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Jersiey De'Vil <Venerate>
Green Server | |||
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#6
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#7
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just like nature intended. | |||
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#8
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#9
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Last edited by NPC; 06-25-2022 at 02:17 AM..
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#10
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A class that can solo to 60 with relative ease,and is the king of raid damage really isn't underpowered | |||
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