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  #1  
Old 01-14-2021, 01:54 PM
Gustoo Gustoo is offline
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SK's are basically the best class in the game. No hybrid has a perfect spell set.

If an SK had only Harm Touch (as is), and feign death, and channeling skill, they would still be one of the best classes in the game.

Being a tank that can feign is over the top excellent. Being able to channel means you can cast clickies better.

Win.

Paladins are great. Rangers are great.
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  #2  
Old 01-14-2021, 04:06 PM
Gustoo Gustoo is offline
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Yes i hate cooldown timer "abilities"
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Old 01-14-2021, 06:25 PM
DeathsSilkyMist DeathsSilkyMist is offline
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The thing people should remember when looking at Everuqest class design is Everquest was heavily inspired by Dungeons and Dragons 1.0 and 2.0. A "Shadowknight" in D&D was a character with 10 levels into Warrior, and 5 levels in to Wizard, with a focus on using necromancy spells. This means the "Shadowknight" had the same spell set as a Wizard, but having less levels into Wizard means you can't use the higher level spells. A character who leveled multiple classes in D&D also got an experience penalty.

As you can see, they basically just took the exact same idea, and simplified it a bit so you only had specific class combinations to chose from. They also simplified the range of spells you could choose from. A Shadowknight is a Warrior/Wizard, with more levels into Warrior and a focus on necromancy spells. A Paladin is a Warrior/Cleric, with more levels into Warrior. A Ranger was already defined as a specific class in D&D, but it is still basically a Warrior/Druid, with more levels into Warrior. The reason why rangers got their own class was because rangers in D&D and Everquest have a focus on using Bows, not just melee combat.

Everquest was made when video game design was still a lot less evovled. We take for granted all the stuff we know now, that the Devs didn't know back then.

Edit: Paladins were their own class as well in D&D 2.0, but they were basically a Warrior/Cleric. Shadowknights did not exist in D&D 1.0 or 2.0, so that is why I assume they decided to apply the hybrid penatly to Paladins and Rangers as well. Shadowknights kind of appeared in D&D 3.0 as the Blackguard prestige class, but that came out after Everquest had already launched.
Last edited by DeathsSilkyMist; 01-14-2021 at 06:51 PM..
  #4  
Old 01-14-2021, 06:44 PM
A Knight A Knight is offline
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Take my complains with a grain of salt. I could play a more fair, or even an extremely fair version of EQ. But one thing I like about EQ is the illusion that its a world. "This is the way it is. That sucks." Leaving you to discover instead of assuming.
  #5  
Old 02-06-2021, 04:46 PM
Nirgon Nirgon is offline
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Quote:
Originally Posted by DeathsSilkyMist [You must be logged in to view images. Log in or Register.]
The thing people should remember when looking at Everuqest class design is Everquest was heavily inspired by Dungeons and Dragons 1.0 and 2.0. A "Shadowknight" in D&D was a character with 10 levels into Warrior, and 5 levels in to Wizard, with a focus on using necromancy spells. This means the "Shadowknight" had the same spell set as a Wizard, but having less levels into Wizard means you can't use the higher level spells. A character who leveled multiple classes in D&D also got an experience penalty.

As you can see, they basically just took the exact same idea, and simplified it a bit so you only had specific class combinations to chose from. They also simplified the range of spells you could choose from. A Shadowknight is a Warrior/Wizard, with more levels into Warrior and a focus on necromancy spells. A Paladin is a Warrior/Cleric, with more levels into Warrior. A Ranger was already defined as a specific class in D&D, but it is still basically a Warrior/Druid, with more levels into Warrior. The reason why rangers got their own class was because rangers in D&D and Everquest have a focus on using Bows, not just melee combat.

Everquest was made when video game design was still a lot less evovled. We take for granted all the stuff we know now, that the Devs didn't know back then.

Edit: Paladins were their own class as well in D&D 2.0, but they were basically a Warrior/Cleric. Shadowknights did not exist in D&D 1.0 or 2.0, so that is why I assume they decided to apply the hybrid penatly to Paladins and Rangers as well. Shadowknights kind of appeared in D&D 3.0 as the Blackguard prestige class, but that came out after Everquest had already launched.


And this is still better than the trash they put out today
  #6  
Old 03-02-2021, 06:56 PM
Snortles Chortles Snortles Chortles is offline
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And this is still better than the trash they put out today
  #7  
Old 03-09-2021, 01:34 PM
DeathsSilkyMist DeathsSilkyMist is offline
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Quote:
Originally Posted by Nirgon [You must be logged in to view images. Log in or Register.]
And this is still better than the trash they put out today
Lol very true.

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They were called anti-paladins. they ahd the reverse of many paladin abilities/spells (cause light wounds instead of cure; a lay on hands that causes damage instead of heals) and worship evil gods. /usualymore of an NPC than a PC but I'm sure plenty of GMs allowed them as PCs.
Ah that is good to know! My knowledge of 1.0 and 2.0 has certainly rusted over the years, but that makes complete sense. It would be pretty simple to homebrew that class, even though it wasn't an official PC class as far as I recall.
  #8  
Old 03-09-2021, 10:17 AM
DMN DMN is offline
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Quote:
Originally Posted by DeathsSilkyMist [You must be logged in to view images. Log in or Register.]
Shadowknights did not exist in D&D 1.0 or 2.0,
They were called anti-paladins. they ahd the reverse of many paladin abilities/spells (cause light wounds instead of cure; a lay on hands that causes damage instead of heals) and worship evil gods. /usualymore of an NPC than a PC but I'm sure plenty of GMs allowed them as PCs.
  #9  
Old 01-15-2021, 07:53 PM
ScruffMacBuff ScruffMacBuff is offline
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Druids skin line should provide regen starting from Rock and improving from there. It should also provide more AC than cleric buffs.

Damage shield as a way to increase group killing efficiency just can't be compared to slow or complete heal because druids don't have enough ways to mitigate damage the tank takes.
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  #10  
Old 01-15-2021, 09:10 PM
Gustoo Gustoo is offline
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It would be cool if they had stronger AC components but they would still be weaker.

Regen is so OP that the SLN regen component makes it like the best spell in the game, I can hardly complain?

And druids aren't supposed to be on par with clerics healing, or shaman or enchy slowing.

I am honestly surprised how amazingly balanced the priest classes are, utility vs specific purpose use.

They really did a great job.
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