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  #31  
Old 01-05-2017, 04:27 PM
arsenalpow arsenalpow is offline
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Quote:
Originally Posted by Erati [You must be logged in to view images. Log in or Register.]
@Cucs

Pretty sure mallets work like they do here just without recharging there isnt much of a point. Also I dont know how to find Lyguna on there, I tried to take a ruby to her once and after 2 hours of not seeing her I gave up and sold to a vendor hehe.
It's just not worth it. You can build aggro through a ranger if necessary and the aggro level will carry to the warrior through taunt. It functions like it's supposed to.
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  #32  
Old 01-05-2017, 04:29 PM
Erati Erati is offline
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right I was just saying that mechanically they more than likely still click from inventory instantly and will produce aggro like they do here

its just not efficient and there are better ways to have a tank MT for a raid as you described
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  #33  
Old 01-05-2017, 04:34 PM
Daldaen Daldaen is offline
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On live a Belly Caster mob, if you cast on the mob from out of its Belly range, the effect generates nearly 0 aggro (it's basically social aggro on the first click and nothing from then on).

If you want to test, drop 5 mallet charges into a rooted ToV dragon. Then run in on a warrior with Fortitude. Have a monk turn on autoattack and the ToV dragon will instant flip to the monk.

Or just test it on some fire Giants. Spam cast snare on them from out of range, see how well that works for you to pull aggro.

I'm about... 78.54% sure this is a classic mechanic. Not something they recently changed on Live. Which would surely make the current meta of P99 change up a bit when you can no longer mallet dragons out of trains.
  #34  
Old 01-05-2017, 04:36 PM
fadetree fadetree is offline
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I support these changes. I am all for going not classic on these items and mechanics, due to the fact we don't have a classic player base.
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  #35  
Old 01-05-2017, 04:41 PM
Rygar Rygar is offline
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In regards to mallets being used in classic, I've no doubt they were used, I just never saw it as a widespread "Everyone needs to carry a mallet" scenario. At least on Torv server past Velious, it was not common knowledge. When agro management revolves around right clicking an item, it just seems EasyQuest and removes an important variable from the raid equation, and basically lets the warrior tank with any type of weapon.

In regards to the poster mentioning I was insinuating that SKs are blocked from their epic because of reaper farming, I wasn't at all. A Reaper can give an SK some value to a raid encounter as can a SoulFire to a Paladin, let them have that small bit of value instead of trivializing the item to other classes. If an SK or Paladin wanted to complete the appropriate quest, let them do so unhindered by all the other classes farming the item for their guild.

I think if the original devs could see what these items would do 3 years down the road, there would have been major changes. I know a lot of people complain how easy WoW has become, I think these items just take away some of the inherent difficulty from classic EverQuest and just make the game easy mode.
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  #36  
Old 01-05-2017, 04:50 PM
Erati Erati is offline
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Removing Soulfire/reapers will kill alot of fun hardcore players have during 'rushed' engages while also making it harder for smaller guilds to compete on the same level as the big boys since established guilds have already build an empire on utilizing such things.

For relaunch server - sure great ideas - for this server though, nope.
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  #37  
Old 01-05-2017, 05:00 PM
Handull Handull is offline
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Quote:
Originally Posted by Rygar [You must be logged in to view images. Log in or Register.]
...Part of the initial appeal of EverQuest was difficult end-game raid encounters, as game knowledge increased certain items became helpful shortcuts that made encounters easier… changing some of these items can help recapture some of that classic magic.

For starters: the Shiny Brass Idol. It is constantly farmed and used to make racing a trivial affair.
Yep, racing for FTE on mobs so your guild has a one hour lock-in really helps us recapture that classic magic. How dare people use items in the game to make that easier!

It's also more exciting than every race being between 20 rogues 'running' up with sneak/hide on. In before you request a sneak/hide mechanic nerf too.
  #38  
Old 01-05-2017, 05:14 PM
Ravager Ravager is offline
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No need to nerf anything. Velious fixed everything as promised.
  #39  
Old 01-05-2017, 05:31 PM
maskedmelonpai maskedmelonpai is offline
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Quote:
Originally Posted by teija [You must be logged in to view images. Log in or Register.]
Let's make some unclassic changes to items due to the unclassic raid scene we have implemented. Kappa
Nah, I think we make the unclassic changes to items and the. Make the raid scene classic (except for those changes). It's like a super trade-off of unclassicness that leaves things much fuller and more satisfying ^^
  #40  
Old 01-05-2017, 06:04 PM
Jimjam Jimjam is offline
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Quote:
Originally Posted by Ravager [You must be logged in to view images. Log in or Register.]
No need to nerf anything. Velious fixed everything as promised.
Everyone making pixel angels in the tundra!
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