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  #31  
Old 03-31-2020, 08:33 PM
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Originally Posted by Videri [You must be logged in to view images. Log in or Register.]
Yeah, I just hit 49 on my druid and she is such a powerhouse. Yes, she can't bulldoze a dungeon like an enchanter or shaman, and she can only main heal because I have a manastone, but anything else, she can do. Quadding, root-rotting, charming mobs in Kedge, two-shotting yun shamans in Lower Guk with Starfire, Skin Like Nature is a huge HP buff with +2 hp regen...every class has limits, but druids are strong in many ways.

I won't be maining her, however. I'm going either warrior or cleric this time around.
Druids are ok now, but when kunark hits an all the 50+ lv mobs have 20k hps, you will spend your whole mana bar HELPING the group kill 2-3 mobs. Those spells you have that do 20% of mobs life bar in one cast? You will have to cast it like 5-6 times to do that same 20% in Kunark. The real problem is the HP buffs mobs keep getting the higher level you go. 1st example Hill Giants 2500hp, but spectre, griffons, deep aqua goblins, all same level as giants, but have 1k less hps. Kunark is way, way worse. 40th level hps start doubling on mobs, 45th level they triple, 50th an kunark they quadruple, and it just keeps going. Casters start to get the shaft as melee's are a complete heal away from infinite damage. Casters doing spell damage have to spend so much time medding due to the insane increase in mob HPs. If you cannot help do or augment melee damage in Kunark you start to fall to the way side as a class.

So for the record, chanters are the best simply do to this reason, they can augment melee damage with haste, they can do melee damage with charmed pets, then haste those pets an hand them magic weapons an armor. They can also mez, and do DD damage, tash, clarity, slow. I think they have kitchen sink some place too.
  #32  
Old 03-31-2020, 08:40 PM
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Originally Posted by Eshez [You must be logged in to view images. Log in or Register.]
I've always said that it would help a lot if wizards got clarity. Would have made them a lot more group friendly.
They did, they gave them familiars, in Luclin? That's basically self only clarity. I think the 1st familiar is 2/per tick, next one is 4/per tick, i think you can get an AA familiar with like 6 mana per tick, then I believe the last is 8 mana per tick.
  #33  
Old 03-31-2020, 08:41 PM
magnetaress magnetaress is offline
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I kinda don't disagree with you all. However chillin out in TD on a Wiz or Dru is really nice.

I just helped a CR in a green zone on my necro. I was so confused.. My DD had a long cool down, n took half of my mana.

The saving grace was the freedom to pet back & attack green to it mobs.

I am going back to blowing up stuff in the Xorbb Gorge on my wizard with a ton of gratitude for root, gate, and fun nukes.
  #34  
Old 03-31-2020, 08:45 PM
magnetaress magnetaress is offline
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Originally Posted by NPC [You must be logged in to view images. Log in or Register.]
They did, they gave them familiars, in Luclin? That's basically self only clarity. I think the 1st familiar is 2/per tick, next one is 4/per tick, i think you can get an AA familiar with like 6 mana per tick, then I believe the last is 8 mana per tick.
Luclin was awesome. The familiar was my favorite addition. Even the first one which was just a slight +mana buff and fizzle buff.

Wizards got more amazing as they were able to resist stuff n rune themselves against AoE magic by pop, ldon.
  #35  
Old 03-31-2020, 09:20 PM
Christina. Christina. is offline
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Luclin was cool. It introduced gnomes and halfling Knights. Vah Shir race, Beastlords, AA's and new models.. the Nexus was cool too.

Sorry this was off of the topic but after magnetaress made me think of luclin lol
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  #36  
Old 04-01-2020, 12:32 AM
mai.cj mai.cj is offline
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Luclin was cool. It introduced gnomes and halfling Knights. Vah Shir race, Beastlords, AA's and new models.. the Nexus was cool too.
I think I thought Luclin was not cool because of all those reasons. Except AA. I like horizontal progression options. Vah Shir and Beastlords were crap ideas. Should have just given pets to druids and/or rangers.
  #37  
Old 04-01-2020, 09:57 AM
Frug Frug is offline
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I liked BLs and AA's. Moon cats, not my thing.
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  #38  
Old 04-01-2020, 01:16 PM
larper99 larper99 is offline
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Originally Posted by Eshez [You must be logged in to view images. Log in or Register.]
I've always said that it would help a lot if wizards got clarity. Would have made them a lot more group friendly.
Actually, the designers seemed to base the Wizard class from both the Tolkien model and from other fantasy where Wizards were isolated, aloof, and selfish power mongers.

So, like Necros, they shouldn't be too group oriented, per se. But they should be able to be effective in a group, which seems to be the general consensus that they are not.

Since Necros have the logical ability to sacrifice Health (ie, Life) for Mana (Power), Wizards should similarly be able to sacrifice Endurance(ie, Strength, vitality) for Mana (Power).

Endurance seems to be a relatively unused statistic in the game. The Bard gets a Endurance regen song which I have never used, nor seen a need to use. If Endurance were more dynamic in game like Health and Mana, the Wizard tapping into it would be similar to a Necro tapping into Health. Now, a Bard would have a reason to play Jaxan's. The group could feed Endurance to a Wiz when needed. Food would play a bigger role in the game. Etc.

Don't give then clarity. Give them something that makes them different, with different mechanics than other classes, like Necros. Yeah, that makes it a different game altogether, not classic EQ. The game always seems to have the feel of being unfinished, like it was a prototype. It should have been "finished", not constantly patched and extended.
  #39  
Old 04-01-2020, 01:42 PM
magnetaress magnetaress is offline
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I really don't mind that wizards don't have clarity even though I thought about it a lot yesterday before reading these posts.

I would settle for a double sized mana pool. As well. Something that would let a wiz pump out 20k in damage. Ya, raids. But whatever the game wasn't balanced around raids when it was started.

This would make it feasible for a classic wiz to solo frenzy, lord, and ice, and fire giants, with reasonable ease. This is what they lack in classic.

Once kunark hits, wizards get amazing tools and stay on par with all the other classes.

Wizards are bookish, so a 30-40 minute med time from 0 to FM wouldn't be unreasonable, and would work fine in groups as wizards would have more leeway to manage their resources appropriately. Do I delete this mob? Or do I just do some dps to speed this along? Do I make this mob flee? It would play into the strategic gameplay of a wizard.
Last edited by magnetaress; 04-01-2020 at 01:44 PM..
  #40  
Old 04-01-2020, 02:39 PM
Cen Cen is offline
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Originally Posted by Videri [You must be logged in to view images. Log in or Register.]
Have you heard of this notion that if they gave Clarity to wizards instead of enchanters, it would balance both classes? I think I like the idea.

And ya know, I actually think there's something to appreciate in how tightly-focused wizards are. Nukes; and root/stun/dispel/ports. Lots of sitting, lots of downtime, lots of time to socialize and plan. I enjoyed playing my wizard on Blue to 55. I was doing the quad + afk tactic a lot of the time, with chores/workouts/other games in between. [You must be logged in to view images. Log in or Register.]

I also think high-downtime roles like wizard and cleric are good for players who like to contribute in the form of leadership or socializing. It's hard to type out plans and suggestions while chasing NPCs around or spamming CC spells. As a sitter, you have the luxury of assessing the situation and making calls.
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Originally Posted by Videri [You must be logged in to view images. Log in or Register.]
Cenbro. Consider the amount of time you'd save if you stopped deleting characters EVER. Just keep 'em around. You never know when you'll want to park a level 4 or 10 or 20 character in some zone.

Imagine if you hadn'd deleted your level 12 Barbarian shaman. You could level him to 14 before Kunark and bind it at the TD firepots. Then, if you feel like playing a shaman someday, you have a level 14 shaman bound at the firepots.

Just come up with a few more suffixes, ok? Like -sored, -turion, -terfold...the possibilities are endless.

I concur with everything. I wish I wasn't a crazy person, and that Wizards ran on a different type of mana hardcoding like bards do, that makes theirs regen super fast all the time. Wizards with a whole spell line of 100% free nukes might not even be the most OP thing in the world.
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