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#1
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Ya.
Rangers need something. Rogue poisons should be like 1 application for a buff that lasts an hr. I would make it dispellable for pvp fun. Bards need to be nerfed so their songs effect 5 mobs tops. And maybe give them a small buff in some other way. Like double attack. Or a dd that uses all of their mana to do like 10k dmg. Or something like that. Wizards should be able to hit 6 with aoe and 7 mobs with alkabors. | ||
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Last edited by starkind; 04-27-2022 at 08:57 AM..
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#2
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Wizards already solo good enough, they need something to make them more useful in a group. Every single other class brings more to a group. No healing, no sustained damage, very light cc. I'd argue that Wizards deserve to have the animations that Enchanters get instead of Enchanters getting them. | |||
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#3
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I think Vindi may supposed to be rogue slowable only for a brief period in timeline, based on old forum posts I found poking around looking for raid targets that might only be poison slowable, which would be a cool niche. Pretty sure that's not implemented here though, and went away by Blue timeline anyway when they implemented slow immunity flags vs. just stacking MR. I keep trying to see if I can find something good to do with poisons. Blinding poison looks most promising for raid use, since nothing is immune to it unless its rooted or poison immune, always lasts 108 seconds. I stopped a raid wipe once when I blinded the flurry after it killed the warriors, and was able to live with Nimble while the raid camped out, so that was kind of neat. Dain's fearable with it too, though I'm not sure if that can actually be used for anything. Its too bad its a gigantic pain in the ass to make and use. I am kind of annoyed that Rogues get a version of Cripple and Malo that both costs a bunch of money, takes up bag space, can fail, takes 10 seconds to apply, is lower magnitude than the spells and doesn't stack with them. Like, come on, couldn't at least one of those not be the case?
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Jayya - 60 Rogue, Officer <Auld Lang Syne>
Sanctum Low Man Vindi Kill: https://www.youtube.com/watch?v=xyZfNjvsDRE | |||
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#4
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Honestly I think wizard and shaman AOE should have either no target limits or a high limit like 10, and made useful so you might actually consider AOE groups. A simple damage increase for AOE spells might be all that's needed.
One of my favorite group types in DAOC was a PBAOE group, where you'd gather a crowd of mobs and start bombing with those high damage PBAOEs. Risky but oh so satisfying. Everquest is a different kind of game entirely and never really explored the viability of AOE groups. AOE spells felt like more of an afterthought. It was always odd that a bard was better at AOE than a wizard. But that's classic Everquest for you lol.
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#5
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Mitic - VZTZ - 8 Inches Unbuffed - 2008
Mitic - Blue - Inglorious Basterds/Transatlantic Rampage - 2010 Mitic - Red - Nihilum - 2014 Mitic - Green - Dial a Port (yes, porting is more fun than raid-rotations) - 2020 | |||
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#6
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1: Mage is a better group DPS class than Shaman
2: Enchanters solo better than Warriors These statements are not up for debate amongst sane human beings Why does <Vanquish> allow DSM to be a member? | |||
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#7
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The most underpowered class depends on what you value most. You can categorize EQ roughly into three levels of gameplay: solo, group and raid. No class is great at all of them (except maybe shaman, but the act of playing a shaman on raids isn't exactly thrilling), so the title of most underpowered class is completely subjective depending on what you care most about. A class like warrior could be the worst in the game for someone who doesn't raid at all, or the best for someone who focuses on raiding.
Ranger is excellent for more casual players who just want to live in Norrath. They're good enough tanks to do the job for just about any group content, and they're good enough DPS to fill that role as well. One of the worst things for a group's longevity is if the tank leaves, so being a backup tank is amazing for keeping a group going. They're great pullers outdoors, and while they aren't particularly awesome soloers, they can do it. And just having SoW and healing spells is a huge boon for a casual player who wants to see the world. Nothing's worse than getting knocked down to 30% hp on a class that has no healing ability at all, it takes absolutely forever to regenerate naturally. But it's not a powerful class, and it carries that stigma from ancient times when nobody understood that it's actually great for a ranger to fill one of the group's DPS spots because their output is good enough and they bring snare and serve as an adequate backup tank. If I'm taking a group somewhere where it's really inconvenient to replace the tank, I'll gladly bring a ranger as DPS. They're weak on paper because theorycrafting doesn't take into account all those times when the tank goes "oh gotta go sry" and it takes an hour to find a new one. They're great in practice because that shit happens all the time. | ||
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#8
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Wizards should have got monster summon, representing them binding a creature to their will through brute force of magical shackles instead of summoning through pacts and deals or through subtle whispers.
The monster should have an attack and guard button but no back off. Souldawouldacoulda. | ||
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#9
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A similar system was used in Neverwinter Nights, and it was fun and useful. Wizards in Everquest are bland.
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#10
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