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#121
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For THJ:
Mnk Pal Zrk was stupid OP in PoP Mnk Clr Zrk was a good time, too. Rog Wiz Sk had really good synergy with lifetap procs and poison crit blasts from wiz AA. | ||
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#122
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Am I nuts or could this work?
Shadow Knight / Necromancer / Wizard Strictly looking at silly Direct Damage Breakdown Immediate, single-hit burst damage: Mana Burn (Maxed) 3,200 – 4,000 Flat (post-nerf version is expected *sigh) Harm Touch (Maxed) 2,000 – 2,500 Boosted by Unholy Aura disc and spell damage focus items. Life Burn (Nuke Only and Maxed) 4,000 – 5,000 100% of your sacrificed level-50 HP pool delivered instantly. Total Instant Hit around 9,200 – 11,500 Total immediate chunk landing on a single tick. At a level 50 cap, dealing roughly 10,000 ~ damage could be really fun keeping in mind that, Dungeon Mobs: Most standard Level 45–50 dungeon trash mobs (such as those found in Lower Guk or Solusek B) possess between 3,000 and 6,000 total hit points. This means your triple-class direct damage burst will instantly vaporize them from full health, skipping the fight entirely. Dungeon Named Bosses: Rare named spawns in these zones generally sit around 10,000 to 15,000 HP. Your opening combo will instantly deplete 60% to 100% of the boss's health bar before your party members can cast a single spell. Raid Bosses: Classic Level 50 raid targets (like Lord Nagafen or Lady Vox) have roughly 32,000 HP. Triggering this exact combo allows one single player to instantly wipe out nearly one-third of a dragon's entire health pool the moment the engagement begins. | ||
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#124
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Quote:
There is also basically no point to optimize for killing normal XP mobs, because XPing is so fast and easy, and because dungeon loot is practically worthless. You want to optimize for killing raid mobs either solo or in a group (so basically you want either a build with a combination of tanking/sustain/DPS for solo or a specialist tank, healer, or DPS build if you know you would prefer to group. But honestly they are intentionally making the game so easy that you can pretty much play anything at this point and it will work. | |||
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#125
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#126
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Maybe it means an eventual server though where we get custom content and changes, while keeping the spirit and general difficulty of classic EQ.
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#127
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They are re itemizing and populating zones with new nameds.
Im looking forward to exploring that. As a dwarf with a robe. | ||
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#128
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#129
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I was really looking forward to rog doing what you describe! Im surprised it went the way it did. Still will be fun though but yeah. | |||
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#130
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Quote:
But the real baffling part is: How do they expect to keep players subbed indefinitely when most people will run out of fun nostalgia power trips to enjoy? It's like the Emu servers that already exist with changes and ease of loot, etc - the majority of players on those servers last a few weeks or months tops. Only a small portion stick around for years+. It just doesn't seem like a good way to ensure player retention. Old school EQ perfected that. After like 2 years of playing Live back in 2000-2002, I had 1 level 60 character who had just started getting ToV loot when Luclin rolled out. I kept on that chase seeing tiny incremental changes over a long period of time all the way until 2005. The type of OG EQ play that dictated: If you get 10% exp in the level today, it was a productive day in game... If you complete one portion of a quest today, it was a productive day... If you gain 1 AA today, it was a productive day... is what kept people logging into EQ for years and years. | |||
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