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Old 11-30-2010, 03:21 PM
hedbonker hedbonker is offline
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Rotations on mobs like VS will just suck IMO. 6 month waiting list to get that mob is what we will see...

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  #2  
Old 11-30-2010, 07:27 PM
Stefen Stefen is offline
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If you're refering to Triple Attack, Girth, that's an ability monks, warriors, and rangers get. It's an innate chance to hit three times with your primary hand, raising the total number of potential melee strikes in any given round from 4 to 5.

Yes, the mob is meant to quad.
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Old 11-30-2010, 07:37 PM
girth girth is offline
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Quote:
Originally Posted by Stefen [You must be logged in to view images. Log in or Register.]
If you're refering to Triple Attack, Girth, that's an ability monks, warriors, and rangers get. It's an innate chance to hit three times with your primary hand, raising the total number of potential melee strikes in any given round from 4 to 5.

Yes, the mob is meant to quad.
Oh yeaah. In that case, damn he sure gets an upgrade later.
  #4  
Old 11-30-2010, 07:34 PM
Skope Skope is offline
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Yea girth, I've seen that. Unfortunately I have no recollection as to whether he ever wielded two at once nor just how it impacted the DPS output. I know after a while he was given the sword in hand on every pop, prior to that it was a rare to see him wielding the sword at all. There's just not much info on posky in general, it was one of those zones that most people avoided altogether unless they needed to grab an epic piece.
  #5  
Old 11-30-2010, 07:36 PM
Stefen Stefen is offline
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The issue here is the time interval variances for content release between live servers and p99. On live, Air was released a few short months before Kunark. The mid-upper islands were never intended* to be killed by level 50 raids. The entire zone was planned with Kunark level players in mind.

On p99, that interval has already been exceeded and will seemingly grow much more. Instead of looking for ways to convince developers to dumb-down content that isn't meant to be killable, learn some patience. If you think this is bad, you'll never survive the interval between Kunark and Velious. With the massive amount of content that Velious brings, I predict at least* a solid two year wait after Kunark, without a significant influx of dev resources.
  #6  
Old 11-30-2010, 07:40 PM
girth girth is offline
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Quote:
Originally Posted by Stefen [You must be logged in to view images. Log in or Register.]
Instead of looking for ways to convince developers to dumb-down content that isn't meant to be killable, learn some patience.
Who is that directed at? Nobody asked for content to be easier, just fixed.
  #7  
Old 11-30-2010, 07:43 PM
Skope Skope is offline
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I think you're mistaken... I'm not asking for it to be dumbed down, just clarifying what's been stated and asked. If you look at the posky quests and loot table there's clearly 2 different tiers: first tier being islands 1 thru 4 (slight overlap on 5) and the second tier being 5-8. The first tier of posky is designed with the intention of having it be accomplished pre-kunark, the latter portion is for level 60.

Noble dojorn is lumped in with the 5-8 tier with respect to the quests but 1-4 when considering the difficulty of the encounter and difficulty of getting to the island.
  #8  
Old 11-30-2010, 09:12 PM
Grod Grod is offline
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Content is obviously going to be easier here then it was on live for a magnitude of reasons. For one, some spells are the updated versions of the originals that were improved over time and not quite classic even though they are the same spells even if it's minor like a longer buff duration, improved pets, "fixes" that weren't in on live such as mob push, not really seeing the same low hp agro that live had etc and lastly superior knowledge as the content is old for most people.

One thing that was "cool" about EQ though is that it let you think outside of the box. For example, you could kite a lot of mobs around and hold agro on all of them if you /dueled with someone to get yourself down to 5% life prior to engaging and removed hp regen. Now, you obviously could not get hit, but with bard speed or SoW and if you did it flawlessly you could potentially have one person control all of the adds in a raid encounter when most guilds required 5-20 to do the same thing. All you had to do was something small like shoot an arrow to get on the hate list and the mob would be locked on you. The low HP agro would keep it all on the kiter regardless of how many heals the Healers were casting. In this method one person could control what normally took 5-25 people to do and was especially useful in outdoor areas with non-casting adds.

Another "outside of the box" was pre-kunark I used to pull the higher islands in Air to the lower islands using ressing. Basically you put a corpse on the island you are on, then port to the higher island where the mobs are and get a res box up on your screen. You agro the mobs and jump off the island towards the previous island and accept the res before you finish falling to the bottom, you have someone on the island below pull them as they pass before they reset and it splits and pulls the mobs to the previous island. It made it far easier to break into the more difficult islands because you could single pull them and not have to worry about adds or tight positioning on a new island not to mention it was far easier to recover from a wipe. It's just the beauty of Everquest that you don't see anymore in new games.
Last edited by Grod; 11-30-2010 at 09:14 PM..
  #9  
Old 11-30-2010, 09:49 PM
Kassel Kassel is offline
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Rez box training on Sullon Zek is one of my fav memorys of EQ LIVE
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  #10  
Old 12-01-2010, 12:43 AM
girth girth is offline
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Quote:
Originally Posted by Grod [You must be logged in to view images. Log in or Register.]
Another "outside of the box" was pre-kunark I used to pull the higher islands in Air to the lower islands using ressing. Basically you put a corpse on the island you are on, then port to the higher island where the mobs are and get a res box up on your screen. You agro the mobs and jump off the island towards the previous island and accept the res before you finish falling to the bottom, you have someone on the island below pull them as they pass before they reset and it splits and pulls the mobs to the previous island. It made it far easier to break into the more difficult islands because you could single pull them and not have to worry about adds or tight positioning on a new island not to mention it was far easier to recover from a wipe. It's just the beauty of Everquest that you don't see anymore in new games.
Rez pulling was nerfed on here for some weird reason. It was an intentional change though never put in patch notes IIRC.
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