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  #1  
Old 09-08-2014, 06:51 AM
Teppler Teppler is offline
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Originally Posted by Potus [You must be logged in to view images. Log in or Register.]
Charm + Bond of Death line + Heals + Mez + Snares will have you almost OOM the entire time. You'll barely be sitting, it's very casting time intensive. So no, there's no way you'll be FM and definitely not have enough money to waste on super inefficient mana dumps.

What is the healer doing the entire time if they need my mana? There's the lazy player.
Not unless you're spending mana on nukes. You should have close to full mana with that spell routine you outlined. Mezz/Heals/Snares cost marginal mana. Lich gives necro best mana regen in the game. Charm is casted once every 8-10 minutes or so.
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Old 09-08-2014, 09:38 AM
Daldaen Daldaen is offline
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Originally Posted by Teppler [You must be logged in to view images. Log in or Register.]
Not unless you're spending mana on nukes. You should have close to full mana with that spell routine you outlined. Mezz/Heals/Snares cost marginal mana. Lich gives necro best mana regen in the game. Charm is casted once every 8-10 minutes or so.
You're dreaming if you think charm lasts for 8-10 minutes regularly.

Even a 60 charming a high 40s mob, will have occasional 30s breaks and regular 3-4 minute breaks. Especially if you are grouping without a shaman/Mage who is maloing and a chanter who is tashing.
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Old 09-03-2014, 11:42 AM
Daldaen Daldaen is offline
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That would be my argument for having a Druid in group. A few things have changed with classic patches (like BoRo being bad for efficient damage now), and I've revised my view on snare gauntlets a bit, mainly due to having epic now.

Druid becomes a superb puller when they get to 60 with AOE root. Atleast against mobs without high MR. At the higher end of camps like crypt or Velious camps, mobs can take atleast one 190 DMG root before summoning. As mobs get more HP like in Velious, you can do 2 roots before mobs begin to summon. Or after the first root, you can start using Grasping Roots which has negligible damage you just have to refresh every 30s.

The value of being able to immediately root 4 mobs when they are tightly packing together is huge. Especially in the absence of a bard or enchanter. Even if you have a monk to split, fuck that noise. Takes way too long, wastes my time. Just keep stuff locked on root and break roots with dispels when you are ready for more single mobs.

In zones that are outdoors or have large amounts of room to kite (like Kael), Bonds of Tunare again is huge utility to AE snare and be able to control four mobs. In outdoor zones, Harmony is godly. Easily our best spell available. An unresistable AOE pacify is awesome. It should have a bit bigger range than it does on this server I think though, that's something I need to investigate further.

Once your Druid gets lots of clickies you can continue being a valuable force in a group even when OOM. Especially come Velious:

VP Robe - 250 heal
Velious BP - Group Regrowth
Growth Gloves - 24 DS
Epic - 1650 DoT / 70% Snare for 3 min
Tunare Neck - 30s Root
Velious Wrist/ES Arms - 340 DoT for 1 min

So for absolutely no mana at all you can keep your group SoW'd, regening at 15/tick, tank with 24 DS, mobs taking 89/tick with 70% snare and be healing the MT for 250 per click, like 1250/min for free.

Then with your mana you can keep PotGrove on casters, AE Snare/Root, debuff or DPS or spot heal as necessity comes. Or if you're in a zone with animals you can charm a dire wolf.

That's end-game Druid, but yea.
  #4  
Old 09-03-2014, 06:44 PM
Tuljin Tuljin is offline
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Both are great group classes, its really just a matter of having competent players playing them, and that is the big caveat when people start these discussions. I'd rather have an excellent Druid than a nub Cleric any day of the week. I would rather have an excellent Necromancer than a monk that doesn't have good gear and can't pull well.

Many Clerics who you'll run into do absolutely nothing except for CH. Great clerics will do a lot for CC, pulling, lulling, and of course healing. Druids are great because they get HP/AC and resist buffs just like Cleric, but they also have an awesome high level group regen, DoTs and DS (which adds up to a lot of DPS over time), and a superior CC toolset. They can also charm in many tough zones, though fewer than Necro. Druid is great for pulling and if geared the right way they can get a great HP pool. Also little mentioned on these discussions is the ability to Evac, which in the hands of a skilled player ends up being lots of saved time, something that really can't be quantified/valued. Wildfire is an excellent nuke, and if your Druid is efficient he will have mana to toss in a good nuke once in a while. In Velious Druid gets a group buff that adds 6 to mana regen, with Mask of the Hunter they also get a self regen bonus.

Unfortunately, many people who play Cleric and Druid do absolutely nothing besides heal.

Necro has an excellent CC toolset and all of his skills are very useful for groups. HP and Mana feed are good but were never designed to replace a priests healing ability. Their pets are awesome (especially Emissary vs. caster mobs) and their charmed pets do excellent DPS. The Nec snare is a great spell but its not a true duration snare, which is vastly underrated in dungeons (damage free DPS on running mobs, no runners to cause trains)

Most players on p99 wouldn't even attempt a group without a priest. I think the real question here is "What's better in a group THAT ALREADY HAS A PRIEST IN IT, Necro or Druid."

Last night I was on my 51 Paladin alt in a group with a 51 epic rogue, 52 Druid (no Superior Healing yet) and a 54 enc. The enc had an elemental rogue pet and I was pulling a bunch of the castle after the dropoff. I was tanking 54 Rock Golems and even tanked Stonesoul the Unmoving successfully between my heals, druid heals, and dps. Not to say it wasn't tough, but we did very well. The rest of the mobs weren't really a challenge. We stayed alive, got loot, moved the XP bar, and most of all had fun. Yes, a 51 Paladin tanking 54 rock golems without even Superior Healing.

If you ask me, I like Druid AND Necromancer in group. An awesome crew I had going for a while was Monk, Nec, Dru, Wiz, with the occasional 5th person if they were a friend that wanted to come along. I would pull, CC, and nullify the casters with Wiz while the Dru and Nec were busy being efficient and keeping the wheels greased.

Nec or Dru (sometimes both) with charmed pets and Wiz stunning and getting agro on charm breaks so they can remez. Druid would keep up regen and the only person he had to actively heal is the Monk. DS from the Druid and DoTs from both Dru and Nec for tough warrior mobs. Also, if we really have to lay on the heat for whatever reason Wiz and Dru both nuke.

With the Wizard pulling and nullifying caster threat, there is rarely a big nuke that lands and rarely does the monk get hit with slow or a DoT. Also, the Monk is not taking damage from spells or mobs by not pulling. Caster mobs have such low HP they are complete weaklings when they are on stunlock and have someone with the wherewithal to voluntarily agro them and stare their spells in the face. This saves the Druid tons of mana and removes the need for a CH when the tank gets plowed with an Ice Comet.

These two groups and class combinations are not possible without good players. When you really play with good players on odd classes you really find out what they are capable of. A lot of fun of EQ is not easily plowing through mobs with a min/max group but playing with odd class combinations in challenging dungeons and kicking ass.

So the real question is Druid vs Nec with another non-Druid priest present. You can't really pose this question without this caveat.

Bad Necs and bad Druids give the classes a bad rap, but both are great for groups when played well.
  #5  
Old 09-05-2014, 04:11 PM
lecompte lecompte is offline
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THISSSSSSSSSSSSSS is what I'm always saying:

Quote:
Originally Posted by Tuljin [You must be logged in to view images. Log in or Register.]
When you really play with good players on odd classes you really find out what they are capable of. A lot of fun of EQ is not easily plowing through mobs with a min/max group but playing with odd class combinations in challenging dungeons and kicking ass.
Last really fun adventure I had was me and Spitulski doing The Hole together. Shaman/Ranger. Was a blast, we went in deep, helped some random group kill an epic mob (ranger kill steal by the way -- yes, I'm that cool).

Tuljin. Ranger/Cleric/Shaman/Warrior/Enchanter/Necromancer LF mega fun times >>> Hit me up.
Last edited by lecompte; 09-05-2014 at 04:15 PM..
  #6  
Old 09-04-2014, 05:11 PM
williestargell williestargell is offline
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Getting to/from the dungeon and evacing out of trouble can save you a ton of time when you're not killing mobs. So even if their dps isn't stellar it is relatively ok, you kill for a longer period and get more mobs. Avoiding CR by having backup heals, backup cc, burst dps to kill mobs when too many are in camp, and evac is pretty cool.

Necros can fill alot of those same duties but there's no travel bonus to a necro and a large part of their emergency services only kick in after the group is dead.
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  #7  
Old 09-05-2014, 09:18 AM
williestargell williestargell is offline
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If all you were spending your mana on was ST and heals - you would be full mana the entire time. Why not spend the extra mana you have on your healer to decrease the length of med breaks? In a grouping situation I do not see the value of the necro spending their mana on DPS since in most full group situations the mobs are dying so quickly (DoTs are out of the question, so you would only be using mana inefficient nukes).
Sedulous Subversion gives 150 mana to the cleric at a cost of 400. You'd have to do that 3 times to add up to 1 CH.

Shadow Bond costs all of 10 mana to heal the tank for 600. Do that 2-3 times and then Vexing Mordina to heal yourself. You've used alot less mana, Healed the tank for almost as much, done DPS, gotten all the hp back that you transferred and have more mana than if you'd twitched. It is vastly more efficient to use the mana yourself. You talk about inefficient nukes, and then turn around and do the most mana in-efficient thing in the game by transferring your mana to someone else.

In other words as has been said above - never twitch in groups. The only time you should ever twitch in a group is to hit the druid or wizard so that they have enough mana to evac. Save your twitches for raids.
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  #8  
Old 09-05-2014, 09:38 AM
kruptcy kruptcy is offline
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Quote:
Originally Posted by williestargell [You must be logged in to view images. Log in or Register.]
Shadow Bond costs all of 10 mana to heal the tank for 600. Do that 2-3 times and then Vexing Mordina to heal yourself. You've used alot less mana, Healed the tank for almost as much
And it only took over a minute to heal almost as much as a 10 second cheal... or 19 second cheal if we are going to count the time it takes to twitch 3 times before the cleric starts casting.
  #9  
Old 09-05-2014, 12:04 PM
pharmakos pharmakos is offline
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in a group setting with a decent tank the cleric doesn't cast cheal once a minute anyway, soooo
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  #10  
Old 09-06-2014, 12:37 AM
Oleris Oleris is offline
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necro shines at level 60. I can heal for 500 points over 4 ticks and dispel the debuff so it only does 125 damage for me.... for a total of 30 mana. Keeping that spell on a tank can outheal almost any slowed mob in the game. That with pet DPS, mez, root and fast mana regen can help alot.
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