![]() |
#11
|
|||
|
![]() Shammies are awesome, but Charm > all.
Charm+mez even greater than that. Charm+mez+slow...ehh, you get the idea.
__________________
Don't be a Kleat...
| ||
|
#12
|
||||
|
![]() Quote:
/headsmack. That said, everything else I said still stands. You'd be hard pressed to find a Rogue who prefers Shaman haste, or a raiding Cleric who is ambivalent about the presence of Clarity, and even in Velious, you can still mezz to a degree (or root if you can't). Like I said, there's a reason why chanters are part of the holy trinity of EQ.
__________________
"Hush...Hush...Shut up, and let The Dorf speak."
| |||
|
#13
|
||||
|
![]() Quote:
__________________
| |||
|
#14
|
|||
|
![]() Enchanter buffs are key in classic, no question there. Basically on raids in Velious enchanters are going to buff and do little else (Giants/Dragons will be mez immune, dwarves MR immune period), except potentially charming some giants in Kael (chance of Loraen going Giant Faction: 0. I'm definitely going to try that out). If buffing is your thing, you'll love Velious.
What Pasi is saying is that there are still a decent number of farming targets in Velious if farming is your game. What chars do you play ingame Pasi? Anyway I think Velious is the first expansion where melee really come into their own and equal and then surpass casters in ability. In classic melee are much weaker than casters; in Kunark things are pretty balanced with a slight edge to casters, and finally Velious melee will be stronger. For example with Aegolism and Giant/Dragon quest armor we'll see raid buffed Warriors with 6-7k HP and 1300-1400 AC and wielding stuff like 15/20 Blade of Carnage, 14/19 Jaelen's Katana, and 13/18 Sceptre of Destruction. With ratios like that they are probably good for 80 dps. Monks will be even sicker with 14/18 Wurmscale Fistwraps or 16/19 Gharn's Rock of Smashing of Vulak as well as hitting the AC cap with the ALL/ALL NToV gear. Those numbers crush mage/necro pets and aren't that far off charmed pets (L50: 9000HP, 110 dps or so). | ||
Last edited by Splorf22; 10-10-2012 at 05:01 PM..
|
|
#15
|
|||
|
![]() I play a bunch of servers, but lately mostly P99 and EZ since Morell Thule was taken down. Mauricewhite is my main on P99, Jewishponymaker and a bunch of others on EZ.
| ||
|
#16
|
|||
|
![]() You all greatly underestimate how many are likely to return for Velious.
Also, so many mobs that were magic immune on classic probs won't be here. Charm/enchanters in general are still way OP here. | ||
|
#17
|
|||
|
![]() IMO, that's largely to do with the player base being a lot more knowledgeable than live. I don't think the majority of enchanters on live knew how powerful charm + slow was until dire charm. Whereas here, people know how to handle charm breaks (lots of roots, blurs for root aggro, aoe stun + aoe mez, etc). More importantly - CRing isn't nearly a factor since most are 60 and dont care about exp loss(unlike live), people have WC caps, and people know the zones enough to CR themselves.
Now, if you mean the charm code is different here than live - it might be, but good luck getting that correct. It's kind of like how overpowered pets are in classic, but how raids generally told casters to not use their pet for fear of them wiping the raid somehow. On VZTZ, we (Heresy) were able to kill a mob on par with AoW as level 50s via abusing pets (granted pets there were level 45 rather than 40 like live, but otherwise had the same stats). Obviously, pet spamming is the reason this server does not have nor want classic pet aggro mechanics. If anything, the mechanics here hinder enchanters more than live (see Splorf's post). Not to mention charm aggro is busted like pet aggro here. | ||
|
#18
|
||||
|
![]() I don't think its possible to emphasize enough how much the WC cap enables charm soloing. I honestly think charm is weaker here than on Live; the difference is that a) people have more practice and b) the WC cap can save you from certain death. I can't count the number of times I have recharged mine; I'm guessing over 100. A good enchanter IMO can only do HS South solo for maybe 3 or 4 hours before having to cap out due to a particularly obnoxious runin with the RNG, whether its a lull crit or 3-4 0-tick charms in a a row, or whatever. In other words, no enchanter can really solo farm South without the cap.
__________________
Raev | Loraen | Sakuragi <The A-Team> | Solo Artist Challenge | Farmer's Market
Quote:
| |||
|
![]() |
|
|