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#11
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#12
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Each class has their own unique aspects and roles that make them special. Everyone is a winner!
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#13
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__________________
||Spaceman Supafly - [59] Iksar Necromancer
||Cosmonaut Bryzgalov - [54] Barbarian Rogue ||Live: Senadaen/Shuriko/Devitec [Silent Resurgence - Innoruuk] | |||
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#15
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I think you should justify your answers for clarification and better discussion.
For example, why were rogues bad in Vanilla? Was it because of poor itemization? What made monks so good? Were mages strong in Vanilla because of pet classes being over powered? Did enchanters fair poorly in Velious because so many stun-immunue mobs making them reduced to buff bots? I started playing towards the end of Velious so I'd like to learn a little bit more about how classes evolved through the classic expansions. On Project 1999, I played a mage, and I think I got spoiled during Vanilla and was very confused when Kunark mobs were running train on my fire pet. | ||
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#16
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Rogues had poor itemization in classic and no evade at the beginning. Rogues got better in Kunark (epic). Enchanters have certain cool things they can do in Velious, but in terms of raiding they are almost buff bots (after charm nerfs). Monks got better each expansion with ever increasing offensive/defensive abilities, while itemization in Kunark was not great for monks, Velious is over the top awesome with all the 100 hp, high ac All/All items and even more so with the monk only items. Monks maintained their uber status until Luclin/PoP era when they started getting nerfed. | |||
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#17
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#18
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Enchanters get hit in Velious because dwarves are magic immune, and giants arent mezzable. A lot of the raid related targets are totally unaffectable by an Enchanter. Of course you are still needed for c2 and haste, but if you were in to charm dps or other stuff like that you are not going to be happy come velious.
However, if you are a solo person who mostly just wants to farm for plat in outdoor zones, or try your hand at giant charming then you will not feel a whole lot weaker than before. | ||
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#19
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Harmony is an insane spell, and while it is outdoors only, it has a lot of uses. Porting is essential for mobilization and group sow/group regen are helpful when time is a factor. I don't think anyone else gets a quad-root and quad-snare spell, which are very handy both indoors and outdoors. Also, necro's love Natureskin for the regen component. Of course when it comes to the end game raid mob scene, druids are lacking. Spot heals are only so helpful and nukes can be hard to land on certain mobs. However in Kunark druids can farm their own planar armor [You must be logged in to view images. Log in or Register.] I can think of at least one camp that, imo, is best duo'd by a druid and monk. Yes, a monk/cleric can duo it just fine, but druids bring a bit more to the table and make it a much more elegant fight. Dru/war also works fine, but cleric/war would have a hard time splitting the camp, though I think it would be possible. I guess we are all winners and should feel warm and special inside. | |||
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#20
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Some people have listed necro as worst class in Velious, anyone care to explain why?
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