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#1
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People like their equipment to have stats, not just AC/weight so I think enc has a better shot at making back some of investment as they go on green compared to blue.
Early on i'd probably go for jade rings and bracelets. Topaz or bloodstone earrings and maybe an AC/resist neck. Maybe wolf's eye stuff on a puller to cut down on those annoying snare/root/slow/nuke on inc. | ||
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#2
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I thought Temple of Sol Ro didn't come in until a bit later in the vanilla timeline. If that is so, then I can't think of an available GCD reset item for enchanters for quick stun/mezz/charm, and breaking charm obviously is a little more challenging to time (even DE hide is ~50% effective).
That and the level 50 cap certainly make things more difficult, farming-wise (edit: in LGuk, SolB solo, that is). | ||
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Last edited by Canelek; 08-23-2019 at 12:54 PM..
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#3
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Quote:
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#4
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All of this is why Green needs to be entirely no GM interference.
If players want to train to clear out the neckbeards poopsocking Guise for 30 hours they can. If they want to bring a group and out DPS those neckbeards instead they can. It will make for a much more classic experience without all the lists, lines and petition quest that the rules over the past 10 years have inspired here. Let green play out and later on assess whether some rules are necessary to make the server viable. But to start off there should be no rules determining who gets the rights to a level 30 creature spawning every 15 minutes other than who got EXP.
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#5
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Quote:
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#6
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Daybreak TLP function exactly as you describe and it's horrible. All your suggestion would do is ensure the neckbeards NEVER leave the camps. They'd just train other players to get them. They dont care how long they have to repeatedly train people until the people give up. Would be a nightmare. Just no. | |||
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#7
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Training is just a method of getting players to react to an environmental condition, ie - move from a specific spot or have to CC. Mobs can be pulled away. Most mobs also die exceedingly quickly in classic, assuming you've got the right classes. In order for someone to train effectively, other people need to be positioned in spots that make such a thing opportune, and be unable to react sufficiently. Smart players will learn how to work the situation.
Imagine if dungeons inherently had trains coded into the NPC AI, which is what should really happen anyway. Why should all of these creatures stand around doing nothing while they hear their friends yelling down the hall or when they can see enemies from 30 feet away? To beat the content, players would need to clear out entire areas, rather than just heading directly to specific NPC's. Dungeons fights are supposed to be like this (with more magic stuffs happening) - https://www.youtube.com/watch?v=kyevhryWKHk
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#8
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"Oh yeah man let's remove all GM intervention so that all the super toxic guilds can have total freedom in training non guildies so that they can hold the camp indefinitely". Excellent strategy dude why didn't I think of that. | |||
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#9
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STEENS!
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#10
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As was mentioned earlier, farming city guards will be the most steady way to get plat i think. you might get lucky farming some of this other stuff, but that's a big "might."
Enchanters will, of course, be king of solo. don't under estimate shamans for the duo/trio of giants and efreeti. Making or being in a dial a port wouldn't be a bad path either. i do believe seafurries will be nefed from the get-go since thats the way they should have been from the start. I would imagine Jboots dropping from drelzna is going to make that market not viable for quite some time.
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Nuggie / Celelilly / Zackattacker - not guilded <TAKP> RETIRED Nuggiemag - <Sodden Seakings> formerly Ironborn Nuggie - Undead Mage on Old Blanchy (Classic WoW) RETIRED - Nuggie / Celelilly / Conavar - <Omni> formerly <Vesica Dei> P99 Duggie/Wuggie <Mythic Legends> EQ1-Lanys On to the Future in Pantheon | ||
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