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  #31  
Old 08-20-2011, 12:42 PM
koragashi koragashi is offline
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rangers can afk level , true story =/
  #32  
Old 08-20-2011, 02:28 PM
Vladesch Vladesch is offline
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Originally Posted by nymphloa [You must be logged in to view images. Log in or Register.]
Fear kiting has its place, used mainly by those who have not yet mastered how to kite correctly [You must be logged in to view images. Log in or Register.]
Fear kiting, used mainly by those that like to get full damage from their dots, and prefer to sit down and med up mana.

Not sure if people are clueless here, or deliberately post crap to slow down the competition. I suspect the latter.
  #33  
Old 08-20-2011, 02:45 PM
vageta31 vageta31 is offline
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I seriously don't think some peeps on here have any idea what they're talking about with the clueless tactical comments.

Fear kiting is the absolute best way to kite.. far superior to a standard Druid kite who burns all his mana to kill 4 mobs then has to afk med and browse the boards. My iksar Necro can pretty much chain pull non stop in the OT without having to stop for a med break unless I get too many resists, and it only gets easier each level. Even then I never med to full, that's for sissies. In fact if I have at least 25% mana I will begin pulling and if the resists are low I will slowly gain mana throughout the fights.

Fear kiting is simple, it's learning the most efficient method with little down time that takes a bit of skill and tactics. Here is my fave method in OT.

1. Keep casting a pet until you get the max for your level. Do this around others in different level ranges so they can help identify it's level by cons.

2. Give the pet the lowest delay weaps you can manage, FS daggers are great. If you want to go all out then the whips and daggers from paw or nice.

3. Keep lich line up at all times and if your health gets too low then lifetap to heal.

4. Personally I like to pet pull and run back to the edge of the zone. Send in pet to get mobs attention while you head for your fear spot(you have to be close enough for pet to attack). I literally hit pet attack and head in the other direction and as soon as I see the mobs or pets health drop I instantly pet back off in which the mob comes after me. Soon as I hit my spot I sit and wait and hopefully get one tick of mana regen. When mob gets close enough in casting range I start my darkness cast and tell the pet to attack. Mob stops at pet and I get a free chance to land a darkness without getting hit. Throw on a fear and sit back down and med until fear wears off.

Trick is figuring out the most efficient way to kill the mob. Simply use darkness/fear and pet for damage? Or do you throw on a heat/boil blood as well so it dies faster but at a cost of more mana? I also keep engulfing darkness mem'd at all times incase the other wears off. Lets me slow it back down without burning all the mana for dooming. If I get an add I just snare/fear it while pet beats down the other one. I've easily handled 4 mobs at once though it does eat on the mana when it happens and I prefer not to have to do it.

Shamans also require a bit of knowledge to play well depending on play style. I'm all out battle shaman with my Ogre and continued that playstyle to 50 even tanking Specters and AoF when needbe. Haven't played him in awhile and I doubt I could do this efficiently in Kunark, but if I upgraded his gear it'd be an option. With canni dance, pet control and all the buffs you at least won't be bored with all the button pressing.
  #34  
Old 08-20-2011, 02:49 PM
beentheredonethat beentheredonethat is offline
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from my experience to just play every class doesnt require much. to play well, all classes require a lot of skill.
  #35  
Old 08-20-2011, 03:12 PM
stormlord stormlord is offline
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It depends what you're doing.

If you're grouping then a pure melee is simple. The only trying aspect is that you have to click a button over and over again. That requires a certain amount of tolerance for repetitive actions and twitch skill (response time). Rogues, for example, have to click Backstab over and over. I'm not sure if they can kick. They may have a hotkey for pickpocket too. They have to make sure they're behind the mob. Other than that, not much. Even a ranger, a class with many tools, is usually only doing melee in a group. They have to click kick and sometimes taunt. They may sometimes cast a dot, but dots aren't very effective in a group because the mob dies before they wear off. Even though it's relatively simple, it does require you to be at your keyboard.

I think most of the classes in a group situation will routinely do similar things but when things get hard some of them have an array of tools that keep things interesting and less simplistic. Other classes can only really run or die. Druids, for example, might be casting direct damage spells in-between medding. But if things get hard, they may need to be a secondary healer or do some crowd control activities. A warrior, on the other hand, may sacrifice himself to help a caster, but other than that, he only really can run for safety.

I think for hte most part that's how it's in groups. But I suppose it depends what you're doing. A chanter, for example, has to worry about keeping people buffed, slowing mobs, mezzing when necessary, watching where their pet goes, debuffing, and so on. On live, when I was doing the OMMs, I think the chanter probably had the broadest list of things to do. I found myself casting damage spells, mezzing and memblur, casting invis, slowing, buffing, and so on. The complexity is what really made it so entertaining but also the most challenging. But that was because we were constantly moving and never camped anything like we do on this server. I think the reason we end up doing similar things over and over is because we camp a lot - it's predictable.

Solooing, on the other hand, can force people to use every possible tool or trick available. I think this is where things get interesting. Even a warrior will start using their bow and paying more attention to aggro ranges and so on. They'll use bind wound and use the potions if htey have the moeny. But I think necromancers and druids and rangers and other soloers probably have the most complex roles in a solo setting. It's mainly simply a factor of having more tools available than more group-dependent classes. More tools means you need to know when to use them and where. All sorts of situations can confront you. More tools make it interesting.

I've always felt that a class isn't a class unless it has lots of tools. I don't think that specializing in one area and making a class dominate it will be interesting because when you do that you cut out a lot of the tools that're needed to make things interesting. In a skill-based game, how this works is a lot easier to understand. Essentiallly, if you have 10 skills and you have 300 skill points to distribute, then you can have 30 in each skill or you can max 3 of them, but not all of them. If you you limit yourself to just a few very good skills then you won't have as many things to do. That might make the game-play boring. That's how I look at it. Just because you can do it doesn't mean you should. But it depends on how complicated each skill is. Usually skills in games are fairly simple. You have to have a lot of them before things even get remotely interesting.

But I guess that depends on the game content. If content is balanced and thorough, then most any combination of skills will do the job. For example, if you put your skill points into rogue skills AND traditional combat skills then maybe you could assassinate the bodyguard outside and sneak inside the compound and steal the boss's loot without having to kill him (avoiding the requirement of needing high defense/offense). Or maybe you put your skills into charm and personality and you talk your way passed the bodyguard or show him a fabricated writ. Then slip a toxin into the boss's drink while the advisor is outside speaking with the counselor. Then when you're on your way out the guards are alerted and start arresting everyone. While entering an alleyway a guard stops you and says you must come in for questioning. You kill him with your meager combat skills then hide the body and hastily go to the sewers to get out of the city before they can catch you. There should be lots of ways to do a task, not just one based on tank + healer + dps. I'd prefer using 10 different skills with 30 in each and having to form complex answers over using only 3 over and over.
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Last edited by stormlord; 08-20-2011 at 03:40 PM..
  #36  
Old 08-20-2011, 03:19 PM
Hailto Hailto is offline
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Honestly, the only games that i really consider to require "skill" are RTS and FPS games. MMORPGS for the most part don't require skill, anyone can play them well once you learn what you are supposed to do. A RTS on the other hand, you actually have to have a certain amount of talent at that to be good, doesn't matter how much you know about the game, same with FPS.
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  #37  
Old 08-20-2011, 03:31 PM
Seaweedpimp Seaweedpimp is offline
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Quote:
Originally Posted by vageta31 [You must be logged in to view images. Log in or Register.]
I seriously don't think some peeps on here have any idea what they're talking about with the clueless tactical comments.


Oh the irony.

Some of your "tactics" are spot on. But some of it is not true at all.

Mainly the weapon delay on pets. All 1h weapons are going to have the same delay for your pet.
  #38  
Old 08-20-2011, 03:44 PM
Feachie Feachie is offline
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Quote:
Originally Posted by greatdane [You must be logged in to view images. Log in or Register.]
No, no. A wizard just has to make sure he doesn't waste half of his nuke by casting it when the mob is at 15% health. Unlike dots and debuffs, there's no beenfit to nuking as early as possible, so there's no threat balance - you just wait until you know you won't take aggro from nuking. You'll never have enough mana to nuke every mob more than once anyway, unless the pulls are coming so slow that it can barely be considered grouping.
calm down buddy. i wasn't talking about wiz in a grouping context, i should have been specific sorry.
  #39  
Old 08-20-2011, 03:54 PM
vageta31 vageta31 is offline
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Quote:
Originally Posted by Seaweedpimp [You must be logged in to view images. Log in or Register.]
Oh the irony.

Some of your "tactics" are spot on. But some of it is not true at all.

Mainly the weapon delay on pets. All 1h weapons are going to have the same delay for your pet.
Well to be honest I hadn't parsed the data, I was going on assumption due to my memory of how it used to be. If this is true then it's great news as I don't have to worry about what weapons I have laying around to give to my pet.

Is this working as intended or a bug? Maybe my memory is foggy but I was quite sure in classic that weapon delay mattered at some point.

If not my bad, scratch that part. Give your pet rusty war hammers [You must be logged in to view images. Log in or Register.]
Last edited by vageta31; 08-20-2011 at 04:03 PM..
  #40  
Old 08-20-2011, 04:01 PM
Convict Convict is offline
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Quote:
Originally Posted by vageta31 [You must be logged in to view images. Log in or Register.]
Well to be honest I hadn't parsed the data, I was going on assumption due to my memory of how it used to be. If this is true then it's great news as I don't have to save worry about what weapons I have laying around to give to my pet.

Is this working as intended or a bug? Maybe my memory is foggy but I was quite sure in classic that weapon delay mattered at some point.

If not my bad, scratch that part. Give your pet rusty war hammers [You must be logged in to view images. Log in or Register.]
It was that way on live but it was considered a bug and nerfed at some point. It was never implemented here.

I distinctly remember fs daggers turning pets beastmode back in the day.
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