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#2
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Quote:
I agree that Kunark really seemed to jump the shark with weaponry for all classes. Having a 2H weapon in vanilla that was a 2:1 ratio was like the gold standard, I seem to remember 3:1 being the gold for 1h weapons (like 8/24 Short Sword of the Ykesha). Then trash drops like 30/40 2Hers, insanity monk weapons (23/28 on wu's was ridiculous in itself, nevermind 28/30, 29/30 + 100DD stun). The new 1h standard was like 2:1 or close to it. I really question if Verant was making crazy itemization for melee just for making money (i.e. you cannot compete without Kunark, so buy it today). I think by the time Velious hit they realized their err and tried to correct it but it was too late. I wish they didn't go so crazy in Kunark and make almost all classic weapons obsolete instantly (Is there even a relative weapon left from Classic to Kunark? Maybe Mithril 2her since haste was harder to come by, or maybe Ghoulbane for twinking.
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Wedar - Level 60 Grandmaster (Retired)
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#3
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I agree mostly with what Pasi said.
Luclin/PoP brought monks back down to earth, and brought most other classes up to where they should be. Need Luclin and PoP. They make servers far better.
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#4
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Quote:
Consider Agnarr
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Kellian Cove (60 Wood Elf Rogue) Parra Doxx (55 Barbarian Shaman) Kellian Blindwell (25 Human Paladin) Marvin Miyagi (24 Gnome Necromancer) Evia (12 High Elf Wizard) | |||
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#5
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#7
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I made it about 2 hours. Saw people selling stuff for krono, then realized I could buy stuff from marketplace with "cash" I had "earned" by being subscribed for a while. I mean seriously, a 40 slot bag? Pfft! Plus I hate the revamped freeport (didn't leave wfp). Camped out and didn't look back.
-Mcoy | ||
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#8
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Easy way to balance monks would have been for their evasion to be top notch, but each successful evade uses up endurance. Once they run out they lose their evasion.
Would result in tank classes being the best choice for sustained tanking (mitigation wouldn't use end), but wouldn't impact monks much for soloing and pulling. | ||
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#9
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Monks on live at this point were pretty much at their peak. Velious was a melee expansion for sure and devs I think had a hard-on for them as almost all the high end encounters seem to have an awesome dedicated item. Devs on live took a look at their mitigation and nerfed them pretty significantly.
Monk damage avoidance is amplified on this server where mobs hit on the high end way too consistently. Avoiding a hit has tremendous benefits on this sever. A well geared monk can tank a lot of high end stuff but not to the point of a warrior because the real high end stuff has crazy attack and the potential for one or two bad rounds to take them out gets high. As far as monks versus other tanks there are obvious trade offs and it gets a little more complicated when knowledge of mechanics are applied. For example, monks are great dps, but a warrior in beserking with a good weapon and the right disc can do phenomenal dps. As a Paladin main there are a lot of benefits monks have that I don't but the same is true the other way around. I'm too lazy to rehash all the discussions that have already come through about the benefits of healing or the efficiency of healing in a group with true snap agro control.
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#10
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I wish I could find the post from the devs back in the day, but I do remember them stating that monks were supposed to be a DPS class, not a pulling class. FD for monks and necros were in game for the purpose of shedding aggro, like a rogues evade, a rangers jolt, wizzys concussion etc. The ability to split mobs with FD was completely unintended, druids with harmony, bards lull, enchanters pacify etc were the original intended pulling methods.
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