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#1
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Lull is necessary in harder areas where you cannot do that, and it superior to root when splitting. Both are great spells. Again, the only person arguing against any spell here is Z. He doesn't seem to like lull.
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#2
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Just because a group can mow down mobs doesn’t mean root isn’t necessary lol. This could easily be a quick wipe without root. I’ve seen it happen plenty of times. I have a 60 enc, root is good 95% of the time. Lull is more for niche stuff. | |||
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#3
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Why do you respond to literally every person by ignoring what they say and inserting some strawman statement?
If you pull 5 MOBs, splitting them up with Root is great. It doesn't matter if you *could* beat them without Rooting, the fact is you will save FAR more mana by using root, as you won't need to heal all that extra damage. The aggro management function of Root (force the MOB to always hit your tank) is also very powerful. Quote:
Lull is rarely needed to split a camp. It might make things a degree easier, but rarely is it *needed*. More for dungeon soloing than other modes of gameplay. Quote:
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#4
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Again, I think both spells are great. You are the one who thinks lull isn't great, which is strange.
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Last edited by DeathsSilkyMist; 08-15-2022 at 09:35 AM..
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#5
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Wizards have a great advantage in that they can port around to scrounge for buffs before they spend 40 mins kiting ... if they get potg and have a few sow potions they can go a long time before having to scrounge more buffs. It really helps the quad and is worth the time. Also you get to chat and make acquaintances doing that.
That said, in 30s I just facetank nukespammed karana gnolls for scrolls. I'd port back to qeynos and then return to NK and run back to camp. Apparently the max xp from scrolls got nerfed, so maybe this is no longer an easy / lazy way to level. I put my nuke in spell slot 1 and hit an instacast clicky item between each nuke to make slot 1 refresh faster. | ||
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#6
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Also, are there patch notes about the quest XP thing? I remember hearing that but looked over the patch notes and didn't see it called out anywhere, unless this happened forever ago. | |||
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Last edited by Kich867; 08-15-2022 at 03:23 PM..
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#7
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There are honestly no bad or underpowered classes in EQ, there are just bad classes for specific styles/preferences of play. Wizard might be objectively the "worst" class, but if you're the type of player who is endgame/raid focused but are kind of lazy and don't enjoy a lot of responsibility...congratulations, put on your robe and wizard hat (or maybe pick up a dagger - Rogue would be the second choice for such a player).
And Druids are also objectively pretty "bad", but if you're a casual player who just likes running around casually doing quests and buffing newbs and porting people... then you're not gonna be well served by an "overpowered" Enchanter. You can get a lot of mileage out of every class. Just use them in their correct niche. | ||
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#8
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No class is globally worthless. Each has their own area of shine depending on level, content, scope and goal.
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#9
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#10
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Every class has SOMETHING to bring to the table depending on the situation and objective.
That being said, many people on P99 consider classes that can kill the hardest mobs solo (esp deep in dungeons) or smallest group or can put out the most sustained DPS as the "best classes". By this measure, Wizard is probably most underpowered. All they really get is: 1) Quad kiting (druid can do about as well) 2) Ports (druid can do better except PoH/PoS) 3) TLs (especially to bind is valuable for raids) 4) Unresistable dragon/giant bane 2k dmg spell (rogues still better DPS) 5) Lures can land on raid bosses (not as valuable in velious era with >32khp) With VP rend robe clicky they can do passable sustained DPS but good luck getting that before level 60. Runner up is probably Ranger. If /pet attack weren't a thing then Ranger would be somewhat valuable for tracking. The mechanics of valuable outdoor targets like Quillmane are too well understood so don't need Ranger to spawn / find. They also can't harmony or SoW in dungeons so they're basically a rogue without backstab in many situations. Make great small group tanks up until early 50s in the typical outdoor crushbone -> unrest -> mistmoore -> CoM level progression though. | ||
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Last edited by w1zard; 08-30-2022 at 12:49 PM..
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