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  #51  
Old 07-29-2011, 04:27 PM
Harrison Harrison is offline
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Sort of like spam trading me so I couldn't DS the lowbies I was oocing for?

You're such a lowlife scumbag lol You're really going to try and lie about that?

Go back to vztz...ohwait.
  #52  
Old 07-29-2011, 05:09 PM
Yinikren Yinikren is offline
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Back on topic.

I'd actually like it if they continued with Luclin 2-3 years after Velious.. but did not implement AA's.


AA's, imo, were what tured EQ into a ridiculous grindfest, because there was no cap on them. Either cap them, or skip them entirely, and Luclin would be a solid expansion. The raid content was very fun.
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Look, I really want to make this better for the nonhardcores here. But if a small faction of people is going to cockblock progress because they're not getting exactly what they want.....
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  #53  
Old 07-29-2011, 05:23 PM
Harrison Harrison is offline
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Luclin was fun, up until VT, which was horribly underfinished and incomplete...then rushed to "completion".

VT was terrible, almost worth it with all the sweet toys that dropped there.
  #54  
Old 07-29-2011, 05:42 PM
SirDayblaze SirDayblaze is offline
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VT was far from fun, I would say it was time consuming and boring beyond compare. The amount of hp those mobs had was just rediculous. I can remember offtanking as a paladin...ran a mob to a corner, equiped FD for its wonderful proc, casted stun line spells on the mob a couple of times and just afked for some undetermined amount of time.
  #55  
Old 07-29-2011, 06:57 PM
Galanteer Galanteer is offline
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Quote:
Originally Posted by Troy [You must be logged in to view images. Log in or Register.]
Which is why we should use gfay [You must be logged in to view images. Log in or Register.]
On mith marr, back in the day, we used north freeport. the evils used the tunnel. Bank right there...Saturdays were special market days.
  #56  
Old 07-29-2011, 07:07 PM
Rais Rais is offline
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Quote:
Originally Posted by Zuranthium [You must be logged in to view images. Log in or Register.]
A melee group with completely shit gear, perhaps. Otherwise...no.
It's already proven you're a moron about classes and their ability. I can't help it if you sucked that bad as a wizard. Go back to playing a 3 min mage in wow.
  #57  
Old 07-29-2011, 07:20 PM
Zuranthium Zuranthium is offline
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Quote:
Originally Posted by Rais [You must be logged in to view images. Log in or Register.]
It's already proven you're a moron about classes and their ability.
The only thing that's proven is how people get frustrated with the correct info I've brought to the table and/or my vision of how modern-day Everquest should be in order to "recapture the magic".

I love your defensive statement of "I can't help it you sucked as a Wizard" as if that proves anything. There is essentially no skill in involved with doing damage as a Wizard, after the basic understanding of aggro. All it comes down to is pure math of what the class is capable of my repeatedly clicking their button and the mana regen they have. Wizards are far behind melee and anyone with a brain who has played at high-end knows that. Someone needs to do some kind of official parse and sticky it.

Especially LOL @ you saying a Wizard owns so much with Necros and Magicians pumping mana into him. Hey, guess what, you could just be using a bunch of melee instead of all of those people that are pumping into the Wizard (and instead of the Wizard themself). You'll do far more damage.
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  #58  
Old 07-29-2011, 07:39 PM
Rais Rais is offline
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Just like melee requires haste and other buffs. Mod ridden or Necro twitch is no differen[You must be logged in to view images. Log in or Register.]

I played the end game stuff. I was lucky enough to be in one of the top end raiding guilds,if not "the". I saw parses, I saw the numbers first hand. I was part of it. I'm pretty certain you spent more time on graffe website crying over being out dpsed by a rogue in your 40s.

You're the typical person who cried more at the game,tried to crunch numbers just to prove a point. I sure hope you really are a troll and I'm lured in. Ive seen some stupid people play this game and you top them all.
  #59  
Old 07-29-2011, 08:50 PM
Zuranthium Zuranthium is offline
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Quote:
Originally Posted by Rais [You must be logged in to view images. Log in or Register.]
Just like melee requires haste and other buffs. Mod ridden or Necro twitch is no differen[You must be logged in to view images. Log in or Register.]
Haste is irrelevant, there's going to be an Enchanter there anyway (Clarity!) if you're using a bunch of Wizards in comparison to a bunch of melee. The melee are far more effective and if you've "seen the numbers" then you would know how big the gap is.

Quote:
Originally Posted by Rais [You must be logged in to view images. Log in or Register.]
You're the typical person who cried more at the game, tried to crunch numbers just to prove a point.
Don't try to tell me who I am (you're wrong anyway); try and form a coherent argument.

I experienced how people in roleplaying guilds stopped playing certain classes (or the game entirely) when they got up into the 50's and into the later content of the game. When your class becomes ineffective, the game becomes less fun; both because you aren't contributing equally and because you aren't able to perform the intended purpose you started playing the class for. This was especially true for Wizards. They signed up for the class to burn targets down and when you get to the later levels Wizards can't do that. In many cases later on, the target's HP bar doesn't even freaking move when you hit a nuke on it. Gee, tons of fun.

Crunching numbers is entirely relevant, even if it shouldn't be used as the only way to balance classes.
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  #60  
Old 07-30-2011, 12:36 AM
greatdane greatdane is offline
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There's the advantage of not having to stand within range of the AoEs that practically all Velious raid mobs have. A competent raid should be able to deal with that, though; there's not much else but heals for the shamans, druids and paladins to cast once the fight has begun, after all. Caster DPS was appreciably less than rogue/monk DPS, especially because Velious mobs tend towards low AC and high resists, but you'll have problems if all your DPS is melee and thus gets molested by AoE. What's best largely depends on the gear level - if you're still in the gearing-up process, you might benefit from having a heavy caster crew. If your guild is well-geared, melee is the way to go because 1) they get loads of resists with gear and don't get hit as hard by AoEs and b) melee DPS actually scales with gear while casters don't at all. By and large, caster damage is sub-par throughout all of early Everquest, but the circumstances can make it more appealing. Since our playerbase is both raid-obsessed poopsockers and shameless min-maxers, I'd expect melee to be the winners of Velious. Caster itemization doesn't get decent until later on, and it never gets fully balanced.
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