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#62
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Paladins and Shadowknights-
The Knight classes receive some of the biggest benefits from this melee balancing. Our evaluation of knights showed that in many cases they were doing just over half the damage of a similarly equipped warrior. This is simply not enough damage to make them highly desirable in group and raid situations. The changes we are implementing put knights at a bit over three-quarters of the damage potential of a ranger or a warrior. This represents a significant upgrade from their current status, without threatening the desirability of the ranger or warrior classes. The first thing we did was to move knights to the same damage tables as warriors. This damage table is now shared by all melee classes, except the monk who is on the higher tables described above. By placing knights on this table, they will now hit harder with the same weapons than they did previously. The second change that greatly benefits knight classes is the upgrade to two-handed weapons. While this isn't a knight only upgrade, as the premier users of two-handed weapons it has a profound effect on their damage potential. The two-handed weapon upgrade is discussed in more detail in the previous section. For knights that prefer to use a weapon and shield combo, we plan to go through existing weapons available in the game and upgrade them in cases where they are not doing enough damage. These upgrades, as well as any new weapons we may add, will begin to be seen in game in the near future. One thing to note- a knight using a two-handed weapon will do more damage than a knight with weapon and shield of similar quality. The final change we are making to knights is the increase of their Taunt skill cap. This increase begins at level 51, increasing a few points each level until it caps at 220 skill. Taunt still follows all the previous rules with regard to taunting things above your level." | ||
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#63
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One thing I know is in Velious a Paladin is a damn good puller. We used them in my guild most of the time in Kael over Monks.
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#64
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February 21, 2001 3:00 am
------------------------------ *Patch Day* Today's patch contains a wide variety of enhancements and changes. Due to the number of changes being made, this list is primarily a summary. Extended descriptions of the changes and the reasoning behind them can be solicited on the EverQuest Message Boards. *Spell and Skill Changes* Druids, Shaman, and Clerics: --- Superior Healing moved to level 51 for shamans and druids. --- Casting difficulty of Superior Heal reduced (less fizzles) --- New level 55 Druid and shaman spell, Chloroblast, similar to remedy for clerics. --- New Druid spell at level 60, upgrade to superior healing, Natures Touch. --- Created a new spell effect for Celestial Healing, Celestial Elixir, and Torpor. This will allow them to stack with all other spells, save spells of the same type (Heal over time). Prior to this, all heal-over- time spells followed the same rules as regeneration spells. --- Reduced the casting difficulty of Remedy. --- Lowered recast time on Wake of Karana Paladins: --- Added Endure Magic spell at level 30 --- Added Resist Magic at 55 --- Moved Guard spell from 49 to 39 --- Moved Armor of Faith from 53 to 49 --- Added New level 53 paladin spell: Divine Glory --- Added New level 59 spell: Celestial Cleansing --- Defense skill cap made exactly same as warriors --- Added Yaulp 4 at 60 and enhanced. | ||
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#65
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why paladin agro become superior to any class in velious and in general beat the warriors proc agro :
*NPC AI - Hate* We've made a number of changes to NPC AI, specifically to the section dealing with target-selection, or what's commonly referred to as "Hate". It is not so much that NPCs react differently to hate now than before, but that we've changed the way that hate is awarded. --- We reduced the amount of hate that can be caused by a proc. Due to the high proc rates at upper levels, the amount of hate generated from procs, and the spells that were selected for those procs, made keeping the attention of the creature much too easy a task for the tank. Simply, it nearly eliminated the challenge of keeping a foes attention at levels above 50. --- We've capped the amount of hate that can be awarded to most casters, specifically for debuff-type spells like the Malo and Tash series. The hate calculation for these spells takes into account the number of hitpoints of the NPC and did not "play nice" with the increased HP limit of Velious. It explains why Enchanters, for instance, would complain that casting a Tash spell would lead to near- instant death. --- We've redressed the amount of hate generated by heal spells. Previously, and *partly* due to a bug, the high level heal spells such as superior heal or complete heal would generate no more hate than greater heal. In fact, so little hate was generated by these spells that it made controlling NPC aggression trivial. Heal spells will now generate an amount of hate more in line with the number of hitpoints actually healed. Due to our desire to leave the lower level game more or less untouched, two separate caps have been placed for targets level 50 or below, and 51 or above. Heal spells will generate significantly less hate for targets below level 51 than those at or above that level. --- We've also re-evaluated ways that players have to reduce their own hate. While spells in place to allow this are OK, the Evade skill (possessed by rogues) let them out of their damage too easily. A rogue that successfully evaded would immediately drop to a level of hate lower than someone who was in the awareness range, but hadn't done anything to really upset the creature such as damage it or heal its foe. This problem was exacerbated by the increase of the size of the hate list implemented with Velious. *NPC AI Adjustments* -- Level 60 players with the taunt skill will now have a chance to taunt creatures that are level 60 to 65. Previously, players could only taunt creatures below their level. -- NPCs that are mesmerized or stunned will now only add a very small amount of hate when they see you cast beneficial spells on their enemies. Prior to this, they would add full hate when they saw you do this. This is why NPCs would always jump the cleric after breaking Mez. -- Fixed a bug that would cause NPCs to add too much "temporary hate" when a player would sit down in front of them. -- The maximum amount of "hate" that an NPC can add when witnessing a heal to targets above level 50 has been decreased substantially. -- Hate from heals is also now calculated at a lesser number than the number of hitpoints healed. Previously, healing one hitpoint would cause one point of hate. Now, healing 3 hitpoints will cause 2 points of hate. | ||
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Last edited by Arteker; 05-16-2013 at 05:19 PM..
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#66
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Since we're talking Velious now: Arteker is correct in that Velious is better than Kunark, generally, for the hybrid classes. Kunark was the nadir for hybrids. I hated Kunark on live for that reason. My own thoughts on Velious:
Being switched to the Warrior-style damage table was a large improvement by itself. Don't underestimate it. That was my single favorite change from the era, even more so than the change to experience gain. On P1999, the removal of the class experience penalties will take away the main reason some groups avoid these classes. With the defense skill improvement and changes to hate management, hybrids become the best tanks for any content where /defensive isn't needed, including almost all group content. Monks don't hit their truly overpowered gear level (flayed barbarian skin leggings, etc) until they've already moved beyond the group level of gameplay. Shadow Knights can more or less match overall Paladin aggro generation. Both classes are equipped with numerous high-hate spells. Paladins are a bit better at zero-damage hate generation though both classes can do it. A weakness of hybrids in Velious is that they tend to become unpopular for main tanking raid bosses due to the increased length of time that creatures can live. I do not consider this a severe weakness, however, for what might be called "political" reasons (ie, MT on raid bosses is why people make a Warrior and it's not really fair to take that away from them). There are a few bosses hybrids are preferred for, but not many. Hybrids still make fine tanks for the basic clear--what some folks call a "plow tank." A Paladin-specific weakness is the increased number of stun-immune creatures in Velious. While the Paladin can still hold aggro on such creatures fine, he loses his best tanking tool and no longer has much of any advantage over a Shadow Knight. Paladins still have a rather weak raid role if not tanking. In addition, there's relatively little undead in Velious, depriving both the Paladin and Shadow Knight of much use of their utility in that area. Note that essentially all of the improvements hybrids see during Velious come some months after the expansion launches, and not all at once. The 2H weapon improvement, in particular, comes rather late in the expansion's life. Here's the important part: Despite all the changes made, hybrids still rank on the lower end of the power scale. The changes simply reduce the gaps--not eliminate them. The strongest classes from Kunark (Shaman, Monk, etc) are still the strongest. If you already enjoy playing a hybrid, you should like Velious. If you don't like playing them, I doubt Velious will change that. Danth | ||
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#67
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*** Melee Changes ***
After extensive research, testing, and evaluation we have completed the melee portion of our class balancing. To be clear, these changes apply just to the combat aspect of melee classes. Any issues with non-combat skills, spell effects, spell selection, or non-combat aspects of classes will be evaluated in the near future. With the completion of the melee combat balancing, we will be moving onto spells and spell casting classes. Due to the extensive nature of these changes, we can't describe them in detail here. A detailed summary will be available on our Developer's Corner message board. Please visit www.everquest.com and our forums for more information. * Summary of Melee Changes * - Two-Handed Weapons have been given an increased damage bonus for characters over level 50. Also, certain post-epic quality two-handers have been improved. - Warriors have had their taunt skill cap increased to 230 at 60th level. Also, the Blades of Strategy and Tactics can now be used in either hand. - Rogues, as the primary user of piercing weapons, will benefit from an improvement in the quality of a few existing high-end daggers. At some future date new piercing weapons will be added to the game to fill gaps in equipment availability. - Monks will now be on an improved combat table at levels 55 and again to a better table at 60. Monks now have the ability to Triple Attack at 60th level. The minimum damage done by Flying Kick will be greatly increased for monks starting at 51st level and scaling up to level 60. We also intend to add more monk weapons in the future to fill equipment gaps. - Rangers have their Double Attack skill cap raised to 245. They have also gained an innate offensive bonus that starts at level 55 and increases until level 60. Ranger's Defense skill cap has been raised to 220, and their Riposte skill cap has been raised to 185. - Paladins and Shadowknights, besides the benefits they gain from the two-handed weapons change mentioned above, have also been moved to the same combat tables as warriors. In the future we intend to examine the existing one-handed weapons useable by knights for possible upgrades. We are also increasing the Taunt skill cap for these two classes to 220. - Bards have had their 1h blunt and 1h slash skill caps increased to 250. Their piercing skill cap has been increased to 240. Their Offense skill cap has been raised to 252. Bards are also being moved to the same combat table with all the other melee and hybrid classes (save monks who have separate tables after level 55). Bards Parry skill cap has been raised to 185 as well. Finally, the Singing Shortsword can now be equipped in the off hand and still give full song enhancing benefits. Please read the detailed explanation of these changes on our Developer's Corner message boards at http://boards.station.sony.com/ubb/e...n/Ultimate.cgi | ||
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#68
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Actualy with spell hate revamp most classic agro generators of shadows knigths such disease cloud debufs lose in agro power. this issue become fixed for them in luclin with their new terror line of spells, sks had several troubles for agro in velious. combined with velious resist table in regular raid scenearios didint help much the class, sk pulling was very damaged even with their improved FD spell.
A stun even if resisted generate the best agro in game till the stun nerf in gates of discord stun agro nerf, due to warriors bitchin .fuxx you furor and steeelwarriors cry babies . a paladin does not need stun lock a regular mob to achieve his best tanking prowes , unless its a caster . his agro habilitys allow him to gather enough dps to make dmg taken smaller. | ||
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Last edited by Arteker; 05-16-2013 at 06:07 PM..
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#69
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Honestly Ranger upgrades at very end of velious made them a superb dps hybrid and with their new like of atk buffs and upgraded discs.
Ranger with max atk buffs 2handers from high end raidin world where a excellent ranked dps, its mostly ignored as was a almost ignored class at the age till their boom in luclin with archery aas. | ||
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#70
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Quote:
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