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#1
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fight fight fight
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#2
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Ok this is fun to theorycraft
Really assuming you know the dungeon and where the pathers are, then there’s only 2 situations that should ever threaten you 1. Charm breaks and/or root breaks 2. Lull critical resists The first I’m assuming you could still stabilize with color flux and shift on your bar. Honestly even now if mobs have ever hit my bez rune at all, it’s either gone or I re-apply it anyway. So that shouldn’t be a problem even post change The critical lull resist could or most likely would kill you. So a workaround is charm a single, send it in, pull the pack out, and hit with aoe mez. Or if you don’t have a single to work with, then attempt to just lead with aoe mez if u have LOS. Because that will tend to only resist (if ever) on 1 or 2, with is an easier situation to stabilize post change than a crit lull resist And go ahead and nerf animation. I can’t seem to find a Zumaik’s and I’m jealous of other people that already have it. This isn’t a satire about you this is literally just me, lol. So nerf that shit. Animations are hella boring anyway, you don’t even get to cast fun dps spells like nec or mage. I picked enchanter because it’s a busy class, and the animation is the opposite of busy playstyle So all in all I say bring it on. I propose now I could still easily solo through any dungeon I already know | ||
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#3
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Good job OP :Thumbs Up:
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----- All this said, I am one of the few people who played and am addicted horribly since 1999 and yes this is a very important fix. It is especially important come green/red/blue3.0 purple or whatever because at low lvl without all the velious gear casters are way to OP way way way to OP ---------- next incoming proposed fix, bring dodge/parry/riposte in line with their pre-pop -pre-luclin counterpoints and the skills should matter a lot more than they do now. Thank you everyone for supporting this project, and I look forward to getting bashed/stuned/knocked around and needing to actually use root or plant myself in a corner, which was the ONLY way I could get spells off in any serious capacity in dungeons without stuns/flux line of spells. Makes that 1.5 fast cast root gold. Makes the game a lot more enjoyable. Makes mezzing 5 mobs a lot more dangerous and require a better group to support the enchanter. P.S. you can root mobs that aren't agroing you--- this is a social game. Help a bro (or lady) out. | ||||
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#4
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Now if you did this change AND made charm and mez unreliable, that would be disastrous to chanters
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#5
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ya'll still got those badass animations, haste, slow, and lull/root/memblur
*cough* | ||
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#6
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And the proposed nerfs did incorporate nerfing animations, I just didn't mention it They are also somewhat of a pain when dealing with certain kinds of mobs. For example, you don't want to have shadowknights kick you in the nuts with every harmtouch just to get your animation on them, so you have to mez them, then finagle your animation over to stand next to them, then root them in range of it, which gets them to HT it. Same goes for nasty necromancer, shaman, any caster mob that is going to try to DoT you. You have to mez them, root them, get the animation in range of them, then wait for mez to fade to get that initial cast towards the animation and not you. You could try to facecheck them and stun interrupt their first spell, but that's just a wasted rune because they are going to hit you with melee too So yeah, nerf them, they're not fun anyway | |||
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#7
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Ya don't forget you guys have rune too! About half of enchanters are just not really that good and should be rolling mages or wizards and grouping more. Goal us classic EQ. More or less. I'm pro cosmetic changes. Not pro leaving the game too easy/imba for convenience. There are a ton of options for convenience. Live is a good one for enchanters who want the game to be soloquest and to solo raid mobs or churn out items with very little effort. | |||
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#8
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The casters I've found it's always easiest to lead with the nullify line normally before attempting to slow. They seem to always have either a nasty DS or good buffs or both. But that doesn't work with the animation pet. Because then they'll stick a nasty DoT on me from range before they run over. So I need to lead with mez, then root, then mez again or something to blur, then finagle the animation over towards them to get them to jump on it. Then ideally interrupt their first cast with stun while still being out of melee range. If people want to do that for every caster, while also only getting 50% experience the entire time, be my guest. I just find it all annoying and boring | |||
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#9
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SKs got their grreeny little pet, their own ht, but no slow or colorflux. For wizards, just have to spam rend and like lightning bolt or something with a 0.0 sec and click jboots praying to God. Clerics get DA and can spam fear, and nuke o.O Rogues, uhm, lol, maybe a poison, or lucky intimidate on some greens? Maybe *classic* enchanter, just isn't for you [You must be logged in to view images. Log in or Register.] Imma, let up now. It's RnF, kinda didn't feel like pulling a punch. Nothing personal! Chanter is OOOOOp. Will still be pretty decent, and require some finger wiggly finesse, tis EQ. That's how this game gets deep. Not just churning through dark blues semiafk. | |||
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#10
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Idk if classic, but mobs will blow their HT timer if you get them to attempt to cast HT at a time they can’t use it (such as in the middle of casting a spell). Hope this helps (or is nerfed if appropriate!)
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