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#7051
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![]() Sweet off his meds again
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Monk of Bregan D'Aerth
Wielder of the Celestial Fists Quote:
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#7052
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![]() Pretty interesting to see the Rathe Council last night. I quit EQ right as Luclin dropped but continued reading the big sites.. always looked to this as the "fuck you" event of PoP. It honestly was underwhelming. Phinny just feels so easy mode, makes me sad. And this is coming from a guy whose first Phinny raid was the RC (last night) on a toon that wasn't mine and I barely knew how to play.
Is the 18 man thing for Time in effect? I don't know what it is other than the thing that made Furor have that epic meltdown. "You have 14 days..."
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hello i'm cucumbers
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#7053
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![]() So what does everyone do while 18 are fighting? Just watch?
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hello i'm cucumbers
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#7054
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![]() Quote:
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Green
Tofusin - Monk <Force of Will> Manowarr - Druid Blue Tofusin - 60 Monk <BDA> Shiroe - 60 Enchanter Manowarr - 60 Druid | |||
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#7055
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![]() Quote:
Rathe Council is all about the setup. If you want to just faceroll into the event you will fail. If you set up who is tanking what, who is mezzing what, and who is healing which tank, it's no trouble. But the Rathe Council event originally was very OP. The way it currently works the 6 tankable mobs fleck which drops their max hit to about 1/3rd of its base. Prior to this change in 2002, they continued to all hit for 3000, which meant you were offtanking 5 Councilmen all hitting for 3000 for most of the fight. GoD will get some challenging content. Txevu has quite a few excellent events. The Runt event is neat, you have to send in one champion to start and if anyone other than your one champion interferes you fail the event. The Ukun Bloodbeast is a total cluster if you have weak DPS. High Priest is a good event just an endurance fight. The ZunMuram is probably the best scripted event in the zone/expansion. Inktuta Cursecallers and Noqufiel should also pose some issues to guilds who have a lot of dead weight. The problem with Phinny mostly comes down to the massive DPS increase. The Mighty Buff probably should've been a bit higher to counter DPS gains from the AAs/updated hit tables.
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#7056
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Earth/Air - 18 Dudes (3-4 Tanks, 1-2 enchanters, 1 wizard) Water/Fire - 18 Dudes (3 Tanks, 1 enchanter, 1 wizard) Undead - 18 Dudes (3-4 Tanks) So the way it's done is you need a certain number of tanks to tank the mobs, the enchanters in Earth/Air have mobs to mez, rarely will you need mez in Water/Fire but having a chanter is nice. The first two teams need wizard to AE TL after beating the trial, then zoning back in and doing the next trial. There are other ways to split it up, and you can do just two teams if you raid is smaller than 54ish people. But yea a 72 man raid usually has 18 guys sitting out because few raids have sufficient number of tanks to do 4 split.
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#7057
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![]() It is fair though to have Rangers and Beastlords and Monks tank in some of these trials if necessary like Earth/Air.
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#7058
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![]() I played a little more last night and managed to get caught up on my class quests. omgosh! I am super happy that I did too ^^ I got some spiffy new duds that look super cute and actually have very good stats compared to what I was wearing, plus I unlocked all my class skills that I'd been slacking on ^^; lotta fun all around.
also managed a pretty quick xp run and am getting super close to 50 and all that wonderful see that comes with it. I did t manage any twinbee over the weekend though. I was pretty busy and had some other things to work on and take care of in addition to everything else. I don't think I posted a weekend recap, come to think of it. I'll check and try to get one up if not. It was pretty fantastic too. How is everyone else doing with their non-classic EQ gaming?
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<Millenial Snowfkake Utopia>
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#7059
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![]() Quote:
"quit out of the dz" /tell person01 what the fuck is a dz "can we do a mgb whatever" /tell person02 what the fuck is a mgb /tell enchanter01 can i have whatever the fuck a warrior needs /tell cleric01 can i have whatever the fuck a warrior needs /tell shaman01 can i have whatever the fuck a warrior needs /g i have some thing on me thats 72 curses what do Also a 60 warrior from p99 velious to a 65 warrior from phinny pop is just completely different. I did read the threat mechanics guide (most of it at least) but I have zero practical experience actually doing anything as a warrior. I figured out that clicking "incite" is basically my mallet, and that stonewall (sp?) was basically what I use instead of defensive.. and i guess you can run multiple discs at once now, but other than that, I have no idea how to actually warrior on that server and have no practical experience doing it or any muscle memory for any of the buttons I should be pushing and what circumstances call for those buttons. [You must be logged in to view images. Log in or Register.] It was just a straight up show up, auto attack, yolo. The only time I had to do anything of value I was steamrolled immediately because I didn't know it wasn't slowed and haven't gotten used to the idea that I can actually see what debuffs are on a mob, lol Which was more or less my point.. from my memory of many moons ago the RC seemed like the event where every motherfucker needs to not suck or you fail. In reality, it's like the rest of EQ - 5-10 people making the big plays while the rest of us have no idea what the fuck is going on and auto attack when told.
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hello i'm cucumbers
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#7060
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![]() Stonewall = Defensive. Stonewall snares you whereas Defensive reduces your DPS. Other than that the mitigation, duration and reuse are the same.
Incite is the snap aggro warriors should have gotten from the get go. Discipline timers are split. So you can use Fortitude on a tank swap, let the CH chain switch targets or the clerics start spotting you, then when Fort drops activate Stonewall or Defensive. You know... instead of retardedly burning 10 Puppet string charges on a ranger with weaponshield up while all your enchanters spam click soulfires on the main tank while the CH chain switches over. Your warrior perspective is skewed though on that event. You needed to have 5 tanks offtanking their mob, not kill it, while 5 clerics or Druids kept them alive, while 3-6 enchanters/bards keep the mezzed mobs locked and never allow them to memblur on the 10min forget Timer or the memblur trigger on mez, while your enchanter and shamans must run around and keep Malo/Tash/Slow on the councilmen being mezzed and tanked. It's more like 20 dudes. You don't need an entire raid to show up until individual emotes come in and fuck the entire raid like Vishimtar with shoulder my burden triggers and death adds. Death adds are probably one of the best mechanics ever introduced to EQ tbh. Deaths should be far more punishing to your raid as a whole for overaggroing and failure to keep tanks alive. Shei / Vulak Ring were great additions with that mechanic in Luclin.
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