Project 1999

Go Back   Project 1999 > Blue Community > Blue Server Chat

Closed Thread
 
Thread Tools Display Modes
  #71  
Old 09-16-2016, 01:53 PM
Vexenu Vexenu is offline
Planar Protector


Join Date: Feb 2012
Posts: 1,201
Default

I think a better way to word this question is, "Which class, when played exceptionally well, can carry a group?" Or put another way, which classes are actually capable of turning a mediocre group into a good one, or a good group into a great one? In sports terms, which classes in the hands of a great player are most likely to make "big plays"?

When I say big plays, I'm not referring to the overall efficiency a group gains from a Shaman landing slow. Or a Cleric CHing a charmed pet, i.e. things owing more to the intrinsic power of the class itself and which even mediocre players can reliably bring to bear. Big plays are like the example someone posted earlier of the Bard charming a mob that was about to fall of a ledge and cause a huge train. Another obvious one is a Paladin landing a LoH on the Enchanter who's desperately trying to CC a bunch of mobs. Or a quick-thinking Necro who had the foresight and reaction time to mem Screaming Terror and land it just in time to save a group member's life. It's not surprising that classes with bigger toolboxes of abilities tend to be better in this regard, since this increases their ability to impact the group. Versatility allows you to fill in the gaps as needed, and filling in the gaps is what smooths out the performance of a group over time. Filling in a big gap with quick thinking is what prevents wipes.

From that perspective, I think we can establish a good top 5 of "big play" classes, based on their ability to fill the gaps in a group as needed, especially in response to emergency situations:

1) Bard
2) Paladin
3) Enchanter
4) Pulling Monk
5) Necromancer
  #72  
Old 09-16-2016, 01:54 PM
azeth azeth is offline
Planar Protector

azeth's Avatar

Join Date: Jun 2010
Posts: 3,037
Default

nm misread
Last edited by azeth; 09-16-2016 at 02:01 PM..
  #73  
Old 09-16-2016, 03:09 PM
RDawg816 RDawg816 is offline
Fire Giant


Join Date: May 2015
Posts: 827
Default

A good bard is more likely than any other class to hold a group together. On my bard I have been the puller, the cc, the off-tank, the healer, the main-tank, etc. depending on the group make-up.

Some classes can fill multiple roles, but none can compete with a bard in that regard (a good bard, anyways.)

Honestly though, in most groups you know who is worth their weight pretty early on...
The rogue that can chain-pull, swap weapons out to hold aggro/snare/slow etc., and knows when not to evade so squishies don't get aggro.
The tank that is always on the mob early and repositions as needed.
The healer that knows to wait for those extra mobs to be rooted before he tries to heal.
The wizard who saves his mana to burn down casters or to kill a mob quickly to prevent an add instead of going oom so he can watch tv or make a pizza.

These types of people make groups better. This type of player on a bard is invaluable, though...
Last edited by RDawg816; 09-16-2016 at 03:19 PM..
  #74  
Old 09-16-2016, 03:51 PM
fadetree fadetree is offline
Planar Protector


Join Date: Mar 2012
Posts: 1,958
Default

A ranger who focuses on snap aggro CC'ing mobs off of chanter/cleric, plus spam healing necroes and shammies, can occasionally make a big difference.
This includes knowing how and when to spam-snare (build aggro) mobs while they are mezzed/rooted so they go to him on breaks.
__________________
The Ancient Ranger
Awake again.
Last edited by fadetree; 09-16-2016 at 03:53 PM..
  #75  
Old 09-16-2016, 03:55 PM
Nixtar Nixtar is offline
Sarnak

Nixtar's Avatar

Join Date: May 2015
Posts: 279
Default

It is quite interesting how often the level of importance we attribute to these classes are closely linked to what we have been playing or are playing. Almost like a "Buyer's remorse" type of deal where we stubbornly try to justify the time spent with X character by claiming its contribution to the group made all the difference!

I did it myself, when talking about the monk, so I'm not claiming to be above it. An interesting observation, is all. Perhaps it is a mechanism we use to somehow make the hours we pour into the game not seem like complete waste of time?

I mean, I have never been in a group and thought "Oh man, I wish we had a bard over that monk or enchanter cause then this group would really take off!" Similarly, when a bard has been present and the other classes were lacking. Then again, the forum echo chamber do need their little favourite to parrot the next time someone asks "what is best?"
  #76  
Old 09-16-2016, 04:16 PM
maskedmelon maskedmelon is offline
Planar Protector

maskedmelon's Avatar

Join Date: Nov 2011
Location: not far from here
Posts: 5,793
Thumbs up

Quote:
Originally Posted by fadetree [You must be logged in to view images. Log in or Register.]
A ranger who focuses on snap aggro CC'ing mobs off of chanter/cleric, plus spam healing necroes and shammies, can occasionally make a big difference.
This includes knowing how and when to spam-snare (build aggro) mobs while they are mezzed/rooted so they go to him on breaks.
Ranger would be third on my list because they still not awful even when I'm payed poorly ^^ but super awesome when done right!
__________________
<Millenial Snowfkake Utopia>
  #77  
Old 09-16-2016, 05:52 PM
Sadre Spinegnawer Sadre Spinegnawer is offline
Planar Protector

Sadre Spinegnawer's Avatar

Join Date: Dec 2012
Posts: 1,742
Default

Enchanter, hands down.

What other class requires one be able to play for hour after hour, with no afk?

Those pets don't charm themselves, buddy.
__________________
go go go
  #78  
Old 09-16-2016, 06:03 PM
RDawg816 RDawg816 is offline
Fire Giant


Join Date: May 2015
Posts: 827
Default

Quote:
Originally Posted by Sadre Spinegnawer [You must be logged in to view images. Log in or Register.]
Enchanter, hands down.

What other class requires one be able to play for hour after hour, with no afk?

Those pets don't charm themselves, buddy.
Enchanters go AFK in my group all the time. I keep them and their pet alive until they get back. If you can't go AFK, you need a better group.
  #79  
Old 09-16-2016, 06:13 PM
fadetree fadetree is offline
Planar Protector


Join Date: Mar 2012
Posts: 1,958
Default

Well, I play a chanter too and when I have a hasted buffed badass pet I sure as hell don't AFK.
__________________
The Ancient Ranger
Awake again.
  #80  
Old 09-16-2016, 06:33 PM
skarlorn skarlorn is offline
Banned


Join Date: Jul 2016
Location: The Misty Thicket
Posts: 4,863
Default

Quote:
Originally Posted by fadetree [You must be logged in to view images. Log in or Register.]
Well, I play a chanter too and when I have a hasted buffed badass pet I sure as hell don't AFK.
ya man, when i'm rocking that quadding motha flucka, who got a tampon soaked with amphetamine salt and pure grain alcohol solution shoved inside its ass hole, i'm scared as FnCK to go pee. Which is a problem, because I drink a lot of water (it's a precious bodily fluid).

only when I really really trust my group do I dare go AFK for a quick pee. And even then, I don't wash my hands.
Closed Thread


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -4. The time now is 11:53 PM.


Everquest is a registered trademark of Daybreak Game Company LLC.
Project 1999 is not associated or affiliated in any way with Daybreak Game Company LLC.
Powered by vBulletin®
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.