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#71
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Equally or lesser geared Paladins and Shadowknights work as well - if not better - as tanks than warriors for any grouping situation currently available, as far as I know.. At the higher levels, Monks are doing quite well now when properly geared out as well.
Other than that, I agree that Tank/Cle/Enc is by far the strongest base for a group. This base hardly makes irrelevant the other classes, rather it allows them to fulfill their potential. Shamans, rogues, monks, necros, etc., all come into their own when paired with this group base. Sure, you can DO stuff with an alternative base, but give me a tank/cle/enc base to start from and I guarantee I will clear a given camp more efficiently than your Shaman/Ranger/Bard base.. SHOULD it be that way? Fuck yes. This is fucking Everquest, not your stupid made-up game. Nobody wants to play your stupid made-up game bro. Take that shit to Blizzard, maybe they will change WoW for you, as they are wont to do. This thread is about fantasy classes for EVERQUEST, not your dumb ideas about your stupid made-up games. Like I said, WoW is that way: ------> | ||
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#72
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Same as the deal with drui/rng and using harmony, which is really good compared to the enc, but only good outdoors which is more rare for groups than good high exp dungeons where harmony doesn't work. Even then, it's not so great w/o the enc there for mind crack [You must be logged in to view images. Log in or Register.]
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Last edited by Daywolf; 06-09-2011 at 05:05 PM..
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#73
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#74
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I love how every extremely overpowered suggestion is prefaced with "cloth-wearer" like that is all the justification you need.
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#76
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#77
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#78
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I'd make dwarf a class.
Give them really big axes that they throw, always in a drunken rage. | ||
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#79
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So as far as dreaming up additional classes, still comes down to DPS, or it throws off the balance and makes for solo player classes, or destroying existing classes that can do nothing else than their single designed role for the most part. And that is why my main pick is Arcane Archer, as it's a solid DPS class, which EQ having no real archer class for some time.
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Last edited by Daywolf; 06-09-2011 at 08:46 PM..
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#80
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I find your assertion of "this base hardly makes other classes irrelevant" to be incorrect. When it's not possible to not even play the game, in a fun and fruitful manner, because you are lacking specific classes that are needed for most of the later content...yes, that makes many of the others classes rather irrelevant, aside from being called upon now and then to perform whatever little tricks they can do. Not only do you need the Tank/Cleric/Enchanter base, you need at least one other melee DPS aside from your Tank (ideally Rogue or Monk) on top of that. Then of the remaining 2 party members, more melee DPS or a Shaman are the desired classes. SK's/Bard's are more often second picks, the INT casters aside from Enchanter are not wanted, Rangers and Paladins are not wanted, and Druids are not wanted. The "required based" doesn't allow other classes to fulfill their potential, it just makes it harder for them to fulfill their potential because they have to wait for that exact setup to come along before they are allowed to be useful. Ideally all classes should be approximately valuable. Clerics, and any other class, should only be a requirement against the God/Dragon type encounters. The only way to balance the classes without them losing their flavor, as in WoW, is to give them significantly different abilities (not just in name) and playstyles. And the only way to allow for distinctly different abilities and playstyles, of the amount that supports having this many classes in the game, is to make it so that there are MANY ways to approach combat, not just "Tank one target at a time, DPS it, and C-Heal".
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