#1
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Why melee PvP?
I played casters on RZ and SZ, and haven't played EQ in 7 years. But as I have played a bit, I just don't think I'm down for 41 more levels of nuke, nuke, nuke, book, repeat.
So for me, and anyone else thinking about starting up, can someone with recent experience give us your thoughts on 50(or 40+ even) melee play? Bard - more of a caster at high levels? never seen one seriously try to melee. Ranger - seem fun, but I remember them being such easy kills. Paladin / SK - diverse options for spells make these seem like the only decent choices in the bunch. Monk - mend and high damage output, but terrible resists and low health? Rogue - completely terrible? Warrior - high health and 50(?) base MR count for anything? Server latency makes it hard to even joust mobs sometimes, much less a player blinking all over the screen. Aside from battles over a zoneline, are melee just 2nd class citizens? | ||
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#2
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If caster leveling is bland to you then GL melee leveling.
Turn auto attack on. Watch for 30 seconds. Wait for next mob. Repeat. | ||
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#3
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Roll SK or caster.
DONE | ||
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#4
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Playing melee in pvp builds character.
__________________
“Smile, breathe, and go slowly.”
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#5
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Roll a rogue.
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#6
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Paladins are defensive. They don't put out a lot of damage and will have a hard time killing anyone by themselves (if Null hasn't shit all over the resist system so that roots and stuns land/last on high-mr targets, remains to be seen) but they have really good heals and some decent buffs, including endure magic. A paladin plays more like their caster half than any of the other hybrids, and they should be pretty good for group PvP due to their ability to heal basically as well as a druid or shaman as long as their mana lasts. Not very self-sufficient despite this, lacking stuff like sow, invis, see invis, tracking etc. Think of them like a cleric who can't keep casting as long but can do ok melee damage. Shadowknights are pretty strong. Considering most will be ogres or trolls, they can bash while still using high-damage 2handers. They get near-unresistable spell damage which, while not that high, can add up in a longer fight or let them finish off targets who have run out of melee range. Having both types of invis is very useful for getting to targets in dungeons, and feign death is just incredibly good in PvP since mobs get involved so easily and usually make you lose automatically if you can't get them off you. Harm Touch hurts, but the cooldown is so long that you should form your strategies around the expectation of not having it available, and shadowknights are strong enough without it. Probably the most solid melee class for PvP, and a well-geared SK is among the top PvP classes period. Also the only melee class that can cast see invis, which is important until Kunark. Quote:
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#7
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i give props on any troll sks lol that 50% sucks im sure :P
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#9
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On the down side, Disarm in PvP was broken in beta in a couple of ways and is likely still broken on live Red99. | |||
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#10
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