Jump to content

Wattser

Members
  • Posts

    94
  • Joined

Reputation

10 Good
  1. I am returning to the game after a long personal break. I had previously played on Ebon Hawk and primairy played Assassin(dps), Operative(pvp dps/ops healer), and boosted a Sentinel which are all on Satele Shan. I am looking to come back fresh and start on a new server Star Forge. I primary prefer to be useful. I play 80% PvE/20% PvP. Which class would you suggest taking from 1-75 with multiple dimensions that have a need for in PvE endgame. Traditionally I suck as a tank, but willing to learn haha. Thanks for your input and looking forward to playing you!
  2. I 100% agree. Its too generic and simplistic. Timer hits, ding, red enrage buff. Thats it. Repeat for every fight. Just a little creativity would be nice.
  3. One thing I noticed that I really miss is the old mindset. For instance, When you were asked what you "play"... Then(EQ) = I was a Halfling Druid or I am a Halfling Druid. Now = I play an Agent or I have an Agent Back then your characters may look simple but you were the character what you did how you did it emulated the player 100%. The entire game was freedom of choice, now its a guided tour.
  4. Games always change to meet the lowest difficulty level, think of it as an MMOs "No child left behind". I saw EQ2s PvP quest go from the equivalent of kill 5 players, 1 must be vanguard 1 must be sage (or other random advance class) to Kill 5 players, 1 must be trooper, 1 must be counslar (or other random general class) to what it is now Kill 5 players Same is happening here, no "hero" left behind
  5. Forums have the most action because, in my experience its where most of the people from this game socialize. There is no global, er universal? channel for people to talk to each other other than guild chats. There is not much in game to encourage a social community, aside from grouping, i mean just chatting. Ive been on the forums for 2 hours now, enough to see the fleet population peak at 8 people with maybe 4-5 entries in fleet chat. It makes me sad too. I would even settle for trolls, noobs, flamers, and know it alls! just to brighten up chat
  6. DPS checks are nice but not necessary for every fight. Given 5 mobs per raid say make mob 3 the DPS check and add complex, multistage, taxing strats to the other 4. Give more responsibility to each single raider to execute the strat, that would be fun.
  7. If you have 5 deaths total at ANYTIME in the fight its over. 5 people die to the first couple AoEs..done. Is it similar yes. The point is its a check, and a creative one. They could have said, kill this mob in 4:30 or you die, like BW and enrage timers work. Instead they did kill this mob before 5 deaths or 4:30 which equals 5 deaths. Not to mention the addition of having to rez and rebuff tanks, while keeping the raid alive, tank swapping, and still meeting the dps mark. Here we have keep people alive and max dps, with minimal strat.(mostly just stand in the right spot strat)
  8. I want 4v4 murderball <3 I miss you GEARS!!!
  9. One thing I learned from playing each Archtype(tank,heals,dps) in my various games: Tank dies = healers fault Healer dies = tanks fault DPS dies = their own fault
  10. We are indeed. But, ya gotta admit one thing that game could do is make strategic, fun, and mostly creative endgame. And hard!
  11. You cannot look at HPS and decide if one can heal particular content or not. As an Op I could Probe my whole raid and get high numbers but is the fight a struggle? IMO high HPS usually comes from learning new encounters and from having idiots in raid. If you have a decent tank holding aggro with gear that knows how to play their class they can seriously reduce the damage they take, reducing HPS, also idiots who don't joust AoEs, stand in frontals, or don't bother learning mechanics, that would make healing easier increase HPS. I am sure there are a lot more of the latter. Personally, my HPS varies depending on those 2 factors. If our good tank is on and the 2 idiots are not in raid, its a cake walk where my HPS are low b/c I can watch TV during the fight. But, add the idiots and that's 2 people who take more damage than the tank, who make my numbers look huge. I just cation you not to take HPS to heart. Healing effectiveness can be best described as: 1. did everyone live? 2. was it hard to manage? 3. gear vs difficulty lvl (undergear vs overgear)
  12. DPS check is a bogus excuse for an enrage timer. This fight was a DPS check with no enrage timer and used thought: Rathgar: Rathgar is a pure DPS fight plain and simple. 30 seconds into the fight and then one minute or so afterwards he will one shot your tank and every minute after. Rathgar will gain one level every time he kills someone. If he reaches level 99 he will one shot every single person he targets(starts at 94). This means you need atleast two tanks in your raid and rezzing them quickly so they can get back on the mob to get the next one shot will be crucial. The tanks can be the ONLY people in your raid to die. You need to kill Rathgar in under 4 minutes ideally with NO ONE but your tanks taking the deaths. This means your total raid dps needs to be around 300-500k dps to achieve this as he does have a decent amount of HP. But there is more to this fight than just healing through the three Moderate AOE's. He will also spawn one add during the fight every 30 seconds or so. This add needs to die ASAP or it will absorb into the named and Rathgar will gain an level. See, a creative solution to why you need dps. Also, I think the big problem that someone started is that players don't have a universal resource. Essentially all classes have unlimited resource. Ok, heat/force is the hardest to get back if you bottom out. But, you could just heal forever with no worry if there were no enrage timers. Universal resource + resource drains and minimal ways to get it back would make you need dps and less heals to kill the mob before that point, or maybe add utility that can restore that resource to all classes. It opens up a whole bunch of fight possibilities, imo.
  13. The patch to fix the patch broke what the first patch did so they have to patch the patch broke the first patch.
  14. For comparison about people who did it right: EQ2: new raid launched in Feb 2011 first full clear on HM of all raids occurred Feb 2012. Grats on the clear, and thanks for making the "endgame" devs bow and shake their heads.
  15. 1. Dual Spec 2. Open world PvP, on ANY world. 3. Pick what WZ you want 4. New set bonuses that are worth getting 5. Server Mergers after a 5 day period of requested server transfers. 6. Removal of "all classes dps within 5%"
×
×
  • Create New...