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Message ID: 16178
Date: Wed Mar 15 19:11:32 GMT 2000
Author: Jeff Illian
Subject: Re: [eqbards] RE: Class balance


All I know is that a level 50 necro in the group allowed us to take the
lords room in lower guk easily and hold the room for hours without so much
as a hint of a challenge. He left and was replaced by a level 50 wizard and
we all died the next lord spawn and 2 tries later we still couldn't retake
the room...

After that experience, I got a new-found respect for the awesome power of a
necro and will take one in my group in a heart beat.

Taneran

----- Original Message -----
From: <kim@...>
To: <eqbards@onelist.com>
Sent: Wednesday, March 15, 2000 1:04 PM
Subject: Re: [eqbards] RE: Class balance


> From: <kim@...>
>
> On Wed, 15 Mar 2000, David Blank wrote:
> >
> > One thing to keep in mind is grouping vs solo. It is
> > my belief that verant doesn't really care about
> > solo'ing and they're just fine with necros being
> > ridiculously overpowered for solo. In a group a necro
> > has some very good utility with their recent spell
> > additions but prior to that their dot's caused many a
> > problem, dot bugs, stacking, etc. I do think necros
> > are a good but not overpowered group memeber.
>
> That's not exactly what I said. I wasn't commenting
> specifically on their solo capability.
>
> >> Despite all the cries of nerf from necros, necros are
> >> still so overpowered compared to the other classes
> >> that a single necro can do things that require several
> >> L50s of other classes. It hasn't been fixed yet, so
>
> One necro is better than a group of 2-3 L50s (maybe more,
> depending on class makeup). You'd have to be a fool not to
> want one in your group. Yes their DoTs don't get to last
> their full duration if you kill stuff quickly, but the DoT(s)
> they do manage to put on do about as much damage as 1-3 tanks.
> Their pet does about that much too. I could see passing up
> necros for if someone else (especially a buffer or healer)
> were available, but if there's an empty slot and a necro comes
> a-looking, they're in.
>
> If you look at the formulas I whipped up for the seven-string
> lute comparison, you'll see that the two primary factors in a
> fight are damage rate, and survival time (rate of damage
> taken). Any class who can solo well will have a very good
> ratio of these two. When you group, you add your damage rate
> to the group's, while your survival time is usurped by those
> with the best values (tanks, pets). Neither of these
> dramatically make the necro any weaker in groups. Their
> primary grouped handicap is that they take a while for their
> damage rate to "ramp up" and the group often ends up killing
> stuff before they hit their max. Still, it can't take *that*
> long to ramp up or else they'd need to have a large survival
> time in order to solo, in which case they would be able to
> supplant the role of tank.
>
> In other words, "great solo, poor grouped" is a contradiction.
> The worst you can get is "great solo, ok grouped."
>
> --
> John H. Kim
> kim@...
>
>
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