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Message ID: 16193
Date: Wed Mar 15 20:09:16 GMT 2000
Author: kim@stormhaven.org
Subject: Re: [eqbards] RE: Class balance (OT)


On Wed, 15 Mar 2000, Kevin L. Crawford wrote:
>
> In a group the Necro loses his 'long duration' and becomes part of the
> 'party' duration

That's why I analyzed it in terms of damage rates. To
eliminate fight duration as a variable. In quick fights you
lose DoT mana:damage efficiency, but a group with a necro will
*always* be able to handle anything the necro could handle
solo (unless they're stupid).

> Necro's can solo incredible npc's specifically because their pets give them
> a much higher 'survival time' than any melee class enjoys. I've seen necros
> fight npcs far longer than my ranger or my bard can. Because they can hurt
> their oponent while healing themselves and their pet. Pluss the pet gives
> them a 'pocket tank'.

So if you already have a puller/tank, why pick another tank
over a necro?

> Sorry to dissagree but Necro's are Awesome solo and only average (actually
> slightly below average) in a group. Necro is one of the LAST classes I
> consider when forming a group, even with their new spells.

Your loss then. The only multipliers in this game are bards
(group effects), Clarity, and stat buffs (which have minimal
effect). Everything else is addative. If a necro can solo a
mob that otherwise requires a group of 2+, making him group
with someone to do it cannot suddenly make him impotent.

--
John H. Kim
kim@...