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Message ID: 16202
Date: Wed Mar 15 20:58:02 GMT 2000
Author: Kevin L. Crawford
Subject: Re: [eqbards] RE: Class balance (OT)
----- Original Message -----
From: <kim@...>
To: <eqbards@onelist.com>
Sent: Wednesday, March 15, 2000 3:09 PM
Subject: Re: [eqbards] RE: Class balance (OT)
> From: <kim@...>
>
> 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@...
>
>
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