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Message ID: 17130
Date: Thu Mar 30 21:55:28 BST 2000
Author: Kimes, Dean W.
Subject: RE: [eqbards] Attack speedups


I'd love to. I've tried. Response is invariably, "You think we need a real
tank so bad, you start a warrior." If these weren't friends and cowrokers
in RL I'd have quit EQ a long time ago. No one is willing to put up with
the run back after death and I don't blame them. It is ridiculous in the
extreme. If everyone had to make the run, some people would play melee
types. Since there is a way to avoid the run, play a caster, that is what
nearly everyone does. Our guild has 3 bards, 1 monk, 1 SK, and I think 1
paladin and 2 rangers. Everyone else is a caster. 75% casters. Started
out about 30% casters but everyone playing a melee class quit after about
12th level or so and restarted as casters solely due to the binding issue.

Kit

-----Original Message-----
From: Reeves, Patrick W [mailto:pwr3@...]
Sent: Thursday, March 30, 2000 1:44 PM
To: 'eqbards@onelist.com'
Subject: RE: [eqbards] Attack speedups


ouch, no wonder you are getting wacked. Your group needs to realize now,
instead of latter, that a real tank is a must. Rangers are good secondary
tanks, but are very bad at primary tanking. Fortunatly is seems your core
group is still low enough level where you can power up a real tank
(preferably a Warrior) up to your level range if you all work together on
this. Once your cleric hits 29 the run back is a moot point as you will
just get a revive. But please do yourself and your group of friends a favor
and convince one of them to start a warrior, otherwise all of you will be
feeling the pain in a serious way in another 5-6 levels. Trust me on this
my orginal guild kind of fell apart due to the lack of any real tanks (lots
of rangers though). And the eventually the level split in the guild lead to
over recruiting, which always leads to a guild in crisis.

Rokenn

> -----Original Message-----
> From: Kimes, Dean W. [mailto:dean_kimes@...]
> Sent: Thursday, March 30, 2000 12:09 PM
> To: 'eqbards@onelist.com'
> Subject: RE: [eqbards] Attack speedups
>
>
> I agree on the cleric, but unfortunately we only have two
> around my level
> and one is a butt-head. Generally the pullers bring back 1-3
> mobs which
> isn't too bad. Occasionally mobs will spawn in the spots
> they bring the
> pull back thru which leads to the bad pulls. I have tried
> pulling but with
> no speed running and the pulling distances what they are in
> Sol A generally
> I am usually down to a bubble or two when I get back to the
> group. I can
> generally do a better job of splitting the mobs though ;-).
>
> I am the tank unfortunately. Its just me, and another bard generally.
> Occasionally we have a ranger but that's it. Our guild is
> all made up of
> fairly casual players and no one else is willing to put up
> with 20+ minute
> runs every time they die so they all quit their melee
> characters some time
> ago and play casters now. Our entire guild has about 30
> members I think.
> Less than a third are non-casters. In truth I don't
> generally see anywhere
> near as many non-casters in general. The melee types I do
> see are nearly
> always either twinks or quickly level out of my range because
> they play far
> more time than I do. Even our ranger remarked that he gave
> up hitting the
> taunt button if I was singing hymn. It just didn't matter he
> couldn't taunt
> anything off me after about 1 minute of fighting.
>
> Believe me, for Rp-ing reasons I want to pay my bard more
> than any other
> character. This is the only list I even bother to read
> anymore because it
> is so far beyond the other's in terms of good tips, great debates, and
> generally fun people that I quit all the others. I just
> don't get to have
> much fun playing my bard anymore. I had one really great
> nite in Sol A.
> The next three times I went it was pretty bad. The last
> time, I got 1/2 a
> bubble of experience in 3 hours. I spent the entire time
> running, dying,
> running back to zone, fleeing some other groups train,
> running from a bad
> pull, etc. I would have actually had minus xp for the
> evening had I not
> been resurrected by a passing 50th cleric on his way into Sol B.
> Unfortunately he got there at the same time I did, so xp was
> the only thing
> I saved.
>
> When you get to play only 2 hours or less most times you sit
> down, that 20
> minute penalty for dying becomes quite huge. The night I
> died 3 times I got
> to actually play for less than 30 minute. the rest of my
> time was spent
> running back to my corpse. Only one of those deaths was
> avoidable, the rest
> were the result of being trained by another group or lone wolf.
>
> Kit
>
> -----Original Message-----
> From: Reeves, Patrick W [mailto:pwr3@...]
> Sent: Thursday, March 30, 2000 11:14 AM
> To: 'eqbards@onelist.com'
> Subject: RE: [eqbards] Attack speedups
>
>
> Kit,
> If I ever met a cleric with an attidude like that (ie let
> some one die to
> prove a point) I would quickly add him/her to my no group
> list. It sound to
> me you need to teach the pullers in your groups that pulling does not
> meaning bringing a train of 4-6 mobs back to the group. If
> they can't do it
> I suggest you take over the pulling duties and show them how
> it is done.
>
> Rokenn
>
> PS Also you may want to teach the 'tanks' to hit the tuant button :)
>

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