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Message ID: 22575
Date: Fri Nov 17 22:04:26 GMT 2000
Author: Benjamin Jerrad Segal
Subject: RE: Today's Bard (was: Re: [eqbards] going thru the archives....)


Yes, that is my thinking as well because of the primary hand bonus,
however post-50 paladins and shadowknights remain capped at 200 in offense
and weapon skills, whereas bards continue to grow. This is what I intend
to test at 60, whether an offense of 230 (this being estimate, offense cap
was raised from 200+((level-50)*2)) and a weapon skill cap of 230 are
enough to outdamage the primary hand bonus.

Athren

On Fri, 17 Nov 2000, Kimes, Dean W. wrote:

> Double Attack is twice as good as Dual Wield due to the way offhand damage
> bonuses work. This might not hold true below 30th level and definitely
> doesn't hold true below 20th level when the damage bonuses kick in.
>
> Kit
>
> -----Original Message-----
> From: Benjamin Jerrad Segal [mailto:birdman@...]
> Sent: Friday, November 17, 2000 2:53 PM
> To: eqbards@egroups.com
> Subject: Today's Bard (was: Re: [eqbards] going thru the archives....)
>
>
> On Fri, 17 Nov 2000, Kenneth E. Bachman wrote:
>
> > 1. The Bard's offense sucks.
>
> I used to think that bardic melee was less than SK/Paladin level due to
> the lack of double attack, but now I'm reconsidering. Our offense caps
> are significantly higher than theirs, and I'm looking forward to testing
> to determine who's output is higher.
>
> > The problem is "the situation". There are 7 things that high-level Kunark
> parties need: 1) crowd
> > control, 2) primary healer, 3) a tank, 4) a puller, 5) a group gater
> (sometimes), 6) a lockpicker
> > (sometimes), 7) secondary healer (sometimes). The bard can't do any of
> these things other than limited
> > crowd control, or pulling (which doesn't allow him to play the downtime
> reducing role), which means that
> > he doesn't satisfy any of the core requirements.
>
> This is a common mistake that many run into. People see that deep in
> dungeons an enchanter, evaccer, and cleric are all required and think
> they're always required. There's tons of stuff you can do that doesn't
> take any of these.
>
> I'm often the group's puller due to a combination of knowledge of the area
> and Lament. When I am, I sing Cantata through battles to help with mana
> levels, because in these situations there usually isn't an enchanter
> either.
>
> Shamans are the best group makers. There is next to no need for a cleric
> with turgur's. A shaman friend and I often do the zone-in area to
> Charasis, we can hold down 8 spawns before they start returning.
>
> And get ready for the best change since Kunark was released: Song of
> Twilight works! I played crowd control/puller for a group of five in the
> north wing (bard, war, war, dru, cler), and was able to lock down three
> mobs at once during a particularly bad period of respawning of wanderers
> that lasted a good six minutes to get under control. Further testing on a
> clearing to Trak's lair revealed Song of Twilight works on anything an
> enchanter can dazzle (ilis, krup, shrooms <56, not jugs). Charm has hit
> the back burner now (I hate having to get hit every 10 seconds to maintain
> control), the power is back on.
>
> Athren Notechaser, 57th composition in progress
> <The Relentless> Cazic-Thule
>
>
>
> Please send submissions for the eqbards newsletter to lol@...
> with the subject submissions.
>
>
> Please send submissions for the eqbards newsletter to lol@... with the subject submissions.
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>