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fix useless skills to be usefull again likeFollow

#1 Jan 28 2006 at 3:37 AM Rating: Decent
fix useless skills to be usefull like alcohol tollerance, what use does it have in the game ? none that i know of but a bit fun the first few times you do it. or getting a few to do it with you and race some where.
but why not have it help your stunning resistance, the higher your skill the less chance you'll get stunned in battle.

and the other skills language skills , on the role playingserver there's no common toung so you have to work on it,to speak to other players
but for the other servers it really has no use. but why not having learing the language's help our faction out. like having 100 skill takes one lvl faction , and again at 200, just getting 2 hits for it would help a bit. this could help lets say iskar monks who have to get in to freeport and queynos city for epic start quests. i've spent 5 hrs killing orcs and am still hated in freeport, but if i learnd human language then it could at least make my faction the middle one i forget whats it's called but lets you in bearly.. and getting the skill ups shouldn't be to easy but a few hours of talking in it while in battle or camping would increase at least 50 points.

trade skills, i'd like to see way more quests for them. like everquest 2, go camp and farm items to make things and get exp and other ites or recipes that way. and make it farm no drop items so no one just buys from bazaar to do the quests. make the trade skills fun again and have players want to do it. i hates spending 10 hrs striaght getting achemy from lvl 1- 179 and looing 15k in the process worked long time on jewery too. no proble it taking long time just borring soing it. if i was killing or running to npcs though out the land collecting the items to make an npc and item for a quest of exp and skill points, at least i wouldn't be wishing a had a macro porgram to click 1000 times the same items for skill ups

any other ideas on skill improvments or fixing older content to make it worth doing again

hey sence heading let us work on that skill from 100-300 and have it mabe help increase swimming and runing speed, and maby prevent the type of hit from mobs that make us spin around

oh hey maby also have alchole tolerance skill help fear resistance too. as alcoholics never fear things... (i think i don't really know. and if i offend any one i'm sorry i don't mean too)
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#2 Jan 28 2006 at 4:49 AM Rating: Decent
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I am not usually one to harp on this, god knows my spelling sucks, but spellcheck is your friend. Please use it in the future.

Alcohol tolerance has its uses. Their is at least 1 mob that procs/AE's an intoxication (unsure of exact name) type effect. Also tradeskills are used in the epic 1.5s and 2.0s as well as language skills. I had to be a master in goblin for part of my 1.5. Tradeskills in general can be useful and profitable if you’re willing to put the time and PP into them.

Are any of these heavily used? No, but they aren't completely worthless either.
#3 Jan 28 2006 at 5:06 AM Rating: Decent
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I would rather they fixed it so that usefull skills like paladin pacify pulling worked past lvl 55, the tie and effort put into learning how to do that properly was wasted once i hit 60...
#4 Jan 28 2006 at 7:51 AM Rating: Decent
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Quote:
I would rather they fixed it so that usefull skills like paladin pacify pulling worked past lvl 55, the tie and effort put into learning how to do that properly was wasted once i hit 60...

I would rather seem them work on things that are more needed. Yes, the letdown on paci is a bit harsh, but we really don't need to be able to do this. There are 9 classes of the 16 in game that have single pull capability in tight spaces, we really dont need another.
#5 Jan 28 2006 at 10:08 AM Rating: Decent
Was begging EVER useful?
i remember i started an Erudite pally and tried to beg from vendors waaaaayy back in the olden days.

After getting ground-pounded by the vendors for the 25th time i gave up on begging

After getting ground-pounded by the (green) kobolds in Toxx forest, i gave up on the Erutite Pally.
#6 Jan 28 2006 at 10:11 AM Rating: Good
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3,128 posts
alcohol tolerance is useful, there are traps that cause instant drunkedness.
#7 Jan 28 2006 at 12:57 PM Rating: Decent
Quote:
I would rather seem them work on things that are more needed. Yes, the letdown on paci is a bit harsh, but we really don't need to be able to do this. There are 9 classes of the 16 in game that have single pull capability in tight spaces, we really dont need another.


You sir are no Pally I feel the ability to Paci pull ranks right up there with FD so If at 55 every player that had FD lost it how would that be. or Mez for a Chanter take that away. It is the one facet of grouping where Pallys excel.

Up till two weeks ago I was a sought after Puller with a good rep and in some area still am. but as I move on in the game a pally is a good off tank in undead situations and that is about it. I can pull argo faster than most anyone I play with using every trick I know but other than undead pallys DP suck we dont have the mitigation of a monk nor the ac/hp crit hit of a warrior. The Paci pull was the one thing that made use desirable over some other class.

If you ask what class make up a good group at lv 70 (unless the target is undead no one would include a Pally in that group of six. also it makes soloing as a Pally impossable in most places.

example of group in lv 70 zone Cleric/Warrior these 2 are almost universal nec/wiz/mage/sha/cha typicaly at least 2 to 3 of these. and the and off or assist tank-puller monk most common due to FD ability or Bard due to ability to "pacify" (huh)
#8 Jan 29 2006 at 5:07 PM Rating: Decent
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Quote:
like everquest 2


This is not EQ2, and I dont want it to be like EQ2, I like EQ1 just the way it is.

Ajustments, sure, like EQ2, no thanks
#9 Jan 29 2006 at 6:32 PM Rating: Decent
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tarv of the Seven Seas wrote:
I would rather they fixed it so that usefull skills like paladin pacify pulling worked past lvl 55, the tie and effort put into learning how to do that properly was wasted once i hit 60...

Oh, like necro's mez? Or fear? Or heals, lulls? All tools of the necro's trade which become totally defunct upon 55 or so.
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#10 Jan 29 2006 at 7:32 PM Rating: Decent
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Quote:
You sir are no Pally I feel the ability to Paci pull ranks right up there with FD so If at 55 every player that had FD lost it how would that be. or Mez for a Chanter take that away. It is the one facet of grouping where Pallys excel.

Im not a pally?!?! Last I checked my main was a lvl 70 dwarf pally. (You can checked my magelo in my sig if you have any doubts.
Paci does not rank up there with FD or mez. Stuns are more important to us than any paci spell. Yes, its a nice thing to have, but not that needed.
Quote:
Up till two weeks ago I was a sought after Puller with a good rep and in some area still am. but as I move on in the game a pally is a good off tank in undead situations and that is about it. I can pull argo faster than most anyone I play with using every trick I know but other than undead pallys DP suck we dont have the mitigation of a monk nor the ac/hp crit hit of a warrior. The Paci pull was the one thing that made use desirable over some other class.

Loosing paci pull does not make us less desirable tanks than the other tank classes. Comparing us to monks means nothing, as they are not tank classes. Yes in some cases they can tank, but that cant take the hits we can unless signifcantly better geared. They dont have the AC. Yes, warriors have higher hp/ac, but they cant hold aggro near as well as we do. If paci was so needed in the high end, there would be few high end pallies.
Quote:
If you ask what class make up a good group at lv 70 (unless the target is undead no one would include a Pally in that group of six. also it makes soloing as a Pally impossable in most places.

You must be kidding. Frist off, get to level 70, then you can talk about that part of the game. I have little difficulty getting groups with my paladin at 70. Ive tanked RSS, MPG and DOD lvl 70 spells missions, and am only up to PoTime in flags.

Edited, Sun Jan 29 19:33:41 2006 by dfrnchman
#11 Jan 29 2006 at 8:57 PM Rating: Default
In GoD you need alcohol tollerance for a number of area's for you will get drunk after traps and a fight in Uqua.

Language skills are needed for a charm that drops in WoS (tainted heart stone) for casters.

Trade skills, there are heaps of them. If you want to tradeskill you can. You hvae to have some levels for epic 1.5 and 2.0.
#12 Jan 30 2006 at 9:59 AM Rating: Decent
Quote:
but as I move on in the game a pally is a good off tank in undead situations and that is about it


https://everquest.allakhazam.com/db/spell.html?spell=6731
https://everquest.allakhazam.com/db/spell.html?spell=6663

Yeah 45% from defensive is better than 25%, but these have kept me standing during that critical time between the start of the fight and the first slow/mez landing more times than I can count. Just wish stamina regen buffs still worked.

That's not even counting the what? 3? stuns paladins get that can affect up to lvl 70 stuff. Against CH mobs and ones that decide they want to eat the cleric it's a godsend.
#13 Jan 30 2006 at 11:23 AM Rating: Good
AT is very useful in many raids.

Quote:
You sir are no Pally I feel the ability to Paci pull ranks right up there with FD so If at 55 every player that had FD lost it how would that be. or Mez for a Chanter take that away. It is the one facet of grouping where Pallys excel.

Up till two weeks ago I was a sought after Puller with a good rep and in some area still am. but as I move on in the game a pally is a good off tank in undead situations and that is about it. I can pull argo faster than most anyone I play with using every trick I know but other than undead pallys DP suck we dont have the mitigation of a monk nor the ac/hp crit hit of a warrior. The Paci pull was the one thing that made use desirable over some other class.

If you ask what class make up a good group at lv 70 (unless the target is undead no one would include a Pally in that group of six. also it makes soloing as a Pally impossable in most places.

you get to 70... then tell us what classes an ideal 70 group has.

especially if neither have high end raid gear, there are so many places I'd prefer a paladin it's not even funny. even w/ highend raid gear, there are many places I'd prefer them.

paladin miti >>>> monk miti.

no one cares that warriors crit hit a little more often than pallies.

it's nothing like an SK losing FD would be. if you say that, you've never played an FD class.


and... DP = ?... I was thinking double penetration, but somehow I doubt that was what you meant =p
#14 Jan 30 2006 at 11:35 AM Rating: Decent
30 posts
I'm gonna have to agree that the Paladin pacify line needs to be reworked. Paci and stun are a big part of what makes Paladins awesome and it doesn't make any sense that the paci line drops after 55. When I'm pulling, I tend to use a paci/stun combo. Paci potential adds and pull with a stun to increase my aggro hold at the get-go. Now that I'm 65, that's pretty much unuseable.

I'm sure there are many other issues that need to be addressed for each class but this is high on my list for Paladins.
#15 Jan 30 2006 at 11:38 AM Rating: Good
ooh, now stun is something I can agree on. Raise the duration to 75 (or whatever the highest XP mobs are now,) flag certain raid bosses immune (like - so you cant bo back to ntov and chainstun aary in to the ground,) and UNLINK THE DAMN THINGS. I hate linked spells, so pointless. (with a few exceptions, I don't think they should exist. Admittedly, I can see why the SK manataps are linked, though.)

Edited, Mon Jan 30 11:38:42 2006 by Groogle
#16 Jan 30 2006 at 1:22 PM Rating: Decent
With the current zones designs/layouts, pacy pulling isn't quite as useful as it once was. With extreme mob density and see invis mobs around every corner, you may as well let the classes with the best tools do the pulling.

I pulled for 60+ levels with my pally ...I'm quite content to let others (that do it better) assume that role now. Its hard enough just to tank the **** these days.

If anything, I personally would like to see paladins get an upgrade to the Yaulp line.
#17 Jan 30 2006 at 1:50 PM Rating: Decent
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I just think it is pretty sad to have Alcohol Tolerance > 180 and still get wobbly after 2 drinks.

Have not tripped any Alcohol traps so no idea how I would fare against one, but c'mon. If I get AC to 200 I should be able to quaff at least 10 drinks before getting woozy or down 20 before I get tunnel vision and slurred speech.
#18 Jan 30 2006 at 2:57 PM Rating: Decent
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Groogle wrote:
I hate linked spells, so pointless. (with a few exceptions, I don't think they should exist
Edited, Mon Jan 30 11:38:42 2006 by Groogle
For those of us following along in the peanut gallery, what are linked spells?
#19 Jan 30 2006 at 3:17 PM Rating: Decent
Linked spells refresh at the same time meaning that if you cast 1 of em, the other will be "greyed" out until the 1st one refreshes.

As above mentioned about paladins having linked spells, our OOW stun is linked with our best pre-oow stun, so it makes it useless to have both of those stuns loaded.
#20 Jan 30 2006 at 3:28 PM Rating: Decent
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jrmayii wrote:
Linked spells refresh at the same time meaning that if you cast 1 of em, the other will be "greyed" out until the 1st one refreshes.
AH! Ok, many thanks!

Edited, Mon Jan 30 15:30:27 2006 by joev
#21 Jan 30 2006 at 3:31 PM Rating: Decent
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Quote:
As above mentioned about paladins having linked spells, our OOW stun is linked with our best pre-oow stun, so it makes it useless to have both of those stuns loaded.

These spells must be linked, or paladins would be way too powerful. It would be too easy to stun lock mobs.
#22 Jan 30 2006 at 3:44 PM Rating: Decent
Quote:
These spells must be linked, or paladins would be way too powerful. It would be too easy to stun lock mobs


If you're doing content that is lvl 65 and below perhaps, but not really for newer content. Too many mobs are above lvl 70 and/or flagged immune to stun.
#23 Jan 30 2006 at 4:05 PM Rating: Good
Quote:
These spells must be linked, or paladins would be way too powerful. It would be too easy to stun lock mobs.

I don't think it would be all too overpowering. even on mobs where that would give you enough stuns to lock them down.. stun locking takes a lot of mana, and would only be good on normal xp mobs.
#24 Jan 30 2006 at 4:23 PM Rating: Decent
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Quote:
I don't think it would be all too overpowering. even on mobs where that would give you enough stuns to lock them down.. stun locking takes a lot of mana, and would only be good on normal xp mobs.

It would be very overpowering. You would be able to completely take down mobs without any fear of damage. The other classes, especially SKs and warriors, would scream bloody murder if we could do that. A large number of them think we are too powerful with our current stun capability.

And stun locking would not require 65 or less. With the ancient line, MPG would be stun lockable in a lot of places.
#25 Jan 30 2006 at 4:40 PM Rating: Good
isn't there only the ancient stun and serene command that work to 70? that's only enough for 14 seconds of the 24 refresh on SC.

maybe bump up manacost a bit so it wouldn't be doable 100% of the time, but I still just don't see paladins being able to stun mobs in MPG constantly all that overpowering.

(very few pallies with the AStun will be xping in mpg anyhow.)

(there have probably been half a dozen things posted since I typed this. I afked a minute and fell asleep =p I'll update or respond to new stuff shortly.)

Edited, Mon Jan 30 19:45:51 2006 by Groogle
#26 Jan 30 2006 at 4:50 PM Rating: Decent
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Quote:
isn't there only the ancient stun and serene command that work to 70? that's only enough for 14 seconds of the 24 refresh on SC.

No, we also have Force of Piety. This is our fast cast stuin that affects up to lvl 70 mobs.

Quote:
but I still just don't see paladins being able to stun mobs in MPG constantly all that overpowering.

I find this VERY overpowering. Pallies wouldnt need a group to get good xp in MPG. All you would need is mana regen 15, mana regen potion or buff, and a high end pally could solo there. And you would see many high end pallies there if they could do that.
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