2h slasher for casters

Darian Maliken

Dalayan Beginner
I realize why the trainers for caster class users would be unable to teach skills related to actual bladed weapons larger than daggers since, after all, they've dedicated their lives to magic using and in general that is incompatible with bladed weaponry since both take so much time to master.

However why is it when you come upon a rare weapon that casters CAN equip such as the rotbringer that you cannot learn and increase its skill via use in combat? I realize the example i give is of a fairly powerfull weapon, if you're a necro anyway(if you're a shadow knight its not nearly as usefull I suppose) however given the lifespan of useability of such a weapon one would think, from a roleplaying standpoint, use would bring about increased skill and effectivness reguardless of what a trainer can and cannot teach.


*shrug*

Just my two copper.
 
A caster would only value it for its magical potency and care little for its crude nature as a weapon. IMO anyways.
 
There are odd things on certain items like a Vah Shir equipable helm or + Evocation % or whatever it is on a Warrior item. :eek: I think casters should be able to dual wield throwable books to smack some knowledge into others. :lol: Which, of course, won't happen.
 
Jokes aside It just fustrates me that casters seem unable to learn how to better themselves at a weapon even if they use it, which in ordinary cases would teach a person how to best use a thing theyr'e using.

Its like me telling you that fighting wit ha sword will not increase your ability to use it no matter how long you fight. To me that is just plain stupid, but that is just me.
 
There are so few items out there like that, and with such a low attack, unbeleivable moot melee dps, and innability to duel wield or double attack, why would a caster even want to?

I know as an enchanter when im FM and bored i'll whack at the mob between casts for fun but i maybe hit once for 18 durring the whole fight. And all of my skills are maxed. Therefore unless the ability for casters to fight in general was upped, there isn't a reason to make any of those few acceptions usable.
 
Well for me mostly its either when I'm out of mana, when the enemy's green and I want t oconserve mana for that yellow or white budderball wanting to take a nice chunk out of my hide, or when the guy's back's turned attacking three other people and I'm out of mana.


*shrug*
 
I say let Necros train 2H slash so they can use scythes semi-effectively. Want to harvest some bats? Decapitate some furries? Load up the scythe! Nothing cooler than a necro with a scythe.
 
Problem is the only scythe i've seen that necro's can use is the rotbrigner. However yes, I've been using the thing alot for farming.....mana conservation for the event I come upon the one enemy in the zone that could givem e trouble...or if five or six others gang me from a passing train.
 
There's another usable scythe called Despair that drops from Wailing Despair in dragon necropolis.
 
INT casters cap at 600 or so on ATK, which makes melee weapons moot except for stats and the odd proc. I'm not really sure why weapon skills for such casters go beyond 150ish if it doesn't add more than 400 or so.
I want to do damage during a fight too, not just hope for some random proc even if it is nice, but that too I know isn't happening except for melee classes.
 
I say let Necros train 2H slash so they can use scythes semi-effectively. Want to harvest some bats? Decapitate some furries? Load up the scythe! Nothing cooler than a necro with a scythe


I have to agree not only does it look really cool, but it's the perfect weapon for a Necro from a roleplay point of view. And btw, there is also Deathly Scythe too, procs Vampiric Embrace +10 STA +15 CHA +8 INT +14 Sv Disease +9 Sv Poison; can't recall where it I got it tho :D [/quote]
 
All roleplaying and logical arguements aside, I think it all boils down to a problem with the basics of the core game. Casters just aren't programmed to be able to train 1HS or 2HS. I believe that's also the reason why there aren't any dark elf monks or rangers, because it simply can't be done within the game's framework.

But whether he can increase his skill or not, my wizard likes his whip.
 
And also the tiny, tiny benifit that would come from casters training 1hs / 2hs is nowhere near worth the coding effort it would require.

\/\/\/\/\/\/ I'm replying to the poster below me FROM THREE MONTHS IN THE PAST! OOOOOOOOOOOoooOOOO \/\/\/\/
 
Im a roleplayer. When I say this, I mean tabletop RPG's like Dungeons and Dragons. I have been playing for nearly 15 years and DM'ing (Dungeon Mastering - for the uninitiated) for about 12 of those 15.

Game ballance is extremely important in ANY RPG. Sometimes we have to be willing to sacrifice some "realism" in order to maintain game ballance. A decent rationale to back up the ruling is helpful, but not required. Game ballance makes sure no one feels cheated. I would hate be a 60th level War who goes up against a 2H Sword wielding Necromancer to find that he is just as proficient (or even HALF as proficient) in wielding a sword - A skill that I have dedicated my entire life to. Thats NOT ballanced.

Furthermore, to give that rationale I spoke of.... What if you picked up a golf club for the first time, took a swing with it without anyone showing you how? Would you do it right? What if you practiced and practiced that swing for 20 years? You would indeed get better at THAT swing. Unfortunately since the swing was never right from the start, you have been practicing it wrong for all those years and GOT WORSE by getting "better" at doing it wrong.


Just my 2 cents.
 
sorry for this bump but i would just like to correct some english and add a few points.

Balance not Ballance

Rational instead of Rationale

this is just to put down some facts (cause i like people using my facts)

in EQ IIRC, Melee at lvl 60 have a x5 multiplier to their damage rolls, whereas Casters only get a x2 multiplier for melee damage.

this means if the necro could use the Rotbringer to melee with, and not miss, then the damage he deals will not be anywhere close to that of a warriors wielding the same item at the same level.

now, using the golf reference confuses me. so your saying that if someone picked up a golf club, and dedicated his entire life to perfecting his swing, that he might end up making it worse?

how would anyone ever have a "perfect" golf swing then? if the first person to ever do it did it wrong, and taught the next guy a wrong swing, that would just travel down the grapevine and everyone would have a bad swing.

giving that if a person spends years practicing and perfecting a skill like swinging a golf club, chances are they are going to hit a ball, and try to hit past that ball, day after day, year after year, eventually, the mans swing will become perfect and he will hit the ball the maximum distance it can travel. the man will probably change his stance, change his swing, and change his approach in order to hit the ball faster.

even if someone did something wrong, or were taught something wrong, given the time and dedication, the person would eventually see the errors of his way and correct them. if you were smacking on metal all day with your blacksmith hammer, and punching holes in your crafted armor, you would realize, "Hey, these holes arnt good, maybe i need to not make the armor so thin!"

im all for opening up all items to be usable to every class, but i think that each person can only master two weapon types, one 1 handed weapon type, and 1 two handed weapon type. this would nicely balance the game forcing people to give up certain weapons for others they can use. this would be pretty easy to do with giving all weapons skill requirements and if you have not enough skill ranks, the weapon stats would go down (one of the few things i liked about items on live).

this means that if a caster wants to melee with a sword, let him, but never again allow him to equip a staff, or at least reap the full benefits from equiping a staff. i will say i hate level requirements that wont allow you to equip the item, but i did like how EQ put in that you could equip the item but not get the full benefits until you reached a certain level or skill. this would be a much better option than simply not being able to equip something until you hit the proper level.
 
now, using the golf reference confuses me. so your saying that if someone picked up a golf club, and dedicated his entire life to perfecting his swing, that he might end up making it worse?

I don't know about golf, but this is true with alot of thing. I'll use piano (or all musical intruments, maybe except for harmonica, but i don't count that as a real intrument :)) since I know it, and studied it.

When someone plays piano there is a specific way to do it. If you do not play piano 'correctly' you won't get better faster, and you will be limited to what you can do compared to someone who practices it right (finger position and allignment, etc), this is aside from the fact that you can get tendonitis and other fun things if you don't play right. Most of the musicians that do this don't realize it, and by the time they do, they have to 're-learn' how to play their intruments. Trust me when I say it's hard to break old habits. I'm speaking from experience. So I do believe there are alot of things in real life that work this way.

I don't really care about this thread because it's too old, but I thought I'd throw in my view on your arguement.


Also, nitpicking a couple spelling mistakes is a rather tedious thing to do on a forum board, don't you think? At least it was readable compared to other atrocious threads we've had the honor of viewing in the past :hug:
 
Raherin said:
now, using the golf reference confuses me. so your saying that if someone picked up a golf club, and dedicated his entire life to perfecting his swing, that he might end up making it worse?

I don't know about golf, but this is true with alot of thing. I'll use piano (or all musical intruments, maybe except for harmonica, but i don't count that as a real intrument :)) since I know it, and studied it.

When someone plays piano there is a specific way to do it. If you do not play piano 'correctly' you won't get better faster, and you will be limited to what you can do compared to someone who practices it right (finger position and allignment, etc), this is aside from the fact that you can get tendonitis and other fun things if you don't play right. Most of the musicians that do this don't realize it, and by the time they do, they have to 're-learn' how to play their intruments. Trust me when I say it's hard to break old habits. I'm speaking from experience. So I do believe there are alot of things in real life that work this way.

I don't really care about this thread because it's too old, but I thought I'd throw in my view on your arguement.


Also, nitpicking a couple spelling mistakes is a rather tedious thing to do on a forum board, don't you think? At least it was readable compared to other atrocious threads we've had the honor of viewing in the past :hug:
I have the same problem when I play wolfenstien! Some nights I'm extremely awesome and others just decent depending on how i setup my keyboard and mouse on my desk.
 
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