CH Change: Discuss

The problem is mana. 3 man chains won't cut it for most raid mobs. Either their dps would have to be lowered, to allow for slower than 30-40 pause chains, or their hps will have to be lowered to end the fight sooner.

Edit: How about letting the new enchanter illusion affect 3 characters at once instead of two.
 
Considering I pointed out the problem was mana around 3 times in this thread I might just be aware of that, eh?

New mod rod is one change (with both mod rods you can get 1k mana extra for a fight). Chanter is illusion is a second. If more measures are necessary they will be taken.

The aim of this change is to let 3 clerics do the job that 6 did before. It's hardly a pure nerf.
 
As for ideas I have for clerics, I'm considering digging out some older ones, like the proxy hammer (hammer pet that melees as if it was you, essentially ranged melee), maybe the contingency spells.

We'll see, but it's possible to add things to clerics even if they heal all the time. ;)
 
ranged melee sounds cool, but what do you mean by contingency? And I like the idea, even if Rabb gets bumped down to padder ... :'(
 
It would really be great to see more clerics as mains and not as simple bots. Wow, this is looking good so far, cant wait to see what gets added to clerics. Hammers were so underused on EQlive, but lets see how it goes!
 
I like the idea, and the implementation. But better than that I love that you're trying. Going anywhere near cleric changes has to be a pain. Who knows, maybe we'll see some actual clerics playing clerics again!

Eredhel

Khuzdul "The cleric that never could make past the bots!"
 
Are there really not many clerics as mains?

I plan to play Kjia as my main, maimai is more of a grouping companion to make awesome exp groups with anyone i can find as I level up.. I've always been tolerant of the short comings of clerics and plan to be a supercleric in the next few months

:q:
 
For the most part, high level clerics end up having another class. Whether or not this other class is their "main" depends on the person and what time of day and month you ask them. Off the top of my head, I can think of 3 or 4 65 clerics that are "mains." Off the top of my head, I can think of 10+ 65 clerics that are not.
 
This opens a door for different type raid mobs that require more all around healing yes, ie more aes?

Just a neat change i saw while trolling!
 
I don't understand most of this since I'm a newb, but I think you're talking about Celestial Heal. I saw a cartoon once about chain Celestial Heal or something. Anyway, I like what Wiz said here:
I prefer giving the mobs a cut in HP to the situation of disproportional power we have today.
I agree wholeheartedly. One problem with EQL is the amount of people you need for a raid. It's ludicrous.
 
I think its kinda lame that since you say you dont need extra padders. You basicly say as soon as you have 3 clerics you might as well let the other clerics camp and play some DPS bot.
Why would anyone start a new cleric now. Since there are more then enough clerics out there that will most likely always be better then the new cleric.

And the other problem imo is that you now to make an infinate chain you need necro's so basicly this just moves to problem to a diffrent class.
 
I dont think that's it at all Notar... The way I see it is that you *might* still need padders, clerics would of course be perfect, then druids could be doing DPS and such. Also, Wiz spoke of adding cleric ranged damage to help in this situation, so i guess we just have to wait.
 
Noktar said:
I think its kinda lame that since you say you dont need extra padders. You basicly say as soon as you have 3 clerics you might as well let the other clerics camp and play some DPS bot.
Why would anyone start a new cleric now. Since there are more then enough clerics out there that will most likely always be better then the new cleric.

And the other problem imo is that you now to make an infinate chain you need necro's so basicly this just moves to problem to a diffrent class.

When are infinite chains necessary, ever?

I can't name a mob I can't kill in 8 minutes with the right 20 people or less. Unless you're using an unAAed piece of shit cleric with 3400 unbuffed mana or something, there's no problem.

Now consider that Ruin and PR both bring 30+ people to every raid and you should have no problem whatsoever.
 
Melwin said:
Unless you're using an unAAed piece of shit cleric with 3400 unbuffed mana or something, there's no problem.

Dont make fun of Yanbik like that, you big meany head
 
The optimum amount of clerics on a raid is now 4. 3 chaining and 1 padding with Remedy. You don't need to hope 5 or 6 clerics decide to log on just to go kill something that reuires a <20 pause now and have a worthwhile raid. If you have a mage, beastlord, druid, bard, and enchanter (which you do) the chain will last just as long with 3 clerics as it did with 5, if not longer. That also make sit easy to assign a specific necro to each cleric to dump them instread of having 2-3 necros split between 6 clerics.
 
Duma said:
The optimum amount of clerics on a raid is now 4. 3 chaining and 1 padding with Remedy. You don't need to hope 5 or 6 clerics decide to log on just to go kill something that reuires a <20 pause now and have a worthwhile raid. If you have a mage, beastlord, druid, bard, and enchanter (which you do) the chain will last just as long with 3 clerics as it did with 5, if not longer. That also make sit easy to assign a specific necro to each cleric to dump them instread of having 2-3 necros split between 6 clerics.

I can't name a single thing that requires 20 pause, either.
 
also

I do agree with Noktar on the role of other clerics, so i am hoping that new improvements to the cleric class are soon coming.

I'm guessing this new improvement was also designed to help out smaller guilds that don't have a great deal of players atm?.
 
Ignotus said:
I don't understand most of this since I'm a newb, but I think you're talking about Celestial Heal. I saw a cartoon once about chain Celestial Heal or something. Anyway, I like what Wiz said here:
I prefer giving the mobs a cut in HP to the situation of disproportional power we have today.
I agree wholeheartedly. One problem with EQL is the amount of people you need for a raid. It's ludicrous.

Ignotus -

CH or CHeal is Complete Heal, not Celestial Healing. Heals 10k hp's per cast. Essentially what would happen is someone would cast and as it was cast another cleric would be casting and the main tank would get back to back heals, essentially always staying alive. It's an instant heal whereas the Celestial Heal type spells are HoT (heal over time) and doesn't heal as much damage. Hope this helps.

Anyone else reading, please correct if I've made any errors. Thanks. :)

I agree about raids. I'm from the old tabletop RPG camp. I like single group type stuff. There were no "raids" in Earthdawn, AD&D, Palladium, etc...not my cup of tea. To each their own I suppose. :)
 
Hi,

One thing I've noticed everyone overlooking was the fact that you aren't limited whatsoever to just 3 clerics doing a CH rotation for a raid encounter. The limit is 3 clerics PER tank. It would be very easy to have 2 tanks with 3 clerics for each tank. When the first 3 clerics become LOM (for some reason), the backup tank (with his/her own chain) would then just simply taunt off the mob from the primary tank. Simple as that. Also, the 2 tanks could alternate back and forth infinitely.

This would allow for other warriors, shadowknights and paladins to get the opportunity to tank mobs as well, which to me would make the game more enjoyable.

Hugs,
Leanna
 
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