some changes that will love to see

narmarratuk

Dalayan Adventurer
1) paladin upgrade to their self haste, also a self HoT
2) all that gear that drops in dreadfang, dragons in WW and stuff that used to be droppable can it be switched back since I now really don'e see any purpose of it being no drop since so much better is in the market.
3)no-drop gear being cashable... at least being so it dosen't have to rot and you get some reward from your efforts.
4)will be really cool if there could be made a mentor system so that people can temporarely level down(and at will lvl back up, once not grouped with that person, to their original lvl) to the target person that they are groupped with, like in EQ2. so gear requirements level will also affect this change as well as AAs that cannot be gained for those levels(so it all all it will not really hurt, and no exploits). This is pretty cool because gives people the importunity of grouping with others regardless of the level, and also adept raids wont take so long to form up.
5) something with Guntak(that troll/dark elf pirate town in EQ1). One of my fav zones and man, it is just awesome.
 
you need to have some better basis for something like this other than "lets do it cause i think it would be cool."
the drops from WW, DFS, etc.. were made no drop for a reason, and without a good reason i doubt it will be changed
 
1) paladin upgrade to their self haste, also a self HoT
Can you provide any well thought out and balanced reason that Paladins should get an upgrade to their self haste?
2) all that gear that drops in dreadfang, dragons in WW and stuff that used to be droppable can it be switched back since I now really don'e see any purpose of it being no drop since so much better is in the market.
This is really circumstantial and depending on the gear, a lot of the WW Dragon stuff is still used by the people who kill the dragons and if those items became droppable it would become a farm-fest for people funding charms.
3)no-drop gear being cashable... at least being so it dosen't have to rot and you get some reward from your efforts.
If you're talking about phased out no-drop gear that sits in your bank after you have replaced it, the reward was the use you got out of it while wearing it.
4)will be really cool if there could be made a mentor system so that people can temporarely level down(and at will lvl back up, once not grouped with that person, to their original lvl) to the target person that they are groupped with, like in EQ2. so gear requirements level will also affect this change as well as AAs that cannot be gained for those levels(so it all all it will not really hurt, and no exploits). This is pretty cool because gives people the importunity of grouping with others regardless of the level, and also adept raids wont take so long to form up.
Even if anyone thought this was a good idea it sounds like an enormous headache to code if it's even doable with the current client.
 
Welcome back Narmarratuk. I don't believe many of the changes that happened since you left would ever be reverted, they happened for a reason.
 
well, most of the no drop stuff I got in the bank I actually keep because I'm a rat pack. A lot of the stuff I didn't even equipped just that I think they are neat. However there is tons of stuff I been looting like the rings in Lasanth and other crap I wish could have a set value so i could sell it, I don't think this will be a bad thing at all, and every little helps for those who are planning on getting a charm eventually.

About paladins self haste and self HoT. I remember my paladin had a self HoT in EQ1 that helped her solo pretty well. As is the group HoT does put a big dent in my mana bar while heals less than my regular heal so I have to tab targets and switch to myself and heal myself and then tab back to the mob which I'm tanking which makes it confusing for people whom I'm grouped with getting my targets when my paladin is only healer/tank in group which happens often(yes a /assist name will help but not many people use this).

Paladins and haste, this is the one thing that always bothered me, paladins get a nice haste at earlier progression, yet as they advance through they never get to learn how to upgrade it, and not like they don't need an upgrade after all paladin's DPS is possibly the lowest in the chart. Correct me if I'm wrong but at the lvl that paladins get their self haste spell it competes with what chanters and shamans can do for that same level. Being a self spell makes sense that after so many battles and learning from the battles they can come to an understanding on how to keep their spells up to date with the changing on monsters difficulty as they advance. Which they do with the exception of the self haste. This is an issue that has been in the back of my head, bothers me little, but always wondered why they get an awesome self haste at early levels and yet no upgrade at all for later which they need it.

And yes I remember how farmed them dragons were, and the battles that that caused, but now there are tons more of better gear in the market that, well people who need cash are gonna farm, that's all there is to it. and dunno how farmed those dragons/giants/dreadfang spire are gonna be farmed having so much better items in the market already going for 1kpp some for less.

and hey guys is good to be back, peace and love to you all.
 
Man, this post comes across totally as "make me richer and more uber while I'm just standing at the banker plz k thanx"

better pally self-haste: overpowered and unnecessary. Pally self haste shouldn't compete with ancient shaman haste, empower, or GOE, period. Upgrading it so it does isn't just about making the pally better; it's about removing an important function from another class that's already filled by that class.

All these no-drop items you're listing shouldn't be made droppable just so you can sell them to other players. Most of the stuff you want to make sellable is currently only used by newish players or twinks. Most of these people don't have a ton of plat. Making these items droppable so you can sell them to other players or even adding the ability to sell them to vendors would be extremely detrimental to the newer players on the server. I don't care how much crap you have crammed in your bank that has [No Drop] on it, it shouldn't have that tag removed so YOU can farm a charm faster, regardless of what else is out there. (There are some circumstances where the no-drop tag does need to be removed, but this is a case by case deal, like the bow from Siren's Grotto.)

Paladins have the absolute best heals of any hybrids. The group hot is great. While it's not as good as a priest's, a paladin is not a priest. You have self heals that you don't have to target yourself to use. If you don't like your current one, go camp Taraztu. If you're still dissatisfied with your ability to heal, get some mana con, healing inc, and all your healing aa's. Rangers and beastlords don't have nearly as powerful heals as a paladin and you don't hear us crying about how crappy our chloroblast is (wah, I only crit heal for about 2k because I think tomes is more important than healing aa's and I think I should have my chloroblast upgraded to a 2 second recast CH so I don't need healing aa's /cry /boohoo)

As for de-leveling, you don't have to do that. I help lower levels than myself get xp all the time while I'm farming, and sometimes I even just group a bunch and go slaughter orcs in EW just to help them out. The only viable reason I could see for de-leveling yourself is so you can run around in runnyeye without getting death-touched and farm up some of the insanely overpowered drops from there (no rec level Aura of Battle item, anyone?) for my alts/charm funds.

After re-reading the original post 4 or 5 times, I really have to wonder if we're all just getting trolled here or if this is a serious post.
 
although im a hardcore paladin fan, i still agree that these changes would be too much. except for the self hot idea, i dont think that would be too overpowered, as of right now i think i get about 600 per tick on my group hot (18%HI from AAs + HI6 + 5tomes) and thats pretty nice, but im sure that the cleric non-aa hot is waaay bettter, so maybe add like an intermediary hot leaning closer to the paladin group hot range base? but honestly i dont think id use up an extra slot just for that, group hots are way too useful to patch group members for no additional cost when youre tanking.

self-haste doesnt need/deserve improvement even at 25% its already pretty good. emp is like what 40%? 35? and it adds stats. really dont need to make paladins have the best of EVERYTHING cause the next thing youre gonna be asking for is that paladins get focus/jb/raego/emp to cast on their own. most people have buff bots or if you dont, its not that hard to find somebody to throw you a buff or two.

and ya screwing newbs by turning their leveling zones into pharm country is really ftl. theres more than enough farmage going around already.
 
okey I'm not asking to make it compete with shammy's and chanters. Just asking for an upgrade to it, maybe a 30% one along the line. Now the reason why I asked for a self HoT is not denying that pallys do get an awesome group HoT, but so that we have to change less targets for those moments in which we have to heal ourselves while tanking. which makes sense to have a self HoT in that case.

Eustance this is directed to you, while you say that non drop items need not to change, you go ahead and give an example of an item that you will like to see change...don't want to start any flame here but that seems hypocritical and you have been missing all the points I have been trying to make.

and as to a matter of fact my pally does has good heal +item and maxed out heal crit and about to max out heal adept..my suggestion is not about how much they can heal, but about versatility and usefulness.
 
I still use some gear from WW and DF. Gender illusion clicky, breeze clicky, cure clicky, resistant scrolls etc? Awesome items that aren't too bad at lower AAs (many of them can even be faction bound to become even better) and situational later on.
There already are many many other options how to earn money. If you think getting no drop gear is useless because you can't cash it in after you stop wearing it, then rather farm droppable gear that you can sell later on.

I think paladins fill their role just fine and are now pretty balanced. They tank well and are wanted both in groups and raids. Isn't having *any* self haste better than having none at all? They already solo better than any melee class and possibly better than even some hybrids and casters. Complaint about switching targets is a moot point since every other tank has to switch targets more than a paladin. If people can't assist you, then don't group with them?
I don't know where you came from if you don't find paladins versatile and useful. You can keep aggro on 6 targets in AE groups without even switching targets much, have as good aggro as a sk on most single targets, decent buffs, DA, manadraining AAs, instant heal ability, potl, good patch heals and tank very well. You can root and pacify. You're the best class for AE or undead groups... Did I miss anything?
 
were also sexy.

but in reference to the original topic: why do you need to switch around so much to heal yourself? what happened to good ol' blessing of malath and althuna self heals? stack that with group hot and you wont have to switch to heal yourself too much. and ya, if people are having trouble assisting you, make an assist key "/g assist me on %T" then do all the switching u want after making sure that people are on the needed target
 
#1 reason why i dont want DFS/WW item drops to be droppable?
The mobs also drop ancients.
That would make it hard for any guild to progress and grab ancients if people are constantly farming them for cash. And i'd bet for the most part, i bet people do them is for the ancients and a few nice clickies Tinkaa mentioned.


also emp is like 65% haste not 40%
 
Eustance this is directed to you, while you say that non drop items need not to change, you go ahead and give an example of an item that you will like to see change...don't want to start any flame here but that seems hypocritical and you have been missing all the points I have been trying to make.

Actually, the example I gave was a change that went in over a year ago due to lvl 50+ mobs in siren's grotto dropping a bow that's only good for lvl 20-35 players. That change was put in to make the bow available to the level ranges that would/could actually use it - not added so you could farm up former no-drops to make a few coin. Your suggestion was to change your bankful of assorted crap into something you could flea market on a corner dirt lot like a "fell off the back of a truck" sale. If you re-read what I had previously written, I was attempting to make the point that there are some items that possibly should have the no-drop tag removed from them (Like the arms Santru Plaguespeaker drops for example), but they have to be reviewed on a case by case basis.
 
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