Author Topic: Four paladins and a druid
Scarne 
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Subject: Four paladins and a druid
How can some people be so bad at easy MMOs? grin

 

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AzureTyger 
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Subject: Four paladins and a druid
grin

 

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NuEM 
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Subject: Four paladins and a druid
Pics or it didn't happen.

 

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Moe_Nox 
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Subject: Four paladins and a druid
I remember a group going all the way back to EQ a decade ago, it was that unusual and successful. 5 paladins and an enchanter, back when paladins sucked worst of all.
It worked surprisingly well, well enough for this pick up group to make arrangements to do this again. It eventually became a reliable regular group, against all odds.

Fun times.

 

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Yukishiro1 
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Subject: Four paladins and a druid
Paladins in early EQ were not as bad as shadowknights or rangers. coffee

 

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Moe_Nox 
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Subject: Four paladins and a druid
Paladins eventually became good. At the launch of EQ paladins were the worst class bar none. SKs rocked with pets, dots and harm touch.

 

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Scarne 
Title: Capo di Scientifico
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Subject: Four paladins and a druid
The thread for the WOW boards was from pre-expansion WOW so druids and paladins weren't in that great of shape. There was also an odd mix of under and over leveled folks all trying to do the same dungeon. grin

 

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Yukishiro1 
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Subject: Four paladins and a druid
Moe_Nox posted:
Paladins eventually became good. At the launch of EQ paladins were the worst class bar none. SKs rocked with pets, dots and harm touch.


Musta been playing a different game from me. At launch is was quite clear paladins were better off than sks and rangers. SKs at 50 had level 25-30 necromancer spells, including pet. Pretty weak stuff. They were the best melee soloists because of fear kiting but they were crap in groups.

Paladins meanwhile had greater heal, which was very useful for group content. Not to mention lay on hands, which was way better than harm touch at release.

 

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Moe_Nox 
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Subject: Four paladins and a druid
SK dots were the best means to keep agro, period. Great for being a tank. The SK spells were only 9 levels behind a necro if I recall correctly, maybe not. Their feign death meant they could also double as an effective puller, including breaking difficult room spawns.

Their stupid pet was indeed weak, but made a nice effective dot with their added damage, and was great at taking an initial hit; like sending it to go agro the Ghoul Lord and taking his initial harm touch. grin

I was however a paladin, and more often than not lost my lay of hands due to lag, targeting some mob we were fighting when it finally went off. cry

 

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Yukishiro1 
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Subject: Four paladins and a druid
Tanking stuff was of marginal importance in the original EQ. It wasn't like games post-daoc where a healer got hit for 40% of their hp from group content. My rogue would pull aggro every time I backstabbed and take a hit unless evade was up in group content.

Having greater heal made paladins great for groups because you could have them top off people besides the tank, leaving the cleric free to CH the tank as necessary.

Our dream team back (from launch to before luclin) then was pal/rogue/cleric/enchanter/shaman/bard. Coulda used a warrior instead but pal was better because of the healing utility. It was pretty crazy how overpowered melee in EQ1 were in group content because of haste buffs. Casters got very little added dps, my rogue did at least 2x unbuffed damage with bard/ench/shaman buffs.

Only caster group that made sense in EQ1 was an aoe group with like 4 aoe casters + chanter + cleric.

 

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