Welcome, Guest. Please login or register.
Did you miss your activation email?
September 30, 2024, 06:35:56 am *

Login with username, password and session length
  Show Posts
Pages: [1]
1  General Category / General Discussion / Re: Question about classes on: July 11, 2017, 08:56:04 am
Rent,

That was a very well thought out post and has given me some nice perspective. Thanks!

Bringing a second group up may be a good solution for me to cover my bases. When making a second group, do players tend to create it with a team of 6 in mind or a team of 12? Like, would it still use a tank, DPS, healer? Or would it be fine to form it with buffers and DPS to round out the other group?

If the former, I'd probably do Warrior, Paladin, Druid, Enchanter, Monk, Berserker (the team you picked, funny enough)

If the latter, I'd probably do Paladin, Druid, Enchanter, Monk, Berserker, Shaman

For two groups, you'd have to set up separate hotkeys for group healers like clerics I presume? One to simply cast a spell on your group, but another to target the leader of another group? I've never handled a raid before so trying to prepare myself =)

Thanks!
2  General Category / General Discussion / Re: Pet class issues on: July 10, 2017, 02:21:27 pm
Howdy,

When I made my first character on EZ, I made a necromancer. I had some fun leveling up and made it through Plane of Time on my own. I did some research as I was progressing and realized that EZ was designed and balanced to be a boxing server. I had never boxed before and was apprehensive, but I decided to give it a chance.

I recreated an entire group and have enjoyed working my way up through the tiers. There's a lot of guides to getting setup and although it takes some time, effort and learning, I do believe it's worth it. The server simply isn't designed for a solo player.

That aside, let me try and answer some of your questions:

I have a mage in my group and have noticed that his pet sometimes disappears for no reason. The most recent example is ToFS when I click a mirror, sometimes he instantly poofs. It is annoying when he has full buffs on as you mentioned, but thankfully I have a full party so him losing full buffs is an annoyance, not a catastrophe. I can't explain why it happens but bugs do occur on this server. I just wanted to let you know it's not just you.

Regarding that spell, there is a similar one in my mage spell book. I believe it is also called ancient something. I believe it was intended to be a more powerful version of comparable nukes and only dropped from raid mobs so as a compromise it locked other spells on fizzle. I could be completely wrong, but that's what it seemed like to me. When completing the CG quest, which it seems you have, you can max your spell skills and specializations by hailing one of the NPC in the guild which makes it very hard to fizzle.  Speaking of which, I'd suggest running a parse and testing out DPS on a test dummy to see the most efficient spells you can cast.

BTW, grats on making it all the way through PoD solo!

3  General Category / General Discussion / Question about classes on: July 10, 2017, 02:03:40 pm
Good afternoon everyone,

I've been playing and enjoying EZ on and off for the past few months. Between the two wiki, excel sheet and forum I've found a lot of great guides that have helped my progress. Thanks to all those contributors!

One thing I noticed, however, is that some guides either disagree with each other, or were written with a large amount of time between another so the information may not be current. I've read that progression becomes difficult at later tiers without a well-balanced group. I'm currently running a 6-box group: Warrior, Berserker, Monk, Rogue, Mage, Cleric. It's been fun, but now that I've worked my way up through a couple of tiers and have experienced some of the game, I'm noticing I may have made some mistakes and wanted to ask for some advice from the community.

As I've worked my way through the tiers I've found that the buff 'Timeless: Vampiric Thunder' from enchanters significantly changes the DPS in my group. It's a night and day difference with strike augments. So much so, that I am considering bringing up an enchanter to replace the mage slot in my group, especially since enchanters also can summon their own pet and complete the same quest line as a Mage to make their pet viable. Does this seem reasonable? Or is the mage providing something that is equivalent that I'm simply not realizing. I was thinking about COTH but I wouldn't mind donating for the COTH clicky item down the line.

I read that clerics heal well early but lose their luster towards later tiers to Paladins and potentially Druids. My cleric has served me well up to this point, but if I'm going to get serious about progression I'm considering replacing her as well. Is the difference nowadays still significant? I do like the crab line of buffs but I could always keep her as a buffer.

Some may roll their eyes about me replacing some characters, but as I'm doing research I can see there is a ton of game left ahead of me and I'd like to have the ideal composition to get me there. The characters I would replace wouldn't get deleted, but shelved for the time being. Their progress wouldn't be a waste and I could always add them to a raid if needed. =)

Thanks in advance!
Pages: [1]
TinyPortal v1.0 beta 4 © Bloc