Post by Ash on Mar 23, 2016 13:38:02 GMT -8
The first of which is a known issue already:
Bertoxxulous is a bit overpowered in codecay (Ruins of Lxanvom Basement) ; the problem is his AE spell given the server damage scaling.
Spell ID# 3012 is Rot of the Plaguebringer
everquest.allakhazam.com/db/spell.html?spell=3012
The issue is that it can take 30,000 mana from a player in about 18 seconds (that is a full Qvic/GoD geared Wizard or Cleric) for which there is no way for players to counter, other than the 3-day Veteran AA ability "Staunch Recovery" Given where this MOB is in progression, substituting this one spell for a slightly different one would preserve some level of difficulty with Bert, so that he doesn't simply become a tank 'n' spank. This spell might be an interesting substitute, it calls for an illusion, but it is an older spell so it should not be a problem for any of the newer clients:
lucy.allakhazam.com/spell.html?id=2964&source=Live
...
The Junk Beast in the Plane of Innovation is imbalanced and can stun lock even the best geared and highest developed players. It is as if his stun is not on a cool down, and he can simply spam it repeatedly so that it never wears off. Oh, yeah, and he has an unresistable BLIND spell which apparently is intended to annoy rather change the outcome of this encounter; because radiant cure does not clear it, players cannot avoid it, and unless you have the ONE class that cure blindness with you (Shaman) this otherwise insignificant encounter becomes a meaningless death for most players.
everquest.allakhazam.com/db/npc.html?id=10122
The main offending spell is "Tetanic Blades" - Spell ID# 1085
everquest.allakhazam.com/db/spell.html?spell=1085
And Junk Beast's AE unresistable blind is "Blinding Smog" - Spell ID# 1086
everquest.allakhazam.com/db/spell.html?spell=1086
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Last thing on my list at this time is "Bard DPS"...
Is there any?
LOL
Seriously, at level 35 my Bard's top AE damaging spell is dealing >>>> 12 <<<< points of magic-resist-check resistible damage, with tribute harmony level 1 going (the best mod available until level >> 45 << which is a long time to wait for song mod upgrades; longer than real casters have to wait). I suspected that singing any song which would improve his strength would theoretically improve his damage output of his melee and his songs, but since this is an AE - I think these type of songs may have been excluded from the local spell/song changes.
IF this evens out at top levels I can understand "paying one's dues," and I really don't mind waiting or the slower leveling, I'm a patient guy.
Are Bards viable at the top level, or are they pretty much professional sidekicks who need to grab either a healer or a tank for progression?
I'm sure they're hard to balance, comparatively, but I've played Bards a long time, and kited every which way; they should theoretically be the lowest melee output of all dual wield/melee classes given their utility and survivability, and when they eschew weapons for instruments, their damage output (single target and AE) should be the lowest of all casters, but not THAT far behind - that they can cast on the run is no longer a strong argument for balance because they still have to pass harder channeling checks, higher resist rates, and all but one of their AE spells are PBAE, meaning they have to stand still and get beat on, same as Druids and Mages and Clerics and Wizards.
I don't have data and tend not to use software that parses my characters development; I mainly play to have fun, and leave the numbers to developers and server ops.
This is a unique server and my gal and I are grateful for all your time and effort.
Thanks for reading