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Healthy discussion about ferals.

You mean the "Smoking Hammer". What a waste of time of my time, a physical Mace that needs 20 STR to wield and weights more that most axes.

Stupid mace.

I think you mean Solar Mace, which works for Clerics, but it's 2 handed.

For shamans you have the Flamming Morning Star avg18, and no enhanced damage.

Battlemages can use the ... Sun Sceptre with it's whooping avg15 and no enhanced damage, but wait. They can haste themselves.

Evil ones can dance inferno, and that is good.

You mean the "Smoking Hammer". What a waste of time of my time, a physical Mace that needs 20 STR to wield and weights more that most axes.

Stupid mace.

I think you mean Solar Mace, which works for Clerics, but it's 2 handed.

For shamans you have the Flamming Morning Star avg18, and no enhanced damage.

Battlemages can use the ... Sun Sceptre with it's whooping avg15 and no enhanced damage, but wait. They can haste themselves.

Evil ones can dance inferno, and that is good.

smoking flail. its a 20 str mace and its great for killing invokers.

i have to agree though,

ogres make better warrior/ranger

slith/dwarf/halfer make better blm

slith and halfer making better thief

drow make better clerics for the most part as well as shamans

you dont need access to fire when you can kill them on bash damage alone.

Smoking flail is just what it says it is. A flail. and its not fire damage and neither is the smoking hammer. Hammer is very nice for giants though.

Nor is the Whip of Fire. It's a common damage whip, but it's just made of Fire. Good for Fire giants.

Which reminds me. IMM'S The fire whip gives you +25% to Flame Arrow, but Invockers the only class with Flame arrow do now know Whips. Making it quite strange.

Nor is the Whip of Fire. It's a common damage whip, but it's just made of Fire. Good for Fire giants.

Which reminds me. IMM'S The fire whip gives you +25% to Flame Arrow, but Invockers the only class with Flame arrow do now know Whips. Making it quite strange.

Is that for real - I've had one invoker to lvl 42 but I thought all mages possessed whip? You're right, that is kind of odd - however would it matter? Invokers parry like they have a rubber stick most of the time, whips suck at parry - 100% or 1% for spell gain? Melee damage isnt' really an issue. Hmm...interesting thought ;-)

Mya - with note to vulnerabilities: I always saw a lot of balancing in the fact that certain classes don't hit vulnerabilities easy. Two (classic) examples are battlemages and monks - both extremely powerful classes in their own right. Add the vulns and it start to put it over the top (I could swear dancing blade was stripped of hitting vulns in 1.0 when it had to be rebalanced damagewise. It was before my time though - many people tell me it will hit vulns now but I'm yet to test it...).

Invokers would be the polar opposite - with access to all elemental vulnerabilities.

I think the balance in a lot of things is that they do well in certain situations (hence 'power combinations') A feral vs a bmage is a good fight for both - but the feral gets the extra prof in defense and fury helping a lot might hold the innate adavantage as the bmage can't hit the vuln.

The same feral vs an invoker has a harder battle - which would be a balancing factor. If you can someone 'pick' you battles so you always have the good matchups you do well.

In comparison a fire giant will have (IMHO) an even easier time vs bmage but a harder time vs the invoker than the feral. However, should the feral face the firegiant I think the firegiant holds the innate advantage (class and skill depending of course).

Hence balance is a lot about swings and round-a-bouts.

I think this has to be taken into account when looking at a race - some matchups favour them (as I spoke about perks being present when not facing your vulnerabilities). Some don't. This leads to interesting situations on perceived 'power' of different player on the same combinations. For example, if you have a OUTLAW fg cleric at the moment with an active Tribunal invoker you are in for a rough ride.

If you have the same fg clerics in six months when Tribunal might only have warriors and clerics you would have a considerably easier time. It would take a far less skilled player to posper in one situation (PK wise) than the other.

By extension this gives more weight to going to condeath as we see MANY characters are only active for a few months. Very few staying active for long periods. 'Waiting by the river' could easily allow you go outlast a hard time for your race/class combo and in the future become exceptionally powerful if the make up of the opposing cabal changes to something else. Assuming you can learn to survive the interim which is a trick in itself. However, I'm a long way from the original point about ferals. I'm happy to disucss this on another thread.

L-A

Nerds.

Invaders do know whips. Jeez.

Yay for phone auto replace. Invokers.

The whip was created when Invokers had whip, I figured it would be fixed in that EQ balancing thingy.

http://forsakenlands.wikispaces.com/Invoker

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Well ill be. Just rolled an invoker from my Android and they don't have whip. I know my last invoker had it... cuz I used whip of magi.

Invaders do know whips. Jeez.

Invaders must die.