9 thoughts on “Silius: Multi Attack Clarifications

  1. Multi attack is exactly like critical chance and resist, they got kicked, removed from most slot and concentrate on few slot, so that was normal to see huge amount for balance the lost.

  2. And see item with less than 10 multi attack on item like ring while several SF ring was giving more than 8 MA is wrong 😉

    Battlepriest are a SF mistake… they should have never existed in EQ world. They only can exist if zone/game is too easy, when the group trivialize the zone.

    Where tank will die every second and must be constantly healed there is no room for a battlepriest. Or at last the Battlepriest is not totaly focused on dps only… Heal come first, then dps when it’s possible… With SF the heal was optional, a very bad thing, who is not in the EQ spirit…(more like WoW or an easy consol game…)

    Destiny of Velious was supposed to be a challenged add-on, but it become easier everyday, no doubt battle priest will come back as soon as heal will be optional and game too easy

    it’s already too easy by far, lord bob was perfect first day now it’s a joke a sleeping group could destroy, i bet it can even be soloed now. Yesterday we have done ascent with a group where the healer was so mediocre than we killed the epicx4 almost without him (he was dead) And it’s supposed to be the hardest fight of the zone, pretty easy to burn.

    So no doubt, game with no challange = battlepriest

    In other hand i have done fortress spire with one true battlepriest, one of the best of the server, one who think he is good and have the attitude … the attitude you see what i want say… He didnt know the zone, and with his buddy shadowknight offencive stance they make us wipe way too many time, on bookie ! an easy fight … and on the guy with his velium worm… a totaly fail group from an easy zone, thanks to battlepriest.

    It’s simple if tank die it’s clearly priest fault. And when priest is dpsing instead of healing, i think group have right to be hunppay. And if the zone is not trivialized, that must happen anytime, everytime.

    beside tank or people keep saying DPS is the only way to keep aggro i totaly desagree, hate mod (broken atm, should be on % instead of fixed value), and aggro transfer (coercer, dirge, and so much more) with no cap, with +x aggro position (rescue) are the best way to keep aggro. As coercer and dirge in group even a great dps will not pull aggro from tank (or it’s a very bad tank…)

    Tank thinking to dps instead of be focused on hold aggro, stay alive with everything for be solid he have is a failed tank.
    Priest who think to dps more often than heal keep the group alive is a failed priest.
    Dps who do not think to dps … oups that never happen ?…

    But Tank and priest dont get proper tool for do right there job i dont blame them it’s game fault 🙁

  3. If you think Battlepriests are a mistake, I suggest checking the lore of D&D and pretty much every other RPG out there. Go to the Character Creation screen for EQ2 and read the description for Warden, Fury, and Inquisitor. It’s not “We heal and do nothing else.” Why have 6 healer classes if they all do the same thing?

    Yes, every class trying to max DPS on a raid is absurd. This is why players should be able to CHOOSE abilities with AA. All 24 classes have one AA setup and only deviate to solo. Why are choices taken away?

    I thought it was hilarious to see a Warden tanking Kunark group zones. Why should players not be able to stretch themselves? Multi-classing is the future. Rift got it wrong, but it’s a great idea.

  4. ‘Battlepriests’ are Inquisitors, Mystics and Melee Wardens, not templars, if you use the term for Melee DPS Healers and not plate wearing two handing priests.

    Im bias because i play a mystic but Lathaine’s opinion is just absurd. It cant be implemented, it is the nature of progression that something that is hard today will not get any harder and therefore only become easier and so things are designed as such.

    In earnest this game is actually quite simple, hybrid classes are a ‘hard add on’ to this game in my opinion, you dont have the same healing tools but skill can make up for this, its a challenge I enjoy.

    Now you expect your DPS to maximise their damage but actually the secondary roles Enchanter,Bard,Healer,Tank are where your collective DPS can gain the most.

    Respect your hybrid classes, they have a harder job but provide better results

  5. 6class in archetype no want say you have a different role, it’s mean you do the role you have to do in different way.

    A healer WILL heal, but in several way, one will heal with HoT, other will have Rune, other will have reactive… They do SAME job, but different way to do it

    That still the same job

    A battle priest is a berserker nothing else. Unless youhave another priest who do theheal job it’s a fail group unless the zone is too easy 😉

  6. Feldon is right. I have played DnD, where the cleric was the battle priest, and many other games with battle style priests. These are always the hardest classes to pull off properly. Some people’s view of how a class should be played would make a game so boring who would want to play it? Anyone who thinks a healer should stand back and just heal, try playing a game so simple that tanks only taunt, scouts only backstab, mages only do utility, and healers only have one spell: heal. Would not make a very fun game would it?

  7. I feel like they need to verify all these changes. The tank drop from the spider in Ascent is a choker. It has 90+STR and STA and only 4%MA. I think they changed so much that some of the items are falling by the wayside.

  8. Then by your definition every zone is too easy because i solo heal every instance and normally beat the bards doing it

    i just have a feeling you are terrible at this game Lathain

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