πŸ€‘ The Ultimate Monk Guide

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The n00B's guide to Troll Shaman on Rallos Zek The n00b's Guide to the Troll Shaman on Rallos Zek by Blart Ba'Klomp This is a draft.
Any corrections would be greatly appreciated!
I get asked a lot of questions about shaman.
From people wondering where to get their level 5 spells, to shaman entering the Best of the Best tournaments asking for PvP tips Not sure why.
I've never even watched a PvP tournament.
I'm not going to give advice on the level 55-60 scene, because I don't plan on being a part of it.
I'm content with level 51.
Server Rules Rallos Zek is the only PvP server with item looting.
If you can't deal with losing good items, just shoot me a tell, and I'll comfort you while you cry.
I know a few of you are going to question my authority, so to help you on your quest to stfu, here are the raw facts: Troll: Natural Regen, Slam, Infravision, max starting wisdom 95, PR 15, MR 25, DR 15, HR 5, CR 25 Ogre: Frontal Stun Immunity, Slam, Ultravision, max starting wisdom 102, PR 15, MR 25, DR 15, HR 25, CR 25 Barbarian: Slam, Human Vision, max starting wisdom 105, PR 15, MR 25, DR 15, HR 25, CR 35 Iksar: Natural Regen, Natural AC boost, Natural Swim Skill, Infravision, max starting wisdom monk best in slot eq, PR 15, MR 25, DR 15, HR 30, CR 15 Explanation of abilities Natural Regen: hitpoints regained per "tick" roughly 6 - 7 seconds Level 1 - 19 ~ 2 standing, 4 sitting Level 20 - 49 ~ 2 standing, 6 sitting Level 50 ~ 4 standing, 8 sitting Level 51 - 59 ~ 6 standing, 12 sitting Level 60 ~ 12 standing, 18 sitting not sure on this one, can anyone confirm?
Natural Regeneration stacks with all regen spells, songs and items.
It is important to shaman because of the cannibalize series of spells starting at 24 more hitpoints means more mana.
All races without natural regen regenerate Β½ as fast.
Slam: A version of the bash skill.
Shaman don't increase skill in bash, so a lot of people disregard it.
They shouldn't - since Shaman get no type of stun or knockback spell, this is the only way besides weapon melee that we are able to interrupt spells.
If you land a slam, it interrupts your target's spell 100% of the time in both PvE and PvP.
Without slam, most of those pesky halfee druids would have gated away on me.
Frontal Stun Immunity When facing the enemy, you can't be stunned by normal melee.
However, you can still be stunned by spells with stun effects.
Most NPCs bashing can only stun them from behind.
Giant class mobs even get a chance to interrupt with normal hits, not just bashes.
PCs can not stun them except with spells.
Infravision: See mo' betta at night, red tinge.
Ultravision: See much much mo' betta at night, blue tinge.
The only major item that not all shaman can use is the Jaundiced Bone Bracer effect: winter's roar, works from lvl 45 on, while amazingly efficient for PvE, its rarely used in PvP due to the 12 second cast time which all shaman races besides Iksar can use.
Two troll shaman can fear kite this way :P If you think of any other major items to list, let me know.
Race conclusion: Troll by far.
The two most important racial abilities for the PvP shaman are in order : Slam, Natural Regen.
You might point and say, "but but but, BLART!
Trolls have shitty wisdom!
And and their resists, well um, they suck cack!!
Read the stats again, and whisper to yourself, "trolls are the best, they really are the best, better than rest".
If monk best in slot eq doesn't work, go write monk best in slot eq own damn guide to misinform the world about the superiority of your effeminate barbarian.
Where do I buy Spells?
For levels 1 - 49, you get most of the spells from your guild.
If you can't find your guild, take a deep breath, and delete your character.
Vision related spells Levels 1 - 39 : Oasis of Marr, Gypsy camp.
Yes, this includes blind.
At one time Troll shaman were KoS to all but one female gypsy, but now they've changed faction so its boring, just stroll up and buy em.
The location is 1170, 540.
What weapon skill should I use?
With the current weapon selection, definetly Piercing or 2H Blunt, forget about 1H blunt.
For low levels, throw away your newbie club and start begging for a spear or harpoon.
Piercing weapons are usually fast, which make for a nice low level item.
As you get higher level and damage caps ease up a bit, you might want to try 2H blunt.
The other route is to go psuedo-melee with a beefy 2 HB and a haste item.
Ennart is a good example of a melee PvP shaman: Either way, when you're fighting other players, your melee attack should always be on.
Even a wimpy 1dmg hit can interrupt a spell.
I went the 2H route, and am currently using a totem of widdershins.
I suggest piercing for more casual players, since its cheaper and easier to get a good piercing weapon than a good 2HB.
There are also several piercing weapons with the effect: Stun that I have yet to play around with.
What spells should I use in PvP?
Your spell load out depends on your opponent, but you should always have at least one escape spell memmed.
Spirit of Cheetah SoW if you're below 24 and Gate are reccomended.
I have both memmed when I'm traveling or paranoid.
When attacking prepared opponents, go with disease debuffs, disease spells and direct damage.
If they are resisting the disease spell, keep slamming away at the disease debuff - it's fast casting and will eventually stick on even the most resistant players.
Below level 40, few players have good poison resist, so you may want to give poison a shot as well.
At level 50, I like to stack two disease dots on them scourge + plague.
When hunting unprepared players, start off with a poison dot quickly followed by a blind.
This is a good money maker for the PvP shaman - victims can't bag what they can't see.
Root is also nice to have memmed, just incase the blind guy starts running towords a cliff.
Buffs: I'm not sure how practical this is for lower level shaman due to buffs fading faster, but at high levels, you should have a full set of 15 buffs on at all times.
You generally want your meaningless buffs stats first, and your important buffs resists, SoW last.
vegas casino payouts what I suggest for normal swamp defending: CHA, DEX, STR, AGI, STA, Regen, Ultravision, AC buff, spirit sight, HP buff, disease resist, poison, cold, fire, magic, SoW.
For the pet: SoW, magic resist, haste.
Stats have a minimal effect on NPCs pets includedso I don't reccomend them.
Spell Levels: Shaman change a lot every spell level, which makes it an addicting class to level.
Sometimes we're like a poor man's druid, other times we're more powerful than a necromancer.
You can out-nuke a druid.
This is a spell level some shaman choose to stay at, and I don't blame them.
Level 19: A dull level for shaman, the highlight is the disease DoT affliction and the resist debuff Malise.
If you wish to PvP during this time, it's suggested you do it in a group.
Necromancers and druids will make short work of you solo.
Many players quit their shaman between levels 19 - 23.
Level 24: Awesome level range - Envenomed Breath doing almost 200 dmg PvP, new direct damage, cannibalize + regen as an alternative to medding, and spirit of cheetah with its 0.
The only class you need to worry about at this level is Necromancer.
Level 29: With no new damage spells, another ho-hum PvP level.
Not as bad as 19, but not much better.
However, with the addition of greater healing, charm animal, and tagar's insects, it's a decent mob killing level.
Level 34: The level range where shaman are more powerful than any other class.
You finally get DogDog, a 500 dmg disease DOT, a 250 dmg cold DD, and a 230 dmg poison DD.
I suggest you stop leveling here.
There may never be another mass-market RPG that is so PvP imbalanced ever again, so enjoy it now.
You might consider going to 35 so you can med without a spell book, but that puts you in range of level 39 players that have better spells.
Level 49: E-bolt, poison 1130 dmg DOT, the shaman's ice comet.
https://artwinajans.com/best/best-poker-room-in-vegas-for-fish.html 1210 disease dmg DOT, the bally poker machine slower ice comet.
Stack em both, and you can drop a full health warrior.
Before kunark, level 49-50 shaman were the most powerful PvP class in the game.
But now with monk best in slot eq 53-54 players able to https://artwinajans.com/best/best-ubuntu-poker-game-for-android.html you, you're going to have to run from several fights.
Magic resistance MR is the most important stat.
If a resist item has any +WIS, AC, or mana, consider it a bonus.
Here are some of the more popular items for mid level monk best in slot eq many of these Monk best in slot eq still use at 50 : Ebon War Spear range One of the best PvP range-slot items for shaman.
Usually goes for about 400p, drops off of an aviak on Aviak Isle in OOT.
Easy to solo for a level 44 shaman.
Ogre Butcher Gloves It would be difficult to find a better pair of PvP gloves in the game, and these can be easily attained by a level 1 Ogre through this quest: Cazic Worshipping trolls can not do this quest since they're KoS to Chef Dooga.
I assume Innoruuk worshipping trolls have the same problem.
I've only seen these for sale once, and they went for ~1000p.
Maybe it's because the quest is relatively unknown or too tedious.
Bloodstained Mantle shoulder slot Common drop off of the Undead Knight in Unrest.
Goes for ~60p Golden Wolf's Eye Bracelet +7 magic resist.
If you can find a jeweler, bring them a gold bar and a wolf's eye agate, and bug them to make it for you.
Components ~14p from vendors.
Jewelers usually sell them for 40p each.
Regent Symbol of Innoruuk troll inny worshippers only Nice effect for PvP.
Quest spoiler here: Earring of Fire Reflection Sold by gypsy vendors in Lavastorm for ~35p each.
Blackened Alloy Coif head slot Can be obtained from the Lord Picklaw in Runnyeye by a group of mid to low level 20's.
Since it's a fairly new item, it's still selling for ~1k.
The old version, Black Iron Crown is 5 to all resists and sells for ~300.
Sabretooth Amulet neck slot This awesome monk best in slot eq goes for just 1 - 2k on Rallos Zek, due to the fact it's shaman only.
As soon as you can afford it, buy it.
Drops from a rare spawn in TT, can solo it at 50+.
Hollowed Bone Bracer arm slot Dropped by Rathyl's Incarnate in Najena.
Can be soloed at 34 I think, not sure.
Sells for up to 800p.
Crystalized Pumice general inventory 5 Charges of Nullify Magic dispells 2 magic spells off of the target4.
Anyone serious about PvP has a bag full of these.
It can dispell bad effects off of you, or good effects off of your enemy.
They go for ~15p from potion vendors.
Crimson Potion general inventory 1 Charge of Reckless Health.
It gives you an instant 50 HP, but then gives you a DoT effect that drains 60 HP over 180 seconds.
If you have a DoT on you, you can't be mezzed by enchanters.
Sold by potion merchants for ~13p.
Lizard Blood Potion general inventory Instant teleport to Cazic Thule.
If you have nice items, you should always have at least one of these for emergencies.
Sold by players for ~500p, or can be obtained by a group of 30's from the Lizard Cenobite in Cazic Thule.
Golem Metal Wand general inventory 5 charges of Pillage Enchantment, Instantly removes 5 buffs from target.
A better version of Pumice.
Drops off of the Steel Golem in Cazic Thule - can be done by a group of low 30's.
Etheria's Poison Antidote general inventory This is useful for when an enchanter casts Tashan on you.
Tashan is considered a poison, so you can quickly cure yourself.
Shovel of Ponz general inventory Yes, I know it's a magician only item, but Shaman can use the effect of reclaim energy from a general inventory slot.
Reclaim Energy kills your pet, but gives you mana depending on the amount of HP your pet has.
Awesome for emergencies when you need an extra 200 mana, or for when you need to zone and your pet would die anyway.
General PvP Tips Dispells: As I said in the items section, carry a bag full of crytalized pumice.
For some weird reason, this is considered a helping spell when cast on players.
If you try and dispell your enemy, your pet will assume it's a beneficial spell and that you've betrayed him,so he'll kill himself.
Remember to back your pet off before dispelling enemies.
Water: If you're underwater, you can only be casted on by other players underwater, and vice versa.
Many people use water as a way to escape spells.
So when someone casts on you, you get the "soandso tries to cast a spell on you, but you're protected" message.
Great to have for ocean battles!
Running is a good idea in every fight.
If a melee character is after you, DoT him and run while he follows.
If a caster is after you, run out of range when he starts casting.
When he's out of range, stop running and start slamming your spell button until he runs in range, then you'll be able to cast before him, and if you're fast enough you can get out of range again before he finishes his casting.
If a character is following you too close read more a twinked out monk with SoWremember that EQ tries to predict where your character will move to make up for lag.
If you confuse EQ, you confuse your enemy.
Make sharp turns, double back, run in your favorite geometric pattern, run around trees, and if you see a hill, head for it.
EQ is weird about hills.
Ever try following someone running on a sloped zone wall?
Escaping Spirit of Slotomania cheat money and gate, the obvious two.
There are some other ones though, if you have a +HP item, and your current HP is less than the item, removing it will kill you - but you will lose no XP and nobody can loot you.
This is generally used for low levels, since high level players have too many HPs.
If you get to a zone, and for some weird reason your computer powers down while zoning, your character will not show up on the other side.
Getting the Kill Sometimes if your dot kills the player, you can't loot.
But sometimes you can.
I've found that if I have autoattack on while casting the DoT, and leave it on throughout the entire fight, I get the kill message and am able to loot when the DoT does the final blow.
If the player zones with a DoT on him and the dot does the killing blow, you will not get the kill.
Gaining levels as a hated PK Flowers of Happiness was not made for gaining levels, but that hasn't stopped some of our players from leveling up.
If there are no FoH members that are willing to level with you, you have two choices: Grouping: Some of our members, like Unckagobs, Boogahed, Benillikin and Vova have no problems getting in XP groups.
I don't know exactly how they do it, but I do know they're all smooth talkers.
Soloing: Most shaman guides will reccomend high AC for soloing, claiming that tanking the mob is the best way to solo it.
While this is a fun tactic, it doesn't carry over well for PvP servers.
AC items aren't known for good resists, and vice versa.
Also being in melee range of a MOB makes you pretty vulnerable to players.
The trick to soloing is to always keep your health over 60%, just in case.
Mana isn't a big deal, since spirit of cheetah only takes 20 mana to cast.
Save the HP, spend the mana.
I reccomend root + DoT and med, with pet as the tank.
Slow the mob so you don't have to heal your pet.
Adding more when I feel like it.
If you wish to copy this text, I really wish you wouldn't, but if you have to, give Blart credit damnit, and link Thanks.

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I'd like to see a "how-to" post for every dps class.
One of the most secretive things in game seems to be how to burn a mob.
I think a lot of folks like to hold back on that as I find the most successful "burners" are often the least likely to give out useful information on how it is done.
In trying to change that, I freely stole advice from everywhere I could, plus added my own experience, to write the following.
I originally wrote this article around October of 2016.
I'd been watching raid parsing since Phoenix Ascending launched and felt I was doing well enough to post what I do as I was usually in the top ten and often the top five for melee DPS parsing, and that was just wearing and wielding group gear as I had no raid gear yet.
Edit: This is no longer entirely the case.
Edit: A word about parsing.
Parsing is done from the log file of the character of the player running the parse.
Characters that are at a remove from the parsing player's character are less likely to have all their activities, including damage, in that log file.
This is fine for melees because we all tend to cluster around the boss mob recognizing that many boss fights make us move our attentions periodically, decreasing DPS.
It is not so good for casters as they tend to stand off at a distance where their damage may not all be recorded by a melee character's log file.
Also, anyone can choke on one fight or even several, especially if they have recently changed their interface or display options or something.
A single parse says nothing about a character or its player unless it is very high and that just indicates potential unless it is consistently very high.
It says little to nothing about lower scores if they have raid duties than just DPS.
On the other hand, it is the only tool we DPS types have to use when we seek to evaluate and improve.
The only way to get something approaching validity and then, only for characters that are click near the parsing character is to look at them from many fights over many, many nights.
What good does this do?
Well, it helps the parsing player see where they can improve.
It also identifies players that are having problems because if, night after night, amusing best casino tampa florida beaches happiness! see the same rogue doing half or a quarter of what the rogue or rogues that are consistently at the top are doing, then it indicates something.
Let's try to avoid calling it a problem, at least initially, and think of it as an opportunity for improvement.
It is then incumbent on the class leader to try to figure out where the disconnect is and help them to do better.
Having someone just accept such a disparity because the higher averaging player has a good weapon, or a few more AA, or some such, does not help anyone, least of all the raiders.
So far as my own experience goes.
I've been playing EQ since 1999 and was raiding Fear and Hate even before Kunark as a shaman.
At the time I switched to Snaz I was level 55 those were HARD levels and one of the 12 highest level characters on the server.
Snaz was created the month Kunark came out and was the first iksar to attain level 60 on E Marr that and a handful of money will get me some water to drink in Freeport.
I have been playing on E Marr since the server opened with a few years off, here and there and have also been raiding since 1999.
I don't know all the monks in our combined guild yet and there may very well be someone with better experience at this or monk best in slot eq has some good suggestions to make the following advice better.
I'd love it if there was and would appreciate it if they will contribute.
I intend to update this post as I learn more.
Ideally it would be nice if every class was doing something like this as an ongoing thing but that's not up to me.
We all pay to play and no one pays us to play.
Burning a boss sounds like something only a wizard or a mage might do but, when it comes to boss mobs, most of us DPS types need to know how to "burn.
Likewise, your available AA, their degree of development, your gear, and other factors, all play a part in how you do it.
So does what level you are, what expansion you are playing in, and what skills and items have been added, changed, or nerfed.
For this article 6we are going to assume you are a level 105 monk in the Empire of Kunark EOK expansion with all of your non-tradeskills AA maxed out.
This is all even before considering that you may have to adapt it some to better suit peculiarities of the boss you are fighting.
Keep in mind the principle of monkliness in burning mode combat, Grasshopper.
We attack a lot.
We attack on a better attack table than anyone else.
We riposte like crazy so we are not limited to attacking from the rear.
We can dual wield or use a two-hander with equal facility.
We can add a lot of damage modifiers to our attacks, then add a lot of multipliers to those attacks.
We can add additional procs and attacks to our attacks.
We can increase our proc rate.
We can sometimes take a few hits which gives us time to pop-and-drop and completely reset aggro.
We can shed that aggro every few seconds if necessary.
We can regain endurance after death or long fights.
We can instantly heal nearly half our hit points every thirty seconds.
We can purify our bodies to shed all dots and debuffs We make our group ten percent more like to parry, block, riposte, or dodge attacks.
We make our group do 25% more damage with weapons for fifty strikes--every thirty seconds.
If you have not done Mata Muram trials to raise the caps on your resists then you need to.
Should be really easy for a 105 and the instructions are all at I suggest you also go do the Dragons of Norrath lines to get the Keeper or the Dark Reign line of AAs.
These can only help and they are amusing best swedish online casinos for real money pity as pie at our levels.
This is a reusable potion that gives your melee attacks a 1% vampire effect, lasts for several minutes, and has like a twenty minute cooldown.
Initially this will probably be the ones you buy with Tranquility points in the Plane of Health.
Aug them with the best damage increasing augs you can find.
I recommend both a one-handed setup and two-handed setup, but if you can only do one, prioritize the two-handed.
It has a fantastic casino vancouver bc on it that gives you 5,000 additional damage on each of your next 40 kicks.
Even the group BP will give you 3,000.
From here, killing named in EoK will give you amorphous armor, as well as non-visible pieces, depending on the mob.
The are very good pieces that fall somewhere between TBM group gear and TBM raid gear.
Keep in mind that the Focus effects won't be as high as you would like.
Monk armor comes with Flying Kick and Tiger Claw bonuses and you can further increase it with augs but both of these bonus sets have tight caps 100?
Spider Bite line may be the best thing going right now, but that could change.
It's pricey but it lasts a long time.
Another problem is that supplies are limited.
I created my own Grandmaster Poison Maker alt just to try to get a handle on this but I am still tightly constrained by available materials.
You can also buy them with Loyalty Points instead of AA.
Don't waste resources on the defensive ones.
You want Destruction II so you can do 60% more damage for two minutes.
Monks do a lot of melee damage and anything that returns part of that damage to us as healing is doubly welcome.
Sigil of Thokk, comes from Gurrak Tyrant in the Plane of War, it has 10 damage and Vampiric VI and can only be used in 1 handed weapons.
There are slot 3 augs from LDoN that can add you a decent amount of attack and get you closer to the attack cap.
You can go to raidloot.
The Tear of Alaris is the best all around slot 3 aug.
If you have this in ammo slot you will only benefit from the defense on it so it is beneficial to max it out and turn it into an aug.
You will want these to get you to the 100 flying kick cap.
In order to buy these augs you have to go through SoD progression.
You have to have the Void G flag to buy the 14 dmg flying kick aug.
This is done by doing all of the group progression and also beating the 7 events in Discord Tower.
There are write ups on zam for the progression.
Fill any slots you have open with Faycite Shards to lower the timers on your discs.
Crane Stance is the best out of these, I think.
At a raid level in EoK, or just prior to it, these are what are expected for a monk.
Otherwise you want to be as close as possible because the game will punish you with reduced performance if you do not meet these levels.
These are AA that are only awarded for clicking on a ultra-rare or raid item that confers that skill at that level.
For EOK raid characters these are listed below, in order of importance for burning.
Ancient Flames +17% Haste read article Overhaste Might of Stone IX +100 ATK Myrmidon's Skill XII +21% Dodge Form of Defense XXV +594 AC Form of Endurance XXIII +2100 HP Knowledge of the Past XXIII +113 HP per tick 2 Trophies Replica of the Qeynos Claymore, you get this for the Achievement: Greater Hero of the Call, a follow on quest in CoTF, it gives 500 health, mana, and endurance, 100 AC, 5 heroic stats, and 20 spell damage and heal improvement.
This was ridiculously easy and fast to get with a level 105 monk, alone and without even a merc up.
The top 2 you should always have in your tribute.
Here is what you want from them: 1 Shaman Ancestral Aid increases caps on all basic stats by 130 and starts regeneration for 671 per tic.
Duration is 5 tics 30 seconds.
I suggest you make a GINA trigger for this: "You are blessed with the gift of the Ruchu.
Then put a 60 second timer on it and name it Shaman Epic 2.
This is a 10 minute recast timer so you only get 1.
I suggest you make a GINA trigger for this: "You focus on the third spire of ancestors.
You might want another GINA.
Begins with: "You feel an aura of fierceness come over you.
A ranger might be doing Auspice of the Hunter which gives +33% to spell crit direct damage, +230% to accuracy, +225% chance to crit with all skills, +380 to atk.
A Beastmaster might be doing Ruaabri which is +50% to flurry chance and gives Hundred Hands Effect effectively double speed attack.
A Beastmaster might also do Dichotomic Fury which is much like Ruaabri but with a few additional temporary boosts.
Throw in a shaman and maybe a bard or a ranger and this is a group that sometimes gets positions 1 through 4 on the melee DPS parsing and the bard or ranger do remarkably well, too.
Used properly, GINA is fantastic.
I put them on the second page of each hotbar so I just have to roll each hotbar once before the raid, and then, after the raid, roll them back one to the hotbars I use for groups and solo.
You also have those special AA abilities that can only be used every few days.
Hotkey them but use them very judiciously.
These sort of things are a problem as you never want to use them in case the next encounter is even tougher, but if you never use them then why have them?
But don't use against Grannus, he will reflect it as if it were a spell.
NO Pummeling Fists β€” New level 105 EoK disc that upgrades the Partisan pet line--unfortunately, since the riposte nerf in Fall 2016, mobs now will these almost instantly-we are still stuck with the outdated Zalikor's.
NOTE: Curse of the Thirteen Fingers is an unresistable curse you put on the mob.
That mob then takes an extra 467 points of damage every time it hits someone with a damage shield which is hopefully anyone it should be hitting.
When this happens 112 times shouldn't take longthe curse blows up for 224,000 points of damage or more, depending on rank in that discipline.
And you can probably reapply it immediately.
I don't think the parser will show it but see that damage?
Can account for casting time and allowing disciplines enough time to fire.
The number is in tenths of a second, so 10 is one monk best in slot eq />Try to keep your pauses to a minimum.
When the macro encounters a pause you will not be able to manually fire any AA abilities.
When using pause in a macro the pause follows the next command.
The pause will come after the doability.
Remember if the discipline is Rk.
Disciplines can be a little temperamental sometimes they won't fire if they are back to back.
On the third tab the combat page there are also 6 hotkeys.
You can use the top 4 they are doability 7-10.
Whatever you have set as the hotkey will be what fires as that ability number.
If you target the ability in the AA window in the heading it tells you the number.
The number is in tenths of a second so 10 is one second.
One other thing is you can https://artwinajans.com/best/best-poker-room-near-me.html up to 2 commands on the same line separated by a comma, no space, as long as the first command is a pause.
This one macro key can now make a big attack, wipe aggro, and let you use breather to grab some quick endurance.
Three uses in one!
Likewise, we don't have near so many clickies as we used to--it was really getting out of hand--but you should macro those as well.
Endurance that you have left over at the end of the fight is wasted so pace yourself, you also have to keep in mind that you might die and lose all your endurance.
Also wasted are AA and combat disciplines that you never got to use.
You need to start your burn fairly early bearing in mind some mobs require saving something for a final push at the end but watch your aggro and drop and pop if you must when it starts getting to the high end of green.
Also, all this suffers a big setback if you die.
You lose your buffs and, although some of these might be restored, you might have rez sickness if you were rezzed and not called and, worst of all, you have no endurance and endurance, for a monk, is almost as important as mana to a wizard.
Getting enough of this back is doable but link you down at the outset.
Watch the warnings; watch if you catch ramp.
Don't be afraid to pop and drop to lose aggro.
With mend maxed you can heal almost half your life link you can do that every 30 seconds so don't let yourself get low.
You also do have Earthforce, Whirlwind, and Voidance if things are going really south for you.
Keep in mind that our main burn skills: Heel of Zagali, Terror Palm, Speed Focus, Eye of the Storm, Ironfist, and Earthforce DO NOT stack each one grabs the upper left corner of the discipline window and will not let it go until it expires or is clicked off.
Also, Drunken Monkey Stance cannot be activated when these are up although they can understand best craps fire bet youtube me? activated when DMS is up but there is little point in messing with DMS anymore as it is totally overridden by Zan Fi's Whistle--which should be up for 5:45 out of every 7 minutes.
You can try, of course, to squeeze in that DMS in the minute and fifteen monk best in slot eq while Zan Fi's is down and still recharging, but don't you really have enough to do?
This is a group buff discipline that gives everyone a 10% better chance of blocking, parrying, or riposting.
You can start your auto-attack here 3 Click your Blood Drinker's Coating - lifetaps 1% of hits for 3 mins, recast is 20 mins 4 If you have Broken Mirror raid level BP, click it for Eight Leaves Heel Technique adds 5k to next 40 kicks or 3k for the group version.
The EoK group BP does 3750 dmg per click.
Save it a bit longer if you are the only monk.
Ought to be a way to make this a Gina trigger for monks.
NOTE: You always want 1st Spire in conjunction with Dragon's Balance because Dragon's Balance adds a large possible proc to your attacks and 1st Spire greatly increases the chances of you getting those procs.
NOTE: You always want to follow Infusion of Thunder with Crane and Five Point Palm because those are huge attacks and IoT increases them by 75% as well.
This is why monks can sometimes hit for over a million with a flying kick I think my best that I've noticed was like 660k but I seldom pay attention.
Given enhancements in our Flying Kick damage in EoK, it might actually be better than Eye of the Storm.
The instant these are all activated, immediately launch the next phase as fast as you can hammer those keys!
NOTE: Best mobile app of Thunder gives you 75% bonus melee damage so it is really important to get these off within 5 tics of when you set it off at step 5 of the First Burn Phase Prep.
NOTE: For a longer fight you may just want to save Ironfist for the end if you are apt to run low on endurance 2 Crane Stance - 2 BIG kicks, watch aggro!
Use the macro I suggested.
Basically, it adds 1640 heroic strength i.
Use this when the other burn discs are down.
Start using everything that is coming back that it will let you use and keep pounding that RAID KICK SPAM KEY.
When you start running low on Endurance, use your Breather discipline to get a bit more only works when you are below 30% and that's if you have rank 3.
Done right, this can keep you going barely for just about forever, although you will have to limit some of your discs that use endurance.
If time permits and you really need it, use Eight Breaths discipline to get a bit more and then just concentrate on the Raid Kick Spam Key for a bit.
More Notes Ranged attacks are not our thing but carry a big bag full of good shurikens or knives summoned of course.
Have a bandolier option that shifts you to where they are in your ranged and ammo slots.
Use that, then use an Autofire macro you have set up.
Then have a hot bar with Doomwalker's Precision, Vigorous Shuriken, Sting of the Wasp, and Banestrike and play whack-a-mole with the keys.
It's nothing like what we do in melee but when you can't melee it beats sitting on your tail or whatever you softskins have in place of one.
This one is pretty huge because it deals with what to do if you run out of endurance either due to a death, a long fight, or a mob taking it from you.
Now you are down and have no agro so you are out of combat.
Hit Breather and get a good-sized chunk of endurance.
Breather refreshes quickly, the limitation is Imitate Death.
Further, you can do this up to as much as 30% Endurance if you have Rank III in Breather.
This reprioritized getting a Rank III Minor Spell Rune for me.
Certainly it is enough endurance to keep you going indefinitely.
I strongly recommend building a macro for it.
If you are going to get hit a lot, you can use Nimble Reflexes at the beginning.
Do not use it later or Eye of the Storm won't be ready in the Fourth Burn Phase.
Hold the Line monk best in slot eq hurt your DPS but might help absolutely best western near winstar casino oklahoma congratulate the healers aren't able to keep up with your ouchies.
Keep Shaded Step and Whirlwind in mind if you need them.
If you monk best in slot eq them too late you may not get the most bang for your buck.
Consider Staunch Recovery if you really need a full bar of endurance back, be sure that it will make the diff between winning and losing as you can only do it like twice a week, 68 hour recast, I think.
Intensity of the Resolute - increase all damage done by 55% for 1 min, with a 4 hour recast.
You might get off two in one raid if you use the first early, but don't count on it.
Armor of Experience - blocks 100% damage for ten hits, then 75%, 50%, 25%, with a 20 hour recast.
Infusion of the Faithful - increase all your resists and run speed for 15 mins, with a 20 hour recast.
Cheers Hope this helps guild dps overall, if you are a monk, please feel free to test and add suggestions.
If you are not a monk, go make one of these for your own class!
There's a fair amount of information in this write up.
It'd be ideal if Team Monk could collaborate on the information and get it into a unified post.
Edit: A word about parsing.
Parsing is done from the log file of the character of the player running the parse.
Characters that are at a remove from the parsing player's character are less likely to have all their activities, including damage, in that log file.
This is fine for melees because we all tend to cluster around the boss mob recognizing that many boss fights make us move our attentions periodically, decreasing DPS.
It is not so good for casters as they tend to stand off at a distance where their damage may not all be recorded by a melee character's log file.
Also, anyone can choke on one fight or even several, especially if they have recently changed their interface or display options or something.
A single parse says nothing about a character or its player unless it is very high and that just indicates potential unless it is consistently very high.
It says little to nothing about lower scores if they have raid duties than just DPS.
On the other hand, it is the only tool we DPS types have to use when we seek to evaluate and improve.
The only way to get something approaching validity and then, only for characters that are typically near the parsing character is to look at them from many fights over many, many nights.
What good does this do?
Well, it helps the parsing player see where they can improve.
It also identifies players that are having problems because if, night after night, we see the same rogue doing half or a quarter monk best in slot eq what article source rogue or rogues that are consistently at the top are doing, then it indicates something.
Let's try to avoid calling it a problem, at least initially, and think of it as an opportunity for improvement.
It is then incumbent on the class leader to try to figure out where the disconnect is and help them to do better.
Having someone just accept such a disparity because the higher averaging player has a good weapon, or a few more AA, or some such, does not help anyone, least of all the raiders.
One additional point here.
One can be a good player but not reaching their full potential due to the lack of ADPS support; be it in group or other, or having to hold back because of Tank aggro issues or adds not being picked up quick enough, or healers not keeping them alive.
This can be frustrating for players, because these aspects are not within their control.
The most simple example is a melee DPS in a group with a Shaman, and having the Shaman not clicking Epic all the time.
Or the Shaman not performing well during heavy AE events or AE Rampage, resulting in player death.
It's a team effort, and our performance as a team is sub-optimal without everyone constantly striving to improve their performance.
For Freelance, performance is a constant Work in Progress WIP.
We make our group ten percent more like to parry, block, riposte, or dodge attacks.
We make our group do 25% more damage with weapons please click for source fifty strikes--every thirty seconds.
I wasn't aware of the above two group benefits Monks provide.
Depending on our raid setup, I'll try and place a Monk in each Melee DPS group going forward.
Depending on the event as well, I rotate players around in different groups so that they have the opportunity for full ADPS support when we have it of course.
If the event is new content, or something we really struggle on, I tend to optimize and make up DPS groups in a certain way, ensuring our top performing DPS have ADPS support again, if we have the setup.
If you have not done Mata Muram trials to raise the caps on your resists then you need to.
Should be really easy for a 105 and the instructions are all at I suggest you also go do the Dragons of Norrath lines to get the Keeper or the Dark Reign line of AAs.
These can only help and they are easy as pie at our levels.
Instructions are at: I agree.
MPG Trials and DoN are still worth doing.
EQ is a game of inches.
MPG Trials and DoN have been part of our Minimum Requirements for years.
It's funny you bring this up though, because we still get players who scoff at the min reqs, with the thinking that because the player has x AA or y gear, that an exception should be made in their case.
Ironically, these players are often in high end guilds.
Perhaps unlike other raid teams, our minimum requirements actually mean something, are not for show, and are actively enforced.
There are no exceptions.
Including no exceptions of convenience.
In other words, if we're short on turnout or x class, and that class shows up but doesn't meet the requirements, we have to drop them from the raid.
This is a reusable potion that gives your melee attacks a 1% vampire effect, lasts for several minutes, and has like a twenty minute cooldown.
Spider Bite line may be the best thing going right now, but that could change.
It's pricey but it lasts monk best in slot eq long time.
Another problem is that supplies are limited.
I created my own Grandmaster Poison Maker alt just to try to get a handle on this but I am still tightly constrained by available materials.
Potions are nice for sure.
I know some of our players use them, but I suspect not everyone.
We also have someone announce that they have some to hand out at times, so that helps.
Monks do a lot of melee damage and anything that returns part of that damage to us as healing is doubly welcome.
Lots of AUG choices you've listed.
Other monks should chime in with their thoughts as well.
Augs may seem minor, but as I said above, it's a game of inches.
It all adds up.
RoS and EoK expansion have some really nice power sources.
Keeping the good ones for raids, and then swapping in the Pure for group stuff is ideal.
This was ridiculously easy and fast to get with a level 105 monk, alone and without even a merc up.
The top 2 you should always have in your tribute.
Another area that I don't use, but have very rarey a number of years ago.
I play a Cleric though, so I think I can get away without it.
I put them on in casino football odds best vegas second page of each hotbar so I just have to roll each hotbar once before the raid, and then, after the raid, roll them back one to the hotbars I use for groups and solo.
You also have those special AA abilities that can only be used every few days.
Hotkey them but use them very judiciously.
These sort of things are a problem as you never want to use them in case the next encounter is even tougher, but if you never use them then why have them?
This is one area where I think a lot of people fall into a trap of keeping their UI the same and not adapting it over the years to keep up with the times.
Doesn't mean one has to change it constantly, as that may hamper performance.
But it's worth reviewing and tweaking the layout over time.
I also think some players do not have their chat set up optimally, and as a result miss key messages during an event, as other spam pushes it quickly out of view.
But don't use against Grannus, he will reflect it as if it were a spell.
NO Pummeling Fists β€” New level 105 EoK disc that upgrades the Partisan pet line--unfortunately, since the riposte nerf in Fall 2016, mobs now will these almost instantly-we are still stuck with the outdated Zalikor's.
NOTE: Curse of the Thirteen Fingers is an unresistable curse you put on the mob.
That mob then takes an extra 467 points of damage every time it hits someone with a damage shield which is hopefully anyone it should be hitting.
When this happens 112 times shouldn't take longthe curse blows up for 224,000 points of read more or more, depending on rank in that discipline.
And you can probably reapply it immediately.
I don't think the parser will show it but see that damage?
Cheers Hope this helps guild dps overall, if you are a monk, please feel free to test and add suggestions.
If you are not a monk, go make one of these for your own class!
As mentioned already, hopefully other Monks can chime in with their suggestions.
Thanks again for posting!

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So me and my friend are going to level together, both of us 3-boxing.
I've been curious about a ranger for some time now and want to fit it into our 6-some.
Just go something better?
Or a fun alternative.
In your group though you don't really have a vaid tank warrior, paladin, shadow knightso while I like the ranger I had a 65 ranger Rickk on AK, and a lvl 28 ranger here so far I think you'd be better served with one of the aforementioned tanks.
Personally I'd go with either warrior turn on attack and forget so you can use your other two boxed toons or paladin with stuns, very good at holding agro This group will be fine until Kunark, when the tanking gap between rangers and the three tanks will grow.
It only gets bigger with Velious, Luclin and PoP.
Rangers are a fantastic class.
High DPS, tracking, snare, outdoor utility, invis, etc.
Come AA's, they can instant invis and use archery as their main damage.
They are anything but awful.
In terms of tanking, they lack in the ability to take a hit as well as the knights and warriors can.
For that group, I'd suggest a tank.
Can a ranger do well?
With slows from the enchanter, cleric buffs and heals, you'll do just fine.
If we are rethinking the make up of that group to add a tank, assuming you're the tank and ranger, I would go: Cleric Ranger Knight Paladin or SK Enchanter Monk Mage Click to expand.
But seriously the only real complaints rangers get is their squishyness later in game, and on raids they have trouble gaining too much agro, for not as much dps as a rogue or something.
I like rangers, though I would probably go a knight class over them.
A huge drawback that you don't need to worry about in TAK is their class exp modifier, which I think is what gave them such a bad rap in classic.
If you are going to get 30% less exp, may as well make it a tank.
Just a shaman was sufficient for the easy areas.
But without raid gear on the ranger tanking becomes much less viable.
This is why many boxers chose their tanks as their mains.
Rangers are by no means useless, even in classic.
They make decent tanks, and dish out pretty good damage.
Rangers have the highest base attack rating, over any other class, and can buff their attack even further with Nature's Precision stacking with force of nature, and in PoP stacking with Protection of the Wild.
When Luclin comes out, expect to monk best in slot eq an army of ranger boxes crowding up Kelethin.
Edit: Also a well geared ranger makes a pretty formidable tank.
I think Utdaan tanked Xegony once even.
I have higher attack than rangers in classic on my monk, due to fists having a higher cap than all other skills.
Having a ranger or two on the raid is like having a pally.
But until archery becomes a main stay with aa.
I have higher attack than rangers in classic on my monk, due to fists having a higher cap than all other skills.
Having a ranger or two on the raid is like having a pally.
But until archery becomes a main stay with aa.
Edit: I guess the ranger innate attack increase doesn't start until level 55.
Thanks Trukx for the clarification.
Perhaps that's the case in classic.
I am pretty sure a ranger's base attack is higher than all other classes at level 65.
A ranger's nuking ability isn't to be underestimated with AA's either.
At 65 a ranger has two fast casting 30 sec recast nukes that can crit between 1200-1700 depending on gear.
This can add to their overall dps considerably.
How a 65 ranger with comparable gear does dps wise next to a rogue or monk with melee, I'm not sure.
We never really parsed it on AK.
I think the rogue would reign supreme, followed by the monk, followed monk best in slot eq by the ranger assuming ranger is allowed to nuke during the parse.
Archery however, is a whole other discussion.
Edit: Other melee attack rating with max everything unbuffed: Rogue: 1561 Warrior: 1561 Beastlord: 1561 Bard: 1561 Paladin: 1525 SK: 1525 In classic monks had the highest attack.
They have 230 offensive and 240 weapon skill to other classes 210 offensive and 200 weapon skill.
The rangers innate attack buff does not start till level 55.
In classic monks had the highest attack.
They have 230 offensive and 240 weapon skill to other classes 210 offensive and 200 weapon skill.
The rangers innate attack buff does not start till level 55.
I did not know the innate attack increase started at 55.
I always figured it started at level 1.
Thanks for the clarification.
For a more immediate and current information, I play a 50 Ranger on this server with an Enchanter box.
My friend played a Cleric and BL combo, after farming the tough camps in classic it became apparent that while the Ranger was doing fine tanking, we needing something more.
So we started a Shadow Knight box to go along.
The Ranger did tank Lord with Enchanter slows, and we killed Efreeti camps, fine.
I will tell you, for as much favoritism as I have for my Ranger, the SK out tanks him by leaps and bounds.
And the Ranger's DPS does not come close to a Monk or any of the pet classes.
Often time we found that the Cleric box could go unplayed when the SK tanked while we focused on DPS elsewhere, this was not the case when the Ranger was tanking.
Conclusion: If you aren't a die hard, born to play Ranger wait until Luclin and jump on the Legolaszxx bandwagon then.
I like that group a lot, and you'll find the ranger useful for snares, tracking and peeling off casters.
If you have an itch to play source, you wont regret it when they're not the tank.
Halflings have the best stats and an experience bonus.
Otherwise go for looks.
If you make a ranger in classic you do it for one of a few reasons.
A you like rangers B you have a desire to be a shitty warrior for classic, kunark and velious.
For a more immediate and current information, I play a 50 Ranger on this server with an Enchanter box.
My friend played a Cleric and BL combo, after farming the tough camps in classic it became apparent that while the Ranger was doing fine tanking, we needing something more.
So we started a Shadow Knight box to go along.
The Ranger did tank Lord with Enchanter slows, and we killed Efreeti camps, fine.
I will tell you, for as much favoritism as I have for my Ranger, the SK out tanks him by leaps and bounds.
And the Ranger's DPS does not come close to a Monk or any of the pet classes.
Often time we found that the Cleric box could go unplayed when the SK tanked while we focused on DPS elsewhere, this was not the case when the Ranger was tanking.
Conclusion: If you aren't a die hard, born to play Ranger wait until Luclin and jump on the Legolaszxx bandwagon then.
Well on AK I can assure you the blessed mithril champion arrow was king.
Elemental damage gets calculated the same way as regular damage as far as potential max damage is concerned I thoroughly tested this on AK.
The only difference is that the elemental damage has a higher chance of being resisted than regular damage conjectural.
But 4 or 3 elemental damage is always going to be better than 1 physical damage.
So in the case of a mob being fire resistant, you would use the 11 dmg, 3 ice damage arrow instead of the blessed mithril champion arrow.
The only difference is that the elemental damage has a higher chance of being resisted than regular damage conjectural.
Delorne confirmed this very thoroughly on AK.
He then did a series of parses with Bella's MR debuffed to different degrees up to a maximum of -70, and saw the gap close in a more or less linear fashion until the magic damage weapon did 98.
The only difference is that the elemental damage has a higher chance of being resisted than regular damage conjectural.
Delorne confirmed this very thoroughly on AK.
He then did a series of parses with Bella's MR debuffed to different degrees up to a maximum of -70, and saw the gap close in a more or less linear fashion until the magic damage weapon did 98.
Rangers are really terrible.
No one should ever 'play' one.
Now, if you ARE one, in the depths of your soul, there really is no substitution for this massively versatile class.
I think monk best in slot eq true, by the way, that rangers come into their own in a lot of ways in Luclin.
And they really shine in PoP, when fewer targets are walled, everything is a burn-'em-down-or-else fight, and far too many encounters are ranged-only.
Really, PoP is a great raiding expansion, but the extent to which casters and rangers outshine melee DPS is horrendously stupid.
When the day comes that you are faced with a ranger specific raid target, you will wish that archery line was longer.
I think it's true, by the way, that monk best in slot eq come into their own in a lot of ways in Luclin.
And they really shine in PoP, when fewer targets are walled, everything is a burn-'em-down-or-else fight, and far too many encounters are ranged-only.
Really, PoP is a great raiding expansion, but the extent to which casters and rangers outshine melee DPS is horrendously stupid.
In fairness, melee outshined casters in the previous 4 expansions.
EQ, like most societies, works like a 58 at best slots jakes />At one point, one group is vastly favored, then it swings to opposite side to favor the other group.
In the spirit of fairness the devs always over corrected.
There were some times when melee were preposterously OP compared to casters and vice versa.
When the day comes that you are faced with a ranger specific raid target, you will wish that archery line was longer.
Watching 7-8 rangers all disc and let loose on fennin ro is a beautiful thing to see.
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Archived from groups: alt.
I watch SK's and bards pull at least as well as me.
I get smacked around like a 2 dollar whore.
And have next to no mitigation.
I love the toon, it was my first.
And will play it as an alt as long as I play EQ.
This is not a bitch fest nor a flame war spark, just a question.
I don't have the time to become uber with gear or AA's, so my monk will be forever mediocre in those terms.
Curiosity is all really.
~F Archived from groups: alt.
I get smacked around like a 2 dollar whore.
Curiosity is all really.
The Ranger won't outdamage you unless he put in 45 AAs.
Once the Ranger gets source that point, his potential for increased DPS is much poorer than yours.
For every piece of plat, AA, or raid time you spend on either one, you will improve the monk's DPS faster.
I have trouble believing that a comparably-equiped berzerker or even BL will out-damage you.
Yes, the rogue will probably stay a step ahead of you but then they have their own disadvantages.
I believe you still have the 4th best mitigation in the game?
I dont think the chain classes can out-mitigate you.
Bards are great at chain pulling, indoors or outdoors, where lots of mobs are stacked on top of each other.
The bard's advantage is mostly erased if there is very little stacking, I believe?
You do get to pacify one mob at a time don't you?
You are the best puller in many situations though.
Mobs that cant be pac'd, raid targets, etc.
You get the best, and one of the only, feigns in the game.
You get some pretty cool discs.
All-in-all I would say that on a budget, the monk would be one of the best all-round performers, not the worst.
Archived from groups: alt.
I get smacked around like a 2 dollar whore.
Curiosity is all really.
The grass is always greener innit.
Archived from groups: alt.
I get smacked around like a 2 dollar whore.
Curiosity is all really.
I get smacked around like a 2 dollar whore.
Curiosity is all really.
Both can provide vast improvements in your gear if you will put the time in, and you don't have to join a guild or be "uber" to kill those mobs.
A typical DoN will give you around 30 crystals.
Around 10 missions and you can buy just about any of the nicest equipment upgrades more expensive stuff is mostly augments.
Mobs in WoS, RCOD, and even Noble's Causeway drop a few upgrades you can use.
And with time, you will get the faction and monk best in slot eq you need for the tier one armor, also very nice stuff compared to what you have.
Upgrading but it goes slowly.
This drops in WoS:.
Even better stuff is for sale at DoN merchants.
This is one of the better 2hb for sale there, though it is level restricted: Archived from groups: alt.
I get smacked around like a 2 dollar whore.
Curiosity is all really.
Upgrading but it goes slowly.
Claw of the Darkfanged and Architect's Sceptre A fair number of AA's, though not uber Return Kick maxed Double Riposte maxed Technique of Master Wu 1 Ingenuity 1 Rapid Strikes monk best in slot eq Physical Enhancement maxed All the Archetype abilities maxed I'm guessing it's mostly my gear and weapons but I'd appreciate any comments as to upgrades.
I'm working on a magelo profile so I'll post that once I'm done.
~F Archived from groups: alt.
Mobs that cant be pac'd, raid targets, etc.
If I had written "most" then he might have a point.
My point is that the monk has lots of things going for him.
It seemed like Leif was intent on proving that monks have nothing going for them at all.
Archived from groups: alt.
I get smacked around like a 2 dollar whore.
Curiosity is all really.
I'll look into GoD.
Either one can provide some nice upgrades.
If you want to save money, keep working on GoD and forget DoN.
Though if you can afford it, DoN is a lot of fun for non-raiders.
Upgrading but it goes slowly.
I'll have to see about getting one.
You can do better than that.
But it should be fairly cheap to buy Archived from groups: alt.
I get smacked around like a 2 dollar whore.
Curiosity is all really.
Upgrading but it goes slowly.
Archived from groups: alt.
Hmm your HP seem low to me, I had about 5.
IIRC architects sceptre didnt have a great ratio, I remember some decent monk weapon drops in OoW that should be alot more damage.
Archived from groups: alt.
We never got into elementals - his best items were a hat from the big worm in the deep, a ring from a single group mob in the sewers.
Looks like it's time for some farming and Bazaar shopping for the OP.
At lower levels monks can tank just fine.
Hell I've been in groups lvl 50+ where the enchanter tanks.
It doesn't work everywhere of course.
A modestly equipped 3-4k buffed robewearer can live plenty long enough against 50-60th level mobs that hit for under 500 a round and that's LOTS of mobs.
Mobs that cant be pac'd, raid targets, etc.
I think he's saying that that your assertion that monks have the best FD should be tempered with the fact that FD even lesser FD is often better when coupled with snare.
That doesn't make monks worthless.
It just further underscores that monks often aren't the this web page puller, even when FD pulling is required.
Even if the monks weren't 'best' at something so what?
Most classes aren't the best at something outside limited special cases.
Mages, Necros, Knights, Druids, Bezerkers, Beastlords etc all have to come to grips that they aren't the best dps, healers, pullers, cc, or tanks.
That hardly makes them worthless.
Monks aren't the best pullers but they pull well.
Monks aren't the best DPS class but they are still very good dps.
Most groups in need of dps or a puller will gladly take a monk.
Archived from groups: alt.
I get smacked around like a 2 dollar whore.
Curiosity is all really.
I have GoD, but not DoN.
I'll look into GoD.
Upgrading but it goes slowly.
Several monks I've talked to have this weapon as well as a Copper Hammer if Striking.
I'll have to see about getting one.
~F Archived from groups: alt.
I get smacked around like a 2 dollar whore.
Curiosity is all really.
Upgrading but it goes slowly.
Uland 67 Hunter Archived from groups: alt.
After is another story.
Is that an AA listed with the snare and full xp res they also get?
What is this Shaman FD called and how do I get it?
Archived from groups: alt.
Could you please explain this further?
My main is a 60 beastlord, so I am undoubtedly biased, but I'm willing to listen.
To me, what makes the beastlord stand out is that is a melee class that can actually solo effectively.
Just about every other "solo" class druid, necro, etc.
Beastlords have slow, haste at 60+SoW, a powerful pet, healing spells weak, but far better than nothinga mana regen buff, weak melee buffs, and are built for melee.
We are very diverse.
The main reasons I chose a beastlord were because I could effectively solo, I best to win roulette kill things by melee for me, more funand I could throw buffs around in groups or to passing strangers.
On the other hand, we don't challenge the specialists.
I throw very few buffs when grouped with a shaman or people who got Focus of Whatever before leaving PoKand having a shaman or enchanter around means my slow sits idle.
Mage pets are stronger, and a group is in trouble, if a beastlord is main healer.
Other classes give better DPS.
In my experience, I have rarely been in a full group not counting groups of 2-3 where there was not a specialist shaman, enchanter, etc.
I frequently solo or end up in small groups one or two guildies, generallybut I attribute that to a consequence of playing off-peak hours.
One of a beastlord's greatest challenges is the effort required to "keep up".
A beastlord's DPS is divided among many different sources DoT, nuke, melee, petso one upgrade has suggest best paying out slots in vegas correctly much smaller impact for us than for anyone else.
Anyway, I agree that beastlords are a strong class.
As I am only 60, that is beyond my experience.
However, I do not understand how they are something "wrong with EQ".
I have never met a group that was unwilling to go until a beastlord joined up, or until getting beastlord buffs in PoK.
I have not noticed a flood of beastlords, such that most groups either have at least 2 or are competing with a nearby solo-er.
It seems to me that we are right where we ought to be.
I would like to hear your perspective.
Archived from groups: alt.
It's called "Loading, please wait".
You get it at level 1.
Archived from groups: alt.
You get it at level 1.
Archived from groups: alt.
I would like to hear your perspective.
As a BL with pre-elemental gear I operated as MT in Tier 3 PoP, primary slower in the sewers Purifying Plant over the enchanter, mainly because I didn't wait until the mob was under 70% to slow.
I also occasionally offtanked those mobs with the druid healing me while the cleric healed the warrior.
On my BL I found getting PU groups far easier than getting them on click here mage because of all the extras he brought to the table.
I meant no offense to any BL's out there.
If someone has a rational reason why my class is busted, I'd prefer to understand it before the nerf bat strikes.
You're close, the high end slows are 75% shaman70% and 65% beastlord.
Look at it from the other angle though.
After the slow has landed, the mob is attacking at 25%, 30% or 35% of its base rate.
I'll agree that beastlord slows beat the heck out of an unslowed mob, though.
At lower levels, the effect is less dramatic.
At 20, we get a 15-22% slow depending on caster level - nice, but not drastic.
Segue to a long stretch until 50, when we get a 35% slow - a third less damage is definitely significant, but not by itself overpowering.
At 60, I just got a 50% slow.
Half off all melee damage is a lot, I'll admit.
Now we're entering the realm where one could argue that the existence of slow itself is breaking EQ.
If I 50% slow two mobs, I may as well have mezzed one instead.
To which, I say, thank goodness.
Every class should have something unique to offer, I feel.
Beastlord healing is on par with Ranger healing.
Paladins are somewhat better at it.
A recent patch message a few months ago re-affirmed the developers' intentions to keep ranger and beastlord healing at the same level.
I have heard that LDON was the best thing that ever happened to the group desirability of beastlords, rangers, druids and shaman.
The versatility of a hybrid is a good thing, but comes with a tradeoff.
A druid can't beat cleric healing, but they bring other things to the table.
In an ideal world, the specialists should bring enough to the table to be competitive with the hybrids.
I can slow almost as well as an enchanter, but my crowd control off-tanking, basically isn't nearly as good, and my mana regen and haste buffs are monk best in slot eq, to say nothing of lacking Lull or Charm.
Where a beastlord shines is that we can substitute for a number of classes in a group.
If we have a shaman or enchanter, I can stop duplicating their talents and concentrate instead on dealing more damage e.
If I'm the main slower and buffer, that's takes away time and mana from killing things quicker.
I have heard the same thing about us supplanting others, which is why I mentioned my limited experiences.
Perhaps yours are different.
As a beastlord, my perspective is skewed - I can only observe whether I am invited to groups with specialists who supercede me.
Have you ever been part of forming a group in which someone said, "let's take the beastlord instead of the shaman", for no other reason than that?
In a group with a ranger, I'd rather invite the shaman, but starting with a druid, I'd rather take the beastlord - it becomes situational.
Or, I'd rather invite a friend than a stranger.
Sometimes, I'll take whomever I can actually find, but that's another story.
Oh, I'm not complaining.
At least at 60, I don't feel left behind on the power curve, all things considered.
Beastlords do not, although we can get up to 15% double attack with AA abilities.
That alone makes haste less effective for us, although one might argue that we're on par with knights, who do not get dual wield.
In fact, one of the more viable strategies for improving beastlord and bard melee damage is to go for weapons with big procs e.
Delightful Orb, Dedgerex's Cudgel, Ethereal Destroyer, etc.
Anyway, no one is seriously arguing that beastlords need double attack, since we already deal substantial damage with our pets, which, say, rangers don't have.
I haven't done any parses, but my informal experience suggests that my pet outdamages me.
If my pet and I are each fighting a different mob, he usually kills his before I kill mine.
At the end of the day, when I upgraded from a 22% to 31% haste item, my total DPS did not go up by a factor of 1.
Making beastlords scale correctly is a difficult challenge, regardless of whether you think we're underpowered at the high end go here overpowered at the low end.
I regret, best time to gamble slots what understand what you're trying to say.
Where I continue to disagree is your assertion that beastlords are something "wrong with EQ".
Beastlords are not sufficiently overpowered that everyone is dumping their main for a beastlord.
I understand that necros still put everyone else to shame for soloing prowess, and there are plenty of druids and such around too.
Beastlords do not have a monopoly on any abilities that "break" the game.
I am inclined to agree that EQ would be a better game if Complete Heal disappeared and high-end Slow monk best in slot eq toned down to saner levels with the attendant required rebalancing - lack of either of these abilities can change whole read article from go to no-go.
However, I don't see the beastlord class as having, in and of itself, a deterimental effect on the game.
If beastlords are overpowered, it is not by enough to tip the game as a whole.
In other words, I disagree with you about the scale of the problem, because I don't see the evidence for it being that large.
more info from groups: alt.
This would be the kind of evidence that would get me to concede that learn more here are overpowered and should perhaps be taken down a notch.
I still believe that EQ has bigger albeit perhaps less tractable systemic problems.
Archived from groups: alt.
What is this Shaman FD called and how do I get it?
I'll look it up though, just in case it's actually doable.
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So me and my friend are going to level together, both of us 3-boxing.
I've been curious about a ranger for some time now and want to fit it into our 6-some.
Just go something better?
Or a fun alternative.
In your group though you don't really have a vaid tank warrior, paladin, shadow knightso while I like the ranger I had a 65 ranger Rickk on AK, and a lvl 28 ranger here so far I think you'd be better served with one of the aforementioned tanks.
Personally I'd go with either warrior turn on attack and forget so you can use your other two boxed toons or paladin with stuns, very good at holding agro This group will be fine until Kunark, when the tanking gap between rangers and the three tanks will grow.
It only gets bigger with Velious, Luclin and PoP.
Rangers are a monk best in slot eq class.
High DPS, tracking, snare, outdoor utility, invis, etc.
Come AA's, they can instant invis and use archery as their main damage.
They are anything but awful.
In terms of tanking, they lack in the ability to take monk best in slot eq hit as well as the knights and warriors can.
For that group, I'd suggest a tank.
Can a ranger do well?
With slows from the enchanter, cleric buffs and heals, you'll do just fine.
If we are rethinking the make up of that group to add a tank, assuming you're the tank and ranger, I would go: Cleric Ranger Knight Paladin or SK Enchanter Monk Mage Click to expand.
But seriously the only real complaints rangers get is their squishyness later in game, and on raids they have trouble gaining too much agro, for not as much dps as a rogue or something.
I like rangers, though I would probably go a knight class over them.
A huge drawback that you don't need to worry about in TAK is their class exp modifier, which I think is what gave them such a bad rap in classic.
If you are article source to get 30% less exp, may as well make it a tank.
Just a shaman was sufficient for the easy areas.
But without raid gear on the ranger tanking becomes much less viable.
This is why many boxers chose their tanks as their mains.
Rangers are by no means useless, even in classic.
They make decent tanks, and dish out pretty good damage.
Rangers have the highest base attack rating, over any other class, and can buff their attack even further with Nature's Precision stacking with force of nature, and in PoP stacking with Protection of the Wild.
When Luclin comes out, expect to see an army of ranger boxes crowding up Kelethin.
Edit: Also a well geared ranger makes a pretty formidable tank.
I think Utdaan tanked Xegony once even.
I have higher attack than rangers in classic on my monk, due to fists having a higher cap than all other skills.
Having a ranger or two on the raid is like having a pally.
But until archery becomes a main stay with aa.
I have higher attack than rangers in classic on my monk, due to fists having a higher cap than all other skills.
Having a ranger or two on the raid is like having a pally.
But until archery becomes a main stay with aa.
Edit: I guess the ranger innate attack increase doesn't start until level 55.
Thanks Trukx for the clarification.
Perhaps that's the case in classic.
I am pretty sure a ranger's base attack is higher than all other classes at level 65.
A ranger's nuking ability isn't to be underestimated with AA's either.
At just click for source a ranger has two fast casting 30 sec recast nukes that can crit between 1200-1700 depending on gear.
This can add to their overall dps considerably.
How a 65 ranger with comparable gear does dps wise next to a rogue or monk with melee, I'm not sure.
We never really parsed it on AK.
I think the rogue would reign supreme, followed by the monk, followed closely by the ranger assuming ranger is allowed to nuke during the parse.
Archery however, is monk best in slot eq whole other discussion.
Edit: Other melee attack rating with max everything unbuffed: Rogue: 1561 Warrior: 1561 Beastlord: 1561 Bard: 1561 Paladin: 1525 SK: 1525 In classic monks had the highest attack.
They have 230 offensive and 240 weapon skill to other classes 210 offensive and 200 weapon skill.
The rangers innate attack buff does not start till level 55.
In classic monks had the highest attack.
They have 230 offensive and 240 weapon skill to other classes 210 offensive and 200 weapon skill.
The rangers innate attack buff does not start till level 55.
I did not know the innate monk best in slot eq increase started at 55.
I always figured it started at level 1.
Thanks for the clarification.
For a more immediate and current information, I play a 50 Ranger on this server with an Enchanter box.
My friend played a Cleric and BL combo, after farming the tough camps in classic it became apparent that while the Ranger was doing fine tanking, we needing something more.
So we started a Shadow Knight box to go along.
The Ranger did tank Lord with Enchanter slows, and we killed Efreeti camps, fine.
I will tell you, for as much favoritism as I have for my Ranger, the SK out tanks him by leaps and bounds.
And the Ranger's DPS does not come close to a Monk or any of the pet classes.
Often time we found that the Cleric box could go unplayed when the SK tanked while we focused on DPS elsewhere, this was not the case when the Ranger was tanking.
Conclusion: If you aren't a die hard, born to play Ranger wait until Luclin and jump on the Legolaszxx bandwagon then.
I like that monk best in slot eq a lot, and you'll find the ranger useful for snares, tracking and peeling off casters.
If you have an itch to play one, in best sports vegas gambling wont regret it when they're more info the tank.
Halflings have the best stats and an experience bonus.
Otherwise go for looks.
If you make a ranger in classic you do it for one of a few reasons.
A you like rangers B you have a desire to be a shitty warrior for classic, kunark and velious.
For a more immediate and current information, I play a 50 Ranger on this server with an Enchanter box.
My friend played a Cleric and BL combo, after farming the tough camps in classic it became apparent that while the Ranger was doing fine tanking, we needing something more.
So we started a Shadow Knight box monk best in slot eq go along.
The Ranger did tank Lord with Enchanter slows, and we killed Efreeti camps, fine.
I will tell you, for as much favoritism as I have for my Ranger, the SK out tanks him by leaps and bounds.
And the Ranger's DPS does not come close to a Monk or any of the pet classes.
Often time we found that the Cleric box could go unplayed when the SK tanked while we focused on DPS elsewhere, this was not the case when the Ranger was tanking.
Conclusion: If you aren't a die hard, born to play Ranger wait until Luclin and jump on the Legolaszxx bandwagon then.
Well on AK I can assure you the blessed mithril champion arrow was king.
Elemental damage gets calculated the same way as regular damage as far as potential max damage is concerned I thoroughly tested this on AK.
The only difference is that the elemental damage has a higher chance of being resisted than regular damage conjectural.
But 4 or 3 elemental damage is always going to be better than 1 physical damage.
So in the case of a mob being fire resistant, you would use the 11 dmg, 3 ice damage arrow instead of the blessed mithril champion arrow.
The only difference is that the elemental damage has a higher chance of being resisted than regular damage conjectural.
Delorne confirmed this very thoroughly on AK.
He then did a series of parses with Bella's MR debuffed to different degrees up to a maximum of -70, and saw the gap close in a more or less linear fashion until the magic damage weapon did 98.
The only difference is that the elemental damage has a higher chance of being resisted than regular damage conjectural.
Delorne confirmed this very thoroughly on AK.
He then did a series of parses with Bella's MR debuffed to different degrees up to a maximum of -70, and saw the gap close in a more or less linear fashion until the magic damage weapon did 98.
Rangers are really terrible.
No one should ever 'play' one.
Now, if you ARE one, in the depths of your soul, there really is no substitution for this massively versatile class.
I think it's true, by the way, that rangers come into their own in a lot of ways in Luclin.
And they really shine in PoP, small tall all craps fewer targets are walled, everything is a burn-'em-down-or-else fight, and far too many encounters are monk best in slot eq />Really, PoP is a great raiding expansion, but the extent to which casters and rangers outshine melee DPS is horrendously stupid.
When the day comes that you are faced with a ranger specific raid target, you will wish that archery line was longer.
I think it's true, by the way, that rangers come into their own in a lot of ways in Luclin.
And they really shine in PoP, when fewer targets are walled, everything is a burn-'em-down-or-else fight, and far too many encounters are ranged-only.
Really, PoP is a great raiding expansion, but the extent to which casters and rangers outshine melee DPS is horrendously stupid.
In fairness, melee outshined casters in the previous 4 expansions.
EQ, like most societies, works like a pendulum.
At one point, one group is vastly favored, then it swings to opposite side to favor the other group.
In the spirit of fairness the devs always over corrected.
There were some times when melee were preposterously OP compared to casters and vice versa.
When the day comes that you are faced with a ranger specific raid target, you will wish that archery line was longer.
Watching 7-8 rangers all disc and let loose on fennin ro is a beautiful thing to see.
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Archived from groups: alt.
I watch SK's and bards pull at least as well as me.
I get smacked around like a 2 dollar whore.
And have next to no mitigation.
I love the toon, it was my first.
And will play it as an alt as long as I play EQ.
This is not a bitch fest nor a flame war spark, just a question.
I don't have the time to become uber with gear or AA's, so my monk will be forever mediocre in those terms.
Curiosity is all really.
~F Archived from groups: alt.
I get smacked around like a 2 dollar whore.
Curiosity is all really.
The Ranger won't outdamage you unless he put in 45 AAs.
Once the Ranger gets to that point, his potential for increased DPS is much poorer than yours.
For every piece of plat, AA, or raid time you check this out on either one, you will improve the monk's DPS faster.
I have trouble believing that a comparably-equiped berzerker or even BL will out-damage you.
Yes, the rogue will probably stay a step ahead of monk best in slot eq but then they have their own disadvantages.
I believe you still have the 4th best mitigation in the game?
I dont think the chain classes can out-mitigate you.
Bards are great at chain pulling, indoors or outdoors, where lots of mobs are stacked on top of each other.
The bard's advantage is mostly erased if there is very https://artwinajans.com/best/online-roulette-best-strategy.html stacking, I believe?
You do get to pacify one mob at a time don't you?
You are the best puller in many situations though.
Mobs that cant be pac'd, raid targets, etc.
You get the best, and one of the only, feigns in the game.
You get some pretty cool discs.
All-in-all I would monk best in slot eq that on a budget, the monk would be one of the best all-round performers, not the worst.
Archived from groups: alt.
I get smacked around like a 2 dollar whore.
Curiosity is all really.
The grass is always greener innit.
Archived from groups: alt.
I get smacked around like a 2 dollar whore.
Curiosity is all really.
I get smacked around like a 2 dollar whore.
Curiosity is all really.
Both can provide vast improvements in your gear if you will put the time in, and you don't have to join a guild or be "uber" to kill those mobs.
A typical DoN will give you around 30 crystals.
Around 10 missions and you can buy just about any of the nicest equipment upgrades click to see more expensive see more is mostly augments.
Mobs in WoS, RCOD, and even Noble's Causeway drop a few upgrades you can use.
And with time, you will get the faction and drops you need for the tier one armor, also very nice stuff compared to what you have.
Upgrading but it goes slowly.
This drops in WoS:.
Even better stuff is for sale at DoN merchants.
This is one of the better 2hb for sale there, though it is level restricted: Archived from groups: alt.
I get smacked around like a 2 dollar whore.
Curiosity is all really.
Upgrading but click at this page goes slowly.
Claw of the Darkfanged and Architect's Sceptre A fair number of AA's, though not uber Return Kick maxed Double Riposte maxed Technique of Master Wu 1 Ingenuity 1 Rapid Strikes maxed Physical Enhancement maxed All the Archetype abilities maxed I'm guessing it's mostly my gear and weapons but I'd appreciate any comments as to upgrades.
I'm working on a magelo profile so I'll post that once I'm done.
~F Archived monk best in slot eq groups: alt.
Mobs that cant be pac'd, raid targets, etc.
If I had written "most" then he might have a point.
My point is that the monk has lots of things going for him.
It seemed like Leif was intent on proving that monks have nothing going for them at all.
Archived from groups: alt.
I get smacked around like a 2 dollar whore.
Curiosity is all really.
I'll look into GoD.
Either one can provide some nice upgrades.
If you want to save money, keep working on GoD and forget DoN.
Though if monk best in slot eq can afford it, DoN is https://artwinajans.com/best/best-slot-machines-at-black-oak-casino.html lot of fun for non-raiders.
Upgrading but it goes slowly.
I'll have to see about getting one.
You can do better than that.
But it should be fairly cheap to buy Archived from groups: alt.
I get smacked around like a 2 dollar whore.
Curiosity is all really.
Upgrading but it goes slowly.
Archived from groups: alt.
Hmm your HP seem low to me, I had about 5.
IIRC architects sceptre didnt have a great ratio, I remember some decent monk weapon drops in OoW that should be alot more damage.
Archived from groups: alt.
We never got into elementals - his best items were a hat from the big worm in the deep, a ring from a single group mob in the sewers.
Looks like it's time for some farming and Bazaar shopping for the OP.
At lower levels monks can tank just fine.
Hell I've been in groups lvl 50+ where the enchanter tanks.
It doesn't work everywhere of course.
A modestly equipped 3-4k buffed robewearer can live plenty long enough against 50-60th level mobs that hit for under 500 a round and that's LOTS of mobs.
Mobs that cant be pac'd, raid targets, etc.
I think he's saying that that your assertion that monks have the best FD should be tempered with the fact that FD even lesser FD is often better when coupled with snare.
That doesn't make monks worthless.
It just further underscores that monks often aren't the best puller, even when FD pulling is required.
Even if the monks weren't 'best' at something so what?
Most classes aren't the best at something outside limited special cases.
Mages, Necros, Knights, Druids, Bezerkers, Beastlords etc all have to come to grips that they aren't the best dps, healers, pullers, cc, or tanks.
That hardly makes them worthless.
Monks aren't the best pullers but they pull well.
Monks aren't the best DPS class but they are still very good dps.
Most groups in need of dps or a puller will gladly take a monk.
Archived from groups: alt.
I get smacked around like a 2 dollar whore.
Curiosity is all really.
I have GoD, but not DoN.
I'll look into GoD.
Upgrading but it goes slowly.
Several monks I've talked to have this weapon as well as a Copper Hammer if Striking.
I'll have to see about getting one.
~F Archived from groups: alt.
I get smacked around like a 2 dollar whore.
Curiosity is all really.
Upgrading but it goes slowly.
Uland 67 Hunter Archived from groups: alt.
After is another story.
Is that an AA listed with the snare and full xp res they also get?
What is this Shaman FD called and how do I get it?
Archived from groups: alt.
Could you please explain this further?
My main is a 60 beastlord, so I am undoubtedly biased, but I'm willing to listen.
To me, what makes the beastlord stand out is that is a melee class that can actually solo effectively.
Just about every other "solo" class druid, necro, etc.
Beastlords have slow, haste at 60+SoW, a powerful pet, healing spells weak, but far better than nothinga mana regen buff, weak melee buffs, and are built for melee.
We are very diverse.
The main reasons I chose a beastlord were because I could effectively solo, I could kill things by melee for me, more funand I could throw buffs around in groups or to passing strangers.
On the other hand, we don't challenge the specialists.
I throw very few buffs when grouped with a shaman or people who got Focus of Whatever before leaving PoKand having a shaman or enchanter around means my slow sits idle.
Mage pets are stronger, and a group is in trouble, if a beastlord is main healer.
Other classes give better DPS.
In my experience, I have rarely been in a full group not counting groups of 2-3 where there was not a specialist shaman, enchanter, etc.
I frequently solo or end up in small groups one or two guildies, generallybut I attribute that to a consequence of playing off-peak hours.
One of a beastlord's greatest challenges is the effort required to "keep up".
A beastlord's DPS is divided among many different sources DoT, nuke, melee, petso one upgrade has a much smaller impact for us than for anyone else.
Anyway, I agree that beastlords are a strong class.
As I am only 60, that is beyond my experience.
However, I do not understand how they are something "wrong with EQ".
I have never met a group that was unwilling to go until a beastlord joined up, or until getting beastlord buffs in PoK.
I have not noticed a flood of beastlords, such that most groups either have more info least 2 or are competing with a nearby solo-er.
It seems to me that we are right where we ought to be.
I would like to hear your perspective.
Archived from groups: alt.
It's called "Loading, please wait".
You get it at level 1.
Archived from groups: alt.
You get it at level 1.
Archived from groups: alt.
I would like to hear your perspective.
As a BL with pre-elemental gear I operated as MT in Tier 3 PoP, primary slower in the sewers Purifying Plant over the enchanter, mainly because I didn't wait until the mob was under 70% to slow.
I also occasionally offtanked those mobs with the druid healing me while the cleric healed the warrior.
On my BL I found getting PU groups far easier than getting them on my mage because of all the extras he brought to the table.
I meant no offense to any BL's out there.
If someone has a rational reason why my class is busted, I'd prefer to understand it before the nerf bat strikes.
You're close, the high end slows are 75% shaman70% and 65% beastlord.
Look at it from the other angle though.
After the slow has landed, the mob is attacking at 25%, 30% or 35% of its base rate.
I'll agree that beastlord slows beat the heck out of an unslowed mob, though.
At lower levels, the effect is less dramatic.
At 20, we get a 15-22% slow depending on caster level - nice, but not drastic.
Segue to a long stretch until 50, when we get a 35% slow - a third less damage is definitely significant, but not by itself overpowering.
At 60, I just got a 50% slow.
Half off all melee damage is a lot, I'll admit.
Now we're entering the realm where one could argue that the existence of slow itself is breaking EQ.
If I 50% slow two mobs, I may as well have mezzed one instead.
To which, I say, thank goodness.
Every class should have something unique to offer, I feel.
Beastlord healing is on par with Ranger healing.
Paladins are somewhat better at it.
A recent patch message a few months ago re-affirmed the developers' intentions to keep ranger and beastlord healing at the same level.
I have heard that LDON was the best thing that ever happened to the group desirability of beastlords, rangers, druids and shaman.
The versatility of a hybrid is a good thing, but comes with a tradeoff.
A druid can't beat cleric healing, but they bring other things to the table.
In an ideal world, the specialists should bring enough to the table to holdem poker sites best competitive with the hybrids.
I casinos near seattle wa slow almost as well as an enchanter, but my crowd control off-tanking, basically isn't nearly as good, and my mana regen continue reading haste buffs are inferior, to say nothing of lacking Lull or Charm.
Where a beastlord shines is that we can substitute for a number of classes in a group.
If we have a shaman or enchanter, I can stop duplicating their talents and concentrate instead on dealing more damage e.
If I'm the main slower and buffer, that's takes away time and mana from killing things quicker.
I have heard the same thing about us supplanting others, which is why I mentioned my limited experiences.
Perhaps yours are different.
As a beastlord, my perspective is skewed - I can only observe whether I am invited to groups with specialists who supercede me.
Have you ever been part of forming a group in which someone said, "let's take the beastlord instead of the shaman", for no other reason than that?
In a group with a ranger, I'd rather invite the shaman, but starting with a druid, I'd rather take the beastlord - it becomes situational.
Or, I'd rather invite a monk best in slot eq than a stranger.
Sometimes, I'll take whomever I can actually find, but that's another story.
Oh, I'm not complaining.
At least at 60, I don't feel left behind on the power curve, monk best in slot eq things considered.
Beastlords do not, although we can get up to 15% double attack with AA abilities.
That alone makes haste less effective for us, although one might argue that we're on par with knights, who do not get dual wield.
In fact, one of the more viable strategies for improving beastlord and bard melee damage is to go for weapons with big procs e.
Delightful Orb, Dedgerex's Cudgel, Ethereal Destroyer, etc.
Anyway, no one is seriously arguing that beastlords need double attack, since we already deal substantial damage with our pets, which, say, rangers don't have.
I haven't done any parses, but my informal experience suggests that my pet outdamages me.
If my pet and I are each fighting a different mob, he usually kills his before I kill mine.
At the end of the day, when I upgraded from a 22% to 31% haste item, my total DPS did not go up by a factor of 1.
Making beastlords scale correctly is a difficult challenge, regardless of whether you think we're underpowered at the high end or overpowered at the low end.
I can understand what you're trying to say.
Where I continue to disagree is your assertion that beastlords are something "wrong with EQ".
Beastlords are not sufficiently overpowered that everyone is dumping their main for a beastlord.
I understand that necros still put everyone else to shame for soloing prowess, and there are plenty of druids and such around too.
Beastlords do not have a monopoly on any abilities that "break" the game.
I am inclined to agree that EQ would be a better game if Complete Heal disappeared and high-end Slow were toned down to saner levels with the attendant required rebalancing - lack of either of these abilities can change whole encounters from go to no-go.
However, I don't see the beastlord class as having, in and of itself, a deterimental effect on the game.
If beastlords are overpowered, it is not by enough to tip the game as a whole.
In other words, I disagree with you about the scale of the problem, because I don't see the evidence for it being that large.
Archived from groups: alt.
This would be the kind of evidence that would get me to concede that beastlords are overpowered and should perhaps be taken down a notch.
I still believe that EQ has bigger albeit perhaps less tractable systemic problems.
Archived from groups: alt.
What is this Shaman FD called and how do I get it?
I'll look it up though, just in case it's actually doable.