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Development Activities 3-24-09
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EverQuest Online Adventures » Top » Development » Development Discussion Previous Topic  |  Next Topic      Go to Page: Previous  1 , 2 , 3 , 4 , 5  Next
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Philosopher

Joined: Mar 21, 2007
Messages: 2017
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Really only way to make a decent tank xp spot and make it worth while for a tank to grind is to do 2 things.

1)The only determinate factor between tanks tanking a mob or a melee or alc doing it is usually a tank has a higher AC amount. So basically have the mob not quad but use a 2 handed weapon and hit 2500 each hit if their AC is below 4k ac that would mean basically 5k damage for any melee or alc (figure they might be able to tank it if they have both druid and cleric ac but that would mean more then likely an outside healer/buffer).. Also have the damage increase to 5k dmg a hit if AC under 2k ac so no possibility of a pet tanking the mob, and far enough out of the way area that would make it very pain stacking to run an iod mob to that part of tunaria.. Basically any pet would be eat up and would start to own others in a group after 1st round and the amount of healing needed to recover 5k hp wouldn't make it worth xping there. Basically have dmg reduced to 750 a hit with a 1k crit at 4k ac would make it a guarnateed tank/healer camp and maybe run the dmg down to 500 a hit at 5k ac.. I think most tanks can accomplish 4k ac with a cleric or druid, think my guardian can hit over 4k ac self buffed so pretty sure any offensive tank should be able to hit it with a cleric.

Make the mob have slightly low hp maybe near goblin hp lvl..most times devs seem to make tank grind areas have mob with alot of hp or stupid loh..Key here is you want fast kill seeing your sacrificing damage for a tank and healer, mobs should die in 2 or 3 seconds.. So high dmg and low hp mobs for tanks and fairly spaced out so people don't try abusing the low dmg for extremly high xp and do mass pulls..

2)Give mobs 2 million a kill, sirens have 500k a kill and its easy for a couple meta to aoe each camp killing 4 at a time. This camp would be single pulls or doubles at most and would obviously be slower kills then a 4 dds or 4 petter group..

 

 

Basically thats the only way your gonna make any new camp worth it for a tank to actually tank.. You can obviously still get decent xp at bandits with a tank but the Hunt and Gather drop frequency is horrible. But for most part I see tanks afk their tank at trees or EG or sirens and use a petter or alc do all the work..really sad...

But again this is all just something people want on an endless list of things and its pretty far down the list and not even worth the bother imo.. At this point in the game people just want new content rather then new xp spots that would take a dev several weeks to create and about 5 minutes for someone to figure out a way to exploit it for fast xp. Pretty much if you want to get cms on your tank simply add a time sink quest that gives 100 mill xp and make it repeatable, add in boon that be 400 mill xp..lol



Apprentice

Joined: Jan 26, 2008
Messages: 12
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yeah , the camps for a defensive MC tank are afk'ing on spawn spot while using another box to do rest of the work!\

 

or u could just PL tfg's w/ war or pal. i do on alc np. i keep hearing sk's w/ seaphic pl'in bandits too. i think overall we have plenty of camps for every kind of group u wanna throw together.

 

oh yeah and those afk tanks in xp groups arent completely worthless. war's have nice group buffs SMILEY


Message edited by Tcnec on 04/02/2009 04:32:45.


General

Joined: Sep 1, 2006
Messages: 21
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A comment on an earlier post about ranged attacks drawing aggro, I totally agree with that, I can keep aggro of every dd except for Alchs and Hunters and it doesnt matter how many times i taunt they still peel, yet i can keep aggro off a Sorc....odd indeed. what we need is either taunts that work or taunts that cost little to no mana. just my humble opinion.

Undead camps also, ones that dont include mobs that layhands, chain cast bloods or are placeholders for mobs that hit like Bandits.



Guardian

Joined: Jul 14, 2007
Messages: 1291
Location: Chicago, IL
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update?



Defender

Joined: Feb 13, 2008
Messages: 541
Location: Belgium
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xNininmx wrote:

update?


Well pink letters said maintenance,but servers r down over 90 minutes allready so idk.




Guardian

Joined: Jul 14, 2007
Messages: 1291
Location: Chicago, IL
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LOL perhaps there still some bugs they dont want me finding...because I'll actually report them



Master

Joined: Dec 23, 2008
Messages: 125
Location: North Carolina/CLW
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hubby was able to see game notes but not log in to the game yet...and yes,an update is going in !!!!!




Defender

Joined: Feb 13, 2008
Messages: 541
Location: Belgium
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Napom wrote:

  yes,an update is going in !!!!!


Cool,must have been a automated pink text then,incomming raid tonight




Why So Serious

Joined: Sep 29, 2005
Messages: 567
Location: Medford, OR
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Almost two hours.. what gives?


Guardian

Joined: Jul 14, 2007
Messages: 1291
Location: Chicago, IL
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good thing im in the library studying instead of sitting in my room banging my boxes and screaming lol



Journeyman

Joined: Feb 14, 2007
Messages: 54
Location: nederlands
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must be a very good update lol



Defender

Joined: Aug 8, 2007
Messages: 522
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update note says

tallon raid is up ,    rallos zek has returned khal raid adjustments to arrgo range ,    hearler's robe color change,     all taunts have a 45% inc eff,       vallon reduction of number of minions to reduce,         paralytic line change beter cost eff ratio

but still cant log in lol

 



Why So Serious

Joined: Sep 29, 2005
Messages: 567
Location: Medford, OR
Offline

ST tank buff change didn't make it in this one, I guess.


Guardian

Joined: Jul 14, 2007
Messages: 1291
Location: Chicago, IL
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khal robe color?



Journeyman

Joined: Feb 14, 2007
Messages: 54
Location: nederlands
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st tank buf stil got the1 def mode?

 
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