Sippin wrote:
Or like my pally friend used to do way back when: log in, sit somewhere for 3 hours spamming something like "20 Paladin LFG", finally get a group, and when the group breaks up an hour later, curse a blue streak and threaten vehemently to quit the game, only to log in again the next day and do the same thing over again.
The classic game was a lot more fun for solo-capable classes!
OMFG this was so freaking true! I remember
painfully soloing while waiting for a group to materialize. As a paladin (all hybrids had this problem), the way the exp was calculated, not only did we get screwed, but we cost the group more exp over time as well. The geniuses designing the game decided that hybrids, having the abilities of two classes, should get less powerful abilities in each class, half mana for the same int/wis, have spells that were 70% as effective as the parent class versions, and require 140% exp to level. But the exp deal was "hidden" in that they basically divided the exp you got by that factor. But to balance out exp in a group, they multiplied the exp weight of the character to account for that. So a hybrid took up 1.4x as much group exp as an identically leveled non-hybrid, but didn't go up any faster than anyone else in the group.
So when soloing, we got dorked (really dorked cause our abilities really never were sufficient to allow us to kill stuff faster), and it was hard to get a group because the group would take a penalty taking us. I think they *finally* fixed this somewhere around Luclin. SKs and pallys were most dorked IMO because rangers could actually solo a lot better than we could back then. And while this may totally be my own perception, paladins really got dorked the most of the three because we basically brought *nothing* to a group that couldn't be done much better by someone else. SKs and rangers could at least snare and had some damage spells. In a time when every group had to have a cleric (and paladin heals really really really sucked), paladin healing was meaningless. Stuns didn't start to be useful until quite late in the leveling stream (again, I think around Luclin with the introduction of the Akera line, they were actually overpowered since you could perma lock down a mob). Other than guild groups, I pretty much only got a group if they literally could not find anyone else to tank, or were not too savvy players and didn't realize all the negatives involved (which usually meant crappy players and risk of death).
To be fair though, while I bang on PoP as the guild killer expansion, it was a ridiculously awesome time to be a paladin. Could paci pull, and the sudden jump in mob damage meant that stuns on pull until slows dropped made paladins the preferred group tank. That was the first time when I actually had people actively looking for a paladin to tank for them.
Oh. Little bit of trivia for you all, having to do with hybrids. Casting a spell used to reset your melee timers. So if you had a delay 4.5 weapon (yes folks, that was not uncommon back then), casting a spell started that count from the beginning. So timing spells was really important. Of course, delays were so large, and haste so rare, that you really could time this manually. It also meant that early stuns were completely useless except as a spell interruption. The delay casting the spell was about the same as the duration of the stun. Meaning you effectively slowed your own attacks down by the same amount you slowed your opponents (assuming you actually timed it perfectly, otherwise it slowed you down *more*). Oh. And mob attack timers are not reset by stuns. So if you dropped a 1.5 second stun .5 seconds into a 3 second delay on the mobs attack, it didn't actually do anything. And even if it did delay it, the instant the stun wore off all of the mobs attacks that were waiting to go would hit at once. This is actually why you always want to stack stuns when you can, since the longer you can keep the mob stunned in a continuous way, the more you slow it's total damage. Two 4 second stuns with a 1 second gap between them does not reduce the mobs dps nearly as much as casting the second with a .5 second overlap (so 7.5 seconds of total stun time say).
Oh. And stuns with knockback effects knock the mob back
in the direction you're facing when the spell hits. So you can start casting, and then rotate to face the direction you want to move the mob. I used to use this trick all the time during guild raids to help reposition the mob we were fighting. Very useful to get mobs out of walls, for example. You know, while I'm on the subject of stuns.
Oh, and Joph, the one thing I actually was good for in Commonlands back then was that paladins got a summoned hammer, which did magic damage. Meaning I could actually do damage to ghouls at a level when pretty much no other melee class could. So that was something.
Edited, May 20th 2015 2:28pm by gbaji