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View Full Version : Mentoring and resists


Mor
03-11-2005, 06:18 PM
<DIV>A friend of mine has been unable to play for the last few weeks due to RL issues, but he was finally able to log on last night.  My friends and I have intentionally been dragging our feet on xp as to not outlevel him so when he returns we can still group.  When the mentoring patch arrived, I was very pleased with the concept.</DIV> <DIV> </DIV> <DIV>I'm currently lvl 30 wiz, and the rest of the group is lvl 31, and we all mentored our lvl 25 friend in GobbleRocks last night.  Acutally we didnt mentor him for the first handful of fights to see how much xp gain he could expect to get, then we all started mentoring to make sure it was worthwhile to do (w/o mentoring he got signficantly less xp).  </DIV> <DIV> </DIV> <DIV>The mobs were green/blue to me at 31, and when mentoring (reduced to lvl 25), they turned yellow.  The differences in resists was phenomenal,  I hadnt expected levels to play such an enormous role in resists like that.  I dont have any real numbers to post here, but when the mobs were blue/green to me, I would get maybe one resist total per encounter, and when the mobs were yellow, I would get maybe 50-60% resist rate or more.  Crazy.</DIV> <DIV> </DIV> <DIV>Has anyone had similar experiences?</DIV>

Oumana
03-11-2005, 08:44 PM
<DIV>I don't know the link between mentoring and resists.  But, in my honest opinion, I think resists in general are set too high.  For example, in Runnyeye last night.  I'm a level 33 wizard most all spells are Adp1 or AppIV min, I had to be resisted 3 times in a single fight on a blue mino.  Way too much...I can see a single resist in a given fight, but 3?</DIV> <DIV> </DIV> <DIV>Also, I didn't play EQ1, but I did play EQOA for the PS2 and FFXI on PC.  In both those games, casters we the damage dealers hands down.  What I liked about EQOA was, if you were in a grind group and the group wanted to go for higher level mobs.  Do you know the class they would go after?  Yes...get a caster, especially a wizard.  Our damage didn't scale down on higher mobs (except raid mobs like Vox, Isle of Dread type mobs) but rather, did full damage.  Same in FFXI, if you had a black mage in your group...they were there to damage and damage big.</DIV> <DIV> </DIV> <DIV>Here, I find it crazy that a mob can resist a fire ball to the face 100%.  I mean come on, "Mr. Mob, I just threw a [expletive ninja'd by Faarbot] fireball at your head...and you didn't even blink??"</DIV> <DIV> </DIV> <DIV>I suggest in general, SOE implement a scalable resist system.  If we face an even con mob, they may have a 20% to resist 100%, they may have a 30% to resist 50% ...otherwise we have a 70% to hit for full.  This full resist system just does not make sense...</DIV> <DIV> </DIV> <DIV>Again...massive fireball hits mob in face...that has to do some damage.  </DIV> <DIV> </DIV> <DIV>I also agree on the flip side.  That mob casters should also have the same system.  Let me tell you, in EQOA when we would run through Perma and Vox's lair.  You know which mob stopped you in your tracks...the goblin wizard.  They were bad, bad, bad...as they should be.  <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></DIV> <DIV> </DIV> <DIV>Oumania</DIV> <DIV>QTDCo. - Blackburrow</DIV>