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Unread 09-05-2006, 07:16 PM   #1
biggam

 
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How do you guys do on PVP servers?
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Unread 09-05-2006, 08:01 PM   #2
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biggamer wrote:How do you guys do on PVP servers?
I am blasting away everything that goes up against me.
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Unread 09-05-2006, 09:59 PM   #3
Nicholai24

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We rock, unless a scout gets the jump on us.
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Unread 09-05-2006, 10:19 PM   #4
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its hard to say specifically because it depends on who you go up against.  at 56 i find i do rather well against equal level enemies.  im not twinked but i do have a few adept 3's and masters.  certainly not as many as i would like.  wardens and furies give me trouble if they are alert.  i own templars rather well since most of my dmg is spell dmg it doesnt trigger vitae.  i dont see many mystics at all to be honest so i cant say much about them.  brigands hurt bad.  troubs are a bit painful if the battle lasts long enough.  their power draining attacks can put you in a bad spot if you dont end them early.  monks and zerks have enough interupts to make life hell.  paladins, and many may not agree here, can own sk's if harm touch isnt up.  their dmg output is not as shabby as people claim and with ward and heals, they can withstand quite a beating.  guardians are easy unless they have a healer behind them.  wizards and warlocks are not bad if you can withstand the heavy nukes.  if you can withstand the heavy nuke, you will plow them over rather fast.  have never fought a necro.  conj. can be rough but tap veins can even the odds very quickly.  you wont get that til 55 though.  swashbucklers arent nearly as bad as brigands.

grp pvp is totally different though.  some classes, like the warriors, can turn the tide in battle.  their taunts are very effective at keeping you off key party members.  much more effective than crusader taunts.  even brawler tuants are better in pvp than crusader i think.  classes with crowd control, in a well played group, can be key also.

ultimately we are good but i wouldnt say we are superior.  with harm touch up we are a force to be reckoned with but its 15 min recharge and with the crazy amount of disease resist players can have (so easy to get its embarrassing) i most often do minimum dmg even after i debuff noxious resist.  its not nearly the one shot wonder everyone makes it out to be.  i use it as a last resort or for runners.  if someone is willing to go toe to toe with me to the death i wont use HT, but how often does that happen?  rare as hell.

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Unread 09-06-2006, 12:14 AM   #5
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so far the only class that has just decimated me is a Swash. not sure if it's the class or just that i haven't learned how to combat them well enough. all other plate tanks are easy to beat. my fights with monks and bruisers come down to the wire; although i end up dead, i never make it easy for them. assassins aren't a problem because we have so many dots to keep them from stealthing for high dmg attacks. i've beat assassins even after being decapitated just from preventing most stealth attacks and keep the damage shield up.
 
healers are easy to beat for the most part. i've only fought 1 healer smart enough not to trigger my damage shield over and over. only healer to beat me so far is a Defiler and that fight took literally 30 minutes.
 
all in all, we are very balanced and capable in solo pvp. we have our short comings in group pvp. keeping tabs on scout classes detaunting to drop target can be a problem. but if u can hit them with your single target taunt or shield bash, the taunt over time helps a lot. for dual tanking, SK's are great for secondary tanks. we can run around taunting high dmg classes, debuffing group mit, and using Death March to prevent control effects. and i urge any SK that doesn't have Doom Judgement to get it immediatly. that one skill can easily tip the scale in your favor. Dirges and Troubs are rendered near useless when you strip their group buffs off.

Message Edited by Venymous on 09-06-2006 11:31 AM

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Unread 09-06-2006, 01:17 AM   #6
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I'm on a PvP server so I can only talk about going up against Q classes (and neutrals) so here's what I've dealt with... bare in mind I'm very highly twinked because I've turned off combat exp for a long time.Other Fighter classes:  Fairly easy fights, unless they are equally twinked.  Then it's a matter of out lasting them on power.  I love killing monks because their avoidance is worthless with my spell damage SMILEY  Guardians can be tough, but only because they have a billion hitpoints.  Paladins work out like this: if they have LoH and I have HT, dead even but my procs win in the end... if they have LoH and I don't have HT, they win. If I have HT and they don't have LoH I win.Mage classes: Anything can be a pain if they get a root off on you.  If you resist root they are all cake.  That's about it.  Of the classes I have issues with, it's one.  Illusionists.  Their stun/mez/stifle pet drives me insane.  Conjurerers CAN be deadly if they are VERY good, but most suck and rely on pets way too much so end up being my dinner.  Wizards are nasty with root, without it they are swallowed whole before I get hurt.  Warlocks don't stand a chance due to my uber high disease resist.. even if they get a root off.  Warlocks ALWAYS die to me.  ALWAYS.  Unless I'm afk.Scout classes: We are scout killers.  That's what we do.  We are tanks.  Now, I haven't killed a whole lot of scouts because they ALL evac when they start to lose.  Generally I save my stuns and HT for when I hear the evac sound.  If they have a good title, I'll HT... if they have no title I'll stun and hope I interupt.  The only scouts that can kill a well equipped tank are ones that are 4+ levels higher then us.  Period.Healers: This ironically is where we get shafted.  Mages are supposed to be our weakspot, but with resists they are cake.  Healers are the banes of our existance though.  Mainly because Q healers have a crap load of mana.  Meaning if they are smart they use big nukes, auto attack and big heals.  They out last us.  Period.  The only way I've ever killed an even level healer 1 v 1 is with HT.  I hate relying on HT (I tend to use it on evacing Scouts or to one shot greens so I can laugh) but HT is the only thing that works.  Basically work them down to about 40% life and HT.  Guarenteed win.  Problem is, a good healer will know you are a SK and wont let them get down into HT danger zone.  Generally I can get away from them thanks to high resists, but a Fury can be the death of us.  As a matter of fact the only healer to kill me has been a Fury... I can escape Wardens (who are nasty if you don't pay attention to their power) with relative ease, Mystics and I sorta pound on each other for awhile before both giving up or getting help from a friendly, and Templars just kinda tickle.  I can't hurt em much but the same is true for them.So basically here's what I do:Tank classes (minus paladins) big alpha strike, auto attack a few seconds, pet, then DoT, stun big strikes again.  After that it's rotate between auto/pet/DoT until they die, using tap, heal attack, and shield as needed.  -- Paladins its a matter of outlasting their power.Scout classes, take em out quick.  Wait for evac sound.  HT.  Collect winnings.Mage classes, if resist root, stun pet dot unleash hell, collect winnings.  If rooted make sure resist stance is up, and wait it out... then stun... if feeling evil HT SMILEYHealers, I generally ignore, they can't hurt me I can't hurt them why waste each others time.  If they DO attack, auto attackwith a big 2hand weapon (don't need the shield on them) and when they get to 50% or less unload ALL your big attacks.  Otherwise they'll outlast your power.
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Unread 09-06-2006, 01:27 AM   #7
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Nicholai24 wrote:We rock, unless a scout gets the jump on us.

Actually, to me scouts are free kills. My mouth starts watering every time one of them jumps me. I dont care if they get me down to 20% in their alpha strike, doing their insane burst. If they dont kill me in the burst, they die. And so far, I havent met a scout that flat out killed me in that first burst.
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Unread 09-06-2006, 01:56 AM   #8
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As a swashbuckler, I can kill any tank with ease except a bruiser. Yes, this includes shadowknights.

 

There are of course, exceptions....If the shadowknight is REALLY good, I might lose to them, but really that applies to all classes except enchanters. The other exception is if they spot me and harmtouch me off the bat.

However...I will point out that I generally do not go directly head-to-head with shadowknights. Since I know they need to be still for their bigger dps spells, I move around *a lot*, and I utilize tactics as much as possible. They are definately the hardest tank class for me to kill, aside from bruisers.

Thankfully, most people who play bruisers on PVP just hear that it's a good class....So they roll one, and never learn how to actually play their class, so I tend to kill them rather easily cause they don't know what they're doing. SMILEY

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Unread 09-06-2006, 07:35 AM   #9
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Message Edited by Ramglobal on 09-05-2006 08:47 PM

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Unread 09-06-2006, 10:52 AM   #10
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I must say that apathetic did a very good summary so I feel no need to post any tips.
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Unread 09-06-2006, 12:45 PM   #11
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Cocytus wrote:

As a swashbuckler, I can kill any tank with ease except a bruiser. Yes, this includes shadowknights.

 

There are of course, exceptions....If the shadowknight is REALLY good, I might lose to them, but really that applies to all classes except enchanters. The other exception is if they spot me and harmtouch me off the bat.

However...I will point out that I generally do not go directly head-to-head with shadowknights. Since I know they need to be still for their bigger dps spells, I move around *a lot*, and I utilize tactics as much as possible. They are definately the hardest tank class for me to kill, aside from bruisers.

Thankfully, most people who play bruisers on PVP just hear that it's a good class....So they roll one, and never learn how to actually play their class, so I tend to kill them rather easily cause they don't know what they're doing. SMILEY




You have a point there. Once a swashy almost beat me, and he was a mere yellow... They are a nasty class if someone plays em right. Most of them seem to be played by qeynos brig wannabes that just wanted a class that did all their work. SMILEY Much like many of the sks that rely on HT. HT is just a showstopper for when the scout evac. SMILEY Something I guarantee people will tell you over and over. I've taught a few fellow sks how to play the class (Well, the ones in my guild at least). It makes quite the difference. Heh. Actually, a well played bard is also a big problem for me as a sk. Still only died to one of em, and he had a severe level advantage.

 

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Unread 09-06-2006, 06:43 PM   #12
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They are good in PvP until you get to the T7, then you will suffer like all the casters do because all your disease spells will get resisted.

If you fight against someone with 5k or more in disease resist the only thing u can do is autoattack don't even bother trying to cast a spell because they won't land. Having a Master I pestilent touch resisted 4 or 5 times in a row sucks big time.

We can only hope one day the developers will fix the freaking resist problem.

PS:

Below T7 you don't have any problems on killing anyone.

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Unread 09-06-2006, 10:28 PM   #13
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Addex wrote:

They are good in PvP until you get to the T7, then you will suffer like all the casters do because all your disease spells will get resisted.

If you fight against someone with 5k or more in disease resist the only thing u can do is autoattack don't even bother trying to cast a spell because they won't land. Having a Master I pestilent touch resisted 4 or 5 times in a row sucks big time.

We can only hope one day the developers will fix the freaking resist problem.

PS:

Below T7 you don't have any problems on killing anyone.




lolomgwow...the resist "problem." there is nothing wrong with resists. the point of resists is to resist things. there is no problem with someone having capped resists to prevent or reduce damage. what do you want SOE to do, remove resists so you can run around one shotting people every 15 minutes? there is so much more to the SK class than HT. you need to utilize your skillset and not whine about your shortcomings.

dont listen to this guy, he has no clue whats he's talking about. T7 is the best for SK's. i have no problems killing people, even ones with capped disease resist. that's why we have a disease debuff and a wisdom debuff...know them, use them, love them. once you hit T6 things get very good; we get mana sieve, tap veins, death march (will rule when LU27 comes out). and once you get those you just conintue to 70 to get the new versions of your spells, and 2 more specials, Pestilence and Despoil (upgrade to lvl 50 Despoiling Mist).

SK's are (arguably) the most well rounded class for pvp. we have excellent ultility, good damage, healing capability, and survivablility from being a plate tank

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Unread 09-06-2006, 10:49 PM   #14
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You also need to realize the way combat works.  NPC mobs have 0 resists which is why your spells land in the range listed when you examine them.  When a mob is further debuffed, your spells can do upwards of 2.5x the maximum amount because they now have negative resists, but this is countered by the fact that mobs have an exhorbitant amount of HP.  To counter this in pvp, people have actual resists which make your spells do far less damage because...you guessed it...PCs have FAR less HP than NPCs.  While I agree that the amount that spells get resisted could be slightly adjusted, I don't think its nearly as bad as you claim.  Yes, having Harm Touch resist at an inpportune time does indeed suck, but think about how it would be if Wizards could run around with a 3 min recast AE harm touch that could one shot 3 people at once.  However cool that might be, it would make pvp quite stale after a day or 2.  (OK maybe a week SMILEY)  The bottom line is, almost every class has a debuff for the types of spells they use...learn to use them and stop complaining or learn to group with Brigands SMILEY

Message Edited by Razerblaze on 09-06-2006 02:50 PM

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Unread 09-06-2006, 10:50 PM   #15
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True.

in my opinion any PVP  from 1-50 is hit or miss. T7 requires understanding tactics, resists, techniques, etc.  It's not too often I am able to hit a 60+ player with HT and see it land for anything over 5k anymore. Doom Judgement is a MUST, and you must encounter PVP like you do raid mobs, play your part with DoTs, taunts, and debuffs. You're not there to DPS, but if the window is open jump through it.

Master out the best spells to get this job done, and it gets that much easier. Learn how to snare, and how to optimize using your PET.

In my experience, I wasn't much PVP until I hit level 70. Since level 70 about 3 months ago, I've died 4 times (just lost a 106 kill streak last night)

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Unread 09-07-2006, 12:11 AM   #16
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Well the problem is 95% of all Sk's abilities is disease based. Even our shield bash is diseased based and all sword attacks but one is disease also. Yes we do get a disease debuff but at M1 it will debuff 1k. Fighting someone with 7k+ disease resist will be a big problem regardless. Debuffing them down to 6k will still ensure they resist 80% of it. Addex is right if the player has a high enough resist then autoattack will be most of the dps output in that encounter.
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Unread 09-07-2006, 06:46 AM   #17
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I also agree with Addex.  Our casting times suck.  We get interupted very easily.  Unless you get your Blessing off you are dead in a fight.  Disease resists at t7 are insane.   I can't seem to land anything worth while and even when I do its for minimal damage.  Did I hear someone say mana sieve?   That spell is worthless along with Pariahs mark.   Tap veins takes to bloody long to cast in pvp and is interupted frequently.  Ok.....lets say you use your disease debuff and then put your blessing on.  The fight is 3/4 over at that point and you are probably already at 50% health and have not landed a shot yet.  I loved my SK.  I am starting to get very frustrated with him though.  
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Unread 09-07-2006, 08:21 AM   #18
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Ramglobal wrote:I also agree with Addex.  Our casting times suck.  We get interupted very easily.  Unless you get your Blessing off you are dead in a fight.  Disease resists at t7 are insane.   I can't seem to land anything worth while and even when I do its for minimal damage.  Did I hear someone say mana sieve?   That spell is worthless along with Pariahs mark.   Tap veins takes to bloody long to cast in pvp and is interupted frequently.  Ok.....lets say you use your disease debuff and then put your blessing on.  The fight is 3/4 over at that point and you are probably already at 50% health and have not landed a shot yet.  I loved my SK.  I am starting to get very frustrated with him though.  

for everything your enemies do to get stronger against you, there is a way to get around it. if you get interrupted too easy, up your focus. if your spells are getting resisted or doing less dmg up your disruption to cut thru their resists. it is extremely rare that i ever get interrupted unless i am hit directly with an interrupt ability.if you think Mana Sieve and Pariahs Brand are worthless...you should seriously reevaluate the class and combat in general. some pvp fights do last long enough you to need Mana Sieve. and Pariahs Brand...yes it does minimal dmg but did you happen to notice the DoT on it. every tick of a DoT has a chance to interrupt your target.if within 2.2 seconds (combined casting times of debuff and blessing) your fight is 3/4 over and you are at 50% hp, then that is a personal problem with the class. like any class, you get out what you put in. if take the time to get good gear (which is very easy considering the quality of drops), upgrade spells, then you shouldn't have this much of a problem. i've fought assassins, gotten decapitated, and still won the fight. and this was a well geared assassin from a raiding guild (my guild is exiled, so i can fight all classes).we have 4 damage spells that have a casting time over 1 second (5 if you count the pet). that leaves every other damage spell with a casting time of 1 second or less. 1 second is not a long casting time. playing an SK is all about combining attacks to be efficient. you cant expect to hit every spell every time you cast it. if you are dueling, hit your shield bash, throw up the ward. if you are tanking in a group, spec your aa's down the STA and get Hammer Ground. need to Tap? Hammer Ground and Tap.

Message Edited by Venymous on 09-06-2006 09:22 PM

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Unread 09-07-2006, 05:36 PM   #19
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Venymous wrote:


lolomgwow...the resist "problem." there is nothing wrong with resists. the point of resists is to resist things. there is no problem with someone having capped resists to prevent or reduce damage. what do you want SOE to do, remove resists so you can run around one shotting people every 15 minutes? there is so much more to the SK class than HT. you need to utilize your skillset and not whine about your shortcomings.

dont listen to this guy, he has no clue whats he's talking about. T7 is the best for SK's. i have no problems killing people, even ones with capped disease resist. that's why we have a disease debuff and a wisdom debuff...know them, use them, love them. once you hit T6 things get very good; we get mana sieve, tap veins, death march (will rule when LU27 comes out). and once you get those you just conintue to 70 to get the new versions of your spells, and 2 more specials, Pestilence and Despoil (upgrade to lvl 50 Despoiling Mist).

SK's are (arguably) the most well rounded class for pvp. we have excellent ultility, good damage, healing capability, and survivablility from being a plate tank



LOL man do you actually play the game? I have all the endgame masters but 2. I have fabled gear since I raid everyday.

The problem here is against people with good resists, even with the haste item of DT we take too long to cast , mana sieve is a waste of time to cast unless u expect to fight for the next 10 to 15 minutes agains a healer. We have excellent utility unless u play against someone with max disease resists.

Everything gets resisted or does minimal damage, I dont expect for PT to do 5k in T7 but I will expect for it to land and do moderate damage not get resisted 5 times then land for 500. Our disease debuff is a joke not even 2k and the wis debuff justs lowers overall resists by about 400. All that against someone with 8k resists is nothing.

Try pvping against ppl that have something better than Xegonite then u can talk.

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Unread 09-07-2006, 05:51 PM   #20
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Razerblaze wrote:
You also need to realize the way combat works.  NPC mobs have 0 resists which is why your spells land in the range listed when you examine them.  When a mob is further debuffed, your spells can do upwards of 2.5x the maximum amount because they now have negative resists, but this is countered by the fact that mobs have an exhorbitant amount of HP.  To counter this in pvp, people have actual resists which make your spells do far less damage because...you guessed it...PCs have FAR less HP than NPCs.  While I agree that the amount that spells get resisted could be slightly adjusted, I don't think its nearly as bad as you claim.  Yes, having Harm Touch resist at an inpportune time does indeed suck, but think about how it would be if Wizards could run around with a 3 min recast AE harm touch that could one shot 3 people at once.  However cool that might be, it would make pvp quite stale after a day or 2.  (OK maybe a week SMILEY

The bottom line is, almost every class has a debuff for the types of spells they use...learn to use them and stop complaining or learn to group with Brigands SMILEY

Message Edited by Razerblaze on 09-06-2006 02:50 PM


Man thats funny, the developers know the problems with resists and to mention wizards SMILEY I asked a wizard of my guild to try to kill me (he has all the masters and goes in good gear) he can stay 5 minutes throwing nukes and not being able to kill me. 9 out of 10 spells will get resisted and the one that lands barely hits for a couple of hundreds. You should check the pvp forums and listen to the casters whining.

And there you go with the "group with brigands", a brigand doesn't need a group, a brigand can kill any class in seconds even the best geared tank is gonna get [Removed for Content] against a brigand, dispatch and devitalize and you will be like another cloth wearer dead in seconds.

I was talking pvp 1 on 1 and how the problem with the resists affect us too.

I'm exiled and I enjoy killing guildies in Haven and any fight against someone with max disease just goes on autoattack.

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Unread 09-07-2006, 06:04 PM   #21
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Venymous wrote:

for everything your enemies do to get stronger against you, there is a way to get around it. if you get interrupted too easy, up your focus. if your spells are getting resisted or doing less dmg up your disruption to cut thru their resists. it is extremely rare that i ever get interrupted unless i am hit directly with an interrupt ability.

if you think Mana Sieve and Pariahs Brand are worthless...you should seriously reevaluate the class and combat in general. some pvp fights do last long enough you to need Mana Sieve. and Pariahs Brand...yes it does minimal dmg but did you happen to notice the DoT on it. every tick of a DoT has a chance to interrupt your target.

if within 2.2 seconds (combined casting times of debuff and blessing) your fight is 3/4 over and you are at 50% hp, then that is a personal problem with the class. like any class, you get out what you put in. if take the time to get good gear (which is very easy considering the quality of drops), upgrade spells, then you shouldn't have this much of a problem. i've fought assassins, gotten decapitated, and still won the fight. and this was a well geared assassin from a raiding guild (my guild is exiled, so i can fight all classes).

we have 4 damage spells that have a casting time over 1 second (5 if you count the pet). that leaves every other damage spell with a casting time of 1 second or less. 1 second is not a long casting time.

playing an SK is all about combining attacks to be efficient. you cant expect to hit every spell every time you cast it. if you are dueling, hit your shield bash, throw up the ward. if you are tanking in a group, spec your aa's down the STA and get Hammer Ground. need to Tap? Hammer Ground and Tap.

Message Edited by Venymous on 09-06-2006 09:22 PM



Almost never getting interrupted? lol Have u ever fought a brigand? or a Brawler? or a Berzeker?

Mana sieve is only useful against healers, thats the only fight/duel that lasts long. Casters are gone just with autoattack, zekers, scouts and brawlers have no problem killing a SK if they have max disease since we can not match their dps output in autoattack.

Understand that against someone with max disease none of ur damage/heal spells work and u cant get a heal back except for the ward. Anyway man if u exiled ask a guildie to put max disease resist on and fight him you will see what happens.

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Unread 09-07-2006, 06:35 PM   #22
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Addex wrote:

LOL man do you actually play the game? I have all the endgame masters but 2. I have fabled gear since I raid everyday.

The problem here is against people with good resists, even with the haste item of DT we take too long to cast , mana sieve is a waste of time to cast unless u expect to fight for the next 10 to 15 minutes agains a healer. We have excellent utility unless u play against someone with max disease resists.

Everything gets resisted or does minimal damage, I dont expect for PT to do 5k in T7 but I will expect for it to land and do moderate damage not get resisted 5 times then land for 500. Our disease debuff is a joke not even 2k and the wis debuff justs lowers overall resists by about 400. All that against someone with 8k resists is nothing.

Try pvping against ppl that have something better than Xegonite then u can talk.


My old main on AB has every 57+ master except Pox Sword and Arieneth has just about as many masters so there is no need to talk down to people as if you know [expletive haxx0red by Raijinn] you are talking about because obviosly you do not.  Take too long to cast?  Almost all of our spells are 1-2 seconds...wow you are totally right, that is just WAY too long...I wish SOE would reduce all our spells down to .1 second so we could be perfectly balaced.  Mana Sieve a waste of time unless you are fighting for 10-15 mins?  You are aware of the concept of Mathematics and its uses with which intelligent calculations can be derived, correct?  Obviosly not if you thing Flowing Thought 30+ for 24 seconds is useless not to mention bestowing FT -50 on your target at the same time.  I'm impresed with how much you know about the class!  As for everything getting resisted, a good plus to disruption helps with that a lot, maybe you should give that a shot before spitting your misconceived views about the class.  Try pvping people that have better gear than Xegonite?  We do just that on a nightly basis against pretty well geared players and 4/5 times we win unless the other party decides to revive zerg endlessly.  As you have just proven, gear means little to a skilled pvper and it looks like by your childish comments that you do not fall into that category.  Our guild hasn't started to raid constantly yet, and we are not nearly geared as well as the other bigger raid guilds on the server, yet we maintain our reputation as the most feared guild on the server because we know how to work around these things you see as downfalls and make them work. 

Addex wrote:

Man thats funny, the developers know the problems with resists and to mention wizards SMILEY I asked a wizard of my guild to try to kill me (he has all the masters and goes in good gear) he can stay 5 minutes throwing nukes and not being able to kill me. 9 out of 10 spells will get resisted and the one that lands barely hits for a couple of hundreds. You should check the pvp forums and listen to the casters whining.

And there you go with the "group with brigands", a brigand doesn't need a group, a brigand can kill any class in seconds even the best geared tank is gonna get [Removed for Content] against a brigand, dispatch and devitalize and you will be like another cloth wearer dead in seconds.

I was talking pvp 1 on 1 and how the problem with the resists affect us too.

I'm exiled and I enjoy killing guildies in Haven and any fight against someone with max disease just goes on autoattack.


Weather or not the developers admit to a problem with resists is irrelevant if you have the skill to work around the problem.  Maybe you should start trying to overcome the problem rather than complain about it while stroking balls waiting for the devs to fix it...you JUST might improve your pvp skill as a result.  As for checking the forums for people whining, I prefer to search for solutions in game rather than trolling the forums crying in my beer about some resist issue that I haven't yet experienced.  Brigands not needing a group?  Yeah, you are right, they can easily take down a group of 3-4 people because they are so uber.  Talking about 1 on 1 pvp is fine, but that is a small sliver of the fights you encounter as an exile as I'm sure you know.  When we group up for pvp, we aren't looking for 1v1, we are looking for groups to tear apart, and that is how you overcome this "resist problem" you speak of.  Teamwork.  We duel all the time in Haven as well and I can't even recall ever hearing anyone complain about resists.  Yeah, it sucks when HT resists, but it would suck just as much if you were the recipient of said HT and got one shotted because the devs made resists trivial.  If someone is smart enough to cap their resists before they try to cap stats then they deserve the longevity that it gives them in pvp and that is the bottom line.  While you may think it sucks having your spells resist, you can always build up your own resists and pass that anxiety to the next person that tries to gank you and has their Ice Nova resist 5 times in a row before landing for 900.

Message Edited by Razerblaze on 09-07-2006 10:39 AM

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Unread 09-07-2006, 06:36 PM   #23
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Addex wrote:


Venymous wrote:

for everything your enemies do to get stronger against you, there is a way to get around it. if you get interrupted too easy, up your focus. if your spells are getting resisted or doing less dmg up your disruption to cut thru their resists. it is extremely rare that i ever get interrupted unless i am hit directly with an interrupt ability.

if you think Mana Sieve and Pariahs Brand are worthless...you should seriously reevaluate the class and combat in general. some pvp fights do last long enough you to need Mana Sieve. and Pariahs Brand...yes it does minimal dmg but did you happen to notice the DoT on it. every tick of a DoT has a chance to interrupt your target.

if within 2.2 seconds (combined casting times of debuff and blessing) your fight is 3/4 over and you are at 50% hp, then that is a personal problem with the class. like any class, you get out what you put in. if take the time to get good gear (which is very easy considering the quality of drops), upgrade spells, then you shouldn't have this much of a problem. i've fought assassins, gotten decapitated, and still won the fight. and this was a well geared assassin from a raiding guild (my guild is exiled, so i can fight all classes).

we have 4 damage spells that have a casting time over 1 second (5 if you count the pet). that leaves every other damage spell with a casting time of 1 second or less. 1 second is not a long casting time.

playing an SK is all about combining attacks to be efficient. you cant expect to hit every spell every time you cast it. if you are dueling, hit your shield bash, throw up the ward. if you are tanking in a group, spec your aa's down the STA and get Hammer Ground. need to Tap? Hammer Ground and Tap.

Message Edited by Venymous on 09-06-2006 09:22 PM



Almost never getting interrupted? lol Have u ever fought a brigand? or a Brawler? or a Berzeker?

Mana sieve is only useful against healers, thats the only fight/duel that lasts long. Casters are gone just with autoattack, zekers, scouts and brawlers have no problem killing a SK if they have max disease since we can not match their dps output in autoattack.

simply put, you should not be losing to a zerker. brawlers will usually win but it is not because of their stun/stifle attacks. as for scouts, i only have trouble with swashbucklers. they way you keep responding i can't help but think you engage in a fight, get resisted a few times and give up waiting to die just auto attacking.

also, another little tidbit here. Mana Sieve is something we call a "spell." these "spells" can trigger a buff proc or item proc if the proc reads "on successful hostile spell..." what that means to you is if you cast Mana Sieve on someone, you have a chance to proc both of your lifetap buffs in addition to any gear you have on with a proc. this effectively makes Mana Sieve useful on every single person you cast it on.

Understand that against someone with max disease none of ur damage/heal spells work and u cant get a heal back except for the ward. Anyway man if u exiled ask a guildie to put max disease resist on and fight him you will see what happens.

Understand that you are wrong. your spells still work. it's just harder to land them and they may do less damage. combine debuff with agony and high disruption and you get resisted FAR less.

our server has a duel night on saturdays where all the big and small guilds get together for friendly duels. i've fought the uber raiders with rediculous stats and crazy resists. it's very amusing hearing the hush over ventrilo and hearing "how is Arieneth beating *so and so*?" it's about lining up attacks in a certain order and timing spells right so can damage and ward with little trouble.




and I've fought my guildies. I've beaten our warden, templar, assassin, paladin, zerker, brigand, warlock, guardian, and necro (i usually lose here, but its a toss up). our bruiser beats me but the fights are very close. all of us have very good gear and resists. most of us are capped or near capped on all resists even when solo.

as for rarely getting interrupted...i stand by that. my focus is high enough that getting hit or dotted doesn't effect my spell casting too much. i really only notice it if i am targeted and interrupted by an interrupt, stun, stifle, or whatever.

Message Edited by Venymous on 09-07-2006 07:45 AM

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Unread 09-07-2006, 06:48 PM   #24
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Razerblaze wrote:

My old main on AB has every 57+ master except Pox Sword as well as decent raid gear so there is no need to talk down to people as if you know [expletive haxx0red by Raijinn] you are talking about because obviosly you do not.  Take too long to cast?  Almost all of our spells are 1-2 seconds...wow you are totally right, that is just WAY too long...I wish SOE would reduce all our spells down to .1 second so we could be perfectly balaced.  Mana Sieve a waste of time unless you are fighting for 10-15 mins?  You are aware of the concept of Mathematics and its uses with which intelligent calculations can be derived, correct?  Obviosly not if you thing Flowing Thought 30+ for 24 seconds is useless not to mention bestowing FT -50 on your target at the same time.  I'm impresed with how much you know about the class! 

As for everything getting resisted, a good plus to disruption helps with that a lot, maybe you should give that a shot before spitting your misconceived views about the class.  Try pvping people that have better gear than Xegonite?  We do just that on a nightly basis against pretty well geared players and 4/5 times we win unless the other party decides to revive zerg endlessly.  As you have just proven, gear means little to a skilled pvper and it looks like by your childish comments that you do not fall into that category.  Our guild hasn't started to raid constantly yet, and we are not nearly geared as well as the other bigger raid guilds on the server, yet we maintain our reputation as the most feared guild on the server because we know how to work around these things you see as downfalls and make them work. 
Weather or not the developers admit to a problem with resists is irrelevant if you have the skill to work around the problem.  Maybe you should start trying to overcome the problem rather than complain about it while stroking balls waiting for the devs to fix it...you JUST might improve your pvp skill as a result.  As for checking the forums for people whining, I prefer to search for solutions in game rather than trolling the forums crying in my beer about some resist issue that I haven't yet experienced.  Brigands not needing a group?  Yeah, you are right, they can easily take down a group of 3-4 people because they are so uber.  Talking about 1 on 1 pvp is fine, but that is a small sliver of the fights you encounter as an exile as I'm sure you know.  When we group up for pvp, we aren't looking for 1v1, we are looking for groups to tear apart, and that is how you overcome this "resist problem" you speak of.  Teamwork.  We duel all the time in Haven as well and I can't even recall ever hearing anyone complain about resists.  Yeah, it sucks when HT resists, but it would suck just as much if you were the recipient of said HT and got one shotted because the devs made resists trivial.  If someone is smart enough to cap their resists before they try to cap stats then they deserve the longevity that it gives them in pvp and that is the bottom line.  While you may think it sucks having your spells resist, you can always build up your own resists and pass that anxiety to the next person that tries to gank you and has their Ice Nova resist 5 times in a row before landing for 900.



OK dude your main in AB? we are talking about PVP issue here not PVE, so that ur main has every master on a PVE server is irrelevant here. Ok first do u pvp? pvp fights 1 versus 1 dont even last 10 seconds in T7 so yeah casting mana sieve is useless because u are not going to run out of power. So what, in the whole fight u stole 200-300 power if it even lands. I'm max in disruption and have disruption items and Im sorry it doesnt help.

Like I said I'm talking 1 versus 1 here not group versus group or raid versus raid. Read my posts.

There are NO PROBLEMS WITH THE CLASS, learn to read, the problem is with T7 RESISTS. Got it?

T6 and down everything works just fine the problem is in T7 geez, and by the way I would like to pass the problem to the wizards but the majority quit and rerolled a brigand.

 

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Unread 09-07-2006, 06:58 PM   #25
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Venymous wrote:


Almost never getting interrupted? lol Have u ever fought a brigand? or a Brawler? or a Berzeker?

simply put, you should not be losing to a zerker. brawlers will usually win but it is not because of their stun/stifle attacks. as for scouts, i only have trouble with swashbucklers. they way you keep responding i can't help but think you engage in a fight, get resisted a few times and give up waiting to die just auto attacking.

also, another little tidbit here. Mana Sieve is something we call a "spell." these "spells" can trigger a buff proc or item proc if the proc reads "on successful hostile spell..." what that means to you is if you cast Mana Sieve on someone, you have a chance to proc both of your lifetap buffs in addition to any gear you have on with a proc. this effectively makes Mana Sieve useful on every single person you cast it on.

Understand that you are wrong. your spells still work. it's just harder to land them and they may do less damage. combine debuff with agony and high disruption and you get resisted FAR less.

our server has a duel night on saturdays where all the big and small guilds get together for friendly duels. i've fought the uber raiders with rediculous stats and crazy resists. it's very amusing hearing the hush over ventrilo and hearing "how is Arieneth beating *so and so*?" it's about lining up attacks in a certain order and timing spells right so can damage and ward with little trouble.




and I've fought my guildies. I've beaten our warden, templar, assassin, paladin, zerker, brigand, warlock, guardian, and necro (i usually lose here, but its a toss up). our bruiser beats me but the fights are very close. all of us have very good gear and resists. most of us are capped or near capped on all resists even when solo.

as for rarely getting interrupted...i stand by that. my focus is high enough that getting hit or dotted doesn't effect my spell casting too much. i really only notice it if i am targeted and interrupted by an interrupt, stun, stifle, or whatever.

Message Edited by Venymous on 09-07-2006 07:45 AM



I bet this ppl that u keep on dueling they have over 7k in disease resist I can beat any1 with less than 4k disease resist after debuffs my friend. I can not defeat ppl when I get everything resisted and I just go on autoattack. But if u say ppl u fight against are max and ur spells still land then good for u , resist are fine.... I guess the rests of the casters are wrong and they cant play.
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Unread 09-07-2006, 07:30 PM   #26
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Venymous wrote:


and I've fought my guildies. I've beaten our warden, templar, assassin, paladin, zerker, brigand, warlock, guardian, and necro (i usually lose here, but its a toss up). our bruiser beats me but the fights are very close. all of us have very good gear and resists. most of us are capped or near capped on all resists even when solo.

as for rarely getting interrupted...i stand by that. my focus is high enough that getting hit or dotted doesn't effect my spell casting too much. i really only notice it if i am targeted and interrupted by an interrupt, stun, stifle, or whatever.

Message Edited by Venymous on 09-07-2006 07:45 AM



I took the liberty of cheking your guildies to see the kind of gear they have, and for what I see u are in Venekor... well no offense here or anything but your guildies dont have really good gear yet, it seems you guys are just starting to raid. Maybe thats why u havent encounter the problem with resists so far. So no braggin here but if my guildies had the same gear I could beat them too with no problems.

Anyway once u get to DT, raid labs a couple of times and every1 get decent gear and resists try fighting them again , then you will see the difference.

This wasn't meant as an offense or anything I know venekor has a low population. This is Addex from Exodus in Vox

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Unread 09-07-2006, 07:53 PM   #27
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Addex wrote:

OK dude your main in AB? we are talking about PVP issue here not PVE, so that ur main has every master on a PVE server is irrelevant here. Ok first do u pvp? pvp fights 1 versus 1 dont even last 10 seconds in T7 so yeah casting mana sieve is useless because u are not going to run out of power. So what, in the whole fight u stole 200-300 power if it even lands. I'm max in disruption and have disruption items and Im sorry it doesnt help.

Like I said I'm talking 1 versus 1 here not group versus group or raid versus raid. Read my posts.

There are NO PROBLEMS WITH THE CLASS, learn to read, the problem is with T7 RESISTS. Got it?

T6 and down everything works just fine the problem is in T7 geez, and by the way I would like to pass the problem to the wizards but the majority quit and rerolled a brigand.

 I bet this ppl that u keep on dueling they have over 7k in disease resist I can beat any1 with less than 4k disease resist after debuffs my friend. I can not defeat ppl when I get everything resisted and I just go on autoattack. But if u say ppl u fight against are max and ur spells still land then good for u , resist are fine.... I guess the rests of the casters are wrong and they cant play.


You do realize there has been a /duel command on blue servers for the past...oh...10 months?  Resists worked the same way then as they do now on PvP servers and in 1v1 it was more fair since one person could get the jump on the other.  That said, I have still /dueled people on AB with max resists and the only classes I really had trouble with were Druids and only the best played Bruisers and Monks (and only if they were using those stifle shoulders)  I realize there are still some differences with /duel and pvp but the resist "problem" still existed in duels and I never had a problem with it.  Yes, I do in fact pvp, though with a Wizard, but I play along side arguably the best played SK on the server and he doesnt even have half the fabled gear as some of the other SKs on the server.  Gear plays a part, but the majority of your success in pvp comes from your own personal skill and finesse with the class, and it look to me like that is a trait you should attempt to improve if you are this adament about the situation.  Also, I never said there were problems with the class so I don't know why you brought that up, in fact I believe just the opposite...I think SKs are in the top 4 for solo pvp, but I digress...As for your other comments, I'm playing a Wizard and I can assure you I'm not rerolling a Brigand or any other class because I have yet to run across any major problem with resists.  The only "problem" with Mages that I can see is that we are usually the first targets in group pvp, but as for soloing, I often run around TT or SS/PoF looking for soloers to kill and 9/10 anyone I come across falls fast.  Maybe I'm just playing wrong and need to learn how to have my spells get resisted like you since you obviosly know how to play an SK on a pvp server.  I've personally watched Arieneth hand people with 8k resists their severed faces after using them as toilet paper but I guess you'll have an excuse for that too in 5 minutes.  Maybe instead of popping up out of nowhere to argue about how terrible resists are in T7 and make a bunch of excuses as to why you can't kill anyone in solo pvp, you should go log in and try to rectify the problem?  Just my 2cp.

Addex wrote:

I took the liberty of cheking your guildies to see the kind of gear they have, and for what I see u are in Venekor... well no offense here or anything but your guildies dont have really good gear yet, it seems you guys are just starting to raid. Maybe thats why u havent encounter the problem with resists so far. So no braggin here but if my guildies had the same gear I could beat them too with no problems.

Anyway once u get to DT, raid labs a couple of times and every1 get decent gear and resists try fighting them again , then you will see the difference.

This wasn't meant as an offense or anything I know venekor has a low population. This is Addex from Exodus in Vox


We never said our guildies have great T7 raid gear...in fact I recall stating quite the opposite, which is my point...as Arieneth said, our server holds duels every saturday night where 50-75+ people show up to 1v1, 3v3, 6v6, etc. each other and our guildies have beaten every fully T7 raid equiped group there.  Go ahead and look up some of the people in Pandemonium or Exile to see the people we regularly encounter.  The other thing you are overlooking is that the Station pages only take into account the +resist and stats from the items you are wearing...they don't take into effect bonuses from buffs and such, not to mention the fact that if somone in our guild is going to fight someone else in our guild, they swap gear to get max resists for that person's spell tyes.  Weather or not you max your resists from fabled, legendary, or treasured gear is of no concern...the fact is when dueling each other we cap our resists so we should be experiencing the same resist "problem" you describe, yet we do not.I'm not taking offense to anything you have said, I'm merely stating that we don't experience the same roblems you do for whatever reason.

Message Edited by Razerblaze on 09-07-2006 12:02 PM

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Unread 09-07-2006, 08:05 PM   #28
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Ultimatum, I believe Panda is the most feared guild on the server. Why else do many guilds on Venekor plan their pvp times around Panda's Raid time. That way when the big dogs are too busy raiding the other sides can pvp without worring about Panda showing up. So I believe Panda is the most feared on the server.

Mana Sieve is a situtaional spell. Its not something that is casted or should be casted in every pvp fight. I save it for long fights, fights that I know will take some time to prove a victor.

I can break 10k disease resist so debuffing me for 1k and debuffing my wisdom for 94-100 will not put me below the 80% resists. I believe that having 95% of our abilities disease based is a mistake. SOE should at least made it disease/divine. Afterall Sk is a divine class like Paladins are. But maybe I am also thinking of P&P Paladins/Anti-Paladins. Our melee attacks and shield bash should not be disease also.

Our ward is great but the cast is slightly long. A battle can be decide on our ward. If its interrupted then the fight could be over real quick. Yes I do follow the ward after a shield bash or kick but its still possible to be interuppted cause of the casting time on the ward.

The classes I find the toughest to fight are the pet classes. Sure I resisted 70% of the spells but between roots, mezzes, stifles, fears its a uphill fight the entire time. And its very tough to get on top of them and stay there. Plus their pets complicate the issue even more. Kill the pet and they bring out another right away.

Saturday duels on Venekor are alright but not many people show up anymore. I haven't seen your guys guild there the last three saturdays.

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Unread 09-07-2006, 08:05 PM   #29
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Razerblaze wrote:

You do realize there has been a /duel command on blue servers for the past...oh...10 months?  Resists worked the same way then as they do now on PvP servers and in 1v1 it was more fair since one person could get the jump on the other.  That said, I have still /dueled people on AB with max resists and the only classes I really had trouble with were Druids and only the best played Bruisers and Monks (and only if they were using those stifle shoulders)  I realize there are still some differences with /duel and pvp but the resist "problem" still existed in duels and I never had a problem with it.  Yes, I do in fact pvp, though with a Wizard, but I play along side arguably the best played SK on the server and he doesnt even have half the fabled gear as some of the other SKs on the server.  Gear plays a part, but the majority of your success in pvp comes from your own personal skill and finesse with the class, and it look to me like that is a trait you should attempt to improve if you are this adament about the situation.  Also, I never said there were problems with the class so I don't know why you brought that up, in fact I believe just the opposite...I think SKs are in the top 4 for solo pvp, but I digress...

As for your other comments, I'm playing a Wizard and I can assure you I'm not rerolling a Brigand or any other class because I have yet to run across any major problem with resists.  The only "problem" with Mages that I can see is that we are usually the first targets in group pvp, but as for soloing, I often run around TT or SS/PoF looking for soloers to kill and 9/10 anyone I come across falls fast.  Maybe I'm just playing wrong and need to learn how to have my spells get resisted like you since you obviosly know how to play an SK on a pvp server.  I've personally watched Arieneth hand people with 8k resists their severed faces after using them as toilet paper but I guess you'll have an excuse for that too in 5 minutes.  Maybe instead of popping up out of nowhere to argue about how terrible resists are in T7 and make a bunch of excuses as to why you can't kill anyone in solo pvp, you should go log in and try to rectify the problem?  Just my 2cp.



Or maybe just maybe you should get to 70 first and fight another 70's? You will be the first 70 wizard that doesnt complain about resist.
Never said I cant kill any1 in T7 I said against ppl with high resist spells will get resisted and the fight will just go in autoattack.
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Unread 09-07-2006, 08:15 PM   #30
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Zarovich wrote:

Ultimatum, I believe Panda is the most feared guild on the server. Why else do many guilds on Venekor plan their pvp times around Panda's Raid time. That way when the big dogs are too busy raiding the other sides can pvp without worring about Panda showing up. So I believe Panda is the most feared on the server.

Mana Sieve is a situtaional spell. Its not something that is casted or should be casted in every pvp fight. I save it for long fights, fights that I know will take some time to prove a victor.

I can break 10k disease resist so debuffing me for 1k and debuffing my wisdom for 94-100 will not put me below the 80% resists. I believe that having 95% of our abilities disease based is a mistake. SOE should at least made it disease/divine. Afterall Sk is a divine class like Paladins are. But maybe I am also thinking of P&P Paladins/Anti-Paladins. Our melee attacks and shield bash should not be disease also.

Our ward is great but the cast is slightly long. A battle can be decide on our ward. If its interrupted then the fight could be over real quick. Yes I do follow the ward after a shield bash or kick but its still possible to be interuppted cause of the casting time on the ward.

The classes I find the toughest to fight are the pet classes. Sure I resisted 70% of the spells but between roots, mezzes, stifles, fears its a uphill fight the entire time. And its very tough to get on top of them and stay there. Plus their pets complicate the issue even more. Kill the pet and they bring out another right away.

Saturday duels on Venekor are alright but not many people show up anymore. I haven't seen your guys guild there the last three saturdays.




when i become fearful of Panda, then they can be called the most feared guild on the server. i don't fear numbers...i fear good players. and even then it's not fear, i enjoy the challenge. ask anyone with a clue who the hardest people to fight in pvp are...9 out of 10 (that have fought us) will say DoM. also, DoM does not plan out pvping or anything else around Panda's schedule.

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