farbekrieg
Junior Member
"CCChha cha cha changes, time to change the oil... dont wanna be an oily man.
Posts: 88
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Post by farbekrieg on Mar 29, 2007 13:31:32 GMT -5
I suppose the issue is I never felt particularly anti paladiny, I never quite identified with the class the way I do with bards in muds, Shadowknights in the original everquest, and warriors in wow. I just never sat back and said that is a friggin rockin class. There is just an evil feeling missing from the class.
Perhaps everyone should get togther and create some class quests, perhaps a quest for a sword that begins in the newbie areas and gets constantly upgraded, a set of Antipal EQ like boots legs body head...
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Rox
Full Member
Posts: 195
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Post by Rox on May 30, 2008 13:46:30 GMT -5
Just adding my 2 cents since I recently started seriously playing APAL.
Before reading this thread, I was thinking that dex helped with move gains when leveling and tried to get my stats up to 25s across wis/int/con/dex but later found out that average gain per level is about 2 which I found out thanks to Bunny.
After running for 20levels as a multi remort Apal, I agree that moves are really low and I can't do much without fly which you will see me trading/asking flys etc.
Considering losing 1dam 1str - using glimms vs winged sandals for regen may be an option. Winged sandals 1dex 25mvs helps with regen a little and that extra mvs for shield charge etc.
Anyway, I am enjoying this class and will most likely remort and run as apal remort #19. Just adding my 2 cents....
Still have a lot to learn about this class but nice to get out of the usual cleric/bard class for me.
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Simba
Full Member
Posts: 129
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Post by Simba on Dec 30, 2008 21:09:39 GMT -5
it would be nice if apals had a spell similar to pal's spell communal prayer or maybe a self only spell like dark prayer so that they could actually be more useful in a group. It would also be nice if apals had some decent +dam neckwear its either -int, -str, or -mana. correct me if I'm wrong o great maranta.
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Post by Maranta on Jan 11, 2009 12:48:52 GMT -5
Unfortunately, no such luck. A great deal of +dam neckwear exists that apals can use, however all the ones without negative stats are quest prizes or are found in DOOM.
Frankly I'd just use the black ivory serpent necklaces from the pagoda until you have something else. The -mana is a very minor drawback if you can get a pair. I'd like to recommend using Stealth Feathers(1str/1wis) from the Owlery but unfortunately they're maxlevel 20 and pretty useless while sporting that nasty feature. Otherwise they'd be great for apals even if they had access to 1dam neckwear.
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Simba
Full Member
Posts: 129
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Post by Simba on Nov 5, 2009 19:56:18 GMT -5
Protection from Anarchy is very lame. It should be changed to protect from GOOD aligned mobs and here's why...first anti-paladins have protection from good and all their anti-good ways. 2nd with both protection from anarchy and underhanded tactics an anti-paladin actually has a chance at tanking an eq group which adds a lil variety. Think of this how many mobs entropy random group members? how many non-tank group members that don't have rescue are actually sanc'd? where is this spells usefulness? ok lets say you do use an apal to run one of the evil mobs you're going to get your ass handed to you because you can't use your block. I'm not trying to make it so anti-paladins can solo big good mobs most of them pzar max, toss, and area as well. I'm looking to spice up eq groups. Let's grab a cleric, apal, ninja, ranger and go run X mob.
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Post by gambler on Jun 10, 2010 20:02:55 GMT -5
The class is very playable with a wide variety of equipment to choose. My preferences currently are either HIGH Ac and Aura of Darkness, which is slower on the killing side, but almost guarantees I'll survive a battle OR Damroll and Dex, which outright makes it a fight of kill or be killed... and quick-like! There are a few annoyances with tanking for a group though:
As with some other classes, AP's are slowed down with grouping, since all of the additional damage on the hit following pound, bash, or shield-charge is gobbled up by the much weaker hitting groupie. It slows down the fight speed, and robs the AP of a ton of xp. I'd REALLY like to see shield charge be used to the benefit of the person running into the mob and knocking it down. It only makes sense that the AP would have the NEXT strike anyhow since he's right on top of the mob already. All you'd need to do it code it so that shieldbash, shield charge puts you at the top of a fight. There is ANOTHER reason for this as well: If a mob attacks you, and you shieldbash it, it will essentially 'block' the mobs next attack, but will not allow for the additional damage on next strike. It needs to be fixed. Again, tossing the AP to the top of the heap on a successful shieldcharge will take care of all of this.
Also, dispel good, flamestrike, cause critic are all weakish. At least juice up the dispel good for AP, since they are after all evil.
It would be nice to have a couple other skills (as an option) to the as usual bash/pound. Essentially, it could be the same type of set-up, but maybe we call it knuckle sandwich or bone-break.
Aura of Darkness at 4 ticks seems weak as well. It should increase in duration at higher level. It's a nice spell, but for 70 mana and a giveback of only 2-4 hitpoints per round, its so so.
Gambler.
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