Yes, Warriors have been getting boned for awhile, but monks and rogues haven't had it much better.
1)FD SUCKS for a pulling skill anymore. Pacify and other factors make it much easier for other classes to do it, leaving our only decent ability to be mend(oh yippie).
2)there have been several days where I have gone into an adventure as my monk, and have literally hit A and gone to work on dinner, only popping back to hit the next target the XXXX class was pulling to us.
Monks and rogues needed something else as well..if nothing else as to give us something else to do besides sit on our little weapons.
-Solelron Tidal Fists
-59 Monk, Prexus
Melee Changes patched to Test
From the Patch notes on the Test patcher:
December 2, 2003 ------------------------------ ** Melee Enhancement ** The melee enhancement changes are now available for testing. This system needs as much dedicated testing time as you can find. Please regularly use the /bug and /feedback features to report what you discover.As always, anything patched to the test server will change before it goes live. And for test players, it appears that some disciplines haven't been properly assigned in the spdat yet.A brief explanation of the enhancement, along with some questions and answers about that system can be found in the Developer's Corner on the EQLive.com site (under the title - EverQuest Chat on November 24th at 6:00pm - 7:00pm pacific time. Melee System Enhancements!). Please read the information there before sending any feedback. Melee characters can purchase tomes to learn the new melee skills from merchants in the north-east corner of West Commons. Those same merchants can also teach the character the skill. To learn the new skills, purchase the tome, then just hand the tome back to the merchant. It won't work exactly like that when it goes Live, this is just to make getting the new skills convenient for testers. There is a new window for using these skills. You can open this window using ALT+C. This is the window you use to place your skills (and activating those skills can be done either by clicking on the icon or hitting CTRL+#). You can also create hotbuttons for the new skills. You will know when an opening is available when a symbol appears in the new window. Once the opening is available, skills that are available to use because of that opening will be enabled. You cannot stack these skills. If you have a skill effect on you and you activate another skill that affects you, it will overwrite the existing skill. This is also true for disciplines. A skill that affects the character will overwrite a discipline effect. ** Disciplines ** Disciplines have also been converted to the new system. Please use them often, especially ones that you might not normally use, and let us know what you discover. Disciplines now require the use of Endurance. If you do not have enough Endurance, you will not be able to use the discipline. Disciplines still have timers, so you will still have to wait until the discipline is available to use again, even if you do have enough Endurance to active it. Thank you for helping us test these changes.