** Acrylia Caverns **
- The Chieftain has gone on a vacation. We're retuning this encounter, and
beg your indulgence while we work on it.
** Spells **
- Fixed magician summoned focus earrings
- Characters on horses are no longer immune to Ignite Bones
- The Shadowbond series of spells can no longer be dispelled by the
Necromancer
- Nature's melody and Song of the Deep Seas should now stack with Dance of
the Blades
** Items **
- Added 'focus' effects to over 150 existing items
- Mischievous Chainmail armor is now Dwarf wearable (for those lil
Bristlbane worshipin' dorf rogues)
- Changed several of the new cultural chain skirts from Leg slot to Waist
slot
- Keys for Veeshan's Peak, Sleeper's Tomb, Vex Thal are now no-drop on the
Firiona Vie server
- The key to the Plane of Air should now disappear when the character leaves
the plane
- Fixed Sifaye, Owlbear Feather, Grimling fang and Rockhopper talon darts to
use the Throwing skill rather than the Archery skill
- Added a 4 second casting time to Golem Metal Wand
- Added a 3 second casting time on Egg Shaped Pumice
- Added a 4 second casting time to Oil of Fennin Ro
- The effect from Hammer of the Sun (Dawncall) now has a longer range
- Fixed it so you can't fire fishing grubs with a bow (we know this had a
lot of you worried...)
- Smithed Acrylia Chain and Plate armors are now magical
** NPCs **
- NPC casters should be a little bit smarter now. They will choose their
spells a little more carefully.
** Quests **
- Arbogast and Miller should be responding properly now
- Sir Lucan's skeleton should be available again
- Fixed spawns in the Grey for Beastlord Epic
- The Neriak Initiate Breastplate recipe should now work
- Freeport Monk Guild Master Klom Jyson should be responding now
- Made several adjustments that should fix issues with the 10th ring war
** Tradeskills **
- Made some changes to the General Blacksmithing difficulties to make the
progression in this trade skill more logical and to allow for more variety
in that path
- Added more than 200 smithing recipes
- Enchanted Clay is now stackable
- Sheet of Fiery Metal, Essence of Fire, Imp Blood, and Fiery Temper are now
stackable
- Enchanted HQ Ore can now be worked into rings, jointing, sheets, bricks,
and blocks in a standard forge
** Pet Changes **
With this patch we've made some rather sweeping changes to the way pets
work.
- Pets will not attack mesmerized creatures. Pets basically treat mesmerized
NPCs as if they were dead
- Pets are neutral to NPCs. Monsters will not attack pets first unless the
pet is being aggressive to something
- Pets take 75% of the experience from a creature if no player does damage
to that creature
- Pets take ZERO experience from a creature unless no player does damage to
that creature
- The exception to the above rule is Dire Charmed pets, which will take a
share of the experience scaled by the amount of damage they do. In most
situations (with an active party, for example) the Dire Charmed pet will not
take experience. Like all pets, they will take 75% of the experience if no
PC does damage to the target. As long as a player does damage to a creature,
a Dire Charmed pet will never take more experience than it used to.
- Charmed NPCs will now respond to the /pet report health command
- /pet sit down command should now work on charmed NPCs
- Fixed a bug that was preventing reclaim energy from working on Magician
Epic pets.
** Miscellaneous **
- Fixed a bug that was causing a person that logs out with "damage shields:
OFF" to be unable to see damage shield even when they turned them back on
- Fixed a problem that was causing crashes when /following someone on a
horse if they went out of range
- Fixed a bug that prevented targeting an invisible NPC from horseback, even
with See Invisible
That sucks. We didn't realise it was a bug (thought it was changed in-line
with the port stone price changes etc)
As a result of the non-poofing key, my guild (who haven't been to PoA on a
raid for at least a year and half) spent 2 days inside PoA last week or the
week before, including clearing the entire zone (we killed noble djarn etc,
so the eye of veeshan was up to be killed too)
With that change, i forsee another 2 years before we raid the place again...
Nice of verant to nerf an already way under-used zone....
-m
sensei grandmaster
prexus
-Martin wrote:
I agree, the non poofing key seemed very like a fix to make an otherwise
wasted zone more popular. Now I wish we'd taken advantage of it, since
we were sure this was an intentional change we weren't in any rush to
cancel scheduled raids and do this instead, just put it in at the end of the
calender, and asked people to make a point of going on pickup Air raids
in the mean time so there wouldn't be any key issues.
"Graefaxe" <Grae...@notmaixlx.com> wrote in message
news:yRlL8.37551$m9.2...@nwrddc02.gnilink.net...
>I agree, the non poofing key seemed very like a fix to make an otherwise
>wasted zone more popular. Now I wish we'd taken advantage of it, since
>we were sure this was an intentional change we weren't in any rush to
>cancel scheduled raids and do this instead, just put it in at the end of the
>calender, and asked people to make a point of going on pickup Air raids
>in the mean time so there wouldn't be any key issues.
Verant is all about making wasted zones.
Graefaxe wrote:
> ** Spells **
>
> - Fixed magician summoned focus earrings
How were they broken? I'm afraid I've never been a big focus user,
too lazy to swap out my carefully gathered gear over these trinkets, even
when they might be useful most of the time. I don't even know what
the earrings were supposed to be doing, much less that they either
weren't doing it, or that they were doing it too well
>
> - Added 'focus' effects to over 150 existing items
Hmm, hope thats a good thing. Please don't tell me they added
the "more aggro" effect to anything I wear!
> ** NPCs **
>
> - NPC casters should be a little bit smarter now. They will choose their
> spells a little more carefully.
>
This doesn't sound good! OK actually it does sound good, I'd love to
see more "intelligence" in the artificial intelligence. But the game is has
been balanced around the artificial stupidity currently in place, this means
a new balance point may have to be reached.
>
> ** Tradeskills **
>
> - Made some changes to the General Blacksmithing difficulties to make the
> progression in this trade skill more logical and to allow for more variety
> in that path
> - Added more than 200 smithing recipes
Happy news for smiths... and heck, maybe I'll take the art up again, got
my first cleric to 189 skill, then my second up to 150 or so before giving
it up as a lost cause, fail rate so much higher on a Dorf than on a Pale.
>
> ** Pet Changes **
>
> With this patch we've made some rather sweeping changes to the way pets
> work.
>
> - Pets will not attack mesmerized creatures. Pets basically treat mesmerized
> NPCs as if they were dead
> - Pets are neutral to NPCs. Monsters will not attack pets first unless the
> pet is being aggressive to something
Two of the most massive changes I've ever seen implemented in EQ. Necros,
Mages, Enchanters suddenly get a big boost in power and desireability at
the higher end of the game, where they have previously been restricted from
casting their pets in 50% of groups and 75% of raids. Enchanters from the
low levels up in particular have cause to rejoice with their pets no longer a
distinct -dis-advantage.
>
> - Pets take 75% of the experience from a creature if no player does damage
> to that creature
That cuts the "afk exp camp" ability in half... but was that really "playing"
the
game anyway?
>
> - Pets take ZERO experience from a creature unless no player does damage to
> that creature
Thats a big boost to pet classes, too big to my thinking. Formerly they had
reason to group, since they were either going to be working hard to outdamage
pet or were splitting the exp anyway and might as well have a partner to speed
the kills rate up. Now they need only land a single nuke (heck, their level one
"costs almost no mana" one should do it) in order to get full exp?
Why make pet classes more desireable for groups and simultaneously make them
desire groups less?
>
> - The exception to the above rule is Dire Charmed pets, which will take a
> share of the experience scaled by the amount of damage they do. In most
> situations (with an active party, for example) the Dire Charmed pet will not
> take experience. Like all pets, they will take 75% of the experience if no
> PC does damage to the target. As long as a player does damage to a creature,
> a Dire Charmed pet will never take more experience than it used to.
>
Why should a dire charmed pet be different than any other? Mage, Necro,
and summoned Chanter pets don't ever turn on their masters, whats so
differenent about a charmed one that doesn't? If anything there should be
a -lessened- exp penalty for the non-dire charmed pets.... but they've already
pretty much killed the exp penalty for pets anyway
>
> - Charmed NPCs will now respond to the /pet report health command
My bard appreciates this change I can assure you.
>
> - /pet sit down command should now work on charmed NPCs
This will be handy too.
>
> - Fixed a bug that was preventing reclaim energy from working on Magician
> Epic pets.
Do people really use reclaim energy? I suppose it becomes more worthwhile
at higher levels, never made sense to my mage up thru 28, as far as I ran him.
>
> ** Miscellaneous **
>
> - Fixed a bug that was causing a person that logs out with "damage shields:
> OFF" to be unable to see damage shield even when they turned them back on
I never had this problem, and my cleric turns DS off and on a -lot- since
getting
Mark of Karn. In zones free of DS mobs I turn it off so I don't have to see the
DS spam from my own party, in DS zones I turn it on so I can tell which mobs
need their DS removed... or just as often as a reminder of the mob I missed
MoK-ing somehow, since thats usually a "cast on every mob" spell unless the mobs
are complete pushovers.
>
> - Fixed a problem that was causing crashes when /following someone on a
> horse if they went out of range
Horses. I know one person with a horse. One. And I see him on it at guild
meetings.
Thats about it. Are they popular on other servers? Its a rare sight indeed to
see
a horse on Morell Thule
> - Fixed a bug that prevented targeting an invisible NPC from horseback, even
> with See Invisible
Amusing how many horse related bugs there are I never heard of, doubtless the
lack of horse using friends and acquaintances at work.
Bergh Brelltender
59 cleric, Morell Thule
Llyric
30 Bard, Morell Thule
/cough Sleepers Tomb...
-m
sensei grandmaster
prexus
>Great news for mages, necros and beastlords. Now their pets will actually be
>welcomed in groups and are made raidable. What missing in this patch are the
>interclass balancing between casters. Clerics and enchanters are still way
>too powerfull and shammie spells are still way too rare. Druids? They're
>still screwed.
Um, pardon... How are Clerics Way too powerful? They cant solo? their
only task in life is to Heal and Rez.. oh and some great HP AC
buffs.... so where do we become way too powerful?
Druids are still screwed.... Please elaborate
You get port?, Sow? Damage Shield? Snare? evac? buffs? very useful
heals no matter what you think? oh that's right .. you don't get to
REZ and Complete Heal... yep your screwed again...
sorry I just don't get the whole Druids are screwed again whiney
trip...
Quindell 52 High Elf Cleric <Dark Brigade>
Yute 32 Dwarven Rogue <Legion of Quellious>
Fulcon 26 Wood Elf Druid <Legion of Quellious>
Yizzan 21 Eurdite Necro
Beltain 12 Barbarian Shamman <Legion of Quellious>
Sekani 17 Iksar Monk
Quellious
" No matter how subtle the wizard, a knife between
the shoulder blades will seriously cramp his style"
-- Vlad Taltos
Focus Earrings reduced mana use on DD's. One of the best focus items in
many mage's opinions as the reduction was fairly good.
> >
> > - Pets take ZERO experience from a creature unless no player does damage
to
> > that creature
>
> Thats a big boost to pet classes, too big to my thinking. Formerly they
had
> reason to group, since they were either going to be working hard to
outdamage
> pet or were splitting the exp anyway and might as well have a partner to
speed
> the kills rate up. Now they need only land a single nuke (heck, their
level one
>
> "costs almost no mana" one should do it) in order to get full exp?
>
> Why make pet classes more desireable for groups and simultaneously make
them
> desire groups less?
>
Too powerful?? Hardly. It's not like we could be fighting 4 mobs at the
same time, IE druid quad kiting. Also, in many situations if mages just
just leave their pets to do all the work, it comes back very beat up, and we
have to wait till its healed again. As it was before, it was very in
effectient to solo as a mage because we'd end up wasting most of our mana
trying to out nuke the pet, and then we'd have to med for ages. All this
will do is reduce our med time by a little bit, and our pet heal time by a
bit more depending.
> > - The exception to the above rule is Dire Charmed pets, which will take
a
> > share of the experience scaled by the amount of damage they do. In most
> > situations (with an active party, for example) the Dire Charmed pet will
not
> > take experience. Like all pets, they will take 75% of the experience if
no
> > PC does damage to the target. As long as a player does damage to a
creature,
> > a Dire Charmed pet will never take more experience than it used to.
> >
>
> Why should a dire charmed pet be different than any other? Mage, Necro,
> and summoned Chanter pets don't ever turn on their masters, whats so
> differenent about a charmed one that doesn't? If anything there should be
> a -lessened- exp penalty for the non-dire charmed pets.... but they've
already
> pretty much killed the exp penalty for pets anyway
>
> >
Probably because Dire Charmed pets are usually the most powerful pets in the
game, and they are unbalancing in many peoples opinions. Really, this isn't
much of a big thing anyway.
> Do people really use reclaim energy? I suppose it becomes more
worthwhile
> at higher levels, never made sense to my mage up thru 28, as far as I ran
him.
Yes, many people use this spell, mostly mages. We have about 15 or more
class specific items that cast this spell. It gives back some mana, so you
might as well.
Don't bet on the happy part. As I understand it, it makes raising your
smithing skill up even to your current level much more difficult. Sure,
those of us that advanced to 175+ prepatch will be able to make FS with ease
now, and banded is now trivial at 115 or so. I have two characters with
smithing at 175+, so it is probably a good thing for me, but my
understanding is that it makes Smithing more in line with Tailoring as far
as ability to grandmaster it.
<snip>
--
Graeme Faelban, Barbarian Mystic of 54 seasons, Erollisi Marr <The
Appointed>
Tainniel, Halfling Warrior of 26 seasons, Erollisi Marr
Ganwein, Wood Elf Ranger of 14 seasons, Erollisi Marr <The Appointed>
Vardan, Dwarf Paladin of 15 seasons, Erollisi Marr
Giluven, Wood Elf Druid of 15 seasons, Erollisi Marr <Decadence>
Well, I do agree on your case about Clerics, they aren't that super
powerful, they don't have super nukes and they will need to group in order
to get higher eventually. As for Druids, being I have a druid myself, they
aren super uber either... Porting, great, but only covers areas the new
Luclin spires doesn't cover. SoW? Rangers, Beastlords get that at 30,
Shamans get it at 9, works only on the outside and Shamans can make SoW
Potions, and can be replaced by the lesser effect of Tboots or Jboots.
Damage Shield? Enchanters have a researchable DS, Mages have DS, Rangers
have DS, while not super great, it is still a DS that comes in handy.
Snare? Rangers have snare as well, they even have a right clicky gloves as
well as druids when they hit 45. Evac? Wizards have evac, there is
supposidly a 'Crucible of escape' that also allows that as well. Buffs?
Stick a Druid in a large group that has cleric, there goes your buff, since
a Cleric of equal level will overwrite your own buff with yours. Shamans
also have more physical/person buffs, their own STR buff is superior over
your own, you can't enhance DEX or AGI either. While not having Rez or
Complete heal, you see things like Treants which are technically druids and
not get the benefits they do with say, spirit of Oak. The best Druid charm
spell just makes it so that the charmed beast doesn't attack you after it
wears off, the pet spell for a druid, at Level 55, gives you a piddly 35
level magic melee bear that can do, at most 29 points of damage, and that
is with it buffed up the wahoo.
As a druid, I only got the Nature Walker's Behest so I can have a minion to
run around whacking low level crap to farm skins and silks and maybe spell
research material for my enchanter so I can med without having to use mana
or waste a bunch of time whacking mobs. Any mobs that come close to the
level of my little bear, I have to be an active participant, even though I
much rather just let it run amok myself.
Some of us druids would probably like that spell, the NWB, be able to call
up a bear with a little more umph or allow it so we can use it other than
being just a short term meat shield or a shorter term delay tactic.
Exactly. We've had better than a half dozen of my guildies in a mad rush
to max out their smithing as far as they could before today's patch.
(One guy even has a "smittie" alt he made only last week and hit 242
last night. Is doing cultural armor now.
The happiness is only if you are already at those levels and want to
make something of a lower trivial level like plate, etc. for whatever
reason. Before you could get up to 175 smithing pretty damned cheaply
just doing banded. Hell, I even got my stupid troll there in a few
sessions. Now, that will trivial far sooner and you'll have to go on the
endless quest for spiderling silks and LQ pelts to make FS Plate just to
make it to 175. Trust me. This is a nightmare. If you were *planning* on
taking up smithing, you won't be a happy camper at all.
--
jaZZ md
- - - -
"An army of sheep led by a lion would defeat an army of lions led by a
sheep."
-- Arab proverb
Think positive, moriarty.... Remember, some people actually WANT more
aggro gear, like... Oh... Tanks who play the Main Assist. There might be
even things like mana reduction or agro reducing gear that people could
use, like that over used Druid when there are no clerics, or that
overworked Shaman trying to keep the rest of you ampped up on your multiple
pulls.
> > ** NPCs **
> >
> > - NPC casters should be a little bit smarter now. They will choose
their
> > spells a little more carefully.
> >
>
> This doesn't sound good! OK actually it does sound good, I'd love to
> see more "intelligence" in the artificial intelligence. But the game is
has
> been balanced around the artificial stupidity currently in place, this
means
> a new balance point may have to be reached.
Not really... The game is not balanced if people become too stagnant in
how things are handled. Yes... A mob that has the ability to cast a stun
spell isn't going to just blindly sit there and try to disease your butt
while you are casting the nuke, a smart mob would think about stunning you
just as you would stun a mob trying to do a Complete Heal on itself. This
might suggest changing tactics in a lot of things, and drop the ever
popular line of the ever changing world.
> > ** Pet Changes **
> >
> > With this patch we've made some rather sweeping changes to the way pets
> > work.
> >
> > - Pets will not attack mesmerized creatures. Pets basically treat
mesmerized
> > NPCs as if they were dead
> > - Pets are neutral to NPCs. Monsters will not attack pets first unless
the
> > pet is being aggressive to something
>
> Two of the most massive changes I've ever seen implemented in EQ.
Necros,
> Mages, Enchanters suddenly get a big boost in power and desireability at
> the higher end of the game, where they have previously been restricted
from
> casting their pets in 50% of groups and 75% of raids. Enchanters from
the
> low levels up in particular have cause to rejoice with their pets no
longer a
> distinct -dis-advantage.
Well, the other problems that were created by pets was they suffered
pathing issues, much like NPCs when it came to manuevering them around in
some places, thus creating trains from hell that made such classes
undesirable in such situations. The other situation was worrying about
crowd control. Playing an Enchanter, I sometimes dread being with a mage
or having a pet up due to the way mobs that attack anything, it was almost
impossible to do crowd control because once I mezzed a mob, the pet would
wig out on the wrong mob and practically make it pointless to try. At the
same time, trying to convince the other players to back off another mob and
work on the one the pet was wiggin on, is as much helpful as trying to
convince multiple players to stop wigging out on everything and concentrate
on the one mob.
> > - Pets take ZERO experience from a creature unless no player does
damage to
> > that creature
>
> Thats a big boost to pet classes, too big to my thinking. Formerly they
had
> reason to group, since they were either going to be working hard to
outdamage
> pet or were splitting the exp anyway and might as well have a partner to
speed
> the kills rate up. Now they need only land a single nuke (heck, their
level one
>
> "costs almost no mana" one should do it) in order to get full exp?
>
> Why make pet classes more desireable for groups and simultaneously make
them
> desire groups less?
Believe it or not... In the cases of Enchanters, their animations are, by
far, the worse pet class out there. You can't control them, they only agro
when you get your butt hit, and they suck HP/AC wise, even if you try and
buff the hell out of them. I should know, I still can't solo too well with
them on blues closer to my level. Necros have played without groups long
before that and they are fairly active, and they have to be active with
their pets to just keep them alive. Same with Mages. Also, as an
Enchanter, the biggest worry among groups is the feeling that the pet will
soak up the XP that the group should be getting, even though the pet could
be the greatest asset to the entire group (Like a mostly caster filled
group) While you may think this will discourage having tanks... From my
point of view, some areas, it is hard to FIND tanks, or other types of
classes. When a group gets together, they are often times trying to find
other classes to round it out, and finding there is none. This should
allow a bit more of the 'well, we can't really do this, cause we don't have
this...' feeling to go away.
> > - The exception to the above rule is Dire Charmed pets, which will take
a
> > share of the experience scaled by the amount of damage they do. In most
> > situations (with an active party, for example) the Dire Charmed pet
will not
> > take experience. Like all pets, they will take 75% of the experience if
no
> > PC does damage to the target. As long as a player does damage to a
creature,
> > a Dire Charmed pet will never take more experience than it used to.
> >
>
> Why should a dire charmed pet be different than any other? Mage, Necro,
> and summoned Chanter pets don't ever turn on their masters, whats so
> differenent about a charmed one that doesn't? If anything there should
be
> a -lessened- exp penalty for the non-dire charmed pets.... but they've
already
> pretty much killed the exp penalty for pets anyway
You should REALLY understand what you are asking here. Dire Charm turns a
mob into a pet... without much of a time limit. Also, in majority of the
cases, pets summoned by Mages, Necros and Enchanters, rarely are close to
the level of the summoner. Furthermore, Mage Monster summoning, from what
I have seen, does not summon casting npcs or npcs that could, in essense,
frenzy like some of the mobs in some of the higher level zones. From what
I have seen... Even the summoned npcs tend to do damage about the same
level if not less than most buffed up, well equipped PC players. I think
the point of this is, "Just cause you can charm one of the more uber NPCs
to do your bidding, does not mean your group gets off easily." I mean,
seriously, If I could Dire Charm a Gnoll while I was 29... The mob that
hits for 53 to 65 points of damage by himself and throw him against his own
kind, some of the players who could barely get that with their 2hs buffed
up the wahoo would probably be sitting back or putting in a hit or two
while letting the gnoll do all the work, and with higher levels who do get
Dire Charm... Getting that 40 or 50th level mob that can whack out the 75
to 120 point hit and taking the brunt of all the damage is probably more
preferable than having your main assist do so and healing him a lot more,
when the dired mob has more hit points than most of the group combined.
> > - Fixed a bug that was preventing reclaim energy from working on
Magician
> > Epic pets.
>
> Do people really use reclaim energy? I suppose it becomes more
worthwhile
> at higher levels, never made sense to my mage up thru 28, as far as I ran
him.
Hey, as an enchanter, I use reclaim energy to help work up my Conjuring
skill by summoning my 1st level pet and reclaiming him. Do you have any
idea how much of an asset it is to be able to practice conjuring is for an
Enchanter when it comes to pets and mezzing. Trying to do that in the
field and fizzling up the wahoo, EVEN WITH INT SUPERIORITY, is almost
suicidal.
> > - Fixed a problem that was causing crashes when /following someone on a
> > horse if they went out of range
>
> Horses. I know one person with a horse. One. And I see him on it at
guild
> meetings.
> Thats about it. Are they popular on other servers? Its a rare sight
indeed to
> see
> a horse on Morell Thule
Just cause you only seen one person with a horse, doesn't mean some of the
older servers with a lot of uber, really rich players, don't have horses
themselves.
> > - Fixed a bug that prevented targeting an invisible NPC from horseback,
even
> > with See Invisible
>
> Amusing how many horse related bugs there are I never heard of, doubtless
the
> lack of horse using friends and acquaintances at work.
again, read above.
No more wizard mobs chain casting force shock on me for no damage? Well, it
was fun while it lasted. I will still kill the little fuckers where I find
them.
BAHAHAHAHAHA... I wish I had known this... I could have kept a lot of my
fishing grubs and be using them as pulling ammo... Imagine...
Aviak_Egret00 - Dammit! Stop plicking me with them bugs.
A whole new meaning in fishing... Instead of trying to catch fish, annoy
the hell out of NPCs by spitbugging them with fishing grubs!
Sorry to see that one fixed. Our MA ran out of arrows at the bank in
Kael on Saturday. (small faction raid for about a dozen of us.) He was
tagging off the monk with fishing grubs for quite a while.
<Snip>
The Enchanter DS is pretty sad... you really have no need to be weary of it.
The Ranger DSes are also pretty damn pathetic (in comparison to the others,
and also considering I'm only speaking of buffs you can cast on others), and
Mage DSes are nice and all, but it's not like Mages are comparable to
Druids.
I promise you, some where in the world, some Mage is complaining that Druids
get heals -and- DSes.
Druids have the most powerful line of spells in the game. Heals are
completely unresistable, and they always do the same amount (Same with DSes,
oddly enough). Even if a 50 Druid/Shaman cannot heal as much per spell as a
24 Cleric...
> Rangers have snare as well, they even have a right clicky gloves as
> well as druids when they hit 45. Evac? Wizards have evac, there is
> supposidly a 'Crucible of escape' that also allows that as well. Buffs?
> Stick a Druid in a large group that has cleric, there goes your buff,
since
> a Cleric of equal level will overwrite your own buff with yours. Shamans
> also have more physical/person buffs, their own STR buff is superior over
> your own, you can't enhance DEX or AGI either. While not having Rez or
> Complete heal, you see things like Treants which are technically druids
and
> not get the benefits they do with say, spirit of Oak. The best Druid
charm
> spell just makes it so that the charmed beast doesn't attack you after it
> wears off, the pet spell for a druid, at Level 55, gives you a piddly 35
> level magic melee bear that can do, at most 29 points of damage, and that
> is with it buffed up the wahoo.
Snare is a pretty minor complaint... Shadow Knights have Darkness
(Snare-DOT), and does that mean that SKs make other classes obsolete in that
respect? Not at all. Rangers have Snare, but it doesn't last long. Druids
have Ensnare, which lasts an eternity.
About the evacs, when a group is in serious trouble, the casters are usually
the ones that are beaten into a fine paste. However, Druids usually have
more HPs and AC than Wizards, which helps them get a -successful- evac off.
With buffs, you really have to expect Shaman to be better. That is one of
their primary roles, after all.
> As a druid, I only got the Nature Walker's Behest so I can have a minion
to
> run around whacking low level crap to farm skins and silks and maybe spell
> research material for my enchanter so I can med without having to use mana
> or waste a bunch of time whacking mobs. Any mobs that come close to the
> level of my little bear, I have to be an active participant, even though I
> much rather just let it run amok myself.
>
> Some of us druids would probably like that spell, the NWB, be able to call
> up a bear with a little more umph or allow it so we can use it other than
> being just a short term meat shield or a shorter term delay tactic.
Well... you're not a pet class. If you wanted to make speed bumps, you
should have made a Shaman, Magician, Necro, Beastlord, or even a Shadow
Knight.
--
Professional Lurker, Amateur Philosopher
"Religion has caused more misery to all men in every state of human history
than any other single idea."
-Madelyn Murray-O'Hair
The pet changes are awesome. My 8 necro was quite displeased to rise
from medding high on the hillside in EC and not see his pet anywhere.
Upon heading toward the tunnel to NRO, hoping to find the pet along
the way, he happened to notice the *entire* Orc 1 camp bearing down on
him from afar. Luckily, he made it to the Inn 2 guard and was able to
weather the storm until the guard killed most and scared the rest off.
Rumble
>> - The exception to the above rule is Dire Charmed pets, which will take a
>> share of the experience scaled by the amount of damage they do. In most
>> situations (with an active party, for example) the Dire Charmed pet will not
>> take experience. Like all pets, they will take 75% of the experience if no
>> PC does damage to the target. As long as a player does damage to a creature,
>> a Dire Charmed pet will never take more experience than it used to.
>>
>
>Why should a dire charmed pet be different than any other? Mage, Necro,
>and summoned Chanter pets don't ever turn on their masters, whats so
>differenent about a charmed one that doesn't? If anything there should be
>a -lessened- exp penalty for the non-dire charmed pets.... but they've already
>pretty much killed the exp penalty for pets anyway
Because a charmed (formerly NPC) pet that doesn't turn on you is a lot
more powerful than your normal summoned pets. A DC-enabled Enchanter can
have a lot of fun in ST with a Newly Created Sentry.
>Horses. I know one person with a horse.
About 40% of our guild probably has a horse. I don't. I have no need
for one really. Casters seem to like them in outdoor zones for obvious
reasons.
>** Acrylia Caverns **
>
>- The Chieftain has gone on a vacation. We're retuning this encounter, and
>beg your indulgence while we work on it.
This being Ring of Fire or another one further in? It would be nice if
they retuned the original Ring of Fire to not suck.
>- Keys for Veeshan's Peak, Sleeper's Tomb, Vex Thal are now no-drop on the
>Firiona Vie server
Interesting that they were tradeable before. I guess they didn't pay
much attention to that since I doubt anyone on FV is ready for VT.
>- The key to the Plane of Air should now disappear when the character leaves
>the plane
Yay. It's all about unused zones!
>- Added a 3 second casting time on Egg Shaped Pumice
Wow. They nerfed an item that they nerfed a year+ ago (by taking it out
of the drop tables). I guess all those people doing the vendor recharge
made the game unbalancing! What they could have done was just set the
vendor sell price real high.
>- Made several adjustments that should fix issues with the 10th ring war
I'd be interested to know what issues those were. I hope one of them
was the text. It sort of ruins the quest to see mobs shouting
^^^^^^^^^^N^^^^^^^BBB^B^^^
They just were not working, at all.
> I'm afraid I've never been a big focus user,
> too lazy to swap out my carefully gathered gear over these trinkets, even
> when they might be useful most of the time. I don't even know what
> the earrings were supposed to be doing, much less that they either
> weren't doing it, or that they were doing it too well
If you are a mage and are not using your focus items you better
take another look at them again. Especially the bracer and earring.
The earring saved mana on every cast of a nuke or AE spell. I can't
think of any earring in the game I would rather wear than that.
The bracer increases damage of DD nukes. When is that not useful?
Agian I can't think of any bracer I would rather wear.
The ring decreases cast time of all spells over 3 seconds. Ever just
miss casting that spell by that much >< ?
The neck piece has a chance not to use up a spell component. I just
swap this one in when casting buffs that use gems. Not a big deal
for a mage but this could be quite a money saver for clerics.
The shoulder item increases the duration of buff spells. ALL buff
spells. Basically another mana saver. When is that not useful?
I wear this one all the time but this could be swapped in and out.
>> > - The exception to the above rule is Dire Charmed pets, which will take a
> > share of the experience scaled by the amount of damage they do. In most
> > situations (with an active party, for example) the Dire Charmed pet will not
> > take experience. Like all pets, they will take 75% of the experience if no
> > PC does damage to the target. As long as a player does damage to a creature,
> > a Dire Charmed pet will never take more experience than it used to.
> >
>
> Why should a dire charmed pet be different than any other?
Because Dire charmed pets can be about 5 times more powerful than
ANY summoned pet. Dire charms have ALL of the abilities, AC and
hit points of the mob that was charmed. That's HUGE! Now throw some
buffs on top of that! Toss in some haste and a damage shield
and you have a killing machine. Who needs tanks?
> > - Fixed a bug that was preventing reclaim energy from working on Magician
> > Epic pets.
>
> Do people really use reclaim energy? I suppose it becomes more worthwhile
> at higher levels, never made sense to my mage up thru 28, as far as I ran him.
Why not use it? Mana is mana. If you are logging out for the night why just
waste the pet when you can get some mana back for it? Also, you can cast
your pet spells several times until you get a higher level pet.
--
Go here and click every day:
http://www.thehungersite.com
<Cast pet>
<Cons light blue>
<Reclaim energy>
<Med>
<Cast pet>
<Cons light blue>
<Reclaim energy>
<Med>
<Cast pet>
<Cons light blue>
<Reclaim energy>
<Med>
<Cast pet>
<Cons dark blue!>
-Ed
P.S. What's up with the stupid random level pet thing anyway?
(Speaking from a mage perspective.) It's not HARD to get
a dark blue pet...just TEDIOUS.
<snip>
> If you are a mage and are not using your focus items you better
> take another look at them again. Especially the bracer and earring.
I'll second this. I had qualms about replacing my INT items with the focus
items but their benefits are worth it...especially if you are already over
200 on INT.
Xyplok Fizzleking of Povar
lvl41 Gnomish Mage of Brell
Be glad you are still at a level where you can tell your pet level
by what they con. All my pets con dark blue to me. In order to
guess what level they are I have to actually have it attack
something and see what their max damage is.
> Because a charmed (formerly NPC) pet that doesn't turn on you is a
lot
> more powerful than your normal summoned pets. A DC-enabled Enchanter
can
> have a lot of fun in ST with a Newly Created Sentry.
I was under the impression that DC only worked on NPCs up to level 45.
Is this incorrect?
Scott Kasai wrote:
> "Lance Berg" <emp...@dejazzd.com> wrote in message
> news:3CFE08CF...@dejazzd.com...
> > Graefaxe wrote:
> > > - Added 'focus' effects to over 150 existing items
> >
> > Hmm, hope thats a good thing. Please don't tell me they added
> > the "more aggro" effect to anything I wear!
>
> Think positive, moriarty.... Remember, some people actually WANT more
> aggro gear, like... Oh... Tanks who play the Main Assist. There might be
> even things like mana reduction or agro reducing gear that people could
> use, like that over used Druid when there are no clerics, or that
> overworked Shaman trying to keep the rest of you ampped up on your multiple
> pulls.
>
I agree, its equally possible that some of the items I already own will
have moved in beneficial directions... but my point is, I got the items
based on their current stat/AC set, and now its blind roulette what
they've done to them. If there were new items with the focus effects
on them there would be a mad rush to farm them... I'm just wary of
change.
An optomist believe's Norrath is the best of all possible worlds. A
Pessimist fears this is true... and if it -is- any change will have to
be for the worse!
>
> > This doesn't sound good! OK actually it does sound good, I'd love to
> > see more "intelligence" in the artificial intelligence. But the game is
> has
> > been balanced around the artificial stupidity currently in place, this
> means
> > a new balance point may have to be reached.
>
> Not really... The game is not balanced if people become too stagnant in
> how things are handled. Yes... A mob that has the ability to cast a stun
> spell isn't going to just blindly sit there and try to disease your butt
> while you are casting the nuke, a smart mob would think about stunning you
> just as you would stun a mob trying to do a Complete Heal on itself. This
> might suggest changing tactics in a lot of things, and drop the ever
> popular line of the ever changing world.
>
You merely reinforce what I said, we agree here as far as I can see.
>
> > > ** Pet Changes **
>
> > Two of the most massive changes I've ever seen implemented in EQ.
> Necros,
> > Mages, Enchanters suddenly get a big boost in power and desireability at
> > the higher end of the game, where they have previously been restricted
> from
> > casting their pets in 50% of groups and 75% of raids. Enchanters from
> the
> > low levels up in particular have cause to rejoice with their pets no
> longer a
> > distinct -dis-advantage.
>
> Well, the other problems that were created by pets was they suffered
> pathing issues, much like NPCs when it came to manuevering them around in
> some places, thus creating trains from hell that made such classes
> undesirable in such situations. The other situation was worrying about
> crowd control. Playing an Enchanter, I sometimes dread being with a mage
> or having a pet up due to the way mobs that attack anything, it was almost
> impossible to do crowd control because once I mezzed a mob, the pet would
> wig out on the wrong mob and practically make it pointless to try. At the
> same time, trying to convince the other players to back off another mob and
> work on the one the pet was wiggin on, is as much helpful as trying to
> convince multiple players to stop wigging out on everything and concentrate
> on the one mob.
>
Yes exactly.
Cleric pets are worse than chanter pets. They are just as deaf as chanter
pets,
cost far more mana to cast, have a whopping 100hp and are suicidal, so that
you can't cast them, wait for full mana, then go out and play. Their damage
output is decent though, and if you are crazy enough to do so, you -can- self
buff them up to respectable HP/AC.
Druid pets are... hmm, can't placethem as regard to cleric pets, but surely
they
too are worse than chanter pets. Their level (for chance of hitting and for
resists) sucks, and they have terrible damage output. They -do- however listen
to commands and arent suicidal.
Wizard pets (not familiars) are something I have no experience with at all,
other than someone once saying they are similar to cleric pets... since wizards
have no buffs or heals, that would probably place their pet at dead last.
That said, I wouldn't have said cleric, druid, OR chanter's were "pet classes",
something I would have reserved for Necro, Mage, and Beastlord (I also would
not call SK or Shaman pet classes, although both argueably had better pets
than chanter pets. With current changes, though, I think chanter pets shoot up
the list to just under Beastlord, and its possible that chanters might actually
join
the "pet class" group (as junior member to be sure)
I may be very wrong, but my understanding is that only mobs under level 45 can
be dire charmed, and that Dire charm is a level 60 ability. Thus you can't
dire charm
a gnoll at 29... and if your 60 chanter can't think of a better way to kill
gnolls than
by charming one, well thats kind of sad. On the other hand, its entirely
possible
that there are level 45 mobs that would make better MA's than most tanks you
will find even when you are level 60, and you won't care all that much when
they
die. Haven't seen the analysis on this, seems to me by making this exception
-verant- at least is implying that you are closer to the truth than I am.
>
> > > - Fixed a bug that was preventing reclaim energy from working on
> Magician
> > > Epic pets.
> >
> > Do people really use reclaim energy? I suppose it becomes more
> worthwhile
> > at higher levels, never made sense to my mage up thru 28, as far as I ran
> him.
>
> Hey, as an enchanter, I use reclaim energy to help work up my Conjuring
> skill by summoning my 1st level pet and reclaiming him. Do you have any
> idea how much of an asset it is to be able to practice conjuring is for an
> Enchanter when it comes to pets and mezzing. Trying to do that in the
> field and fizzling up the wahoo, EVEN WITH INT SUPERIORITY, is almost
> suicidal.
>
Thats amusing but has little to do with reclaiming mage epic pets. Trying to
learn -any- spell casting skill in the field is suicidal, thats a major benefit
casters have over melee, who -must- learn their weapon skills in the field.
>
> > > - Fixed a problem that was causing crashes when /following someone on a
> > > horse if they went out of range
> >
> > Horses. I know one person with a horse. One. And I see him on it at
> guild
> > meetings.
> > Thats about it. Are they popular on other servers? Its a rare sight
> indeed to
> > see
> > a horse on Morell Thule
>
> Just cause you only seen one person with a horse, doesn't mean some of the
> older servers with a lot of uber, really rich players, don't have horses
> themselves.
>
I've seen more than one (not many more, mind you) I only -know- one person.
Still, rare, and not well regarded on MT. Its quite possible that there are
other
servers where half the population has them... which is why I'm asking. Is
MT the exception or the rule?
>
> > > - Fixed a bug that prevented targeting an invisible NPC from horseback,
> even
> > > with See Invisible
> >
> > Amusing how many horse related bugs there are I never heard of, doubtless
> the
> > lack of horse using friends and acquaintances at work.
>
> again, read above.
Bergh
John M Clancy wrote:
> "Lance Berg" <emp...@dejazzd.com> wrote in message news:3CFE08CF...@dejazzd.com...
> >
> >
> > Graefaxe wrote:
> >
> > > ** Spells **
> > >
> > > - Fixed magician summoned focus earrings
> >
> > How were they broken?
>
> They just were not working, at all.
>
> > I'm afraid I've never been a big focus user,
> > too lazy to swap out my carefully gathered gear over these trinkets, even
> > when they might be useful most of the time. I don't even know what
> > the earrings were supposed to be doing, much less that they either
> > weren't doing it, or that they were doing it too well
>
> If you are a mage and are not using your focus items you better
> take another look at them again. Especially the bracer and earring.
>
I'm not, I'm a cleric. My principle spell is Complete Heal, which
is deliberately not benefitted by focus. While I -could- use other
foci, I rarely bother, I -do- have pretty good gear everywhere
and don't necessarily want to lose it for the focus effects.
>
> The earring saved mana on every cast of a nuke or AE spell. I can't
> think of any earring in the game I would rather wear than that.
>
This would be handy when I solo... but when I solo, there's no mage
handy to make me one. Find out which of the items now are
changed to have this effect and I'll consider getting one for this purpose.
>
> The bracer increases damage of DD nukes. When is that not useful?
> Agian I can't think of any bracer I would rather wear.
>
Again, useless in groups for a cleric... but might be handy to have
when soloing... which means no mage.
>
> The ring decreases cast time of all spells over 3 seconds. Ever just
> miss casting that spell by that much >< ?
>
Doesnt work on CHeal, and its rare I miss with anything else. Would
give my eyeteeth for one that worked on CHeal.
>
> The neck piece has a chance not to use up a spell component. I just
> swap this one in when casting buffs that use gems. Not a big deal
> for a mage but this could be quite a money saver for clerics.
>
10% chance to save 10pp... no, I don't ever bother with this. On the
other hand, chanters in a heavy -run- situation should perhaps be
slavering for it. Other than clerics and chanters, does anyone use
a component you'd even -consider- bothering swapping items around
for a slight chance of savings?
>
> The shoulder item increases the duration of buff spells. ALL buff
> spells. Basically another mana saver. When is that not useful?
> I wear this one all the time but this could be swapped in and out.
I suppose this is interesting but buff mana isn't really a huge concern on
an ongoing basis. Where buffs cost mana is at beginning of a raid
or on mass death. This won't save mana in either of those circumstances.
>
> > Why should a dire charmed pet be different than any other?
>
> Because Dire charmed pets can be about 5 times more powerful than
> ANY summoned pet. Dire charms have ALL of the abilities, AC and
> hit points of the mob that was charmed. That's HUGE! Now throw some
> buffs on top of that! Toss in some haste and a damage shield
> and you have a killing machine. Who needs tanks?
Aren't dire charmed pets limited to level 45 and under, and dire charm
a level 60 ability? Is a dire charmed level 45 mob really better than
a level 60 summoned pet? I'm not saying its not true... I'm just, well,
boggled.
>
>
> > > - Fixed a bug that was preventing reclaim energy from working on Magician
> > > Epic pets.
> >
> > Do people really use reclaim energy? I suppose it becomes more worthwhile
> > at higher levels, never made sense to my mage up thru 28, as far as I ran him.
>
> Why not use it? Mana is mana. If you are logging out for the night why just
> waste the pet when you can get some mana back for it? Also, you can cast
> your pet spells several times until you get a higher level pet.
When I played around with it at low levels, it seemed that the mana I got back
wasn't much more than the mana I spent casting it. Slammed it in the back
of the book and ignored it. Like many spells, I suppose its only useful at higher
levels despite getting it at very low ones.
In particular, look at mages, who get reclaim at level one... and no pet spell
till level 4!
Bergh
> - Pets will not attack mesmerized creatures. Pets basically treat
mesmerized
> NPCs as if they were dead
> - Pets are neutral to NPCs. Monsters will not attack pets first unless the
> pet is being aggressive to something
Time to buy lots of tiny daggers!!!
>Aren't dire charmed pets limited to level 45 and under, and dire charm
>a level 60 ability? Is a dire charmed level 45 mob really better than
>a level 60 summoned pet? I'm not saying its not true... I'm just, well,
>boggled.
Depends on the mob. Again, the case of the Newly Created Sentries in
Sleepers Tomb. They hit for 300 if I remember correctly and have way
more HPs than a summoned pet. Granted, this is probably an exception but
it exists. An Enchanter wont zone into ST and dire charm a golem and
start soloing so the XP split isn't even a consideration.
I've also yet to see a summoned pet that was level 60.
>Um, pardon... How are Clerics Way too powerful? They cant solo? their
>only task in life is to Heal and Rez.. oh and some great HP AC
>buffs.... so where do we become way too powerful?
Any class that is absolutely required in all high-end raids is pushing
it a bit power-wise. Power isn't determined simply by ability to solo
and/or dish out damage. By keeping the party healed, you're increasing
their damage output hugely. Lack of a cleric severely weakens any high
level party...in many cases, totally handicaps them.
--
Dark Tyger, the slightly eccentric, railgun-toting kitty kat
Email me at comcast.net
=^..^=
"This is espresso, kid. It's, like, coffee-zilla"
-Dean, The Iron Giant
http://www.magelo.com/eq_view_profile.html?num=133230
>"Quindell" <lewis...@cotmail.com> wrote in message
>news:9k4sfugen94opjb39...@4ax.com...
>> >interclass balancing between casters. Clerics and enchanters are still
>way
>> >too powerfull and shammie spells are still way too rare. Druids? They're
>> >still screwed.
>>
>>
>> Um, pardon... How are Clerics Way too powerful? They cant solo? their
>> only task in life is to Heal and Rez.. oh and some great HP AC
>> buffs.... so where do we become way too powerful?
>> Druids are still screwed.... Please elaborate
>> You get port?, Sow? Damage Shield? Snare? evac? buffs? very useful
>> heals no matter what you think? oh that's right .. you don't get to
>> REZ and Complete Heal... yep your screwed again...
>
>Well, I do agree on your case about Clerics, they aren't that super
>powerful, they don't have super nukes and they will need to group in order
>to get higher eventually. As for Druids, being I have a druid myself, they
>aren super uber either...
<snip>
> Buffs?
>Stick a Druid in a large group that has cleric, there goes your buff, since
>a Cleric of equal level will overwrite your own buff with yours.
<snip>
Actually, druid buffs can overwrite cleric buffs. A lower level druid
can overwrite Heroic Bond with Protection of Natue
>
So a Druid is effectively a slightly less powerful cleric, ranger,
beastlord, shaman, enchanter, mage, wizard all rolled into one. This
gives the Druid a big advantage in being able to fill the role of either
of these classes in a group if one of these classes is missing... kind
of like a jack of all caster trades, master of none. Druids should not
be super uber at all!
Lamer.
Druids NEED Rez spells.
And backstab...and defensive disciplines.
And FD for when they have to potty...
;-)
Newly created sentries are the only mobs in ST that don't con red.. they are
baby golems (in comparison to anything else in the zone)
-m
sensei grandmaster
prexus
For xp groups you don't need CHeal at all. I often am the only healer in a
group, even at level 54 with nothing buy my Superior Heal. I slow mobs,
haste melee, and heal them. Generally speaking we can fight with zero
downtime. It's all about choosing the proper location. For many raids, you
absolutely must have at least one cleric, no question there. There are many
raids where you do not need the holy trinity of eq characters, but they sure
do make it easier.
--
Graeme Faelban, Barbarian Mystic of 54 seasons, Erollisi Marr <The
Appointed>
Tainniel, Halfling Warrior of 26 seasons, Erollisi Marr
Ganwein, Wood Elf Ranger of 14 seasons, Erollisi Marr <The Appointed>
Vardan, Dwarf Paladin of 15 seasons, Erollisi Marr
Giluven, Wood Elf Druid of 15 seasons, Erollisi Marr <Decadence>
>Quindell <lewis...@cotmail.com> wrote:
>
>>Um, pardon... How are Clerics Way too powerful? They cant solo? their
>>only task in life is to Heal and Rez.. oh and some great HP AC
>>buffs.... so where do we become way too powerful?
>
>Any class that is absolutely required in all high-end raids is pushing
>it a bit power-wise. Power isn't determined simply by ability to solo
>and/or dish out damage. By keeping the party healed, you're increasing
>their damage output hugely. Lack of a cleric severely weakens any high
>level party...in many cases, totally handicaps them.
As you say... "Power isn't determined simply by ability to solo" nor
is it determined by how usefull you are in a group/raid/guild.
please do not get me wrong... Yes a Cleric has the BEST healing
spells... That "is" their job... I dont have sow, port, damage shield,
etc.... That "is not" my job....
I do not feel we are Way to powerfull... we are as powerfull as we
need to be for our job.... as is a druid, ranger, SK, necro, warrior
etc....
I definitly respect you and your opinions Dark... keep em comming
Quindell 52 High Elf Cleric <Dark Brigade>
Yute 32 Dwarven Rogue <Legion of Quellious>
Fulcon 26 Wood Elf Druid <Legion of Quellious>
Yizzan 21 Eurdite Necro
Beltain 12 Barbarian Shamman <Legion of Quellious>
Sekani 17 Iksar Monk
Quellious
" No matter how subtle the wizard, a knife between
the shoulder blades will seriously cramp his style"
-- Vlad Taltos
hmmm Deathgrip... I could agree with you due the the Rez... yet
Paladins can rez... oh and so can Necros.... not sure if SK's get that
ability....
But Complete Heal is not the end all.... Use complete heal at the
wrong time and your toast and the group is in turn toast... Often the
smaller heals have a less chance of pissing off the big bad guy.
I personaly prefer my heal over time spells... but I use what tools I
need... the tools that are supplied for my job... the "Cleric Job".
Those tools are not given to a druid/shammy, because they again are
"Not" clerics...
Good hunting to you
Quindell 52 High Elf Cleric <Dark Brigade>
Yute 32 Dwarven Rogue <Legion of Quellious>
Fulcon 26 Wood Elf Druid <Legion of Quellious>
Yizzan 21 Eurdite Necro
Beltain 12 Barbarian Shamman <Legion of Quellious>
Sekani 17 Iksar Monk
Quellious
"Camping leads to phat lewt.
Phat lewt leads to twinking.
Twinking leads to the DARKSIDE!"
-gucomics.com
>Scott Kasai wrote:
>> Well, I do agree on your case about Clerics, they aren't that super
>> powerful, they don't have super nukes and they will need to group in order
>> to get higher eventually. As for Druids, being I have a druid myself, they
>> aren super uber either... Porting, great, but only covers areas the new
>> Luclin spires doesn't cover. SoW? Rangers, Beastlords get that at 30,
<< just sniped to be snipped>>
>
>So a Druid is effectively a slightly less powerful cleric, ranger,
>beastlord, shaman, enchanter, mage, wizard all rolled into one. This
>gives the Druid a big advantage in being able to fill the role of either
>of these classes in a group if one of these classes is missing... kind
>of like a jack of all caster trades, master of none. Druids should not
>be super uber at all!
My exact point... and thank you for putting it in better words than
I...
Very sorry to see that one fixed, since it also fixed the massively
bugged bows with throwing ammo issue. Bows were able to fire throwing stuff,
with damage and delay figured by adding the damages and delays of the two
parts. Enlightened Dark, the guild that beat the Emperor post-upgrade, did
so both times by exploiting this with their rangers. Heck, even our rogues
were getting Deadly Strikes in the 600 damage range.
James
This is much further in.
> It would be nice if
> they retuned the original Ring of Fire to not suck.
The original Ring of Fire still drops better stuff than the end
encounter in the zone. Acrylia, right now, is the single biggest POS Verant
has ever churned out. I do NOT look forward to going there for my Vex Thal
shard.
> >- Keys for Veeshan's Peak, Sleeper's Tomb, Vex Thal are now no-drop on
the
> >Firiona Vie server
>
> Interesting that they were tradeable before. I guess they didn't pay
> much attention to that since I doubt anyone on FV is ready for VT.
Isn't pretty much everything on FV droppable? These keys sound like
exceptions now.
> >- The key to the Plane of Air should now disappear when the character
leaves
> >the plane
>
> Yay. It's all about unused zones!
But, if people didn't have to pay for keys then they'd swarm up there
and fight multiple death touching mobs for a random chance at their quest
pieces for sub-par gear dropping! The game as we know it would be ruined!
> >- Added a 3 second casting time on Egg Shaped Pumice
>
> Wow. They nerfed an item that they nerfed a year+ ago (by taking it out
> of the drop tables). I guess all those people doing the vendor recharge
> made the game unbalancing! What they could have done was just set the
> vendor sell price real high.
Doing that would make the moss snakes drop 999 pp 999 gp 999 sp 999 cp,
so they couldn't do that. It also wouldn't have so thoroughly hosed the PvP
players that had banks filled with this stuff.
> >- Made several adjustments that should fix issues with the 10th ring war
>
> I'd be interested to know what issues those were. I hope one of them
> was the text. It sort of ruins the quest to see mobs shouting
> ^^^^^^^^^^N^^^^^^^BBB^B^^^
Funny, some people got a laugh riot out of that. My personal favourite
was when the kodiaks would start yelling that we had failed.
James
>As you say... "Power isn't determined simply by ability to solo" nor
>is it determined by how usefull you are in a group/raid/guild.
If the presense or absence of a particular class can make or break a
raid, then that class is too heavily relied upon and thus too
powerful. There is a line between a class simply being "useful" in a
group/raid/guild and them being REQUIRED.
People too often, though, don't see it as the class being too strong,
but as others being too weak, which is why boosts in those other
classes are better received than actually balancing the one. There was
some article written once about how "continual nerfing" kills MUDs. My
view is that continually boosting the things that lag behind those
that are overpowered out of fear of "nerfing" can kill a MUD even
faster. Same would apply to a MMOG...
And Heroic Bond will overwrite the level 57 Natureskin.
/scowl
/runs off to get PotC
Celaeno Duskwalker
Fier'dal preserver of Erollisi Marr
Aye, but they're still 58 or so.
--Jekke
=====================
Playing on Torvonilous
Moulin Khmer (Dark Elf Rogue, 60)
http://www.magelo.com/eq_view_profile.html?num=87681
Qiin Dred (Iksar Necromancer, 55)
Sheava Ebonrezzor (Dark Elf Cleric, 41)
>"Bangbus" <cngu...@san.rr.com> wrote in message
>For xp groups you don't need CHeal at all.
That depends very much on the XP group (he says, while waiting for his
cleric to get CRed after an OS./King group gone wodgy.)
>On Thu, 6 Jun 2002 10:25:57 +0100, "-Martin" <vil...@cheerfuldot.com>
>wrote:
>
>>"m0oni" <sp...@unl33t.org> wrote in message
>>news:adlld...@enews1.newsguy.com...
>>> I was under the impression that DC only worked on NPCs up to level 45.
>>> Is this incorrect?
>>
>>Newly created sentries are the only mobs in ST that don't con red.. they are
>>baby golems (in comparison to anything else in the zone)
>
>Aye, but they're still 58 or so.
I doubt it since they are Dire Charmable. I'm fairly certain they are
45. Either that or DC is broken.
I wonder how many quest items from PoA would even be worn now (by the
average player able to clear PoA repeatedly.. a lot) the only real
exception I can think of is the rare ranger cloak.
One thing I don't think is fair - the monkey quest one, 50% haste right
click (nice) 3 charges.. lame. Ranger equivalent - 50% right click haste,
unlimited charges. wtf?
-m
sensei grandmaster
prexus
They are horribly under powered if they are level 58 then. Judging by their
toughness, level 45 sounds about right.
Allakhazam's beastiary seems very wrong about ST.. newly created golem
58-63? lol yeah right.
Tanking a regular golem would get my ass handed to me fast... we can pull
the entire room of newly created golems (with a 2 group raid) and kill
them.. I can easily tank one unslowed.
Besides charm has level restrictions.
-m
sensei grandmaster
prexus
Yes, well, for run of the mill xp groups. Sure, you can go somewhere that
you do need it. I think I mentioned in my earlier post that you snipped
that it's all about choosing your location.
--
Graeme Faelban, Barbarian Mystic of 54 seasons, Erollisi Marr <The
Appointed>
Tainniel, Halfling Warrior of 26 seasons, Erollisi Marr <The Appointed>
Quindell wrote:
>
>
> hmmm Deathgrip... I could agree with you due the the Rez... yet
> Paladins can rez... oh and so can Necros.... not sure if SK's get that
> ability....
> But Complete Heal is not the end all.... Use complete heal at the
> wrong time and your toast and the group is in turn toast... Often the
> smaller heals have a less chance of pissing off the big bad guy.
> I personaly prefer my heal over time spells... but I use what tools I
> need... the tools that are supplied for my job... the "Cleric Job".
> Those tools are not given to a druid/shammy, because they again are
> "Not" clerics...
>
CHeal isnt' the end all be all heal spell... but the class that has it also
has all the other best heal spells in the game. HOT rocks 44 to 50
and doesn't suck 50 to 58... and then the new HOT completely
rocks. Dunno about the lowbie HOT, it doesn't look like a good
ratio compared to similar heals.
While shaman can heal adequately for most encounters because
they can slow mobs to where they don't do much damage, the
fact is till high levels their actual heals suck in comparison to cleric
heals... slow the mob and have a cleric healer and you are still
better off in terms of raw mana expended for healing. Druids
don't have the slow ability, and their heals suck even worse than
shaman, so you are even worse off relying on druid healing...even
if you have shaman or chanter doing massive slows. Its -possible-
to choose situations where you can use shaman or druid healer as
your primary healer, but it takes some effort and entails some added
risk... and when you fail you don't have the handy rez to make it
all better.
>
Ok, we both agree that druids and shamman cannot heal as well as a
cleric... and we both agree that a cleric cannot port, slow, damage
shield or stat buff (str, dex, cha,etc Not AC HP).
We each have our place... Clerics as the Prime Healer... Shammans as
the prime debuff/Buffer, Druids the Prime Jack of all trades....
You mention when you fail you dont have the handy rez... if your a
druid, you got SoW, and ports to get back to corpse quick.... A
cleric dies and is not bound close by.... whoot what f'ing fun....
sure I can rez when I get back... but look at the down time...
Facts are Facts.... Clerics are the best healer... it is their entire
job.. Shammans are better buffers/debuffers.... druids are druids..
good hunting to you
Quindell 52 High Elf Cleric <Dark Brigade>
Yute 33 Dwarven Rogue