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Soulfire Quest, Recent Changes.

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Brian 'Vader' Wallace

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Jul 15, 1999, 3:00:00 AM7/15/99
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The Soulfire quest was tweaked recently. There were two big changes that
I am at this point aware of:

1) The Hilt is now no-drop. This is an excellent change.

2) Lucan has been totally revamped

Before: Lucan, level 50ish, spawns every 6 minutes or so, drops the
testimony rarely.

After: Lucan, level 50ish with a level 40 cleric pal, spawns no faster
than 3 hours (I got tired of waiting for him), and reincarnates himself
after dying into a level 40 skeleton.

Soulds like fun eh?

On the assumption that rare drops show up somewhere in the 10-25% range,
a party that is actually capable of killing him actually needs to commit
upwards of 40 hours to acquire a testimony. Whereas before hand a
smaller party could do it in an hour. Does this seem right?

Valeran (I think is his name), the paladin guildmaster in the hall of
truth says that "Lucan still carries his testomony with him, bring it to
me..." One of two things need to happen here:

- Lucan needs to always drop the testimony
- The NPC text needs to read something to the effect of "Go forth and
slay Lucan - if you are lucky, then you will find his testimony on him.
If not, well, we don't care that you killed him really"

One of the things I loved about quests was that they were usually the
farthest thing removed from camping in the game - no waiting for
something to spawn. You say the right thing, you do the right thing, you
do the right work, you get the rewards (however puny they usually are).
But these changes to Lucan have made him the ultimite camping quest. And
I'm not not going to do it.

A very fed-up paladin,
Lola Whiteheart.

Apollo

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Jul 15, 1999, 3:00:00 AM7/15/99
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Unfortunately, this seems to be the number one fix in the Verant "fix book"
for overpopulation and camping. "If zone/NPC/area is camped/overcrowded for
item X, make NPC holding item X tougher and drop item X less." This doesn't
really stop camping, just makes the die-hards do it longer!

Brian 'Vader' Wallace <va...@columbia.edu> wrote in message
news:378D6E29...@columbia.edu...

Chris Conway

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Jul 15, 1999, 3:00:00 AM7/15/99
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On Thu, 15 Jul 1999 01:14:17 -0400, Brian 'Vader' Wallace
<va...@columbia.edu> wrote:

>One of the things I loved about quests was that they were usually the
>farthest thing removed from camping in the game - no waiting for
>something to spawn. You say the right thing, you do the right thing, you
>do the right work, you get the rewards (however puny they usually are).
>But these changes to Lucan have made him the ultimite camping quest. And
>I'm not not going to do it.
>
>A very fed-up paladin,
>Lola Whiteheart.

Meanwhile, they've added a new sword (Sword of Razing or something
like that) which is better than Soulfire (and isn't there a mithril
sword that is better also?). So if you're a warrior you can have two
weapons (maybe more?) better than Soulfire (both easier to get, I'm
sure), Ex Axe and the new sword. Oh and they added some nice looking
(almost Paladin-like) Warrior-only blue plate armor. Oh and now the
warriors, which already had higher skill caps, more hit points, and
beserker frenzy, have the critical hit, making them FAR better
fighters than Paladins (along with their superior weapons and armor).

So now my Paladin, whose spells are useless when there is a cleric in
the party (i.e. always) is basically useless unless we're fighting
undead (which is pretty rare). Yeah I can get a little heal in once
in awhile, but I have so little mana it's not much help.

What happend to Paladins getting the best swords? Fiery Avenger is
awesome but if one Paladin in 1000 can get it, it shouldn't be
considered among the regular swords available to Paladins.

Oh wait, there's a new Paladin-only mace! That was a great idea! Now
all us high level paladins who have been using swords since lvl 1 can
enjoy watching our 2HB skills rise from 1 to 200 over the next few
months. Did somebody screw up and forget to make this
worthless-to-a-Paladin weapon a cleric-only item?

What happend to the idea of a Paladin looking like a Paladin and not a
demonic Rubicite monster? Idea...Crested Armor seems about the same
lvl as Rubicite (lower AC, but with ok stats buffs)...how about making
a full set available (instead of just helm and pauldrons)? Yeah, it's
not special looking (looks like regular plate), but it's a viable
alternative to Rubicite (mithril and green splinted are beyond the
reach of most players, I'm assuming).

Why do I get Daring (lvl 14 cleric buff that would be ok to get at 22
or at the lastest 30) at 39? Why can't I ever get Bravery, but I can
get Valor (at 49)? Seems like something got overlooked here...maybe
Daring should be moved down to 30 and Bravery added at 39? Though
these changes won't make much difference unless you're soloing (which
Paladins basically can't do very well above lvl 30, because it's a
painfully slow way to gain exp and not feasible in dungeons where a
solo adventurer can seldom find a lone monster to fight), because of
the aforementioned uselessness of Paladin spells when grouped with
clerics.

Why is it that after the Soulfire quest is finally operational (albeit
only after someone from Verant leaked the bog juice recipe) that the
sword is just about impossible to get without an army capable of
killing a dragon (and they'd much rather be killing a dragon than
stupid Sir Lucan, I bet).

Yeah I'm just a whiny high level (39) Paladin, but it just doesn't
seem right that:

- warriors weapons are better than Paladin weapons (except for the
mythical Fiery Avenger, which, honestly, I will probably never come
close to attaining, like the vast majority of Paladins)
- warriors have their own armor type now, and my best reasonably
attainable armor (rubicite) makes my Paladin look evil (especially
when combined with what I think is the best shield for my Paladin, the
mistmoore shield)
- druids can solo stuff at lvl 30 that I can't solo at 39 (how long
till Druids can solo a dragon...or can they already?)
- my spells are useless when grouped with a cleric (i.e. almost
always) and I don't have any spells that clerics don't have (at a much
lower level, of course)
- I will never be able to fight as well with a sword as a warrior
(even though a sword is all I ever use or want to use)
- the best armor I can currently attain (mithril) is also wearable by
druids
- other hybrid classes (ranger and SK) get direct damage against all
monsters, but I only get it against undead
- the latest Paladin weapons (Soulfire, brilliant sword of faith) are
2HS, which further removes me from my preferred Paladin-like
combination of sword and shield

OK, go ahead with the "what a spoiled brat Paladin! Why if he only
knew how much it sucked to be a [ranger][SK][warrior][cleric], he'd
sing a different tune" replies...


Apollo

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Jul 15, 1999, 3:00:00 AM7/15/99
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Actually, I play ONLY a Paladin... No other characters. And I STILL think
Paladins should categorically NOT be as good at fighting as warriors, NOR as
good at spellcasting as clerics. I really think we're quite balanced as it
is. It DOES bother me though that with all of the hype about Holy Swords
touted on all of the web sites, they are nearly impossible to get without
many high-level hired goons. They should be able to be obtained by a
suitably high level Paladin ON HIS/HER OWN! You know, one of those Holy
Quests like in the old stories...

Goonboy

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Jul 16, 1999, 3:00:00 AM7/16/99
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I still like an idea that I saw on a post a long time ago.

The paladin's guild should issue quests al la the Monk guild. The
quests are set for Paladins only, they result in a holy sword. The
first quest can start at arond level 10 and the sword is kinda nice.
Lore item, no drop.

Successive quests should give beter and better swords, each requiring
turning in the previous sword or some such. Each successive quest
could be staged to only be completable every 10 levels.

Once you think about how the monk quests work, you will stop and think
"HELL, WHY DOESN'T MY GUILD DO THAT!" no matter what your class.

As a cleric, why can't I get a series of quests to exorcise this
posessed person, kill this evil NPC, find holy water, etc, etc, etc.
in a successive set of increasingly difficult quests?

For a game called everQUEST, the class quests are really out of whack.

Monks get quests galore for fancy monk-only items. Clerics in
freeport get a quest to kill the guards which will get them a few
coins and get them killed on sight by the militia. Real good
distribution of quests there guys.

Brian Cully

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Jul 16, 1999, 3:00:00 AM7/16/99
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In article <37947368....@news.supernews.com>,

Goonboy <Goo...@bigfoot.com> wrote:
>Monks get quests galore for fancy monk-only items. Clerics in
>freeport get a quest to kill the guards which will get them a few
>coins and get them killed on sight by the militia. Real good
>distribution of quests there guys.

Yeah. Quests galore! Why there are fourteen whole quests for LOTS
of neat monk items. But for some reason, the guild always seems to
be out of sashes.

We get /two/ types of items. Headbands and Sashes, of them only
the white, yellow, orange, and red sashes are implemented, and only
the white, yellow, orange, red, and purple headbands are implemented.
There's a large gap in levels between each new sash or headband,
and the extra bonuses aren't that great. The powergaming monks
pretty much ditch them for an executioner's hood and a flowing
black sash. And I can understand why.

Moreover the quests require camping the same spot until you get
the requisit materials. Yay!

Not that I'm complaining. I do enjoy having the quests, and I like
the way the sash and headband system works, but it ain't as great
as some people think.

Archi Tuttle
Monk at Large
Innoruuk

PACE17

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Jul 19, 1999, 3:00:00 AM7/19/99
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I was thinking this over...what if instead of killing him, you could turn him?
He has a sister in a far away land. (or the widow of a long dead best friend)
If you find her she will tell you about something that happened to him and give
you an item. (It's different each time and once turned in any other of the same
item in the world wont work) Once handed to Lucan he breaks down, cries, what
have you....because he is reminded of some profound memory from his earlier
life. Now the fun part, he turns to the 'good' side as it were and you have to
safely get him out of the guild house. He aids you but you must protect his
retreat. Once outside he give you his testimonial. Well, if not a good adaption
for the quest...at least an interesting story...hee hee. (or as a side, he says
you must help me kill this thing (in guildhouse) and he leads you to it/him/her
and aids you in the battle)
At least it'd be a lot different than running around the world murdering
everyone/thing for the items you need/want.
Ah well, I can dream... = )


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