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roarfrost
04-14-2005, 09:00 AM
<DIV> <DIV> <P>Get ready to get pounded on even worse..</P> <P><STRONG>Avoidance<BR></STRONG>- Mages and Priests no longer receive the Parry skill. It temporarily still shows in the Skills window, but these archetypes will no longer have any chance to parry.</P> <P><STRONG>Mitigation<BR></STRONG>- The base mitigation values of armor have been adjusted as follows: Heavy (35%), Medium (25%), Light (20%), Very Light (10%).<BR>- Mitigation values scale up or down based on the con color of your attacker.</P> <P> </P> <P>Other wiz stuff...<STRONG></STRONG></P> <P><STRONG>Wizard changes:</STRONG></P> <P>- Tether will no longer break as easily.<BR>- Truss will no longer break as easily.<BR>- The Wizard entertainment familiars no longer require concentration.<BR>- Westfend's Ice Spear now has a more ice-based icon.<BR>- Prismatic Pulse will now appear in the maintained spells window.<BR>- Fiery Pulse will now share a reuse timer with Scorching Pulse and Lightning Flash rather than Inferno.<BR>- Icy Coil can now be used to complete Heroic Opportunities in situations where Blazing Intimidation could be used, and vice versa. This makes it easier to complete Wizard Heroic Opportunities without using an AoE spell.<BR>- Icy Coil will now indicate that it is a targetable nuke rather than a group spell.<BR>- Pyre's description now indicates that it decreases Intelligence instead of Stamina.</P> <P><STRONG>Sorcerer changes:<BR></STRONG>- Frozen Manacles's root effect will now show up in the maintained window.</P> <P> </P> <P>Full list... <A href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=tup&message.id=44" target=_blank>http://eqiiforums.station.sony.com/eq2/board/message?board.id=tup&message.id=44</A></P> <P><STRONG><FONT color=#66ff99>Edit: Here is one wizard's depressing description of the new changes currently on test server:<BR></FONT></STRONG><A href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=testfeed&message.id=13973" target=_blank><STRONG><FONT color=#66ff99>http://eqiiforums.station.sony.com/eq2/board/message?board.id=testfeed&message.id=13973</FONT></STRONG></A></P> <P> </P> <P> </P></DIV></DIV><p>Message Edited by roarfrost on <span class=date_text>04-15-2005</span> <span class=time_text>03:11 PM</span>

Suraklin
04-14-2005, 11:49 AM
<DIV>guess I won't be soloing orcs in Zek anymore on my wizard after this bull*$%#&! change. </DIV>

Sorano
04-14-2005, 02:43 PM
<P>Yes, the change to parry really worries me. I spent a lot of time fighting grey mobs, to make sure I keep parry and defence maxed out along with subjugation. Every little bit of avoidance helps. This to me, is a needless change they have implemented to nerf priests tanking ability and unfortunately, us mages have been pulled into it as well. I really hope they test this out properly before implementing it, because I certainly don't want to be 1shot killed everytime I get aggro in a group.</P> <P>Good to see our roots might hold better and it looks like they have returned FIery Pulse to the correct timer. Let's hope they lowered the casting time on it as well.</P>

Pessimist
04-14-2005, 03:39 PM
<DIV><BR></DIV> <BLOCKQUOTE> <HR> roarfrost wrote:<BR> <DIV> <DIV> <P>- The Wizard entertainment familiars no longer require concentration.<BR><BR></P> <HR> </DIV></DIV></BLOCKQUOTE> <DIV>OMG! OMG!!! YES!!! This makes Wizzies the best class in the game.  Take that Warlocks! :smileyhappy:</DIV> <DIV> </DIV> <DIV>/sarcasm and humor off<BR></DIV>

Megloman
04-14-2005, 03:51 PM
<P>Yep, this change is major to the soloability of all mages who dont have a tank pet to protect them, and I agree wholeheartedly that it has been implemented to stop the many clerics (mainly templars) soloing grouped and named mobs left right and centre or tanking in groups.</P> <P>As another one who has spent time getting my defence skill up, its painful to have all that time wasted and taken away in one go. We were all hoping for a fix on the stat issues where Intelligence actually makes a difference, and what do we get, another completely useless stat to add to the collect :smileymad:  If I was a soloing god then i can understand it, but taking away 15%+ avoidance, while at the same time reducing mitigation is massive. That avoidance gives mages at least some life line if the root breaks for stuns etc to recharge (not that we are overflowing with stuns anyway, and the casting time on our roots makes its tricky to say the least!), without it we are going to be instantly running on that break (or even a slight mistake, which we all make), and given that we are mana dependent to run I forsee a lot more wipe-outs for my mage brothers. Also, what about the mobs that use stuns? get hit by one while firing off a root and your dead before it wears off.... Pretty much means that there will only be 1 way for us to effectively solo, root and wait, which doesn't sound much fun to me.</P> <P>The mitigation issue is also massive in groups. Many are the time when the tank forgets to spam taunts, or just goes off the ball for a second and I pull the agro (I like to maximise my DPS and efficency by keeping my hate levels as close to under the tank as possible). Given that a full group is usually fighting mobs that are quite a few levels higher than the wizard, and mitigation will scale with con, we are going to get one shotted all over the place (I almost get 1 shotted atm, and its a knightmare on the healer keeping me alive when I do pull agro till the tank manages to get it back, if ever). So we are going to have to sit around for ages doing nothing in fights as agro is going to mean instant death, great fun :smileysad: </P> <P>Given all the new weapons, proc armour (how useful is that to a mage!) etc that have been given out to the melee classes recently, and very little useful items for us mages (wands with slow casting spells on, useful for a tank to give some extra dps but completely useless to us wizards again) I definitely think it's time to join the 1000's of other tank classes out there, might as well go with what is the flavour of EQ2!</P> <p>Message Edited by Meglomania on <span class=date_text>04-14-2005</span> <span class=time_text>05:59 AM</span>

Lieuen
04-14-2005, 05:59 PM
<P>I cant believe this is going to happen!</P> <P>My whole play style has been developed around an ability to stand toe-to-toe if/when root breaks - I feel betrayed, abandoned, at sea, you name it.</P>

Pessimist
04-14-2005, 06:07 PM
5 Stars Meglo, you summed it up perfectly.  I already get ripped to shreds by mobs when I am fighting and can not take ^^ greens 50% of the time.  Now that figure will be 0% of the time on green ^^ and 50% on green ^.  Hope they fix it so our Frozen Manacles lasts a lot longer and breaks less or we are in a world of hurt.

adamflanagan
04-14-2005, 06:23 PM
<div></div>if you read the patch notes you'll see they have also improved truss and tether so they are more reliable also they have said this is very much experimental and that things could not end up on live. if this does cause such a huge problem  on test it wont go live as it currently is. <div></div><p>Message Edited by adamflanagan on <span class=date_text>04-14-2005</span> <span class=time_text>03:26 PM</span>

Stavenh
04-14-2005, 06:33 PM
Just read these changes and man, the melee changes blow big time.Now in the same list, it said:Avoidance- Your likelihood of avoiding an attack is now based on two primary factors: - The con color of the attacker. - The type of armor you are wearing. The heavier your armor, the lower your chances of avoiding an attack.- Increasing your Defense skill gives you a better chance of avoiding attacks, but there is now a cap on how much it can be buffed or debuffed.- Increasing your Agility improves your base chance of avoiding an attack, but it will not improve your likelihood of parrying, deflecting, or blocking with a shield.So, where it says, the heavier your armor, the lower your chances of avoidng an attack. Does this mean that those wearing light armor have a better chance of avoiding attacks? It makes sense to have it work like this, Heavy armor=slower, gets hit more, takes less damage. Light armor=quick on your feet, gets hit less, but takes more damage.However, I don't think this is going to happen.And why take away or parry? My goodness was it showing that we were doing to much damage this way? If your going to take this away, up our melee skills of dagger, staff, crushing and piercing! At level 44 I can't hit mobs that are level 30! And my melee skills are maxed! I've spent time actually raising them.If you don't want mages to melee at the higher levels, please go back and change any weapon that has a proc on it to something useful for mages. Because basically, all I end up with is a stat item, while the other 3 archetypes end up with a more useful item.Also make INT work the way you say it does. Heck it doesn't even have to raise the max damage a spell can do, it can raise the low end. So if a spell does 100-300 damage with an int of 100, raising int to say, 150 would make the spell do 125-300 damage. That way there would be a reason to try and raise your int over 200. It would be nice if say a 200 int raise the base damage to say 200, that way the spell would then do 200-300, which is a boost in DPS, without a boost in Over all potential damage.Man, between this a Frogloks, I'm feeling less generous to SoE.

Pessimist
04-14-2005, 06:44 PM
<BLOCKQUOTE> <HR> adamflanagan wrote:<BR> if you read the patch notes you'll see they have also improved truss and tether so they are more reliable<BR><BR>also they have said this is very much experimental and that things could not end up on live. if this does cause such a huge problem  on test it wont go live as it currently is. <P>Message Edited by adamflanagan on <SPAN class=date_text>04-14-2005</SPAN> <SPAN class=time_text>03:26 PM</SPAN><BR> <HR> </BLOCKQUOTE>You are correct, they did state that they are improving truss and tether.  But this helps lvl 32 and below wizards how?  I see I get tether at 33 and truss at 45, I am currently level 26.  This change may (please note I said <STRONG>may</STRONG>, I am hoping that the whole lighter armor avoids more attacks cancels out the parry and mitigation changes) drasticly slow the rate of leveling without a tank standing in front of you to take the damage.<BR>

TheC
04-14-2005, 07:16 PM
<P>I'm not too worried about any of these changes, If you're a caster and you're fighting toe to toe then you're doing something wrong, and I never lasted more than 2-4 hits before anyway against a heroic.</P> <P> </P> <P>The root changes will be nice. Pretty boring patch all in all tho.</P>

EvilAmi
04-14-2005, 07:24 PM
<DIV>Wow.. simply amazing..</DIV> <DIV> </DIV> <DIV>Parry gives me about 20% more avoidance I think? I avoid 50% (total) of the time according to my personna window.</DIV> <DIV> </DIV> <DIV>I agree we were WAY too powerful before. I could solo mobs toe-to-toe without getting hit. ^^ mobs in their 40's and 50's would never even touch me. I mean seriously I'm glad I traded all that armor a bruiser gets so I can do 5% more dps then him. I'm glad that I always have a chance of dying if I run to permafrost. I'm glad that I drop in 1 or 2 hits after getting aggro.</DIV> <DIV> </DIV> <DIV>I really, really appreciate this.</DIV>

Tanit
04-14-2005, 07:25 PM
<span>The parry change doesnt bother me much as i already die quite fast if i get hit. I'm more interested in:  </span>- Fiery Pulse will now share a reuse timer with Scorching Pulse and Lightning Flash rather than Inferno. I hope they also adjusted the spell and not just the shared timer, since the spell is currently identical to inferno. <span></span><div></div>

roarfrost
04-14-2005, 07:59 PM
<P>I've always built my Wizard as a mixture of +Int and +Agi, and so far its worked out very well. With good agility, the +Defense traits, good items, buffs, potions, and good tactics, you stood a chance at worthwhile, effective soloing. I have a feeling after these defense nerfs, thats going to be impossible.</P> <P>IMO, the avoidance and other defense nerfs have come down on us mostly because Guardians (and maybe some other classes, dunno),  were getting their Avoidance buffed to 100%, and with their high Mitigation, were not taking much if any melee damage on even con encounters.</P> <DIV>I hope I'm wrong, but I think these defense nerfs are going to hurt mages solo ability bad.</DIV> <DIV>I rarely see much on test server that doesn't get pushed out to Live, so we can probably count on these things happening.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>p.s. To those who say if you get hit, you are doing something wrong, stf.u please. If you are soloing and NOT sometimes getting hit, then you are not fighting difficult enough opponents...</DIV> <DIV> </DIV>

TheC
04-14-2005, 08:05 PM
<BR> <BLOCKQUOTE> <HR> roarfrost wrote:<BR> <DIV> </DIV> <DIV> </DIV> <DIV>p.s. To those who say if you get hit, you are doing something wrong, stf.u please. If you are soloing and NOT sometimes getting hit, then you are not fighting difficult enough opponents...</DIV> <DIV> </DIV><BR> <HR> </BLOCKQUOTE><BR> <DIV>What I'm saying is when soloing and you do get hit, you die, unless you're fighting solo mobs, but thats crap xp.</DIV>

TooFarGo
04-14-2005, 08:56 PM
<div></div><div></div><div></div>FYI: I dont know about truss, but tether is very much broken right now.  Just last night I tried to tether something and it immediately broke several times in a row. This change will hopefully put tether (and truss) back in their rightful places.  Hell, I've been using Frozen Manacles ad3 to do all my rooting because tether is such a POS right now. The change is *not* meant to give higher level players a larger advantage. It is a fix. <div></div><p><span class="time_text">Edit: I'm a level 39 Wizzy....using a Tier 2 root because my current Tier's root does not work well. </span></p><p>Message Edited by TooFarGone on <span class=date_text>04-14-2005</span> <span class=time_text>10:01 AM</span>

TooFarGo
04-14-2005, 09:01 PM
Oh and as for the pet thing, its is marginally a Good Thing.  As you level, you'll notice that your pets will often respond beter to AoE attacks on you (or your group). The cats seem to react less than the flying snake thing (i can't remember what its called, sorry).  They will take aggro for you, and give you time to root or run or whatever.  Now I can use all concentration for buffs, and have my pet as well. yay. <div></div>

QQ-Fatman
04-14-2005, 09:06 PM
<BR> <BLOCKQUOTE> <HR> Tanith_ wrote:<BR><SPAN>The parry change doesnt bother me much as i already die quite fast if i get hit. I'm more interested in:<BR><BR> </SPAN>- Fiery Pulse will now share a reuse timer with Scorching Pulse and Lightning Flash rather than Inferno.<BR><BR>I hope they also adjusted the spell and not just the shared timer, since the spell is currently identical to inferno.<BR><BR><SPAN></SPAN> <BR> <HR> </BLOCKQUOTE><BR> <DIV>Although I dont have a high level wizard in test server, I just checked the fiery pulse spell by examine the app2 scroll in scribe. Fiery pulse in test server is now an upgrade of scorching pulse and lightning flash - the same cast/recast time, and has the lightning flash dot effect. It's good to know that soe finally fixed it.</DIV>

Victicu
04-14-2005, 09:15 PM
<DIV>So, lets see whats going to happen....</DIV> <DIV> </DIV> <DIV>Mages will have even worse tanking abilities</DIV> <DIV> </DIV> <DIV>Fighters will continue to be on par with mages DPS</DIV> <DIV> </DIV> <DIV>i love this game</DIV>

IllusiveThoughts
04-14-2005, 09:29 PM
<P>I've read through all the changes and I like it.</P> <P> </P> <P>It will make people play our class like it should be played.  wizards shouldn't be going toe-to-toe against any mobs and if you draw agro you should die.  </P> <P> </P> <P>I really like that frozen manticles will finally have a maintained spell window icon, that way I can time my harvests and count on the root much more when I can see how long i have left on it.</P> <P> </P> <P>making tether break less works great for us as soloists.  I just dont get all the whiners who complain about solo problems which we have none.  this shouldn't make any difference.</P>

Victicu
04-14-2005, 09:44 PM
<BR> <BLOCKQUOTE> <HR> IllusiveThoughts wrote:<BR> <P>It will make people play our class like it should be played.  wizards shouldn't be going toe-to-toe against any mobs and if you draw agro you should die. </P> <P><BR></P> <HR> <P>i've never gone toe to toe with any mob... unless its under lvl 35</P> <P>and if a draw aggro... i die in one hit, UNLESS i'm <STRONG>VERY</STRONG> lucky and dodge or parry... its the only thing that can save us from death</P></BLOCKQUOTE><BR>

Lady Uaelr
04-14-2005, 10:10 PM
<BR> <BLOCKQUOTE> <HR> IllusiveThoughts wrote:<BR> <P>I've read through all the changes and I like it.</P> <P>It will make people play our class like it should be played.  wizards shouldn't be going toe-to-toe against any mobs and if you draw agro you should die.  </P> <P><FONT color=#ccff99>I don't know about that...we should be able to do solo greens - whites, don't you think so? We will then never be able to really go out on our own and get experience. We will be more dependent on looking for groups and you know not everyone is dying to have a wizard in the group.</FONT></P> <P>I really like that frozen manticles will finally have a maintained spell window icon, that way I can time my harvests and count on the root much more when I can see how long i have left on it.</P> <P><FONT color=#ff9999>Agreed.</FONT></P> <P>making tether break less works great for us as soloists.  I just dont get all the <FONT color=#cc99ff><STRONG>whiners</STRONG></FONT> who complain about solo problems which we have none.  this shouldn't make any difference.</P> <P><FONT color=#ffff66>I feel that if we are going to try to improve our class we need to stop criticizing other fellow wizards. I do not see anyone whining only expressing concerns.</FONT></P> <P><FONT color=#ff66cc>Right now soloing is somewhat manageable and we can somewhat solo..green solo mobs ok and maybe a blue solo if roots don't break. But when we are no longer able to parry we will die even quicker.</FONT></P> <P><FONT color=#ff66cc>The development team was supposed to fix our spells and improve our DPS to be equal with Warlocks. They were also supposed to work on the problems with our most important spell "Ice Comet" from being resisted a good portion of the time.</FONT></P> <P><FONT color=#ff66cc>Things do not look too good and I think this will make more people unhappy.....very unhappy.....the  worst thing is that SOE still does not give explanations to the customers as to why these changes are being planned.</FONT></P> <P><FONT color=#ff66cc>I also would go to grey mobs to improve my parry abilities and I would seek agility to keep it at 100--- because you know that even if you are running away you are getting hit and if I am running away I want to avoid getting hit as much as possible.</FONT></P> <P><FONT color=#ff66cc>Let me know if any of that makes sense. We take a big beating as it is and I scared to even see what will happen now.</FONT></P> <P><FONT color=#ff66cc>Can some fellow wizards posts their experiences with the loss of the parry ability once it goes live. I will also try to depict examples.</FONT></P> <P>Thanks.......And let's really try to work together to help improve our class instead of criticizing others. Everyone is entitled to their own opinion and if it is anything to help improve the class GREAT.....</P> <P>BTW everyone it looks like Protoflame is being looked at.....YAY</P> <P> </P> <P><BR> </P> <HR> </BLOCKQUOTE><BR>

adamflanagan
04-14-2005, 10:11 PM
<span><blockquote><hr>Pessimist wrote:<blockquote> <hr> adamflanagan wrote: <div></div>if you read the patch notes you'll see they have also improved truss and tether so they are more reliablealso they have said this is very much experimental and that things could not end up on live. if this does cause such a huge problem  on test it wont go live as it currently is. <div></div> <p>Message Edited by adamflanagan on <span class="date_text">04-14-2005</span> <span class="time_text">03:26 PM</span> </p><hr> </blockquote>You are correct, they did state that they are improving truss and tether.  But this helps lvl 32 and below wizards how?  I see I get tether at 33 and truss at 45, I am currently level 26.  This change may (please note I said <strong>may</strong>, I am hoping that the whole lighter armor avoids more attacks cancels out the parry and mitigation changes) drasticly slow the rate of leveling without a tank standing in front of you to take the damage. <div></div><hr></blockquote>ah, fogot about FM. maybe they didnt imporve that because the difference will be noticed less at lower levels.... just an idea, my be a bit optimistic though!</span><div></div>

Pessimist
04-14-2005, 10:26 PM
<BR> <BLOCKQUOTE> <HR> adamflanagan wrote:<BR><SPAN><BR> <BLOCKQUOTE>ah, fogot about FM. maybe they didnt imporve that because the difference will be noticed less at lower levels.... just an idea, my be a bit optimistic though!<BR></SPAN></BLOCKQUOTE> <BR> <HR> </BLOCKQUOTE>I like your optimism (oh the irony :smileyvery-happy: ) and hope you are correct.  I would hate to find myself a one hit wonder everytime my FM breaks, which is about 50% of the time I cas my first Ice Spike.

roarfrost
04-14-2005, 10:27 PM
<DIV><FONT size=3></FONT> <HR> IllusiveThoughts wrote:<BR> <P><FONT size=3>"It will make people play our class like it should be played"</FONT></P> <P><FONT color=#ffffcc size=3>Man, who the *$%#&! are you to tell people how they should play? Where in the manual does it say Wizards can't play solo??  I'm not saying soloing should be easy, I'm saying it shouldn't totally suck, for Wizards <STRONG>or any other class</STRONG>.</FONT></P> <P><FONT color=#ffffcc size=3>The solo game gets harder and harder the higher level you get. And thats fine by me. If I wanted it easy, I'd group with my Guild all the time and mindlessly mash my nuke buttons. (and never worry about getting aggro because the tanks I group with are awesome).</FONT></P> <P><FONT size=3>"wizards shouldn't be going toe-to-toe against any mobs"</FONT></P> <P><FONT color=#ffffcc size=3>No one is wanting to go toe-to-toe and melee with mobs, but roots are resisted, stuns have too long of recast times, etc. At some point you WILL have mobs close enough to try to hit you, unless you are only fighting low green wussy enemies. If you are solo, you will "draw agro" just by starting the encounter.  When that happens, we should just die everytime, eh?</FONT></P> <P><FONT size=3>"and if you draw agro you should die. "</FONT></P> <P><FONT color=#ffffcc size=3>I see. Alot of people who like to both solo and group would disagree with you. Why do you think Sony is on this big kick to improve the solo game, hmm? (many new solo zones, group mobs changed to solos, etc.) Its because a large portion of the players WANT to play solo. The current solo mobs are patheticly easy. We're going to end up with only two choices if we want to play solo - only kill lame green solo mobs or die in 1 swing to tougher mobs. (like you seem to want).</FONT></P> <P><FONT size=3>"this <FONT color=#ffffcc>(nerfs to defense, base mitigation, parry, etc.)</FONT> shouldn't make any difference".</FONT></P> <DIV><FONT size=3></FONT></DIV> <P><FONT color=#ffffcc size=3>Translation: <STRONG>You</STRONG> currently die whenever you get aggro, so you want everyone else to also.</FONT></P> <P><FONT size=3></FONT></P><FONT size=3></FONT> <HR> </DIV>

Kilferf 'U
04-14-2005, 10:32 PM
<P>reroll roar, you clearly don't know how to play a wiz lol</P> <P>it will save you more aggravation, just a suggestion. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></P> <P>"<FONT color=#ffffcc size=3>We're going to end up with only two choices if we want to play solo - only kill lame green solo mobs or die in 1 swing to tougher mobs."</FONT></P> <P><FONT color=#ffffff size=3>Holy @#$@ we are?! Just those two choices forever and that's it?!?! Serious?! Ahhhh wait ding ding..idea.....</FONT><FONT color=#ffffff size=3> Learn how to play your wiz better rather than telling everyone THEY are wrong.....and kill the stuff everyone else not in here complaining about not being able to solo, are soloing.....</FONT></P> <P>Edit: BTW, you're doing something wrong. lol</P> <P>Message Edited by Kilferf 'Uhn on <SPAN class=date_text>04-14-2005</SPAN> <SPAN class=time_text>11:33 AM</SPAN></P><p>Message Edited by Kilferf 'Uhn on <span class=date_text>04-14-2005</span> <span class=time_text>11:39 AM</span>

roarfrost
04-14-2005, 10:45 PM
<DIV> <P>Thats some mighty fine insults, insect.  </P> <P>Now then - just tell me what server you're on and your name, and I'll go roll a toon there and come watch you in action.</P> <P>You can show me how you just pwn those little green solo badgers that you're fighting... :smileyvery-happy:</P> <P>Then you can come watch me fight White^^ mobs in Lavastorm and large groups of blues. (win some/lose some, but at least its challenging).</P> <P> </P></DIV>

Eleis
04-14-2005, 11:03 PM
Did anyone notice:<b>- You can no longer hail targets while invisible.</b>?The scouts are complaining, and honestly this is just a bad nerf for Mages as for Scouts, perhaps even more because we don't have speed buffs to run away after invis drops.Not sure if "hail" includes "examine," if it does then that means no more easy access to the Oracle robe, and LOTS of other quests will be more difficult as well.

Stavenh
04-14-2005, 11:18 PM
If they don't want mages meleeing, thats fine, I didn't pick a mage to melee. But they then need to go back and rethink much of our gear. Items that only have an effect that goes off when hit, or when you land a hit are useless then. Any item that can heal or ward when we are hit are less effective then other classes. They do less healing under the idea we need less healing. That makes no sense. If anything I need an item that has a higher chance to heal and for alot more then a tank, since often getting hit will bring me much closer to death. Getting healed for 48 damage when I'm taking 500-1000 damage is not going to save me.Weapons with procs are not going to do any extra damage if it's based on me being able to hit a mob, which you can't because our melee skills are to low.It's pathetic the fact we get items for quests that have useless effects on them. Or crafted items with the same.As for invis. They want to be more solo friendly, then make the spell that often lets us get things done as a soloer (Getting and hailing quest npcs in dangerous areas) and nerf it.Please, if we can't hail people while invisible, because they can't see us, take away the ability for every fricken NPC to see through invis to! Meaning every single city guard.Or change the name from invis to Can't Notice you Sometimes.

Kilferf 'U
04-14-2005, 11:35 PM
<BR> <BLOCKQUOTE> <HR> roarfrost wrote:<BR> <DIV> <P>Thats some mighty fine insults, insect.  </P> <P>Now then - just tell me what server you're on and your name, and I'll go roll a toon there and come watch you in action.</P> <P>You can show me how you just pwn those little green solo badgers that you're fighting... :smileyvery-happy:</P> <P>Then you can come watch me fight White^^ mobs in Lavastorm and large groups of blues. (win some/lose some, but at least its challenging).</P> <P> </P></DIV><BR> <HR> </BLOCKQUOTE> <P><BR>I didn't insult you i told you the truth, and that hurt you a bit apprently. Insect? lol....anyway...</P> <P>My name is Freehold i'm on Neriak lol.... *pastes nametag on chest* I can solo all solo mobs without getting hit for hours on end but i think that makes me cool and people get mad at me for telling them that. <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /> I must be special :smileyhappy:</P> <P>Here, let me tear you apart real quick....insect...</P> <P>----------------------------------------------------------------------------------------------------------------------------------------------------------------</P> <P>IllusiveThoughts wrote:<BR></P> <P><FONT size=3>"It will make people play our class like it should be played"</FONT></P> <P><FONT color=#ffffcc size=3>Man, who the *$%#&! are you to tell people how they should play? Where in the manual does it say Wizards can't play solo??  I'm not saying soloing should be easy, I'm saying it shouldn't totally suck, for Wizards <STRONG>or any other class</STRONG>.</FONT></P> <P><FONT color=#ffcc33 size=3>It doesn't " totally suck", what are you on about? If you're having difficulty that's one thing...if you wanted to be TOP DPS then people have to get used to having a very difficult character that requires *cough* not getting hit *cough*.</FONT></P> <P><FONT color=#ffffcc size=3>The solo game gets harder and harder the higher level you get. </FONT></P> <P><FONT color=#ff9933 size=3>I've found it to be easier...and easier...and easier...hmmmm....</FONT></P> <P><FONT color=#ffffcc size=3> And thats fine by me. If I wanted it easy, I'd group with my Guild all the time and mindlessly mash my nuke buttons. (and never worry about getting aggro because the tanks I group with are awesome).</FONT></P> <P><FONT size=3><FONT color=#ff9900>If you wanted easy, you'd probably say something like ""<FONT size=3>We're going to end up with only two choices if we want to play solo - only kill lame green solo mobs or die in 1 swing to tougher mobs." - Oh wait...lol.....you did.</FONT></FONT></FONT></P> <P><FONT size=3>"wizards shouldn't be going toe-to-toe against any mobs"</FONT></P> <P><FONT color=#ffffcc size=3>No one is wanting to go toe-to-toe and melee with mobs, but roots are resisted, stuns have too long of recast times, etc. </FONT></P> <P><FONT color=#ff9933 size=3>You're doing something wrong. Honestly how are you getting hit once, let alone twice by a solo encounter? If you are, well yer a [Removed for Content] and shold learn how to play better by reading in detail many of the threads already found here in our forums. If you're talking about getting hit by mobs and ^ ^, well heck...that's not a "solo" encounter now is it? EXPECT TO GET HIT...and stop crying.</FONT></P> <P><FONT color=#ffffcc size=3>At some point you WILL have mobs close enough to try to hit you, unless you are only fighting low green wussy enemies. </FONT></P> <P><FONT color=#ff9933 size=3>Again, this speaks <EM><STRONG>VOLUMES</STRONG></EM> on your skill level. Nothing, green, blue, white or orange should EVER come near you. You're doing something seriously wrong. But you're 40+ and probably figured this out by now. Oh wait....lol...</FONT></P> <P><FONT color=#ffffcc size=3>If you are solo, you will "draw agro" just by starting the encounter.  When that happens, we should just die everytime, eh?</FONT></P> <P><FONT color=#ff9933 size=3>Yes...just die... (?) Sounds to me like you're better at giving up and complaining then figuring out and overcoming. Just my observation though.</FONT></P> <P><FONT size=3>"and if you draw agro you should die. "</FONT></P> <P><FONT color=#ffffcc size=3>I see. Alot of people who like to both solo and group would disagree with you. </FONT></P> <P><FONT color=#ff9933 size=3>And they WOULD helloooo lol... Lets see, i pick a character that is supposed to deal insane amounts of damage. Hmm. That's awesome! I bet he can take alot of hits too, and swing a sword when bored right? No? Oh.... <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" />  So.....i can deal insane amounts of damage but i can't get hit or i die? Now THAT sounds like a challenge, waaay too hard for me but i'm going to try it anyway, and when i find i can't hack it  - man oh MAN am i gunna scream bloody murder in the forums. *stomp*</FONT></P> <P><FONT color=#ffffcc size=3>Why do you think Sony is on this big kick to improve the solo game, hmm? (many new solo zones, group mobs changed to solos, etc.) Its because a large portion of the players WANT to play solo. </FONT></P> <P><FONT color=#ffcc33 size=3>Eh....yes, but how exactly does that tie into us not being fully capable of soloing all solo cons without getting hit? There is more solo content in the game, they did not make soloing easier, it only "appears" easier because none of you would go out and find/fight the even cons hidden away. Well now they're everywhere, happy?</FONT></P> <P><FONT color=#ffffcc size=3>The current solo mobs are patheticly easy. We're going to end up with only two choices if we want to play solo - only kill lame green solo mobs or die in 1 swing to tougher mobs. (like you seem to want).</FONT></P> <P><FONT color=#ff9933 size=3>Hmmm...again with this statement... So, the blue, whites, yellows and oranges, they will kill you in one hit? (Don't get hit) Soloing mobs? Expect to get hit, they're for groups....getting hit with ^ ^'s? Ahh yes, those are group too. Sounds to me like the sky is falling in your area roar, heads up!</FONT></P> <P><FONT size=3>"this <FONT color=#ffffcc>(nerfs to defense, base mitigation, parry, etc.)</FONT> shouldn't make any difference".</FONT></P> <DIV><FONT size=3></FONT></DIV> <P><FONT color=#ffffcc size=3>Translation: <STRONG>You</STRONG> currently die whenever you get aggro, so you want everyone else to also.</FONT></P> <P><FONT color=#ffffcc size=3>Translation: You're a [Removed for Content] who can't cycle his spell to avoid making contact with enemy, you can't control your agro so you get killed in groups, blah blah.</FONT></P> <P> </P> <DIV>you got some issues there roar, start readin lol...</DIV> <DIV> </DIV> <DIV>There is tons of help in these forums (you could start with illusives thread, that will get you back to the basics kk?) i wouldn't be where i am now without the collective help of so many, yourself not included. If i had read anything of your posts while learning my character, i'd be just as [Removed for Content] as you right now. Thank god i didn't.</DIV> <DIV> </DIV> <DIV>Good day.</DIV>

killzo
04-14-2005, 11:54 PM
<BR> <BLOCKQUOTE> <HR> IllusiveThoughts wrote:<BR> <P>I've read through all the changes and I like it.</P> <P> </P> <P>It will make people play our class like it should be played.  wizards shouldn't be going toe-to-toe against any mobs and if you draw agro you should die. </P> <HR> </BLOCKQUOTE><BR> <DIV>I take it you haven't tried fighting some of the 50+ mobs.  As it is, Wizards go down in 2 hits if the group gets an add or even if a scout pulls aggro for a second and you get hit with a barrage.</DIV> <DIV> </DIV> <DIV>There is no way mages where overpowered with respect to their armor or defensive skills before.  Why take parry away?  It's not like you could rely on it, but it was nice at least having some chance of surviving.</DIV> <DIV> </DIV> <DIV>If anything this is going to make fighting grey ^^ mobs impossible. </DIV>

Dalat
04-15-2005, 12:23 AM
<P>I definitly agree with you killzone. </P> <P>It's not like we wizards are masters of tanking. The fact is we are the worst defensively with respects to tanking, ac, hp etc. That seems fairly balanced to me, considering our high dps. I don't see the point of making it easier for us to be killed when it was easy in the first place. </P> <P>I think someone mentioned wizards having top damage earlier, we don't. </P> <P>As for the root spells, thats great news.</P>

roarfrost
04-15-2005, 12:55 AM
<DIV> <BLOCKQUOTE> <HR> Kilferf 'Uhn wrote:<BR><BR><STRONG>(some rambling stuff about how no one knows how to play their class except him)</STRONG><BR> <HR> </BLOCKQUOTE> <P>You totally misunderstand what I'm saying. But since its you, I'm not surprised.</P> <P>You think when I say the "ability to solo", that I mean solo like you do - killing little solo green mobs. <BR>I'm not talking about solo mobs for me. I solo Group mobs, <U>just like many other Wizards and many other classes do</U>.</P> <P>I dont die to solo oranges, I die to White^^. And I have no complaints on that - I like the challenge and the better risk vs reward.</P> <P>Pay attention now - What I'm saying is that if they keep nerfing defense so that a group mob will always hit us and always kill us in 1 hit, then there will be a time when I will have to go back to fighting little solo greens with you. I don't want that.</P> <P>I know what you are thinking <EM>- "Stop whining, you shouldn't be able to solo Group encounters!!!!!"</EM> </P> <P>Well then they need to give us some challenging solo mobs then!<BR>Right now the solo encounters are <U><STRONG>too easy</STRONG></U> and give pathetic xp and loot. (too easy for MOST classes, not just mages)</P> <P>With these Defense and other nerfs, there will likely come a time when NO class can solo group eno*$%#&!ers. If thats exactly what they are trying to do, then they need to make solo encounters harder, and increase the the xp and loot rewards.</P> <P> </P></DIV>

roarfrost
04-15-2005, 12:58 AM
<BR> <BLOCKQUOTE> <HR> Eleison wrote:<BR>Did anyone notice:<BR><B>- You can no longer hail targets while invisible.</B>?<BR> <HR> </BLOCKQUOTE> <P>Ugh, I hadn't seen that one. More soloer nerfage. *sigh*</P> <P> </P>

Stavenh
04-15-2005, 01:05 AM
And whats up with Plasmatic Pulse? So we are gonna get an icon that lasts one round to remind us of how under used this spell is? Even greyed out, Ice Spike does more then Plasmatic pulse. So it has a dot at the end of it. As far as I remember the dot lasts one tick and does like 40 some damage? Why? Thats not real damage over time, thats just a little extra damage.I wonder if they ever take all the spells from a class, and compare them against the rest of the classes spells? Or do they just try and go on memory.I can't believe I'm becoming this critical of SoE.

IllusiveThoughts
04-15-2005, 02:48 AM
<BR> <BLOCKQUOTE> <HR> killzone wrote:<BR> <BR> <BLOCKQUOTE> <HR> IllusiveThoughts wrote:<BR> <P>I've read through all the changes and I like it.</P> <P> </P> <P>It will make people play our class like it should be played.  wizards shouldn't be going toe-to-toe against any mobs and if you draw agro you should die. </P> <HR> </BLOCKQUOTE><BR> <DIV>If anything this is going to make fighting grey ^^ mobs impossible. </DIV><BR> <HR> </BLOCKQUOTE><BR> <DIV>no it only changes the way you have to fight gry ^^'s  dont get hit use roots and fight them like you would any grouped encounter.</DIV> <DIV> </DIV> <DIV>I've got a guide out there for all the people who whine about not being able to solo this and "i cant solo greens!"</DIV> <DIV> </DIV> <DIV>its all just horse's rear hide.  I can solo high con green ^^'s and I'm not even close to having the best spells or gear.  I have NO (count em) NO adept 3's, most my spells are ap4 and adept1, and guess what?  I can still solo, why? DONT GET HIT!  its not rocket science.  Overcome adapt, It was the same way in eq1 you weren't supposed to get hit you had to kite, well in 2 they've given us some nice spells(roots) to keep from being hit (they only removed the kiting portion of it) My laptop that I play on is so gimped its not even funny.  I get motherboard lag so bad it can take up to 3-4 seconds for things to affect the screen, spells sometimes dont re-cast right away, and If I try to run I will die because even while sprinting with such bad motherboard lag I run slower than someone jogging along their merry way.  Not being able to break the encounter and run away has taught me (which is why i made the guide) how to solo without being hit, because I usually died due to the motherboard lag.   With said factors I can still solo without being hit once, any solo con mob up to orange, and high con green grouped(heroic, ^^, what ever you call them) mobs also.</DIV> <DIV> </DIV> <DIV>I'm sick of people complaining, if your a good wizard you wont get hit.  If you get unlucky and catch an add while fighting you die, so what?  you got unlucky deal with it it happens to all classes while fighting grouped encounters.  hopefully you have a tank who taunts it (once you die) and a cleric who will rez/heal you so you can start using canni's and start nuking again.</DIV> <DIV> </DIV> <DIV>Parry is usless for a wiz, we dont need it.</DIV> <P>Message Edited by IllusiveThoughts on <SPAN class=date_text>04-14-2005</SPAN> <SPAN class=time_text>03:52 PM</SPAN></P><p>Message Edited by IllusiveThoughts on <span class=date_text>04-14-2005</span> <span class=time_text>03:55 PM</span>

Kilferf 'U
04-15-2005, 02:54 AM
<DIV><BR> <BLOCKQUOTE> <HR> IllusiveThoughts wrote:<BR><BR> <BLOCKQUOTE>Parry is usless for a wiz, we dont need it.</BLOCKQUOTE><BR> <HR> </BLOCKQUOTE>lol</DIV> <DIV> </DIV> <DIV>/point roarfrost</DIV> <DIV>/laugh</DIV> <DIV> </DIV> <DIV>Kmon roar, the sky isn't falling and you're scaring all the noobs. :smileytongue:</DIV> <DIV> </DIV> <DIV>Edit: thank you for all of the paranoid fun you provided me with today roar. I'll be vacating this thread and leaving you to your own devices now. /tip hat</DIV> <DIV> </DIV> <DIV>good luck with that whole.... uhh....parrying thing.. ROFL  <FONT color=#66ff66>o.O</FONT></DIV> <DIV><FONT color=#66ff66></FONT> </DIV> <DIV><FONT color=#66ff66>*checks the sky*</FONT></DIV> <DIV><FONT color=#66ff66></FONT> </DIV> <DIV><FONT color=#66ff66>All is good. :smileywink:</FONT></DIV> <DIV> </DIV><p>Message Edited by Kilferf 'Uhn on <span class=date_text>04-14-2005</span> <span class=time_text>04:02 PM</span>

IllusiveThoughts
04-15-2005, 03:01 AM
<BR> <BLOCKQUOTE> <HR> Kilferf 'Uhn wrote:<BR> <DIV><BR> <BLOCKQUOTE> <HR> IllusiveThoughts wrote:<BR><BR> <BLOCKQUOTE>Parry is usless for a wiz, we dont need it.</BLOCKQUOTE><BR> <HR> </BLOCKQUOTE>lol</DIV> <DIV> </DIV> <DIV>/point roarfrost</DIV> <DIV>/laugh</DIV> <DIV> </DIV> <DIV>Kmon roar, the sky isn't falling and you're scaring all the noobs. :smileytongue:</DIV> <DIV> </DIV><BR> <HR> </BLOCKQUOTE> <P><BR>honestly what are we supposed to be battle mages?  From the lore aspect of it wizards were never in the midst of a battle they were always off to the distance spouting off ancient incantations that would cause massive destruction.  </P> <P>A trade off would be to increase the range of our spells, I particually feel Ice flame, our stun line, and stifle line, should be increased to the distance of westfiends or ice spike, and the snare portion removed.</P> <P>I do agree removing it without providing something in return sucks, but we'll still be just as fine with out it.</P>

Andalla
04-15-2005, 06:12 AM
<div></div>Okay kids, simmer down, were all on the same side here remember.  To be honest, Im a bit worried. Loosing parry is gonna make it that much easier for us to take a really nasty hit. At 41 I have a bit over 2k hp self buffed, and can take a few hits, and I still dont like seeing mobs within arms reach of me.  Point is, root breaks/gets resisted alot more than we wouldd prolly prefer.  When that happens, we get that warm fuzzy feeling of a mob hug. Lets face it, I dont give a flying rats @$$ how skilled you are, a couple resists at the wrong time (hello recast time) and your just plain f*cked. When said situation occurs, that parry skill gives us a better chance of just maybe coming out of it with all out limbs intact. It is gonna make getting scr*wed by a string of resists that much more common. In my humble opinion, I think the major factor on how harsh (or even if) were getting hosed here is going to be how much better our roots hold...if they dont, well, yeah. To sum it up, I know that I, as well as many other casters, depend on that extra avoidance if the mobs gets in our face. Loosing it is gonna hurt bad unless the changes to roots significantly reduce the change of that being a factor. <div></div><p>Message Edited by Andalla on <span class=date_text>04-14-2005</span> <span class=time_text>07:21 PM</span>

Suraklin
04-15-2005, 09:58 AM
<BR> <BLOCKQUOTE> <HR> Stavenham wrote:<BR>And whats up with Plasmatic Pulse? So we are gonna get an icon that lasts one round to remind us of how under used this spell is? <BR><BR>Even greyed out, Ice Spike does more then Plasmatic pulse. So it has a dot at the end of it. As far as I remember the dot lasts one tick and does like 40 some damage? Why? Thats not real damage over time, thats just a little extra damage.<BR><BR>I wonder if they ever take all the spells from a class, and compare them against the rest of the classes spells? Or do they just try and go on memory.<BR><BR><FONT color=#ff0000>I can't believe I'm becoming this critical of SoE.<BR></FONT> <HR> </BLOCKQUOTE>This has to be your first SOE game then. SOE is notorious for taking a fun game and ruining it. I'm just amazed they are screwing this game up so fast. Took atleast a year for them to screw up all their other games. Only took them til patch 3 to start [Removed for Content] people off in this one.<BR>

roarfrost
04-15-2005, 10:34 AM
<DIV> <BLOCKQUOTE> <HR> IllusiveThoughts wrote:<BR> <DIV> </DIV> <DIV>I'm sick of people complaining, if <STRIKE>your</STRIKE>  <FONT color=#ffffcc>you're </FONT>a good wizard you wont get hit. </DIV> <DIV> </DIV> <DIV><FONT color=#ffffcc>Since I'm the main one that was complaining here, I guess you mean me. I know you're patting yourself on the back because you wrote a guide on how to chain Tethers to kill solo orange badgers (lol), but come on. Don't just assume people don't know what they are talking about or don't know how to play the game. Maybe they are soloing much tougher encounters than you are?</FONT></DIV> <DIV><FONT color=#ffffcc></FONT> </DIV> <DIV><FONT color=#ffffcc>When you gain 10 or 15 levels, and soloing orange cons and low greens^^ gives you almost no xp, you'll be looking for bigger targets too. You will get powerfull spells that (finally) allow you to solo half way effectively (e.g. an aoe root). But you will still find yourself being hit at some point. No one here is asking to be a tank, but no class should always get hit with no chance to parry when a mob swings, and no class should die in 1 hit against non-epic mobs. Some of you guys need to get over this "if root breaks, you should die" mentality.</FONT></DIV> <DIV><FONT color=#ffffcc></FONT><FONT color=#ffffcc></FONT> </DIV> <DIV><FONT color=#ffffcc>Its not just mages, other classes will probably suffer from it much worse. You look at it all together -  them taking away parry, nerfing base mitigation, nerfing Defense, fooling around with avoidance, and the previous agility nerf, and pretty soon we'll all be back soloing green badgers with you.</FONT></DIV> <DIV> </DIV> <HR> </BLOCKQUOTE></DIV>

Sorano
04-15-2005, 02:05 PM
<DIV>Check out this thread by a lvl50 wizzy on test.</DIV> <DIV> </DIV> <DIV><A href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=testfeed&message.id=13973" target=_blank>http://eqiiforums.station.sony.com/eq2/board/message?board.id=testfeed&message.id=13973</A></DIV> <DIV> </DIV> <DIV>He has some troubling things to say about the ineffectiveness of our roots and how much more we get hit without parry. We need more people like him to post so that SOE get a good picture of what the changes mean to mage classes.</DIV>

Megloman
04-15-2005, 04:20 PM
<DIV>Reading that wizards post on test is very depressing indeed, roots are supposed to hold more giving us a chance but are holding LESS, which pretty much removed the only soloing tool the wizards have to take on at least some semi challenging </DIV> <DIV> </DIV> <DIV>I also dont understand the if root breaks you die mentality, as it doesn't take any skill into the equation, you could have the perfect spell cycle, timing, everything, but due to bad luck you die / have to run like a girl. With at least some chance to survive 1/2 blows, it gives you some options on resists where you can decide to fight through it or run, but with this new change it is going to be run everytime. I personally hate the idea of always having the same spell cycle formula for soloing, almost like a piece of code with if resist then run statements etc, its just automates the whole process and makes it a lot more boring with no stategic choices to make which can effect the outcome of the batte.</DIV> <DIV> </DIV> <DIV>I like to solo challenging encounters, and do take on green ^^mobs when I can, even just to test it out when I know I'm very likely to die. I'm only a lowly lvl 26 wizard so cannot comment on the higher levels, but only having 1 root and 1 stun at my level makes it challenging indeed, and I have quite a few adept 3's in my book (every nuke, debuff, stun and root). I wouldn't mind if group mobs were solely the provision of groups, with no chance to solo then, but when i see lots of other classes with crappy gear and crappy spells soloing them left right and centre with no skill required, when I have to pull out every trick in the book to get it done, and even then get beaten by 1 bad roll of the dice, it seems rather unfair to me. Given the fact that if I was a lot of other classes with the level of equipment and spells I have (I have the best equipment for my level, which to be honest is not that good as there is very little mage specific gear for my level range) I would be soloing blue / white^^ and green^^ named mobs easily with very little risk of death I'm a little agrieved that we are getting nerfed, and that the classes that can do them will be going on with business as usual.........</DIV> <p>Message Edited by Meglomania on <span class=date_text>04-15-2005</span> <span class=time_text>05:21 AM</span>

Stavenh
04-15-2005, 04:51 PM
<BR> <BLOCKQUOTE> <HR> Suraklin wrote:<BR><BR> <BLOCKQUOTE> <HR> Stavenham wrote:<BR>And whats up with Plasmatic Pulse? So we are gonna get an icon that lasts one round to remind us of how under used this spell is? <BR><BR>Even greyed out, Ice Spike does more then Plasmatic pulse. So it has a dot at the end of it. As far as I remember the dot lasts one tick and does like 40 some damage? Why? Thats not real damage over time, thats just a little extra damage.<BR><BR>I wonder if they ever take all the spells from a class, and compare them against the rest of the classes spells? Or do they just try and go on memory.<BR><BR><FONT color=#ff0000>I can't believe I'm becoming this critical of SoE.<BR></FONT> <HR> </BLOCKQUOTE>This has to be your first SOE game then. SOE is notorious for taking a fun game and ruining it. I'm just amazed they are screwing this game up so fast. Took atleast a year for them to screw up all their other games. Only took them til patch 3 to start [Removed for Content] people off in this one.<BR> <BR> <HR> </BLOCKQUOTE>No, it's not. I'm just not so hotheaded as many people are. There hasn't ever been changes to the game that made it unfun to play. <BR>

roarfrost
04-15-2005, 04:57 PM
<DIV>That thread from the testserver wizard is depressing. Its just as bad if not worse than I thought it would be. Lets hope SOE takes some feedback and never lets that go Live without some fixes and tweaks.</DIV> <DIV> </DIV>

Andalla
04-15-2005, 06:26 PM
Just got through reading the test forums...I usually give SOE the benefit of the doubt, I dont complain much and even stand up for them every now and then when there making some of these whacked out changes. But this is too fu*cking much. Im really, really hoping that root isnt "working as intended" atm and they messed up some coding, cause if that goes live as is, I think after nearly 6 years Im gonna have to sever relations. <div></div>

justright
04-15-2005, 06:36 PM
<DIV>So how will this affect those of us who were dumb enough to choose Elven Reflexes as Racial Tradition?</DIV> <DIV> </DIV> <DIV>From what I can understand this will be useless for casters now!?</DIV> <DIV> </DIV> <DIV>I can see another /respec comin on the horizon. Good thing I saved mine. :smileyvery-happy:</DIV>

IllusiveThoughts
04-15-2005, 06:42 PM
<BR> <BLOCKQUOTE> <HR> roarfrost wrote:<BR> <DIV> <BLOCKQUOTE> <HR> IllusiveThoughts wrote:<BR> <DIV> </DIV> <DIV>I'm sick of people complaining, if <STRIKE>your</STRIKE>  <FONT color=#ffffcc>you're </FONT>a good wizard you wont get hit. </DIV> <DIV> </DIV> <DIV><FONT color=#ffffcc>Since I'm the main one that was complaining here, I guess you mean me. I know you're patting yourself on the back because you wrote a guide on how to chain Tethers to kill solo orange badgers (lol), but come on. Don't just assume people don't know what they are talking about or don't know how to play the game. Maybe they are soloing much tougher encounters than you are?</FONT></DIV> <DIV><FONT color=#ffffcc></FONT> </DIV> <DIV><FONT color=#ffffcc>When you gain 10 or 15 levels, and soloing orange cons and low greens^^ gives you almost no xp, you'll be looking for bigger targets too. You will get powerfull spells that (finally) allow you to solo half way effectively (e.g. an aoe root). But you will still find yourself being hit at some point. No one here is asking to be a tank, but no class should always get hit with no chance to parry when a mob swings, and no class should die in 1 hit against non-epic mobs. Some of you guys need to get over this "if root breaks, you should die" mentality.</FONT></DIV> <DIV><FONT color=#ffffcc></FONT><FONT color=#ffffcc></FONT> </DIV> <DIV><FONT color=#ffffcc>Its not just mages, other classes will probably suffer from it much worse. You look at it all together -  them taking away parry, nerfing base mitigation, nerfing Defense, fooling around with avoidance, and the previous agility nerf, and pretty soon we'll all be back soloing green badgers with you.</FONT></DIV> <DIV> </DIV> <HR> </BLOCKQUOTE></DIV><BR> <HR> </BLOCKQUOTE> <P>thats nice I'm glad you skimmed through my guide.  If you read the whole thing you'd realize I'm killing High con green ^^'s with ease not just orange solo con mobs and I provide exactally how I do it so every little nerf crying lemming can follow it.  1.5-1.7% xp per kill and nice chest drops seems to do me just fine for 8 min of work.  I'd hardly call that lame xp.  If your taking on harder than green grouped mobs then expect to get hit due to resists.</P> <P>We are not the only class that has to run from bad luck.  If other classes are soloing hard solo fights (grouped mobs) and get a string of resists or ho's go the wrong way they have to run also.  You have to take the information in stride.</P> <P>I just dont get the complaints.  I NEVER get hit.  Tether is an awesome root.  Ring of cold will be even better.  Immolation will be another great tool for soloing.  I have yet to experience these awesome spells and can still take down a grouped ^^ high con green mob in about 8 minutes without being hit ONCE! </P> <P>It's always been an accepted fact that we are glass cannons, we get hit we die its the price wizards have always paid for big bangs.  Now that SOE decided to make that fact more apparant we have people coming out of the woodwork screaming against it.</P> <P> </P> <P>having said that if the changes and feedback on test indicate roots are not holding better and are in fact worse than before, this is a bug that should be fixed before the live update goes live.<BR></P> <P>Message Edited by IllusiveThoughts on <SPAN class=date_text>04-15-2005</SPAN> <SPAN class=time_text>07:43 AM</SPAN></P><p>Message Edited by IllusiveThoughts on <span class=date_text>04-15-2005</span> <span class=time_text>07:44 AM</span>

Bath
04-15-2005, 07:08 PM
<BR> <BLOCKQUOTE> <HR> Meglomania wrote:<BR> <P>Yep, this change is major to the soloability of all mages who dont have a tank pet to protect them, and I agree wholeheartedly that it has been implemented to stop the many clerics (mainly templars) soloing grouped and named mobs left right and centre or tanking in groups.</P> <P>Message Edited by Meglomania on <SPAN class=date_text>04-14-2005</SPAN> <SPAN class=time_text>05:59 AM</SPAN><BR> <HR> </BLOCKQUOTE><BR> <DIV>Just to clearify ... Templars can't solo any named mob right now.  We can't even take on a Heroic Green unnamed single mob.  The most We can do is solo a group of two white non-heroic ... maybe 3 white if they are soft hitters.  Yes we can live longer right now as a solo against these groups which gives us a chance to run ... but we cannot defeat the mob.</DIV>

roarfrost
04-15-2005, 07:42 PM
<DIV>Must get worse for Templars at higher levels then.</DIV> <DIV> </DIV> <DIV>Because I have a lowbie level 21 Templar and I'm beating up on Blue^^ heroics in SH constantly.</DIV> <DIV> </DIV>

Megloman
04-15-2005, 07:51 PM
<DIV>I'm only reporting on what I see out in the field at my level range, no idea of higher level clerics and I don't really listen to rumours of what people say they saw other people doing, just first hand experience as I often see them soloing group mobs in TS and SH. Saw a lvl 29 templar soloing Claw (lvl 26 named in TS) yesterday, he had good gear and I have no idea how good his spells were, but it looked a pretty comfortable fight for him, just took a bit of time.</DIV>

Stavenh
04-15-2005, 10:26 PM
Man I just read that level 50 wizard's post.I want to type cuss words at Sony! I won't, that's not my way, but the feeling is there. And if the feeling is there, it means the fun is going out of the game.I didn't think it would be possible for us to get any worse at taking hits and such, but looks like it's going to happen. Sony, this is a game, we play to succeed. Fun doesn't just mean trying to win, it includes actually winning. I'm not looking to win the game, or find the end. I'm not also looking for everything to be outrageously hard.I left EQ1 because the endgame was clearly designed to be one big ol time sink. Mobs that need 36+ players to kill with rewards being more mobs that take now take 42+ players to kill. Quests that require weeks of camping because the mob need that might not drop the item are on a one week spawn timer. Where progress was so slow just to keep people playing.EQ2 may not be going that way, but the feeling of frustration with the game is going that way.<p>Message Edited by Stavenham on <span class=date_text>04-15-2005</span> <span class=time_text>01:24 PM</span>

Bath
04-16-2005, 12:09 AM
<BR> <BLOCKQUOTE> <HR> Meglomania wrote:<BR> <DIV>I'm only reporting on what I see out in the field at my level range, no idea of higher level clerics and I don't really listen to rumours of what people say they saw other people doing, just first hand experience as I often see them soloing group mobs in TS and SH. Saw a lvl 29 templar soloing Claw (lvl 26 named in TS) yesterday, he had good gear and I have no idea how good his spells were, but it looked a pretty comfortable fight for him, just took a bit of time.</DIV> <BR> <HR> </BLOCKQUOTE> <P><BR>That might  be the case.  I'm lvl 29 Templar and I can say that some mobs are easier ... however he out leveld that named mob by 3 levels which would make it green if not grey to him.  I would guess he ran out of mana well before the mob was dead and had to sit there and wack at it for 17 points of damage melee until it was dead.  </P> <P>Like I said ... it's not that we will die from these mobs ... that's what the benefit is over the wizard class ... however if you want to spend 10 mins to kill on mob then yes ... we can do that if there are not other mobs added to the fight.  I was just trying to clarify you statement because it sounded like the templars were running around as a super character which they are not even close to being.</P> <P>Anyway, I'm hoping to not get hurt too bad from the LU#7 ... we'll just have to wait and see ... I hope the wizards don't get hurt either as my main group mate is a wizard and it's hard enough to keep him alive now if he pulls agro.  Fragile little creatures you wizards are.  It's kinda like watching a super heavy weight fight between the mob and the wizard.  Whoever get's in that first big punch wins <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></P><p>Message Edited by Bathel on <span class=date_text>04-15-2005</span> <span class=time_text>04:12 PM</span>

Dalat
04-16-2005, 07:56 AM
<BR> <BLOCKQUOTE> <HR> IllusiveThoughts wrote:<BR> <BLOCKQUOTE>thats nice I'm glad you skimmed through my guide.  If you read the whole thing you'd realize I'm killing High con green ^^'s with ease not just orange solo con mobs and I provide exactally how I do it so every little nerf crying lemming can follow it.  1.5-1.7% xp per kill and nice chest drops seems to do me just fine for 8 min of work.  I'd hardly call that lame xp.  If your taking on harder than green grouped mobs then expect to get hit due to resists.</BLOCKQUOTE> <P>We are not the only class that has to run from bad luck.  If other classes are soloing hard solo fights (grouped mobs) and get a string of resists or ho's go the wrong way they have to run also.  You have to take the information in stride.</P> <P>I just dont get the complaints.  I NEVER get hit.  Tether is an awesome root.  Ring of cold will be even better.  Immolation will be another great tool for soloing.  I have yet to experience these awesome spells and can still take down a grouped ^^ high con green mob in about 8 minutes without being hit ONCE! </P> <P>It's always been an accepted fact that we are glass cannons, we get hit we die its the price wizards have always paid for big bangs.  Now that SOE decided to make that fact more apparant we have people coming out of the woodwork screaming against it.</P> <P> </P> <P>having said that if the changes and feedback on test indicate roots are not holding better and are in fact worse than before, this is a bug that should be fixed before the live update goes live.<BR></P> <P>Message Edited by IllusiveThoughts on <SPAN class=date_text>04-15-2005</SPAN> <SPAN class=time_text>07:43 AM</SPAN></P> <P>Message Edited by IllusiveThoughts on <SPAN class=date_text>04-15-2005</SPAN> <SPAN class=time_text>07:44 AM</SPAN><BR> <HR> </BLOCKQUOTE> <P>So...you NEVER get hit eh? Gotta love comments like these. It brings so much credibility to the writer.  </P> <P>Anyways, I agree with you llusive that wizards should be glass cannons, to an extent. I simply don't understand how you can think we are overpowered in the defense area.  Any challanging encounter, a wizard will most likely die in a couple hits if he has pulled aggro. Thats unbalanced? In which defensive areas do you think wizards are overpowered? </P>

IllusiveThoughts
04-16-2005, 06:14 PM
<DIV> </DIV> <DIV><BR> <BLOCKQUOTE> <HR> Dalatar wrote:<BR><BR> <P>So...you NEVER get hit eh? Gotta love comments like these. It brings so much credibility to the writer.  </P> <HR> </BLOCKQUOTE><BR>Thanks for the compliment.  It sure does bring lot's of credibility doesn't it <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></DIV>

Andalla
04-16-2005, 10:56 PM
Ya know bud, you might get a better reaction from folks if your post didnt come off with a distinct flavor of "Im better than you". The information in your guide to soloing was good advice. And also pretty common knowledge to those of us who have been doing it for quite some time. I can solo with my melee alts high green^^ cons and NEVER have to run. They cant hurt me, period. There is no "string of bad HOs or resists" I have had 4 heroic encounters on me at once and not really cared, it just means they take longer to kill cause Im constantly OOP. Thats whats a bit unbalanced. You CAN solo those encounters, a melee WILL. Like I said before, simmer down a bit and drop the holier than thou attitude and you might not be forced into a "whose d*ck is bigger contest". I really dont want to flame you here, but I think your approaching the topic from the wrong angle. I know your smart, and Im pretty sure your a skilled player, but your communication skills could use some work. And just an FYI, in a few levels, the XP gained from a green ^^ will drop to less than .5% per encounter kill. I can earn more than double that by ripping through solo and small group content thats yellow/orange, but I rely partly on avoidance to do so when I get those inevitabel resists. People arent p*ssed because it cant be done, because as we all know it can. But because everyone else does it a helluva lot better than us. <div></div>

Astragot
04-16-2005, 11:17 PM
<P><FONT color=#ffff00>statement: Solo characters were never intended to defeat encounters flagged as a "group" encounter.</FONT></P> <P><FONT color=#ffff00>fact: I have never relied on or needed my defense/parry skill to defeat solo mobs.</FONT></P> <P><FONT color=#ffff00>statement: the wizard class should indeed be a glass cannon.</FONT></P> <P> </P> <P>You can agree or disagree on the above statements, but if they hold true I have no problem what so ever with this update. </P> <P>I root mobs and I kill them before the root wears off. </P> <P>If you allow wizards to be able to tank mobs, you have to compensate for that ability to balance encounters, for instance by decreasing our dps.</P> <P>I think, and hope, that the wizard is a dps class, capable of dishing out more damage then most other classes, with some added utility for raids and groups.</P> <P>I think the drawback for that should be a very low survivability. We are glass cannons. If monsters start hitting us, we drop like a stone. I like that. It means aggro management MEANS something. It means soloing is a challenge instead of a grind. It means it is VERY usefull to have a good tank around, it means we add something unique to a group.</P> <P>Basically, and very bluntly stated, if you wanna tank, build a fighter.</P> <P> </P> <P>Astragoth, </P> <P>lvl 50 wizard of Rebirth on Splitpaw.</P> <P> </P> <P> </P>