View Full Version : A little buffed, a little nerfed:
EQoobTa
09-09-2005, 03:20 AM
<DIV><STRONG>Conjurer changes:<BR></STRONG>- Blazing Presence now costs less power.<BR>- Sacrifice will now have a heal radius.<BR>- Spell scrolls have been added for Spike Earth.<BR>- The hate that Tellurians gain has been reduced.<BR>- The Splinter of Essence spell line now has multiple charges on their summoned items.<BR>- Call of the Hero is again a single-target spell.<BR>- Roaring Flames' AoE damage component has been increased.<BR>- Stoneskin will again protect for three hits.<BR>- The Alluvial Brand line now grants additional Magical mitigation to your group's pets.<BR>- The Fire Seed lines now have an increased proc chance.<BR>- The hate gain associated with innate pet abilities has been reduced.<BR>- The Volatile Refuge line has been changed as follows: Reduced hate gain, increased attack speed penalty slightly, and added 10% to all magical resistances.<BR></DIV> <DIV>This comes from Test Update #13g, maybe it'll go Live when CC hits maybe not.</DIV> <DIV> </DIV> <DIV>All in all, I've got mixed reactions to this. </DIV> <DIV> </DIV> <DIV>Splinter of Essence having multiple charges is very nice. I hated having to wait 30 secs to cast a single splinter all the time and when in group this is a very valuable spell for practically everyone in the group. I'm keen to cast this on healers when the battle is taking its toll on their mana(got a HK set up that announces the cast to them) and quite a few times I've saved a possible group wipe by being able to supply the much-needed mana to the healer to keep the tank alive. This is an awesome update IMO.</DIV> <DIV> </DIV> <DIV>Brand line gaining magic mitigation and not losing anything? Nothing wrong with that!</DIV> <DIV> </DIV> <DIV>Fire Seed lines having an improved proc chance is cool too.</DIV> <DIV> </DIV> <DIV>Whether some view the changes to Call of the Hero better or worse idk, I think it's for the better as it basically requires more Conjurors in order to CotH a raid group to a raid(for those raids where it's necessary), but in group it kinda sucks since you have to pick one person to summon, still being able to instantly summon someone to the xp spot once they enter the zone = uber! Call of has always been a class-defining spell of the Magician(or Conjuror in this version:smileywink: ), I'm so glad we finally get it.</DIV> <DIV> </DIV> <DIV>Now...what happened to our tank pets? Hate has been reduced twice for our tank pets, once they nerf the basic hate then they nerf the hate associated with their abilities? IDK about the rest of you but it wasn't too hard to peel from my pet and if I wanted to all I had to do was DoT the mob from the start and go about business as usual to keep aggro. Hell many times while fighting grouped mobs most of them would come pounding on me and I never casted one spell at any mob in the group! I really don't understand this change because IMO the tank pet needed his Hate buffed! I'm sure we'll still be able to use our tank pets as tanks, I'm just wary about how long it will take to make them worthwhile tank pets. As long as they get taunts I'm not too worried and hopefully this is the reason why all the pets are being "nerfed", after all we should be able to peel off our other two pets pretty easy if we push it. Still the tank pet should be able to hold aggro almost as well as a good tank, the weaker Mit and HP should make sure the tank pet can't replace a real tank, not the fact that the tank pet can't hold aggro for [expletive ninja'd by Faarbot]!</DIV><p>Message Edited by EQoobTank on <span class=date_text>09-08-2005</span> <span class=time_text>07:23 PM</span>
schrammy
09-09-2005, 12:36 PM
Can any of the Conjurors on Test/Beta please post a screenshot of the actual splinter itself? So not the spell but the summoned item?
wullailhuit
09-09-2005, 10:25 PM
<div></div>It's 2 charge now... Oh...and the little nerfed...right now on beta....the tank pet can't tank... Anything above a green con stands a fair chance of killing your earth pet... So to avoid getting agro you have to nuke carefully - but to avoid getting wiped....you have to nuke hard and fast Catch 22 and we never win.. <div></div><p>Message Edited by wullailhuit on <span class=date_text>09-09-2005</span> <span class=time_text>07:27 PM</span>
Dragonslayer810
09-10-2005, 12:24 AM
<P>Ok when you mentioned our brand line about it staying the same and gaining resist....i believe your wrong unless they changed it. From the pictures of our new spells that Xalmat posted, our brand line has nothing on it but mit. We lose all int, power, health, sta buffs from them.</P> <P>Also the tank pet has a shout ability and taunts now (from what i read from other conjurors posts).</P> <P>One more thing, a few posts down someone said about not being able to take greens with the earth pet. I dont mean to be mean but w/e buffs you have up and what you are doing, you possibly are you using the wrong buff strat, and overall strat.</P> <P>All the info i have said above is from reading other posts from conjurors who play on test or in beta... you can find these posts all over the place on the conjuror boards.</P>
wullailhuit
09-10-2005, 10:34 AM
<div></div>The earth pet now uses his shout maybe once in a fight if you are lucky...it used to do it at the start of a fight and gain agro , now it's randomly using it..in some fights it's not using it at all. And yes , I've been playing in beta since day one. <div></div><p>Message Edited by wullailhuit on <span class=date_text>09-10-2005</span> <span class=time_text>07:35 AM</span>
Sanamien
09-10-2005, 06:57 PM
<div></div>Dragonslayer, this thread is discussing the newest changes in 9/8 patch. Why don't you try reading it before replying?<div></div><p>Message Edited by Sanamien on <span class=date_text>09-10-2005</span> <span class=time_text>07:58 AM</span>
laedyana
09-10-2005, 09:19 PM
<P>Tank pet is totally broken. Played him a little on test today (9/9), and quite frankly I no longer see much differentiation at all in the tanking ability of our earth pet vs our scout pets. Try taking on two solo mobs at once like you do when you get an unexpected add, and he'll get creamed.</P> <P>It's nice that our scout and mage pets are fixed - but now the earth pet is nerfed to the point of being useless.</P> <DIV>I also don't understand why hate on our tank pets is even an issue - after the patch no one is going to be using them in a group situation so it's not like a real tank is competing with them for agro. Hate should have stayed the way it was.... and mitigation is down far too much.</DIV> <DIV> </DIV> <DIV>Soloing is no longer fun... don't think I'll be logging on to test to try it out until I see a patch message (hopefully) that it's been fixed.</DIV><p>Message Edited by laedyana on <span class=date_text>09-10-2005</span> <span class=time_text>10:20 AM</span>
<DIV>wow, this is very discouraging... here i thought we were finally getting ALL of our pets fixed and it started off so great, now this <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></DIV> <DIV> </DIV> <DIV>first, the game comes out and we've been a broken class since the game started (u smart conj's kno what's broken)...</DIV> <DIV> </DIV> <DIV>second, they fix small things w/ conj's but completely ignore our pets as time goes on...</DIV> <DIV> </DIV> <DIV>now, the expansion is here they fix our 2 other pet's but they [expletive ninja'd by Faarbot] up our earth pet? ridiculous <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></DIV>
Jeradim
09-13-2005, 04:26 AM
<P>I'm reserving judgement and keeping an open mind until the expansion comes out. All I know is that if I can't play effectively -and by that I mean NOT doing "solo" mobs because they give ridiculously crappy exp- with my Templar/Conjurer duo, then I may very well quit. I do not want to repeat the frustration of an EQ1 mage; that is, a "solo" class that cannot solo (or in this case duo) due to ineffective pets.</P> <P>If the tank pet cannot tank then what's the point? It's great that the other pets are getting fixed -actually using a fire pet for the first time in 5 years will be nice- but 95% of my time is spent in my "small group" which needs the tank pet. I don't expect to be doing named mobs after the revamp -which is as it should be- but regular group encounters should be doable with a skilled decently geared duo with adept I and up spells. If it isn't, or with the power regen nerf if there is excessive downtime - i.e. more than 2-3 mins - the game will cease to be fun for me and just be an excersice in frustration. Frankly I don't think SoE knows or has ever known how to properly design a Mage/Conjurer (or Enchanter for that matter) class without having to repeatedly beat it with the nerf bat. Aside from the 2 broken pets I'm pretty happy with they way things are now tbh. We shall see...</P>
Triyton
09-13-2005, 10:30 PM
<P><FONT size=1>What tier of spells are you folks using? The game is now totally geared that effectiveness is based on spell tier, more than level. And with the pet, it casts it's spells based on the tier of the spell used to create it.</FONT></P> <P><FONT size=1>So it would seem an Adept1 pet isn't nearly as good as an Adept3 pet, and also is casting its own spells at Adept1 vs. Adept3 level. It always made a big difference but now more so. After that get Adept3 on defensive stance spells, then other pet related spells if possible. They are increasing the harvest rate on rares, maybe a lot, prices should come down too.</FONT></P> <P><FONT size=1>Then maybe things will be tolerable until they fix things. :smileyhappy:</FONT></P><p>Message Edited by Triyton on <span class=date_text>09-13-2005</span> <span class=time_text>02:31 PM</span>
SilkenKidden
09-14-2005, 08:27 AM
<DIV>Where do you get Adept 3 conjuror spells? I'm a sage. I can make them, except the rares are impossible to find. </DIV> <DIV> </DIV> <DIV>I'm a broken conjuror and a broken sage. I should switch to Dungeon Siege II. </DIV> <DIV> </DIV> <DIV>I'm level 40. I didn't get the chance to make any pet a master 2 pet. That choice was wasted on low level spells I no loger use. Maybe I should learn to use them, but too late. Unless we can /respec and /respec. </DIV> <DIV> </DIV> <DIV>We should have been warned not to do anything today but read the bulletin board to find out how to make our choices. But, hee hee, I wanted to try to get some of the extra exp they are handing out. </DIV> <DIV> </DIV> <DIV>Instead I got dead. Pet attacked a blue mob I had not targeted and one with which I didn't want to lose faction. Are pets tinking for themselves again? </DIV> <DIV> </DIV> <DIV> </DIV>
Triyton
09-14-2005, 06:40 PM
<P><FONT size=1>Conjuror and Sage also. Master2 pets aren't among the options, but the pet buffs (now "stances") are. The choice from 34 should be Volatile Refuge, at 44 it will be Volatile Haven or Vexation.</FONT></P> <P><FONT size=1>I have harvested a lot, and gotten some T4 rares. Haven't gotten any T5 rare rocks yet (Rhodium and Ruby), although I did get a non-sullied pelt. The prices of the T5 rocks has been 1.5 Plat and up on my server but has come down lately in anticipation of the patch. Now (DoF day 2) it is up as people do upgrades for their new/rearranged spells and probably less people playing in the T5 areas now. But they are there and prices may fall. </FONT></P> <P><FONT size=1>I think ya gotta get one pet at Adept3, whichever one that might be. I would say Earth pet for sure if they hadn't apparently just nerfed it to high heaven. Lets say a person mostly groups and is in his mid to upper 40's. Then he could get the offensive stance choice of Vexation Master2 at level 44, and Adept3 Aery Stalker at 46 or Igneous Magi at L48.</FONT></P><p>Message Edited by Triyton on <span class=date_text>09-14-2005</span> <span class=time_text>10:40 AM</span>
vBulletin® v3.7.5, Copyright ©2000-2025, Jelsoft Enterprises Ltd.