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View Full Version : What will LU 19 mean, to us Conjurers????


Skiddkidd
01-19-2006, 11:08 PM
This is the latest Info from the TU #19b: Jan. 18 2006;<font color="#ffcc00"><b>*** Headlines ***</b></font>- New Character Progression has arrived! Choose your final class at level 1, experience new unique progression paths for each race and alignment, and much more!- Solusek's Eye: New adventures, stories, and rewards!<font color="#ffcc00"><b>*** New Character Progression ***</b></font> Note: We want your feedback! We encourage you to create a new character on the Test server and run through our all-new tutorial islands. Please use the /feedback and /bug commands to offer suggestions or report problems on any aspect of the new character progression, as the EQ2 Team reads these reports daily. With your help, we can make the first experience for new players even more fun!<b>Character Creation</b>- New characters now choose a profession at character creation.- Your alignment (good or evil) determines which class choices are shown.- As you progress through character creation, your current choices (gender, race, class) are shown.- Characters begin with several key pieces of class-specific armor that are visible in character creation. <b>New Tutorial Islands</b>- The original boat tutorial is no longer used. Instead, new characters immediately arrive on one of two new islands. Evil characters explore the Outpost of the Overlord while good characters visit the Queen's Colony.- Each island has unique inhabitants and feel very different from one another.- All new quests await to train new adventurers for the challenges that lie ahead.- Visit trainers on the island to learn about combat, harvesting, banking, and other gameplay elements.- You can remain on the island for as long as you wish without a restriction placed on your ability to level up (though of course the population will eventually grey out). <b>Professions</b>- Players now select their profession at character creation instead of moving from archetype to class to subclass. For example, you can choose to play a Wizard at character creation. When you arrive on the tutorial island, you will be a Wizard--not a Mage.- Distinct spells and arts designed for each profession are now given immediately in place of the more generic archetype and class versions. You feel like your profession right away instead of waiting 19 levels to do so.- Previous class and subclass quests have either been removed or modified to provide flavor. They are not required to progress in your chosen profession and will no longer restrict your level growth.- Existing characters that were at the archetype or class level will be prompted to choose a profession before logging into the game. Existing spells and arts will be replaced (at the same quality level) by the new profession-specific abilities. <b>Racial Quest Paths</b>- Upon leaving the island and arriving in your home village or district, you will begin a new series of quests designed specifically for your race.- These quests will provide a greater understanding of your race's history and how it fits into the fabric of your home city. <b>Adventure Yard Quests</b>- Completing your racial quest path will guide you to your city's adventure yards. The adventure yards have new population and quest lines that feel more a part of each city.- New rewards await those who complete these quests! <b>Citizenship</b>- The citizenship quest is gone. You earn citizenship on the tutorial island and become a citizen when you leave it.- There is no longer a cap on your ability to level up due to a citizenship restriction. <b>City Betrayal</b>- The city betrayal quests currently remain as they were. These quests will be changing significantly in a future update. For example, you will be able to betray your city at any level.<font color="#ffcc00"><b>*** Dungeon Exploration ***</b></font><b>Solusek's Eye</b>- A new group of residents have been spotted setting up camp in Solusek's Eye, at the site of the Solusek Mining Co. of old.- Check out this highly dangerous, highly rewarding dungeon for new quests as well as high-risk adventure!- As a follow-up to last week's update notes: Quests in the zone now have their rewards. One dynamic event is not yet connected. If you want to help test what is there, come on in! We'd appreciate your feedback. However, if you are coming to play through the full series, we recommend holding off until next week's Test Update.<font color="#ffcc00"><b>*** Writs ***</b></font>- More writs should now be visible to choose from when speaking to writ givers.<font color="#ffcc00"><b>*** Gameplay ***</b></font>- You now receive bonus experience when you kill a single creature with no arrows displayed as well as any number of up arrows. As before, killing a multi-member encounter of any configuration should continue to reward bonus experience.- Some NPCs will now greet you when hailed if they have no VO associated with their dialog.<font color="#ffcc00"><b>*** Guilds ***</b></font>- A message is now broadcast to the entire server when a guild reaches level 10, 20, 30, or 40.<font color="#ffcc00"><b>*** Spells and Combat Arts ***</b></font>- Newly charmed pets should once again follow their master.- Charmed pets should follow attack commands more reliably. Pesky critters.- Spells, combat arts, and weapons should never inflict less than 1 point of damage unless they miss. Previously, if they inflicted less than 1 point of damage, it would automatically miss (only affects very low level characters).- After creating a specific quality level of an item for the first time, the tooltips for completed product icons will update without requiring you to re-examine the recipe.- Recipes for some subcomponents that were not marked as recipes are now found properly on the tradeskill prepare window.<font color="#ffcc00"><b>*** Tradeskills ***</b></font>- You can now view the components and subcomponents required to make a recipe.- There are now recipes for all the new level 1-19 spells and combat arts. These new recipes require no subcombines, and instead have additional component requirements for the final recipe.- Recipes will now default to the "N" key rather than "B."- After creating a specific quality level of an item for the first time, the tooltips for completed product icons will update without requiring you to re-examine the recipe.- Recipes for some subcomponents that were not marked as recipes are now found properly on the tradeskill prepare window<font color="#ffcc00"><b>*** Housing ***</b></font>- You can now access your house vault from any house via a new right click menu option on the interior door and market board. Yes, this means you can open up your vault from a friend's house that you're allowed to sell from!<font color="#ffcc00"><b>*** Commands, Controls, and User Interface ***</b></font>- The default key for opening the Recipe Book is now "N" rather than "B."- "B" now defaults to open all inventory bags.- "Shift + B" is now the default to open all bags in your bank vault.- Your friends list will now show the game and server names of friends who don't play on your server. Friends from other games and servers can now be properly removed from your list.- A message notification will now be displayed when friends on other servers or in other SOE games log in and out.- Health, power, and resists have been added to the dropdown in the Broker search window.- Some merchants will now show you items that you can't currently buy and will describe why you can't purchase that item.<font color="#ffcc00"><b>*** UI Files Updated ***</b></font>eq2ui_mainhud_map.xmleq2ui_mainhud_persona.xmleq2u i_newcharscene.xml<p><font color="#999999">Ryan "Blackguard" Shwayder</font></p><div></div>

Magu
01-20-2006, 02:58 AM
Not much.<div></div>

Dragonslayer810
01-20-2006, 03:40 AM
<div></div>What he said.

Loranthala
01-20-2006, 04:39 AM
<div></div>/concur

fodder6
01-20-2006, 05:12 AM
It means those of us with crafter alts can spend less time on combines. And more time out hunting.<div></div>

wullailhuit
01-20-2006, 12:42 PM
More pie<div></div>

Skiddkidd
01-20-2006, 09:46 PM
<div>well, i meant... what will become of our Pets.....</div>

Fayline Fyrecat
01-20-2006, 09:52 PM
<div>With respect to what part of the patch notes you quoted?  Nothing there mentions anything Conjuror specific.</div>

fodder6
01-20-2006, 10:01 PM
Well if you highlight between the lines. And then change the color to tangellow. You will see"We have decided to make Brigand the new flavor of the month. Make sure to clean out all ice cream machines before building a new character"Which is odd because further down in the same hidden text is"Soylent green its made of people"Which must be some allusion to a Kingdom of Sky event I'm guessing<div></div>

Shikar
01-23-2006, 07:05 PM
<div>Well, If they fix the clipping issues with pets/mobs in enclosed areas I'll be happy <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /> I also plan of working on my tradeskill after the new LU.</div>

fodder6
01-23-2006, 08:55 PM
One thing that will effect us isnt on the list. Which is that they said that more of the clipping, pathing issues were fixed in 19 beyond that hotfix we had.<div></div>

Teksun
01-23-2006, 11:01 PM
<span><blockquote><hr>wullailhuit wrote:More pie<div></div><hr></blockquote>Today is national PIE DAY <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></span><div></div>

Jessyme
01-23-2006, 11:57 PM
<div></div><div></div><p>I don't think we really need to see lots of changes in conjurors. Conjuror's are one of the least broken classes in the game in my opinion.  We are great at soloing and extremely useful in groups.  I am happy with my conjuror as is and I am glad that we are not being messed with :smileyvery-happy:</p><p>Now the tradeskill changes have me concerned, but I am keeping an open mind until I get the chance to try them out.</p><p>But....*drumroll*...did you see the housing changes?  HOORAY!!!!!!!!</p><p>Xyladosia</p><p>Lost Coast Privateers, Nektulos</p><p> </p><p>Message Edited by Jessyme on <span class="date_text">01-23-2006</span><span class="time_text">10:58 AM</span></p>

Koehianna
01-24-2006, 04:08 AM
<div>So when is LU#19 supposed to go live? Any estimate?</div>

Violat0r
01-24-2006, 06:05 PM
You need to look at 19B, they are CONTEMPLATING changing dumbfire pets (fish and pyro) to be susceptible to AOE damage.Currently they are immune to AOE damage. This will have a potentially detrimental effect on raid DPS for summoners. Obviously the argument is that IF this was to go live, then the pets should also be susceptible to friendly AOE healing, buffs, wards etc.This is a hot topic of conversation on the summoners forum and as far as im aware <font size="5">HAS NOT BEEN FINALISED ONE WAY OR THE OTHER.</font>This is food for thought and motivation to research. This is NOT a declaration of nerfage or anything similar.<div></div>

Jida
01-25-2006, 02:13 AM
<div></div><p>I believe that the Dumfire pets should be hit by aoe damage, why would they be immune? Doesnt make any sense.</p><p>And if you dont want your pet to die during aoe, learn to joust it. Thats what i do on my alt (57 conj).</p><p>Elder/Jida</p><blockquote><hr>Violat0r wrote:You need to look at 19B, they are CONTEMPLATING changing dumbfire pets (fish and pyro) to be susceptible to AOE damage.Currently they are immune to AOE damage. This will have a potentially detrimental effect on raid DPS for summoners. Obviously the argument is that IF this was to go live, then the pets should also be susceptible to friendly AOE healing, buffs, wards etc.This is a hot topic of conversation on the summoners forum and as far as im aware <font size="5">HAS NOT BEEN FINALISED ONE WAY OR THE OTHER.</font>This is food for thought and motivation to research. This is NOT a declaration of nerfage or anything similar.<div></div><hr></blockquote><p> </p>

Blitzrain
01-25-2006, 05:56 AM
<div></div><blockquote><hr>Jida wrote:<div></div><p>I believe that the Dumfire pets should be hit by aoe damage, why would they be immune? Doesnt make any sense.</p><p>And if you dont want your pet to die during aoe, learn to joust it. Thats what i do on my alt (57 conj).</p><p></p><hr><p> </p><p>It makes sense because you can't heal, buff, or joust with dumbfire pets.   They have virtually no hit points, so they are dead by even the weakest of AEs.   Swarm pets are essentially DoTs represented by animated figures.  I don't see other classes' DoTs being killed by AEs. </p><p>They are too much % of our DPS to cripple this badly, IMO (and this is gonna be a huge hit on our raid DPS).  Obviously SoE saw a problem before...as they were once susceptible to AEs and they "fixed" it to it's current state.  Are they saying their fix was a complete mistake?  At minimum they need to cut the recast timers on both swarm pets, or turn the Pyrotechnic line back to a true DoT (and leave aqueous as-is).   Some sort of middle ground should be found.</p></blockquote>

firedragon6
01-26-2006, 04:48 AM
<div></div>What i think taht it is saying for one is that when we are fighting a mob and the mob dies but our fishys and pyro are still alive they will stay alive till the expiration ends.

OperationsX
01-28-2006, 11:02 PM
<div></div><div></div><blockquote><hr>Blitzrain wrote:<div></div><blockquote><hr>Jida wrote:<div></div><p>I believe that the Dumfire pets should be hit by aoe damage, why would they be immune? Doesnt make any sense.</p><p>And if you dont want your pet to die during aoe, learn to joust it. Thats what i do on my alt (57 conj).</p><p></p><hr><p> </p><p>It makes sense because you can't heal, buff, or joust with dumbfire pets.   They have virtually no hit points, so they are dead by even the weakest of AEs.   Swarm pets are essentially DoTs represented by animated figures.  I don't see other classes' DoTs being killed by AEs. </p><p>They are too much % of our DPS to cripple this badly, IMO (and this is gonna be a huge hit on our raid DPS).  Obviously SoE saw a problem before...as they were once susceptible to AEs and they "fixed" it to it's current state.  Are they saying their fix was a complete mistake?  At minimum they need to cut the recast timers on both swarm pets, or turn the Pyrotechnic line back to a true DoT (and leave aqueous as-is).   Some sort of middle ground should be found.</p></blockquote><hr></blockquote><p>Yah dumbfire pets cannot be controlled, learn about another class before trolling on em, thanks!</p><p>and to the OP you coulda saved alot of time if you woulda just highlighted what part you were referring to.</p><p>Message Edited by OperationsX on <span class="date_text">01-28-2006</span><span class="time_text">10:03 AM</span></p>

Jida
01-29-2006, 02:22 AM
<div></div><blockquote><hr>OperationsX wrote:<div></div><div></div><blockquote><hr>Blitzrain wrote:<div></div><blockquote><hr>Jida wrote:<div></div><p>I believe that the Dumfire pets should be hit by aoe damage, why would they be immune? Doesnt make any sense.</p><p>And if you dont want your pet to die during aoe, learn to joust it. Thats what i do on my alt (57 conj).</p><p></p><hr><p> </p><p>It makes sense because you can't heal, buff, or joust with dumbfire pets.   They have virtually no hit points, so they are dead by even the weakest of AEs.   Swarm pets are essentially DoTs represented by animated figures.  I don't see other classes' DoTs being killed by AEs. </p><p>They are too much % of our DPS to cripple this badly, IMO (and this is gonna be a huge hit on our raid DPS).  Obviously SoE saw a problem before...as they were once susceptible to AEs and they "fixed" it to it's current state.  Are they saying their fix was a complete mistake?  At minimum they need to cut the recast timers on both swarm pets, or turn the Pyrotechnic line back to a true DoT (and leave aqueous as-is).   Some sort of middle ground should be found.</p></blockquote><hr></blockquote><p>Yah dumbfire pets cannot be controlled, learn about another class before trolling on em, thanks!</p><p>and to the OP you coulda saved alot of time if you woulda just highlighted what part you were referring to.</p><p>Message Edited by OperationsX on <span class="date_text">01-28-2006</span><span class="time_text">10:03 AM</span></p><hr></blockquote><p>Nope, not trolling.. and i have an alt that is level 57 Conj. i believe that statisfys as know the class <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></p><p>NE'ways, making creatures immune to AOE isnt a good solution. Due to dumbfire pets being destroyed due to aoe, their recast timer should be adjusted accordingly.</p><p>Elder</p>

OperationsX
01-29-2006, 09:41 PM
<div></div><blockquote><hr>Jida wrote:<div></div><blockquote><hr>OperationsX wrote:<div></div><div></div><blockquote><hr>Blitzrain wrote:<div></div><blockquote><hr>Jida wrote:<div></div><p>I believe that the Dumfire pets should be hit by aoe damage, why would they be immune? Doesnt make any sense.</p><p>And if you dont want your pet to die during aoe, learn to joust it. Thats what i do on my alt (57 conj).</p><p></p><hr><p> </p><p>It makes sense because you can't heal, buff, or joust with dumbfire pets.   They have virtually no hit points, so they are dead by even the weakest of AEs.   Swarm pets are essentially DoTs represented by animated figures.  I don't see other classes' DoTs being killed by AEs. </p><p>They are too much % of our DPS to cripple this badly, IMO (and this is gonna be a huge hit on our raid DPS).  Obviously SoE saw a problem before...as they were once susceptible to AEs and they "fixed" it to it's current state.  Are they saying their fix was a complete mistake?  At minimum they need to cut the recast timers on both swarm pets, or turn the Pyrotechnic line back to a true DoT (and leave aqueous as-is).   Some sort of middle ground should be found.</p></blockquote><hr></blockquote><p>Yah dumbfire pets cannot be controlled, learn about another class before trolling on em, thanks!</p><p>and to the OP you coulda saved alot of time if you woulda just highlighted what part you were referring to.</p><p>Message Edited by OperationsX on <span class="date_text">01-28-2006</span><span class="time_text">10:03 AM</span></p><hr></blockquote><p>Nope, not trolling.. and i have an alt that is level 57 Conj. i believe that statisfys as know the class <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></p><p>NE'ways, making creatures immune to AOE isnt a good solution. Due to dumbfire pets being destroyed due to aoe, their recast timer should be adjusted accordingly.</p><p>Elder</p><hr></blockquote>Should be, but wont be - ergo this is a 'nerf'. And Lockeye worked really good through conjuror issues and made this change, I wonder who thought it was necessary to change it back...

Janl
02-02-2006, 10:59 PM
At the time the change was made so that they were immune to non-targetted AEs, they were also resistable when cast on the target.  Both changes were made leading into LU #13.  I know.  I was in the DoF beta when this stuff was being tested.  I would venture a guess that they feel that swarm pets not being resisted in addition to not being hit by AEs that do not target them makes them too powerful.  Yes it is a nerf to us.  No, it won't be the end of the world.  Remember, we aren't intended to be the top of the line damage class.  Summoners are second tier (yes, I know there are exceptions.  I'm stating for the majority).<div></div>

Coastwatcher
02-03-2006, 12:31 AM
<div></div><div></div>So when do Conjurers (or even Necros) get their first pet after LU 19 ? Do they still have to wait till lv. 10 ?<p>Message Edited by Coastwatcher on <span class="date_text">02-02-2006</span><span class="time_text">02:31 PM</span></p>

Loral
02-03-2006, 12:35 AM
<div>Necros get a bat at lv1. Haven't made a new Conj to test, but I assume lv1 too.</div>

Coastwatcher
02-03-2006, 12:42 AM
<div></div><div></div>Holy jumping Necros, Bat-- uh... :smileyhappy: Can't wait to try it tonight.<p>Message Edited by Coastwatcher on <span class="date_text">02-02-2006</span><span class="time_text">02:43 PM</span></p>

Jgok
02-03-2006, 10:10 AM
<div></div><blockquote><hr>Loralor wrote:<div>Necros get a bat at lv1. Haven't made a new Conj to test, but I assume lv1 too.</div><hr></blockquote>Conjurors get the good old beetle at level 1 now.

Taishi
02-04-2006, 04:46 AM
<div></div>Has ayone else noticed that our air pets avoidance decreased since LU 19? I smell a stealth nerf!

Thmy
02-04-2006, 10:24 AM
<div>Air 4191Fire 1754Earth 9499</div><div> </div><div>these are the numbers I get as a level 60 conj when I sacrifice a unbuff pet while not in a group.</div><div> </div><div>I am looking for some number from BEFORE the patch.</div><div> </div><div>So far my logs show NO numbers below 2000 for the fire  pet on over 30 sacrifices</div><div> </div><div>Sony posted in the patch notes that NPC conj pets have lower HP and I think we also got</div><div>a HP reduction which migh have not been intended.</div><div> </div><div>"The pets of NPC Necromancers and Conjurors now have less health than a standard NPC of their level. This makes killing NPC pets in combat more of a viable tactic."</div><div> </div><div> </div>

uberpaco
02-04-2006, 05:02 PM
<div>Not just the air pets. Im a lvl 32 conjuror and I solo alot.</div><div>So I have adept 3 pet, adept 3 defensive buff and master on the fish =)</div><div>Now mob that was hard or challenging for me before now tear holes the size of Kentucky in my pet.</div><div>I have also noticed (by several death) that my pet can't hold aggro. Unless I almost cast or heal at a minimum Im getting the aggro. Never happened before.</div>

SilkenMaid
02-08-2006, 10:06 PM
<div></div><p>Yes, they have nerfed the health of our pets as you can see in other posts here, whether intentional or not isn't fully known. My air pet (Master 1 stalker) is also getting its bottom kicked by arrow down greens/blues now and its attack seems less since LU19 (That may have something indirectly to do with its drop in health somehow). Since I do a lot of writs against the same mobs lately, I have noticed definite changes.  </p><p>I just hope it isnt permanent and just some temporary silly mistake made by someone who has no clue as to what they are doing..maybe someone at SOE mistakenly let the 'Tea Lady' do some programming?</p><p><strong><em><font color="#ff66ff">* Silkwind - Runnyeye *</font></em></strong></p><p><em><font color="#ff99ff" face="Garamond">Suffering from...</font></em></p><p><em><font color="#ff99ff" face="Garamond">[Signature-Clueless]</font></em></p>