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Deson
08-09-2005, 06:53 AM
<div></div><div></div><div></div><div></div><div></div><div></div><div></div><div></div><div></div><div></div><div></div><div></div><div></div><div></div><div></div><div></div><div></div><div></div><div></div><div></div><div></div><div></div><div></div><div></div><div></div><div></div><div></div><div></div>Looking at the changes I personally am satisfied. Not enthused mind you but very satisfied. As a former EQ1 Necro,seeing familiar things like combat rezzes and health transfers make me feel all warm and fuzzy inside. My issue is this however, we are in fact perma bound to our pets regardless to the situation and it seems permabound to keeping them in a stance. Yes, compared to conj's and chanters we have more personal,single target damage output but by and large all we really bring to a group is ourselves and pets which while formidable, isn't really more than a couple of memorable tricks.  Fact is, aside our group buffs(which we all get), we will have no real in combat utility spells. Yes, we have our pets but as far as the game/devs is concerned,we are a single unit.  We as Necro's don't really have to make any decisions-rather, we can't. we dont have the  options. For histories sake this post was made pre-revamp and while the specifics of spells wont apply anymore, the principles will remain the same as long as this issue persists- http://eqiiforums.station.sony.com/eq2/board/message?board.id=spellart&message.id=48724&a#M48724 More history- http://eqiiforums.station.sony.com/eq2/board/message?board.id=spellart&message.id=53886&view=by_date_ascending&page=5                       http://eqiiforums.station.sony.com/eq2/board/message?board.id=29&message.id=4772&view=by_date_ascending&page=1 Chups prelim estimation of our dps if things go live as of 8/12 descriptions- http://eqiiforums.station.sony.com/eq2/board/message?board.id=30&message.id=9042&a#M9042 I'm currently comparing what we bring to what other classes bring. Feel free to correct me as I'm wrong or add in. I'm looking at the screenshots provided by other classes for the revamp to write this. Summoners- Yep, thats us.  Necro- http://eqiiforums.station.sony.com/eq2/board/message?board.id=30&message.id=8699&jump=true <ul> <li>Revivication- in combat rez, requires an essence. 1 min recast.Combine with fd for virtual wipe proofing.It's value is greatly diminished if you dont raid IMHO </li> <li>Dark heart- summons a bauble to target group/raidmate that converts health to mana. 1 charge, 30sec recast. Personally I'd love to see this spell with a lower recast on the spell, more charges on the bauble and placing the burden of the recast entirely on the bauble, not the caster. It's not fun taking 3 minutes to get baubles to all groupmates including myself. If the person happens to move or whatever that's another 30secs I have to waste since it has a very short range. Better to make it maybe instant- 8sec recast, 3-10 charges, effect lasts 15+ secs with a one minute recast on the bauble.</li> <li>Exchange life- health xfer. I like the idea, just dont see it's worth with the recast,especially since the necro's health and aggro levels are also gating factors.And, let's face it, where do you go without a healer? The 8 sec recast on this prevents it from being a great clutch spell. </li> </ul> Conj- http://eqiiforums.station.sony.com/eq2/board/message?board.id=29&message.id=5514&jump=true <ul> <li>Fire seed line- Has a %10 chance per hit to proc damage and casts an AE on death. 1 conc </li> <li>Fire shield-Damage shield, no concentration but can only be on one ally(includes pets) at a time</li><li>Blazing Presence-granted, a pet buff but procs(no percentage on the pic I see so I'm figuring 100%), on melee hits either attacking or being attacked.</li> <li>Flash Flood- AE with a slow attached</li> <li>Quake-AE with blurred vision and stun potential</li> <li>Harden- damage stun(ours has no damage)</li> <li>Vexation- I'm wary of this one. I think ours has to be wrong right now because the first thing theirs says is boosts INT of target by 106! Ours doesnt look like it has that part. I see ours says increases warlock by 9.7(don't know what that means) and has a 10% lifetap proc but still...wow</li><li>Shattered earth- Looks to have a stun and stifle attached our AE's pretty much have 0 side effects.</li> </ul>Sorc's-Top of the dps heap. Fitting for them to output the most damage directly but they also do far more than us indirectly   Wizzies- http://eqiiforums.station.sony.com/eq2/board/message?board.id=23&message.id=13899&jump=true <ul> <li>Ice Flame-Short snare dot</li> <li>Ring of Cold-AE root snare</li><li>Enfeeblement-Insta cast interrupt</li> <li>Singularity-non concentration single ally buff. Gives 10% chance to proc power when hit</li> <li>Paralyze-DD stun</li> <li>Ice comet- DD  melee disabler(I think- Blurred Vision)</li> <li>Frost Shield- Cold damage DD proc that goes off when hit up to 3 times</li> <li>Icebound Gift- gives group a chance to proc cold damage on not heat, non physical spells</li> </ul>   Warlock- http://eqiiforums.station.sony.com/eq2/board/message?board.id=comtest&message.id=51&jump=true <ul> <li>Deter-DD stun</li> <li>Dark Nebula-AE DD stun</li> <li>Aura of Emptiness-Cast on a NPC, procs damage up to 3 times when it recieves spell damage</li> <li>Devastion-Huge damage AE stun</li> <li>Ice Flame-Short snare dot</li> <li>Abysmal Fury-AE Interrupt DD/Dot</li><li>Vulian Gift-Non conc power drain proc. Only one up at a time, 10% chance at a power tap.</li> <li>Toxic Grasp- 1 conc. 10% chance at procing a DD/ Dot. Flavor says there's a chance at proccing a lifetap when hit but description doesnt say it.</li> <li>Nihilism- 1 conc. When struck, 25% chance to proc a dd on the ecounter</li> <li>Wicked gift- not sure the description and flavor arent entirely clear but looks like it give the warlock a chance to proc encouter DD's</li> <li>Bony grasp-AE root</li> </ul> Chanters- Granted this is largely unfair because they are the utility of our archetype but they have to be looked at for complete comparison. not counting some spells since the group won't see their efects.Not to mention they get alot of stuns and stifles, mezzes and debuffs.I'm just noting the major stuff       Coercer- http://eqiiforums.station.sony.com/eq2/board/message?board.id=27&message.id=4629&view=by_date_ascending&page=1 <ul> <li>Annoying Demeanor- No conc Aggro buff</li> <li>Psychic Wail,Agonizing Silence-Damage AE stun, stifle</li> <li>Demoralizing Gaze- Damage AE power drain</li> <li>Spell scourge,Spell Whip-  Procs damage when target tries to cast spells</li><li>Synergetic link-50% chance of procing damage when a hostile spell is cast on the ally. No conc but can only be cast on one ally</li> <li>Velocity- haste. 1 conc</li> <li>Devouring Thoughts-Int debuff and group power tap</li> <li>Tyrannical mind-320% of mana used will be taken from the creatures health if it casts at  Master  1 </li><li>Soul and Mind Wrack-Conc stuns that last until cancelled(non-epic)</li> <li>Eerie Focus- Large power drain and non epic stun</li> </ul>   Illusionists- http://eqiiforums.station.sony.com/eq2/board/message?board.id=26&message.id=6083&jump=true <ul> <li>Drain Will-Power drain DD</li> <li>Stuning Array-AE stun and stifle</li> <li>Aneurysm-DD Mez</li> <li>Legerity-Haste. 1 Conc</li> <li>Mind Drain-Power drain with non epic stifle</li> <li>Color Shower-AE DD/DoT with non epic stifle</li> <li>Prismatic strife- 3 hit proc cast on an ally</li> <li>Psychotic Spectrum- not sure how to call this. AE DD/DoT that has an interrupt component at what looks to be beginning and end</li><li>Dynamism- Mental damage proc. 1 Conc </li> <li>Devitalizing Stare-Encounter power drain/Group Power tap </li> </ul> <div></div><p><span class="date_text"></span><span class="time_text">Though I'm not listing debuffs here, it's important to note that other classes have quite a few and we only have two-grisly mark and our pet buff.I would go into detail but I'm not really up for listing the sheer volume of debuffs everyone else gets to our 2. If someone else wants to do it great! I'll tack it up here. I'm primarily focused on Mages since thats our archetype and supposedly our main competition to benchmark ourselves on.Also,I list damage stuns/stifles becaue those spells are viable damage spells with utility not the either or you normally see. </span></p><p>Message Edited by Deson on <span class="date_text">08-09-2005</span> <span class="time_text">11:14 PM</span></p><p>Message Edited by Deson on <span class="date_text">08-09-2005</span> <span class="time_text">11:15 PM</span></p><p>Message Edited by Deson on <span class="date_text">08-12-2005</span> <span class="time_text">05:25 AM</span></p><p>Message Edited by Deson on <span class="date_text">08-12-2005</span> <span class="time_text">01:40 PM</span></p><p>Message Edited by Deson on <span class="date_text">08-12-2005</span> <span class="time_text">01:55 PM</span></p><p>Message Edited by Deson on <span class=date_text>08-12-2005</span> <span class=time_text>02:18 PM</span>

Tinantier
08-09-2005, 09:43 AM
I was also an EQ1 necro.  Going by what I have read thus far of the combat changes, we seem to be going in the direction of the dark age of camelot necro - where we are dependent on our pet.  I much preferred the EQ1 style where the pet was a tool of the necromancer and nothing more (which in my opinion is how it should be, a necromancer is an evil mage who uses the undead as tools to do his bidding). For the bringing stuff to a group, this is how we were in EQ1, people just didnt realise what we were capable of *until* they got on one us in a group.  This was fine by me, there were few zones I couldnt solo in.  I could clear a courtyard in the plane of disease faster than a group on the other side.  This never mattered to me as I was a soloer.  However, in EQ2, there are many mobs that are impossible to solo (I still cannot get this group mob/solo mob and stick to what your told mentality in EQ2 - bad bad game decision in my opinion - I personally think the EQ1 system was far better and a lot more fun to be able to pull a single mob out of a crowd - there is no tactics here, you always know what you are going to get regardless of what you try), so we have to group - so it would be nice to bring utility to it.  This issue of concentration points for anything worthwhile is going to be a real sticker for us as most are going to be used up with the pet.  Applying any worthwhile group buff(s) may well lower our ability to inflict damage.  This may not seem like an initial problem, but people will get to know this and again, Necros will be assigned the soloer (whether they want to or not).  Personally, I would really like us to become more like the EQ1 necro whereas we seem to be becoming more like the EQ1 mage with pets that look like zombies and skeletons. <div></div>

Deson
08-09-2005, 09:51 AM
<div></div><div></div>Comparing what I could, it seems we are actually going to the bottom of the mage pool. We have no group utility of note to compare with the rest of our archetype.  Add to it the damage that comes from every other classes procs and things go south fast even there.  I seriously doubt we'll even keep pace with our conj counterparts given they can DS the tank, buff all resists melee and spell, cast inferous seed and have a serious damage spike buff for their melee pets that doesnt have a long recast. They can choose to forgo putting their pet in a stance and just buff up the melee damage of the group including their pet with something that actually helps keep aggro off them and generates it for the MT.  Even Sorc's, supposedly the top of the damage classes have far more options than us as I seriously doubt they are losing their damage procs, have debuffs, drains,power taps and stuns and dont have to worry about using a single conc slot they dont want to. Not to mention the large damage they do by themselves. I'd at least like to see grisly mark proc a power or life tap on successful hits. Something akin to fire seed except I cast it on the mob instead of group mates. Those heal timers are way too long. With those heals coming straight from the necro's health, that should be a pretty effective gating on its use heh. Even spamming 450 heals right after the current casting time 1.even with taps,no necro has the healh to support that for more than a few casts and 2. unless that necro was sitting  doing nothing the whole fight he <b>will </b>pull aggro and die because he's low on health. Even if you  count groups of necros, on a 10 second recast they could easily set up a rotation to render it  moot.  <div></div><p><span class="date_text"></span><span class="time_text"> </span></p><p>Message Edited by Deson on <span class=date_text>08-09-2005</span> <span class=time_text>06:08 PM</span>

Deson
08-09-2005, 09:59 AM
<div></div>Yes, difference in EQ1 though was that at least we had something. All our taps and recourses,heals, mezzes, insane dot damage without fear since we could fd off aggro...I could go on heh. A good necro was just short of a god. A good well equiped necro <i>was</i> a god. Problem here isn't that our group utility isnt known,  it's just plain not there. Truth be told we are in a comparably worse position that EQ1 mages because conj's here do <i>everything</i> we do and then some except rez.We really dont bring anything that they dont. Even their buffs are vastly better as their earthly brand line buffs <i>everything</i> defensively. Unless we do insane damage on our own that I haven't seen, we are bottom rung in the mage pool. <div></div><p>Message Edited by Deson on <span class=date_text>08-09-2005</span> <span class=time_text>06:10 PM</span>

El Chupacabr
08-09-2005, 06:17 PM
<P>For more history, Deson... here is where I went after the conji's concerning our lack of utility <A href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=spellart&message.id=53886&view=by_date_ascending&page=5" target=_blank>http://eqiiforums.station.sony.com/eq2/board/message?board.id=spellart&message.id=53886&view=by_date_ascending&page=5</A></P> <P>Here's where I went after the warlocks on utility (this is actually me defending the conji's, saying they had less utility than warlocks, ergo, so do we) <A href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=29&message.id=4772&view=by_date_ascending&page=1" target=_blank>http://eqiiforums.station.sony.com/eq2/board/message?board.id=29&message.id=4772&view=by_date_ascending&page=1</A>  It turned into a flamefest for a while but had some great data in the thread.</P>

Deson
08-09-2005, 06:25 PM
<div></div>Heh, I followed those closely. Adding them.  Anyone have a link to the improved warlock and wizzie spells? <div></div><p>Message Edited by Deson on <span class=date_text>08-09-2005</span> <span class=time_text>05:33 AM</span>

El Chupacabr
08-09-2005, 06:58 PM
<P>Not the SS's but here's warlock:  <A href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=comtest&message.id=51" target=_blank>http://eqiiforums.station.sony.com/eq2/board/message?board.id=comtest&message.id=51</A></P> <P>Wizard, some screenshots in there but not at 50:  <A href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=23&message.id=13651&view=by_date_ascending&page=1" target=_blank>http://eqiiforums.station.sony.com/eq2/board/message?board.id=23&message.id=13651&view=by_date_ascending&page=1</A></P> <P>Basically, they lost their unbreakable root and the buffs from thier vision spells... the rest of their utility is still great (again, I judge utility as everything that isn't self inflicted direct damage).</P> <DIV>Edit:  Here's warlock:  <A href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=comtest&message.id=842#M842" target=_blank>http://eqiiforums.station.sony.com/eq2/board/message?board.id=comtest&message.id=842#M842</A></DIV><p>Message Edited by El Chupacabras on <span class=date_text>08-09-2005</span> <span class=time_text>11:40 AM</span>

Kalsy
08-09-2005, 11:12 PM
<DIV> <P>Here was a post I made on another thread comparing Necros to Warlocks (Tier 1 DPS) and Brigands (Another Tier 2 DPS like Necros).</P> <P> </P> <P>I guess I am just surprised at how necros will be taking a back seat on buffs/debuffs/utility spells to other Tier 1 and Tier 2 classes.  Here are some comparisons on debuffs/utility spells from test data so far....</P> <P> </P> <P><STRONG><U>Necro (Tier 2/3 DPS Class)</U></STRONG></P> <P>Debuff - Horrific Mark (39):  -37 Sta, -37 Wis, +37 Sta & +37 Wis to Necro</P> <P>Debuff - Necromantic Symbol (42):  25% chance to -336 poison & -336 disease (only with pet buff)</P> <P>Debuff - Words of the Wicked (39):  10% chance to -9.7 parry, -9.7 defense (only with pet buff)</P> <P>Buff - Aspect of Undead (49):  +262 power, +470 disease resist, +588 poison resist</P> <P>Buff - Teachings of the Dead (40):  +12 Sta, +12 Int</P> <P>Utility - Invis, Power Transfer, 1 Root, 1 Stun, Feign Death, Ressurect, Fear, Small Heal</P> <P><STRONG><U></U></STRONG> </P> <P><STRONG><U></U></STRONG> </P> <P><STRONG><U>Warlock (Tier 1 DPS Class)</U></STRONG></P> <P>Debuff - Chaotic Maelstrom (41):  -558 poison & disease, 50% chance to spread to secondary target when damaged</P> <P>Debff - Curse of Nil (42):  -47 Str, -47 Int</P> <P>Debuff - Curse of Emptiness (39):  -390 health, -252 power</P> <P>Debuff - Vulian Gift (47):  10% chance to -23 power, -96 power over 4 seconds</P> <P>Buff - Aspect of darkness (49):  +349 power, +627 disease resist, +784 poison resist</P> <P>Buff - Seal of Dark Rumination (40):  +4.9 skill points to every class</P> <P>Utility - Invis, Power transfer, 6 different Stuns,  2 Root 2, dmg shields, decrease threat spell</P> <P> </P> <P> </P> <P><STRONG><U>Brigand Tier 2 DPS Class)</U></STRONG></P> <P><BR>Debuff - Murderous Rake (4<img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" />:  -864 vs all magical damage</P> <P>Debuff - Tani's Violent Rake (40):  -780 to all resists</P> <P>Debuff - Run Through (49):  -46 Str</P> <P>Debuff - Wrangle (50):  -47 Str, -9.6 Defense</P> <P>Debuff - Debilitate (50):  -1100 mitigation</P> <P>Debuff - Concealed Blade (43):  -17.2% attack speed</P> <P>Debuff - Desperate Thrust (44):  -8.9 Defense</P> <P>Debuff - Elsi's Wounding Gash (20):  -21 Agi</P> <P>Debuff - Waylay (43):  -27 Parry</P> <P>Debuff - Upbraid (3<img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" />:  Dispels 190 levels of beneficial divine buffs</P> <P>Buff - Daring Advance (41):  +10.8 to slashing, piercing, ranged</P> <P>Buff - Aegis (41):  +57 Str, +369 mititation vs physical</P> <P>Buff - Blackguard (46):  +64 Sta, +11.4 Defense, -8.4% dps</P> <P>Utility - Evac, Invis, Track, Pathfinding, Snares, Stuns, Threat reducers, Snare, Stealth</P> <P> </P> <P>Ok...after looking at this...Brigands obviously are the kings of debuffs.  They also have some awesome utility spells as well.  They also get medium armor, high avoidance, and higher hps all while doing the same damage as a necro with a high dps pet.  If the pet isnt viable on raids, the necro dps will drop off significantly.  All that being said, even the warlock has better buffs and debuffs than the necro while at the same time being a Tier 1 DPS class.  As for utility spells, I think necro has a slight edge, but not enough to offset the other discrepancies.  I mean, you choose a warlock for dps and you choose a Bridgand for debuffs and dps.  Are necros good for mana tokens, 1 min combat res, and a 480 pt heal every 8 seconds?  With enchanters being group only I think you will see people begging necros and conjurers for mana conversion shards during raids.  Which means we become pez dispensers again.</P></DIV>

El Chupacabr
08-09-2005, 11:52 PM
<P>Words of the Wicked debuffs your pet, not the mob it's attacking.</P> <UL> <LI>Casts clawing of the soul on  target.  On successful attack this spell has a 10% chance to:</LI> <UL> <LI> <DIV align=left>Inflict 250 damage on target</DIV></LI> <LI> <DIV align=left>Heals caster for 120</DIV></LI></UL> <LI> <DIV align=left>Increase attack speed of target by 37%</DIV></LI> <LI> <DIV align=left>Decrease defense and parry of target by 10.4</DIV></LI> <LI> <DIV align=left>Increase warlock of target by 9.7</DIV></LI></UL> <P align=left>When written that way you can see that this offensive buff ensures that it's used for offense by debuffing two levels of pet defense.</P>

Deson
08-10-2005, 07:02 AM
<div></div><div></div>Kalsyre, thank you for posting that here.I noticed it and found it very informative. I was more concerned with our archetype than the tiering though since the dev's have said  that dps isnt just measured in the damage you do and the name of the game was archetype balancing. I wasn't actually counting buffs/debuffs since every class gets them to a varying degree and without numbers on creatures it's hard to see what the net effect will be but, bigger is better. If they buff/debuff better than us and do better personal dps then well we are done.  I've really no issue with scouts having loads of utility since they are supposed to be the utility archetype but we mages, we are supposed to have a certain wow factor that we as necro's lack.  Another thing that surprises me is that our encounter lifetap spells weren't made group taps. That seemed to me a likely change since we already have personal ones.That, and considering how many Sorc's there are, not being able to find spell screenshots for them is a shock. Not even Graffe's has them. Found the Warlocks. Oddly enough they were in a thread I looked at before. Guess I just missed it. Still looking for detailed wizzies though. The one linked seems to be omiiting details like spell duration. <div></div><p>Message Edited by Deson on <span class="date_text">08-09-2005</span> <span class="time_text">06:03 PM</span></p><p>Message Edited by Deson on <span class=date_text>08-09-2005</span> <span class=time_text>10:33 PM</span>

Urbanna
08-10-2005, 05:57 PM
Great thread. I really hate the way SOE has the archetypes set up. Why? ALL classes need to have the ability to solo, and be needed in a group. This would entail giving every single class decent enough DPS and defense for soloing AND worthwhile utility for groups. SOE however, made it so that they *base* archetypes on their DPS, utility, and defense. What this means is to be a tank you MUST have great defense, however, in order to solo you also MUST have decent DPS or it's not possible. Same for mages, scouts, and healers. So with using the system correctly, SOE created some classes that are going to either be terrible soloers but great groupers, or vice versa. Using the system less than perfectly, and you have some classes that are only marginal on one or the other side due to overcorrection. At launch, this is exactly how several classes were: Chanters had group utility but not the best and zero solo ability; fighters could out DPS everyone and were absolutely essential in groups. Now with the changes on test, necros are going from being moderately able to solo with moderate grouping utility, to even more solo ability and much less group utility. Sorry for the rambling...need more coffee......<div></div>

Deson
08-10-2005, 06:37 PM
Thanks for the compliment. I tend to disagree with people who rail against the archetype system because what they are looking at is a flawed system in EQ2.  I personally believe the system works and if the revamp goes right, all the people who rail against it so much will be forced to concede it. The problem with EQ2 was that the game as released was not being played as designed. Players found and exploited allthe weaknesses in the system like buff stacking(as they should have) and made many things trivial. Some abilities wound up not being as useful as intended, others far more.  fact is we've been playing a broken game from launch. Not because the devs screwed up with archetype balancing but because the game simply could not work as built. It's not their fault. Most of the things they are trying to correct simply couldnt be seen outside of the live environment. Player communities change alot about how your product works. They've learned and seem to be willing to adapt. Looking at the combat changes as is seems to be moving in the right direction.Minus us necros, every mage class brings something to the group, every scout class will be soome form of utility minus the preds and every tank will tank and every healer will heal. When you have diferences, different classes, things will not be equal across the board, thats impossible. You at leastwant the differences to be acceptable though. Tanks don't solo as fast as mages? Sorry, works that way, they have far more survivability. Same with healers. on the flip side what group are you going to without them? Balance is tricky. Looking at the revamp so far I say it's going fine. <div></div>

Deson
08-12-2005, 06:26 PM
<div></div>Added the link for Wizzies.That's it for Sorc's. <div></div><p>Message Edited by Deson on <span class=date_text>08-12-2005</span> <span class=time_text>02:18 PM</span>

naeuin
08-18-2005, 09:49 PM
Increase warlock of target by 9.7 <DIV> </DIV> <DIV> </DIV> <DIV>what does that mean?</DIV> <DIV> </DIV>

Eirgo
08-18-2005, 09:56 PM
<P>I think it means that it raises your pets effective casting level by 9.7 points.  Which I assume is like our skills which raise 5 points per level.  </P> <P>So after this procs, your pet will cast his spells the same as a pet almost 2 levels higher than him without the buff.</P>

Eirgo
08-18-2005, 09:56 PM
<BLOCKQUOTE> <P>Here is some info onwhat that means from Moorgard and why it isnt working atm as stated in the post below mine.</P> <P><A href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=comtest&message.id=1146#M1146" target=_blank>http://eqiiforums.station.sony.com/eq2/board/message?board.id=comtest&message.id=1146#M1146</A></P> <P> </P> <P></P> <HR> ZeroRavesOn wrote:<BR>As it stands, some classes have skills that buff their "being that class" by a certain amount, such as the new Discordant Boon and Swang Song which boost your skill at being a fighter or nonbard scout.  It is unclear to me as to what this actually even does.  <HR> </BLOCKQUOTE> <P><BR> </P> <DIV>You're right, it's very hard to express what those class-specific knowledge buffs did. That's why we've decided to remove any spell or item effects that buff such knowledges. We'll adjust items or spells so that they provide other suitable bonuses instead.</DIV> <DIV> </DIV> <DIV>For the record, a +class buff would make you cast all your spells or arts at a higher level of effectiveness, but expressing that in a quantifiable and meaningful way was pretty much impossible. We'll replace those effects with something that is easier for all of us to understand.</DIV> <P>===========================<BR>Steve Danuser, a.k.a. Moorgard<BR>Game Designer, EverQuest II</P> <P>Message Edited by Eirgorn on <SPAN class=date_text>08-18-2005</SPAN><SPAN class=time_text>11:33 AM</SPAN></P><p>Message Edited by Eirgorn on <span class=date_text>08-18-2005</span> <span class=time_text>11:33 AM</span>

Named
08-18-2005, 10:05 PM
<DIV>Warlock nukes like hes nearly 2 levels higher. It's broken atm and on test it says something like " [BUG] CLASS SKILLS REMOVED "</DIV>