View Full Version : 9/7/2005 Changes.
<DIV>New changes for necro some of them im kind of worried about but others are nice.</DIV> <DIV> </DIV> <DIV>- The hate gain associated with innate pet abilities has been reduced. :smileysad:<BR>- The Grisly Brace line has been changed as follows: Reduced hate gain, increased attack speed penalty slightly, and added 10% to all magical resistances. :smileysad:<BR>- Rat Infestation has been renamed to Blighted Pack. The rat pets have been removed and replaced with rotting hounds. :smileysad: I rather liked my pet rats.<BR>- The Diseased Servant Master I and II versions now summon a fallen hero. :smileyindifferent:<BR>- The Ghastly Stench line has been changed as follows: Reduced casting time to 2s and increased pet damage.<BR>- A new spell line, beginning with Clinging Darkness, has been added. It does disease damage-over-time and reduces movement speed. :smileyhappy:<BR>- Lich's recurring health cost has been increased slightly, while the damage of its proc has been reduced slightly. :smileymad:</DIV> <DIV>- When viewing your Grim Terror's persona window during combat, it will no longer crash the client. :smileyindifferent:<BR>- Pet offensive and defensive stances have been changed as follows: It is now toggleable and costs 0 concentration. :smileyvery-happy:<BR></DIV>
Laryagar
09-08-2005, 06:11 AM
<P>You know, when I was reading those notes on the login I was confused for a while since they were listed as Conjurer changes. For a while I was thinking that the Conjurers and us had a lot in common. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></P> <P> Laryagar</P>
Dastion
09-08-2005, 07:27 AM
<DIV>- The hate gain associated with innate pet abilities has been reduced. <IMG height=16 src="http://eqiiforums.station.sony.com/i/smilies/16x16_smiley-sad.gif" width=16 border=0></DIV> <DIV><FONT color=#669900>Kind stinks, but from what I've been hearing our pets are already a good deal better than they were.</FONT><BR>- The Grisly Brace line has been changed as follows: Reduced hate gain, increased attack speed penalty slightly, and added 10% to all magical resistances. <IMG height=16 src="http://eqiiforums.station.sony.com/i/smilies/16x16_smiley-sad.gif" width=16 border=0></DIV> <DIV><FONT color=#669900>Atleast they didn't change the damage shield, though I wish they'd of not reduced both attack speed and hate gain...the resists are a nice bonus though.</FONT><BR>- Rat Infestation has been renamed to Blighted Pack. The rat pets have been removed and replaced with rotting hounds. <IMG height=16 src="http://eqiiforums.station.sony.com/i/smilies/16x16_smiley-sad.gif" width=16 border=0> I rather liked my pet rats.</DIV> <DIV><FONT color=#669900>The rats get kind of old, nice to have the rotting hounds for high level necros..they're pretty scary.</FONT><BR>- The Diseased Servant Master I and II versions now summon a fallen hero. <IMG height=16 src="http://eqiiforums.station.sony.com/i/smilies/16x16_smiley-indifferent.gif" width=16 border=0></DIV> <DIV><FONT color=#669900>All the cool undead models I've seen (like the ones in Blood Chronocles), and they just give our masters the fat zombie model? Grumble..</FONT><BR>- The Ghastly Stench line has been changed as follows: Reduced casting time to 2s and increased pet damage.</DIV> <DIV><FONT color=#669900>Can't complain about that</FONT><BR>- A new spell line, beginning with Clinging Darkness, has been added. It does disease damage-over-time and reduces movement speed. <IMG height=16 src="http://eqiiforums.station.sony.com/i/smilies/16x16_smiley-happy.gif" width=16 border=0></DIV> <DIV><FONT color=#669900>I wonder if this is an ability that will be useful to cast at times when we don't really need the snare..</FONT><BR>- Lich's recurring health cost has been increased slightly, while the damage of its proc has been reduced slightly. <IMG height=16 src="http://eqiiforums.station.sony.com/i/smilies/16x16_smiley-mad.gif" width=16 border=0></DIV> <DIV><FONT color=#669900>The proc did sound a little high..still a good ability though, keep in mind we now have better methods of replenishing our health.</FONT></DIV> <DIV>- When viewing your Grim Terror's persona window during combat, it will no longer crash the client. <IMG height=16 src="http://eqiiforums.station.sony.com/i/smilies/16x16_smiley-indifferent.gif" width=16 border=0></DIV> <DIV><FONT color=#669900>Persona window? Did the grim terror keep it's group buff?</FONT><BR>- Pet offensive and defensive stances have been changed as follows: It is now toggleable and costs 0 concentration. <IMG height=16 src="http://eqiiforums.station.sony.com/i/smilies/16x16_smiley-very-happy.gif" width=16 border=0></DIV> <DIV><FONT color=#669900>That alone is worth anything above that I didn't like. So now it only takes, at most, 2 conc to maintain a pet. This still means that we might not be using Magi's shielding too often, unless we're grouped with another necro and using a Warlock. Atleast now it's possible though. I might go for Magi's, Rending, Pet combo when soloing.</FONT></DIV>
Handleba
09-08-2005, 07:29 AM
Magi's sheilding is nerfed and costs 0 concentration also. <div></div>
quamdar
09-08-2005, 08:46 AM
yay to make the people complaining about concentration they are nerfing everything and taking away concentration from it. i like it all alot better when it cost concentration for all this stuff and it made it so you had to choose what you had up depending on the situation. would love to see the new snare they added supposedly though wanna see if we will be able to kite still or not. <div></div>
<BR> <BLOCKQUOTE> <HR> borwin wrote:<BR> <DIV>New changes for necro some of them im kind of worried about but others are nice.</DIV> <DIV> </DIV> <DIV>- The hate gain associated with innate pet abilities has been reduced. :smileysad:</DIV> <DIV><FONT color=#ff0000>Reduced more like eliminated, since I didnt see my pet taunt once during my fights tonight.<BR></FONT>- The Grisly Brace line has been changed as follows: Reduced hate gain, increased attack speed penalty slightly, and added 10% to all magical resistances. :smileysad:</DIV> <DIV><FONT color=#ff0000>Big deal if it got added magic resistance it still doesnt offset the enormity of its nerf. Here is an idea if you want to make it worth it to us allow it to have an in combat power regen for our pets or increase the amount that the pets heal when struck.</FONT><BR>- Rat Infestation has been renamed to Blighted Pack. The rat pets have been removed and replaced with rotting hounds. :smileysad: I rather liked my pet rats.<BR>- The Diseased Servant Master I and II versions now summon a fallen hero. :smileyindifferent:<BR>- The Ghastly Stench line has been changed as follows: Reduced casting time to 2s and increased pet damage.<BR>- A new spell line, beginning with Clinging Darkness, has been added. It does disease damage-over-time and reduces movement speed. :smileyhappy:<BR>- Lich's recurring health cost has been increased slightly, while the damage of its proc has been reduced slightly. :smileymad:</DIV> <DIV><FONT color=#ff0000>This was a seriously un-needed change perhaps they could have lowered the lifetap amount but kept the power regen in place or decrease the amount of damage it caused to you per tick.</FONT></DIV> <DIV>- When viewing your Grim Terror's persona window during combat, it will no longer crash the client. :smileyindifferent:<BR>- Pet offensive and defensive stances have been changed as follows: It is now toggleable and costs 0 concentration. :smileyvery-happy:<BR></DIV><BR> <HR> </BLOCKQUOTE> <P>All in all this patch was horrible for everyone involved and not just necros. Apparantly the dev's didnt think that it was right that summoners and a few others had no problem soloing heroic encounters with Adept III and Master 1 spells so they kicked everyone in the groin.</P> <P>Here is an idea stop nerfing everybody and beef up group encounters to where people wouldnt even think about soloing them.</P> <P>i.e. Increase damage / HP and mitigation of these npc's and then make them immune from root / snare and fear so that nobody can solo them effectively.</P> <P>Also giving them an innate HP and power regen would help alot.</P> <P>With those changes everyone would be able to solo effectively but you would get rid of the current professions ability to solo group con npc's.</P> <P>For instance I dont think anyone would bother fighting a group npc that had 3x damage, mitigation, resistances, hitpoints, power and immunity to all movement speed debuffs and if they did they would make sure that they had a good tank and healer at their side.</P> <P><BR> </P> <p>Message Edited by borwin on <span class=date_text>09-07-2005</span> <span class=time_text>10:29 PM</span>
schrammy
09-08-2005, 10:25 AM
<P>Any idea how hard it is to find a good tank AND a good healer in a pickup grp?</P> <P> </P> <P><img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></P>
Catodon
09-08-2005, 12:14 PM
One other (imo very problematic) change: - Pets can no longer attack NPCs that you cannot get to yourself. If you go to splitpaw upper tunnels and tell the pet to attack one of the flying bats right near the entrance you get the message, "You may not order your pet to attack the selected or implied target." Only way to kill these mobs is to pull them with a spell and hope the pet taunts early enough to get aggro so i don't get killed. Ugly, very ugly.... I really think pet AI needs to be at least a tiny little bit smarter about pathing and cast ranges.. the warlock pet should be able to attack a target that is within cast range of its spells, the tank pet should be able to attack a target that is within range of its taunt. P.S. Invisibility is broke... the mobs pretended to turn non-aggro just to trick me into walking past them, then they all ganked me... ( at level 21 using 'Invisibility', can anyone with the higher version(s) confirm this?) <div></div>
Brutu
09-08-2005, 03:07 PM
<P><FONT size=1>Pets:<BR>- Maintained pet buffs should now persist after zoning or logging out.<BR>- Charmed pets now cast their spells and do damage based on the quality level of the spell used to charm them.<BR>- The chance for charmed pets to break free is now based on their resistance values to the type of spell used to charm them.<BR>- Pets can no longer attack NPCs that you cannot get to yourself.<BR>-<STRONG><U> The health of dumbfire and swarm pets has been reduced. However, neither will be affected by AoE spells unless directly targeted.</U></STRONG></FONT><BR></P> <P>This looks GOOD.</P>
schrammy
09-08-2005, 06:22 PM
<DIV>no it doesnt it sucks.</DIV> <DIV> </DIV> <DIV>Pet pulling is a thing of the past.</DIV> <DIV>I don't know how it is in beta, but if i have to pull a mob, or aggro it, The pet has a heck of a hard time to get its attention.</DIV>
wurtin
09-08-2005, 06:44 PM
<BR> <BLOCKQUOTE> <HR> schrammy wrote:<BR> <DIV>no it doesnt it sucks.</DIV> <DIV> </DIV> <DIV>Pet pulling is a thing of the past.</DIV> <DIV>I don't know how it is in beta, but if i have to pull a mob, or aggro it, The pet has a heck of a hard time to get its attention.</DIV><BR> <HR> </BLOCKQUOTE> <P><BR>So what you're saying is if we want our pets to attack it first, we have to be in melee range? or just spell range? either one is a nerf, the melee one though is rather extreme.</P>
Kirotaan
09-08-2005, 08:17 PM
I found it funny these showed as Conjurer changes .... someone in dev team missed his coffee. <div></div>
schrammy
09-08-2005, 09:50 PM
<DIV>i think it is OUR casting range, but that sucks enough too</DIV>
quamdar
09-08-2005, 09:59 PM
that is so stupid we lost pet pulling, honestly what do we have now? rezz which paladins get better, shards which conj get better since they have multiple charges(unless like these changes they put that in conj but was meant for both classes), we can't debuff noxious nearly as much, we can't buff magic resist at all and noxious is down especially for disease, we can't stun/stiffle/interrupt/root/fear any epic mob, we can't drain power now. for a second tier DPS (third tier with tank pet up) we should get some kind of utility for raids that isn't just something to be a back up for when the real class that does it isn't there. our only utility on raids is rezz and mana shards rezz which is kind of pathetic. correct me if i am wrong but i am guessing we are also not all that great at soloing with all these pet nerfs to aggro etc. could someone please post a picture of the snare spell though really wanna see the stats on it. <div></div>
Dastion
09-08-2005, 10:51 PM
They gave cong multiple charges on their shards? Sure hope our hearts get that. Seems like they went a little overboard on nerfing the Conc costs, I didn't mind having to choose, I just didn't like that Magi's Shielding was really never an option for us. Now we can easily have up Pet, Rage, and our two group buffs...we even have a conc to spare if we want to go invis. I suppose, in the long run, the idea that you should be able to use all of your abilities won out over making people pick and choose. Picking would have been more visable if they had made the buffs better.
wurtin
09-08-2005, 11:54 PM
<DIV>This does suck. That was one of the items we could add to groups was take care of pulling. I guess we still can, it's just more dangerous for us though.</DIV> <DIV> </DIV> <DIV>It's not going to matter unless they fix the crap on the test and beta servers right now anyway. I imagine they will, but jeesh, I love major changes 5 days from release =P</DIV>
quamdar
09-09-2005, 12:33 AM
yeah, would think they would of beeen smarter. they rushed the game to release and now have to do a total combat revamp and now are rushing that to release too. it seems whoever is in charge at SoE doens't like to learn from mistakes very much. <div></div>
fraelith
09-09-2005, 01:08 AM
<BR> <BLOCKQUOTE> <HR> Dastion84 wrote:<BR> <DIV>- A new spell line, beginning with Clinging Darkness, has been added. It does disease damage-over-time and reduces movement speed. <IMG height=16 src="http://eqiiforums.station.sony.com/i/smilies/16x16_smiley-happy.gif" width=16 border=0></DIV> <DIV><FONT color=#669900>I wonder if this is an ability that will be useful to cast at times when we don't really need the snare..</FONT><BR><BR> <HR> </DIV></BLOCKQUOTE><BR> <DIV>We have no idea yet. They added the line maybe, but they forgot to actually put it in our spell books. Sigh.</DIV>
Named
09-09-2005, 04:19 AM
<BR> <BLOCKQUOTE> <HR> borwin wrote:<BR> <DIV>New changes for necro some of them im kind of worried about but others are nice.</DIV> <DIV> </DIV> <DIV>- The hate gain associated with innate pet abilities has been reduced. :smileysad:<BR>- The Grisly Brace line has been changed as follows: Reduced hate gain, increased attack speed penalty slightly, and added 10% to all magical resistances. :smileysad:<BR>- Rat Infestation has been renamed to Blighted Pack. The rat pets have been removed and replaced with rotting hounds. :smileysad: I rather liked my pet rats.<BR>- The Diseased Servant Master I and II versions now summon a fallen hero. :smileyindifferent:<BR>- The Ghastly Stench line has been changed as follows: Reduced casting time to 2s and increased pet damage.<BR>- A new spell line, beginning with Clinging Darkness, has been added. It does disease damage-over-time and reduces movement speed. :smileyhappy:<BR>- Lich's recurring health cost has been increased slightly, while the damage of its proc has been reduced slightly. :smileymad:</DIV> <DIV>- When viewing your Grim Terror's persona window during combat, it will no longer crash the client. :smileyindifferent:<BR>- Pet offensive and defensive stances have been changed as follows: It is now toggleable and costs 0 concentration. :smileyvery-happy:<BR></DIV><BR> <HR> </BLOCKQUOTE> <P>Ok. I just kinda glanced over the responses in this thread since there are like 30 threads I am trying to read and respond to.</P> <P>My comments for the quote:</P> <P>I didn't notice anything new with Lich. So it really wasn't a BIG change.</P> <P>Grim terror persona window? hmm... will have to log on and check that out later. How do you look at it?</P> <P>Clinging Darkness line is.. not right. It gives you two snares at level 21. No higher versions yet, so I'm just assuming its not done yet. Snare is 40%, cast time is 1.0, duration is 48.</P>
quamdar
09-09-2005, 04:38 AM
wow that is a nice snare, would also probably be very nice just for the dot part of it. hopefully that stacks with the doll snare cause having a 48 second snare would be awesome for kiting if that is possible. <div></div>
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