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View Full Version : Collected changes affecting the Templar Sub Class Directly LU 13 (BETA)


Stobo DarkSky
09-09-2005, 01:47 PM
<DIV>With Live Update #13, we are introducing significant changes to the way combat works and how spells <BR>behave. The main goal of these changes is to increase the fun and challenge of EverQuest II. Some of <BR>the ways we are going to accomplish this goal include:</DIV> <DIV>Adjusting spells and combat arts to ensure that damage, healing, and utility are more proportionate <BR>among the classes. <BR> <BR>Making spell upgrades more meaningful and satisfying by adding new spells and arts to better fill <BR>out character progression and put the emphasis on distinctiveness at the subclass level.</DIV> <DIV><BR>Addressing cases where some characters could be made virtually immune to attack through buff stacking.<BR>Our intent is that the game feels and plays basically the way it always has for soloers and small <BR>group players. Individual players of any class or level should be able to defeat level-appropriate <BR>solo encounters.</DIV> <DIV> </DIV> <DIV>Character Attributes</DIV> <DIV> </DIV> <DIV>Avoidance</DIV> <DIV>Your likelihood of avoiding an attack is now based on two primary factors: the con color of the <BR>attacker and the type of armor you are wearing. The heavier your armor, the lower your chances of <BR>avoiding an attack. </DIV> <DIV>Increasing your Defense, Parry, and Deflection skills give you a better chance of avoiding attacks, but <BR>there is now a cap on how much these skills can be buffed or debuffed. </DIV> <DIV>Increasing your Agility improves your base chance of avoiding an attack, but it will not improve your <BR>likelihood of parrying, deflecting, or blocking with a shield.</DIV> <DIV>Mages and Priests no longer receive the Parry skill.</DIV> <DIV>Shields now have the following base chances to Block: Tower (15%), Kite (15%), Round (5%), Buckler (3%).<BR> <BR>Your chances to Block scale up or down based on the con of your opponent. Shield buffs no longer have any <BR>effect. </DIV> <DIV> </DIV> <DIV>Mitigation</DIV> <DIV>The base mitigation values of armor against an opponent of your level have been adjusted as follows: <BR>Heavy (38%), Medium (30%), Light (22%), Very Light (16%).</DIV> <DIV>The con of the target is now the primary determiner of your chance to hit or defend against attacks instead <BR>of skill. Skill buffs still have an effect, but they are treated more like a buff rather than the primary <BR>determiner.<BR> <BR>Mages and Priests now gain 5 points per level in their offensive melee skills.</DIV> <DIV> </DIV> <DIV>Stats</DIV> <DIV>Higher Strength increases your bonus to melee damage. <BR>Increasing your Agility improves your chance to avoid an attack. <BR>Higher Intelligence increases your bonus to spell damage. <BR>Increasing your Wisdom improves your resistances to arcane damage types (Heat, Cold, Poison, Disease, Magic, <BR>Divine, and Mental). <BR>The effectiveness of Strength, Agility, Intelligence, and Wisdom buffs has been increased. The effective cap <BR>is set at 10 times the character's level. For example, a level 30 fighter will receive an increasing melee <BR>damage bonus up to 300 Strength, while a level 40 wizard will receive an increasing bonus to spell damage up <BR>to 400 Intelligence.</DIV> <DIV> </DIV> <DIV>Resists, Fizzles, and Interrupts</DIV> <DIV>Only beneficial spells cast in combat now have a chance to fizzle.<BR> <BR>Your chance to fizzle is affected by the skill level of the player's casting technique used by the spell <BR>(Ministration, Ordination, etc.) and spell quality (Apprentice II, Adept I, etc.). <BR>The Spell Avoidance skill is no longer used and has been removed. Items with a Spell Avoidance buff have <BR>been modified.</DIV> <DIV> </DIV> <DIV>Healing</DIV> <DIV>Overall healing potency should be better balanced among the Priest professions. <BR>Healing spells generate less hate when healing someone who is not currently the opponent's main target.</DIV> <DIV> </DIV> <DIV>Training Spells and Racial Traits</DIV> <DIV>Every ten levels (level 14, 24, 34, 44, and 54) you are presented with a list of four spells or arts. You may <BR>choose one of them, which will then be upgraded to Master II quality. <BR>This replaces the previous Training abilities, which have been removed from your Knowledge book. <BR>The descriptions of Racial Traits that increase resistances now more clearly indicate that the percentage <BR>gained is against a target of the character's level.</DIV> <DIV> </DIV> <DIV>Items</DIV> <DIV>Mitigation values have been spread more evenly across armor slots. Chest and leg slots still provide slightly <BR>greater mitigation, though less than they did before. This should make it more beneficial to wear <BR>high-mitigation armor in every slot. <BR>The mitigation provided by accessories (ear, neck, ring, wrist, and belt) has been reduced by 50%. <BR>Arcane resist values (Heat, Cold, Poison, Disease, Magic, Divine, and Mental) on all items have been reduced <BR>by 50% to make the effects of resist buffs more meaningful.</DIV> <DIV> </DIV> <DIV>Priest Changes</DIV> <DIV>Priests now have increased damage capability. <BR>Priests can resurrect players outside their group. <BR>Group healing has been improved in efficiency and potency. <BR>Group cures have been removed from Training options and are now distributed among the Priest subclasses. <BR>Shamans now receive the Great Spear skill. <BR>Direct heals (both single-target and group) now have more differentiation among subclasses. Each subclass of <BR>Priest has different advantages: </DIV> <DIV>Inquisitor: Slightly higher efficiency than most instant heals, best repeat spell healing amount for instant <BR>heals, fastest reuse timers. <BR>Templar: Larger heal for increased power cost, less time consumed spent casting heals. <BR>Warden: Highest efficiency of all heals, best repeat spell healing amount (regen effects from all lines stack). <BR>Fury: Fastest healer, strong initial burst healing. <BR>Mystic: Same efficiency as the Inquisitor but slightly longer reuse timers; each heal adds a minor max health <BR>increase which allows "overflow" health for the target (health increase from all lines stack). <BR>Defiler: Matches the potency of Templar heals, but sacrifices some health to defray the overall power cost.</DIV> <DIV> </DIV> <DIV>Now that the Class Defining abilities AND the PARRY Skill have been removed from Templar how about giving us something in return? You want to give our Class away so we want in return:</DIV> <DIV> </DIV> <DIV>The abilty to equip ANY type of shield.</DIV> <DIV>Greater DEFENSE skills.</DIV> <DIV>Leveling HEALTH and POWER among ALL Healers.</DIV> <DIV>One single Target and One Group Target Water Breathing Spell ONLY</DIV> <DIV>New Class Defining Skills or Abilities<BR></DIV>

SenorPhrog
09-09-2005, 04:22 PM
<BR> <BLOCKQUOTE> <HR> Stobo DarkSky wrote:<BR> <DIV> </DIV> <DIV>Now that the Class Defining abilities AND the PARRY Skill have been removed from Templar how about giving us something in return? You want to give our Class away so we want in return:</DIV> <DIV> </DIV> <DIV>The abilty to equip ANY type of shield.</DIV> <DIV>Greater DEFENSE skills.</DIV> <DIV>Leveling HEALTH and POWER among ALL Healers.</DIV> <DIV>One single Target and One Group Target Water Breathing Spell ONLY</DIV> <DIV>New Class Defining Skills or Abilities<BR></DIV><BR> <HR> </BLOCKQUOTE> <P>Why do you say "we"?  I can't really say I want most of that.   The ability to equip ANY type of shield?  Come on.  Seriously?   Fighter classes thrive on their defense which those "good shields" are designed for.   </P> <P>Greater DEFENSE skills?   Like what?</P> <P>I don't understand what you mean by leveling HEALTH and POWER among ALL healers so maybe you could better define that.  I can admit when I'm slow on picking something up.</P> <P>The single water breathing spells I'll actually give you.   I don't see the purpose in the number of water spells we have available too us.</P> <P>New class defining skills or abilties?  Once again like what?   Are you in the beta?   Have you seen the changes?   I'd love to hear more thoughts.</P> <P> </P> <P>You also emphasized a lot of words.  I was tired after I read the post.<BR></P>

Zunnoab
09-09-2005, 06:49 PM
<DIV>Thanks for collecting the changes together.  I missed the parry thing... I've said in other posts how I feel about the massive nerfs incoming, so no need to elaborate here.</DIV> <DIV> </DIV> <DIV>There are good things in there too of course, such as improved efficiency of group heals, but the changes aren't simply tweaks as far as I can tell but rather massive changes (most seeming to be nerfs aimed at increasing difficulty substantially) to the fundamentals of the game.</DIV><p>Message Edited by Zunnoab on <span class=date_text>09-09-2005</span> <span class=time_text>07:50 AM</span>

Dragonreal
09-09-2005, 07:29 PM
They already implemented the water breathing thing for all healers.. think it was single target at lvl 8 and group one either in the late teens or somewhere in the 20s.. I forget exactly; prolly wrong on the levels since I'm goin' off memory.

Belaythien
09-10-2005, 12:36 AM
There is a comparison of beta priest spells in this forum (http://eqiiforums.station.sony.com/eq2/board/message?board.id=13&message.id=9314). I don't know how accurate it still is but according to that the following points aren't true for Templars: - Priests now have increased damage capability.  (The damage rating of Templar DDs is ridiculous) - Templar: Larger heal for increased power cost, less time consumed spent casting heals. Also the general description of priest classes looks a bit .. bad for Templars. Wardens are the most efficient overall healers, Furies are the fastest, Inquisitor has the most efficient instant heals and short reuse, Defiler is as good as we are but at a lower power cost and Templars just waste mana like crazy. Is it just me or does this sound a bit strange? I couldn't find any heal that was larger than anyone else's. Usually we are outclassed by Inquisitors across the board. I still can't find anything positive in LU13 as a Templar = <div></div>

Stobo DarkSky
09-11-2005, 04:06 AM
<P>IMHO I see a few things - </P> <P>Templars can wear Heavy armor (38% mitigation base)</P> <P>Templars cannot parry.</P> <P>Templars can only use Bucklers (3% block)</P> <P>All armor has had their mitigation values changed. All non-armor items with mitigation value have had their mitigation values reduced by half.</P> <P>Templars have the lowest health pool among the healers; our power pool seem's kinda low as well.</P> <P>IMHO I'd rather have 5 points per level Defensive skill  as opposed to the new 5 points per level Offensive skill. With our now weakened defense, offense doesn't seem very likely since we have no root spells.</P> <P>Oh BTW, a Buckler is supposed to be strapped to the arm (Not held like other shields) and was usually little bigger than a dinner plate - most had points on the boss so they could be used as secondary weapons.</P>

Zathrys
09-13-2005, 04:46 PM
Um, dunno if you noticed but ALL priests lost parry, not just templars.  You already get to wear plate, how much defense do you want? And as for defilers getting equal heals for less power, you failed to mention the fact that we pay for that in blood ie. 20% of every direct heal comes out of out hp pool....so a 1k heal costs us 200 hp (hp that a ward will not absorb). Best to wait until after LU13....half our guilds templars are saying they're gonna quit without even trying.  I know it's harder when you have been at the top of the healer food chain for so long to accept these kinds of changes.  Defilers have been in the basement so long we have nowhere to go but up (has a templar ever joined a lvl 40 group and had the tank not know they were a healer class?). Keep yer chin up, hopefully all will be well. <div></div>