Arfiniel
06-13-2005, 06:56 PM
<DIV>edited to remove some illusionist-specific things</DIV> <DIV> </DIV> <DIV>This is posted by Vurin (illusionist) over on the illusionist board, mostly talks about illusionist changes in the upcoming combat revamp from what he was told at FanFaire, but he does mention some priest and fighter info. Also, Vurin has 2 posts with priest info, so I've posted both here:</DIV> <DIV>(<A href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=26&message.id=5162" target=_blank>http://eqiiforums.station.sony.com/eq2/board/message?board.id=26&message.id=5162</A>)</DIV> <DIV> </DIV> <DIV>Okay, so I'm back from Fanfaire, and since I seemed to be the only Illusionist there above lvl 30 I made sure to inquire about the state of illusionists in the post Combat change game. bear in mind that while everything I say here is based on what was told to me by Locke ( the guy revamping all the spells) none of this is written or stone or otherwise any kind of promise by SOE devs nor do i have any idea on when this patch will go live. Furthermore I'm sure a good portion of this post will wind up including my interpretations of what was said.<BR><BR>First and foremost is of course the<FONT color=#ff9933> </FONT><FONT color=#ff9933>removal of "Breeze aggro"</FONT> Also know as "[expletive ninja'd by Faarbot] the mob went for the enchanter when i pulled" syndrome, and other deaths and such caused byt the fact that breeze generates large amounts of hate over time ( steming from it acting toom much like a heal over time only for power).<BR><BR><BR>In regards to the more general and overall changes to the spell system there are lots of changes <snip> <BR><BR>First is that <FONT color=#ff9933>AoE spells </FONT>will probably <FONT color=#ff9933>improved across the board</FONT> for almost all classes. Specifically you can expect a mix of shorter cast times, shorter recast times, and better damage/power ratio. and in some cases simply better damage. This will effect figther classes and stuff too, so the overall gain may not be much, plus it makes in-encounter mezing even less useful, but thats nothing new,<BR><BR>Second "<FONT color=#ff9933>Does not work on epic targets" will be a thing of the past</FONT>. epic mobs will likely remain immune to root, mez, stun, stifle and the like, but the spells with those ancillary effects will still land and do damage just fine.<BR><BR>There's also going to be significant changes to buffs. I don't quite fully grasp the entire scope of the changes but as I understand it we can expect fewer buffs with similiar effects, and instead 1 buff that basically combines the two similiar spells. Also I think you can expect changes to the smaller secondary buffs on many spells. I think this will primarily effect priest classes ( particularly with their heals and stuff) but even stuff like Seal of Comprehension's secondary effect ( small % chance to proc power heal) may change. Even stuff liek insight may lose some or all of its int/wis /arcane resists buff effect ( and likely put on a conc buff). I'm not entirely sure what form or even if these changes will be included in the combat changes, but I will say they are being looked at, but again it is primarily stuff like the 10 second str buffs on templar heals and the like ( and those str buffs many times don't even stack). In short you may see some of your buffs combined to be like 1 super buff. it won't be any stronger, but it will be 1 buff.<BR><BR>Also spell upgrading will no longer increase the power cost of a spell.<BR><BR>related to that is the changes to the spell upgrade system. Its complicated and really boring to explain, but suffice it to say level no longer is a factor for the strength of a buff, and upgrading its quality is. Furthermore stat buffs will be on a different upgrade growth table than say damage effects, so that <FONT color=#ff9933>stat buffs should show more noticable gains when upgradi<FONT color=#ff9933>n</FONT></FONT><FONT color=#ff9933>g</FONT>. particularly when all your stat buffs may be combined to 1 conc buff instead of three or four.<BR><BR>Also there's the changes that make <FONT color=#ff9933>Caster's Int Vs defender's Wis a factor in spell damage</FONT>. Pretty self explainatory really. Makes int/wis buffs and debuffs useful and also gives you an advantage over lower level and lower tier mobs ( i.e. solo Vs raid). Furthermore Heal spells will be improved by wisdom, and also as part of this change you may see decreased out right resists on raid targets but your actual damage per spell may be weaker,<BR><BR>Also I only heard this mentioned once and I didn't inquire too closely but it seems <FONT color=#ff9933>Critical hits for spells</FONT> ( including Dots) may also be on the way,<BR><BR>Just to reiterate none of this is for certain, and its just what I gleaned from the FanFaire. No promises on when if EVER any of this stuff will hit the live servers.<BR><BR><FONT color=#ff0000>Second post (also edited to remove some illusionist-specific info):</FONT></DIV> <DIV><BR>Also there's a lot of other things I've not really mentioned. For example warrior stacking hp buffs will be nerfed, Priests nukes will probably be roughly as strong/mana efficent as a mage's nuke ( but limited by longer recasts and fewer nukes to choose from), healing spells in general will give less hate, Rogue classes may be getting the ability to use their hate gaining abilities on another group member ( i.e. the tank), Gaurdians may lose several of their defensive abilities ( and have them given to other fighter types) as well as some of those abilities will have reduced stackability. Also changes to make the Skill Difference between player and mbo useful only up to a maximium point, and also having the relative level play a bigger factor.<BR><BR></DIV> <DIV><FONT color=#ff6633></FONT> </DIV> <P>Message Edited by Arfiniel on <SPAN class=date_text>06-13-2005</SPAN> <SPAN class=time_text>08:00 AM</SPAN></P><p>Message Edited by Arfiniel on <span class=date_text>06-13-2005</span> <span class=time_text>08:01 AM</span>