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View Full Version : Feedback: Subclass 1-19 Combat/Spell Bugs


Lockeye
01-13-2006, 12:03 AM
<div>Please submit any bugs related to subclass abilities between levels 1-19. Thank You for your time and help <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></div>

Silresa2
01-13-2006, 12:59 AM
<div>As an iksar coercer (And I believe a necromancer mentioned the same problem..) I received no new ability or spell at level 6.</div>

Magu
01-13-2006, 01:04 AM
<span><blockquote><hr>Silresa2 wrote:<div>As an iksar coercer (And I believe a necromancer mentioned the same problem..) I received no new ability or spell at level 6.</div><hr></blockquote>Ditto. No spell at level 6 for coercers.</span><div></div>

sk1llfatal
01-13-2006, 01:08 AM
<div></div>Half elf wizard, no new spell(s) at lvl6 either.

Silverpaws
01-13-2006, 01:09 AM
<div></div>My lvl 8 monk was getting completely owned by a lvl 8 beetle in oakmyst.  I even switched out to the pre-patch gear which has higher mitigation, and i couldnt win.  I did notice that my skill level for defense and and offensive skills were way out of wack tho.  Way too low for my level.  My level 3 monk created post-patch has more defense than my level 8 fighter/monk created pre-patch.(this monk was a fighter, pre-patch and level 8 fighting in oakmyst forest with no problem what so ever.)Check skill checks on levels please for pre-patch created characters that "convert".  I think its dumping their skills to close to 0.<div></div><p>Message Edited by Silverpaws on <span class="date_text">01-12-2006</span><span class="time_text">02:10 PM</span></p>

Kodimus
01-13-2006, 03:01 AM
<div></div><blockquote><hr>Silverpaws wrote:<div></div>My lvl 8 monk was getting completely owned by a lvl 8 beetle in oakmyst.  I even switched out to the pre-patch gear which has higher mitigation, and i couldnt win.  I did notice that my skill level for defense and and offensive skills were way out of wack tho.  Way too low for my level.  My level 3 monk created post-patch has more defense than my level 8 fighter/monk created pre-patch.(this monk was a fighter, pre-patch and level 8 fighting in oakmyst forest with no problem what so ever.)Check skill checks on levels please for pre-patch created characters that "convert".  I think its dumping their skills to close to 0.<div></div><p>Message Edited by Silverpaws on <span class="date_text">01-12-2006</span><span class="time_text">02:10 PM</span></p><hr></blockquote>I actually had a problem with this on a level 6 brigand created last night as well. Combat skills were going up much slower than I was leveling, especially piercing.

Rolande'
01-13-2006, 03:03 AM
<div>Halfling illusionist here.. no level 6 spell either.</div>

kcirrot
01-13-2006, 03:45 AM
<div></div>I turned my level 3 scout on the test server into a Ranger and for some reason arrows have started showing up in the overflow window (although I have plenty of free space).  An interesting side effect of this is that I have unlimited arrows.  Everytime I take an arrow out, the overflow window still shows an arrow there.

Salmastryon
01-13-2006, 04:48 AM
My level 6 fighter dinged 2 levels withthe update so i went and grabed the AppIVs I had already made and scribed them.  The taunted transcribed over fine to Blinding Rays, but Assault transcribed as a level 3 fighter skill (Note: it wasn't in my knowleged book before I scribed it) and didn't upgrade DivineCircle(Paladin lvl 7). After that, I went and looked at my knowledge book and there are other spells/skills that didn't transfer over.  My Stance: Offensive(Fighter 6) is still in my book along with the new Courageousness(paladin 3).  Fun thing is the lvl 3 Courageousness is vastly superior to the lvl 6 stance.  I also still have Kick (Fighter 5), Taunt (Fighter 3), Fighting Chance(Fighter 5)  and Intervene (Fighter 6)  these have no equivalent paladin spells for them in my book at all.So, I logged into my monk to see which of her spells had changed.  Intervene and Intercept are still labeled as fighter skills.  She also stillhas Taunt and Kick and Assault like my little paladin.  I then concluded that maybe I had misunderstood and some of the skills would still stay as fighter, but I then noticed that my monk did not have the fighter Stance: offensive like the paladin but just themonk stances.This got me thinking, so I camped to the SK I had created earlier to check which spells and skills she had.  My Sk is only lvl 6 but sure enough she had Taunt, kick, Intervene and Fighting chance as fighter spells.  But,  no sign of Assault or Offensive:Stance. (she does have her SK stances and judging by the higher lvl paladin she shouldn't get an AE until next level anyway).  Anyrate, the long and short of it is there is something funny going on with Assualt and Offensive:Stance where they aren;t being consitantly handled class to class.<div></div>

Magu
01-13-2006, 04:53 AM
Level 1 Wizard nuke is a big fireball, but it's still called Lightning Burst.<div></div>

Gwide
01-13-2006, 05:41 AM
<div></div><p>Gnomish Greetings!</p><p>One feedback I would suggest for low level scouts is a modification to the <race> Master spells.  It didn't seem right that I had to be behind the mob to cast them when most classes did not have a similar restriction.</p>

liquid8r
01-13-2006, 05:48 AM
<div></div>Not really a bug but I rolled a Templar to test out the new island. The first spells Templars recieve are minor heal and rebuke. This Forces the Templar to only do auto attack damage through the first level. Admittedly not a long time but very boring and not fun at all. Why not switch smite (which is the 2nd level spell) and rebuke. I can tell you that I had to heal myself on every encounter to level 2.

kcirrot
01-13-2006, 06:52 AM
<div></div><blockquote><hr>liquid8r wrote:<div></div>Not really a bug but I rolled a Templar to test out the new island. The first spells Templars recieve are minor heal and rebuke. This Forces the Templar to only do auto attack damage through the first level. Admittedly not a long time but very boring and not fun at all. Why not switch smite (which is the 2nd level spell) and rebuke. I can tell you that I had to heal myself on every encounter to level 2.<hr></blockquote>I agree with your suggestion, but wouldn't the first quest (just run around and look at stuff)  + a couple of discovery boosts, get you to level 2?

Magu
01-13-2006, 06:59 AM
<span><blockquote><hr>kcirrot wrote:<div></div>I agree with your suggestion, but wouldn't the first quest (just run around and look at stuff)  + a couple of discovery boosts, get you to level 2?<hr></blockquote></span>Except that not everyone enjoys questing, and there's no discovery XP on the isle.<div></div>

Borre
01-13-2006, 09:38 AM
I'll file this as feedback since I'm not sure if it's on purpose or not, but I created a brand new DE Necro, and at level 5 when I got my heroic opportunity spell (Arcane Augur), I can cast the first spell in the chain by using Rot, but I have nothing to actually complete the chain.<div></div>

Ayen
01-13-2006, 10:25 AM
<div></div><div></div><div>My priest was pre-patch (level 4) upon logging back in and choosing templar I then had two copies of the first heal and smite spells. (The new versions of each spell got copied onto the hotbar and the older versions remained instead of being overwritten)</div><div> </div><div>Edit: Also picking a character trait is bugged. You pick your trait but then a few moments later the green plus box reappears and asks you to pick again. This happens repeated (I've ended up sticking the green plus up in the corner for time being) believe this may /possibly/ tied in with skills being stuck at 0?</div><p>Message Edited by Ayenea on <span class="date_text">01-12-2006</span><span class="time_text">09:33 PM</span></p>

MrMartin
01-13-2006, 12:08 PM
<div></div><div></div><div></div><div></div><blockquote><hr>Borreny wrote:I'll file this as feedback since I'm not sure if it's on purpose or not, but I created a brand new DE Necro, and at level 5 when I got my heroic opportunity spell (Arcane Augur), I can cast the first spell in the chain by using Rot, but I have nothing to actually complete the chain.<div></div><hr></blockquote><p>Thats the way its always been.Most classes cant finish some of their HOs until lvl 6, only fighters can I think.</p><p>Quote: "Except that not everyone enjoys questing, and there's no discovery XP on the isle."</p><p>There is discovery XP. Run by Malvanicus(?) Tower and get it. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>Message Edited by MrMartin on <span class="date_text">01-13-2006</span><span class="time_text">08:12 AM</span></p>

CrazedMut
01-13-2006, 03:33 PM
<div></div><div>As a level 2 Dirge, I was given "Haunting Strike" which requires Stealth. However, I don't have stealth yet.</div><div> </div><div>EDIT: I do, but it wasn't on hotbar at the start. It was in the Combat Arts tab, along with another CA that was't put on my hotbar at the start. "Shroud" is also level 10 Bard skill randomly. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />.</div><p>Message Edited by CrazedMutha on <span class="date_text">01-13-2006</span><span class="time_text">02:35 AM</span></p>

LanatirInno
01-13-2006, 08:45 PM
<div></div>Swashbuckler skills Sweep and Steel Sweep are basically identical, with the only difference being the level (1 or 2 and <img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" /> and the mana cost (3 and 9). Is this intended?

ValValline
01-13-2006, 09:57 PM
/feedback class specific BRUISERI rolled a Ratonga Bruiser on test last night and played long enough to reach level 4Observations....1. I don't know how to describe the level 3 CA "Bruising Fists", but it seems completely unbalanced and un-bruiser like as currently implemented. It's basically a mini-nuke or harm-touch that can one-shot a mob (level 3-4 anyway) every 40 seconds. If I wanted to nuke mobs dead, I would have rolled a Wizard <img height="16" width="16" border="0" src="../../i/smilies/16x16_smiley-happy.gif">.Suggestions...a. Cut the damage by 50-60% and lower the recast timer to 15-20 seconds. Let a new bruiser feel like he's beating the mob to death, not nuking it, and get him/her used to timing/picking which CAs to use in fights.2. At level 4 I got 2 stances. The first looks like a hold-over from the original fighter arch class (offense) and the second is bruiser specific. Only one can be used at a time, so I assume the hold-over will be going away, or is intended to be used situationally. The new bruiser stance is nice but like the "Bruising Fists" CA hits MUCH too hard when it goes off, and with only a 10% chance of going off in combat, doesn't process very often. Instead of a nice damage process, it's more like "wow! what just happened!", when the mob is blasted.Suggestions...a. Cut the damage by 50% and up the process rate to 15-20%. If the idea is to boost bruiser dps, then I don't think it should be a "once in a while mini-nuke", but rather burst damage that will tip a fight in the bruisers favor over time.Thanks for taking the time to read this.

skidmark
01-13-2006, 10:46 PM
/feedback NecroCombat Abilities/Spells seem to upgrade every 14 levels. My suggestion for a Necro is that since they get a warlock pet at 20th level, they should get one at 6th level as well. This is about the only time in a caster's career that they could tank for a pet. A tank pet at this level is kind of redundant.

Magu
01-13-2006, 10:54 PM
<span><blockquote><hr>MrMartin wrote:<div></div><div></div><div></div><div></div><p>Quote: "Except that not everyone enjoys questing, and there's no discovery XP on the isle."</p><p>There is discovery XP. Run by Malvanicus(?) Tower and get it. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><hr></blockquote>Try the freeport side, there's none.</span><div></div>

TheOnlySariah
01-13-2006, 11:05 PM
I played my 14 shaman...err mystic =p last night and I was noticing as well that things that I am EASILY supposed to be able to kill, are easily killing me.   Same thing with every character I tried my troubador, my ranger, my  brigand, etc. Maybe it is because our skills are all out of whack, but it was very frusterating. Also my spells fizzled and interupted crazily. I also had the problem with the green plus sign not going away after choosing my trait.<div></div>

dakota102003
01-14-2006, 12:12 AM
Rolled a Necro last night in island and found that the pet wouldn't go up in level like I did. I had to dismiss and summon again to get it to my level.<div></div>

Dahlrek
01-14-2006, 12:24 AM
<div></div>Bruiser offensive stance didn't trigger for the first 30 minutes I had it, and then it triggered quite frequently.  Might have been bad luck, or might be a level-based bug (since i think I leveled before it went off).  I tend to agree with the other poster that the proc does too much damage for the level, as well as the health-based attack line.Oh, and the self-heal is really poor.  Hooray for 4 hp every 90s?  If I was in a situation to need a heal, even at that level 4 hp is not what I'm looking for.<div></div><p>Message Edited by Dahlrek on <span class="date_text">01-13-2006</span><span class="time_text">11:29 AM</span></p>

Griffinclaw
01-14-2006, 12:25 AM
<div></div><p>Tweaks needed for the first few levels.</p><p>1.  Drastically increase skill gains for the the first five levels.  Even by grinding lvl 1-3 mobs all the way to lvl 5, with no quest exp.  I still dont have my skills maxed out.</p><p>2.  I would look at decreasing the damage of all 1-10 combat arts by almost 50%, but GREATLY reduce the chance of them being Blocked or missing all together.  Nothing worse than, dying to a Blue v mob, because all of your combat skills were blocked EVERY time. </p><p>3. Bruiser specific -  Lvl 2 skill " Ignore Pain" (sp?) that heals a portion of your health every few minutes, only heals 5-6%.  At level 2 when you get this skill that is only 1-2 hp <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />  Sorry, but even at lvl 4 it was 3 hp.  Sorry, not worth the casting time.</p><p>4. Bruiser specific- Bruiser starts out with only 1 DW weapon, this essentiually cuts his DPS in half.  He is better off going with no weapon, than the 1DW, because fists cants be DW (contrary to the animation).  In other words, give him at least 2 weapons to DW or give him a one hander.</p><p>5. Please have it so Combat arts and spells recieved at lvl 1 are automatically put in your hot bar.   When a new art or spell is given to you at level up, if there is no room in your current hot bar, have it automatically create a new hot bar, and place it in there</p><p> </p>

Magu
01-14-2006, 12:38 AM
2) If you're talking about the bears, they're bugged and blocking everything. It's not related to your combat arts.4/5) It's generally a good idea to read existing threads/posts before you post - these are known issues, already fixed on the dev's side.

Magu
01-14-2006, 12:38 AM
<span><blockquote><hr>dakota102003 wrote:Rolled a Necro last night in island and found that the pet wouldn't go up in level like I did. I had to dismiss and summon again to get it to my level.<div></div><hr></blockquote>Same as on Live. That's not a bug.</span><div></div>

Jai1
01-14-2006, 01:25 AM
<div></div><p>Necro's pets don't level with you. You have always had to recast them to increase but there a certain amount of joy in doing so.</p>

Griffinclaw
01-14-2006, 01:54 AM
<div><blockquote><hr>Magus` wrote:2) If you're talking about the bears, they're bugged and blocking everything. It's not related to your combat arts.4/5) It's generally a good idea to read existing threads/posts before you post - these are known issues, already fixed on the dev's side.<hr></blockquote>Im not talking about just the bears, I have had issues on Both islands with Combat arts being blocked or missed WAY to often.  And as far as 4/5 I do read EVERY dev post to see what is already a known issue.  However, I never came across a dev response to these issues.  Of course I may have missed it, but when It comes to reporting bugs, I am going to error on the side of caution, and post accordingly.  And while I definatley do agree with you, that it is a good idea not to report duplicates, I dont know if suggesting that a tester may by incompetent ( i know you never said that, but the TONE implyed that) is a good way, to encourage others to report there bugs.</div>

Punkbr
01-14-2006, 02:21 AM
The level 10 Coercer Charm charms monsters...But they won't do anything but follow you.  They don't follow any commands :<div></div>

Sedden
01-14-2006, 02:33 AM
<div></div><p>Where to start.</p><p>Well first, Skills are going up WAY WAY WAY too slow for how fast you can lvl my ranger is lvl 8 and can't hardly kill anything in the newbie area because my skills are WAY below there lvl.</p><p>Second, there any reason way the lvl 1 and lvl 8 ranger skill is on the same timer and the same damage at app 1??? call me crazy but aren't skills supposed to get better as you level??</p><p>As in other posts, the Training skills won't work.</p><p>Also, any quest that involves talking to a Innkeeper or Banker won't work because apparently the buying you inn room is bugged or something</p>

-vali
01-14-2006, 02:35 AM
<div></div>The ranger CA given at level 1 on the island "Searing Strike" has an identical tooltip for the ranger CA given at level 8, "Blazing Strike". The tooltip states that both attacks have identical resistability, range, recast, recovery, damage, and casting time. However, the supposed upgrade, "Blazing Strike" requires 9 power, while the level 1 version, "Searing Strike" only requires 3 power.Intended? It would seem as though the level 8 CA was intended to be an upgrade.... although it requires more power and the tooltip states it does identical damage....Before you ask - both skills are trained to app2.EDIT:heh, looks like the poster above me said this first <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> I think we posted near-simultaneousBTW, I'm also experiencing the level 8 training bug (lil + doesn't go away), along with very very slow skill gains (in defense, slashing, piercing, etc.). I /bugged the quest in willow wood that the above poster mentioned as well.<p>Message Edited by -valis- on <span class="date_text">01-13-2006</span><span class="time_text">04:39 PM</span></p>

Istaril
01-14-2006, 07:37 AM
<div>I don't know if it's unique to rangers - but it became apparent that rangers get their heroic op starter before they get any spells to continue it. Untill they get cheap shot (level 6?), the op-starter is entirely useless (solo, anyway)</div>

Captain_Xpendab
01-14-2006, 08:17 AM
<div>I'm betting these upgrade spells that don't seem any different are just placeholders. It was indicated that things would be a little more fleshed out on 19b.</div>

-vali
01-14-2006, 10:20 AM
<div></div>"I don't know if it's unique to rangers - but it became apparent that rangers get their heroic op starter before they get any spells to continue it. Untill they get cheap shot (level 6?), the op-starter is entirely useless (solo, anyway)"Once you get the HO starter (lucky break), the only CA you can use to start it is 'evade'...That changes quickly - once you get 'cheap shot' at level 6.IMHO, for a scout class oriented to flanking attacks and stealth, cheap shot should be given at level 4 or earlier - it is the primary CA of the archetype, used to set up and execute any other CA of value.EDIT: to include the quote to the post I was replying to... ( I don't know the tags to do quotes the proper way <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /> )<p>Message Edited by -valis- on <span class="date_text">01-14-2006</span><span class="time_text">12:23 AM</span></p>

cheerupbrian
01-14-2006, 07:10 PM
Furies need tier 1 and 2  DD spells. All we get are DoT's makes combat very slow. Don't get a DD spell till Lvl 23!!!!! plz<div></div>

Willias
01-14-2006, 10:56 PM
<div><font size="2">My suggestion is this:  Make the level 1 starter spells equal to AT LEAST the level 3 current starting abilities in game.  If you don't do this, then the basic abilities (which are generally the most basic attacks for each character class, for example the basic nuke or the basic melee attack, basic heal, etc) are too weak, even for the newbie islands.  It is VERY difficult to kill ANYTHING when your basic attack ability only does 6-ish damage, which is generally less than a normal melee swing.</font></div><div><font size="2"></font> </div><div><font size="2">Also, some things I'd like to see:  Since you're giving summoners their pets at a much lower level, could you include some non-tank pets in there as well, so that summoners are group friendly through the low levels?  (Not having a pet that doesn't taunt until level 20 is kinda annoying, could you at least add in a low level DPS pet since the current one is so high level?)  Also, if this stuff about Furies not getting ANY nukes until 23 is true, that should be changed so that Furies get some nuking abilites in their low levels.</font></div>

Punkbr
01-15-2006, 12:10 AM
Ugm..I was killing things in one or two hits...as a COERCER.  Who, aside from an Illusionist, has the least spell damage.I really don't think that's an issue <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /><div></div>

Peebo
01-15-2006, 12:49 AM
<div>As a level 2 warlock i dont have enough power to cast the level 2 spell, level 1 spell drained my entire power bar in 1 hit also.</div>

TheBladesCaress
01-15-2006, 10:03 AM
Defiler's level 1 heal uses 12 HP and 12 power to cast.  Since you start with 20 HP, it is generally not possible to cast it most of the time.  If you cast it when not in combat it generally causes more damage than it heals.<div></div>

arimak
01-15-2006, 01:19 PM
<div></div>For a newly rolled Ranger, attacking mobs with ranged attacks is raising my piercing skill, albeit slowly, rather than my ranged skill.  At level 7, while kiting mobs in the Forest Ruins, I got a piercing skill increase message, and noticed that my ranged skill was still at 5/35.<div></div><p>Message Edited by arimakun on <span class="date_text">01-15-2006</span><span class="time_text">12:22 AM</span></p><p>As an addendum, after switching out to the elm short bow bought from the vendor in the Queen's Colony zone, both the ammo problem and piercing skill problem stopped, showing that the bug is definately in the attributes of the Ranger's Bow given when creating a new Ranger.<span class="time_text"></span></p><p>Message Edited by arimakun on <span class="date_text">01-15-2006</span><span class="time_text">12:28 AM</span></p>

mylin1
01-15-2006, 01:41 PM
<div></div>the necro lvl 2 spell - heal minion was inflicted huge amounts of damage on me when i cast it, has no indication in its desc how much damage it does in its transfer - and its only listed in its writing description not its effects list.basicly useless atmThe first level spell rot inflicts 1 damage each second over 4 seconds  - this is so bad its not worth castingeach fight takes ages as your damage output is horrid - and you cant trust your pet (its damage is horrid) and you cant afford to heal it more than 2 times in a fight without draining your life away<div></div><p>Message Edited by mylin1 on <span class="date_text">01-15-2006</span><span class="time_text">12:45 AM</span></p>

Boli32
01-15-2006, 03:33 PM
logged in as my 17 Crusader (now 17 Paladin)Well, my skills are a mess I have duplicate copies of everything;Blessed Weapon App1 (Paladin 10)Blessed Weapon Master II (Crusader 10)Demonstration of Faith app1 (Paladin 12)Demonstration of Faith app2 (Crusader 12)Righteous Anger app2 (Crusader 13)  - 27-44 damage, interrupts targetRighteous Anger app1 (Paladin 2)  - 4-6 damage, interrupts target(Persumably the Rightcious Judgement, Paladin app1 25-41, interupts replaces this). It seems if I have upgraded the skill then I keep the duplicate, where as my righteous blow app1 which I never upgraded there is no duplicate for and I only have the paladin skillFinally Cry Of Conviction seems to appear under spells (for the crusader version) and combat arts (for the paladin version).NB: LOVE the Forgiveness. Repentance skills (lvl 3 and 11) nice to seem amends go all the way back to the beginning <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /><div></div>

Boli32
01-15-2006, 03:53 PM
Edit: just zoned and the duplicates disappeared... still have taunt, kick and a wild swing however.<div></div>

Happyfunba
01-15-2006, 07:15 PM
<div></div><p>Berserker:  Rolled one up last night and made it to level 9. Was apparently supposed to get Taunt at level 3 but this never happened so at level 6 when I got my HO starter I was unable to use them. I noticed other tank classes were getting Taunt or something similar by level 6 so figured this must be a Berserker specific error. Unfortunately, since app2's are not found until Qeynos or Freeport, it wasn't until then that I could pick up the ability.</p>

Eyes_of_Truth
01-16-2006, 01:28 AM
<div></div><p>Few things that probly need to be added in so people can really get a feel for the class early on:</p><p>Paladins need a lower level single target heal.</p><p>They wont recive a heal till 22 in the current setting on test.</p><p>Im not sure, but i dont belive shadowknights recive a lower level lifetap before 20+ (the life tap that is a SPELL not a combat art)</p><p>Conj/Necro really needs a lower level dps pet, as that plays a crucial role in the class later on.</p><p>I belive they should use the minus -14 levels rule on many of these skills:</p><p>Conj/necro:</p><p>Add the mage pet at level 6 (20 -14= 6) and scout pet at 4 then 18  (32-14 = 18, 18 - 14= 4)</p><p>Paladin:</p><p>give single target Aid heal at level 8 (22-14 = <img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" /></p><p>Shadowknight:</p><p>the Viate line at level 14 (28-14=14) and the Sacroment line at level 12 (26-14=12)</p><p>Illusionist and Coercer:</p><p>lower level breeze spell at level 4 (18-14=4). Also, they really do need charm and Duplicate self spells at leve 1 or near level 1.</p><p> </p><p> </p><p>Some skills are worth waiting for, but important class abilities need to be experienced at lower levels to get a feel for the class and to learn how to play it.</p><p>A good example would be paladins. If you dont get a heal till 22, you have missed maby levels of learning experience. Most paladins at 22 dont know you DONT have to target yourself to heal, you can cast the heal at the mob and if u have agro then u recive the heal.</p><p>Also, summoners wont learn when is the "right" time to use what pet, since they dont recive the damage pet till 20. I swear i saw a level 50 conjuror useing his earth pet in defensive stance in this group i was in, and the group had a level 55 guaridan tanking! When i asked him why he wasnt using his air or fire pet, he replied "i allways sue my earth pet, it doesnt get agro as bad as the others and protects me"... anyone who has actually experience with the dps pets for a while knows that a earth pet in defensive generates MUCH more agro then a dps pet in offensive.</p><p>There are some classes i havent lookedover yet, but they probly have some important skills that they are missing as well.</p>

Gravewolf
01-16-2006, 02:56 AM
It would be nice if priests got a lower level version of their class-specific heals (HoT/Reactive/Ward) in addition to direct heals, since for the majority of the game, the former are what they predominantly use.  I always thought 12 was a bit late to give them under the archetype system (should have been right at 10 imo) but since we've changed over to this method, I would say within the first 5 levels or so they should get a watered-down version of the class-specific heals.<div></div>

QuaiCon
01-16-2006, 03:45 AM
its nearly impossible to solo with a low lvl illusionist. if you get 1 or more resists you cannot win the fight against a blue mob anymore because you don't have enough power, and the crowd control spells use so much power that when you use them you won't have enough power to finish the mobs. i also had troubles soloing with a new troll wizard when he got to ~ lvl 5. Part of this problem might be that the casting skills are going up too slow, my disruption is still at ~15/25 so that  might cause the resists and the troubles.i also tried a monk, a nekro and a swashy on the island and they were much easier to solo.<div></div>

-Natarie
01-16-2006, 06:05 AM
<div>/assassin feedback</div><div> </div><div>Assail and Ambush are exactly the same in every aspect, except Assail costs more power.</div>

Dragonreal
01-16-2006, 08:48 AM
<div></div><p>For both Warden and Fury.. the damage shields received at lvl 1 do NO damage.. htere's none listed in the description and none occurs when a mob hits you.</p><p>All the spells for casters (or at least their main purpose spells.. ie: nukes for mages, heals for priests) seem to cost way too much power for the size of your power pool at that lvl. I remember my warden could only cast 1 nuke to pull with and then 1 heal throughout a fight or I could opt not to heal myself at all and just nuke 3 times but uhhh I'm a HEALER.. I should be able to cast my heals more than once a fight.</p><p>Whoever mentioned that the first two spells a templar gets at lvl 1 is a debuff and a heal.. it appears ALL healers are like this: 1 heal (whatever your version of the current minor heal is on live) and 1 utility/flavor spell. for druids that's their damage siheld (currently does no damage at all.. not even a 0 pops up) and for clerics it's a debuff (temps is an ac debuff and inqs appears to be an everything debuff? not sure what spell line this is a version of for current live-server inqs) and for shammys it's their slow.</p><p>For Warden, their lvl 2 nuke is a heat nuke; okay so you think what's the problem with that? Well isn't the whole point of this supposed to be to give people an idea of what the classes are like? But warden dont' get heat nukes.. they get cold nukes and a cold dot and a cold aoe (barring the one rogue lvl 30 something spell, Summer's Flame which is a heat nuke but that line gets turned into a cold line in both t5 and t6..) So why are low level wardens getting heat dmg when they're going to end up with no practical way of dealing heat damage at the end-game? Either make the new low level version a cold nuke or change the t5 and t6 (or even just t6 and keep alternating between heat and cold in that line) ones to heat. Consistency is a good thing >.></p>

Christofurious
01-16-2006, 10:35 AM
AssassinAt level 3 they get a ranged weapon attack, but there aren't any ranged weapons available on the Outpost of the Overlord until level 5 (the bow that can be bought from the merchant).<div></div>

Throbus
01-16-2006, 08:22 PM
Spell-switching wierdness for existing 16 summoner (Freeport):When I first logged her in and selected necromancer, I received all new necro spells (along with my summoner spells); but, these were all APP I in spite of some of my upgrades. HOWEVER, when I next zoned, I received the upgraded versions of the applicable new necro spells.I'm not sure if you're supposed to receive the upgraded versions immediately or not. Maybe, they can clarify that with the LU notes. Otherwise, you'll have a lot of lower-level players yelling and screaming when they first log in to LU 19.And, someone mentioned their old spells left their Knowledge Book after zoning; but, I forgot to check that. That makes sense that we shouldn't have those spells anymore; but, it seems a little odd when they don't straighten out right away. Again, I just suggest clarifying that in the LU notes. <span>:smileywink:BTW, I don't have a higher necro on Live for comparison. But, I like the new necro spells; they definitely seem very necromantish.<span> :smileyhappy:</span></span><div></div>

Decad
01-16-2006, 09:38 PM
I have a lvl5 Ranger on the TS, when doing HO the DD that I have doesn't seem to do any damage. The reason I say doesn't seem to is that when I scroll up the combat text after a fight, I do not see any mention of the spell (Sry, forgot the name of the spell) in the text but the button with the spell does time-out.<div></div>

Steelpul
01-17-2006, 11:41 AM
My monk won't attack with both of his fists if I don't have dual wield weapons equipted.IE I un equip my weapons, so that there's nothing in my weapon slots, and i try to use my bare fists, as monks should use, and i only attack with my primary fist.Also, when I equipt a dual wield in my secondary slot, I still don't dual wield with it, it just uses my primary bare fist.Any feedback on that, is that intended?<div></div>

WascalWabb
01-17-2006, 02:16 PM
<div></div><div><span><blockquote><hr>Steelpulse wrote:My monk won't attack with both of his fists if I don't have dual wield weapons equipted.IE I un equip my weapons, so that there's nothing in my weapon slots, and i try to use my bare fists, as monks should use, and i only attack with my primary fist.Also, when I equipt a dual wield in my secondary slot, I still don't dual wield with it, it just uses my primary bare fist.Any feedback on that, is that intended?<div></div><hr></blockquote>From what I've read in the Monk FAQ it has always been the case that bare fists are treated as a 1H weapon. To dual-wield with a bare fists look you need to use fistwraps. As for equipping a DW in the secondary slot, you need to equip a DW weapon in both the primary and secondary slot for it to work.Something I just noticed on my Monk is the animation for the stances. Both of them are using the "defensive stance" animation (the blue one). Shouldn't the offensive stance (Brawler's Stance?) use something like the red glow?</span></div>

Lilj
01-17-2006, 11:28 PM
<div></div><blockquote><hr>-valis- wrote:<div></div>The ranger CA given at level 1 on the island "Searing Strike" has an identical tooltip for the ranger CA given at level 8, "Blazing Strike". The tooltip states that both attacks have identical resistability, range, recast, recovery, damage, and casting time. However, the supposed upgrade, "Blazing Strike" requires 9 power, while the level 1 version, "Searing Strike" only requires 3 power.Intended? It would seem as though the level 8 CA was intended to be an upgrade.... although it requires more power and the tooltip states it does identical damage....<hr></blockquote><p>I can confirm this bug on Searing Strike and Blazing Strike. The same bug is on Stalker Strike (given at lvl 2) and it's upgrade at lvl 9 - Shadowfire.</p><p> </p>

Roark
01-18-2006, 12:07 AM
<div></div><div>Playing both a level 7 and level 13 ranger on test I would recommend the following:</div><div> </div><div>Ranger offensive stance be scaled down at the appropriate 14 level interval as such:</div><div>-- Blade Flurry (lvl 17) be changed to an offensive ranged stance.</div><div>-- A level 3 offensive stance be introduced into the class line.</div><div> </div><div>Ranger defensive stance be scaled down at the appropriate 14 level interval as such:</div><div>--Survival Instincts (lvl 1<img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" /> be remain the same.</div><div>-- A level 4 defensive stance be introduced into the class line.</div><div> </div><div>Ranger summoned arrow spell line be lowered at the appropriate 14 level interval:</div><div>--Summon Tin Arrow (level 7).</div><div> </div><div>I would also suggest that a spell/combat art vendor be placed on the starting island to introduce the concept of spell tiers/grades and have some associated quest the prompts a new player into this discovery (maybe an errand to deliver an upgraded ability to an NPC who then explains the reason why he needed the item).</div>

Ombri
01-18-2006, 01:10 AM
The level 1/2 inquisitor nuke requires 7 power, but the description says 6.

Paganst
01-18-2006, 01:11 AM
<div></div><p>Feedback on Warlock</p><p>A couple of issues I have seen.</p><p>1) The amounts needed to cast and what is listed do not seem to be the same. The level one spell Corrosive Strike says it takes 7 points of power to cast. I cast it a few times and am out of power.  After a few moments the blue tint goes away and on the power bar it says I have exactly 7 power but when I try to cast the spell it says I do not have enough power.</p><p>2) The level two spell Poison Cloud is an out of encounter, zero range AoE.  It costs 21 power to cast this spell.  Unbuffed and with no augmenting clothing on, the level 2 warlock has exactly 21 points of power.  First problem is that when I try to cast the spell it says I do not have enough power (see issue 1).  Second problem is that it says it is supposed to do 2-4 damage immediantly and another 2-4 every second for 3 seconds.  It appears to be only doing the inital damage instead of a DoT.  Third problem is this one spell uses all of the character's power in one shot leaving nothing to fall back on.  In it's present state it is not powerful enough to take out level 1 creatures on the Isle (though it does get them fairly low) Level 2 creatures it gets to slightly below half life... If there are multiple creatures the warlock can be in big trouble quick having only his starter staff to hit things with. </p>

Steelpul
01-18-2006, 01:13 AM
Alot of caster classes do need upgrades, big upgrades heh, it seems that they don't even nearly stand toe to toe with the new melee combattants.<div></div>

Sritt
01-18-2006, 01:22 AM
<div></div><blockquote><hr>Steelpulse wrote:Alot of caster classes do need upgrades, big upgrades heh, it seems that they don't even nearly stand toe to toe with the new melee combattants.<div></div><hr></blockquote>Heh don't speak too fast. SOme of the melee classes can't take out a blue single down while my warlock could take out yellows on the newbie island for the first 3 levels (and poison cloud wasn't costing all my power, though I suspect it may be because of chosen race and a lower int stat meaning a lower power pool).

YourTypicalEQIIPlay
01-18-2006, 01:35 AM
*Just a reminder about apprentice II merchants needing the new spells/abilities.<div></div>

Sritt
01-18-2006, 01:58 AM
<div></div><blockquote><hr>YourTypicalEQIIPlayer wrote:*Just a reminder about apprentice II merchants needing the new spells/abilities.<div></div><hr></blockquote><p>Actually there's class trainers now, almost always near the writ givers for that archetype (the exception being monks). These new trainers have all the spells for your class or at least a good portion of them. Also at least in Qeynos the combat art merchants in Elddar's Grove and North Qeynos are gone, as are the subclass quest givers (leaving the dojo without a master).</p><p>Here's a breakdown of where to find the class trainers and get your spells:</p><p>Freeport:</p><p>- South Freeport at the boat: troubador, dirge, assassin, brigand- West Freeport at the militia barracks: beserker, guardian, shadowknight, bruiser (outside)- North Freeport at the Academy of Arcane Science: coercer, wizard, warlock, necromancer- North Freeport inside the temple: inquisitor, fury, warden, defiler</p><p>Qeynos:</p><p>- Elddar Grove in the dojo: monk- Elddar Grove in the treehouse: ranger, troubador, dirge, swashbuckler- North Qeynos at the bridge: guardian, beserker, paladin- North Qeynos outside the temple of Life: fury, warden, mystic, templar- South Qeynos in the mage tower: conjurer (bottom floor), warlock (blue teleporter), wizard (red teleporter), illusionist (yellow/green teleporter)</p><p> </p><p>Also a note, for the adept and master drops: if its of your archetype it will convert to the skill you have that matches (for example the mage 'static pulse' will scribe into 'erupt' for a warlock). I'm not sure about the App2's on the merchants as they 'red' out when you see them, but may be able to buy and scribe (and for the first 10 levels they're only 1s and some copper so may be worth testing).</p><p>I'm wondering if perhaps the spell merchants and combat art merchants will all be removed (and the scribes/spell merchants given some stock besides just language primers, or nothing inside the city heh). The villages and city aren't quite so distinct anymore since every character will have full access right away now since you gain citizenship before you leave the newbie isle. What they need to add is something from the race mentor or a note item with teh citizenship registrar that points you towards the innkeeper for your home district and the trainer for your class (what part of the city and roughly where). They did something similar with the note quest you got at the end of your level 9 class quest (Mooshga's Good Eats or A Note from the Quartermaster). Also once all the race quests are done at some point on each one you get the citizenship quest book that you used to get on the citizenship quest (of the races I've tried all had it but the high elf).</p>

Silresa2
01-18-2006, 10:48 AM
<div></div>As someone above posted, the fury damage shield doesn't do anything at all.. The spell doesn't have the usual indented text under it's initial description. Instead, it says it casts 'Thornstorm' on the targets attacker, but there's no bulleted information below that as to what Thornstorm does, and thus it just makes the little default spell effect without any damage or anything else at all happening.

Cremaster1978
01-18-2006, 12:00 PM
The Wizard spell effects really don't fit the spell name.Lightning burst and lightning shock both cast fireballs.... looks very odd.Arcane bindings is a lightning bolt...these effects just look out of place, please change them to more fitting effects<div></div>

Sritt
01-18-2006, 03:19 PM
<div></div>Hmm on my warlock Bind (the warlock first binding spell and equal to arcane bindings, the adept I for arcane bindings scribes to Bind even) is the traditional ghostly chains that wrap around the enemy. What I did notice is the chains will glow and flicker with the effect of any other spell cast on the enemy, so my poison attacks make them glow green while my spell is taking effect.

Rowain deWo
01-18-2006, 04:09 PM
<div>Not so much of a bug but a Questoion :</div><div> </div><div>Is it intended that round shields are marked as useable by Monk/Bruisers ?</div>

QuaiCon
01-18-2006, 07:22 PM
/defiler feedbackas allready someone posted the health/power requirements for the low lvl heals are way too high. the first heal uses 12 health 12 power and heals only 7 health at app1. the longer casting time heal uses 28 health/28 power and heals 34-42 at app1 at the lvl you get these spells the cost is about 3/4 of your health and power. and even at lvl 6 you can only cast  3-4 heals before you are getting low on health yourself.Soloing with the defiler on island is hard  because your heals don't help for soloing, and the nuke does only minimal damage. I found out that with extensive use of ho i can manage white solo enemies with app1 spells and the questreward armor but this takes it allready to the limit, if you get an add you will die.<div></div>

QuaiCon
01-18-2006, 07:33 PM
<div><span><blockquote><hr>Paganstar wrote:<div></div><p>Feedback on Warlock</p><p>A couple of issues I have seen.</p><p>1) The amounts needed to cast and what is listed do not seem to be the same. The level one spell Corrosive Strike says it takes 7 points of power to cast. I cast it a few times and am out of power.  After a few moments the blue tint goes away and on the power bar it says I have exactly 7 power but when I try to cast the spell it says I do not have enough power.</p><p>2) The level two spell Poison Cloud is an out of encounter, zero range AoE.  It costs 21 power to cast this spell.  Unbuffed and with no augmenting clothing on, the level 2 warlock has exactly 21 points of power.  First problem is that when I try to cast the spell it says I do not have enough power (see issue 1).  Second problem is that it says it is supposed to do 2-4 damage immediantly and another 2-4 every second for 3 seconds.  It appears to be only doing the inital damage instead of a DoT.  Third problem is this one spell uses all of the character's power in one shot leaving nothing to fall back on.  In it's present state it is not powerful enough to take out level 1 creatures on the Isle (though it does get them fairly low) Level 2 creatures it gets to slightly below half life... If there are multiple creatures the warlock can be in big trouble quick having only his starter staff to hit things with. </p><hr></blockquote>i noticed this too and this seems to be a general casting bug that does not allow you to get down to 0 power. when you are casting any spell the check for power requirement will return not enough power if you have less than power cost +1 power. When you have exactly this and cast, the spell will take the right cost and leave you with 1 power after casting.</span></div>

EvilAerosolC
01-19-2006, 06:40 AM
I hope this is the right thread.  I have a lvl 6 monk on the test server, and I noticed if I unequip my weapons, my attack goes from a 30 something to 600 and something.  I can't recall the exact numbers right now.  When fighting, the actual amount of damage done seems about right for not holding any weapons, so it's just seems like a bug in the displayed amount of attack.  Another monk also had this problem, and that's what brought it to my attention and made me test fight with and without weapons.<div></div>

Darni
01-19-2006, 09:18 AM
<blockquote><hr>Magus` wrote:Level 1 Wizard nuke is a big fireball, but it's still called Lightning Burst.<div></div><hr></blockquote>Yup. The Buttons for Lightning Blast and Code (something) are switched such that the Lightning is blasting the target with cold (I think) and the Cold (something) spell is casting Lightning Blast (and a really under-powered one at that).

Vindicare
01-19-2006, 12:53 PM
Not a bug, but IMO a flaw in design:As an Assassin a ranged attack called "Double Blast" at Level 3.Alas, the only ranged weapons on the Island require at least Level 5 (Elm Bow).So you get a Skill which is pretty useless for another 2 Levels (and might confuse some beginners, not to mention the non-existing "yay, a new skill!"-feeling at lvl3).<div></div>

Marillion
01-19-2006, 08:02 PM
Something i have noticed with the Dirge pre 20. You get your disease debuff early on, however the 2 CA lines you get are based on the only 2 Melee skills you get through all the levels as a dirge. This debuff is used mainly as an aid in a damage increase, to counter the low damage the dirge deals with its arts, as being a buff class mostly.Can the first Verlien's line be altered to compensate for dealing only melee damage in these early levels. As it does nothing under the current system (slow's are not really effective, unless your trying to get everyone into the kiting art <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />)

Tallika_Runwithbears
01-20-2006, 04:03 AM
<span><blockquote><hr>dakota102003 wrote:Rolled a Necro last night in island and found that the pet wouldn't go up in level like I did. I had to dismiss and summon again to get it to my level.<div></div><hr></blockquote>you've always had to recast the pet to get it to reflect the new lvl.</span><div></div>

Kishia
01-20-2006, 10:09 AM
<div></div>I am unable to scribe my Adt 1's for my bard and rogue also was trying to make some spells and found that Evade and Divert are missing from recipe book I have done a /bug

QuaiCon
01-20-2006, 01:55 PM
the poison my  ranger gets as starting equip on the island is dooing a bit too much damage for the island (description says 6 damage first proc and 22 damage at start and every 6 seconds)when you use that in early part of island every fight is just waiting till poison procs then mob is dead. not sure how good in line this is with the early city content but for island its too much damage.<div></div>

Sritt
01-20-2006, 07:43 PM
<div></div><blockquote><hr>Kishia wrote:<div></div>I am unable to scribe my Adt 1's for my bard and rogue also was trying to make some spells and found that Evade and Divert are missing from recipe book I have done a /bug<hr></blockquote>Are you sure the Adpet 1's were for the skills you have. Crafted Adept 1's have to fully match your class, dropped Adept 1's will autoconvert. Vendor bought App2's also have to exactly match as well.

Salmastryon
01-20-2006, 10:35 PM
<div><span><blockquote><hr>Sritthh wrote:<div></div><blockquote><hr>Kishia wrote:<div></div>I am unable to scribe my Adt 1's for my bard and rogue also was trying to make some spells and found that Evade and Divert are missing from recipe book I have done a /bug<hr></blockquote>Are you sure the Adpet 1's were for the skills you have. Crafted Adept 1's have to fully match your class, dropped Adept 1's will autoconvert. Vendor bought App2's also have to exactly match as well.<hr></blockquote>You can't craft Adept I's, they only come from mob drops, did you mean Adept III's?  At anyrate I've found that scribing an archetype or general adept I maps fairly well over to the current system.  I even was able to scibe some App IV's and Adept III's that I had made before the changes.</span></div>

Mascouti
01-21-2006, 08:05 AM
<div></div><p>Logged into what used to be my sorcerer..   I selected I wanted to be a wizard.  My character is at the beginning of lvl 11.  After logging in I got quite a few spells, and I also got my lvl 12 spells, a full level early.  Not sure if this is the way it is supposed to be now.</p><p> </p><p> </p>

cheerupbrian
01-21-2006, 05:30 PM
Regrowth, my sage hasn't got the reciepe, Warden and Fury Trainers and spell scroll vendors haven't got it.  Can you look into it. Thanks<div></div>

drongo
01-21-2006, 10:32 PM
<div></div><font size="2">just a minor discrepancy on the coercer's hestitate spell. according to the tool tip it stifles and roots the enemy. in the casting spam it shows that the target has been mesmerised.</font>

VeraIkonica
01-22-2006, 03:05 AM
<div></div><div>While using a coercer charmed pet and fighting an encounter another aggro mob wandered by and started attacking the charmed pet and whenever I tried to cast any spells on this add I recieved a message  that read '<font color="#3366ff">Cannot engage this Encounter</font><font color="#ffffff">'  I could not engage anything afer this happened until I zoned out.  I /bug ed it also.</font></div>

Darni
01-23-2006, 01:57 AM
<blockquote><hr>Marillion wrote:Something i have noticed with the Dirge pre 20. You get your disease debuff early on, however the 2 CA lines you get are based on the only 2 Melee skills you get through all the levels as a dirge. This debuff is used mainly as an aid in a damage increase, to counter the low damage the dirge deals with its arts, as being a buff class mostly.Can the first Verlien's line be altered to compensate for dealing only melee damage in these early levels. As it does nothing under the current system (slow's are not really effective, unless your trying to get everyone into the kiting art <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />)<hr></blockquote>Another comment on Dirge:So far on Queen's Colony, I've played a Wizard, Fury, Dirge, and Conjuror. Of the four, only the Dirge continually had problems with the mobs and quests. He felt pretty weak, even opening with a Stealth backstab-song. The three buff spells (I played to level 6) are great for groups (obviously), but do little for soloing. I only noticed the Dirge having so many problems because I followed the exact same progression with the other classes, which all had appropriate challenges. This allowed them all to bypass the bug that prevents Sapswill Tappers from spawning. Meanwhile, the Dirge couldn't even the existing quests at the same level the other classes could. And even one-level above, he continually got smacked around embarassingly by the ghost trees.Now, granted, that just means I should group with him more than solo. But I wanted to point it out anyway because the other classes all soloed well. Tonight I'm trying Troubador, Warlock, and Illusionist (long night ahead of me <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> ).

Fraenhawk
01-23-2006, 02:31 AM
Started a brand new assassin. The Level 1 Quick Strike that you start the game with says it does immediate damage and damage over time in the description, but the effects just says "Inflicts 2-3 melee damage on target" nothing about over time. Plus it shows up as a maintained effect everytime you use it, but my combat log never shows any additional damage past the initial hit.<div></div>

Istaril
01-23-2006, 10:01 AM
<div></div>Edit :NM<div></div><p>Message Edited by Istaril on <span class="date_text">01-22-2006</span><span class="time_text">09:06 PM</span></p>

unundindur
01-23-2006, 06:53 PM
I very much miss the charm spell, which was powerful, but dangerous - and thrilling to play with.The replacement "copy of self" spell is much less interesting.Please let us get the charm spell back, at least at a higher lvlImilia,  lvl 17 enchanter/illusionist.Unundindur<div></div>

Luthorn
01-23-2006, 07:34 PM
<div></div><p>I created a swashbuckler on test for the 1-19 subclass changes.  I also had him make his own app. IV upgrades.  I cannot find the recipe for "Evade" (in any of the level 1-9 recipes).  It is listed as app. I in my knowledge book, implying it can be upgraded.  Either the recipe was missed, or Evade scales with level and cannot be upgraded.  If the latter is true, I recommend the "app. I" title be dropped on the ability.</p><p> </p>

Punkbr
01-23-2006, 10:54 PM
<div><span><blockquote><hr>unundindur wrote:I very much miss the charm spell, which was powerful, but dangerous - and thrilling to play with.The replacement "copy of self" spell is much less interesting.Please let us get the charm spell back, at least at a higher lvlImilia,  lvl 17 enchanter/illusionist.Unundindur<div></div><hr></blockquote>Not going to happen unless they mesh Coercers and Illusionists together.  If you want to play with charm, I recommend a coercer <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /></span></div>

Wiseman160
01-24-2006, 06:14 AM
<div>On live servers, mages are allowed to summon a pet when they become a summoner at 10.  Likewise, mages are allowed to charm (have a pet) when they become enchanters at level 10.</div><div> </div><div>Yet in the test server currently only the summoners start with a pet.  illusionists don't get their petsonae pet and coercers don't get a charm.  That seems to be a flaw to me, as those are key to their respective classes and will force players to reach level 10 before being able to experience it.</div><div> </div>

ShadowNemisi
01-25-2006, 04:26 AM
<div></div><p><strong>Dirge</strong></p><p>Singing Strike (Apprentice II) is exactly the same as Singing Strike (Apprentice I), there is absolutely no difference between the two.  At all.  Atleast, none that I could discern.</p><p> </p><p>It is not really that big of a deal, seeing as we see a dramatic damage increase with Singing Blade at level 8.  I just wish I hadn't bought the upgrade a level before I got the new combat art.</p>

Sritt
01-25-2006, 07:29 PM
<div></div><p>It appears that the new spell recipes for t1 and t2 are not working to update the workshop tasks.</p><p>My task is to make 10 Reconnoiter (Apprentice III) runes for my workshop.</p><p>I created a Reconnoiter (Apprentice III) (had some bad luck so it barely made it, didn't have to click stop).</p><p>I didn't get the 'ding' of a quest item being found and my task still shows me at 0/10.</p><p>I've not tried with other spells yet so not sure if its just Reconnoiter or all of them, though I suspect it's all of them.</p><p>I bugged this in game (Emet is the character I was using to test this).</p>

LanatirInno
01-27-2006, 02:09 AM
<div></div><blockquote><hr>Sritthh wrote:<div></div><p>It appears that the new spell recipes for t1 and t2 are not working to update the workshop tasks.</p><p>My task is to make 10 Reconnoiter (Apprentice III) runes for my workshop.</p><p>I created a Reconnoiter (Apprentice III) (had some bad luck so it barely made it, didn't have to click stop).</p><p>I didn't get the 'ding' of a quest item being found and my task still shows me at 0/10.</p><p>I've not tried with other spells yet so not sure if its just Reconnoiter or all of them, though I suspect it's all of them.</p><p>I bugged this in game (Emet is the character I was using to test this).</p><hr></blockquote>I had the same problem.

Er
01-27-2006, 02:39 AM
<div>Are Kick, Intervene, and Evade non-upgradeable?</div><div>If so, why do the trainers sell the App II version?</div><div> </div><div>Next, what book contains Adept IIIs for level 10?</div><div>I found the Adept IIIs for level 9 in Artisan Strategem Scrolls Volume 9 & Artisan Arcana Scrolls Volume 9.</div><div>I found the Adept IIIs for level 11 in Advanced Scholar Refining Volume 11, except for Venomous Grasp Warlock 11 spell missing.</div><div> </div><div>No sight of what book level 10's are loacted in, yet.</div>

Sritt
01-27-2006, 03:51 AM
<div>Kick, intervene, and evade should all be upgradable.</div><div> </div><div>THere are no essence of... recipes in artisan essentials 5 or 6 (and kick being a level 5 combat art should be in volume 5). I bugged this in game. I haven't looked at my recipes yet since last nights patch so not sure if they've been added yet.</div><div> </div><div>Advice: if you find any spell/combat art that you learn at App1 and don't find a recipe for it in the volume that matches the level of the spell/combat art bug it so they can get it added in.</div>

Nanite
01-29-2006, 05:18 AM
<div></div>The fury damage shield (bristles) does not scale up at all with upgrades (checked it to adept1). I think say at app4, 1-2 damage would be ok, and at ad1 say just 2 damage, and then at ad3, 2-3 damage. If someone got the ad3 at level 1 it might be overpowered for a couple levels, but lets face it if someone is determined to twink their character out their gonna trivialize content, can't be helped. At level 8 this spell doesn't do much for me really.

Xeronoth
01-29-2006, 10:35 AM
Feel lucky, mr Fury... Warden's Barbs Don't upgrade at all, from app1 to adept 3.. it's still all 1 damage.<div></div>

Fraenhawk
01-30-2006, 08:16 AM
Is it my imagination or did HOs just change on test as of this last batch of changes (1/27)?<span>:smileysad:</span> If I've got a group encounter with 3 mobs attacking, I start an HO, the first move (on my warlock) is my nuke. If my nuke lands but kills mob a, it doesn't continue the HO, which means I then have to wait for the recast timer. The only two things I thought didn't advance an HO on live were if 1) the mobs weren't part of a single encounter (ie. you are killing single mob a, single mob b attacks, mob a dies from HO advancer but HO disappears because mob b is a separate encounter) which makes perfect sense or 2) if the mob resists the move.I know on live side I do this all the time, start HO on mob a, kill with first move, and get to complete the HO on mob b -- as long as the 2 mobs were linked as part of a group encounter<div></div>

Darni
01-31-2006, 10:56 PM
<blockquote><hr>Fraenhawk wrote:Is it my imagination or did HOs just change on test as of this last batch of changes (1/27)?<span>:smileysad:</span> If I've got a group encounter with 3 mobs attacking, I start an HO, the first move (on my warlock) is my nuke. If my nuke lands but kills mob a, it doesn't continue the HO, which means I then have to wait for the recast timer. The only two things I thought didn't advance an HO on live were if 1) the mobs weren't part of a single encounter (ie. you are killing single mob a, single mob b attacks, mob a dies from HO advancer but HO disappears because mob b is a separate encounter) which makes perfect sense or 2) if the mob resists the move.I know on live side I do this all the time, start HO on mob a, kill with first move, and get to complete the HO on mob b -- as long as the 2 mobs were linked as part of a group encounter<div></div><hr></blockquote>Hrm, I assumed that was the intent, but I hadn't been in EQ2 for awhile.It seems as though you can activate the HO ability ("Arcane something&quot<img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />, but you don't want to do the opening move on a mob about to die because it'll cancel out.HOWEVER, it seems you <i>can</i> perform the HO opening on one mob and as long as it doesn't die, can switch to another mob to perform the second part. I tried this a few times with my Wizard and it seemed to work. It was also a good way to finish off a mob in one shot without potentially losing the chance at an HO by killing it on the first shot.

Ariaya
02-01-2006, 07:30 AM
Arrow damage seems low on a ranger. At level 11, my best ranged attack does a max of 24 points of damage, but my best melee attack is 129. that's a huge difference. To my mind, the ranger should be doing as much, if not more damage per shot with their bow. .... it just seems more ranger-ish.