your savior
01-19-2006, 10:28 PM
I don't do a lot of testing but when I heard of these changes I had to know what was coming. I rolled a Kerra Wizard for the first time, a good one, and an evil Dark Elf Warden the second time. Overall I think the changes are much better; the quests and the way you move all around the island is something that, in retrospect, wasn't accomplished at this level. The new city quests and those shroom guys in the peat bog are fantastic, especially when you run around as one.Small problems that I found;Wizards start off without all their spells on the hotbar. I was missing a nuke and the DoT/debuff spell. For the first hour I was running around hitting people with the stun/nuke which had a 30 second recast, then meleeing the rest of the way while watching myself slowly die.The cave instance at the end of the Qeynos IoR is significantly tougher than the Freeport IoR. I know how it should be done; but the waves of mobs that attack a group compared to single mobs attacking a group is definately harder.Before this update, you could one hit kill most enemies around the isle as a mage; now they are more evenly matched. However, while playing I found battles were always in their favor. Their resists combined with the low level lack of power made blue solo mobs a tough fight, and near impossible at times. White solo mobs are always going to win.Maybe this is an intended change. I was forced to duo the isle, which was definately more fun, and look for a group for the cave instance at the end.<div></div>