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View Full Version : Immunities and new spell rules.


Gungo
05-10-2006, 12:45 AM
<DIV>I was thinking about the new raid rules regarding immunities and stuns/stifles/mezz on epics. whether i agree with the changes or not. I think immunities between coercers and illusinists should be seperate. If not those immunites would effectivly make bringing more then 1 enchanters less effective (read:useless) on raids. Now i cna see placing this arbitrary restriction on the subclass such is the same between brigands debuffs etc. But you can't place coercer at a disadvantage because a raid alreayd has an illusinist on raid or vise versa. Both subclasses need thier own immunities. Will this overpower enchanters probably not that much if you properly code and think this change thru. If you don't have the forethought on this change you risk overpowering or breaking encounters. For instance if you make raid mobs aoe's avoidable by stunning/stifling. You cna trivilise many encounters. I just think the devs need to think this change through. I do think this is a positive change if done correctly.</DIV> <DIV> </DIV> <DIV><A href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=combat&message.id=102219#M102219" target=_blank>http://eqiiforums.station.sony.com/eq2/board/message?board.id=combat&message.id=102219#M102219</A></DIV><p>Message Edited by Gungo on <span class=date_text>05-09-2006</span> <span class=time_text>03:57 PM</span>

Rushmonst
05-10-2006, 02:30 AM
<DIV>Are they going to make epics not completly immune to stuns and mezzes then?  I must have missed the notes.  Currently Enchanters are useless with their main spells on raids because they dont effect epic targets.</DIV> <DIV> </DIV> <DIV>Please tell me this is changing.</DIV> <DIV> </DIV> <DIV>Avantari</DIV>

valkyrja
05-10-2006, 02:44 AM
What they need to do is make more raid encounters about big fights, not fighting something big.  I think of the Rahotep raid.  If all those guys he summons attacked at once, it would be cool.  And would make chanters extremely useful.  Then when he is down to only a handful of guys left, he jumps in the attack too.This way you still can have the cool bosses, but you have to deal with hordes of henchmen, and chanters are suddenly a prized possession.  However, the devs like to make it where you don't need anything particular to beat encounters to be "fair" or "balanced" sadly, a chanter's core abilities are based around being able to do something no one else can, which is contrary to their "vision".<div></div>

Crono1321
05-10-2006, 11:18 AM
<div></div>If raids were like that, two things would happen: 1.  People would realize how bad thier chanters [may possibly] suck at crowd control. 2.  A lot of guilds wouldn't be able to raid anything because there's what...10 level 70 chanters on each server?  And maybe 7 of them raid?  And then....one guild will have 3?  OK<p>Message Edited by Crono1321 on <span class=date_text>05-10-2006</span> <span class=time_text>12:19 AM</span>

Sir Blig
05-10-2006, 12:50 PM
<P>The trick would be finding a balance, maby there is a reason there are so few of those classes?</P> <P> </P> <P>While not every raid/encounter would have to be made this way (or would be wanted that way) making at least a few would would give somthing back to those classes. </P>

Crono1321
05-10-2006, 06:01 PM
I can already think of a raid we never did without 2 chanters.  And BOY did they love the attention. <div></div>