View Full Version : LU24? (5/10 patch)
Ever-Befallen
05-11-2006, 04:55 AM
<P><STRONG>NOTE: These notes WILL BE wrong, as per </STRONG><A href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=testfeed&message.id=53698" target=_blank><STRONG>http://eqiiforums.station.sony.com/eq2/board/message?board.id=testfeed&message.id=53698</STRONG></A></P> <P> </P> <P>*** Betrayal ***</P> <P> </P> <P>- Players can now betray their city at any level.</P> <P>- You will now slowly work your faction up with the city you are</P> <P>betraying to (or back to the one you originally betrayed) in order to be</P> <P>accepted within the city walls.</P> <P>- Until such a time as you are accepted as a citizen of Qeynos or</P> <P>Freeport, you will be an Exile and must only operate out of a new</P> <P>underground location known as Haven.</P> <P>- Haven does not provide the plush lifestyle of Qeynos or</P> <P>Freeport--You'll miss out on some of aspects of the city life such as</P> <P>writs, brokers (though you'll have use of a fence), player housing</P> <P>(apart from Maj'Dul), or city-based rewards.</P> <P>- Note that all characters, whether they change their class or not, will</P> <P>have their spells set back to the Apprentice I level after betraying.</P> <P>- Qeynos betrayers should begin their journey with Spockfuddle near the</P> <P>fence in Qeynos Harbor.</P> <P>- Freeport betrayers should begin their journey with Izzay Meestere in</P> <P>West Freeport.</P> <P> </P> <P>*** Desert of Flames ***</P> <P>Eagles, Hooluks, Insectoids, Vultaks, Draconians now use a wider variety</P> <P>of combat moves. Mainly their ouches and dodges will respond more</P> <P>appropriately to the direction of attacks. Also, when fighting these</P> <P>creatures, player characters' ouches, dodges and parries will match the</P> <P>direction of attacks. </P> <P> </P> <P> </P> <P>*** Control Spell Changes ***</P> <P> </P> <P>Note: All of the control spell changes listed here are subject to change</P> <P>before they go live. In fact, since these notes were written based on</P> <P>data from 05/04/06 and Blackguard will be in LA by the time you read</P> <P>this, much of it has changed before even going to Test. The notes should</P> <P>be a lot more sane by next week when he gets back.</P> <P> </P> <P>- All short knockdowns and many short stuns that were 2s in duration</P> <P>have been changed to a 1.5s duration.</P> <P>- All knockdowns and many short stuns that were 3-4s in duration have</P> <P>been changed to a 2.5s duration.</P> <P>- All knockdown effects will not work on epics.</P> <P>- Adjusted all root, stifle, stun, mesmerize, and fear durations to have</P> <P>consistent linear progression in durations with level increases.</P> <P>- There is now a new control state labeled "daze." Daze effects replace</P> <P>pacify effects that were attached to some spells. When a mob is dazed it</P> <P>cannot auto attack.</P> <P>- Examine information describing control effects should generally be</P> <P>clearer than before.</P> <P>- All Mesmerize abilities have their own immunity separate from Stun</P> <P>immunity.</P> <P> </P> <P>Fighter changes:</P> <P>- Guardian: Crumble - Reduced damage on melee hit portion of the combat</P> <P>art.</P> <P>- Guardian: Concussion - Increased damage, now reduces casting skills of</P> <P>target instead of power damage.</P> <P>- Berserker: Stunning Cry - Power cost reduced.</P> <P>- Berserker: Vanquish - Is now a 6s stifle/root instead of a 6-7s stun.</P> <P>- Paladin: Glorious Strike effect from Glorious Weapon - Reduced stun</P> <P>duration to 2.5 seconds.</P> <P>- Monk: Instill Doubt - Changed from a Bruiser to a Brawler ability.</P> <P>- Bruiser: Intimidate - This combat art line now shares its reuse timer</P> <P>with Instill Doubt.</P> <P>- Bruiser: The Sucker Punch line now dazes opponents instead of knocking</P> <P>them down.</P> <P> </P> <P>Scout changes:</P> <P>- Scout: Cheap Shot - Reduced power cost. Duration is 4s instead of 6s</P> <P>on standard or weaker opponents.</P> <P>- Dirge: Lanet's Excruciating Scream - Changed into short duration daze</P> <P>effect that causes disease damage when it expires. The amount of damage</P> <P>was reduced. Reuse time increased to 30s.</P> <P>- Dirge: Garsin's Funeral March - Recast time increased to 45s from 30s.</P> <P>Overall break chance reduced to 25%.</P> <P>- Dirge: Sapping Shot - Recast time increased to 25s.</P> <P>- Troubador: Lullaby - Decreased duration and increased reuse timer to</P> <P>20s.</P> <P>- Troubador: Bria's Entrancing Sonnet - Now works as a very short-term</P> <P>charm. Reduced casting time to 3s. Has full use of pet commands.</P> <P>Duration greatly reduced. Removed concentration costs. Increased reuse</P> <P>time to 60s.</P> <P>- Ranger: Thorny Trap - Duration of Root effect has been reduced.</P> <P>- Brigand: Blackjack - Changed from a 5s stun to a 6s hold direction and</P> <P>root ability. Reduced damage and power cost.</P> <P>- Brigand: Strangling Throw - Reduced damage.</P> <P>- Brigand: Double Up - Double Up list auto-adjusts to use abilities</P> <P>appropriate to the brigand's level.</P> <P>- Swashbuckler: Disarming Grin - Increased recast timer to 45s from 30s.</P> <P> </P> <P>Priest changes:</P> <P>- Templar: Sign of Pacification - Increased reuse time to 30s.</P> <P>- Templar: Prostrate - Reduced casting time to 2.5 seconds, Increased</P> <P>Reuse time to 45s. Reduced power cost.</P> <P>- Templar: Divine Arbitration - No longer distributes health from dead</P> <P>players in the group.</P> <P>- Inquisitor: Fearful Conversion - Fearful conversion, has a lower</P> <P>chance to break than it did before and mesmerizes after the fear effect</P> <P>instead of a root.</P> <P>- Inquisitor: Imprison - Increased Reuse time to 30s. Break chance</P> <P>occurs on damage only.</P> <P>- Defiler: Primordial Terror - Recast time increased to 45s from 30s.</P> <P>Overall break chance reduced to 25%.</P> <P>- Fury: Irritating Swarm - Has changed into a stifle and minor snare. It</P> <P>is now on a 60s reuse timer with a 1.5s casting time and shorter</P> <P>duration.</P> <P>- Fury: Pact of the Cheetah - Also dispels hostile root effects.</P> <P>- Mystic: Phantasmal Spirits - Reduced duration of Mesmerize to 5s.</P> <P> </P> <P>Mage changes:</P> <P>- Wizard, Warlock, Conjurer, Necromancer: Root Spells:</P> <P> * Have 15% overall break chance instead of 20%</P> <P> * Only processes break chances when damage is received, not on any</P> <P>hostile act towards the target.</P> <P> * Duration reduced.</P> <P>- Wizard: Tongue Twist - Lowers Hate instead of dealing damage.</P> <P>- Warlock: Interference - Slightly lowers hate with encounter instead of</P> <P>dealing damage.</P> <P>- Warlock: Gas Cloud - Reduced stun duration to 1.5s. Lowered reuse</P> <P>timer from 15s to 9s.</P> <P>- Warlock: Dark Siphoning - Reduced casting time to 3s.</P> <P>- Warlock: Devastation - Removed stun component.</P> <P>- Necromancer: Fear - Recast time increased to 45s from 30s. Overall</P> <P>break chance reduced to 25%.</P> <P>- Necromancer: Grasp - Lowered resistibility, reduced casting time to</P> <P>1.5s, and increased reuse time to 45s.</P> <P>- Conjurer: Petrify - Lowered resistibility and increased reuse timer to</P> <P>45s.</P> <P>- Conjurer: Shattered Terrain - Increased casting time from 2s to 3s,</P> <P>dazes but does not stifle.</P> <P>- Coercer: Terrible Awe and Illusionist: Phantasmal Splendor:</P> <P> * Resistibility increased</P> <P> * Casting time increased to 2s</P> <P> * Reuse timer increased to 15s.</P> <P> * Removed number of targets restriction for PvE.</P> <P> * Removes target from area effects.</P> <P> * Mesmerize effect can now affect Epic targets.</P> <P>- Coercer: Stupefy</P> <P> * Functions as a medium-long duration target area effect stun.</P> <P> * Resistibility increased</P> <P> * Casting time set to 2s</P> <P> * Reuse time is 40s.</P> <P> * Stun effect can now affect Epic targets.</P> <P>- Illusionist: Bewilderment:</P> <P> * Functions as a medium duration target area effect Stun.</P> <P> * Resistibility increased</P> <P> * Casting time increased to 1.5s</P> <P> * Reuse time is 40s.</P> <P> * Removed number of targets restriction for PvE.</P> <P> * Stun effect can now affect Epic targets.</P> <P>- Coercer: Psychic Wail- Increased reuse to 45s. Stun effect can now</P> <P>affect Epic targets.</P> <P>- Coercer: Channel - No longer distributes power from dead players in</P> <P>the group. Damage reduced.</P> <P>- Coercer: Ego Shock - Changed Root into target encounter daze that</P> <P>always lands. Reuse timer changed to 30s. Damage reduced. Daze effect</P> <P>will affect Epic targets.</P> <P>- Illusionist: Illusory Allies - Reduced damage and health of summoned</P> <P>illusions.</P> <P>- Illusionist: Headache - Changed mez into daze that always lands. Reuse</P> <P>timer changed to 30s. Damage reduced. Daze effect will affect Epic</P> <P>targets.</P> <P>- Coercer: Amnesia - Stun effect can now affect Epic targets.</P> <P>- Coercer: Slumber - Mesmerize effect can now affect Epic targets.</P> <P>- Coercer: Silence - Stifle effect can now affect Epic targets.</P> <P>- Coercer: Medusa Gaze - Stun effect can now affect Epic targets.</P> <P>- Illusionist: Sleep - Mesmerize effect can now affect Epic targets.</P> <P>- Illusionist: Convincing Regalia - Mesmerize effect can now affect Epic</P> <P>targets.</P> <P>- Illusionist: Overwhelming Silence - Stifle effect can now affect Epic</P> <P>targets.</P> <P>- Illusionist: Confusion - Stun effect can now affect Epic targets.</P> <P> </P> <P>Achievement changes:</P> <P>- Warrior: Belly Smash - Removed additional knockdown effect.</P> <P>- Predator: Point Blank Shot - Reduced stun duration, recast time</P> <P>lowered to 45s, and damage decreased.</P> <P>- Bard: Round Bash - Upgrades affect the knockback stun duration.</P> <P>Increased damage.</P> <P>- Cleric: Hammer Smite - Upgrades affect the knockback stun duration.</P> <P>- Shaman: Crippling Bash - Upgrades affect the knockback stun duration.</P> <P>- Summoner: Shockwave - Upgrades affect the knockback stun duration.</P> <P>- Rogue: Walk the Plank - Added root effect to hold direction.</P> <P>- Brawler: Eagle Spin - Added root effect to hold direction.</P> <P>- Bard: Shield Focus - Properly roots bard in place and grants knockdown</P> <P>immunity.</P> <P> </P> <P> </P> <P>*** Zone Access Changes ***</P> <P> </P> <P>- The following zones no longer require an access quest. For many of the</P> <P>quests, there are new rewards attached in place of the old reward</P> <P>(gaining access to a zone):</P> <P> * The Firemyst Gully</P> <P> * The Sanctum of Fear</P> <P> * Bloodskull Valley: The Excavation Site</P> <P> * The Eternal Gorge</P> <P> * Miragul's Menagerie</P> <P> * Icespire Summit</P> <P> * The Forbidden Sepulcher</P> <P> * The Trembling Lagoon</P> <P> * The Obelisk of Lost Souls</P> <P> * The Darkblade Den of Assassins</P> <P> * The Serpent's Lair</P> <P> * The Murkwater Nook</P> <P> * Maiden's Gulch</P> <P> * The Vault of Flames</P> <P> * Nektropos Castle</P> <P> * The Lair of the Necromancer</P> <P> * The Vestibule</P> <P> * Heroic: The Sullon Mines</P> <P> * Heroic: The Tallon Hording Halls</P> <P> * Heroic: The Darkened Den</P> <P> * Icebound</P> <P> * The Bastion of Flames</P> <P> * The Cove of Decay: A Treaty for Treasure</P> <P> * The Ruins of Varsoon</P> <P>- The following raid zones now have an NPC you must speak with outside</P> <P>of the zone in order to enter:</P> <P> * Shattered Stillness: Epic - Speak with Relana Everglade in Antonica</P> <P> * Bloodskull Valley: Maulic's Stronghold - Speak with Amulius Ramio in</P> <P>the Commonlands</P> <P> * Echoes of Time: Epic - Speak with Overseer Melicinn in the</P> <P>Commonlands</P> <P> * A Meeting of the Minds - Speak with Taryn D'Vat in the Feerrott</P> <P> * Commune of K`Dal - Speak with Klogg Bindgear in Lavastorm</P> <P> * Deathfist Citadel - Speak with Andala Oakenpath in Zek, the Orcish</P> <P>Wastes</P> <P> * The Deserted Mine - Speak with Gragak Stinkyfeet in Zek, the Orcish</P> <P>Wastes</P> <P> * The Court of Al'Afaz - Speak with Walheed Raffini in the Pillars of</P> <P>Flame</P> <P> * The Gates of Ahket Aken - Speak with Muleek Mahaja in the Sinking</P> <P>Sands</P> <P> * The Cove of Decay: Epic Angler - Speak with Googegguta in the</P> <P>Thundering Steppes</P> <P> </P> <P> </P> <P>*** Desert of Flames ***</P> <P> </P> <P>- "A piece of ancient parchment" should drop a little more frequently</P> <P>from individuals in the Pillars of Flame. Rumors exist that the leaders</P> <P>of these people have also begun to carry the parchment more often. The</P> <P>parchment is now able to be traded or sold. </P> <P> </P> <P> </P> <P>*** Gameplay ***</P> <P> </P> <P>- You are no longer limited to engaging 5 encounters.</P> <P>- Charmed players will now cast spells from their knowledge books.</P> <P>- Corpses of epic mobs now last much longer (unless looted) so the</P> <P>victors can take screenshots.</P> <P> </P> <P> </P> <P>*** Quests ***</P> <P> </P> <P>- Group members on the same step of the quests "Ishara's Search" and</P> <P>"Brush with Celebrity" can now enter into the same arena instance.</P> <P>- Vindain Greenfaith will now give high elves the flask he mentions when</P> <P>offering the quest "Components of Growth."</P> <P> </P> <P> </P> <P>*** Items ***</P> <P> </P> <P>- The Empowered Sleeper Totem and Sealed Book of Knowledge quest rewards</P> <P>now have 10 charges each.</P> <P> </P> <P>- Tome pages found on the ground are now easier to see. They flutter in</P> <P>the breeze, so even if it is partly in the ground or snow, some of it</P> <P>will be visible while it is flapping. </P> <P> </P> <P> </P> <P>*** Zones and Population ***</P> <P> </P> <P>- The evac point for Permafrost is now within the zone rather than in</P> <P>Everfrost. There is also an additional revive point within Permafrost.</P> <P> </P> <P> </P> <P>*** Combat ***</P> <P> </P> <P>- Brigand: An issue that was causing combat art visuals to sometimes be</P> <P>played on the brigand has been corrected.</P> <P>- Ranger: Surveil - Range lowered to 35 meters from 50 meters.</P> <P>- Crusader: Lance - Damage over time effect will now stack with other</P> <P>allies.</P> <P>- Predator: Intoxication - Damage over time effect will now stack with</P> <P>other allies.</P> <P>- Shaman: Leg Bite - Damage over time effect will now stack with other</P> <P>allies.</P> <P> </P> <P> </P> <P>*** Achievements ***</P> <P> </P> <P>- Bard: Bump's examine info will now indicate its ability to steal from</P> <P>the target.</P> <P> </P> <P> </P> <P>*** Tradeskills ***</P> <P> </P> <P>- Tradeskill societies have been removed.</P> <P> * Players can now enter any of the tradeskill instance zones at any</P> <P>time.</P> <P> * All your tradeskill society status you have ever earned (not just in</P> <P>your current society) has been converted into personal status points</P> <P>(this will not add status to your guild).</P> <P> </P> <P> </P> <P>*** User Interface ***</P> <P> </P> <P>- In the spell effects window, non-beneficial spells will now be</P> <P>displayed before beneficial ones. This will allow you to quickly tell</P> <P>what negative effects you have on you by glancing at the first few icons</P> <P>in your effects bar.</P> <P>- There is a new macro replacement:%c. This will be replaced with the</P> <P>name of the Icon your mouse is over. This will work on things like</P> <P>Effects, Maintained Effects, Inventory, Equipment, Macros, Hotkeys,</P> <P>Spells, Target Effects, and Implied Target Effects. Examples of usage:</P> <P> * MACRO: /group I have (( %C )) please cure me!</P> <P> * MACRO: /group %t has (( %C )) please cure %o!</P> <P>- When you are offered a quest with a full quest journal, you will no</P> <P>longer get a dialog box indicating that. Instead, you will get the quest</P> <P>offer window, but the accept button will gray-out until you have deleted</P> <P>a quest.</P> <P>- Items with a castable ability or ability when equipped will now show</P> <P>applicable durations in the examine info.</P> <P>- Items that you cannot use due to level or skill will now show the</P> <P>proper values for their effects.</P> <P>- There is now a "Mute All on Minimize" checkbox in the Sound tab of the</P> <P>Options menu.</P> <P>- There are now options to "Show Third Party Damage" and "Combat</P> <P>Bubbles" in the User Interface tab of the Options menu.</P> <P>- Lockout Timers window will now correctly sort by Time Left.</P> <P>- The maintained spell and effect windows will no longer scroll with the</P> <P>mousewheel, potentially moving your spell off the visible space. Thanks,</P> <P>Actfive </P> <P> </P> <P> </P> <P>*** UI Files Modified ***</P> <P> </P> <P>eq2ui_mainhud_effects.xml</P> <P>eq2ui_mainhud_maintained.xml</P><p>Message Edited by Ever-Befallen on <span class=date_text>05-11-2006</span> <span class=time_text>01:48 PM</span>
EQ2Playa432
05-11-2006, 05:32 AM
Thanks.<div></div>
Shirodan
05-11-2006, 05:35 AM
Nerfs accross the board. :smileysad:
foulpla
05-11-2006, 05:36 AM
wow sounds awesome.<div></div>
EQ2Playa432
05-11-2006, 05:39 AM
<div><blockquote><hr>Ever-Befallen wrote: <p>*** Desert of Flames ***</p> <p>Eagles, Hooluks, Insectoids, Vultaks, Draconians now use a wider variety</p> <p>of combat moves. Mainly their ouches and dodges will respond more</p> <p>appropriately to the direction of attacks. Also, when fighting these</p> <p>creatures, player characters' ouches, dodges and parries will match the</p> <p>direction of attacks. </p> <hr></blockquote>I think they mean Kingdom of Sky. Hehe.</div>
im confusedis this fake? unless its posted by soe, im not sure if i should beleave any of this <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /><div></div>
EQ2Playa432
05-11-2006, 05:55 AM
<div>It's real<blockquote><hr>Xtife wrote:im confusedis this fake? unless its posted by soe, im not sure if i should beleave any of this <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /><div></div><hr></blockquote></div>
Gungo
05-11-2006, 05:55 AM
I thought it was fake at first but actually reading the updates seems like the changes they weere intending. Unless the original poster did some very detailed research this seems like a legit test update notes. Although remember it is no where near final LIVE push. Also take note many of the conjuror changes and intercept chenges mentioned where not address which menas this is likely only lu24A and part B will liekly hit soon.
Ever-Befallen
05-11-2006, 06:10 AM
<P>No idea why I'd bother to post fake notes that long, honestly. Just trying to be helpful, since I figured since most of SOE were at E3, wasnt sure how fast it would be posted, so tried to help out if others wanted to see the notes.</P> <P><A href="http://patch.everquest2.com:7010/patch/eq2/motd/en/updates_test.html" target=_blank>http://patch.everquest2.com:7010/patch/eq2/motd/en/updates_test.html</A></P><p>Message Edited by Ever-Befallen on <span class=date_text>05-10-2006</span> <span class=time_text>10:11 PM</span>
Methriln
05-11-2006, 06:30 AM
sweet thx 4 heads up o question bout betrayl place will people who arent betraying be able to go there?or dose any 1 know yet
Marillion
05-11-2006, 06:35 AM
Nerfing the Claymore power/health restores is just bad.They are the best rewards most people will see from the quest for a long time. (Basically remove top raiding guilds).Betray will just end up being something done at the next level increase to 80 (when ever that is). So to mitigate the app1 reduction.Bard gets move nerfs. Best one is the bow shot, its so underpowered its funny as it is. To nerf it more is just insult to injury.
Rostam
05-11-2006, 08:46 AM
WHAT A BRILLIANT IDEA! Congratz to enchanters for finally getting fixed after a year of sucking. Seriously. I'm also very glad to see that SoE decided to DESTROY EVERYONE ELSES STUNS. Vanquish line now roots and stifles the target? Did you even think about this one? I suppose it will help the berserker when they fight hordes of mage mobs. Monks get fear now, and you doubled the recast of bruiser's mez? What in the nine hells are you doing? Why not just remove bruisers from the game? At least I can engage more than 5 encounters! HOLY CHRIST, BEST FIX EVER! Are you aware that daze does the EXACT same thing you describe as stifle? 10 charges to the claymore rewards? They had better be castable in combat, now. I'm glad to see the fixes to enchanters, it's a [expletive haxx0red by Raijinn] shame they increased the recast on everything they made effect epics. <div></div>
agress
05-11-2006, 10:04 AM
<div><blockquote><hr>Rostam00 wrote:WHAT A BRILLIANT IDEA! Are you aware that daze does the EXACT same thing you describe as stifle? <hr></blockquote>AFAIK, all daze does is removes the ability for mobs to auto-attack. Against a caster, its worthless. Stifle prevents them from auto-attack *and* CA's/Spells, so when stifled, you can only move around (Stifle = opposite of root)I'm not 100% positive on this though, correct me if I'm wrong.agressivUnrest Server</div>
WreckageT
05-11-2006, 12:11 PM
Stifle prevents abilities with a power cost. You can auto attack.<div></div>
Mage-Apprentice
05-11-2006, 12:40 PM
Thanks for posting this information, really interesting how they took the direction of the stunn nerf/buff
Leawyn
05-11-2006, 01:21 PM
<blockquote><hr>Ever-Befallen wrote:<p></p> <p>*** Zone Access Changes ***</p> <p>- The following zones no longer require an access quest. For many of the</p> <p>quests, there are new rewards attached in place of the old reward</p> <p>(gaining access to a zone):</p> <hr size="2" width="100%"></blockquote>Lame.... Game gets even easier... <blockquote> <hr size="2" width="100%"><p>*** Gameplay ***</p> <p>- You are no longer limited to engaging 5 encounters.</p> <p>- Charmed players will now cast spells from their knowledge books.</p> <p>- Corpses of epic mobs now last much longer (unless looted) so the</p> <p>victors can take screenshots.</p> <hr size="2" width="100%"></blockquote> <blockquote> </blockquote> <p> Glad they are fixing the REALLY important things! </p> <blockquote> <hr size="2" width="100%"> <p>*** User Interface ***</p> <p>- In the spell effects window, non-beneficial spells will now be</p> <p>displayed before beneficial ones. This will allow you to quickly tell</p> <p>what negative effects you have on you by glancing at the first few icons</p> <p>in your effects bar. </p> <p>- The maintained spell and effect windows will no longer scroll with the</p> mousewheel, potentially moving your spell off the visible space. <hr size="2" width="100%"></blockquote> This is cool, I like the first part. HATE the second part. Time to resize my windows now... I take that scroll "feature" into consideration when sizing my windows. PLEASE do not take it away! <div></div>
enrique_to
05-11-2006, 01:35 PM
O great. Does some Dev ever read Warlock forums? We are really bad nefer <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /> New changes are great of Wizz. They will be able to solo even better. But What about us? They have seriously crippled one of our AE stuns and remove the othe one. What does we get in exchange? <div></div>
Arhan
05-11-2006, 01:50 PM
<P>*** Items ***</P> <P> </P> <P>- The Empowered Sleeper Totem and Sealed Book of Knowledge quest rewards</P> <P>now have 10 charges each.</P> <P><BR>Wow these items werent that powerful 1 hour recast AND out of combat. They have there uses but didn't effect the game balance. Over all the patch is bad news and a mistake if 90% of this stuff goes live.</P>
Tommyg
05-11-2006, 02:46 PM
<DIV> great. Does some Dev ever read Warlock forums? <BR><BR>We are really bad nefer <IMG height=16 src="http://eqiiforums.station.sony.com/i/smilies/16x16_smiley-sad.gif" width=16 border=0> <BR><BR>New changes are great of Wizz. They will be able to solo even better. But What about us? <BR><BR>They have seriously crippled one of our AE stuns and remove the othe one. What does we get in exchange? <BR></DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV>Soe is destroying the Warlock class..... </DIV> <DIV> </DIV> <DIV>What is next for you dudes destroy our AE dps......</DIV> <DIV>....</DIV> <DIV>damm you soe</DIV>
QQ-Fatman
05-11-2006, 02:53 PM
<BR> <BLOCKQUOTE> <HR> enrique_tome wrote:<BR>O great. Does some Dev ever read Warlock forums? <BR><BR>We are really bad nefer <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /> <BR><BR>New changes are great of Wizz. They will be able to solo even better. But What about us? <BR><BR>They have seriously crippled one of our AE stuns and remove the othe one. What does we get in exchange? <BR> <BR> <HR> </BLOCKQUOTE>wizards wont solo better... wizard t7 ae root on test, the duration is shorter than the recast!!! while warlock's ae root duration is still longer than recast so you can still keep a group rooted. With this change, wizards will not be able to solo any encoutners with 3+ mobs, even it's a solo encoutner!<BR>
Cowdenic
05-11-2006, 03:30 PM
<P>wow, i hope they are looking at the agro component of those spells since they are removing our stuns, it should lower agro significantly.</P> <P> </P> <P>will have to see if this is true. We still havent gotten the fixes warlocks need. I am glad to see they are fixing chanters but come on now, how long should warlocks be gimped for?</P> <P>Since </P>
Cowdenic
05-11-2006, 03:30 PM
<P>wow, i hope they are looking at the agro component of those spells since they are removing our stuns, it should lower agro significantly.</P> <P> </P> <P>will have to see if this is true. We still havent gotten the fixes warlocks need. I am glad to see they are fixing chanters but come on now, how long should warlocks be gimped for?</P> <P>Since they are removing our stuns maybe they will shorten our cast times. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> hmmm maybe they wont. Instead of target already dead maybe we will just see interrupt, interrupt interrupt.</P><p>Message Edited by Cowdenicus on <span class=date_text>05-11-2006</span> <span class=time_text>04:31 AM</span>
Serendia
05-11-2006, 03:59 PM
Keep in mind this isn't an accurate or complete list of LU24 changes...BG told us so!Notable exclusions: Summoner changes, Intercept changes.I'd like some input from people on test as to whether or not these have gone into test with this "LU24" patch. If so, expect more from LU24 than is currently listed here.
blutste
05-11-2006, 04:08 PM
<div><blockquote><hr>Rostam00 wrote:WHAT A BRILLIANT IDEA! Monks get fear now, and you doubled the recast of bruiser's mez? What in the nine hells are you doing? Why not just remove bruisers from the game? <div></div><hr></blockquote>Remove bards too, because Noone will play his bard any further with your idiotic changes.</div>
quetzaqotl
05-11-2006, 04:37 PM
<P>nm</P><p>Message Edited by quetzaqotl on <span class=date_text>05-12-2006</span> <span class=time_text>12:42 PM</span>
Kubas
05-11-2006, 04:44 PM
<DIV><FONT size=2>The really do hate warlocks dont they? </FONT></DIV> <DIV><FONT size=2></FONT> </DIV> <DIV><FONT size=2>Finally get an AE aggro debuff, they tie it to one of our "oh crap" longer refresh spells that we only use to save ourselves from getting whacked, or to buy the healer a few seconds to save a tank, so not something we are just going to drop all the time to de-aggro.</FONT></DIV> <DIV><FONT size=2></FONT> </DIV> <DIV><FONT size=2>Nerf Devestation again, nerf cloud stun, half fix/nerf root... *boggle*</FONT></DIV> <DIV><FONT size=2></FONT> </DIV> <DIV><FONT size=2>Kestel Bladen`Kurst</FONT></DIV> <DIV><FONT size=2>56 Warlock</FONT></DIV> <DIV><FONT size=2>Blackburrow</FONT></DIV>
Killerbee3000
05-11-2006, 04:57 PM
<div></div><div></div><div><blockquote><hr>Ever-Befallen wrote:<p>*** Betrayal ***</p> <p>- Note that all characters, whether they change their class or not, will</p> <p>have their spells set back to the Apprentice I level after betraying.</p><font color="#ff0000">soe are you crazy? </font><p>Scout changes:</p> <p>- Troubador: Lullaby - Decreased duration and increased reuse timer to 20s.</p> <p>- Troubador: Bria's Entrancing Sonnet - Now works as a very short-term</p> <p>charm. Reduced casting time to 3s. Has full use of pet commands.</p> <p>Duration greatly reduced. Removed concentration costs. Increased reuse</p> <p>time to 60s.</p><p> <font color="#ff0000">great another nerf, what do bard's have now? all that's left is the tier templar dps</font></p><p>*** Desert of Flames ***</p> <p>- "A piece of ancient parchment" should drop a little more frequently</p> <p>from individuals in the Pillars of Flame. Rumors exist that the leaders</p> <p>of these people have also begun to carry the parchment more often. The</p> <p>parchment is now able to be traded or sold. </p> <p> <font color="#ff0000">finally lol </font></p> <p>*** Gameplay ***</p> <p>- Charmed players will now cast spells from their knowledge books.</p><font color="#ff0000">nice idea will add some more flavor to raiding, (imagine a charmed warlock using devastation on the raid force) <span>:smileyhappy: /sarcasm off</span></font> <p>*** Items ***</p> <p>- Tome pages found on the ground are now easier to see. They flutter in</p> <p>the breeze, so even if it is partly in the ground or snow, some of it</p> <p>will be visible while it is flapping. </p> <p> <font color="#ff0000">finally</font></p> <p>*** Zones and Population ***</p> <p>- The evac point for Permafrost is now within the zone rather than in</p> <p>Everfrost. There is also an additional revive point within Permafrost.</p> <p> <font color="#ff0000">the best change ever </font></p> <hr></blockquote></div><p>Message Edited by Killerbee3000 on <span class="date_text">05-11-2006</span> <span class="time_text">05:58 AM</span></p><p>Message Edited by Killerbee3000 on <span class=date_text>05-11-2006</span> <span class=time_text>05:59 AM</span>
Mage-Apprentice
05-11-2006, 05:17 PM
<BR> <BLOCKQUOTE> <HR> QQFatman wrote:<BR> <BR> <BLOCKQUOTE> <HR> enrique_tome wrote:<BR>O great. Does some Dev ever read Warlock forums? <BR><BR>We are really bad nefer <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /> <BR><BR>New changes are great of Wizz. They will be able to solo even better. But What about us? <BR><BR>They have seriously crippled one of our AE stuns and remove the othe one. What does we get in exchange? <BR> <BR> <HR> </BLOCKQUOTE>wizards wont solo better... wizard t7 ae root on test, the duration is shorter than the recast!!! while warlock's ae root duration is still longer than recast so you can still keep a group rooted. With this change, wizards will not be able to solo any encoutners with 3+ mobs, even it's a solo encoutner!<BR><BR> <HR> </BLOCKQUOTE><BR>I am a coercer and can TANK solo enounters including encounter that is of 3 mobs, you with better dps spells should be able to do the same, sorry couldn't resist the reply on this comment
MrWolfie
05-11-2006, 05:23 PM
<BR> <BLOCKQUOTE> <HR> Kubasak wrote:<BR> <DIV><FONT size=2>The really do hate warlocks dont they? </FONT></DIV> <DIV><FONT size=2></FONT> </DIV> <DIV><FONT size=2>Finally get an AE aggro debuff, they tie it to one of our "oh crap" longer refresh spells that we only use to save ourselves from getting whacked, or to buy the healer a few seconds to save a tank, so not something we are just going to drop all the time to de-aggro.</FONT></DIV> <DIV><FONT size=2></FONT> </DIV> <DIV><FONT size=2>Nerf Devestation again, nerf cloud stun, half fix/nerf root... *boggle*</FONT></DIV> <DIV><FONT size=2></FONT> </DIV><BR> <HR> </BLOCKQUOTE> <P>Yes. It's so amazing that I've cancelled my subscription. I have no idea whether one more cancellation (well, two actually) will make any difference to their monthly stats, but hopefully they might actually read the feedback from the survey you take when cancelling.</P> <P>"Yes, recent changes were made to my character class that I did not agree with."</P> <P> </P> <P><FONT color=#ff0000>I'm really frustrated that the forthcoming changes will adversely affect my primary gameplay (duo) and that those concerns seem to be completely ignored by the devs.</FONT></P> <P> </P>
Elessara
05-11-2006, 05:49 PM
<DIV> <P>- Troubador: Lullaby - Decreased duration and increased reuse timer to</P> <P>20s.</P> <P>- Troubador: Bria's Entrancing Sonnet - Now works as a very short-term</P> <P>charm. Reduced casting time to 3s. Has full use of pet commands.</P> <P>Duration greatly reduced. Removed concentration costs. Increased reuse</P> <P>time to 60s.</P> <P> </P> <P>This makes me weep <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></P> <P>I dealt with the proc changes to Aria ... but this ... destroys two of my favorite abilities of my troubador.</P> <P> </P> <P>Ele~</P> <P> </P> <P> </P></DIV>
skidmark
05-11-2006, 06:05 PM
I play on test, and the developer on the server alluded to the fact that the Tradeskill Revamp was going to be part of this patch too. But it wasn't, this may only be Test Update 24a, at least I am hoping that it is and that 24b is to follow.
Obadiah
05-11-2006, 06:34 PM
<P>- Troubador: Bria's Entrancing Sonnet - Now works as a very short-term charm. Reduced casting time to 3s. Has full use of pet commands. Duration greatly reduced. Removed concentration costs. Increased reuse time to 60s.</P> <P> <FONT color=#ff0000>great another nerf, what do bard's have now? all that's left is the tier templar dps<BR></FONT></P> <P><FONT color=#ff0000><FONT color=#ffffff>Wait, aren't these changes <STRONG>good</STRONG>!? Removing the concentration slot is excellent, no question. I suppose there's the question of just how short the duration is. But doesn't "full use of pet commands" indicate that we can make charmed pets attack?</FONT></FONT></P> <P>EDIT: Lol. 8 seconds? Nevermind. Wow. Maybe they should remove this entirely and give us a spell called "Rubber Fish Slap". Would be about as useful, but more fun.</P><p>Message Edited by Obadiah on <span class=date_text>05-11-2006</span> <span class=time_text>09:48 AM</span>
IllusiveThoughts
05-11-2006, 06:43 PM
<P>My god man</P> <P>truss was reduced from 50 seconds to 25 seconds.</P> <P>shackle from 65 seconds to 30 seconds</P> <P>removing 5% chance to break (and the additional roll for hostile action) </P> <P>and a 3 second reduction in recast timer IS NOT what the wizards / warlocks were asking for. </P> <P>Also as it stands now our AOE group root durations were halved too but our recast timers were not affected um [expletive haxx0red by Raijinn]!</P> <P>Please put our durations back to where they were.</P> <P> </P> <P>Also ice coment & surging tempest was ninja'd quite a few live updates ago to 1.5 seconds, along with a ninja'ing of stifle and stun durations.</P> <P>You then hotfixed in a change after the ninja nerfs to make ice comet & surging tempest back to 2s duration. </P> <P>Now your RE-nerfing them back to 1.5s jezus make up your minds. </P>
Elessara
05-11-2006, 06:59 PM
<P>Obadia:</P> <P> </P> <P>And this time feces have finally hit the rotary blades.<BR><BR>Master I Reverie: Duration, 20 seconds. (Decreased by 30 seconds)<BR> Recast, 20 seconds. (Increased by 11 seconds)<BR> Power Cost, 192. (No change)<BR><BR>Master I Bria's Infatuating Sonnet: Duration, 8 seconds (Decreased by 7 minutes and 22 seconds)<BR> Recast, 1 minute (Increased by how much I don't remember)<BR> Power Cost, 169 (No change)<BR> Casting Time, 3 seconds (Went down)<BR> No longer requires concentration.<BR> Full pet functionality added.<BR> Still 10% chance to break when attacked.<BR></P> <P> </P> <P>This was posted by Zeral498 on the Troubador class boards.</P> <P>Duration of charm is now 8 seconds?! Do you STILL think the changes are GOOD?</P> <P> </P> <P>Ele~</P> <P>EDIT: Yes, Obadiah ... Rubber Fish Slap would be good, as long as we can use it to bludgeon ourselves into unconsciousness for continuing to play a troubador.</P> <P> </P><p>Message Edited by Elessara on <span class=date_text>05-11-2006</span> <span class=time_text>08:25 AM</span>
Vlahkmaak
05-11-2006, 07:02 PM
<P>Necro stuns:</P> <P>Grasp ahs been completely changed from its riginal version. Originally the Grasp series of necro stuns would increase pet DPS: I enjoyed the spell very much when it worked this way. Myself, like most solo necs would first cast all our add pets then use this line after all add pets were cast to get a short increase in DPS while we healed our MT. On beta pvp it had the insidious effect of really annoying most peeps when this occured to them (imagina a buzz saw of pets on a toon and then amplifying the dps on top of that while they are stunned). Yhea: I know brigs can already do this (gawn how my ranger hates them) but this is not the necro role on pvp as much as I would like it to be like that again - class balancing and all - we can bite that bullet. But INCREASING the reuse timer? I would much rather you just get rid of this spell which looks likes it is turning into a once pet fight spell (and at such a short stun length kinda useless) and increase our pet hp, ac, and/or attk by a small percentage (1-5%) to make up for not having this spell. Yes, yes, I know 1% is not much for all those of you bemoaning such a small increase but after all grasp no longer does much either. </P>
<DIV>These notes better be very inaccurate. If the troub changes to mez/charm go live I will be cancelling my two accounts and my wife's account.</DIV> <DIV> </DIV> <DIV>I will not put up with being abused by these people anymore. To hell with the time I invested in my guild and my classes. They're going to waste more of my life and time.</DIV> <DIV> </DIV> <DIV>Going to soon be adding 45 more dollars per month to my 401k, or take my wife to a nice dinner. </DIV> <DIV> </DIV> <DIV>Screw the smiths with itemization... and screw the bards to a useless hell. </DIV>
eXperience25
05-11-2006, 07:02 PM
<blockquote><hr>IllusiveThoughts wrote:<div></div> <p>My god man</p> <p>truss was reduced from 50 seconds to 25 seconds.</p> <p>shackle from 65 seconds to 30 seconds</p><hr></blockquote> At which level of the spell? Adept 3? I hope these are the app1 durations... eX <div></div>
Geothe
05-11-2006, 07:16 PM
<P>Root spell quality only affects the resistability... not the duration of the root.</P> <P>so yeah.</P> <P>mage roots got their duration decreased by a little more than half.</P>
FishOnAH
05-11-2006, 08:15 PM
I agree some this sucks. I especially do not like the 10,000 access quest required being lifted.And for the love of god can you make a Use Tell Windows option like we had in EQ1, I do not like all my tells filtered into 1 window...Make it an option so the people that do not want them are unaffected, (make the deafult off even), and the ones that want it can turn it on!<div></div>
baddog
05-11-2006, 08:50 PM
Muahahaha , I haven't had population lag on my sever in weeksto recap : (not including ANY class specific nurfs)the mobs were stealth buffed (then retuned & documented in lu 19)procs changed to only occur on primary weapon , excepting weapon imbuesprocs changed to only occur on first hit of multi-hit CAsmelee procs scaled to weapon delay rather than percent to hitCA procs scaled to CA cast time rather than percent to hitand now the REST of Combat Revamp 2.0bend over Soloers <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />
Jaimster
05-11-2006, 08:55 PM
<BR> <BLOCKQUOTE> <HR> Elessara wrote:<BR> <P>Obadia:</P> <P> </P> <P>And this time feces have finally hit the rotary blades.<BR><BR>Master I Reverie: Duration, 20 seconds. (Decreased by 30 seconds)<BR> Recast, 20 seconds. (Increased by 11 seconds)<BR> Power Cost, 192. (No change)<BR><BR>Master I Bria's Infatuating Sonnet: Duration, 8 seconds (Decreased by 7 minutes and 22 seconds)<BR> Recast, 1 minute (Increased by how much I don't remember)<BR> Power Cost, 169 (No change)<BR> Casting Time, 3 seconds (Went down)<BR> No longer requires concentration.<BR> Full pet functionality added.<BR> Still 10% chance to break when attacked.<BR></P> <P> </P> <P>This was posted by Zeral498 on the Troubador class boards.</P> <P>Duration of charm is now 8 seconds?! Do you STILL think the changes are GOOD?</P> <P> </P> <P>Ele~</P> <P>EDIT: Yes, Obadiah ... Rubber Fish Slap would be good, as long as we can use it to bludgeon ourselves into unconsciousness for continuing to play a troubador.</P> <P> </P> <P>Message Edited by Elessara on <SPAN class=date_text>05-11-2006</SPAN> <SPAN class=time_text>08:25 AM</SPAN><BR> <HR> </BLOCKQUOTE> <P>/cries. I started my troub right before they made the OTHER massive nerf to troubadors in LU13. I kept at it. But this whole change is farking ridiculous. Let's see, I have a troubador and conjurer as my two favorite characters. Guess I better start playing my... oh wait, my next one in line is a Monk... nm. Guess I should roll a.... no, no, wait they screwed with EVERYONE except illusionists and coercers and they needed fixing to begin with.</P> <P>You are going to have one hell of a lot of ticked off people. There better be a LOT of mistakes in those notes.<BR></P>
Signal9
05-11-2006, 09:21 PM
<BR> <BLOCKQUOTE> <HR> baddog wrote:<BR>Muahahaha , I haven't had population lag on my sever in weeks<BR><BR><BR>to recap : (not including ANY class specific nurfs)<BR><BR>the mobs were stealth buffed (then retuned & documented in lu 19)<BR><BR>procs changed to only occur on primary weapon , excepting weapon imbues<BR>procs changed to only occur on first hit of multi-hit CAs<BR>melee procs scaled to weapon delay rather than percent to hit<BR>CA procs scaled to CA cast time rather than percent to hit<BR><BR>and now the REST of Combat Revamp 2.0<BR><BR><BR>bend over Soloers <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /><BR> <HR> </BLOCKQUOTE> <P><BR>I have to agree.</P> <P>They told us that these notes were going to be wrong. That's an understatement. I just hope that they are incorrect as well.</P>
QQ-Fatman
05-11-2006, 09:30 PM
<BR> <BLOCKQUOTE> <HR> Mage-Apprentice wrote:<BR> <BR> <BLOCKQUOTE> <HR> QQFatman wrote:<BR> wizards wont solo better... wizard t7 ae root on test, the duration is shorter than the recast!!! while warlock's ae root duration is still longer than recast so you can still keep a group rooted. With this change, wizards will not be able to solo any encoutners with 3+ mobs, even it's a solo encoutner!<BR><BR> <HR> </BLOCKQUOTE><BR>I am a coercer and can TANK solo enounters including encounter that is of 3 mobs, you with better dps spells should be able to do the same, sorry couldn't resist the reply on this comment<BR> <HR> </BLOCKQUOTE>Dont forget that sorcerers spells have very long cast timer (3-5sec on our high dmg dd.) Enchanters with agi line AA can easily finish casting before getting interrupted, but sorcerers cant. Also we dont have so many stun / stilfe / pacify / mez like enchanters. If a group of solo mobs are hitting me, I probably wont be able to get 2 spells out beofre i die or run away.<BR>
jeffdo
05-11-2006, 10:17 PM
"Monks get fear now, and you doubled the recast of bruiser's mez? What in the nine hells are you doing? Why not just remove bruisers from the game?"Bruisers never should have had mes, I can see fear but why would a thug have some ability to mesmerize a foe? This sounds way more like a monk ability. As for the rest of your whine, the two classes are pretty equal, each has strengths and weaknesses.<div></div>
Krontak
05-11-2006, 10:28 PM
<DIV>After LU13 or whatever it was, the swashie finally had some half decent solo ability. Not like many of the classes but still decent. Adding another 15 sec onto mez recast is gonna kill my ability to deal with any adds I might get, reducing the knockdown duration affects will further reduce this ability, and then also your reducing our stun? I'm thinking too that this was just a huge mis-post and they are going to do the complete opposite....increase all abilities by double. j/k Seriously though, that's alot of changes all at once without some balancing to account for it. If your gonna make such changes, please give some increases to dps or something.</DIV> <DIV> </DIV> <DIV>I remember seeing somewhere the reduction to stun/knockdown affects was to eliminate chain stunning trivializing content. Like I mentioned in another thread, since release, I have not once been in a group where another member coordinating stunning with me. I'm guessing a handful of people actually get coordinated enough to do this. I'm not sure who's logs your reading to determine this was a major deciding factor for this change.</DIV> <DIV> </DIV> <DIV>Pls reconsider not only the impact it will have on swashbuckler abilities, but many classes accross the board and thier solo/duo/trio abilities. </DIV> <DIV> </DIV> <DIV>If your concerned about spell durations in larger 6 man groups then code in if group > 4 {nerf all stuns/knockdowns} or whatever, but don't hamper our solo/small group abilities please.</DIV> <DIV> </DIV> <DIV>Or at least, rather than making such a HUGE change, tweak one thing at a time like stun first or something, or knockback maybe, but not stun/knockback/knockdown/mez all at once.</DIV>
Laoch69
05-12-2006, 12:58 AM
<DIV><FONT color=#ffff00> <P><FONT color=#ff9900>Glad to see a lot of new zones opening up for people who don't want to mess around with boring access quests, good job SOE!.</FONT></P> <P><FONT color=#ff9900>And for the people who whine about the game being made easier, umm so what?</FONT></P> <P></FONT><FONT color=#ff9900>game :An activity providing entertainment or amusement; a pastime: <I>party games; word games.</I></FONT><FONT color=#000000> </FONT></P></DIV>
curtlewis
05-12-2006, 01:27 AM
A more than 50% nerf to duration on all Wizard roots is far too excessive a reduction for the removal of a bugged double 15% chance to break (it should have been single). I'm not a big fan of soloing personally, but this will seriously effect the soloability of the class in a majorly negative manner. Roots are our only defense and you just nerfed that 50%. We already get oneshotted by half the mobs in the game. Half the cast and recast time on all our nukes to compensate for the root nerf then. No? Then don't nerf the bejeezus out of the roots then. 75% of former duration at least would be acceptable given the other changes. <div></div>
VericSauvari
05-12-2006, 01:33 AM
<div>the path to troubadors having a defining role of raid buff bot has begun again.</div>
Mage-Apprentice
05-12-2006, 02:40 AM
<BR> <BLOCKQUOTE> <HR> QQFatman wrote:<BR> <BR> <BLOCKQUOTE> <HR> Mage-Apprentice wrote:<BR> <BR> <BLOCKQUOTE> <HR> QQFatman wrote:<BR> wizards wont solo better... wizard t7 ae root on test, the duration is shorter than the recast!!! while warlock's ae root duration is still longer than recast so you can still keep a group rooted. With this change, wizards will not be able to solo any encoutners with 3+ mobs, even it's a solo encoutner!<BR><BR> <HR> </BLOCKQUOTE><BR>I am a coercer and can TANK solo enounters including encounter that is of 3 mobs, you with better dps spells should be able to do the same, sorry couldn't resist the reply on this comment<BR> <HR> </BLOCKQUOTE>Dont forget that sorcerers spells have very long cast timer (3-5sec on our high dmg dd.) Enchanters with agi line AA can easily finish casting before getting interrupted, but sorcerers cant. Also we dont have so many stun / stilfe / pacify / mez like enchanters. If a group of solo mobs are hitting me, I probably wont be able to get 2 spells out beofre i die or run away.<BR><BR> <HR> </BLOCKQUOTE> <P><BR>for the record A I only use my aoe stunn so I can land some reactives, beside that I take all damage, 2ndly your spells may take 3-5 sec to cast, but you still have roots, and when 1 mob pounds you you don't get interupted that much (I can charm a mob when 1 mob is pounding me, sometimes even to, and that is 8 sec cast).</P> <P>Meaby as a coercer wich has been made from launch I too often had to use tanking tac's, but that doesn't mean I can't anymore.</P> <P>if it is a single ^ mob I never stunn, I cast mainly reactives, ho's with 2 2sec casting nukes, with sometimes my 3 sec aoe-stunn-nuke, the interupt chance are low, the damage the mob does is can be close though, sometimes I am in no mood of charming, and root nukes takes too much time to be effective.</P>
Zeral498
05-12-2006, 03:44 AM
<blockquote><hr>JBW wrote:<div>These notes better be very inaccurate. If the troub changes to mez/charm go live I will be cancelling my two accounts and my wife's account.</div> <div> </div> <div>I will not put up with being abused by these people anymore. To hell with the time I invested in my guild and my classes. They're going to waste more of my life and time.</div> <div> </div> <div>Going to soon be adding 45 more dollars per month to my 401k, or take my wife to a nice dinner. </div> <div> </div> <div>Screw the smiths with itemization... and screw the bards to a useless hell. </div><hr></blockquote>These notes are fairly accurate. Even if they weren't, I'm the Troubador from Test (LVL 69), and I've tested the spells. The information I provided is, unfortunately, accurate. As Veric said, we're on our way to be a raid afk-autofollow buff-bot.<div></div>
Zaldor
05-12-2006, 05:52 AM
<BR> <BLOCKQUOTE> <HR> Laoch69 wrote:<BR> <DIV><FONT color=#ffff00> <P><FONT color=#ff9900>Glad to see a lot of new zones opening up for people who don't want to mess around with boring access quests, good job SOE!.</FONT></P> <P><FONT color=#ff9900>And for the people who whine about the game being made easier, umm so what?</FONT></P> <P></FONT><FONT color=#ff9900>game :An activity providing entertainment or amusement; a pastime: <I>party games; word games.</I></FONT><FONT color=#000000> </FONT></P></DIV><BR> <HR> </BLOCKQUOTE><BR>The "so what" being that these are paying customers that have become disatisfied. If they keep running people off, your "party game" will no longer be here for your enjoyment.<p>Message Edited by Zaldor on <span class=date_text>05-11-2006</span> <span class=time_text>08:52 PM</span>
mewo23
05-12-2006, 06:07 AM
<div></div><div><blockquote><hr>QQFatman wrote:<div></div> <blockquote> <hr> enrique_tome wrote:O great. Does some Dev ever read Warlock forums? We are really bad nefer <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /> New changes are great of Wizz. They will be able to solo even better. But What about us? They have seriously crippled one of our AE stuns and remove the othe one. What does we get in exchange? <div></div> <hr> </blockquote>wizards wont solo better... wizard t7 ae root on test, the duration is shorter than the recast!!! while warlock's ae root duration is still longer than recast so you can still keep a group rooted. With this change, wizards will not be able to solo any encoutners with 3+ mobs, even it's a solo encoutner!<hr></blockquote>what the hell are you talking about, soloing ^ group of mobs?i ll do that without group root at all, root 1, stun another, kill than go 1v1 with another and finaly solo the last one it is easy crapy ^ rank of mobs and you saying its advance warlock's have over wizes?LOLi bet some devs with ideas great like yours work in SOEbtw i said ^ because i believe you are not so crazy to talk about ^^^ soloing </div><p>Message Edited by mewo23 on <span class=date_text>05-11-2006</span> <span class=time_text>07:08 PM</span>
Nahlis
05-12-2006, 06:28 AM
<DIV>Mispost - ignore please</DIV><p>Message Edited by Vanyari on <span class=date_text>05-11-2006</span> <span class=time_text>09:31 PM</span>
Nahlis
05-12-2006, 06:28 AM
<DIV>Multiposted for some reason, ignore, sorry.</DIV><p>Message Edited by Vanyari on <span class=date_text>05-11-2006</span> <span class=time_text>09:32 PM</span>
Nahlis
05-12-2006, 06:31 AM
<DIV>For those interested in keeping the scrolling functionality of the maintained spells window post-patch:</DIV> <DIV> </DIV> <DIV>1. Open Everquest2 > UI > Default folder and copy eq2ui_mainhud_maintained.xml</DIV> <DIV>2. Create a new folder under Everquest2 > UI called "MyOwnUI" or whatever you like</DIV> <DIV>3. Paste the file copied above into it.</DIV> <DIV>4. Go back to your Everquest2 directory and create a new txt file in it. The file should have the following lines:</DIV> <P>cl_ui_skinname MyOwnUI<BR>cl_ui_subdir UI<BR><BR>5. Save that txt file as eq2.ini (make sure you don't save it as eq2.txt or eq2.ini.txt by accident)<BR>6. Launch Everquest 2 and you should retain that scrolling functionality window from now on.<BR><BR>See... I'm being helpful and NOT ranting about absurd and ridiculous Bruiser nerfs! :smileyvery-happy:</P>
Celestian_
05-12-2006, 09:47 AM
What is going to happen to folks that are mid-betray on the old system when this goes live?I have a character doing just this and I can see no way he will be done before this goes live, working on another character primarily right now.I hope they at least bounce me back to the previous faction.<div></div>
Milamber_le_mage
05-12-2006, 12:36 PM
nerf , nerf and nerf again :smileymad:
The update notes indicate there is no AQ needed for RoV access but I have always been able to click in. I wonder if they meant Varsoons liar
Phank
05-12-2006, 07:59 PM
<STRONG><FONT color=#ffcc00>*** Items ***</FONT></STRONG> <P>- The Empowered Sleeper Totem and Sealed Book of Knowledge quest rewards now have 10 charges each</P> <DIV> </DIV> <DIV>These items are already WEAK. -Out of Combat, 60 min reuse timer.-</DIV> <DIV> </DIV> <DIV>If this change goes live, they will literally be deleted from many an inventory across Norrath.</DIV>
Nahlis
05-12-2006, 08:07 PM
Almost gotta feel for the poor Dev's on this one, can't really remember a more universally reviled set of patch notes. heh
Zebsen
05-12-2006, 08:21 PM
<P>Before you take all of your rage out on your servers helpless enchanters, we got nerfed too. No, not as bad as what it appears others have been nerfed, but this is simply a control spell redesign. As an illusionist, our stun durations are shorter, their recasts are increased.</P> <P>I'm still waiting to see what additional changes are made and play it before I pass judgement. Everyone saying congratz to enchanters for getting fixed though may not be accurate. As a level 70 illusionist, it looks like I can stifle an epic mob for 4 seconds every 40 secs, and stun/daze it for less than that. Fixed? We'll have to wait to see.</P> <P>Zebsen</P> <P> </P> <P> </P> <P> </P>
Mausie
05-12-2006, 08:33 PM
Coercers are being nerfed rather hard except for the raiding aspect, which doesn't allow us to control situations much anyway. I think that if things become hairy in a raid we may be able to give the raid a few seconds of control/less damage while they get back on track with healing or whatever.I have a coercer on test and did test the low level spells. The biggest issue for me is that our mezzes will break with any hostile action. That means mobs cannot be debuffed before mez breaks. It means that a resist on a re-mez attempt will leave that mob un-mezzed and often coming after us. It means that a charm resist will definitely have the mob coming after us. (They've also increased spell resistances on us and dropped the agro reducing portion of a stun that we had so yay more agro for us!) <font color="#ff0000">Please do not make this change! Mez should break on damage as it has been.</font>They've changed many other things too with that one being the worst to many. It'll be a big blow to anyone who groups and especially solos regularly. Don't worry guys. Most enchanters that are posting on the boards are very worried and also consider this update a big nerf.<div></div>
qwe123z
05-12-2006, 11:00 PM
<SPAN>They really HURT the warrior wisdom line... Not only did they remove the ability to use belly smash against ANY epic mob -- it used to work if you had a monk or other class capable of knocking down an epic monster... BUT they also removed the stun component from the ability. Nerfing it that harshly should have some other benefit added to it IMHO.<BR></SPAN>
Pathos311
05-15-2006, 07:38 PM
Wow i play a troub and i play him well. After these changes i am going to be little more than a ratonga. Can my ratonga at least get a cool race trait. /scarsasm Anyway just adding a voice to the any yell of troubs acrost the land. I said yell because the next thing to go are a songs all together. <div></div>
<BR> <BLOCKQUOTE> <HR> Mausie wrote:<BR>Coercers are being nerfed rather hard except for the raiding aspect, which doesn't allow us to control situations much anyway. I think that if things become hairy in a raid we may be able to give the raid a few seconds of control/less damage while they get back on track with healing or whatever.<BR><BR>I have a coercer on test and did test the low level spells. The biggest issue for me is that our mezzes will break with any hostile action. That means mobs cannot be debuffed before mez breaks. It means that a resist on a re-mez attempt will leave that mob un-mezzed and often coming after us. It means that a charm resist will definitely have the mob coming after us. (They've also increased spell resistances on us and dropped the agro reducing portion of a stun that we had so yay more agro for us!) <FONT color=#ff0000>Please do not make this change! Mez should break on damage as it has been.</FONT><BR><BR>They've changed many other things too with that one being the worst to many. It'll be a big blow to anyone who groups and especially solos regularly. Don't worry guys. Most enchanters that are posting on the boards are very worried and also consider this update a big nerf.<BR> <BR> <HR> </BLOCKQUOTE> <P><BR>QFE</P> <P>Coercer is the least played class in the game. After these changes, it will be extinct.</P>
Mulilla
05-16-2006, 12:43 PM
<BR> <BLOCKQUOTE> <HR> Anduri wrote:<BR> <BR> <BLOCKQUOTE> <HR> Mausie wrote:<BR>Coercers are being nerfed rather hard except for the raiding aspect, which doesn't allow us to control situations much anyway. I think that if things become hairy in a raid we may be able to give the raid a few seconds of control/less damage while they get back on track with healing or whatever.<BR><BR>I have a coercer on test and did test the low level spells. The biggest issue for me is that our mezzes will break with any hostile action. That means mobs cannot be debuffed before mez breaks. It means that a resist on a re-mez attempt will leave that mob un-mezzed and often coming after us. It means that a charm resist will definitely have the mob coming after us. (They've also increased spell resistances on us and dropped the agro reducing portion of a stun that we had so yay more agro for us!) <FONT color=#ff0000>Please do not make this change! Mez should break on damage as it has been.</FONT><BR><BR>They've changed many other things too with that one being the worst to many. It'll be a big blow to anyone who groups and especially solos regularly. Don't worry guys. Most enchanters that are posting on the boards are very worried and also consider this update a big nerf.<BR> <BR> <HR> </BLOCKQUOTE> <P><BR>QFE</P> <P>Coercer is the least played class in the game. After these changes, it will be extinct.</P><BR> <HR> </BLOCKQUOTE> <P><BR>I think troubadors will get the "least played class" title after this patch.</P> <P>There were few of us already since the last nerfs, this will cut down the population for sure. And some of them will cancel their account too for sure.</P>
kallysti
06-14-2006, 06:22 PM
What are we, still in beta? Did the mez thing need to be so drastic? If it ain't broke, don't fix it!Just adding my voice to the disgruntled Troubadors. I switched classes after LU-13 (or whichever it was, the big combat one) and I'd really been enjoying playing him. Got him up to 60 but now I don't think he'll get another level or even play him at all unless I want to work on tradeskills... or if my friends need a buff-bot. I'm just getting so disillusioned, maybe I should cancel my account too... I'll probably wuss out and keep it, but they just keep pushing... it's getting there <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />Fridai60 now-retired Troubador<div></div>
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