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View Full Version : Raid usable effects on fabled items


Kala Asuras
05-01-2007, 01:00 PM
Two months ago Archonix posted the following about the item effects found on fabled items:   <a href="http://forums.station.sony.com/eq2/posts/list.m?start=180&topic_id=348077�" target="_blank" rel="nofollow">link</a> <hr /> <i><u>Control Effects and Epic Targets</u> A while back, epic encounters were modified to allow control spells to take some form of effect.  Illusionists and Coercers rejoiced!  At the time, the decision was made to not allow effects from items the same freedom.  Now I know what you're thinking..."Archonix, does this mean our Stun/Stifle/Mez/Daze effects off items will work against raid encounters now???"...to put it bluntly, no.  Due to the immunity placed on epic targets after one of these spells take effect, we feel it would be a detriment to raiding Enchanters everywhere by having to deal with the randomness of said immunities when they plan uses for their own control spells. That being said.  <u>We agree that effects off of items gained through raids, should be useful against raid targets.</u>  For the future, we're planning on not including these types of effects on raid items.  I'll also be examining some of the more recent raid items, and see if I can get these effects replaced with something a bit more useful. (Note: this will not include all fabled items acquired from every raid since the launch of the game.  I'm not a fan of changing items that have already been in the game for some time.)</i> <hr /> I was wondering if the changes to current items mentioned are being worked on, or are they still on the table but have been pushed back in the list of priorities, or have they been scrapped all together.  I am sure the raiding communtiy would be more than happy to help out with at least the first leg of work and help identify items that would fit your criteria for items due for a change.  Even a thread up for a few days would generate plenty of input to help speed this along.  One ideal example I can see would be the Star Darkened Longbow.  I would love to see a good damage proc to make this bow more desirable then the more common, tradable Woushi bow (I have always been of the mind that the best loot should be no-trade).  <img src="http://i18.tinypic.com/4z02ete.jpg" border="0">

Wrapye
05-01-2007, 01:12 PM
The ones that annoy me are The Stormhammer and Rain Caller.  Neither of these are raid loot (signature and heritage quest, respectively) yet they both have stuns that affect epics.  While I haven't had to contend with anyone using Rain Caller recently, there is at least one priest in my guild using Stormhammer (I know, how often does a priest melee?).  The Star Darkened Longbow is a snare, which no enchanter has, and our roots don't affect epics (unfortunately).  I don't think it is really interfering with anything that an enchanter does.  In fact, it is rather unique in that it can snare an epic.

Krooner
05-01-2007, 03:39 PM
<p>There is absolutly no reason why the DEVs cant set 2 forms of Control immunity.</p><p>One Mental and one Magical.  All Enchanter control spells could be Mental based and Item procs Magic.  Enchanter spells would be far superior in length and resistability.  Item procs would still be short term and limited.  Putting Lame slow effects on the gear in place of the ones already there is just that LAME.</p>

Drodin
05-02-2007, 01:24 AM
I 100% support an upgrade to the Star Darkened Longbow!

Kizee
05-02-2007, 02:13 PM
<p>All raid obtained loot should be able to effect raid targets. </p><p>Seems stupid to put all the effort in to get raid drops where the effects are only good on heroics.</p>

Wes
05-02-2007, 04:19 PM
I agree that raid loot effects should affect a raid mob, but an upgrade for Star darkened bow?  Nah, that bow is just fine.  It's got nice damage and a nice delay....and the mob it drops off is not that difficult tbh, whereas the bow that u get from the recipe from Wuoshi is harder to obtain b/c it's a harder fight.

Aranieq
05-02-2007, 04:25 PM
<cite>Krooner wrote:</cite><blockquote><p>There is absolutly no reason why the DEVs cant set 2 forms of Control immunity.</p><p><b>One Mental and one Magical</b>.  All Enchanter control spells could be Mental based and Item procs Magic.  Enchanter spells would be far superior in length and resistability.  Item procs would still be short term and limited.  Putting Lame slow effects on the gear in place of the ones already there is just that LAME.</p></blockquote>I don't know how easy this is but it's a good solution.. having 2 separate forms of timers so that when enchanters need their stuns, stiffles,dazes ect available for scripted encounters no one has triggered it accidently with an effect item.. and still enabling epic dropped items to effect epic mobs.

Drodin
05-02-2007, 08:08 PM
<cite>Wes02 wrote:</cite><blockquote>I agree that raid loot effects should affect a raid mob, but an upgrade for Star darkened bow?  Nah, that bow is just fine.  It's got nice damage and a nice delay....and the mob it drops off is not that difficult tbh, whereas the bow that u get from the recipe from Wuoshi is harder to obtain b/c it's a harder fight.</blockquote> Well once a guild runs out of wolfsbane from Tunare quests and all those free chances are gone, Mayong > Wuoshi with his werewolf friends. That quest kind of threw progression out of whack long enough to kill Mayong while learning EH and Wuoshi to get a constant supply built up.  Anywho my point is Mayong has greater potential to be harder due to consuming expendable items, and he also has few tricks that can result in a wipe a lot more often than anything Wuoshi does. Even if Wuoshi is almost always harder to fight in practice, its killing him that ultimately makes Mayong easier. Also, the fact that you can get the Wuoshi bow without even fighting him (tradeable) is the main reason I expect the Star Darkened to be a little better than the Rigid Scale

FuRiouSQ
05-13-2007, 04:53 AM
any word on this bow getting looked at?