View Full Version : Totems
Karlen
06-15-2007, 02:39 PM
I've never really used totems until I started making them and discovering demand for them. Having used a number of them over the past few months, I have a few comments/questions regarding them: Power totems: These are great as they stack with drink. It would be nice if the shape changing aspect of it didn't dismount you, but I suppose that is a feature of all shapechanging abilities? Health totems: never tried them. Invis/Stealth: Is there a difference between jaguar and chameleon totems? I usually use the Jag ones. See Invis/See Stealth/Breathe Underwater/Fish Vision: Could we get higher level versions of these? They are so low level that they use components that I don't keep around. It would be nice if there was a level 40 or 50 version of each that used higher tier components. They wouldnt even need to be any better. Also, could we get a walk-under-water underwater breathing totem, like the mystic spell? I much prefer that type. Wolf totems: Nice at lower level but too slow to be useful at higher levels. Any chance for an improved higher level version? One possible addition to the system could be totems made with rares that have 50 or 75 charges. While expensive to make, they would take less pack space.
Calthine
06-15-2007, 02:54 PM
<a href="http://eq2.allakhazam.com/db/guides.html?guide=930" target="_blank" rel="nofollow">Totem Guide</a> Jaguar is stealth AND invis, Chameleon is just invis.
Karlen
06-15-2007, 03:03 PM
So there are some mobs that will see through chameleon that won't see through jaguar? So only use Jaguar? EDIT: Any particular mobs that this applies to that I can go and test this on?
Rijacki
06-15-2007, 04:21 PM
Karlen@Befallen wrote: <blockquote>So there are some mobs that will see through chameleon that won't see through jaguar? So only use Jaguar? EDIT: Any particular mobs that this applies to that I can go and test this on? </blockquote> There are mobs that will see through stealth but not see through invis (and vice versa). I don't remember exactly which ones, but I have seen the difference when going through areas with my dirge (stealth) and later my wizard (invis).
Karlen
06-15-2007, 04:25 PM
If you come across such a mob (that sees one but not the other), please post what it is. I've heard that "see stealth" OR "see invis" will break jag totems but only "see invis" will break chameleon ones.
Calthine
06-15-2007, 04:46 PM
Karlen@Befallen wrote: <blockquote>If you come across such a mob (that sees one but not the other), please post what it is. I've heard that "see stealth" OR "see invis" will break jag totems but only "see invis" will break chameleon ones. </blockquote> I know there's mobs for one of ths Sinking Sands Qeynos Writs that sees stealth but not invis. Can't recall which one though. I hear it makes a difference in PvP.
Karlen
06-15-2007, 04:57 PM
Thanks. Will head there and test.
mellowknees72
06-15-2007, 06:21 PM
Karlen@Befallen wrote: <blockquote>I've never really used totems until I started making them and discovering demand for them. Having used a number of them over the past few months, I have a few comments/questions regarding them: 1) Power totems: These are great as they stack with drink. It would be nice if the shape changing aspect of it didn't dismount you, but I suppose that is a feature of all shapechanging abilities? 2) Health totems: never tried them. 3) Invis/Stealth: Is there a difference between jaguar and chameleon totems? I usually use the Jag ones. See Invis/See Stealth/Breathe Underwater/Fish Vision: Could we get higher level versions of these? They are so low level that they use components that I don't keep around. It would be nice if there was a level 40 or 50 version of each that used higher tier components. They wouldnt even need to be any better. Also, could we get a walk-under-water underwater breathing totem, like the mystic spell? I much prefer that type. 4) Wolf totems: Nice at lower level but too slow to be useful at higher levels. Any chance for an improved higher level version? 5) One possible addition to the system could be totems made with rares that have 50 or 75 charges. While expensive to make, they would take less pack space. </blockquote><p>1) If you always keep "Hide my illusion form" on in the Persona window, it won't dismount you. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></p><p>2) Health totems are AWESOME for soloing with a non-healing class. Although they don't heal you while you're fighting, they greatly reduce downtime between fights. My monk never leaves the Shire without about 5 of each - health and power.</p><p>3) I use only Chameleon totems and I've found very few mobs who see me when using them.</p><p>4) Actually, wolf totems, although they don't give a huge runspeed boost, are still useful to me at higher levels. It took me a long time to get a mount for my monk, so she used wolf totems. Not to mention that they're extremely helpful in a dungeon if you can't cast SoW and don't have anyone with you who can. I use wolf totems a lot when working on the pebble quests in Village of Shin, where time is of the essence.</p><p>5) Or make the totems stackable - even a small stack of 5 totems would be awesome. </p>
Calthine
06-15-2007, 06:32 PM
One of the things Rijacki suggests from time to time is make Totems like poisons and potions - one-shot, but stackable.
Karlen
06-16-2007, 10:09 AM
Not much luck so far. SS mobs are grey to me at 69, some bixies in TT and some doomwings in Bonemire could see both chameleon and jaguar, otherwise most stuff in TT/Bonemire don't see through either.
Rijacki
06-16-2007, 01:03 PM
<cite>Calthine wrote:</cite><blockquote>One of the things Rijacki suggests from time to time is make Totems like poisons and potions - one-shot, but stackable. </blockquote> It's not that I suggest it, I question why it isn't and then give reasons for why it's inconsistent, or at least point out how it would still be inconsistent. If totems went to single dose stacking to 20, would the dose per combine be reduced? Right now woodworkers make a max of 15 doses per combine which is 1.5 stacks (not much change from 3 inventory slots per combine) or would their stack size be increased. If they were changed, why shouldn't potion/poisons have a higher yield per combine to match (since the non-stacking baubles is the one difference now) and, if the stack size was changed, why shouldn't the potion/poison and food/drink stack size be changed, too?
Noaani
06-16-2007, 02:39 PM
<cite>Rijacki wrote:</cite><blockquote> It's not that I suggest it, I question why it isn't and then give reasons for why it's inconsistent, or at least point out how it would still be inconsistent. If totems went to single dose stacking to 20, would the dose per combine be reduced? Right now woodworkers make a max of 15 doses per combine which is 1.5 stacks (not much change from 3 inventory slots per combine) or would their stack size be increased. If they were changed, why shouldn't potion/poisons have a higher yield per combine to match (since the non-stacking baubles is the one difference now) and, if the stack size was changed, why shouldn't the potion/poison and food/drink stack size be changed, too? </blockquote>Or make totems stack to 20, and yield 10 charges for a pristine combine. Then its all consistant.
Deson
06-16-2007, 10:36 PM
<cite>Noaani wrote:</cite><blockquote><cite>Rijacki wrote:</cite><blockquote> It's not that I suggest it, I question why it isn't and then give reasons for why it's inconsistent, or at least point out how it would still be inconsistent. If totems went to single dose stacking to 20, would the dose per combine be reduced? Right now woodworkers make a max of 15 doses per combine which is 1.5 stacks (not much change from 3 inventory slots per combine) or would their stack size be increased. If they were changed, why shouldn't potion/poisons have a higher yield per combine to match (since the non-stacking baubles is the one difference now) and, if the stack size was changed, why shouldn't the potion/poison and food/drink stack size be changed, too? </blockquote>Or make totems stack to 20, and yield 10 charges for a pristine combine. Then its all consistant. </blockquote>Or, leave them at 15 and not worry about changing the yield because of arbitrary numbers. Stack size should have absolutely nothing to do with yield per combine.....unless it's going up. That all said, for consumables of the nature of food and potions, stack size should increase.
KerowynnKaotic
06-17-2007, 12:28 AM
<cite>Deson wrote:</cite><blockquote><cite>Noaani wrote:</cite><blockquote><cite>Rijacki wrote:</cite><blockquote> It's not that I suggest it, I question why it isn't and then give reasons for why it's inconsistent, or at least point out how it would still be inconsistent. If totems went to single dose stacking to 20, would the dose per combine be reduced? Right now woodworkers make a max of 15 doses per combine which is 1.5 stacks (not much change from 3 inventory slots per combine) or would their stack size be increased. If they were changed, why shouldn't potion/poisons have a higher yield per combine to match (since the non-stacking baubles is the one difference now) and, if the stack size was changed, why shouldn't the potion/poison and food/drink stack size be changed, too? </blockquote>Or make totems stack to 20, and yield 10 charges for a pristine combine. Then its all consistant. </blockquote>Or, leave them at 15 and not worry about changing the yield because of arbitrary numbers. Stack size should have absolutely nothing to do with yield per combine.....unless it's going up. That all said, for consumables of the nature of food and potions, stack size should increase. </blockquote><p>Or, how about slightly increasing the fuel/harvest costs and have BOTH Potions/Poisons AND Totems create 20 stack on Pristine for Handcrafted. </p><p>Can leave MasterCrafted Potion/Poisons as is. </p><p>Would need to change a few writs ... </p>
Terron
06-17-2007, 03:27 AM
The guards outside the arcane sciences building in Freeport see invis but not stealth. My swashie had no problem getting in for the draconic rune, but my illusionist had to get a jaguar totem.
steelblueangel
06-19-2007, 02:09 AM
It would be great if they stacked more ppl might buy them since they would take up less room : )
DasUberFuzzy
06-19-2007, 02:32 AM
calthine, i really wish you would update that table of totems you dragged over with you from <else where> Chameleon totems are 15minute, not 30. i've sent that message to you about 5 times now.
Calthine
06-19-2007, 01:34 PM
<cite>DasUberFuzzy wrote:</cite><blockquote>calthine, i really wish you would update that table of totems you dragged over with you from <else where> Chameleon totems are 15minute, not 30. i've sent that message to you about 5 times now. </blockquote> Well, that's the first time I've received it. They were 30 when I wrote is, but that*was* when I worked at Caster's Realm.
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