View Full Version : Templar "Healing Stance"... Can we get this looked at?
GeForceTony
01-07-2009, 06:24 PM
<p>I'm posting this here as I don't think the Templar forum is really looked at, and I want this to get some attention.</p><p>I would like the devs to look at the Templar "healing stance" (Shadow tree endline ability on the Shadow line). It's, in my opinion, the weakest of all the Priest "healing stances". I will say right away that I'm not here to start a whinefest about "you're overpowered, mine should be better" or anything like that. I know there are other classes out there that have iffy endline abilities on their Shadow tree as well, and if you're upset about it, do what I'm doing, make a post to get it looked at. Let's keep this civil and constructive.</p><p>In TSO beta, it looked like this:</p><ul><li>Reduces damage of hostile spells by 25%</li><li>Increases casting time of hostile spells by 20%</li><li><strong>Improves critical amount of heals by 15%</strong></li><li>Increases Heal Crit Bonus of caster by 5.0%</li><li>Increases the base amount of heal spells by 10.0%</li></ul><p>The bolded effect has been removed when TSO went live, and it now looks like this:</p><ul><li>Reduces damage of hostile spells by 25%</li><li>Increases casting time of hostile spells by 20%</li><li>Increases Heal Crit Bonus of caster by 5.0%</li><li>Increases the base amount of heal spells by 10.0%</li></ul><p>As-is, again, this is, in my opinion, the worst of any Priest's Shadow endline ability. Instead of replacing the crits with something, it was just totally removed. The only thing "special" ours has is the "heal crit bonus". Which means, with 5% heal crit bonus, if my reactive crit for 1500, it would crit for 5% more, meaning it would crit for 1575. I don't think that's really that special, at all.</p><p>I would like to see that crit smount stat that was just completely removed replaced by <strong>SOMETHING</strong>. Here's my suggestion for the addition, feel free to comment, other classes too. I just want this to get looked at and hopefully have it addressed.</p><ul><li>Reduces damage of hostile spells by 25%</li><li>Increases casting time of hostile spells by 20%</li><li><strong>Improves casting speed of beneficial spells by 10%</strong></li><li>Increases Heal Crit Bonus of caster by 5.0%</li><li>Increases the base amount of heal spells by 10.0%</li></ul>
Crismorn
01-07-2009, 08:53 PM
<p>I'm fairly certain it was dropped because you already got your massively OP'd skill this xpac and everyone knows templars only get one massively OP'd ability per xpac.</p>
Tenchisama
01-08-2009, 05:31 PM
<p>the overall increase to base healing was pretty nice by itself - maybe in testing they found it mildly overpowering and did a stealth nerf?</p><p>that having been said - I will say I am rather tired of other classes (read shaman types) and their continual demands for a nerf - I have many friends who are shaman types - the class has its strengths and weaknesses - just like a templar does - in fact with EVERY shaman I talk to defiler or mystic - we are in agreement that the shaman base type has more advantages when analyzed than deficits by comparison. The majority of players who are shaman types that I have spoken to do not share the omg woe is us that is being spouted lately by the vocal minority (at least in my experience talking to people of the class) Do they say Templars have bigger direct heals - sure, do they feel wards should get more +heal - of course, do they concede they get a lot of utility in how wards work and how their debuffs and other abilities work - the ones I talk to sure do understand it in a lot more perspective than some folks appear to have.</p><p>so - to those who want to scream and cry oh woe is me please nerf these people - let me ask you - do you want me to waste my time posting a laundry list of envy on your class type?</p><p>pathetic</p><p>personally I would simply /bug it and say my peace in private instead of trying to invoke the class envy hatred of strangers</p><p>/shrug</p>
Khrunk
01-09-2009, 07:04 AM
<p>really dont seem them changing our stance due to the inquis healing stance is better than ours and our dps stance is better than theirs in comparison. seems like they trying to balance something out.</p><p>though i would love to have the 15% speed casting and reuse ability of the inquis healing stance.</p>
PRALL
01-09-2009, 06:39 PM
<p>I've noticed in many class forums.. any time one class gets something nice that brings them up to speed with their comparable class, said comparable class cries that the balanced class is now "overpowered." I quit reading these types of posts because the whiners always try to skew some parse numbers to try and prove their point. Go away troll of an inquisitor.</p><p>That said, I would agree that SoE most likely thought the beta version was overpowered. I do also agree with the OP that it is a bit underpowered now. Unfortunately, the devs are more likely to see /feedback or /bug than they are these forums. It doesn't hurt to post here as well, but definately use the in-game reports first.</p>
Kiara
01-09-2009, 07:19 PM
<p>How's about we all settle down and be civil to each other, please <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>Discussion is good! Knock down drag outs... not so much (without popcorn <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />).</p>
CuCullain
01-13-2009, 07:32 PM
<p>There is no fight club, check things and you'll know why shhhhhhhhh</p>
Tenchisama
01-14-2009, 11:11 AM
<p>take a closer look at each pair</p><p>Shaman pair Mystic = less bonus than defiler</p><p>Druid pair Warden = less bonus then Fury</p><p>so by comparison</p><p>Cleric pair - Templar = less bonus then Inquisitor</p><p>in each pair one is stronger in healing than the other - the other generally gets more dps or utility - this is the way it has always been</p><p>it seems logical therefor that the weaker of each pair would need more bonus</p><p>now here is a question</p><p>if you look at the battle stance - do templars get more bonus than inquisitors?</p>
Artist
01-14-2009, 12:01 PM
<p>I guess developers removed the crit line for a reason. I guess the +15 crit heal is out of balance. Actually in MT party our crit heal is capped at 100% after buffs of chanter and bard. Many templars even dont spec STA for crits...</p><p>OK if 15 crit if over-power and if our heal stance need a little boost give us something, that would not ruin game balance.</p><p>Possible options:* +1 reactive charge* +10% to blessings (proc rate)* +10 sec to sanctuary* +1 concentration</p>
Ceolus
01-14-2009, 03:36 PM
<p>Just to clear things up..15% faster debuff casting for defilers is useless. We already have AAs to make them cast and recast 50% faster, plus we get raid buffs. The difference in the extra 15% is unnoticeable and unneeded.</p><p>Defilers and Templars, imo, should get some sort of casting speed increase like Mystics and Inquis do..but maybe only 8-10% instead of 15%.</p>
CuCullain
01-14-2009, 05:10 PM
<p>no fight club</p>
Jevangal
02-04-2009, 11:39 AM
<p>Could the dropping of the ability in question be nothing more than a simple error on the part of the devs?</p>
CuCullain
02-04-2009, 09:12 PM
<p>.....</p>
Hopefulne
02-05-2009, 03:21 AM
<p>InquisitorHeal crit bonus 5.015% faster casting and reuse of healsBase Heal +10%</p><p>and the inquis epic also has 15% casting/reuse on heals aswell? [Removed for Content]</p>
GeForceTony
02-08-2009, 08:36 PM
<p>Bump!!!</p><p>WTB a Dev to look at this and at least clear it up!</p><p>But it'll never happen <img src="/eq2/images/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" /></p>
CuCullain
02-08-2009, 11:02 PM
<p>.....</p>
Artist
02-09-2009, 07:58 AM
I guess we are pretty balanced. I don't know how they balance classes, though.
Kriptini
02-27-2009, 04:00 AM
<p>You know what I hate most about our healing stance? By its description, Mark of Divinity, Involuntary Gift, and Reproval should cast slower. Don't even get me started with Smite Corruption.</p><p>Wow. In the higher-teir raids, we barely ever get time to maintain ONE of these on the mob at any given time, and these are some great debuffs! (Plus, the fact that they are resisted like crazy makes it even HARDER.)</p><p>Making our heals a tiny bit better = Nerfing the cast speed of debuffs to crap? >.<</p><p>If our healing stance is going to have less beneficial effects on it than the other heal stances, then the health cost from Sacrifice needs to be able to be mitigated again.</p>
Khrunk
03-01-2009, 03:47 AM
<p>love the amazing speed on nerfing the crap outta sacrifice but the lack of ability to fix a broken healing stance. quite classic indeed <img src="/eq2/images/smilies/e8a506dc4ad763aca51bec4ca7dc8560.gif" border="0" /></p>
CuCullain
03-03-2009, 12:48 AM
<p>..........................</p>
CuCullain
03-03-2009, 02:12 AM
<p>...................</p>
GeForceTony
03-05-2009, 04:17 AM
<p>Interesting...</p><p>But again, it won't ever get looked at...</p>
SpineDoc
03-05-2009, 11:08 AM
<p>Just have a defiler cry that it's overpowered, it will get looked at very quickly.</p>
CuCullain
03-05-2009, 05:40 PM
<p>.............................</p>
Kriptini
03-07-2009, 03:46 AM
<p>Man, I'm surprised that the devs aren't SWARMING here! I mean, Faush, you ARE on the Antonia Bayle server...</p>
Khrunk
03-07-2009, 11:55 AM
<p><cite>Faush@Antonia Bayle wrote:</cite></p><blockquote><p>I was hoping that my discovery of something that benefits us would cause the attention necessary for a developer to look at this issue....</p></blockquote><p>i could tell you that our dps stance reduces the cast time of benefical spells (buffs and heals) by 30% but that might not get anything fixed either.</p>
SpineDoc
03-07-2009, 02:12 PM
<p>That's where your making your mistake. If it *benefits* us I doubt it will be looked at. Maybe you can make it look as if we are overpowered, then a dev will surely be on it like white on rice.</p><p><cite>Faush@Antonia Bayle wrote:</cite></p><blockquote><p>I was hoping that my discovery of something that benefits us would cause the attention necessary for a developer to look at this issue....</p></blockquote>
rtoub
03-08-2009, 08:54 PM
<p>Discussed, feedbacked, bugged during Beta but ignored as usual.</p>
Giliad
03-10-2009, 03:19 PM
<p>I am less concerned with the power and amount of healing than with the speed of casting. We were before and still are the slowest casting healer. I would like to see the casting time lowered. Otherwise what is the healing stance good for? So we get a stance to heal but it does not help with the healing speed. look at other classes off/def stances and they get faster casting times in offensive and slower times in defensive. At least my ranger does. He also looses damage in defensive. Healing stance should be faster time thereby increasing healing. Offensive increases damage at the cost of healing.</p>
Ceolus
03-13-2009, 06:27 AM
<p><cite>Giliad@Befallen wrote:</cite></p><blockquote><p>I am less concerned with the power and amount of healing than with the speed of casting. We were before and still are the slowest casting healer. </p><p><span style="color: #ffffff;"><em>No you're not.</em></span></p><p>I would like to see the casting time lowered. Otherwise what is the healing stance good for? So we get a stance to heal but it does not help with the healing speed. look at other classes off/def stances and they get faster casting times in offensive and slower times in defensive. At least my ranger does. He also looses damage in defensive. Healing stance should be faster time thereby increasing healing. Offensive increases damage at the cost of healing.</p><p><span style="color: #ffffff;"><em>Afaik, Templars, Defilers, and Wardens do not get a casting speed decreaser with their healing stance. I too would like to see this changed for at least templars and defilers as we're both under the same horrible casting-speed boat. I doubt it will happen though. Seems as though they've categorized "offensive" healers and "defensive" healers and given each category a similar heal stance. "Defensive" healers got the short end of the stick <img src="/eq2/images/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" />..15% to casting speed is like almost a half second off of our group reactives/wards if I'm not mistaken.</em></span></p></blockquote>
CuCullain
03-13-2009, 08:36 AM
<p>.........................</p>
Ceolus
03-13-2009, 05:25 PM
<p><cite>Faush@Antonia Bayle wrote:</cite></p><blockquote><p>You might want to read all of this thread before posting. Templars are the ONLY healing class completly devoid of any sort of third benefit to their helaing stance, we are nothing like Defilers and Wardens, they both get some sort of third benefit like everyone else.</p></blockquote><p>I actually read it all. The Defiler's third benefit is unwanted. I play both the Templar and Defiler class..and I'm advocating a change for both stances..an addition of beneficial spell haste for Templars, and a swap to beneficial spell haste from debuff spell haste for Defilers in some way. There's absolutely no reason my post should have angered you. Also, my reply was a direct response to Giliad's post..not a response to the subject in general.</p>
Hopefulne
03-18-2009, 07:18 AM
<p>Not forgetting that defiler stance also has an additional 5% base heal over the temp's anyway</p>
EQPrime
03-18-2009, 05:08 PM
<p><cite>Rickenbacker@Mistmoore wrote:</cite></p><blockquote><p>Not forgetting that defiler stance also has an additional 5% base heal over the temp's anyway</p></blockquote><p>True, but it's still garbage when compared to the mystic stance. The templar stance and defiler stance both need upgrading.</p>
CuCullain
03-18-2009, 06:18 PM
<p>.................................</p>
rollandheat
03-19-2009, 03:03 PM
<p>I would like to see a dev explaining why exactly templars get the worse healing stance. I know templars have a huge healing ability already but they were meant to. But would have 10% cast speed made us overpowered? Or maybe some recovery time decrease?</p>
Mallow
03-23-2009, 06:08 PM
<p>I made a post about this about 3 months ago only to get "roasted" by whiney Inquisitors and Shamans who fail to see this objectively. I agree that a change needs to be made.</p>
Rorasis
03-24-2009, 04:01 AM
<p>I'm many AAs away from having this stance, but, compared to the others, it does seem pretty weak...</p>
Rorasis
03-24-2009, 04:01 AM
<p>Double post.</p>
EQPrime
03-24-2009, 04:15 PM
<p><cite>Riliszkas@Splitpaw wrote:</cite></p><blockquote><p>I'm many AAs away from having this stance, but, compared to the others, it does seem pretty weak...</p></blockquote><p>It is both weak and buggy. They need to give us cast speed, spell reuse, or shield block on it and then fix the buggy parts.</p>
Magpie1
03-26-2009, 08:51 AM
<p>edit</p>
Hopefulne
03-28-2009, 08:35 AM
<p>gimme the defiler heal stance with a bigger bonus on non-damaging debuff casting speed and i'm happy <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /></p>
Kizee
04-02-2009, 10:57 AM
<p><cite>Crismorn wrote:</cite></p><blockquote><p>I'm fairly certain it was dropped because you already got your massively OP'd skill this xpac and everyone knows templars only get one massively OP'd ability per xpac.</p></blockquote><p>Ok, since that massively overpowered skill just got nerfed so hard it's no longer on anybodys hotbar.....can we have a bonus thats equal to all the other healers please.</p>
GeForceTony
04-02-2009, 10:24 PM
<p>Yep, Sacrifice is gone, I completely specced out of it. Our only good emergency heal got owned.</p><p>Yet, still, our heal stance is completely borked...</p>
Tenchisama
04-07-2009, 11:23 AM
<p>my first instinct when I saw what happened to Sacrifice was to ressurect the old defiler whine thread and say congratz you got us nerfed beyond nerfbatownage - my second instinct was to start a campaign to nerf soulward because ward utility is so much better than our direct heal of death....</p><p>but after thinking about it - those things would basically just pull me down to the whining morons level and they would own me with a lifetime of experience being that dumb.</p><p>Sacrifice has much less utility - it is almost useless - the only ways I have found to even be thinking of using it is in totally non aoe situations, using repent on myself first, or if I absolutely positively have to save someone.</p><p>tried the heal stance and for me its not so bad - but I am spec 100% into healing without shield ally so perhaps my config just benefits most from it /shrug</p><p>in the end the true measure of success is the level of victory - an absolute victory means we win regardless of ACT #s - for plate classes ACT is never a true measure unless we are solo healing.</p>
rtoub
04-09-2009, 08:02 PM
The heal stance is embarrassingly bugged, but it is useful, would be nice if there were other stuff. Not sure I want it unbugged though. No way SOE can be stupid enough to not know that is is bugged. I have no idea why they don't change it, other than maybe they know it is weak and don't want to unbug the extra speed. I have been using sacrifice just as much as before, not a single death caused by it. Didn't need to be changed but it really isn't that bad.
Rorasis
04-10-2009, 08:18 PM
<p>Please, fix/buff the stance. It's both too weak and buggy. Shoddy work. For shame.</p>
EQPrime
04-14-2009, 05:45 PM
<p>So they fixed the bug but left it in its craptastic form? </p>
R/T93
04-14-2009, 07:41 PM
<p>THIS STANCE TOTALLY BLOWS CHUNKS.</p><p>This fix also "hotfixed" our +30% faster casting speed in our dps stance, so now do we not only have a crap-tacular healing stance, we now hardly have any reason to go to our dps stance.</p><p>You guys suck, I am P.O'd</p><p>WTG sony</p>
EQPrime
04-14-2009, 07:59 PM
<p>They fixed the bug. Now they need to boost the heal stance. The dps stance has always been pretty solid.</p><p>We need our heal stance improved.</p>
<p>Yes our heal stance really isn't that great. Neither compared to those of all other healers and nor on it's own. Especially as it is the end achievement in our AA tree. Not really easy to get.</p><p>If the slower casting speed wouldn't affect debuffs and/or an additional 5% increase to heal spell casting time speed would probably make it more viable and still in no way overpowered.</p><p>At least I see debuffs as a major part of my healing and the way it is now it is a pain especially on encounters with more than one mob.</p><p>But I wouldn't bet one copper on it. I fear we have to suck it up and live with it.</p>
Rorasis
04-15-2009, 11:11 AM
<p><cite>Anthur@Venekor wrote:</cite></p><blockquote><p>Yes our heal stance really isn't that great. Neither compared to those of all other healers and nor on it's own. Especially as it is the end achievement in our AA tree. Not really easy to get.</p><p>If the slower casting speed wouldn't affect debuffs and/or an additional 5% increase to heal spell casting time speed would probably make it more viable and still in no way overpowered.</p><p>At least I see debuffs as a major part of my healing and the way it is now it is a pain especially on encounters with more than one mob.</p><p>But I wouldn't bet one copper on it. I fear we have to suck it up and live with it.</p></blockquote><p>What the hell. It makes our debuffs slower casting? The purpose of many of our debuffs is to HEAL! For goodness sake. What a useless stance.</p>
peperoman
04-15-2009, 05:31 PM
<p>Yes our heal stance even crappier after the "hotfix." </p><p>Spells like Amending Fate, Involuntary Cure, Mark, Reproval, etc are being considered as 'hostile' spells in our heal stance and therefore having their casting times increased. These spells are only 'hostile' in that they are cast on the mob. I assume it is bad coding that just made all spells that go on the mob as 'hostile' for our heal stance. There is no damage whatsoever attached to these spells. They are in fact healing spells except for reproval. This should really be changed. </p><p>If this is intended then our 'heal' stance bonuses need to be re-evaluated b/c for all the AA it takes to obtain the stance you have given us 2 bonuses for healing, 1 nerf to healing, and 2 penalties to dps. </p>
EQPrime
04-15-2009, 06:23 PM
<p>It's the same type of logic that used to classify our HO starter as a beneficial spell and kill Smite Wrath.</p><p>They need to remove the detriment to our 4 debuffs - Reproval, Mark of Divinity, Involuntary Gift, and Healing Fate, and also give a 3rd bonus like every other priest has. (Preferably not as lame as the Defiler or Warden ones, those need boosts too.)</p>
R/T93
04-15-2009, 06:45 PM
<p>I want at least 20% bonus to casting speed on beneficial spells, it was taken away after 5 months of being active.</p><p>No class in this game has EVER had 30% of any bonus they had previously taken away.</p>
Kriptini
04-16-2009, 02:19 AM
Delete the Antonia Bayle server = solve all problems, in my opinion. AB Defiler whines about Sacrifice, WHACK! Nerf bat hits. AB Templar points out on the official forums that our healing stance is semi-useful, WHACK! Nerf bat hits. Coincidence? I think not.
Tenchisama
04-16-2009, 10:52 AM
<p>I would not go so far as to delete the server, but there are a few people on that server that I would not miss if they just went away forever.</p><p>[Edited cause we don't attack people personally! - Kiara]</p><p>Healing Stance - is it perceptually underpowered to many - it would sound like it is /shrug I find it situationally usefull but not hugely so. The place where it shines for me is when I truly need short term mass increase in heal power - that is where I stack stance + miracle to get the most out of it. Honestly even in Varsoon I dont use it because of the slowdown in debuffs and reduction in my already minimal dps. Can Heal Stance use a change - yes - it is supposed to be an endline ability that one works over 170aa towards - please make it somewhat more desireable in some way. </p><p>in the end - as plate healers we play a class that is very tricky - our reactives can proc for less than their maximums - our sacrifice can take 12k hp away for a 2hp heal - we have to heavily specialize into one part of our role or another - is it not reasonable for us to expect to shine when we specialize so much? </p><p>While I agree that Healing Stance could certainly use some love - it WAS bugged if you had good reading comprehension and examined what it described and what it did.</p>
EQPrime
04-16-2009, 01:30 PM
<p><cite>R/T93 wrote:</cite></p><blockquote><p>I want at least 20% bonus to casting speed on beneficial spells, it was taken away after 5 months of being active.</p><p>No class in this game has EVER had 30% of any bonus they had previously taken away.</p></blockquote><p>It was obviously a bug as it was a casting boost to beneficial spells when in your DPS stance and a casting boost to hostile spells while in your healing stance. I'm not complaining that they fixed the bug except that hostile spells shouldn't have included our debuffs.</p><p>Now that they've fixed the bugs they need to boost the healing stance. At least in its bugged form it wasn't quite so terrible.</p>
Rorasis
04-16-2009, 01:43 PM
<p><cite>Tenchisama@Mistmoore wrote:</cite></p><blockquote><p>I would not go so far as to delete the server, but there are a few people on that server that I would not miss if they just went away forever.</p><p>[Edited cause we don't attack people personally! - Kiara]</p><p>Healing Stance - is it perceptually underpowered to many - it would sound like it is /shrug I find it situationally usefull but not hugely so. The place where it shines for me is when I truly need short term mass increase in heal power - that is where I stack stance + miracle to get the most out of it. Honestly even in Varsoon I dont use it because of the slowdown in debuffs and reduction in my already minimal dps. Can Heal Stance use a change - yes - it is supposed to be an endline ability that one works over 170aa towards - please make it somewhat more desireable in some way. </p><p>in the end - as plate healers we play a class that is very tricky - our reactives can proc for less than their maximums - our sacrifice can take 12k hp away for a 2hp heal - we have to heavily specialize into one part of our role or another - is it not reasonable for us to expect to shine when we specialize so much? </p><p>While I agree that Healing Stance could certainly use some love - it WAS bugged if you had good reading comprehension and examined what it described and what it did.</p></blockquote><p>[Edited because we do not call other people names on the forums -- Kiara]</p>
Kiara
04-16-2009, 03:35 PM
<p>Let's leave off calling people names and the like, please and thank you!</p>
Sheira
04-16-2009, 04:26 PM
<p>Both times a red named has showed up in this thread and it's to edit or scold.</p><p>Could we get something from a Dev on this please? Maybe a "It's being looked at", "it's being looked at but it's not a priority" "We're not looking at it". Just something other than a oh no be nice to eachother!</p><p>Please? <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p><p>Edit: spelling <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /></p>
R/T93
04-16-2009, 05:22 PM
<p>Whoever worked on implimenting this new change is pathetic.</p><p>Im taking about the actual person who changed the code, as to how the two spells work.</p><p>Original- </p><p>DPS stance - healed 30% faster </p><p>Heal stance - Nuked faster.</p><p>Required change-</p><p>DPS stance - nukes faster</p><p>Heal stance - heals faster.</p><p>I am dumbfounded on how that was able to be screwed up, and not happen.</p><p>And yes, both red entities to post on this thread havent been any added effect to the root problem at all.</p><p>I sent a detailed PM to the mechanics developer, i doubt he even read it, I sure didnt get a response...</p>
CuCullain
04-16-2009, 08:34 PM
<p>It was only a matter of time before this was found, it was broken and needed to be fixed.</p><p>HOWEVER we still have the original issue with the healing stance. If a developer is reading this please do not pass this off as a request for a better stance/more powerful stance. I will state this as clearly as I can.</p><p><span style="font-size: small; color: #ff0000;"><strong>-The TEMPLAR healing stance is the <span style="text-decoration: underline;">ONLY</span> healer healing stance in EQ2 to not provide a third benficial effect.</strong></span></p><p>-The TEMPLAR healing stance benefits are on par with all the other stances similar benefits, we do not have more powerful benefits that make us having no third benefit necessary as a compensation.</p><p>-The TEMPLAR healing stance did have a third benefit, it was removed towards the end of beta for reasons unknown.</p><p>-From a pure healing power perspective the stance provides minimal benefit. It makes out heal crits a little better and our overall heals a little better. It makes 2 of our debuffs that provide HEALING, and NOT damage, cast slower.</p>
Powers
04-17-2009, 09:15 AM
<p><cite>R/T93 wrote:</cite></p><blockquote><p>Whoever worked on implimenting this new change is pathetic.</p></blockquote><p>And then you have the gall to wonder why no one's responding to you.</p><p>Powers &8^]</p>
R/T93
04-17-2009, 10:38 AM
<p><cite>Powers wrote:</cite></p><blockquote><p><cite>R/T93 wrote:</cite></p><blockquote><p>Whoever worked on implimenting this new change is pathetic.</p></blockquote><p>And then you have the gall to wonder why no one's responding to you.</p><p>Powers &8^]</p></blockquote><p> Its ok, it will be edited by some carebear, and the thread will continue to be ignored.</p>
CuCullain
04-27-2009, 01:12 AM
<p>This would be a good example of the progression of a legitimate issue being brought up by the paying customer and summarily ignored by the company being paid.</p><p>Sorry Kiara you must be very busy dealing with the angst created by the development team continuing to ignore real issues.</p><p>Yes this thread does have it's share of less than ideal posts, but it also has a large number of appropriate, even polite, posts about a real issue. However we are continualy ignored and summarily the disenchantment with the product rises as does the number who can identify with those who have reached the end of their ropes.</p><p>The summer is coming, a notroiously slack game time for mmos, and many are already bored with the latest expansion less than 6 months after it's release. This game is going to be hit VERY hard if it's player base can not start to at least have hope for the future and signs that their legitiamte concerns are actualy heard and responded to.</p><p>The ball is in your court, what will the developers do with it?</p>
Kiori
05-06-2009, 03:43 AM
<p>Templar already beat Inq for healing power, personally I dont think you should get an increase to your healing cast speed. what I do think would be fair is the removal from your stance of: Increases casting time of hostile spells by 20%</p><p>Im no expert on Templar but someone prior in this thread said you had good debuffs, some of which were beneficial to healing, so the removal of the hostile cast time increase I think would be fair, not another bonus, but one less negative, maybe go so far as to remove the damage negative as well.</p><p>Anyway thats the opinion of one inq.</p>
CuCullain
05-06-2009, 09:58 AM
<p><cite>Kiori wrote:</cite></p><blockquote><p>Templar already beat Inq for healing power, personally I dont think you should get an increase to your healing cast speed. what I do think would be fair is the removal from your stance of: Increases casting time of hostile spells by 20%</p><p>Im no expert on Templar but someone prior in this thread said you had good debuffs, some of which were beneficial to healing, so the removal of the hostile cast time increase I think would be fair, not another bonus, but one less negative, maybe go so far as to remove the damage negative as well.</p><p>Anyway thats the opinion of one inq.</p></blockquote><p><cite>SoE wrote:*</cite></p><blockquote><p>Templar (Good Only)<span style="color: #ff0000;">The Templar profession is ideal for those who desire to <strong><span style="text-decoration: underline;">excel</span></strong> in a roleof support by conjuring powerful restorative and protective magic tobenefit allies. </span>The Templar serves her party by mending the woundedand purging illness and suffering from the afflicted. The Templarmay also use her powers to bestow temporary augmentations to herallies’ defenses and attributes. As a <span style="text-decoration: underline;">secondary</span> application of herdivine powers, the Templar may invoke offensive powers that will hinder or harmadversaries. The Templar can wear plate armor and use hammers, staves, and macesas weapons.</p><p>Inquisitor (Evil Only)<span style="color: #ff0000;">The Inquisitor fulfills a militant support role</span> by providing restorativeand protective benefits to her allies. The Inquisitor is able to mendwounds and purge ailments of all sorts, while striking opponents withdivine power. The Inquisitor can wear plate armor and use hammers,staves, and maces as weapons.</p></blockquote><p>If healing power was your desire you should have picked the first option, don't begrudge those that did as I won't begrudge you for having the better DPS class. If you think your class needs enhancements to fill it's <span style="text-decoration: underline;">designed</span> role in EQ2 I would suggest you post a thread in the inquisitor forums.</p><p>*ref: Source Everquest 2 Users Manual <a href="http://everquest2.station.sony.com/manual/EQII_Manual.pdf" target="_blank"><Link></a></p>
Kizee
05-06-2009, 08:57 PM
<p>IMO they should have used the template from EQ1.</p><p>Clerics were best healers</p><p>Shamans were best buffers/debuffers</p><p>Druids were jack of all trades and master of none.</p><p>All this trying to balance all the healers so they heal the same has screwed up this game so bad.</p>
CuCullain
05-06-2009, 09:21 PM
<p><cite>Kizee wrote:</cite></p><blockquote><p>IMO they should have used the template from EQ1.</p><p>Clerics were best healers</p><p>Shamans were best buffers/debuffers</p><p>Druids were jack of all trades and master of none.</p><p>All this trying to balance all the healers so they heal the same has screwed up this game so bad.</p></blockquote><p>A bit off topic, but I agree with you. The devs have said that they want to try to change things to refocus classes back into their intended roles, I hope that goes beyond nerfing enchanter DPS and making tanks use taunts for hate.</p>
Arturoz
05-07-2009, 03:18 PM
<p>we need more red posts in here.. someone say something mean about a dev quick so kiara will have to mod it.... It boggles my darn feeble mind that a mod posts more in these class threads then the very devs that are supposed to be reading them.. ya right.. read them LOL</p><p>we should all make signatures that have the statements like give templar healing stance the same number of abilities as other healers.. yada yada..</p>
GeForceTony
05-19-2009, 04:48 PM
<p>Bump?</p>
Oakum
05-20-2009, 01:33 PM
<p><cite>Faush@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Kizee wrote:</cite></p><blockquote><p>IMO they should have used the template from EQ1.</p><p>Clerics were best healers</p><p>Shamans were best buffers/debuffers</p><p>Druids were jack of all trades and master of none.</p><p>All this trying to balance all the healers so they heal the same has screwed up this game so bad.</p></blockquote><p>A bit off topic, but I agree with you. The devs have said that they want to try to change things to refocus classes back into their intended roles, I hope that goes beyond nerfing enchanter DPS and making tanks use taunts for hate.</p></blockquote><p>Actually, since I remember it (from playing since DEC 04) the one goal the Dev's have always had is that healers heal relatively equally. With that in mind, they seem to have done a decent job. The balancing the rest of the facets that make a healer class like buffs/debuffs/utility/dps when not healing are way out of wack with druids really hurting though.</p><p>They seem to have that vision of all priests heal equally still from a reply I recieved on the monthly Q and A. Maybe with the damage avoided by SA and the extra possibly healing of Sacrafice they determined that giving the extra cast/recast reduction made templers out " heal" shaman and druids by too much.</p><p>Maybe if someone put a spread sheet together or parses of each healer class solo healing in the same situation against the exact same mob with the exact same group, with constant healing being required to the tank, they will see that it is needed for templers.</p><p>Dont forget to add in SA to see how much damage is "healed" by being prevented. I dont remember if ACT shows as just blocked or avoided so they may have to take the average hit by the mob (pre ward/reactive heal) to figure out what kind of damage is being avoided.</p><p>Now on the non healing side druids and especially wardens have had issues since EoF came out and and after the LU-13 combat revamp. They are still largely unaddressed issues too.</p><p>Dont worry, clerics seem to draw more attention then druids so you will probaly be looked at before us, lol.</p>
Arturoz
05-20-2009, 02:25 PM
<p>i do have to agree with the warden as my wife stopped playing hers after they turned her class into a one trick pony... With the amount of damage that the aoes do now in raids druids just are not viable solo group healers any more they have to be placed behind a protective type healer. The funny thing is for druids, sony didnt make them poorly they just built the encounters in a way that has reduced the druids to being very easy class to replace... I have constantly been moved from my OT slot to solo heal a druids group because of how much hits that group up front. Im sorry but even with perfect timing.. you just cant HOT replace the health of a 12K hp mage when they are getting hit for 13K because they dont have the crit mit gear... its not the druids fault and its darn sure not the mages fault.. i blame sony. </p><p>anyway enough with the derail.</p><p>That still doesnt change the fact for the OP statements templars need to be able to cast non damaging debuffs without that penalty... and could they spare that extra ability to bring us in line with all the other healers?? it doesnt have to be crazy but darn would a few extra points in hc% actually be an unbalancing thing to give?</p>
CuCullain
05-20-2009, 09:29 PM
<p><cite>Oakum wrote:</cite></p><blockquote><p><cite>Faush@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Kizee wrote:</cite></p><blockquote><p>IMO they should have used the template from EQ1.</p><p>Clerics were best healers</p><p>Shamans were best buffers/debuffers</p><p>Druids were jack of all trades and master of none.</p><p>All this trying to balance all the healers so they heal the same has screwed up this game so bad.</p></blockquote><p>A bit off topic, but I agree with you. The devs have said that they want to try to change things to refocus classes back into their intended roles, I hope that goes beyond nerfing enchanter DPS and making tanks use taunts for hate.</p></blockquote><p>Actually, since I remember it (from playing since DEC 04) the one goal the Dev's have always had is that healers heal relatively equally. With that in mind, they seem to have done a decent job. The balancing the rest of the facets that make a healer class like buffs/debuffs/utility/dps when not healing are way out of wack with druids really hurting though.</p><p>They seem to have that vision of all priests heal equally still from a reply I recieved on the monthly Q and A. Maybe with the damage avoided by SA and the extra possibly healing of Sacrafice they determined that giving the extra cast/recast reduction made templers out " heal" shaman and druids by too much.</p><p>Maybe if someone put a spread sheet together or parses of each healer class solo healing in the same situation against the exact same mob with the exact same group, with constant healing being required to the tank, they will see that it is needed for templers.</p><p>Dont forget to add in SA to see how much damage is "healed" by being prevented. I dont remember if ACT shows as just blocked or avoided so they may have to take the average hit by the mob (pre ward/reactive heal) to figure out what kind of damage is being avoided.</p><p>Now on the non healing side druids and especially wardens have had issues since EoF came out and and after the LU-13 combat revamp. They are still largely unaddressed issues too.</p><p>Dont worry, clerics seem to draw more attention then druids so you will probaly be looked at before us, lol.</p></blockquote><p>1. If the developers want to make us all heal equally they then need to make us all DPS equally. A druid can DPS 8k+, 3k+ is tough for a templar.</p><p>2. The argument that the lack of a third effect for templars is to balance out is flawed as our counterpart class still has a third benefit. Inquisitors also have Shield Ally and Sacrafice. They DPS better and heal nearly as well. Yes SA and UB are good and make our parse not accurate form a raw number standpoint, but good SA takes a lot of work. Shamans still heal really well too.</p>
SpineDoc
05-21-2009, 01:49 PM
<p>Templar DPSing 5-6k is pretty easy IMO, BUT...we can barely heal at all in that stance. Druids from what I've seen (at least wardens) can DPS 5-6k AND heal very tough dungeons by themselves. If they are in full DPS mode they can DPS more than that, but might not be able to solo heal.</p><p>I notice a HUGE difference in DPS if I'm in healer stance and healer AA spec. In DPS mode my big nuke might land for 6k and my autoattack might land for 2200, but in healer mode my big nuke is lucky to hit 2k and my autoattack is easily half without the DA, without crit, and without flurries. In full healer mode I can pretty much forget ANY dps.</p><p>This is the reason why I in fact to agree with you though. Either give us the 3rd benefit and fix the slow debuffs, or give us equal DPS both in healer stance and in DPS stance. If I had to choose one I'd happily choose the former, and continue to be a non DPS powerhouse healer as that is m primary role and to a certain extent all this healer DPS stuff has kind of made our healing priorities a bit skewed at times.</p><p><cite>Faush@Antonia Bayle wrote:</cite></p><blockquote><p>1. If the developers want to make us all heal equally they then need to make us all DPS equally. A druid can DPS 8k+, 3k+ is tough for a templar.</p><p>2. The argument that the lack of a third effect for templars is to balance out is flawed as our counterpart class still has a third benefit. Inquisitors also have Shield Ally and Sacrafice. They DPS better and heal nearly as well. Yes SA and UB are good and make our parse not accurate form a raw number standpoint, but good SA takes a lot of work. Shamans still heal really well too.</p></blockquote>
bks6721
07-13-2009, 12:40 PM
<p>I looked forward to this stance for a while. Now that I've had the chance to try it.. meh.. I don't bother. The increased debuff casting times don't make this stance worth using it. There are more penalties to this stance than bonuses.</p>
PeterJohn
07-14-2009, 02:53 PM
<p><cite>bks6721 wrote:</cite></p><blockquote><p>I looked forward to this stance for a while. Now that I've had the chance to try it.. meh.. I don't bother. The increased debuff casting times don't make this stance worth using it. There are more penalties to this stance than bonuses.</p></blockquote><p>This is pathetic. This is supposed to be our ultimate healing stance, and we have something with enough penalties that templars are actually not wanting to use it? At least get rid of the increased casting time on our Mark of Nobility and Involuntary Cures, since these are our HEALING debuffs. I can understand making Smite slower in healing stance...</p>
CuCullain
07-15-2009, 05:20 PM
<p>To quote a guildmate of mine who recently leveld up a Templar; "Wow you guys really have barely anything good for AAs"</p>
PeterJohn
07-16-2009, 02:16 PM
<p><cite>Faush@Antonia Bayle wrote:</cite></p><blockquote><p>To quote a guildmate of mine who recently leveld up a Templar; "Wow you guys really have barely anything good for AAs"</p></blockquote><p>I wouldn't go that far, to say we have no good AA at all. IMO it is just the healing stance, which is THE endline ability for healing, that is really disappointing.</p>
Sheira
07-16-2009, 02:46 PM
<p>I've searched and haven't been able to find a dev respond on this issue as of yet. Maybe I missed it?</p>
SpineDoc
07-16-2009, 10:33 PM
<p>It hasn't affected Assasins yet, so there hasn't been a dev response.</p><p><cite>Raelysa@Permafrost wrote:</cite></p><blockquote><p>I've searched and haven't been able to find a dev respond on this issue as of yet. Maybe I missed it?</p></blockquote>
CuCullain
07-17-2009, 12:01 PM
<p><cite>PeterJohn wrote:</cite></p><blockquote><p><cite>Faush@Antonia Bayle wrote:</cite></p><blockquote><p>To quote a guildmate of mine who recently leveld up a Templar; "Wow you guys really have barely anything good for AAs"</p></blockquote><p>I wouldn't go that far, to say we have no good AA at all. IMO it is just the healing stance, which is THE endline ability for healing, that is really disappointing.</p></blockquote><p>Yes obviously an exageration in a way.</p><p>The point really is this; Other classes, I admit I have not played all of them, have a great deal more "must have" and "solid" AAs compared to the Templar (e.g. SKs, Enchanters).</p><p>All classes should have a decent selection of AAs and in this regard the Templar trees fall <span style="text-decoration: underline;">very</span> short. With the recent nerf to Blessings we have no decent endline Templar AA, our heal stance and our 1 solid endline AA in Shadows where either never good or nerfed to become no good. Essentially you end up with the original Cleric tree having the only real semblance of a choice needing to be made as there is some decent AAs spread out in it.</p><p>As far as a developer response goes, you will not find any in this thread nor in any other thread in this class forum. I myself took a sizeable amount of time to compile a list of issues as per the developers requests and beyond a sticky (thank you) it has recieved no comment either. Unfortunatly the Devs are very short on time and have a very big list of things to do.. unfortunatly at this time Templar issues are not on that list. To be fair you can't really blame them for this, they didn't choose to have their teams cut down in size.</p>
StaticLex
07-22-2009, 02:03 PM
<p>Let me get this right, all you ladies want is a third ability? So.. if we simply swapped the warden and templar heal stance and you got the silly 50% recovery, ya'll would immediately be quiet and go away because you got your precious third ability? lol?</p><p>Does nobody else realize how childishly absurd that is? It's on par with counting out pennies at a car dealership.</p><p>ANYWAY, on a more serious note did anyone stop to think that maybe, just maybe, the classes aren't balanced in terms of <strong>one</strong> spell or AA alone?! Yanno, like 'the whole is greater than the sum of its parts (or in this case, "part")' thing? Good grief..</p>
CuCullain
07-22-2009, 02:13 PM
<p><img src="http://www.untwistedvortex.com/wp-content/uploads/2007/06/dontfeedthetroll.jpg" width="300" height="336" /></p>
StaticLex
07-22-2009, 02:16 PM
<p>Uh oh, someone from AB geting their panties in a twist.</p>
PeterJohn
07-22-2009, 02:45 PM
<p><cite>StaticLex wrote:</cite></p><blockquote><p>Let me get this right, all you ladies want is a third ability? So.. if we simply swapped the warden and templar heal stance and you got the silly 50% recovery, ya'll would immediately be quiet and go away because you got your precious third ability? lol?</p></blockquote><p>Sounds like someone who either 1) didn't read any posts in this thread, or 2) has no comprehension of what the problem is with the healing stance which actually DECREASES 2 of our healing abilities.</p><p>Okay, I promise I won't feed the troll anymore. No really. Seriously.... Okay I might again.</p>
StaticLex
07-22-2009, 04:28 PM
<p><cite>PeterJohn wrote:</cite></p><blockquote><p>Sounds like someone who either 1) didn't read any posts in this thread, or 2) has no comprehension of what the problem is with the healing stance which actually DECREASES 2 of our healing abilities.</p></blockquote><p>Oddly enough, I did read most of the posts in the thread and most of them complained about only having two positive abilities in the stance.</p><p>Good job ignoring the last part of my post though where I stated that classes need to be evaluated on the whole. And people still wonder why the devs ignore these sorts of threads..</p>
SpineDoc
07-23-2009, 05:11 PM
<p>Obviously you didn't read closely enough, as one of the main points is that the healing stance slows down our healing debuffs. That's a major enough detraction from healing stance that many if not the majority of Templars don't even bothering using healing stance at all.</p><p>If you want to evaluate us as a whole, then you need to look at the bigger picture. We are now lacking a viable emergency heal, our healing stance has unreasonable penalties associated with it, and yes we are missing a 3rd ability on the stance like ALL other healers.</p><p>The conversation has been very reasonable, concise and informative to the devs where the Templars in the trenches are having problems with. No one is saying the class is broken, but this discussion is quite valuable from the point of view of Templars. I mean, I'm assuming you play a level 80 Templar that has enough AA to get the healing stance, correct me if I'm wrong? I could gladly complain about Wardens solo healing Palace while doing 6k, but hey I don't play a Warden so I won't complain about that or ask that anyone get nerfed.</p><p><cite>StaticLex wrote:</cite></p><blockquote><p><cite>PeterJohn wrote:</cite></p><blockquote><p>Sounds like someone who either 1) didn't read any posts in this thread, or 2) has no comprehension of what the problem is with the healing stance which actually DECREASES 2 of our healing abilities.</p></blockquote><p>Oddly enough, I did read most of the posts in the thread and most of them complained about only having two positive abilities in the stance.</p><p>Good job ignoring the last part of my post though where I stated that classes need to be evaluated on the whole. And people still wonder why the devs ignore these sorts of threads..</p></blockquote>
StaticLex
07-24-2009, 12:28 PM
<p><cite>SpineDoc wrote:</cite></p><blockquote><p>I could gladly complain about Wardens solo healing Palace while doing 6k, but hey I don't play a Warden so I won't complain about that or ask that anyone get nerfed.</p></blockquote><p>The warden heal stance is nothing to write home about. lol I still think the class is pretty beast though. This line above is total nonsense though, so whoever is feeding you those numbers is blowing smoke. I've soloed healed the zone plenty of times and not once have I really been able to DPS aside from the occasional nuke for 900 a few times a minute.</p><p>Anyway, as long as templars realize the class isn't totally broken it's all good.</p>
SpineDoc
07-24-2009, 05:09 PM
<p>No one feeding me numbers, I was in the group. I won't deny the guy had the uber equipment though. I've solo healed Palace, although I've never gotten past 2 rooms with Varsoon, the stupid blades always kill us. But as a Templar there is no way in hell I would do any kind of meaningful DPS solo healing that zone.</p><p>I'll tell you what, you can take our protection clicky on our mythical and we can take your power regen stat on your myth. It's amazing to me to see a group completely and utterly OOP, except the Warden with a 100% full power bar.</p><p>One day I'll have to betray and level up my 37 fury lol, just for the sake of curiosity. From what I've seen Wardens are pretty beastly healers.</p><p><cite>StaticLex wrote:</cite></p><blockquote><p><cite>SpineDoc wrote:</cite></p><blockquote><p>I could gladly complain about Wardens solo healing Palace while doing 6k, but hey I don't play a Warden so I won't complain about that or ask that anyone get nerfed.</p></blockquote><p>The warden heal stance is nothing to write home about. lol I still think the class is pretty beast though. This line above is total nonsense though, so whoever is feeding you those numbers is blowing smoke. I've soloed healed the zone plenty of times and not once have I really been able to DPS aside from the occasional nuke for 900 a few times a minute.</p><p>Anyway, as long as templars realize the class isn't totally broken it's all good.</p></blockquote>
StaticLex
07-25-2009, 08:13 AM
<p>The power regen on the item is sweet for sure but it actually does have a tiny achilles heel. If the warden is running around solo or is constantly letting group members die, they can slowly run out of power. It needs to be triggering on at least 2 or 3 group members to do the endless power thing. Anyway if I remember right the templar one was all around solid as well.</p>
Sprin
08-28-2009, 06:42 PM
<p><cite>SpineDoc wrote:</cite></p><blockquote><p>Obviously you didn't read closely enough, as one of the main points is that the healing stance slows down our healing debuffs. That's a major enough detraction from healing stance that many if not the majority of Templars don't even bothering using healing stance at all.</p><p>If you want to evaluate us as a whole, then you need to look at the bigger picture. We are now lacking a viable emergency heal, our healing stance has unreasonable penalties associated with it, and yes we are missing a 3rd ability on the stance like ALL other healers.</p><p>The conversation has been very reasonable, concise and informative to the devs where the Templars in the trenches are having problems with. No one is saying the class is broken, but this discussion is quite valuable from the point of view of Templars. I mean, I'm assuming you play a level 80 Templar that has enough AA to get the healing stance, correct me if I'm wrong? I could gladly complain about Wardens solo healing Palace while doing 6k, but hey I don't play a Warden so I won't complain about that or ask that anyone get nerfed.</p></blockquote><p>This blows... would be nice for them to at least call the debuffs "beneficial" spells since they are healing the group members.... </p>
Hopefulne
09-02-2009, 11:31 AM
<p>they can't call debuffs beneficial because beneficial means 'cast on group/raid'</p><p>what they could do is make the -20% hostile haste into -20% attack haste (as attack spells are spells that do damage so templar debuffs wouldn't apply)</p><p>Also i'd love some form of 3rd bonus to the stance to make it worth the aa's in any situation i'm not 100% healing (like grps/trash)</p>
Viron_X
09-27-2009, 06:28 PM
<p>It's sad that the GU has gone live and this thread hasn't even been posted in. Have the other Templars just given up?</p>
CuCullain
09-28-2009, 12:38 AM
<p><cite>Grafter@Antonia Bayle wrote:</cite></p><blockquote><p>It's sad that the GU has gone live and this thread hasn't even been posted in. Have the other Templars just given up?</p></blockquote><p>Speaking for myself, yes.</p><p>I spent my personal time brinding up a clear list of issues with the class including this one. This was suposidly the "best" way to get thing slooked at according to developer post(s).</p><p>Dev response to this effort has been zero. I don't get paid to try to help the game and I am not going to waste anymore of my personal time trying to help those people that do when they do nothing to make you feel like you should have bothered.</p>
Sprin
09-28-2009, 12:36 PM
<p><cite>Grafter@Antonia Bayle wrote:</cite></p><blockquote><p>It's sad that the GU has gone live and this thread hasn't even been posted in. Have the other Templars just given up?</p></blockquote><p>Pretty much no point anymore... they have made it clear they dont care... in typical SOE fashion, if it doesnt make them money then why bother. </p>
Sheira
09-28-2009, 12:39 PM
<p><cite>Grafter@Antonia Bayle wrote:</cite></p><blockquote><p>It's sad that the GU has gone live and this thread hasn't even been posted in. Have the other Templars just given up?</p></blockquote><p>I haven't given up. Was hoping to see something in the August Dev answers....but I probably should know better.</p>
SpineDoc
09-28-2009, 01:16 PM
<p>Expect to see a healer potion soon on station cash, you can add a 3rd effect and fix the healing debuff casting time as long as you buy the potion. Oh and I hear rumors of a Sacrifice potion on station cash as well.</p><p><cite>Sprinng@Nagafen wrote:</cite></p><blockquote><p><cite>Grafter@Antonia Bayle wrote:</cite></p><blockquote><p>It's sad that the GU has gone live and this thread hasn't even been posted in. Have the other Templars just given up?</p></blockquote><p>Pretty much no point anymore... they have made it clear they dont care... in typical SOE fashion, if it doesnt make them money then why bother. </p></blockquote>
Sprin
09-28-2009, 04:31 PM
<p>The problem is that people see Templars as such a massively powerfull healing class as it is that only the Templars voice their opinions, and any other attempt to "make the situation known" on other forums or even to reference the problem is just followed by flames about how OP the Templars are and how crapass the druids are and they need attention first etc etc..</p><p>And as we see, if there are 300000 posts about it, and there is an overwhelming majority of players on here complaining about it, then it MIGHT, just MIGHT be looked into. When you get 1 post about it and 75% of the posts are against it because they play other healing classes that they think are sub par compared to the Templar in its current state, they rage about Templars wanting more... so it gets lost in the Anti-Templar nerdrage posts...</p>
Kriptini
09-29-2009, 03:02 AM
<p><cite>Sprinng@Nagafen wrote:</cite></p><blockquote><p>The problem is that people see Templars as such a massively powerfull healing class as it is that only the Templars voice their opinions, and any other attempt to "make the situation known" on other forums or even to reference the problem is just followed by flames about how OP the Templars are and how crapass the druids are and they need attention first etc etc..</p></blockquote><p>This is due to the fact that the few people who play Templars don't suck at them. I don't believe we're OP, I believe that we have <em>some</em> skill at this game.</p>
Lord Hackenslash
09-29-2009, 02:13 PM
<p>Seriously you guys are living in a bubble. you are looking at one stat and ignoring the dozens of other tools you have that make templars one of the 2 strongest if not the single strongest healers in game stance or no stance.</p><p><ul><li>No other healer can negate 14% of all damage on the tank. </li><li>No other healer has the sheer number of healing abilitites available to you. </li><li>No other healer can get to 34 beneficial cast speed with just their epic. </li><li>No other healer give as many raw HP to an entire group</li><li>You have access to Shield Ally which is one of the strongest raid healing tools out there. (shared only by inquisitors)</li><li>Our level 80 Ward/heal is arguably the single strongest heal in the game easily healing/preventing 10k damage every 30 seconds.</li></ul><div>This is off the top of my head and not meant to be a complete list. I have raided on a Templar, Defiler, Inquisitor, and Mystic and the stances are far from the single defining characteristic of a character's ability to heal. If on the whole the Templar class had issues with being a balanced class then you'd have a response but honestly, Templars are kings of their game and you are begging for more. It would be like an Assasin complaining that Decapitate does not do as much damage as Manaburn so they must be broken OMGZ!</div></p>
Sprin
09-29-2009, 05:06 PM
<p><cite>Melina@Splitpaw wrote:</cite></p><blockquote><p>Seriously you guys are living in a bubble. you are looking at one stat and ignoring the dozens of other tools you have that make templars one of the 2 strongest if not the single strongest healers in game stance or no stance.</p><p><ul><li>No other healer can negate 14% of all damage on the tank. </li><li>No other healer has the sheer number of healing abilitites available to you. </li><li>No other healer can get to 34 beneficial cast speed with just their epic. </li><li>No other healer give as many raw HP to an entire group</li><li>You have access to Shield Ally which is one of the strongest raid healing tools out there. (shared only by inquisitors)</li><li>Our level 80 Ward/heal is arguably the single strongest heal in the game easily healing/preventing 10k damage every 30 seconds.</li></ul><div>This is off the top of my head and not meant to be a complete list. I have raided on a Templar, Defiler, Inquisitor, and Mystic and the stances are far from the single defining characteristic of a character's ability to heal. If on the whole the Templar class had issues with being a balanced class then you'd have a response but honestly, Templars are kings of their game and you are begging for more. It would be like an Assasin complaining that Decapitate does not do as much damage as Manaburn so they must be broken OMGZ!</div></p></blockquote><p>Thats exactly what I was talking about.. The anti-Templar-borked-abilities-nerd-rage posts that you get from people... The simple fact is that the Templars "Healing Stance" significantly decreases the casting time of 3 of the templars heals.... thats borked...</p>
Lord Hackenslash
09-29-2009, 05:34 PM
<p><cite>Sprinng@Nagafen wrote:</cite></p><blockquote><p>Thats exactly what I was talking about.. The anti-Templar-borked-abilities-nerd-rage posts that you get from people... The simple fact is that the Templars "Healing Stance" significantly decreases the casting time of 3 of the templars heals.... thats borked...</p></blockquote><p>First off I am not Anti-Templar. I play a Mythical Templar and was main tank Templar for a guild for a while. I simply feel that the reasoning of X class got 3 buffs and we got 2 is a flawed argument and irrelevant.</p><p>The decrease in casting speed of the Lotto heals is a very valid issue but has not been the point of this thread. That being said I am used to playing 3 other healers that cast slower so I never really notice it. I thought i was a patch note a while back that they fixed that but like I said, I dont notice the difference because everything else casts so fast and I am rarely not in the healing stance.</p><p>But hey, If you guys get Templars buffed up i'd be happy. Just please come up with a better argument then "Timmy got 3 toys and I only got 2."</p>
SpineDoc
09-29-2009, 08:47 PM
<p>The net total of our heal stance is really one, not 2 benefits. The longer casting speed of our healing debuffs is a negative, 2-1=1. I don't know why this is so hard to understand and why people keep defending SOE's poor decision and their lack of communication.</p>
Kriptini
09-29-2009, 09:20 PM
<p><cite>Melina@Splitpaw wrote:</cite></p><blockquote><p>Seriously you guys are living in a bubble. you are looking at one stat and ignoring the dozens of other tools you have that make templars one of the 2 strongest if not the single strongest healers in game stance or no stance.</p><p><ul><li>No other healer can negate 14% of all damage on the tank. </li><li>No other healer has the sheer number of healing abilitites available to you. </li><li>No other healer can get to 34 beneficial cast speed with just their epic. </li><li>No other healer give as many raw HP to an entire group</li><li>You have access to Shield Ally which is one of the strongest raid healing tools out there. (shared only by inquisitors)</li><li>Our level 80 Ward/heal is arguably the single strongest heal in the game easily healing/preventing 10k damage every 30 seconds.</li></ul><div>This is off the top of my head and not meant to be a complete list. I have raided on a Templar, Defiler, Inquisitor, and Mystic and the stances are far from the single defining characteristic of a character's ability to heal. If on the whole the Templar class had issues with being a balanced class then you'd have a response but honestly, Templars are kings of their game and you are begging for more. It would be like an Assasin complaining that Decapitate does not do as much damage as Manaburn so they must be broken OMGZ!</div></p></blockquote><p>ROFLMAO!</p><p>Templars aren't OP, you just suck at your Defiler!</p>
Sheira
10-09-2009, 01:29 PM
<p>Still waiting for a Dev reply.</p>
Sprin
10-12-2009, 02:51 PM
<p><cite>SpineDoc wrote:</cite></p><blockquote><p>The net total of our heal stance is really one, not 2 benefits. The longer casting speed of our healing debuffs is a negative, 2-1=1. I don't know why this is so hard to understand and why people keep defending SOE's poor decision and their lack of communication.</p></blockquote><p>I really dont think people understand what we are talking about and the anti-Templar posts just get in the way...</p><p><span>the stance as it is doesnt make any sense.</span></p><p>Even forgetting that the Templar doesn't get a third beneficial boost to their stance that every other healer gets, and that the Hostile Detrimental effects that are on there are WORSE then anyone elses... forget that stuff for a moment and focus on JUST the fact that "The Healing Stance" decreases the healing capability of the Templar as well as decreasing the DPS ability...</p><p>The Templar healing stance ONLY gives 10% base heal and 5% crit boost... but decreases the cast time of "hostile spells" by 20%... 3 of those "hostile spells" are actually heal spells / cures for the templars group.....</p><p>And if your in an instance with lots of group encounters fights, one of them is a significant heal that gets nerfed by 20% casting speed, which essentially can mean the difference between you getting it off in time or not... which then negates a 3k+ heal for each member in the group.... 18k+ in heals that cant be cast in time because you are in your "Healing stance"... tell me how that is not borked?</p><p>Some of the reasons Templars are so good at healing is because of the 3 spells that the Healing stance screws up.... so a healing stance is detrimental to Templars... and people say that because there are other healers that arent quite as good as Templar, that this borked Heal stance is the way it "should be"?...</p><p> that would be like saying.. Well the Assassin does more DPS then the swashy... so lets give the swashy's Offensive stance a few extra boosts... not only that, at the same time lets give the Assassins Offensive stance less boosts and actually add some Detrimental effects that Decreases his overall DPS.... </p><p>If that were the case you would have Assassins in an uproar just like Templars are... because something thats supposed to benefit your toon actually doesnt is lame and needs to be fixed.</p><p>AT THE VERY LEAST... Templars should get the same thing added to their stance that Defilers get:</p><p><strong><span style="font-size: xx-large; color: #ff0000;">Reduces the casting time of non damaging debuffs by 15%</span></strong></p><p>Instead, what we get is essentially: Increases the casting time of non damaging debuffs by 20%</p><p>And if too many cry about that, at the VERY VERY VERY VERY VERY VERY least, it should read:</p><p><span style="color: #ff00ff;">"Increases the casting time of Hostile spells by 20%</span></p><p><span style="color: #ff00ff;"> -Does not effect non damaging debuffs"</span></p><p>Since those Non damaging debuffs are heals for the group, this is borked, anyways you look at it.</p><p>Templar Heal stance decreases the healing capability of the Templar = borked healing stance... what is the problem? this is screwed up and needs to be fixed by SOE...</p>
Sheira
10-13-2009, 12:49 PM
<p><cite>Raelysa@Permafrost wrote:</cite></p><blockquote><p>Still waiting for a Dev reply.</p></blockquote>
EQPrime
10-13-2009, 04:47 PM
<p><cite>Ghettoblaster@Nagafen wrote:</cite></p><blockquote><p><cite>Grafter@Antonia Bayle wrote:</cite></p><blockquote><p>It's sad that the GU has gone live and this thread hasn't even been posted in. Have the other Templars just given up?</p></blockquote><p>Pretty much no point anymore... they have made it clear they dont care... in typical SOE fashion, if it doesnt make them money then why bother. </p></blockquote><p>I gave up as well. There are like 2-3 devs who actually try to stay in touch with the playerbase. The others just don't seem to care.</p>
Sprin
10-13-2009, 06:52 PM
<p><cite>Uguv@Mistmoore wrote:</cite></p><blockquote><p><cite>Ghettoblaster@Nagafen wrote:</cite></p><blockquote><p><cite>Grafter@Antonia Bayle wrote:</cite></p><blockquote><p>It's sad that the GU has gone live and this thread hasn't even been posted in. Have the other Templars just given up?</p></blockquote><p>Pretty much no point anymore... they have made it clear they dont care... in typical SOE fashion, if it doesnt make them money then why bother. </p></blockquote><p>I gave up as well. There are like 2-3 devs who actually try to stay in touch with the playerbase. The others just don't seem to care.</p></blockquote><p>What if we just all start doing /bug reports 2 or 3 times a day for the next month... they cant ignore 3000 bug reports that long!</p><p>someone create a bug report for us all to copy and paste in here so we all send the same thing...</p>
PeterJohn
10-16-2009, 11:29 AM
<p><cite>Raelysa@Permafrost wrote:</cite></p><blockquote><p>Still waiting for a Dev reply.</p></blockquote><p>QFE.</p>
Sprin
10-16-2009, 01:43 PM
<p><cite>PeterJohn wrote:</cite></p><blockquote><p><cite>Raelysa@Permafrost wrote:</cite></p><blockquote><p>Still waiting for a Dev reply.</p></blockquote><p>QFE.</p></blockquote><p>Ok, I think we need to come to a consensus about what needs to be addressed first and foremost....</p><p>There are two major issues with the stance...</p><p>1.) We get no casting speed boost to beneficial spells, whereas every other healer does...</p><p>2.) Our Hostile spell increase casting time effects 3 healing, non damage, debuffs... which decreases healing potential of the class...</p><p>.....</p><p>Which leads us to the questions we have to ask ourselves....</p><p>A.) Was there a reason the Templar, being one of the slowest casting healers in the game, didnt get a casting bonus to Benefical spells? And if its a mistake... FIX IT!</p><p>B.) We have to assume that pure idocy was to blame for our other detriment on the spell, the nerf to non damageing debuffs that decrease the healing potential of the class whilst in the "HEALING STANCE"</p><p>At the very least I'm sure most of us would like an answer to A.) and an explanation to B.).... </p><p>We would much rather you fix it, but at least an answer would be nice, and a start...</p><p>......</p><p>That being said, are we willing to take one or the other? or are we demanding both be fixed? </p>
Tehom
10-16-2009, 02:22 PM
<p><cite>Ghettoblaster@Nagafen wrote:</cite></p><blockquote><p><cite>PeterJohn wrote:</cite></p><blockquote><p><cite>Raelysa@Permafrost wrote:</cite></p><blockquote><p>Still waiting for a Dev reply.</p></blockquote><p>QFE.</p></blockquote><p>Ok, I think we need to come to a consensus about what needs to be addressed first and foremost....</p><p>There are two major issues with the stance...</p><p>1.) We get no casting speed boost to beneficial spells, whereas every other healer does...</p></blockquote><p>No, they don't.</p>
PeterJohn
10-16-2009, 04:01 PM
<p>I would be perfectly happy if they just did not INCREASE the casting time for our 3 healing debuffs. Period. I don't care if they don't make them faster, just for Christ sake, don't make them slower!</p>
Sprin
10-16-2009, 04:11 PM
<p><cite>PeterJohn wrote:</cite></p><blockquote><p>I would be perfectly happy if they just did not INCREASE the casting time for our 3 healing debuffs. Period. I don't care if they don't make them faster, just for Christ sake, don't make them slower!</p></blockquote><p>I agree... its lame in every sense... i would prefer to get decrease casting time... like 10% faster casting, but not increasing the casting times is a start...</p>
Sheira
10-21-2009, 05:37 PM
<p>Still waiting.</p>
Sheira
11-04-2009, 05:12 PM
<p>And waiting....</p>
mafoe
11-06-2009, 04:59 PM
<p>Please don't increase our debuff casting time with our heal stance. It's just ridiculous.</p>
Sheira
11-13-2009, 04:02 PM
<p>Wow!</p><p>Still waiting.</p>
StevusX
11-14-2009, 12:37 PM
<p>This one reason i am soon to give up Eq2 for good after a few years of near constant playing.</p><p>There comes a point when you realise the soe people responsible for your class dont even bother readin their own forums.....</p><p>Now i am not saying Templars are that hard done by, far from it, but the point is about fixing <span style="text-decoration: underline;">long standing</span> issues.</p><p>I really really really wish Domino was head dev...... <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>
PeterJohn
11-16-2009, 05:36 PM
<p>I am in agreement. The increased cast time on a beneficial spell is clearly insane, in my opinion, even though the heal spell is a debuff on the mob. I have no idea why developers won't even comment on this issue.</p>
Sprin
11-18-2009, 01:09 PM
<p>Have they fixed it yet? Just checking <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>
patrck17
11-20-2009, 03:32 PM
<p>Good luck getting this fixed guys. You'd think it would be easy to do but you never know. I imagine it is on a to-do list somewhere but since Templars are not exactly struggling relative to other healers I don't think a sense of urgency is there, so it keeps getting shifted down on the list. What you need to do is make it widespread common knowledge that Templars in general are [Removed for Content] and cannot keep a group up. So all you hear over and over is how people always die when templars are in their group and how they can't buff and don't belong in raid. This is what druids did and it got some attention on them. Course druids actually did suck, which may have helped...</p><p>Just remember there isn't an infinite amount of time to solve these problems, so you gotta make it seem like you need them fixed more than everyone else, so far I don't think Templars have been sucking enough to get any attention. Get to work making it appear as though you suck!</p>
patrck17
11-20-2009, 03:34 PM
<p>Oops @ double post.</p>
PeterJohn
11-20-2009, 03:45 PM
<p><cite>patrck17 wrote:</cite></p><blockquote><p>Good luck getting this fixed guys. You'd think it would be easy to do but you never know. I imagine it is on a to-do list somewhere but since Templars are not exactly struggling relative to other healers I don't think a sense of urgency is there, so it keeps getting shifted down on the list. What you need to do is make it widespread common knowledge that Templars in general are [Removed for Content] and cannot keep a group up. So all you hear over and over is how people always die when templars are in their group and how they can't buff and don't belong in raid. This is what druids did and it got some attention on them. Course druids actually did suck, which may have helped...</p></blockquote><p>I did not realize it was a requirement that a class suck in order to have a bug fixed.</p><p>IMHO, having a "healing stance" that makes 3 healing spells take longer to cast is a bug.</p>
patrck17
11-20-2009, 04:44 PM
<p><cite>PeterJohn wrote:</cite></p><blockquote><p>I did not realize it was a requirement that a class suck in order to have a bug fixed.</p><p>IMHO, having a "healing stance" that makes 3 healing spells take longer to cast is a bug.</p></blockquote><p>It unfortunately seems to be a requirement these days. SOE is stretched thin so things that appear obvious do not get any attention. I know this is an obvious problem to all Templars, but every single class in the game has a list of stupid stuff just like this that they want to have fixed (yes even SK's). Enough stuff to keep SOE staff busy for a considerable amount of time. So basicly they have all these problems and not enough time to solve them, so they have to focus on the ones that are (or appear) worse than others, this is where sucking will come into play. If it appears that you are worse off than the rest of the classes, your issues will move higher on the list (at least it seems that way with the attention summoners and druids have got). </p><p>I think everyone can agree its a bug. But is it game breaking? So far doesn't appear to be. I wish instead of fixing all the typos in every -who cares- zone and quest for the LU, they had put some time into fixing the stuff that matters. I can understand not fixing the things that will become trivial when the level cap increases, but aa lines such as heal stances will be around and used in any following xpansions.</p><p>At least you are not having to sit out of raids or roll alts while you wait for your class to get fixed. A lot of druids have rolled templars so they can keep raiding in their guilds. Imagine if you guys all had to roll druids to keep raiding, how terrible does that sound? Pretty bad huh, yah thats pretty much how it has been for the last year for druids.</p><p>Keep fighting the good fight, this post is good, they'd definately never fix this on their own without it being brought up. But at least for you guys the grass isn't greener on the other side. </p>
Sprin
11-20-2009, 05:19 PM
<p><cite>patrck17 wrote:</cite></p><blockquote><p> So basicly they have all these problems and<span style="color: #ff0000;"> not enough time to solve them</span>.......</p></blockquote><p><span ></span></p><p><strong>GENERAL</strong></p><ul><li>The Nightsong Opera House in Neriak is proud to present their production of “Hate Gives Rise To Another Superior Race!” </li><li>Grave Elemental’s Affliction no longer displays error messages when triggering. </li><li>The Jum Jum Thief in Enchanted Lands should now correctly award AA experience. </li><li>The mobs in 2nd floor of Poet’s Place should no longer spawn and fall to the 1st floor. </li><li>Fixed the pathing issue for “stone hive sentinel” mobs in Drafling Tower. </li><li>The “Char’Gin fishermen” will no longer fish beneath the water from their boat. </li><li>Kelethin coins can now be collected within Greater Faydark. </li><li>The Freeport Militia in The Ruins should no longer attack and kill players who have charmed NPCs within the zone. </li><li>Corrected a grammar issue on Guard Tellik. </li><li>Corrected a grammar issue on Pulnil the Haggler. </li><li>Fixed a grammar error in the dialog of the Chronomagi Tasker. </li><li>All References to “Hollow Hedge” should now be “Hedge Hollow” for consistency. </li><li>When changing faction from Kelethin to Qeynos multiple times you should no longer be gated from completing your access to Qeynos. </li><li>The unlucky adventurers in The Shattered Vale no longer turn toward players, despite having been slain. </li><li>The Eternal Gorge: Death Marrow and Zarvonn's creation have both had their loot adjusted to the appropriate level. </li><li>Nektropos Castle: Master Eldrin Necrosis no longer repeats himself. </li><li>The Scale Yard: Malachi Sleetspear has learned the common language! </li><li>The Graveyard: Zaddar no longer cares what city you are a citizen of. </li><li>The Boarfiend Refuse Shovel will no longer poke through walls in homes and guild halls. </li><li>Shu Fan Qi will no longer address herself when speaking about you. </li><li>A steelslave toiler will no longer grant AA experience when slain. </li><li>You will now face in the correct direction when entering The Poets Palace: Return raid zone. </li><li>Chests in the zone “Invasion of the Vale” will no longer be unreachable behind the swirling leaves. </li><li>Unstable Void Tunnel should no longer spend a charge if engaged in PVP combat. </li><li>The Tombs of Night: Retribution - Dvith N'Zur has moved a bit east from his previous spawn point and can now be attacked using melee attacks. </li><li>Most TSO raid creatures no longer use hostile class specific spells that have a duration longer than 1 sec. This will make curing these encounters somewhat less complicated. </li><li>Captain Ista will now properly insult you when hailed. </li><li>A new server title for former residents of Venekor has been added. </li><li>Sandfury elders are no longer granting AA experience. </li><li>There is no longer a stack of books floating off of the bookshelves in the Office of the Overlord. </li><li>Qunard Ashenclaw and the Hive wasps associated with his encounter should reset much more reliably now and not occasionally become stuck in a state that prevented the ring event from progressing </li><li>Grash, Timant, and Tival should now grant AA if players have already defeated Oranti the Risen </li><li>Rath'Adran is now more resilient and should no longer occasionally allow players to gate The Crossing of the Fanged Sea by one-shotting him </li><li>Bi’lithu of the Old Ways should no longer occasionally kill himself with Unholy Feast, nor sometimes complete-heal himself </li><li>Undertow’s lifetap no longer complete-heals himself when casting Siphoning Suckers </li><li>Sergeant-at-Arms Ironcast will now offer writs to players who are either mentored or chronolocked </li><li>Et'sipe Ymeresh should once again spawn at the end of his ring event </li><li>Should players have the misfortune of dying at The Eternal Wellspring, they are no longer forced to choose a different respawn location </li><li>NPCs in Deathfist Citadel should no longer be prone to freezing in place when entering the elevators. Vertigo is apparently prominent among orcs </li><li>Anashti Sul should now be wearing the items that were intended for her in all instances. </li><li>You can now destroy an item from your overflow slot. </li><li>/hide will now execute the illusion hide instead of the achievement hide. </li><li>Ranged auto attack will not stop when using a melee combat art and vice versa. </li><li>Fixed a bug where players could lose the ability to converse with NPCs after speaking with a respec merchant. </li><li>Captured specimens in Klak’anon should be much less likely to agro players through their cages </li><li>The Far Pelican Wheelman will no longer turn to face players…taking the ship’s wheel with him </li><li>Players should no longer be facing the door when entering Castle Mistmoore from the Mistmoore Catacombs </li><li>Banish devices in the Anchor of Bazzul now have consistent verb messages. </li><li>Corrected facing for Fountain of Life respawn locs. Additionally, evac should no longer teleport players from the Fountain of Life to Stormhold. </li><li>The portal to exit the Obelisk of Ahkzul is now much larger and easier to find. </li><li>Leaving then returning to the Maiden’s Chamber after defeating Drusella’s Handmaidens will no longer cause the door to Drusella’s chambers to close and no longer open. </li><li>Players who spawn Cookie’s Monster cannot do so again for 6 minutes. </li><li>Evac in Kurn’s Tower and Kurn’s Tower: The Invasion should now only take players to the entrance, never to the earned respawn. </li></ul><p><strong>ITEMS</strong></p><ul><li>Now Erollisi's Lost Longbow, the Longbow of Valor, the Buckler of the Broken Heart and the Tower of Love can each be turned into a trophy item to be placed within your house. </li><li>The Behavioral Modificatinator Stereopticon now has a small chance to reduce hate position. </li><li>The Robe of Radiant Hues is slightly more radiant. </li><li>The Ceremonial Armor of the Brethren is now heirloom attuneable. </li><li>Basilisks in Butcherblock, Drakes in Darklight Wood and Seedlings in The Peat Bog now drop corpse items. </li><li>Plant fertilizer/bone/water and faction loot items now stack to 200. </li><li>A spelling error in the house item book “Rise of the Orcs – The Deadtime” on page 9 was fixed. </li><li>Anemone Arms are no longer No Value. </li><li>The Mechanized Platinum Repository of Reconstruction no longer displays charges, as it does not have charges. </li><li>The item “Blanket of Fog” should not lose its icon when placing it if placed more than once. </li><li>The 5-piece setbonus on the Atramentous Shadowplate set now applies its mitigation bonus independent of the Bloodletter buff. </li><li>Kingdom of Sky Relic patterns are now Heirloom. </li><li>Items that have an item level above the max level in game will now show when doing a default broker search. </li><li>Hair of the Dog will now suspend mounts while the effect is active. </li></ul><p><span ><span style="color: #d2c5a9;"> </span></span></p><p><strong>QUESTS</strong></p><ul><li>It is now easier to find the lost items for “Vaughn’s Stuff” in the Forest Ruins. </li><li>Defeating the Corpuspasm will now count toward progressing third stage of the quest, "The Symbol in the Flesh". </li><li>The Wantia Coins and Nayad Scales collections now grant a small amount of coin when completed. </li><li>Questgivers and merchants in the enchanted grottos will now also vanish when their mushroom rings vanish. </li><li>The cleansing water for the quest "Pollution Problem" is now removed upon quest completion. </li><li>Cvaka Zichovani in The Feerrott is now willing to update the quest "The Plague?" regardless of whether you have the quest "Shattered Hand". </li><li>You are now able to get the third quest again if you decline it after completing the quest “Human Cargo.” </li><li>The Reanimated Seeress should no longer continually reset herself for the quest “Once in Life as Well in Undeath” for the Rodcet Nife deity quests. </li><li>Angus Fallowfur, Marus Donoval, and Dunda Frostgrip should all respawn in Greystone Yard if they happen to be killed during the quest “A Time for Fighting.” </li><li>The Guard Captain in the zone “The Defector” should now “change his mind” regardless of the option the player choses. The guards in the zone should act accordingly to catch the sneaky little defector! </li><li>The quest “Entrance into the Obelisk” is now labeled as Heroic since you are required to kill heroic mobs. </li><li>The quest “In Quest of a Lucky Charm” should now give an appropriate reward rather than a handcrafted necklace. </li><li>The quest “The Path of the Sunwolf” is now able to be completed in the Peat Bog. </li><li>The reward for the quest “Shareth’s Missing Book” in Greater Faydark has been changed to be more in line with the difficulty. </li><li>The quest “Building Fawn’s Guarden” now asks for Coldwind Barracuda instead of Coldwind fish. </li><li>The quest “Step One: One Head of the Hydra” in Timorous Deep should no longer give an error when completed. </li><li>The quest “The Calling of Thule” in the Temple of Cazic Thule is now marked as Heroic. </li><li>The mission “Martini of the Macabre” should now correctly state that it needs you to contaminate the distilleries instead of claiming you had already done it. </li><li>The quest items “Chokeball” and “Meta-Siphon” Now correctly state that the creature must be below 25% to use this item. </li><li>All named creatures in Nest of the Great Egg will now grant Alternate Advancement experience when defeated. </li><li>The book for the collection quest, The Lore of Fauna: The Behemoth, should now always be attainable. </li><li>The object that grants the Burynai Lore and Legend quest no longer gives an incorrect icon when moused over. </li><li>Corrected a typo in Flaxen's dialog for the quest "An Ugly Bounty". </li><li>Update the quest helper text for the quest "Round Up" to make the objective for the first step more clear. </li><li>Corrected a typo in the quest journal for the quest "The Triumph of Fear". </li><li>Added a weapon reward for monks and bruisers for the quest "Conciliatory Delivery". </li><li>The book "On the Origins of the Phylactery" will no longer show in the dressing room to avoid an appearance inconsistency. </li><li>The statues required for the quest "Lost Long Ago" should now be properly removed when the quest is completed. </li><li>The quest "Merciful Banishment" should have an update counter now. </li><li>The quest "The Triumph of Fear" should have an update counter now. </li><li>Fixed the spelling of "sabretooth" during the update notification for the quests "Handed Down" and "Toothy Maws". </li><li>Moved one of the barrels necessary for the quest "Barrel Full of... Something" out of the room with the Gukish Chef. </li><li>The quest “The Story of the Rat Queen” in Vermin’s Snye has been changed to Heroic to match the difficulty of the targets of the quest. </li><li>The quest “What’s in Demand?” in Darklight Woods have been changed so that only zombies near the camp update the quest. </li><li>The JumJum Jars in Rivervale that are associated with the event to spawn "The Unseelie JumJum Thief” are no longer floating in the air. </li><li>A spelling error in the quest “Seaside Stew” has been corrected. </li><li>The quest “Find Pythus the Rogue” in South Freeport now correctly points to Kaeso Polluvius near the docks. </li><li>The quest “Court of Truth” in Maj’Dul has been changed to Heroic difficulty to match the difficulty of the targets of the quest. </li><li>The quest “A Small Matter of Bristles” in the Enchanted Lands has been changed to Heroic to match the difficulty of the targets of the quest. </li><li>The quest “Back and Forth” in The Serpent Sewer has been changed to Heroic to match the difficulty of the targets of the quest. </li><li>The quest “From Sea to Sea” in Qeynos Harbor has been changed to Heroic to match the difficulty of the targets of the quest. </li><li>The quest “A Journey Outside the City” has been correctly categorized for The Ruins. </li><li>The quest “Vibia’s Wailing Cave Ingredients” in North Freeport has been changed to Heroic to match the difficulty of the targets of the quest. </li><li>The quest “The Ashes of Conquest” in Maj’Dul has been changed to Heroic to match the difficulty of the targets of the quest. </li><li>The quest “Ruins of Varsoon: Revealing the Entrance” in the Vermin’s Snye has been changed to Heroic to match the difficulty of the targets of the quest. </li><li>The quest “Ceremony of the Fanged Necklace” in Nektulos Forest has been changed to Heroic to match the difficulty of the targets of the quest. </li><li>The quest “Ingredients for Valetail Stout” in Rivervale has been changed to Heroic to match the difficulty of the targets of the quest. </li><li>The quest “Gut Ripper” in Zek, the Orcish Wastes has been changed to Heroic to match the difficulty of the targets of the quest. </li><li>The quest “Recovery of the Bloodsaber Plans” in the Elddar Grove has been changed to Heroic to match the difficulty of the targets of the quest. </li><li>The quest “On the Shoulders of Legionnaires” in Crushbone Keep has been changed to Heroic to match the difficulty of the targets of the quest. </li><li>The quest “The Tomb of the Shadow Lords” for Timorous Deep no longer shows an invalid text when completed. </li><li>The quest “The Pirate’s Bride” can now be updated by examining the assassination contract in Mystic Lake rather than having to bring it back to Village of Shin to update. </li><li>The “fancy jewelry case” for the quest “Token for Snouts” in Fens of Nathsar has been moved slightly to make it easier to collect. </li><li>Exiting the fight club for the quest “Practice Makes Perfect” no longer puts you right next to a very angry guard. </li><li>Antonica quest -The quest journal for "A Foul Wind" now gives consistent directions to Firemyst Gully. </li><li>Jabber Longwind in Tenebrous Tangle now responds to players level 50 and above, when they are on the quest "On The Overlord's Secret Service ". </li><li>A punctuation error was fixed in the Nektropos quest, "Visions of Hatred". </li><li>The quest, "Searching the Temple Depths", is now categorized as a Heroic quest due to its targets. </li><li>The quest, "Conflict Among the Kobolds", now checks to make sure the player has all the items required by Watchman Plarg. </li><li>The first stage of the quest, "The Crossing of the Fanged Sea", no longer requires the player to be in the Enchanted Lands to update. </li><li>Completing the collection, "Trinni's Adventure Abound", should reward the player with a tome bearing the same name. </li><li>Deputy Nettlebrine will give the player another 'Unusual Object' if they delete and then accept the quest, "What's This Thing Do?" </li><li>The quest, "The Cove of Decay - Reforming Stormsunder" is now considered a level 31 Heroic quest. </li><li>The "Dom of the Elani" quest in Loping Plains can now be completed when players have "The Symbol in the Flesh" and the Ghoulbane questline active. </li><li>For the quest "Rust Buckets" in Moors of Ykesha the Thalz'Iz'Zaz All-Purpose Cleaner will now notify players if "This assessment bot has recently been cleaned. Please try again later." or "You can only use this item on an assessment bot." </li><li>The kitten sack will now be removed from inventory when players delete the quest "Prove Ye Be a Swabber!" in the Moors of Ykesha. </li><li>In the quest "Officer Training - Chieftain Irtzit Bloodweaver", Petty Officer Kimtiz now correctly asks for Bloodweaver's staff, instead of asking for Skullcleave's staff. Petty Officer Kimtiz has received 50 lashings for his error<span ><span style="color: #d2c5a9;"> </span></span></li><li>More Sunken Bones will now be available for the "Daelic's Bones" quest in Everfrost. </li><li>The Greater Faydark quest "Part Time Help: IV" now properly informs players that they can gather boulders from decaying guardians, rotting guardians and Crumble. </li><li>For the "The Crossing of the Fanged Sea" Hallmark quest, players will no longer be gated by the Chest contains the Fiddy Bobick Nautical Journal Sea, Sails and Slumber. Also of note is that the "Of Sea, Sails and Slumber" journal will be removed from player's inventory if they delete the quest "Of Sea, Sails and Slumber". </li><li>For the Heritage quest "In Honor and Service", you can now properly count in your journal! No longer will you write "seventh" when you mean "sixth"! </li><li>The Greater Faydark quest "Competition" now refers to the correct monsters in all areas of the quest journal. </li><li>The mouse pointer will now change into the attack pointer while in combat with a far seas shipping captain and a far seas deckhand when on the Heritage quest "The Path of Fear". </li><li>The quest "Find and Free" in Maj'Dul now gives better directions to players to help them find the captive. </li><li>The quest “A Brother’s Revenge” should now update upon killing Gabardine Abisgnul within the Evernight Abbey instead of having to loot his head. </li><li>Players who destroy or lose the Metaphysic Propulsar before having completed part 3 of the quest “Tap Into the Power” in Steamfont can now speak with Eegar for another one. </li><li>Boulders for the quest “Restock the Wheel” should no longer spawn underground. </li><li>For the quest “New Efforts” in Steamfont you are now required to bring back the partially chewed ore to Plinka. </li><li>The quest “Enchanted Creature Culling” in Enchanted Lands should now award achievement experience. </li><li>For the quest “The Horn Sounds” in Permafrost, the horn should no longer gate the quest if the giants are not defeated on the first attempt. </li><li>The Elder Gnoll Spirit should now update the quest “A Gnollish Trinket” in Blackburrow. </li><li>Updates for the quest “Kleron’s Wristguards” can no longer be updated by killing creatures outside of Nektulos Forest. </li><li>The Brute Anvil in the Ruins of Varsoon should now accept more than the first person to mark it as discovered. </li><li>The quest “Blood of the Bear: Part Three” should correctly list the current zone as Enchanted Lands. </li><li>The quest “Blood of the Bear: Part Two” should correctly list the current zone as Enchanted Lands. </li><li>Justinian Theo should now offer you another parchment if you lost the first one given to you for the Tribunal Deity quests. </li><li></li></ul>
Sprin
11-20-2009, 05:19 PM
<li>When doing quest “Drowned Treasures” will now get the appropriate message when placing the amulet on the tomb. </li><li>When doing quest “More Metal Than Your Mothers Kettle” the gear scrap to update the quest is now No Value. </li><li>The quest “Pump out of Order” will now grant AA when completed. </li><li>“Battle with the Timberclaws” should no longer gate. </li><li>Duryo Valstath now responds to players betraying from another good aligned city, no matter their level. </li><li>Nektropos Castle: Tribulation - The "Thexian Artifacts" collection now awards AA and a tradeable house item upon completion! </li><li>Everfrost quest - The velium plaque will update the quest "In Search of a Menagerie" even if players have one of the repeatable spirit quests from the zone active in their Quest Journal. </li><li>The quest, "The Great Challenge", has be rewritten to improve its clarity. </li><li>The quest, "Tana's Task", can now be shared with evil characters. </li><li>The quest, "Key Evidence", no longer offers the player a Tunare field altar. </li><li>Havras "Hack" Scutter will now help players with the quest, "The Symbol in the Flesh", even if they're already working on some of Havras' other quests. </li><li>The dirt mound for the quest “Odd Feather” in Timorous Deep can now be double clicked to update. </li><li>Deputy Hopple in Enchanted Lands should now require you to actually have the Wild Apple Muffins he requested when turning the quest in. </li><li>If you have completed the quest “Empowered Ghoulbane” before getting the quest “The Symbol in the Flesh” you can now speak to Havras "Hack" Scutter in Loping Plains to update the quest. </li><li>Tychus Zeksworn should no longer keep trying to give you the quest “For the Glory of Rallos” once you have already obtained it. </li><li>The quest “Steamfont Stew” in Steamfont Mountains now refers to the radishes as being near trees in Steamfont Mountains. </li><li>The Ebon Mask Sponsor Message should now be removed from inventory upon completing the quest “Finding a Sponsor” for the Neriak citizenship quest. </li><li>For the quest “The Dire Wolf Whisperer” in Loping Plains, If a player dies after leashing a Dire Wolf, Wolfmaster Heinrich should require you to go get another Dire Wolf. </li><li>All quests in The Ruins should now display the correct category in your journal. </li><li>All quests in The Sprawl should now display the correct category in your journal. </li><li>Court of Blades: Dukarem's Purge, Part II quest will now update correctly when escorting Quartermaster Hajid. </li><li>Pillar of Flames: Players on the quest, "Learning the Way" may reenter the Ashen Elite Order Training Grounds if they leave before completing the quest. </li><li>Pillar of Flames: Players who have completed the quest, "Learning the Way", can now complete the quest, "Elite Training" without issue. </li><li>Mistmoore Abbey: Gabardine Obisgnul's head now drops for all players on the quest, "A Brother's Revenge", at any level. </li><li>Wizard Epic: Of Fire and Ice: A Codex in Crisis: Intrepid wizards will no longer have to ask Cerennhir so many questions before receiving the Runed Codex Coffer. </li><li>For the quest "Gator Care-Egg Gathering" players will no longer collect alligator eggs. They will now collect the correct crocodile eggs. </li><li>The quest "The Missing" in Qeynos now grants AA experience. </li><li>The quest "A Sizable Problem" in Runnyeye now grants AA experience. </li><li>The door to the Moppet Shoppe in Kunzar Jungle now always sends the players to the correct Shoppe. </li><li>On the quest "Components for Gimble" in Wailing Caves, players now correctly collect 'Strongbox Deceiver Meat' instead of 'Strongbox Deciver Meat'. </li><li>When betraying to Kelethin, Eagereye Mayweed will now direct assassins that have completed their transformation into their new class back to Queen Amree to complete their Kelethin citizenship. </li><li>The quest "The Balance of Nature" from The Village of Shin is no longer shareable between group members. </li><li>If a player fails to create the Muktuk Veil Mask while on the quest "Entering the Veil" they can now go and kill more ghouls to collect additional 'Corpudermus Husks'. </li><li>The quest completion text for "Di'Zok Intelligence" in Kylong Plains has been corrected to reflect the player's actions during the quest. </li><li>Jeroel the Famished no longer has a book over his head after the player has completed the collection "The Lore of Fauna: Behemoth". </li><li>Erwin Rohand of Qeynos Harbow will now properly notify players if they can pick up and turn in his quest, "Sleek Wolf Hides". </li><li>The quest "Hides for Brianna" in Thundering Steppes no longer updates off rumblers in other zones. </li><li>Players can no longer share the quest "The Pirate's Bride" from The Village of Shin. </li><li>The quest "An Important Meeting" will no longer display an error message upon completion. </li><li>The quest “To Skin a Panther” now actually has you slaying panthers. </li><li>Speak with Old Master Kakaru if you lost the Spirit Vessel while on the quest, “The Tablets of the Blademaster”. </li><li>Ending the Revolution quest should now display the correct completion zone. </li><li>Ghosts of Times Past should now update if a pet slays the enraged dwarf. </li><li>Players attempting to share city writs obtained in Kylong Plains with group mates of differing alignment will now get a clear error message stating what citizenship alignment the quest requires. </li><li>Commonlands quest: Tiff Squeelunkle will now replace the "magical map of the Commonlands and Freeport" for those on the quest "Crates on the Nerves" if they have misplaced it. </li><li>Everfrost quest - "In Search of a Menagerie" now awards coin, a greater amount of XP and AA. </li><li>Pillars of Flames: The quest, "Lady Naga" (no relation to the disco stick loving Lady Gaga), has been increased in its difficulty due to the recent changes made to the population of the Island of Naga. </li><li>Commonlands: The Quest, "Aggressive Carrion Feeders" has been lowered in tier to reflect the intended quest targets. </li><li>Kylong Plains: Players can now harvest barracuda's from any Kunark zone to receive credit for the quest, "Krunchy Kunzar Roll". </li><li>Butcherblock Mountains: Raghunatha has lost his ability to see invisible people! </li><li>The Ruins of Varsoon: The Quest, "A Morbid Discovery" has been made heroic because a heroic mob shares the encounter with the quest targets. </li><li>Butcherblock Mountains: Schmitty McEricson is MUCH less discerning with the type of sea slug antennas you bring him. </li><li>Neriak: The city’s writ givers are now willing to work with adventurers that have visited the Timeless Chronomages. </li><li>You should no longer be able to immediately swipe another gearbox needed for the quest, "Mediumer Bang". </li><li>You should now face the correct direction when entering the Seeress' Tomb for the quest, "The Unwelcome Regents". </li><li>The quest "The Wheel of Vaniki” should now complete properly. </li><li>Defeating Clockworks for the quest "The Broken Pen" should only update in the intended area now. </li><li>Crusader Jelexx should no longer offer the quest, "To the Pens" without actually having told you about it yet. </li><li>You should be able to click on the poster in Bathezid's Watch that will grant the quest, "Overlord Overload". </li><li>Adjusted the levels on a few Chronomancer missions to properly match the target's level. </li><li>The mission, "Path of the Past - Court of Innovation" should no longer display the current zone as "none". </li><li>The figurines offered for completing the Chronomancer missions should now be available any time after you finish that mission. You will need to complete the mission once more for the plushie to become available to you, however. </li><li>The quest "Samiel Investigations" should now properly say that you are working for the Court of Truth. </li><li>Coercer’s hailing themselves during the epic will no longer freeze in place. </li><li>Tillage Mushrooms for the quest “Accord Assistance – Swamp Foot Lotion” now grow to a slightly larger size, which should make them easier to find.<strong></strong> </li><li>The quest “A Key to the Past” in Stormhold has been changed from level 20 to level 25 to match the level of the targets of the quest. </li><li>The quest, “Rescue Revyl Kylar” should successfully update once again. </li><li>Knives in Mistmoore Catacombs for the quest Silver Wares should once again respawn after 30s.</li><p><strong>SPELLS</strong></p><p><em>Sorcerer</em></p><ul><li>Translocate has an updated visual which no longer makes the sorcerer disappear. </li></ul><p><strong>TRADESKILLS</strong></p><ul><li>Volwon in Bathezid’s Watch and Zhary in Riliss are seeking assistance from crafters who have been properly introduced to their faction by Greeblentus, but who have not yet achieved ally status. </li><li>Sziths in the Danak Shipyards is seeking assistance from crafters who have been properly introduced to the Legion by Greeblentus, but who have not yet achieved ally status. </li><li>The Far Seas Trading Company has been looking for ways to stimulate business. You may notice their caravans or ships arrive at a city near you in the near future! </li><li>Harvest items in the tradeskill group instances now stack to 200 (instead of 20). </li><li>Carpenters are now able to create rare mahogany strong boxes. </li><li>Tradeskill group missions now reward guild status points in addition to the other rewards. </li><li>Level 40 and 44 carpenter writ quests are now offered in ascending order instead of being reversed in the dialog. </li><li>The tradeskill quest “Far Seas Supply Division - Rescuing the Relics” is now a persistent instance, but requires fewer statues, and has an additional reward. </li></ul><p><strong>USER INTERFACE</strong></p><ul><li>Byzolabane is now properly categorized in the Achievements window. </li><li>Item tooltips will now give information about gains and losses over currently equipped items. </li><li>The placeholder detriment icons were removed from the raid window. </li><li>The raid window font-size was decreased and the overall window is a little more compact. </li><li>The attune window no longer zones with you. </li><li>The “select language…” option on the chat window is not available on PvP servers. Players will no longer be misled into thinking they can speak common. </li></ul><p><strong>ANCHOR OF BAZZUL</strong></p><ul><li>Imprisoner Y’nosii no longer drops the key for his chest, only his weakened soul does. Additionally, he will dispel player’s possession spells upon his death so that they do not inadvertently kill the weakened soul and not receive a key. </li></ul><p><strong>ANTONICA</strong></p><ul><li>NPC “Taskmaster Lynette” in Antonica now gives proper dialog responses for multiple quests. </li><li>Taskmaster Lynette now references the correct Far Seas Trading Requisition number. </li><li>Sighard Sayer in Antonica will now give the quest "Delivery from Sayer's Outfitters" when you complete "Battle with the Timberclaws". </li><li>In Antonica, there are now additional Darkpaw soldiers in their camp just outside of Qeynos. </li><li>Captain Antillin in Antonica has returned to the lighthouse area! </li></ul><p><strong>BEFALLEN</strong></p><ul><li>Locksmith Jarl in Befallen is now a 20 minute spawn and will now grant Alternate Advancement experience when defeated. </li></ul><p><strong>BLACKBURROW</strong></p><ul><li>Nantglas in Blackburrow is now a 15 to 20 minute spawn and will now grant Alternate Advancement experience when defeated. </li></ul><p></p><p><strong>BUTCHERBLOCK MOUNTAINS</strong></p><ul><li>Kragploom aviaks should no longer spawn underwater. </li><li>Shadeshire defenders now are considered treants and will drop Treant Mastery items rather than Elemental Mastery items. Additionally, they are now susceptible to the Treant Mastery Strike. </li></ul><p><strong>CAZIC THULE</strong></p><ul><li>The Acidic Mass in Cazic Thule should no longer de-spawn when engaged and will now grant Alternate Advancement experience when defeated. </li></ul><p><strong>COMMONLANDS</strong></p><ul><li>At location near -163, -45.5 252.5 in Commonlands, the fish in the river around there should no longer swim above the water. </li><li>With their construction project complete, the guildhall laborers have left Antonica and The Commonlands to find other work. Only a few found employment as dock laborers in The Commonlands. </li><li>“Reetusk” the named elephant mob in Commonland will now be seen walking its path instead of running. </li></ul><p><strong>COURT OT TRUTH</strong></p><ul><li>You will no longer get stuck in between bookcases when visiting the Court of Truth. </li></ul><p><strong>DEN OF THE DEVOURER</strong></p><ul><li>The Devourer will no longer not grant AA if players slay her after defeating Svacklan </li></ul><p><strong>DRAFLING TOWER</strong></p><ul><li>The patrolling “stone hive sentinel” mobs in Drafling Tower will no longer be seen flying into cave walls. </li></ul><p><strong>ENCHANTED GROTTO</strong></p><ul><li>Merchants in some of the Enchanted Grottos have acquired some new items to trade. </li></ul><p><strong>EVERFROST</strong></p><ul><li>Dovan Farfall of Everfrost has finally added color to his life! His robes are no longer pitch black. </li><li>The Icespire Summit and The Forbidden Sepulcher have had respawn and evac locs added within the zone; players are no longer forced to respawn outside the instances in Everfrost. </li></ul><p><strong>FOUNTAIN OF LIFE</strong></p><ul><li>Godking Anuk should no longer occasionally reset inside his platform </li></ul><p><strong>GREATER FAYDARK</strong></p><ul><li>Crumble in Greater Faydark will now grant AA experience when defeated. </li><li>Morganellus's dialog has had several punctuation errors resolved. </li><li>“Quarry” the named rock elemental in Greater Faydark can no longer be charmed. </li><li>Fethinal the Enchanted in Greater Faydark now wears clothing. </li></ul><p><strong>ISLAND OF MARA</strong></p><ul><li>You can now correct Captain Ingrid when she assumes that you started out at the Queen's Colony or the Outpost of the Overlord. </li></ul><p><strong>JARSATH WASTES</strong></p><ul><li>You should no longer witness flying sharks in Jarsath Wastes. </li></ul><p><strong>FENS OF NATHSAR</strong></p><ul><li>Fens of Nathsar Giants now drop Lore and Legend items. </li></ul><p><strong>KYLONG PLAINS</strong></p><ul><li>The “Graniteroot” mob in Kylong Plains will no longer path through the wall after he spawns. </li><li>Thunked a number of ore nodes in Kylong Plains to the ground. </li></ul><p><strong>LABORATORY OF LORD VYEMM</strong></p><ul><li>Alzid Prime now correctly casts his heal. </li></ul><p><strong>OBELISK OF LOST SOULS</strong></p><ul><li>The entrance to The Obelisk of Lost Souls" from "The Vestibule" now correctly identifies the name of the zone. </li></ul><p><strong>ORATORIUM OF THYR</strong></p><ul><li>The “magma elemental “ mobs in The Oratorium of Thyr now have “elemental” classification attached. </li></ul><p><strong>PILLARS OF FLAME</strong></p><ul><li>Thauz the Exiled should no longer occasionally start his fight by casting a spell for over 9000 damage. </li></ul>
Sprin
11-20-2009, 05:20 PM
<p><strong>PLAYER HOUSING</strong></p><ul><li>You can now pack automentor reward house items into your moving crate. You can also return these items to owner. </li><li>You can now add comments to your house load files. Just start the line with //. For example: “//gnomes are awesome” </li></ul><p><strong>POET’S PALACE</strong></p><ul><li>Aysor the Mighty should no longer occasionally fall through the floor. </li><li>Brass and Steel Cyclops statues in the single group version of Poet’s Palace should no longer occasionally spawn inside the pedestals used to spawn them. </li></ul><p><strong>MIRAGUL’S PHYLACTERY</strong></p><ul><li>The Atrocious Amalgam in Miragul’s Phylactery: The Anathema, should no longer completely heal when he casts Life Slurp. </li></ul><p><strong>NEKTULOS FOREST</strong></p><ul><li>There should now be continuously respawning treant mobs in Nektulos Forest. </li><li>Harvesting nodes in Nektulos Forest have been relocated. Harvesting objects should no longer appear on top of trees or inside rocks. </li><li>Corrected a text error on “a maturing owlbear egg” when harvested. </li><li>Seamist Fairy Nerina in Nektulos Forest should no longer have a quest feather once you have completed her quests. </li></ul><p><strong>NERIAK</strong></p><ul><li>Merton V'Baenrae and Zezmyr D'Setirret in Neriak should no longer occasionally speak with a female voice. </li></ul><p><strong>PERMAFROST</strong></p><ul><li>Rygia in Permafrost should now display the correct attack cursor when engaged. </li></ul><p><strong>QEYNOS</strong></p><ul><li>Merchant “Minda Broadfeet” in Qeynos Harbor now says proper flavor text for what she sells. </li><li>Merchant “Thomas Bodley” in Qeynos Harbor now says proper flavor text for what he sells. </li><li>Alexander Kerr no longer talks about items he does not sell. </li><li>The upstairs doors in all versions of the Qeynos four-room inn now open together if either one is clicked. </li></ul><p><strong>RIVERVALE</strong></p><ul><li>“Barmaid Rosaline” in Rivervale should now path properly in the bar. </li><li>The quest “Collapse” now grants AA and has the correct category attached. </li></ul><p><strong>RUINS OF VARSOON</strong></p><ul><li>Players entering the Chamber of Immortality in the Ruins of Varsoon should no longer face a wall when zoning in or evacuating. </li></ul><p><strong>RUNNYEYE</strong></p><ul><li>The Stack of Knowledge within Runnyeye should allow adventures to access its pages, if they have knowledge of the Goblish language. </li></ul><p><strong>SANCTUM OF THE SCALEBORN</strong></p><ul><li>Sslanyiz the Animator will now grant AA if players defeat him after defeating Bozar. </li></ul><p><strong>SHARD OF LOVE</strong></p><ul><li>A permanent portal to the Shard of Love has been established within Everfrost for adventurers of 50 seasons and above! </li></ul><p><strong>SINKING SANDS</strong></p><ul><li>Great care should be taken when traveling the Sinking Sands; its denizens have become more formidable. </li><li>Many collections from Sinking Sands that were originally on the Kunark Burynai and then later removed have been added back to the tables in this zone. </li><li>Players who die within Azhar's Penitence can now revive within the zone instead of only being able to revive in Sinking Sands. </li><li>A Gold Ripper in Sinking Sands should no longer have a place holder and is now on a 20 minute spawn timer. It will now grant AA experience when defeated. </li></ul><p><strong>SHIMMERING CITADEL</strong></p><ul><li>When zoning into the Shimmering Citadel players should no longer have the chance of falling through the geometry. </li></ul><p><strong>SPLITPAW</strong></p><ul><li>Ghost spiders found within the Sundered Splitpaw: Upper Tunnels are no longer classified as human! </li><li>Some instances within the Sundered Splitpaw will now allow you or your group to revive or escape within the zone instead of having it put you back in the hub with a lockout. </li></ul><p><strong>STEAMFONT MOUNTAINS</strong></p><ul><li>Grikbar Kobolds should no longer be hovering inside Grikbar Crater in Steamfont Mountains. </li></ul><p><strong>TIMOROUS DEEP</strong></p><ul><li>Spotted pouncers in Timorous Deep should now be able to be charmed. </li><li>In Timorous Deep, the Haoaeran poacher will no longer attack the “sand snapper” after it has been charmed as a pet. </li></ul><p><strong>THUNDERING STEPPES</strong></p><ul><li>There is now a small number of static antelope-only spawns in Thundering Steppes to avoid some bottlenecking in Dwarven Work Boots. </li><li>Bloodtalon has been spotted more frequently! </li></ul><p><strong>TRAKANON’S LAIR</strong></p><ul><li>Trakanon once again flies in during his intro instead of air walking </li></ul><p><strong>VEESHAN’S PEAK</strong></p><ul><li>Silverwing Encounter - There are two wisps NPCs present in this encounter. Their appearances have been changed to make it easier to distinguish between the two. One stuns players if they get too close, the other heals Silverwing if it gets close to him. </li><li>Silverwing Encounter - The script and spell to heal Silverwing had the potential to increase his health by too much, this has been corrected. It should always be 2% initially and then 1% every second for 5s after that. </li></ul><p><span style="font-size: xx-large; color: #ffcc00;"><strong>Every one of these updates is less important then the one we are asking for.... A major bug to a healing stance on one of the 8 healers in the game... </strong></span></p><p><span style="color: #ffcc00;"><span style="font-size: xx-large;"><strong></strong></span></span></p><p><span style="color: #ffcc00;"><span style="font-size: xx-large;"><span style="color: #ff0000;"><strong>SOE doesn't have time? BULLSH$T...</strong> </span></span></span></p>
patrck17
11-21-2009, 01:44 PM
<p><cite>patrck17 wrote:</cite></p><blockquote><p>... I wish instead of fixing all the typos in every -who cares- zone and quest for the LU, they had put some time into fixing the stuff that matters. I can understand not fixing the things that will become trivial when the level cap increases, but aa lines such as heal stances will be around and used in any following xpansions...</p></blockquote><p>Chill down bud, were on the same team. But notice how none of those changes deal with game mechanics. All they did this LU was fix typos and move where mobs spawn and what they wear. They made no real changes in this update. They didn't fix any of the 24 classes issues that they are crying on the forums about. I imagine the staff that fixes the typo's and changes house items is not the same staff that fixes game mechanics, (whom are probably busy on SF content). </p><p>I think our best chance of getting anything anything fixed is to feedback it durring beta. Make it seem like its a new bug that didn't exist before. They will be looking for things to fix durring this stage of development so take advantage. If you have the opportunity to beta test you should take it. </p>
Oakum
11-23-2009, 10:41 AM
<p>It very well could be that, unless something is flat out broken, the dont want to change it and then mess up their plans for fixing and rebalancing healer classes with the next expansion. I know my alt templer can do better then my warden could have with the same lvl gear and spells in keeping a group up so the priorty is probably not there also.</p><p>Although they could "fix" it too by adding wording to the spell that it will not affect any spell that has an attack part to it. THen they could expect everyone to be happy with that part of it. They could also add a self snare reducer and then call it good since you now have another part to the healing stance. Of course it wouldnt be much use but it would be an extra effect. </p>
RootXArtemis
12-05-2009, 01:35 AM
<p>I think the reason it is not being "fixed" is because templars are already the most powerful healers in the game (yes, they are 2nd on the parse after defilers, but the parse does not take curing and stoneskin, reverence etc into account).</p><p>Thus, making them even more powerful is not necessary currently.</p><p>One of the reasons devs don't respond is probably b/c if they said they won't change it people will only moan and whine and if they will change it they will announce it when they will anyway. Problem I see is that devs are preferring frustration of being ignored over destroying people's hope for a certain change. It is arguable which is worse for Sony, but that's just my guess why they're not responding.</p><p>PS: In light of the improvements for templars since EoF I am still delighted and have no problem with our healing stance.</p>
PeterJohn
02-17-2010, 12:02 PM
<p>Necro update:</p><p>Our healing stance no longer increases the casting time for our nondamaging debuffs. Yay! I am so happy that I can finally start using what was supposed to be one of my ultimate endline abilities!</p><p>The text description for the healing stance has been changed to say that it <strong>increases casting time for any damaging spells</strong>. Since there is no damage associated with Mark, Healing Fate, or Involuntary Cure, these spells remain unchanged when in healing stance. Also our mitigation debuff Rebuke is not affected, since it too is not a damaging spell.</p>
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