View Full Version : Test Update Jan 26
<p>EverQuest 2<span >Test Update<em> January / 26 / 2009</em></span> <p>ACHIEVEMENTS</p> <p>Shadowknight</p> <p>Adjusted Shadowknight’s Fury to be an encounter based hate gain to better match their role. A bonus has also been added to threat while reducing the added spell damage.</p> <p>[test only]</p> <p>Fixed a number of fighter achievements which reduced resistibility or no longer worked with the gu51 changes.</p> <p>EVENTS</p> <p>A great many of the “More Romantic Gifts to Craft” have had their recipes adjusted!</p> <p>The number of Fresh-cut Roses spawning in Enchanted Lands has been doubled.</p> <p>Fresh-cut Roses, Erollisi Coin and Love loot (notes and candy hearts) can now stack to 100.</p> <p>There now more reward options available for Dalron's "Love Lines" quest.</p> <p>ITEMS</p> <p>Paladin’s Zealous Voidbeam 4-piece bonus now adds mitigation instead of Spell and Combat Art damage.</p> <p>Silk Robe of Summoning, Aramid Robe of Voidcaller, and Staff of Elemental Mastery no longer function on swarm pets, but should stack with other pet effects better than they did previously.</p> <p>Some avatar dropped items have changed. Critical mitigation will now match the raid set mitigations, percentage damage based effects were reduced to better match the difficulty of some of the encounters and some fighter dropped pieces have changed to include the new taunt based effects and additional aggression.</p> <p>SPELLS</p> <p>Bruiser</p> <p>Bruisers can now cast the Impose line while stunned or stifled instead of the Brag line.</p> <p>Guardian</p> <p>The guardian can now cast the Provoke line while stunned or stifled instead of the Shout line.</p> <p>Paladin</p> <p>Divine Favor has been adjusted to no longer have any penalties and to better help the paladin after almost dying.</p> <p>Paladins can now cast the Incite line while stunned or stifled.</p> <p>Shadowknight</p> <p>Shadowknights can now cast the Decree line while stunned or stifled.</p> <p>[test only]</p> <p>General</p> <p>All taunts have been improved slightly.</p> <p>Fighter</p> <p>Changed the primary green taunts to all be 0.5 second casting time.</p> <p>Several adjustments have been made to threat values.</p> <p>Fighter taunts in offensive stances should no longer be locked out.</p> <p>Paladin</p> <p>Redemption now has a 15m range like their other taunts.</p></p>
Kordran
01-27-2009, 06:59 AM
<p>If any Paladins are wondering what happened to Divine Favor, it works the same as before (same percentage healed) except that you're no longer stifled, and it will completely absorb the next 2 attacks.</p>
Vulkan_NTooki
01-27-2009, 08:33 AM
<p>Not bad.. not bad at all.. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></p>
Gwarsh
01-27-2009, 09:10 AM
<p>not bad at all. still not a big fan of how this change is being done but it's getting closer to something i can live with</p>
Loxus
01-27-2009, 10:51 AM
<p>I'm really digging the Pally changes, thanks Alelrik! Any chance we could get a reduction of our ward line to a 1 sec cast time? I think that would pretty much finish pallys up.</p><p>Edit: Spelling error</p>
Detor
01-27-2009, 11:30 AM
<p><cite>Gwarsh@Befallen wrote:</cite></p><blockquote><p>not bad at all. still not a big fan of how this change is being done but it's getting closer to something i can live with</p></blockquote><p>I like the state of test much better now. I think in some situations a paladin might even be able to hold aggro better now (assuming a paladin tries to achieve as much hate as he can) compared to having to depend on one other person to do enough to keep you at the top of the hate list previously. Plus there have been several enhancements to survivability so even though the paladin is spending more time focusing on keeping hate he can still stay alive. Being able to cast a taunt through a stun is a pretty big step too which actually lends an advantage over amends when it comes to mobs that stun on pull and then go right for the healer.</p><p>Some things I'd change:</p><p>Clarion - I'd change the descriptive text from "This spell can be cast will stunned." to "This spell can be cast while stunned."</p><p>Warlock and Wizard - maybe provide some way to decrease the resistability of Nullify/Blip and Concussive, or make them use the resist type of the person casting them. These spells seem especially prone to being resisted in my experience.</p>
Yimway
01-27-2009, 12:14 PM
<p><cite>Spetz@Runnyeye wrote:</cite></p><blockquote><p>Guardian</p> <p>The guardian can now cast the Provoke line while stunned or stifled instead of the Shout line.</p></blockquote><p>/ragequit</p>
<p>Here is some changes to avatar loot (Russian EQ2 off-forums):</p><p><a href="http://forums.akella-online.ru/showthread.php?t=25585" target="_blank" rel="nofollow">http://forums.akella-online.ru/show...ead.php?t=25585</a></p>
Anastasie
01-27-2009, 01:13 PM
<p>wow - the leather bp is getting nerfed from 10% down to 3% base dmg. That is a massive nerf. I hope they didn't nerf my Karana charm too especially since it's a proc and not static. <img src="/eq2/images/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" /></p>
rogleete
01-27-2009, 01:43 PM
<p><span >Some avatar dropped items have changed. Critical mitigation will now match the raid set mitigations, percentage damage based effects were reduced to better match the difficulty of some of the encounters and some fighter dropped pieces have changed to include the new taunt based effects and additional aggression.</span></p><p>Lets just nerf the gear since we fail to make stuff harder, they are only the end-mobs of the game. Nerf dps items, boost tank items. Epic fail.</p><p>-----topic change-----</p><p>WTB regular running animation for frogloks or a race respec via station cash.</p>
Aldelbert
01-27-2009, 02:05 PM
<p>What is the point of nerfing Avatar gear? That stuff is strong but it's because it deserves to be that strong for the effort to kill an Avatar. This update is starting to look like SWG NGE all over again in attempts to upset the playerbase.</p>
Elanjar
01-27-2009, 02:09 PM
<p>reason for the cast time increase on green taunt? recast is still short correct or did we get [Removed for Content] there too?</p>
Kordran
01-27-2009, 02:52 PM
<p><cite>Elanjar@Nagafen wrote:</cite></p><blockquote><p>reason for the cast time increase on green taunt? recast is still short correct or did we get [Removed for Content] there too?</p></blockquote><p>For myself (factoring in APs, etc.) the cast time for Clarion is 0.19 seconds, recast 4.5 seconds; cast time for Excoriation is 0.38 seconds, recast 9.1 seconds. For Restitution, it's a cast of 0.18 seconds and recast of 27.3 seconds.</p><p>So, yes, Excoriation takes twice as long to cast, but it's so small it's functionally immaterial. And because the recast on the AE taunt is a bit less than twice the recast on the single, I find that it can result in a good "rhythm" where you're basically cycling your taunts between CA sets. No complaints here.</p><p>Edit: Note the significant reduction in cast times for Restitution. It runs for 20 seconds, so as long as you're timing things well, you can keep it running most of the encounter. That, coupled with the fact that Clarion can be used while stunned/stifled, keeping control of a single mob won't be an issue. Now, with AE encounters, that gets to be trickier with our new designation as single-target tanks.</p>
Tomsuan
01-27-2009, 07:30 PM
<p>Does SOE want to exterminate summoner?</p>
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