View Full Version : Enchanters in SQ and NFP
skidmark
10-09-2010, 01:09 PM
<p><strong>NORTH FREEPORT</strong></p><ul><li>A new group of enchanters are conducting class outside the Academy of Arcane Science. Witnesses report seeing banned forms of Illusionary magic being practiced openly!</li></ul><p><strong></strong><strong>SOUTH QEYNOS</strong></p><ul><li>Warning: Reports of a frolicking ogre are being reported near the Tower of the Magi. Adventurers are advised to avoid the area until the incident has been resolved.</li></ul><p>Are these supposed to be trainers?</p><p>The SQ Coercer would talk to my coercer and it alluded to a merging of the classes (illusionist and coercer)?</p><p>[Fri Oct 08 17:24:27 2010] aNPC 30468 Khayrat Batul:Khayrat Batul/a says, "Long ago the art of enchanting combined the separate disciplines of illusion and coercion. Now with the aid of Malevini Darlyner, the Concordium is able to bring these two sibling schools together again."</p>
Stylish
10-09-2010, 01:21 PM
<p>God I hope not...merging classes = fail.</p><p>Just bring back CC for both chanters.</p>
LivelyHound
10-09-2010, 01:23 PM
<p>What then would I do with my two toons that suddenly become the same toon? Hopefully this is just something to allow/unlock something etc... to make cc useful again as promised by Smokejumper some time ago. The npcs do anything else, or just give you that text so far?</p>
Cusashorn
10-09-2010, 01:48 PM
<p>They're just flavor, and the Coercer is refering to how both illusionists and coercers all used to just be Enchanters in the first game. That's all.</p>
LivelyHound
10-09-2010, 04:33 PM
<p><cite>Cusashorn wrote:</cite></p><blockquote><p>They're just flavor, and the Coercer is refering to how both illusionists and coercers all used to just be Enchanters in the first game. That's all.</p></blockquote><p>How do you know? And if so why add them to do precisely nothing?</p>
Stylish
10-09-2010, 04:40 PM
<p>The guy says: <span >"Long ago the art of enchanting combined the separate disciplines of illusion and coercion. <span style="font-size: large;">Now with the aid of Malevini Darlyner, the Concordium is able to bring these two sibling schools together again."</span></span></p><p>Notice how he says NOW the Concordium is able to bring these two together AGAIN.</p><p>He is not referring to the fact that they USED to be both enchanters. Its quite clear he is talking about NOW.</p>
Cusashorn
10-09-2010, 04:42 PM
<p>Because the class changes need some explanation in game to justify them changing. These are the lore reasons explaining why these Coercers from Freeport came over to Qeynos in the interest of self preservation. These are why the Arcane Scientists are realizing that phantasmagoria and other similar arcane studies are not, and were not, as black and white as most people would want you to think.</p>
Xalmat
10-09-2010, 05:37 PM
<p>These are flavor NPCs, nothing more.</p>
Arondur
10-09-2010, 05:47 PM
<p>Cusa - Xalmat, I sincerly hope you are correct in this. If they merge Illy and coercers into Enchanter, I will be much more then [Removed for Content] off.</p>
Skeez1e
10-09-2010, 06:00 PM
<p>I assumed it was a more apparent way to show good alignment characters can now be coercers and evil, illusionists.</p>
snowli
10-09-2010, 07:22 PM
<p>I'm expecting it's simply a little lore to allow for the fact coercers are now freely wandering/living around queynos and illy's around FP and so - I expect there are other lore npc's to come for all the rest of the classes that changed from good/evil to neutral. Personally I am looking forward to the Queynos has Assassins lore NPC dialouge <em>"progressive liberals all now realise we should not oppress the citizens of Queynos by denying them free access to assassins, because as all good people now realise, sometimes one just has to pay for </em><em> poisonings and </em><em>slit throats in the night, all in the name of happiness and sunshine and puppies everywhere of course"</em> <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" /></p><p>If SOE can barely manage to get any of the simplest changes in-game for classes for years/months, I'm really not sure they'd take on the massive workload of merging classes, you never know for sure, but I really doubt it.</p>
Cusashorn
10-09-2010, 09:02 PM
<p><cite>Arondur wrote:</cite></p><blockquote><p>Cusa - Xalmat, I sincerly hope you are correct in this. If they merge Illy and coercers into Enchanter, I will be much more then [Removed for Content] off.</p></blockquote><p>It's not even possible to merge them. Theoretically, they could change both classes to have the same spells, but the amount of time needed to:</p><p>1. Recode EVERY piece of equipment in the game to this new class</p><p>2. Rework any quests directly involving either class, and choosing which of the two epic quests would need to be removed due to being obsolete</p><p>3. Rework raid encounters that may require specifically one or the other class for a crucial role</p><p>would take just way too long. Take into account the internet backlash that the players would give the developers, and they'd lose a significant portion of what remains of their playbase.</p><p>Trust me, they won't be merging any classes or removing any from the game. These are just lore and flavor NPCs.</p><p><cite>snowline wrote:</cite></p><blockquote><p>I'm expecting it's simply a little lore to allow for the fact coercers are now freely wandering/living around queynos and illy's around FP and so - I expect there are other lore npc's to come for all the rest of the classes that changed from good/evil to neutral. Personally I am looking forward to the Queynos has Assassins lore NPC dialouge <em>"progressive liberals all now realise we should not oppress the poor people of Queynos by denying them free access to assassins, because as all good people now realise, sometimes one just has to pay for slit throats and poisonings in the night, all in the name of happiness and sunshine and puppies everywhere of course"</em> <img src="../images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" /></p><p>If SOE can barely manage to get any of the simplest changes in-game for classes for years/months, I'm really not sure they'd take on the workload of merging classes, but you never know for sure eh?</p></blockquote><p>All the lore for the class changes are on test.</p><p>Qeynos Bruisers - Think "Fight Club" with Dwarves and Barbarians in Greystone Yard.</p><p>Freeport Monks - The Swifttail Clan of Iksar monks from Kunark, working under direct orders by Dominus Rile</p><p>Freeport Rangers - The Red Hoods, a group of ex-Green Hoods who feel they were betrayed by their fellow rangers for being left behind on certain missions and such.</p><p>Qeynos Coercers - A few coercers came to their senses and left Freeport, wanting assylum and a change of life from that city, while still preserving their arcane teachings and showing that it's not alway bad or malevolent.</p><p>Qeynos Inquisitors - The Battle Clerics from New Halas want to spread their combat style to the Qeynos priests so they know how to better defend themselves in battle.</p><p>Freeport Templars - Preachers of the dark god's will. Trying to pursuade others to follow their teachings instead of forcing them. Basically, evangelists</p><p>Freeport Illusionists - The Academy of Arcane Sciences decided to start practicing some ancient teachings who's practices just stopped for some reason or another back when Freeport became the city that it is now. As with Coercers, casting illusions isn't a strictly good or evil thing.</p><p>Qeynos Assassins - After Queen Antonia was kidnapped by that void creature a while back, the discovery and identity of an ancient order of protectors who had secretly existed since the mysterious death of Antonius Bayle the 1st so many centuries ago was made public. They acknowledge that they are, well.. assassins, and acknowledge the steriotypes that assassins are usually branded with (being cold-blooded killers who enjoy killing or only work for money and such,) but they only do so to protect VIPs and prevent certain conflicts before they begin. They no longer need to remain hidden because there's no reason for thier existence to be hidden anymore.</p>
Xalmat
10-09-2010, 09:13 PM
<p><cite>Cusashorn wrote:</cite></p><blockquote><p>Trust me, they won't be merging any classes or removing any from the game.</p></blockquote><p>At least, not anytime soon.</p>
Cusashorn
10-09-2010, 09:35 PM
<p><cite>Xalmat wrote:</cite></p><blockquote><p><cite>Cusashorn wrote:</cite></p><blockquote><p>Trust me, they won't be merging any classes or removing any from the game.</p></blockquote><p>At least, not anytime soon.</p></blockquote><p>.... Why would you say that? Just.... WHY?</p>
Xalmat
10-09-2010, 09:37 PM
<p>Because never say never.</p>
Cusashorn
10-09-2010, 10:06 PM
<p>Yeah but saying that they <em>might</em> still do it oneday is any better? How does that help a player's confidence or decision to stay in the game?</p>
snowli
10-10-2010, 09:10 AM
<p>I cannot see them ever merging classes:</p><p>a) partly because of the backlash issues, but mainly because of</p><p>b) the only practical reason to merge classes is to have less dev time used by balancing the classes, but the process of creating 1 class from 2 would take so much time it would be a net loss on dev time saved anyway, plus they're pretty content to leave class balance out of whack for large periods anyway and don't seem to spend much time on it in the first place, so there's little savings to be made.</p>
Kunaak
10-10-2010, 04:23 PM
<p>the day they start merging classes is the day I completly quit.</p><p>I play this game cause of the variety, and the options, and the challenges.</p><p>take even alittle away, and it kills off a large reason why I started playing in the first place.</p>
<p><cite>Kunaak wrote:</cite></p><blockquote><p>the day they start merging classes is the day I completly quit.</p><p>I play this game cause of the variety, and the options, and the challenges.</p><p>take even alittle away, and it kills off a large reason why I started playing in the first place.</p></blockquote><p>Variety options and challenges? lol</p>
FacelessWolf
10-11-2010, 05:39 AM
<p>As people said they are flavor | lore npcs thats all...stop baiting with the class merger theory. There are better things in eq2 to worry about that slight chance that they might do class merging.</p><p>These flavor npc's are fun to have around.</p><p> I don't see where a lore npc is for the assassin. It will help tell the lore story behind it. Its a good story to know and a lot of people might have missed the event the revealed it.</p><p>I do like having a high elf templar all hot and bothered by the inquistors. If you have to pick a race for that role it has to be a stuck up high elf. (I play a high elf by the way).</p><p>The dancing ogre is a nice touch as well.</p>
Cusashorn
10-11-2010, 12:56 PM
<p>Go to the Castle steps in NQ.</p>
Gaftep
10-11-2010, 03:15 PM
<p>Maybe we're getting KEI back <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>One could dream.</p>
Cronyn
10-11-2010, 03:28 PM
<p>Okay, for reals.</p><p>The new NPC's in Qeynos and Freeport are only there as lore and flavor. They aren't there as harbingers, they are there to help explain changes that already happened. Let's not start rumors, please.</p><p>That said, go read the rest of them. :-p</p><p>EDIT: Here, go ahead and check out <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=485472" target="_blank">this</a>.</p>
Calthine
10-11-2010, 04:50 PM
<p><cite>Cronyn wrote:</cite></p><blockquote>Let's not start rumors, please.</blockquote><p>Aw man, you take all the fun out of it!! *grin*</p>
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