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Unread 05-16-2011, 09:05 PM   #1
Olihin

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PvP SERVER UPDATES

Armor

  • Rewards for this new campaign are in the form of Armor and Adornments.
  • Adornments now include class focus effects and require a blue slot to equip. 
  • New armor allows for double blue slots and requires “Discord” faction to acquire. 

Reward Updates

  • There is no more "honorable" or "dishonorable" kills. You no longer need to wait until your victim is done fighting his monster, or wait for them to heal up before attacking them for credit. On the same note, watch your back when adventuring in open zones.
  • You will get no credit for killing, or assisting in killing players who con grey or red to you. Nor will you lose infamy if you are only attacked by red and/or grey conning aggressors. Stick to targets in your level range for best results. 
  • You will get no credit for killing trial account players, nor will trial account players cause infamy loss if it is only trial account players who are the aggressors.
  • Only untitled players will get added to the recent list, so you can kill a titled player over and over, until he loses his title then only once per 30 minutes.
  • The rewards for a player kill will be shared evenly among all players who assisted in the kill and all members of all groups those players belong to. NOTE: This could reduce the individual share to 0 and will do so quickly when killing untitled targets. Infamy is awarded based on the rank of the victim, so aim for the highest titled targets you can find for best results.
  • If a player dies, and is in PvP combat, the player will lose infamy, even if the victim dies from falling damage or from an NPC.
  • Note: Large raids killing a single target will get each person 0 infamy since the split is too small with that many killers. And thus, 1v1 fights will yield the largest amount of infamy.
  • Status is awarded like before but split amongst everyone participating.
  • Faction rewards are unchanged.
  • Players still drop between 40% and 70% of the coin on hand and have a 20% chance of dropping a treasured item (if they have one).

Infamy Updates

  • Infamy will now be on a limited ranking system. 
  • At the end of each season, the rankings will reset and a new season of hunting will begin with everyone
  • There will be chat messages with the amount of infamy/fame gained or lost whenever it is gained or lost.
  • There is no multiplier for difference in rank when killing another player for infamy. Killing a hunter gives the same amount no matter what the killer's rank is.
  • Exiles do not gain fame or infamy. They do not cause loss when killing others, nor do they take a share of rewards when assisting others.

Interface Updates

  • Fame/Infamy bar:
    • On a PvP server you can now select the "Show Fame" or "Show Infamy" option on your xp bar to watch your progress up (or down) the fame/infamy charts. You can see how close you are to getting a rank, or losing one and watch it go up and down as it progresses!

Mechanics Updates

  • Passive taunts and detaunts will no longer work in PVP Combat.
  • PVP Potency:
    • This stat will increase your amount of damage, healing, runes etc while engaged in PVP combat.
    • Normal Potency will no longer provide a bonus while engaged in PVP combat.
  • PVP Crit Bonus:
    • This applies instead of normal crit bonus when using hostile abilities or attacks on other players or beneficial abilities while in PVP combat.
  • PVP Multi Attack:
    • This is your chance to get multiple autoattacks on a player, or player pet and does not work on NPCs. Additionally, normal multi attack will no longer work on players or player pets and only on NPCs.
  • PVP Spell Multi Attack:
    • This is your chance to have an attack spell hit a player, or player pet multiple times and does not affect spells cast on NPCs. Additionally, normal spell multi attack will no longer work on players or player pets and only on NPCs.

Mentoring

  • Mentored players can once again fight back if attacked in PVP.  NOTE: If a player does not have the red outline around his name, he is likely mentored and you should not attack him.

Writ and Warfield Rewards

  • Writs will now grant “Discord” faction.
  • A tie and win will also grant “Discord” faction in a Warfield.
  • Tokens and “Discord” faction can be used to earn the new PvP armor.

Language

  • You can now select what language your character is speaking on a PVP server and a Battleground server.
  • You can speak common on a PVP server.
  • On a pvp server you can use /shout and /say to communicate with the other team... assuming you are speaking a language they understand.
  • You can now use /say and /shout on a battleground server.

Additional changes posted below and are now on TEST-COPY.  

PvP UPDATES PvP General

  • Fixed a bug where killing valid player targets would not give quest credit for player kill writs.  NOTE: you will only get credit for kills that would award fame/infamy.
  • Cleaned up the messaging when losing fame/infamy when you had none to lose and gaining fame/infamy when you were at the cap.
  • Fixed a bug where the fame/infamy bar would show the wrong amount required for the next rank after the season changes.

PvP Abilities

  • PVP Spell Multi Attack will be used when:
    • In a battleground on players and NPCs.
    • On a PVP server for any single target, or encounter AE spell cast on a player or player pet
    • On a heal cast while the healer or target is in PVP combat
    • On a "blue" AOE when the caster is in PVP combat.
  • PVP Spell Multi Attack will only work on heals and damage spells.

PvP Flying mounts

  • There is a 50% chance of being grounded if any player lands a hostile action while flying.
  • You must land to dismount a flying mount.
  • Your flying mount will automatically start flying on zone-in if you logged out or went linkdead while flying.

PvP Mentoring

  • Players grouped with mentors cannot attack other players unless they are attacked first.
  • Mentored players can cast beneficial spells while in PVP combat.
  • You can now attack a target based on his actual level.  This means if you mentor you will still be attackable by anyone who could attack you before mentoring.

PvP Rewards

  • PvP Writs and Warfield rewards will grant the new Discord faction.  Discord faction is needed to purchase the new level 90 PvP Rewards and can only be obtained through writs and Warfield participation.   
  • Players who are mentoring or grouped with players who are mentoring give no rewards when killed in PVP combat, nor do they earn any rewards when killing in PVP combat.

Please make sure you are going to TEST-COPY and checking out the changes.  We would appreciate if you can log in and provide feedback while we have the server set to the PvP Ruleset.   Please post your comments and feedback here. 

Thank you!

Olihin

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Unread 05-16-2011, 11:08 PM   #2
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Woot Everscout is back  /sarc off

 

This will greatly benefit those who solo allot.  We need balance between group play and solo play I know it’s hard to do but we are headed back to Everscout or Soloquest on Naggy for PvP with this update.  Guess open world PvP will be even more scarce than it already is.

 

The 50% health thing has good points and bad points.  Good cause if you get someone who runs away breaks combat and reengages at under 50 you will still get the update.  Bad cause if you are out fighting a named in the open world and happen to drop to say 10% on a spike lil ranger or someone with decent range can pop ya one biggy and you are done and take the 10% armor hit to boot.

 

Last I checked Raided up got you no update for PvP or status might have gotten infamy which I thought was rather odd but easy fix there just change it to no infamy and done so no big change there.

 

Passive taunts no longer working in PvP combat hmm so are all the tanks getting new aa specifically for PvP or are we just talking procs off gear here.  Yes I would go on test and check it out but I am currently on deployment and the connection here is barely good enough to play let alone DL the stuff I would need to get on Test.

 

Updates for Groups V's Solo

While I agree a Solo player should receive more for another Solo kill than a group killing said Solo kill and doing this is a good thing.  From what I can see here most will dust off their scouts and roll solo as the rewards for going Solo are much better than going out with a group.  I will say that this is better than what it used to be with the chest dropped tokens that made scouts the easiest to gear up.  I can see the return of this and this will drive even more people into instances which is sad.  I have some thoughts on how to increase the want/need for groups but I need to think them threw a bit before I put them up here.

Edit to add in the above mentioned idea.....

 

OK to make group play in open world PvP desirable maybe we should have Solo writs and Group writs for PvP.  The Solo writs would net you the current status and tokens.  The Group writ could possibly reward a few more tokens and a little more status.  Just enough to make it worth it but not enough to unbalance things.  Say currently 5 tokens and 10,000 status ( I know this is not the right number just using it as an example to keep it simple ) is what you get for a writ make that for the Solo writ and say 7 tokens and 12,500 status ) for group writs.  Its just enough to make it worth while.  As for the writ you could just use the currant poster that we all have as I know most of the time when I am going to go out and PvP with a group I make sure I have a full set and just have it trigger different if you are in a group.  Not sure how hard that would be to program but I am thinking it would not be very difficult as we have group updates now.

 

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Unread 05-16-2011, 11:58 PM   #3
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Thank you for nerfing guardians most redeeming ability.  They were way too OP before and really needed to be toned down.  Not assassins/rangers/sks/any other OP class.  Guardians really were the class that needed to be nerfed the most... right??

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Unread 05-17-2011, 03:02 AM   #4
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all classes were "nerfed" with the new pvp stats including the ones you listed. Im sorry tanks now once again have to work to lock people down like it was when it was fun and challenging to play a pvp tank
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Unread 05-17-2011, 03:29 AM   #5
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It wont effect some of us as much as others who rely on the passive taunts.  I am just wondering if its the ones off gear procs or all of them.  Or is it the ones we all get and the ones on gear will still work.  Which is it or is it like I asked all of them which will mean allot more tab target hit taunt.... tab hit taunt.......tab hit taunt..... throw in some dps and start over again.

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Unread 05-17-2011, 03:57 AM   #6
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Its all until canceled taunts/detaunts at least didn't check temps
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Unread 05-17-2011, 09:21 AM   #7
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/clap

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Unread 05-17-2011, 11:12 AM   #8
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That means the rogue passive detaunt doesnt work anymore in pvp? Time to re-roll classes!

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Unread 05-17-2011, 11:32 AM   #9
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I am a pvp'r but I actually don't like how they are making this game either PvE or PvP with gear.  When Eq2 originally came out and I read that it was not going to have pvp I shy'd away from the game because I had no interest in just raiding or fighting mobs.  For the first time ever I've started raiding, mainly for something new to do while the pvp changes were being worked on but with the addition of PvP-only stats (pot, cb, ma, etc..) I don't really see the point in continuing with PvE once this goes live.  I really think they could have come up with a better system than to split the game into pvp or pve.  I actually preferred the game a few years back when a set of MC armor, expert spells and an AA cap put players on a more equal playing field for their level. 

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Unread 05-17-2011, 02:56 PM   #10
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Ilovecows@Nagafen wrote:

Thank you for nerfing guardians most redeeming ability.  They were way too OP before and really needed to be toned down.  Not assassins/rangers/sks/any other OP class.  Guardians really were the class that needed to be nerfed the most... right??

You now have to press buttons to taunt, should be thrilled that now you are able to stand apart from those who cant press buttons.

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Unread 05-17-2011, 03:25 PM   #11
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Olihin wrote:

  • Exiles do not gain fame or infamy. They do not cause loss when killing others, nor do they take a share of rewards when assisting others.

/sigh

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Unread 05-17-2011, 03:48 PM   #12
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Notsovilepriest@Nagafen wrote:

all classes were "nerfed" with the new pvp stats including the ones you listed. Im sorry tanks now once again have to work to lock people down like it was when it was fun and challenging to play a pvp tank

Perhaps we should also get rid of passive wards so maybe you actually have to press buttons to heal... 

This nerf is foolish.  What was the only redeeming quality of an otherwise underpowered pvp class, and also a class defining ability is being removed due to overwhelming outcry.  Meanwhile the other tank classes will still greatly outdamage, outmitigate and outheal guardians.  Now they'll taunt equally well too.  Will guardians get anything in return like a strikethrough immunity? Probably not. 

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Unread 05-17-2011, 03:51 PM   #13
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Insurgent@Nagafen wrote:

Notsovilepriest@Nagafen wrote:

all classes were "nerfed" with the new pvp stats including the ones you listed. Im sorry tanks now once again have to work to lock people down like it was when it was fun and challenging to play a pvp tank

Perhaps we should also get rid of passive wards so maybe you actually have to press buttons to heal... 

This nerf is foolish.  What was the only redeeming quality of an otherwise underpowered pvp class, and also a class defining ability is being removed due to overwhelming outcry.  Meanwhile the other tank classes will still greatly outdamage, outmitigate and outheal guardians.  Now they'll taunt equally well too.  Will guardians get anything in return like a strikethrough immunity? Probably not. 

It sounds like a nightmare in the making for the few remaining guardians with the new lobby system.  Remember the kid in 6th grade gym class who always got picked last?

all for it if it means we can still heal trhoughthe dps being done if we are good. Only issue is if you take SL from shaman without giving them a way to mitigate interrupts then they will be useless

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Unread 05-17-2011, 03:53 PM   #14
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Also, guardians still have the most or tied for the most taunts of all fighters, if anything this is a buff, but it actually requires...dun dun dun, skill and thought
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Unread 05-17-2011, 03:56 PM   #15
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Vlos@Nagafen wrote:

I am a pvp'r but I actually don't like how they are making this game either PvE or PvP with gear.  When Eq2 originally came out and I read that it was not going to have pvp I shy'd away from the game because I had no interest in just raiding or fighting mobs.  For the first time ever I've started raiding, mainly for something new to do while the pvp changes were being worked on but with the addition of PvP-only stats (pot, cb, ma, etc..) I don't really see the point in continuing with PvE once this goes live.  I really think they could have come up with a better system than to split the game into pvp or pve.  I actually preferred the game a few years back when a set of MC armor, expert spells and an AA cap put players on a more equal playing field for their level. 

KOS was the golden age. PVP servers have pretty much been useless sense, as blue stat disparity destroyed balance. Now they are trying to put used bandaids on infected wounds.

They've needed to strip blue stats off gear for like two years now :/ But this way they are doing it is probably the absolute worst they could do. Oh hey, we're taking blue stats away from gear! But we're putting it on PVP gear.

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Unread 05-17-2011, 04:55 PM   #16
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Notsovilepriest@Nagafen wrote:

Also, guardians still have the most or tied for the most taunts of all fighters, if anything this is a buff, but it actually requires...dun dun dun, skill and thought

I'm sorry but guardians need a little something more than "the most or tied for the most taunts of all fighters" to make them remotely viable.

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Unread 05-17-2011, 05:26 PM   #17
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i assume buffs that increase multiattack chance will still work in pvp?

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Unread 05-17-2011, 08:03 PM   #18
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If passive taunts are being removed, then passive heals and dps should be removed as well.  Using Notsoevilpriest's logic, they should have to press buttons to dps and heal.

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Unread 05-17-2011, 08:12 PM   #19
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rothschild wrote:

i assume buffs that increase multiattack chance will still work in pvp?

  • Critical Bonus
  • Potency
  • Multi Attack
  • Spell Multi Attack
  • Critical Mitigation

Each of those stats will have the (PvP) stat working for them in AA, PvP Items and Spells.  If you have a PvP item with the stats listed above and it does not have a (PvP) stat on it, then that is a bug and should be fixed. If your AA or Spells do not apply the PvP stat while in PvP combat, then that is also something we need to look at.  If a proc or activatable ability is from a Non-PvP item then it would most likely NOT have the (PvP) stat on it and that is not a bug.

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Unread 05-17-2011, 08:36 PM   #20
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Whats about PvP Crit Chance ? or can we still use pve crit chance ?

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Unread 05-17-2011, 08:38 PM   #21
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Aglorious@Nagafen wrote:

Whats about PvP Crit Chance ? or can we still use pve crit chance ?

There is no pve and pvp crit chance.  It is just crit chance.  so any crit you get from pve gear will work in pvp and any you get from pvp gear will work in pve.  Nothing else, though.

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Unread 05-17-2011, 10:52 PM   #22
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More changes that most people don't want.  Instead of changing PvP over and over again trying to "fix" it and just making it worse, go back to when PvP was at its height and find out why.  The things you keep doing are definitely not in that list.

There will be no reason to do PvE content anymore in the open world as if you get caught in your PvE gear you are pretty much SOL and if you are out in your PvP gear then mobs will most likely tear you to pieces as most of the effects won't work in PvE.  So basicly when you are trying to catch up to levels or AA you are screwed because you will have all the top tier folks running around in PvP gear killing the folks who don't have it or are trying to level over and over again because now there is no limit to how many times you can get something from them unless they lose their title.

Also way to screw tanks.

Sadly, I think it is getting to that point where I will be done with PvP.  It hasn't really been fun for a long time and I hope and hope that they will make it better, but these changes don't seem like they will.

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Unread 05-17-2011, 10:55 PM   #23
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Denna@Nagafen wrote:

More changes that most people don't want.  Instead of changing PvP over and over again trying to "fix" it and just making it worse, go back to when PvP was at its height and find out why.  The things you keep doing are definitely not in that list.

There will be no reason to do PvE content anymore in the open world as if you get caught in your PvE gear you are pretty much SOL and if you are out in your PvP gear then mobs will most likely tear you to pieces as most of the effects won't work in PvE.  So basicly when you are trying to catch up to levels or AA you are screwed because you will have all the top tier folks running around in PvP gear killing the folks who don't have it or are trying to level over and over again because now there is no limit to how many times you can get something from them unless they lose their title.

Also way to screw tanks.

Sadly, I think it is getting to that point where I will be done with PvP.  It hasn't really been fun for a long time and I hope and hope that they will make it better, but these changes don't seem like they will.

A much better idea was the one that Peak and Dorsan proposed in a thread a little below this one.

And they are really screwing guardians the most from this.  I believe SKs the least.

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Unread 05-17-2011, 11:16 PM   #24
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Olihin wrote:

Mentoring

  • Mentored players can once again fight back if attacked in PVP.  NOTE: If a player does not have the red outline around his name, he is likely mentored and you should not attack him.

Please confirm why this needed to be changed.  The current system works just fine as is and I strongly suggest you leave it.  Mentoring is for PvE reasons and there are too many factors that will wreck lower tier PvP.

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Unread 05-17-2011, 11:30 PM   #25
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Exur@Nagafen wrote:

Olihin wrote:

Mentoring

  • Mentored players can once again fight back if attacked in PVP.  NOTE: If a player does not have the red outline around his name, he is likely mentored and you should not attack him.

Please confirm why this needed to be changed.  The current system works just fine as is and I strongly suggest you leave it.  Mentoring is for PvE reasons and there are too many factors that will wreck lower tier PvP.

Because fame will matter, and they just couldnt help but to give people a reason to exploit it.

You know just as well as I do how quick this will be figured out how to be exploited and completely ruin pvp for lower levels who like fame till the next update.......

I personally knew the mentor change was the most fail I have seen in a long time.

Think about it, you know have to have pvp and pve gear, but they want mentors to be able to fight back like it would matter if they are doing pve stuff anyway, because if they are mentored doing pve stuff then they wont have pvp gear on and if they dont have pvp gear on they get destroyed with pve mobs on them anyway.

This is the worse and most ignorant change ever, and it makes it even worse how they forced gear seperation, like a player who is mentored doing pve stuff with pve gear would have a freakn chance in pvp anyway. HAHAHAHAHA

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Unread 05-18-2011, 12:18 AM   #26
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The mentor change needs to be reversed back.. end of story.  The purpose of mentoring is to help someone in PvE... cause it's freak'n so over powered and not even closed to scaled down correctly.  I even suggested that once mentored you gain/lose no fame to help, but it's still a dumb idea and not enough.  If you get attacked while mentored... deal with it and die or zone,  cause your are not suppose to be there for PvP reasons.

Group of T4 fame huggers head out.... "Hey, bring your PvP decked out 90 templar to heal us!"  Blam, T4 fame group is unkillable.  Everyone AoEs... the mentored healer or whatever is going to be PvP hit.

Don't introduce this... you're going to have enough to deal with then play PvP cop on this change.

... actually, just disable all fame gains and loses from mentored players and keep them "unable to fight back"... done deal.

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Unread 05-18-2011, 01:26 AM   #27
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Is there any chance of getting AOE auto attacks fixed?  They are able to hit reds in pvp which is a bad thing, and with this dumb mentoring pvp change they will be able to hit them to.  Can this be fixed?

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Unread 05-18-2011, 01:35 AM   #28
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Olihin wrote:

Mentoring

  • Mentored players can once again fight back if attacked in PVP.  NOTE: If a player does not have the red outline around his name, he is likely mentored and you should not attack him.

Thank you!

Olihin

I am curious to know about some specific scenarios concerning the proposed mentoring change (I appologize, I do not have the ability to try these on test myself, perhaps some other forum members could). 

Scenario: Level 90 Pally groups up with 5 other 39s and mentors down. Mentored Pally places Amends on a 39 warden in his group. This group participates in level 39 PvP/Warfields.

Questions:

  1. Are the non-mentored members allowed to engage in PvP while the 90 is mentored in their group?
  2. Are opposing players allowed to attack this group without the 90 being able to engage (assuming no one engages the mentored player specificlly).
  3. If players attack the Warden that has Amends, is there a chance that the Pally will gain hate and be accidently attacked?

Scenario: Level 90 Mystic groups up with 5 other 39s and mentors down. This group participates in level 39 PvP/Warfields.

Questions:

  1. Can the mentored Mystic cast benifitial spells on his team mates during PvP combat (aka heal etc)?
  2. Prior to engaging in combat, can the Mentored Mystic, with Deadly Baneward gear pre cast group and single target ward on group tank, then the 39 tank engages in pvp which will trigger the Bane Ward proc?
  3. Can the mentored Mystic resurect players while the group is engaged in PvP combat?

There are several other questions that could be asked about various passive buffs etc but I limited it to these two. Others could be Chimes, Perfection, DeathMarch etc etc.

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Unread 05-18-2011, 01:36 AM   #29
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Ilovecows@Nagafen wrote:

Is there any chance of getting AOE auto attacks fixed?  They are able to hit reds in pvp which is a bad thing, and with this dumb mentoring pvp change they will be able to hit them to.  Can this be fixed?

I AE all the time in the presence of Reds, and it never hits them. They fixed this long ago. The better question is, will it hit mentored players as per my question above?

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Unread 05-18-2011, 01:46 AM   #30
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Killque wrote:

Ilovecows@Nagafen wrote:

Is there any chance of getting AOE auto attacks fixed?  They are able to hit reds in pvp which is a bad thing, and with this dumb mentoring pvp change they will be able to hit them to.  Can this be fixed?

I AE all the time in the presence of Reds, and it never hits them. They fixed this long ago. The better question is, will it hit mentored players as per my question above?

I am not talking about regular aoe CAs or spells.  Those don't hit reds.  But AE auto attacks (not CAs or spells) do still hit red players, unless they fixed that recently and I didn't notice...

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