Fizwi
11-11-2005, 08:06 AM
<div></div><div><div><p><span>After collecting the feedback, testing in game, and testing the new changes, enchanters are going to receive some fixes to address a few places where they weren't powerful enough.<span> </span></span></p><p><span>As background, in Update 13, we introduced a new type of damage resistant root that had a chance to break every tick, regardless of whether or not the target was damaged. That type of root was granted to Enchanters and turned out to overpower the classes in one way, which masked other places they weren't powerful enough. </span></p><p><span>There was a large disparity between soloability between unbreakable roots and using pets before LU16. Our goal is to ensure that both using roots and pets are viable methods of playing without either overpowering the other in all situations. To bring pets in line I made these changes: </span></p><p><span></span></p><ul><li><div><span>Increased the reliability of the Coercer Charm.</span></div></li><li><div><span>Increased some of the offensive and control capabilities of the Illusionist Pet in the next hotfix.</span></div></li></ul><p><span><span></span></span></p><p><span>An upcoming hotfix will increase the durations of the roots and decrease their break chances significantly. </span></p><p><span>In addition, I decreased the tick count on the dots without decreasing their overall damage.<span> </span>They won’t trigger damage checks as often. <span> </span>In playtesting these changes, Treasured-equipped enchanters can definitely take on single up-arrow even-con monsters without the assistance of a controlled pet.</span></p><p><span>Also, a review of their direct damage capabilities showed that they were paying more power per damage than they should. <span> </span>In some cases, power costs have been reduced, in other cases damage was increased. <span> </span>I also decreased power cost on the Coercer resist debuff and Illusionist offensive debuff and increased their durations to bring them in line.</span></p></div><div>===========================Jared SweattEverQuest II Spells and Combat Designer</div></div><div> </div><div> </div><div> </div><div> </div><div> </div><div> <hr></div><div> </div><div> </div><div>The following spell and combat art changes are coming your way in the next hotfix. Thank you for all your feedback regarding the recent changes.<font color="#ffcc00"><b>*** Spells and Combat Arts ***</b></font><b>Ward changes:</b>- The spell lines that begin with Spirit of the Badger no longer generate aggro when their ward effect absorbs damage.- Stacked wards will now function correctly. Previously, stacking wards that absorbed the same damage type had no effect other than to generate extra hate.<b>Coercer changes:</b>- Mind Splice had its power cost reduced.- Anguish will now tick every 6 seconds instead of every 4. It will still do the same overall damage, but will reduce the chances that a rooted creature suffering from this effect will break root.- Damaged Psyche had its duration increase, power cost reduced, and reuse time lowered.- Unnerving Stare is now less likely to be resisted.- Simple Minds will now do more damage and cost less power.- Forced Hesitation will now be less likely to break on damage and had its duration increased.- Ego Strike will now be less likely to break on damage.<b>Enchanter changes:</b>- Mind Blast had its power cost reduced.- Cerebral Spasm will now tick every 6 seconds instead of every 4. It will still do the same overall damage, but will reduce the changes that a rooted creature suffering from this effect will break root.- Daunting Gaze is now less likely to be resisted.- Binding Light will now be less likely to break on damage and had its duration increased.<b>Illusionist changes:</b>- Phantasmal Ray had its power cost reduced.- Tormenting Visions will now tick every 6 seconds instead of every 4. It will still do the same overall damage, but will reduce the chances that a rooted creature suffering from this effect will break root.- Disappointment had its duration increase, power cost reduced, and reuse time lowered.- Chromatic Storm will now do more damage and cost less power.- Lock Mind will now be less likely to break on damage and had its duration increased.- The illusionist pet has greater direct damage and DoT capability (along with a lower reuse timer) and increased stun and mesmerization durations.<b>Warden changes:</b>- Ensnaring Roots will now be less likely to break on damage and had its duration increased.- Undergrowth will now be less likely to break on damage.<p><font color="#999999">Ryan "Blackguard" Shwayder</font></p></div><div></div>