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View Full Version : Templar spells 9/7/05......


Skyrocket
09-07-2005, 09:18 PM
<DIV>Took some screen shots today as i was testing.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV><IMG src="http://i6.photobucket.com/albums/y233/ILCentral/EQ2_000056.jpg"></DIV> <DIV> </DIV> <DIV> </DIV> <DIV><IMG src="http://i6.photobucket.com/albums/y233/ILCentral/EQ2_000057.jpg"></DIV> <DIV> </DIV> <DIV> </DIV> <DIV><IMG src="http://i6.photobucket.com/albums/y233/ILCentral/EQ2_000058.jpg"></DIV> <DIV> </DIV> <DIV> </DIV> <DIV><IMG src="http://i6.photobucket.com/albums/y233/ILCentral/EQ2_000059.jpg"></DIV>

Rykairn
09-07-2005, 09:51 PM
<DIV>I just had to comment (not even a templar)... love the guild MOD text, ROFL</DIV> <DIV> </DIV> <DIV> </DIV>

Skyrocket
09-07-2005, 09:58 PM
<DIV>LOL we are Noob's  and can't make it thru TS alive.     Actually that was from testing raid content and they were gonna spawn it down there.</DIV>

Blast2hell
09-07-2005, 10:34 PM
thanks for taking the time to post the screenies.  happy to see some of it.

Tor
09-07-2005, 11:01 PM
How are our mez/stun lines now?  Are they worth using or do they provide us with another job in groups? <div></div>

MadisonPark
09-08-2005, 07:41 AM
Did you experience Reverence actually doing anything?

kenji
09-08-2005, 08:37 AM
<DIV>is Unyielding Benediction still cancel after proc once like live? or changed use?</DIV> <DIV> </DIV> <DIV> </DIV>

Moerasm
09-08-2005, 12:43 PM
<P>I'm stil curious/frightened since I can't see anything about it, about the Templar line of curing spells, If we just get the group cure we have at 65 - Ardent Resolve, imo we are screwed.</P> <P>Of course, we probably have all the single target group cures on lower levels which are from my understanding fast casting ones, but the group cure for heat/cold/disease/poison is what I really LOVE from my current templar.</P> <P>I see on your screenshots, you do have the 4 of them in your hotbar, just wondering if they are all the single target versions, except 1. (Ardent Resolve)</P> <P>I am NOT looking forward to do an F1 to F6 and cure each player of the ones I do not have a group cure for.. and then of course, you get both Cold & disease on you, since you do combat to a mixed encounter with a warlock/wizard/shaman mob in there.. *fun*</P> <P> </P> <P>Defense increase, It seems we do not have any defensive increase buffs anymore</P> <P>Symbol line, shee, that one adds really a low amount of HP to the group.</P> <P> </P> <P>Greater Harmony, is this our version of group stun / mezzing? allthough for 6 seconds, I consider it more like an interrupt, good though for getting rid of our healing agro's that we have built up.</P> <P> </P> <P><SPAN class=time_text></SPAN> </P><p>Message Edited by Moerasman on <span class=date_text>09-08-2005</span> <span class=time_text>01:51 AM</span>

Truffor
09-08-2005, 03:02 PM
Guess what...  Test Update #13g - September 07, 2005 ... Priest changes: ... - All priests will receive the Enduring Breath at level 8 (Single Target, 15 minute duration, castable on members outside of the group, non-maintained). Each subclass will receive a group Enduring Breath in their 20s (Group Buff, no concentration use, unlimited duration). funny isn't ? Now, I'd like an Evac or a Sow <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> <div></div>

Gobbwin
09-08-2005, 03:37 PM
Thanks again Skyrocket!  It is very much appreciated to see what is happening on test.  Especially with the revamp right around the corner, from what I can see, it looks like most things are actually going to be on the up and up for us.  Just a rethinking of tactics is all.  I see that while our reactives have gone down, our direct heals have gone up, meh.  Additionally we are dishing out more DPS than we currently are.  While most view this as a bad thing, it won't hurt to have a bit more damage output, I personally like to solo, so this is great and it will make us slightly more valuable in grus as we can heal and beat on stuff too.  Plus by the look of the spells, we're going to be much more valuable in raids than we currently are.   I can't tell you how many times I've had both reactives (gru and single) on the MT, and spam healing our direct heals and the MT still dies.  With mobs dishing out several K damage a hit, we just can't keep up, this will definately help towards that end.  Anyways I'm rambling but thanks again Sky, that tiny ember of hope that we'll make it through the revamp little worse for wear is now glowing brightly again!  :smileywink:

AzraelAzgard
09-08-2005, 05:47 PM
<DIV>Am I reading this right Im about to have a heart attack.</DIV> <DIV> </DIV> <DIV>They swapped Consecration and Divine Arbitration?</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>We get DA? <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> Woot</DIV>

Truffor
09-08-2005, 07:01 PM
woot !? peuh... A 15 mins recast, a mere life saver, only usefull under specific circumstances... Glad to see our little DPS fix flying away cause some punks made pervert use of it while duelling. [expletive ninja'd by Faarbot], who cares of PvP, there s WoW for that ! Moejzyl, templar 50. <div></div>

AzraelAzgard
09-08-2005, 07:13 PM
<P>Aye a shorter recast time would be much better, like 5 mins.</P> <P>Its still nice though and I prefer it to being given more DPS.</P>

Blast2hell
09-08-2005, 07:49 PM
Ditto, I'm completely thrilled that we get Divine Arbitration.  

Belaythien
09-08-2005, 08:38 PM
Thanks for the screens. However I think they only show a distorted view of the spells. They are all master 1 so they naturally look much better than previous posts that usually were adept 1. <div></div>

Skyrocket
09-08-2005, 08:48 PM
<BR> <BLOCKQUOTE> <HR> Moerasman wrote:<BR> <P>I see on your screenshots, you do have the 4 of them in your hotbar, just wondering if they are all the single target versions, except 1. (Ardent Resolve)</P> <P>Message Edited by Moerasman on <SPAN class=date_text>09-08-2005</SPAN><SPAN class=time_text>01:51 AM</SPAN></P> <HR> </BLOCKQUOTE><IMG src="http://i6.photobucket.com/albums/y233/ILCentral/EQ2_000060.jpg"><BR><BR>

Blast2hell
09-08-2005, 09:11 PM
err 56 levels? hmmm  does that mean it won't work at all on spells cast by level 57+ creatures?  eek

Skyrocket
09-08-2005, 09:29 PM
<DIV><BR> <BLOCKQUOTE> <HR> Belaythien wrote:<BR>Thanks for the screens. However I think they only show a distorted view of the spells. They are all master 1 so they naturally look much better than previous posts that usually were adept 1.<BR> <BR> <HR> </BLOCKQUOTE>I would agree.  I dont have the adept one versions. </DIV> <DIV> </DIV> <P> </P> <P> </P> <BLOCKQUOTE> <HR> Moerasman wrote:<BR> <P>I'm stil curious/frightened since I can't see anything about it, about the Templar line of curing spells, If we just get the group cure we have at 65 - Ardent Resolve, imo we are screwed.</P> <P>Of course, we probably have all the single target group cures on lower levels which are from my understanding fast casting ones, but the group cure for heat/cold/disease/poison is what I really LOVE from my current templar.</P> <P>Message Edited by Moerasman on <SPAN class=date_text>09-08-2005</SPAN> <SPAN class=time_text>01:51 AM</SPAN><BR> <HR> </BLOCKQUOTE> <P>Well that was exactly the case.  Lastnite we did more testing of Raid Content.  I am not happy with the cure spells, nor the healing based on the mobs hits in raiding situations.   I was doing far more single cures than I was using my one lame group cure.  For one reason is the Large power consumed for the group cure spell, and the long timer.  Another reason is the range is 10 meters.  The single target cure is 20 meters and healing spells are 20 meters.  So you have to be half the distance of a heal to cure the tank.  Mind you that is within WoF range, which is not fun.  The Dev assured me lastnite it would be bumped up to 20 meters even tho i think group cures on live are 25 meters.</P> <P>We were leveled at 50 with our current Live armor, and testing x2, x3, and x4 mobs.  I am not gonna list them all but some examples were Borxx, Braxx, Zatan, Fist, King Zalek and more.   As far as Group situations go I feel pretty confident healers CAN do their job.  And that is what they have the combat and mobs based at.    In a x2 raid HP seem to be lower on mobs.  It is definately harder than on live, but we can keep up and win the fight.  </P> <P>In a x3 and x4 raid the first seconds make or break the raid.  We currently can't do alot to prep him since vitaes now cause agro on the caster.   When the tank pulls he may get stunned instantly, which may be out of cure range.  You run in to cure and take a chance of getting agro since he is stunned.  <STRONG>The Stun makes the game no fun and I will never change my mind</STRONG>.  When the tank gets stunned there is a real good chance of losing agro to someone and wiping the whole raid.  The tank maxed at 6500 hp's and is getting hit for bout 25+% on each auto attack.  Mind you the mobs are currently not missing and are hitting every time for bout 1600.   We use to have 4 heals to use and now down to 2 on different timers. We use to have 4 vitaes now down to 2.  (<EM>FYI, the SP heal is now on same timer as another)  </EM>At the state we are now mobs need to hit for less. More times but less amount.  At the current situations our vitaes don't do real good for the big hits.</P> <P>You will need the correct people in groups with grp cures.  Would be nice to have 2 people with that cure in each grp.  For instance Arcane was hitting 2 times before my 30 sec timer was up.  Yes I know I can Individual cure each person, but can't do that at the same time as healing to keep the Tank alive from the big hits.    If some of you have 15 healers in your guild online, put them in the raid and you might be just fine.</P> <P>I am not going to bore you with my experiences in the raid content, but I am not happy with the current situation for RAIDING on Beta.   Don't ask me what other spells did in the raid situations, because there was not time for that.  I hope some of the raiding gets changed a bit before it goes live, but at the current state it seems they have it on the back burner and really don't care.</P> <P><EM><BR></EM></P> <p>Message Edited by Skyrocket on <span class=date_text>09-08-2005</span> <span class=time_text>11:36 AM</span>

AzraelAzgard
09-09-2005, 02:02 AM
<DIV>Live single and group cures are 5meters.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>Is Vigilant Benediction still 5m? I sometimes mini joust in and out to recast that on certain mobs but its often a pain and dont bother.</DIV> <DIV> </DIV> <DIV>And is FB still 5m? makes it useless on any contested or mob with a nasty melee AE scene as 5m is melee AE range so u cant cast FB as u just stand and get pasted.</DIV>

Blast2hell
09-09-2005, 02:54 AM
if group cures on live say 5m, then it's a typo, because the range is rather large.   MUCH larger then vigilant benediction, that's for sure.

Truffor
09-09-2005, 04:12 AM
<div></div>Is Prostrate (lvl39) still broken on beta ? EDIT nvm, found a Spaniel screenshot in another thread ^^. <div></div><p>Message Edited by Truffor on <span class=date_text>09-08-2005</span> <span class=time_text>05:17 PM</span>

Protoso
09-09-2005, 09:09 AM
Do we still have Soothe as a templar spell?

Skyrocket
09-09-2005, 09:19 AM
<DIV><BR> <BLOCKQUOTE> <HR> Protosome wrote:<BR> Do we still have Soothe as a templar spell?<BR> <HR> </BLOCKQUOTE>I had it lastnite.  The first screen shot up top.  Haven't really been on beta today.<BR></DIV>

Skyrocket
09-09-2005, 09:21 AM
<BR> <BLOCKQUOTE> <HR> AzraelAzgard wrote:<BR> <DIV> </DIV> <DIV>Is Vigilant Benediction still 5m? I sometimes mini joust in and out to recast that on certain mobs but its often a pain and dont bother.</DIV> <DIV> </DIV> <DIV>And is FB still 5m? makes it useless on any contested or mob with a nasty melee AE scene as 5m is melee AE range so u cant cast FB as u just stand and get pasted.</DIV><BR> <HR> </BLOCKQUOTE>10 meters.<BR>

AzraelAzgard
09-09-2005, 01:46 PM
<DIV>Both?</DIV> <DIV> </DIV> <DIV>Both are castable from outside of WoF range then?</DIV>

Spite
09-09-2005, 06:43 PM
Spaniel your comments on RAIDing really concern me. Thank you for the input.

Suite
09-09-2005, 08:32 PM
<BR> <BLOCKQUOTE> <HR> Skyrocket wrote:<BR> <DIV><BR>In a x3 and x4 raid the first seconds make or break the raid.  We currently can't do alot to prep him since vitaes now cause agro on the caster.   When the tank pulls he may get stunned instantly, which may be out of cure range.  You run in to cure and take a chance of getting agro since he is stunned.  <STRONG>The Stun makes the game no fun and I will never change my mind</STRONG>.  When the tank gets stunned there is a real good chance of losing agro to someone and wiping the whole raid.  The tank maxed at 6500 hp's and is getting hit for bout 25+% on each auto attack.  Mind you the mobs are currently not missing and are hitting every time for bout 1600.   <FONT color=#ff3300>We use to have 4 heals to use and now down to 2 on different timers. We use to have 4 vitaes now down to 2. </FONT> (<EM>FYI, the SP heal is now on same timer as another)  </EM>At the state we are now mobs need to hit for less. More times but less amount.  At the current situations our vitaes don't do real good for the big hits.</DIV> <P><FONT color=#ff3300>You will need the correct people in groups with grp cures.  Would be nice to have 2 people with that cure in each grp.  For instance Arcane was hitting 2 times before my 30 sec timer was up.</FONT>  Yes I know I can Individual cure each person, but can't do that at the same time as healing to keep the Tank alive from the big hits.    If some of you have 15 healers in your guild online, put them in the raid and you might be just fine.</P> <P>I am not going to bore you with my experiences in the raid content, but I am not happy with the current situation for RAIDING on Beta.   Don't ask me what other spells did in the raid situations, because there was not time for that.  <FONT color=#ff3300>I hope some of the raiding gets changed a bit before it goes live, but at the current state it seems they have it on the back burner and really don't care.</FONT></P> <P></P> <HR> </BLOCKQUOTE> <P><FONT face="Comic Sans MS" color=#ccffff size=2>I want to thank you for posting meaningful information in this and other threads. This is the type of situation high level, raiding templars (and others) need to know about and brace ourselves for.  I was comparing mystic and templar wards with my mystic friend last week and realized I have twice the wards she has. It sounds like they reduced our vitaes to give us the same number as the mystics currenlty have on Live--more of the "all priests are equal" stuff without increasing the templar utility.</FONT></P> <P><FONT face="Comic Sans MS" color=#ccffff size=2>I have low level priests on Test but did not get to beta test and haven't played the priests enough on Test to discern what the real impact of these changes will be on templars. Reading your comments makes me sad, even if I am better informed. </FONT></P> <P><FONT face="Comic Sans MS" color=#ccffff size=2>I never wanted to be "better" than the other priests; I really just wanted us to be equal: to heal the same amount in different ways; to have similar, but different, utility spells. Sounds like they are dumbing the templar down rather than just improving or fixing the druids and shaman.</FONT></P> <P><FONT face="Comic Sans MS" color=#ccffff size=2>That's too bad.</FONT></P> <P><FONT face="Comic Sans MS" color=#ccffff size=2>Thanks again,</FONT></P> <P><FONT face="Comic Sans MS" color=#ccffff size=2>Eliana</FONT></P>

Blast2hell
09-09-2005, 09:10 PM
<DIV>yeah, personally I can live with the changes to healing, I'm sure they are going to balance out, or be balanced out to DPS of monsters.  I'm happy having the big hitter heals.   And I realize that where we don't have the utility of other classes, we do have more options for healing then other classes, not by much, but a few more spells.  My main problem is this group cure situation.  I think the only answer was to give every priest group cures, or hell put some quests out there that priest do  a.k.a Hallmark quests.  That give you group cure spells.  So then we have to get it ourselves if we really want it.   (Naturally guilds wouldn't want a priest that didn't do it, or would make there priest do it)   But every priest should get all the group cures with the way they abuse AE spells so much in this game.</DIV>

Skyrocket
09-10-2005, 02:34 AM
<BR> <BLOCKQUOTE> <HR> Skyrocket wrote:<BR><BR> <BLOCKQUOTE> <HR> AzraelAzgard wrote:<BR> <DIV> </DIV> <DIV>Is Vigilant Benediction still 5m? I sometimes mini joust in and out to recast that on certain mobs but its often a pain and dont bother.</DIV> <DIV> </DIV> <DIV>And is FB still 5m? makes it useless on any contested or mob with a nasty melee AE scene as 5m is melee AE range so u cant cast FB as u just stand and get pasted.</DIV><BR> <HR> </BLOCKQUOTE>10 meters.<BR> <BR> <HR> </BLOCKQUOTE>Just wanted to correct myself.   They made some more changes today and this was one of them.  They changed FB to 20 meters which is alot better for us. <BR> <p>Message Edited by Skyrocket on <span class=date_text>09-09-2005</span> <span class=time_text>03:35 PM</span>

Skyrocket
09-12-2005, 03:22 AM
<BR> <BLOCKQUOTE> <HR> FiftyK wrote:<BR>Spaniel your comments on RAIDing really concern me. Thank you for the input. <BR> <HR> </BLOCKQUOTE> <P>Well in 48 hours they have really changed alot.  Tonight (sunday nite) we did some more testing with the devs and raid mobs have been toned down to bout where they need to be.  I feel pretty confident they are trying to do the best for the game in the long run.    I am NOT in favor of all the changes, but hey who is?    They did make some changes to our spells.  Like single cures are 66 level,  Grp cure range farther (not far enuff imo) ,  20 meters on FB,  odyssey recast is 3 min.</P> <P> </P> <P><IMG src="http://i6.photobucket.com/albums/y233/ILCentral/EQ2_000071.jpg"><BR></P>

kenji
09-12-2005, 05:12 AM
<DIV>any master 1 symbol of nautron? <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></DIV>

countercontr
09-12-2005, 07:19 AM
<DIV>Did odyssey always cost that much power?</DIV>

Skyrocket
09-12-2005, 08:20 AM
<BR> <BLOCKQUOTE> <HR> countercontrol wrote:<BR> <DIV>Did odyssey always cost that much power?</DIV><BR> <HR> </BLOCKQUOTE><BR> <DIV>No and still doesn't.   Description is wrong and has been bugged few times.  This will be my last post probably until after it is all released, but wanted to share some pics today.   Do i look good with the helmet on and the big head?? LOL</DIV> <DIV> </DIV> <DIV><IMG src="http://i6.photobucket.com/albums/y233/ILCentral/EQ2_000076.jpg"></DIV> <DIV> </DIV> <DIV> </DIV> <DIV><IMG src="http://i6.photobucket.com/albums/y233/ILCentral/EQ2_000075.jpg"></DIV>

Truffor
09-12-2005, 08:46 PM
<div></div>Hello Spaniel. A guild mate told me that Screaming mace will be  "modified". Do you know if it's already done on Beta ? And thanks for the hard work <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> <div></div><p>Message Edited by Truffor on <span class=date_text>09-12-2005</span> <span class=time_text>09:47 AM</span>

Elspooky_SOE
09-12-2005, 10:47 PM
<DIV>Wow, Odyssey is now a single-target evac (i.e., it sends a party member to the zone "safe point" instead of back to town)?</DIV> <DIV> </DIV> <DIV><STRONG>Great</STRONG> change, in my opinion -- now if they'll only lower the casting time from 30 seconds, maybe I'd put it m' hotkeys <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />  That's handy to head back to a dungeon entrance at the end of the evening (instead of recalling back home) if there's no evac-capable classes in the group; it may also make solo travel easier in the overland zones.</DIV> <DIV> </DIV> <DIV>Thank you for posting all of the screenshots in this thread and in the others, very much appreciated.</DIV> <DIV> </DIV> <DIV>@Truffor -- I've read that the manastone now (in beta) increases power by 150 and decreases health by 289 [about half of what it does on the live servers].  That's better than it was a week or so ago [or so I read], so maybe the Screaming Mace got improved as well... </DIV> <P> </P> <P> </P> <DIV><BR></DIV>

Kizee
09-12-2005, 11:07 PM
<BR> <BLOCKQUOTE> <HR> Elspooky wrote:<BR> <DIV>Wow, Odyssey is now a single-target evac (i.e., it sends a party member to the zone "safe point" instead of back to town)?</DIV> <DIV> </DIV> <DIV><STRONG>Great</STRONG> change, in my opinion -- now if they'll only lower the casting time from 30 seconds, maybe I'd put it m' hotkeys <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />  That's handy to head back to a dungeon entrance at the end of the evening (instead of recalling back home) if there's no evac-capable classes in the group; it may also make solo travel easier in the overland zones.</DIV> <DIV> </DIV> <DIV>Thank you for posting all of the screenshots in this thread and in the others, very much appreciated.</DIV> <DIV> </DIV> <DIV>@Truffor -- I've read that the manastone now (in beta) increases power by 150 and decreases health by 289 [about half of what it does on the live servers].  That's better than it was a week or so ago [or so I read], so maybe the Screaming Mace got improved as well... </DIV> <P> </P> <P> </P> <DIV><BR></DIV><BR> <HR> </BLOCKQUOTE><BR>Are you crazy? Great change? I hope to god that is a typo in the decription of Odyssey and it still sends people to thier homepoint. With a 30 sec cast time and 3 minute refresh your whole party could run to the zone safepoint faster. :smileyindifferent:

CasieStarfi
09-12-2005, 11:27 PM
<P>Oh jeeze.  If Ody is now a slow gimped up regular evac to zone in...  all it will be useful for is self only travel through nek forest.  yay?</P> <P>Kizee, I know exactly how you feel.   I find myself hoping lots of the stuff I've read about this revamp are typos or still being modified.  Really a combat mod of this size 8 months after release just bugs the 'ell outta me.  =p</P>

Skyrocket
09-12-2005, 11:32 PM
<DIV>Odyssey takes you to your new bind point.  I used it lastnite and that is what it did.  Atleast it don't take you to your old home city like it use too.</DIV> <DIV> </DIV>

Elspooky_SOE
09-13-2005, 12:08 AM
<EM><FONT color=#cc00ff>-->"Are you crazy? Great change? I hope to god that is a typo in the decription of Odyssey and it still sends people to thier homepoint. With a 30 sec cast time and 3 minute refresh your whole party could run to the zone safepoint faster.</FONT></EM> <IMG height=16 src="http://eqiiforums.station.sony.com/i/smilies/16x16_smiley-indifferent.gif" width=16 border=0> " <DIV> </DIV> <DIV>Crazy, perhaps... addled, most definitely <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></DIV> <DIV> </DIV> <DIV>Times I've used Odyssey in its <U>current</U> incarnation, in 10 months of gameplay: 2</DIV> <DIV> </DIV> <DIV>Times I could have used an evac (end of gaming session or having to leave early, solo or group) that didn't take me back to a city but instead took me to the safe point of a dungeon or large zone (Everfrost, Lavastorm, Zek come to mind) in the past <STRONG>month</STRONG> and <STRONG>didn't</STRONG> have an evac'er in the group: 3</DIV> <DIV> </DIV> <DIV>As an example: About a month ago I was wandering around the Drafling Tower courtesy of an invis from a guild-mate to work on the Heriophant's Crook (killing time, essentially).  The invis lasts a limited amount of time, but not enough time to get to the objective and back.  So I reached the objective, got the update, found an area free of critters... and went back to town (where I had to grab a bell, run back through EL, run back through RV, and hit the tower again).  An evac-type spell, regardless of cast-time, would have been better.  It's do-able without it, but easier with it, which in essence is one of the great definitions of "utility". </DIV> <DIV> </DIV> <DIV>Your mileage may certainly vary -- I don't grind writs, and if'n you do, you'd probably use it more in it's current live incarnation -- but since everyone gets a "Call of X" but not everyone gets a "Go-to-zone-safepoint" that seems better to me.  And it'd get used more, I dare say by more people.  But heck, I'm crazy :smileytongue:</DIV> <DIV> </DIV> <DIV>Either way, per Spaniel's later post, it's moot anyway. </DIV> <DIV> </DIV> <DIV><Edit: I definitely agree, though, a hypothetical evac with a 30-second cast time is pretty useless></DIV><p>Message Edited by Elspooky on <span class=date_text>09-12-2005</span> <span class=time_text>01:25 PM</span>

Kizee
09-13-2005, 01:18 AM
<BR> <BLOCKQUOTE> <HR> Elspooky wrote:<BR> <EM><FONT color=#cc00ff>-->"Are you crazy? Great change? I hope to god that is a typo in the decription of Odyssey and it still sends people to thier homepoint. With a 30 sec cast time and 3 minute refresh your whole party could run to the zone safepoint faster.</FONT></EM><IMG height=16 src="http://eqiiforums.station.sony.com/i/smilies/16x16_smiley-indifferent.gif" width=16 border=0> " <DIV> </DIV> <DIV>Crazy, perhaps... addled, most definitely <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></DIV> <DIV> </DIV> <DIV>Times I've used Odyssey in its <U>current</U> incarnation, in 10 months of gameplay: 2</DIV> <DIV> </DIV> <DIV>Times I could have used an evac (end of gaming session or having to leave early, solo or group) that didn't take me back to a city but instead took me to the safe point of a dungeon or large zone (Everfrost, Lavastorm, Zek come to mind) in the past <STRONG>month</STRONG> and <STRONG>didn't</STRONG> have an evac'er in the group: 3</DIV> <DIV> </DIV> <DIV>As an example: About a month ago I was wandering around the Drafling Tower courtesy of an invis from a guild-mate to work on the Heriophant's Crook (killing time, essentially).  The invis lasts a limited amount of time, but not enough time to get to the objective and back.  So I reached the objective, got the update, found an area free of critters... and went back to town (where I had to grab a bell, run back through EL, run back through RV, and hit the tower again).  An evac-type spell, regardless of cast-time, would have been better.  It's do-able without it, but easier with it, which in essence is one of the great definitions of "utility". </DIV> <DIV> </DIV> <DIV>Your mileage may certainly vary -- I don't grind writs, and if'n you do, you'd probably use it more in it's current live incarnation -- but since everyone gets a "Call of X" but not everyone gets a "Go-to-zone-safepoint" that seems better to me.  And it'd get used more, I dare say by more people.  But heck, I'm crazy :smileytongue:</DIV> <DIV> </DIV> <DIV>Either way, per Spaniel's later post, it's moot anyway. </DIV> <DIV> </DIV> <P>Message Edited by Elspooky on <SPAN class=date_text>09-12-2005</SPAN><SPAN class=time_text>01:25 PM</SPAN><BR></P> <HR> </BLOCKQUOTE> <P><BR>Yes, I grind writs and it is very helpful in that aspect. I also use the spell all the time because of the fast refresh...I dont even have CoQ on my hotbars. :p</P> <P>Thanks Spaniel for the quick reponce. I was worried lol.</P>