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View Full Version : Combat Revamp detail update, see it before you login so u know what has changed.


Demonskill
09-13-2005, 01:47 AM
<DIV><A href="http://eq2players.station.sony.com/en/news_ff.vm?FeatureName=combatchanges&section=development" target=_blank>http://eq2players.station.sony.com/en/news_ff.vm?FeatureName=combatchanges&section=development</A></DIV> <DIV> </DIV> <DIV> </DIV> <DIV>I recommend everyone read it once, there are stuff that wasn't even noted by the beta players and they are very helpful so know.</DIV>

Demonskill
09-13-2005, 01:49 AM
<P><B>Fighter Changes </B></P> <UL> <LI>The combat art damage output of Fighters has been set below that of Scouts. <LI>The auto-attack damage of Fighters is slightly higher than that of Scouts. <LI>All subclasses of Fighters now have both primary defensive and offensive stances. These stances do not require concentration. <LI>As part of their defensive stance, each subclass of Fighter now receives extra mitigation against a specific type of arcane damage (Heat, Cold, Poison, Disease, Magic, Divine, or Mental) . <LI>Monks and Bruisers have an additional stance that offers half the combined offensive and defensive bonuses of the other stances. <LI>The base health and power pools of Fighter professions have been adjusted. <UL> <LI>Monks and Bruisers have the highest health pool and lowest power pool. <LI>Guardians and Berserkers have balanced health and power pools. <LI>Paladins and Shadowknights have the lowest health pool and the highest power pool. </LI></UL> <LI>Crusaders now receive the Spear and Great Spear skills. <LI>Shadowknights have been given an improved lifetap effect and harm touch reuse. <LI>The Paladin spell Lay on Hands has been improved. <LI>Brawlers can now deflect and parry attacks from any direction, not just the front. However, they can only riposte when facing the attacker. </LI></UL> <P><B>Scout Changes </B></P> <UL> <LI>The spell/art damage of Scouts has been increased. <LI>Auto-attack damage for Assassins and Rangers has been increased. <LI>Swashbucklers and Brigands received a slight health increase. <LI>Rangers, Assassins, Swashbucklers, and Brigands now have both offensive and defensive stances. These stances do not require concentration. <LI>Bard debuff songs are now 0 concentration, 0-second reuse timer, 2-second cast time, 25m range, toggleable, 15m radius, and 1 minute duration . <LI>Assassins gain improved damage output of stealth attacks. <LI>Ranger: Steady Aim is now a more powerful short term ranged skill increase. <LI>Brigand: Beg for Mercy has changed to target a player that places a reactive spell effect on them. This reactive spell effect causes them to lose a massive amount of hate to the entire encounter. <LI>Swashbuckler: Inspired Daring now grants a 100% proc that lasts for 13 seconds. <LI>Dirge: Hyran's Angry Sonata allows the Dirge to target the group's Fighter to increase the aggro they gain. <LI>Troubador: Alin's Soothing Serenade lets the Troubador decrease hate for all group members other than Fighters. </LI></UL> <P><B>Mage Changes </B></P> <UL> <LI>Mages now have larger power pools. <LI>Summoner primary pets no longer spawn with a down arrow. <LI>Enchanters gain a long-duration Charm spell. <LI>Warlocks now have contagious forms of noxious resistance debuffs. <LI>Conjurer: Conjurer's Mark grants the pet an elemental resist debuff proc whenever they attack. <LI>Necromancer: Transfer Life heals at the cost of the Necromancer's health. <LI>Necromancer: Lifetap, which drains health from the target to the Necromancer, is now obtained at level 20. </LI></UL> <P><B>Priest Changes </B></P> <UL> <LI>Priests now have increased damage capability. <LI>Priests can resurrect players outside their group. <LI>Group healing has been improved in efficiency and potency. <LI>Group cures have been removed from Training options and are now distributed among the Priest subclasses. <LI>Shamans now receive the Great Spear skill. <LI>Warden, Fury, Mystic, and Defiler form spells no longer require concentration. <LI>Direct heals (both single-target and group) now have more differentiation among subclasses. Each subclass of Priest has different advantages: <UL> <LI>Inquisitor: Slightly higher efficiency than most instant heals, best repeat spell healing amount for instant heals, fastest reuse timers. <LI>Templar: Larger heal for increased power cost, less time consumed spent casting heals. <LI>Warden: Highest efficiency of all heals, best repeat spell healing amount (regen effects from all lines stack). <LI>Fury: Fastest healer, strong initial burst healing. <LI>Mystic: Same efficiency as the Inquisitor but slightly longer reuse timers; each heal adds a minor max health increase which allows "overflow" health for the target (health increase from all lines stack). <LI>Defiler: Matches the potency of Templar heals, but sacrifices some health to defray the overall power cost. </LI></UL></LI></UL> <DIV> </DIV> <DIV> </DIV> <DIV>just a summerize if someone doesn't have time to read and want to know what has changed, still, read them all if you get a chance. Cuz it wasn't only the combat that got revamp, it's almost the whole new system that we are gonna play on.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>"The auto-attack damage of Fighters is slightly higher than that of Scouts."  :smileymad:</DIV> <DIV>"Auto-attack damage for Assassins and Rangers has been increased. " :smileyhappy:</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>let's hope our auto attack still > fighters</DIV>

NerroVI
09-13-2005, 10:01 AM
I think the reason they had to give the auto attk increase to fighters over us, was well cos we put out massive <we as in assassins> stealth attks now and out auto attk is very good atm, in order for them to keep aggro cos of adjustments with taunts etc, they need to be able to atleast put some damage with taunts, it does kinda remind me of the old EQ stuff far as raids go, where tanks were actually hitting mobs to increase hate while taunting. <div></div>