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Unread 08-24-2005, 09:15 AM   #1
Handleba

 
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Thanks to some of the beta players for the help.   It is on my website in my sig.  Thanks again. Upgrades from 57-60 should be up soon. Thanks to Slyver, Yaeb, and Salvia for the screens.

Message Edited by Handlebars on 08-25-2005 07:45 AM

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Unread 08-24-2005, 09:25 AM   #2
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Curious, does the AE next to group buff's mean they affect raids as well?
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Unread 08-24-2005, 09:27 AM   #3
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I don't know.
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Unread 08-24-2005, 09:37 AM   #4
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handlebars - as ever, good work SMILEY
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Unread 08-24-2005, 05:05 PM   #5
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Handelbars some of the pics I sent you have some masters in there that weren't on your website, such as Lich, Torrential Plague, and Siphon Life.
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Unread 08-24-2005, 07:25 PM   #6
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why does the upgrade to terror increase resist chance by 20% but terror itself decreases resist chance by 39%.  wonder if that changes with upgrades to the spell or if they just made a mistake.
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Unread 08-24-2005, 07:38 PM   #7
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quamdar wrote:
why does the upgrade to terror increase resist chance by 20% but terror itself decreases resist chance by 39%.  wonder if that changes with upgrades to the spell or if they just made a mistake.



I believe it has to do with the spell quality. 

The level 38 spell only works on mobs up to 56, while the lvl 52 works up to 70. 

The quality of the spell (app, ad, m) changes the resist modifier. ie app1 - 20%, ad3 - 39%

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Unread 08-24-2005, 07:52 PM   #8
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Thanks for the work getting them up there so we can see.
 
I'm thoroughly depressed about them though.  NOTHING new that steps outside of the box and that isn't just simply an upgrade from a spell we already have.  Very very disappointing. 
 
They must have used up their creativity for the combat revamp.  Hopefully that will keep it fresh, but ...very dissapointing. 
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Unread 08-24-2005, 07:56 PM   #9
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thanks eirgorn, i didn't know really what upgrades to fear really did though i used to just think they let you hit the mob more before the fear broke didn't know about the resist chance decrease getting better.

Message Edited by quamdar on 08-24-2005 11:56 AM

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Unread 08-24-2005, 07:59 PM   #10
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Am I missing something here?  Did you remove the meat of this post Handlebars?
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Unread 08-24-2005, 08:04 PM   #11
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Am I to understand that we get another rotting thrall?

Why not change the pet for the post 50 necromancer?

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Unread 08-24-2005, 08:09 PM   #12
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Tzenn_ wrote:
Am I missing something here?  Did you remove the meat of this post Handlebars?



The meat of his post is actually in his sig :smileyhappy:

If you visit his site - eq2necromancer, it has a list of all the spells and screenshots of some of the qualities for each spell. 

If you have a quality of a spell on there that is not listed, you can email a screen of it to him to get it updated - but wait until after the revamp, since the spells will no longer scale with level, but with int.

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Unread 08-24-2005, 08:17 PM   #13
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I think they will keep the basic pets at the intervals they are now, and have all of them look the same with the exception of masters.  This is purely my speculation though.  Like the M1 GT is a lamia, I expect they may make the masters of new pets something neat, but leave the app and adept versions plain old zombies and shadows and skeles.


Not wanting to derail too much, but I have seen some concern on this forum and many other forums as well, that SOE is cookie cutting the previous spells and giving them different names.  This has alot of people disappointed in the expansion, but I though that most people were expecting this.

This is basically how it is in the first 50 levels, with the exceptions near the beginning due to class and subclass spells.  but from 20 on, all spells cycle every 14 levels and you really dont get many "new" spells.  I think this is the plan and it will stay this way throughout the expansions.  Each tier will cycle the "core" spells, and then I expect to get one or two new spells for every 10 levels.

Like we didnt get a fear spell til 38, or a lich spell till 50, or siphon life till 45.  I know they are filling in some spells with the revamp so you get them earlier, but for the most part things are going to seem repetitive. 

Bascally I think we shoud expect to only see a couple "new" spells each tier, and then maybe some fun ones as training options.

Thanks.

Message Edited by Eirgorn on 08-24-2005 09:19 AM

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Unread 08-24-2005, 09:33 PM   #14
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didn't notice it before but the new FD says it is 100% up to level 78, that is pretty awesome i think that will be well over anything we fight in the new expansion SMILEY i would also like to know if (AE) on the buffs means it effects everyone in raid because if so that is a very nice upgrade for us especially with it now adding nearly 50 STA and INT.  seems like out other group buff was somewhat upped too but still not nearly what they are on live it looks like.
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Unread 08-24-2005, 10:58 PM   #15
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Ah thanks Eirgorn.  I'm just blind I guess hehe.

VERY nice page there handlebars.

Interesting though, some of the spell descriptions differ from what I've seen on other posts.  Your's seem to be more complete though.  Are these all pretty current?

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Unread 08-24-2005, 11:13 PM   #16
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They were pulled off of Beta last night, so they are the most up-to-date.
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Unread 08-24-2005, 11:13 PM   #17
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A note, many of the spell descriptions and damage descriptions are changing daily.
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Unread 08-24-2005, 11:16 PM   #18
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Handlebars,  I was curious if you still have the old spell list page tucked away somewhere. 
 
I think I remember it still being up a day or two ago along with the new ones, and I was wanting to look at some of the current spells while Im at work to refresh my memory on a couple spells I was going to include in a post.  If not, I completely understand, was just curious.
 
Thanks for alll you work HB,
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Unread 08-24-2005, 11:19 PM   #19
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I have all of the old spell pics, but not sure if I still have the old page.  I'll make a page with the links to all the old pics if I get a chance today.  Rizaz and I are duoing on test atm trying to take down Gryok.  We killed Ador with no problem but A level 50 Epic x 2 is giving us some trouble SMILEY
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Unread 08-24-2005, 11:28 PM   #20
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Hehe well good luck to you two!

If you dont have the time, or if it's a pain, I'd say dont bother.

Thanks,

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Unread 08-24-2005, 11:45 PM   #21
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Great job man, i cannot wait.
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Unread 08-24-2005, 11:48 PM   #22
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Ya, gyrok owned us SMILEY
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Unread 08-25-2005, 01:09 AM   #23
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Eirgorn wrote:

Not wanting to derail too much, but I have seen some concern on this forum and many other forums as well, that SOE is cookie cutting the previous spells and giving them different names.  This has alot of people disappointed in the expansion, but I though that most people were expecting this.

This is basically how it is in the first 50 levels, with the exceptions near the beginning due to class and subclass spells.  but from 20 on, all spells cycle every 14 levels and you really dont get many "new" spells.  I think this is the plan and it will stay this way throughout the expansions.  Each tier will cycle the "core" spells, and then I expect to get one or two new spells for every 10 levels.

Like we didnt get a fear spell til 38, or a lich spell till 50, or siphon life till 45.  I know they are filling in some spells with the revamp so you get them earlier, but for the most part things are going to seem repetitive. 

Bascally I think we shoud expect to only see a couple "new" spells each tier, and then maybe some fun ones as training options.

Thanks.

Message Edited by Eirgorn on 08-24-200509:19 AM



My complaint is that we have very little variety in ways to kill anything.  We are pigeonholed in to 1 routine to grind exp solo.  I hate comparisons to EQ1, but I'm going to make one any way.  I had the ability to kill a mob between 2 and 4 different ways depending on it's level, whether it was undead or not, etc, etc.  I miss that variety. 
 
Hell, we don't even kill an undead mob any differently than a reagular mob.  Seems a bit odd for the masters of Undead.  Paladins have combat arts that do extra damage to undead   Why wouldn't we have something similar.  And no I don't count the charm.  Unless it is changed to be an undead version the Coercer spell Dominate (10 min charm for 3 conc slots), it won't be used.  1 minute charm isn't worth a crap.
 
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Unread 08-25-2005, 01:52 AM   #24
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It will be used even less if it costs more then 1 concentration. It takes 4 concentration just for the pet + pet buffs..
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Unread 08-25-2005, 02:03 AM   #25
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Named88 wrote:
It will be used even less if it costs more then 1 concentration. It takes 4 concentration just for the pet + pet buffs..

This spell is never going to be used anyways. If anyone will give me 1 example of where  this [expletive ninja'd by Faarbot]ed up soe crap which they call a spell will actually be useful i'll take it.
 
Its fluff.. go to nektulos forest or everfrost and use it to play with skeles there. Charm a no arrow one and send it on his friend and laugh about it. Who cares if it takes 1 or 5 concentrations for that.:smileymad:
 
 
That aside i have no intention to hijack this thread, great job handlebars. Keep up the good work bud :smileyhappy:
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Unread 08-25-2005, 03:47 AM   #26
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i think if it was an actual charm like coercers got that would kick [expletive ninja'd by Faarbot] even for 3 conc slots cause we could still put up a stance on it or rending frenzy and group buff.  personally after talking to people on beta necros are pretty awesome but then again that is a warlock saying that so i dunno but looking at our spells i have to agree somewhat that we will kick [expletive ninja'd by Faarbot] despite these new spells kind of sucking.  i just wish i could of gotten into beta to try this out for myself.
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Unread 08-25-2005, 04:31 AM   #27
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The rest of the spells will be going up soon.  We do get a new rogue pet at 60.
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Unread 08-25-2005, 04:34 AM   #28
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Handlebars wrote:
The rest of the spells will be going up soon.  We do get a new rogue pet at 60.



Nice!!! I was wondering if that would fall at 60 or at 60.8 or so and in the next expansion.

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Unread 08-25-2005, 04:42 AM   #29
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prince_sd wrote:


Named88 wrote:
It will be used even less if it costs more then 1 concentration. It takes 4 concentration just for the pet + pet buffs..

This spell is never going to be used anyways. If anyone will give me 1 example of where  this [expletive ninja'd by Faarbot]ed up soe crap which they call a spell will actually be useful i'll take it.
 
Its fluff.. go to nektulos forest or everfrost and use it to play with skeles there. Charm a no arrow one and send it on his friend and laugh about it. Who cares if it takes 1 or 5 concentrations for that.:smileymad:
 
 
That aside i have no intention to hijack this thread, great job handlebars. Keep up the good work bud :smileyhappy:


I don't think it is that hard to figure out a good spot to use this spell.  It gives us another way to take a mob out of the fight (or really take TWO out) and in addition gives us the ability to do higher DPS.
 
For example, think about a group of 3 tough mobs (orange no arrows?)
 
-Start charm on mob 1
-target mob 2 and send in pet
-target mob 3 and send charmed mob to fight mob 3.
 
you could even add a 4th opponent that you fast cast terror/root at the end of that sequence.
 
Anyway, the point is more options is great...keep em coming!  
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Unread 08-25-2005, 04:43 AM   #30
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Its called Nightshade and summons a Nightshade Assassin.  [expletive ninja'd by Faarbot] guild trying to raid so having trouble doing both at the same time.
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