EQ2 Forum Archive @ EQ2Wire

 

Go Back   EQ2 Forum Archive @ EQ2Wire > EverQuest II > Planes of Prophecy Beta > Class Discussion
Members List Search Mark Forums Read

Notices

Reply
 
Thread Tools
Old 10-17-2017, 03:44 PM   #1
Caith

Developer
Caith's Avatar
 
Join Date: Jan 1970
Posts: 0
Default

Please provide any feedback or bugs for level 11 to 15 Etherealist abilities here. Please be as descriptive as possible when describing bugs with functionality, including NPC target if reporting an issue with a hostile ability, and targets name/class if reporting an issue with beneficial abilities.
Caith is offline   Reply With Quote
Old 10-19-2017, 10:14 AM   #2
wiouxev2

Active Member
wiouxev2's Avatar
 
Posts: n/a
Default

Just want to pop in and say that the level 11-15 Etherealist spells all sound phenomenal -- fun, powerful, and creative. Well done!
  Reply With Quote
Old 10-19-2017, 06:57 PM   #3
Chillispike

Member
Chillispike's Avatar
 
Posts: n/a
Default

I got my Toon to beta server and checking my Etherealist that i have at level 11 it says i have as current Progress 5,717 / 188,200,000

Question 1: where are the other ~ 97,200,000 + xp needed to reach level 11? so prolly 114,400,000 xp
Question 2: does that mean we'll need 76,800,000 xp to reach level 12? or is the tool tip wrong and it's the "whole" xp needed to reach level 15?
Question 3: will the guided Ascension cap stay at 7,000,000 ?
  Reply With Quote
Old 10-22-2017, 09:42 PM   #4
Darchon6

New Member
Darchon6's Avatar
 
Posts: n/a
Default

I know these spells are already live, but they need to be re-evaluated too.

Etherealist lvl 4 spell: Ethereal Conduit

The amount of potency gained by using this spell is minuscule compared to the enormous potency pool of the caster. Personally, I have reached 56k static potency, therefore the effect of using this spell is minimal. Its usefulness will continue to deteriorate as more potency is acquired throughout the next expansion pack.

Suggestions: Change the 42% potency per stack to 5% base potency per stack (grandmaster rank), reduce the cast time to 1.5s (at max casting speed).

Etherealist lvl 7 spell: Siphoned Fervor

Though not quite to the same extent as ethereal conduit, this spell has succumbed to statistical inflation in KA. However, that's not the most important issue -- the limit of one 0.2 fervor stack per second (grandmaster rank) limits its usefulness to the point that nobody uses it. 25 seconds is too long of a ramp up time to reach the maximum effect, especially considering the limited duration of 39.6 seconds at grandmaster.

Suggestions: Remove the proc rate limiter, change it from 0.2 fervor per stack to 1% of the caster's base fervor per stack for a maximum of 25 stacks, allow it to bypass the fervor cap OR make it grant 100 fervor overcap. Reduce the cast time to 2 seconds (at max casting speed)
  Reply With Quote
Old 10-23-2017, 08:21 AM   #5
Darchon6

New Member
Darchon6's Avatar
 
Posts: n/a
Default

Etherealist lvl 15 spell: Ethereal Gift

This is a very disappointing reward for reaching level 15 in the ascension class. Most (if not all) players will not be altruistic enough to spend 3.4 seconds casting a group buff that reduces their own fervor by half. I certainly won't be using it in its current state.

Suggestions: Remove the 50% fervor penalty for the caster and reduce the casting time from 3.4 to 2 seconds (no ascension buff (e.g. siphoned fervor / ethereal conduit) should exceed a 2s cast time given their limited effectiveness compared to the nukes, honestly). Also, make it increase the caster's own fervor by the same percentage as the rest of the group.

Etherealist lvl 13 spell: Recapture

Please make this ability usable on the caster!

Aside from these issues, I am rather pleased with the state of the new etherealist abilities.
  Reply With Quote
Old 10-24-2017, 03:56 PM   #6
Darchon6

New Member
Darchon6's Avatar
 
Posts: n/a
Default

Valuable time? The promised class balance changes of EXP 14 were "scrapped months ago". I wonder what the combat mechanics dev(s) were doing for the last several months aside from boosting the ascension cap to 15 to pave the way for more p2w options. Weren't they going to abandon major expansion features in favor of balancing classes? Introducing lvl 101 - 110 spells with bigger numbers doesn't constitute a rebalance since the percentage increase is equal for all classes = conjurors on top for another year. Anyways, rant over.

I'm sure that the other ascension classes need some attention too, but that doesn't mean that I shouldn't provide feedback for the underwhelming etherealist options. I've spent almost no time on the other classes due to the paywall, so someone else will have to step up to the challenge of providing meaningful feedback.
  Reply With Quote
Old 10-24-2017, 08:30 PM   #7
Arieva

New Member
Arieva's Avatar
 
Join Date: Jan 1970
Posts: 0
Default

Lol at you asking for improvements to the etherealists less than useful pre-existing arsenal vynie. I don't mean to demean your efforts here but I'm going to throw in that until Geo, Thaum, and Elementalists are brought in line with Etherealists I sure hope a dev doesn't waste his valuable time on these suggestions. Did you know that even at a piddly 2 or so fervor for my group, as an elementalist I would LOVE for my siphon fervor ascension spell to actually do what yours does? Unfortunately its tied to a piece of jewelry no one will wear in PoP and most T4 raiders also haven't worn said piece for months in KA. Talk about minimal usefulness, have a look at Bulwark of rime without jewelry piece bonus. 16% or so less elemental damage for something like 20 seconds. /party. I'd take ethereal conduit in a heartbeat over that. Bulwark hasn't been cast in probably 6 months....

Again not trying to demean the effort but considering how little the devs can reasonably get done I just had to pipe up and say these two perfectly functional spells while not the wowers of the etherealist class are perfectly functional and fine as is unless all ascensions are going to get a top to bottom overhaul and brought in line with the etherealist potential.
Arieva is offline   Reply With Quote
Old 10-24-2017, 10:30 PM   #8
Arieva

New Member
Arieva's Avatar
 
Join Date: Jan 1970
Posts: 0
Default

Totally agree with ya to be honest. Think the whole mess should be pushed back 6 months so they can deliver what was promised. But still had to point out that asking for the OP ascension class to be made more OP probably isnt the best direction to go as far as dev man hours. Be like a conji asking for even more dps when we are as you pointed out already very well off! Lets fix up the other ascension types or heck even get the base classes balanced first.
Arieva is offline   Reply With Quote
Old 10-26-2017, 05:17 AM   #9
Wreakinn

Member
Wreakinn's Avatar
 
Posts: n/a
Default

You're kinda missing the point here and you're kvetching way too much. He was dead on with his critiques, especially for the 2nd post. Those spells are next to useless; I think they won't be on my hotbar much longer either.

One last thing: That your class's spells are lesser is irrelevant. Been watching these same silly criticisms for almost 20 years now. You don't balance a class by ignoring its flaws. Bring the op spells down, fix the ones that don't work. Common sense.
  Reply With Quote
Old 10-27-2017, 12:08 PM   #10
Earar

Well-Known Member
Earar's Avatar
 
Posts: n/a
Default

yeah, I agree, the abilities are underwhelming and it's the kind of spells u just remove from hotbar if u need to get free space.

anf for abilities that that so long to cast, and usually also a long recast, you would think they are powerfull or at least usefull. and that would be for every asc classes.

now .. the etherealist abilities may not be top priority but need to be mentionned. (but the priority order is not for us to decide, it's for devs to decide, we just point out)
  Reply With Quote
Old 10-27-2017, 04:23 PM   #11
Vanyel

Member
Vanyel's Avatar
 
Posts: n/a
Default

Ethershadow Assassin is only doing about 500M on bosses (this is very broken).. where as levinbolt is hitting for billions.

And yes im making sure no stoneskin or dmg reducing buffs are present on a boss
  Reply With Quote
Old 10-27-2017, 04:56 PM   #12
Vanyel

Member
Vanyel's Avatar
 
Posts: n/a
Default

People this part of the forums is for bugs isn't it? not balancing.
  Reply With Quote
Old 10-27-2017, 07:28 PM   #13
Earar

Well-Known Member
Earar's Avatar
 
Posts: n/a
Default



both

but shouldn't be for lvl 1 to 10 ascension classes indeed
  Reply With Quote
Old 10-27-2017, 07:49 PM   #14
Vanyel

Member
Vanyel's Avatar
 
Posts: n/a
Default

This is ridiculously bugged (or nerfed way too much)

TIME ATTACKER ATTACKTYPE DAMAGETYPE VICTIM DAMAGE CRITICALSTR SPECIAL
14:47:55 Vannyel Ethershadow Assassin non-melee Glitched Cell Keeper No Damage None multi
14:47:55 Vannyel Ethershadow Assassin magic Glitched Cell Keeper 436,301,607 critical None

CF's extra hits are also not landing
TIME ATTACKER ATTACKTYPE DAMAGETYPE VICTIM DAMAGE CRITICALSTR SPECIAL
14:50:00 Vannyel Cascading Force non-melee Glitched Cell Keeper No Damage None None
14:50:00 Vannyel Cascading Force non-melee Glitched Cell Keeper No Damage None None
14:50:00 Vannyel Cascading Force non-melee Glitched Cell Keeper No Damage None None
14:50:00 Vannyel Cascading Force non-melee Glitched Cell Keeper No Damage None None
14:50:00 Vannyel Cascading Force non-melee Glitched Cell Keeper No Damage None None
14:50:00 Vannyel Cascading Force magic Glitched Cell Keeper 436,301,607 critical None

wait... all my asc are hitting these bosses for the SAME exact number... is damage being capped??
  Reply With Quote
Old 10-29-2017, 08:59 AM   #15
Darchon6

New Member
Darchon6's Avatar
 
Posts: n/a
Default

This is not the result of a bugged ability. From what I have observed, every PoP solo named has a stupid mechanic which first appeared on certain Kunark Ascending heroic named (e.g. virtually every named in Arcana’se Spire: Forgotten Sanctum) which makes it immune to damage at specific thresholds. Apparently, they do not want overgeared players killing these named any quicker than 20-25 seconds. As a result, the stats on your gear beyond a certain point becomes little more than cosmetic fluff. Sounds fun, right? :roll eyes:

Welcome to Everquest 2: Planes of Guild Wars.
  Reply With Quote
Old 10-29-2017, 09:23 AM   #16
Earar

Well-Known Member
Earar's Avatar
 
Posts: n/a
Default

but then what's the point to gear up if u cannot take advantage of it ?
  Reply With Quote
Old 10-31-2017, 05:07 AM   #17
Uncle

Active Member
Uncle's Avatar
 
Join Date: Jan 1970
Posts: 0
Default

i think this ability will be awsome to cast on my ranger hawk since the spell seems to think it a group friend

Uncle
Uncle is offline   Reply With Quote
Old 11-01-2017, 01:13 AM   #18
Wimble

Member
Wimble's Avatar
 
Posts: n/a
Default


LOL I'd been thinking that epic pets needed more help, they'd been a disappointment thus far.

As a raid etherealist Ive got to say its hilarious to see people actually complaining about this class! (edit: Uncle I know you specificly arent complaining but reporting Wink )

I think the inclusion of more buff/group benefit spells is a logical step as it actually encourages selfless or, team first play, which, after all, is what an mmo is about? even just a little? even for top dpsers? in raid?.

I know, Im deluded BigGrin
  Reply With Quote
Old 11-01-2017, 03:19 AM   #19
Scrappyz

Member
Scrappyz's Avatar
 
Posts: n/a
Default



A decrease of my fervor by 50? yeah... no thanks
  Reply With Quote
Old 11-01-2017, 06:00 PM   #20
Wimble

Member
Wimble's Avatar
 
Posts: n/a
Default

You know, there "not" DPS classes who play etherealist as well...
  Reply With Quote
Old 11-01-2017, 11:24 PM   #21
Uncle

Active Member
Uncle's Avatar
 
Join Date: Jan 1970
Posts: 0
Default

Etherealist 14: focused blast

The damage from adept to expert scaling seems a tad on the high side.
adept 5528660 compared to the expert 70616202

this may be on par but after looking at the level 11 feedback loop the curve seemed a lil out of whack.

Etheralist 13: recapture

still applying to pets
Uncle is offline   Reply With Quote
Old 11-03-2017, 01:00 AM   #22
Darchon6

New Member
Darchon6's Avatar
 
Posts: n/a
Default

Recapture should be changed to be usable on the caster (remember how overjoyed dirges were to be allowed to cast battle cry on themselves? The underlying reason to change it is no different. I went through the process of upgrading the spell, so I should be able to cast it on myself.). If it's made to be usable on the caster, there's no reason to cast it on the pet - problem solved.
  Reply With Quote
Old 11-03-2017, 03:42 AM   #23
Wreakinn

Member
Wreakinn's Avatar
 
Posts: n/a
Default

It's bad enough that one spell messes up your fervor, but at least I can see the obvious utility there.

Recapture not applying to you or your pet is foolish. 5 new spells, 2 of which are only useful in group settings? Why? Hey, less money for DB, I guess. I'm not spending a dime to upgrade a group spell when I solo 90% of the time.
  Reply With Quote
Old 11-07-2017, 09:08 AM   #24
Earar

Well-Known Member
Earar's Avatar
 
Posts: n/a
Default

the only etherealist who would decrease their fervor would be priests.

tanks and supports need their fervor too. Don't say priests don't need .. but since they already overheal by large amount, and DPS isn't their main goal ... they could
  Reply With Quote
Old 11-08-2017, 07:55 PM   #25
Sentrasia

New Member
Sentrasia's Avatar
 
Join Date: Jan 1970
Posts: 0
Default

Recapture does not appear to be triggering correctly. Tested with two people over a ~6min time period. One with ancient recapture (10% proc rate, 10 second cool down) and the other with apprentice version.

Over 500 abilities (not including procs/auto atks/multiple hits from one ability/etc) each and not a single trigger for either. This was tested with both CA's and Spells. Tried ascensions as well, but had already assumed this would not reset them.
Sentrasia is offline   Reply With Quote
Old 11-26-2017, 11:04 PM   #26
Xellium

Member
Xellium's Avatar
 
Posts: n/a
Default

Feedback Loop

Played around with this today and all I can say is its waaaay underpowered.
On short fights it is barely 1% on the parse.
On long fights it doesn't even register.

When its up it adds about as much damage as Arcane Tyrant, which is a passive wizard proc.

It's certainly not worth 2 seconds of cast time
  Reply With Quote
Old 11-27-2017, 01:59 AM   #27
Snikkety

Well-Known Member
Snikkety's Avatar
 
Posts: n/a
Default

Now grandmaster it and say the same thing
  Reply With Quote
Old 11-27-2017, 04:14 AM   #28
Xellium

Member
Xellium's Avatar
 
Posts: n/a
Default

Is it a lot better?
Even if it gets 3 times better its still not going to be worth the long cast time.
What's it look like at GM? I doubt ill have time to test before beta ends.
  Reply With Quote
Reply

Thread Tools

Forum Jump


All times are GMT. The time now is 04:45 AM.

vBulletin skin by: CompleteGFX.com
Powered by vBulletin® Version 3.7.5
Copyright ©2000 - 2023, Jelsoft Enterprises Ltd.
All threads and posts originally from the EQ2 and Station forums operated by Sony Online Entertainment. Their use is by express written permission.