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Old 10-15-2018, 02:31 PM   #1
gilliax

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I love the new zones and the quests, the mob models, I have done a lot of the sig line and so far I like the instances. What needs tweaking and likely you all know it as well but non the less her is my list:

Bleed thru - this is not working. no damage or 1 shot. nothing else needs to be said. this can not go live like it is. Bleed thru seems to not only go thru ward but stone skins an death saves.

Mana drain - Ridiculous how is a fighter supposed to regen power? I get your trying to make the power pool more relevant and that is not a bad thing. But a mob draining every scrap of my power is not the way. I mean as a fighter I can hit mana pots, mana stones, but then i'm done. Perhaps instead of the mobs draining every bit of my power make abilities use more power so we have to be more careful using skills ? I dunno but the currecnt state is not working.

Knock backs - a little knock back and movement is fine but constantly knocking up and back gets tedious and super annoying, knocking me off a platform to my death plan pisses me off. it is excessive and unnecessary.

I would be curious if the devs even played guk ? they like 90 percent of the population must not because it is tedious and not a lot of fun. I am all for adding some challenge but do it by making me use the skills the and abilities I am given, not by taking them away. So far I am seeing a lot of what makes guk annoying in the new expansion and it worries me. It is a shame cause I wanted to like guk and I want to like the expansion.


Guk is amazing, on incoming lets knock the tank up and back 8 miles and stun/stifle him and then multi attack him with abilities that go right thru all wards, stone skins and death saves. Yeah kill the tank before he even hits the mob once. I think I get what you are trying to do but it needs some serious tweaking. The strength in numbers buff, not a bad idea, I get that you don't want a tank going in and pulling the room. Maybe you want to bring back the art of body pull. Fine. but when you make it so a fifth mob guarantees death and then you stack encounters so that it is virtually impossible to sperate them, this is wrong lol.
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Old 10-15-2018, 04:50 PM   #2
Mermut

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Side note on death saves: Tank stone skins and death saves don't work while in offensive stance.
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Old 10-16-2018, 06:24 AM   #3
XustinuS

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is this a new thing? Long recast tho. I still have the original version on me and use it all the time. What lvl do i need to be in order to get the q done in FG?
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Old 10-16-2018, 08:38 AM   #4
Sigrdrifa

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You probably already have a big stack of tinkered Overclocked Manastones, as well as Thunderous Essence of Power (straight power replenishment) and Thunderous Essence of Clarity (power over time).

If you have a toon on Fallen Gate, get them to do the Manastone HQ. The 101 Inheritance Manastone on live is MUCH better and actually useful at 110 since it does a 15% power replenishment rather than a fixed small number of power points.

Visit your city merchants and purchase Greater Signet of Replenishment. There's also a level 95 Superior Signet of Replenishment, but I'm not sure who sells it. From the Loyalty Merchant, you can get Focus of Inner Power, a temporary adornment that goes on your shoulders and speeds up in-combat mana regen.

However, more important than all of these is probably cure potions (Thunderous Arcane Reprieve, Thunderous Elemental Reprieve, and Thunderous Noxious Reprieve). Most power drains seem to be arcane detriments, and if you can quickly cure them, you don't lose power. Take a look at the detriments in your detriment window when fighting a power draining mob and see if it can be cured.

When soloing on any class, when there are detriments, including power drains, a healer merc who is set to only follow you is a huge help, because they cure the arcane DOT that usually is what's causing the power drain. If you let them assist or defend, they get all exited and forget to cure. There are also baubles such as the handcrafted Tranquil Umbrite Orb that quickly dispel all detriments.
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Old 10-16-2018, 10:41 AM   #5
Dolgrin

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Complete Nonsense!!!

Overclocked Manastones -> 10m recast
Thunderous Essence of Power ->2m 45s recast
Thunderous Essence of Clarity -> 2m45s recast
Inheritance Manastone -> 20m recast
and so on....

Thunderous xxxx Reprieve are ONETIME wards, eaten up after some seconds... totally useless, except for a damagespike.

Tranquil Umbrite Orb uses up a charmslot, 1m recast

Even if you use all this stuff, tanks are powerdrained before can cast a CA or Spell, after using potions.
So the only way for tanks in CD is to autoattack nameds down, even jousting, cure potions does not work, because Drains are coming in constantly.
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Old 10-16-2018, 08:19 PM   #6
Sigrdrifa

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The quest on FG is the same HQ it's always been. It's just that once you finish it, as a benefit back on Live you can get the New Improved version. I'm always on the lookout for anything that will give me even a little more power/power regen.
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Old 10-21-2018, 07:05 PM   #7
XustinuS

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I recently started clearing solo zones as a zerker as a part of the sig line and with the help of my merc and cure pots so far I did not have big problems with power drains.
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