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Old 01-07-2005, 04:31 AM   #1
grapenu

 
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Things that need fixing:
 
#1 Give wards AC mitigation.
#2 Make wards the same hp as reactives.
#3 Fix slows so they dont fall off with 20 seconds left every time.
#4 Make slows unresistable since its impossible to play solo healer when they dont land.
#5 Fix the training ward.
#6 Allow us to repick training so we can pick useful stuff that we didnt know to take before we found out about the stealth nerf.
#7 Fix dots so they actually land more than 1 in 10 tries. Grey garbage resisits my dots.
 
Anything Im missing here guys?

Message Edited by grapenutz on 01-06-2005 03:35 PM

Message Edited by grapenutz on 01-06-2005 03:37 PM

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Old 01-07-2005, 04:50 AM   #2
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Well.. SoE did manage to break another spell.
Grim Lethargy greys out now without me casting it every few mins into a fight, and gets put on a 60 secs timer.
At first I thought I was hitting the wrong quickbutton, but then I payed extra attention, and I didn't.
The recast on it is 17 secs anyway, and not 60 secs.
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Old 01-07-2005, 04:53 AM   #3
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It's probably on a timer with something else.  Not that it should be.  Frankly, all these stupid timers need to go.
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Old 01-07-2005, 04:59 AM   #4
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Devs say that the timers are intended so we might as well get used to em. I just wish theyd fix this stuff before nerfing it.
 
Boy do i feel gimped post patch, it takes me 30 seconds to heal our 32 guardian to full outside of combat. In combat forget it. Nothing like watching someone die while you have half a bar of power because all your heals are blacked out. Or watching wards wear off before the stupid [expletive ninja'd by Faarbot] 5 second timer is gone. Really fed up here.

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Old 01-07-2005, 10:16 AM   #5
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Just so everyone's on the same page here, the timers for the traits/trads/tactics that also correspond to existing skills are meant to be that way, because they are stronger and should be used instead, not in addition to. The issue with our heals and such being on the same timer is a bug that they are working to fix, and was not intentional or a stealth nerf.
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Old 01-07-2005, 10:38 AM   #6
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Well let me break it to ya..they are not better from i've seen..the heal i took in lvl 10 is equal to mine healing rit adept1 and my 20 ward is equal to my spec ward app3
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Old 01-07-2005, 09:09 PM   #7
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grapenutz wrote:
Things that need fixing:
 
#1 Give wards AC mitigation.
Agreed.. We definatly need this
#2 Make wards the same hp as reactives.
No, Can we say overpowered? This game is not just designed with solo in mind.. If it were like this Ward+Reactive on a fight.. bam your cleric/shaman can now become DPS
#3 Fix slows so they dont fall off with 20 seconds left every time.
Strongly Agree with this.. Its so irritating for them to fall off with 20-30sec left
#4 Make slows unresistable since its impossible to play solo healer when they dont land.
Although I would love this to happen... It would strongly unbalance the game.. Besides.. As a lvl 47 dwarf Mystic.. I never have a problem with Resists. (You get Poison/Magic resist debuffs for a reason)
#5 Fix the training ward.
Training ward does exactly what its meant to do.. Absorb the same amt of dmg as the normal ward for that level. But it also adds a little something extra.. The level 40 ward absorbs the same amount of damage as the level 41 ancestral aegis. When it expires it heals the person it was casted on by however much is left on the absorbtion. Plus it adds like 600 to Disease/Poison resist.
This Ward is Fine exactly how it is.
#6 Allow us to repick training so we can pick useful stuff that we didnt know to take before we found out about the stealth nerf.
Stuff happens.. I think that they should put in a quest to let you change abilities when you wanted to.. make the quest repeatable and make it change every 5-10levels. To make it the Appropraite difficulty for the level of the charecter.. Also Make it where it doesnt reward cash experiance or items.. Just grants u the ability to change 1 of your stats.
#7 Fix dots so they actually land more than 1 in 10 tries. Grey garbage resisits my dots.
Once again.. I have no problem with resists.. You get MR/PR resist debuffs for a reason.... :smileyhappy:
Anything Im missing here guys?
Yes Avatar Refresh time is a bit random.. You can cast it on a grp member wait 7sec be able to cast it on a 2cnd grp member.. other times you can cast it wait the normal 7 sec refresh time and then have to wait 20sec more to recast it on someone.. Verry bad

Message Edited by grapenutz on 01-06-2005 03:35 PM

Message Edited by grapenutz on 01-06-2005 03:37 PM

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My feelings on this post are colored in Red Peace all!!
 
BTW.. the secret to landing all your debuffs/dots is written below this.. its a Spoiler so u have to highlight it..
 
Get higher wisdom.... First debuffs you should cast are your magic and poison debuffs.. Nice Secret huh?
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Old 01-07-2005, 10:55 PM   #8
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I thought our DoTs were cold and disease based?The Cry of the Ancients spell line is the only real resist debuffs we have and its -sta, -elemental, -poision. Is this the debuff you're talking about?

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Old 01-07-2005, 11:23 PM   #9
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I think that both Disease and Poison are lumped together under the catagory of "Noxious" similar to the way Heat and Cold are lumped together under the catagory of "Elemental".
 
Thus, I believe we do get debuffs that will help us land many of our spells.  That kinda sticks in my [edited] a little bit since other casters don't have to deal with it, but if our healing is brought up to speed I can deal with it since I am more concerned about fulfilling the primary role of Priest more than a tertiary role of DPS.
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Old 01-07-2005, 11:36 PM   #10
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I dont think our wards should have AC mitigation.  but correct me if im wrong.  at lvl 28 my wards last full duration fighting yellow to orange ^^ mobs..  all you got to do is debuff the helk out of what your fightin and debuffs is one of our strengths our clutch on the healing wheel if you will...
 
If they gave us AC mitigation on our wards then we would be the preffered healer in a group and that is unbalanced..  Right now I think all healers are getting there fair share of groups and that my friends is balance..
 
lets work for the debuff dropping before spell expire bug....
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Old 01-08-2005, 12:41 AM   #11
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casie wrote:
I dont think our wards should have AC mitigation.  but correct me if im wrong.  at lvl 28 my wards last full duration fighting yellow to orange ^^ mobs..  all you got to do is debuff the helk out of what your fightin and debuffs is one of our strengths our clutch on the healing wheel if you will...
 
If they gave us AC mitigation on our wards then we would be the preffered healer in a group and that is unbalanced..  Right now I think all healers are getting there fair share of groups and that my friends is balance..
 
lets work for the debuff dropping before spell expire bug....


Your kidding right?  I'm 28 also and my ward last from 2 - 5 seconds after casting all debuffs on a green ^^ .  Something is really screwed up with the patch from yesterday.
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Old 01-08-2005, 12:51 AM   #12
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casie wrote:
I dont think our wards should have AC mitigation.  but correct me if im wrong.  at lvl 28 my wards last full duration fighting yellow to orange ^^ mobs.. 

Logs or it didn't happen.
 
I don't think anyone is gonna buy a Ward lasting 35 seconds against a L30+ mob.
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Old 01-08-2005, 12:54 AM   #13
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last night in RoV as i was still lvl 27.. guardian tank lvl 26 after debuffs ancestral ward was lasting almost full duration except for the lucky shots..  we were fighting orange and red con clay guardians..  happened like that the whole time we were down there..  ward was lasting about half duration with 2 guardians attacking MT..  had a druid doing main heals me dotin debuffin and warding.  we went none stop fighting for a couple hours except after a fight which had multiple adds.. zero deaths only 1 evac..
 
group was 29 warden 26 guardian 27 mystic 25 dirge 27 ranger 29 ranger...
 
Also a couple times I have solo healed a group down there with lil to no problems..  oh and I use every spell I have lol I got 2 hot bars full of just combat spells..  buffs on a diff one..
 
Bandit how do I get the logs from these fights I would be glad to show you if I knew how to get them..

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Old 01-08-2005, 01:04 AM   #14
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I am getting the hang of it and not as bad as I thought it would be. At 30 i have solo healed a group in RE and was not bad and did much harder with 2 healers. Need to debuff now more. I just wish the reset timer was a second shorter and that would make me happy.
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Old 01-08-2005, 01:22 AM   #15
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In response to halamaf: The training ward is broken. When you try to stack it with spectral or ancestral they all stop abosorbing damage. Also IMHO the dots do need to be boosted(at least at level 33 anyways). Grey junk in varsoons should not resist our dots ever(they resist me about 50% of the time). When we fight stuff that gives xp forget it I get resisted 9 out of 10 times. If we have to rely on the resistance debuff to land our dots it should be unresistable(for me it gets resisted 3 out of 4 tries). Also I don't notice a difference even with it on. Just to be clear this is on RE or EL mobs. Also with the slow resists I definatley feel they need to be looked at as well. I had multiple deaths occur last night as the solo healer because I bounced slow off a yellow 5 times in a row(this is with the resistance debuff). At 33 if slow does not land we do not have the healing power to keep people alive solo period(especially with heals being broken now). Also all the spells Im talking about are yellow/orange to me so It cant be because they need to be upgraded.
 
In response to Casie: You just got Ancestral ward which is why you feel that way. When you get to a more difficult area like Runnyeye you will see that the single target wards are nigh useless against yellow ^^ or better mobs. Last night Ancestral was dropping 1-2 seconds after casting consistantly(I know because we have the handy 5 second timer now).The bottom line is the wards need to be boosted if we are to be considered equal healers with templars(which SOE has said from the beginning we are supposed to be). The bottom line is single target wards are about half as effective as the reactives and their direct heals make us look weak in comparison. I know this first hand because Im grouped with a templar/inquisitor most of the time.
 
Personally when I evaluate my character this is what I see:
 
0 dps because the dots and my level 15 nuke are almost always resisted by xp giving mobs blue and up(I always attempt to resist debuff first as well and I have excellent orange/yellow +wis equipment for my level).
 
Paladin level direct healing post patch(they are supposed to fix this but who knows when or even if they were talking about our heals specifically).
 
Slows which are fine when they land but get resisted way too much against xp giving mobs(I should not have to cast this 10+ times a fight against singles that spells can land on). They also never last the full duration.
 
Single target special heals which are inferior compared to druid or templars specials not only in pure numbers but in functionality because AC is not considered at all(in fact my normal guardian takes less damage per hit naked than ancestral ward takes).
 
Group ward which is fine as is but eats so much power I need a chanter with me in order to use it regularly.
 
As far as Im concerned at my level mystics are horribly broken and the devs seem more concerned with giving monks shields and taking them away then fixing us. The monks are perfectly happy with their characters(im good friends with a 31 and my guild leader is a 50 monk). The patch yesterday broke us even worse. Currently at my level we are busted weak healing slow bots with no dps. It sickens me that we have to group with a druid or templar to do anything when SOE says we are supposed to be equals.
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Old 01-08-2005, 01:48 AM   #16
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Thanks grapenutz for the insight for the higher lvls...  hope it will be fixed soon lvlin fast after my near month break..  8P
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Old 01-08-2005, 03:08 AM   #17
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Grape - I think you may be bugged.
 
I stacked all three last night in different combinations and had them absorb just fine.
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Old 01-09-2005, 08:36 AM   #18
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just tested the Level 40 training ward Elianas' Ancient Bulwark against the lvl 41 Ward Ancestral Aegis (Adept 1) They both absorb same dmg.. They stack to.. When 1 wears the other one takes slack so as far as i can tell.. They arent bugged...
 
The Debuffs for PR/DR/MR (Help land them spells) KJelians Curse of spirits (lvl 30 training i think)  and Howl of the ancients line.. since i was lvl 20 i have never had a problem landing debuffs or dots on mobs to be honest.. Im sorry if you have =/ that would really suck..
 
peace all lvl 47 (14% from 4SMILEY Mystic of Neriak...
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Old 01-10-2005, 03:20 AM   #19
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#1 Give wards AC mitigation.
- I agree something needs to be done with them
 
#2 Make wards the same hp as reactives.
- See number one, I'm not going to even try to figure the best way to balance them.
 
#3 Fix slows so they dont fall off with 20 seconds left every time.
- I believe this has to do with how ticks work... dig around on these forums for more info. If you land a spell right before a tick, the duration is cut short. And keep in mind that the timers shown on your screen cannot be completely accurate due to things like lag and ping.
 
#4 Make slows unresistable since its impossible to play solo healer when they dont land.
- Hell no, way too unbalancing.
 
#5 Fix the training ward.
- I haven't grabbed one yet, so I can't comment.
 
#6 Allow us to repick training so we can pick useful stuff that we didnt know to take before we found out about the stealth nerf.
- While I would have liked to have time with researching these, that is the price we pay to pioneer something. While I would like to reset them, I don't believe that we will be able to.
 
#7 Fix dots so they actually land more than 1 in 10 tries. Grey garbage resisits my dots.
- Keep in mind that the level of your DoTs (The con color) will greatly affect resist rate. Keeping your DoTs at higher levels will help. Also, certain types of mobs have resistance to different things. Another thing to keep in mind is that you do have debuffs.
 
 
In my opionion, most of your complaints are unfounded. While I do think that there are some things that could use tweaking, some of the stuff you have listed is just out there.
 
 
 
 
 
 
 
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Old 01-10-2005, 05:24 AM   #20
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OK quick update about our problems:
 
They've fixed the healing which is nice. Looks like theyve worked on the dot/nuke resists which is nice as well.
 
Now the bad news: Group wards arent working nearly as well post friday patch. It looks like some special moves remove it immediately like the single target wards now. For something that costs a almost a bubble of power and takes forever to cast it should last longer than 1 second vs no arrow up group yellows. Single target wards which were barely useful pre patch are now complete garbage because of the recast timer. Ancestral Ward wears off a second after cast making it pointless to use on the MT. Ive really been experimenting with using cry of the ancients to debuff and it seems mobs resist dots/slow MORE after i debuff and they land better AFTER the debuff wears off. So Things that need to be fixed now:
 
#1 Ancients Debuff line needs to be looked at.
#2 Single target wards need to be boosted a lot. Special moves need to stop breaking it.
#3 Group wards need to be looked at. Special moves need to stop breaking it.
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Old 01-10-2005, 03:08 PM   #21
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I don't know whether it's the patch or whether it's just because I'm fighting more ^^ mobs these days, but I'm finding ALL wards are next to useless these days.  The mobs are doing so many specials that float straight through or instantly break the wards that I'm finding there's no point casting them until the mobs are out of power.
 
It's pathetic.  Healing in a group situation for me consists of trying desperately not to blow ALL my power on inefficient instant heals until the mob power runs out and then warding from the normal damage that the tank would probably be able to mitigate anyway.
 
It's getting more and more embarassing and depressing being in groups these days - if it wasn't for Slow, I'd be relatively near-to-useless.
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Old 01-10-2005, 10:32 PM   #22
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Definitely still some problems with Wards.  Timers are a big problem for sure.
 
I've got a parse of a fight against a yellow solo con mob where some of the specials are blocked by Ward and some are not.  I cannot for the life of me figure out what the exact key is, but it is definitely the case that some certain types of attacks pass Wards as opposed to just a random attack now and then.
 
I'll get you some Ward absorb numbers for Spectral, Ancestral and WSS from L30 here shortly.
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Old 01-10-2005, 11:28 PM   #23
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I know that wound a warrior ability goes threw our wards not the damage part but the dot it adds..  well at least with my lowbie warrior Wound was going threw the gnolls ward...  Maybe the attacks that are getting threw the wards are attacks that are critical or do a resistance check instead of AC just as a spell would...
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Old 01-11-2005, 03:11 AM   #24
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ya DoT's go through ward.. no biggy with that..
 
The only think i would like to see done with ward is the recast time reduced by about 3-5sec. or maybe a little less power to cast.. The ancient line is working fine IMO.. not had any problems with it..
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Old 01-11-2005, 02:39 PM   #25
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Halamaf wrote:
ya DoT's go through ward.. no biggy with that...
No biggy?  I have a biggy with it.  Why should that DoT be different from direct damage?  Why should Freeze be blocked and Cold Fire not?
 
DoTs go through wards because the devs find it hard to make it otherwise, not because it makes sense SMILEY
 
I've lost faith with SOE.  All their changes are what is easiest not what is right and they do so at the expense of their customers.  I know other classes are having difficulties too, but wards are a mystic's prime healing ability and they are broken.
 
We are yet to receive even recognition of the problem, never mind indication of what might be done if anything.
 
Personally, I'm seriously thinking of dumping my mystic and maybe even not trying another class.  EQ2 is like a beautiful sports car with so many rattles and glitches that, no matter how cool it is, make it undrivable without grinding your teeth.  It's BECAUSE it's so good that all these problems make it SO much more irritating - for me, very very nearly too irritating.
 
I know it's only a few weeks after release, but it's getting worse, not better IMHO, and they supposedly had a lot of experience to draw from... c'mon SOE - get it together!
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Old 01-11-2005, 09:44 PM   #26
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So basically Wards block Physical Damage.  Not Magical damage..  am I correct with this?
 
If so then some of the abilities Mobs use might be magical and thats why they go threw our Wards..  just a thought what you all think...?
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Old 01-11-2005, 10:17 PM   #27
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We are all struggling with that very question.
 
Some things break thru Wards and some things do not.
 
For instance, if a mob hits me with a mace, my Ward will absorb it.  However, if I try to hit the mob and get riposted, the mob's melee strike (with the mace) cuts right through.
 
DoT's definitely bypass Wards.
 
Some AE Combat Arts bypass Wards.
 
 
I'd love to see an explanation of this from a Dev for sure.
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Old 01-12-2005, 11:36 AM   #28
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Banditman, that is a nice post, postive but yet questioning, not demanding but asking in a way that should encourage an answer.
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Old 01-12-2005, 09:56 PM   #29
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Woops...

Message Edited by Selnar on 01-12-2005 09:41 AM

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Old 01-12-2005, 10:05 PM   #30
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I dont seem to have the problems a lot of people do with Wards etc.  i love Ward after landing weakness, keeking haze, delusion, and cry of th ancients, Ward will go full duration quite often, depending the mob we are going after.  NOW there are a few points that i know why it does also.  my guild group consists of  me 33 mystic, a 36 guard, 35 Illusionist, 34 temp, 36 monk, and 34ish dps class.   Illusionist strips the power, i land all 4 debuffs, and with no specials the mob cant do jack against our Guardian.   with this setup our group has done some amazing things.  Now we did the EF access quest last nite and versus the ^^^ lvl 42 dragon they were trying to get me to use ward and it was pointless he went straight thru group ward let alone single target hehe. 
 
As for resists, i rarely if ever dot my job isnt DPS i save power for debuffs, heals, wards and we go non-stop.
 
Now the mobs im talking about taking on and Ward working are the Zek mobs 39^^ anything higher than that and i can't land anything on them ocnsistently. 
 
I was kind of down on my class from reading these boards, now after the things ive done with my guild group,  i am glad i went with Mystic. 
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