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Unread 12-26-2007, 10:15 PM   #1
Masterofthisgame

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We have all heard of epic weapons being put into eq2 in the near future.Here i wanted to start a discussion of what you would like to see as you epic weapon,both usefull and fun.Brawler Epic Weaponusefull:When equiped:1. Remove weapon requirements for Pressure point.2.Remove weapon requirements for Relentless Punches3.Remove weapon requirements for Claw ReversalFun:On a successfull dodge parry or Riposte,user has a 20% chance of of triggering,Intoxication lasts for 10 seconds.Caster has 10 percent chance to dodge all attacks.Increases reuse timers of all Combat attacks by 50 percent.Increase Casting speed of caster by 50 percent.Caster will randomly use one Combat attack punch type or kicktype that will always do critical attack,this ability is instantly refreshed.While under the influenc, use vision is blurred, this may be improved byinproving alcohol tolerence.There can be lots more but i will leave stats and looks for developers.Feel free to list your dream epic weapon and don't forget to list at least one usefull thing the weapon can give to your class.
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Unread 12-26-2007, 10:44 PM   #2
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Dirge Epic Weapon (Legendary Version)

+50 Str + 50 Int 120 Health 100 Power +5 Double Attack +5 Melee Crit Chance 1 Hand Slash 5.0 Sec Delay 90 Damage RatingEffect: Dirge's Furious Inspiration

Description: This effect will trigger when weapon strikes target an average of 3.0 times per minute.  When this effect is activated each party member will receive Dirge's Furious Inspiration.  Buff will last 30sec and trigger upon using a combat art dealing an additional 150-300 disease damage.  This buff will expire after 3 triggers.

Dirge Epic Weapon (Epic Version)

+70 Str + 70 Int 200 Health 180 Power +7 Double Attack +7 Melee Crit Chance 1 Hand Slash 5.0 Sec Delay 100 Damage RatingEffect: Dirge's Furious Inspiration II

Description: This effect will trigger when weapon strikes target an average of 3.0 times per minute.  When this effect is activated each party member will receive Dirge's Furious Inspiration.  Buff will last 30sec and trigger upon using a combat art dealing an additional 200-400 disease damage.  This buff will expire after 3 triggers.

That is what I want to see for the dirge's.  I think troubs should basically get the same weapon but their effect should proc on hostile spells.

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Unread 12-26-2007, 10:59 PM   #3
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At this point, I just want my Swashy epic to look like a Cutlass with really nice shiny bits. SMILEY
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Unread 12-26-2007, 11:11 PM   #4
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it won't matter...the way the game is skewed the only players who will be able to complete the quests will be in raid guilds..If you are in a raid guild then grats..if you are not then you will be S O L
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Unread 12-26-2007, 11:18 PM   #5
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sayitaintso wrote:
it won't matter...the way the game is skewed the only players who will be able to complete the quests will be in raid guilds..If you are in a raid guild then grats..if you are not then you will be S O L
Its been posted in numerous places that the epic lines will yield 2 weapons, just like the soulfire.So, if you are only killing solo/group content you will likely be using a legendary weapon. If you are clearing instanced raid content you will more likely be using a weapon that yield benefits appropriate to the challenges that your raid force faces.
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Unread 12-26-2007, 11:54 PM   #6
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If mine isn't a bow, it won't be worth the time.  Nuff said.
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Unread 12-27-2007, 12:13 AM   #7
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Tokamak wrote:
sayitaintso wrote:
it won't matter...the way the game is skewed the only players who will be able to complete the quests will be in raid guilds..If you are in a raid guild then grats..if you are not then you will be S O L
Its been posted in numerous places that the epic lines will yield 2 weapons, just like the soulfire.So, if you are only killing solo/group content you will likely be using a legendary weapon. If you are clearing instanced raid content you will more likely be using a weapon that yield benefits appropriate to the challenges that your raid force faces.
So one's an epic weapon and one is substandard compared to that....nice....Like I said, grats raid guilds. the rest of us are S O L. Do you think someone in a raid guild who happens to be soloing is going to use their "soloing" weapon when their raiding weapon is much better? Give it a rest..it will just be another perk for the raiders...
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Unread 12-27-2007, 01:05 AM   #8
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The precedent for epic weapons having a raiding element is well established.  Giving the non-raiders an option to gain a lesser version is fairly generous imho.  This is coming from a non-raider btw.  As long as the weapon is signnificantly better then anything else I can earn in a single group it is epic enough for me.
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Unread 12-27-2007, 01:39 AM   #9
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for my wiz Nerf staffhas a 5% chance to turn target into into a lvl 1 non arrgo sheep
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Unread 12-27-2007, 02:23 AM   #10
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Drager@Nektulos wrote:
for my wiz Nerf staffhas a 5% chance to turn target into into a lvl 1 non arrgo sheep
At which point it is grey and doesn't offer your group exp or loot? Wow... uber =p
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Unread 12-27-2007, 02:43 AM   #11
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Monk epic: Procs Devestation Fist on every hit landed on the enemy, while ignoring the rule that another DF can't hit a target until after 1 minute. 100 hits to an epic = dead epic.

Bruiser Epic: Does 0 damage per hit, but intimidates the enemy by making a rubber duckie squeek noise.

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Unread 12-27-2007, 04:25 AM   #12
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Lornick wrote:
The precedent for epic weapons having a raiding element is well established.  Giving the non-raiders an option to gain a lesser version is fairly generous imho.  This is coming from a non-raider btw.  As long as the weapon is signnificantly better then anything else I can earn in a single group it is epic enough for me.
I have to agree. But its a bit sad that the legendary soulfire has no proc. The legedary should have the same proc then the epic, just with lower numbers.And i wished there would be no class restrictions on the weapons.
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Unread 12-27-2007, 07:25 AM   #13
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Shadowknight

Hopecrusher - Procs 'Hate's Envy', effect lasts 24 seconds. While this buff is in effect, all autoattack drains life from the enemy, healing for an amount equal to its damage.

Paladin

Epiphany - Procs 'Realization of Truth', effect is permanent. When this buff procs, it will convert the Paladin into a Shadowknight.

<3 Paladins

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Unread 12-27-2007, 07:35 AM   #14
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Shirodan wrote:

Paladin

Epiphany - Procs 'Realization of Truth', when equipped forces any shadowknight in range to assume the position of prostrate worshipful genuflection with the paladin as the target.

Fixed.  SMILEY
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Unread 12-27-2007, 10:50 AM   #15
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I'd really like the Conjuror epic to be something that benefits pets and not just the wielder.  Maybe it'll actually shapeshift the fire/air pets into something pleasant to look at SMILEYI'm pretty happy with Staff of the Impaler though, so I'm hoping whatever non-raiding epic is released will be better than it.  I'm still sad that the SoD legendary reward for mages sucked for all the effort it took.
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Unread 12-27-2007, 11:20 AM   #16
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I hope they are smart and think about the way they did the first epics in EQ1. 

Those of you who did not play Eq1 I can chime you in on the faults they did at first.

1: Dont put a epic piece on a highly contested MOBS. PERIOD! EQ1 Plane of fear golems for shaman epic

2: Dont make an epic mobs spawn in the same place as a contested MOBs! I.E. Ragefire/naggy

3: Dont put epic pieces in a area that only a select few can get to or are willing to go to. I.E. EQ1 Plane of air islands

4: Dont make epic pieces super duper rare highly rediculously hard to drop. I.E. Again EQ1 plane of air necro and mages pieces

5: Make new MOBs dont use existing FARMED mobs. I.E. EQ1 dragons for bard, warrior scale drops Venril sathir ranger/druid piece

6: Make all mob spawnable by either hailing or spawn when on that part when entering area.  I.E. druid epic

7: Make all pieces no drop non-farmable.  Thank god for no MQ'ing EQ2. 

8: Dont make a epic mobs that take camping it for 2,353,142,975,856 hours to spawn it. EQ1 cleric epic, monk epic, necro epic, shall I go on.

I can go on and on and people add what you want to express. 

I hope they learn from the mistake sthey made with EQ1 epics. All I ask is that epics are not for hard core raid guilds only.  EQ1 first epics where groupable and a small raid force was needed.  You didnt have to be part of a raid guild to have your epic.  Raid guilds that cry and moan can [I cannot control my vocabulary].  If you havent played EQ1 then you dont know and I dont care make it equal for everybody but make it hard to achieve.

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Unread 12-27-2007, 11:20 AM   #17
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Dam double post

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Unread 12-27-2007, 09:13 PM   #18
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skinandbones wrote:

I hope they are smart and think about the way they did the first epics in EQ1. 

Those of you who did not play Eq1 I can chime you in on the faults they did at first.

1: Dont put a epic piece on a highly contested MOBS. PERIOD! EQ1 Plane of fear golems for shaman epic

2: Dont make an epic mobs spawn in the same place as a contested MOBs! I.E. Ragefire/naggy

3: Dont put epic pieces in a area that only a select few can get to or are willing to go to. I.E. EQ1 Plane of air islands

4: Dont make epic pieces super duper rare highly rediculously hard to drop. I.E. Again EQ1 plane of air necro and mages pieces

5: Make new MOBs dont use existing FARMED mobs. I.E. EQ1 dragons for bard, warrior scale drops Venril sathir ranger/druid piece

6: Make all mob spawnable by either hailing or spawn when on that part when entering area.  I.E. druid epic

7: Make all pieces no drop non-farmable.  Thank god for no MQ'ing EQ2. 

8: Dont make a epic mobs that take camping it for 2,353,142,975,856 hours to spawn it. EQ1 cleric epic, monk epic, necro epic, shall I go on.

I can go on and on and people add what you want to express. 

I hope they learn from the mistake sthey made with EQ1 epics. All I ask is that epics are not for hard core raid guilds only.  EQ1 first epics where groupable and a small raid force was needed.  You didnt have to be part of a raid guild to have your epic.  Raid guilds that cry and moan can [I cannot control my vocabulary].  If you havent played EQ1 then you dont know and I dont care make it equal for everybody but make it hard to achieve.

I sincerely hope the EQ2 team learns from the mistakes of the EQ1 team.  One thing I hope is that they balance the difficulty levels across all the classes.  No one should have a super easy epic (EQ1 rogue) and no one should have a rediculously hard epic to earn (EQ1 Shadowknights).  Make the quests long and difficult.  Just don't make them tedious and annoying.
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Unread 12-27-2007, 11:02 PM   #19
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Tokamak wrote:
sayitaintso wrote:
it won't matter...the way the game is skewed the only players who will be able to complete the quests will be in raid guilds..If you are in a raid guild then grats..if you are not then you will be S O L
Its been posted in numerous places that the epic lines will yield 2 weapons, just like the soulfire.So, if you are only killing solo/group content you will likely be using a legendary weapon. If you are clearing instanced raid content you will more likely be using a weapon that yield benefits appropriate to the challenges that your raid force faces.

There's something you're forgetting.  Remember how there's always "Group" zones that can ONLY be done with the right group?  Like MMC.... If any part of this is anti-PUG-able it will be a barrier for many non-raiders. 

I think the poster was saying that organized raiders will fly through all solo/heroic content like a hot knife through butter whereas some soloers and PUGers will get stuck at the hard (MMC-like) zone and then 2x Epic mob that is likely to be in the line. 

I'm certain there will be large call outs of PUR's for the 4x part of the epic line every weekend on most servers so I'd only worry about the hard Heroic zone(s) and the 2x Epic being the bottlenecks myself.

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Unread 12-28-2007, 12:03 AM   #20
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Lornick wrote:
skinandbones wrote:

I hope they are smart and think about the way they did the first epics in EQ1. 

Those of you who did not play Eq1 I can chime you in on the faults they did at first.

1: Dont put a epic piece on a highly contested MOBS. PERIOD! EQ1 Plane of fear golems for shaman epic

2: Dont make an epic mobs spawn in the same place as a contested MOBs! I.E. Ragefire/naggy

3: Dont put epic pieces in a area that only a select few can get to or are willing to go to. I.E. EQ1 Plane of air islands

4: Dont make epic pieces super duper rare highly rediculously hard to drop. I.E. Again EQ1 plane of air necro and mages pieces

5: Make new MOBs dont use existing FARMED mobs. I.E. EQ1 dragons for bard, warrior scale drops Venril sathir ranger/druid piece

6: Make all mob spawnable by either hailing or spawn when on that part when entering area.  I.E. druid epic

7: Make all pieces no drop non-farmable.  Thank god for no MQ'ing EQ2. 

8: Dont make a epic mobs that take camping it for 2,353,142,975,856 hours to spawn it. EQ1 cleric epic, monk epic, necro epic, shall I go on.

I can go on and on and people add what you want to express. 

I hope they learn from the mistake sthey made with EQ1 epics. All I ask is that epics are not for hard core raid guilds only.  EQ1 first epics where groupable and a small raid force was needed.  You didnt have to be part of a raid guild to have your epic.  Raid guilds that cry and moan can [I cannot control my vocabulary].  If you havent played EQ1 then you dont know and I dont care make it equal for everybody but make it hard to achieve.

I sincerely hope the EQ2 team learns from the mistakes of the EQ1 team.  One thing I hope is that they balance the difficulty levels across all the classes.  No one should have a super easy epic (EQ1 rogue) and no one should have a rediculously hard epic to earn (EQ1 Shadowknights).  Make the quests long and difficult.  Just don't make them tedious and annoying.
More than half those issues arn't even possible to do with this game's engine. The other half have been already done by other quests in the game.
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Unread 12-28-2007, 10:21 AM   #21
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Anything is possible from them.

My statement was just a fact to hope the learned from the mistakes they made with EQ1 epics.  I just hope they dont follow the EQ1 epic2.0 or 2.5 quest.  Most of those required a massive raid force 5 or 6 times and required you to be keyed for a end game zone.

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Unread 12-28-2007, 01:46 PM   #22
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skinandbones wrote:

I hope they are smart and think about the way they did the first epics in EdQ1. 

Those of you who did not play Eq1 I can chime you in on the faults they did at first.

1: Dont put a epic piece on a highly contested MOBS. PERIOD! EQ1 Plane of fear golems for shaman epic

Agree, I dont think they will do this.  Everything in EQ1 was contested (at the time I played it) Not the same here,

2: Dont make an epic mobs spawn in the same place as a contested MOBs! I.E. Ragefire/naggy

Agree!!

3: Dont put epic pieces in a area that only a select few can get to or are willing to go to. I.E. EQ1 Plane of air islands

Dont agree, with this bit.  I think if you want it bad enough, youll find away to get there.  Especially with EQ2, theres just not that many unreachable places.

4: Dont make epic pieces super duper rare highly rediculously hard to drop. I.E. Again EQ1 plane of air necro and mages pieces

Maybe not super duper rare.   But I dont think it should be an Auto Update either.  Part of the frustration, difficulty of EQlive epics was that you didnt get a drop all the time, Granted I think it was a little overboard there.  I think they can make a decent balance though. 

5: Make new MOBs dont use existing FARMED mobs. I.E. EQ1 dragons for bard, warrior scale drops Venril sathir ranger/druid piece

I really like this idea, maybe bring back some EQ1 mobs we havnt seen re-introduced in EQ2. 

6: Make all mob spawnable by either hailing or spawn when on that part when entering area.  I.E. druid epic

Indeed, I agree

7: Make all pieces no drop non-farmable.  Thank god for no MQ'ing EQ2. 

Definatley.  I dont think you should be able to buy peices of your epic. 

8: Dont make a epic mobs that take camping it for 2,353,142,975,856 hours to spawn it. EQ1 cleric epic, monk epic, necro epic, shall I go on.

This goes back to your number 6 remark.  Same thing here

I can go on and on and people add what you want to express. 

I hope they learn from the mistake sthey made with EQ1 epics. All I ask is that epics are not for hard core raid guilds only.  EQ1 first epics where groupable and a small raid force was needed.  You didnt have to be part of a raid guild to have your epic.  Raid guilds that cry and moan can [I cannot control my vocabulary].  If you havent played EQ1 then you dont know and I dont care make it equal for everybody but make it hard to achieve.

I have mixed feelings on this. I agree with a lot of your post, however I think that there is a reason that they are called epic weapons.   They should be difficult to acheive.  The Prismatics (1 and 2), Claymore, and Soulfire quests all seemed very much like a "check the box" type quesline to me.   So Im hoping that they dont go the same route with these.

    I honestly am going to hate it when I see tons of people running around with epics within the first couple months that they release this ( inevitably this WILL happen  SMILEY<img src=" width="15" height="15" />  )

Edit:  Bringback the Greenmist for SKs!!  SMILEY

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Unread 12-28-2007, 03:25 PM   #23
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I agree they should be hard to get but to make it where only a select few can get is not right.

Make stuff hard but not all raid hard.  After awhile once the strats are posted you will see everybody with em.  You cant stop that at all.  I just hate to see one class finishing it 2 days while another it takes 6 months.  I know this from experience as I have done the rogue epic in 2 days and my war it took 2 years due to scale drops.  I have done the rogue, cleric, necro, war, chanter,shaman epics.  I can say all of them are not created equal.  Some took you into the planes some didnt.  Some you needed a super rare drop some didnt,  Some required you to camp a rare mob some didnt.

My point I wanted to make is just make them equally hard, long and required items (not same items) to achieve it.   

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Unread 12-30-2007, 01:15 PM   #24
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Well but back to topic

Templar legendary (Aiming at Group/soloplay)

1h Hammer, 85 rating, 1.6s delay50 Sta, 50 Wis, 50 Int150hp/mana40 spelldamage/heal10 MinistrationProc: 2 per Minute - Reverencelike Buff on Group (Maybe at Ad3 Quality)

Templar Fabled

1h Hammer, 85 rating, 1.6s delay60 Sta, 60 Wis, 60 Int250hp/mana50 spelldamage/heal10 MinistrationProc: 2 per Minute - Reverencelike Buff on Group (Maybe at Ad3 Quality)Proc: Divine Enlightment - Whenever caster casts a heal spell proc (2 per Minute) - Casts Divine Enlightment on target of Spell - Wards 1 Attack/SpellProc: Divine Guidance - Whenever caster casts a heal spell proc (2 per Minute) - Casts Divine Guidance on target of Spell - AE-immune for 5-10s

Templar Fun

When equipped Odyssee will work on group/raidWhen activated rezzes targets in group/raid if no member is engaged in combat

Oh i forgot a Spell similar to soul ward : Martyrdom - Transfer all but 1 hp of actual hp to target 

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Unread 12-30-2007, 02:00 PM   #25
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Swashy Epic: Dagger Of Awesome SEXEHNESS

Proc effect: Upon a successful hit, there is a 10% chance that all members of the opposite sex within 50' of the Swashbuckler swoon at all the AWESOME SWASHY SEXEHNESS, fall to the ground panting, & crawl over to the Swashy to worship at his/her feet.

We could just call it "Flaye's Dagger Of Awesome SEXEHNESS"! SMILEY

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Unread 12-30-2007, 02:26 PM   #26
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skinandbones wrote:

I hope they are smart and think about the way they did the first epics in EQ1. 

Those of you who did not play Eq1 I can chime you in on the faults they did at first.

2: Dont make an epic mobs spawn in the same place as a contested MOBs! I.E. Ragefire/naggy

Which they corrected a number of months after Kunark came out, by moving the event to Skyfire and installing the Ragefire vending machine near the zone to the Overthere.

3: Dont put epic pieces in a area that only a select few can get to or are willing to go to. I.E. EQ1 Plane of air islands

I don't see where POA was all that inaccessible. I was a member of a very casual guild and we went to POA a couple times a month for this or that. The only time we really had any trouble was when we went up, not realizing another raid went up before us and we had no way to get the keys off the first island.

4: Dont make epic pieces super duper rare highly rediculously hard to drop. I.E. Again EQ1 plane of air necro and mages pieces

Or the paladin epic drops from Nagafen/Talendor/Faydedar and Vox/Gorenaire/Severilous

One thing I would like to see in the epic weapon quest line is that it's something you actually start early in "life" and work through it as you gain in level. And I'm not referring to factions or that kind of thing.  Akin to the EQ1 paladin epic where you actually could get the first piece of it at around level 9-10, Ghoulbane in the 30s, SoulFire n the 40s, FA in your 50s, and so on. There is a great start point for that now (and quite similar to the Paladin epic from 1) where a small, inconsequential quest in Nettleville Hovel eventually results in Ghoulbane.
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Unread 12-30-2007, 03:56 PM   #27
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Necromancer Epic weapon (One handed!!!!)Legendary, Staff of the Soul Flayer60 Int, 45 Sta, 30 Agi+60 Spell dmg, +5 Spell/Heal crit chanceLevel 77Wrath of the Soul Flayer, on any sucsesfull hostile spell cast there is a 5% chance to cast Wrath of the Soul Flayer on target dealing 1000 disease dmg and replenishes 700 points of health and 300 points of power to the caster and the casters pet.Fabled, Staff of the Undead Master80 Int, 60 Sta, 40 Agi, 35 Wis+100 spell dmg +10 Spell/Heal crit +10 In combat power regenLevel 80

Wrath of the Undead Master, on any sucsesfull hostile spell cast there is a 5% chance to cast Wrath of the Undead Master on target dealing 2000 disease dmg and replenishes 1500 points of health and 500 points of power to the caster and the casters pet.Undead Mastery, When caster lands a killing blow this effect will summon up to 3 undead soldiers to aid the caster this effect will last 2 minuts and applys Undead Ward on termination lasting 5 minuts. While Undead Ward is active caster may not use Undead Mastery.Semilitch, When caster enters Demilitch form the casters pet takes on the trates of a semilitch dealing an extra 200 points of dmg every attack, combat art or spell cast and regaining 96 points of health.Thats what i would like to see for my necros Epics and since there supost to be the strongest thing there is im not shure there is mutch that can beat that.

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Unread 12-30-2007, 09:30 PM   #28
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Cusashorn wrote:

Monk epic: Procs Devestation Fist on every hit landed on the enemy, while ignoring the rule that another DF can't hit a target until after 1 minute. 100 hits to an epic = dead epic.

Bruiser Epic: Does 0 damage per hit, but intimidates the enemy by making a rubber duckie squeek noise.

Just so long as we dont have to share an epic Ill be happy. 

Sick of you trancendentalist Zen #($*ers, stupid hats and Ugly Clothes.

Im not an Evil Monk!

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Unread 01-01-2008, 12:34 AM   #29
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Cusashorn wrote:

Monk epic: Procs Devestation Fist on every hit landed on the enemy, while ignoring the rule that another DF can't hit a target until after 1 minute. 100 hits to an epic = dead epic.

Bruiser Epic: Does 0 damage per hit, but intimidates the enemy by making a rubber duckie squeek noise.

YES YES!
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Unread 01-01-2008, 12:47 AM   #30
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Just a random thought. Who thinks that the legendary version will be for the root classes (warden/fury, illusionist/coercer) and the fabled for the subclasses (sorry, I still think in those terms even thought that went away like 2 years ago).I also like the idea that its something you build on over time. However, I don't want to have to go back to do numerous gray quests. I've got too many things I have to go back and work on as is! (Claymore, Peacock...).Here's another thought. What about AA for the epic weapons? Add a little customization to it. Aside from the fact that it would never be balanced as the classes are still horribly out of balance.                                   
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