June 11 Patch

There are lots of changes in today's patch. Here is the message: June 11, 2003 3:00 am ------------------------------ ** Experience System Change - Grouping ** We've made some improvements to the way experience is rewarded in EverQuest. These improvements are aimed at positively reinforcing the act of grouping. After all, this is a Massively Multiplayer game. Prior to this update groups gained a 2% to 20% experience bonus for having two to six members. As of today this bonus has increased to range from 20% to 80% for having two to five members. When a group adds a sixth member, the 80% bonus remains, but the experience gained is only divided by 5 before being distributed. The sixth group member no longer causes the experience gain to be divided by 6. Planes of Power zones had an increased experience award above and beyond those of most other zones. Because of these new dramatic improvements to group experience gains, we will be reducing the zone-specific experience bonus for Planes of Power zones a bit. As long as character is grouped with at least one other in these zones, they will see an improvement in experience gain over the old system. The one down side to the new system is that there will be a small decrease in experience for those who do not group, and only for those who do so in Planes of Power zones. ** Experience System Change - Level 60+ ** In addition to the above changes, we have increased the range of NPC levels that give a character experience after they reach level 60. This will open up many of the "old world" zones to players previously restricted to Planes of Power zones for experience gain. The range of NPCs that will be "blue" to a level 65 character has been increased as far as level 50, with the "light blue" range extending to level 45. The best experience gains, however, are still for fighting things around and above your level. This should open up areas for high level characters in groups and solo. ** Interface ** - Shared Bank Vault - We've added two shared bank slots to the interface. These extra bank slots can be accessed by any character on the same account and server. No-Drop and No Rent items can't be placed in these bank slots, and only one of any specific Lore item can exist in the shared bank at any time. - Spell Context Menus - This is a new interface menu that will make memorizing spells less tedious. To access the spell menu, just right-click an empty spell gem. This will open a list of spell categories. Point your mouse at a category and a list of spells will be displayed. Select a spell from that list to memorize it in that slot. Your character will sit down, memorize the spell and stand back up. - Spell Favorites - Spell favorites are an easy way to memorize a full set of eight spells without the tedious book searching. Right-clicking on the spellbook icon in your spell window will open up the spell favorites menu. You will be able to save your current spell lineup as a favorite, delete a favorite or memorize all the spells in one of your already saved spell sets. You can save as many as ten sets of spell favorites. As with the new spell context menus mentioned above, this will not replace the spellbook, it is meant to make memorizing large numbers of spells more convenient. - Spell Descriptions - We have expanded the spell description window. Along with the information that has always been available, we have added an explanation about what the spell does in general that includes damage and duration when appropriate. You can see these new descriptions by right-clicking and holding on the spell scroll, the spell gem in your Spells window, or the spell icon in your spellbook. - New Camera - We've added a new camera mode to the game. Lovingly dubbed the EQ Cam, it uses the mouse wheel to allow you to zoom away from your character into a "chase" camera. This only works from first person mode (the default view). Using the mouse wheel you can determine the distance of the camera from your character, or to zoom back into first person mode. When in the chase mode, mouselook turns the character and camera together and you can change the pitch of the camera using the mouse. - NPC Names - Many NPCs will be displaying additional titles to make it clearer what their job is. For example, an NPC that sells tailoring supplies may have the title [Tailor Supplies] under their name. This will help folks find the proper merchant. It's analogous to them hanging out their shingle. - Rare Character Select Crash - Using the arrow keys to try to change the selected character at the character select screen when there were no characters on the account was causing people to crash out of the game. That's fixed now. - Guild Message of the Day - Using certain HTML codes when setting up a Guild Message of the Day was causing all members of the guild to crash. While this may have been amusing for pranks on your guild, we still decided to fix it. ** Spells ** - Spell level limits now enforced - Some high level spells cannot be cast on characters under a certain level. In the past a caster could get around this level restriction when casting a group version of a spell by targeting a higher level group member, and the spell would take effect on the whole group, regardless of their level. That loophole has been closed. We're sorry if you have grown accustomed to the system working this way, but those level restrictions are important to the integrity of lower level gameplay. - Incineration and Conglaciation of Bones - Both of these spells should now crit and stack (when cast by different casters). - Divine Intervention - This spell should now be reporting the amount of healing it delivers. - Healing Messages - The target of a healing spell will now get a message telling them the caster's name and the amount of healing they receive. - Reporting Damage Over Time - Damage over Time (DoT) done to NPCs will now be reported to the caster every time it does damage. These messages can be filtered in the Options window. - Boon of the Garou - The level restriction for this spell has been removed. We have also fixed a bug with the spell that would prevent it from being cast on target that are not on a horse if the enchanter is on horseback (spell still cannot affect those on horseback). - Wake of Karana - To improve the usefulness of this spell, we have lowered the recast time from 90 seconds to 15 seconds. - Beastlord Warders - Beastlords will once again be able to summon their warders in the Plane of Sky. Sorry for the delay in getting this one fixed properly. - Familiars - Familiars will no longer attempt to equip items. This was causing them to try to wear weapons inside their heads, which probably isn't a good thing for them to do. - Spirit spell line - We have added +75 dexterity to the effects of Spirit of Flame, Spirit of Rellic, and Spirit of Snow. - Spell stacking and blocking - Changed the following spell lines to cause them to bounce off of each other. Each line should block everything from the other line, but still be overwritten by spells of the same line. Spiritual Strength Spiritual Brawn Spiritual Vigor Strength of Tunare Strength of Nature Brell's Mountainous Barrier Brell's Stalwart Shield Brell's Steadfast Aegis - Translocation spells - Fixed a bug with translocation spells. If a second translocation spell was cast on a character before he had accepted the first, both would fail. - Spell casting pets - In the past, pets were restricted to casting spells of level 20 and below. We have given them access to higher level spells. You may want to be careful with them until you get used to their new abilities. - Drunken Riders - We fixed an odd bug that allowed people who were extremely drunk to cast spells without mana cost while on a horse. Yes, crazy bugs like that actually happen. :) ** Zones ** - Droga and Nurga - The mines of Nurga have been inhabited by crafty Goblins and stolid Burynai for many long years, digging and slaving away under the earth. It's time to shake them up! The redesign for these zones are now on the Legends server, Stormhammer. The mines of Nurga are a fun zone for characters of levels about 40 to 55. The Temple of Droga accommodates characters around 50th to 65th level. Both zones will have some new events and quest, while retaining the distinct feel of the zones. - Veksar - Since the rediscovery of the lands of Kunark, there have been rumors springing from the ancient lore of the Iksar. Most of those rumors remain unfounded, as gaining access to the lore of the insular Iksar is no easy task. One of the most persistent legends is about a city that lies buried under the Lake of Ill Omen. That city was called Veksar, and it is up to you to discover the tale of its fate. - Planes of Power access - Planes of Power has provided us with valuable insight into the group and guild dynamics that are involved in large scale games. The way that we had expected guilds to advance through the story of Planes of Power has become a problem for some guilds as some members have fallen behind and found it difficult to catch up. Obviously this was not our intention. We want people to play with their friends and guild mates. To correct this issue, we will be allowing characters to enter the following Planes of Power zones by meeting a simple level requirement: Level 55 and over Plane of Storms Plane of Torment Plane of Valor Crypt of Decay Level 62 and over Bastion of Thunder Halls of Honor Characters that don't meet the level requirement may still enter these zones using the existing flags, and raids may still bring additional unflagged or lower level characters with them. All other planes with flag or story requirements for entry will still require those flags, and those flags can still be obtained as they always have. This will make the majority of Planes of Power zones available to characters over the minimum level, and will allow their guilds to travel and adventure together in the planes. We understand that those that have already earned the entry flags for these zones have put some effort into that accomplishment. We will be giving a reward to those that have done so, in the form of a nice Charm slot item and Alternate Advancement points based on the number of planes you've gained access to. The reward for planar progression will be available this week. We found an issue with part of the reward on Test server, and are in the process of fixing it. This is a top priority and we plan to bring it to all live servers this week. - Great Divide - The Plane of Knowledge portal in the Great Divide will now be available when the Ring War is in progress. - Bastion of Thunder - We have upgraded the loot available from many of the mini-bosses in the Bastion of Thunder to make the reward more inline with the risk. - Sol Ro's Tower - They look like frogs, hop like frogs and now they even react to spells like frogs. Flame Frogs are now flagged as animals. - Rallos Zek encounter - Rallos Zek will remove anyone from the zone that attacks him if they are not part of the raid that has him engaged. Even in war, there are rules to be followed. ** Items ** - Tradeskill item flag - There is a new flag on items. When viewing the information about an item, if you see that it has a Tradeskill flag, it is an item that can be used in a tradeskill recipe. This isn't to clearly spell out every item that is used in every tradeskill recipe. The intent is to assist those who are finding items that do not already have an obvious use, by letting them know that the item is used in a tradeskill recipe, somewhere. - LoY "Fine Steel" - Many of the more commonly dropped weapons in the Legacy of Ykesha zones were a bit too powerful for the ease and level needed to get them. Some of the most out of line items were the Harpoon, Luggald Trident, and Luggald Dagger. We've decided that it is necessary to tune them down a bit. - The Hollow Acrylia Obelisk - This is the old Acrylia key. It has been changed into a charm. This charm can be used by anyone, not just those that own LoY. - Bows - The Longbow of the Grimlings and the Bow of Gloaming have both been given ranges. They can now be used properly. - The Burning Flame Shield - This item had the wrong resist modifiers. It now has a +30 fire resistance and a -10 cold resistance. - Bazaar Search - Non-instrument items with instrument modifiers will now show up in instrument type searches in the Bazaar. - Ornate Stone Medicine Totem - This item can now be equipped. - Storm Reaper Thorn Machete - This newbie Halfling quest weapon is now flagged as magical. - Charm of the Brotherhood - This item will now give a bonus when grouped with others of either the same class or race. - Dagger of Distraction - This item can no longer be used by Monks. - Edge of Eternity - Beastlords and monks can no longer use this item. - Veil of Lost Hopes and Orb of Clinging Death - The casting times on both of these items has been lowered. - Magi`Kot's Pants of Convergence - The effect on this item has been changed to summon a Rod of Mystical Transvergance. - Cloak of the Falling Skies - The focus effect this item has changed to Preservation of Solusek - The Wristguard of Keen Vision - This item is now useable by int. casters. - The Mask of Conceptual Energy - This item is now useable by priests. ** Alternate Advancement ** - Lifeburn - This ability would cause an undue amount of aggro to be generated because it would bring the caster to an extremely low number of hit points, making them look like tasty targets to enemies nearby. To lessen this problem, Lifeburn will no longer reduce the caster to 10 hit points, but to about one fourth of the caster's hit points. This should prevent the additional agro generated while retaining the risk for using the ability. - Feigned Minion - The Child of Bertoxxulous pet will no longer cast buff spells to break his feign when under the Feigned Minion effect. ** Quests and Tradeskills ** - Bankers - There were a few quests that required giving an item to a banker. When we recently removed the ability for characters to give items to bankers to help prevent mistakenly losing items, those quests became unavailable. We have moved those quests to new NPCs. If you see any other quests that ask you to give something to a banker, please use /bug and report it to us. - Newly Stackable Items - Valor Crystals, Ceramic Linings, Holgresh Fur and Casks are now stackable. Also, Valor Crystals can be sold to vendors. - Sewer Catfish - These unappetizing fish have begun to appear in Cabilis. - Klok Foob - Will now accept a Catfish Croak Sandwich. ** Changes for New Characters ** - Newbie Starting Locations - We've modified all locations where new characters start to make them a bit more convenient for the new player. They should all start very near their guild masters. - Nudging - New characters will be given a text message to encourage them to hand in their newbie note to their guild master. For new players, this is one of the key things to get them involved in gameplay, and one of the easiest to overlook. - Guild Masters - To help guide new characters, Guild Masters now take a more active role in helping out new recruits by directing them to some starting points for quests. - Quests - There are even more quests in the newbie zones, most of them revolving around the pests that seem to inhabit even the grandest cities. ** Miscellaneous ** - We are working on an update to the Luclin player character model animations. This will not be a complete revamp of all the animations, but will address some of the most common concerns. However, in the mean time you may see some unusual animations, particularly when shorter PCs are running. ** UI File Changes ** NOTE: In order to see the new Shared Bank slots, you will need to use the default bank window, or modify your custom bank window to include the new slots. EQUI_Optionswnd.xml EQUIhelpwnd.xml Bankwnd.xml BigBankwnd.xml Help.html

Comments

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mage wizzy pets are very cool now
# Jun 12 2003 at 12:55 AM Rating: Decent
hello all i am a 58 mage and my wizzy pets now cast some very cool spells with this patch.
#Anonymous, Posted: Jun 12 2003 at 12:38 AM, Rating: Sub-Default, (Expand Post) If you really are bothered by someone in a group leaving to get KEI,that is cool. Just do not have a cleric in your group anymore.
DocFrog
# Jun 12 2003 at 12:14 AM Rating: Good
I just want to say that "EQ' is just a GAME folks and let's enjoy it as such. For all the whiners, cryers and complainers this game can be accomplished without all the Bashing! All the classes have their strengths and weaknesses, but I would have to agree that the Necro is probably the better soloist overall. For all you other classes, I LOVE my CLERIC and I will be there for you when ya need me!...And I don't need KEI!
#Anonymous, Posted: Jun 12 2003 at 12:05 AM, Rating: Sub-Default, (Expand Post) SOE...ive not met anyone gheyer than you. ive got better pests on the bottom of my shoe. if you think your tough and real cool ill owns j00. SOE SUCKS period
Money money money
# Jun 11 2003 at 11:59 PM Rating: Default
Was in the same area too
Money money money
# Jun 11 2003 at 11:58 PM Rating: Decent
Since new patch ive noticed that in full group you recieve alot more money in the split. Does anyone know if they added more money to mobs when in group? (btw in full group yesterday i had only recieved 6gp max...today in full group on same mobs ive gotten 4pp+ off everything)
#Anonymous, Posted: Jun 11 2003 at 11:50 PM, Rating: Sub-Default, (Expand Post) HA! just saw a person say they NEED KEI!!! i sent them a tell "Why do you NEED KEI???" he responded..."i need kei cuz im going AFK"...................................................................................................... i dun think he was joking either =-0
WOOT
# Jun 11 2003 at 11:44 PM Rating: Good
This patch is great...myself a 42 warrior was testing the new exp bonus in grp earlier and noticed that i had gotten 2 1/2 yellows in bout 1 1/2 hrs (took that long to get 3 blues last night)...NICE!!! And as for all you casters who think you NEED KEI in order to do anything...i got news for you...uhh...well.......you dont =P
KEI?
# Jun 11 2003 at 10:43 PM Rating: Default
It doesn't say in the post that KEI was nerfed. Can anyone confirm it was? And what level do you have to be to get it now?
RE: KEI?
# Jun 12 2003 at 12:00 AM Rating: Default
Kei was not nerfed. They merely put a cap on the minimum level that can recieve that spell. (45+)
ALL GOOD
# Jun 11 2003 at 10:39 PM Rating: Decent
This is to you guys who are griping about peeps that run for kei...First of all if the member is non-essential then what do you care if they run to get kei, you can continue on without them;...Second, think you are forgetting the power of the all powerful nuke, you are getting all those super fast chain pulls cuz that kei'd nuker is knocking off half the mobs hp's...and last if you are a Shaman then of course you don't have to go back for kei, buffs and debuffs take way less mana than nukes...Lastly, if you don't want to sit around waiting for your healers and nukers to med up, then LOVE KEI!!!!!!!

55 Wizard
Tarew-Marr
RE: ALL GOOD
# Jun 12 2003 at 4:15 PM Rating: Decent



"and last if you are a Shaman then of course you don't have to go back for kei, buffs and debuffs take way less mana than nukes"

I have to respond to this asinine comment.

Your first assumption is that the Shaman's only crucial role is to buff / debuff. This is so very wrong. A Shaman does cast buffs on all melees before the battle, and a good Shaman will also buff her casters with defensive and HP buffs as well so that they do not croak when they cast that DD too soon and pull aggro. So, ideally your Shaman has to cast buffs on every party member. When the mob arrives, your Shaman must begin debuffing it, which, as you point out, doesn't take much mana, but slowing mobs takes a LOT of mana! The Shaman slow line of spells is incredibly detrimental to any mob, and therefore it requires a lot of mana to cast. In the absence of an Enchanter, the Shaman must also keep haste cast - and while not an expensive spell, it doesn't last very long ("haste plz!")

After the battle, the Cleric is medding, and your Shaman can do any 'patch' healing, and curing of poisons, diseases, and curses. So, your assumption that Shaman only buff and debuff is incorrect - the next time you are grouped with a Shaman, take notice of how often she is casting. If she's a good Shaman, she will almost always be casting some sort of spell - and they aren't all buffs and debuffs, trust me.

Your second assumption is that Shaman spells do not cost much mana. I have no clue where you got this idea. As stated above, the slow line of spells is expensive, and has to be cast *at least once* on every mob. The HoS and Kragg lines of HP and stat buffs are not cheap at all, and must be cast *at least* on the melee classes in your group. DoTs and DDs certainly are not cheap spells to cast, and a good Shaman will be sure to have enough mana to EBolt your mobs at 50% health. Ideally, the Shaman can cast 3 DoTs at a time - very expensive if all are cast in one battle.

My third point is really just a reiteration. While the individual statistic buffs may not cost much when compared to your DD spell, consider that I have to cast IoS, Kragg, Str, Dex, Agi, Sta, AC, Haste, and Regrowth on every melee. Regrowth must be recast very often, and is expensive. The point is that any one of these buffs may not cost much alone (though some do), but look how many times your Shaman must cast them, just in one round of buffing for, say, one MA and two assists! (Add to this the Shaman herself, in order to keep the timers.)

My Shaman did not rely on KEI in her younger days, but it wasn't because "buffs and debuffs take way less mana than nukes," it was because I learned how to use the mana pool effectively. Cannibalizing is an artform, and Breeze and Clarity were a blessing which allowed her to pull out the damage spells when otherwise she would be Cannibalizing for the next round. Too many people in lower groups have no need for their Enchanter's min spells, and that's not how it was meant to be.

Today, in order to hunt in the Planes effectively, a KEI is necessary to ensure there is always mana to deal with that "ADD!" wailing away for 350 a pop on the Cleric. But that is what KEI is for; post 46 level players who are taking on bigger and badder mobs than possible before that level. KEI was not intended to allow casters to sit on their duffs in HighKeep throwing DDs down like hellfire whenever they feel like it. KEI was allowing lower level players to play recklessly, since there would always be enough mana to try to clean up any mess that having all of that mana to play with caused in the first place! Phew!

So, in conclusion, please don't assume that the Shaman only buffs and debuffs, and further, that those spells don't cost much anyway. The Shaman is a critical piece to a good group, and dabbles with spells from all types of casters. If ever there was a unidimensional class, it certainly is *not* the Shaman, as you imply.

XOXOXO

Baroness Vinusirena, 55th level Luminary of The Tribnal, 69th Season.




RE: ALL GOOD
# Jun 12 2003 at 8:52 PM Rating: Decent
37 posts
Sniff Sniff...That was beautiful...
/em wipes tears from his eyes.

Quote:
My Shaman did not rely on KEI in her younger days, but it wasn't because "buffs and debuffs take way less mana than nukes," it was because I learned how to use the mana pool effectively. Cannibalizing is an artform, and Breeze and Clarity were a blessing which allowed her to pull out the damage spells when otherwise she would be Cannibalizing for the next round. Too many people in lower groups have no need for their Enchanter's min spells, and that's not how it was meant to be.

Today, in order to hunt in the Planes effectively, a KEI is necessary to ensure there is always mana to deal with that "ADD!" wailing away for 350 a pop on the Cleric. But that is what KEI is for; post 46 level players who are taking on bigger and badder mobs than possible before that level. KEI was not intended to allow casters to sit on their duffs in HighKeep throwing DDs down like hellfire whenever they feel like it. KEI was allowing lower level players to play recklessly, since there would always be enough mana to try to clean up any mess that having all of that mana to play with caused in the first place! Phew!


I don't have a problem with kei, and as stated above, it is a must have in high end playing. Heh, a 7 hour raid in chardok without kei.../shiver. But just as important it is to have kei, basic skill at mana managing is just as important. The crack addicts going around now days have learned that if they have kei they can do anything, cept deal with there mana after it fades...

After i kicked my habit I spent most of my time fighting behind a shammy(enchanters 2nd best friend), tank(1st best friend if he is a good), wizard, and whom ever decided to tag along. Nothing but clarity, insight/brilliance, gift of magic, canni and an occasional harvest from the wizard is how we dealt with mana. Everyone stayed buffed, the tank hammered away hasted, and the wizzy nuked to her hearts content. No one ran for kei.

There is little room for errror when you don't have kei, but what that means is you have to learn what, when, and where to cast to be efficient. Kei/hov/"insert whatever high level buff" allowed players to be reckless, sure they leveled, but they are the reason groups can turn bad really quick. Tanks not knowing what lom means, the ranger who thinks he's a tank, the trigger happy wizard who draws aggro before the tanks can, draining the cleric/healer of mana(while casting stuns and roots drawing more aggro), or the acehole who breaks my mezz without taunting or because they don't know who to use an assist key.../sigh

Sorry for the rant. But kei should be looked on as a reward for your perseverence and hard work to get to that level. Not as a something you snap your fingers *BaM* its there for you because you think you need it(crutch). Hell i am working to hit level 54 just to have clarity 2. Sad thing is i will be the only one using it until everyone else's kei fades...what a shame.
RE: ALL GOOD
# Jun 12 2003 at 2:25 PM Rating: Default
First of all, if you see a shaman as just a buffer/debuffer, PLEASE solo more often... Shammy dots can do as much damage as your nukes, easily... and they aren't exactly mana free unless they using only their epic...

Second, in the 15 to 20 minutes the cleric was running aropund crying for Kei, the chanty right there coulda laid on a c2 and the group coulda gone on pulling for exp... If casters would learn to use their mana more efficiently, it wouldn't be a problem.. christ, I saw a lvl 59 wizzy dropping IC's in my group the other night, instead of using the far-more-mana-efficient spells they have at that level...

Oh, and a shammy not needing Kei.. this is correct, but not because of the mana cost of their spells.. it's called the canny dance.. then drop torpor/stoicism/whatever insanely efficient heal they have at their level...
#Anonymous, Posted: Jun 11 2003 at 10:20 PM, Rating: Sub-Default, (Expand Post) Ok now i know that i am still new at this game...i only have a lvl 52 chanter, lvl 48 cleric, lvl 61 bst, lvl 38 shammy, and a lvl 27 wizard. but now i can never again play my wizzard! KEI is all that allowed me to have a constant supply of mana for long enough to cast spells and not die....BUT NOW SOE GOES AND NERFS IT!!! WTF!! it's like telling a midgett that his legs have to be cut off because he's too tall...it's insulting! the point of the spell isn't to make mana just last longer, it's to allow you to kill a mob but then have enough to at least get you to a safe place to med. THIS SUCKS!! so all i have to say to SOE now is...
#REDACTED, Posted: Jun 11 2003 at 8:56 PM, Rating: Sub-Default, (Expand Post) *claps sarcastically at Sony*
About Necro soloing
# Jun 11 2003 at 3:09 PM Rating: Default
...and even then kill the PET too! 200% exp when necros would take around 25 mins to do and only get 100% exp!

-Anonymous
-65 Storm Warden
-Quellious
RE: About Necro soloing
# Jun 11 2003 at 3:27 PM Rating: Decent
Just curious when you charm a animal as a druid doesnt it become your pet. When I do I notice a LITLE BOX THAT APPEARS THAT SAYS PET. So is there a special thing that druids get extra experience when they have a pet and necros lose out. I dont think so. Necros are a very good solo class druids are too but the Necro has the advantage. While your Medding Im killing , While your getting your head bashed in wishing there was something to charm around you for a PET I already have one. Necro pets can cast spells and hold weapons while a druids pet looks at you for a can of cat food. LOL im kidding Just my opinion I play both a necro and a druid Necro is better
RE: About Necro soloing
# Jun 12 2003 at 3:01 PM Rating: Decent
Hey. Don't for get our little bear pet. This guy is a killing machine. He is able to take out any mob with ease.......... OK OK I'm full of crap ... dear SOE please get us a better bear pet... all this little guy does is attack things way bigger than him and **** where I'm camping... He eats all my grub and dies in less than 2 hits.... And I can't believe I paid 3k for him.....LOL , only good thing is that I can gate while he is sacrificing his little bear butt.
I will just stick to my normal pets(Warrior,Ranger,Monk,Pally)

Kaladarr Kaldassian 56 drood Sol Ro

RE: About Necro soloing
# Jun 12 2003 at 2:58 PM Rating: Decent


Edited, Thu Jun 12 15:23:45 2003
RE: About Necro soloing
# Jun 12 2003 at 9:16 AM Rating: Decent
Reality to Tony.... WAKE UP! First of all the only time druids "get there heads bashed in" is when they want to get hit.(DS is up) Can you think of another class with the escape capabilities of a druid? Second I will concede that a necro and his pet will have an easier time against ONE tough mob. The key word is one. I don't see too many necro quad kiting, why is that? Over time which gives better exp.? Love your necro if you like, but don't underestimate the talents of a druid.
RE: About Necro soloing
# Jun 12 2003 at 2:30 PM Rating: Default
Well, seeing how the necro is killling the mobs far faster than the druid... it actually about evens out. I necro can kill 4 mobs in about the time a takes a druid to kill 4 mobs in a quad...

yes, I have played both, so I kinda know a bit about it... Also, necros can sorta quad.. drop dot, fear, next target.. drop dot, fear, next target.. used to farm HG's in rathe this way.. the fear would wear off, I would redot, refear, next target...
About Necro soloing
# Jun 11 2003 at 3:04 PM Rating: Default
I think that the "Necromancer's solo best" is questionable. I've never seen a necro charm a frog in PoS, take down the attacking frog at the same rate, and finish it himself. Plus the necro's method here loses a great deal of exp via the pet. so haw.

-Anonymous
-65 Storm Warden
-Quellious
RE: About Necro soloing
# Jun 11 2003 at 8:14 PM Rating: Default
Where the F have you been. The pet taking experience was fixed like over two years ago. Again, with regards to EFFICENCY, not "SHOW BOATING", Necros are the most efficient and effective solo'ers in the game. Plain and simple. Yes Chanters are valuable, but in a NON-SOLOING way. Necros can take 1000's of points of damage because we life tap for 1000's of points of damage. Hit a Chanter for 2500 HP and you are a dead Chanter. Hit a Necro for 2500 HP, and the Necro is alive as long as a life tapping DoT is active, or the Necro is tapping, Necro LIVES!

You see as mob dies, Necro lives. No other class, save Shammys, comes close.

Lets see, DRUD gets hit, does She have the ability to regen HP fast enough to prevent death ... NOPE.

I am sorry that you are feeling uncomfortable about the class choice you made. I am not. I researched all the classes before creating my necro. Necros are the most efficient killers in the game. Sorry, but I don't care how uber your druid is, or how many frogs you can charm. The risks are very very low for Necros compared to the way druids and chanters and shammys kill. We recover mana faster and more efficient than ANY class in the game. As we kill the mob, we recover HP to FULL. Can a Chanter or Druid do that? Even with Vex Thal gear can you do that? NO. No take your chanter butt back to BoT or PoS, train everyone cause your pet charm breaks, and stop posting dumb dumb postings on this board.

Thank you,

Your Unfriendly Neighborhood Necro :)
Twink
# Jun 11 2003 at 12:29 PM Rating: Decent
Can Some one please explain the full explaination of a twink. Would I be considered a twink if i buy a Moonstone ring at level 41 or a batskullearing at level 21. I know its off topic here but im watchin the boards at it came to mind
RE: Twink
# Jun 11 2003 at 11:57 PM Rating: Decent
Buying stuff with money your toon has earned is not twinking. Buy stuff for a 2nd toon with money you have farmed with your 65 whatever is twinking. BTW....nothing wrong with it if it makes you happy.
Soloing
# Jun 11 2003 at 12:12 PM Rating: Default
The one down side to the new system is that there will be a small decrease in experience for those who do not group, and only for those who do so in Planes of Power zones.

You People need to read the hole message before posting.
RE: Soloing
# Jun 11 2003 at 1:18 PM Rating: Decent
37 posts
Very true, but i was talking about soloing in general. But if you think the planes are the only place you can solo, i am saddened.

/em glances over at his level 55 druid friend who solo's level 60 mobs in ME.

/shrug

But if YOU read the whole message...they are also increasing the number of mobs that will still con blue to you at higer levels. So even though you get less xp for soloing in the planes, you have more places to solo elsewhere with no xp loss.

Not that i care for druids in pon pulling there mob through my group because snare broke...but that is another story...Oh well, you can't please them all.
KEI
# Jun 11 2003 at 11:52 AM Rating: Good
*
64 posts
Has anyone checked to see if KEI was actuall changed? The way I read this is that they only closed the loophole for spells that already had level restrictions (Group Aego for one)....
Solo-ing
# Jun 11 2003 at 11:17 AM Rating: Decent
Can anybody explain to me why the complaint that solo-ing has been nerfed? As near as I can tell (excepting the Planes of Power), solo-ing will get you exactly the same experience as before. The difference is that grouping will get you more experience now than grouping used to give you.

Is the complaint that solo-ers aren't getting 5x the amount of experience of their counterparts in a 6 person group, but only 3.8x? Or something else?

Does anybody have any hard evidence of what percentage of the old XP bonus was in the PoPs versus the new bonus percentage?

Chuumlee - Troll Shadow Knight 32, Saryryn.
RE: Solo-ing
# Jun 11 2003 at 11:44 AM Rating: Decent
37 posts
Its not that solo-ers will get less. You will still get the awsome xp that you always have. But classes who don't have that ability will get a larger chunk of xp for grouping now...

Quote:
Prior to this update groups gained a 2% to 20% experience bonus for having two to six members.

As of today this bonus has increased to range from 20% to 80% for having two to five members. When a group adds a sixth member, the 80% bonus remains, but the experience gained is only divided by 5 before being distributed. The sixth group member no longer causes the experience gain to be divided by 6.


So its not being nerfed, its just that classes who can't solo will get more xp when fighting in a group now. Any class can "solo", but druids can do it best. The nerf comes when druids pass on groups and stick to soloing instead. No matter how you cut it, a chain pulling group would out do a quad-kiting druid any day.

Oh and by the way, druids can quad-kite and solo without kei, droods can't.

RE: Solo-ing
# Jun 11 2003 at 12:55 PM Rating: Good
Message has high abuse count and will not be displayed.
RE: Solo-ing
# Jun 11 2003 at 2:44 PM Rating: Default
Wow Strong Post!!!

I Totally Agree With all your statements. I Have a level 41 Necro and a 24 druid. When My Necro was lvl 24 The soloing was alot stronger. The Dot spells and ability to snare and fear anything while pet pounds on it from behind is far superior to the druids. Dont get me wrong I love playing my druid. It is funny I solo hill giants all the time in rathe mnts for some extra $$ and The place is always littered with corpses in wolf form lol. with a hg i dark snare scorge chilling embrace vampiric curse to gain life while im in skelly form and fear then send pet 3 minutes later i have anywhere between 2pp and 40pp and enought mana and hp to get another. Necros rule!!!
RE: Solo-ing
# Jun 11 2003 at 1:48 PM Rating: Decent
37 posts
Ahh, touche' my friend. Even I in my infinite wisdom overlooked the powerful necro. And yeah, you have a point about the corpses in SD, lol.

/em runs off to make a necro

Also, could you please tell your friends to stop killing the guards in Felewithe? Bad enough there are now rats there. But its depressing to see some necro sitting in the corner having a snack while his pet busts out snap kicks and flying kick combos on the guards.
RE: Solo-ing
# Jun 11 2003 at 12:22 PM Rating: Default
READ THE MESSAGE

"The one down side to the new system is that there will be a small decrease in experience for those who do not group, and only for those who do so in Planes of Power zones."

Have fun now ya hear
RE: Solo-ing
# Jun 11 2003 at 11:24 AM Rating: Decent
There is no difference. The only thing that is harder is soloing with out kei no biggie
RE: Solo-ing
# Jun 11 2003 at 12:13 PM Rating: Default
"The one down side to the new system is that there will be a small decrease in experience for those who do not group, and only for those who do so in Planes of Power zones."

Read the message LOL

Have fun soloing now
Kei Nerf Kinda Good
# Jun 11 2003 at 10:52 AM Rating: Decent
Well Let me start by saying Flying through levels 6 through 20 was a fun experience with my druid. Here I was in Pok and a MGB of Kei and Hov Came about. I kinda really had no choice but I had both spell effects on me.( I coulda Clicked the effect off but that woulda been silly) So anyway I went to FOB and was hunting everything red and yellow to me It took all of 1 hr to hit level 10 so the next step was of course Kurns tower. I met up with a lvl 10 iksar monk.LOL he had hov 2. We took the whole first floor with out a problem he tanked and i healed him and nuked every other mob. 1 Hr into it I was level 15 and he was 14. 2 hrs into it we were killing the furbies in the basement and before I knew it I was level 20. I cast so many spells and my mana bar didnt even move.( I had to get new spells when needed) It was kinda like having the game Genie for ps2 hooked up to my computer. Yes my druid is very twinked with about 5k worth of equipt. I consider him just a fun char. My Main Toon is a level 41 DE necro Named Feklar Mox on Kane Bayle Server. he still has some newbie armor on him lol but over all has good equipt mostly quested items and some bought( Batskull earings) etc. My Trade skill Research is 138 and My Int in around 220. Yes Kei is nice sometimes but with call of bones and leaching mobs i dont need it. My Pet does most of the damage and a few dots and fear does the trick. Manageing your mana adds a whole new stratagy to the game. Some Places I will Suggest Having Kei Gunthark And Dulak wow these mobs have tons of Hp , Soloing here would be risky with out kei but at level 46 with kei would be NP. Any way im rambling on and on. Remember its just a game and people do play it differently I have both twinked and untwinked Toons. Its your choice.
Have Fun!!!
YESSSSSSSS
# Jun 11 2003 at 10:05 AM Rating: Default
HAR HAR HAR TO ALL YOU WHO WHINE ABOUT SOLOERS GETTING NERFED!!!! LMAO@YOU AHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHAHA....

woohoo!
kei nerf?
# Jun 11 2003 at 9:56 AM Rating: Decent
Wha level will you have to be to get kei now anyone know?
All good
# Jun 11 2003 at 9:52 AM Rating: Good
37 posts
I love the new changes, plain and simple. Some might complain about the whole kei/(insert whatever high level buff) nerf thing, but I looked forward to this day. Wow, players will have to actually manage their mana. I couldn't afford kei whenever it faded so I had to pay attention and sit my *** down and med when fighting was going on. Unfortuanately some heeded the warning and rushed to hit level 46. So even at 53 I still have to wait on some wizzy/cleric/caster to rush to go get kei because they can't live(fight) without it.../sigh

Druids won't be so over powered(xp wise) while quading, ie:you get more when you group with more additon in todays patch. I like the idea that my dungeon crawling will net me more xp as opposed to a druid soloing. And before you start flaming, please know that my main was a druid(and i still play him).

Love the spell favorites idea, makes it much easier to go from buffing, debuffing, and charming spell sets that i use. Hopefully its as good as it sounds(/em hears a voice in the back of his mind saying no...).

Twinker's dream...vault space...mmmmmm! Err i mean its good for tradeskilling and item management. ;)

Other than the other stuff, I look forward to the spell descriptions. Its sad that i have to tell a fellow enchanter what rune does...
RE: All good
# Jun 11 2003 at 9:25 PM Rating: Default
OMFG DUDE, YEA! I HATE when people have to go get KEI. sitting there in a group, doing good. nice strong group, with a solid line up of pulls and EXP, then the druid, or some other pointless class we dont need (=P) suddenly loses his or her kei, and has to run off to the nexus to get a KEI. i meanwhile (52 shaman) havent had KEI from the beginning, and am just fine, with Canni and Medding. stupid dr00ds and lamers who need kei.
#Anonymous, Posted: Jun 11 2003 at 9:36 AM, Rating: Sub-Default, (Expand Post) how much longer this damn server gunna be down for im itching for dingage!!! (druzzil-ro)
HHK
# Jun 11 2003 at 9:28 AM Rating: Decent
ok how do u give the damn key to now............?????????
RE: HHK
# Jun 11 2003 at 12:36 PM Rating: Decent
ok Paladins.......new Assist. by banker....woohooo
at last
:-\
# Jun 11 2003 at 9:23 AM Rating: Default
Nooooo I hope the EXP hit for soloists isnt too bad x_x

/poned :(
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