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Game Update 62: Age of Discovery

Game Update 61: The War of Zek

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It seems we’re the only ones calling today’s update “Game Update 59″, but either way, the Update Notes have now been posted!! The patch notes from the EQ2 Forums (after heavy reformatting and cleanup):

We are still over 2 hours away from the EQ2 servers coming up with the Destiny of Velious/Game Update 59.

EverQuest II’s seventh expansion, Destiny of Velious, is now live!

Following the events of Sentinel’s Fate, the twin Swords of Destiny, Soulfire and the Qeynos Claymore, have been drained of their powers, setting the stage for the destruction of the EverQuest universe. The prophecy known as Age’s End begins to unfold in the legendary continent of Velious, and it is here where the war for Norrath will arise. For there to be any chance to save Norrath, the Swords of Destiny must be restored.

Norrathian guardians who undertake this burden will be tested by labyrinthine dungeons, the harsh Velious tundra, and powerful creatures including the God of War himself, Rallos Zek. To succeed will mean ultimate glory. To fail could mean annihilation.

Destiny of Velious Features:

  • Soar high above Norrath with flying mounts
  • Crawl your way through 10 dangerous dungeons
  • Complete four new Heritage Quests
  • Battle through more than 300 new quests
  • Craft through more than 60 new tradeskill quests
  • Conquer one new truly massive contested dungeon
  • Discover two new overland zones
  • Defeat four new raid instances
  • Collect more than 1,000 new weapons and items
  • Journey through a new Signature Quest line
  • Slay more than 30 new creatures
  • Equip more than 100 new armor sets
  • New AA abilities with an increased cap of 300

TARGET TAGGING SYSTEM

You can now tag NPCs and even PCs with the new Target Tagging System.

  • Characters can be assigned an icon and/or number combination that your group or raid can use to easily communicate tactics.
  • Press CTRL-SHIFT-T or right-click your Target window and choose “Tag” to open the Tagging interface.
  • You must be in a group to tag characters.
  • Tagging commands can be dragged from the Tag window directly to a hotbar, or assigned a hotkey from the Options->Controls->Tagging menu.
  • Tagging icons can also be disabled under Options->User Interface->Name & Chat Bubble
  • Tags can be removed by toggling the icon or number that already exists on a character
  • Tagging can also be done via macro by using the /tagtarget command:
    • /tagtarget – to tag your target with a specific icon.  Ex: /tagtarget skull
    • /tagtarget – to tag your target with a numeric value.  Ex: /tagtarget 1
    • /tagtarget clear – to clear your target’s tag

NEW GRAPHICS OPTIONS

In the options under Display (Advanced) – Special Effects you will find the following graphics settings:

  • Depth of Field
    • Applies a focus range to the rendered scene.  Objects in the distance and too close will appear slightly blurry, creating a sense of haze in the distance and enhancing the scene with a more fantastic look.
  • Ambient Occlusion
    • Darkens cracks and crevices where lighting would naturally dissipate, bringing better depth and shading to everything.
  • Sun Shafts
    • Sun rays have diffractive beams creating very cool effects as the sun peeks through trees or around objects.
  • Water Reflections
    • Water reflections improved to match geometry better, especially when on flying mounts. Zones that don’t have this yet will be adjusted with future updates.  Complex quality options have been changed to a simple on or off. When off the sky color will be reflected.

COMMUNITY CALENDAR

  • We’ve added a new in-game calendar so you can keep up-to-date on the monthly holidays and special events.
  • Access the calendar from the EQII Start Menu.
  • Mouse-over any event in the calendar for more details about that event.
  • Daily header images allow you to easily see events that span multiple days.
  • Guilds can also make use of the calendar by creating guild-only events.
  • For guild members with the proper permissions, right-click on any day of the month and choose “Create Guild Event”
  • Members with permission to manage events will be able to create, edit and delete guild events.

USER INTERFACE

  • Attribute tooltips now more clearly show the bonuses and amounts of those bonuses they are giving.
  • The Recipe Window will now perform much better for players that have a large number of recipes.
  • The server was optimized to reduce lag related to players with large numbers of recipes.
  • NOTE: Third-party UI’s will need to update the recipe window.
  • The resurrection accept window will now close itself if you revive instead.
  • Changed description of mount speed to “Ground Mount Speed” so it wouldn’t be confused with air mount speed.
  • Spell Multi Attack now shows in the default UI on the spells page of the character persona window.
  • You can now shift-click achievements to link them in chat.  Clicking on the link will open your journal and display the specified achievement.
  • You will now autojoin the crafting chat channel when achieving level 10 as a crafter.
  • The group quest journal now updates when a member of your group completes a step of his quest.
  • The chat option for spell flavor text is turned off by default for new characters.
  • Added a pet threat meter and detriment icons with click-to-cure to the pet window.
  • You can now spend tokens from a mix of inventory tokens and currency window tokens.
  • You can now search your entire inventory, including bank and house vault, for items by their name.
  • Click the “Find” button on the Character Window just above the inventory slots.
  • As a shortcut, you can use the command /finditem.
  • Custom UI modders:  Added Self.AverageItemScore to dynamic data. It is the average item score of all of your currently equipped items.

MECHANICS / ITEMIZATION CHANGES

Hate Gain

  • The cap for hate gain modifiers was raised from 50 to 100%. The hate decrease modifier cap remains at 50%.

Stat Changes

With the launch of Sentinel’s Fate, we introduced the initial stage of attribute refinement. By defining a primary attribute for each archetype, we made it easier for players to understand which items they should be chasing to equip their character. With Velious we are moving more towards this by folding Power into your primary attribute, and also by removing the small side benefits from these stats such as increased avoidance or resists.

When defining primary attributes, the unintended side effect was that some classes got an extra benefit because they naturally had a lot of a stat where other classes did not. A tank having high strength does not benefit from anything outside of the power increase it gives, while a scout not only became more powerful but gained an avoidance and critical mitigation advantage because they were easily capping that benefit. The same goes for wisdom – Priests gained added resistances, but all items used the same resist values so there was no compensation for the fact that other classes could not cap that benefit.  In any case where the side benefit was intended for the archetype, we added it through self-buffs or as a basic benefit of the archetype – for instance, scouts now get bonus avoidance through self-buffs, rather than gaining it by increasing their agility.

  • Agility and Intelligence no longer grant a bonus to critical mitigation.
  • Agility no longer provides a bonus to avoidance.
    • The base avoidance bonus of scouts is now attached to scout self-buffs instead of being an innate effect.
    • Added base avoidance bonus to many buffs that grant agility.
    • Removed agility from self-buffs of classes that gain no benefit from agility.
    • The following spells are affected:
      • Assassin: Cunning Defense, Villainy
      • Bruiser: Bodyguard, Bob and Weave, Brutality
      • Brigand: Street Smarts
      • Coercer: Signet of Intellect
      • Dirge: Harl’s Rousing Tune, Death’s Door
      • Fury: Feast, Peerless Predator, Primal Fury, Spirit of the Bat
      • Guardian: Armored
      • Inquisitor: Fanaticism
      • Monk: Crouching Tiger
      • Mystic: Ancestral Avatar
      • Paladin: Knight’s Stance
      • Ranger: Hunter’s Instinct, Survival Instincts
      • Shadowknight: Lucan’s Pact
      • Swashbuckler: Bladeweaver
      • Troubador: Daelis’ Dance of Blades
      • Warden: Favor of the Wild, Spirit of the Bat
  • Wisdom no longer gives a bonus to Arcane, Noxious and Elemental resists.
  • Buffs that grant Wisdom now also grant spell resistance.  If a self-buff was granting Wisdom to a class that gains no benefit from Wisdom, this has been removed and replaced with spell resistance.
  • The following spells are affected:
    • Defiler: Sinister Countenance
    • Fury: Feast, Forest Spirit, Primal Fury
    • Guardian: Armored
    • Illusionist: Rune of Thought
    • Inquisitor: Fanaticism
    • Monk: Inner Calm
    • Mystic: Ursine Avatar
    • Necromancer: Mortality Mark
    • Paladin: Crusade
    • Templar: Virtue
    • Troubador: Raxxyl’s Rousing Tune
    • Warden: Aspect of the Forest, Favor of the Wild
  • In order to further offset the loss of spell resistance that was formerly gained from wisdom, a caster-only spell resistance component has been added to the following buffs:
    • Mages: Magi’s Shielding
    • Assassin: Villainy
    • Berserker: Aggressive Defense
    • Bruiser: Bob and Weave
    • Defiler: Sinister Countenance
    • Dirge: Death’s Door
    • Fury: Peerless Predator
    • Guardian: Iron Will
    • Inquisitor: Sacred Armor
    • Monk: Inner Calm
    • Mystic: Ursine Avatar
    • Paladin: Blessing of the Paladin
    • Ranger: Hunter’s Instinct
    • Shadowknight: Innoruuk’s Caress
    • Swashbuckler: Bladeweaver
    • Templar: Holy Armor
    • Troubador: Daelis’ Dance of Blades
    • Warden: Warden of the Forest

Health and Power mods merged into attributes

We have streamlined the way you gain health and power bonuses, and no longer add “+health” or “+power” stats to items.  You now gain health by increasing your stamina, and gain power by increasing your primary archetype stat.

Before Velious, you gained health by collecting items with “+health” on them, and also by increasing your stamina.   This is redundant, since we had two stats giving an identical bonus.  Now each point of stamina will give you 10 health at maximum level.

Similarly, you gained power by collecting “+power” items, and by increasing your primary archetype stat.  Now you’ll just collect your primary archetype stat to increase your power pool.  At maximum level, you gain 10 power per for each point of your primary archetype stat.

“+Health” and “+power” stats will still exist in the form of adornments and buffs.

  • The amount of heath you receive per stamina point now increases as you level.
    • You can see the per point bonus on your stamina tooltip on your character window, and the total number of health points from your stamina in your health tooltip.
  • The amount of power points you receive per primary attribute point now increases as you level.
    • You can see the per point bonus on your primary attribute tooltip on your character window, and the total number of power points from your primary attribute in your power tooltip.
  • Stamina no longer has a cap or a diminishing return curve.
  • Your primary attribute power benefits are not capped.
  • The formulas for maximum health and maximum power have been altered. The formulas are:
    • Max Health = (base health for class and level) + stamina * health per stamina point
    • Max Power = (base power for class and level) + primary attribute(str, wis, int, agi) * power per attribute point

Threshold Stats

  • Critical mitigation is now a required stat for all tiers of content starting with Velious.
    • Previously, critical mitigation was only used in raids; but Velious mobs did not get that memo and they all know how to critically hit. Because of this, critical mitigation is valuable everywhere and Velious itemization reflects this.
    • Each tier of the expansion expects you to have a certain value of critical mitigation give or take a few percentage points. So if you find that you are being hit too hard, you may want to go for some drops in other dungeons to help make things easier.
  • Critical chance is now contested against an NPC’s critical avoidance.
    • Critical chance has been turned into the offensive version of critical mitigation. All NPCs have a stat called critical avoidance. This stat is a direct reduction of your chance to critically hit them. This means if an NPC has 30% critical avoidance you would need 130% critical chance to hit him all the time. The critical mitigation and critical avoidance values are displayed as a buff on any NPC you encounter using this mechanic.

Proc/Item Effects

  • Procs have been limited to a few slots and specialty items:
    • Weapons
    • Charm
    • Belt (easy/hard mode raids)
    • Cloaks (hard mode raids)
    • New procs have been turned into yellow/red adornments that can be placed in any items that have the properly colored slot.
  • War Runes
    • War runes are powerful adornments that drop off of raid bosses.
    • When used these runes will give you an adornment and allow you to buy more of that adornment from a runesmith in the future.
    • War runes represent the more powerful procs and effects from the expansion.
  • Class focus effects have been changed to passive effects on armor.
    • Class focus effects have been changed a little. Seven of the ten class/archetype focuses that were on red adornments in Sentinel’s Fate are now built into the armor as passive effects. This allows you more freedom in what you want to put in your red adornment slots.
    • The remaining three focuses have been retained on red adornments, but they offer varying combinations with other stats like crit bonus, potency, or mitigation.
    • Group players will now have access to armor pieces with innate class focuses on them starting with Velketor’s shard armor.  They will be able to get up to three slots with class focus effects.
    • The remaining effects will be on raid armor pieces.
    • While transitioning to the new armor players can still use the old class focus adornments if they choose until they get a piece of armor that has the focus on it.Melee Range Increase, Multi Attack change
  • Melee range has been increased to match the maximum range of combat arts
    • Auto-attack range was extended from 2 to 5 meters.
    • Items that increased melee range have had this removed from their spell effects.
  • Multi Attack will now grant an additional attack for every 100% over cap.
    • The cap on Multi Attack has been removed.
    • Now if you have more than 100% Multi Attack, you gain a chance to make additional attacks. For instance, if you are at 150% Multi Attack you have 100% chance to hit twice with every auto attack, and a 50% chance to hit a third time.

ABILITIES / ALTERNATE ADVANCEMENT

  • Spells that are modified by AAs to get additional effects will have that additional effect’s rank determined by the rank of the AA rather than by the rank of the spell that it is modifying.
  • Maintained spells that are no-crit will remain so after zoning.
  • Maintained spells that “cannot be modified except by direct means” will remain so after zoning.
  • Crits on AE spells are now calculated on a per target basis. This means that you could crit all, some or none of the targets affected by your spell. The chance has not changed, it is just calculated on each target rather than all or nothing. This applies to beneficial and detrimental spells.
  • All AA trees will now reset when betraying.

Pet Stat Sharing

Controllable Pets, including Possess Essence and Charm, will now share the following of their owner’s stats at a 1:1 ratio:

  • Attributes
  • Ability Modifier
  • Potency
  • Crit Bonus
  • Crit Chance
  • Toughness
  • Spell Double Attack
  • Ability Casting Speed
  • Ability Recovery Speed
  • Spell Reuse Speed
  • Ability Reuse Speed
  • Critical Mitigation

Due to this change, most pet effects have been removed from items.

Deity

  • Breath of Karana will no longer prompt players to resurrect if they aren’t dead.

Assassin

  • Enhance: Apply Poison should once again increase the damage of the “Hemotoxin”.

Bards

  • Victorious Concerto can no longer be modified by potency and can no longer critically hit. The base damage on Victorious Concerto has been doubled.

Berserker

  • Adrenaline no longer will reduce damage that would have otherwise killed the caster.

Brigand

  • Beg for Mercy now reduces the damage to the targeted ally, rather than intercepting damage. It can be used on the brigand. It now has a 2:30 reuse time.
  • Thieves Guild is now an augmentation that cannot be applied to brigands. When the target or brigand uses a chain of combat arts within a five second period of time, the brigand or target gains increased potency for a short duration.
  • Focus: Thieves Guild is now a 10% Ability Cast Speed increase to the target.

Coercer

  • You can no longer cast Possess Essence on aquatic creatures.

Conjuror

  • The Aery Hunter casts an augmentation on their group, granting increased health, health regeneration, power regeneration, parry and mitigation.
  • The Aery Stalker is immune to indirect area of effects.

Crusader

  • Legionnaire’s Conviction can no longer be modified except by direct means.

Guardian

  • Sentry Watch now heals for 3% per rank and cannot crit nor have potency applied. Instead of an intercept, it now reduces the damage by 80% at master.

Illusionist

  • Construct of Order is now Theorems. Theorems applies damage to the target when they are struck with a damage spell.
  • Enhance: Construct of Order is now Enhance: Theorems and increases the trigger count and damage amount of Theorems.
  • Enhance: Theorems and Enhance: Epiphany have been swapped in their locations.
  • Chromatic Shower now lasts for 5 seconds and has a 20 second reuse.
  • Chromatic Storm now lasts for 6 seconds.
  • Time Warp no longer adds additional triggers to Unyielding Will, Bloodletter, Vision of Madness, Brawler’s Tenacity and Divine Favor.

Mystic

  • Bolster no longer grants both attributes and maximum health, since Stamina is now directly linked to maximum health.

Necromancer

  • Accelerated Decay is now passive and no longer drains health.
  • The Nightshade casts an augmentation on their group, granting a chance to reflect hostile spells along with increased defense, reduced hate generation and mitigation.
  • The Nightshade is immune to indirect area of effects.

Paladin

  • Holy Aid now heals for a greatly increased amount but has a 45 second reuse time. It cannot be interrupted.
  • Devout Sacrament now heals for a greatly increased amount. It cannot be interrupted.
  • Demonstration of Faith now wards for an increased amount but has a 60 second reuse time. The casting time has been reduced to 1.5 seconds.
  • Demonstration of Faith can now be cast while moving.
  • Lay on Hands now heals for a greatly increased amount.
  • Prayer of Healing now has a 0.5 second casting time and a 9 second reuse time. The power cost has been halved.
  • Arch Healing now has a 0.5 second casting time and a 12 second reuse time. The power cost has been halved.
  • Enhance: Prayer of Healing now improves reuse speed by 0.5 seconds per point, along with the power cost reduction.
  • Enhance: Demonstration of Faith now improves reuse time by 3 seconds per point.

Ranger

  • Hawk Attack is now a real summoned pet and will receive bonuses from pet stat sharing and group buffs. The hawk now maintains its hate siphon as long as it lives.
  • Coverage now can be cast within six seconds of using an eligible combat art rather than two seconds.
  • Sniper Shot has had its damage increased. The damage in PVP Combat remains unchanged.

Summoner

  • Minion’s Zeal now allows the scout pet to increase the group’s Multi Attack Chance by 1.5% per rank.

Sorcerer:

  • Manashield will no longer drain more power based on Potency and Crit Bonus.

Troubador

  • Countersong now casts instantly.
  • Rejuvenating Celebration also grants an increase to maximum health.

Warlock

  • Plaguebringer is now a damage over time ability that applies additional damage every second for eight seconds. The initial hit has not been reduced.

TRADESKILLS

Gaining tradeskill experience has changed.  First time creation and first time pristine creation bonuses have been removed.  Instead tradeskill quests, including writs, give much more experience than they previously did.  This was done in an effort to balance tradeskill classes between each other so that classes with fewer recipes weren’t taking a longer time to level just because they weren’t able to take advantage of the first time bonuses that other classes had access to.  If you do quests, you should find that you level up just as fast, if not faster than you did by making one of each recipe.

ITEMS

  • NO TRADE and HEIRLOOM items will now remain tradable for 48 hours with any character who was in the group when the encounter was defeated.
  • Once the item is attuned or adorned, it will no longer be tradable with those characters.
  • Note: With this change, Customer Service will no longer fulfill requests to move items that were mistakenly looted. These issues can now be resolved in-game within the 48 hour grace period.
  • The Rise of Kunark Focus: Bloodletter will cause Bloodletter to dispel when you remove it.
  • Call of the Veteran: Teleporting or summoning a character forces the traveling character to meet the same entry requirements the destination character had to meet to enter the zone.
  • Removing an item with “Focus: Holy Armor VII” on it will now remove the “Holy Armor VII” buff.
  • Items that increased melee range have had this removed from their spell effects.
  • Players can now purchase the house item trophy version of their epic weapons (along with their mythical spell gems & enervated weapon), after they betray by speaking with Jawharah Izzah in Nektulos as long as they have completed “Epic Repercussions”.

FREEBLOODS

  • Freebloods now have a selection of voice emotes available to select in the character options.
  • You can only buy the vampire appearance items once per character.
  • The vampire bonus pack will no longer show in the marketplace if you have already purchased the contents.
  • If you have already claimed the freeblood lair deed you will not see it in the marketplace to buy it a second time.
  • Freebloods should now use the human bind points in Qeynos and Freeport should they change citizenship.
  • The quest chain is now available in Velious to allow you to use your Cloud of Bats ability to fly as if you had a flying mount! Complete those quests and you can fly!

RESEARCH

  • When research is complete, you’ll now be notified with a chat message and small popup window instead of an email. The knowledge window icons will also flash until you’ve claimed your new ability.

AMENITIES

  • You can now purchase guild hall amenities using a combination of escrow and personal funds!

PLAYER HOUSING

  • We improved the warning message when picking up an item when the house (including storage crate items) is at or beyond its max count.

PVP GENERAL

  • Fixed a bug where players on PvP servers would get PvE rez effects.

BATTLEGROUNDS

  • The “split” command can no longer be used within a Battlegrounds match.
 

EverQuest II’s seventh expansion, Destiny of Velious, is now live!

Following the events of Sentinel's Fate, the twin Swords of Destiny, Soulfire and the Qeynos Claymore, have been drained of their powers, setting the stage for the destruction of the EverQuest universe. The prophecy known as Age's End begins to unfold in the legendary continent of Velious, and it is here where the war for Norrath will arise. For there to be any chance to save Norrath, the Swords of Destiny must be restored.

Norrathian guardians who undertake this burden will be tested by labyrinthine dungeons, the harsh Velious tundra, and powerful creatures including the God of War himself, Rallos Zek. To succeed will mean ultimate glory. To fail could mean annihilation.

Destiny of Velious Features:

  • Soar high above Norrath with flying mounts
  • Crawl your way through 10 dangerous dungeons
  • Complete four new Heritage Quests
  • Battle through more than 300 new quests
  • Craft through more than 60 new tradeskill quesfts
  • Conquer one new truly massive contested dungeon
  • Discover two new overland zones
  • Defeat four new raid instances
  • Collect more than 1,000 new weapons and items
  • Journey through a new Signature Quest line
  • Slay more than 30 new creatures
  • Equip more than 100 new armor sets
  • New AA abilities with an increased cap of 300

TARGET TAGGING SYSTEM

You can now tag NPCs and even PCs with the new Target Tagging System.

  • Characters can be assigned an icon and/or number combination that your group or raid can use to easily communicate tactics.
  • Press CTRL-SHIFT-T or right-click your Target window and choose “Tag” to open the Tagging interface.
  • You must be in a group to tag characters.
  • Tagging commands can be dragged from the Tag window directly to a hotbar, or assigned a hotkey from the Options->Controls->Tagging menu.
  • Tagging icons can also be disabled under Options->User Interface->Name & Chat Bubble
  • Tags can be removed by toggling the icon or number that already exists on a character
  • Tagging can also be done via macro by using the /tagtarget command:
    • /tagtarget – to tag your target with a specific icon.  Ex: /tagtarget skull
    • /tagtarget – to tag your target with a numeric value.  Ex: /tagtarget 1
    • /tagtarget clear – to clear your target's tag

NEW GRAPHICS OPTIONS

In the options under Display (Advanced) – Special Effects you will find the following graphics settings:

  • Depth of Field
    • Applies a focus range to the rendered scene.  Objects in the distance and too close will appear slightly blurry, creating a sense of haze in the distance and enhancing the scene with a more fantastic look.
  • Ambient Occlusion
    • Darkens cracks and crevices where lighting would naturally dissipate, bringing better depth and shading to everything.
  • Sun Shafts
    • Sun rays have diffractive beams creating very cool effects as the sun peeks through trees or around objects.

Water Reflections

  • Water reflections improved to match geometry better, especially when on flying mounts. Zones that don’t have this yet will be adjusted with future updates.  Complex quality options have been changed to a simple on or off. When off the sky color will be reflected.
    • Display (Advanced)  – Water – Water Reflections
 

From EverQuest2:

Following the events of EQII Sentinel’s Fate™, the twin Swords of Destiny, Soulfire and the Qeynos Claymore, have been drained of their powers, setting the stage for the destruction of the EverQuest universe. The prophecy known as Age’s End begins to unfold in the legendary continent of Velious and it is here where the war for Norrath will arise. For there to be any chance to save Norrath, the Swords of Destiny must be restored. Norrath’s guardians who undertake this burden will be tested by labyrinthine dungeons, the harsh Velious tundra and powerful creatures. To succeed would mean ultimate glory. To fail would mean annihilation.

 

From EverQuest2.com:

We’ve got more info today about the new Freeblood playable vampire race that’s coming to EverQuest II! Read the initial lore story we shared yesterday at this link, then be sure to check back next week when we’ll have additional details and a new lore story that explains even more about this new race and its place in Norrath.

We also have some new screenshots to share, showing a variety of looks, and some of the special features available with the Freeblood. Because the nature of an MMO is ever-changing, we’re not necessarily done with the appearance of the vampires yet. There may be more adjustments and it’s still a work-in-progress, but we wanted to share a sample of the current state of the race’s female appearances.

One of the special features of the Freeblood is a Racial Trait, “Reveal Inner Self,” which lets the character change from attractive to demonic in appearance. Another Racial Trait, “Bloodletting,” grants a minor Lifetap spell to occasionally drain health from targeted enemies.

Editor’s Note: The highlighted section was added after publication.

Another feature of the Freeblood race is a new hand-to-hand combat animation set. In addition, it will include a special “invisible” appearance weapon that lets the character use these combat animations, even if they’re wielding a sword and shield.

Check EverQuest2.com again next week for more information about the Freeblood, how they react to sunlight, how they are treated by the citizens and guardians of Norrath, and how they live amongst the people.

 

If you’ve been hoping for any hint of class tweaks we’ll see in Velious, Xelgad has posted an early preview. Naturally this does not include any mention of new AA lines or other abilities we may gain.

We’re still three months from the Destiny of Velious launch, and more sweeping changes than the ones listed below were made in less time, so take this as an early teaser, subject to change. In short, there is great news for Illusonists and Summoners, and some news for other classes as well.

Posted by Xelgad on the EQ2 Forums:

Seasons Greetings!

We’ve been very busy the last few months, and I haven’t been able to post here as much as I like, but I wanted give you guys a general overview on some of the class adjustments we’ve been working on for Velious. We have several other projects in progress right now, but this is a list of some adjustments we have ready to go so far.

Guardians:
Sentry Watch should no longer have a chance to get you killed.

Summoners:
You will soon have a reason to cast your scout pets.

Necromancer:
Accelerated Decay will no longer decay the Necromancer, just his (or her) enemies.

Illusionists:
We’ve made some significant DPS tweaks, including completely replacing Construct of Reason with a new and improved damage spell. Your DPS should end up pretty well balanced with your Coercer friends.

Brigands:
Theives Guild got a complete revamp (no, not a hate transfer), and Beg for Mercy should be improved as well.

Rangers:
Your Hawk Attack should work much better, and Coverage should be less affected by lag.

Troubador:
Rejuvenating Celebration and Countersong will be seeing some boosts.

Summoners, Enchanters and other pet users:
At long last, shared stats will be a reality! Pet effects will be a thing of the past.

I may be able to answer some questions for you guys, but I can’t get into too many details, since those details may change before this stuff hits the live servers anyway. I’ll try to update this thread as we’re able to finish up other projects in the near future.

You can discuss this news further on the EQ2 Forums.

 

Dethdlr's Dungeon

A Bow to Pull With

Any good plate tank needs a good pulling bow.  You know, one that can hit mobs from way across the room.  You may not use it all the time, but you at least have it on your hot bar.  They come in handy for all sorts of things.  Once you’ve used one with an extra long range, it’s hard to go back to using anything else.  They even make questing easier since you can hit the mobs from so far away (less running around).

Old Faithful: Longarm

Up until Sentinel’s Fate, the best bow for the job was the Longarm.  This item drops in Deathfist Citadel and can be equiped at level 39.  It has a rating of 42.6 but has a range of 4-50 meters.  Get yourself some arrows that add +5 meters and you can hit targets from 55 meters away.  55 meters!  That’s 60 yards!  Over half a football field!

As the levels went by and the expansions came out, a lot of us looked for an item to replace our trusty Longarm.  But there just wasn’t anything out there with that kind of range.  Until Sentinel’s Fate.

There’s a New Kid in Town

When Sentinel’s Fate launched it included the rodent caves in Sundered Frontier.  Inside these caves, either through traveling a long way through them, or by jumping off a cliff to get to the back door (much easier), there is a Roekillik named Ritsy.  If you’ve finished A Rodent Problem in Paineel, Ritsy will give you the quest Ritsy Delivery which is the first quest in The Bow of Underfoot Timeline.

Ritsy Delivery has you kill a courier in the area.
Ritsy Business has you kill Toxxulia Guardians for 15 common drop items.
Ritsy Rewards is a bit more complex.  You have to kill 5 named mobs, clear The Hole: Demitrik’s Bastion, then return and kill Ritsy.  Note: Anyone who is in your group when you kill Ritsy can loot the quest starter for the final quest in the series, whether they’ve done the first three quests for not. 

The final quest in the series is called Ritsy’s Lucky String.  For this quest, you have to go a little ways into Spirit’s Resonance and kill two golems in the first room, kill the named gorgon bull handler in The Hole, then clear The Outer Vault and Spirit’s Resonance. 

Now, in order to make it though this questline, you have to speak Serilian which is kind of a pain but well worth the effort.  Once you’ve completed the quest line, you are rewarded with The Bow of Underfoot.  It has the same range as the Longarm (4-50 meters) but this one hits like a truck with a rating of 151.1!  It also has an AoE damage proc (could get you in trouble so be aware of it) and some pretty decent stats.

So Long Longarm

So after all these years, I’m finally placing my Longarm in the bank.  It has served me so well these many years that I just can’t bring myself to sell or transmute it.  The Bow of the Underfoot is the new king of bows for pulling on a plate tank and I’m sure we’ll have many good years together.  Maybe someday there will be another one, even greater.  When that day comes, I’ll place The Bow of Underfoot next to my Longarm in the bank to keep it company.  :)

 

Here are your update notes for Thursday, 21 October 2010 after the break:

GENERAL

You can now bind in any city of your alignment:

  • If you are a citizen of Freeport, Neriak, or Gorowyn you can bind in any of these cities.
  • If you are a citizen of Qeynos, Halas, or Kelethin you can bind in any of these cities.

 
USER INTERFACE

  • Fixed an issue where the Connection Stats window would not remember its correct position.

PLAYER HOUSING

  • You can now move items in your house, and move items out of your moving crate, while the crate is overloaded.

PVP WARFIELDS

  • Increased the hit points of the outer guardians for Antonica and Kylong Plains.
  • Lowered the level of the outer guardians in Antonica to 29.
  • Increased the level of the inner guardians in Enchanted Lands to 80.  The outer guards remain at 69.
  • Changed the Enchanted Lands Warfield to include a 40-79 level range.
  • Changed Kylong Plains to an 80+ level range Warfield.
  • All flags should continue to exclude anyone outside the new level ranges of the Warfields.
  • All damage shields should continue to include anyone outside the new level ranges of the Warfields.

USER INTERFACE

  • The /s command will once again default to “say” rather than “split”.

TRADESKILLS

  • New version woodworker crafted totems should now have the option to autoconsume.
  • The recipe for sunfish rolls should once again be working as expected.
  • All woodworker crafted totems can now be placed for sale in potion cabinets.

QUESTS

  • Greater Faydark: The number of underwood crawlers under Kelethin has been increased.
  • The City Writ “Sylvan hunters: Crushbone Sentries” is now named “Sylvan Hunters: Crushbone Invaders” and requires you to slay Crushbone Invaders.
  • The City Writ “House of the falling stars: Saplings” is now named “House of Falling Stars: Corrupted Saplings” and requires you to slay Corrupted Saplings.

LIVE EVENTS

Nights of the Dead

  • Scaling mobs now have item drops to accommodate players level 81-90.
  • The Scarecrow King now has item drops to accommodate players level 81-90.

ITEMS

  • Updated the protection values on all season 2 round shields.
  • The belt of skulls is now called the rope of skulls and equips in the neck slot.
  • In order to fix a major issue, the Aura of the Terranai set bonuses have changed and now provide crit bonus and base damage.

MERCHANTS

  • Numahiid will now exchange an imbued daring roundshield for a devout blessed buckler.

LOPING PLAINS

  • Fixed a couple areas that were missing geometry.

PALACE OF ROEHN THEER

  • The bridge in Roehn Theer’s Room should no longer kill players, even a tiny bit.
  • The cut scene shown when defeating Four Rune Roehn Theer should now allow you to escape from it.
 

GENERAL

You can now bind in any city of your alignment:

  • If you are a citizen of Freeport, Neriak, or Gorowyn you can bind in any of these cities.
  • If you are a citizen of Qeynos, Halas, or Kelethin you can bind in any of these cities.

 
USER INTERFACE

  • Fixed an issue where the Connection Stats window would not remember its correct position.

PLAYER HOUSING

  • You can now move items in your house, and move items out of your moving crate, while the crate is overloaded.

PVP WARFIELDS

  • Increased the hit points of the outer guardians for Antonica and Kylong Plains.
  • Lowered the level of the outer guardians in Antonica to 29.
  • Increased the level of the inner guardians in Enchanted Lands to 80.  The outer guards remain at 69.
  • Changed the Enchanted Lands Warfield to include a 40-79 level range.
  • Changed Kylong Plains to an 80+ level range Warfield.
  • All flags should continue to exclude anyone outside the new level ranges of the Warfields.
  • All damage shields should continue to include anyone outside the new level ranges of the Warfields.

USER INTERFACE

  • The /s command will once again default to “say” rather than “split”.

TRADESKILLS

  • New version woodworker crafted totems should now have the option to autoconsume.
  • The recipe for sunfish rolls should once again be working as expected.
  • All woodworker crafted totems can now be placed for sale in potion cabinets.

QUESTS

  • Greater Faydark: The number of underwood crawlers under Kelethin has been increased.
  • The City Writ “Sylvan hunters: Crushbone Sentries” is now named “Sylvan Hunters: Crushbone Invaders” and requires you to slay Crushbone Invaders.
  • The City Writ “House of the falling stars: Saplings” is now named “House of Falling Stars: Corrupted Saplings” and requires you to slay Corrupted Saplings.

LIVE EVENTS

Nights of the Dead

  • Scaling mobs now have item drops to accommodate players level 81-90.
  • The Scarecrow King now has item drops to accommodate players level 81-90.

ITEMS

  • Updated the protection values on all season 2 round shields.
  • The belt of skulls is now called the rope of skulls and equips in the neck slot.
  • In order to fix a major issue, the Aura of the Terranai set bonuses have changed and now provide crit bonus and base damage.

MERCHANTS

  • Numahiid will now exchange an imbued daring roundshield for a devout blessed buckler.

LOPING PLAINS

  • Fixed a couple areas that were missing geometry.

PALACE OF ROEHN THEER

  • The bridge in Roehn Theer’s Room should no longer kill players, even a tiny bit.
  • The cut scene shown when defeating Four Rune Roehn Theer should now allow you to escape from it.

 

Notes are not final until the update goes live, and are therefore subject to change.

Aug 182010
 

Game Update 57 went live today, and boy.. there’s alot of changes, some you’ll love, some you’ll dislike, some you may there were completely unnecessary..  good, bad or ugly.. here we go!

 


QUEST REGIONS OF INTEREST
Many quests will now highlight areas on the map to show where updates can be obtained.
Quests must be active in the quest helper window for their RoIs to display.
Mousing over a quest in the quest helper window will highlight its corresponding RoIs on the map.
Mousing over RoIs on the map will display info on the quest they are associated with.
Quests in the following zones currently support this feature:
Frostfang Sea, Darklight Wood, Greater Faydark, Timorous Deep, Lavastorm, Kylong Plains, Butcherblock, Steamfont, The Barren Sky, The Bonemire, Tenebrous Tangle, and Sinking Sands.

 

USER INTERFACE UPDATES
The Default UI now ships with two color options; red and blue. Use the /loadui command to change color schemes.
A clock and compass have been integrated into the mini-map window (the old compass and clock UI elements were not removed and can be opened using Alt-N and Alt-C respectively).
At the bottom of the screen you will now find the Nav bar, which replaces the old experience bar and includes the EQII button and shortcuts to various UI windows (you can right-click minimize/maximize the NAV bar to hide the various shortcut keys, except for the SC and EQII buttons).
New tutorial windows have been created to help ease new players into the game.
The Marketplace window has been upgraded for easier browsing. An item preview pane has also been added.
The Welcome window layout has been reorganized to make it easier to read.
The Inventory and Persona windows were merged to create the Character window (the shortcut key for this new window is C).
Z is now the default for crouch.
The casting, breath and PvP immunity bars have been updated with a new look.
The hotbar has been reworked and is now easier to manipulate.
If a new spell is a newer version of an old spell on your hotbar it will replace the older version rather than adding a new button on your hotbar.
Spell effects that are not able to crit will say “This effect cannot be critically applied” in the spell description.
You can now freely move any UI window when viewing them in F10 mode.
You can now disable the confirmation when spending AA points under Options -> UI -> Game Features.

CHARACTER CREATION
The character creation process has been reorganized for a better flow (models will now default to their SOGA versions during character creation).
More classes are now neutral:
Neutral: Troubador, Dirge, Ranger, Assassin, Templar, Inquisitor, Fury, Warden, Coercer, Illusionist, Wizard, Warlock, Bruiser, Monk, Guardian, and Berserker
Good: Swashbuckler, Mystic, Conjurer, and Paladin
Evil: Brigand, Defiler, Necromancer, and Shadowknight

SPELL FX REVAMP
We are updating, optimizing and standardizing every class spell visual in the game. AA and Entertainment spells are next on the list and will be revealed in a later game update.

The purpose for these changes are primarily to optimize and individualize as many spells as possible so there will be more uniqueness to each class. Also we would like for more players to have the ability to keep the spell FX active during group and raid content and still be able to tell what is going on.

We analyzed the text and effects of each spell and made every effort to standardize the type of damage being done or the type of buff, heal, summon, etc. Also since we picked a single name for the spells instead of getting a new name with every spell upgrade, we tried to give the spell a visual that not only matched the damage done, but also the name of the spell.

When you start a new character you will have Apprentice spells. This spell tier along with Journeyman will have a beginner level of FX in both size and quantity. Later when you acquire Adept or Expert versions of the spells the level of FX will increase. Finally when you acquire Master and Grandmaster versions of the spells you will experience the full FX force of that spell.

One of the unique features of spells in EverQuest II is the leveling of spell skills. As you cast destructive spells your skill in Disruption increases. Healing spells increase Ministration. Buff and debuff spells increase Ordination and Crowd Control and Summon spells increase Subjugation (see figure a). Other than the chat window there was no real indication which spells increased which status. Therefore we created the spell wheel. Mages, Bards and Priests will see the spell wheel spin while casting and the corresponding Rune will show up when that skill is used. Casting runes will all emanate from the caster’s feet as part of their traditional casting rings.

Finally we set up Icons for the various other buffs in the game to show players when they are getting an increase or decrease to Intelligence, Wisdom, Focus, etc.

 

Class mechanics panel notes…

Update: As of 2:00AM CDT I have made some cleanup and additional information added to these notes based on memory. There are 3-4 missing questions which will get filled in after the video is reviewed.

Before we begin…

Fighter heals — fighters are supposed to require healers not be able to solo everything. Paladin heal crit for example.

Ranger improvements as far as bow mechanics and weapon abilities.

Q&A

Q: Necro vs Conjy dps
A: we can look into it

Q: paladins are a hybrid class of fighter/healer so it’s off balance to cut off heal crit for tanks.
A: heal crit affects different classes differently. Potency should be enough to make up the difference.

Q: dumb fire pets dying too fast. You said you’d fix this last year. Spirit shrine vs Oberon.
A: I wasn’t here last here.(laughter) we want to look at this.

Q: guardians do I go dps or survivability?
A: aa gives you the choice. Look at guardian fixes 2-3 weeks after gu57.

Q: zero range on ranger mythical.
A: (much discussion) for zero range the goal is rangers to be able fight at range instead of 5m. We will look at hit boxes.

Q: three sages, some of our healer/other pets are tagged as fighter class, which triggers a stun.
A: I can talk to Roger about checking if they are pets.

Q: ranger bow. Lower recast speeds. Hawk attack finding some use other than fun spell?
A: bow mechanics and bow item changes hopefully with guard changes. Then we will reevaluate.

Q: Mitigation calculations. ——
A: We will look into it.

Q: Can amazing reflexes be permanent or increased in duration?
A: This would be overpowered.

Someone saying Druids are not powerful enough in raids.
(audience heckling)

Crabbok: bruisers group utility. Can we hear something about the class definitions?
Rothger: there is not a redesign of classes coming. Just a clarification of what our design and view of classes are. We will talk about bruisers.

Q: coercer. Possess essence can lead to up to 10% of our dps. Can we make a possessed essence of a group member?
A: we can talk about it.

Q: 100% crit and 100% da bugs not yielding 100%.
A: it’s a bug. We will look into it.
Rothgar: does it con to level?
A: it is not supposed to.
Q: I have an inquisitor with 105% but only getting 70% in ACT.
Rothgar: clearly a bug in ACT (laughter) we will look at it.

Q: sorcerer detaunt is doing -600,000 hate.
A: it’s a bug.

Q: Sanctuary not giving full immunity.
(audience: it’s 99%)
A: we will look at it and test it

Q: Templar death intervention outside of group
A: we can look at it

Q: Mage group cure arcane?
A: no plans

Q: can you make illusionist pet to stop mezzing during raids?
A: can look into it

—–

Q: Why are zerkers so low on dps and survivability?
(huge audience outrage)
Q: I am in t3 gear and only auto attack for 5k
(audience: you suck!!)

Q: why conjurors have EB with no limitations compared to life burn
A: we can look at balance between conjy and necro.

Q: undead horde. No bodies left after you loot bodies.
A: you should get at least 3 from the AAs. We can look at leaving corpses up longer.

Q: cure curse is burned when casting even if recipient doesn’t need the cure
A: we will look at the possibility of making it like a resist. Also reducing number of cure curse required.

Q: possess essence stay up on death in the same zone?
A: we can look at it

Q: Why do bards have no blue AOEs especially as we use sound waves as a weapon.
A: we will write it down.

Q: possess essence doesn’t benefit from all pet gear. Necro spell control undeath not useful anymore. Requires mobs to charm. It randomly breaks too.
A: can look at coercer parses. And a content issue as far as no charmeable undead in raid zones.

Q: Druid charm animal.
A: can look at it.

Q: any plan to upgrade 50-60 unique spells like dps mod or sanctuary
A: no plan

Q: lot of jewelry has blue stats but no AGI.
A: there are 10 sets of gear. Look for the Dps scout gear or, if you can live without the AGI, Dps fighter gear.

Q: keep classes unique? (basically asking to undo the changes where rogues and summoners share the tasks of debuffing)
A: we strive to keep uniqueness of the classes.

Q: steadfast resolve should be 100% but it’s not.
A: could be a bug. Any specific mob or the ticks after the initial hit?
Q: it seems to be on subsequent ticks.
A: We can look at it.

Q: thank you for making warden protective grove tree smaller.

Q: triple attack? Quadruple attack? Aoe auto attack more than 4 mobs.
A: looking at stats that are capped. The stat system isn’t where we want it to be.

Q: can reactive be held back if it’s not needed?
Rothgar: we can look at it.

—–

Q: can healers cure arcane while stifled?
A: we can look at it.
Q: Druid AA serenity. Can’t cast it while stifled.
A: it’s a known bug.

Q: fusion at 5m
A: fusion is designed to be a risk (dangerous) to cast. Ice comet hits 1 mob. Fusion hits 3 mobs.

Q: smart loot
A: for velious we want to look more into smart loot. We have to maintain the balance to keep going back and doing content. We can’t do more of this in sentinels fate because some items aren’t tagged for class need.

Q: change melée combat arts for rangers to ranged?
A: we are having more discussion. Need some melée attacks at low levels.

Q: spells and combat arts delay auto attack. Possible change?
A: If we just allowed autoattack swings during spells and CAs it would require class nerfs. Some classes would benefit disproportionately if we allowed autoattack swings to keep going during the casting of CAs or spells.
A: Also, might add auto attack bar to ui.

Q: tso armor at 80 has 20% crit mitigation. Mostly just brawler pants are dropping so no luck upgrading. Is the crit mit on 80 gear scaling down at 90?
A: no it doesn’t scale so still 20% at 90.

Q: pets dying from AoE
A: can look at it

Q: bards and chanters are buff classes but some folks are already capped or we can’t really help people as much as we used to.
A: will look at stats and how they interact

Q: raiding illusionist here. Are we dps or utility?
A: even with the illusionist nerf to myth you should still be able to generate power. soothing mind proc doesn’t show up as credited for illy but is still useful for generating power

Q: paladin: can you throw us a consolation prize because of the nerfs?
A: we try not to nerf any more than is needed. So if we gave you something else to go with the changes, then you’d be OP again. Paladins should still be desirable even with potency, rather than heal crit, affecting heals.

Q: can we reward devs with stationcash?(chuckles)
A: talk to us after ;)

Q: thus is actually 5 questions. (ok, he got stopped at one, but it was a good one!)
Q: flurry for ranged attacks?
A: Yes.

END PANEL

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