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Game Update 62: Age of Discovery

Game Update 61: The War of Zek

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We’re working on an article about Shared Stats and Destiny of Velious. Share your comments about Destiny of Velious and shared stats and how they benefit:

  • Summoners
    • Conjurors
    • Necromancers
  • Enchanters
    • Coercers
    • Illusionists
  • Shamans
    • Defiler
    • Mystic

Also, any comments on Damage Over Time limitations for Necromancers and other pet classes above are appreciated.

 

Xelgad has responded to a detailed thread on Illusionist Class Issues:

Hey guys, long time no see! We got some good feedback at Fan Faire which I wanted to share.
I agree that Time Warp ended up being more annoying than it is fun or rewarding. Unfortunately, it was one of those things that looked okay on paper but didn’t work in practice. We have it changed internally so that there is no longer an immunity timer associated with the spell, and it now grants the Illusionist the buff as well as the target. This should be coming to the test servers with (or before) GU58. If you want, you can just macro the spell to a group member and spam it as a self-buff, but I envision some players being more tactical with it. You can even spam it on yourself, but you don’t get double benefit – unless, of course, you cast it on your pet. We also changed the icon so that the warning icon looks different than the actual buff, and the buff now looks like the Tsunami (Monk ability) icon, so that it shouldn’t be shared with any other mage abilities.

Some of your other issues, such as buffs providing no benefit due to being capped, will be addressed with the upcoming expansion. There are some other changes that we hope to make before the expansion, but I can’t promise anything yet.

Please feel free to continue to post constructive feedback.

In response to questions about Base Crit Bonus, Illusory Arm, and single target buffs persisting through death, Xelgad had further responses:

A) Coercers have the same base crit multiplier, but they are not having DPS problems this expansion, so there has to be a more targetted fix for your DPS issues. Unfortunately, we need to take the time to really study the class to see what the root cause to the problem is so that we provide the correct targetted fix. It may be red adornments or something like that, which would be something we could fix before the expansion, but we have not had the time to really study the issue yet. If you guys have other ideas, it would definitely not hurt to hear them.

B) As far as IA goes, this is going to be fixed by the next expansion. It could happen as soon as GU58. Unfortunately, I’m not at liberty to discuss the mechanics changes in play at this time, but we’d like to avoid changing the ability now only to have to change it again in the future. We will look into Arms of Imagination to see if there’s something we can do to make it more appealing for single-target fights, but it may end up just being that you only take the advancement if you’re planning to play in AE content.

C) Yes, making single target buffs persist through death is a huge pain. We’ve already spent quite a bit of effort on it but have yet to succeed. This isn’t to say we’ve given up on it, though. We can definitely look into making your pet more survivable. We aren’t sure on an ETA but we should be able to get a change in before the expansion, at least.

You can participate in this discussion on the EQ2 Forums.

Sep 262009
 

Raid Packing List

Raid mobs have always had a variety of devastating poisons, noxious effects, arcane curses, stuns, stifles, and knockbacks at their disposal to make it a challenge (or darn near impossible) for the raid force to defeat them.

Discovering the strategies required to kill these raid targets is a key part of raiding. Raid mobs tend to have elaborate scripts, puzzles, or strategies required to defeat them. Solutions that work for one guild may not be appropriate for another due to the players and classes present in the raid. One raid force may have a lot of dirges and troubadours, another may have more enchanters (illusionists and coercers). Understanding each group member’s role and capabilities is the job of the raid force leader.

In a raid situation, it is very often that the healers (even if there are 6 or 7 of them) have their hands completely full keeping up the Main Tank and Main Assist (off-tank) or even a third tank alive, as well as keeping themselves up.

It is not uncommon for raid mobs to summon assistance in the form of friends who go after the most vulnerable raid members (mages/wizards) or the ones who can afford least to be “occupied” or stifled from casting (healers).

In short, you cannot count on the main tank and healers to keep all detrimental effects (poisons, arcane curses, etc.) off of you, nor can you depend upon them to deal with all “adds” or additional enemies which appear.

For certain fights, your raid leader will explain the strategies and what to expect.

Here’s the summary:

  1. Food/Drink

  2. Ammo
  3. Cures
  4. Status Items
  5. Miracles/Blessings
  6. Repair Kits/Mender Bots
  7. Spare Equipment

Food/Drink
This may seem obvious, but inevitably a few folks show up to a raid with no food or drink. It is strongly advised that you bring the appropriate food/drink for your class. There are special infusions which are very high quality food/drink designed for raiding. Refer to your local Provisioner or the Broker.

Ammo
This one seems obvious, but every ranger at least once has showed up to a raid with few or no arrows and had to beg, borrow, or steal to get the needed ammo. Throwing stars, daggers, and axes go fast! Get a Quiver or Bandolier with at least 16 slots. It is not uncommon to go through over 1,000 items in a 4 hour raid.

Cures
It is expected that you bring these items unless you are capable of curing/healing all of these effects yourself:

  • Freedom of Mind (can be mastercrafted or handcrafted)

  • Dedicated Arcane Remedy
  • Dedicated Noxious Remedy
  • Dedicated Elemental Remedy
  • Dedicated Trauma Remedy

Freedom of Mind can be crucial, as it allows you to shake off stun/stifle effects which prevent you from moving or casting. Unfortunately it can only be cast every 10 minutes, but it can mean the difference between life and death.

The other cures can be cast much more frequently.

Relics & Signets (purchased with Status)
Relics and Signets are items purchased with status from City Status Merchants in your home city (Qeynos Harbor for example) which give you a “Hail Mary” type of last ditch effect in battles. There are heals, mana boosts, and various cures, as well as large damage items for certan races. Unfortunately these items have long cast times, are LORE (so you can only carry one of each), and are rather expensive.

Miracles/Blessings
Consider those Status Items an alternative to the Miracles and Blessings offered by deities. If you are a worshipper of a deity that offers defensive or protective effects for you or your group, consider bringing them to the next raid. If you are a scout, then increased dps (or reduced hate) items are what is typically available, so investigate those.

Repair Kits/Tinkered Mender Bots
As a guild, when we start working our way into more challenging raid zones, it would be unrealistic to expect that we’ll tackle and defeat each zone and each boss without dying at least once. The first raid forces who tackled the toughest raid zones in Kunark died dozens of times a night until they learned the strategies and/or acquired the necessary gear to accomplish these goals.

Don’t get discouraged if your group or the raid force struggle with a certain boss or zone and die repeatedly. Something can be learned from each defeat, even if only this is discovering what detrimental effects are placed upon us by the enemy and trying different strategies to mitigate the worst of those effects.

The bread and butter of keeping your armor in working order during a raid has always been the Repair Kit. These are upgraded to 50% repair kits in Kunark. For ~20g these woodworker-made items will repair your armor from 0-40% back up to 50%.

If you are a gifted tinkerer (level 350 or higher), you probably already have a Mender Bot — known to gnomes everywhere as the Mechanized Platinum Repository of Reconstruction — in your inventory. This miraculous item costs roughly 10 plat for a tinkerer to make, but no additional cost to summon or use it. It can be called once per hour, once per zone (the owner can zone out and zone back in if the zone is persistent and nobody else has a bot available).

Using a mender bot is NOT CHEAP. Repair costs are typically twice the cost of mending in the guild hall or your home city. If it is important to your class that your armor be in tip-top shape before each battle, then you’ll want to bring extra money for mending. Otherwise, you may choose to get along with repair kits.

On a side note, certain raid mobs (and even some group mobs in The Shadow Odyssey) are capable of breaking your equipment independant of the number of times you may have died.

Spare Equipment
A more economical solution to the repair situation is to bring a second set of armor and weapons. Certain raid zones and/or certain raid mobs have special attacks which can be heat, cold, divine, arcane, or poison-based. It can be very helpful to bring spare equipment especially if it has high resists.

For instance if your normal gear has a very low divine resist of 1,000 (as the TSO Void Shard gear seems to) and we are going into a zone with a lot of divine-based damage, you may need to switch to equipment with high divine resists just to survive the battles. If you lack these items, Jewelers can make “resist” jewelry which is carried around specifically for these situations. In short, it doesn’t matter how much damage you can put out if you get whacked every time these effects trigger.

Offensive/DPS/Defensive Armor
Tanks in will typically bring 2-3 different sets of armor to a raid.

Offensive/DPS gear which puts out more damage at the expense of defense. The opposite sould be self explanatory. Tanks may be asked to switch out their gear and/or buffs to be in an offensive or defensive stance as needed during the fight.

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