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Game Update 62: Age of Discovery

Game Update 61: The War of Zek

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Today’s Update Notes for March 31, 2011 bring those Itemization changes we’ve been hearing about, a redesign of the Storm Gorge Public Quest, and the Aether Races flying event has now been folded into City Festivals, starting with Antonica. From SmokeJumper:

There will be a new track for each city until we start looping around again. Each city’s track will only be available during the City Festival and you can earn festival coins and titles when you race.

We might trot them all out at once at Tinkerfest or something, but they’ll usually be linked individually to the City Festivals now.

The full update notes after the jump…

ZONE PROGRESSION / POPULATION

Throne of Storms: Hall of Legends (Challenge)

  • The Imperator Koskeggr fight has been adjusted, the strikemages now spawn much closer to the center of the room.

LIVE EVENTS

City Festival

  • A new Aether Race has been added to Antonica, for the Qeynos City Festival!

QUESTS

Public Quests

  • Storm Gorge has been extensively restructured to improve performance and playability.

Great Divide

  • The ROI’s for the quest, “Complex Rime” should be more accurate now.

Heritage

  • Cara Omica’s spirit for the quest Beauty’s Only Skin Deep should reliably spawn upon Cara’s death.

ITEMS

  • Dungeon dropped loot has had its power increased.
  • Dungeon shard armor has had its power increased.
  • Raid items have had their power increased.
  • The gap in power between easy and challenge mode raid items has been increased.
  • Multi attack on fighter and scout charms has been increased.
  • The power of a few War Runes has been increased.
  • Added item set to easy mode fighter earrings.
  • An unpack-confirmation dialog window has been added to Armor Patterns and War Runes.
  • Monk Runes that gave Focus: Inner Calm VII now give Focus: Inner Focus.
  • Added neck drops to easy and challenge mode raids.
  • Added wrist drops to easy and challenge mode raids.
  • Fixed a problem with DoV bows that would not allow them to be adorned.
 

ZONE PROGRESSION / POPULATION

Throne of Storms: Hall of Legends (Challenge)

  • The Imperator Koskeggr fight has been adjusted, the strikemages now spawn much closer to the center of the room.

LIVE EVENTS

City Festival

  • A new Aether Race has been added to Antonica, for the Qeynos City Festival!

QUESTS

Public Quests

  • Storm Gorge has been extensively restructured to improve performance and playability.

Great Divide

  • The ROI’s for the quest, “Complex Rime” should be more accurate now.

Heritage

  • Cara Omica’s spirit for the quest Beauty’s Only Skin Deep should reliably spawn upon Cara’s death.

ITEMS

  • Dungeon dropped loot has had its power increased.
  • Dungeon shard armor has had its power increased.
  • Raid items have had their power increased.
  • The gap in power between easy and challenge mode raid items has been increased.
  • Multi attack on fighter and scout charms has been increased.
  • The power of a few War Runes has been increased.
  • Added item set to easy mode fighter earrings.
  • An unpack-confirmation dialog window has been added to Armor Patterns and War Runes.
  • Monk Runes that gave Focus: Inner Calm VII now give Focus: Inner Focus.
  • Added neck drops to easy and challenge mode raids.
  • Added wrist drops to easy and challenge mode raids.
  • Fixed a problem with DoV bows that would not allow them to be adorned.
 

Dethdlr's Dungeon

Intro

With the release of Destiny of Velious, the starting instances seem to be a bit tougher and the encounters require a bit of strategy to take them down.  This can make it a bit rough on the casual players/guilds.  I previously wrote an article on how to figure out an encounter that includes lots of tips on figuring out a strategy for a given MOB.  However, the best strategy in the world isn’t going to work if your group setup is awful.  There are 24 classes in EQ2 but only 6 slots in a group.  How do you go about putting together a group from the 24 available classes in order to take down an encounter?

This article will attempt to answer that question…

Before we get started, I’d like to talk a moment about who this is for.  This is meant for the casual players or casual guilds that are looking to put together the best group they can for a given zone/encounter.  There are some really good players out there that are really good at their classes, but may not know the best way to put a group together.  For those that already know the ins and outs of this information, please let me know in the comments if you feel that I got anything wrong or missed something.

Roles

The first thing we need to do to understand how to put a good group together is to define the different roles that are played in a group.  The classes listed below are simply the primary classes that fit that role.  That doesn’t mean that a bard or a tank can’t DPS, it just means, all things being equal, the classes listed will be better at that role than the others would.  We’ll look at how to determine which roles you need a bit later.

Tank
Primary Job: Make MOBs angry enough so that they keep hitting the tank instead of killing the group.
Classes: Guardian, Berserker, Paladin, Shadowknight, Monk, Bruiser

Healer
Primary Job: Prevent damage, restore health, and cure
Classes: Mystic, Defiler, Templar, Inquisitor, Warden, Fury

Melee DPS
Primary Job: DPS – Get in autoattack range and stab the MOBs to death
Classes: Assassin, Brigand, Swashbuckler

Ranged DPS
Primary Job: DPS – Stand away from the MOBs and nuke the MOBs to death
Classes: Wizard, Warlock, Necromancer, Conjuror, Ranger.   Can also include high parsing Coercers and Illusionists.

Power Regen/Mezzer
Primary Job: Make sure the group doesn’t run out of power/Mez certain mobs and take them out of the fight
Classes: Coercer, Illusionist.  Bards used to be able to fill the power regen role but their power regen isn’t what it used to be.  Mystics have a clicky on their mythical weapon that can come in quite handy for power regen in a long fight.  Troubadors have a single target mez that can work if you only need a couple things mezzed.

Bard
Primary Job: Buff the group and debuff the MOBs
Classes: Dirge, Troubador

Hate Transfer
Primary Job: This isn’t really the primary job of any class but can still be a role you may need under certain circumstances.  If your tank isn’t holding agro and the mobs keep killing the DPS, you may need to bring along a good hate transfer class.
Classes: Assassin, Swashbuckler, Coercer.  Some of the other classes also have transfers but they’re pretty small.  Bards can run their hate song to help a little as well.

Basics

For any group, at a minimum, you’re going to want at least 1 Tank, 1 Healer and DPS.  I tend to view this as a three way balancing act.  A strong tank can make up for a weak healer.  A strong healer can make up for a weaker tank (to a certain extent).  Strong DPS can make up for weaker tanks and/or healers simply by killing stuff before it has a chance to kill the tank (although this can often cause aggro issues).  This balancing act only works for so long though.  Once you start getting into the more difficult content, you need each part of the group to be strong.

A well rounded group will include all the rolls: 1 Tank, 1 Healer, 1 Melee DPS, 1 Ranged DPS, 1 Bard, 1 Power Regen.  So, for example: Guardian, Mystic, Assassin, Wizard, Dirge, Coercer.  Even with a well rounded group though, you may run into problems and need to adjust.

Problems

Certain encounters need certain things.  Depending on your group, the amount of AAs, the gear they are wearing, etc. you may have to compensate for not having quite what you need.  You can adjust your group setup to overcome a good bit of problems, however, as you get to the more difficult content, some things are simply going to require better gear, more AAs, more Masters, etc.  In order to adjust your group, you first need to identify what the problem is.  These are some of the problems you may run into during an encounter and things you may be able to do to compensate from a group setup perspective:

Tank keeps dying – bring more healers and make sure you have a bard.  Keep in mind that, for the most part, healers don’t stack with another healer of the same class or of the class they could betray to.  The pairs are Mystic/Defiler, Templar/Inquisitor, Warden/Fury.  Bards have songs that can buff up the tank to make them better able to take a hit and can also weaken the MOBs so they don’t hit as hard.

Aggro keeps bouncing – Make sure you have hate transfer and tell your DPS to use their de-aggros.  If you have a bard, have them run their hate song.  Keep in mind that even with the best hate management possible, there are still MOBs that memwipe.

You run out of power before the mob dies – Make sure you have power regen and/or have everybody grab power potions, signets, manastones, etc.  We once fought Diggs in Ward of Elements for so long that we ran him out of power.  It was something like a 25 minute fight.  Because of our power regen/management, the rodent eventually gave up and died.  We didn’t have what we needed that day to do it the right way but we managed to adjust and take him down anyway.

You get overwhelmed by too many adds – This may simply be a matter of letting too many adds stack up.  You may need to adjust your approach and split your group so that some are working on the named and some are working on adds.  Don’t be afraid to bring in two tanks if you need to and have two mini-groups of Tank, Healer, DPS.  Also, don’t be afraid to let one of your DPS classes take the role of off tank to tank the adds or even the named depending on how hard they hit.  In Outer Vaults, the next to last mob spawns two adds.  The adds have to be pulled away from the named or bad things happen.  We normally have a wizard tank the named while our actual tank pulls the two adds away.  A wizard is about as far away from being a tank as you can get but it works for us.

After a certain amount of time, everybody dies – This could be a DPS check fight.  If that’s the case, bring in more DPS to try and burn it down quicker.

Conclusion

If you have really good gear, lots of AAs, lots of masters, etc, a lot of times you can ignore the scripts and just blaze through the content.  If you’re a casual player in a casual guild, this may not be an option.  In those cases you sometimes run into roadblocks that you just can’t overcome with the group you have.  When that happens, you either don’t do the content until you get better gear/AAs/etc. or you start thinking outside the box on how to adjust your strategy/group setup to take down the encounter.  Hopefully this has been at least a little bit helpful to someone out there in those cases.  Most of our readers at EQ2Wire already know all this stuff and probably know it way better than I do but there may be a few out there that this may help.  Let me know in the comments if this was of any use to you and also if you see anything I missed or may have gotten wrong.

 

With the ability to gift StationCash items restored to Norrath, players with thousands or even tens of thousands of platinum want to know: Am I going to get banned for trading Platinum in exchange for StationCash items?

An unexpected response from SmokeJumper after the jump…

The EQ2 Economy

For years, the in-game economy of EverQuest 2 managed to keep inflation under control with various platinum sinks (means of removing platinum that don’t go to another player) and quests giving small amounts of coin. However with almost all LEGENDARY and FABLED gear now non-tradeable (HEIRLOOM), solo quests rewarding upwards of 18-36 gold each, and really no platinum sinks other than mender repair and broker fees, the EQ2 economy is starting to run rampant.

It’s not just level 81-90 rares that are 7-10 platinum each. I’ve seen level 30, 40, and 50 rares going for 3-5 plat. Due to Transmuting changes, Adept spells and dropped Treasured armor which were previously worth 1-2 gold now run for 8-12 gold each. Very little money is being taken out of the game, and the value of dropped items is going up — a dangerous combination.

Some players have clamored to stop the auctioning of Loot Rights to fabled gear acquired via raiding. However this is one of the last things left for raiders and hardcore grouping players to buy. Last year, I saw a Ranger/Monk T4 chest pattern go for 1200 plat. At the time, it was shocking and unheard of. We are now getting reports that 1,000 plat is a typical price on some servers for less valuable armor.

Research Assistants?

Some of us hoped that when Research Assistants were announced that they would take some platinum out of the game. At the time they were announced, players were paying 20-30 plat for most of their masters, but each classe had a few spells like Illusionist pet, Conjuror pet, Shadowknight stances, etc. which were going for upwards of 1,000 platinum. If Research Assistants had been introduced with a flat cost of 25 plat per spell, then they would have been used to buy the really expensive ones, and players would continue to farm the ones not worth that much. But as we know, Research Assistants were added with no quest, no plat cost, and no effort.

Atan summarized it like this:

I have more plat than I could possibly ever need, and no desire to spend my own cash on any SC items.

There is nothing in the disclosed communication on gifting that says it is not allowed, which leads me to believe it is. My only reservation is the previous apprehention regarding these transactions in years past from SoE.

So when a thread was created on the EQ2 forums asking “If we buy StationCash Items from other players (via trade) by giving them Platinum, is that a bannable offense?” We didn’t expect SmokeJumper to touch this one with a 10 foot pole. But he did, and then provided us our moment of SmokeJumper zen for the week:

We really don’t want to put a hard value on platinum to SC conversion rates, so we would probably only step in on this if we thought it was going to cause us legal headaches in the future. So…if kept on the low-down, it’ll never cause problems. But if someone put up a website selling items officially with posted conversion rates, I have a feeling that legal might want to step in and stop it to avoid issues.

Make sense? Keep it person-to-person and I don’t think this will ever be an issue.

Peogia:

Can we get platinum on the marketplace ?

SmokeJumper:

No. Not anytime soon anyway.

What do you think? Give us your Comments

Is this going to hurt the game?

Will it bite SmokeJumper in the tookus?

Do you think the EQ2 economy is out of control?

 

From Xelgad on the EQ2 Forums:

As a quick update, internally, we have changed Crane Twirl to grant a total of 20% AE Auto-Attack in addition to the proc it currently grants.

 

It seems that ever since the new Inquisitor trainer in Qeynos prematurely offered the ability to reset any class to Inquisitor, players have let their imaginations run wild with the possibilities of switching between classes without losing their AAs, completed quests, etc. Imagine a character who has completed all 24 epic weapon quests!

Just to nip this idea in the bud, EQ2 Lead Designer Rich Waters has clarified further the purpose of this quest — to aid Tradeskillers who made a hasty choice on their adventure class and have not significantly advanced that character.

While the exact parameters of the Class Reset Quest, as we are calling it, have not been laid out, and there is still some internal discussion on the EQ2 team about this, here’s what Mr. Waters has posted on the subject:

The only new class change being considered is intended to help established crafters who want to reset their adventure class. If we add this, it will be as an in-game quest.

This is based on an existing feature in game – if you have a high-level adventurer, you can reset your crafting class to level 9 and pick a different one. So if you’ve got a level 90 monk and wish he was a carpenter instead of whatever you originally picked, you can reset your tradeskill level to 9 and level up as a carpenter, without affecting your adventure class at all.

and further…

The goal is to provide an option for players who’ve put a lot of investment into their crafting class, and not as much into their adventure class and don’t mind essentially starting the adventurer over as long as they keep their crafter intact.

This change wouldn’t be for people who’ve put a whole lot of time into their adventuring class.

Myth Busting…

And just to bust some myths. At the present time, this is not planned as a StationCash potion or in-game potion, but a quest, similar to the existing tradeskill class reset available in West Freeport and North Qeynos from the Tradeskill Career Advisor.

 

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.

 

With now 16 neutral character classes, available in both good and evil alignments, and with recent expansions rarely distinguishing between good and evil when handing out quests, it’s not a surprise that the question of Alignment and the painful (and costly) process of Class Betrayal gets revisited on the forums frequently.

However thus far, the official response as been “We have no intention to make it easier, or take away any of the consequences. Betrayal is supposed to have a cost.”

Why Betray?

A particular point of interest in Betrayal has been lack of access to the shared bank while in Exile. And upon completing Betrayal, characters have always lost all their spells, even if they were keeping to the same class, but merely changing alignment.

A primary motivation for Betrayal has been the poor choices of Good-aligned Deities (most seem healing and protection aligned) compared to Evil-aligned Deities (most seem DPS based, with Anashti Sul, the former prime healer, confusingly being an excellent deity choice for Coercers).

Another reason players choose to betray is the array of low-level quests available in the opposing city/alignment. Completing all of the Freeport/Commonlands quests, and then completing all of the Qeynos/Antonica quests gives one a noticeable AA advantage.

So with that said, before anyone panics, there are no changes to Betrayal happening in the immediate future. *exhale*

What Rich Waters is doing is soliciting feedback to gauge player reaction on revisiting and thinking about the Betrayal process. Thus far, he has laid out an outline of the reasons people currently change Citizenship, do an alignment/city Betrayal, or might swap sub-classes (Monk to Bruiser, Fury to Warden, etc.) which no longer result in an alignment change.

We’ve been talking about city betrayal quests on the design team recently, and it’s likely we’ll make some improvements.

There are three different things you might want to do with your character:

Citizenship:

  • Change your home city from the current one to another friendly city (Qeynos to New Halas)
    • Never changes your class or alignment
    • Should be relatively easy and painless

Betrayal:

  • Change your home city from the current one to an enemy city (Qeynos to Freeport)
    • Always changes your alignment
    • May change your class (offers you a change if you’re neutral, requires a change if you’re an aligned class)
    • Should require some effort

Sub-class Change:

  • Swap your neutral sub-class to its counterpart (Monk to Bruiser, Berserker to Guardian, Fury to Warden, etc)
    • Never changes your alignment
    • Never changes your home city
    • May only swap to the other sub-class in your pairing – can NOT go from Monk to Warden, for instance
    • Should require some effort
    • This is a new quest type that we may offer

As part of the update, we could see if it’s important to strip master spells or not. Right now, it adds a big cost to betraying for some players (high-level characters with many master spells) and is inconsequential for other players (low to mid-level players, or players with few master spells). I’m not sure such a big cost is critical to balancing city betrayal. Anyone have thoughts on this?

Please keep in mind that this is still under discussion, so it may change greatly before being implemented. As it’s still in the idea phase, I’m not sure when this would go live.

Nothing in here is a guaranteed or planned “change”. Only a possible alternative if player reaction is positive.

And a followup post by Waters:

In theory, you could do this today if you were okay with not having master spells and didn’t mind running the betrayal quest twice a week. That doesn’t sound like much fun though.

Not really an idea I was thinking of when this topic came up but it is a funny one. What would you like or dislike about raiding as a templar during the week and grouping or soloing as an inquisitor on weekends? I’m curious, because if we didn’t wipe your master spells during a betrayal, some players might consider betraying more often as you described in your post.

It’s good to get a sense of how people feel, so we can keep it in mind if make any adjustments to betrayal in the future. Thanks for the feedback on this everyone, interesting thread so far.

 

While I’m working on getting my own photos posted…

Billy!

[Rystall] Costume contest winner “Billy”!!!

Epic Fan Faire Moment

EQ2 player asks for the model to take a picture of him and Greg “Rothgar” Spence.

Othmir?

Tom Tobey, Senior Animator on EQ2, did let us know that although there are no plans to add Othmir as a fully animated playable race, due to the need to add 500~1,000 animations for each race, it is very likely that it will be available as an illusion. But don’t expect your Othmir monk to be fully animated. EQ2 Forums

EQ2Wire Brings News of EQNext

We have been linked by Massively, Joystiq, and other sites for our breaking news coverage of EQNext including in-game screen shots. My notes during these panels have been quick, and as a result, there was some confusion about whether these were in-game screen shots and whether this would be both a PC and PS3 game. I can tell you there were 2 in-game screen shots shown each day, and this will be both a PC and PS3 game built on a new engine that scales depending on the power of your computer.

 

Live blog from Fan Faire with q&a on EverQuest II.

Q: crusader gear with INT. DFC armor worse than master crafted. Can it be reworked?
A: ask me later

Q: crafters wanting to reset their adventure class?
Rothgar: we have been talking about this. Considering.

Q: monster npc masks?
A: it was taken out of eq1 because of griefing. not sure for eq2. This type of stuff is fun though.

Q: self mentor item?
A: no because it is exploity

Q: appearance slots for mounts?
Rothgar: we would love to do something here and more progression with mounts. Just have to find time.
Georgeson: YES
Rothgar: guess I know what I’m doing when I get home.

Q: class change potion?
A: No plans.

Q: LON boosters become heirloom not attunable?
A: we can talk about it

Q: if we have 6 toons can we get 60% xp bonus?
A: we cqn look into it. If you are crazy enough to get 6 90’s.

Q: fix call of the veteran?
A: this item has caused all kinds of problems for us. We know it needs some love.

Q: exile shared bank? (hollering from audience)
A: we probably won’t have a good answer today. But we can talk about it.

Q: why are crusaders so OP?
A: crusader and fighter balance are ongoing. We are adjusting guardians next. Tune into class balance tomorrow.

Q: share items between accounts? We will pay money.
Rothgar: we want to do this. Have to talk to other depts. We don’t want your money. We want your love.

Q: can we have a training dummy for healers? So healers can practice cure curse and healing.
Rothgar: we might be able to do this. We could do like a sad looking diseased dude.

Q: can we reduce amount of brawler in raids?
Q: can we do something about raid looting
A: we will look into ideas. As for brawler loot, that’s RNG. (audience outcry) (our monk throws his gear away instead of mending!)

Q: thanks for fixing fury class. And can we have a tinkered flash bomb tinkered?
Domino: that sounds kind of violent.

Q: sky blade skiff?
A: access through portals in s qeynos and s Freeport. Can’t do 2 houses on 1 character.
A: to exit, you can use the exit or jump off the side to go to a random zone. Including Veeshan’s Peak. :)

Q: optimize for graphics cards?
A: definitely. We just did the flora upgrade which is an 85% performance boost.

Q: why did you nerf mystic/fury mythical?
A: there was a mechanical problem with a percentage because an addition problem. The mystic mythical is a full heal full power. With jesters cap you could maintain that for 20% of the time.

Q: crit scales against mobs but there seem to be bugs because 100% isn’t 100%.
A: probably a bug. Looking into it.

Q: if cure curse is cast but not needed can it just act like it was resisted?
A: can look into it.

Q: auto attack bar and click to cure?
Rothgar: looking into it. Hopefully not too soon.

Q: if paladins can’t crit on heal anymore why can healers crit on spells?
A: so you are asking why warriors need healers? Just because it was broken for years we still need to fix it. you can still do a lot of self heals.

Q: too many quest items.
georgeson: we know there are too many mount whistles, quest items. We want to do something.

Q: too many appearance items
Rothgar: I’d like to come up with some solution for storing appearance items. Like a wardrobe in your house or crates that take 1 slot.

Q about free to play on all servers.
Georgeson: there are too many people who don’t want powerful items in the marketplace on live servers. Attitudes change but right now we are being conservative and putting up a fence. It’s an experiment. We know folks are worried about losing players on subscription servers. So many people will be trying free to play that even if a small percent choose e subscription servers instead it will be more than you guys are getting now.

Q: lower barriers to entry on guild halls and status?

Q: can we see some way to not have to start over on test copy when it is wiped? Guilds and guild halls take time to set up.

Q: did most of the classes becoming neutral have to do with f2p? This is disruptive for
A: no. We wanted to do this before. Just like allowing good ratongas.
(lots of arguing)
A: we give you the option to role play it how you want.

Q: why lose 14 day trial?
A: most players we get are returning players. Free trial is bringing very few players. Etc. We think the % of players who choose the subscription service based on the advertising ilk be more than the free trial. And also having a free trial is confusing along with free to play.

Q: chat channel colors beyond /10 ?
A: should be easy to do. Will look at it.

Q: daily adorning quest for tinkering?
Domino: tinkering doesn’t have the same material costs. No plans at this time.

Q: arena pet system hooking up to battlegrounds?
A: we want to improve this system but nit hooking to battlegrounds.

Q: bards and enchanters needed per raid?
A: we are always investigating. We have seen successful raid guilds with 8 support classes and some with just 3.

Q: arrow levels? ranger vs assassin dps?
A: see mechanics panel. Arrow levels tweak and mechanics changes to ranged weapons for rangers.

END Panel

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