What I want to know, mostly, has to do with spells. Right now, I'm a level 10 enchanter (yay!). My spells are almost all "Apprentice 1." Checking the scribe, I see only the spells that I have now, but they're all "Apprectice 2." What's the difference? Are they more powerful, or is it a waste of money?
Aaand...are there any spells besides the ones that you get upon leveling up? Do scribes in the real city areas (like the one in the North Freeport academy, which I haven't visited yet) carry a more diverse selection? Or does it simply open up more later on?
Thanks.
Are stats still virtually meaningless?
What sort of pets do necromancers get? Do they get voice graft? Can you show me a picture of your average Necromancer? What's the Necromancer guild look like? Can anyone be a Necromancer? What sort of spells do Necromancers get? What sort of role do Necromancers play?
About the backstory, why didn't the Necromancers just get together and own the shit out of the gods to keep them from destroying Luclin? What about the other moon, the one you see all the time? Are there Necromancers on that moon? Maradon! fucked around with this message on 11-14-2004 at 05:23 PM.
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There was much rejoicing when Suddar said this:
I have my own, but if anybody else has a few, well, whatever. Post them here!What I want to know, mostly, has to do with spells. Right now, I'm a level 10 enchanter (yay!). My spells are almost all "Apprentice 1." Checking the scribe, I see only the spells that I have now, but they're all "Apprectice 2." What's the difference? Are they more powerful, or is it a waste of money?
Aaand...are there any spells besides the ones that you get upon leveling up? Do scribes in the real city areas (like the one in the North Freeport academy, which I haven't visited yet) carry a more diverse selection? Or does it simply open up more later on?
Thanks.
I could be entirely wrong (and probably am) but here's what I gather about the Apprentice I-III type deal.
Your numerical stat backing something (say Reconnaissance for most of the Scout skills) is what gets checked against to determine if you strike, succeed at sneaking, fizzle, etc. It has a set range of power, however, when you learn the basic Apprentice I at the start. You can, however, buy Apprentice II and Apprentice III, which I presume relates to the damage output of certain spells, for instance. Likewise, I noticed on Lanavar that when I got his Apprentice II Sneak, he was caught far less often than otherwise.
sigpic courtesy of This Guy, original modified by me
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Maradon!'s unholy Backstreet Boys obsession manifested in:
Are there Necromancers? If so, what are the basic traits of the class? What sort of equipment do they get?Are stats still virtually meaningless?
What sort of pets do necromancers get? Do they get voice graft? Can you show me a picture of your average Necromancer? What's the Necromancer guild look like? Can anyone be a Necromancer? What sort of spells do Necromancers get? What sort of role do Necromancers play?
About the backstory, why didn't the Necromancers just get together and own the shit out of the gods to keep them from destroying Luclin? What about the other moon, the one you see all the time? Are there Necromancers on that moon?
Necros are 3rd tier mage specialists, focused on undead and DOT's again. All conjurer types start with basic summons (like summoned monsters...I see fifty million people with summoned scarabs and beetles and spiders), but depending on your specialist type, you either get summoned undead or summoned elementals as pets. I haven't seen either type of pet yet, so frankly I can't tell you if they look badass or not.
As to whether anyone can be a necro...any race can be any class. You just follow a progression. I have seen Ogre arcane casters, believe it or not. Necromancers, however, are EVIL and thus you can only learn the class if you're aligned to Freeport. C'est la vie.
No information on the other moons. As for why the necros didn't rise up and save everyone from the Rallos Zek/Solusek Ro incursion...well...let's face it. EQ1 Necros were kinda silly. Besides...when Luclin went up like a bomb, it was mainly Bazaar mules and lowbies in Paludal Caverns who died. The effect on Norrath was far more impressive.
sigpic courtesy of This Guy, original modified by me
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Maradon! had this to say about Pirotess:
Are there Necromancers? If so, what are the basic traits of the class? What sort of equipment do they get?Are stats still virtually meaningless?
What sort of pets do necromancers get? Do they get voice graft? Can you show me a picture of your average Necromancer? What's the Necromancer guild look like? Can anyone be a Necromancer? What sort of spells do Necromancers get? What sort of role do Necromancers play?
About the backstory, why didn't the Necromancers just get together and own the shit out of the gods to keep them from destroying Luclin? What about the other moon, the one you see all the time? Are there Necromancers on that moon?
Why do you keep wanting to hurt yourself?
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Alidane stopped beating up furries long enough to write:
Fury or Inquisitor. I can't pick.
This post on the EQ2 boards might help you with that decision.
Summary:
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Fury: The fury seems to be the master of increasing group DPS, with a variety of buffs which all work together to add attacks, cause additional damage and just create carnage in general. Surprisingly, he doesnt seem to have much to contrbute to group DPS on his own, as he has no endgame DD spells except his lv 50 which causes him to remain still, and groups may not like to have their healer focusing so much on DD. He has a strange assortment of mitigation spells like the defiler, which may or may not be effective in healing the group but all have other effects. He also has two interesting spells which may or may not work as i imagine, a group run buff which i believe can be used in battle (crosses fingers) and a group invis. These utility spells are unique enough that he may be sought out for those as well.Inquisitor: In my opinion, the inquisitor is a very good healer with lots of creative buffs to increase group DPS and protect them at the same time. His debuffs are probably not too powerful, but he has the best assortment of crowd control of all the priests. He will not be a direct source of DPS however, as his own spells aren't structured around damage
Read the whole post, though. It's good stuff.
-Tok
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Toktuk got all f'ed up on Angel Dust and wrote:
Read the whole post, though. It's good stuff.-Tok
I might get it if I don't have to import an american version.
What are they? How do you start them? What do you do if someone starts one, etc?
I am thinking of playing a rogue/assassin class in the game since you evil people have tempted me too much with EQ2.
In EQ2, you get the spell once. Only once. 40 levels later, it might get functionally replaced by a different spell (like the magic based root getting replaced by an Ice based root + dot), but no two spells for a caster class do the same identical thing, just with more damage and higher cost. So how do they handle making the spell work on higher and higher level creatures?
There are many different versions of a spell. There are three apprentice versions (I, II, and III), three Adapt versions (I, II, III) and three master versions. (I, II, III). As you level up as a caster, the spell you got at 6th level (archane binding) will still be your only magic based root spell. When it starts failing to land or breaking to easily, you have to buy or craft a higher level version. You do not have to buy them in sequence, so you could feasibly go from Apprentice I to Adapt I, however, each higher version has a higher skill requirement and mana cost associated with it, and if you scribe one too high for you then you will be fizzling like crazy. The game handles identification of spell difficulty with the same Colored text system used for cons. A spell with red lettering is neigh impossible to cast, while one with blue lettering will cast every time, but is below your efficency potential.
And here is where the brilliance of class and subclass make themselves apparent. When you pick a caster class/subclass, you are choosing which magic skills are the ones you want to focus on. If you go to a summoner/necromancer, your disruption skills may never get high enough to efficently use Lightning Burst (Master III), so, even though you have the same archetypal first 10 spells as a Wizard, you will not be able to match him on nuking efficiency.
It's a great system. Kinda hard to pick up at first, but brilliant in design.
BTW: Melee skills are handled the exact same way. Blindy. fucked around with this message on 11-15-2004 at 09:36 AM.
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Katrinity had this to say about Duck Tales:
Someone explain HOs to me? I've heard they are like the chains in FFXI, but I never got into a group that did one of those when I played.What are they? How do you start them? What do you do if someone starts one, etc?
I am thinking of playing a rogue/assassin class in the game since you evil people have tempted me too much with EQ2.
Every class gets a trigger ability at i think 6, Arcane Augur, Fighting Chance etc. When someone uses a trigger ability, a wheel shows up displaying the archetype icons. Thats the cue for someone to use one of their powers (for example, mage using lightning strike.) Then a 2nd wheel pops up with the HO name, and the next ability that needs to be used. This may or may not be the same character. Available abilities will begin flashing in the hotkey tray. When the power lands successfully, it chains to the next power.
This example is between myself (fighter) and The Unholys mage:
Fighter uses Fighting Chance to trigger
Mage uses lightning strike to start chain: Arcane Storm
1st power is a spell: Mage casts Lightning strike to advance
2nd power is a spell: Mage casts Lightning strike to advance
3rd power is a combat art: Taunt or Shout blink.. Fighter Taunts to advance
Arcane Storm completes with the successful taunt, dropping a 25-40 pt instant DD on the mob.
When the HO is triggered, if none of the required abilities are used.. the chain breaks. (ex. Fighter triggering the chain, then using Kick to start it. Starter chain fails. OR a mage using Static Pulse(debuff) instead of lightning storm (dd)
Scouts are the ace up the sleeve, as they have access to Coin abilities that can alter and change the HO's to one more beneficial to the group. Instead of having that defense buff trigger 10 times in a row normally.. scouts can cause it to change to say.. the AE dd blast you really need.
Im sure others who have experimented in more detail can add to this, but this is the basic level of it as I've personally utilized. The mage and I fought things that could have beaten us to a bloody pulp if we didnt use the HO's
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KaLourin had this to say about Reading Rainbow:Scouts are the ace up the sleeve, as they have access to Coin abilities that can alter and change the HO's to one more beneficial to the group. Instead of having that defense buff trigger 10 times in a row normally.. scouts can cause it to change to say.. the AE dd blast you really need.
[/QB]
So THAT'S why! I wondered how Amaera could start Ringing Blow but end up with Swindler's Luck if I accidentally hit the wrong one. That's a rather neat ability.
Will she still retain that sort of thing once she becomes a bard when she dings 10?
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Jania Arindelil had this to say about Pirotess:
So THAT'S why! I wondered how Amaera could start Ringing Blow but end up with Swindler's Luck if I accidentally hit the wrong one. That's a rather neat ability.Will she still retain that sort of thing once she becomes a bard when she dings 10?
It's any scout archetype ability with the coin icon, so yes.
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Rodent King wrote, obviously thinking too hard:
I was really, really interested in the Heritage system, some way to transfer some (hopefully helpful) aspect of your EQ1 characters over to EQ2. Has this just fallen through? Or is there some form of it being used? I've got 4 characters at 60+ on EQ1, all epicced. Is there a way that can help me on EQ2?
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Niklas had this to say about Captain Planet:
Anyone know if the servers are segregated?I might get it if I don't have to import an american version.
Anyone can play on any server. Except French and German language servers, I can't seem to access them. Not that I'd want to.
---
About Heroic Opportunities, check out this site; Awesome resource.
http://www.gnorrath.com/
Now, what's the difference between Bruisers and Monks?
How are Rangers?
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Niklas stopped staring at Deedlit long enough to write:
Thanks Cobbie.Now, what's the difference between Bruisers and Monks?
How are Rangers?
From what I gather, monks are more spiritual while bruisers fight down and dirty.
Rangers, I think Pesco should answer that
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Niklas had this to say about Jimmy Carter:
Thanks Cobbie.Now, what's the difference between Bruisers and Monks?
How are Rangers?
Bruiser = Zangief or that boxer dood
Monk = Ken / Ryu
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KaLourin wrote this stupid crap:
Bruiser = Zangief or that boxer dood
Monk = Ken / Ryu
Brawler vs Ki Warrior?
Class difference? I dunno. I have a level eleven Bruiser on Ant B. I could compare notes with Dens if you want.
Bruisers get a cooler "join the ranks of the bruisers" quest, though. I got to kick a gnome in the nuts.
sigpic courtesy of This Guy, original modified by me
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From the book of Ja'Deth Issar Ka'bael, chapter 3, verse 16:
Yeah the philosophical difference is that Bruisers rely on brute force, whereas monks are all descended from the Ashen Order, who taught channeling natural magic (a la Taoist magic) through one's body.Class difference? I dunno. I have a level eleven Bruiser on Ant B. I could compare notes with Dens if you want.
Bruisers get a cooler "join the ranks of the bruisers" quest, though. I got to kick a gnome in the nuts.
You're mixing up Bruisers with Brawlers, first off.
Brawling is basically "Mastering the Basics."
After that, Qeynosian Brawlers can join the Silent Fist Clan and become Monks. The trademark class skill for Monks is Tranquility. All of the Monk Combat Arts are based off of this skill. It is all about mind over matter.
Freeport Brawlers become Bruisers. Not having a Bruiser, nor even an evil character high enough to enter Freeport yet (they're all still sitting on the character select screen collecting dust), I don't know the details of becoming a Bruiser. I can probably assume that you join the Ashen Order. This would actually be very odd, though, considering that back in EQL, It was the Ashen Order that worshipped Quellious, the Tranquil. The Silent Fist Clan were agnostic. I guess the Ashen Order was either expelled from Freeport to make room for a society of uber brawlers (kind of like Fight Club I guess), or the Ashen Order was twisted completely since The Shattering.
Densetsu fucked around with this message on 11-17-2004 at 06:13 PM.
Either way, from what I've been able to discern (and that hasn't been too much), Bruisers are the more offensive of the two subclasses, while Monks are the more defensive.
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Sakkra had this to say about the Spice Girls:
How feasible is soloing?
Any class can solo at any level.
There are lots of factors that determine whether or not the things you're TRYING to solo are too difficult.
But there are two types of mobs. Solo mobs, and Group mobs.
sigpic courtesy of This Guy, original modified by me
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Check out the big brain on Ja'Deth Issar Ka'bael!
Greenies still give you XP. It's not just "red, yellow, white" etc. It's red, orange, yellow, white, DB, light blue, gray. Gray doesn't seem to give any appreciable XP.
All it needs is purple and it's exactly like DAoC
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Maradon! got all f'ed up on Angel Dust and wrote:
All it needs is purple and it's exactly like DAoC
DAOC copied their system from EQ so I see no issue there.
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Blindy. had this to say about Pirotess:
DAOC copied their system from EQ so I see no issue there.
DAoC's was purple, red, orange, yellow, blue, light blue, and gray. At the time DAoC was released, EQ was red, yellow, white, blue, green.
So DAoC's system was the same in the sense that it was totally different and a lot better.
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Maradon!'s account was hax0red to write:
DAoC's was purple, red, orange, yellow, blue, light blue, and gray. At the time DAoC was released, EQ was red, yellow, white, blue, green.So DAoC's system was the same in the sense that it was totally different and a lot better.
So what you're saying is that it was exactly the same system, but with more colors, so everquest II adding more colors obviously means that they got the idea from DAoC and they weren't just expanding on their own creativity for inventing the colored system in the first place?
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Maradon! wrote this stupid crap:
DAoC's was purple, red, orange, yellow, blue, light blue, and gray. At the time DAoC was released, EQ was red, yellow, white, blue, green.So DAoC's system was the same in the sense that it was totally different and a lot better.
So? They copied the original idea, even though they expanded on it. I'm not really getting what you're trying to point out here.
edit: Blindy has a higher posting skill than me Addy fucked around with this message on 11-18-2004 at 12:41 PM.
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Addy had this to say about the Spice Girls:
So? They copied the original idea, even though they expanded on it. I'm not really getting what you're trying to point out here.edit: Blindy has a higher posting skill than me
Worry not, you still have the bigger boobs of the two of us.
By the way, EQ2 sucks
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Cobalt Katze's account was hax0red to write:
As long as the cons don't start appearing as hearts and clovers and horseshoes, I think we're safe.
They're always after my lucky charms! ^.^
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How.... Maradon!.... uughhhhhh:
There's definatly not enough necromancer goodness in this thread.
There are a lot of summoners running around Freeport...alot! Which the only class a summoner can pick in Freeport without betraying to Qeynos is Necromancer.
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So quoth Maradon!:
I'm not trying to say anything except that the EQ2 con system is a lot like the DAoC con system. Blindy is the one that jumped in with claims of copying.By the way, EQ2 sucks
And i'm not trying to say anything except that the EQ2 con system is a lot like the EQ1 con system. The fact that Mythic stole it for DAOC and changed the colors a smidge has little to do with the conversation.