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All Posts by mangar

All Posts by mangar

12 Pages 1 2 3 4 5 6 7 » Last
229 posts found

Returning player here and I got a few questions:

1. Have dominant or for that matter undesirable classes emerged?
2. What is the most lucrative and useful crafting classes?
3. Are crafted goods even viable? From what I recall there is a series of quest lines that basically level and equip you with respectable gear simultaneously making crafted gear basically a secondary option.
 

If it helps I have a DK/armor smith and a rogue that really does not craft.
 

I have not played in a good bit but can't you betray from one to the other?

Originally posted by DrWalnut

I hit 72 last night and have found so far that I  misjudged the amount of quests in the Fens. I expect to get somewhat close to 73 before having to leave. I am doing both factions there and after hitting 72 last night I've found a few more quest givers. Thanks for the info all I think I'll hit 80 easier than I thought.


 

If I recall there are at least six factions you can align with in this zone.  Two for the iksar (span and rilis), one for the other reptile race (can't really recall their name... sad),  one for the human/elf, the goblin & giant outcasts and the bellywhumpers.

I am actually having the opposite experience, played EQ2 since launch and recently migrated to WoW. WoW just seems to have more to do & the community while full of little turds is on average better then the snobbish vibe I got form the folks over on the Everfrost server.

EQ2 actually has extremely linear zone progression… too much so for me to be honest. I felt a little locked into what I ‘had’ to do and really appreciate the relative freedom of games like WoW and VSoH. Also RoK just left me exhausted and somehow sapped my will to play the game, I tried to play TSO but could not get myself re-excited and never really got into it.
 

I know the off the cuff answer is "all of them' but I was wondering if there are classes that have a higher raid demand than others.

I just started the game and rolled a rogue because I played a rogue in EQ2 as my first ever non tank and loved it.  Before I get too committed to the rogue I would like to know if there are any non-healer classes that have a higher then normal raid demand.

 

Thanks,

OK, I played EQ2 from launch and still do, kind of. My brother plays WoW so I figured what the heck at least I can chat with him and gave it a shot. I have been in WoW for about a month and where is my honest take:

New player experience:
This goes to EQ2 hands down, starting off in WoW was like being kicked off a boat and being told to swim east then never receive further instruction. The new player experience in EQ2 is really top notch and will get you really involved in how the game works and not just ‘go there and click on some stuff’.

Playability:
WoW gets this, the games is so basic it runs on a Commie 128 and anyone can pick up and go with it.

Lore:
EQ2 all the way, take a trip to the official lore forums and look for links posted by the devs (red names) and you will see for yourself.

Combat systems:
Tie, and I am saying this is a tie due to playing games with combat systems like VGSoH that are actually complex. Both games are button mashers and yeah you need to be able to count and read icons to raid.

End game:
Not really there in WoW so no comment

Raids:
Not really there in WoW so no comment

Leveling:
Quasi tie? WoW is a fast paced grind where you hop from hot zone to hot zone to grind quests. EQ2 due to smaller population is a series of solo quest lines that starting at the 30’s you need to tandem to efficiently level. (that means that there are several 30+ zones all with quest lines you need to follow and you will need to do most of them in contrast to the sub 30 stuff where one line will pretty much get you set for the next level).

PVP:
WoW wins, it was built for it

PVE:
EQ2 wins, it was built for it

Complexity:
EQ2, fairly complex but very redundant
WoW, not complex but mildly redundant (more crap at a faster pace)

Crafting:
EQ2 all the way, they actually have a system and function per tier, WoW is kind of just a cash sink and a click and done thing, not really a class just a thing to do. Note: both are poor in contrast to VGSoH

Population:
Playing WoW feels like the height of EQ2 when it comes to population, it is a pretty good feeling. EQ2, feels like hanging at a coffee shop with a few friends.

Take what you will from this hope it helps, and falme if you want I never bother reading it.
 

FYI Curse client has beed causing my some pretty funky UI glitches when my inventory is open.

You will probably want to bring down a most of your back ground applicaitons as mentioned earlier.

the patch system is 100% crap, it feels like there has ben no effort to include content patches into the retail sets.  Would be cool if it was one giant patch but I am apparently adding content patch by content patch.... /snore

I guess I should speak against RoK since it is getting so much love here.

My problem with RoK is this:
It is the same thing over and over and over again in a much more rapid succession than I have previously seen in EQ2. As a point of contrast they redesigned the initial tier zones 10-40 if I recall to contain a progressive series of quests that functionally led you to the next tier, along the way there were detailed sub quests and solo instances as well as options to hit the group zones, a really great balance that allowed for ALL types of players to mix and mingle. This should have been the model for RoK but nope they really crapped out on the detail and quest line succession they was so deeply needed. The quest lines in RoK are so stinking vanilla it is hard to drag one main through them let alone alts. I had my main (SK) up to 79 when I decided that I needed to group or never play this game again. Upon getting my Brig to level 75 I called it quits for about four months due to the raw tedium of the single strand flavorless quests. I came back in anticipation of the new expansion that is rumored to bring us back to the days of LDoN in EQ, I have brought my Brig up to level 80 (mostly by grouping, DPS is less critical to be at cap than tanks so pick up groups were an option) and have once again completely lost interest in grinding out quests for AP gain. The game is just so hollow, the player base is thin and these never ending solo quests really isolate players. I will give you another example, back in the day the quest base was so spread out that they implemented a quest sharing system to allow players to share most quests to make for more enjoyable questing. In RoK this is really useless since the quests have become a leveling device and taking on previously completed quests (if even possible) becomes nothing more then a remedial time sink. Basically if you are not on the same stage of progression you can NOT group unless you have some really charitable people that are willing to waste their time to help you out.

/end rant

That said I really hope beyond hope that TSO is really a great expansion that brings this diverse game back into balance as opposed to the “/level_chat LFG for VoES, locked out of all the other instances that players actually go to under their own free will or I will just grind solo trash till I drown in my own drool” mess that RoK has turned EQ2 into.
 

Thanks for the info.

A bit of a downer, I really like the all in one concept but I guess Bliz has no need to market to noobs.

anyone recall the time it took for the battle chest to hit the market after BC was live?  Long story short my brother really wants me to play but I would prefer a 30$ investment over a $70 and am trying to go as cheep as I can

I can not seem to find an answer to this question:

 

Is this an all in one expansion or will new players need to buy the three available games (or just the base and WotLK)?

 

Flame as you will so long as you can answer.

Thanks for the posts.

I am planning on picking up the expansion for this game and EQ2 and go with what ever one I like more for the next year or so.  And to make matters worse VGSoH apparently also released new content... holiday marketing sweeps can be so sucky but in a good way.

I am thinking of giving WoW a shot and was wondering what is a viable raid class that is not a complete mess to level grind and pvp?

actually Tyres100 most of that gear was re-colored KoS gear.  Looks like a mix of a caster class helm, the dragon lord plate and the funky scout shoulders from the really annoying instance that required mezzing a pile of mobs for a quick group kill. The only item that is really new to EoF is the sheild and posibly the sword... but I think they were NPC gear that tunred into PC gear in EoF.

The problem with making new armor was in the original toon structures.  Basically they are all different so each armor set had to be customed to each race/gender, or in short a real big mess.  they tried to revamp the wire frames to make them uniform but the ersult was not well received.  So, now they are workign on a point system that will with minor modification streach a standard armor set to fit each race/gender. 

Still a work in progress that ties to the original error in thinking that processors would become faster not multi cored.

Lets hope... I do get the vibe it will be LDoN style.

iT IS GREAT

my only gripe is that you do not have a chat tree and that makes it hard to find PPL.   It is pretty much a here/now chat system so if you have a freind that is in guild chat and you are in raid chat it is hard to locate them unlike 3rd party systems that have chat trees.

another thing that I noticed while raiding.  Since it is an ingame chat service it does not kill the imersion to the extent external services do. 

The little chat bubbles that indicate who is speaking as well as freeing up a players hands to /emote really added to some pretty funny exchanges while mending.

From the last few groups I was in I would but it at about 50% usage.

 

I am unguilded but when I was we did use Vent/TS alot and can not help but think that the EQ2 voice chat really needs some form of room tree asside form the current set up so that you can see where people are at.

Most of the time.

 

 



“Storm Break” (Game Update #47) July / 31 / 2008
 

HIGHLIGHTS

  • Station Voice is now available!
  • Equipment changes have been introduced to improve item progression from levels 1 – 59 worldwide.
  • Check out the sections below for details on these highlights and other details of "Storm Break" (GU47).

LIVE EVENTS

  • "Storm Break" (GU47): Librarian Feldarn of Freeport's Academy of Arcane Science and Librarian Dungil of Qeynos' Concordium are looking for volunteers to help battle the onslaught of darkness from beyond.
  • Qeynos and Freeport have broken ground on major construction projects just off of the coast of Antonica and Commonlands respectively. Visit the docks to see the new activity!

STATION VOICE

  • A new Voice Bar will appear that provides options and indicates who is currently speaking and when you're talking. It can be docked with any chat windows.
  • A new Voice Users window will show all users in the current channel. This window can be changed to be transparent and show only active speakers if you'd like.
  • Group and Raid windows have speaking indicators to show who is currently speaking.
  • Voice options are available in the Options Menu under the "Voice Chat" tab.
  • If you're not currently in a voice channel, you will be placed in the first channel that becomes available. Subsequent channels that become available can be selected through a dropdown on the Voice Users window, a button on the Voice Bar, or a link that appears in text chat.
  • Left Control is the default push-to-talk key. You can change the key in the "Voice Chat" tab of the Options Menu.
  • If you need more info, do "/help vchat" in game.

Also, you can see a mini-feature on the EQII forums.

HELP

The help system has received an overhaul. Many game windows now have a help button in the upper-right corner that will open the appropriate help topic.

ENCOUNTERS

  • The Tangrin and Avatar of Growth encounters now warn players three seconds before it's time for them to start moving.
  • The Tangrin will no longer spawn a new beehive if any raid member already possesses one.
  • All Named and Boss NPCs in Kunark now drop Adept I and Master I scrolls equal to or lesser than their level.
  • Many of the named creatures in Sebilis, Chardok and Karnor's Castle no longer have place holders, have a longer respawn time, and will now always drop legendary rewards.
  • The random Adept I and Master I spells you get while killing creatures in the level 1-20 range will now only drop spells you or your group members need.

QUESTS

  • Adventure writs now award 500 faction points per completion.
  • Adventurers working for the city of Neriak will now gain faction with the Agents of Neriak, Queen Cristanos' eyes and ears in the outside world of Norrath. Gaining faction will lead to new city rewards!
  • Adventurers working for the city of Gorowyn will now gain faction with The Watchers of Timorous, a group of sarnak which stand vigilant in the defense of their homeland. Gaining faction will lead to new city rewards!
  • A new shade of formal wear is now also available to those who are ranked as ally with any city writ faction.
  • Page 5 of "A History of the Vah Shir, Vol. I" is now tradeable.
  • The quests that awarded potions/elixirs from the Hand of Marr and Brethren of Night camps now award more.
  • The quest "Vision of Fear" should no longer continue to offer the quest when a player walks through the entrance tunnel in Feerrott. It has been moved to a nearby curious totem that can be clicked to obtain the quest.
  • The quest "A Calling in the Forest" should no longer continue to offer the quest each time a player walks over the Commonlands bridge in Nektulos Forest. It has been moved to a nearby skeleton laying on the bridge that can be clicked to obtain the quest.

RACIAL TRAITS

  • Dark Elves
    • Innoruuk's Gift now grants the full 2% spell critical amount.

ITEMS

RoK Legendary Armor Sets:

  • The Wayward Moon set has been removed from the drop tables and replaced with the Sylvan Moon set which is only equipable by Furies and Wardens. Those wishing to replace their Wayward Moon pieces for the new Sylvan Moon pieces should speak to Joonius Khristus in Teren's Grasp.
  • The Enigmatic Sacrifice set has been removed from the drop tables and replaced with the Cabalistic Sacrifice set which is only equipable by Defilers and Mystics. Those wishing to replace their Enigmatic Sacrifice pieces for the new Cabalistic Sacrifice pieces should speak to Joonius Khristus in Teren's Grasp.
  • Adornments attached to Wayward Moon or Enigmatic Sacrifice set pieces will be lost in the process.

Epic Weapon Changes:

  • Wrath of Nature (Fury)
    • Now gives out damage and heal amount bonuses.
    • The mythical version now improves healing and damage spells based upon a percentage of your wisdom and intelligence respectively.
  • The Impact of the Sacrosanct (Templar)
    • The proc effect now lasts slightly longer.
    • Added a bonus to reactives based on the templar's wisdom.
  • Cudgel of Obviation (Mystic)
    • The mythical version's Spirit Tap will only be triggered by the mystic's group members. Also the heal and power bonuses have been reduced.
  • Dream Scorcher (Defiler)
    • This now gives heal crit instead of spell crit.
    • Now grants bonuses to both spells and heals.
    • Proc no longer drops when damage is taken.
  • Penitent's Absolution (Inquisitor)
    • Improved the healing power of aftershock. In the vicinity of 75% of the heal. Also added casting and reuse bonus of 15% and reduced the time from 2 seconds to 0.5 seconds.
    • The mythical version's intervene effect has been replaced by a powerful group cure which will cure arcane, elemental, noxious and trauma effects. In addition, when it cures an effect it will also heal the player for each effect it removes.
  • Dragon's Temper (Berserker)
    • Adds an additional hate position boost to Insolence.
    • Changed the double attack bonus to melee critical chance.
  • The Truth of Marr (Paladin)
    • The delay is now 6 seconds.
    • Added a damage proc to the weapon.
    • Now gives both spell and combat art damage bonuses.
  • Sedition (Shadowknight)
    • The delay is now 6 seconds.
    • Added a damage proc to the weapon.
    • Now gives both spell and combat art damage bonuses.
  • Death's Grip (Warlock)
    • The dumbfire pet bonus has changed to improve the warlock's critical damage by 10%.
  • Eye of the Siren (Coercer)
    • Now gives a subjugation bonus.
    • The mythical version now removes the concentration cost of Possess Essence.
  • Mirage Star (Illusionist)
    • Now gives a subjugation bonus.
  • Havoc, Blade of Treachery (Brigand)
    • Proc now gives a bonus to double attack instead of haste.
  • Gorynn's Fist (Bruiser)
    • The proc will now give the bruiser an additional chance to critical melee attacks.
  • Revitalized Vel`Arek (Guardian)
    • The mythical version's proc will now only do 5% damage reduction.

In Other Item News:

  • Worldwide equipment, ranging from level 1-59 (including heritage quest rewards), have been increased to create a better progression from Timorous Deep to level 80 Rise of Kunark zones. This increase includes accessories, armor, and weapons, as well as many tradeskill items. Shields, items with special effects, and tradeskilled armor have not yet been changed.
  • House items now observe the 'Lore' flag, allowing only one of a lore item to be placed in a home. The 'lore' flag has been removed from house items and pets that are primarily decorative in nature.
  • Non-ubiquitous adornments used to add damage to symbols (arcane ornament, viral ornament, noxious ornament etc) now affect combat arts as well as spells.
  • Crusaders can now wear the Mark of the Ankexfen.
  • The Jungle Bow should now properly equip when double-clicked.
  • The Supple Dogwood Staff now procs on melee attacks rather than ranged.
  • Bruisers and Monks can no longer equip Edgewalker Chainmail Leggings.
  • The mounted claw and fist of pestilence should now mount on a wall with the hand facing outwards. The ornate spoon, fork, and knife should place more accurately on flat surfaces.
  • Protection values have been adjusted on Guard of Drelikus, Vioren's Forcefield, and Brace of Corporeal Darklight.
  • Protection on the Shield of the Green Dragon was lowered.

POTIONS

  • The potions and elixirs from the Hand of Marr and Brethren of Night heal a more appropriate amount of health/power.

TRADESKILLS

  • The city tradeskill societies are dealing with a bulk order for some new formal clothing, and require some assistance. Tradeskillers of the 60th rank or higher who have previously assisted their societies may speak to the Grandmaster for more details.
  • Tradeskillers who are skilled enough to see the tradeskill collection quests may find more rewards available in their travels.
  • Armorers now have a recipe for imbued devout ebon greaves.
  • The fuel requirement for imbued rosewood shields has been corrected.
  • The fuel requirement for ashen hearths has been corrected.
  • Imbued fulginate devout greaves can now be created.
  • Sparkling Cranberry Wine has been converted to Cranberry Cream Liqueur to avoid confusion with the existing Cranberry Sparkling Wine.

ZONES

Bloodline Chronicles

  • Adventurers may now zone into any of the Tombs of Night and the Crypt of T'Haen zones that a member of the group has access too. Previously, these zones were only accessible if everyone in the group were on the same stage of the quest.
  • Players can now zone into any of the Tombs of Night zones if anyone in their group is on the appropriate quest.

Sebilis/Chardok

  • New mid-zone respawn locations have been added to Chardok and Sebilis.

SPELLS

Faction merchants in Maj'dul courts are now selling a number of tier 5 Adept III recipe scrolls they were previously missing.

A stacking issue with stealth and group invisibility has been fixed to allow attacking from stealth.

  • Shaman/Druid
    • Spirit of the Wolf will now apply to the entire group within a 50m radius instead of being single target.
  • Shaman
    • Shaman's wolves should now have slightly more health to help their survivability.
  • Fighter
    • Master's Rage will now do a melee attack and debuff the target's defensive skills. It will also give an error if it is not useable on the target like the other archetype's mastery skills. The recast was also lowered to 30 seconds.
  • Berserker
    • The Blood Rage line will not expire until the berserker dies instead of having a 15 minute duration.
  • Scout
    • Sinister Strike should no longer debuff the target if it misses
  • Assassin
    • Fatal Followup should no longer be useable after Sinister Strike.
    • The Hidden Assault line of skills should no longer apply the Damage over Time portion of the attack if the primary melee attack misses.
  • Brigand
    • Safehouse now has a short cast time and can be interrupted.
    • Melee attacks which had secondary effects will no longer apply on a miss.
    • The Dispatch and Rake lines will now hit slightly more often.
  • Enchanter
    • Sever Hate can no longer be used to pull through a crowded area.

PVP

  • Assassin
    • Fatal Followup should now work properly in PvP based combat.
  • Swashbuckler
    • Reach will now suspend while in PvP combat.

Zones from previous expansion geared towards level 60 to 70 players no longer have an unlimited level range.

 

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