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Daybreak Games | Official Site
MMORPG | Setting:Fantasy | Status:Final  (rel 11/08/04)  | Pub:Daybreak Games
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Treasure Chest and Update Info.

Posted by Jon Wood on Sep 19, 2005  | Comments

Treasure Chest and Update Info. -

As usual, the folks over at EverQuest II have taken some of the more interesting tidbits from their forums and put them together in one, simple package.

Treasure Chest!

Sometimes it's hard to find the buried treasures contained within the EverQuest II forums. The Treasure Chest highlights useful, insightful, or entertaining posts that you may want to check out. Get your treasure maps and shovels ready--we're about to discover a Treasure Chest!


Live Update #13 was a fairly significant update resulting in a number of changes. As a result of this update, the people over at SOE have released even more information with "EverQuest II Combat Art and Spell Highlights".


In Live Update #13, we introduced significant changes to the EverQuest II combat system. Last week, we gave you an idea of the overall goals and changes made to combat in the EverQuest II Combat Changes feature. In this article, we take a closer look at how some of the abilities have changed for each class and how to integrate them with your play style. Utilizing the tactics and knowledge within and combining that with in-game experimentation and ability analysis will lead to success with your character.


Combat Arts: Intervene (6), Intercept (20), Intercede (34)
The Intervene line has changed to a 100% intercept on an ally for any 1 strike of physical damage. Because it does not have a casting time, it works well in emergency situations. In a group with a Fighter that isn't the one taking a tanking role, they can use this to absorb hits received by the main Fighter to reduce the damage they receive. In a raid situation, all of the non-tanking Fighters can intercept damage from the main Fighter to increase their survivability and prevent the raid from wiping.

Combat Art: Rescue (25)
Rescue has a shorter reuse than it did before, and its hate increase effect is more powerful in increasing hate positions. Even a Fighter with the least amount of hate in their group can use Rescue, then chain that in succession with their Taunt and Shout taunts with their Hate Increasing buff to peel almost any enemy off an ally.

Stances: Offensive and Defensive
All fighters receive Toughness at level 4 as their defensive stance, and their offensive stance later on in their subclass progression. Each has different situations where one is clearly better than the other, so learn to swap their stances when needed. The offensive stance works very well soloing when there is little danger present, or when the Fighter is not the direct target of enemy hate and are looking for a way to increase their damage output. The defensive stance works best in group situations where the Fighter is the direct target of enemy hate. Swapping between stances can be done very quickly in the middle of combat by double clicking on the stance or using its hotkey twice in a row.

For more information on EQII, click here.

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