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	<title>The EQ2 Wire &#187; Grouping</title>
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	<link>http://eq2wire.com</link>
	<description>The EQ2 Wire</description>
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		<title>Omougi: Adornments Should Be About Choice</title>
		<link>http://eq2wire.com/2012/02/04/omougi-adornments-should-be-about-choice/</link>
		<comments>http://eq2wire.com/2012/02/04/omougi-adornments-should-be-about-choice/#comments</comments>
		<pubDate>Sat, 04 Feb 2012 13:16:14 +0000</pubDate>
		<dc:creator>Feldon</dc:creator>
				<category><![CDATA[Game Updates & Maintenance]]></category>
		<category><![CDATA[Grouping]]></category>
		<category><![CDATA[Itemization]]></category>
		<category><![CDATA[Raiding]]></category>
		<category><![CDATA[critical mitigation]]></category>

		<guid isPermaLink="false">http://eq2wire.com/?p=12633</guid>
		<description><![CDATA[
The announced removal of Critical Mitigation will coincide with the conversion of Yellow and Red Crit Mit adornments into Health adornments. So why will the replacement adornments have less Health (less than 250 points each) than White health adornments? According to Omougi, it&#8217;s because the EQ2 team thinks we should have other viable choices, like [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img class="alignnone size-full wp-image-12635" title="Power-to-the-People" src="http://eq2wire.com/wp-content/uploads/2012/02/Power-to-the-People.jpg" alt="" width="226" height="225" /></p>
<p>The <a href="http://eq2wire.com/2012/02/01/breaking-critical-mitigation-removed/" target="_blank">announced removal of Critical Mitigation</a> will coincide with the conversion of Yellow and Red Crit Mit adornments into Health adornments. So why will the replacement adornments have less Health (less than 250 points each) than White health adornments? According to Omougi, it&#8217;s because the EQ2 team thinks we should have other viable choices, like DPS. Adornments should be about choice!</p>
<p>From <span style="color: #ff0000;"><strong>Omougi</strong></span> on the <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=514443&amp;post_id=5711944#5711944" target="_blank">EQ2 Forums</a>:</p>
<blockquote><p>Our goal with these adornment and spell conversions is to give you guys  something in the place of nothing essentially.  Before, you were playing  a zero-sum game if you had enough crit mit.  If you didn&#8217;t have enough  crit mit, you couldn&#8217;t do the encounters — period.  All these adornments  and spells did is bring you up to a threshold.  If you were past that  threshold, it does nothing for you.</p>
<p>Now, [while] these adornments and spells actually do increase your survivability  at all times &#8211; equating the amount of crit mit lost to an equivalent  form of HP doesn&#8217;t really work out, because any amount of HP is  infinitely better than a threshold stat with no use.  If you were  slotting your adornments for survivability before, you are still  slotting them for survivability with HP &#8211; the only change is the  adornments have been made <strong>more powerful</strong> in their actual  effectiveness with crit mit out of the picture.</p>
<p>This change equates to a  free survivability gain across the board, and we need to be very  careful with numbers at first to ensure things do not get drastically  easier.  Changing the difficulty of content is not the goal here &#8211;  changing the accessibility of content is.</p></blockquote>
<p><span id="more-12633"></span></p>
<p>A point which has been made by several raiders on the official forums as well as Flames is that the top end guilds already have more than enough Crit Mit on all their characters to meet the requirements of the zones they&#8217;re doing. These changes only affect up-and-coming guilds which are trying to do harder content, but can&#8217;t because they haven&#8217;t spent months farming obsolete gear whose only saving grace is Crit Mitt.</p>
<p>An oft-seen comment is &#8220;The EQ2 team will just replace needing 290 Crit Mit with needing 100k health to survive.&#8221; <span style="color: #ff0000;"><strong>Omougi</strong></span> has a great response to this:</p>
<blockquote><p>A few more HP is possibly the difference between an AE one-shotting and  being survivable. <strong> We really don&#8217;t want guilds to &#8220;force&#8221; their members  into slotting for survivability if they are trying to push progression.</strong> If the HP difference on the adornments was significantly higher, people  would feel the need to stack up on HP adorns, similar to how they feel  the need to stack up on crit mit adorns now.</p>
<p><strong>We are trying to make customizing your gear with adornments a viable  option while progressing through content.</strong> If we make an adornment  choice too powerful, then there really isn&#8217;t much choice  there&#8230;especially if what you are &#8220;forced&#8221; into adorning isn&#8217;t what  your class is about. <strong> Many mages and scouts would really prefer to slot  more adornments to increase their DPS, but they are forced into critmit  adorns in order to not hinder their guild&#8217;s chance of progress.</strong> We  really don&#8217;t want to replace crit mit adorns with hp adorns and have  essentially the same problem.</p></blockquote>
<p>and some great news about the relatively limited choice of adornments we have now:</p>
<blockquote><p>Now, our available choices need some work, specifically with mage  options.  We are trying to alleviate the problem by allowing more  adornments to go in more slots (critbonus, potency, etc), so that scouts  do not get more benefit from this change than mages.  Adding more  adornment choices in the future is definitely something we want to do.</p></blockquote>
]]></content:encoded>
			<wfw:commentRss>http://eq2wire.com/2012/02/04/omougi-adornments-should-be-about-choice/feed/</wfw:commentRss>
		<slash:comments>10</slash:comments>
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		<item>
		<title>Silius: Crit Avoidance Not Going Anywhere</title>
		<link>http://eq2wire.com/2012/02/02/silius-crit-avoidance-not-going-anywhere/</link>
		<comments>http://eq2wire.com/2012/02/02/silius-crit-avoidance-not-going-anywhere/#comments</comments>
		<pubDate>Thu, 02 Feb 2012 09:55:16 +0000</pubDate>
		<dc:creator>Feldon</dc:creator>
				<category><![CDATA[Game Updates & Maintenance]]></category>
		<category><![CDATA[Grouping]]></category>
		<category><![CDATA[Itemization]]></category>
		<category><![CDATA[Raiding]]></category>

		<guid isPermaLink="false">http://eq2wire.com/?p=12622</guid>
		<description><![CDATA[From Silius on the EQ2 Forums:
Just to clarify some confusion.

Crit mit as a mechanic is being removed.
NPC crit bonus was countered by crit mit and we are reducing crit bonus to 0 across the board.
Critical avoidance is staying around. Critical avoidance is an NPCs way of contesting your chance to critically hit them.
Replacing  the [...]]]></description>
			<content:encoded><![CDATA[<p>From <span style="color: #ff0000;"><strong>Silius</strong></span> on the <a href="http://forums.station.sony.com/eq2/posts/list.m?start=100&amp;topic_id=514354" target="_blank">EQ2 Forums</a>:</p>
<blockquote><p>Just to clarify some confusion.</p>
<ul>
<li>Crit mit as a mechanic is being removed.</li>
<li>NPC crit bonus was countered by crit mit and we are reducing crit bonus to 0 across the board.</li>
<li>Critical avoidance is staying around. Critical avoidance is an NPCs way of contesting your chance to critically hit them.</li>
<li>Replacing  the adornments with HP is not to compensate for anything. Since the  critical mitgiation stat is no longer useful we are converting to a stat  that benefits all players.</li>
<li>The goal is for this change to not  change the difficulty of the encounters. This is why we ask that you all  take some time to log on to test once we push it there. We plan on  having this on test by the weekend.</li>
</ul>
<p>Note: NPC crit  bonus may be used in the future on a case by case bases and will be  considered in the balance of the encounter so that crit mit is not  required.</p>
<p>If you have any questions please do not hesitate to PM me.</p></blockquote>
]]></content:encoded>
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		<slash:comments>40</slash:comments>
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		<item>
		<title>Breaking: Critical Mitigation Removed!!</title>
		<link>http://eq2wire.com/2012/02/01/breaking-critical-mitigation-removed/</link>
		<comments>http://eq2wire.com/2012/02/01/breaking-critical-mitigation-removed/#comments</comments>
		<pubDate>Wed, 01 Feb 2012 18:08:11 +0000</pubDate>
		<dc:creator>Feldon</dc:creator>
				<category><![CDATA[Game Updates & Maintenance]]></category>
		<category><![CDATA[Grouping]]></category>
		<category><![CDATA[Raiding]]></category>
		<category><![CDATA[SOE Wants Feedback]]></category>

		<guid isPermaLink="false">http://eq2wire.com/?p=12607</guid>
		<description><![CDATA[
In what may go down as the best decision in EQ2 history, or a total overreaction to a problem that could have been solved with a 15-20% reduction across the board, Dave &#8220;SmokeJumper&#8221; Georgeson has announced that in the very near future, the Critical Mitigation stat will be COMPLETELY GOING AWAY.
First introduced in The Shadow [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img class="size-full wp-image-12608 aligncenter" title="Groundhog-Armed" src="http://eq2wire.com/wp-content/uploads/2012/02/Groundhog-Armed.jpg" alt="" width="250" /></p>
<p>In what may go down as the best decision in EQ2 history, or a total overreaction to a problem that could have been solved with a 15-20% reduction across the board, <strong>Dave &#8220;<span style="color: #ff0000;">SmokeJumper</span>&#8221; Georgeson</strong> has announced that in the very near future, the Critical Mitigation stat will be <strong>COMPLETELY GOING AWAY</strong>.</p>
<p>First introduced in The Shadow Odyssey, greatly expanded in Sentinel&#8217;s Fate, and then becoming the most important stat within Destiny of Velious as an alternative form of progression to raising the level cap (which is technologically challenging), here&#8217;s the announcement of this revelation from the <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=514354" target="_blank">EQ2 Forums</a>:</p>
<blockquote><p>We’ve listened to all of your conversations  since <strong>Critical Mitigation</strong> was originally introduced. The dev team has  extensively debated about it internally. (Very extensively.) But  ultimately, we decided that the right move for EQII is to remove  Critical Mitigation entirely from the game.</p>
<p>Critical Mitigation  initially seemed to do what it was designed for, but it has always  suffered from a complete lack of intuitiveness for players, and it’s not  a forward-extensible system. Ultimately, it doesn’t add any fun factor  to the game.<br />
So we’ve decided that a complete removal of it is by far the best solution for all concerned.</p></blockquote>
<p><span id="more-12607"></span></p>
<blockquote><p>Here are the details:</p>
<ul>
<li>Critical Mitigation (the stat) has been removed from the game.</li>
<li>Critical Mitigation no longer displays on the Character pane (for obvious reasons, since it’s no longer in the game).</li>
<li>NPCs no longer use Critical Bonus to add to critical damage.</li>
<li>Buffs  and debuffs that have Critical Mitigation elements to them will have  those elements replaced with other elements instead, so that those  buffs/debuffs do not lose effectiveness.</li>
<li>Critical Mitigation values on adornments will be replaced with hit point values instead.</li>
</ul>
<p><strong>This change will be coming to Test soon and then to the regular servers soon thereafter.</strong></p>
<p><strong>NOTE</strong>:  This change has no effect on PvP game play. The “PvP Critical  Mitigation” stat is still useful for game balance in PvP play and is not  being changed.</p></blockquote>
<p>Trust me when I say that I checked the calendar more than once when reading this announcement. The only proximate holiday is represented above. <img src='http://eq2wire.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p><span style="color: #800000;"><strong>What Do You Think?</strong></span></p>
<ul>
<li>So do you think this is a good move?</li>
<li>A total overreaction?</li>
<li>How is SOE going to provide progression without raising the level cap?</li>
<li>Is there any reason to run Heroic content anymore (outside of Drunder) now that armor is essentially free and shards are no longer needed for Critical Mitigation adornments?</li>
</ul>
]]></content:encoded>
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		<slash:comments>58</slash:comments>
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		<item>
		<title>Game Update Notes for January 31, 2012</title>
		<link>http://eq2wire.com/2012/01/31/game-update-notes-for-january-31-2012/</link>
		<comments>http://eq2wire.com/2012/01/31/game-update-notes-for-january-31-2012/#comments</comments>
		<pubDate>Tue, 31 Jan 2012 09:52:28 +0000</pubDate>
		<dc:creator>Feldon</dc:creator>
				<category><![CDATA[Art, Appearance, Housing]]></category>
		<category><![CDATA[Game Updates & Maintenance]]></category>
		<category><![CDATA[Grouping]]></category>
		<category><![CDATA[Itemization]]></category>
		<category><![CDATA[Raiding]]></category>

		<guid isPermaLink="false">http://eq2wire.com/?p=12586</guid>
		<description><![CDATA[Here are your Update Notes for January 31, 2012:
GENERAL

Fixed a bug where some characters wouldn&#8217;t show on character select.

ZONE PROGRESSION / POPULATION
Tower of Frozen Shadow (Raid)

Tserrina’s spell “Wing Buffet” should no longer cause priests to become knocked back.


Adds spawned from shadow doors should no longer spawn quite as quickly.


The number of adds that spawn from [...]]]></description>
			<content:encoded><![CDATA[<p>Here are your <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=514261" target="_blank"><strong>Update Notes</strong></a> for <strong>January 31, 2012</strong>:</p>
<blockquote><p><strong>GENERAL</strong></p>
<ul>
<li>Fixed a bug where some characters wouldn&#8217;t show on character select.</li>
</ul>
<p><strong>ZONE PROGRESSION / POPULATION</strong></p>
<p><em>Tower of Frozen Shadow (Raid)</em></p>
<ul>
<li>Tserrina’s spell “Wing Buffet” should no longer cause priests to become knocked back.</li>
</ul>
<ul>
<li>Adds spawned from shadow doors should no longer spawn quite as quickly.</li>
</ul>
<ul>
<li>The number of adds that spawn from shadow doors has been slightly reduced.</li>
</ul>
<p><em>Tower of Frozen Shadow: Umbral Halls</em></p>
<ul>
<li>Demanti Sheda should no longer have issues resetting his encounter.</li>
</ul>
<ul>
<li>Demanti Sheda’s spell “Paralyzing Fear” should now stun instead of fearing and has been reduced in duration.</li>
</ul>
</blockquote>
<p><span id="more-12586"></span></p>
<blockquote><p><em>Elements of War [Challenge]</em></p>
<ul>
<li>Terrinon Bloodclaw now has less strikethrough ability.</li>
</ul>
<p><em>Tower of Tactics</em></p>
<ul>
<li>Lady V’uul will no longer spawn archers once defeated.</li>
</ul>
<p><em>Vallon&#8217;s Tower [Challenge]</em></p>
<ul>
<li>Ambassador Grindstone’s Council Judgment proc now only lasts half as long and is no longer a curse.</li>
</ul>
<ul>
<li>During the Hand of Vallon/Golem fight the golems should no longer get out of color synch or double cast any spells.</li>
</ul>
<ul>
<li>During  the final Vallon Zek fight – Fighters no longer destroy domes if they  enter with the wrong color.  Only non-fighters destroy domes in this  way.  You have more time to react before the domes spawn to get out of  the way, and after the domes spawn to get in the proper color dome.   Tactical Toll no longer snares players.</li>
</ul>
<p><em>Tallon’s Stronghold [Challenge]</em></p>
<ul>
<li>Tyrax Terrolus will no longer curse the main tank with Tyrax’s Edict.</li>
</ul>
<p><em>Kael Drakkel contested</em></p>
<ul>
<li>Boss mobs will now cast curses less frequently.</li>
</ul>
<p><em>Stonebrunt Highlands</em></p>
<ul>
<li>Ghazi the Conqueror should no longer retreat from battle with mercenaries.</li>
</ul>
<p><strong>DUNGEON MAKER</strong></p>
<ul>
<li>All Dungeon Maker avatars should now be the same tier.</li>
</ul>
<p><strong>ITEMS</strong></p>
<ul>
<li>The elemental disc mounts from the 8th year veteran rewards should now be able to be used by 85th level tradeskillers.</li>
</ul>
<ul>
<li>Yellow adornments on the Ry’Gorr, Thurgadin, and Snowfang merchants should now offer options for beastlords.</li>
</ul>
<ul>
<li>Fertilizer treasure should once again be able to be sold on the broker.</li>
</ul>
<ul>
<li>The AOE radius on Tradeskill Apprentice priest 2hander procs has been reduced from 25m to 5m.</li>
</ul>
<ul>
<li>Added beastlord items to loot tables for [Echoes of War].</li>
</ul>
<ul>
<li>Increased crit chance on [Echoes of War] 2 handed weapons.</li>
</ul>
<p><strong>QUESTS</strong></p>
<p><em>Beastlord Epic</em></p>
<ul>
<li>There are no longer two axiom within the Great Divide that share the same name.</li>
</ul>
</blockquote>
]]></content:encoded>
			<wfw:commentRss>http://eq2wire.com/2012/01/31/game-update-notes-for-january-31-2012/feed/</wfw:commentRss>
		<slash:comments>6</slash:comments>
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		<item>
		<title>Tonight&#8217;s SOE Webcast: Dungeon Maker Revisited</title>
		<link>http://eq2wire.com/2012/01/19/tonights-soe-webcast-dungeon-maker-revisited/</link>
		<comments>http://eq2wire.com/2012/01/19/tonights-soe-webcast-dungeon-maker-revisited/#comments</comments>
		<pubDate>Thu, 19 Jan 2012 18:31:14 +0000</pubDate>
		<dc:creator>Feldon</dc:creator>
				<category><![CDATA[Grouping]]></category>

		<guid isPermaLink="false">http://eq2wire.com/?p=12540</guid>
		<description><![CDATA[From EverQuest2.com:


Come take another look at Dungeon Maker, one of the awesome new features in EverQuest II&#8217;s Age of Discovery Expansion. Host Linda &#8220;Brasse&#8221; Carlson (Director of Global Community Relations), a huge fan of Dungeon Maker, will interview Akil &#8220;Lyndro&#8221; Hooper (Lead Designer). They will chat about Extra Dungeon Mark Days, tips on how to [...]]]></description>
			<content:encoded><![CDATA[<p>From <a href="http://www.everquest2.com/news/article?month=current&amp;id=5105" target="_blank">EverQuest2.com</a>:</p>
<blockquote>
<p style="text-align: center;"><img class="aligncenter" src="http://www.station.sony.com/images/community/features/webcast.jpg" alt="" width="325" /></p>
<p>Come take another look at Dungeon Maker, one of the awesome new features in EverQuest II&#8217;s Age of Discovery Expansion. Host Linda &#8220;Brasse&#8221; Carlson (Director of Global Community Relations), a huge fan of Dungeon Maker, will interview Akil &#8220;Lyndro&#8221; Hooper (Lead Designer). They will chat about Extra Dungeon Mark Days, tips on how to spend your rewards, and information on our Test Server initiative that allows you to play your characters in Dungeon Maker. We may even give you a sneak peek at a new dungeon that is in the works.</p>
<p>Join us on <strong>Thursday, January 19<sup>th</sup>, 2012</strong>, at <strong>4:00 p.m</strong>. US Pacific Time* on <a title="http://www.twitch.tv/sonyonlinetv" href="http://www.twitch.tv/sonyonlinetv" target="_blank">Twitch TV!</a> The webcast is expected to last about 20 minutes.</p></blockquote>
<p><strong>Time Zone Conversions</strong></p>
<ul>
<li>PST: January 19 @ 4:00pm</li>
<li>EST: January 19 @ 7:00pm</li>
<li>GMT: January 20 @ 0:00</li>
<li>CET: January 20 @ 1:00</li>
</ul>
]]></content:encoded>
			<wfw:commentRss>http://eq2wire.com/2012/01/19/tonights-soe-webcast-dungeon-maker-revisited/feed/</wfw:commentRss>
		<slash:comments>21</slash:comments>
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		<item>
		<title>On Test: Drunder Raid Difficulty Tweaks, No Fix for Double Casting</title>
		<link>http://eq2wire.com/2012/01/19/on-test-drunder-group-raid-difficulty-tweaks-no-fix-for-double-casting/</link>
		<comments>http://eq2wire.com/2012/01/19/on-test-drunder-group-raid-difficulty-tweaks-no-fix-for-double-casting/#comments</comments>
		<pubDate>Thu, 19 Jan 2012 15:22:28 +0000</pubDate>
		<dc:creator>Feldon</dc:creator>
				<category><![CDATA[Game Updates & Maintenance]]></category>
		<category><![CDATA[Grouping]]></category>
		<category><![CDATA[Raiding]]></category>

		<guid isPermaLink="false">http://eq2wire.com/?p=12527</guid>
		<description><![CDATA[Raiders continue to wait for a fix to the double-casting of AoEs first reported shortly after the release of Game Update 61 in August 2011. This issue has been discussed here here and recently here. We got a We&#8217;ll look into it from Kander on October 27, 2011 but have received no further communication on [...]]]></description>
			<content:encoded><![CDATA[<p>Raiders continue to wait for a fix to the <strong>double-casting of AoEs</strong> first reported shortly after the release of <a href="http://eq2wire.com/2011/08/29/game-update-61-reitemization-pushes-devs-players-to-the-limit/" target="_blank">Game Update 61</a> in <span style="color: #ff0000;"><strong>August 2011</strong></span>. This issue has been discussed <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=507380" target="_blank">here</a> <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=508590" target="_blank">here</a> and recently <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=513667" target="_blank">here</a>. We got a <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=508590" target="_blank"><em>We&#8217;ll look into it</em></a> from Kander on <span style="color: #ff0000;"><strong>October 27, 2011</strong></span> but have received no further communication on the issue.</p>
<p>Meanwhile, there are a few tweaks coming to the difficulty of <strong>Drunder</strong> Raid Zones. These <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=513794" target="_blank">changes</a> are currently on Test will likely go live next Tuesday.</p>
<blockquote><p>ZONE PROGRESSION / POPULATION</p>
<p><em>Vallon&#8217;s Tower x4 (Tower of Tactics) [Challenge]</em></p>
<ul>
<li>Ambassador  Grindstone will no longer reapply his Unbridled Fury of the Elements  buff as soon as he has dispelled player debuffs, he waits a few seconds.</li>
</ul>
<ul>
<li>Ambassador Grindstone no longer casts Crystalline Torrent Spell.</li>
</ul>
<ul>
<li>Vallonite Sentinels no longer memwipe when they cast Sentinel’s Touch.</li>
</ul>
<ul>
<li>Vallonite Sentinels no longer taunt lock players during the fight.</li>
</ul>
<p><em>Tallon’s Stronghold [Challenge]</em></p>
<ul>
<li>During the Tallon Zek fight Deathbringer’s Touch is now cureable as a curse.</li>
</ul>
<ul>
<li>Tallon Zek will warn players as he teleports and will not fire his arrow volley until 10 seconds after he changes his location.</li>
</ul>
<ul>
<li>Fighters will not take as harsh a punishment if they turn their back on Tallon Zek as he is firing arrows.</li>
</ul>
</blockquote>
]]></content:encoded>
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		<slash:comments>10</slash:comments>
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		<title>January 17, 2012 Update Notes</title>
		<link>http://eq2wire.com/2012/01/17/january-17-2012-update-notes/</link>
		<comments>http://eq2wire.com/2012/01/17/january-17-2012-update-notes/#comments</comments>
		<pubDate>Tue, 17 Jan 2012 09:52:15 +0000</pubDate>
		<dc:creator>Feldon</dc:creator>
				<category><![CDATA[Art, Appearance, Housing]]></category>
		<category><![CDATA[Game Updates & Maintenance]]></category>
		<category><![CDATA[Grouping]]></category>
		<category><![CDATA[Itemization]]></category>

		<guid isPermaLink="false">http://eq2wire.com/?p=12517</guid>
		<description><![CDATA[Here are your update notes for today, January 17, 2012:
ANNOUNCEMENTS

Extra  Dungeon Mark Days are here from 17 January until 30 January! Dungeon  Maker dungeon players and creators will receive 25% MORE tokens during  this time period. To create and see listings of available dungeons,  select Dungeon Maker from your EQ2 Menu [...]]]></description>
			<content:encoded><![CDATA[<p>Here are your <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=513673" target="_blank">update notes</a> for today, January 17, 2012:</p>
<blockquote><p><strong>ANNOUNCEMENTS</strong></p>
<ul>
<li>Extra  Dungeon Mark Days are here from 17 January until 30 January! Dungeon  Maker dungeon players and creators will receive 25% MORE tokens during  this time period. To create and see listings of available dungeons,  select Dungeon Maker from your EQ2 Menu button in game. Visit the  Dungeon Maker category in the Marketplace to spend your tokens on items  to equip your play character, as well as items to enjoy and build more  dungeons.  Prepare to get your dungeoneering on!</li>
</ul>
<p><strong>GENERAL</strong></p>
<ul>
<li>Fixed a UI bug on the mini-map window.</li>
</ul>
<ul>
<li>Fixed  a bug where if you had a single target maintained spell on a group  member and logged out that the spell would still be there when you  logged back in.</li>
</ul>
<ul>
<li>Fixed an issue that prevented respec cards from working with beastlords.</li>
</ul>
</blockquote>
<p><span id="more-12517"></span></p>
<blockquote><p><strong>POPULATION / ZONE PROGRESSION</strong></p>
<p><em>Elements of War</em></p>
<ul>
<li>Decorin Bonewing should now drop treasure each time he is killed in both the normal and the challenge versions.</li>
</ul>
<p><em>Befallen: Halls of the Forsaken</em></p>
<ul>
<li>Sir Loros Highgarden should no longer cast his flawless charge relentlessly.</li>
</ul>
<p><em>Tower of Tactics [Challenge]</em></p>
<ul>
<li>Ambassador  Grindstone will not cast bullseye on anyone with Council Judgment, nor  will he cast Council Judgment on any player who has Bullseye.</li>
</ul>
<p><strong>MERCENARIES</strong></p>
<ul>
<li>Fixed a bug where maintained spells on mercenaries would drop when zoning.</li>
</ul>
<ul>
<li>Fixed a display issue with mercenary salaries when mentored.</li>
</ul>
<ul>
<li>Raid leaders with a mercenary should now be able to properly add/remove players from their raid groups.</li>
</ul>
<p><strong>TRADESKILL APPRENTICES</strong></p>
<ul>
<li>Tradeskill Apprentice priest belts now have a proc.</li>
</ul>
<ul>
<li>The additional heal amount provided by Tradeskill Apprentice priest food now affects wards as well as heals.</li>
</ul>
<p><strong>ITEMS</strong></p>
<ul>
<li>Gnomish Safety Hat can now be equipped by beastlords.</li>
</ul>
<p><strong>QUESTS</strong></p>
<p><em>The City of Freeport</em></p>
<ul>
<li>Maldreya  Darkheart’s conversation with Xolantan should no longer give players an  examine box instead of a dialog node on rare occasions.</li>
</ul>
<ul>
<li>The quest description for “Qeynos Bounty: Yewon Martrcle” should reflect Yewon’s new location in the Gorowyn Chancery.</li>
</ul>
<ul>
<li>It  should no longer be possible to accidentally kill the conspiring  citizens while working on the Freeport human racial quest,  “Purification.”</li>
</ul>
<ul>
<li>The  corpses that show up before the sewer entrance for “To Make or Unmake”  quest in West Freeport should now disappear once the quest is completed.</li>
</ul>
<ul>
<li>The  quest “On a Boat” should now award items appropriate for the level of  the character that completes the quest. If you have already completed  this quest the rewards should be available on the armor and weapon  upgrade merchant within Freeport.</li>
</ul>
<p><em>Moors of Ykesha</em></p>
<ul>
<li>The Quest “Swabber the Deck – Stock the Loft” will once again grant the Deckhand Labor Boots as a reward.</li>
</ul>
<p><em>Great Divide</em></p>
<ul>
<li>For the quest “It’s a Trap!” you can now re-arm the traps for the eastern and western fronts in any order.</li>
</ul>
<p><em>Antonica</em></p>
<ul>
<li>For  the Shining Metallic Robes heritage quest line, the time breach portal  and cog in Antonica should no longer be visible after the portal has  been destroyed.</li>
</ul>
<p><em>Betrayal</em></p>
<ul>
<li>The  Old “Switcheroo,” Party Crasher, Extracting the Defector, and The  Captain’s Ring betrayal quests should again update properly.</li>
</ul>
</blockquote>
]]></content:encoded>
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		<slash:comments>12</slash:comments>
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		<item>
		<title>Gninja Talks New and Old Mercenaries, Mechanics</title>
		<link>http://eq2wire.com/2012/01/12/gninja-talks-new-and-old-mercenaries-mechanics/</link>
		<comments>http://eq2wire.com/2012/01/12/gninja-talks-new-and-old-mercenaries-mechanics/#comments</comments>
		<pubDate>Thu, 12 Jan 2012 20:53:14 +0000</pubDate>
		<dc:creator>Feldon</dc:creator>
				<category><![CDATA[EQ2Wire Commentary]]></category>
		<category><![CDATA[Grouping]]></category>
		<category><![CDATA[mercenaries]]></category>

		<guid isPermaLink="false">http://eq2wire.com/?p=12498</guid>
		<description><![CDATA[
In a stream of responses to two threads discussing Mercenaries, Gninja answered several questions and provided useful information about the current and next waves of mercenaries. With a recent update, the number of mercenaries has increased to twenty (20) and mercenaries are now avilable in all 6 cities. Although they lack some of the innovative [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img class="size-full wp-image-12505 aligncenter" title="EQ2-Mercenary_t" src="http://eq2wire.com/wp-content/uploads/2012/01/EQ2-Mercenary_t.jpg" alt="" width="475" height="330" /></p>
<p>In a stream of responses to two threads discussing <strong>Mercenaries</strong>, <span style="color: #ff0000;"><strong>Gninja</strong></span> answered several questions and provided useful information about the current and next waves of mercenaries. With a recent update, the number of mercenaries has increased to <strong>twenty (20)</strong> and mercenaries are now avilable in all 6 cities. Although they lack some of the innovative features and options of EverQuest Mercenaries, they are still one of the more popular features of the recently released <strong>Age of Discovery</strong> features expansion.</p>
<p><span style="color: #800000;"><strong>Mercenaries New &amp; Old</strong></span></p>
<p style="padding-left: 30px;">Let&#8217;s take a look at the list of Mercenaries by class. This was posted by <strong>Slayacissa</strong> of Permafrost:</p>
<ul>
<li><strong>Qeynos Harbor</strong> &#8211;  wizard, paladin, troubador, swashbuckler, templar, monk</li>
</ul>
<ul>
<li><strong>Freeport</strong> &#8211; warlock, assassin, brigand, dirge, inquisitor, guardian</li>
</ul>
<ul>
<li><strong>Neriak</strong> (near DLW) &#8211; shadowknight, necromancer</li>
</ul>
<ul>
<li><strong>Gorowyn</strong> (near crafting) &#8211; Berserker, Defiler</li>
</ul>
<ul>
<li><strong>Kelethin</strong> (Jysolin Pub) &#8211; ranger, warden</li>
</ul>
<ul>
<li><strong>Halas</strong> (Coldwind Hall) &#8211; conjuror, mystic</li>
</ul>
<p style="padding-left: 30px;">That leaves just Beastlord, Bruiser, Fury, Coercer, and Illusionist with no mercenary.</p>
<p><em>After the jump, we talk about Mercenary Confidence, the &#8220;In Over Their Head&#8221; debuff, mercenary types, and where you can post your feedback on getting different types of mercenaries added.</em></p>
<p><span id="more-12498"></span></p>
<p><span style="color: #800000;"><strong>Merc Confidence: &#8220;In Over Their Head&#8221;</strong></span></p>
<p style="padding-left: 30px;">One of the most talked about limits placed on non-fighter Mercenaries in EQ2 is the &#8220;<strong>In Over Their Head</strong>&#8221; mechanic.  Mercenaries will fight for you, but the pay isn&#8217;t necessarily worth dying for! If too many (or too powerful) enemies are wailing on your hired merc, they will cower in the corner and lose much effectiveness until the situation changes.</p>
<p style="padding-left: 30px;"><a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=513395" target="_blank">According to</a> <span style="color: #ff0000;"><strong>Gninja</strong></span>:</p>
<blockquote><p>[Confidence] is a threshold value they have. Tank mercs can take on close to epic  encounters(x4) but not quite so if the total number of creatures being  fought equals up to that number with higher tier creatures costing more  points then they will cower.</p>
<p>Tank mercs have much higher threshold than other mercs, and the [Shadowknight] merc has the same confidence as the other tank mercs.</p>
<p>[Mercs] should only get in over their head when creatures are targetting  them. If they are getting in over their head with nothing targetting  them it is a bug but I have yet to see that happen when I use them.</p></blockquote>
<p style="padding-left: 30px;">This came up in the context of the <strong>Forgotten Pools</strong> where <strong>Stamper</strong>, the inquisitor mercenary, stopped helping on the first named that drops noxious &#8220;goo&#8221; which players must avoid.</p>
<blockquote><p>Ah that makes sense actually&#8230; The piles of goo that named summons are  creatures casting spells so they were likely targetting him and there  was nothing you could do about it. I will take a look at that situation  and see if I can fix that.</p></blockquote>
<p style="padding-left: 30px;">Players have noted that mercenaries under this effect seem to stop all other actions and just stand there cowering. According to <strong>Gninja</strong>, they don&#8217;t stop fighting, healing, or curing, but instead their effectiveness is reduced:</p>
<blockquote><p>Just because they cower does not  mean they stop doing everything it just lowers their effectiveness.</p>
<p>The largest thing [In Over Their Head] affects is potency. Cures would not be affected  by the &#8220;In over their head&#8221; debuff they gain when they hit their  confidence threshold.</p></blockquote>
<p style="padding-left: 30px;"><strong>Gninja</strong> opened up the idea of adding other types of mercs that focus on certain tasks or roles in a group:</p>
<blockquote><p>If  there are certain roles you want a merc to fill and that doesn&#8217;t mean   &#8220;Can do everything better than all other mercs&#8221; then I can take a look   at adding new mercs in the future.</p></blockquote>
<p><span style="color: #800000;"><strong>Player Response</strong></span></p>
<p style="padding-left: 30px;">Not everyone is impressed with the Mercenary AI. <strong>kahonen</strong> had this comment:</p>
<blockquote><p>If mercs are meant to be like  players (hence taking a split of the plat from mobs + chests) then why  on earth are they cowering in the first place? When a pull goes bad our  real tank players dont sit at home cowering in front of their keyboards  do they? No, they knuckle down and try to make the best of it and end up  with those &#8220;omg how did we survive that?&#8221; or &#8220;Wow that was rough but we  got a couple of them at least!&#8221; moments. It seems its a &#8220;feature&#8221; for the sake of a feature that serves no real purpose.</p></blockquote>
<p style="padding-left: 30px;"><strong>LuckyPSD</strong> had a similar response:</p>
<blockquote><p>Mercs are a waste of time and money as they are  currently implemented.  Clearly, someone, somewhere has forgotten that  the &#8220;I&#8221; in &#8220;AI&#8221; stands for INTELLIGENCE.  Think about it for a second:   if a healer merc realised we had a problem would he simply stand and  watch me die while he did nothing?  Of course not!  If there are only 2  of us there, I&#8217;d suggest the fact that if I die, he&#8217;s gonna be next  would play a large part in his reasoning <img src="http://forums.station.sony.com/eq2/images/smilies/c30b4198e0907b23b8246bdd52aa1c3c.gif" border="0" alt="" /></p></blockquote>
<p><span style="color: #800000;"><strong>A few Frequently Asked Questions</strong></span></p>
<p style="padding-left: 30px;">When asked about Mercenaries using Area of Effect (AoE) attacks which tend to attract the attention of nearby enemies, <strong>Gninja</strong> had <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=513331" target="_blank">this response</a>:</p>
<blockquote><p>None of the mercs should have blue AEs at all. They were all changed into encounter AEs.</p></blockquote>
<p style="padding-left: 30px;">Even though mercenaries are now spread out to all 6 cities (excluding Maj&#8217;dul), remember you only have to track them down in their home city once. Thereafter, they will make an appearance in your home city when needed. From <strong>Gninja</strong>:</p>
<blockquote><p>If you hire them from say Kelethin the next time you need to hire them  you can go to Qeynos and they will be there. You only have to hire them  the first time from their original city. I know its not quite as  convenient as in a house or guildhall but at least they end up being  centrally located.</p></blockquote>
<p style="padding-left: 30px;">Some players had drawn rather conspiratorial conclusions about how EQ2&#8217;s developers view wardens from the fact that the Warden mercenary heals from range and does not use any melee attacks. <strong>Gninja</strong> sought to debunk that:</p>
<blockquote><p>In regards to the Warden merc being ranged vs. up close and personal: It  is emulating a warden with no AAs and is meant to be a pure healer that  doesn&#8217;t intentionally put itself in harms way and take ripostes etc. It  is strictly a survivability mercenary. It has nothing to do with how  players can play that class if they so choose.</p></blockquote>
<p style="padding-left: 30px;">Further:</p>
<blockquote><p>The warden merc can cure but it has full priority given to healing over  curing so they will likely only cure if your health is at a reasonable  level or their heal spells are in refresh.</p>
<p>The warden mercenary is a ranged healer. She will not try to stand toe  to toe and do any sort of damage. I have heard rumblings about her not  healing if told to attack things but I havent been able to reproduce it  thus far. But you can try to set her to assist none and that might help  for the time being.</p></blockquote>
<p style="padding-left: 30px;">On the subject of mercs pulling agro or attacking too soon, <strong>Gninja</strong> had advice for fighters who have summoned mercenaries:</p>
<blockquote><p>Using the assist drop down means he will attack what you attack so if  you throw an arrow at something to pull it they will engage as well. I  would suggest if you are the tank using a merc you should set them to  follow another group member and assist someone else in group that way  they dont engage till that person does and you are free to pull at will.</p></blockquote>
]]></content:encoded>
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		<item>
		<title>January 10, 2012 Update Notes</title>
		<link>http://eq2wire.com/2012/01/10/january-10-2012-update-notes/</link>
		<comments>http://eq2wire.com/2012/01/10/january-10-2012-update-notes/#comments</comments>
		<pubDate>Tue, 10 Jan 2012 12:09:18 +0000</pubDate>
		<dc:creator>Feldon</dc:creator>
				<category><![CDATA[Art, Appearance, Housing]]></category>
		<category><![CDATA[Game Updates & Maintenance]]></category>
		<category><![CDATA[Grouping]]></category>
		<category><![CDATA[Itemization]]></category>
		<category><![CDATA[PvP/Battlegrounds]]></category>
		<category><![CDATA[Raiding]]></category>

		<guid isPermaLink="false">http://eq2wire.com/?p=12470</guid>
		<description><![CDATA[Here are your update notes for January 10, 2012 from the EQ2 Forums:
GENERAL

Fixed a bug where you would have to recast buffs on group members every time you zone.


Fixed random lighting bugs on characters and environments.


Players will now receive achievement credit for earning hall of fame status if they are offline when awards are processed.

ACHIEVEMENTS

Sense [...]]]></description>
			<content:encoded><![CDATA[<p>Here are your update notes for January 10, 2012 from the <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=513309" target="_blank">EQ2 Forums</a>:</p>
<blockquote><p><strong>GENERAL</strong></p>
<ul>
<li>Fixed a bug where you would have to recast buffs on group members every time you zone.</li>
</ul>
<ul>
<li>Fixed random lighting bugs on characters and environments.</li>
</ul>
<ul>
<li>Players will now receive achievement credit for earning hall of fame status if they are offline when awards are processed.</li>
</ul>
<p><strong>ACHIEVEMENTS</strong></p>
<ul>
<li>Sense of Urgency: Debone Bonewing should correctly update when defeating the zone boss in under 30 minutes from zone in.</li>
</ul>
<p><strong>DUNGEON MAKER</strong></p>
<ul>
<li>Dungeon Maker creatures will no longer temporarily reappear when defeated while under the effect of a tier-adjusting object.</li>
</ul>
<ul>
<li>Dungeon Maker adventurers should now show up in the Marketplace preview tab.</li>
</ul>
<ul>
<li>Fixed a UI bug with the Dungeon Maker create window.</li>
</ul>
<p><strong>BEASTLORDS</strong></p>
<ul>
<li>Fixed an issue that allowed “a drakonine guardian” to be tameable.</li>
</ul>
</blockquote>
<p><span id="more-12470"></span></p>
<blockquote><p><strong>MERCENARIES</strong></p>
<ul>
<li>Ten  new mercenaries can be found within the major cities of Norrath. This  includes Freeport, Qeynos, Neriak, Gorowyn, New Halas, and Kelethin!</li>
</ul>
<ul>
<li><strong>Gaeri  Tallspire</strong> (Warlock) and <strong>Firus Scorchtouch</strong> (Wizard) have returned to their normal hang out  and can once again be hired! They have been rebalanced a bit to do less  spike damage but in some cases might do more DPS on sustained battles!  Gaeri is now more encounter based where as Firus is more single target  based damage.</li>
</ul>
<ul>
<li><strong>Stamper</strong> (Inquisitor Merc) should no longer be invisible to players who have not hired him.</li>
</ul>
<ul>
<li><strong>Bdorn</strong> (Templar Merc) should no longer be invisible to players who have not hired him.</li>
</ul>
<ul>
<li>All mercenaries should now have the correct amount of magical mitigation.</li>
</ul>
<p><strong>PVP GENERAL</strong></p>
<ul>
<li>Beastlords should now be able to purchase gear from the Scions of War.</li>
</ul>
<p><strong>TRADESKILL APPRENTICES</strong></p>
<ul>
<li>Tradeskill Apprentice food and drink no longer require reactants.</li>
</ul>
<ul>
<li>Provisoners can now have their Tradeskill Apprentice research belt recipes.</li>
</ul>
<ul>
<li>The recipes required for the daily Tradeskill Apprentice tasks no longer delete themselves from your recipe book.</li>
</ul>
<ul>
<li>Tradeskill Apprentice scout bows should now use arrows as ammo.</li>
</ul>
<p><strong>POPULATION / ZONE PROGRESSION</strong></p>
<p><em>Tower of Tactics [Challenge]</em></p>
<ul>
<li>Ambassador grindstones Geonid Warriors will not spawn as frequently, have less health, and have less members per wave.</li>
</ul>
<p><em>Tallon’s Stronghold [Challenge]</em></p>
<ul>
<li>During  the Tallon Zek fight the sparkfiend will not cast sparked as often.   Combustible Combination Curse (caused by spark interaction with greater  avazek Concussive Winds) now lasts 7 secs instead of 24 secs.</li>
</ul>
<p><strong>QUESTS</strong></p>
<p><em>The City of Freeport</em></p>
<ul>
<li>Atraxus Bhotlis, the titular target of the quest “Qeynos Bounty: Atraxas Bhotlis,” has moved to the Seafarer’s Roost.</li>
</ul>
<ul>
<li>Adrianna  has now agreed to complete the “Descent into Madness” quest for those  who have already finished “Searching the Sewers for the Strix.”</li>
</ul>
<ul>
<li>For the quest “Killing All the Birds,” it should now be more obvious if you’re on the Strix cultists’ hit list.  (Check your buff window!)</li>
</ul>
<ul>
<li>An appearance-only Cultist&#8217;s White Cowl is now a reward for completing &#8220;Killing All the Birds.&#8221;  If you&#8217;ve already completed the quest, you can purchase the cowl from Viducius Festus in the Harbor Exchange.</li>
</ul>
<ul>
<li>For the quest “To Make or Unmake,” it’s no longer necessary to target Lerenth to use the clickable items on him.</li>
</ul>
<p><strong>ITEMS</strong></p>
<ul>
<li>The Ancient Diakan Grindstone and Grim Ring of the Ruthless should once again be able to be used by both fighters and scouts.</li>
</ul>
<ul>
<li>Beastlords can now wear Roger Goldie’s Straw Hat and the Unseen Hand rewards from the Dark Mail Gauntlets quest line.</li>
</ul>
<ul>
<li>Priestly Wand of Focused Power should now have a red adornment slot.</li>
</ul>
<ul>
<li>Wand of Crystallized Shadows should now have a red adornment slot.</li>
</ul>
</blockquote>
]]></content:encoded>
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		<item>
		<title>Update Notes for January 5, 2012</title>
		<link>http://eq2wire.com/2012/01/05/update-notes-for-january-5-2012/</link>
		<comments>http://eq2wire.com/2012/01/05/update-notes-for-january-5-2012/#comments</comments>
		<pubDate>Thu, 05 Jan 2012 07:44:17 +0000</pubDate>
		<dc:creator>Feldon</dc:creator>
				<category><![CDATA[Art, Appearance, Housing]]></category>
		<category><![CDATA[Game Updates & Maintenance]]></category>
		<category><![CDATA[Grouping]]></category>

		<guid isPermaLink="false">http://eq2wire.com/?p=12456</guid>
		<description><![CDATA[Here are your Update Notes for January 5, 2012:
GENERAL

Fixed an issue where the client could get stuck trying to load a character into Mok Rent.

PLAYER HOUSING

The City of Freeport: The Magical Academy housing portal should no longer vanish after being placed in a house.


Fixed a bug where loading a layout of an invalid file could [...]]]></description>
			<content:encoded><![CDATA[<p>Here are your <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=513068" target="_blank">Update Notes</a> for <strong>January 5, 2012</strong>:</p>
<blockquote><p><strong>GENERAL</strong></p>
<ul>
<li>Fixed an issue where the client could get stuck trying to load a character into Mok Rent.</li>
</ul>
<p><strong>PLAYER HOUSING</strong></p>
<ul>
<li>The City of Freeport: The Magical Academy housing portal should no longer vanish after being placed in a house.</li>
</ul>
<ul>
<li>Fixed a bug where loading a layout of an invalid file could cause the house zone to crash.</li>
</ul>
<p><strong>DUNGEON MAKER</strong></p>
<ul>
<li>Mystic Guardian avatar for Dungeon Maker has had the zombie scare attack changed.</li>
</ul>
<ul>
<li>Fixed an issue with Dungeons being put into the Housing hall of fame.</li>
</ul>
</blockquote>
<p><span id="more-12456"></span></p>
<blockquote><p><strong>POPULATION / ZONE PROGRESSION</strong></p>
<p><em>The City of Freeport</em></p>
<ul>
<li>There  is now only a single patrolling wraithguard within the passage way of  the Overlord’s Plaza. The static wraithguards that were blocking the  entry way from North, East, West Freeport have been removed.</li>
</ul>
<p><em>Throne of Storms: Hall of Legends [Both Challenge and Normal]</em></p>
<ul>
<li>Legatus Prime Mikill should wait longer before unleashing his Killing Blow if he is stationary.</li>
</ul>
<p><em>Elements of War [Challenge]</em></p>
<ul>
<li>Terrinon  Bloodclaw has had his flurry chance removed. Health and damage has been  slightly adjusted and adds should come a little less frequently.</li>
</ul>
<p><em>Thundering Steppes</em></p>
<ul>
<li>Griffin flight between docks and the rest of the griffin tower stations should be working properly now.</li>
</ul>
<p><strong>LIVE EVENTS</strong></p>
<p><em>Goddess Risen</em></p>
<ul>
<li>Love&#8217;s Golden Defense and the Bow of the Loving Huntress are now heirloom.</li>
</ul>
<p><strong>QUESTS</strong></p>
<p><em>The City of Freeport</em></p>
<ul>
<li>It should no longer be possible to get the quest “Arcane Science Versus Dark Faith” if you are below level 40.</li>
</ul>
<ul>
<li>The Shadow Odyssey quest “Chapter 4: History Repeating” will once again update properly when breaking into Nasin Manor.</li>
</ul>
<ul>
<li>On a Boat: The zone ‘The Salty Lass II’ should properly instance now.</li>
</ul>
<p><em>Steamfont</em></p>
<ul>
<li>Caustic Action now requires fewer updates, and Mazkeen witch doctors are easier to find.</li>
</ul>
<p><em>Qeynos</em></p>
<ul>
<li>Good-aligned Beastlords can now speak to Ian Cathlan in Qeynos Harbor to begin their level 20 class armor quest line.</li>
</ul>
<ul>
<li>As  Ian Cathlan in Qeynos Harbor is now offering level 20 armor quests to  beastlords, Selwyn Oakheart in South Qeynos will not.  Oh Selwyn,  beastlords are a scout class!</li>
</ul>
<p><em>Beastlord Epic</em></p>
<ul>
<li>The  Path to Understanding: Dagoranon, Deep Protector’s frontal, Breath of  Frost should now be much less punishing and allow 6 seconds to be cured.   Mercenaries are no longer immune to Breath of Frost.</li>
</ul>
<p><strong>ITEMS</strong></p>
<ul>
<li>Pouch of Flaying Stars should now offer agility along with its other stats.</li>
</ul>
<ul>
<li>Toxic Bow of Execution should now consume arrows instead of throwing ammo.</li>
</ul>
<ul>
<li>Drammind’s  Bat Whistle, Mystic Armwraps, Tiara of Thorn, Vigorus Darkpaw  Tailisman, Chained Pants of the Fearless, Intrepid Chestguard, and  Fearless Boots should now be able to be used by beastlords.</li>
</ul>
<ul>
<li>Shoulder  slot items from dungeon maker should now be correctly restricted to the  appropriate classes that can use the armor type of the item.</li>
</ul>
</blockquote>
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