45 thoughts on “Epic Weapon Quest Now Optional – “Shattered Weapon”

  1. Though the faction grinds were needlessly tedious, I did enjoy the lore of these quests.

    It would have been nice if instead of giving the option to bypass them entirely, they had opted to replace them with quest lines (and awarded weapons) that were more relevant to today’s end game.

  2. I got a mention! *^_^*

    Loch: Oh, I intend to still do the epics. Then again, I love the lore. Sure, there’s always looking up the info, it’s out there on Zam and other sites, but it’s altogether different to experience it, imho.

    1. I don’t think it will, Bb. What it’s giving you is the starter for Epic Repercussions, and beastlords don’t do ER since they get the level 90+ weapon and their buffs directly. Channelers will probably be the same.

      The only reason for ER was to convert the T8 weapon and equipped effects that only affected T8 abilities over to a T9 weapon and until-cancelled buffs that you didn’t lose as the level cap (and the level of weapon you needed) increased.

  3. Can’t say I’m happy about this at all. Not only did the quests have great lore behind them, many of them were structured to emphasize the mechanics of the class. Without this, it’s going to be harder for folks to learn how to handle the characters they’re making.

    1. I hear this a lot. That a lot of people won’t understand their class if given all of the features and instantly fast forwarding to end game. However most mechanics of many of the classes out there are obsolete. Any how many new players come on EQ2 for that matter?

      Let’s face it, the game is made out entirely of Veterans at this point. Many of which have an army of alts and are easily able to adapt to any other class given to them.

      I love this update. Biggest problem with Myths is that you had to have the buffs off of them. It was essential to the player and the raid they inhabited. Compare pre-RoK to post-RoK. The player has to do a lot more then he did prior to RoK in order to play with 95% of the playerbase which resided in endgame. And damn I’m tried and exhausted of the amount of guild alts i had to drag through the SF zones for the final conversion to get their buffs.

      1. And as I’ve found out leveling up a coercer, things have changed. With the AA and stat and gear revisions I’m so over-powered compared to older content that it’s not until I hit Great Divide that I actually hit anything that lives longer than one or two hits. The way things are you don’t learn most of the mechanics along the way like you used to. You won’t learn it soloing or running with a merc, and even in group instances you won’t learn most of it until the SF instances at the earliest, DoV if you’re running with well-geared players.

        This about sums up the current state: as a level 92 coercer I have yet to do any power feeding or worrying about power regen, I have yet to need to worry about crowd control, I have yet to use my aggro control abilities on anything but a training dummy, and I don’t have to seriously worry about using my various procs, short-term buffs and debuffs. The most complicated mechanics I’ve needed to use are “Stun/daze/etc. to make life easier for the merc.”. And I know that’s not going to cut it in a raid.

        1. Crowd control doesn’t exist in this game anymore. And even during launch, it was rarely used due to the static nature of the mobs.

          If you start raiding, then yeah, aggro control, power feeding are extremely vital. A good coercer can make ten fold of a difference against a x4 names.

  4. After a dozen alts I’m happy for this change. The quest themselves weren’t too difficult but some had some horrible faction requirements. It was easier on some classes to betray, do your epic, run ER and then betray back.

    I can box ER easy enough and plow through that in an evening after the kids go to bed.

  5. This feels a little over-the-top to me. I think a little bit better choice would have been to reduce/ remove the faction grinds required for some epics and maybe simplify the dragon language quest a bit. Maybe also add the mythical effects to the fabled weapons so they provide some benefit.

    I’m still going to do the epic quests on my new characters for the lore, but I can understand not wanting to burden new players with what can often be a rather tedious grind.

  6. Streamlining quests would have been better, but probably doesn’t matter. New players will jump in, grind to finish, then bail when it gets too repetitive. I’ve raided with a guild or two where most of their members do that cycle every few months or so.
    New players will likely never even know about most of the content vets bitch about doing for the 15th time. The game just got a LOT smaller for new players.

    Making this available only for existing accounts with an 85 toon would be great, but the $35 price tag leads me to believe it’s more likely that I’ll have a snowball fight in hell next week.

  7. The EQ2 devs want people to get to the top line content ASAP, disregarding 9 years of wonderfully fun content that players should experience on their journey to level 95. So this was necessary. It sucks how streamlined they have made the path to level 95 now, but ultimately it was bound to happen.

  8. Can someone please give me a quick run down of Epics.

    I am currently doing Prismatics and am on the Darathar bit. I have tried reading up but there seems to be two versions of Epics and upgrades. Where do Prismatics fit in to that?

    1. Prismatic (the level 50 signature quest) is the original main endgame questline from EQ2’s launch and isn’t related to the epic weapon quests.

      Epic weapon quests are from the Kunark expansion (level 80).

        1. The level 80 epic questline will get you a fabled weapon and if you continue that questline it converts the weapon to a mythical.

          You then take that weapon (either fabled or mythical, doesn’t matter) to start the epic repercussions line which gives you your new spells to replace the epic weapon effects.

          Or you can skip the epic questline entirely and pick up the shattered weapon that this post is about and go straight to epic repercussions after that.

  9. There’s nothing negative about this change.

    The people suggesting as much I feel are just upset that they had to do the quests, and now people won’t have to. It’s human nature, and no, making these quests optional isn’t going to somehow make people playing these toons worse at their craft.

  10. I got the Broken Weapon on my Zerker and did ER and got my Enervated. Then I went and did my Epic Weapon quest and also got my fabled. Only downside is they are both main hand. I was hoping to use both as an appearance, but that will prolly not happen

  11. I’m probably most disappointed that new players will see the game as being so much smaller and more shallow wrt lore than it is.
    The learning mechanics argument is weak; classes aren’t hard to figure out, most current players seldom do, and botters are common. The ignorance argument still holds water if we get new players, and occasionally we do.

    On an aside, I’d like to see more recycling of content and characters to keep the old areas (or at least recycled variations) relevant.

  12. considering that we got the er so folks could bypass all the raiding content and get into end game back in the sf days. Is anybody not shocked. We all saw this coming with heroic characters. They want folks in the end game instances and raiding. Since most folks require your to have you er done, as a requirement.

    I just finished mine on my coercer and I did it the hard way, ground out the aa ran my epic time line quest that was the easiest one I done out of my 11 toons. Then did the er last night.

    Honestly this will help my wife who working 60-80 hours per week, and she really does not have the time to play the game like she did.

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