UPDATE from Afista on the EQ2 Forums:
These are the correct scheduled server down times for each server. I am looking into why there was a delay and will update you all whenever I have the information.
ALL servers are supposed to be patching at the same time. Here’s the announcement from the EQ2 Forums:
All US EverQuest II Live Servers will be brought offline on Tuesday, October 7, 2014 at 7:00 AM PDT. Estimated downtime is 1 hour.
All EU EverQuest II Live Servers will be brought offline on Tuesday, October, 2014 at 7:00 AM PDT. (3:00 PM London Time). Estimated downtime is 2 hours.
From buildmaster Bunji on the EQ2 Forums:
LEVEL AGNOSTIC DUNGEONS
- These dungeons allow players, level 20-89, to group together without the need for mentoring and have both a challenging and rewarding experience.
- Charasis: Maiden’s Chamber
- Library of Erudin
- Nejena’s Deep Forge
- Vasty Deep: The Conservatory
- Templeof the Faceless
- You can enter an agnostic dungeon by queuing through Dungeon Finder or by using the agnostic dungeon entrances found near the arena entrances inFreeportand Qeynos.
MASTERS
- Grandmaster spells are now available from crafting or via the spell upgrade (Research) tab in your Knowledge Book.
- Free players can now scribe and research spells up to the Master level.
GENERAL
- Fixed a bug where you would automatically take screenshots each time your character earned an achievement. [Ed. Note — This is the “Memories” feature that screenshots your game each time you earn an achievement. It’s being removed until it can be polished and released in a finished state.]
- Research can now be upgraded to the max level available to your character. [Ed. Note — you can research character spells to Grandmaster on All Access accounts]
POPULATION / ZONE PROGRESSION
- Increased master drops in all Tears of Veeshan heroic and raid zones.
DUNGEON FINDER [Ed. Note — almost entirely related to Mercenaries]
- Added a button to the lower right of the minimap that shows when you are in a dungeon finder group. Click this button to leave the dungeon finder group. It behaves the same way as the “Leave DF” button in the dungeon finder window.
- Fixed a bug where a group with players and mercenaries would be full with 6 in the group and the dungeon finder would try to force backfill a 4th person into that.
- Fixed a bug where having your mercenary die while in a dungeon finder dungeon your group could get into a strange state.
- Fixed a bug where you could pull a mercenary while someone is considering the invite for the last slot in your dungeon finder group and prevent them from being able to properly accept that invite.
- Fixed a bug where you could have a group of 5 in your dungeon finder group and the dungeon finder has a pending invite to a 6th person and you attempt to manually invite a different 6th person while someone is considering the dungeon finder invite for that last slot.
- You can no longer queue as a group if you are part of a raid for dungeon finder.
- Fixed a bug where, if you try to manually invite someone to your DF group and get the message that they are being ignored and then you remove them from the ignore and then invite them, they would get autokicked from the group.
- Fixed a bug where mercenaries would not always get added to the group when accepting a dungeon finder dungeon invite.
- Fixed a bug where if the 5th member joins a dungeon finder group with a mercenary the group would get bugged and no longer backfill members if someone left.
- Fixed a bug where you would receive messages saying you will not gain experience when joining a dungeon finder group.
- Improved error message when trying to reinforce a dungeon finder group that abandoned the dungeon.
- Fixed a bug where you could hire a mercenary while in a dungeon finder group when someone is being offered the last spot and the mercenary would get hired, but not added to the group.
- Fixed a bug where if you were in a raid with mercenaries you could queue for an invalid dungeon finder match as a group.
- You can no longer hire or resume a mercenary while queued for a dungeon finder dungeon.
- Fixed a bug where if the first person to accept a dungeon finder dungeon gets into the dungeon and pulls a mercenary before anyone else has a chance to accept the dungeon the group would get bugged and characters wouldn’t be grouped together properly.
- Fixed a bug where if there is only one player left in a dungeon maker dungeon who has a mercenary with them and the mercenary dies and someone joins the dungeon match they would not be grouped together.
- Fixed a bug where if you mercenary died and was resumed and died again several times the dungeon finder would attempt to add a 7th person to your dungeon.
- Fixed a bug where your UI would think you are in a dungeon finder dungeon when you were not.
- The Queue button will change to a Leave DF button to the dungeon finder window when you are in a dungeon finder group and/or dungeon. Clicking this button will remove you from the dungeon finder system allowing you to requeue and will remove you from the dungeon if you are in a dungeon finder dungeon.
- Improved messaging when a mercenary is removed from your group.
- Fixed a bug where kicking someone from the group could kick the leader instead.
- Fixed a bug where accepting a dungeon finder match while dead would prevent you from ever accepting that match.
- Fixed a bug where too many players could be assigned to the same match in dungeon finder. Leading to having more than 6 people in the zone and possible grouping issues.
DUNGEON MAKER
- Corrected an issue that prevented heroic enemies within Dungeon Maker dungeons from receiving the correct defensive buffs.
QUESTS
- Corrected an issue that was preventing Free or Silver members from receiving their class buffs after completing Epic Repercussions.
ITEMS
- Unlock Spell Upgrade item can now be sold for status.
I wonder if GM spells will shift class balance a bit toward those that gain a larger benefit from CA/Spells versus from AA abilities? (From dps/hps perspective)
A couple come to mind…
From what we’ve seen it looks like the GM is at best a 5% boost in power over the Master. Since most AA’s tend to work off of one or more of your base stats and those will be getting a boost due to levels and gear I’d imagine that it will be a wash.
GM spells might be a touch more powerful than some AA abilities until the expansion comes out. Though with the time it’s going to take to even get them in widespread use the expansion will be out before we have a chance to see any shift in balance.
Kander posted – he said AA abilities should always be better than the spell they replace (for those that do that, of course) and to bug any found where that isn’t the case, and the AA will get a boost.
Is there a list of the spells and the new stats compared to Master spells?
Not yet. If the Recipe data comes in correctly, then we’ll be able to get a list.
Only up to level 89 for agnostic dungeons… is this true?
yes that true and it due to gear curve after level 89
That makes sense. levels 90-9 are what three+ whole tiers compressed? Anyway just checking. A little bit dissapointed, but all is good…
How many people are honestly going to go back for those zones with 1 month left before the expansion??! And even if they do haven’t you just washed out all of the content in between those levels?
I honestly believe there needs to be more strongly divided content. What happened to the days when guilds had to kill a raid name to unlock a whole other zone for the server? Or even a server wide message for completing a massive quest to obtain something say like a mythical?
More mindless grinding designed for bot groups. Lets just build around the ones who make the most money for us.
So, you just want to delete EQ2 from level 1-90?
Just tried DF and it filled the group full of mages.. stupid