Posts Tagged ‘mythical’

Furies, Mystics Waking Up to Mythical Nerf

Written by Feldon on . Posted in Game Updates & Maintenance, Itemization, Raiding

Over two years after the introduction of Mythical weapons, Furies and Mystics logging after today’s Game Update 56 will notice a change in their mythical weapons which has neither been documented in any Update Notes, nor commented on publicly by any EQ2 developer.

Previously, the Mystic and Fury mythical weapons have added 10% of the character’s Wisdom to the character’s Potency. With today’s stealth change, furies and mystics will instead receive Ability Mod from their mythical weapon.

The result of this change, as per several players who have experienced the changes on Test and have thoroughly documented the results through statistics tracking software (ACT), will be a 15-30% decrease in healing effectiveness for most players, especially on Heal-over-Time spells.

Based on a Fury with 1,400 wisdom, this change will result in:

  • -17.2% potency from the single target Heal-over-Time
  • -17% potency from the group Heal-over-Time
  • -27.4% potency from Death Swarm
  • -26.7% potency from Tempest
  • -2.9% potency from Thunderbolt
  • -3.3% potency from Starnova

According to a player on the EQ2 Forums (Frametree) who contacted developers by PM and received a response this change is a “global bug-fix affecting more than just the healer classes weighing in here.”

You can read more about this change here:

   

Mythical Weapons Unequippable?

Written by Feldon on . Posted in Itemization, Raiding

An unintended consequence of today’s Hotfix seems to be that certain players have been unable to equip their Mythical weapons. Players affected include those who have not progressed in the Epic Repercussions quest. Xelgad has posted this comment:

We’re aware of the issue and looking into a fix. In the meantime, please use the /petition command to contact Customer Service if your weapon cannot be equipped. They’ll be able to fix your weapon for you.

UPDATE: This issue is related to the Balanced Ayr Stone adornment which used to provide +3% Parry and was applicable to weapon slots. On March 1st, it was changed to a less powerful adornment. In Today’s Update, this adornment was internally changed to a Neck Only adornment, but someone forgot to make the adornment auto-remove itself from main hand weapons.

Point Blank Range without Eagle’s Talon (Ranger mythical)

Written by Feldon on . Posted in Itemization, Raiding

One of the unique characteristics of the Ranger mythical bow Eagle’s Talon is that it allowed the user to do ranged auto-attacks at point blank range (zero meters distance).

Once a ranger has completed the Epic Repercussions quests, they are awarded an enervated version of Eagle’s Talon with all of the special effects stripped off, and then zero-concentration spells are added to their Knowledge book to get all those unique effects on whatever bow they decide to use. The issue is that those persistent buffs do not grant the ability to use other bows at point blank (0m) range.

Fyreflyte has given some unexpected response on the subject of rangers always being able to use their bows from point blank range:

I feel rangers ought to be encouraged to deal their damage at range. I don’t plan on releasing any more bows with a min range of 0. Standard longbows have a minimum range of 2, which is close enough to use your CAs, so at present there is no benefit to 0 range except that it makes your positioning slightly more convenient.

The issue with having no 0m range bow is that some epic mobs are so gigantic, and their “hit boxes” are so large, that a ranger must back out 20-30 meters to get to a range where both melee and ranged combat arts are usable.

Flyreflyte continued with:

We’ve been discussing this internally, and have some good ideas for it. We’ve been holding off on touching this, however, until we can get a good idea of where everyone’s at after the stat changes and consolidation. Just to quell any suspicions, the ideas all focus on providing an incentive to attack from range, rather than a penalty for using the current melee range methods.

A ranger usually stands at 5 meters so that all of their ranged and melee attacks are available. A ranger that uses only ranged attacks is losing up to 40% of their DPS. It’s usually only done if the mob has a particularly nasty Area of Effect (AoE) attack. We’re not sure how this change will work. Although as he said it’s in the planning stages, not set in stone.

Epic Repercussions (Fabled/Mythical Weapon Quest)

Written by Feldon on . Posted in Expansion News, Game Updates & Maintenance, Grouping, Raiding

Once everyone logs back into EverQuest II with the launch of Sentinel’s Fate and Game Update 55, you will face many choices.

Do you reset your AAs and spend them differently to take advantage of the new endline abilities of my Class and Subclass Trees? We already know that your Kingdom of Sky Class page will be reset on your first login, because points are spent differently on it.

Do you start solo questing from level 80-90? Don’t forget to move your AA slider back from 100%! You cannot spend more than 200 AAs until you reach level 81.

Do you jump into a 2-4 person group in the contested The Hole?

Whether you have the Fabled or Mythical versions of your Epic Weapon, you’ll probably be itching to start working on the heroic quest to updated your Epic Weapon. Then you can start looking at the weapons Sentinel’s Fate has to offer.

If you don’t mind reading spoilers, Kain at EQ2 ZAM has reported in with the complete walkthrough on the two quests you can do to transform your Fabled or Mythical Epic Weapon to a spell, appearance weapon, and house item. It’s two quests:

Mythical Weapons in Sentinel’s Fate

Written by Feldon on . Posted in Expansion News, Grouping, Itemization, Raiding

Mythicals present a significant challenge to EQ2 developers trying to create desirable weapons for players at level 90. Some of the Mythical effects are uniquely powerful and no player would even consider replacing them without getting the same effect with another weapon. For this reason, it was announced at Fan Faire that mythicals would become either an equippable charm, or a clickable item.

Already, in Beta, players have discovered that, when equipped, Mythicals would not modify level 81-90 spells (eg. Chimes of Blades III, etc.).

The Truth Comes Out

Frizznik has posted in the Beta forums that owners of their Epic weapons will be able to do a challenging heroic quest called “Epic Repercussions” at level 90 to gain a Persistent Spell which gives them the effects of their Mythical weapon.

Mythical Conversion

Mythicals are a large part of character power, and we don’t want to remove that functionality at higher levels.  We did however want to make weapon slot upgrades viable again.  In the expansion, mythical weapons can be converted into a spell by doing a quest.  The new spell will take the mythical’s proc and buff components and convert them into a “Until Cancelled” buff. Any subclass with an activatable effect will have that effect converted into a spell as well.  You will also be able to retain the mythical appearance through an appearance only or house item.

Effect Changes

We needed to make a few changes to how some of the mythical effects worked. The modifications will also be applied to the effects on the existing mythical weapons.

Mystic: The reuse time of the activatable portion is now 10 minutes rather than 5 minutes.  We didn’t want to weaken the effect, but the duration and reuse made this effect too powerful so we increased the reuse time.
Wardens: The triggered proc will now trigger off of any heal rather than only critical heals.  The effect will only trigger once per cast rather than up to six times per cast for group heals.  The power gain on group heals was greater than intended.
Illusionists: The triggered power proc was reduced to one trigger rather than three.  The power gain was too too high across the entire group.
Rangers: The bonus based on proximity was removed and replaced with a bonus that is active all the time.  The bonus is equal to the bonus you would have gotten at point blank range.
Conjuror and Necromancer:  The new spell effect will increase the damage of the pet’s spells and auto-attack damage directly, rather than summoning a new pet.  The existing mythical will not been altered.

Most of the mythicals are a direct conversion from the item to the spell.  The spell version will modify level 80-90 spells.

The heroic quest to acquire the Mythical Spell effect will be available to players who own either the Fabled or Mythical versions of their Epic weapons.

The significance of these changes will be felt by Rangers (yay, I can stand anywhere I need to!). And Summoners starting out the expansion will be able to continue to use their special Mythical pet. My understanding is that the mythical pet’s maximum level is 83. Then, after completing the quest, they’ll be able to cast one of thier other pets and cast the Mythical Spell to buff that pet instead. The folks who will lose out the most are Illusionists who will see a huge loss in how much power they are able to regenerate.

Bracing for Betrayal

Kaitheel has advised us that the Mythical spell will be cancelled, and the Mythical spell removed from your knowledge book if you betray to another alignment. The last step (as well as previous steps) of “Epic Repercussions” requires you to have the fabled or mythical weapon in your inventory or bank to complete the quest.  Completion of the quest removes the original weapon (from either inventory or bank).

Once you have completed the quest “Epic Repercussions”, if you betray your class, you will be able to speak with an NPC on the Nektulos Forest docks to trade in your useless spell gem for a new one of your new alignment. In other words, you no longer need to re-do your fabled/epic/mythical quest if you betray.

The Mythical Appearance

Gninja reports in on the topic of still having your mythical weapon appearance:

When you finish the quest you get the spells appropriate for your class, an appearance only weapon to use if you so choose, and a house item version of your weapon.

Our Stand

Considering mythicals are pretty much just knowing the right person or paying the right amount of plat to get into a raid, I have no issues with this change.


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