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Messages in topic: Class Question Q&A Contest Submissions
hazimil
Registered User

Nbr post: 33
Register: 3/10/02
Posted: 3/13/12, 12:14 PM

Class: Paladin

By roleplaying history Paladins main focus has always been against Undead. However their powers against Undead are diminishing with each expansion compared to other classes; also, their ability as tanks has been substantially reduced with VoA (to the point it’s very hard to get a group). Is there any plans to improve the class as an Undead specialist and/or improve their ability to tank in VoA?

Hazimil Skelyd
http://eq.magelo.com/profile/127491
Menehune1
Registered User

Nbr post: 6
Register: 3/11/12
Posted: 3/13/12, 2:45 PM

All Classes:

For the long time players who've earned a Veteran's Reward, the last one, summon personal tribute npc was a flop. I mean what use is this? Is there a personal portal vendor coming up soon? It would be nice to port to a zone you want to go to. For those classes that can't gate, they can get around better instead of Throne of Heroes all the time, or origin. Speaking of which, were people reimbursed the AA spent for buying Origin?
Gnomercyanwarr
Registered User

Nbr post: 1
Register: 5/21/03
Posted: 3/13/12, 7:43 PM

Rogue



Every melee class gains an advantage when they are behind a mob. Rogues especially, but no other class loses as much as they gain if they arent behind. Rogues can be great DPS but a lot of fights really do not allow this to be efficient with lurching, kiting and mobs warping around ala Vyers raid. Is anything going to be added so rogues dont lose do much dps when they arent behind a mob.
density1
Registered User

Nbr post: 1
Register: 5/5/02
Posted: 3/14/12, 1:01 AM

Magician

Was hoping that Mages would continue to be rock solid on soloing.

Will there be any new abilities added to the class?

Will the Mercs be able to be upgraded further?
xrez
Registered User

Nbr post: 1
Register: 7/31/08
Posted: 3/14/12, 1:11 AM

Warlock Xrez, 95th Level Necromancer

7th Hammer/Tunare, Guild Member of Infinit

Class: Necromancer
Questions: (1) Epic question, (1) AA question, and (1) Everquest Next question

#1. Without ruining what we worked so hard to achieve by making our epics port-able, transferable, a New Epic quest, or a myriad of other ways of wrecking what most of us enjoy...Can Sony just make an Epic Augment for each expansion (much like the epic 2.5 augmentation) that would bring the Epic in question up to "Par" for each new expansion? (Not the Greatest weapon, just on par with a top tier groupable weapon and focii)

#2. Will SOE ever bring back an UPDATED Dire Charm for those classes with it?

#3. Will our EQ1 and EQ2 characters be transferable to Everquest Next? If so, with what limitations do you expect this will be available?
Ssythix
Registered User

Nbr post: 2
Register: 10/8/03
Posted: 3/14/12, 3:13 AM

Class: Bard
Bards have often been seekng a desire to use instruments, but have generally been uninspired to do so by the combination of high instrument modifiers on armor (Rk. II songs covered to max modifier by group armor and AA's) and the diminishing returns of the melee benefit on instruments (30% melee damage bonus is only a ~10% bonus after other bonuses are applied). Have any considerations been made to redefine instrument benefits to make them more directly desireable for use and more viable for both the bard and their group?
Nekyla
Registered User

Nbr post: 4
Register: 11/9/07
Posted: 3/14/12, 12:32 PM

Class: Enchanter

Compliant Lurch is one of my favorite spells. It comes into play in many raid strategies, but also in certain group situations.
Since most of an enchanter's spells are "mental" (making a target obey her commands, putting it in a trance or flashing bright colors in its mind), how does lurch fit into this class model?
Menehune1
Registered User

Nbr post: 6
Register: 3/11/12
Posted: 3/14/12, 1:56 PM

Classes : All : Epics

As long as epics have been out they have been tedious to do. But couple things that really exasperate the situation is when mobs are on a shared epic. Ex: Magician, Wizard, Chanter needs Phinnegal in the Deep. Yet you finally go in there when he's spawned, kill him, but he doesn't drop what you need for your epic, so have to wait again to kill again. I believe the SK and Shaman, Necro , have to kill Golems in Plane of Fear, which in itself with Death Touch, and large aggro range social radius, makes it a time consuming effort. Add to it that people camp these epic mobs, logging in when timer for golems are respawned, kill them again, to farm the Amulet of Necropotence ( I think it's called, don't have these classes).My question is why make mobs this hard to spawn, when they should be like Cleric epic. You turn in items, you get items, you turn in to NPC like ragefire, it spawns Ragefire, kill him, he spawns Ragefire in Dragon form. You kill him, you get your epic piece? Why do you have to kill mobs and not get epic piece? Why do you have to kill mobs that people farm? Don't you think making all epic mobs spawnable by turning in the proper item, in the proper sequence makes it more fair for all classes?
florencia
Registered User

Nbr post: 1
Register: 10/17/07
Posted: 3/15/12, 1:55 AM

Class: Enchanter

Question: How many different spells, AA's, auras, and items can enchanters use simultaneously to recover/regenerate mana?

Sabreth
Registered User

Nbr post: 3
Register: 8/25/09
Posted: 3/15/12, 11:19 AM

SK should not be increase at all, SKs can out dps and out aggro a Warrior, which warriors are suppose to be the Main Tanks with the highest mitigation in the game. If you want to increase your mitigation, play a Warrior. Everyone wants more, more, more added to their specific class so they can solo. This game was not ment to solo, this is a grp effort game. I have seen SKs tank 3 or 4 mobs in VoA zones. What you lake is the know how and how to do it. I own 4 accts and play every toon on the game. I love how all toons can function well with others. What you have to do is figure what you need and how to do it not be asking for an increase in this or that. Rangers are high on solo characters and bards are on the lowest part in the totem pole.
Sabreth
Registered User

Nbr post: 3
Register: 8/25/09
Posted: 3/15/12, 11:55 AM

Again, alot of people want alot of upgrades and I bet alot of you are newbies wanting more. I have played EQ since 1999 and have learned every toon well. I own more than one account and play on 2 different servers. What most of you all complain is trying to get solo abilities for their toons. This game was ment for groupage not a solo game. If you want to play a solo game, go on your xbox or playstation and play Skyrim or for a cheaper price Oblivion.

I know there are some spells that don't function to their capabilities and I know some things are bugged. Many classes are getting screwed in different expansions and in others they get boosted up beyond the others.

What you need to do is find out what your toon is capable of and exploit those capabilities. A warrior has the highest mitigation in the game. What you probably lack is the AAs to make him shine. You probably are spending your AAs into dmg vs using them in defense (Combat Stability, Combat Agility, Armor wisdom, etc).

lucasp
Registered User

Nbr post: 1
Register: 10/13/09
Posted: 3/15/12, 3:25 PM

Class: Necromancer
Question: How does the spell sacrifice work, or how do you make the minion fight?
roktiimx
Registered User

Nbr post: 2
Register: 8/2/11
Posted: 3/15/12, 5:41 PM

class: bard

question: Are there any plans to realign songs so we have a clear method to run songs somewhat evenly?

Bard songs in the past were always 3 tick durations with few exceptions. Lately with AA issues and there being a song extension because of this, Aria was affected, and to compensate the duration was shortened. Bards have always had to pick and choose, in the past 4 song twists were about the max to keep all effects running. With the nerf on Aria duration (and the new nerf to lower triple attack/flurry rates), new instruments adding ticks to other songs, this has become a real issue to running a /melody. My current melody is already nearly 20 songs long so I can play Crescendo on a regular basis to help sustain a bit more mana and a small heal. I don't feel like running algebraic sequences to select the proper melody to keep everything running with differing durations. We're not a class that can buff a whole raid with hours of duration and then heal and fight. We have to keep songs twisting actively to have effect. And just for the record, the ability to twist 5 songs actively isn't game breaking, and should a norm for a higher lvl bard, but that's just my opinion.
roktiimx
Registered User

Nbr post: 2
Register: 8/2/11
Posted: 3/15/12, 6:15 PM

class: bard

question: Are the instrument mods ever going to be useful again?

Over the years, we've hit the cap, and it really never has been adjusted, it's been discussed many times on the EQforums, and never been resolved even though we've been told over and over it'd get looked at, adjusted, and fixed.... STILL WAITING! At this point, most of the songs the bards use are just modded by Singing even, so even the new instruments with the extended 1 tick are worthless, really would like to hear more on this one.

question: Why are bard proc songs not twinprocable?

Shaman proc spell line is twinnable and doesn't have any proc counters. Bard songs aren't twinnable, and have 3 and 4 counters depending on the song, why is this? Shaman and bard lines both are procs, and all should be twinnable accordingly? Response?
Sircus
Registered User

Nbr post: 1
Register: 3/15/12
Posted: 3/15/12, 6:21 PM

Class: Magician


Question:

Since the Magician is a summoning class which generally summons items that nobody wants (pet toys are the exception), when do you plan on creating an environment (zones, continents, or worlds) that increase the group benefits of the Magician's summoning abilities.