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View Full Version : Kunark and Hybrid Skill Caps


HeallunRumblebelly
03-20-2011, 07:41 PM
Title says it all. We all remember how rangers went from alright tanks to instantly killed by wanton rats. However, this server already has the increased hybrid mana pools which did not come until very late velious and the resist checks seem to be from the post-resist patch, so with that in mind...

How are hybrid defensive skillups going to be in Kunark? Are we still going to see effective SK / Pala tanks or is that pretty much out?

yaeger
03-20-2011, 10:17 PM
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August 9, 2000
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- Rangers, Paladins, and SKs now have mana equivalent to that of a pure
caster with the same stats. This will give those hybrids a good deal
more mana, regardless of their stats.


Hybrids could cast more than a couple of spells a couple months after Kunark. However, the devs are always talking about having tons of things to do and not enough time/people to do it all so they have to prioritize.

One of the things I want to see reverted to Classic:

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January 9, 2001 3:00 am
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*Root and Snare*

Root-type spells and "snare" type spells now use a separate spell
effect.

Previously, "Root" spells would overwrite any snare effect upon the
target. When the root would wear off, the target began moving at full
speed. With this change, when root wears off, snare will still be in
effect. This has a few added effects on the other end.

For instance, root will no longer cancel SoW or Journeyman's Boots
effects. It also allowed us to correct a long-standing bug that was
allowing bards to cancel root on themselves by playing Selo's
Accelerando if Selo's was in effect at the time that the bard was
rooted. As mentioned in a previous patch where the first part of this
bug was fixed, this was not the intended effect.

Dumesh Uhl'Belk
03-20-2011, 11:11 PM
How are hybrid defensive skillups going to be in Kunark? Are we still going to see effective SK / Pala tanks or is that pretty much out?Here are the caps from live as evidenced by a lovely printout I found in my stack of EQ crap from back in the day. The caps were changed later (would have to research to get date and exact changes) to help knights tank a bit better and to raise ranger offense as well.

<a href="http://www.flickr.com/photos/59859423@N07/5545602792/" title="Skillcaps for Kunark by Dumesh Uhl'Belk, on Flickr"><img src="http://farm6.static.flickr.com/5057/5545602792_27e5e3343b_t.jpg" width="75" height="100" alt="Skillcaps for Kunark" /></a>

HeallunRumblebelly
03-20-2011, 11:58 PM
Here are the caps from live as evidenced by a lovely printout I found in my stack of EQ crap from back in the day. The caps were changed later (would have to research to get date and exact changes) to help knights tank a bit better and to raise ranger offense as well.

<a href="http://www.flickr.com/photos/59859423@N07/5545602792/" title="Skillcaps for Kunark by Dumesh Uhl'Belk, on Flickr"><img src="http://farm6.static.flickr.com/5057/5545602792_27e5e3343b_t.jpg" width="75" height="100" alt="Skillcaps for Kunark" /></a>

So is this their intention then--to keep the hybrid skill caps low as per Kunark?

Dumesh Uhl'Belk
03-21-2011, 03:25 AM
So is this their intention then--to keep the hybrid skill caps low as per Kunark?
In general, the devs intend to replicate the classic timeline whenever and wherever:

1. they can find evidence of how things were at a particular time

2. they can code things server side to make P1999 work that way