View Full Version : Game Mechanics: Erudite ShadowKnight / Necromancer
Cfullard
09-30-2011, 11:18 AM
I don't know how this was on the Blue99, so not even going to compare it to there. On live Necromancers / Shadowknights spent a long time down in the warrens fighting Kobolds before your reputation with Erud was actually good enough you could get past the guards.
On Red99 this becomes a problem for Shadowknights and to a point, Necromancers.
First off, the Necromancer is KoS which means he is going to have to steer clear of all the guards at the Erud gates. This becomes an even bigger problem if a target flees to the guards because the guards will KoS the skeleton pet and then of course the necromancer, resulting in an exp. Death.
While on the beta this isn't a problem with the experience bonus, this CAN become a major problem on live.
Second there is NO WAY for an erudite sk or necromancer to raise their reputation without some external help which means the SK is trapped on the island until A: Someone teleports him off or B: He earns enough spare cash to buy invis potions to run through the city and even then he has to hope it doesn't wear off before he gets out.
There any way we can fix this? Maybe give kobolds a reputation increase for Erudin and such like it was on live when the Warrens came out? Truth be told this is the only limiting factor for me testing out an Erudite SK on the beta.
Mardur
09-30-2011, 11:22 AM
The Warrens were released on live between Velious and Luclin, so it'll be a very long time before you see that zone here.
Yes, one of the points of the Warrens was to allow a way for evil Erudites to gain faction and escape Odus.
The problem is, things are working exactly like they did in classic (well with the exception that you start in Paineel other than Tox which is irrelevant), and won't be arbitrary changed to be made easier. Luckily necromancers get invis relatively early, but it's a rough road for erudite shadow knights. Always was, and will be here.
Eldaran
09-30-2011, 11:22 AM
this is interesting... i actually have never made it off the island with any erudite so i have little experience in the matter. Very interested to see what the devs say about this.
EDIT: couldn't an SK just find one of hte myriad of necro's or any other class to cast Invis on them?
Lazortag
09-30-2011, 11:25 AM
classic eq is hard so we should change it on a server that's supposed to be classic? What?
by the way have you ever heard of getting an invis from someone else?
Cfullard
09-30-2011, 11:29 AM
I'm sorry, again, when were Erudite SK's and Necromancers put in the game? I don't seem to remember them being added until Paineel.
Furthermore, Gnome Necromancers and ShadowKnights WERE NOT CLASSIC so in that respect, they shouldn't even be on the server but yet, hey there they are!
Lazortag
09-30-2011, 11:30 AM
Erudite necromancers existed already and could start in Erudin I believe. Erudite SK's weren't added right away but I'm not sure if the devs even have the spawn information for the old erudin/tox (just like the pre-revamp splitpaw)
Eldaran
09-30-2011, 11:30 AM
I'm sorry, again, when were Erudite SK's and Necromancers put in the game? I don't seem to remember them being added until Paineel.
I was pretty certain they were in before but started in the forest? I may be brain dead though...
Cfullard
09-30-2011, 11:47 AM
Erudite Necromancers were around from the start. Erudite SK's on the other hand did not come out until the release of Paineel. If memory serves, Gnome Necromancers / SK's were added at the same time.
pickled_heretic
09-30-2011, 11:47 AM
SKs were added at the launch of paineel i believe. necros were always available, i played an erudite necro and i can even vaguely remember the little ghetto guild area that they had outside of erud before paineel opened.
Palemoon
09-30-2011, 12:36 PM
Have a lvl 1 necro running around in Erudin now on Al'kabor, (after guildnote turn in)
I'm Dubious to everything except the Erudite Casters, which are threatening.
Even the Deepwater Knights and Temple of Quelious is Dubious.
Your necros are KOS to most of Erudin?
NOT CLASSIC ;)
Suppose I can check SK's too, brb..
pickled_heretic
09-30-2011, 12:47 PM
Have a lvl 1 necro running around in Erudin now on Al'kabor, (after guildnote turn in)
I'm Dubious to everything except the Erudite Casters, which are threatening.
Even the Deepwater Knights and Temple of Quelious is Dubious.
Your necros are KOS to most of Erudin?
NOT CLASSIC ;)
Suppose I can check SK's too, brb..
i'm pretty sure you could move through parts of erud without invis as a necro as well, now that you mention it. pretty sure the faction for SK would be the same.
Palemoon
09-30-2011, 12:49 PM
Ok I just checked with a Erud Shadowknight, had the exact same faction /cons as the Necro.
Dubious to everything in Erudin except the caster guilds, which are threatening.
If thats fixed, should be much easier to get to Qeynos, just avoid the Erud casters.
Eldaran
09-30-2011, 01:32 PM
Man you all have me itching to play an Erudite SK now.. im gonna roll one tonight definitely.
Softcore PK
09-30-2011, 01:55 PM
I thought gnome necros were classic? Gnome SKs were added with halfling paladins/rangers and gnome paladins.
Palemoon
09-30-2011, 02:01 PM
I thought gnome necros were classic? Gnome SKs were added with halfling paladins/rangers and gnome paladins.
Gnome Necros are classic.
Lazortag
09-30-2011, 03:57 PM
edited; nevermind.
Palemoon
09-30-2011, 04:53 PM
Eqmac is not classic. There's proof (as well as just anecdotal evidence) that SK's were KOS in erudin and they probably just changed it at some point. I think necros were kos too but I'm not sure.
What proof?
Softcore PK
09-30-2011, 04:59 PM
Yes, please give links! Earthbound bard may be right, but it seems strange to me that necros and SKs would be KoS in Erudin, considering there used to be no Paineel for the necros! How did they bank??
Palemoon
09-30-2011, 05:04 PM
Nevermind is he obviously just trolling.
Below is a copy/paste from someone on allakazam, circa august of 2000. Matches up with what my recollection was, and what exist currently on EQmac. Factions did not change.
Guide to this Fair City
Quote
Reply
#Aug 23 2000 at 3:31 AMRating: Good
Ezzlan
Scholar
38 posts
Ok I have decided to enter my Zone Strategy For Erudin Because No one Else Would ;)
This is the home of the "good" erudites, Enchanters, magicians and, Wizards. (oh yea and paladins and good-god practicing clerics but no one ever plays them anyways hehe)
One of the biggest mis-conceptions about this city is that evil erudites (necromancers shadowknights, and those evil clerics) are kos here and have to work on their faction before they can leave for qeynos. This is wrong. Go ahead and go to qeynos (but make sure you get off the boat early in qeynos, just cuz we good erudites like ya don't mean those cows, I mean humans will.
Lazortag
09-30-2011, 05:37 PM
the proof I was referring to was from a previous thread on the pve bug forums about the SK faction where I remember someone linking an old site talking about SK's being kos, but I couldn't find it and I guess it could have been inaccurate. The source above seems reliable so I see no reason why the other source couldn't have been wrong.
Cfullard
10-01-2011, 01:56 PM
I am not asking for the faction to be changed completely, maybe implement Kobolds giving reputation for Erudin or something. Something that will allow players to get off the island without going through all the stuff of buying 3+ pots at 10+ pp each or begging for an invis.
Nixus
10-02-2011, 01:55 PM
The kobolds in tox gave faction in erudin. You can escape the island as an SK at about lvl 9.
Take the boat to Qeynos, jump off before you hit the dock and take the sewers outside. Then gnolls in hills and bb until you can go into the city.
Cfullard
10-03-2011, 10:03 AM
Not on Red99 they do not. The kobolds give no faction at all that I saw.
Ptkfgs
10-03-2011, 10:57 AM
I played Erudite necro at launch of EQ. They started in Erudin, and were not KOS there. Long story short....
Erudite Necro not KOS in Erudin = classic
Erudite SK was with launch of Paineel = not classic
Should the devs spend valuable time changing shit loads of stuff that is trivial? Probably not. If you want to play an Erudite Necro/SK... accept the KoS feature as added difficulty and suck it up... most people playing Erudite SK should enjoy the added difficulty.. Let's stop splitting hairs about trivial shit (as mentioned before, re-vamped SP is in) when we have things like crashes, problems with loot tables, DoT's not doing full damage when caster is out of melee range.
P.S. Not trying to be a dick, just trying to put some things in perspective. Thank you very much Rogean and Dev team for spending your time on creating this awesome idea of a classic ffa pvp server.
Just my 2cp... ;)
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