Thoughts on RoF

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Thoughts on RoF

Postby Elric » Wed Nov 21, 2012 7:00 am

Brief summary of my thoughts on RoF now that NDA has been lifted. It's late, I"m tired, so apologies if the writing isn't the best.

2 tiers in both group and raid game.

Currency continued, vendors selling gear for both group and raid.

Zones I thought looked decent overall, but the raid zone NToV looked meh. That one has 13 dragons, 12 "supposedly" easier but we'll see on the tuning, 13th endgame difficulty.

Progression events that I saw actually were rather fun. Still emotes to worry about however.

New agro system is neat, can see how you compare to others in group, also the tank who has agro on the mob.

No idea on the new baz/barter system. Didn't do any grouping/questing, so no idea there.


Overall I liked it, with new spells/AA's (updated ones go live right away) coming out possibly next spring, should be a fun expansion.

Oh, possibly a new zone/tier of gear coming with the new spells/AA's down the road.
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Re: Thoughts on RoF

Postby riou » Wed Nov 21, 2012 11:56 am

Last I saw there was only raid currency (not group) and for t1 RoF it was equivalent to how t2 VoA was (price vs how fast you earned it) while t2 RoF was equivalent to how t4 VoA was (same price vs earn speed)
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Re: Thoughts on RoF

Postby Elric » Thu Nov 22, 2012 4:52 am

Sorry Riou, I didn't check the vendors, I just noticed currency had been awarded on raids. Was told that there was a group vendor for gear.
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Re: Thoughts on RoF

Postby Iron Cutting Sword » Thu Nov 22, 2012 4:49 pm

Any upgrades to Slay Undead or still stagnant?
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Re: Thoughts on RoF

Postby riou » Thu Nov 22, 2012 5:09 pm

Iron Cutting Sword wrote:Any upgrades to Slay Undead or still stagnant?


That AA is still stagnant
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Re: Thoughts on RoF

Postby Stephen51 » Sun Nov 25, 2012 1:39 pm

Any word on spells? I know there are no new lines, but I wondered if they tweaked any? Casting times, or in the case of Rejuvilating Steel, a complete overhaul?
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Re: Thoughts on RoF

Postby Genadinee » Sun Nov 25, 2012 2:44 pm

Regarding spells Aristo was open to ideas but with the time he had no major changes happened for any class.

There were issues with the Healing spells we have, but some got a last minute tweak the rest are promised post release.
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Re: Thoughts on RoF

Postby Leigh » Tue Nov 27, 2012 5:42 pm

Slay could use an innate 2% boom effect, for 10x dmg.
And a 10% innate cripple effect.

Why not?
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Re: Thoughts on RoF

Postby shiftie » Tue Nov 27, 2012 6:36 pm

Stephen51 wrote:Any word on spells? I know there are no new lines, but I wondered if they tweaked any? Casting times, or in the case of Rejuvilating Steel, a complete overhaul?



Heal Heal Value Mana Cast time (base)

Touch
Old 5568 1228 3.8
New 7059 1332 3.8

Light
Old 3316 921 1.0
New 4048 999 1.0

Burst
Old 7488 2080 0.3
New 9138 2257 0.3

Wave
Old 5609 3005 3.0
New 6845 3260 3.0

HoT
Old 2833 1332 1.0
New 3473 1445 1.0

According to these numbers
Touch gained 21% healing power for an additional 104 mana
Light gained 18% healing power for an additional 78 mana
Burst gained 18% healing power for an additional 177 mana
Wave gained 18% healing power for an additional 255 mana
HoT gained 18% healing power for an additional 113 mana

Then Aristo made last minute changes.

Paladin - Increased the heal amount of Reverent Touch (34329-31) to 7196/7556/7934.
Paladin - Increased the heal amount of Dazzling Light (34365-67) to 4947/5194/5454. Lowered the cast time to .5 seconds and increased recast timer to 5.5 seconds.
Paladin - Increased the heal amount of Brightwing Mantle Heal (34398-400, triggered when Brightwing Mantle, 34395-97, breaks due to damage) to 20257/21270/22334.
Paladin - Increased the heal amount of Splash of Cleansing (34410-12) to 2065/2168/2276.
Paladin - Increased the heal amount of Wave of Sorrow (34437-39) to 7235/7597/7977.
Paladin - Burst of Sunrise (34389-91) now heals for 10017/10518/11044 to bring it back in line with the parent spell (Fraught Renewal).
Paladin - Reverent Cleansing (34392-94) now heals for 4200/4410/4631 HP per tick.


So actually -

Touch increased 28% healing power
Light increased 36% healing power
Wave gained 26% healing power
Burst gained 28% healing power

And heal over time was bumped considerably along with the rest.

Aristo wrote: "Laudation works differently from how Paean worked. Paean worked by either doing 4162 to undead or 2497 to anything that was not undead. Laudation always does 3098 damage to everything (including undead) and then an additional 2065 to undead. It reads differently but the overall damage should be comparable (and the processing load is lower, since it's only making one bodytype check and not two per cast).

I've changed the PvP resist values on your three stun spells."

Paladin - Changed the PVP resist modifiers on Reverent Force (34332-34), Lesson of Sorrow (34368-70), and Force of the Iceclad (34452-54) to -250/-450.




The only other change that comes to mind was that he modified the resist adjusts on on paladin stuns in PVP. I ran a quick test and found these results.

Using a metal powersource bringing my Magic reist down to 930/783 in a mixture of group cultural visible items and t4 group non visible items. No additional resist buffs were being used (IE silent piety) I do not have the DoN resist AA but I do have the Mystical Shield (general tab AA) 5% additional chance to resist.

200 total casts
8 stuns landed
4 of those landed stuns were shook off

8/200 = 4% rate of success
200/8 = a success in 1 out of every 25 casts

With recasts it takes roughly 2 minutes and 30 seconds to cast 25 stun spells.

So a paladin will be successful at landing a stun IF they cast no other spells once every 2 minutes and 30 seconds at landing the stun with the additional ability of players to immediately shake off the stun at a rate of 50% according to my test. It means that a meaningful stun cast will only land once every 5 minutes or once every 50 casts.


It was a token gesture move that did nothing to impact game play because someone asked for it.

Oh and this token change

Cleric/Paladin - New Abolish the Undead (34072-74): Increased base mana cost to 1109/1153/1199. Increased base damage to 10431/10953/11501. Increased the chance to cast the debuff to 24% and the chance to cast destruction to 10/11/12%.
Cleric/Paladin - Increased the damage on New Abolish Destruction (34075) to 72000.


Without reducing the cast time still pointless.

Which aristo stated

I've said this before, but Annihilate the Undead is primarily a Cleric spell so it behaves like a Cleric spell. I don't want to remove it as a ranged option from the Paladin class, but if it's less DPS when you are meleeing an undead target, you shouldn't use it in that situation.

So he basically wants us to use this spell for our leet ranged undead dps gogogoog palawizard.

Reoccurring themes that were ignored:

Moving the vie on protective line to slot 11, so that it stacks with cleric stuff and doesn't keep knocking it off
changing the vie on charge/provocation since it otherwise does nothing when any other vie is up. A mimic of SK version or some other added effect.

With regard to vie spells, have you tried out how they're stacking on Beta right now? Code recently changed how they stack and I want to make sure you're still having the same issues with them before I change anything.

so who knows if he will finally make these changes.

Upgrade to pureforge and aristo answered:

I don't have an upgrade to Pureforge slated in the near future, as it's all percentage based and gets more powerful as you get more powerful. It went from 55 to 90 without an upgrade, and while it probably won't go that long again, it's definitely not going to be upgraded every expansion or even every other expansion.

Possibly we may see a change to preservation heal over time and maybe a few other things who knows if they release more content or continue tuning. It was a pointless process again and everything was done via spreadsheet except for wizard spells. Which isn't a big deal in and of itself but just that he continues to ignore community feedback on relevant things like having to buffblock the vie on protective.

Anyhow those are all the changes I can remember. The rest is copy paste.
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Re: Thoughts on RoF

Postby varutia » Mon Dec 03, 2012 1:31 pm

I don't play anymore but the new number on the HoT looks very nifty and light line finally got some deserved love.
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