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Returning to eq2 after 1 year + layoffFollow

#1 Feb 07 2006 at 6:51 PM Rating: Decent
Hello folks. I left eq2 over a year ago as a 35 inquisitor. recently i decided just for kicks I would start playing again. I figured I would have to create a new account and roll a new toon, but found out that my account still exsisted, and reactivated it. When I logged on I noticed many changes, like all of my equipment was not attuned, I had a butload more spells, among other things. I was just wondering if playingthis class has changed a whole lot? i dont want to get a group only to have them wipe due to me not knowing how my new spells worked and such. Also I would like to know if there is any vital equipment I might wnat to pick up that has come out in the last year or so. Any advise would be helpfull. thanks!
#2 Feb 07 2006 at 10:46 PM Rating: Excellent
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1,885 posts
Welcome back, Ashens, you've already found out the many changes that have happened. The game has become better since you left and it may even be worth it to roll a new character to try it oout.

The new progression has you start as your final class on the newbie isle. So you can be a level 1 Shadowknight, level 1 Conjurer, etc.

Monsters have changed a bit, make sure you go to options and turn on the /con arrows. That will show you the ^^^ or vvv of each monter. There is a significant difference between the ^'s.

You probably alreay know to get items that boost your WIS, Search the updated broker window for new and better items.

The adventure pack, Splitpaw Saga and expansion pack, Desert of Flames, are very good and worth the price.

Many healer classes complained over a recent class adjustment, that they lost a lot of ability. Others feel it was more of making them in line with other character abilities and more of a balance.

You'll probably find that it's slow for you to solo with your low DPS. The good news is that there is a ton of solo content in all the zones.

At your level, Runneye woul dbe a perfect place. I took my 33 Warden there and got 60% exp in 90 minutes with a group.
#3 Feb 08 2006 at 4:57 PM Rating: Decent
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801 posts
I'm a templar, so I may be able to help you out on the changes to our classes since you left, as much as they cross over. Also some general tips on playing our classes now.

It's probably best to wipe your spell bars, open up the spellbook and start from scratch.

Big change number 1: Your single or group reactive heals will not stack with lower level versions any more, they will stack with each other, and with the emergency reactives, if you Inqies get those.

Wisdom effects your power pool and resists. No stat effects healing power.

Most of the new spells you got are for levels 1 to 20, becasue we no loger get generic priest or cleric spells at those levels. Some of the new ones will be changed or new since Live Update 13.

New spells all come at the beginning of a level now, no more new spells at level x.5.

Most buffs aren't on timers any more, they last until you cancel them.

Spells do not increase in power as you level any more, the only way to increase them is to buy, make or find upgrades. Your level 14 Adept I spell will no longer be better than your Apprentice 1 level 28 spell. As before you still start with Apprentice 1, and you can upgrade to Apprentice IV, Adept III or Master I. You have the option to upgrade one spell at level x4 to Master II. I've found that upgrading our heal spells makes a MUCH bigger difference than other classes and spell types tend to see. Some spells do upgrade with level (just to be confusing) - they're the ones with no app, adept, master grade level.

We no longer get group cures (poison, arcane, elemental, etc.) as options when leveling. We get every single target version and one group version. The single target ones automatically upgrade with level the group one has to be upgraded. I got the group arcane cure, you might get another.

Your nukes are weaker, but MoB's are also weaker in terms of hit points. Intelligence effects nuke power. Debuffs increase nuke power slightly but really help to reduce resists.

Your debuffs (this applies to you more than me) will make a difference in the speed of taking down MoB's, but not as much as before and only if the fights last long enough to cast them in the first place.

Try to get your groups to fight tougher MoB's if you feel like you're not doing enough. Clerics shine vs strong, melee oriented enemies. Slow, big damage hitters are tougher for us to deal with because of the nature of reactive heals and because our instant heals are on longer cast and recast timers than other priests.

You can learn what most of your spells do by soloing. It's good practice. Try to fight even con (white) non-heroics (no arrows) and groups of non-heroics (down arrows) to start. If you try to solo orange con MoB's they'll be very tough, they hit hard and resist your spells a lot, you will not be able to resist them. Red cons are just suicide for anyone now, even in groups.

If you're getting beat on, you'll find you're getting a lot more interrupts than you did before. We lost parry and they changed heavy armor properties so our avoidance dropped drastically. Some people (like me) say this is unbalanced and it should be changed - plate wearers getting hit a lot is fine, but when hits interrupt casters as much as they do it seems unfair. It seems like they changed things because of plate tanks (it used to be possible to make them nearly invulnerable) without compensating for plate casters. If you're soloing, getting off a heroic opportunity will help you a lot with interrupts because it adds 25 to your focus for 7 minutes, which is equivalent to adding 5 levels of focus ability. (I always spam HO's when I solo) Better armor helps a lot too. I wear rare crafted and I find green and blue enemies can barely touch my health, and they miss a lot.
#4 Feb 21 2006 at 2:00 PM Rating: Decent
Thanks for the help guys. Just have one more stupid question=) I have noticed that when i look for items for sale, it no longer shows where the person is lokated (like Ashen's inn room at longshadow alley, etc.) so how are you supposed to purchase items anymore unless you go to a broker or black market?
#5 Feb 21 2006 at 2:46 PM Rating: Good
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1,885 posts
A name with no location means the person has logged out, but their items remain on the for-sale list for 24 hours.

To avoid the Broker fee, you can go to a room of a person that is online (shows their room location) and buy it directly from them even if they are logged in but AFK. I did that when purchasing a level 56 spell for 3pp. Saved about 60g in Broker fees.
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