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New Boss Encounter

Promathia

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So, as everyone saw the boss in the new publish got beefed up a bit. It was definately too easy yesterday, and I think now its a pretty difficult fight. Not that hard as long as people listen and work together.

Also got a new artie from it:



Im going to assume the slayer is random (I hope atleast). I also don't get why this needs to be brittle.
 
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MalagAste

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Brittle is garbage... will that have points then when I throw it away?
 

weins201

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I want to konw why it balanced, that is a bow quality or are we now going to be able to balance two handers so we can pot while fighitng, ah the return of the dexer is almost upon us whack whack whack
 

Zosimus

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Return of the dexxer.

Great sequel!

Dexxer needs a little love from time to time.
 

G.v.P

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Im going to assume the slayer is random (I hope atleast). I also don't get why this needs to be brittle.
Finally, Siege will be able to complete 500 waves of Covetous now.

Oh wait...another slayer arty without any HML.

*Goes back to imbue a non-random slayer weapon with HML.*
 

Vexxed

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I want to konw why it balanced, that is a bow quality or are we now going to be able to balance two handers so we can pot while fighitng, ah the return of the dexer is almost upon us whack whack whack

You can already put balanced on two-handed Melee Weapons. They also increased the imbuing weight you have to work with to 600 points in the previous publish I think it was....
hmm.... the only thing that comes to mind for that weapon all depends on how difficult finding Hit Curse Stuff is... They said that Hit Curse will use a Static Value for determining it's effect so if it's 2 minutes or so I could see myself whacking some mage in PvP till I see the Curse go off and then switching up to another weapon until I need to do it again.
 

GalenKnighthawke

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I suppose that the real point of that is Hit Curse.

Which is a property they need to watch and balance carefully, lest it be used overly-often in PvP.

Most PvM dexxers will not find that item useful.

But the Hit Curse gives me some pause and reconsider my initial reaction which, like many of you, was "that doesn't need to be Brittle, it's bad enough!"

-Galen's player
 

Petra Fyde

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I want to konw why it balanced, that is a bow quality or are we now going to be able to balance two handers so we can pot while fighitng, ah the return of the dexer is almost upon us whack whack whack
The description for the property 'balanced' is:
Allows potions to be drunk while holding a 2 handed weapon. The Balanced Property currently only spawns on Bows but can be imbued on other 2 handed weapons. Weapons thus imbued will be unable to parry or evade.
http://uo2.stratics.com/items/magic-item-properties
 

SlobberKnocker

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ye old water ele slayer. sorta the whats behind door no 3 choice on lets make a deal.

150 / 150 brittle still lasts a long time. plenty of guys running around with mana orbs only 75/75.
 

Uvtha

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ye old water ele slayer. sorta the whats behind door no 3 choice on lets make a deal.

150 / 150 brittle still lasts a long time. plenty of guys running around with mana orbs only 75/75.

Mana orbs don't have a chance to lose durability on every swing. Though, even if this wasn't brittle it's not really very functional. No ML which pretty much any warrior needs, and balanced removes parry/evade chance. Pass.
 

Uvtha

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But the Hit Curse gives me some pause and reconsider my initial reaction which, like many of you, was "that doesn't need to be Brittle, it's bad enough!"

Legacy of Despair has no negatives like brittle, and I don't think anyone has ever used it, heh.
 

Ducky Momo

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As there seems to be some confusion, here is the text from the Publish 81 notes:

• The two handed melee “Balanced” property has been added to imbuing. Weapons with this property will be unable to parry or evade.
 

Endal

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Wait, why would a weapon that is balanced be UNABLE To parry/evade? Shouldn't it be the other way around where they get a +5 or something? Now if it said Unbalanced, that I could get behind.
 

Uvtha

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Wait, why would a weapon that is balanced be UNABLE To parry/evade? Shouldn't it be the other way around where they get a +5 or something? Now if it said Unbalanced, that I could get behind.

GOOD QUESTION. :(

When they made the change and told us that making a non bow balanced would ruin its defensive capabilities most people pretty much said not worth it. I really don't understand the logic. If the property is so powerful then simply increase the imbuing weight.

Or if you feel you MUST make it impair defense why make it completely negate defense rather than just lower it?
 
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Endal

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See, what they SHOULD do instead is make it so a non-bow weapon with Balanced on it does nothing at all. That way if you want to burn imbuing reagents on balancing your sword it's all for RP purposes. Make it so that the weapon is useless is just silly. Especially when you stop to consider that someone actually coded it to get rid of your parry/evade abilities.

Things that make you go "hrm?"
 

cazador

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2 handed balanced weapons with ability to parry/evade?? No thanks! Dexxers with hard hitting 2 handed weapons that can chug potions still and be capped on DCI and never be hit ..no bueno and no thanks! The only reason I think they decided to leave throwers the ability to chug..was partially because no one would play them otherwise..the same reason almost no one plays a 2 handed parry/evasion dexxer anymore after the evasion "rebalance"..melee/archers or deathstrikers are way too lethal to go back old school pure ping warrior..
 

Otis Leroy Funk

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I suppose that the real point of that is Hit Curse.

Which is a property they need to watch and balance carefully, lest it be used overly-often in PvP.

Most PvM dexxers will not find that item useful.

But the Hit Curse gives me some pause and reconsider my initial reaction which, like many of you, was "that doesn't need to be Brittle, it's bad enough!"

-Galen's player
Curse is used overly often in pvp by mages that spam it constantly and with the apple timer dexxers basically have to fight whiled cursed constantly. I would love to spam curse on a Mage with my weapon.
 

Kylie Kinslayer

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2 handed balanced weapons with ability to parry/evade??
Evade is still a problem? Heck I can only evade every 18 seconds or so. Should have been nerfed for PvP only imo.

Balanced up close dexxer is a problem but an archer is not? Personally I think they should also add in two handed weapons having a slightly longer reach. If someone with a dagger can hit you in one tile, someone with a lance or spear should be able to hit the target at two to three tiles.
 

Pfloyd

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Evade is still a problem? Heck I can only evade every 18 seconds or so. Should have been nerfed for PvP only imo.

Balanced up close dexxer is a problem but an archer is not? Personally I think they should also add in two handed weapons having a slightly longer reach. If someone with a dagger can hit you in one tile, someone with a lance or spear should be able to hit the target at two to three tiles.
Only if then the lance and spear become less useful at 1 tile since you aren't using it as intended anymore though right?
 

Kylie Kinslayer

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Only if then the lance and spear become less useful at 1 tile since you aren't using it as intended anymore though right?
Well, I am speaking from a strictly PvM standpoint. That being said I would be ok with cutting the damage slightly with the increased distance. Say a 5-10% decrease at 2 tiles and a 10-15% at 3 tiles or something like that.
 

CovenantX

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Evade is still a problem? Heck I can only evade every 18 seconds or so. Should have been nerfed for PvP only imo.
Evasion hasn't been a problem in pvp since they added a cooldown to it.

I still don't see why a balanced two-handed melee weapon shouldn't be able to parry.

I think it's kind of funny really, the only template that really could have used a balanced two-handed melee weapon, is now not really able to use them without giving up the best abilities the template has.

PvP
Parry = 100% useless, with a balanced weapon.
Bushido = 75% useless, due to parry being useless, with a balanced weapon. ... 50% of the spells in the bushido book require parry for it to gain full benefit, or be useful at all.

But I duno, I also always thought it was stupid that you couldn't use a shield with bushido+parry, and still block.

two-handed weapons aren't bad, but melee dexers, without some form of ranged weapon, OR DP/DS are useless in pvp. (IMO)

But, back to teh topic, the artifact in the OP, is... interesting... Hit Curse, I guess it's a good thing they fixed that property in this publish too huh?

I'm hoping it spawns with a bit more randomness than just the slayer property though, maybe "Bane" could spawn in-place of the slayer... who knows.

I may have to get on TC again sometime tonight, and attempt the boss since it's able to reset properly now.
 

Vexxed

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If Anyone gets the Hit Curse Staff or a weapon post up how long Hit Curse Lasts for would ya? I'm guessing Hit Curse will function just like Curse but it would be nice to know how long a Hit Curse effect lasts...

Thx
 

Uvtha

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Curse is used overly often in pvp by mages that spam it constantly and with the apple timer dexxers basically have to fight whiled cursed constantly. I would love to spam curse on a Mage with my weapon.

Well if you are a garg legacy of despair has been available for years.
 

Vexxed

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Well if you are a garg legacy of despair has been available for years.
And it Hit Curse has scaled based on the person using it for years... hence on any typical dexxer it was pointless..... BUT now it's going to not do that.. We know that it will have a static Effect we just don't know what it is...
 

Uvtha

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And it Hit Curse has scaled based on the person using it for years... hence on any typical dexxer it was pointless..... BUT now it's going to not do that.. We know that it will have a static Effect we just don't know what it is...

Ah, gotcha, I missed that.
 

Promathia

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OK here is my current testing with this weapon - This was on a character with 0 Resist - Took ~ 10-12 swings for it to finally go off



Currently trying it on a character with 120 resist - 50+ swings in and it still has not gone off (Either that, or the character with 120 resist is completely resisting it and I just cant notice)

IMO, remove the HPR 6 - add 30%+ Mana Leech, and perhaps up the Hit Harm% a bit.



EDIT: 20+ more swings on the character with 120 Resist , still nothing. Removed resist, curse went off on swing #3. Most pvpers run with resist, making this effect useless as it currently is.
 
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Quickblade

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OK here is my current testing with this weapon - This was on a character with 0 Resist - Took ~ 10-12 swings for it to finally go off



Currently trying it on a character with 120 resist - 50+ swings in and it still has not gone off (Either that, or the character with 120 resist is completely resisting it and I just cant notice)

IMO, remove the HPR 6 - add 30%+ Mana Leech, and perhaps up the Hit Harm% a bit.



EDIT: 20+ more swings on the character with 120 Resist , still nothing. Removed resist, curse went off on swing #3. Most pvpers run with resist, making this effect useless as it currently is.
so it kinda acts like the weapon holder need eval, can you try with eval int ?
 

Smoot

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GOOD QUESTION. :(

When they made the change and told us that making a non bow balanced would ruin its defensive capabilities most people pretty much said not worth it. I really don't understand the logic. If the property is so powerful then simply increase the imbuing weight.

Or if you feel you MUST make it impair defense why make it completely negate defense rather than just lower it?
Pretty sure parry and evade with bow was removed around 2007, please let me know if i am wrong tho because this would effect some of my templates.
 

Smoot

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Could be more new arties. From cliloc
Abhorrence
Equivocation
Craven
Captain Johne's Blade
Pincer
Officer's Journal
Boyd Kirkpatrick
If there is one useable weapon out these i will be happy :)
 

Uvtha

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Pretty sure parry and evade with bow was removed around 2007, please let me know if i am wrong tho because this would effect some of my templates.

I think it was, but part of the value of ranged attacks is that you don't have to deal with a constant barrage of melee hits.
 

GalenKnighthawke

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Legacy of Despair has no negatives like brittle, and I don't think anyone has ever used it, heh.
True, but there's more macers than there are gargoyle swordsmen? Maybe?

Though it does occur to me that this may not be true in PvP, merely in the game at large.

(If I'm right at all, that is.)

-Galen's player
 

Uvtha

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True, but there's more macers than there are gargoyle swordsmen? Maybe?

Though it does occur to me that this may not be true in PvP, merely in the game at large.

(If I'm right at all, that is.)

-Galen's player

Its not an issue really, because I was unaware of the change to curse, so it's not relevant.
 

Quickblade

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I think the boss encounter should be like an instance or maybe like exodus where if its Under 60% hp, no one else can join in. Because if it stays like that, someone could get the 4 keys and everyone can join in freely . But getting the four keys is a bit easy, i mean breaking barrels, really? and if you make it like exodus, at least make it so others need the keys also to join or something ...
 
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Promathia

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I think the boss encounter should be like an instance or maybe like exodus where if its Under 60% hp, no one else can join in. Because if it stays like that, someone could get the 4 keys and everyone can join in freely . But getting the four keys is a bit easy, i mean breaking barrels, really? and if you make it like exodus, at least make it so others need the keys also to join or something ...
Whats wrong with anyone being able to join in? It doesn't lessen the chance of the artifact (Goes in your backpack, so you just need looting rights like any of the other recent encounters)
 

Kylie Kinslayer

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Whats wrong with anyone being able to join in?
I can kinda see the point tho. Someone stays hidden in the area, waits until boss is low comes out hits a few 1,500 hp WoD, uses that new Bane property wep (one they snag one) does that high end damage as well and get just as good of a chance at a drop as everyone who just worked to get the boss to spawn. Doing it like Exodus would make sure that stuff don't happen.
 

MalagAste

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I can kinda see the point tho. Someone stays hidden in the area, waits until boss is low comes out hits a few 1,500 hp WoD, uses that new Bane property wep (one they snag one) does that high end damage as well and get just as good of a chance at a drop as everyone who just worked to get the boss to spawn. Doing it like Exodus would make sure that stuff don't happen.
There are a lot of potential grief points around.
 

Quickblade

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I can kinda see the point tho. Someone stays hidden in the area, waits until boss is low comes out hits a few 1,500 hp WoD, uses that new Bane property wep (one they snag one) does that high end damage as well and get just as good of a chance at a drop as everyone who just worked to get the boss to spawn. Doing it like Exodus would make sure that stuff don't happen.
Exactly my point, alot of griefs could be done the way it is right now. Why they would make it free to everyone to enter while all other boss that need keys are instances? Then remove the keys needed to enter at least if they make it free like navrey or slasher ...
 
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Goodmann

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Exactly my point, alot of griefs could be done the way it is right now. Why they would make it free to everyone to enter while all other boss that need keys are instances? Then remove the keys needed to enter at least if they make it free like navrey or slasher ...
Should be instanced like Medusa otherwise let the griefing begin
 

Kelly O'Brian

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[...]I'm guessing Hit Curse will function just like Curse but it would be nice to know how long a Hit Curse effect lasts.
By the way: It would be helpful and way less time consuming for all of us, if you would be so kind and do a search of your own from time to time:

Publish 60 Notes 08 Sep 2009

Hit Curse
· Functions similarly to the spell “Curse”, but has a thirty second cooldown

Anyway, hope eval is in this case not part of the chance to get curse on target equitation, otherwise i am lacking the insight of the usefullness of this non-spellchanneling weapon.
 

Viquire

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By the way: It would be helpful and way less time consuming for all of us, if you would be so kind and do a search of your own from time to time:

Publish 60 Notes 08 Sep 2009

Hit Curse
· Functions similarly to the spell “Curse”, but has a thirty second cooldown

Anyway, hope eval is in this case not part of the chance to get curse on target equitation, otherwise i am lacking the insight of the usefullness of this non-spellchanneling weapon.
Draconi posted a long time ago that the main difference in any "hit spell effect" on weapons is the magery skill of the wielder as the system assigns a eval of 90 to the weapon.

Non channel weaps are still very beneficial to mystic mages via the enchant spell, but I don't know if the built in disallow for duel damage via spell would kick in and nerf one spell application in favor of another in this case, as curse is not a damaging spell. That is worth testing.
 
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