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ARG! Level IX suspension needs Highland Sludge!

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  • #16
    I expect Maddoc changed the resist exactly because the ranger/druid/wizard snares did not have this resist adjust. Unfortunately Maddoc would have to answer this.

    The higher ones are still going to require drops.

    BUT... I may, after more consideration change the IX to TWO of the basic sludge instead of the mountain sludge. This is not yet a promise to do this, just something I am considering.
    Ngreth Thergn

    Ngreth nice Ogre. Ngreth not eat you. Well.... Ngreth not eat you if you still wiggle!
    Grandmaster Smith 250
    Master Tailor 200
    Ogres not dumb - we not lose entire city to froggies

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    • #17
      That'd be a pretty decent way of giving a real use to something that otherwise has no use at all

      (The regular Taelosian sludge that is, the Highland Sludge is needed to make a number of the very very rare GoD researched level 65 spells).
      Gaell Stormracer, Storm Warden of Tunare, United Kingdoms, Antonius Bayle

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      • #18
        please do make that change ngreth. the highland sludge is already in great demand for gates spells. 2 normal, nonkeyed sludges would be far preferable to a single highland sludge.

        spells, you only need once. snare potions, i dunno bout you, but when i'm using them it sometimes takes two of them to keep a monster from running into friends. i go through way too many of them. if we can get a snaring class, we DO! HAPPILY! but there's not always one available. specially not the way we play. if we can play during the week, we get together in a zone then break every half hour or so to do house things, change diapers, swap laundry, whatever. pickup groups dont' like that so much.

        if snare potions were made from highland sludge i'd find a way to frame them and hang them on the wall in my old EQ2 apartment.

        tradeskill drops in keyed zones is a big time hotbutton with me, so i will stop talking before i start to rant =p


        Falcon’s Pride @ The Nameless



        Destiny of the Free @ the Oasis

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        • #19
          Snare potions have a short duration of only 30 seconds, so you really have to time your throw. When the snare potions had a resist adjust you could be reasonably assured that they'd land within the limited time window you had to throw it. Without a resist adjust that'll be more difficult.

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          • #20
            The use of highland sludge made sense as a research component, since the spells drop in the same keyed zones as the sludge. But as a researcher I horde the stuff, and even so I probably only have seen about 2 stacks of the raw sludge (which tranlates to 5-6 stacks of filtered). That's fairly harsh for a component for a single use potion.

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            • #21
              I have used the Ensnaring Concotion 3 potions for a while now I would usually make up several hundred, I used about 40 per week and being an enchanter I would have tash on the mob and with tash I had about a 85%+ success rate with the III version on all content. I decided to try out the new potions I found 30 Suspention of slime VII on a vendor so bought them and headed to WoS to see if the signet guy was up.

              I accidently pulled 2 mobs when going for a pet so decided to just off the extra 'Dragorn Vassel', I got the mob to 50% and decided to see how these new potions stacked up.....out of 30 throws I was resisted 30 times with the VII (I think thats the highest vendor component suspension yo can make)......

              These new potions as they are are Trash. I got some use out of the old potions but at 1500pp per 100 I could not afford to go wild with them.
              They were of limited use but I thought not over powered due to their short duration.

              My hope now is that that whole line be retuned to actually be of the limited use it had before. If it isn't I suspect this is the devs way of geting rid of an item without actually just pulling it out of the game.

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              • #22
                The new Ensnreing potions (Suspensions of Slime) are a complete and total waste of space. They are way worse than the previous snare potions. This part of the revamp of the Potion system has failed IMO.

                The old Snare Potions worked reliably on just about everything (except snare immune). They could miss sometimes, perhaps 1 in 20 missed. But if the potions hit they reliably snared mobs, there was very little resist. This was a trade that the snare only lasted 30 second and it has a cost, a cost you paid every single time you snared a mob - unlike mana which was free. The old vendor component bought potions reliably snared mobs in all XP zones. The Hive, The Nest, RSS, everywhere. I've used 100's of these potions.

                New vendor bought potions, the type 7's never ever snare any mob in a lvl 70 XP zone. Never. I've gone through over 200 of them so far, I have never seen a single snare land on an XP mob. Not once.

                That's a downgrade on the utility of the potions.

                The 8, 9 and 10 potions requiring drops from mobs are simply not a viable source of snare potions - the drop rate on them is far too low to farm for the components to use these in general XP groups. These potions should be the ones you use occasionally when you need to snare mobs, or on mobs that are hard to snare.

                The lvl 7 potions should be a reliable source of snare IMO. The lvl effect on these potions should be bumped right up from whatever it is to about 70 with a -50 modifier. This would nicely reflect the reliability of the snare landing.

                The 8, 9 and 10 should be scaled up apropriatly for level and resist modifier to reflect the difficulty in obtaining the ingredients.

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                • #23
                  I'm pretty sure its because of the way the new potions replace your caster level. A level 7 potion casts as if you are level 40. Resist mods have nothing to do with it, its autoresist to cast spells on mobs that far above your level. The level 9 potion will at least not be autoresist, but even so, a level 60 will have a hard time landing spells on most mobs that level 70's xp on. And finally, with no resist mod, even the level 10 potion will probably often require 2-3 attempts to get it to land (based on resist rates for ensnare that led to druids and rangers getting chromatic snares in DoN).

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                  • #24
                    I posted suggestions as to how to tweak the Caster levels appropriately for these over at the Shaman's Cruicible over a month ago... while the Damage Shield potions have been corrected to fit, the Snare potions haven't yet been adjusted in any way that I can see.
                    Gaell Stormracer, Storm Warden of Tunare, United Kingdoms, Antonius Bayle

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