I already knew from reports coming back from the Test server that it came in a sequence of five parts, the first alone estimated to take three hours and needing to be completed in a single run. It was clearly going to require both commitment and a block of time but it wasn't until I decided to read the full walkthrough at EQ2Traders that I realised the full scale of the enterprise.
At this point it probably sounds as though I'm winding up to a post about how it went when I tried it for myself. Afraid not! It took me literally forty minutes just to read the walkthrough, after which I felt dazed with detail and a little bit intimidated. Added to that, there are a few known bugs awaiting a fix, which should come in today's weekly patch.
I've decided to wait and let things settle. This looks like a major undertaking and the last thing I want is to get hung up on some bug that then gets fixed a few days later. I have the first week of March off work so I'm penciling it in for then.
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| I had a couple of paragraphs about that orange wisp trail but it'll have to wait for another day. |
There's my Warlock for one. He got boosted to 95 from somewhere in the 30s a while ago but I did play him through those last five levels so I at least have a vague idea what his spells do. He's also a Level 100 Sage so he's going to have to do both the adventure and the craft line at some point.
Then there's my Necromancer, who was somewhere in the teens when she got bumped all the way to 100 with a free boost. She's never really been played, but I did play a necro on Test for five years all the way to the then-cap of 90 and I have another properly leveled necro in the 70s on another account, so I'm pretty au fait with the class, if a little rusty.
Finally there's my Inquisitor. She also got boosted to 95 then leveled the last step the hard way. Soloing an Inquisitor is mindblowingly simple. It really is the Battle Mage every fourteen year old D&D player imagines they want to play. Plate armor, gigantic healing capacity, a huge range of nukes and best of all Verdict.
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| This guy was a pain to kill. Looked impressive though. |
Verdict is the reason everyone wants an Inquisitor mercenary. With Verdict every fight is shorter. Depending on the rating of the opponent, Verdict delivers a giant judge's gavel to the head that one-shot kills weaker mobs at just under 60% health. and most things you'll be soloing at either just under 30% or just over 10%. Even Epics take a nosedive at 3% when the verdict hits and that can be absolutely crucial in a tight fight.
I decided to go with the Inquisitor because she's just fun to play. Verdict came in handy when I accidentally pulled a level 112 named monkey, out questing in Plane of Magic (me, not the monkey. Although who knows?). All the soloable nameds in Planes of Prophecy are level 112 one-up-arrow mobs and I know from my experiences with my Berserker that they don't start to become easy targets until you hit around 105 and have the upgraded quest gear that goes with the levels.
I've been avoiding them for that reason but since I'd aggroed the thing, and since I really don't like monkeys, I decided to give it a go. It was an instructive experience to say the least.
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| Here's a monkey that could solo Veeshan's Peak. Power creep, much? |
Even so, the fight went on so long and the monkey seemed to have so much health that it looked as if I might run out of power before the end too. I've had fights like that, where it comes down to everyone swinging on auto-atack and casting one spell every few minutes when the little blue bar creeps back over zero. It's not something you want to be doing for entertainment.
Although Tiny appeared to have somewhere north of ten trillion hit points (probably an exaggeration but with EQ2's current insane stat bloat not necessarily) he hit like a wet blancmange. I couldn't even see my health bar dip. I had to open the combat log to check he was actually fighting back. He was, but my passive heals were easily outpacing any damage he could do to me.
Around the time he hit 20% health I had to start managing my mana and by the time I was finally able to verdict the little pest I had 4% left. Without Verdict in the bank it would have gone down to a no-magic slugfest and no-one wants that. Well, I don't.
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| Don't get excited, Vaynca. There's nothing in there for either of us. |
Naturally he dropped something my Inquisitor couldn't use. Isn't it always the way? It was a fun fight - kind of - but I won't be pulling any more nameds in Plane of Magic for a couple more levels at least.
Thanks to the tri-partite faction system in PoP I've managed to reach 103 without duplicating any of the content my Berserker did back before Christmas. This time I went with the Sphinxes, who are an interesting bunch.
Their quest dialog is hilariously overwritten, most likely by someone whose wan't originally employed as a writer. There are some glaring grammatical errors here and there and the tone veers all over the place. I find it quite endearing but I'm not sure everyone would.
Most veterans probably just click through without reading anyway and there are places where it does seem the writer has that in mind. What strength there is comes in the characterization. The Sphinxes all have markedly different personalities and their little humanoid pals, the Aluxob, are hilarious.
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| Excuse me while I finish your sentence for you. |
I particularly enjoyed the exchanges between my character and Grodney, an aluxob who speaks...very...slowly for no reason that's ever explained. I can't help wondering if it's an in-joke about someone in the DBG offices. The way my Inquisitor tried to chivvy him along so she can get on with her quest made me laugh even though the dialog had her expressing herself in a way I'd never imagined she'd speak. Later, when time really is of the essence, she won't let him talk at all, just nod or shake his head. It may not be great literature - or even high-quality quest dialog - but it works for me.
A couple of hours of questing in Plane of Magic is about as much as I want in one session. It's a lovely zone, very varied, attractive to look at and filled with ambient sounds and pleasant music but you can only do so many small tasks and kill so much wildlife before you feel like making a coffee and checking Feedly.
I did appreciate being sent to do some tasks underwater for a change of pace. I don't remember any of that when I took my Berserker through. It struck me as I was killing eels that there's such a ridiculous contrast between the way EQ2 and GW2 use their underwater areas.
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| Would it have killed you to put down a couple of rocks and some seaweed? |
GW2 has the most gorgeous underwater landscapes I've ever seen. ANet went to all the trouble of creating special breathing masks with their own equipment slot to make sure all classes could breathe as easily underwater as on land. They created underwater weapons and skills for every class. They even added a great visual splash effect across the screen when you enter or leave the water. Then sometime soon after launch they seemed to decide that everyone hated all of it. They began to act as though deep water no longer existed.
EQ2, on the other hand, has some of the blandest, dullest underwater real estate you can imagine. Everyone needs special equipment or spells or items to breathe underwater and you can quite easily drown if you aren't paying attention. Fighting below the surface is exactly the same as above except you can't see or hear properly. The whole experience is minimal and minimally entertaining yet the developers never hesitate to make use of it.
Like a lot of things in EQ2, it's an acquired taste but it's one I acquired long ago. There's really not much about EQ2 that I don't like these days but I'm aware that there's a whole lot of "well I grew up here so it seems normal to me" going on. What's worrying is that I tend to benchmark most other MMOs against EQ2 these days and they all come up short.
I may have Stockholm Syndrome.































