|
|
Or, use your gamerDNA username: (more...)
| ||||||
| |
![]() |
| | LinkBack | Thread Tools | Search this Thread | Rate Thread | Display Modes |
| | #1 (permalink) |
| Shock and Awe losers Join Date: Nov 2005
Posts: 34
+2 Internets | Kunark NDA has been lifted spill the beans already I have to say from what I have seen I like the look and feel of Kunark. The only thing Im a little worried about is single group content as all the outdoor areas can be soloed. Rise of Kunark Outdoor Zones-From what I have seen nearly all the outdoor content is solo content. You want heroic content you have to dungeon crawl. Timorous Deep-Starting area for Sarnak Kylong Plains-The first zone you will see when you get off the boat. The old Dreadlands and Karnors is located here. There is also a neutral city in this area with class trainers, merchants and faction merchants. Fens of Nathsar- Old cabilis, field of bones area Kurns tower will not be in at release. Kunzar Jungle- City of Mist and Dalnirs wheel are points of interest here as well as the entrance to Sebilis and the trade city of Jinisk Jarsath Wastes- Off the road to the port is Howling Stones gorge that holds the secrets of Charasis, the tomb of Venril Sathir's love. In the center of Jarsath Wastes looms Veeshan's Peak the Skyfire Mountains are in this area as well. Group heroic content Karnor's Castle Chardok City of Mist Sebilis Charasis-2 Instances Chelsith Outer Sebilis Rise of Kunark Raid Progression First Tier: Easiest to Hardest Zone: The Tomb of Thuuga Gear needed: At least level 80 legendary Spells needed: Some Master I abilities. Zone: The Execution Throne Room Gear needed: At least level 80 legendary Spells needed: Some Master I abilities. Zone: The Protector's Realm Gear needed: At least level 80 legendary, some fabled. Spells needed: Some Master I abilities. Second Tier: Easiest to Hardest Zone: Venril Sathir's Lair Gear needed: All level 80 legendary, some fabled. Spells needed: Some Master I abilities. Zone: Throne Room of the Overking Gear needed: All level 80 legendary, some fabled. Spells needed: Some Master I abilities. Third Tier Zone: The Chamber of Destiny Gear needed: Mostly Fabled. Spells needed: Some Master I abilities. Fourth Tier: Easiest to Hardest Zone: Veeshan's Peak Gear needed: Mostly Fabled. Spells needed: Most Master I abilities. Zone: Trakanon's Lair Gear needed: All Fabled. Epic Weapon. Spells needed: Most Master I abilities All the racial traits have been revamped I will get that information posted soon if no one else does. |
| | |
| | #3 (permalink) |
| Shock and Awe losers Join Date: Nov 2005
Posts: 34
+2 Internets | Yeah Traks liar is the final raid zone for the xpack. Heres a link to allas list of quests for Kunark by zone. Allakhazam's Magical Realm: Everquest II |
| | |
| | #4 (permalink) |
| Shock and Awe losers Join Date: Nov 2005
Posts: 34
+2 Internets | Here are the new racial traits. (A) = Activated (P) = Passive Sarnak Innates: Hunter's Fury - +50 in combat movement speed (though it worked out of combat too), 36 sec duration, 5 min recast (A) Gathering - Half second reduction in all harvesting times (P) Choices: Carpenter's Touch - 5 Sculpting (P) Weapon Production - Weaponskill ability 10% power cost reduction (P) Reflexive Landing - 25% Damage reduction for falling (P) Stride - +5% movement speed (P) Junglewalk - 25% movement penalty reduction from all snares (P) Spirituality - Divine Resist (P) Insight - 5 WIS (P) Herbal Supplementation - Melee: 2 Melee crit + 5 crushing | Caster: Healing Critical 2%, + Ministration (P) Fire Breath - Frontal AE dd, 3 targets limit, 2 min recast (A) Break Will - 2% reduction of resistability to all Spells and Taunts (P) Ogre Innates: Rock Thrower - 1sec reduction to mining (P) Commanding Presence - Enlarges caster by 20% (A) Choices Oggokian Trade - Weaponsmith 10% power reduction (P) Rallosian Readiness - +5 Metal Shaping skill (P) Battle Rest - out of combat health regen regen + strength boost (A) Many Marches - 10% reduced initial sprint power cost, +9% sprint speed (P) Impenetrable Will - 10 sec duration stun immunity (P) Armor of the Feerott - + physical mitigations (P) Brute Strength - 5 str (P) Oggokian Aggression - 2 Melee Crit + 5 aggression (P) Shoulder Slam - dd + short stun, 30 sec recast (A) Rallos Zek's Blessing - 3% HP (P) Dark Elf Innates: Master of the Shadows - 15% speed boost while stealth/invis (P) Hover - slow fall toggleable buff (A) Choices: Poison Crafter - 5% increased alchemy success chance (P) Pursuit of the arcane - sage 10% power reduction (P) Poison Expertise - 25% increased poison trigger count (P) Fueled by hate - out of combat power regen (+78 at lvl 72) + magic mit (A) Shadow Slip - Blink + 1 hate position drop - recast 5 min (A) The Foci's Magical Protection - Magic resist (P) Knowledge of Neriak - 5 int (P) Innoruks' Gift - Melee get 2% Dbl Attack/ 5 piercing; Casters get spell crit + disruption (P) Hateful Mind - 3% power (P) Fury of Innoruuk - (A) - Fury of Innoruuk: Recast 5 minutes Duration 24 seconds Increases Melee Crit by 5% Increases Dmg Spell Crit by 5% Increases Casting Speed by 10% Increases Attack Speed by 35 Increases Spell and CA damage by 120 Decreases Parry by 36 Decreases Defense by 38 Dwarf Innates: Mining Expertise - 1s reduction to mining (P) Summon: Tumpy Tonic - Summons drink (A) Choices: Master of the Tumpy tonic - +5 provisioning (P) Weapon Forger - Weaponsmith 5% success chance increase (P) Rush into Battle - 25% sprint initial power cost reduction + 10 speed boost (P) Body by Butcherblock - str + health regen, 3 min duration, 10 min recast (A) Defender of Kaladim - 5 Defense (P) Strong Heart - Disease Resist (P) Dwarven Fortitude - 5 sta (P) Aggressive Strike - Melee: melee crit + aggression, Caster: 2% heal crit + 5 ministration (P) Fury of Blades - AE melee attack, 1 min recast (A) Short but Strong - 3% max health (P) Wood Elf Innates: Keeper of the Forest - 1s reduction to gathering and foresting (P) Camo - short duration power drain stealth, 1min dur, 5 min recast (A) Choices: Gift of the Faydark - Fletching power reduction (P) Faydwer Fashions - 5% Tailoring success increase (P) Natural Recovery - sta + out of combat power regen buff, 3 min dur, 10 min recast (A) Elvish Spirits - 25% Drink duration increase (P) Light Footed - 25% reduction in snare effects (P) Shield of Nature - disease mit (P) Wisdom of the Faydark - 5 wis (P) Faydark's Champion - Melee: 2 ranged crit + 5 ranged skill | Caster: heal crit + minstration (P) Forest Fire - AE DD, 8 max targets, 1 min recast (A) Vitality of the fier dal - 3% power (P) Gnome Innates: Clockwork Expertise - 10 tinkering + reduced power use (cannot confirm) Illusion: Clockwork - clockwork illusion (A) Choices: Forge Invention - reduced power cost for weaponsmiths - 10%? (P) Chemical Calculations - 5% increased success chance at alchemy (P) Clear Mind - int + power regen out of combat, 3 min dur, 10 min recast (A) Healthy Appetite - 25% Food duration Increase (P) Lost in the crowd - Temporary shrink + deaggro + minus 1 threat position, 5 min recast (A) Steamfont's Magical Barrier - Magic Resist (P) Akanon's Innovation - 5 int (P) Meldrath's Teachings - Melee: 2% melee crit/5 parry | Caster: spell crit + focus (P) Clockwork Army - summons 3 clockwork dumbfire pets, 25 sec duration, 5 min recast (A) Flash of Insight - 3% max power (P) Half Elf Innates: Elven Heritage - 1s reduction to gathering and foresting (P) Camouflage - 1 min duration power draining stealth, 3 min recast (A) Choices: Ayr`Dal Adornment - 5 jewelcrafting (P) Gift of the Faydark - 5% Fletching success chance increase (P) Tend Wounds - str + health regen out of combat, 3 min dur, 10 min recast (A) Forest Navigation - 5% movement bonus - says out of combat (P) Misfits Trickery - 1 threat position drop + deaggro, 10 min recast (A) Rebellious Spirit - magic resist (P) Elven Reflexes - 5 agi (P) Mixed Knowledge - Melee: 1 ranged crit, 1 melee crit, 5 parry | Caster: spell crit + focus (P) Piercing Stab - dd + mit debuff, 30 sec recast (A) Hardiness - 1.5% power 1.5% health (P) Human Innates: Multitalented - .5s reduction to all harvesting skills (P) Will to Survive - water summon (A) Choices: Clothier - Tailoring 5% success chance (P) Diversity - +5 to all tradeskills (P) Tend Wounds - str + out of combat health regen, 3 min dur, 10 min recast (A) Urban Sprawl - 10 min faster recast of city recall spells (P) Diplomacy - Soothe spell, 'reduces awareness of enemies', does not affect epics, 20 sec dur, 2 min recast (A) Environmental Adaptability - heat/cold resist (P) Perserverance - 5 sta (P) Versatility - 7 to crush, pierce, ranged, slash, disruption, ministration, defense, deflection (P) Bayle's Strike - DD, 30 sec recast (A) Ruggedness - 3% max health (P) Iksar Innates: Reptilian Ancestry - Innate out of combat health regen Defensive Coloration - short duration power-draining stealth Choices: Dark Medicine - 5 Chemistry (P) Whipstich - tailoring 10% power reduction (P) Proficient Swimmer - water breathing (P) Reptilian Grace - 25% falling damage reduction (P) Tough scales - 5 Defense (P) Greenmist - Disease mit (P) Honed Body - 5 agi (P) Venrils guidance - Melee: 2 melee crit + 5 parry | Caster: 2 spell crit + 5 focus(P) Venemous Strike - 175-262 dd + 69-104 2 sec dot - dur 10 secs, recast 30 secs (A) Legacy of the shissar - 3% health (P) Troll Innates: Innothule's Blessing - Innate out of combat regen (cannot confirm) Summon filthy water - Summons drink (A) Choices: Troll Gourmet - 5 provisioning (P) Mender of the Mire - increased armoring success chance (P) Swamp Breath - Water Breathing (P) Tasty Things - 25% Increased food duration (P) Cazic Thule's Gift - 10 sec fear immunity, 5 min recast (A) Gift of the innothule - disease resist (P) Bog Bully - 5 str (P) Thule's Guidance - 1 melee crit, 1 double attack, 5 slashing (P) Brutal Bashings - dd + stun, 30 sec recast (A) Manical Madness - 3% power (P) Froglok - Not Confirmed by me Innates: Gills - Water breathing Hydromotion - water jumping Choices: Fervor of Marr - 10% Metal shaping power reduction (P) Zealotry of Marr - 5% Metal working success chance (P) Soft Landing - 25% falling damage reduction (P) Hop - super jump Astounding Leap - blink + deaggro Cold Blooded - heat/cold split Natural Acrobat - 5 agi Valor in Battle - ? + crush / heal crit + minstration Marr's Glorious Blade - ae melee attack Spontaneous Metamorphosis - 3% health (P) High Elf Innates: Intricate Creations - tradeskill power reduction (P) Mind over Matter - slow fall toggleable buff (A) Choices: Esoteric Study - +5 sage skills (P) Gilding of Felwith - +5 jewelcraft skills (P) Harmonious mind - wis + out of combat power regen, 3 min dur, 10 min recast (A) Connisseur of fine wines - +25% drink duration (P) Graceful Movements - +5 parry, +5 defense (P) Tenet of Takish`Hiz - magic resist (P) Elven Wisdom - 5 wis (P) Training of the Koada`Dal - Priest: 2% heal crit + 5 ministration, Mage: 2% spell crit + 5 disruption (P) Fury of Felwithe - AE Encounter DD, 2 min recast (A) Arcane Knowledge - 3% power (P) Barbarian Innates: Tundra Endurance - +5 run speed (P) Summon: Halasian Brew - summon alcoholic halasian brew (A) Choices: Brewmaster - 5% provisioning success chance (P) Herbology - 5 Alchemy (P) Sprint into Battle - reduced initial sprint power cost by 25%, +10 sprint speed (P) Battle Reprieve - STR + out of combat health regen, 3 min dur, 10 min recast (A) Barbaric Rage - Below 30% health sees a gain to defensive skills (P) Blizzard - Cold Resist (P) Halasian Authority - 5 str (P) Defender of Everfrost - Melee: 1 melee crit, 1 double attack, 5 parry / Caster: healing crit + ministration (P) Tundra Slam - dd + 2.5sec stun/knockback, 30 sec recast (A) Tribal Strength - 3% health (P) Ratonga Innates: Shadow Lurker - 15% improved stealth.invis speed (P) Rob - pick pocket, 5 min recast (A) Choices: Instruments of the underfoot - 5 weaponsmithing (P) Poison Play - 10% alchemy power reduction (P) Poison Expertise - 25% increase in poison trigger count (P) Soul Mending - agi + out of combat health regen, 3 min dur, 10 min recast (A) Pitiful plea - Decrease threat priority by 1 position, 10 min recast (A) Antidote - poison resist (P) Rodent Reflexes - 5 agi (P) Street Thug - Melee: melee crit + piercing / Caster: 2 spell crit + 5 disruption (P) Poisonous Bite - poison based dd + dot, 10 sec, 30 sec recast (A) Dark Agenda - 3% max power (P) Hafling Innates: A halflings feast - 25% increased duration for food/drink (P) Always Prepared - summons jum jum pue (A) Choices: Pants Patcher - Tailoring CA 10% power reduction (P) Niami's Tutelage - Provisioning 5% success chance increase (P) Poison Expertise - 25% Poison Trigger Increase (P) Light on Feet - AGI + Out of Combat Health Regen, 3 min dur, 10 min recast (A) Protection of the Jum Jum - ward, 5 min recast (A) Rivervale's Protection - mental resist (P) Wisdom of Rivervale - 5 wis (P) Vale Protector - Melee: melee crit + piercing / Caster: 2 heal crit + 5 minstration (P) Mischievous Strike - dd + melee skill debuff, 30 sec recast (A) Jum Jum regimen - 3% health (P) Erudite Innates: Clear Mind - Out of combat power regen (P) Falling Grace - Feather Fall toggleable buff (A) Choices: Scholarly Pursuit - +5% sage success chance (P) Chemist - 5 alchemy (P) Homeward Bound - 10 min reduction in recast of city recall spells (P) Intellectual Feasting - 25% food duration (P) Ward of Glyphs - ward, 5 min recast (A) Magical Protection - magic resist (P) Intellect of the Sage - 5 int (P) Erud's Teachings - 2 spell crit chance + 5 disruption skill (P) Arc of Lightning - ae magic attack encounter dd, 2 min recast (A) Casting Fury - 5% casting time reduction, 2% max power (P) Kerra Innates: Feral Rage - +50% speed in & out of combat, 36 sec duration, 5 min reuse (A) Don't Know Name - +15% speed when stealthed/invis (P) Choices: Gift of the Land - 10% alchemy power reduction (P) Timber Shaper - 5 fletching (P) Feline grace - 25% reduction to falling damage (P) Kerra speed - 5% out of combat run speed buff (P) Leaping grace - blink + deaggro - recast 5 min (A) Ancestral protection - divine resist (P) Fleetness of Foot - 5 agi (P) Murrar Shar's guidance - Melee: 2 melee crit + 5 parry / Caster: healing crit + ministration (P) Claw - slashing attack + physical mitigation debuff, 30 sec recast (A) Tribal Knowledge - 3% power (P) Fae Innates: Wind Walker - +50 movement speed, 36 sec dur, 5 min recast (A) Glide/Safefall? (guessing) Choices: Forest Knowledge - +5 Fletching (P) Magical Teachings - +5 Scribing (P) Glide - jump further/feather fall (P) Fae Flight - +5% movement speed (P) Escaping Dive - AE De-threat (no hate position drop), 5 min recast (A) Toxic Protection - poison mit (P) Fae Dexterity - 5 AGI (P) Aerial Dodging - Melee: melee crit? and defense? | Caster: 1 spell crit, 1 heal crit, 5 defense (P) Fae Fire - AE DD + DoT, 1 min recast (A) Magic of the Fae - 3% max power (P) Arasai Innates: Wind Walker - +50 movement speed, 36 sec dur, 5 min recast (A) Glide/Safefall? (guessing) Choices: Transmography - +5 Transmuting (P) Neriak Precision - +5 Jeweler (P) Glide - jump further/feather fall (P) Arasai Flight - +5% movement speed (P) Escaping Dive - AE De-threat (no hate position drop), 5 min recast (A) Magic Protection - magic mit (P) Arasai Savvy - 5 INT (P) Aerial Dodging - Melee: melee crit and defense | Caster: 2 spell crit, 5 defense (P) Arasai Endurance - in combat power regen (P) Dark Envy - (A): Recast 5 minutes Duration 24 seconds Increases Melee Crit by 5% Increases Dmg Spell Crit by 5% Increases Casting Speed by 10% Increases DPS by 25 Increases Spell and CA damage by 120 Decreases Parry by 34 Decreases Defense by 38 |
| | |
| | #7 (permalink) |
| Registered User Join Date: Jun 2002
Posts: 388
| slight derail Ok the EQ nostalgia associated with Kunark has got me willing to give EQ2 another shot. Some quick questions if anybody can answer: Will my old account that I started when EQ2 came out and never played on again still work? Meaning, is there some free month waiting to be activated there or will I need to re-subscribe? I plan on playing PvP: Which classes should I avoid and which are good? Sony Exchange: Does this make being a low level non-twinked newbie suck?? Or would it suck at this point in (the evolution of) the game anyway? |
| | |
| | #8 (permalink) |
| Tunare's most surly gnome Join Date: Feb 2002 Location: Sunny Upstate NY
Posts: 988
+4 Internets | Timorous Deep is an amazing newbie zone. While Darklight Woods set the bar for having very well ordered and clearly defined newbie progression from 1-20, it wasnt a very big or grandiose zone. Timorous Deep is very epic feeling. Huge vistas, amazing quests, and the way in which you move around the area and take in the surroundings is top notch. It doesnt feel like a newbie zone. It feels more like a self-contained game experience in the way that the original EQ2 refugee Isles wanted to be and just werent. I wouldnt be surprised if we didnt see promotions that enable people to make Sarnak characters as a way to introduce them to the game by working through the 1-20 game in that environment. I think it would work better than "Play the Fae" as I personally just dont care for Greater Faydark's newbie content. |
| | |
| | #9 (permalink) | |
| Registered User Join Date: Mar 2002
Posts: 2,106
| Quote:
| |
| | |
| | #10 (permalink) | |
| Registered User Join Date: Mar 2005
Posts: 2,873
| How is the difficulty of the group dungeons? My bruiser was able to own all the mobs in SOS, but found it really hard to go solo in MMC and CMM. They really upped the difficulty in the last xpac. Hopefully mobs aren't pure ownage in the Kunark zones?
__________________ Quote:
| |
| | |
| | #11 (permalink) | ||
| Registered User Join Date: Mar 2005
Posts: 2,873
| Quote:
LOL, will they change the coding to allow trains in KC? On the trib server, there was a monk that purposefully would pull 100+ mobs to the zone-in just to mess with people. How he didn't get banned I don't know. Lots of good stuff here - SOE better not screw this up.
__________________ Quote:
| ||
| | |
| | #12 (permalink) | |
| Registered User Join Date: Jul 2003
Posts: 490
+4 Internets | Quote:
The only other advantage of using your old account would probably be veteran awards. The clock starts when you first create your account so you can get the late goodies. This does not apply to titles since that requires months paid. If that's not accurate, I'm sure someone will correct me. My account has all the awards and I doubt I have more then a handful of paid months on it. Don't know about PVP. I'm not on the PVP servers. It's pretty easy to find groups. And leveling up has been greatly noobified. With solo quest lines and new zone quests, it's really a joke to level. I actually turn off exp just so I don't gray out quest content and I was still able to gain a level a day on just quest xp. With the expansion, there's gonna be even more quests so if anything, it'll be even simplier. | |
| | |
| | #14 (permalink) |
| Shock and Awe losers Join Date: Nov 2005
Posts: 34
+2 Internets | There is a thread over at EQ2flames that has some good info. BETA NDA LIFTED - POST YOUR BEST ROK STUFF NOW! - EQ2Flames Forum |
| | |
![]() |
| Thread Tools | Search this Thread |
| Display Modes | Rate This Thread |
| |