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	<title>The EQ2 Wire</title>
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	<description>The EQ2 Wire</description>
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		<title>Battlegrounds Leaving Servers Ridden Hard and Put Away Wet</title>
		<link>http://eq2wire.feldoncentral.com/2010/03/21/battlegrounds-leaving-servers-ridden-hard-and-put-away-wet/</link>
		<comments>http://eq2wire.feldoncentral.com/2010/03/21/battlegrounds-leaving-servers-ridden-hard-and-put-away-wet/#comments</comments>
		<pubDate>Sun, 21 Mar 2010 08:20:30 +0000</pubDate>
		<dc:creator>Feldon</dc:creator>
				<category><![CDATA[PvP/Battlegrounds]]></category>
		<category><![CDATA[battlegrounds]]></category>
		<category><![CDATA[database]]></category>

		<guid isPermaLink="false">http://eq2wire.feldoncentral.com/?p=3736</guid>
		<description><![CDATA[Rothgar has advised on the EQ2 Forums, due to the extreme database loads continuing to be caused by Battlegrounds, the EQ2 team will be throttling back the number of concurrent Battlegrounds sessions that can be running at once.
Battlegrounds are still having a pretty big impact on DB performance  especially during primetime and on weekends. [...]]]></description>
			<content:encoded><![CDATA[<p><span style="color: #ff0000;"><strong>Rothgar</strong></span> has <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=474591" target="_blank">advised on the EQ2 Forums</a>, due to the extreme database loads continuing to be caused by Battlegrounds, the EQ2 team will be throttling back the number of concurrent Battlegrounds sessions that can be running at once.</p>
<blockquote><p><span id="more-3736"></span>Battlegrounds are still having a pretty big impact on DB performance  especially during primetime and on weekends.  We&#8217;ve decided to throttle  back the number of BG matches that can run concurrently until we can get  some additional optimizations made.  This should resolve the issues  with a little longer queue times instead of us needing to take them down  altogether.</p>
<p>We are currently looking into the reports of stuck characters and  missing items.  We think that these issues are caused during times of  severe database overload.  Throttling back the matches should solve the  issue until we have a more permanent fix.</p>
<p>We apologize if you&#8217;ve been affected by these issues.  CS has made these  types of issues their top priority so please file a petition if you  have a stuck character or missing items and they will take care of it.</p>
<p>Thanks for your patience.</p></blockquote>
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		<item>
		<title>News Rollup for March 14-20, 2010</title>
		<link>http://eq2wire.feldoncentral.com/2010/03/20/news-rollup-for-march-14-20-2010/</link>
		<comments>http://eq2wire.feldoncentral.com/2010/03/20/news-rollup-for-march-14-20-2010/#comments</comments>
		<pubDate>Sat, 20 Mar 2010 17:01:21 +0000</pubDate>
		<dc:creator>Feldon</dc:creator>
				<category><![CDATA[EQ2Wire Commentary]]></category>
		<category><![CDATA[Game Updates]]></category>
		<category><![CDATA[Grouping]]></category>
		<category><![CDATA[Itemization]]></category>
		<category><![CDATA[Live Events]]></category>
		<category><![CDATA[Raiding]]></category>
		<category><![CDATA[raid gear]]></category>
		<category><![CDATA[yellow adornments]]></category>

		<guid isPermaLink="false">http://eq2wire.feldoncentral.com/?p=3731</guid>
		<description><![CDATA[The previous Thursday and Tuesday hotfixes have brought some itemization changes, specifically with the increase in the number of items holding Red Adornment slots, the introduction of Yellow Adornments for heroic gear, and the addition of Resists to Legendary and Fabled gear (previously, players were expected to run around with 2-3 pieces of Mastercrafted jewelry).
Now, [...]]]></description>
			<content:encoded><![CDATA[<p>The previous <em>Thursday </em>and <em>Tuesday </em>hotfixes have brought some itemization changes, specifically with the increase in the number of items holding <strong>Red Adornment </strong>slots, the introduction of <strong>Yellow Adornments </strong>for heroic gear, and the addition of <strong>Resists </strong>to Legendary and Fabled gear (previously, players were expected to run around with 2-3 pieces of Mastercrafted jewelry).</p>
<p>Now, we are starting to see the second prong of these changes, intended to fix the itemization mess that Sentinel&#8217;s Fate launched with. <span style="color: #ff0000;"><strong>Frizznik</strong></span> <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=474488" target="_blank">brings us</a>:</p>
<blockquote><p>Thanks for your patience with us as we look at  items, spells, and combat arts.  We are reading your concerns and are  trying to make adjustments where we can.  This week we have been hard at  work on raid item changes.  Those changes should happen in the next  hotfix, so please don&#8217;t transmute those drops, you may want them after  the changes hit.  After the changes next week, we are going to be  looking at resistances on Legendary drops and some other things as well.</p>
<p>Please  understand, we have a lot to think about.  The expansion,  battlegrounds, and the golden path added a lot of content that we have  to keep an eye on.  The content team did an excellent job with the  golden path and if you haven&#8217;t tried it, you might want to talk to a  chronomage or roll a new character to check it out.  Battlegrounds are a  lot of fun too, even if you don&#8217;t like PVP combat you might want to  give it a shot because the cooperative team play is a lot of fun.  I am  not trying to make any excuses, but instead I am trying to say that  there are only so many hours in the day.</p></blockquote>
<p><strong>Defense/Parry &#8212; Useless?</strong></p>
<p style="padding-left: 30px;"><a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=474223">An interesting thread</a>, which I&#8217;ve been following, on whether the +Defense and +Parry skills have any utility whatsoever.</p>
<p><strong>Additional</strong></p>
<ul>
<li>Frizznik and Xelgad are looking into the Crit Multiplier for Wards with regards to Shamans. They are currently falling behind Druids.</li>
<li>Ward of Elements (T3) Armor may become available without the prerequisite of T2 Shard Armor. (<a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=474486">link</a>)</li>
</ul>
<p><strong>Yellow Adornments</strong></p>
<p style="padding-left: 30px;">A handful of Legendary items from level 80-83 received Yellow Adornment slots, however Yellow Adornments were all initially flagged level 84.  This has been remedied in the March 18th hotfix, as they are now level 80 adornments.</p>
<p><strong>Flurry, Double Attack, and AE AutoAttack</strong></p>
<p style="padding-left: 30px;">When you Auto-attack with your <em>mainhand </em>weapon  each of the following has their own independent chance firing off in  addition to that mainhand attack (<a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=474315" target="_blank">from EQ2 Forums</a>):</p>
<ul>
<li><strong>Flurry</strong> &#8212; results in 2 to 4 additional mainhand weapon swings.  These swings do not proc additional procs.</li>
</ul>
<ul>
<li><strong>Double Attack </strong>&#8211; Auto-attack the target a second time, this can also proc (trigger) off an <em>offhand</em> weapon swing</li>
</ul>
<ul>
<li><strong>AE Auto Attack </strong>&#8211; Attacks up to 4 targets in front of the player, but cannot flurry or double attack</li>
</ul>
<p style="padding-left: 30px;"><em>AE Auto-Attack </em>is primarily an AA line that points can be spent in. <em>Double Attack </em>has a cap of 100% and now appears widely on gear of all kinds. <em>Flurry </em>is much rarer to find, and is mostly found in AA lines, but look for it on items.</p>
<p><strong>Making Sense of Tier 2 &amp; Tier 3 Raid Gear</strong></p>
<p style="padding-left: 30px;">Whether you are rewarded Tier 2 or Tier 3 raid gear is dependent upon which raid mob you are killing, and whether you are taking on the &#8220;easy&#8221; version of that mob, or the &#8220;hard mode&#8221; version of that mob. Hard mode mobs typically have more adds, more hitpoints, unique effects, stronger detrimentals, etc.</p>
<p style="padding-left: 30px;">I have to tell you, even after reading <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=474405" target="_blank">this thread laid out by established raiders</a>, I&#8217;m not clear on every single mob and Tier. <img src='http://eq2wire.feldoncentral.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p><strong>Moonlight Enchantments</strong></p>
<p style="padding-left: 30px;"><span style="color: #3366ff;"><strong>Don&#8217;t forget that <a href="http://eq2.zam.com/wiki/Category:Moonlight_Enchantments_Mini_Live_Event" target="_blank">Moonlight Enchantments</a> start tonight!!</strong></span></p>
<p><strong>Itemization Puzzle Pt 2</strong></p>
<p style="padding-left: 30px;">We&#8217;re still working on part 2 of the <strong>Sentinel&#8217;s Fate Itemization Puzzle</strong>. SF Gear is still in a state of flux, and we now know that the &#8220;Tier 3&#8243; Sentinel&#8217;s Fate raid armor, which drops from the hardmode version of each mob are all being upgraded, loot tables adjusted, etc. so it&#8217;s hard to get an accurate picture of the gear at this point.</p>
<p><strong>Development</strong></p>
<p style="padding-left: 30px;"><strong>Fyreflyte</strong>, itemization lead for EQ2, has been conspicuously absent from the EQ2 Forums in the last couple of weeks. Further, Xander, Frizznik, and timetravelling have all been stepping in to answer itemization-related questions. It is unclear what, if any conclusions can be drawn from this.</p>
<p style="padding-left: 30px;">Meanwhile, a former EQ2 developer, <strong>Aeralik</strong>, has been posting some of his perspectives on how the Shadow Odyssey expansion played out behind-the-scenes. He still holds forth that he fought the good fight for the players against the Fighter Revamp and other sweeping, ill-considered changes. EQ2 team members I&#8217;ve spoken to on the condition of anonymity dispute this viewpoint.</p>
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		<title>Dev Chat Covers Wide Range of Issues, Offers Few Revelations</title>
		<link>http://eq2wire.feldoncentral.com/2010/03/20/dev-chat-covers-wide-range-of-issues-few-revelations/</link>
		<comments>http://eq2wire.feldoncentral.com/2010/03/20/dev-chat-covers-wide-range-of-issues-few-revelations/#comments</comments>
		<pubDate>Sat, 20 Mar 2010 16:09:48 +0000</pubDate>
		<dc:creator>Feldon</dc:creator>
				<category><![CDATA[EQ2Wire Commentary]]></category>
		<category><![CDATA[Game Updates]]></category>
		<category><![CDATA[Grouping]]></category>
		<category><![CDATA[Itemization]]></category>
		<category><![CDATA[Raiding]]></category>
		<category><![CDATA[SoE Wants Feedback]]></category>
		<category><![CDATA[developer chat]]></category>

		<guid isPermaLink="false">http://eq2wire.feldoncentral.com/?p=3729</guid>
		<description><![CDATA[Thursday night saw the first post-expansion developer chat of 2010. Hosted by ZAM, this chat had previously been scheduled for March 4th, but was postponed to March 18th as developers focused on issues with Battlegrounds.
You would have assumed, with the key issues of Battlegrounds and Itemization consuming a great deal of development effort in the [...]]]></description>
			<content:encoded><![CDATA[<p>Thursday night saw the first post-expansion developer chat of 2010. Hosted by ZAM, this chat had previously been scheduled for March 4th, but was postponed to March 18th as developers focused on issues with Battlegrounds.</p>
<p>You would have assumed, with the key issues of <strong>Battlegrounds </strong>and <strong>Itemization </strong>consuming a great deal of development effort in the month since Sentinel&#8217;s Fate  launched, AND the 2 week postponement in the EQ2 Developer Chat, that Calthine at ZAM would have received an avalanche of hardball questions. Instead, we saw just a few of these critical issues raised, with the rest running the usual gamut of comfortable questions.</p>
<p><span id="more-3729"></span></p>
<p>I have been assured that &#8220;hard questions&#8221; weren&#8217;t ignored, that the chat did cover most of the questions, especially those submitted in advance. I cannot emphasize enough that if you want a question asked during this chat, e-mail it to <strong>calthine</strong> (at) <strong>zam.com</strong>. If you think I have a better chance of getting it asked, e-mail using the Contact Us form here on EQ2Wire.</p>
<p><strong>Complete Developer Chat logs </strong>from the <a href="http://eq2.zam.com/wiki/Dev_Chat_March_18_2010" target="_blank">March 18th chat appear at ZAM</a>. You can read player reaction to the questions posed and answers revealed on the <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=474165" target="_blank">EQ2 Forums here</a>, elsewhere on the EQ2 Forums, and also on EQ2 Flames. Some questions which caught our eye:</p>
<p style="text-align: right;"><strong>Qeynos and Freeport Starting Zones</strong></p>
<p style="padding-left: 30px;"><span style="color: #008000;"><strong>Question</strong></span><span style="color: #008000;"><strong>:</strong></span> Many folks are confused by Brenlo&#8217;s statement that it is planned to  &#8220;move away from&#8221; Qeynos and Freeport as starting cities.  Could you  please expand on that?</p>
<p style="padding-left: 30px;"><strong><span style="color: #ff0000;">Brenlo</span>:</strong> Well when I said that, I had been drinking . . .   Seriously though, we plan to only allow new characters to start in the  newer player areas.  Timorous, Greater Fay, Darklight and Soon Halas.   The new player experience in Qeynos and Freeport are just not up to  snuff anymore and do not provide as solid an experience when you enter  the game for the first time.</p>
<p>The question made reference to <span style="color: #ff0000;"><strong>Brenlo</strong></span> post&#8217;s post in the &#8216;<a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=470776" target="_blank">What is the Golden Path?&#8217; thread</a> on EQ2 Forums:</p>
<blockquote><p>The golden path is the first step in a larger  revamp of our new player experience.   We took a look at the starting  areas, other than <strong>Qeynos and Freeport as we plan to move away from  those</strong>, and reworked content so that it had a better flow.</p></blockquote>
<p>While the <strong>Queen&#8217;s Colony </strong>and <strong>Outpost of the Overlord </strong>starting islands only present content from levels 1-10, and the quest rewards remain meager, a lot of players have a nostalgia for these zones. My suggestion has always been: Add a portal NPC to the starting island allowing players to immediately port to Gorowyn, Neriak, the Faydark Nursery, or Halas. Eliminating these islands altogether seems to me to be an unnecessary step.</p>
<p style="text-align: right;"><strong>Class Balance-focused Game Update?</strong></p>
<p style="padding-left: 30px;"><span style="color: #008000;"><strong>Question</strong></span><span style="color: #008000;"><strong>:</strong></span> In the area of class balance, would you guys consider having the first  Game Update AFTER an expansion focus on many of the new and un-finished  concerns that players have with class balance?  Especially those that  arise DURING the expansion that were not really as big an issue during  beta?</p>
<p>My interpretation of the <a href="http://eq2.zam.com/wiki/Dev_Chat_March_18_2010#Questions_and_Answers" target="_blank">response</a> is that the EQ2 team are moving away from annual sweeping class changes and hope instead to include class balance fixes in every game update, the first one after the expansion being no exception.</p>
<p style="text-align: right;"><strong>Appearance Mounts</strong></p>
<p style="padding-left: 30px;"><span style="color: #008000;"><strong>Question:</strong></span> Will there be appearances for mounts? e.g. i would like to hide my mount  or use the appearance of another one.</p>
<p style="padding-left: 30px;"><strong><span style="color: #ff0000;">Frizznik</span>:</strong> We do have plans for something for mounts.  We  are looking into different ideas and want it to be a really cool  feature.  I don&#8217;t have a time of when it is coming though, there is a  bunch of work to do with it.  It is certainly on our minds though!</p>
<p style="padding-left: 30px;"><span style="color: #ff0000;"><strong>Brenlo</strong></span>: Indeed.  Frizznik and I are exchanging emails on mounts as we do this  chat.</p>
<p>The issue here is that mounts now have buffs for the rider increasing spell and melee damage, casting speed, health, etc. This leads to players wanting to have their mounts at all times, even in dungeons, and also be able to change the appearance of the mount, and for other players to be able to hide them. Brenlo has publically stated his feeling that mounts should never have been given such desirable buffs, because it caused all of these unintended issues.</p>
<p style="text-align: right;"><strong>Server Lag on Antonia Bayle (and other servers)</strong></p>
<p>This has been a persistent problem despite the recent 64-bit database upgrade, Rothgar has been the point man on trying to solve performance issues and he comes through with this reply:</p>
<p style="padding-left: 30px;"><strong><span style="color: #ff0000;">Rothgar</span>:</strong> We have some short-term plans to help lag by  increasing the number of servers that can service zones for AB as well  as other servers in that data center.</p>
<p style="padding-left: 30px;">Long term  we want to do something about the population.  We don&#8217;t want to restrict  where you can transfer to, so we&#8217;re going to try to make some of the  other servers more desirable by considering some mergers to increase  their populations as well.</p>
<p style="padding-left: 30px;">This is a big task  though and must be coordinated with database upgrades.  So its certainly  a high priority for us, but it will take some time to implement.   Meanwhile we&#8217;re still looking at performance improvements to the code.</p>
<p style="text-align: right;"><strong>Research Assistants</strong></p>
<p>The revelation that <strong>Research Assistants will soon lose their one-per-account limitation</strong> has gained substantial traction on EQ2 Flames and the EQ2 Forums alike. Players will be able to research Master spells for every character on their account, simultaneously.</p>
<p style="padding-left: 30px;"><strong><span style="color: #ff0000;">Rothgar</span>:</strong> Originally this was meant as an account-based reward for  keeping your account subscribed.  The idea was that everyone should  receive the same benefit, like a once-per-account vet reward.</p>
<p style="padding-left: 30px;"><strong><span style="color: #ff0000;">Rothgar</span>:</strong> But at this point we can certainly see that using it on  multiple characters would just be more fun and wouldn&#8217;t really break  anything, so those changes are underway as we speak.</p>
<p>My issue with this change is that level-raising expansions now are on a 2 year cycle. 24 months is plenty of time for most character classes to acquire the majority of their most useful master spells.</p>
<p>What is there to prevent EQ2 Developers from balancing raid, group, and even solo content in the following expansion around players having Master spells? If they continued to balance content around Adept spells, wouldn&#8217;t the content become trivially easy for most players? Kunark was balanced around Apprentice II spells. So already we&#8217;ve seen some inflation in how content is balanced.</p>
<p style="text-align: right;"><strong>Progression Server</strong></p>
<p style="padding-left: 30px;"><span style="color: #008000;"><strong>Question:</strong></span> Are there any plans to open a progression server for EQ2, ala  Sleeper/Combine for EQ1?</p>
<p style="padding-left: 30px;"><span style="color: #ff0000;"><strong>Brenlo</strong></span>: Yes</p>
<p>For those not familiar, a <strong>Progression Server</strong> implements (for the most part) the current rule set, but restores all of the Access Quests, Level &amp; AA Limitations, and other barriers into the game, which players must unlock. For instance, at the start, <strong>players would not have access to AAs, nor be able to surpass level 50</strong>. Only after group/heroic players have unlocked all of the access quests and raid guilds completed all of the raid content in the game would the level cap raise to 60 and AAs become available.</p>
<p>Progression servers are time-consuming to implement, as rules and quests long since removed or altered must be reintegrated into the game. Triggers must be added throughout the game to unlock parts of the game on a progression server. When a progression server was introduced to EQ1, I believe it reached parity with live servers, unlocking all of the content in just 1 month. Surelythe programming and QA testing required to implement this in EQ2 would surpass 1 month.</p>
<p>We will stay on top of this startling revelation and bring you any news that comes to light. For now, there&#8217;s a thread on the <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=474419" target="_blank">EQ2 Forums</a>.</p>
<p>Again, the <a href="http://eq2.zam.com/wiki/Dev_Chat_March_18_2010#Questions_and_Answers" target="_blank">complete Chat Logs</a> are available at EQ2 ZAM.</p>
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		<title>March 18 Hotfix Notes</title>
		<link>http://eq2wire.feldoncentral.com/2010/03/18/march-18-hotfix-notes/</link>
		<comments>http://eq2wire.feldoncentral.com/2010/03/18/march-18-hotfix-notes/#comments</comments>
		<pubDate>Thu, 18 Mar 2010 22:03:58 +0000</pubDate>
		<dc:creator>Feldon</dc:creator>
				<category><![CDATA[Game Updates]]></category>
		<category><![CDATA[Grouping]]></category>
		<category><![CDATA[Itemization]]></category>
		<category><![CDATA[PvP/Battlegrounds]]></category>
		<category><![CDATA[Raiding]]></category>
		<category><![CDATA[hotfix]]></category>

		<guid isPermaLink="false">http://eq2wire.feldoncentral.com/?p=3725</guid>
		<description><![CDATA[Your Hotfix notes for March 18th include tweaks to Tier 3 (raid armor).
NOTE: Make sure your EQ2 client patches before trying to log into EQ2. Due to an oversight, EQ2 servers are allowing out-of-date clients to login, resulting in bugs with the Broker, Group window, etc.
After the jump&#8230;

GENERAL

Brawler  Focus: Stances red adornments have been [...]]]></description>
			<content:encoded><![CDATA[<p>Your Hotfix notes for March 18th include tweaks to Tier 3 (raid armor).</p>
<p><strong>NOTE</strong>: Make sure your EQ2 client patches before trying to log into EQ2. Due to an oversight, <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=474365" target="_blank">EQ2 servers are allowing out-of-date clients to login</a>, resulting in bugs with the Broker, Group window, etc.</p>
<p>After the jump&#8230;</p>
<p><span id="more-3725"></span></p>
<blockquote><p><strong>GENERAL</strong></p>
<ul>
<li>Brawler  Focus: Stances red adornments have been restored to their original  values.</li>
</ul>
<p><strong>BATTLEGROUNDS</strong></p>
<ul>
<li>Fixed an  issue that would cause some players to become stuck when returning home  from a battlegrounds match.</li>
<li>It should no longer be possible to  cause your character to become stuck by spam-clicking the cloud mounts  in Smuggler’s Den.</li>
</ul>
<p><strong>ITEMS</strong></p>
<ul>
<li>Many  of the Tier 3 Raid Boss Armor drops have been improved to be more in  line with the challenge.</li>
<li>Tier 3 Priest sets had some spell reuse  added and some casting haste removed.</li>
<li>Chainmail of Worshipped  Will should now have the proper critical mitigation.</li>
<li>Chainmail  of Worshipped Will should now have a red raid adornment slot.</li>
<li>Greaves  of Recollected Vengeance have had their critical bonus returned to  their original value of 12.6.</li>
<li>A few more high-end accessories  and armor pieces have been found that did not accept new tradeskill  adornments. These have been fixed.</li>
<li>Frothy Tankard can no longer  be transmuted.</li>
<li>The Soot Covered Illusionary Robe should no  longer share appearances with the Academy Junior Apprentice Robes.</li>
</ul>
<p><strong>PVP</strong></p>
<ul>
<li>Warden Root spells should now  follow the 8 second duration rule in PVP.</li>
</ul>
<p><strong>QUESTS</strong></p>
<ul>
<li>&#8220;Premonitions of Doom&#8221; should now update correctly when you  consume the mutagenic potion.</li>
<li>Eva will now correctly update &#8220;The  Footsteps of Dartain: Ascension&#8221; for followers of Tunare.</li>
<li>An  Organic Matter of Fact &#8211; The blur effect observed when using the  Glomalin Divining Rod has been reduced.</li>
<li>An Organic Matter of  Fact &#8211; Certain glomalin deposits that were appearing underground should  now be accessible.</li>
</ul>
<p><strong>SPELLS</strong></p>
<ul>
<li>Blaze  of Ro should now increase the overtime portion of the spell with each  update.</li>
</ul>
<p><strong>TRADESKILLS</strong></p>
<ul>
<li>“Essence  of Peel” and “Essence of Peel II” recipes are now correctly named in  Alchemists’ recipe books.</li>
</ul>
<p><strong>GREATER FAYDARK</strong></p>
<ul>
<li>Several gathering quests in Greater Faydark have been repaired.</li>
</ul>
<p><strong>PALACE OF ROEHN THEER</strong></p>
<ul>
<li>Improved the drop  tables for 1- and 2-rune Roehn Theer kills</li>
<li>The Roehn Theer add  Approaching Equilibrium changed:
<ul>
<li>Spawns with a more consistent  timer</li>
<li>Now only immune to mez</li>
<li>Have fewer HP</li>
</ul>
</li>
</ul>
</blockquote>
<p>and an undocumented change&#8230;</p>
<p><strong>Yellow Adornments are now level 80 instead of 84.</strong></p>
]]></content:encoded>
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		<title>Don&#8217;t Forget: Developer Chat tonight at ZAM</title>
		<link>http://eq2wire.feldoncentral.com/2010/03/18/dont-forget-developer-chat-tonight-at-zam/</link>
		<comments>http://eq2wire.feldoncentral.com/2010/03/18/dont-forget-developer-chat-tonight-at-zam/#comments</comments>
		<pubDate>Thu, 18 Mar 2010 13:13:12 +0000</pubDate>
		<dc:creator>Feldon</dc:creator>
				<category><![CDATA[SoE Wants Feedback]]></category>
		<category><![CDATA[developer chat]]></category>

		<guid isPermaLink="false">http://eq2wire.feldoncentral.com/?p=3721</guid>
		<description><![CDATA[Y’all are cordially invited to the next exciting EQII ZAM Developers Chat! This chat was originally scheduled for March 4th and then postponed. Members of the EverQuest II Developer and Community Teams will be there, bring your questions! If you’d like to submit questions prior to the chat, send e-mail to &#67;&#97;&#108;&#116;&#104;&#105;&#110;&#101;&#64;&#97;&#108;&#108;&#97;&#107;&#104;&#97;&#122;&#97;&#109;&#46;&#99;&#111;&#109; (subject Dev Chat).

Thursday, March 18 [...]]]></description>
			<content:encoded><![CDATA[<p>Y’all are cordially invited to the next exciting EQII ZAM Developers Chat! This chat was originally scheduled for March 4th and then postponed. Members of the EverQuest II Developer and Community Teams will be there, bring your questions! If you’d like to submit questions prior to the chat, send e-mail to <a href="&#109;&#97;&#105;&#108;&#116;&#111;&#58;&#67;&#97;&#108;&#116;&#104;&#105;&#110;&#101;&#64;&#97;&#108;&#108;&#97;&#107;&#104;&#97;&#122;&#97;&#109;&#46;&#99;&#111;&#109;">&#67;&#97;&#108;&#116;&#104;&#105;&#110;&#101;&#64;&#97;&#108;&#108;&#97;&#107;&#104;&#97;&#122;&#97;&#109;&#46;&#99;&#111;&#109;</a> (subject Dev Chat).</p>
<ul>
<li>Thursday, <strong>March 18 @ 5:00pm PDT</strong> (<strong>8:00pm EDT</strong>; <strong>March 19 @ 00:00 GMT</strong>; March 19 @ 01:00 Copenhagen)</li>
<li>In the #EQ2 channel on ZAM IRC</li>
<li>General chat during the actual event will be in #EQ2FFA</li>
<li>You can bet EQ2Wire will be there as well!</li>
</ul>
<table border="0">
<tbody>
<tr>
<td><img class="alignnone size-full wp-image-1661" title="mirc" src="http://eq2wire.feldoncentral.com/wp-content/uploads/2009/09/mirc.png" alt="mirc" width="70" height="66" /></td>
<td>For instructions on how to connect to the chat using mIRC, Trillian, or other chat client, check out the <a href="http://eq2.zam.com/IRC.html">EQ2 ZAM Chat Instructions @ EQ2 ZAM</a>.</td>
</tr>
<tr>
<td><img class="alignnone size-full wp-image-1662" title="java" src="http://eq2wire.feldoncentral.com/wp-content/uploads/2009/09/java.png" alt="java" width="70" height="66" /></td>
<td>If you are not able to run chat software at work, or you just want to jump into the chat through your web browser, you can use the <a href="http://eq2wire.feldoncentral.com/zamchat/">ZAMCHAT Portal</a> here on EQ2Wire.</td>
</tr>
</tbody>
</table>
<p>Check out this <a href="http://www.timezoneconverter.com/cgi-bin/tzc.tzc" target="_blank">Time  Zone Converter</a> to help you find what time to sign in. <strong>NOTE:</strong> Due to America being on Daylight Savings early, please double-check your time zone.</p>
<p>source: <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=474165" target="_blank">EQ2 Forums</a></p>
]]></content:encoded>
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		<title>The Itemization Puzzle Part 1</title>
		<link>http://eq2wire.feldoncentral.com/2010/03/17/the-itemization-puzzle-part-1/</link>
		<comments>http://eq2wire.feldoncentral.com/2010/03/17/the-itemization-puzzle-part-1/#comments</comments>
		<pubDate>Wed, 17 Mar 2010 16:33:54 +0000</pubDate>
		<dc:creator>Feldon</dc:creator>
				<category><![CDATA[EQ2Wire Commentary]]></category>
		<category><![CDATA[Grouping]]></category>
		<category><![CDATA[Itemization]]></category>
		<category><![CDATA[Raiding]]></category>
		<category><![CDATA[fabled]]></category>
		<category><![CDATA[legendary]]></category>

		<guid isPermaLink="false">http://eq2wire.feldoncentral.com/?p=3708</guid>
		<description><![CDATA[Today brings the first part of a two part story about how we got to the Itemization situation we are in now. Part history lesson, part recap.

Part 2 will try to sort out the Sentinel&#8217;s Fate Itemization picture as we have it so far. I assure you that Part 2 will be MUCH shorter.  [...]]]></description>
			<content:encoded><![CDATA[<p><em>Today brings the first part of a two part story about how we got to the Itemization situation we are in now. Part history lesson, part recap.<br />
</em></p>
<p><em><strong>Part 2</strong> will try to sort out the Sentinel&#8217;s Fate Itemization picture as we have it so far. I assure you that Part 2 will be MUCH shorter. <img src='http://eq2wire.feldoncentral.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  After the posting of Part 2, we will be posting a survey to get your feedback on these long-form articles.<br />
</em></p>
<p><span id="more-3708"></span></p>
<p>Itemization in the <strong>Rise of Kunark</strong> was rather straightforward.</p>
<p style="padding-left: 30px;"><a href="http://eq2.wikia.com/wiki/RoK_Legendary_Sets" target="_blank"><strong>Heroic</strong> (Legendary) level 77+ armor</a> dropped in heroic dungeons. There were just 8 generic sets for Warrior, Crusader, Brawler, Cleric, Shaman, Druid, Scouts, and Mages.</p>
<p style="padding-left: 30px;"><strong>Raiders </strong>starting out in the Tier 1-Tier 3 raid zones (before Veeshan&#8217;s Peak) gained access to the slight upgrades of the <a href="http://eq2.wikia.com/wiki/RoK_Fabled_Sets" target="_blank">12 sets of <strong>level 78</strong> subclass  Raid armor</a> (Predator, Cleric, Brawler, Crusader, etc.) Once players gained access to Veeshan&#8217;s Peak, they had available to them 24 class-specific armor sets. These class-specific armor sets were the introduction to powerful set bonuses that made it desirable for most players to earn and hang onto all 6 or 7 pieces of their armor.</p>
<p style="padding-left: 30px;">Other armor pieces for Groups and Raids did drop but they were usually not the best items. And only solo players saw any value in the vendor-sold faction armor throughout Kunark.</p>
<p style="padding-left: 30px;">There was <a href="http://eq2.wikia.com/wiki/A_Fistful_of_Metal" target="_blank">one really good Fabled jewelry quest</a> in Kunark. Otherwise, jewelry came from contested named group mobs, dungeons, and raid zones.</p>
<p><strong>The Shadow Odyssey</strong> shortened the quality leap of gear from Legendary to Fabled and increased the options for soloers, group/heroic players, and both casual and hardcore raiders.</p>
<p style="padding-left: 30px;">The Shadow Odyssey reminded many of the Lost Dungeons of Norrath from EQ1, as it introduced familiar and new dungeons which each dropped Void Shards. These tokens were redeemable for legendary armor. For group players, a full set of <a href="http://eq2.wikia.com/wiki/Void_Shard_Mission_System" target="_blank">Tier 1 Void Shard armor</a> cost just 38 shards (44 without the aid of a talented crafter). For another 112 shards (136 on your own), players could upgrade to Tier 2 armor, which provided a small amount of Critical Mitigation, crucial to survive entry-level raiding in TSO.</p>
<p style="padding-left: 30px;">Meanwhile, <strong>raiders </strong>saw the &#8220;raid patterns&#8221; idea carried forward from Kunark, with the <a href="http://eq2.wikia.com/wiki/TSO_Fabled_Sets" target="_blank">TSO Raid Patterns</a>. TSO Raid Gear had substantial amounts of Critical Mitigation, however casual raid guilds noticed that the jump from Tier 2 armor to this Raid gear was substantial, and some guilds struggled to survive the Critical Mitigation checks mobs were asking of them.</p>
<p style="padding-left: 30px;">Then came the announcement of the <strong>Ward of Elements</strong>. This was EQ2&#8217;s first x2 raid zone which got the perfect balance of mob difficulty and gear quality ideal for 12 players. Ward of Elements singlehandedly defined a new class of players who were serious enough to move beyond group dungeon runs, but were still working on building a full raid force with sufficient gear to survive the harder encounters. WoE provided a great stepping stone and opportunity for casual raid guilds to gear up players to move on to harder content.</p>
<p style="padding-left: 30px;">Incidentally, with the introduction of the <a href="http://eq2.wikia.com/wiki/TSO_Fabled_Shard_Armor_Sets" target="_blank">Ward of Elements &#8216;<strong>Tier 3</strong>&#8216; fabled gear</a>, those <a href="http://eq2.wikia.com/wiki/TSO_Fabled_Sets" target="_blank">TSO Raid Patterns</a> were hereafter referred to as &#8216;<strong>Tier 4</strong>&#8216; armor.</p>
<p style="padding-left: 30px;">Set bonuses, once only found on the Rise of Kunark Fabled gear, became   widespread throughout legendary and fabled TSO armor. Jewelry and even odd combinations such   as necklace, cloak, and belt each got the &#8220;set bonus&#8221; bug.</p>
<p style="padding-left: 30px;">TSO introduced a series of collections and quests that made powerful jewelry available to group and even solo players. TSO also greatly extended the power and quantity of Charm and Cloak items.</p>
<p><strong>The Devil in the Details &#8212; Stat Caps, Set Bonuses</strong>,<strong> and Mythicals</strong></p>
<p style="padding-left: 30px;">With such a smooth progression from Tier 1 to Tier 4 armor, what could go wrong? As it turns out, quite a bit.</p>
<p style="padding-left: 30px;">In Kunark, the average Group/Heroic player was lucky to see 15-20% Critical or Double Attack from their combined gear. Even raiders weren&#8217;t typically passing 50% Critical or Double Attack from gear in Kunark. And yet with TSO, even Group/Heroic players found themselves starting to creep up on the 50% mark. Worse, some raiders reached the end of The Shadow Odyssey <strong>nearing or over 100% in many key skills and abilities</strong>.</p>
<p style="padding-left: 30px;">Another issue created by such powerful set bonuses was that players ignored any dropped pieces of armor in group and raid zones, even rather powerful items, as equipping them would mean breaking up <strong>Set Bonuses</strong>. Only avatar gear (before it was nerfed) was capable of competing with those bonuses.</p>
<p style="padding-left: 30px;">Finally, as was widely predicted when they were announced, <strong>Mythical Weapons </strong>completely eliminated any chance of developers tempting players any weapons other than their mythical.</p>
<p><strong>A Rock and a Hard Place</strong></p>
<p style="padding-left: 30px;">So going into the Sentinel&#8217;s Fate, Fyreflyte and Aeralik had a plan:</p>
<ul>
<li>Reintroduce <strong>Gear Scaling</strong>, to make current gear worthless at level 90.</li>
<li>Use <strong>Set Bonuses</strong> sparingly on new gear.</li>
<li><strong>Consolidate Stats and Skills</strong>, and make each archetype focus on one Stat for their power and core class ability.</li>
<li>Expand the <strong>Adornments system </strong>so that players can add procs and special effects to their own gear at both the Solo, Heroic, and Raid levels.</li>
<li>Provide a <strong>Mythical Quest </strong>that would provide players a stripped version of their mythical weapon, and a permanent spell granting them its unique abilities. This would allow players to upgrade to a new weapon without losing their mythical&#8217;s unique, class-defining effects.</li>
</ul>
<p><strong>Dr. Strangelove, or How I learned to Stop Worrying and Love Gear Scaling</strong></p>
<p style="padding-left: 30px;">Gear Scaling was never really &#8220;sold&#8221; to the players. It was presented to the players in a rather horrific posting (in this editor&#8217;s opinion) on the EQ2 forums. It was to be a flat scaling percentage that would have meant players became <em>less effective </em>as they leveled up wearing the <strong>same gear</strong> against the <strong>same mobs</strong>. It was a very real possibility that players would be unable to kill content at level 81 that they could at level 80.</p>
<p style="padding-left: 30px;">It was identical to the Gear Scaling system added to and then hastily removed from both the Kunark and Shadow Odyssey <strong>betas</strong>. Without a &#8220;weighting&#8221; system or &#8220;conning&#8221; system to compare the mob&#8217;s level to the player&#8217;s it was half-baked at best and summarily rejected by the players.</p>
<p style="padding-left: 30px;">However the negativity about the reappearance of a flat <strong>Gear Scaling</strong> system only compounded on the extremely unpopular <strong>Fighter Revamp</strong> which would have reduced Tanking in EQ2 to a single &#8220;Taunt&#8221; macro any monkey could do.</p>
<p style="padding-left: 30px;">Unknown to most players, <strong><span style="color: #ff0000;">Rothgar</span> </strong>and <strong><span style="color: #ff0000;">Fyreflyte</span> continued to work on the Gear Scaling system and made substantial changes that would have made the system very workable</strong>. A conning or comparison system was added such that your items would be compared to the level of the enemy. Also, a weighting system was added such that players would be able to perform reasonably well against enemies as they leveled up, although it would still be an obvious upgrade to acquire new level 90 armor.</p>
<p style="padding-left: 30px;">The damage was already done in the eyes of the players, and since these improvements had not been sufficiently communicated with the players, Gear Scaling was scrapped in totality.</p>
<p style="padding-left: 30px;">No doubt Fyreflyte now found himself stuck between a rock and a hard place. Gear Scaling was supposed to solve all of the problems with powerful items, powerful set bonuses, etc. It was hard to miss the exasperation in some of his posts during the Sentinel&#8217;s Fate beta.</p>
<p><strong>The Sentinel&#8217;s Fate Equation (Math Ahead!)</strong></p>
<p style="padding-left: 30px;">When Sentinel&#8217;s Fate went live one month ago, the first thing I noticed is just how powerful Adornments were.  Examining a piece of armor either from a merchant, dungeon, or raid drop  no longer provides a complete picture of just what that item is capable  of. Players must consider <strong>White Adornments </strong>(player made), <strong>Red Adornments </strong>(raid), and with  yesterday&#8217;s patch, <strong>Yellow Adornments </strong>(group) when looking at any piece of gear.  With the addition of <strong>percentages </strong>to most stats, just examining and  comparing gear can be quite a mental exercise.</p>
<p style="padding-left: 30px;">The second I noticed is that the <strong>armor sets </strong>of Tier 1, Tier 2, etc. armor for Heroic/Group players <strong>are incomplete</strong>. Fyreflyte confirmed this in a beta forum post, indicating that only some armor, some jewelry, charms, and weapons would be available for purchase with shards (Marks of Manaar). Most of the best items would be dungeon drops, even main armor slots.</p>
<p style="padding-left: 30px;">Initially, Fyreflyte and Domino thought that players would be willing to give up all <strong>Resists against Noxious, Arcane, and Elemental </strong>attacks in exchange for 2-3 pieces of mastercrafted resist jewelry, harkening back to the days of Kunark raiding when players would have to swap in different jewelry to survive certain encounters. However, this was loudly rejected by players, and developers relented just yesterday, adding resists to nearly all gear.</p>
<p style="padding-left: 30px;">Because of <strong>Stat Consolidation</strong>, there was no need for <strong>24 individual sets  of Raid armor</strong>. So there are just a few sets of raid armor applicable to all classes. There are different tiers of this armor, but no more are there separate sets for each class or even each archetype.</p>
<p style="padding-left: 30px;"><strong>Battlegrounds </strong>and <strong>The Vigilant x2 </strong>raid zone have been red herrings, providing some of the best gear in the game, instead of a logical, smooth progression from the low end heroic to the high end raid gear.</p>
<p>Today, itemization is an even bigger  jigsaw puzzle than it was in either Kunark or Sentinel&#8217;s Fate, and  trying to get a grapple on it has been tricky to say the least. Tomorrow&#8217;s article will tackle Sentinel&#8217;s Fate Itemization head on and provide you the resources you need to understand what gear is available and how to get it.</p>
<p style="padding-left: 30px;">
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		<title>Spell Resist Changes for Battlegrounds/PvP</title>
		<link>http://eq2wire.feldoncentral.com/2010/03/17/spell-resist-changes-for-battlegroundspvp/</link>
		<comments>http://eq2wire.feldoncentral.com/2010/03/17/spell-resist-changes-for-battlegroundspvp/#comments</comments>
		<pubDate>Wed, 17 Mar 2010 10:30:32 +0000</pubDate>
		<dc:creator>Feldon</dc:creator>
				<category><![CDATA[PvP/Battlegrounds]]></category>
		<category><![CDATA[battlegrounds]]></category>
		<category><![CDATA[spell resists]]></category>

		<guid isPermaLink="false">http://eq2wire.feldoncentral.com/?p=3709</guid>
		<description><![CDATA[Mages have been rather effective in Battlegrounds and PvP combat of late. Moreso than perhaps was intended.
Timetravelling has laid out the details of the cause of this issue, what he intends to do about it, and how it will be tested in this EQ2 Forums thread.
We&#8217;ve been digging through the code to track  down [...]]]></description>
			<content:encoded><![CDATA[<p>Mages have been rather effective in Battlegrounds and PvP combat of late. Moreso than perhaps was intended.</p>
<p><span style="color: #ff0000;"><strong>Timetravelling</strong></span> has laid out the details of the cause of this issue, what he intends to do about it, and how it will be tested in this <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=474221" target="_blank">EQ2 Forums thread</a>.</p>
<blockquote><p>We&#8217;ve been digging through the code to track  down the inconsistencies we&#8217;ve been seeing in spell resists and spell  avoidance. We have some changes incoming that I&#8217;d like to describe  briefly for y&#8217;all.</p>
<p>Based on the old formulas, extremely high  resists (if capped) would give players a 75% chance to avoid a spell AND  a 75% reduction in the damage when it landed.</p>
<p>At level 70+, spell avoidance chance was being  multipled by 0.6 (reducing your overall chance to avoid by 40%) and  spell resists were being multiplied by 0.65 (reducing the damage  reduction applied to spell damage by 35%). This has been contributing to  the &#8230; ah &#8230; very high combat effectiveness of spell-damage based  classes. We have removed all of these mults internally.</p>
<p>Once  internal testing has been completed, we plan on pushing these changes to  Test-copy (and temporarily flagging it as PvP). Once that happens,  we&#8217;ll update the thread here and ask for y&#8217;all to jump over there and  help us test the crap out of the changes. We&#8217;ll leave it up there for at  least a week or two to give time for balance tweaks and such before  considering a push to Live.</p>
<p>Our intention is *not* to make any  classes unbeatable or make others unable to kill opponents.</p>
<p>However, spell resistances and high STA should be  contributing to survival as expected instead of at a greatly reduced  effectiveness.</p></blockquote>
<p>Your feedback is encouraged, and hopefully lots of people will test these changes. In case you missed it, <strong>for PvP and Battlegrounds purposes, Spell Resists are now calculated using Stamina (STA)</strong>, a stat that all classes have some of, and can gain more of, <strong>rather than Wisdom (WIS)</strong>, which due to Stat Consolidation, is now much harder for certain classes to get in any quantity.</p>
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		<item>
		<title>March 16 Hotfix</title>
		<link>http://eq2wire.feldoncentral.com/2010/03/16/march-16-hotfix/</link>
		<comments>http://eq2wire.feldoncentral.com/2010/03/16/march-16-hotfix/#comments</comments>
		<pubDate>Tue, 16 Mar 2010 19:45:49 +0000</pubDate>
		<dc:creator>Feldon</dc:creator>
				<category><![CDATA[Game Updates]]></category>
		<category><![CDATA[Grouping]]></category>
		<category><![CDATA[Itemization]]></category>
		<category><![CDATA[Raiding]]></category>
		<category><![CDATA[hotfix]]></category>

		<guid isPermaLink="false">http://eq2wire.feldoncentral.com/?p=3702</guid>
		<description><![CDATA[Today&#8217;s Hotfix notes for March 16th, 2010. Yellow Adornments also made it in, but they&#8217;re not in the notes&#8230;
GENERALMost of the guards in Freeport, Qeynos  and Kelethin have had their levels reduced to what they had previously.  Exceptions to this include palace guards and patrolling knights.
ITEMS
All jewelry from the Vigilant: Final Destruction (x2) [...]]]></description>
			<content:encoded><![CDATA[<p>Today&#8217;s Hotfix notes for March 16th, 2010. Yellow Adornments also made it in, but they&#8217;re not in the notes&#8230;</p>
<blockquote><p><strong>GENERAL</strong>Most of the guards in Freeport, Qeynos  and Kelethin have had their levels reduced to what they had previously.  Exceptions to this include palace guards and patrolling knights.</p>
<p><strong>ITEMS</strong></p>
<p>All jewelry from the Vigilant: Final Destruction (x2) has  had resists added.</p>
<p>Summoning the mount from the Ykeshan Warbear  whistle will now work if you are level 80 in either adventuring or  tradeskilling.</p>
<p>The valuable, Onayan staff of the waves, should  now be on the Vasty Deep collection tables.</p>
<p><strong>QUESTS</strong></p>
<p>The  Footsteps of Dartain: Observation &#8211; The projected erudite will no  longer disappear during conversation.</p>
<p>In Search of Lucan –  Fyr’remd Lorak should no longer disappear during conversation.</p>
<p>&#8220;Confronting  the Godslayer&#8221; requires the raid lichform version of Perah&#8217;Celsis in  order to update. The prose is now more specific about this.</p>
<p>Delinah  now properly updates &#8220;The Footsteps of Dartain: Emergence.&#8221;</p>
<p>Players  who delete or decline the various &#8220;Footsteps of Dartain&#8221; signature  quests can now re-obtain them.</p>
<p>Stage 3 of &#8220;Whispers from the  Past&#8221; now correctly mentions Silent City instead of Living Tombs.</p>
<p><strong>PALACE OF ROEHN THEER</strong></p>
<p>Kendis and Penda United now have lower  maximum health.</p>
<p>The 3 sages in challenge mode now synchronize  their use of prismatic sphere with their exchange of stones (tank  switching).</p>
<p><strong>SUNDERED FRONTIER</strong></p>
<p>Neophyte Sairal in  the Hall of Necromancy seeks adventurers 80 and higher for a special  task.</p>
<p><strong>VASTY DEEP: THE ABANDONED LABS</strong></p>
<p>Adds on  the Kadara&#8217;Mola fight in Vasty Deep: The Abandoned Labs should now  de-spawn should she reset or the encounter breaks.</p></blockquote>
]]></content:encoded>
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		<title>Resists, Red Slots Trickle Onto Raid Gear</title>
		<link>http://eq2wire.feldoncentral.com/2010/03/12/resists-red-slots-trickle-onto-raid-gear/</link>
		<comments>http://eq2wire.feldoncentral.com/2010/03/12/resists-red-slots-trickle-onto-raid-gear/#comments</comments>
		<pubDate>Fri, 12 Mar 2010 18:06:17 +0000</pubDate>
		<dc:creator>Feldon</dc:creator>
				<category><![CDATA[Game Updates]]></category>
		<category><![CDATA[Itemization]]></category>
		<category><![CDATA[Raiding]]></category>

		<guid isPermaLink="false">http://eq2wire.feldoncentral.com/?p=3700</guid>
		<description><![CDATA[Most of the Sentinel&#8217;s Fate raid and heroic gear has had no Resists (vs. Arcane, vs. Elemental, vs. Noxious), presumably with the intention that players would have to wear 2-3 pieces of Mastercrafted jewelry. Also, all but the highest level raid gear in Sentinel&#8217;s Fate has lacked Red Adornment Slots. This made most of this [...]]]></description>
			<content:encoded><![CDATA[<p>Most of the Sentinel&#8217;s Fate raid and heroic gear has had no Resists (vs. Arcane, vs. Elemental, vs. Noxious), presumably with the intention that players would have to wear 2-3 pieces of Mastercrafted jewelry. Also, all but the highest level raid gear in Sentinel&#8217;s Fate has lacked Red Adornment Slots. This made most of this gear a poor upgrade over TSO raid gear.</p>
<p>If you&#8217;ve been following the <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=473618" target="_blank">Equipment  Adjustments thread</a> on the EQ2 Forums, as well as yesterday&#8217;s Hotfix  notes, you know that Resists and Red Slots have now started to appear on Fabled and Legendary gear. However there are some outstanding items, specifically the x2 raid (The Vigilant) items.</p>
<p>We are continuing to watch the changes in Gear Itemization, including Yellow Adornments which should appear in Tuesday&#8217;s Hotfix.</p>
]]></content:encoded>
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		<title>Brewday is Here!</title>
		<link>http://eq2wire.feldoncentral.com/2010/03/11/brewday-is-here/</link>
		<comments>http://eq2wire.feldoncentral.com/2010/03/11/brewday-is-here/#comments</comments>
		<pubDate>Thu, 11 Mar 2010 12:00:32 +0000</pubDate>
		<dc:creator>Feldon</dc:creator>
				<category><![CDATA[Game Updates]]></category>
		<category><![CDATA[Live Events]]></category>
		<category><![CDATA[Tradeskill]]></category>
		<category><![CDATA[brew day]]></category>

		<guid isPermaLink="false">http://eq2wire.feldoncentral.com/?p=3698</guid>
		<description><![CDATA[
Brewday has arrived in Norrath! This celebration of Brell and brew will run from March 11 to the 22nd.
For a guide to the updated events, collections, tradeskill recipes, and quests for this year&#8217;s Brew Day event, check out these sites:

Brew Day Events at EQ2 Wiki
Updated Brew Day Guide at EQ2 ZAM
Brew Day Preview at EQ2 [...]]]></description>
			<content:encoded><![CDATA[<p><img src="http://eq2players.station.sony.com/images/en/features/articles/brewday10/brewday_logo.png" alt="" /></p>
<p>Brewday has arrived in Norrath! This celebration of Brell and brew will run from March 11 to the 22nd.</p>
<p>For a guide to the updated events, collections, tradeskill recipes, and quests for this year&#8217;s Brew Day event, check out these sites:</p>
<ul>
<li><a href="http://eq2.wikia.com/wiki/Brew_Day" target="_blank">Brew Day Events at EQ2 Wiki</a></li>
<li><a href="http://eq2.zam.com/wiki/Category:EQ2_Brewday" target="_blank">Updated Brew Day Guide at EQ2 ZAM</a></li>
<li><a href="http://eq2.eqtraders.com/articles/article_page.php?article=q85&amp;menustr=060000000000" target="_blank">Brew Day Preview at EQ2 Traders</a></li>
</ul>
<p>Although the event is now available on live servers, Brell&#8217;s Bar remains closed until 10:30am PST according to an announcement I read in-game. For further discussion on Brell&#8217;s Bar, check out the <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=473631" target="_blank">EQ2 Forums</a>.</p>
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