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Alchemy

KarbleKarble Member UncommonPosts: 750

One of the bigger draw backs in Everquest as the game aged, for me at least, was the availability of important buffs such as the clarity line since enchanters seems far and few between. Even /ooc or /shout with offer of plat or searching for one in a zone like POK often times ended in no results.

This brings me to Alchemy and the need it had in Everquest.

Basically through alchemy, a player could make potions that had various levels of spells within them. This included gates to areas, strength, clarity, haste...and much more.

I never got into alchemy myself, but I remember getting components one time for someone so I could get a few potions at a discount. I also remember paying a good amount for them in the Bazaar.

The most powerful version of clarity seemed to always come from a player cast though. My point is that clarity in general was so needed in the game as a caster. If you didn't have it towards the mid to higher levels, you were a sad sad panda. I ran into that a few times very deep in an area that was a ghost town. Took me 5X longer to regen which meant my character abilities were chomping mana and making me sit for 10 to 15 minutes between battles. There is nothing wrong with the potion system and alchemy in principle, but I hope they will make the potions a little easier for alchemist to make, so there end up being more to buy.

Not really sure how they will do this new system though. They may toss out the mana bar all together. Would feel quite different, but I could get used to the idea. Mana preservation felt good though. Meant you couldn't just burn down a mob after mob with infinite amounts of your highest dps nuke.

Comments

  • Defines83Defines83 Member Posts: 14
    In Everquest Online Adventures the Alchemist was actually a class. it was a leather wearing pot chucking AoE machine. it made special alc pots to trade with others but it also made potions that would explode and do elemental damage. it was the best class i ever played in any MMORPG.
  • TelondarielTelondariel Member Posts: 1,001

    They seemed to "fix" a lot of the issues you are talking about in EQ2.  Mana regen was improved greatly, and there are a host of potions (albeit on long timers) you can make through alchemy.  There were also items you could click (on timers) that would give you a mana boost.  Buffs from the enchanter classes in EQ2 were self and group only.

     

    I'm interested in how they manage a lot of details like this in EQN.  I've always loved playing a class that could buff random people on their journey, so it'll be interesting if that mechanic is in the game.  There is just going to be such a clamoring for information at the beginning that I hope it squeaks through the Q&A. 

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  • WaterlilyWaterlily Member UncommonPosts: 3,105

    Was that a bad thing though, that KEI and othe rmana buffs were so important to players. I loved playing a bard (although my main is a warrior), because my mana songs were necessary and gave groups a huge boost.

    I sort of liked the crazyness in EQ, the fact a single buff was very powerful was fun.

    I don't like the "balance everything" new MMO use, it's boring.

  • donpopukidonpopuki Member Posts: 591
    Yeah I remember waiting around asking people for KEI, not fun. You simply couldn't play without KEI as a spellcaster. This was back in the PoP days, not sure if they balanced it since. Buffs like KEI should help out but not so overwhelming awesome that it becomes mandatory.
  • WaterlilyWaterlily Member UncommonPosts: 3,105
    Originally posted by donpopuki
    You simply couldn't play without KEI as a spellcaster. 

    That's a stretch. A bard and bst provided ample mana regen for most players. You didn't need KEI to play the game. Yes it helped, but getting enough mana regen was part of the player's responibility, there were plenty of ways to increase your mana regen without relying on KEI.

  • LokeroLokero Member RarePosts: 1,514
    Originally posted by Waterlily
    Originally posted by donpopuki
    You simply couldn't play without KEI as a spellcaster. 

    That's a stretch. A bard and bst provided ample mana regen for most players. You didn't need KEI to play the game. Yes it helped, but getting enough mana regen was part of the player's responibility, there were plenty of ways to increase your mana regen without relying on KEI.

    And Necromancers did just fine without KEI. *chuckle*

  • jcr4990jcr4990 Member Posts: 10
    Playing without KEI sucked. But I wouldn't go so far as to say you couldn't play without it. My main was an enchanter but I had several alts and had no problems playing without it when I had to.
  • KarbleKarble Member UncommonPosts: 750
    Originally posted by Lokero
    Originally posted by Waterlily
    Originally posted by donpopuki
    You simply couldn't play without KEI as a spellcaster. 

    That's a stretch. A bard and bst provided ample mana regen for most players. You didn't need KEI to play the game. Yes it helped, but getting enough mana regen was part of the player's responibility, there were plenty of ways to increase your mana regen without relying on KEI.

    And Necromancers did just fine without KEI. *chuckle*

    Yep...wasn't it Necro and Shaman that could get mana. Necro grabbed it from caster mobs and Shaman tapped their own health and converted it?

  • jcr4990jcr4990 Member Posts: 10
    Shamans had cannibalize to sacrifice hp for mana as a set amount per cast. Necromancers had a "Lich" spell line that slowly ticked away hp and gave mana over time
  • AeliousAelious Member RarePosts: 3,521
    I would be nice to have interdependent buffs again IMO. To combat unavailability I think an offline NPC conversion for players would be great. You may not be on but your character could be to cast buffs if you set it that way. Maybe even for a set fee.

    This would be tied into player housing and player made tasks but that's for another subject :)
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