Unknown2008-06-22 06:52:39
Finally the name Spiritsinger has a meaning. Much love to all who worked on the Wildarrane update. It's been in discussion for a while within the guild, and I've been expecting changes, but this still makes me smile.


Tervic2008-06-23 06:47:29
- I have rewritten how snubbing works behind the scenes. You will notice
no visible changes, but the result is a roughly 17% increase in
Lusternia's performance. Now that's an update everyone can enjoy!
If you can say that 17% is not a noticeable change then.... wow.
<3 Morgfyre
no visible changes, but the result is a roughly 17% increase in
Lusternia's performance. Now that's an update everyone can enjoy!
If you can say that 17% is not a noticeable change then.... wow.
<3 Morgfyre
Emar2008-06-23 20:16:44
QUOTE
ANNOUNCE NEWS #1119
Date: 6/23/2008 at 19:51
From: Estarra, the Eternal
To : Everyone
Subj: Ecology Updates
Ecology Update
Ecology has been given a special review and ended up undergoing a pretty
major update. You can look for these changes:
- Charms have been giving a very large upgrade for the amount of damage
they can potentially absorb.
- Hillsmudge - the delay in the mud affliction is now much stronger .
- Finsfetish can now use mantakaya and calcise.
- Female ecologists in Serenwilde will get a vixen familiar instead of a
fox.
- FetishArmour - Ecologist can use their fetish to meld with their
animal companion, making the animal invulnerable (but of course you give
up your fetish).
- SmudgeDrop - animal familiars can drop smudges.
- FamiliarSting - Armoured familiars can do poison attacks.
- FamiliarBerserk - Armoured animal familiars can do poison attacks at
double speed.
- FamiliarGuard - Armoured familiars can attempt to block attacks.
- SnakeBane - A timed curse that makes the target more susceptible to
poisons.
- BatBane - A timed curse that increases damage music attacks as well as
egovice,manabar,powerspike. Also increases earache time, lasts 60
seconds.
- HerbBane - A timed curse that has a chance of making eaten herbs give
ego and mana damage instead of curing.
Penned by My hand on the 14th of Juliary, in the year 209 CE.
Date: 6/23/2008 at 19:51
From: Estarra, the Eternal
To : Everyone
Subj: Ecology Updates
Ecology Update
Ecology has been given a special review and ended up undergoing a pretty
major update. You can look for these changes:
- Charms have been giving a very large upgrade for the amount of damage
they can potentially absorb.
- Hillsmudge - the delay in the mud affliction is now much stronger .
- Finsfetish can now use mantakaya and calcise.
- Female ecologists in Serenwilde will get a vixen familiar instead of a
fox.
- FetishArmour - Ecologist can use their fetish to meld with their
animal companion, making the animal invulnerable (but of course you give
up your fetish).
- SmudgeDrop - animal familiars can drop smudges.
- FamiliarSting - Armoured familiars can do poison attacks.
- FamiliarBerserk - Armoured animal familiars can do poison attacks at
double speed.
- FamiliarGuard - Armoured familiars can attempt to block attacks.
- SnakeBane - A timed curse that makes the target more susceptible to
poisons.
- BatBane - A timed curse that increases damage music attacks as well as
egovice,manabar,powerspike. Also increases earache time, lasts 60
seconds.
- HerbBane - A timed curse that has a chance of making eaten herbs give
ego and mana damage instead of curing.
Penned by My hand on the 14th of Juliary, in the year 209 CE.
I must say, the changes look amazing.
Thank you!
Xavius2008-06-23 23:23:01
Did they seriously let mantakaya through without a sap nerf? 
BatBane I'm iffy about. Why would you put a bard-specific skill in ecology? Moreover, why would you make that skill a damage skill?
Otherwise, the things that the admin put in that didn't come from the envoys look entirely more awesome than our ideas.

BatBane I'm iffy about. Why would you put a bard-specific skill in ecology? Moreover, why would you make that skill a damage skill?
Otherwise, the things that the admin put in that didn't come from the envoys look entirely more awesome than our ideas.
Gwylifar2008-06-23 23:29:36
QUOTE(Xavius @ Jun 23 2008, 07:23 PM) 525003
BatBane I'm iffy about. Why would you put a bard-specific skill in ecology? Moreover, why would you make that skill a damage skill?
Presumably to give Harbingers and Spiritsingers at least some small motivation to take Ecology over Glamours.
Saran2008-06-23 23:32:13
QUOTE(Gwylifar @ Jun 24 2008, 09:29 AM) 525011
Presumably to give Harbingers and Spiritsingers at least some small motivation to take Ecology over Glamours.
That or druids a skill that is entirely useless unless they group with a bard?
Xavius2008-06-23 23:33:36
QUOTE(Gwylifar @ Jun 23 2008, 06:29 PM) 525011
Presumably to give Harbingers and Spiritsingers at least some small motivation to take Ecology over Glamours.
You say that like druids actually took ecology for PvP.
Estarra2008-06-23 23:53:46
QUOTE(Xavius @ Jun 23 2008, 04:23 PM) 525003
Otherwise, the things that the admin put in that didn't come from the envoys look entirely more awesome than our ideas.
Thanks! To pat myself on the back, I'm usually the one who ends up designing most skills (for better or worse!), and in this case, I predominantly redesigned necroscream, wildarrane and ecology. (Necroscream, however, we ended up using more from the special reports than the others.) I do like to consider myself one of the top designers around, at least when it comes to creativity, innovation, thinking outside of the box, etc. That said, if we ever do discover someone else who is good at skill design, you can be sure we'll be all over him or her like bees over honey! As the envoys could tell you, design is a lot harder than many may think.
Xiel2008-06-24 00:01:29

Also, since we commune bards could actually take Ecology, I'm guessing that's to encourage more to take Ecology than Glamours, like Gwylifar said.
Unknown2008-06-24 00:09:41
QUOTE(Estarra @ Jun 23 2008, 06:53 PM) 525029
Thanks! To pat myself on the back, I'm usually the one who ends up designing most skills (for better or worse!), and in this case, I predominantly redesigned necroscream, wildarrane and ecology. (Necroscream, however, we ended up using more from the special reports than the others.) I do like to consider myself one of the top designers around, at least when it comes to creativity, innovation, thinking outside of the box, etc. That said, if we ever do discover someone else who is good at skill design, you can be sure we'll be all over him or her like bees over honey! As the envoys could tell you, design is a lot harder than many may think.

Go go Estarra!
Asmodea2008-06-24 00:32:55
QUOTE(Saran @ Jun 24 2008, 07:32 AM) 525016
That or druids a skill that is entirely useless unless they group with a bard?
Welcome to a bards life and Hyperactive, good for monks, utterly useless for bards! hee hee
Arel2008-06-24 02:33:00
QUOTE(Saran @ Jun 23 2008, 07:32 PM) 525016
That or druids a skill that is entirely useless unless they group with a bard?
I can think of more than a few music spec skills that are completely useless for a bard unless they group with another archetype.
QUOTE(Estarra @ Jun 23 2008, 07:53 PM) 525029
Thanks! To pat myself on the back, I'm usually the one who ends up designing most skills (for better or worse!), and in this case, I predominantly redesigned necroscream, wildarrane and ecology. (Necroscream, however, we ended up using more from the special reports than the others.) I do like to consider myself one of the top designers around, at least when it comes to creativity, innovation, thinking outside of the box, etc. That said, if we ever do discover someone else who is good at skill design, you can be sure we'll be all over him or her like bees over honey! As the envoys could tell you, design is a lot harder than many may think.

Diamondais2008-06-24 02:37:40


Celina2008-06-24 04:23:49
Very awesome. Ecology looks amazing now.
Saran2008-06-24 04:33:31
QUOTE
- Charms have been giving a very large upgrade for the amount of damage
they can potentially absorb.
What's the dmp now? I remember talking to nessa about it but I can't get online to check with an ecologistthey can potentially absorb.
QUOTE
- FetishArmour - Ecologist can use their fetish to meld with their
animal companion, making the animal invulnerable (but of course you give
up your fetish).
animal companion, making the animal invulnerable (but of course you give
up your fetish).
So will the armour last until your familiar dies through deep bond?, or however it works now
QUOTE
- FamiliarSting - Armoured familiars can do poison attacks.
QUOTE
- SnakeBane - A timed curse that makes the target more susceptible to
poisons.
- BatBane - A timed curse that increases damage music attacks as well as
egovice,manabar,powerspike. Also increases earache time, lasts 60
seconds.
- HerbBane - A timed curse that has a chance of making eaten herbs give
ego and mana damage instead of curing.
What's the duration and what sort of costs?
Unknown2008-06-24 05:35:46
Herbbane does like 300 mana and ego damage, the real value is probably in the thing not being healed, 1v1 at least.
The stings, I dunno, I don't have a familiar yet though I'm an ecologist. Snakebane is probably to deal with knight immunity I would think. Hopefully there's messages for when they wear off so that I don't have to make a timer.
The stings, I dunno, I don't have a familiar yet though I'm an ecologist. Snakebane is probably to deal with knight immunity I would think. Hopefully there's messages for when they wear off so that I don't have to make a timer.
Gregori2008-06-24 07:01:27
QUOTE(Jello @ Jun 23 2008, 11:35 PM) 525171
The stings, I dunno, I don't have a familiar yet though I'm an ecologist. Snakebane is probably to deal with knight immunity I would think. Hopefully there's messages for when they wear off so that I don't have to make a timer.
Stings... are not bad, 3 power for 5 poisons which are shruggable (at trans resilience I was shrugging 4/5, with snakebane on some people they were still shrugging 4/5) is kind of meh, but it helps.
Snakebane... see above. There are no messages for the banes wearing off.
Familiarberserk... basically rushing for familiars, another 6 power skill, almost useless given the speed that the familiar stings at to begin with.
So far the nicest features IMO are fetisharmour, familiarguard (doesn't work against denizens, may just be a bug... hope that's the case) and the smudge delivery.
Though I do love all the changes.
edit: had the powercost on berserk wrong. fixed
Saran2008-06-24 07:32:07
QUOTE(Gregori @ Jun 24 2008, 05:01 PM) 525213
Stings... are not bad, 3 power for 5 poisons which are shruggable (at trans resilience I was shrugging 4/5, with snakebane on some people they were still shrugging 4/5) is kind of meh, but it helps.
Snakebane... see above. There are no messages for the banes wearing off.
Familiarberserk... basically rushing for familiars, another 6 power skill, almost useless given the speed that the familiar stings at to begin with.
So far the nicest features IMO are fetisharmour, familiarguard (doesn't work against denizens, may just be a bug... hope that's the case) and the smudge delivery.
Though I do love all the changes.
edit: had the powercost on berserk wrong. fixed
Snakebane... see above. There are no messages for the banes wearing off.
Familiarberserk... basically rushing for familiars, another 6 power skill, almost useless given the speed that the familiar stings at to begin with.
So far the nicest features IMO are fetisharmour, familiarguard (doesn't work against denizens, may just be a bug... hope that's the case) and the smudge delivery.
Though I do love all the changes.
edit: had the powercost on berserk wrong. fixed
More info on stings?
Nyir2008-06-24 07:47:24
I think I broke my familiar when trying to envenom it for the sting deal. I bugged it up though!
I really love these ecology changes. I can't wait to play with them more beyond testing to see what they do when I'm more awake.
I really love these ecology changes. I can't wait to play with them more beyond testing to see what they do when I'm more awake.
Gregori2008-06-24 08:04:41
QUOTE(Saran @ Jun 24 2008, 01:32 AM) 525220
More info on stings?
What more info is there to give?
You envenom your familiar with 5 poisons, order it to sting your target, and it does so every 5 seconds till the venoms are used up. Venoms are shruggable, better resilience = better shrugging. Costs 3 power to do it, and snakebane doesn't seem to give much gaurantee of improvement given testing. I mean I am sure it does improve, but I hit a statistical anomaly and the people I tested on shrugged more with snakebane up than with it not up.