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F.A.Q. Combat

7.1 How will combat in EQII differ from previous MMORPGs?

EQII's combat system is based on strategy and making smart choices. Players will learn what strategies work best for a given situation or enemy type based not only on their own abilities, but on the abilities of the classes they are grouped with. To play your best will require you to think and pay attention to the choices you make.

7.2 How do I determine the difficulty of an opponent I’m going to fight?

Simply moving the mouse pointer over an NPC tells you its level relative to you by changing the cursor color to one of the traditional EQ con colors (green, light blue, blue, white, yellow, or red). Mousing over also shows the NPC\'s name, which indicates whether it\'s aggressive toward you (white names are non-aggro, red names will attack you).

7.3 Do NPCs behave any differently than they did in EQ?

EQII introduces significant changes concerning encounters and NPC behavior. Most encounters are designed so that groups of players will fight multiple opponents at once. The goal behind this change is to provide a new set of challenges, giving players the opportunity to master new strategies. Clicking on an NPC will show whether it is part of a group by highlighting the names of other nearby NPCs that are part of the encounter.

7.4 What is a "locked encounter" and how do they work?

When a player or group performs an aggressive action against an opponent, the encounter is instantly locked. This means that no other players or groups may interfere with the encounter. The locking mechanism is automatic, so players will not have to actively lock the encounter themselves.

Once locked combat begins, players move at combat speed, which is significantly slower than running. If the player or group decides the encounter is not winnable, the encounter may be unlocked with a press of the “yell” key. At this point players will begin to move at normal speed and other players will be able to attack the opponent. Once unlocked, however, the loot and experience provided by the mob are negated.

7.4.1 What happens to an encounter once it is unlocked?

The NPC doesn't care that you have unlocked the encounter. It will continue to attack you until one of you defeats the other, or until you escape to safety. If someone is fighting an NPC and that player yells for help, the encounter is unlocked. As soon as you unlock the encounter, whatever detrimental spells you cast on the opponent will be removed. Anyone who kills that NPC will get no experience or loot for doing so. If it isn't killed, the NPC will remain in this state until its hate list is cleared, at which point it will regenerate to full health in very little time.

7.4.2 Will other NPCs still be able to “add” into our locked combat encounter?

Locking only affects other players, not NPCs; you must still be mindful of preventing other opponents from entering the fray. Managing adds remains a crucial element of strategy.

7.4.3 Who will be able to unlock an encounter?

The group leader will be able to set unlocking rights.

7.4.4 Is there is a way for someone to tell that the NPC is locked besides trying to attack it?

When you click on the NPC, you'll see an icon next to its name that tells you whether it is open or locked.

7.4.5 Will the locked encounter system prevent kill stealing and power leveling?

The locked encounter system was designed to make combat more strategic, but it has the side effect of minimizing old methods of power-leveling and kill-stealing.

7.4.6 Doesn’t the locked encounter system prevent kiting as well?

At the core of our combat system is a significant principle: If you can damage a mob, that mob can damage you. Kiting as you knew it in EverQuest will not be a viable tactic in EQII.

7.4.7 Will I be able to heal players who are in a locked encounter?

No. Players may unlock an encounter and receive heals any time they wish, but they will forfeit the loot and experience given by that encounter. Requiring those in danger to call for help may not be ideal in the eyes of all players, but it does increase the overall integrity of the game and makes combat more strategic.

7.5 What about buffs? Can I buff a friend who isn’t grouped with me?

Many buffs will have a short duration and be group-based. EverQuest II is about choices. If you want certain buffs, you have to group with the class that provides them. But you can be just as effective going without those buffs if you group another class that provides a different kind of benefit. Sony wants to get away from the notion that you're useless without a particular set of buffs, and instead teach you that there are plenty of other choices that will let you be every bit as effective.

There will also be a wide variety of beneficial buffs that are not group-based. Spells that enhance your non-combat movement rate (like Spirit of Wolf in EQ), for example, may be cast on people outside your group.

7.6 Will I be able to solo whenever I want to?

Yes. Sony wants players to enjoy themselves regardless of their preferred play style or how many hours a day they can log in. EverQuest II has significant amounts of content designed for all classes to be able to solo, including quests, jobs assigned by NPCs, and areas where opponents can be fought solo rather than in a group.

7.7 What are these “combat arts” that melee characters will receive?

Melee classes have special abilities called arts. These powerful attacks provide each class with unique combat techniques. To achieve maximum effectiveness, players must choose which combat arts to use, just as casters have to decide which spells work best in a given situation. Those choices will vary depending on the encounter and what classes the adventurer is grouped with. It will definitely be to your advantage to understand the abilities of others, as some arts work best in combination with those of another class.

7.8 Will the new combat system be accompanied by exciting visuals?

Oh yes. Sony's goal is a system that is both tactically challenging and visually exciting. There are visible weapon arcs as you swing, flashes and sounds as your weapons impact the target, a wide variety of motion-captured animations that vary based on your level and weapon skill, and more.

7.9 Will ranged combat be viable in EQII?

Ranged attacks such as archery will be a more specialized form of combat. Certain classes (especially those on the scout tree) will have access to powerful ranged combat arts that allow for large amounts of situational damage. Such attacks won't be unlimited, however; ranged combat costs significant amounts of power to maintain, and power is a precious resource for melee classes.

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