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Dejah
11-05-2006, 06:34 PM
<DIV> <DIV><FONT color=#ffcc00 size=5><STRONG></STRONG></FONT> <HR> Wizard Achievement Feedback and Bugs (Post-11/04/06)</DIV> <DIV> </DIV> <DIV>Back when the KoS beta NDA was lifted, there was a Wizard who posted lots of information for those who weren't lucky enough to get in and help test first hand.  Below is my post from the beta forums, reposted here since the NDA is lifted so that you all can get a detailed glimpse of what is instore for us.</DIV> <DIV> </DIV> <DIV>Enjoy!</DIV> <DIV> </DIV> <DIV>- Dehah</DIV> <DIV> </DIV> <DIV> <HR> </DIV> <DIV> </DIV> <DIV>Character background information:</DIV> <DIV> </DIV> <DIV>Level: 70</DIV> <DIV>INT: 637</DIV> <DIV>Sorcerer AAs: Brainstorm (Increases all spell damage by 8%).</DIV> <DIV>Sorcerer AAs: Sagacity (Reduces power cost of all spells by 12%)</DIV> <DIV>*Adornments: +50 Spell Damage</DIV> <DIV> </DIV> <DIV><FONT size=1>* I forgot to take off two items that have Adornments that add +25 Spell Damage each.  These currently aren't working properly, but for the most part it doesn't affect the analysis.  But this is why the damage may be off from yours.</FONT></DIV> <DIV> </DIV> <DIV> <HR> </DIV> <DIV> </DIV> <DIV>Now that the NDA has been lifted, it's a lot easier to post feedback using actual screenshots.  Here is the over all tree view.  From left to right, we have the Heat, Power, Shielding, and Cold lines.  You should be able to figure out which abilities correspond to which by the icons.</DIV> <DIV> </DIV> <DIV><IMG src="http://img.photobucket.com/albums/v46/biohazard/1104_Treeview.jpg"></DIV> <DIV> </DIV> <DIV><FONT color=#ffcc00 size=4><STRONG>Requirements (added 11/06/06 2:00pm PST)</STRONG></FONT></DIV> <DIV> </DIV> <DIV>Here is an outline of the requirements.  Each ability requires 3 points to unlock the branches to any abilities below it on the tree. </DIV> <DIV> </DIV> <DIV><IMG src="http://img.photobucket.com/albums/v46/biohazard/1104_Reqs.jpg"></DIV> <DIV> </DIV> <DIV> <HR> </DIV> <DIV><FONT color=#ffcc00 size=5><STRONG>Heat Line</STRONG></FONT></DIV> <DIV> <HR> </DIV> <DIV><STRONG><FONT color=#ffcc00 size=5></FONT></STRONG> </DIV> <DIV><FONT color=#ffcc00 size=4><STRONG>Enhance: Sunstrike</STRONG></FONT></DIV> <DIV><IMG src="http://img.photobucket.com/albums/v46/biohazard/1104_Heat_EnhanceSunstrike.jpg"></DIV> <DIV>At rank 5 the total time spent casting this spell goes down from 2.5 seconds to 2.0 seoncds (Casting + Recovery).  That increases the DPS of Sunstrike by 25%.  This is a nice improvement to this spell.  The quicker cast time will help for landing it in groups when mobs are being killed really fast.  As for raids, this spell's DPS is still bottom of the barrel, even with the DPS increase from this AA.  This AA won't change the fact that I'll avoid casting it as much as I can if I'm going for DPS.  If I'm not going for DPS, then I'm going power efficiency.  Sunstrike was already a very efficient spell, with 15% power reduction it makes it even better.</DIV> <DIV> </DIV> <DIV><STRONG>Dehah's Temptation Rating: 8</STRONG><BR>Calculatable DPS improvments, nice power use, but it's still one of our worst DPS spells.</DIV> <DIV> </DIV> <DIV> <HR> </DIV> <DIV> </DIV> <DIV><FONT color=#ffcc00 size=4><STRONG>Enhance: Irradiate</STRONG></FONT></DIV> <DIV><IMG src="http://img.photobucket.com/albums/v46/biohazard/1104_Heat_EnhanceIrradiate.jpg"></DIV> <DIV>At rank 5 the total time spent casting this spell goes down from 2.5 seconds to 2.0 seconds (Casting + Recovery).  That increase the DPS of Irradiate by 25%.  This is a nice improvement to this spell.  With these improvements it becomes better DPS than Incapacitate and Ball of Lava (non-aa buffed Ball of Lava).  This is a good improvement to a good spell. </DIV> <DIV> </DIV> <DIV><STRONG>Dehah's Temptation Rating: 10<BR></STRONG>Great DPS improvements to a spell I cast a lot.</DIV> <DIV> </DIV> <DIV> <HR> </DIV> <DIV> </DIV> <DIV><FONT color=#ffcc00 size=4><STRONG>Enhance: Incapacitate</STRONG></FONT></DIV> <DIV><IMG src="http://img.photobucket.com/albums/v46/biohazard/1104_Heat_EnhanceIncapacitate.jpg"></DIV> <DIV>Incapacitate is better DPS than Ball of Lava and Irradiate, which is why it makes sense to want to be able to cast this spell more often.  The only thing holding us back from casting it more was well, the recast time.  However, if you get the Ball of Lava and the Irradiate AAs, then Incapacitate is no longer better DPS than those two.  This spell gets a downgrade to being a filler spell when Ball of Lava or Irradiate can't be cast.  It'll still be a nice filler spell, but I'm not sure how much 5 seconds off the recast is going to help.  Also, since this spell isn't cast often, the power reduction isn't that appealing.  I'll really need to get some hands on raiding time with my other AAs before I can really tell whether or not reducing the recast time will help my casting rotation.</DIV> <DIV> </DIV> <DIV><STRONG>Dehah's Temptation Rating: 4<BR></STRONG>It might have DPS improvements, it's hard to tell.  Five seconds off of the recast of 30 just doesn't seem like a whole lot when Ball of Lava and Irradiate are better DPS from their AAs.</DIV> <DIV> </DIV> <DIV> <HR> </DIV> <DIV> </DIV> <DIV><FONT color=#ffcc00 size=4><STRONG>Enhance: Firestorm</STRONG></FONT></DIV> <DIV><IMG src="http://img.photobucket.com/albums/v46/biohazard/1104_Heat_EnhanceFirestorm.jpg"></DIV> <DIV>I never really had a complaint with the radius of Firestorm. I think it's a good range; any larger and it makes it even riskier to use when you might aggro something through a wall.  Though I can see some benefit from having it.  If I had double the range, then I could AE a raid group while still staying out of the mob's short range AE.  Combined with the Fusion AA this might be a nice combo as you could still use your normal spell rotation without having to joust for mobs that have short range AEs.  The power reduction is nice, as the spell is good DPS for a single target (better than Sunstrike even with the Suntrike AA) but the spell is bad for power efficiency.</DIV> <DIV> </DIV> <DIV><STRONG>Dehah's Temptation Rating: 2<BR></STRONG>No DPS improvements.  I just don't see it as that valuable for grouping or raiding.</DIV> <DIV> </DIV> <DIV> <HR> </DIV> <DIV> </DIV> <DIV><STRONG><FONT color=#ffcc00 size=4>Enhance: Fiery Convulsions</FONT></STRONG></DIV> <DIV><IMG src="http://img.photobucket.com/albums/v46/biohazard/1104_Heat_EnhanceFieryConvulsions.jpg"></DIV> <DIV>The DPS of this spell isn't changing at all, however, the duration is being changed so that it fits perfectly with chain casting.  Maxing this AA means that you can't overwrite your dot by casting it again too soon.  The DPS of this spell is better than most think too.  Once a fight gets going it's just about always up for me.  On average this spell does about 1824 damage per cast.  In a fight that lasts 126 seconds, this spell would do 16416 damage with out this AA, but with this AA it would do 25536 dmg.  An extra 9120 damage for that 126 second period resulting in an a rough increase of 72 DPS. In practice the DOT probably won't always be up, but those are also undebuffed numbers as well.</DIV> <DIV> </DIV> <DIV><STRONG>Dehah's Temptation Rating: 9<BR></STRONG>I think this AA will have a noticable impact in my DPS.  With the reduction of cast times with Ball of Lava and Irradiate I shouldn't have a problem recasting it roughly every 9 sec.</DIV> <DIV> </DIV> <DIV> <HR> </DIV> <DIV> </DIV> <DIV><STRONG><FONT color=#ffcc00 size=4>Enhance: Ball of Lava</FONT></STRONG></DIV> <DIV><IMG src="http://img.photobucket.com/albums/v46/biohazard/1104_Heat_EnhanceBallOfLava.jpg"></DIV> <DIV>At rank 5 the total time spent casting this spell goes down from 3.5 seconds to 3.0 seconds (Casting + Recovery).  That increase the DPS of Ball of Lava by 16.67%.  That may not be as much as Irradiate and Sunstrike, but this is a decent DPS upgrade to a very important Wizard spell.</DIV> <DIV> </DIV> <DIV><STRONG>Dehah's Temptation Rating: 9<BR></STRONG>This is an easy pick.  Only thing preventing me from giving it a 10 is that it's not as large of an upgrade as Sunstrike and Irradiate.  I'll get over it though.</DIV> <DIV> </DIV> <DIV> <HR> </DIV> <DIV> </DIV> <DIV><STRONG><FONT color=#ffcc00 size=4>Fireshape</FONT></STRONG></DIV> <DIV><IMG src="http://img.photobucket.com/albums/v46/biohazard/1104_Heat_Fireshape.jpg"></DIV> <DIV>BUG: Fails to modify damage type to heat.  Sometimes it works on the first cast, but usually doesn't work at all.</DIV> <DIV>At rank 5 this ability gives us a whole 25 seconds of pure fire damage output.  I don't know what to say except for that, there are already periods of time of 25 seconds where I cast only fire spells.  This ability needs to do something else to make more enticing.</DIV> <DIV> </DIV> <DIV><STRONG>Dehah's Temptation Rating: 0<BR></STRONG>I could convert the very small fraction of my non-heat spells to heat so I possibly take some extra advantage of procs that only trigger off of heat damage.  I just don't see that be worth while for anyone.</DIV> <DIV> </DIV> <DIV> <HR> </DIV> <DIV> </DIV> <DIV><FONT color=#ffcc00 size=5><STRONG>Power Line:</STRONG></FONT></DIV> <DIV> </DIV> <DIV> <HR> </DIV> <DIV> </DIV> <DIV><STRONG><FONT color=#ffcc00 size=4>Enhance: Fortify Elements</FONT></STRONG></DIV> <DIV><IMG src="http://img.photobucket.com/albums/v46/biohazard/1104_Power_EnhanceFortifyElements.jpg"></DIV> <DIV>With my Adept 3, at rank 5, every group member gets an additional 91 power.  Not great, but not bad.</DIV> <DIV> </DIV> <DIV><STRONG>Dehah's Temptation Rating: 4<BR></STRONG>I wouldn't even consider getting this spell if putting points in the Power Line weren't required for unlocking Manaburn.  Extra power is always nice though.</DIV> <DIV> </DIV> <DIV> <HR> </DIV> <DIV> </DIV> <DIV><STRONG><FONT color=#ffcc00 size=4>Enhance: Vital Conversion</FONT></STRONG></DIV> <DIV><IMG src="http://img.photobucket.com/albums/v46/biohazard/1104_Power_EnhanceVitalConversion.jpg"></DIV> <DIV>With Master I Vital Conversion and rank 5 of this AA, you get an extra 140 power.  That's is pretty nice.  For very long fights where you know you're going to run out of power you can't go wrong with this ability.</DIV> <DIV> </DIV> <DIV><STRONG>Dehah's Temptation Rating: 6<BR></STRONG>When you run out of power, power = DPS.  I only wish this was at the base of the power tree so I could get it without having to put points into Fortify Elements or Magi's Shielding.</DIV> <DIV> </DIV> <DIV> <HR> </DIV> <DIV><BR><STRONG><FONT color=#ffcc00 size=4>Enhance: Accord</FONT></STRONG></DIV> <DIV><IMG src="http://img.photobucket.com/albums/v46/biohazard/1104_Power_EnhanceAccord.jpg"></DIV> <DIV><STRONG><FONT color=#ff0000>BUG: Ability name isn't using the high level ability's name.  Should be "Enhance: Anomalism".</FONT></STRONG></DIV> <DIV> </DIV> <DIV>As far I know, this ability has major issues now when stacked with other Hate Transfers.  It also doesn't stack with the Warlock's version.  Unless I can cast this ability on the MT in a normal raid, I just don't see the value of increasing the power heal amount. </DIV> <DIV> </DIV> <DIV><STRONG>Dehah's Temptation Rating: 1<BR></STRONG>Worthless.  I only gave it a 1 because maybe, just maybe, the stacking issues with that Hate Transfers will be fixed one day.  If that were to happen I'll re-evaluate my ranking of it.</DIV> <DIV> </DIV> <DIV> <HR> </DIV> <DIV> </DIV> <DIV><STRONG><FONT color=#ffcc00 size=4>Enhance: Vitalic Cropping</FONT></STRONG></DIV> <DIV><IMG src="http://img.photobucket.com/albums/v46/biohazard/1104_Power_EnhanceVitalicCropping.jpg"></DIV> <DIV>Improving the speed at which this spell finishes is nice for those really tough fights where you are just scraping by on power.  Getting the same amount of power in 2/3rds the time is nice.  The improvement to the reuse speed isn't that big of a deal though. </DIV> <DIV> </DIV> <DIV><STRONG>Dehah's Temptation Rating: 4<BR></STRONG>This spell isn't used much, so it's hard to make an AA choice for a rarely used spell seem appealing.  Like "Enhance: Fortify Elements", I wouldn't even consider putting points in this ability if it wasn't for Manaburn's point requirement.</DIV> <DIV> </DIV> <DIV> <HR> </DIV> <DIV> </DIV> <DIV><STRONG><FONT color=#ffcc00 size=4>Enhance: Cardinal Intromission</FONT></STRONG></DIV> <DIV><IMG src="http://img.photobucket.com/albums/v46/biohazard/1104_Power_EnhanceCardinalIntromiss.jpg"></DIV> <DIV><STRONG><FONT color=#ff0000>BUG: Health reduction isn't working properly.  Reducing health cost of 358 hp by 50% is 179 hp, not 305 hp.</FONT></STRONG></DIV> <DIV> </DIV> <DIV>I like the addition of the casting speed reduction, I'm just a little disappointed that it's only 1 second; Spending 3.5 seconds (Casting + Recovery) to power feed someone is still a long time.  The health cost reduction doesn't even phase me though.</DIV> <DIV> </DIV> <DIV><STRONG>Dehah's Temptation Rating: 1<BR></STRONG>Just not very tempting.  Faster cast time, higher power heal, those things would tempt me.</DIV> <DIV> </DIV> <DIV> <HR> </DIV> <DIV> </DIV> <DIV><STRONG><FONT color=#ffcc00 size=4>Manaburn</FONT></STRONG></DIV> <DIV><IMG src="http://img.photobucket.com/albums/v46/biohazard/1104_Power_Manaburn.jpg"></DIV> <DIV>There has been a lot of discussion around this ability in the beta forums.  Let's just say I don't think it should go live in its current form.</DIV> <DIV> </DIV> <DIV>Problem:  Can one-shot some heroic mobs.<BR>Solution: Prevent spell from doing more the X % damage, where X is a value between 50% and 99%.</DIV> <DIV> </DIV> <DIV>Problem:  Wizard plat-farming crews will dou camp named mobs.<BR>Solution: Add Manaburn immunity flag to mob after a successful Manaburn.</DIV> <DIV> </DIV> <DIV>Problem:  Power efficiency of spell gives a narrow window of opportunity on raids, a window that only gets smaller as people upgrade their spells and get closer to the INT cap.<BR>Solution: Increase Damage to Power ratio or have manaburn do more Damage per Power if the caster is low on power.</DIV> <DIV> </DIV> <DIV>Those are just a few of the concerns and solutions discussed by wizards in the beta forums. </DIV> <DIV> </DIV> <DIV><STRONG>Dehah's Temptation Rating: 7<BR></STRONG>As someone who primarily raids I believe the window of opportunity for this spell is too small.  I define the window of opportunity as the time period where casting this spell would benefit the caster's long time DPS of the fight.</DIV> <DIV> </DIV> <DIV> <HR> </DIV> <P><FONT color=#ffcc00 size=5><STRONG>Shielding Line</STRONG></FONT></P> <P></P> <HR> <P><FONT color=#ffcc00 size=4><STRONG>Enhance: Magi's Shielding</STRONG></FONT></P> <P><IMG src="http://img.photobucket.com/albums/v46/biohazard/1104_Shielding_MagisShielding.jpg"></P> <P>This is a beefy ward at rank 10.  It regenerates by half every 10 seconds.  This ward could really help with those nasty AE on raids.  It's too bad I'm much more concerned with doing DPS than worrying about my own health.  I AM a Sorcerer after all.  I can see this as being a very worth while choice though for soloers, groupers, and PvPers. </P> <P><STRONG>Dehah's Temptation Rating: 3</STRONG><BR>It's too bad this wasn't a requirement for an ability I really want, because I'd love to have an excuse to get it.</P> <P></P> <HR> <P><FONT color=#ffcc00 size=4><STRONG>Enhance: Concussive</STRONG></FONT></P> <P><IMG src="http://img.photobucket.com/albums/v46/biohazard/1104_Shielding_EnhanceConcussive.jpg"></P> <P>If my guild didn't have a troubador, coercer, and dirge I'd probably be all over this.  But thank the gods that I do have all those things, if I don't I'd have to waste 2 seconds every 20 seconds casting this spell.</P> <P><STRONG>Dehah's Temptation Rating: 0</STRONG><BR>I'm sorry if you're rating is higher, I really am.  /comfort</P> <P></P> <HR> <P><STRONG><FONT color=#ffcc00 size=4>Enhance: Mail of Frost</FONT></STRONG></P> <P><IMG src="http://img.photobucket.com/albums/v46/biohazard/1104_Shielding_EnhanceMailOfFrost.jpg"></P> <P>Still won't save me on a raid.  I suppose this will be great for the PvP crowd.</P> <P><STRONG>Dehah's Temptation Rating: 0</STRONG><BR>I wish I had stoneskin like conjurors. =P</P> <P></P> <HR> <P><STRONG><FONT color=#ffcc00 size=4>Spell Reach</FONT></STRONG></P> <P><IMG src="http://img.photobucket.com/albums/v46/biohazard/1104_Shielding_SpellReach.jpg"></P> <P>Increases the range, not radius, of all our spells.  Does affect cures and Iceshield.  Doesn't affect Firestorm or Fusion.  I'm unsure about this one.  It could come in real handy if it turns out there are a lot of raid AEs with a range in the neighborhood of 35 to 40 meters.  Then again, I'd rather focus on DPS and let someone else worry about keeping me alive. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></P> <P><STRONG>Dehah's Temptation Rating: 3</STRONG><BR>Sort of curious as to how useful it would be, but then I remember that I do my best DPS when I'm close to the mob.</P> <P></P> <HR> <BR><STRONG><FONT color=#ffcc00 size=5>Cold Line</FONT></STRONG> <P></P> <HR> <P><STRONG><FONT color=#ffcc00 size=4>Enhance: Rending Icicles</FONT></STRONG></P> <P><IMG src="http://img.photobucket.com/albums/v46/biohazard/1104_Cold_EnhanceRendingIcicles.jpg"></P> <P>I like this one a lot.  Better resistability and better debuffing.  The increase in debuff is really what makes this AA shine.</P> <P><STRONG>Dehah's Temptation Rating: 10</STRONG><BR>Debuffing a mob means I do more damage as well as other people do more damage.  This is a no brainer.</P> <P></P> <HR> <P><STRONG><FONT color=#ffcc00 size=4>Enhance: Ice Nova</FONT></STRONG></P> <P><IMG src="http://img.photobucket.com/albums/v46/biohazard/1104_Cold_EnhanceIceNova.jpg"></P> <P>You'd think that an AA that modified one of our most favorite abilities would be a no brainer to get right?  Well, just like with the focus on the Lunarspun vest, the small reduction is recast time doesn't do much for me.  The fight would have to last over 7 min to garuntee that this AA made the difference between 9 and 10 Ice Novas, assuming of course you chain casted as soon as the ability refreshed.  The increase in resistability is nice, but it wasn't horrible before either.</P> <P><STRONG>Dehah's Temptation Rating: 5</STRONG><BR>I can see some value, but no where near as tempting of an AA for such a classic wizard spell as I was hoping for.</P> <P></P> <HR> <P><STRONG><FONT color=#ffcc00 size=4>Enhance: Electrifying Flash</FONT></STRONG></P> <P><IMG src="http://img.photobucket.com/albums/v46/biohazard/1104_Cold_EnhanceElectrifyingFlash.jpg"></P> <P><STRONG><FONT color=#ff0000>BUG: Difference in damage between rank 1 and rank 5 is 0.9%</FONT></STRONG></P> <P>This has got to be a bugged.  The damage increase is rediculously small.  This AE is already pretty bad DPS as it is, and the only reason for me to cast it is if Frigid Gift or the Troubador's temporary 100% spell proc buff is up.</P> <P><STRONG>Dehah's Temptation Rating: 0</STRONG><BR>This has got to be bugged.</P> <P></P> <HR> <P><STRONG><FONT color=#ffcc00 size=4>Enhance: Surging Tempest</FONT></STRONG></P> <P><IMG src="http://img.photobucket.com/albums/v46/biohazard/1104_Cold_EnhanceSurgingTempest.jpg"></P> <P>With out this AA, Surging Tempest lasts for 48 seconds, can be recast 30 seconds laters, and has a 3 second cast time.  So this spell's complete cycle takes 81 seconds to complete.  With the AA it only takes 69 seconds to complete.  Almost a 15% improvement.  Seems pretty nice, now if only they could fix it so that it doesn't steal Catalyst or Freehand Sorcery.  With a tick every 4.5 second, it would be impossible to use Catalyst or Freehand Sorcery with Ice Nova or Fusion. </P> <P><STRONG>Dehah's Temptation Rating: 3</STRONG><BR>This would be a 7 if they could fix the Catalyst/Freehand Sorcery stealing issue.</P> <P></P> <HR> <P><STRONG><FONT color=#ffcc00 size=4>Enhance: Glacial Wind</FONT></STRONG></P> <P><IMG src="http://img.photobucket.com/albums/v46/biohazard/1104_Cold_EnhanceGlacialWind.jpg"></P> <P>I never really had a problem with resists on this spell, and I've never really had to chain cast it.  AE encounters tend to be trash fights, and as such I can't really justify putting point into this ability.</P> <P><STRONG>Dehah's Temptation Rating: 0</STRONG><BR>I don't really stare at this icon in my hotbar and think, "Refresh faster!".  On the other hand, I often think "cast faster!" while I wait for its 4 second cast time.</P> <P></P> <HR> <P><STRONG><FONT color=#ffcc00 size=4>Enhance: Fusion</FONT></STRONG></P> <P><IMG src="http://img.photobucket.com/albums/v46/biohazard/1104_Cold_EnhanceFusion.jpg"></P> <P>Doubles the range, *ehem* I mean radius, of Fusion.  Now this is an ability I know some people want.  It would be pretty nice if I didn't have to line up my fusion perfectly, and this would help A LOT.   This more then doubles the "hit" area of Fusion since it is an arc.  A wizard could Fusion a rooted mob with this, or easily blast 3 mobs that aren't quite standing on top of each other.</P> <P><STRONG>Dehah's Temptation Rating: 4</STRONG><BR>It only really helps me if I'm having serious issues with hitting things with Fusion.  I've gotten quite good at it, and I would rather spend my points on something that will increase my DPS.  Resistability helps, but was never a huge problem.</P> <P></P> <HR> <P><STRONG><FONT color=#ffcc00 size=4>Iceshape:</FONT></STRONG></P> <P><IMG src="http://img.photobucket.com/albums/v46/biohazard/1104_Cold_Iceshape.jpg"></P> <P><STRONG><FONT color=#ff0000>BUG: Fails to modify damage type to cold.  Sometimes it works on the first cast, but usually doesn't work at all.</FONT></STRONG></P> <P>At rank 5 this ability gives us a whole 25 seconds of pure cold damage output.  I don't know what to say except for, I have no idea why I would want it.  This ability needs to do something else to make more enticing.</P> <P><STRONG>Dehah's Temptation Rating: 0</STRONG><BR>This ability should be something that makes wizard want to spell points in the cold line just so they could unlock this ability.<BR></P> <P></P> <HR> <P>EDIT: 11/06/06 2:00PM PST : Added Requirements Screenshot</P></DIV><p>Message Edited by Dejah on <span class=date_text>11-06-2006</span> <span class=time_text>02:02 PM</span>

Admh
11-05-2006, 07:22 PM
    Steeky Please <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /><div></div>

Elra
11-05-2006, 09:24 PM
Wow, this is extremely informative and helpful. Its also extremely concerning, but I suppose that was part of your purpose. Yeah, a sticky on this would be nice. Please.

IllusiveThoughts
11-05-2006, 09:59 PM
<P>I hope these are the most recent abilities as the first one posted by another user was dismal.</P> <P> </P> <P>I like these much more.  thanks deja</P>

Admh
11-05-2006, 10:26 PM
I confirmed it that this is the recent one. It reminds me playing a warlock in Wow. The cast time of our primary spell is fast. I mean fast. I managed to drop irridate, sunstrike, and paralyze down to 1.25 sec cast time which is pretty neat. re-locating from str/wis to agi/wis would increase our dps tremendously imo. however, I am using a LOT of power doing this due to the recast timer decreases. Ice Nova, for example, I've actually dropped down to 29.8 sec recast. Not too shabby. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /><div></div>

Admh
11-05-2006, 10:29 PM
    Oh and Ren, those abilities we talked about, Fireshape and Iceshape, didn't really go well huh? I was really hoping for a change, but the increase of duration won't appease the masses. Like I said, at our state as of this moment, we are 85% Fireshape and 10% IceShape and 5% Magic. There's not much of a difference. <img src="/smilies/1cfd6e2a9a2c0cf8e74b49b35e2e46c7.gif" border="0" alt="SMILEY" /><div></div>

IllusiveThoughts
11-05-2006, 10:43 PM
<BR> <BLOCKQUOTE> <HR> Admhel wrote:<BR>I confirmed it that this is the recent one. It reminds me playing a warlock in Wow. The cast time of our primary spell is fast. I mean fast. I managed to drop irridate, sunstrike, and paralyze down to 1.25 sec cast time which is pretty neat. <BR><BR>re-locating from str/wis to agi/wis would increase our dps tremendously imo. however, I am using a LOT of power doing this due to the recast timer decreases. Ice Nova, for example, I've actually dropped down to 29.8 sec recast. Not too shabby. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /><BR> <BR> <HR> </BLOCKQUOTE> <P><BR>i figured you could get it that low with the aa pet, relic vest, ring from killing chel, and final agi aa with ice nova aa's in eof.</P> <P>I really like the new changes, casting faster = more procs too.</P> <P> </P> <P>the benefit from converting ice to fire will be a boost for AOE targets, glacial winds and shocking flash proccing surge of flames is nice little boost.  but I dont think its enough to warrnt spending the aa in it.</P> <P>the extra ward on magi's would kick [Removed for Content] for soloing named</P> <P>500pt ward + 371 pt ward from kos aa's = 871 pts of warding at all times, in addition to xhavis and vultak eye, which adds another 750 upping you to 1500ish ward.   </P>

HerzenFunia
11-05-2006, 11:03 PM
<BR> <BLOCKQUOTE> <HR> IllusiveThoughts wrote: <P> casting faster = more procs too.</P> <P></P> <HR> </BLOCKQUOTE> <P><BR>Not true. Check this....</P> <P><IMG src="http://img517.imageshack.us/img517/5388/eq2000022pj1.jpg"></P> <P>This is how all procs work now.</P>

Elra
11-05-2006, 11:41 PM
That display is merely a simplified form of what actually goes on. As stated in a dev post, procs now have a chance to proc of (Casting Time + .5 (recovery)) * 3% and this averages out to be 1.8 times per minute if youre constantly casting. Also, he stated that it uses BASE casting times and not modified ones, so faster casting does = more procs.

iceriven2
11-06-2006, 12:09 AM
nice write up...So with all these decrease reuse times and decrease casting times am i right to guess the Agi line is more then likely better now then the str line for our kos AA's??? anyone test this out yet

Force Weaver
11-06-2006, 12:10 AM
<DIV> <DIV>Nice Post - Looks like choosing which abilities to stack up is going to get interesting. </DIV> <DIV> </DIV> <DIV>Some of these stacked with the KOS Agility line (-14.4% CT, -16.4% RC for ex) could really really add up for group play on heroics.</DIV> <DIV> </DIV> <DIV>Even the reduced aggro crowd has some more choices too.   [( EOF R5 Concussive 20 sec RC ) - 16.4 % KOS AG = 16.7 s Recast on Concussive]</DIV> <DIV> --> Almost 1/2 of the non-AA 30 sec recast timer; Nice that you don't have to <EM><FONT color=#cc3399>have</FONT></EM> the INT line KOS to get the reduced aggro option.</DIV> <DIV> </DIV> <DIV>KOS and EOF AA's look to be really complimentary to each other.  <DIV> </DIV> <DIV>Can't wait to get my try on some of these. </DIV></DIV> <DIV> </DIV> <DIV>Thumbs Up :smileyhappy:</DIV></DIV>

legacystar9
11-06-2006, 01:07 AM
<DIV>i think what you guys are failing to relize is that if you combo those AA's with our agi line, cheldrak ring, troub fast cast buff, and our recast pet, it all combo's together very nicely.  i will get on beta and post some screenshots later of my spells</DIV>

iceriven2
11-06-2006, 01:29 AM
<BR> <BLOCKQUOTE> <HR> Legacystar wrote:<BR> <DIV>i think what you guys are failing to relize is that if you combo those AA's with our agi line, cheldrak ring, troub fast cast buff, and our recast pet, it all combo's together very nicely.  i will get on beta and post some screenshots later of my spells</DIV><BR> <HR> </BLOCKQUOTE><BR>Thats what is looking like atm....nice to get more dps of course but i like catalyst so much lol, its a lot of fun but i like being top dps in my guild and feel compeled to change if it is the case that agi is better dps.

IllusiveThoughts
11-06-2006, 03:07 AM
<BR> <BLOCKQUOTE> <HR> HerzenFunia wrote:<BR> <BR> <BLOCKQUOTE> <HR> IllusiveThoughts wrote: <P> casting faster = more procs too.</P> <P></P> <HR> </BLOCKQUOTE> <P><BR>Not true. Check this....</P> <P><IMG src="http://img517.imageshack.us/img517/5388/eq2000022pj1.jpg"></P> <P>This is how all procs work now.</P><BR> <HR> </BLOCKQUOTE>xhavi's gown got a huge nerf with the new proc changes, anything that was 15% and higher got nerfed, anything that was 5% and lower got boosted.  same goes for skywatcher robe, its f'ing worthless now since its not 20% chance to proc anymore.<BR>

valkyrja
11-06-2006, 10:53 AM
Very informative write up, thanks much.   Looks like I have some deciding to do...<div></div>

Ultimatum
11-06-2006, 08:42 PM
Awesome writeup...thanks for all the comparisons, this should help me prechoose my AAs a lot easier <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />  One question though...I thought they changed Surging Tempest to a 3 second DoT?  I haven't logged into beta over the weekend, did thy change it back?  If not, can we get a screenshot of it before and after the AA with its new stats?  Thanks again!<div></div>

Tanit
11-06-2006, 09:12 PM
<blockquote><hr>Razerblaze wrote:Awesome writeup...thanks for all the comparisons, this should help me prechoose my AAs a lot easier <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />  One question though...I thought they changed Surging Tempest to a 3 second DoT?  I haven't logged into beta over the weekend, did thy change it back? <div></div><hr></blockquote>It was 3 sec for a few days, then increased again. I don't think there have been any changes since Dehah made his screenshots.<div></div>

Ultimatum
11-06-2006, 09:29 PM
<div><blockquote><hr>Tanith_ wrote:<blockquote><hr>Razerblaze wrote:Awesome writeup...thanks for all the comparisons, this should help me prechoose my AAs a lot easier <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />  One question though...I thought they changed Surging Tempest to a 3 second DoT?  I haven't logged into beta over the weekend, did thy change it back? <div></div><hr></blockquote>It was 3 sec for a few days, then increased again. I don't think there have been any changes since Dehah made his screenshots.<div></div><hr></blockquote>BAH!  I really liked that change as the knockback/stun didnt really tickle my fancy as much as the increased DPS from the shortened tick delay...ah well, was good while it lasted i guess.  Now if only we can convince SOE to change the Fusion AA a bit to be more like:Rank: 0/2Points per rank: 3Reduces resistability by 5%Increases range by 2.5Increases max targets by 1THAT would be an AA to drool over, though I think other classes would cry about it...ah well, one can hope <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /></div>

Zyphius
11-06-2006, 10:08 PM
<DIV>If you don't take the AA for it, the tick delay is 6s now instead of 8, but still lasts 48s meaning it hits a total of 9 times instead of 7 now, plus the damage per tick is up as well. If you take the AA, the ticks aren't much farther apart as the first change, so it's the best of both worlds... More ticks, high damage, and the knockdown is back.</DIV>

Agraco
11-06-2006, 11:19 PM
OK I'm confused. Are these the new AAs, as in replacing the previous AAs from KoS? Please say "no," these are in addition.

Admh
11-06-2006, 11:20 PM
    No, you have 50 aa pts to spread on the existing KoS Achievements, and another 50 pts to spend on the EoF Achievements.<div></div>

Agraco
11-06-2006, 11:27 PM
Ooooh....I'm falling more and more in love with this expansion.

ItsMrHarris2u
11-07-2006, 01:53 AM
<P>Questions/Comments:</P> <P>1)  Can I put all 100 of my aa's (50 original, 50 new) into EoF, or all of them into KoS?  or do i have to split them 50/50?</P> <P>2)  Since about 80% of our damage is heat based, wouldn't it increase our dps to switch it all to cold based on a raid?  (dispatch and etc are mainly cold based debuffs?)</P> <P>3)  Wouldn't Ice Nova and Fusion converted to fire based be subject to Sol Ro diety buffs?  seems this could be valuable...</P> <P> </P>

Psychochimpy
11-07-2006, 02:01 AM
<div><blockquote><hr>ItsMrHarris2u wrote:<div></div> <p>Questions/Comments:</p> <p>1)  Can I put all 100 of my aa's (50 original, 50 new) into EoF, or all of them into KoS?  or do i have to split them 50/50?</p> <p>2)  Since about 80% of our damage is heat based, wouldn't it increase our dps to switch it all to cold based on a raid?  (dispatch and etc are mainly cold based debuffs?)</p> <p>3)  Wouldn't Ice Nova and Fusion converted to fire based be subject to Sol Ro diety buffs?  seems this could be valuable...</p> <hr></blockquote>1) Split 50/502) Dispatch is all mitigation, and the difference between a raked+dispatched+brigand snared debuffed mob with cold damage vs a raked+dispatched mob would probably be negligible for 20 aa points.3) Yes they would, but there's really no sol ro buffs other than the crit ability you get from the strength line that would really boost the damage of them.</div>

duuf
11-07-2006, 02:23 AM
Questions on mechanics. 1. How many points in an achievement does it require to activate the next achievement in the tree(s)? 2. Do achievements with 2 legs (such as enhanced ball of lava with legs from irradiate and incapicate) require both of the previous enhancements be completed? <div></div>

Dejah
11-07-2006, 03:02 AM
<BR> <BLOCKQUOTE> <HR> rtwitty wrote:<BR>Questions on mechanics.<BR><BR>1. How many points in an achievement does it require to activate the next achievement in the tree(s)?<BR>2. Do achievements with 2 legs (such as enhanced ball of lava with legs from irradiate and incapicate) require both of the previous enhancements be completed?<BR><BR> <BR> <HR> </BLOCKQUOTE><BR>I've editted the original post to include the requirements information.

Admh
11-07-2006, 03:19 AM
    <blockquote><hr>Dejah wrote:<div></div> <blockquote> <hr> rtwitty wrote:Questions on mechanics.1. How many points in an achievement does it require to activate the next achievement in the tree(s)?2. Do achievements with 2 legs (such as enhanced ball of lava with legs from irradiate and incapicate) require both of the previous enhancements be completed? <div></div> <hr> </blockquote>I've editted the original post to include the requirements information.<hr></blockquote>Also, to make it more clear. You don't necessarily have to spend points on each upper tier to get to the bottom tier of this each line.For example, if you choose to attain Manaburn, you don't have to spend 3pts on Fortify Elements, Accord, Vitalic Harvest, or Cardinal Intromission. You can unlock manaburn by spending 5pts on Fortify Elements, Vital Conversion, or Accord line, which is a total of 15 as a prerequisite of manaburn.However, you cannot skip other skills in the our aa lines that are connected. You must spend 3 points on each in order to unlock the ones below them as long as they're connected. An example of this is vitalic reaping.  Another way for you can unlock this aa is to go down the Heat Line and spend 3 points in Fiery convulsions you unlock it.Finally, there are aa's that require 2 prerequisite aa's in order for you to unlock them. An example of this is Ball of Lava aa line. As you can see there are 2 aa's that is connected on top of it which means you need to spend 3 points on Irridate and Incapacitate lines in order to unlock it.I hope this helps some of the questions out. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /><div></div>

duuf
11-07-2006, 03:32 AM
Many Thanks for explaining the mechanics, sure looks like a lot more flexibility than the original aa trees. Duffus lvl 70 Wiz Duufuss lvl 70 Pally Duufus lvl 70 Brig Everfrost <div></div>

Dejah
11-07-2006, 04:24 AM
<BR> <BLOCKQUOTE> <HR> Admhel wrote:<BR>   <BR>Finally, there are aa's that require 2 prerequisite aa's in order for you to unlock them. An example of this is Ball of Lava aa line. As you can see there are 2 aa's that is connected on top of it which means you need to spend 3 points on Irridate and Incapacitate lines in order to unlock it.<BR><BR> <HR> </BLOCKQUOTE><BR>Oops, you're right.  That's what I get for updating it from memory while at work.  I've changed the image.  I believe it's accurate now.

javieto
11-08-2006, 02:55 PM
    Fireshape is a pretty good option if you take Solusek Ro deity.<div></div>

Ultimatum
11-08-2006, 11:44 PM
<div><blockquote><hr>javieto wrote:    Fireshape is a pretty good option if you take Solusek Ro deity.<div></div><hr></blockquote>Wow...so I can cast Ice Nova, Fusion, Surging Tempest, and Glacial Wind as a fire spell for 25 seconds, when I have plenty of fire spells already that I can chain cast without interruption and without Fireshape.  Those 2 AAs are a disgrace to our AAs and I hope they get completely changed before this goes live.  The ONLY end AA i'm even considering is Manaburn because I play on a pvp server, but even then I know it's going to get nerfed to hell as soon as I get it, so I might as well not even bother with end line AAs.  Kinda pathetic that pretty much all 5 warlock end AAs are somewhat decent and give at LEAST a SLIGHT increase to overall DPS, whereas none of our 4 end AAs give us anything in terms of DPS, hell they don't even give us anythign in terms of overall usefullness.  An extra 5m range?  If an AE is hitting you at 30m it's likely going to hit you at 35, and if not, you can save yourself 5 AA points by learning how to run back 5m before the AE hits, and then run back.  Manaburn is a DECREASE to DPS as you blow your load on 1 relatively tiny hit (when compared to how much damage you can do casting normally with full power), and then you have 0 mana to continue DPS as you watch yourself drop below healers DPS for the rest of the fight...where do I sign up again?  And Fire/Ice shape are increadibly stupid imo.  Mob is fire immune?  Cast Nova, Surge, AE dots, and rending icicles...power consumption will suck, but at least you can still do damage?  Ice immune mob?  Follow the previous advice, except instead of ONLY casting those few spells, DON'T cast those and you'll be fine.  Bottom line is, if your spells aren't doing damage on a mob, either use other ones while paying attention to powerpumping, or get swapped for a class that can do damage against that particular mob for that fight.  Wasting AAs on those 2 abilities would be like flushing them down the toilet.  Hopefully those 2 get replaced with actual, excitable abilities before it launches live...</div>

Brigh
11-09-2006, 01:03 AM
<BR> <BLOCKQUOTE> <HR> Razerblaze wrote:<BR> <DIV><BR> <BLOCKQUOTE> <HR> javieto wrote:<BR>    Fireshape is a pretty good option if you take Solusek Ro deity.<BR> <BR> <HR> </BLOCKQUOTE>Wow...so I can cast Ice Nova, Fusion, Surging Tempest, and Glacial Wind as a fire spell for 25 seconds, when I have plenty of fire spells already that I can chain cast without interruption and without Fireshape.  Those 2 AAs are a disgrace to our AAs and I hope they get completely changed before this goes live.  The ONLY end AA i'm even considering is Manaburn because I play on a pvp server, but even then I know it's going to get nerfed to hell as soon as I get it, so I might as well not even bother with end line AAs.  Kinda pathetic that pretty much all 5 warlock end AAs are somewhat decent and give at LEAST a SLIGHT increase to overall DPS, whereas none of our 4 end AAs give us anything in terms of DPS, hell they don't even give us anythign in terms of overall usefullness.  An extra 5m range?  If an AE is hitting you at 30m it's likely going to hit you at 35, and if not, you can save yourself 5 AA points by learning how to run back 5m before the AE hits, and then run back.  Manaburn is a DECREASE to DPS as you<FONT color=#ff9999> blow your load</FONT> on 1 relatively tiny hit (when compared to how much damage you can do casting normally with full power), and then you have 0 mana to continue DPS as you watch yourself drop below healers DPS for the rest of the fight...where do I sign up again?  And Fire/Ice shape are increadibly stupid imo.  Mob is fire immune?  Cast Nova, Surge, AE dots, and rending icicles...power consumption will suck, but at least you can still do damage?  Ice immune mob?  Follow the previous advice, except instead of ONLY casting those few spells, DON'T cast those and you'll be fine.  Bottom line is, if your spells aren't doing damage on a mob, either use other ones while paying attention to powerpumping, or get swapped for a class that can do damage against that particular mob for that fight.  Wasting AAs on those 2 abilities would be like flushing them down the toilet.  Hopefully those 2 get replaced with actual, excitable abilities before it launches live...<BR></DIV><BR> <HR> </BLOCKQUOTE><BR>Whoa...keep if family oriented :smileytongue:

IllusiveThoughts
11-09-2006, 01:06 AM
<BR> <BLOCKQUOTE> <HR> <DIV> <BLOCKQUOTE>javieto wrote:<BR>    Fireshape is a pretty good option if you take Solusek Ro deity.<BR> <BR><BR> <HR> </BLOCKQUOTE></DIV></BLOCKQUOTE> <P>If the buff was passive and not duration based, it would help make it more appealing, because at least then you could use surge of flames to proc all your spells, but even then its a marginal upgrade.</P> <P>these spells need more,</P> <P>possibly adding a heat based proc with fireshape, if they want it to remain duration based, something to the tune of 150-200 dmg proc, which would yeild on average a 60-90 dps(debuff dependant) increase over the duration of the spell (as long as its made to be instant cast)</P> <P> </P> <P>I liked the idea someone posted on beta about changing ice shape into *brain freeze* which would add a threat reduction proc to spells for a short duration, it would need to be moved into the sheilding line, and something new would need to be made for the cold line.<BR></P>

Ultimatum
11-09-2006, 02:24 AM
<div><blockquote><hr>IllusiveThoughts wrote:<div></div><p>If the buff was passive and not duration based, it would help make it more appealing, because at least then you could use surge of flames to proc all your spells, but even then its a marginal upgrade.</p><hr></blockquote>What would be somewhat useful and actually kind of cool, would be if they changed Fire/Ice Shape into what could be kind of like offensive/defensive stances for us.  Make them buffs that are "until cancelled" and maybe do something in the order of:Fireshape:  changes all spells to fire and give it something like a 25% chance to cast "Shape Fire" which inflicts an additional 200-400 heat damage.  Increase Spell crit by 8%.  This would be our "offensive stance".Iceshape:  changes all spells to cold.  decreases power cost of all spells by 8%.  improves cast/reuse speeds of all spells by 8%.  This could be out "defensive stance"I'm sure others could come up with far better idea, but I think I'd really like the idea of Fireshape being an "offensive stance" and Iceshape being a "defensive stance".  Much more useful than a 25 second buff...</div>

Agraco
11-09-2006, 02:26 AM
<BR> <BLOCKQUOTE> <HR> Razerblaze wrote:<BR> <DIV><BR> <BLOCKQUOTE> <HR> IllusiveThoughts wrote:<BR> <P>If the buff was passive and not duration based, it would help make it more appealing, because at least then you could use surge of flames to proc all your spells, but even then its a marginal upgrade.</P> <HR> </BLOCKQUOTE>What would be somewhat useful and actually kind of cool, would be if they changed Fire/Ice Shape into what could be kind of like offensive/defensive stances for us.  Make them buffs that are "until cancelled" and maybe do something in the order of:<BR><BR>Fireshape:  changes all spells to fire and give it something like a 25% chance to cast "Shape Fire" which inflicts an additional 200-400 heat damage.  Increase Spell crit by 8%.  This would be our "offensive stance".<BR><BR>Iceshape:  changes all spells to cold.  decreases power cost of all spells by 8%.  improves cast/reuse speeds of all spells by 8%.  This could be out "defensive stance"<BR><BR>I'm sure others could come up with far better idea, but I think I'd really like the idea of Fireshape being an "offensive stance" and Iceshape being a "defensive stance".  Much more useful than a 25 second buff...<BR></DIV><BR> <HR> </BLOCKQUOTE><BR>That's a neat idea

IllusiveThoughts
11-09-2006, 04:14 AM
<BR> <BLOCKQUOTE> <HR> Razerblaze wrote:<BR> <DIV><BR> <BLOCKQUOTE> <HR> IllusiveThoughts wrote:<BR> <P>If the buff was passive and not duration based, it would help make it more appealing, because at least then you could use surge of flames to proc all your spells, but even then its a marginal upgrade.</P> <HR> </BLOCKQUOTE>What would be somewhat useful and actually kind of cool, would be if they changed Fire/Ice Shape into what could be kind of like offensive/defensive stances for us.  Make them buffs that are "until cancelled" and maybe do something in the order of:<BR><BR>Fireshape:  changes all spells to fire and give it something like a 25% chance to cast "Shape Fire" which inflicts an additional 200-400 heat damage.  Increase Spell crit by 8%.  This would be our "offensive stance".<BR><BR>Iceshape:  changes all spells to cold.  decreases power cost of all spells by 8%.  improves cast/reuse speeds of all spells by 8%.  This could be out "defensive stance"<BR><BR>I'm sure others could come up with far better idea, but I think I'd really like the idea of Fireshape being an "offensive stance" and Iceshape being a "defensive stance".  Much more useful than a 25 second buff...<BR></DIV><BR> <HR> </BLOCKQUOTE> <P><BR>interesting idea, I would however consider your proposed version of iceshape an offensive stance as well.</P> <P>If we are to make them into offensive and defensive stances, they would need to have positives and negatives associated with them.  That would in a way defeat the purpose of acheivements, so fall all of the achievements have all helped in one way or another with little trade-offs.</P> <P>I think having an offensive and defensive stance for mages is a good suggestion, but I dont think they belong in achievements, and instaed part of the core of spells to the class.</P>

Mirander_1
11-09-2006, 04:28 AM
<div></div>If iceshape were to be our "defensive stance," perhaps it could give all spells a chance to proc a slow, or even a very short duration root, on the mob.  Since rooting and slowing are our defensive abilities, I think something like this would make sense.<div></div>

Bright_Morn
11-09-2006, 09:21 AM
The problem I see with procing root and slow is it would be useless against Epic mobs since they are immune.<div></div>

Zyphius
11-09-2006, 10:29 AM
<DIV>We are wizards... we don't have stances... we are <STRONG><EM><U>always</U></EM></STRONG> offensive.</DIV> <DIV> </DIV> <DIV>Yes they suck, are pretty much useless, and we could use something better... but the offensive/defensive stance bit is a little over the top imo.</DIV>

Aeg
11-09-2006, 11:33 AM
<P>Fire: change to stance, increase casting times by 5%, decrease recast by 5%, add 75 damage proc to all spells permenently, increase crit chance by 5%</P> <P> </P> <P>Ice: change to stance, reduce resistability of all spells by 20%, reduce threat generation by 10%, reduce mana cost of all spells by 10%, </P>

iceriven2
11-09-2006, 12:16 PM
<BR> <BLOCKQUOTE> <HR> Aegiz wrote:<BR> <P>Fire: change to stance, increase casting times by 5%, decrease recast by 5%, add 75 damage proc to all spells permenently, increase crit chance by 5%</P> <P> </P> <P>Ice: change to stance, reduce resistability of all spells by 20%, reduce threat generation by 10%, reduce mana cost of all spells by 10%,</P> <P><BR></P> <HR> <P> </P> <P>This an idea of your own or an actual change in Beta?</P> <P> </P> <P>This might answer my question but i was reading in the warlock forum and there was an update last nite....anything new for wizzie, stance changes it or is there other changes??</P></BLOCKQUOTE><BR><p>Message Edited by iceriven2 on <span class=date_text>11-08-2006</span> <span class=time_text>11:33 PM</span>

HerzenFunia
11-09-2006, 02:02 PM
Yeah there is some little changes like 7% per rank for rending icicles and vital conversion, means 35% at max rank (in aa's <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> ). Also change for cardinal intromission - now it something like 10% heath reduce and 0.2 sec to cast time per rank.

iceriven2
11-09-2006, 02:10 PM
anything new with the end abilities?? like manaburn

HerzenFunia
11-09-2006, 02:13 PM
<BR> <BLOCKQUOTE> <HR> iceriven2 wrote:<BR> anything new with the end abilities?? like manaburn<BR> <HR> </BLOCKQUOTE><BR>You cant cast it if you're not in combat now <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> Tho i dont know how it works for pvp, but imho it's lame change for manaburn... What prevents me to cast mez/root or if a lot of mobs body pull mob and then cast manaburn? It's rly need a change.

iceriven2
11-09-2006, 02:28 PM
<BR> <BLOCKQUOTE> <HR> HerzenFunia wrote:<BR> <BR> <BLOCKQUOTE> <HR> iceriven2 wrote:<BR> anything new with the end abilities?? like manaburn<BR> <HR> </BLOCKQUOTE><BR>You cant cast it if you're not in combat now <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> Tho i dont know how it works for pvp, but imho it's lame change for manaburn... What prevents me to cast mez/root or if a lot of mobs body pull mob and then cast manaburn? It's rly need a change.<BR> <HR> </BLOCKQUOTE><BR>doh was hoping for more lol... warlocks got some good end ability changes.

Renaven
11-09-2006, 03:02 PM
<BR> <BLOCKQUOTE> <HR> Admhel wrote:<BR>    Oh and Ren, those abilities we talked about, Fireshape and Iceshape, didn't really go well huh? I was really hoping for a change, but the increase of duration won't appease the masses. Like I said, at our state as of this moment, we are 85% Fireshape and 10% IceShape and 5% Magic. There's not much of a difference. <img src="/smilies/1cfd6e2a9a2c0cf8e74b49b35e2e46c7.gif" border="0" alt="SMILEY" /><BR> <BR> <HR> </BLOCKQUOTE><BR>Sigh. <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" />

Wossname
11-11-2006, 05:01 PM
I suspect that the design idea behind the FireShape and IceShape AA's might be to give us a possible way round the problem of mobs who are highly resistant or flat out immune to either fire or ice. Can't use Fusion or IN because the mob's ice immune? Break out FireShape and burn it instead... An alternative idea could be to get most benefit from Frigid Gift but you've got a load of fire spells lined up next. Cast IceShape then Frigid Gift and use up all the fire spells.I've no idea if this sort of thing would make much difference in practice and they certainly won't be on my must-get list as they are.<div></div>

HerzenFunia
11-11-2006, 06:48 PM
<BR> <BLOCKQUOTE> <HR> Wossname wrote:<BR>I suspect that the design idea behind the FireShape and IceShape AA's might be to give us a possible way round the problem of mobs who are highly resistant or flat out immune to either fire or ice. Can't use Fusion or IN because the mob's ice immune? Break out FireShape and burn it instead... An alternative idea could be to get most benefit from Frigid Gift but you've got a load of fire spells lined up next. Cast IceShape then Frigid Gift and use up all the fire spells.<BR><BR>I've no idea if this sort of thing would make much difference in practice and they certainly won't be on my must-get list as they are.<BR> <BR> <HR> </BLOCKQUOTE><BR>With the new changes almost 99% will not be immune to some types of dmg anymore, only high resistant. Anyway this last abilities have no use atm. I dont understand why icashape is grp buff and only changes magic/heat spells into cold. If it's grp buff why dont make it affect all type of dmg's? Well at least I can say tnx that the most useless abilities are final ones and  I can spend more points in something more useful.

Solzak
11-15-2006, 10:51 PM
Dude, 2.5 seconds to 2.0 seconds saves you half a second, which is 1/5th of 2.5 - so the increase is 20%, not 25%. Still nice, but ya gotta be accurate!

Ultimatum
11-16-2006, 02:51 AM
Iceshape and Fireshape are jokes...mere novelties at best, and are an insult to our AA tree along with the rest of our end abilities.  I guess it was just Wizard's time to get overlooked, but this is ridiculous.  As Fomka said, mobs won't be immune to damage, and even if they WERE immune to fire or ice, we have enough spells to still do some damage, and having to waste AAs for 25 seconds (read: about 4 or 5 spells give or take) of changing our elements isnt going to do much at all.  It was a cool concept, but poorly executed.  They really need to be maintained buffs, but even then the only intelligent choice would be Iceshape.  Fireshape is absurd seeing as how we have 3 direct target and 3 AEs that aren't heat damage, and even then, only 4 of those are cold damage.  If a mob is cold resist, we lose Nova, Fusion, Rending Icicles, and Glacial Wind...oh no...we still can maintain high dps using only fire spells, so Fireshape is complete and utter garbage no matter how you look at it.  At least Iceshape would increase our DPS if a mob was heat resistent.  Not to mention adding 5m to our range as an AA?  arent most AEs encounter-based ar 50m now anyway?  Range is the absolute LAST thing I care about.  The new Manaburn nerf made that a joke of a choice as well...How about overhauling all of our end abilities and giving us some actual USEFUL AAs?  From what I saw on the Wizard beta boards, we did just as much, if not more complaining about our AAs as Warlocks did, and they end up getting some good AAs while we are stuck holding the [expletive haxx0red by Raijinn]ty end of the stick.  Woot.<div></div>

IllusiveThoughts
11-16-2006, 03:20 AM
<BR> <BLOCKQUOTE> <HR> Razerblaze wrote:<BR><BR>From what I saw on the Wizard beta boards, we did just as much, if not more complaining about our AAs as Warlocks did, and they end up getting some good AAs while we are stuck holding the [expletive haxx0red by Raijinn]ty end of the stick.  Woot.<BR> <BR> <HR> </BLOCKQUOTE><BR>yes, we all put in useful feedback about differen't ways to change our end line abilities (and modify existing ones) to make them more useful.  Unfortunately that feedback was not pushed through.

QQ-Fatman
11-16-2006, 09:11 AM
Warlocks AA skills were very bad, but soe changed them and they're much better than ours now. +damage to their big nukes, very useful end abilities...etc Why cant they just read the wizard board and improve our AA? <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" />

Zyphius
11-16-2006, 06:54 PM
<DIV>We have gone ignored and overlooked for 2 yrs... I'm not really expecting anything anymore.</DIV>

Psychochimpy
11-17-2006, 04:08 AM
Our aa's used to be much much worse than they are now. SoE just pulled a bait and switch on us right before release. We were probably the least useful class in terms of AA's, so SoE decided to change them before the big revamp, but they had some epiphany between wizard changes and the second revamp that had them put +damage, higher %'s, etc, that never made it to the wizards because we were already happy with what we got without knowing they'd be doing the second revamp.<div></div>

IllusiveThoughts
11-17-2006, 08:47 PM
<BR> <BLOCKQUOTE> <HR> Psychochimpy wrote:<BR>We were probably the least useful class in terms of AA's <BR> <HR> </BLOCKQUOTE> <P> </P> <P>I would have to disagree.  Our fire and ice lines are pretty powerful.   Its our END line abilities that need lots of work, as well as the power and sheilding lines.</P> <P>also firestorm needs a resistability increase instead of a range increase.  adp3 is only 15% modifyer!</P>

Force Weaver
11-20-2006, 04:45 AM
<DIV>Really Confused here, not making new thread but this throwing me for a loop:</DIV> <DIV> </DIV> <DIV>12% AA agility master ability recast reduction</DIV> <DIV> </DIV> <DIV>2% AA drake familiar recast reduction</DIV> <DIV> </DIV> <DIV>= 14% recast reduction in my book [ heard other threads say they stack ]</DIV> <DIV> </DIV> <DIV>but....</DIV> <DIV> </DIV> <DIV>Ice comet 45 sec recast is only 39.5 sec recast so [1-39.5/45]  = 12.222222223 % reduction</DIV> <DIV> </DIV> <DIV>What am I missing here?</DIV>

Force Weaver
11-20-2006, 04:50 AM
<P>Also, don't know if this minor bug is worth programming time but:</P> <P>You can summon your familiar you want (ie a drake etc.) as long as weapon type is equipped during summon.  </P> <P>After summon you can switch equipment but familiar and buff stay until zoning.  </P> <P>I've been summoning the drake with a dagger equip for the 2% recast reduction then switching to grizzfazzles' walking stick keeping the 2% recast - seems the game only checks your weapon/familiar combo when zoning and initial cast.</P>

Fews
11-20-2006, 08:59 AM
<DIV>recast time= original recast time *(    (100%) /  (   100% + all recast timer speed ups)  )</DIV>

Force Weaver
11-20-2006, 10:08 AM
<P>Wow you're right thanks!</P> <P>[ 1 / (1 + 0.12 + 0. 02)  ] = [ 1 / 1.14 ] = 0.877192</P> <P>45 sec * 0.877192 = 39.47 sec ~ 39.5 sec</P> <P>Yep you're right thanks!  Makes sense to me now.</P>