View Full Version : New AA's
Cowdenic
10-13-2006, 10:12 PM
<DIV>OK I am going to make some assumptions here since SoE hasnt allowed me in to the Beta. </DIV> <DIV> </DIV> <DIV>First I am not sure if I will like or hate the new AA's but odds are pretty good I will disagree with most. So instead of complaining I wish to start a thread here to be proactive on maybe the types of things we as Warlocks would like to see.</DIV> <DIV> </DIV> <DIV>Lets assume a few things though, like A. they arent going to really give us any new nukes or anything of that nature. B. For the most part these aren't going to be particularily useful but really alot more fluff than anything else. C. They are going to work on balance issues outside of the new AA's.</DIV> <DIV> </DIV> <DIV>What would you like to see from our new AA's?</DIV> <DIV> </DIV> <DIV>Lets assume they will be broken into lines like the old AA's. What are the 5 lines you would like to see. </DIV> <DIV> </DIV> <DIV>The 5 I have thought of are:</DIV> <DIV> </DIV> <DIV>Power Conservation</DIV> <DIV> </DIV> <DIV>This could be done by making our spells cost less through AA's, maybe 2-3% per point.</DIV> <DIV>This could be done by increasing our Power gained for our life/power conversion</DIV> <DIV> </DIV> <DIV>Passive Deagro</DIV> <DIV> </DIV> <DIV>This could be done by increasing our Boon Line. like 1% per point.</DIV> <DIV>This could be done by decreasing agro generated for a short time with certain qualifiers (say under 70% power)</DIV> <DIV> </DIV> <DIV>Active Deagro</DIV> <DIV> </DIV> <DIV>To increase our deagroes for our current spells we have. Say 5% more effective per point.</DIV> <DIV>An in group only self Feign Death that only wipes partial agro accrued to that point. </DIV> <DIV> </DIV> <DIV>Cast Timers</DIV> <DIV> </DIV> <DIV>For this to work there would have to be a substantial (say 5% per point) decrease on cast timers for nukes.</DIV> <DIV>A cool final ability (which would actually help even up our single target dps problem) is a recurring DoT ability. (Not including our dark infestation line) that would automatically renew your DoT on a zero cast time but a recurring power cost. This ability would automatically restart your DoT spell (not including Apocalypse either) on its final tick but charge you for the normal power consumed of it.</DIV> <DIV> </DIV> <DIV>Recast Timers</DIV> <DIV> </DIV> <DIV>You could literally break this up into multiple AA's. </DIV> <DIV>5-10 sec recast each point shaves a half second off the recast.</DIV> <DIV>10-30 sec recast each point shaves a second off the recast.</DIV> <DIV>31+ secs each point shaves 3-4% off the recast timer. </DIV> <DIV> </DIV> <DIV>I believe these are things that Warlocks would love to see in their new AA's but not all will agree. I seriously doubt that SoE is going to give us some new DD single target nuke line or AoE that is going to make us uber, so I want to see AA's that fix little things that are wrong with us now or improve us. I would love feedback from other warlocks on this or from Developers (which I dont think will happen until EoF NDA is lifted). </DIV> <DIV> </DIV> <DIV> </DIV>
Tanatus
10-14-2006, 06:29 AM
<DIV>There is no need to invet weel btw...</DIV> <DIV>Just use EQ1 template for AA - pefect ... really perfect</DIV>
Tevilspek
10-15-2006, 01:33 PM
PvP Warlock.. would love to see a <i>useful</i> personal Ward of some sort.I can see us doing more damage with the EoF changes, but can see us going down quicker too.So like, a Ward that gives 350/450/550 etc or whatever absorbtion on a 2min timer or something.Something that will give us a chance to survive the first hit at least.Cos I can only see it getting worse for us as far as being targetted and taken out in less than a second or two.Hell, I'd love to see Suffocating Cloud turned into a PBAoE with a short root instead of a interupt.. hell or both.Something we can cast to try get some distance.But yeah, as for new AAs, a more worthwhile Ward of some sort would be my personal choice above all others.The Wis AA one gives a whole 19 absorbtion at first level..? What's it give 160 with 8 points it in? Like, one auto attack?So yeah... that'd be my choice, esp considering what's coming.<div></div>
Keitho
10-16-2006, 01:47 AM
I say wizards should get a DD that does a [expletive haxx0red by Raijinn] load of damage ... aka ..you use power to do some HUGE [expletive haxx0red by Raijinn] DD ....well I think warlocks should get same thing but an AOE ..... i forget what it was called in EQ1 Mana Burn?Besides that .. Recast timers ..meh ...id assume theyd drop timers on spells that recast faster then the timer would last LoL that would be great.. DD and Aoes good for timers to go down ....but i dont think we need that .. I want to see some Huge AOES ...up our damage .. add some more deagros .. We are good to go ...Dear SOE ,, Warlocks debuffing is nice BUT dont make it our major prior ..nor make us a grp buffer.. we are dps ... Thank you.<div></div>
TheStateFish
10-16-2006, 02:11 AM
<blockquote><hr>Cowdenicus wrote:<DIV>OK I am going to make some assumptions here since SoE hasnt allowed me in to the Beta. </DIV><DIV> </DIV><DIV>First I am not sure if I will like or hate the new AA's but odds are pretty good I will disagree with most. So instead of complaining I wish to start a thread here to be proactive on maybe the types of things we as Warlocks would like to see.</DIV><DIV> </DIV><DIV>Lets assume a few things though, like A. they arent going to really give us any new nukes or anything of that nature. B. For the most part these aren't going to be particularily useful but really alot more fluff than anything else. C. They are going to work on balance issues outside of the new AA's.</DIV><DIV> </DIV><DIV>What would you like to see from our new AA's?</DIV><DIV> </DIV><DIV>Lets assume they will be broken into lines like the old AA's. What are the 5 lines you would like to see. </DIV><DIV> </DIV><DIV>The 5 I have thought of are:</DIV><DIV> </DIV><DIV>Power Conservation</DIV><DIV> </DIV><DIV>This could be done by making our spells cost less through AA's, maybe 2-3% per point.</DIV><DIV>This could be done by increasing our Power gained for our life/power conversion</DIV><DIV> </DIV><DIV>Passive Deagro</DIV><DIV> </DIV><DIV>This could be done by increasing our Boon Line. like 1% per point.</DIV><DIV>This could be done by decreasing agro generated for a short time with certain qualifiers (say under 70% power)</DIV><DIV> </DIV><DIV>Active Deagro</DIV><DIV> </DIV><DIV>To increase our deagroes for our current spells we have. Say 5% more effective per point.</DIV><DIV>An in group only self Feign Death that only wipes partial agro accrued to that point. </DIV><DIV> </DIV><DIV>Cast Timers</DIV><DIV> </DIV><DIV>For this to work there would have to be a substantial (say 5% per point) decrease on cast timers for nukes.</DIV><DIV>A cool final ability (which would actually help even up our single target dps problem) is a recurring DoT ability. (Not including our dark infestation line) that would automatically renew your DoT on a zero cast time but a recurring power cost. This ability would automatically restart your DoT spell (not including Apocalypse either) on its final tick but charge you for the normal power consumed of it.</DIV><DIV> </DIV><DIV>Recast Timers</DIV><DIV> </DIV><DIV>You could literally break this up into multiple AA's. </DIV><DIV>5-10 sec recast each point shaves a half second off the recast.</DIV><DIV>10-30 sec recast each point shaves a second off the recast.</DIV><DIV>31+ secs each point shaves 3-4% off the recast timer. </DIV><DIV> </DIV><DIV>I believe these are things that Warlocks would love to see in their new AA's but not all will agree. I seriously doubt that SoE is going to give us some new DD single target nuke line or AoE that is going to make us uber, so I want to see AA's that fix little things that are wrong with us now or improve us. I would love feedback from other warlocks on this or from Developers (which I dont think will happen until EoF NDA is lifted). </DIV><DIV> </DIV><DIV> </DIV><hr></blockquote>Our current AA's already give reduced power consumption, deaggro (passive and active), and faster cast/recast timers.All I want is a 15-30second duration 100% chance to FD with a 15second recast. Gives the tank time to get aggro back and the short recast would allow us to drop again if we get up on our own too soon in the fight.The ability to cast on the move would be nice too.
MilkToa
10-16-2006, 06:21 AM
<blockquote><hr>TheStateFish wrote:<blockquote><hr>Cowdenicus wrote:<DIV>OK I am going to make some assumptions here since SoE hasnt allowed me in to the Beta. </DIV><DIV> </DIV><DIV>First I am not sure if I will like or hate the new AA's but odds are pretty good I will disagree with most. So instead of complaining I wish to start a thread here to be proactive on maybe the types of things we as Warlocks would like to see.</DIV><DIV> </DIV><DIV>Lets assume a few things though, like A. they arent going to really give us any new nukes or anything of that nature. B. For the most part these aren't going to be particularily useful but really alot more fluff than anything else. C. They are going to work on balance issues outside of the new AA's.</DIV><DIV> </DIV><DIV>What would you like to see from our new AA's?</DIV><DIV> </DIV><DIV>Lets assume they will be broken into lines like the old AA's. What are the 5 lines you would like to see. </DIV><DIV> </DIV><DIV>The 5 I have thought of are:</DIV><DIV> </DIV><DIV>Power Conservation</DIV><DIV> </DIV><DIV>This could be done by making our spells cost less through AA's, maybe 2-3% per point.</DIV><DIV>This could be done by increasing our Power gained for our life/power conversion</DIV><DIV> </DIV><DIV>Passive Deagro</DIV><DIV> </DIV><DIV>This could be done by increasing our Boon Line. like 1% per point.</DIV><DIV>This could be done by decreasing agro generated for a short time with certain qualifiers (say under 70% power)</DIV><DIV> </DIV><DIV>Active Deagro</DIV><DIV> </DIV><DIV>To increase our deagroes for our current spells we have. Say 5% more effective per point.</DIV><DIV>An in group only self Feign Death that only wipes partial agro accrued to that point. </DIV><DIV> </DIV><DIV>Cast Timers</DIV><DIV> </DIV><DIV>For this to work there would have to be a substantial (say 5% per point) decrease on cast timers for nukes.</DIV><DIV>A cool final ability (which would actually help even up our single target dps problem) is a recurring DoT ability. (Not including our dark infestation line) that would automatically renew your DoT on a zero cast time but a recurring power cost. This ability would automatically restart your DoT spell (not including Apocalypse either) on its final tick but charge you for the normal power consumed of it.</DIV><DIV> </DIV><DIV>Recast Timers</DIV><DIV> </DIV><DIV>You could literally break this up into multiple AA's. </DIV><DIV>5-10 sec recast each point shaves a half second off the recast.</DIV><DIV>10-30 sec recast each point shaves a second off the recast.</DIV><DIV>31+ secs each point shaves 3-4% off the recast timer. </DIV><DIV> </DIV><DIV>I believe these are things that Warlocks would love to see in their new AA's but not all will agree. I seriously doubt that SoE is going to give us some new DD single target nuke line or AoE that is going to make us uber, so I want to see AA's that fix little things that are wrong with us now or improve us. I would love feedback from other warlocks on this or from Developers (which I dont think will happen until EoF NDA is lifted). </DIV><DIV> </DIV><DIV> </DIV><hr></blockquote>Our current AA's already give reduced power consumption, deaggro (passive and active), and faster cast/recast timers.All I want is a 15-30second duration 100% chance to FD with a 15second recast. Gives the tank time to get aggro back and the short recast would allow us to drop again if we get up on our own too soon in the fight.The ability to cast on the move would be nice too.<hr></blockquote>With our luck it would have a 5 sec cast time.
Cowdenic
10-16-2006, 09:02 AM
Guys I know we have not had good luck in the past with Dev support or them responding to any of our issues. Lets try to keep it positive for once though ok. Maybe we might get lucky this time.
Calirian
10-16-2006, 12:05 PM
Not to derail this great thread, so I apologize in advance, but I just have to comment on Soul's post. I never thought as long as I've been playing my warlock, that I'd be saying this ( so please don't shoot me) I honestly don't think our Area Effect spells, whether encounter or point blank need a huge damage increase. What I would LOVE to see is the damage range of ALL of our spells to be brought closer together. It's just my opinion, and if you agree with me great and if not that's your opinion and you're entitled to it, but I really think that it would make more sense than just throwing huge amounts of damage onto our AE's. If the developers brought the damage range on all of our spells closer together we would see more consistancy in numbers which would make our DPS more consistant. I do feel like our single target DPS should be increased some. There are rarely any encounters (speaking from a raider's perspective) that allow us to reach our full potential. I would say that 98% of the time I do amazing DPS, but only on encounters with 2-3 or more targets in that encounter. Where I really feel like our class is lacking in terms of damage is single target. When it comes to any type of encounter mob I am 95% of the time in the top 2 if not number 1 on the dps parse. When it comes to single target I am way down on the list. All of my spells are Master 1 and on raids I have around 600 INT or more. I don't think that we need anything game breaking for our direct damage spells, but the ones we have plus our DoT's could use some love.I will agree that we definately need some help in the aggro management department, 3% just isn't even cutting close to what we really need. Warlocks shouldn't have to depend on other classes to be able to shell out great numbers. It would be nice if the Developers made our AE hate gain work a little differently. For example: There are 4 mobs in an encounter. I target the mob the MT is taunting first. When I throw my first AE, the "bulk" of the hate gain from that AE goes to the mob I have targeted and decreases as it hits each mob in the encounter. That way the mob that the MT was first building hate with (and has by now "tabbed" back around to) has most of my hate for that target encounter. As the mob I have on target is dying, I switch target to another mob in the encounter, rinse & repeat. I really feel, like this would be a great fix for our aggro management issues along with the methods that we use now. It may take a while for this to be implemented, if ever. But I think there would be some really happy Warlocks if they did. As far as Achievements go, I would love to see Achievements that decrease power costs, decrease spell cast timers, and one really nice Achievement that would actually make our class stand out and be recognized as more than just the "washed up AE gods"My 2cp take it or leave it.<div></div>
<DIV>increase some of our DoT's damage or increase the amount of ticks the spell does over the same period of time.</DIV> <DIV> </DIV> <DIV>Some sort of deaggro would be nice.</DIV> <DIV> </DIV> <DIV>Cast/Recast timers obviously.</DIV> <DIV> </DIV> <DIV>Maybe add an extra effect to Void Distortion and have it like how BSS was back in T5 where it will heal or give back some power.</DIV> <DIV> </DIV> <DIV>One big class defining spell that would make us stand out in AE...like an AE manaburn or something of the likes.</DIV>
Keitho
10-17-2006, 08:19 AM
Singel Target is not our class.. We are AOE if oyu think you shuld be top 2 in Single Target ..[expletive haxx0red by Raijinn] ...Im like what top 4 or 5 singel target while aoe top 2 or 3 .. easily beaten by some assassins ([expletive haxx0red by Raijinn]) and conjurers (of course)Warlocks are aoe based we should def be top in Singel target but not TOP ..<div></div>
Calirian
10-17-2006, 09:37 AM
I'm not saying that we should be TOPS in single target DPS, and if you would have read my post entirely you would've gotten that point. But I do think that our single target dps needs some help. It's my opinion, and based on as long as I've been raiding with a warlock, I'd say it's pretty accurate but you are entitled to disagree. <div></div>
Keitho
10-17-2006, 10:10 AM
And I am Disgreeing .. we should be like 4 or 5 on singel target ...but not anything really higher ...AOE number 1 ..agro is the big issue of this class and truthfully soe wont help with that in the new aa's .... Casting timers should def go down ...but like i said somewhere theyll prob decrease the timers on our Dots that recast shorter then they tick (ummm ya thanks) or our debuffs.. woot woot.. WE need some COOL [expletive haxx0red by Raijinn] .... Like summon pets on Apoc.. or Anything ..something off the wall ..they give us netherlord and infestation pets ..wh ynot more <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /> (jk by the way)<div></div>
EQDwarfMaster
10-18-2006, 07:44 PM
<blockquote><hr>Keithoth wrote:Singel Target is not our class.. We are AOE if oyu think you shuld be top 2 in Single Target ..[expletive haxx0red by Raijinn] ...Im like what top 4 or 5 singel target while aoe top 2 or 3 .. easily beaten by some assassins ([expletive haxx0red by Raijinn]) and conjurers (of course)Warlocks are aoe based we should def be top in Singel target but not TOP ..<div></div><hr></blockquote>We were a single target DPS class before LU13. From my perspective, the only way to fix the warlock class is to improve out single target DPS since there will never be a solution for the horrible aggro problems associated with AEs.
Korpo
10-18-2006, 11:10 PM
We were also horribly overpowered Pre-LU13.<div></div>
Cowdenic
10-19-2006, 12:06 AM
A warlock is horribly underpowered single target but that is not the subject of this post. Lets keep it on AA's.
Tanatus
10-19-2006, 06:21 AM
<P>But been castrated ever since LU13 and before LU7 ....</P> <P>Btw major problem atm is total inablity to solo anything (on countary to wizard who in solo power almost rival to coercers)</P>
Uumuuanu
11-02-2006, 05:32 AM
<BR> <BLOCKQUOTE> <HR> Tanatus wrote:<BR> <P>But been castrated ever since LU13 and before LU7 ....</P> <P>Btw major problem atm is total inablity to solo anything (on countary to wizard who in solo power almost rival to coercers)</P><BR> <HR> </BLOCKQUOTE> <P><BR>Please define anything for me. I am only 48, but you saying this has me nervous about continuing to level this toon.</P> <P> </P> <P> </P>
Korpo
11-02-2006, 06:53 AM
I'm pretty sure that Tant is saying "Wizards can solo practically any named they find, whereas warlocks cannot". I've never had any problems soloing trash with my warlock.<div></div>
Tanatus
11-02-2006, 10:24 AM
<P>Yep I should say it more correct</P> <P>Wizard can solo practically every none epic mob in game due to 2 facts</P> <P>a) Damage relay mostly on Nukes </P> <P>b) Root that proc snare</P> <P>Problem for warlock absence heavy hitting spells that are not dots in one form or another. Any dots WILL brake fear (proc of our root) instantly next time dot take a tic. To elaborate it</P> <P>By casting Ice Nova wizard take zero risk - even if root brakes snare will remain</P> <P>By casting Apocal - warlock sign self death sentence because root WILL brake and on top of it next tic of Apocal will brake fear</P>
Uumuuanu
11-02-2006, 11:16 PM
<BR> <BLOCKQUOTE> <HR> Tanatus wrote:<BR> <P>Yep I should say it more correct</P> <P>Wizard can solo practically every none epic mob in game due to 2 facts</P> <P>a) Damage relay mostly on Nukes </P> <P>b) Root that proc snare</P> <P>Problem for warlock absence heavy hitting spells that are not dots in one form or another. Any dots WILL brake fear (proc of our root) instantly next time dot take a tic. To elaborate it</P> <P>By casting Ice Nova wizard take zero risk - even if root brakes snare will remain</P> <P>By casting Apocal - warlock sign self death sentence because root WILL brake and on top of it next tic of Apocal will brake fear</P><BR> <HR> </BLOCKQUOTE> <P><BR>OK, thank you for the clarification. So far I have been able to solo green named and the occasional blue named, but its not easy. I was hoping that wouldnt change but it sounds like it might be harder as I level.</P> <P> </P> <P> </P>
TheStateFish
11-03-2006, 02:04 AM
<BR> <BLOCKQUOTE> <HR> Uumuuanu wrote:<BR> <BR> <BLOCKQUOTE> <HR> Tanatus wrote:<BR> <P>Yep I should say it more correct</P> <P>Wizard can solo practically every none epic mob in game due to 2 facts</P> <P>a) Damage relay mostly on Nukes </P> <P>b) Root that proc snare</P> <P>Problem for warlock absence heavy hitting spells that are not dots in one form or another. Any dots WILL brake fear (proc of our root) instantly next time dot take a tic. To elaborate it</P> <P>By casting Ice Nova wizard take zero risk - even if root brakes snare will remain</P> <P>By casting Apocal - warlock sign self death sentence because root WILL brake and on top of it next tic of Apocal will brake fear</P><BR> <HR> </BLOCKQUOTE> <P><BR>OK, thank you for the clarification. So far I have been able to solo green named and the occasional blue named, but its not easy. I was hoping that wouldnt change but it sounds like it might be harder as I level.</P> <P> </P> <P> </P><BR> <HR> </BLOCKQUOTE><BR>I run out of power on things like the Carnovingian due to lack of high damage nukes. Gotta always make sure both roots are on the thing unless you are casting a stun and have a root queued. The Carrion Mandrigora is doable, but can be a tough pull. But in general, if it doesn't cast, you should be able to kill it, and if it does cast, find a rock.
Uumuuanu
11-03-2006, 02:34 AM
<BR> <BLOCKQUOTE> <HR> TheStateFish wrote:<BR> <BR> <BLOCKQUOTE> <P> </P><BR> <HR> </BLOCKQUOTE><BR>I run out of power on things like the Carnovingian due to lack of high damage nukes. Gotta always make sure both roots are on the thing unless you are casting a stun and have a root queued. The Carrion Mandrigora is doable, but can be a tough pull. But in general, if it doesn't cast, you should be able to kill it, and if it does cast, find a rock.<BR> <HR> </BLOCKQUOTE><BR>This is why I try to have as much STA as I can (maybe this might change with the new combat revamp) but that way I can ~zap~ myself for some extra power as well as take the hit when my root breaks. Honestly I have wondered if I should just go more INT to hit harder but I can't say.
TheStateFish
11-03-2006, 03:44 AM
<BR> <BLOCKQUOTE> <HR> Uumuuanu wrote:<BR> <BR> <BLOCKQUOTE> <HR> TheStateFish wrote:<BR> <BR> <BLOCKQUOTE> <P> </P><BR> <HR> </BLOCKQUOTE><BR>I run out of power on things like the Carnovingian due to lack of high damage nukes. Gotta always make sure both roots are on the thing unless you are casting a stun and have a root queued. The Carrion Mandrigora is doable, but can be a tough pull. But in general, if it doesn't cast, you should be able to kill it, and if it does cast, find a rock.<BR> <HR> </BLOCKQUOTE><BR>This is why I try to have as much STA as I can (maybe this might change with the new combat revamp) but that way I can ~zap~ myself for some extra power as well as take the hit when my root breaks. Honestly I have wondered if I should just go more INT to hit harder but I can't say.<BR> <HR> </BLOCKQUOTE><BR>Thats a tough call. More int means harder hits means less power consumed to kill it, but you lose the hp for root breaks, bad pulls, and tapping for power. If you play as if everything is gonna work flawlessly then go int. If you're expecting root breaks and bad things to happen, then sta will help, along with the nest robe and enspelled vultak eye for their wards. I also went 4/4/4/8str, 4/4/4/8/1 agi for crits and fast cast. fast casting helps a lot to refresh roots as well as keeping me near the top of raid parses.
Oidan
11-03-2006, 07:01 AM
<P>You can definitely tell who played EQ1 from people who started out on EQ2. EQ1 AA system had a of of class definition built into it. The system did not hold back your playstyle. You could do what ever you wanted to do. No limitations. The AA lines were creative and allowed the player to really achieve something great (time invested of course).</P> <P>EQ2 AA's are something quite the opposite. In regular terms, class definition is lacking across all tree's, weather it is armor, ca's or spells. Everything and everyone is the same. We are also limited to the number of aa skills that we can buy. Why is that? Why am I not allowed to get them all if I wanted, if I put the time forth?</P> <P>I also loved the fact that in EQ1, I myself could change the % of exp that went to either the leveling or AA bar in 10% increments. I think they should change this as well. Lets us choose when we want to work aa % or leveling or both at the same time. Please take the safety switches off. Let the game go. Please free our characters from looking and feeling like everyone else.</P> <P>The AA's as they stand now are very boring. When they first released and I looked at them, I was very disappointed. There literally isn't anything that screamed you must pick me first if you want to really have a good time AA. Did everyone really get happy when they spent on an AA that saved like .2% on casting and said [expletive haxx0red by Raijinn]!??? I doubt it.</P> <P>I am hoping that with this expansion comes diversity, creativity and class definition. I have faith that content and playability will be there. I never doubt SOE when it comes to that. For me they always deliver when it comes to content. It would be nice to skip an adventure pack and work solely on class creation. What is it about the classes that make people want to play them? That should be the focus with new things added to compliment those abilities/spells.</P> <P>Longetivity is based upon players who find a game enticing in the areas of graphics, lore, playability, soloabilty, raidablity, loot and chracter creation blah blah blah (ok the list is long). </P> <P>Personally, I probably play the game for different reasons as the next guy to the one after them etc. Fun and survivabilty. Everyone wants neat stuff to do and live to talk about it. Lets us choose our path but give each class unique tools to work with. </P>
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