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Barobra
09-28-2005, 02:30 AM
Just turned 51. Was wondering what I should not adept 3 since I maybe picking a master II of it later. <div></div>

Pins
09-28-2005, 05:21 AM
<DIV>Dynamism</DIV> <DIV>Abduct Mind</DIV> <DIV>Phantmasl Brilliance</DIV> <DIV>Seal of Ingenuity(My choice, 69 int/wis)</DIV>

Barobra
09-28-2005, 08:09 AM
MMMMMM master II dynamism <div></div>

Pins
09-28-2005, 06:08 PM
<blockquote><hr>Barobrain wrote:MMMMMM master II dynamism <div></div><hr></blockquote>Was thinking the same, till I saw the damage. 280-350 at the cap I believe, adept 3 is 245-299, I do not have master 1, though I would expect it to be around 265-330 or so. Adept 1 Seal is 50 int/wis, do not know what adept 3 is. Since I still have a respec, I may see what Adept 3 or Master 1 Seal does and then redecide what master 2 to get.

SunT
09-28-2005, 06:15 PM
I am pretty sure I will do one of the Mez.  I think single target.  Too many resists lately makes me nervous.

Pins
09-28-2005, 06:35 PM
<blockquote><hr>SunTsu wrote:I am pretty sure I will do one of the Mez.  I think single target.  Too many resists lately makes me nervous.<hr></blockquote>Just to let you know, at Level 56, I am noticing with Adept 1 very few resists on mobs up to Level 60. I mostly duo and only go after yellow mobs, plus not many mobs are above Level 60 in the game except in a few instances.

Barobra
09-29-2005, 05:28 PM
<span><blockquote><hr>Pinski wrote:<blockquote><hr>Barobrain wrote:MMMMMM master II dynamism <div></div><hr></blockquote>Was thinking the same, till I saw the damage. 280-350 at the cap I believe, adept 3 is 245-299, I do not have master 1, though I would expect it to be around 265-330 or so. Adept 1 Seal is 50 int/wis, do not know what adept 3 is. Since I still have a respec, I may see what Adept 3 or Master 1 Seal does and then redecide what master 2 to get.<hr></blockquote>That starts adding up though. That spell is ALOT of our DPS. Or at least, thats what I have seen at 50-51. Maybe I will feel different when I hit 54.</span><div></div>

SunT
09-29-2005, 07:56 PM
<DIV><BR> <BLOCKQUOTE> <HR> Pinski wrote:<BR><BR> <BLOCKQUOTE> <HR> SunTsu wrote:<BR> I am pretty sure I will do one of the Mez.  I think single target.  Too many resists lately makes me nervous.<BR> <HR> </BLOCKQUOTE><BR><BR>Just to let you know, at Level 56, I am noticing with Adept 1 very few resists on mobs up to Level 60. I mostly duo and only go after yellow mobs, plus not many mobs are above Level 60 in the game except in a few instances.<BR> <HR> </BLOCKQUOTE> <P><BR>Good info, thanks.</P> <P>I have no issue with yellow, it is the orange that grief me and fail to easilly submit to my will.  At 52 the 58's were very difficult.  If adept 1 is working fine at 56 maybe it is ok.  I will watch this level and see what 3-5 levels are like for resist.</P></DIV>

Manyak
09-30-2005, 05:58 PM
id say the most useful one here is either signet or dynamism. but keep keep in mind that we get an upgrade to the signet line at lvl 54 as well. and that at adept 3 is definately stronger than the master 2 of the old spell. we dont get an upgrade to dynamism until lvl 63 (next expansion).

Dainger
09-30-2005, 06:33 PM
<DIV><BR> <BLOCKQUOTE> <HR> DaMutation wrote:<BR> <P>but keep keep in mind that we get an upgrade to the signet line at lvl 54 as well. and that at adept 3 is definately stronger than the master 2 of the old spell.<BR></P> <HR> <P>Actually the level 54 master 2 training choice signet option, is a master 2 version of the level 54 signet we recieve, not a master 2 of the older signet.</P></BLOCKQUOTE></DIV>

Manyak
09-30-2005, 06:35 PM
<DIV>well then thats a different story <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /></DIV>

SunT
09-30-2005, 06:56 PM
Anyone have numbers on Adept 3 Signet?

KaynanEmberwood
09-30-2005, 07:00 PM
Well, pretty sure adept1 is 50 (it's in my bank) and master2 is 69, so somewhere between those 2.  You could guess that adept3 would probably be in the neighbourhood of 56 and master1 would be around 62 or so... <div></div>

Azamien-Dermorate
10-11-2005, 08:14 PM
<DIV> I picked Dynamism but I am not sure I will re-pick that when I respec.</DIV> <DIV> </DIV> <DIV>Kinda curious on what others have picked also now, and what they are finding most usefull</DIV>

SunT
10-11-2005, 10:23 PM
<P>I am jsut not sold on dynatysm.  I have it and use it all the time on me and my Dopple if I am solo.  But when grouped, I have my two buffs plus Dyn on me and then I have 2 left to cast.</P> <P>With the other two, 90% of the time I dont have a pure caster in group and if i Do it is a Wiz who casts big slow spells so how much use is it?  On the other hand the tank might be a buiser and there is a Swash and a Assas and a Bard...so who do I cast it on?</P> <P>Seems like haste is a sure thing on a scout, casting Dyna on mele oriented class seems like a waste.</P> <P>So to me it looks good on paper but might not be the best choice.  I think being 99.9% sure my mez will stick might be more beneficial.</P> <P>I am undecided and have not respec'd. </P>

Anu'hu
10-12-2005, 07:53 AM
<P>Just depends on what type of player you are. If your geared more towards casual/duo/group play i'd pick up Abduct Mind master II. Since they made most mobs in the game social oriented that might be more useful. Now if your a raider i'd go with Dynamism or the Seal. 9 times out of 10 your going to be put in a caster group so those buffs will benefit you more. Dont expect to have alot of melee in your group, Dirges and Coercers can buff melee alot better than we can. I myself picked up Seal Master II since i already had Dynamism Master I</P> <P>Zimm - 60th illusionist of Antonia Bayle                                                                                            </P> <P>Halcyon Affinity</P>

Jaxidi
10-12-2005, 05:48 PM
<DIV>I chose dynamism.  I did not choose the buff because I'm betting that at end-game, most int/wis players will have their stats capped, at least in raid groups.</DIV> <DIV> </DIV> <DIV>I did not choose mezzes because there was not an obvious benefit over ad3 mezzes.</DIV>

ToeP
10-12-2005, 06:08 PM
<DIV>Just to put some numbers into this thread for comparison with the Master II numbers above:</DIV> <DIV> </DIV> <DIV>Master 1 Dynamism does: 257-314 @ 297 Int, Level 51.</DIV> <DIV> </DIV> <DIV>(Yeah I know - I need to get cracking on my Int gear...)</DIV> <DIV> </DIV> <DIV>Toepeg</DIV> <DIV>51/47 Illisionist/Carpenter of Oggok</DIV>

Darmash
10-12-2005, 06:09 PM
Ditto, with dynamism on me and pet while soloing I become somehow violent (not too unhappy as a ghetto wizard with safety belt).<div></div>

Pins
10-12-2005, 06:10 PM
<blockquote><hr>ToePeg wrote:<DIV>Just to put some numbers into this thread for comparison with the Master II numbers above:</DIV> <DIV> </DIV> <DIV>Master 1 Dynamism does: 257-314 @ 297 Int, Level 51.</DIV> <DIV> </DIV> <DIV>(Yeah I know - I need to get cracking on my Int gear...)</DIV> <DIV> </DIV> <DIV>Toepeg</DIV> <DIV>51/47 Illisionist/Carpenter of Oggok</DIV><hr></blockquote>Well, best way to deal with that, is to cast the fleeting line before dynamism. Buffs will use whatever your int is when you cast them to decide on damage, not when they are procing. Master 1 Dynamism with capped out int does 279-342 damage. I would like to know the Master 2 of Dynamism when capped out.

Jaxidi
10-13-2005, 01:15 AM
<BR> <BLOCKQUOTE> <HR> Pinski wrote:<BR><BR>Master 1 Dynamism with capped out int does 279-342 damage. I would like to know the Master 2 of Dynamism when capped out.<BR> <HR> </BLOCKQUOTE> <DIV>I want to say Master2 at capped int is like 365ish max but averaging around 325ish</DIV>

Adrenachro
10-13-2005, 07:15 AM
<BLOCKQUOTE> <HR> SunTsu wrote:<BR> I am pretty sure I will do one of the Mez.  I think single target.  <FONT color=#66ff00>Too many resists lately makes me nervous</FONT>.<BR> <HR> </BLOCKQUOTE> <DIV><BR>A question on this - doesn't spell QUALITY -only- effect the duration of the spell once it lands, and not WHETHER it lands?  The mezz spells all have a note saying something like "Upgrades to this spell reduce the target's resistance to the full duration of the effect"...</DIV> <DIV> </DIV> <DIV>So upgrading mezz spell quality should only increase the duration of the mezz, and not the resist chance, right?</DIV>

PigLick
10-13-2005, 10:13 AM
<span><blockquote><hr>Adrenachrome wrote:<blockquote> <hr> SunTsu wrote: <div></div>I am pretty sure I will do one of the Mez.  I think single target.  <font color="#66ff00">Too many resists lately makes me nervous</font>. <hr> </blockquote> <div>A question on this - doesn't spell QUALITY -only- effect the duration of the spell once it lands, and not WHETHER it lands?  The mezz spells all have a note saying something like "Upgrades to this spell reduce the target's resistance to the full duration of the effect"...</div> <div> </div> <div>So upgrading mezz spell quality should only increase the duration of the mezz, and not the resist chance, right?</div><hr></blockquote>Nope, that's just badly worded. It's quite the opposite in fact- spell quality does not affect the duration at all. Mezzes all last for the listed duration every time now (assuming no one breaks it, of course), and all qualities of the same mez have the same duration. What that little blurb means is just that it reduces the target's chance to resist the spell. PigLick</span><div></div>

Adrenachro
10-13-2005, 05:06 PM
Is that right?!  Because that text was added to the mezz spell descriptions -since- the combat changes, which is when <DIV>spell descriptions for all spells/CA's got a whole lot more accurate and descriptive. </DIV> <DIV> </DIV> <DIV>I don't think I misconstrued the description then - from what you're saying the description is simply just wrong!</DIV> <DIV> </DIV> <DIV>It should read "Upgrades to this spell reduce the likelihood of the target resisting this spell".</DIV>

Jaxidi
10-13-2005, 05:15 PM
Correct, the description is just plain wrong.

Barobra
10-13-2005, 07:15 PM
You sure about this? I thought resists were based on your level/level of mob and the amount that there resist is at. The quality of the mez helps the mez last longer and the mob wont "wake up" so often. Thus making it last the full duration more often? Its so hard to test this stuff though. You would have to spend hours and hours testing the same level mob with both versions of spells and record all the results. <div></div>

Impetus
10-13-2005, 07:41 PM
<span><blockquote><hr>Barobrain wrote:You sure about this? I thought resists were based on your level/level of mob and the amount that there resist is at. The quality of the mez helps the mez last longer and the mob wont "wake up" so often. Thus making it last the full duration more often? Its so hard to test this stuff though. You would have to spend hours and hours testing the same level mob with both versions of spells and record all the results. <div></div><hr></blockquote>That's the way it used to be pre-revamp. Now every mez and stun lasts the full duration if it lands.</span><div></div>

Barobra
10-13-2005, 08:17 PM
<span><blockquote><hr>Impetus wrote:<span><blockquote><hr>Barobrain wrote:You sure about this? I thought resists were based on your level/level of mob and the amount that there resist is at. The quality of the mez helps the mez last longer and the mob wont "wake up" so often. Thus making it last the full duration more often? Its so hard to test this stuff though. You would have to spend hours and hours testing the same level mob with both versions of spells and record all the results. <div></div><hr></blockquote>That's the way it used to be pre-revamp. Now every mez and stun lasts the full duration if it lands.</span><div></div><hr></blockquote>Where is this written?</span><div></div>

PigLick
10-13-2005, 09:15 PM
<span><blockquote><hr>Barobrain wrote:<span><blockquote><hr>Impetus wrote:<span><blockquote><hr>Barobrain wrote:You sure about this? I thought resists were based on your level/level of mob and the amount that there resist is at. The quality of the mez helps the mez last longer and the mob wont "wake up" so often. Thus making it last the full duration more often? Its so hard to test this stuff though. You would have to spend hours and hours testing the same level mob with both versions of spells and record all the results. <hr></blockquote>That's the way it used to be pre-revamp. Now every mez and stun lasts the full duration if it lands.</span><hr></blockquote>Where is this written?</span><hr></blockquote>Probably somewhere deep in the revamp patch notes. It's easy to test though, just sit and mez a high yellow mob </span><span>for awhile</span><span> (or even an orange if you want to take the risk) . You'll find that when the mez lands, it will last the full duration every time. PigLick</span><div></div>

MillsFairchild
10-13-2005, 10:07 PM
<div></div><span><blockquote><hr>Barobrain wrote:<span><blockquote><hr>Impetus wrote:<span>That's the way it used to be pre-revamp. Now every mez and stun lasts the full duration if it lands.</span><hr></blockquote>Where is this written?</span><hr></blockquote></span><p><span><strong><font color="#ffff00">Resists, Fizzles, and Interrupts</font></strong></span></p><ul><li><span>All hostile spells have a chance of being resisted outright. <b>When a spell lands, it will apply its full effect for the full duration listed in its examine information.</b></span></li><li><span>The chance to resist is based on the target's resistance to the spell's damage type, the skill level of the player's casting technique used by the spell (Ministration, Ordination, etc.), and spell quality (Apprentice II, Adept I, etc.).</span></li><li><b>Root, stun, stifle, fear, and mesmerize spells are either resisted or not based on the target's resistance to the damage type of that spell. Duration is no longer mitigated, so if the spell successfully lands, it sticks for the full duration.</b></li></ul><div></div>

Barobra
10-13-2005, 11:31 PM
<span><blockquote><hr>MillsFairchild wrote:<div></div><span><blockquote><hr>Barobrain wrote:<span><blockquote><hr>Impetus wrote:<span>That's the way it used to be pre-revamp. Now every mez and stun lasts the full duration if it lands.</span><hr></blockquote>Where is this written?</span><hr></blockquote></span><p><span><strong><font color="#ffff00">Resists, Fizzles, and Interrupts</font></strong></span></p><ul><li><span>All hostile spells have a chance of being resisted outright. <b>When a spell lands, it will apply its full effect for the full duration listed in its examine information.</b></span></li><li><span>The chance to resist is based on the target's resistance to the spell's damage type, the skill level of the player's casting technique used by the spell (Ministration, Ordination, etc.), and spell quality (Apprentice II, Adept I, etc.).</span></li><li><b>Root, stun, stifle, fear, and mesmerize spells are either resisted or not based on the target's resistance to the damage type of that spell. Duration is no longer mitigated, so if the spell successfully lands, it sticks for the full duration.</b></li></ul><div></div><hr></blockquote>Good to know, thanks. And in 2 patches they will change it back. <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /></span><div></div>