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Fizwi
02-09-2006, 03:04 AM
<div></div><div></div><div></div><div></div><div></div><div></div><div></div><div></div><div></div><div></div><div></div><div></div>The achievement system works like this: you get AAXP (I'm calling it AA because they're similar to AAs in EQ1 and I'm lazy) for levelling, exploring, certain quests, item discoveries, certain boss kills, and for any xp gained when your level is capped.  You must choose the "entry" AA, after that there are 5 trees (one fofr each stat), each with 5 tiers.  Each requires 4 points in the previous tier to advance, and has 8 points total (except for tier 5, which is a one-time 8 point cost).<font color="#33cccc"></font><font color="#33cccc">EDIT: [expletive haxx0red by Raijinn].  They changed things again.   I AM NOT AMUSED BY THE CHANGE TO MANA FLOW SOE.</font>Here's how our AA screen looks:<img src="http://img436.imageshack.us/img436/4876/aas1oy.jpg"><font size="1">(Don't ask how I got that many points.  I still don't know.)</font>Without further ado, the enchanter AA list.<font size="4"><b><u>Entry AA</u>:</b></font><blockquote><b>Mana Flow</b> -- <font color="#33ccff">NOW COMPLETELY FUBARED.  Pay 181 hp to tap 181 power from a mob, but only if you're under 10% power.  <font color="#ff3300">BUGGED ON LIVE.</font></font></blockquote><font size="4"><u><b>STR Line</b></u> -- focuses on melee/debuffing</font><b></b><blockquote><font color="#ffffff"><b>1.  Spellblade's Strength</b></font><font color="#ffffff"> -- increases STR by 8 per rank</font><font color="#ffffff"></font><font color="#ffffff"><b>2.  Spellblade's Counter</b></font><font color="#ffffff"> </font><font color="#ffffff">-- </font><font color="#ffffff">a quick dagger attack that interrupts the target -- 95-159 at app4, 15 sec recast</font><font color="#ffffff"></font><font color="#ffffff"><b>3.  Spellblade's <font color="#33ccff">Reflexes </font></b></font><font color="#ffffff">-- </font><font color="#ffffff"><font color="#33ccff">.8%</font> chance per level to riposte frontal attacks, parry from all other quadrants.  <font color="#33ccff">Increase piercing by 3.5 per rank.</font></font><font color="#ffffff"></font><font color="#ffffff"><b>4.  Quickening </b></font><font color="#ffffff">-- </font><font color="#ffffff">gives the chanter a chance to double attack, <font color="#33ccff">and raises melee DPS -- 5% per rank</font></font><font color="#ffffff"></font><font color="#ffffff"><b>5. <font color="#ffffff"><font color="#33ccff">Counterblade</font> </font></b></font><font color="#ffffff"><font color="#33ccff"><font color="#ffffff">--</font> CA: Deals 195-326 melee damage, and then counters the next damage spell cast by the target.  20 sec. recast, 10 duration.</font><font color="#33ccff"></font></font></blockquote><font size="4"><u><b>AGI Line</b></u> -- focuses on quick casting -- <font color="#ffffff">abilities 2-5 <u>all</u> require an empty offhand</font></font><blockquote><font color="#ffffff"><b>1.  Chronomancer's Agility</b></font><font color="#ffffff"> -- increases AGI by 6 per rank</font><font color="#ffffff"></font><font color="#ffffff"><b>2.  Chronosiphoning</b></font><font color="#ffffff"> -- casting-time drain, effectively.  At app4, raises target's casting tim<font color="#ffffff">es </font><font color="#ffffff">by </font><font color="#ffffff">21%</font><font color="#ffffff">,</font> while lowering yours by the same amount.  30 sec duration, 30 sec recast, .5 sec cast.</font><font color="#ffffff"></font><font color="#ffffff"><b>3.  Chronomotion</b></font><font color="#ffffff"> -- lowers global cooldown by .025 sec per rank, <font color="#33ccff">raises defense by 1.5 per rank</font></font><font color="#ffffff"></font><font color="#ffffff"><b>4.  Chronology</b></font><font color="#ffffff"> -- </font><font color="#ffffff"><font color="#33ccff">1.3%</font> spell haste per rank</font><font color="#ffffff"><b>5.  Perpetuality </b></font><font color="#33cccc"><font color="#ffffff">-- Each spell you cast speeds your next few casts by <font color="#33ccff">12%</font>.  Stacks up to 5 times, effect expires if no spell is cast for 2-3<font color="#ffffff"> sec.  </font><font color="#ffffff">No longer bugged</font></font></font><font color="#ffffff">.</font><font color="#ffffff"></font></blockquote><b><font size="4"><u>STA Line</u></font></b><font size="4"> -- focuses on aggro management</font><blockquote><font color="#ffffff"><b>1.  Empathic's Stamina</b></font><font color="#ffffff"> -- increases STA by 5 per rank</font><font color="#ffffff"></font><font color="#ffffff"><b>2.  Touch of Empathy</b></font><font color="#ffffff"> -- reduces threat of target ally towards <i>their </i>target by 776 at app4.  30 sec recast.  Requires a <font color="#33ccff">1hb</font> equipped.</font><font color="#ffffff"></font><font color="#ffffff"><b>3.  Empathic Aura</b></font><font color="#ffffff"> -- passive group buff -- </font><font color="#ffffff">increases group's crit heal chance by <font color="#33ccff">1.7%</font> per rank (includes power heals).</font><font color="#ffffff"></font><font color="#ffffff"><b>4.  Empathic Soothing</b></font><font color="#ffffff"> -- Decreases hate-gain of non-fighters in the group by .8% per rank</font><font color="#ffffff"></font><font color="#ffffff"><b>5.  Sever Empathy</b></font><font color="#ffffff"> -- </font><font color="#ffffff">target encounter can't "call for help"...i.e. will become non-social.  Does not effect epics. <font color="#33ccff"> Also reduces the encounter's haste toward the illusionist by 543.</font></font><font color="#ffffff"></font></blockquote><b><font size="4"><u>WIS Line </u></font></b><font size="4">-- focuses on crowd control</font><blockquote><font color="#ffffff"><b>1.  Dreamweaver's Wisdom</b></font><font color="#ffffff"> -- increases WIS by 7 per rank</font><font color="#ffffff"></font><font color="#ffffff"><b>2.  Daydream</b></font><font color="#ffffff"> </font><font color="#ffffff">-- </font><font color="#ffffff">Soothes target, 10 sec duration, 1 min recast, boo...requires a symbol in secondary, duration increased per rank.  <font color="#33ccff">Now deaggros also.</font></font><font color="#ffffff"></font><font color="#ffffff"><b>3.  Dream <font color="#33ccff">Barrier </font></b></font><font color="#ffffff">-- <font color="#33ccff">+80ish to all spell resists per rank -- no longer extra buff to mental</font></font><font color="#ffffff"></font><font color="#ffffff"><b>4.  Dreamweaver's Tra<font color="#ffffff">nce </font></b></font><font color="#ffffff">-- +4.4 subjugation </font><font color="#ffffff">and focus</font><font color="#ffffff"> skill per rank</font><font color="#ffffff"></font><font color="#ffffff"><b>5.  Hypnosis</b></font><font color="#ffffff"> -- <font color="#33ccff"><font color="#ffffff">Charm,</font> </font><font color="#33ccff"><b>a little better now</b></font><font color="#33ccff">-- n<font color="#33ccff">ow 3 sec cast, </font><font color="#33ccff">16 sec duration, 45 sec recast</font></font></font></blockquote><div></div><p><font size="4"><u><b>INT Line</b></u> -- focuses on damage</font></p><blockquote><p><b>1.  Savant's Intelligence </b>-- increases INT by 4 per rank<b>2.  Nullifying Staff </b>-- combat art -- inflicts<font color="#ffffff"> </font><font color="#ffffff">150-278</font><font color="#ffffff"> damage and decreases <font color="#33ccff">mental only</font> by 528 for 36 seconds, 45 sec recast  -- <font color="#ffffff">additional ranks improve damage and debuff -- 2h staff only</font></font><font color="#ffffff"><b>3.  Savant's insight </b></font><font color="#ffffff"> -- <font color="#33ccff">4%</font> chance (per rank) every time you're damaged to become immune to interruption for <font color="#33ccff">3</font> sec</font><font color="#ffffff"><b>4.  Savant's Channeling </b></font><font color="#ffffff">-- <font color="#33ccff">+1.5% crit chance per rank (no longer buffs disruption)</font></font><font color="#ffffff"></font><font color="#ffffff"><b>5.  Volitile Magic </b></font><font color="#ffffff">-- when under <font color="#33ccff">30%</font> power, your damage spells are <font color="#33ccff">30%</font> more damaging</font></p></blockquote><p></p><p>Message Edited by Fizwick on <span class="date_text">02-21-2006</span><span class="time_text">02:40 PM</span></p>

Impetus
02-09-2006, 03:10 AM
Interesting, thanks to you and Pinski for posting the beta info.I like that our starter line is nice and useful.I'd have to say the AGI line looks the best from the four that you've posted so far.The charm from the WIS line would be pretty cool to have, also.The STA one requires melee attacks from 2 out of the 5. Doubt I'd choose that line in its current form. And even having the aggro increaser at 8% wouldn't seem to make it strong enough that I would choose it, considering the other classes that can do it better. (Also, I don't normally have problems pulling aggro away from tanks. So that would factor into my choice.)The STR one, the debuff at the end just doesn't seem all that great, unless there is a lot more self-buffing by mobs in the expansion.Interested to see what the INT one will be... <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /><p>Message Edited by Impetus on <span class="date_text">02-08-2006</span><span class="time_text">05:34 PM</span></p>

Zebsen
02-09-2006, 03:38 AM
<div></div><div>Very interesting.  Thanks again Fizwick for the great info.</div><div> </div><div>It's a lot of information to absorb, but at first glance the agility branch looks like the most appealing.  The wisdom one with the charm comboed personae holds very little interest to me. </div><div> </div><div>Maybe it's here, and I'm not seeing it: the abilities like spell haste - is that self only or a group effect?</div><div> </div><div>Thanks again,</div><div>Zebsen</div><div> </div><div>Edited for spelling and corrections</div><p>Message Edited by ZebsenChanter on <span class="date_text">02-08-2006</span><span class="time_text">05:56 PM</span></p>

Fizwi
02-09-2006, 03:47 AM
<div></div>The only group-wide effect is Empathic Aura.  Hallucination can be cast on another player.As for Soul Empathy -- you don't need to be #1 on the hatelist for it to work! <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />  So you can use it and drop from 3 to 4, or 20 to 21, or whatever...(still not <i>that </i>useful, I know).<div></div><p>Message Edited by Fizwick on <span class="date_text">02-08-2006</span><span class="time_text">02:57 PM</span></p>

Eriol
02-09-2006, 04:24 AM
Can somebody please explain to those of us with coercers out there how giving Illusionists Charm is in the least fair?Thank you.

Baradin
02-09-2006, 04:33 AM
<div></div>Unless I miss my guess, these AA's are for both Chanter classes.

Belizarius
02-09-2006, 04:51 AM
<div></div><blockquote><hr>Eriol wrote:Can somebody please explain to those of us with coercers out there how giving Illusionists Charm is in the least fair?Thank you.<hr></blockquote><p>Perhaps it's not.  Although, at 1 minute duration and 1.5 minutes recast, it's hardly a rival for Coercer's charm is it?  I wouldn't get too excited about it.</p><p>Both sub-classes have plenty that needs fixing without trying to nerf each other even more.</p>

Fizwi
02-09-2006, 06:04 AM
Coercers can use Hypnosis too...they'd in effect be able to charm 2 things at once.I look at it as another CC option -- not like a pet really.<div></div>

Impetus
02-09-2006, 06:14 AM
<span><blockquote><hr>Fizwick wrote:<div></div><div></div><div></div><div></div><div></div><div></div><b><font size="4"><u>WIS Line </u></font></b><font size="4">-- focuses on crowd control</font><blockquote><b></b><b>2.  Hallucination</b> -- single buff -- the next attack by the buffed PC will <i>mez </i>the target for 40 seconds, 1 charge, 4 min recast -- additional ranks have no effect -- completely worthless in its current form</blockquote><hr></blockquote>If we cast this on a berserker and they do some sort of rampage, does it mezz a whole crowd? <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></span><div></div>

Pins
02-09-2006, 06:15 AM
<div></div><blockquote><hr>Impetus wrote:<span><blockquote><hr>Fizwick wrote:<div></div><div></div><div></div><div></div><div></div><div></div><b><font size="4"><u>WIS Line </u></font></b><font size="4">-- focuses on crowd control</font><blockquote><b></b><b>2.  Hallucination</b> -- single buff -- the next attack by the buffed PC will <i>mez </i>the target for 40 seconds, 1 charge, 4 min recast -- additional ranks have no effect -- completely worthless in its current form</blockquote><hr></blockquote>If we cast this on a berserker and they do some sort of rampage, does it mezz a whole crowd? <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></span><div></div><hr></blockquote>Probably, but would be instantly broken by the next swing of the berserker.<p>Message Edited by Pinski on <span class="date_text">02-08-2006</span><span class="time_text">08:20 PM</span></p>

SunT
02-09-2006, 06:18 AM
<div></div><p>First Fiz, thanks for the write up.  Very much appreciated.</p><p> </p><p>I am reading this in awe.  Am I crazy or are half of those abilities ones that require me to mele.  Maybe I am confused but haste?  is that for me?  Procs?  Are they for me?</p><p>I am a caster....I stand way back...what am I gonna do with those?</p>

Fizwi
02-09-2006, 06:37 AM
Yeah, you're not crazy.  Of the 26 AAs, 7 by my count involve us meleeing.  Some of them are more useful than others -- Soul Empathy, for example, and to some extent the stifles.Lest you think otherwise -- ALL casters have AAs like that.  Of course that doesn't change the fact that it's a dumb idea, but still.All of the lines have at least some utility for raiding.  Obviously I think most raiders will go AGI/INT, but there might be encounters where STA's aggro control abilities shine, or where Strip Enhancements is vital.  I like that you can reach the end skills in 2 lines, so no one has to feel too pigeonholed.<div></div>

SunT
02-09-2006, 06:40 AM
<div></div><blockquote><hr>Fizwick wrote:<div></div><div></div><div></div><div></div><div></div><div></div>The achievement system works like this: you get AAXP (I'm calling it AA because they're similar to AAs in EQ1 and I'm lazy) for levelling, exploring, certain quests, item discoveries, certain boss kills, and for any xp gained when your level is capped.  You must choose the "entry" AA, after that there are 5 trees (one fofr each stat), each with 5 tiers.  Each requires 4 points in the previous tier to advance, and has 8 points total (except for tier 5, which is a one-time 8 point cost).Here's how our AA screen looks:<img src="http://img436.imageshack.us/img436/4876/aas1oy.jpg"><font size="1">(Don't ask how I got that many points.  I still don't know.)</font>Without further ado, the enchanter AA list.<font size="4"><b><u>Entry AA</u>:</b></font><blockquote><b>Mana Flow</b> -- 10% spell haste --A nice, solid starter.  Works with every spell (and even Call of Qeynos!).<font color="#ffff33">awesome</font></blockquote><font size="4"><u><b>STR Line</b></u> -- focuses on debuffing/stifling</font><b></b><blockquote><b>1.  Spellblade's Strength</b> -- increases STR by 8 per rank<b>2.  Stifling Spellblade</b> -- Combat Art, inflicts 124-186 damage and stifle target for 10 seconds (if not epic, dagger only).  Each rank improves damage by +10-+15.<font color="#ffff33">Mele only dagger only?</font><b>3.  Silencing Touch</b> -- permanant innate proc -- 2% chance per rank to proc a 4 second stifle on target (if not epic, dagger only) on a successful melee attack  <font color="#ffff00">Proc that stilfes but I can chain stifle non epic and epic is not affected.</font><b>4.  Counterspell</b> -- <font color="#ff0000">bugged and untestable at the moment</font> -- debuff, has a % chance to counter a damage spell cast by the target.  1 charge, 1 min duration, 5 min recast.  Presumably ranks will increase charges or % chance.<font color="#ffff00">Spellshield revisited?</font><b>5. Strip Enhancements </b>-- dispel 80 levels of beneficial divine, magic, mental, heat, cold, poison, disease, crushing, piercing, slashing effects from the target.  Also, for whatever reason, gives the caster a small amount of power (59-89).  1 sec cast, 4 min recast.  <font color="#ffff00">not bad, curious to compare with our current debuf when I log on.</font></blockquote><font size="4"><u><b>AGI Line</b></u> -- focuses on quick casting</font><blockquote><b>1.  Chronomancer's Agility</b> -- increases AGI by 6 per rank<b>2.  Unhindered Casting</b> -- slightly bugged on beta, mechanics may change -- decreases reuse timers by a certain amount, and also increases max power by a certain amount.  Currently these figures are 4.4% haste, and 1.8% max power at rank 1, 5.2% and 2.1% at rank 4, and 7.2% and 2.9% at rank 8.  Requires a one-hand weapon in primary and the <i>secondary slot to be empty.<font color="#ffff00">  Are you going to give up the stats of an offhand for this?  Seriously...I dont think I could.</font></i><b>3.  Freedom</b> -- Increase attack speed by 5% per rank...yep, we can haste cap ourselves now...<font color="#ffff00">Surely this meand the party and not me.  Why would I need haste?</font><b>4.  Hastened Casting</b> -- .85% spell haste per rank<font color="#ffff00">Awesome</font><b>5.  Perpetuality </b>-- reduces global cooldown from .5 seconds to .2, and also decreases reuse timers by 10% (with this and Unhindered Casting 8/8 I can get the recast on prismatic havoc down to 10.2 seconds)<font color="#ffff00">Awesome</font></blockquote><b><font size="4"><u>STA Line</u></font></b><font size="4"> -- focuses on aggro management</font><blockquote><b>1.  Empathic's Stamina</b> -- increases STA by 5 per rank<b>2.  Touch of Empathy</b> -- combat art -- 33-45 damage, -651 threat -- additional ranks decrease threat more and add damage -- requires a one-handed blunt weapon in primary<font color="#ffff00">Proc off a blunt weapon...see dagger above and why another proc I only mele if I am solo...well might help htere with the pet.  But My rule is if I am swinging my weapon I am losing.</font><b>3.  Empathic Aura</b> -- passive group buff -- increases hate gain of group members by 1% per rank -- note: this is possibly <font color="#ff0000">bugged</font>, as Touch of Empathy has a "if fighter" restriction on it that I think might apply to this AA instead<font color="#ffff00"> Possibilities.  I like this one if done right.</font><b>4.  Volitile Power</b> -- <font color="#ff0000">bugged and does nothing</font> -- at one time had an effect that had something to do with crit heals<b>5.  Soul Empathy</b> -- selfbuff -- on a successful melee attack, you drop one position on the hatelist with the target  -- costs about 300 power every time it procs  -- 15 min duration, 5 min recast from the time the buff expires/is toggled off<font color="#ffff00"> Mele again.  As the levels go up we will be able to take fewer hits from mobs.  Mele is for your 20's not your 60's.</font></blockquote><b><font size="4"><u>WIS Line </u></font></b><font size="4">-- focuses on crowd control</font><blockquote><b>1.  Dreamweaver's Wisdom</b> -- increases WIS by 7 per rank<b>2.  Hallucination</b> -- single buff -- the next attack by the buffed PC will <i>mez </i>the target for 40 seconds, 1 charge, 4 min recast -- additional ranks have no effect -- completely worthless in its current form<font color="#ffff00">  I read it five times...i still cant believe what I am reading...mez attack...you think there owont be another attack to break it lol.  W T F, lol, this one is funny.</font><b>3.  Defense </b>-- +8.7 defense skill per rank (+70 at rank 8...pretty hefty)<font color="#ffff00">Awesome</font><b>4.  Subjugation</b> -- +2.9 subjugation skill per rank<font color="#ffff00">Awesome</font><b>5.  Hypnosis</b> -- Charm, 1 minute duration, 1.5 minute recast  -- can be used when you already have a personae out!  Both pets respond to the commands issued.<font color="#ffff00">Sounds cool</font></blockquote><div></div><p><font size="4"><u><b>INT Line</b></u> -- focuses on damage</font></p><blockquote><p><b>1.  Savant's Intelligence </b>-- increases INT by 4 per rank<b>2.  Nullifying Staff </b>-- combat art -- inflicts 6-11 damage and decreases mental and magic mitigation by 528 for 36 seconds, 45 sec recast  -- additional ranks improve damage and debuff -- staff only<font color="#ffff00">Another mele art with yet another weapon.</font><b>3.  Spell Warding</b> -- +147 mitigation vs. all spell effect per rank<font color="#ffff00">Cool, good spell.</font><b>4.  Disruption </b>-- +2.9 disruption per rank<font color="#ffff00"> Cool</font><b>5.  Volitile Magic </b>-- +10% spell crit chance<font color="#ffff00">Cool, but the emphasis seems to be dps...I am not dps.</font></p></blockquote><p>...that's that!  Some, obviously, are more useful than others, but overall I liked how each line focuses on a different aspect of enchanterdom.  Personally I'm going all-out AGI, but there are a number of viable builds to be had here!<span class="time_text"></span></p><p>Message Edited by Fizwick on <span class="date_text">02-08-2006</span><span class="time_text">02:53 PM</span></p><hr></blockquote><p>Sorry to be so negative but I am really disappointed in what I am reading.  If i am reading what I think i am then the dev do not understand us, or more likely I dont understand the calss I play.</p><p>I am not a mele.  I am not a dps.  I screw with minds that is my job.</p><p> </p>

Hirebra
02-09-2006, 08:50 AM
<font color="#ffff00">I have some questions Fizwick. I would appreciate if you could answer any possible, thanks in advance!</font> Entry AA: Mana Flow -- 10% spell haste --A nice, solid starter. Works with every spell (and even Call of Qeynos!).<font color="#ffff00">How much does this cost? 1 point?</font> 2. Stifling Spellblade -- Combat Art, inflicts 124-186 damage and stifle target for 10 seconds (if not epic, dagger only). Each rank improves damage by +10-+15.<font color="#ffff00">What is the reuse timer?</font><font color="#ffff00"></font> 2. Touch of Empathy -- combat art -- 33-45 damage, -651 threat -- additional ranks decrease threat more and add damage -- requires a one-handed blunt weapon in primary<font color="#ffff00">What is the reuse timer?</font> 3. Empathic Aura -- passive group buff -- increases hate gain of group members by 1% per rank -- note: this is possibly bugged, as Touch of Empathy has a "if fighter" restriction on it that I think might apply to this AA instead<font color="#ffff00">Does this cost concentraton?</font> 5. Soul Empathy -- selfbuff -- on a successful melee attack, you drop one position on the hatelist with the target -- costs about 300 power every time it procs -- 15 min duration, 5 min recast from the time the buff expires/is toggled off<font color="#ffff00">Is this a automatic proc on sucessful melee attack?</font> 2. Hallucination -- single buff -- the next attack by the buffed PC will mez the target for 40 seconds, 1 charge, 4 min recast -- additional ranks have no effect -- completely worthless in its current form<font color="#ffff00">Does the mez at least land after the melee hit? Can you buff yourself?</font> 4. Subjugation -- +2.9 subjugation skill per rank<font color="#ffff00">Do you know what spells subjugation affects?</font> 5. Hypnosis -- Charm, 1 minute duration, 1.5 minute recast -- can be used when you already have a personae out! Both pets respond to the commands issued.<font color="#ffff00">Does this cost concentration? What is the cast time?</font> 3. Spell Warding -- +147 mitigation vs. all spell effect per rank<font color="#ffff00">I don't understand what you mean by spell effect. Like "Poison" or "Subjugation"?</font> 4. Disruption -- +2.9 disruption per rank<font color="#ffff00">What type of spells does disruption affect? Does this improve damage, resist chance, or both?</font> 5. Volitile Magic -- +10% spell crit chance<font color="#ffff00">Do spell criticals affect mez duration, or just damage?</font>

Fizwi
02-09-2006, 09:23 AM
<div><span><blockquote><hr>Hirebrand wrote:<font color="#ffff00">I have some questions Fizwick. I would appreciate if you could answer any possible, thanks in advance!</font><font color="#33cccc">No problemo.</font> Entry AA: Mana Flow -- 10% spell haste --A nice, solid starter. Works with every spell (and even Call of Qeynos!).<font color="#ffff00">How much does this cost? 1 point?<font color="#33ccff">Yep.  All entry AAs are 1 point.</font></font> 2. Stifling Spellblade -- Combat Art, inflicts 124-186 damage and stifle target for 10 seconds (if not epic, dagger only). Each rank improves damage by +10-+15.<font color="#ffff00">What is the reuse timer?<font color="#33cccc">45 seconds.</font></font> 2. Touch of Empathy -- combat art -- 33-45 damage, -651 threat -- additional ranks decrease threat more and add damage -- requires a one-handed blunt weapon in primary<font color="#ffff00">What is the reuse timer?<font color="#33cccc">1 minute</font></font> 3. Empathic Aura -- passive group buff -- increases hate gain of group members by 1% per rank -- note: this is possibly bugged, as Touch of Empathy has a "if fighter" restriction on it that I think might apply to this AA instead<font color="#ffff00">Does this cost concentraton?<font color="#33cccc">Nope!</font></font> 5. Soul Empathy -- selfbuff -- on a successful melee attack, you drop one position on the hatelist with the target -- costs about 300 power every time it procs -- 15 min duration, 5 min recast from the time the buff expires/is toggled off<font color="#ffff00">Is this a automatic proc on sucessful melee attack?<font color="#33cccc"></font><font color="#33cccc">Yes, 100% proc rate as long as it's up.</font></font> 2. Hallucination -- single buff -- the next attack by the buffed PC will mez the target for 40 seconds, 1 charge, 4 min recast -- additional ranks have no effect -- completely worthless in its current form<font color="#ffff00">Does the mez at least land after the melee hit? Can you buff yourself?<font color="#33cccc">Yes, it lands after.  And yes, you can buff yourself.</font></font> 4. Subjugation -- +2.9 subjugation skill per rank<font color="#ffff00">Do you know what spells subjugation affects?<font color="#33cccc">Any spell that targets a hostile but doesn't do damage.</font></font> 5. Hypnosis -- Charm, 1 minute duration, 1.5 minute recast -- can be used when you already have a personae out! Both pets respond to the commands issued.<font color="#ffff00">Does this cost concentration? What is the cast time?<font color="#33cccc">No conc.  5 sec cast.</font></font> 3. Spell Warding -- +147 mitigation vs. all spell effect per rank<font color="#ffff00">I don't understand what you mean by spell effect. Like "Poison" or "Subjugation"?<font color="#33cccc"></font><font color="#33cccc">Think of it as +147 to all resists (except slashing, piercing, crushing).</font></font> 4. Disruption -- +2.9 disruption per rank<font color="#ffff00">What type of spells does disruption affect? Does this improve damage, resist chance, or both?<font color="#33cccc">Resist chance on spells that do damage.</font></font> 5. Volitile Magic -- +10% spell crit chance<font color="#ffff00">Do spell criticals affect mez duration, or just damage?</font><font color="#33cccc">Damage spells only.  DoTs can crit too, and when this occurs all ticks of the DoT crit.</font><font color="#33cccc"></font><hr></blockquote></span></div>

Aedos
02-09-2006, 11:01 AM
Thanks a lot Fizwick for posting these <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />That said im pretty disappointed with these AA´s. Probably same guy who was adding haste procs to tier5 mage wands made these.Would be pretty easy to improve these a lot too. Remove all weapon restrictions, change hastes to spellhaste and melee procs to spell procs.<div></div>

Lolthinae
02-09-2006, 11:10 AM
<div></div><p><strong>4.  Counterspell</strong> -- <font color="#ff0000">bugged?</font> -- debuff, has a 16% chance to counter a damage spell cast by the target.  <font color="#33cccc">+10% chance per rank.</font>  1 charge, 1 min duration, 5 min recast.</p><p>How does this work? Is is cast on the mob with a chance of interrupting any damage spells cast by that mob? Or is it cast on a player, with a chance of intercepting damage spells cast on that player (much like spell shield)? If the latter, is it group friend, raid friend, or self only?</p><p> </p>

Fizwi
02-09-2006, 11:12 AM
<div><span><blockquote><hr>Lolthinae wrote:<div></div><p><strong>4.  Counterspell</strong> -- <font color="#ff0000">bugged?</font> -- debuff, has a 16% chance to counter a damage spell cast by the target.  <font color="#33cccc">+10% chance per rank.</font>  1 charge, 1 min duration, 5 min recast.</p><p>How does this work? Is is cast on the mob with a chance of interrupting any damage spells cast by that mob? Or is it cast on a player, with a chance of intercepting damage spells cast on that player (much like spell shield)? If the latter, is it group friend, raid friend, or self only?</p><p> </p><hr></blockquote>The description seems to indicate that it's cast on you, and intercepts on damage spell targeting you.  Currently however, it's cast on a mob (to no apparent effect).  Hence my "bugged?".</span></div>

Lolthinae
02-09-2006, 11:41 AM
<div>Hhmm.... might be an interesting one if it's actually cast on the mob and gives a chance to counter its damage spells in general. The description does say debuff, in which case it would have to be cast on the mob I think. At the full 8 points it would be 86% chance - but I guess that sounds too good to be true. However, if it only counters damage spells directly targeted at the chanter, it wont have much value.</div><div> </div><div>Wait and see, I guess.....</div>

Sug
02-09-2006, 11:52 AM
Question about Soul Empathy....Theoretically, if you get hit by a swarm of mobs you could find yourself drained of power pretty fast even if they dont hit hard.  Has this happened or have you tested it?<div></div>

zit
02-09-2006, 03:03 PM
<div></div><blockquote><hr>Fizwick wrote:Yeah, you're not crazy.  Of the 26 AAs, 7 by my count involve us meleeing.  Some of them are more useful than others -- Soul Empathy, for example, and to some extent the stifles.Lest you think otherwise -- <font color="#ccff00">ALL casters have AAs like that</font>.  Of course that doesn't change the fact that it's a dumb idea, but still.<div></div><hr></blockquote><p>ok, so i have looked up what some other classes get for AA. well, maybe i have missed it but from what i have seen no other class gets something compareable senseless like enchanter getting a bunch of AA that forces them to melee.</p><p>summoner get one single AA they need to go melee themselves to trigger it. all other require melee attacks <em>from their pets.</em></p><p>sorcerer dont get any AA that forces them to melee, they only need to have a <em>weapon equipped</em>.</p><p> </p><p>sure all classes get AA that are only situational useful. they need to wield a certain type of weapon or need to use a shield for some, or have a specific pet up etc. but at least these are situations that make some sense are not completely unnatural. what enchanter in his right mind is going to melee for a 2% chance to proc a 4sec stifle.... :smileyindifferent:</p><p>this once again makes me wonder if SOE has any vision for our class at all. do they want to turn us into battle-mage now? make us joust AE on raids so that we are kept busy and have no time to remember that we picked our class in the hope for something else than dps?</p><p>somehow seems they lack the understanding of even the most simple basics. i just hope they will review and change some before it all goes live.</p><p> </p>

AzraelAzgard
02-09-2006, 06:14 PM
<div>I play a Templar but these AA are just crazy.</div><div> </div><div>Who thought half of these up?</div><div> </div><div>I can understand Clerics getting melee CAs as we are supposed ton be battle priests but far back support casters getting stiffles etc based on melee attacks? haha did the person who thought these up actually play EQ2?</div><div> </div><div>Casters cant get into melee, they mass array of AEs mobs have like most having assault means a caster lasts seconds in melee range.</div><div> </div><div> </div><div>If these AAs could proc off spells or actually be extra spells themselves it may be nice but as it stands Is ee another Chanter screw over.</div><div> </div><div> </div><div>First you create a class that is 50% utility in mana drain, stuns, stiffles, mezzes etc, then you remove all those abilities from the class vs epics, you flag most things as epic including adds, so now the chanter is a [Removed for Content] nuker.</div><div> </div><div>Then you kick them in the teeth by telling them they now get to melee heroics in order to do some extra crowd control abilities?</div><div> </div><div> </div><div>Whats going on exactly...</div>

Pins
02-09-2006, 06:39 PM
You guys think these AAs are bad, at least we don't have our heal crit anymore <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /> Yes, Enchanters had a Heal Crit AA!As for counter-spell, back when it was a Coercer spell at Level 62, from what I heard it was basically an anti-spellshield. Cast it on a mob, and it would cancel spells based on a % chance when they were cast, only working on profession spells of course.

Darmash
02-09-2006, 06:53 PM
Don't bother with the STR debuff line. As each and every spell that we have which does anything else to NPCs than damage, it will end (if not start) nerfed and will not be allowed to work on epic content.<div></div>

BamoStro
02-09-2006, 07:30 PM
<div></div><p>I think i prefer the int and wis line tbh.  Hallucination could be very helpful if u put in on a ranger to pull a grp.  One mezz attempt and no agro for you.  Would make cazel and keeper like encounters easier i think.  Could even buff the MT and have him arrow pull one of the mobs.  I like it myself.</p><p>CA's are odd as I never do combat but I do generally like what I see.</p><p> </p><p>Bamo</p>

Zebsen
02-09-2006, 08:16 PM
<div></div><div></div><p><font size="2" color="#ffff99">After thinking about these for a while, I have a few more thoughts/questions.  My first thought is that I hope that the Devs tell us what this "plan" they have is to make us useful on raids prior to us picking our path(s).  The effects of stun/mez/stifle in the future are still unknown on epics making the spells associated with some of these more/less valuable.  Of course, there will probably be other modifications prior to the expansion release anyway, but we need some feedback on the effectiveness (or lack thereof) of these abilities for the future before making these selections.  If they impliment some form of stacking system for example, the extra stifles might be useful.  </font></p><p><font size="2" color="#ffff99">As for other specific questions:</font></p><p><font size="2">4.  Counterspell -- <font color="#ff0000">bugged?</font> -- debuff, has a 16% chance to counter a damage spell cast by the target.  <font color="#33cccc">+10% chance per rank.</font>  1 charge, 1 min duration, 5 min recast. </font></p><p><font size="2" color="#ffff99">This was described as a anti-spell shield, which is cast on a mob.  I'm really having a hard time visualizing this, which may be why it's listed as bugged.  So it was reflecting back our own nukes/spells... on us?</font></p><p><font size="2">2.  Unhindered Casting -- slightly bugged on beta, mechanics may change -- decreases reuse timers by a certain amount, and also increases max power by a certain amount.  Currently these figures are 4.4% haste, and 1.8% max power at rank 1, 5.2% and 2.1% at rank 4, and 7.2% and 2.9% at rank 8.  Requires a one-hand weapon in primary and the <i>secondary slot to be empty.</i></font></p><p><font size="2" color="#ffff99">This ability is passive right?  So what happens if you equip something in your second hand?  Does it negate the whole ability, or just part?</font></p><p><font size="2">3.  Empathic Aura -- passive group buff -- <font color="#33cccc">decreases </font><font color="#33cccc">hate gain of group members by 1% per rank </font></font></p><p><font size="2" color="#ffff99">Maybe I'm missing how this is supposed to work.  If it does this for the whole group...  what's the point?  Isn't everyone's hate going to be down proportionally?  Or is it hate per damage dealt?  Is there a way to exclude the tank from this, as you actually want to have him keep his agro?  Short of raiding where I am grouped with healers or DPS, where my groups hate is lower relative to others that don't have it, I don't see a lot of use.</font></p><p><font size="2">5.  Soul Empathy -- selfbuff -- on a successful melee attack, you drop one position on the hatelist with the target  -- costs about 300 power every time it procs  -- 15 min duration, 5 min recast from the time the buff expires/is toggled off  -- <font color="#33cccc">decription states it's supposed to be a reactive hate loss, i.e. someone hits you and you immediately lose aggro from them</font></font></p><p><font size="2" color="#ffff99">This is how I read this the first time I read it.  I already have something better than this ability.  I get agro from Epic X 4, he melees me for one hit, and I immediately drop to the bottom of the agro list because I'm DEAD!  Lol, I don't see much of a point to this spell.</font></p><p><font size="2">5.  Hypnosis -- Charm, 1 minute duration, 5 sec cast, 1.5 minute recast  -- can be used when you already have a personae out!  Both pets respond to the commands issued.</font></p><p><font size="2" color="#ffff99">Requiring a personae will eliminate any group utility for this, because who actually uses that thing on anything beyond a duo?  Rather weak for a 5th level ability.</font></p><p><font size="2">5.  Volitile Magic -- +10% spell crit chance</font></p><p><font size="2" color="#ffff99">This is one I have a lot of questions about - I think you mentioned if it procs on one part of a DoT, it procs on all.  What kind of crits are we talking about here?  How much over the base damage?  We could compare the DPS % improvement by looking at something like the pris. havoc line and comparing it with this ability vs. the fast casting agility line (casting more frequently vs. chance of crit).  This one would be fun to experiment with.</font></p><p><font size="2" color="#ffff99">My thoughts,</font></p><p><font size="2" color="#ffff99">Zebsen</font></p><p><font size="2"></font> </p><p><font size="2">Edited for text size</font></p><p>Message Edited by ZebsenChanter on <span class="date_text">02-09-2006</span><span class="time_text">10:18 AM</span></p>

Aedos
02-09-2006, 09:31 PM
<div></div><font color="yellow">Here are my ideas how to improve our AA trees. Overall I have to say I dont like the weapon restrictions at all. They dont really seem to serve any purpose but to annoy.</font> <font size="4"><u><b>STR Line</b></u> -- focuses on debuffing/stifling</font><blockquote><b>1.  Spellblade's Strength</b> -- increases STR by 8 per rank  <b>2.  Stifling Spellblade</b> -- Combat Art, inflicts 124-186 damage and stifle target for 10 seconds (if not epic, dagger only).  Each rank improves damage by +10-+15.  <b>3.  Silencing Touch</b> -- permanant innate proc -- 2% chance per rank to proc a 4 second stifle on target (if not epic, dagger only) on a successful melee attack  <b>4.  Counterspell</b> -- <font color="#ff0000">bugged?</font> -- debuff, has a 16% chance to counter a damage spell cast by the target.  <font color="#33cccc">+10% chance per rank.</font>  1 charge, 1 min duration, 5 min recast.  <b>5. Strip Enhancements </b>-- dispel 80 levels of beneficial divine, magic, mental, heat, cold, poison, disease, crushing, piercing, slashing effects from the target.  Also gives the caster a small amount of power (59-89).  1 sec cast, 4 min recast.</blockquote><font color="yellow">        This tree seems almost beyond redemption <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></font> <font size="4"><u><b>AGI Line</b></u> -- focuses on quick casting -- <font color="#33cccc">abilities 2-4 now <u>all</u> require an empty offhand</font></font><blockquote><b>1.  Chronomancer's Agility</b> -- increases AGI by 6 per rank<b>2.  Unhindered Casting</b> -- slightly bugged on beta, mechanics may change -- decreases reuse timers by a certain amount, and also increases max power by a certain amount.  Currently these figures are 4.4% haste, and 1.8% max power at rank 1, 5.2% and 2.1% at rank 4, and 7.2% and 2.9% at rank 8.  Requires a one-hand weapon in primary and the <i>secondary slot to be empty.</i> <b>3.  Freedom</b> -- Increase attack speed by 5% per rank...yep, we can haste cap ourselves now... <b>4.  Hastened Casting</b> -- .85% spell haste per rank <b>5.  Perpetuality </b>-- reduces global cooldown from .5 seconds to .2.  <font color="#33cccc">Instead of 10% recast reduction, it's now a 5% recast reduction, and an additional 5% spell haste </font><font color="yellow">This tree seems ok expect for Freedom which is pretty much completely useless buff to us. If they want to keep the haste I would suggest make it buff illusionist personae and coercers charmed mob.</font></blockquote><b><font size="4"><u>STA Line</u></font></b><font size="4"> -- focuses on aggro management</font><blockquote><b>1.  Empathic's Stamina</b> -- increases STA by 5 per rank <b>2.  Touch of Empathy</b> -- combat art -- 33-45 damage, -651 threat -- additional ranks decrease threat more and add damage -- <font color="#33cccc"> t</font><font color="#33cccc">hreat reduction is a 15m PBAE, and will likely aggro unaggroed critters, like blink; also no longer has a weapon restriction</font> <b>3.  Empathic Aura</b> -- passive group buff -- <font color="#33cccc"><b>decreases </b></font><font color="#33cccc">hate gain of group members by 1% per rank</font><b>4.  Volitile Power</b> -- <font color="#ff0000">bugged and does nothing</font> -- <font color="#33cccc">description states that it will improve in-combat regen effects</font> <b>5.  Soul Empathy</b> -- selfbuff -- on a successful melee attack, you drop one position on the hatelist with the target  -- costs about 300 power every time it procs  -- 15 min duration, 5 min recast from the time the buff expires/is toggled off  -- <font color="#33cccc">decription states it's supposed to be a <b>reactive </b>hate loss, i.e. someone hits you and you immediately lose aggro from them </font><font color="yellow">Make Touch of Empathy and Soul Empathy spells instead of combat arts and this would be a pretty solid tree as well.</font></blockquote><b><font size="4"><u>WIS Line </u></font></b><font size="4">-- focuses on crowd control</font><blockquote><b>1.  Dreamweaver's Wisdom</b> -- increases WIS by 7 per rank <b>2.  Hallucination</b> -- single buff -- the next attack by the buffed PC will <i>mez </i>the target for 40 seconds, 1 charge, 4 min recast -- additional ranks have no effect -- <font color="#33cccc">description states it's supposed to be a reactive mez, i.e. the next mob to strike you is mezzed (a bit more useful), also requires a symbol in secondary</font> <b>3.  <font color="#33cccc">Dreamweaver's Armor </font></b>-- +8.7 defense skill per rank (+70 at rank 8...pretty hefty) <b>4.  <font color="#33cccc">Dreamweaver's Diligence</font></b> -- +2.9 subjugation skill per rank <b>5.  Hypnosis</b> -- Charm, 1 minute duration, 5 sec cast, 1.5 minute recast  -- can be used when you already have a personae out!  Both pets respond to the commands issued.</blockquote><font color="yellow">         Seems like a ok tree already now that have fixed Hallucination is that buff caster only or can you buff anyone with it ?</font><p><font size="4"><u><b>INT Line</b></u> -- focuses on damage</font></p><b>      1.  Savant's Intelligence </b>-- increases INT by 4 per rank<b>        2.  Nullifying Staff </b>-- combat art -- inflicts <font color="#33cccc">150-278</font> damage and decreases mental and magic mitigation by 528 for 36 seconds, 45         sec recast  -- additional ranks improve damage and debuff -- 2h staff only<b>      3.  Spell Warding</b> -- +147 to all spell resists per rank<b>        4.  <font color="#33cccc">Savant's Insight</font> </b>-- +2.9 disruption per rank<b>        5.  Volitile Magic </b>-- +10% spell crit chance<div></div><font color="yellow">      Another combat art and with stupid weapon restriction. If they would atleast change Nullifying Staff into spell I wouldnt feel like I       needed to waste 4 points here to get anywhere.</font>

Fizwi
02-09-2006, 09:33 PM
<div><span><blockquote><hr>Sugo1 wrote:Question about Soul Empathy....Theoretically, if you get hit by a swarm of mobs you could find yourself drained of power pretty fast even if they dont hit hard.  Has this happened or have you tested it?<div></div><hr></blockquote>Well, currently it's an active proc, so it doesn't work like that.  But that's a bug, according to the descriptions.  You would get drained pretty quick, except if there were other people on the aggro list.  If you get hit, the mobs would switch targets right away.</span></div>

Fizwi
02-09-2006, 09:35 PM
<div><span><blockquote><hr>Pinski wrote:You guys think these AAs are bad, at least we don't have our heal crit anymore <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /> Yes, Enchanters had a Heal Crit AA!As for counter-spell, back when it was a Coercer spell at Level 62, from what I heard it was basically an anti-spellshield. Cast it on a mob, and it would cancel spells based on a % chance when they were cast, only working on profession spells of course.<hr></blockquote>The Volitile Power heal crit is still there, sorta...it's supposed to be critical power regen.  Although I don't really get how that would work from a coding standpoint!</span></div>

Fizwi
02-09-2006, 09:47 PM
<div><span><blockquote><hr>ZebsenChanter wrote:<div></div><div></div><p><font size="2" color="#ffff99">After thinking about these for a while, I have a few more thoughts/questions.  My first thought is that I hope that the Devs tell us what this "plan" they have is to make us useful on raids prior to us picking our path(s).  The effects of stun/mez/stifle in the future are still unknown on epics making the spells associated with some of these more/less valuable.  Of course, there will probably be other modifications prior to the expansion release anyway, but we need some feedback on the effectiveness (or lack thereof) of these abilities for the future before making these selections.  If they impliment some form of stacking system for example, the extra stifles might be useful.  </font></p><p><font size="2" color="#ffff99">As for other specific questions:</font></p><p><font size="2">4.  Counterspell -- <font color="#ff0000">bugged?</font> -- debuff, has a 16% chance to counter a damage spell cast by the target.  <font color="#33cccc">+10% chance per rank.</font>  1 charge, 1 min duration, 5 min recast. </font></p><p><font size="2" color="#ffff99">This was described as a anti-spell shield, which is cast on a mob.  I'm really having a hard time visualizing this, which may be why it's listed as bugged.  So it was reflecting back our own nukes/spells... on us?</font></p><p><font size="2" color="#ff9900">You cast on the mob, and if they try to cast a damage spell, it rolls against counterspell, and if it fails the spell is nullified (as is counterspell).  Note that the description is different, and seems to imply that this spell should be a selfbuff and will only cancel spells targeting you.</font></p><p><font size="2">2.  Unhindered Casting -- slightly bugged on beta, mechanics may change -- decreases reuse timers by a certain amount, and also increases max power by a certain amount.  Currently these figures are 4.4% haste, and 1.8% max power at rank 1, 5.2% and 2.1% at rank 4, and 7.2% and 2.9% at rank 8.  Requires a one-hand weapon in primary and the <i>secondary slot to be empty.</i></font></p><p><font size="2" color="#ffff99">This ability is passive right?  So what happens if you equip something in your second hand?  Does it negate the whole ability, or just part?</font></p><p><font size="2" color="#ffff99"><font color="#ff9900">Currently it's a little buggy -- it only checks when you select the AA.  If you don't have the right equipment on when you pick the AA you can never get the benefits, if you do, then you have them forever.  Obviously this is something that will be fixed.</font></font></p><p><font size="2">3.  Empathic Aura -- passive group buff -- <font color="#33cccc">decreases </font><font color="#33cccc">hate gain of group members by 1% per rank </font></font></p><p><font size="2" color="#ffff99">Maybe I'm missing how this is supposed to work.  If it does this for the whole group...  what's the point?  Isn't everyone's hate going to be down proportionally?  Or is it hate per damage dealt?  Is there a way to exclude the tank from this, as you actually want to have him keep his agro?  Short of raiding where I am grouped with healers or DPS, where my groups hate is lower relative to others that don't have it, I don't see a lot of use.</font></p><p><font color="#ff9900"><font size="2">As it stands, it works across the whole group, so you will see no effect when soloing or grouping.  Only when raiding will this AA make a difference.</font></font></p><p><font size="2">5.  Soul Empathy -- selfbuff -- on a successful melee attack, you drop one position on the hatelist with the target  -- costs about 300 power every time it procs  -- 15 min duration, 5 min recast from the time the buff expires/is toggled off  -- <font color="#33cccc">decription states it's supposed to be a reactive hate loss, i.e. someone hits you and you immediately lose aggro from them</font></font></p><p><font size="2" color="#ffff99">This is how I read this the first time I read it.  I already have something better than this ability.  I get agro from Epic X 4, he melees me for one hit, and I immediately drop to the bottom of the agro list because I'm DEAD!  Lol, I don't see much of a point to this spell.</font></p><p><font size="2" color="#ff9900">Maybe if you take the +70 to defense AAs you'll survive a hit?  LOL, maybe not.  You have a good point...</font></p><p><font size="2">5.  Hypnosis -- Charm, 1 minute duration, 5 sec cast, 1.5 minute recast  -- can be used when you already have a personae out!  Both pets respond to the commands issued.</font></p><p><font size="2" color="#ffff99">Requiring a personae will eliminate any group utility for this, because who actually uses that thing on anything beyond a duo?  Rather weak for a 5th level ability.</font></p><p><font size="2" color="#ffff99"><font color="#ff9900">Perhaps I was unclear.  It doesn't require a persona, I was merely pointing out that you could have both out at once...it's a no conc ability that the persona doesn't block.  (And for the record I use him all the time in full groups, with the latest changes he's so much more useful).</font></font></p><p><font size="2">5.  Volitile Magic -- +10% spell crit chance</font></p><p><font size="2" color="#ffff99">This is one I have a lot of questions about - I think you mentioned if it procs on one part of a DoT, it procs on all.  What kind of crits are we talking about here?  How much over the base damage?  We could compare the DPS % improvement by looking at something like the pris. havoc line and comparing it with this ability vs. the fast casting agility line (casting more frequently vs. chance of crit).  This one would be fun to experiment with.</font></p><p><font size="2" color="#ffff99"><font color="#ff9900">Sadly, the crits I've seen just make the spell hover around the max listed damage range for the spell.  So if you can nuke for 150-200, a crit will hit for 200.  I have a suspicion I'm just unlucky though and they could be higher...</font></font></p><p><font size="2" color="#ffff99">My thoughts,</font></p><p><font size="2" color="#ffff99">Zebsen</font></p><hr></blockquote></span></div>

SunT
02-10-2006, 03:18 AM
<div>If these buffs, like defense and spell haste were group buffs i would be dancing in the street.</div><div> </div><div> </div><div>As it sits I really see no reason to keep playing this toon as it does not do what I rolled it to do.</div>

SunT
02-10-2006, 06:45 AM
<div></div><p>Scrap STR and change it to Pet enhancements ending with casting our Personae with one Conc slot.  Encahncements should be increased defense and offense of personae.  Enchanced construct.  Swarm constructs. </p><p>Break them down into categories like this.</p><p>1.  <strong> Pet enhancements</strong>, Swarm Constructs, Increase defensiv skills of personae, increase offensive skills of personae, big one at end would be 1 conc slot for personae.</p><p>2.   <strong>Buffs</strong>, spell haste etc.  Single/group mele haste, Group spell mit, Big on at end would be the Defense buff but make it single target.</p><p>3.   <strong>Debuffs</strong>, Spell Slow like half the other classes got, mele buff singel target that has 15% to Interupt affects epics,</p><p>4.  <strong>Aggro Mgmt/Crowd control </strong>end this one with a 10 sec epic mez on a 2 min reuse.  Reduce mez cast/recast by 50%.  Big one at the end is a 3 sec addition to all stun duration.</p><p>5.   <strong>DPS</strong>.  Crits, damage enahancements, Disruption etc.  Maybe do a 2k nuke in the end on a 1 min timer at twice the sorc power cost.</p><p>A solo'r will take the pet and buffs or DPS.  A grouper will take buffs debuffs or aggro mgt or dps.  A raider will take what affects epics as he drools over the rest.</p><p>That is what they should look like.</p><p> </p>

Lolthinae
02-10-2006, 09:54 AM
<div></div><div></div><p><span class="postbody">"Illusionists employ subtlery and distraction to impose their will upon the enemy. Using their mental acuity to confuse, misdirect, and subdue their opponents. Illusionists can bring order to an otherwise confusing environment while bestowing beneficial enchantments upon their allies"This is the official description of illusionists by Sony - and the character I'm supposed to play. It is also the role I play in most group situations, but it is NOT what I do in a raid.My mental acuity doesn't work on epic mobs. My ability to bring order to an otherwise confusing environment doesn't include true epics, and my beneficial enchantments are basically limited to crack and dynamism - the main benefit of the latter being to get my favorite warlock killed over and over again <img border="0" src="http://www.allureguild.org/phpnuke/modules/Forums/images/smiles/icon_razz.gif" alt="Razz">So, now that I've had a bit of time to digest these chanter AA's, I find this from a raid perspective:Line 1 focuses on stifling more or less (doesn't work on epic mobs of course)Line 2 focuses on quick casting - but for self only (so I can cast all those spells that don't work on epic mobs a bit faster)Line 3 focuses on agro management (so I can reduce the hate I generate by casting all those quick, non-working spells)Line 4 focuses on crowd control (so I can become better at mezzing all those unmezzable mobs)Line 5 focuses on damage (so I can do more DPS with my few remaining spell choices)Off all the choices, one is group wide (decreases hate gain of group members by 1% per rank), and one can be cast on group/raid friend (a reactive mezz). The rest are self only.So I can become better at doing what exactly????Where are my beneficial enchantments of allies? Spell haste? Power conservation? Where are my mental debuffs (seeing that stuns, stifles and mezzes will never work on epics)? My ability to at least reduce the spell casting damage of epic mobs? It's not like these abilities do not exist, they do, a few examples:</span></p><p><span class="postbody"><u><span><font color="#ffcc33">Shammies</font></span></u></p><ul><li><span><font color="#ffcc33">Aura of Lethargy: Enemies near your pet have their casting times and refreshing times increased.</font></span></li><li><span><font color="#ffcc33">Ritual of Alacrity: decreases casting, recovery and reuse timers for an ally</font></span></li></ul><p><u><span><font color="#ffcc33">Bards</font></span></u></p><ul><li><span><font color="#ffcc33">Allegro: decreases spell casting time of group </font></span></li><li><span><font color="#ffcc33">Ballad of the spirit: increases heal crit chance of group </font></span></li><li><span><font color="#ffcc33">Minstrel's aria: group has an increased chance to do critical spell dmg</font></li></ul></span><p><u><span><font color="#ffcc33">Rogues</font></span></u></p><ul><li><span><font color="#ffcc33">Traumatic Swipe: An attack that greatly increases the casting times of your enemy</font></span></span></li></ul><p><span class="postbody">Why don't chanters get anything along these lines?</span></p><p><span class="postbody">Gettting a bit tired of waiting for Soe to find out what they are gonna do with us illusionists. And seeing this AA tree - they sill have no clue............. </span><span class="postbody"></p></span><p>Message Edited by Lolthinae on <span class="date_text">02-09-2006</span><span class="time_text">10:39 PM</span></p><p>Message Edited by Lolthinae on <span class="date_text">02-09-2006</span><span class="time_text">10:40 PM</span></p>

Zebsen
02-11-2006, 01:17 AM
<p>I was (and still am) looking forward to AAs.  That said, I checked out the bard AA list.  I'm not sure the magnitude of their abilities relative to ours, but they get a lot of group buffs.  In particular, they get group casting time reduction and group crit spell chance (and some equivalent melee/ranged group buff/crit stuff).  I'm a bit disappointed that our abilities are self only as I was primarily looking forward to group abilities.  Anyone know the magnitude of bard group vs. our self abilities (is their % cast time reduction per point lower because it's a group effect)? </p><p>I don't want to fuel a bard/enchanter war here.  I'm curious if this is balanced well and was looking for some feedback in the beta people.  I'd be very interested in giving up some of our AAs or even an entire branch, if we could get one devoted to <u>group</u> buffs (spell haste, lower recast time, spell crits, etc). </p><p>Thoughts? </p><p>Cut and pasted some group bard AAs here:</p><p>Fortissimo : Increase groups chance to do critical melee damageBladedance : You and your group are protected against AOE spells that do not specifically target you.Allegro : Your groups casting time is reduced<font color="#ffff99"> </font>Ballad of the Spirit : Group heal criticalHarbringer's Slight : Your group has an increased chance to do critical damage with range weapons <font color="#ffff99"></font>Don't Kill The Messanger : Each time the ally you enchant is hit, his hate is reduced by one position with the enemey who struck himIntelligence:Minstrel's Aria : Your group has an increased chance to do critical spell damage <font color="#ffff99"></font></p>

Bedarra
02-11-2006, 03:05 AM
This looks FUN!  I can see a lot of useful AAs here.All AAs dont have to be equally useful. I like that they are diverse and can allow for different kinds of playing.What I miss is group-utility spells. Much of what we do is helping the group we are in. I would love to see a  few more of these.Hard to choose what to go for. Wis, int and agi is top of the line for me I think. Have to carefully consider what to go for!Thanks for a great writeup!!<div></div>

Xanoth
02-11-2006, 07:33 AM
<div></div><p>i've no idea what to go for, i dont like any one branch in particular, they all ahve one or two nice things in them, so i may have to dabble.</p><p> </p><p>would love to see some screen shots of the actual spell examin windows to see in game numbers and mechanics.  really appreciative of the write up though, great service to hte illusionist pupulation <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

Pins
02-11-2006, 08:45 AM
<div>New update on Mana Flow:</div><div> </div><div>It is a power transfer, transfers 4 power every second, forever, costing the caster 4 power every second.  It requires you to use some power siphoning spell before hand, though no spell works, so it doesn't work right now.</div>

Aedos
02-11-2006, 10:09 PM
So they are actually nerfing our AA´s still? Excellent.<div></div>

Manyak
02-12-2006, 12:00 AM
<div></div><div>if these were all group buffs (at least the stuff like spell haste and whatevr) and dont require concentration then i think it would be pretty much on the right track. not everything id hope for, but at least it would be a good start.</div>

ScamprinSlippy
02-12-2006, 11:36 AM
<div></div><p>they are changing these pretty frequently, and most of them have pretty messed up descriptions, so I can't be too sure what is good or bad.  but, as of saturday the 12th, there are a few in there that look very nice.</p><p><strong>mana flow</strong> (the first skill we will all get, before choosing from the 5 branches) will be wonderful if it performs as I imagine... 4 power feed per second (not tick) to anyone in raid.  it requires the use of another spell in some oddball way, and it doesn't work right now no matter what I do.  But, 4 mana per second is nice for raids, just gotta stick it on the main tank or a healer thats running low <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>the agility line deals with your casting time, and the stamina branch (my favorite) deals with some indirect utility sort of stuff. these two lines appeal to me more than the others, and i think they will appeal to most raiding enchanters. the sta line in particular is quite nice for raids. all of its skills have the word empathy as the root of their name, and heres a list of them.</p><p><strong>touch of empathy</strong> currently sounds like an agro reducer, but it affects someone else... like if someone steals agro you can save them.  the wording is a bit messy, and it makes me wonder if im casting it on the mob and it lowers agro on the mob's target.  if that is the case, what would happen if a tank regains agro and then you lower his agro on the mob?  on the plus side, its does 730 agro reduction, takes only .5 seconds to cast, and be cast every 30 seconds. thats sounds usefull IMO.  just use it early on someone, like a ranger or a warlock or whatever constantly steals agro in your raids.</p><p><strong>empathic aura</strong> raises the critical heal chance of your group, another nice raid thingy</p><p><strong>empathic soothing</strong> lowers your groups agro gain, except for fighters, which is another nice raid thingy.</p><p>the final skill in that line is <strong>sever empathy</strong>, with i think makes mobs non-social.  personally i don't think Im willing to pay 8 points for that skill.  in fact, it seems that most skills at the end of the branches is pretty lame for 8 points, and i hear this is the case for most classes. </p><p> </p>

Pins
02-12-2006, 12:03 PM
<div></div><blockquote><hr>ScamprinSlippy wrote:<p><strong>touch of empathy</strong> currently sounds like an agro reducer, but it affects someone else... like if someone steals agro you can save them.  the wording is a bit messy, and it makes me wonder if im casting it on the mob and it lowers agro on the mob's target.  if that is the case, what would happen if a tank regains agro and then you lower his agro on the mob?  on the plus side, its does 730 agro reduction, takes only .5 seconds to cast, and be cast every 30 seconds. thats sounds usefull IMO.  just use it early on someone, like a ranger or a warlock or whatever constantly steals agro in your raids.</p><hr></blockquote>Well, you cast it on somebody, and it procs the de-aggro on them.  It's goign to be really nice for extra utility.

Aedos
02-12-2006, 12:04 PM
<span><blockquote><hr>ScamprinSlippy wrote:<div></div><p>they are changing these pretty frequently, and most of them have pretty messed up descriptions, so I can't be too sure what is good or bad.  but, as of saturday the 12th, there are a few in there that look very nice.</p><p><strong>mana flow</strong> (the first skill we will all get, before choosing from the 5 branches) will be wonderful if it performs as I imagine... 4 power feed per second (not tick) to anyone in raid.  it requires the use of another spell in some oddball way, and it doesn't work right now no matter what I do.  But, 4 mana per second is nice for raids, just gotta stick it on the main tank or a healer thats running low <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>the agility line deals with your casting time, and the stamina branch (my favorite) deals with some indirect utility sort of stuff. these two lines appeal to me more than the others, and i think they will appeal to most raiding enchanters. the sta line in particular is quite nice for raids. all of its skills have the word empathy as the root of their name, and heres a list of them.</p><p><strong>touch of empathy</strong> currently sounds like an agro reducer, but it affects someone else... like if someone steals agro you can save them.  the wording is a bit messy, and it makes me wonder if im casting it on the mob and it lowers agro on the mob's target.  if that is the case, what would happen if a tank regains agro and then you lower his agro on the mob?  on the plus side, its does 730 agro reduction, takes only .5 seconds to cast, and be cast every 30 seconds. thats sounds usefull IMO.  just use it early on someone, like a ranger or a warlock or whatever constantly steals agro in your raids.</p><p><strong>empathic aura</strong> raises the critical heal chance of your group, another nice raid thingy</p><p><strong>empathic soothing</strong> lowers your groups agro gain, except for fighters, which is another nice raid thingy.</p><p>the final skill in that line is <strong>sever empathy</strong>, with i think makes mobs non-social.  personally i don't think Im willing to pay 8 points for that skill.  in fact, it seems that most skills at the end of the branches is pretty lame for 8 points, and i hear this is the case for most classes. </p><p> </p><hr></blockquote>Im glad to hear they are changing them for better <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> Those empathy line changes sound pretty good. I still believe that Mana flow thing was a big nerf. Honestly 10% spell haste to every spell vs. 240 power transferred per minute. As you said though it has uses in raids but atleast I very rarely see people having problems with power during tier6 raids. Plus spell haste would have been useful in soloing, grouping and raiding.Anyway keep up to good work beta testing illus <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></span><div></div>

ScamprinSlippy
02-12-2006, 12:12 PM
<div></div><div></div><div>im pretty sure that our entry skill is regen rather than cast time, becuase they realized nearly everyone would have gotten the regen skill anyway, becuase it would be "required" for raids, and those without it would be viewed as inferior. And the entry skill cannot be leveled up, so if they give us our one regen skill as the entry skill, then easily control it.</div><div> </div><div>oh, and you mentioned that you think spell haste is worth more, then you should look into the AGI line, its got tons of casting time stuff.  the last one in particular sounds pretty interesting, its like compounding spell hasteness and stuff.  like you cast once and you go faster, cast another spell etc... just chain cast your spells and you accelerate.  I'll leave out the details on it, becuase it looks pretty complicated, and I personally can't test it.  I'm level 66, but I don't have much achievements... some people got their achievement points boosted up for testing, I only got my adventure level bumped up.</div><p>Message Edited by ScamprinSlippy on <span class="date_text">02-11-2006</span><span class="time_text">11:18 PM</span></p>

Aedos
02-12-2006, 12:16 PM
<span><blockquote><hr>ScamprinSlippy wrote:<div></div><div>im pretty sure that our entry skill is regen rather than cast time, becuase they realized nearly everyone would have gotten the regen skill anyway, becuase it would be "required" for raids, and those without it would be viewed as inferior.</div><div> </div><div>and the entry skill cannot be leveled up, so if they give us our one regen skill as the entry skill, then easily control it.</div><p>Message Edited by ScamprinSlippy on <span class="date_text">02-11-2006</span><span class="time_text">11:14 PM</span></p><hr></blockquote>Yep true that <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></span><div></div>

SunT
02-12-2006, 08:00 PM
<div></div><div></div><p>Better.  I can actually see some things I would be interested in.</p><p>Still not seeing any real debuffs.  there are some pretty decent viable buffs tho.</p><p>Message Edited by SunTsu on <span class="date_text">02-12-2006</span><span class="time_text">07:00 AM</span></p>

Manyak
02-13-2006, 11:20 AM
<div></div>Mana flow as a single target mana transfer is nearly useless....warlocks have the same spell atm (only it does about 20/tick instead of just 4), and its nearly useless.

ScamprinSlippy
02-13-2006, 11:42 AM
<div><em>"Mana flow as a single target mana transfer is nearly useless....warlocks have the same spell atm (only it does about 20/tick instead of just 4), and its nearly useless."</em></div><div> </div><div>20 per tick isn't useless.  how on earth could 20 per tick be useless?  breeze is around 30, and in the expansion its around 40. adding 20 to it is pretty nice. </div><div> </div><div>and more to the point, mana flow isn't 4 per tick, its 4 per second.</div><div> </div><div>Illusionists have to use everything at their disposal to do regen, spam devitalizing stare (or the new devitalizing gazes), and we shouldn't be scoffing at a new spell to help out.  everyone continually complains that we don't do enough regen with our base breeze regen, and few people do the math to see how much devitalizing does (i've forgetten how much exactly), and it is a very important part of our regen, much like mind's eye is for coercers. Mana flow shouldn't be ignored either.  We aren't bards, our regen isn't flat and simple, we have to jump through hoops and do tricks to get it in several pieces, and personally i find that much more interesting than clicking the mana song and taking a nap <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></div>

Xanoth
02-13-2006, 12:44 PM
<div></div><blockquote><hr>ScamprinSlippy wrote:<div>(i've forgetten how much exactly)<hr></div></blockquote><p>mines only adept3 but i think it gives 20 every 4 seconds, master1 giving 24 i believe (with t7 round the corner, im not justifying paying 8pp for it right now... anyway...), think that then works out at 30 power per actual tick. making it only 1 point less than master1 insight.  i was sat talking to a warlock about numbers the other night before a raid, and he seemed pretty impressed with his own power regen abilities after i told him about differing tick durations and what numbers my stuff gives.</p><p>i really like the power feed, and its something i've wanted for a long time.</p><p>im still not too sure about any line other than stamina though, but even with max rank in the hate debuff, its no big help compared to the troubadours hate song.</p><p>it all still seams early days though, considering the changes that have happened in the short time since i first checked these out.</p>

ScamprinSlippy
02-13-2006, 01:50 PM
<div></div><p>can someone with more achievement points tell me if "chronosiphoning" works on epic mobs?  specifically the main epic mobs, rather than the guard like epics that we mezz.  if it does work on the big daddies of raids, it might be a interesting buff/debuff.</p><p>the description doesn't say the usual "does not affect epic targets," but as we all know, the presence or absence of those words in a spell description really doesn't mean much.</p>

Parsleybi
02-13-2006, 11:23 PM
<div></div><div><p><span><font size="3">Unfortunately, I haven’t been accepted into beta so I can only comment on what other players have kindly posted. With that in mind, these are my opinions on the achievements as they stand as of 12th Feb.</font></span></p><p><font size="3"><span>Entry AA</span><span>:</span></font><span></span></p><p><span>Mana Flow</span><span> -- <span>Transfers 4 mana/sec to a target, but only after the enchanter uses a "power drain spell". </span><span>Bugged </span><span>and unusable at the moment.</span></span></p><p><span>>Would be a nice spell if it works. Hopefully, we will be able to function as normal whilst this is running.</span><span>STR Line</span><span> -- focuses on melee/debuffing</span><span></span></p><p><span>1. Spellblade's Strength</span><span> -- increases STR by 8 per rank2. <span>Spellblade's Counter</span><span> </span>-- <span>a quick dagger attack that interrupts the target -- 95-159 at app4, 15 sec recast</span>3. <span>Spellblade's Retort</span> -- <span>1% chance per level to riposte frontal attacks, parry from all other quadrants</span>4. <span>Quickening </span>-- <span>gives the chanter a chance to double attack, and raises melee crit chance -- 3% per rank</span>5. <span>Counterspell </span>-- dispel 80 levels of beneficial divine, magic, mental, heat, cold, poison, disease, crushing, piercing, slashing effects from the target. Also gives the caster a small amount of power (59-89). 1 sec cast, 4 min recast.</span></p><p><span>>Interesting concept here, and although I would probably not go down this road myself, I like the idea of a ‘spellblade’ option for enchanters. Although it is dangerous to tank, I think some mages underestimate how much auto-attack damage they can do with capped melee skills when assisting. However, I think that in order have any effect in melee, I would replace (5) Counterspell<span>  </span>with a massive self-only melee buff with 100 to Strength and some sort of proc attached. Maybe even give chanters the option of using larger swords.<span>  </span>Of course you would have to be mad to melee in raids, but it might be fun solo or in groups providing someone else is taking the beats.<span>  </span></span></p><p><span>AGI Line</span><span> -- focuses on quick casting -- <span>abilities 2-5 now all require an empty offhand</span></span><span></span></p><p><span>1. Chronomancer's Agility</span><span> -- increases AGI by 6 per rank2. <span>Chronosiphoning</span><span> -- casting-time drain, effectively. At app4, raises target's casting speel by 15%, while lowering yours by the same amount. 30 sec duration, 30 sec recast, .5 sec cast.</span>3. <span>Chronomotion</span><span> -- lowers global cooldown by .025 sec per rank (weaksauce!)</span>4. <span>Chronology</span><span> </span><span>-- </span>.85% spell haste per rank5. <span>Perpetuality </span><span>-- Each spell you cast speeds your next cast by 15%. Stacks up to 5 times. Currently </span><span>bugged...</span><span>also, spell haste caps at 50%, so after 3 procs this wouldn't add anything.</span></span></p><p><span>>Love the whole ‘Chronomancer’ concept and would be very tempted to complete this line for the Perpetuality ability. The Chronosiphoning also looks very powerful since we are lacking in debuffs (fingers crossed that it works on epics!). Unfortunately, the 4 points each in Agility and Chronomotion (0.1sec at level 4 ROFL) are clearly wasted.</span><span>STA Line</span><span> -- focuses on aggro management</span><span></span></p><p><span>1. Empathic's Stamina</span><span> -- increases STA by 5 per rank2. <span>Touch of Empathy</span><span> -- reduces threat of target ally towards their target by 776 at app4. 30 sec recast. Requires a 1hb equipped.</span>3. Empathic Aura -- passive group buff -- <span>increases group's crit heal chance by .725% per rank</span>4. <span>Empathic Soothing</span><span> -- Decreases hate-gain of non-fighters in the group by .8% per rank</span>5. Sever Empathy -- <span>target encounter can't "call for help"...i.e. will become non-social. Does not effect epics.</span></span></p><p><span>>Great to see a group buffs here with Empathic Aura and Empathic Soothing. Both abilities would suit raiding chanters who very often take role as a ‘Power Pack’ for the healers. In addition, the 20 extra stamina would also come in handy. The usefulness of ‘Sever Empathy’ would depend largely on the design of the zone.</span><span>WIS Line </span><span>-- focuses on crowd control</span><span></span></p><p><span>1. Dreamweaver's Wisdom</span><span> -- increases WIS by 7 per rank2. <span>Daydream</span><span> </span>-- <span>Soothes target...requires a symbol in secondary</span>3. <span>Dreamweaver's Armor </span>-- +8.7 defense skill per rank (+70 at rank 8...pretty hefty)4. <span>Dreamweaver's Trance</span>-- +2.9 subjugation <span>and focus</span> skill per rank5. Hypnosis -- Charm, 1 minute duration, 5 sec cast, 1.5 minute recast -- can be used when you already have a personae out! Both pets respond to the commands issued.</span></p><p><span>>It is pleasing to see the return of Soothe and of course the additional wisdom (at a hefty 7 a point) would be handy for raising global resists against those nasty AOE attacks. Unfortunately, Dreamweaver’s Trance is probably useless for Illusionists since we can already raise those skills significantly more than is offered with our Fleeting line of buffs. Furthermore, if you need the extra defence offered by Dreamweaver’s Armor, then you are probably going to die soon anyway. Although it would only be useful in rare situations, I have to admit that I would be very tempted to take ‘Hypnosis’ for the fun factor involved in sending both a charmed mob and my Personae against some poor other mob. If it is relatively easy to get the first 25 points, this would certainly help in questing and grinding to 70 or picking up the remaining 25 points worth of AA.</span></p><p><span>INT Line</span><span> -- focuses on damage</span><span></span></p><p><span>1. Savant's Intelligence </span><span>-- increases INT by 4 per rank2. Nullifying Staff -- combat art -- inflicts <span>150-278</span> damage and decreases mental and magic mitigation by 528 for 36 seconds, 45 sec recast -- additional ranks improve damage and debuff -- 2h staff only<span>3.</span><span> Savant's insight </span><span>-- 1% chance (per rank) every time you're damaged to become immune to interruption for 2.5 sec</span>4. <span>Savant's Channeling </span><span>-- +2.9 disruption and +.4% chance to crit per rank</span>5. <span>Volitile Magic </span><span>-- when under 25% power, your damage spells are 25% more damaging</span></span><span></span></p><p>>When I first saw this line I thought that it would definitely be the route for me. Then on closer inspection I realised that instead of 4% spell critical chance per rank, it was in fact 0.4%. This means that with a full 8 points invested, you would still only have 3.2% chance to crit (1 in 30 spells!) and with the meagre damage our spells do, this isn’t perhaps as good as it could be. Whilst the bonus INT is always nice to have, I feel there are too many caveats (eg have to be under 25% power for damage bonus-give me a break!)<span>  </span>to tempt me with these skills.</p><p>To summarise, if these went live now I would probably invest 24 points in both the Wisdom and Agility lines to get both final abilities. If they increased the number of AA, then I would put more into Chronosiphoning.</p><p>Aora, 60 Illusionist on Runnyeye.</p></div>

Manyak
02-14-2006, 03:35 AM
<div></div><blockquote><hr>Parsleybill wrote:<div></div><div><p></p><p><span><span></span></span></p><span>AGI Line</span><span> -- focuses on quick casting -- <span>abilities 2-5 now all require an empty offhand</span></span><span></span><p><span>1. Chronomancer's Agility</span><span> -- increases AGI by 6 per rank<font color="#ff3366">2. <span>Chronosiphoning</span><span> -- casting-time drain, effectively. At app4, raises target's casting speel by 15%, while lowering yours by the same amount. 30 sec duration, 30 sec recast, .5 sec cast.</span></font>3. <span>Chronomotion</span><span> -- lowers global cooldown by .025 sec per rank (weaksauce!)</span>4. <span>Chronology</span><span> </span><span>-- </span>.85% spell haste per rank5. <span>Perpetuality </span><span>-- Each spell you cast speeds your next cast by 15%. Stacks up to 5 times. Currently </span><span>bugged...</span><span>also, spell haste caps at 50%, so after 3 procs this wouldn't add anything.</span></span></p><p><span>>Love the whole ‘Chronomancer’ concept and would be very tempted to complete this line for the Perpetuality ability. <font color="#ff3366">The Chronosiphoning also looks very powerful since we are lacking in debuffs (fingers crossed that it works on epics!).</font> Unfortunately, the 4 points each in Agility and Chronomotion (0.1sec at level 4 ROFL) are clearly wasted.</span></p></div><hr></blockquote><p>From what im reading, its not cast on the mob, its cast on a group member. since it <font color="#ff3366">raises target's casting speed by 15% </font>and lowers yours, id definately not be wanting to cast this on an epic, or any other mob for that matter</p><p> </p>

Pins
02-14-2006, 03:40 AM
<blockquote><hr>DaMutation wrote:<div></div><blockquote><hr>Parsleybill wrote:<div></div><div><p></p><p><span><span></span></span></p><span>AGI Line</span><span> -- focuses on quick casting -- <span>abilities 2-5 now all require an empty offhand</span></span><span></span><p><span>1. Chronomancer's Agility</span><span> -- increases AGI by 6 per rank<font color="#ff3366">2. <span>Chronosiphoning</span><span> -- casting-time drain, effectively. At app4, raises target's casting speel by 15%, while lowering yours by the same amount. 30 sec duration, 30 sec recast, .5 sec cast.</span></font>3. <span>Chronomotion</span><span> -- lowers global cooldown by .025 sec per rank (weaksauce!)</span>4. <span>Chronology</span><span> </span><span>-- </span>.85% spell haste per rank5. <span>Perpetuality </span><span>-- Each spell you cast speeds your next cast by 15%. Stacks up to 5 times. Currently </span><span>bugged...</span><span>also, spell haste caps at 50%, so after 3 procs this wouldn't add anything.</span></span></p><p><span>>Love the whole ‘Chronomancer’ concept and would be very tempted to complete this line for the Perpetuality ability. <font color="#ff3366">The Chronosiphoning also looks very powerful since we are lacking in debuffs (fingers crossed that it works on epics!).</font> Unfortunately, the 4 points each in Agility and Chronomotion (0.1sec at level 4 ROFL) are clearly wasted.</span></p></div><hr></blockquote><p>From what im reading, its not cast on the mob, its cast on a group member. since it <font color="#ff3366">raises target's casting speed by 15% </font>and lowers yours, id definately not be wanting to cast this on an epic, or any other mob for that matter</p><p> </p><hr></blockquote>Increasing Target Cast speed means lower cast time, dunno why but that's the way SoE decided to do it. So [expletive haxx0red by Raijinn] right I want to cast it on an epic mob.

Manyak
02-14-2006, 03:46 AM
<div></div>[expletive haxx0red by Raijinn], doesnt increasing somethings speed mean making it faster? well whatevr, guess its a debuff then <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />

Fizwi
02-14-2006, 07:00 AM
Sorry, I got cast time and cast speed muddled.  It's confusing cause SoE has them backwards on the spell descriptions...<div></div>

Nephretiti
02-15-2006, 03:02 AM
<div></div><blockquote><blockquote><font size="4"><u><b>STR Line</b></u> -- focuses on melee/debuffing</font></blockquote><blockquote><b>1.  Spellblade's Strength</b> -- increases STR by 8 per rank<b>2.  <font color="#33cccc">Spellblade's Counter</font></b><font color="#33cccc"> </font>-- <font color="#33cccc">a quick dagger attack that interrupts the target -- 95-159 at app4, 15 sec recast</font><b>3.  <font color="#33cccc">Spellblade's Retort</font> </b>-- <font color="#33cccc">1% chance per level to riposte frontal attacks, parry from all other quadrants</font><b>4.  <font color="#33cccc">Quickening </font></b>-- <font color="#33cccc">gives the chanter a chance to double attack, and raises melee crit chance -- 3% per rank</font><font color="#ffff00"><b>5. Counterspell </b>-- dispel 80 levels of beneficial divine, magic, mental, heat, cold, poison, disease, crushing, piercing, slashing effects from the target.  Also gives the caster a small amount of power (59-89).  1 sec cast, 4 min recast.</font></blockquote><font size="4"><u><b>AGI Line</b></u> -- focuses on quick casting -- <font color="#33cccc">abilities 2-5 now <u>all</u> require an empty offhand</font></font><blockquote><b>1.  Chronomancer's Agility</b> -- increases AGI by 6 per rank<font color="#ffff00"><b>2.  Chronosiphoning</b> -- casting-time drain, effectively.  At app4, raises target's casting speel by 15%, while lowering yours by the same amount.  30 sec duration, 30 sec recast, .5 sec cast.</font><i></i><b>3.  <font color="#33cccc">Chronomotion</font></b><font color="#33cccc"> -- lowers global cooldown by .025 sec per rank (weaksauce!)</font><b>4.  <font color="#33cccc">Chronology</font></b><font color="#33cccc"> <font color="#ffffff">-- </font></font>.85% spell haste per rank<b>5.  <font color="#33cccc">Perpetuality </font></b><font color="#33cccc">-- Each spell you cast speeds your next cast by 15%.  Stacks up to 5 times.  Currently </font><font color="#ff0000">bugged</font><font color="#33cccc"><font color="#ff0000">...</font>also, spell haste caps at 50%, so after 3 procs this wouldn't add anything.</font><font color="#33cccc"></font></blockquote><b><font size="4"><u>WIS Line </u></font></b><font size="4">-- focuses on crowd control</font><blockquote><font color="#ffff00"><b>1.  Dreamweaver's Wisdom</b> -- increases WIS by 7 per rank</font><b>2.  <font color="#33cccc">Daydream</font></b><font color="#33cccc"> </font>-- <font color="#33cccc">Soothes target...requires a symbol in secondary</font><font color="#ffff00"><b>3.  Dreamweaver's Armor </b>-- +8.7 defense skill per rank (+70 at rank 8...pretty hefty)<b>4.  Dreamweaver's Trance</b>-- +2.9 subjugation and focus skill per rank</font><font color="#ffff00"><b>5.  Hypnosis</b> -- Charm, 1 minute duration, 5 sec cast, 1.5 minute recast  -- can be used when you already have a personae out!  Both pets respond to the commands issued.</font></blockquote><div></div><p></p><p><span class="time_text"></span></p><hr></blockquote><font color="#ffff00">Most excellent PvP skills....</font>

Manyak
02-15-2006, 04:12 AM
<div>yeh, now only if they allowed transfers to pvp servers <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /></div>

SunT
02-15-2006, 05:30 AM
<div></div><p>Nice...they got worse.</p><p>Not that they were that great to begin with.</p>

Impetus
02-15-2006, 06:36 AM
Wow, these have gotten worse. Now even our capstone abilities aren't that interesting to me. And since my first post, I've seen the AA's of a lot of the other classes. Wow again.

Harg
02-15-2006, 08:10 AM
<div></div><div>Wow.  I'm just reading this thread, after I suppose all the interesting AAs have been pummeled with the nerf bat.  I'm so underwhelmed, I can hardly stay awake.  What real incremental value do any of these abilities have for a high level chanter? </div><div> </div><div>Maybe I'm missing it, but it sure doesn't seem like much.  Where's the beef?</div><div> </div><div>Catalin</div><div>49 Coercer</div>

SunT
02-15-2006, 08:37 AM
<div></div><p>Dreamweavers armor used to be total 70 defense.  now 800 total resists across the board.</p><p>Doesnt sound too bad unless you see the Shaman who gets 679 for each point.  lol.</p><p> </p>

Mihos
02-15-2006, 10:55 AM
<div>Ugh, just read the last update.</div><div> </div><div>I hope they change this crap.... it looks like they actually don't have any idea what to do with chanters.  I would have settled for an AA that lets you illusion yourself as your target with no other benifits over all this stuff.  At least I can just focus on levelingandnot worry about the achievment. </div><div> </div><div>Mihos</div>

Nephretiti
02-15-2006, 11:04 AM
<div></div>Aye - there should be no doubt here - we get the shaft all the time and it keeps coming.  Whomever it is that is resposible for the developement of this class is HORRIBLE at his job.

Manyak
02-15-2006, 12:40 PM
<strong>5.  Hypnosis</strong><font color="#ffffff"> -- <font color="#33ccff">Charm, </font><font color="#33ccff"><b>heavily nerfed</b></font><font color="#33ccff"> -- now 2 sec cast, 12 sec duration, 1 min recast</font></font><div> </div><div> </div><div>Why the hell any1 of ANY class would spend 8 AA points to get a 12 sec charm is beyond me.</div><div> </div><div>Would be nice if all the AAs were useful...then we might actually be deciding on which ones would benefit us the most instead of which ones would nerf us the most.</div>

Lolthinae
02-15-2006, 12:52 PM
<div></div><div></div><blockquote><hr>Mihos wrote:<div>Ugh, just read the last update.<hr></div></blockquote><p>Where do I find these updates?</p><p>Thx in advance <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>EDIT: NM - found them back in the original post - silly me <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>Message Edited by Lolthinae on <span class="date_text">02-15-2006</span><span class="time_text">01:02 AM</span></p>

westor
02-15-2006, 01:08 PM
<div></div><div><p><font color="#ffffff"><span>I wanna swear. then bash my computer into pieces. I was looking forward to playing in </span><span>KoS</span><span>. Like, yay I will work my [expletive haxx0red by Raijinn] off for dire charm. an ae mez with 8 targets instead of 4. another uber stun. or a decent stun that hits an epic. ANYTHING that hits an epic. a mana pump(which we should have had long ago, and is the only AA i see that i would ever use often, and is our BASE aa). Now. I'm looking forward to laugh at all the idiots that still play enchanter 60+  I love playing my coercer. He is a bad mother and i own with him as i can solo like almost no other class i've seen besides possibly a very talented ranger.  But when i read through these AA's. What can i do besides laugh? I'm on vent right now and reading these to my friends and they are laughing their azzes off.</span></font></p><p><span><font color="#ffffff"></font></span> </p><p><span><font color="#ffffff">2 HUGE issues.</font></span></p><p><span><font color="#ffffff"></font></span> </p><p><font color="#ffffff"><span>1) What drug addict thought these up? MELEE? DID THEY GIVE US MELEE AA'S? FOR THE LOVE OF GOD TELL ME I'M WRONG!!! Whoever thought these up sure as shiz dont play an enchanter. Or maybe they do, because i know like 4 or 5 good enchanters on my server. The rest I refuse to group with. Maybe its one of those worthless idiots that dont understand the class that has been commissioned to do our AA trees. ALL ENCHANTERS SHOULD BOYCOTT </span><span>KOS</span><span> UNTIL THEY ACTUALLY THINK THROUGH THIS INSTEAD OF PULL SOMETHING OUT OF THEIR BACKSIDE TO KEEP US PAYING OUR BILLS. oh my god. i'm [Removed for Content]. i'll admit it. i'm [Removed for Content] and laughing like hell. what have you done to us sony. WHY? The only AA I would consider anything more than just another "fun spell" would be the mana pump, which as stated before, we should have had at lvl 20. Okay. anyone who doesnt admit that this is pathetic, sucks at enchanter and doesnt understand the class. or plays another class and is just happy they didnt get stuck with this BS. BOYCOTT!!!!</span></font></p><p><span><font color="#ffffff"></font></span> </p><p><span><font color="#ffffff">2) Okay. Sony you are a bunch of lazy [Removed for Content] and you dont fool us.  People choose 1 class over the other(coercer(charm) vs illusie(pet)) and obviously there are other differences. But we chose our specific class for a reason.  Why on gods green earth cant you morons understand that things should be specific. They did such a good job on the AA's for EQ1. Everyone was happy, everyone loved it, save the people who were too lazy to work for them. IT MADE SENSE.  NOW.... i share ALL my AA's with an Illusie when we are 2 different classes..... Normally I would be ranting about the fact an illusie gets dire charm, when we are the charm class. but there is no dire charm. or we have to share an uber stifle when you should give us stun or stifle and them the other. but there is no uber stun/stifle.  Or give us an uber agro spell and them an uber haste/dps spell.  THERE ARE SO MANY GOOD IDEAS YOU COULD HAVE IMPLEMENTED AND MADE FAIR.....   NOW, i have to melee to stifle?!?!?!?!? god. you did such a terrible job from top to bottom it just makes me shake my head. TERRIBLE. JUST... PLAIN..... BAD....  When other classes are coming on our board and making fun of our AA's or laughing in game that the AA system sucks, but not as bad as it sucks for enchanters.... it should be obvious as day and night that you F'd us. WHO MADE THESE??? I WANT NAMES!!! PUT THEM IN FRONT OF ME SO I CAN SEND THEM HOME LIMPING AND CRYING.</font></span></p><p><span><font color="#ffffff"></font></span> </p><p><span><font color="#ffffff">I have a lvl 60 zerk as well as my lvl 60 coercer. The zerks stuff makes sense here and there. Somethings are worthless but whatever, at least some make me want to get them, and I will get those. I wont be ranting on the zerk board. I expect some answers. its like a sick joke to us. and we aint laughing except out of pity for YOUR, SONY'S, incompetence.</font></span></p><p><span><font color="#ffffff"></font></span> </p><p><span><font color="#ffffff">I've never complained on forums. I've never complained in game. My coercer is badass and i like everything about him(Except for the fact you screwed us over on LU19 regarding PVP, but thats another story)  BUT THIS BS... I couldnt stay quiet about this. you guys just did a remarkably terribly awfully bad job.  if you want any ideas i'll give you 50 of them. and every single one of them will be better than these.</font></span></p><p><span><font color="#ffffff"></font></span> </p><p><span><font color="#ffffff">You screw up our reactives and we learn how to use them in a way that actually makes raiding fun. You take that fun away.</font></span></p><p><span><font color="#ffffff">You screw up our AA's. You dont let us hit epics for jack. You dont give us anything but mez(which you gave to like 10 different classes) and regen(which you gave to at least 6 different classes in various forms, spell/song/summoned items). WHAT DID WE DO TO YOU GUYS? All we want to do is be given a fair chance at having fun.  What person in their right mind would play an enchanter over a bard at this point. Only the newbs that dont know what they are getting into.  Whoever is in charge of enchanter development should be fired and kicked in the [expletive haxx0red by Raijinn] on their way out the door….</font></span></p></div>

Aedos
02-15-2006, 02:20 PM
<div>2/14 changes are again for the worse.</div><div> </div><div>Honestly these weapon restrictions are [expletive haxx0red by Raijinn]. They effectivily force you to specialize almost completely on one tree as another tree in many cases requires different kind of "weapon configuration". And since they dont match the second tree´s skills become disabled.</div><div> </div><div>For example STA tree now has aa skill that now requires 2hb which makes it ofcourse impossible to have offhand empty thus completely preventing you taking anything from AGI expect for agility increases.</div>

Parsleybi
02-15-2006, 02:49 PM
<div></div><p>What an utter disappointment. Sometimes I think it is better not to know what has been going on in beta. The two Achievements 'soothe' and 'hypnosis' that I was actually looking forward to 'earning' have now been completely destroyed. This reminds of the time when Psychotic Spectrum was actually made into a decent spell before being nerfed into the pathetic state it is in now.</p><p>I'm not one for 'class evny', but when you look at the positive changes to what was already a very powerful Achievement line for Conjurers, it makes these nerfs even harder to stomach. I really wish I was on beta (have applied) so that I could provide some constuctive feedback. I could almost understand reducing the charm down in 5sec increments until they get it right, but cutting it by 80% in one fell swoop seems crazy. 12 seconds is barely enough for a charmed mob to get one of its spells or combat arts off, all it could do in 12 seconds is give it enough time to switch targets before becoming agro on you. The one minute cast-time is the nail in the coffin for this one time 'very tempting' ability.</p><p> We really do seem to have drawn the short straw again when it comes to class development. Instead of wanting to actively seek out these abilities and make tough (but fun) decisions about how to specialise, I now think 'so what'. (BAH-now I've turned into a whiner)</p><p>Aora, 60 Illusionist, Runnyeye </p>

zit
02-15-2006, 04:08 PM
<div></div><blockquote><hr>Parsleybill wrote:<div></div><p>I'm not one for 'class evny', but when you look at the positive changes to what was already a very powerful Achievement line for Conjurers, it makes these nerfs even harder to stomach. ...</p><hr></blockquote><p>omg, i really shouldnt have looked at theirs.</p><p> </p><p>WTB Magic Leash. I am sure the idea for this AA was stolen from illusionists.</p>

Zebsen
02-15-2006, 07:31 PM
<div></div><p>This is pretty disappointing.  And I assume our level 65 spell is still meaningless?</p><p>As most of my guild/friends aren't at the level 60 cap yet, and I see nothing between the AAs and new spells worth obtaining, I think I'm holding off on the KoS expansion for a while. </p><p>I haven't looked at the summoner AAs, but compared to the AA group abilities of bards, I thought we were already underpowered about 3 nerfs ago. </p><p>Here's to hoping that things get better...</p><p>Zebsen</p>

SunT
02-15-2006, 09:46 PM
<div></div><p>OMG</p><p>I should have NEVER looked at the already totally overpowered conjurers AA's.</p><p>They obviously have someone who knows what makes thier class tick doing the AA's.  And everything else.  The most powerful class in the game gets better....the gimpest gets worse...go figure.</p>

Xanderax2
02-15-2006, 10:18 PM
<div></div><p>Well at this point I am going to assume the developers cannot read or write. There are plenty of posts with good advice from illusionists on what they could do to make us work. We can only take the (@$%#@) Nerf bat so many times. Your either fix us and make it right or your going to lose alot of Paying customers. As it stands you have a chance to do something to keep us before Vangaurd comes out. That is one chance to redeem yourselves and keep your customers. I am so fed up with Sony and I am not alone. You make think that this is just one person who is unhappy. I have news for you it is more than just me.</p><p> </p><p>  Dazler lvl 60 illusionist on Innothule err Crushbone now =P</p>

Fizwi
02-15-2006, 10:54 PM
<div></div><div></div>For the curious, you can respec achievements.  The cost goes up based on both how many points you have and how many times you've respecced in the past.  Caps after 5 respecs.<div></div><p>Re: Pinski below:</p><p>Yeah, I noticed that it capped.  Capped cost per single point: 6g 10s.<span class="time_text"></span></p><p>Message Edited by Fizwick on <span class="date_text">02-15-2006</span><span class="time_text">10:12 AM</span></p>

Pins
02-15-2006, 11:05 PM
<blockquote><hr>Fizwick wrote:For the curious, you can respec achievements.  The cost is 1g22s times the number of points you have times what number respec this is for you.<div></div><hr></blockquote>And just to add, it caps after your 5th respec on price, at least the patch notes claim that, haven't tried it yet.

Mobindi
02-16-2006, 01:33 AM
<div></div><div>Quite disappointed with the new 2/14 changes:smileysad:</div><div> </div><div>Was actually looking forward to some of the AAs, at the moment there is no incentive to get more than 1 point for the starter ability. A pity really.</div>

Pins
02-16-2006, 02:09 AM
<blockquote><hr>Mobindi wrote:<div></div><div>Quite disappointed with the new 2/14 changes:smileysad:</div><div> </div><div>Was actually looking forward to some of the AAs, at the moment there is no incentive to get more than 1 point for the starter ability. A pity really.</div><hr></blockquote>Meh, the AGI and STA lines look nice, though the end of the STA line looks like crap. As does the end of the STR line, of course the rest of the STR line is the biggest joke ever. WIS is a joke. INT line except for the last 2 are a pile of crap.STR Line:1. Who needs STR as an enchanter, we're mages here, not stabbers?2. 0.5s cast + 15s recast on a melee interrupt+some damage, or 2.0s cast + 9s recast on a 25m AoE interrupt+4 times the damage.3. We need to be able to parry to riposte, I guess we're getting parry from this?4. Who needs melee crits when we're mages?5. If this works as described(not as what is listed on this post, as it's been changed to being basically a spellshield that doesn't reflect and gets casted ona mob), I will love this, but of course it's at the end of a crappy line, so expect very few people to actually get it.AGI Line:1. AGI doesn't affect avoidance too much, but it at least affects it a bit.2. I like this spell.3. Needs to be improved a bit more, though I think it was. I vaguely remember it being 5% for recast now.4. Not bad, but not a big deal.5. When it works, it'll be nice. Toss it up, and you will be set on spell haste forever. Right now, it lags out the zone and makes it so you can ghost anywhere in a zone, it's great for exploring content that doesn't have a door. I definately plan on getting this.STA Line:1. HP isn't a big deal, but I like all I can get, would be nice if it was more STA per rank.2. I like it, a lot.3. A buff, that helps priests. If you're in the MT group(though I doubt most Illusionists will be, unless there is no dirge or coercer) it'll be a great buff, if you're usually put in a healer group, it'll be again, good. Then we get into the rest of the groups, you'll probably have at least 1 priest, so it's semi-useful.4. Another buff that helps all non-fighter, it'll be good to have another one of these. Definately plan on getting this.5. Uhhh, yah, social aggro taken away, not a big deal, needs to be made into something a bit more useful.WIS Line:1. WIS, well, not so useful, but meh.2. Soothes? What does that mean.3. Hrm, so 800 vs. all spells and 1600 vs. mental at rank 8. Nice, but then I look at the Summoner equivalent and go, barf. Minion's Warding 3rd spot in their INT line, gives the GROUP 1274 at rank 8. Uhm, sweet, lets give summoners a better resist Buff(our "forte&quot<img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> than the Enchanters.4. Subjugation is alright, but 2.9*8 only gives us 23.2 subjugation, which doesn't do much anyway. Plus most of our subjugation based skills don't even land on epics(the main place where you're going to find orange-con mobs).5. Welp, 12s charm, no thanks.INT Line:1. INT, don't care about it that much anyway. With no INT traits taken(except for a +5 that High Elves get), I can reach 402 INT with a Fury and my M1 buff.2. A melee ranged debuff, not very useful vs. our Hope line, heh.3. Don't get interrupted that often vs. solo/heroics as it is, so this isn't even an issue.4. Needs more spell crit % to be useful.5. Now this sounds really cool, and is a great idea, although it's at the end of a so-so line.

Fizwi
02-16-2006, 02:36 AM
<div></div>Notes to Pinksi:<ul><li>Yep -- Not really sure what's going on with Counterspell.  The description has it as the uber-dispel, but the actual effects make it sound like a debuff that will nullify a mob's spellcast.  Details to come soon I hope...</li><li>Soothe = reduce the mobs aggro radius.  To about 2-3m usually.</li><li>Chronomotion doesn't decrease recast timers, it reduces the .5 sec global cooldown.  4 points to reduce it to .4, 8 points to reduce it to .3.</li><li>Volitile Magic is currently bugged, sadly...I tried it below 25% power, below 25% hp, both...no increase in damage at all. <span>:smileysad:</span></li></ul><p>Message Edited by Fizwick on <span class="date_text">02-15-2006</span><span class="time_text">01:57 PM</span></p>

Pins
02-16-2006, 02:44 AM
So it decreases the recovery time? Isn't that, useless then...., gah.

Manyak
02-16-2006, 03:06 AM
<div></div><p>reducing the recovery time is actually pretty good for DPS since we are crazy button mashers. I mean take this DPS cycle for example:</p><p>Beam -> Hope -> Brainburst -> Beam -> Havoc -> Beam -> Shower -> Beam -> Spectrum</p><p>thats 9 * 0.5 = 4.5 sec of doing nothing</p><p>but 9 * 0.3 = 3 sec of doing nothing</p><p>now multiply that over the duration of the whole fight, and u just bought urself a good 20-30 sec extra time that u can cast in.</p><p> </p><p>its not a GREAT ability, but its not entirely useless...just another one of those things saying that we are supposed to be DPS</p>

Zebsen
02-17-2006, 11:21 PM
<div></div><p>Any update from our wonderful beta testers if these have been changed again or if these are probably going live.  Also, any update on our one new spell?  I can't believe that is going in as written, but my imagination may be limited.</p><p>Thanks in advance,</p><p>Zebsen</p>

Pins
02-18-2006, 12:01 AM
<blockquote><hr>ZebsenChanter wrote:<div></div><p>Any update from our wonderful beta testers if these have been changed again or if these are probably going live.  Also, any update on our one new spell?  I can't believe that is going in as written, but my imagination may be limited.</p><p>Thanks in advance,</p><p>Zebsen</p><hr></blockquote>No update on the spell's lack of usefulness, in fact on beta I've now switch it out for chronosiphoning.And these AAs are final, more or less now."- All Achievements should all be functioning in their finalized state (barring any necessary bug fixes).

Mobindi
02-18-2006, 07:04 AM
<div></div><p>I haven't seen many illusionists complaining yet... just mild amusement at the so called "usefulness" of our AAs.</p><p>Guess we will have to wait till the release, and let the majority test them out, might be then when we'll hear an outcry.</p>

SunT
02-19-2006, 07:16 AM
<div></div><p>I noticed alot of changes on other class boards, are there updates here?</p><p> </p>

Pins
02-19-2006, 07:41 AM
<div>Update, is Touch of Empathy no longer requires a 2h, requires a 1h or DW in main-hand slot.</div><div> </div><div>Empathic Soohting[sic], reduces the hate gain of fighters in your group.</div><div> </div><div>Counterspell is now exactly like spellshield, except no reflection, 100% chance, and only usable on yourself. 1s cast, 60s recast, with 30s duration.</div><div> </div><div>Perputality is working now.</div><div> </div><div>Oh, and that's it <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></div>

Manyak
02-19-2006, 12:07 PM
<div>i was just thinking....if spellshield still reflected AoEs....combined with counterspell to use during that 1 min timer recast timer spelshield has....we coulda been completely immune to aoes :/</div>

Pins
02-19-2006, 12:24 PM
<div></div>Wait for it, wait for it.  Oh, Empathic Soothing now increases fighter hate-gain, *barf*.  And heal-crit % off empathic aura is up, a lot. at rank 5 it's now 8.7%.

ScamprinSlippy
02-19-2006, 12:34 PM
<div></div><p>mana flow is now independant from your other power spells, in other words, its working until its cancellled, its not a temporary little thing that reacts to devitalizing stare... or whatever it was doing.</p><p>so thats 4 power a second regen for anyone in a group or raid, but keep in mind you lose 4 power per second.</p><p> </p><p>personally I'm thinking im going with the STA line as my main line, for all the raid useful buffs, and AGI or WIS both are interesting .  The AGI for the cast time stuff, and the WIS line for the tons of resistances.</p>

Manyak
02-19-2006, 02:05 PM
<div></div><div>ok i think ive figured them all out.....</div><div> </div><p><b>STR Line</b><b></b></p><p><font color="#ffffff"><b>1.  Spellblade's Strength</b></font><font color="#ffffff"> -- increases STR by 8 per rank </font><font color="#ff3366">-- So we</font><font color="#ff3366"> can carry our own gear while were naked</font><font color="#ffffff"></font><font color="#ffffff"><b>2.  Spellblade's Counter</b></font><font color="#ffffff"> </font><font color="#ffffff">-- </font><font color="#ffffff">a quick dagger attack that interrupts the target -- 95-159 at app4, 15 sec recast </font><font color="#ff3366">-- because</font><font color="#ff3366"> we cant use our 0.5 sec mezz on epics, this replaces it</font><font color="#ffffff"></font><font color="#ffffff"><b>3.  Spellblade's Retort </b></font><font color="#ffffff">-- </font><font color="#ffffff">1% chance per level to riposte frontal attacks, parry from all other quadrants </font><font color="#ff3366">-- because we dont have enough CC to keep ourselves alive</font><font color="#ffffff"><b>4.  Quickening </b></font><font color="#ffffff">-- </font><font color="#ffffff">gives the chanter a chance to double attack, and raises melee crit chance -- 3% per rank </font><font color="#ff3366">-- because we are left meleeing at raids when theres no1 in group to cast havoc on</font><font color="#ffffff"></font><font color="#ffffff"><b>5. Counterspell </b></font><font color="#ffffff">-- spellshield without the reflect </font><font color="#ff3366">-- because they are probably going to nerf spellshield even more</font></p><p><strong>AGI Line -- Abilities 2-5 now all require an empty offhand <font color="#ff3366">-- because we dont need the +subjugation from the 2h godking weap</font></strong></p><p><font color="#ffffff"><b>1.  Chronomancer's Agility</b></font><font color="#ffffff"> -- increases AGI by 6 per rank</font><font color="#ff3366"> -- to go along with Spellblade's Retort</font><font color="#ffffff"></font><font color="#ffffff"><b>2.  Chronosiphoning</b></font><font color="#ffffff"> -- casting-time drain, effectively.  At app4, raises target's casting times by <font color="#33ccff">21%</font>, while lowering yours by the same amount.  30 sec duration, 30 sec recast, .5 sec cast.</font><font color="#ff3366"> -- so that we can buy ourselves time to interrupt them with our melee</font><font color="#ffffff"></font><font color="#ffffff"><b>3.  Chronomotion</b></font><font color="#ffffff"> -- lowers global cooldown by .025 sec per rank (weaksauce!)</font><font color="#ff3366"> -- so we can recast our mezz faster after being resisted, taking aggro, and dying</font><font color="#ffffff"></font><font color="#ffffff"><b>4.  Chronology</b></font><font color="#ffffff"> -- </font><font color="#ffffff">.85% spell haste per rank</font><font color="#ff3366"> -- so we can mezz trash faster than ever</font><font color="#ffffff"><b>5.  Perpetuality </b></font><font color="#33cccc"><font color="#ffffff">-- Each spell you cast speeds your next few casts by <font color="#33ccff">12%</font>.  Stacks up to 5 times.  Currently</font> </font><font color="#ff0000">bugged (fun with recursion!)</font><font color="#33cccc"><font color="#ff0000"><font color="#ffffff">.</font><font color="#ffffff"><font color="#ffffff">.</font>.</font></font><font color="#ffffff">also, spell haste caps at 50%, so after 3 procs this wouldn't add anything (2 if chronosiphoning is up)</font></font><font color="#ff3366"> -- so that dev stare can have a faster casting timer</font></p><p><b>STA LIne</b></p><p><font color="#ffffff"><b>1.  Empathic's Stamina</b></font><font color="#ffffff"> -- increases STA by 5 per rank </font><font color="#ff3366">-- so were even closer to be being able to take a hit from aoe</font><font color="#ffffff"></font><font color="#ffffff"><b>2.  Touch of Empathy</b></font><font color="#ffffff"> -- reduces threat of target ally towards <i>their </i>target by 776 at app4.  30 sec recast.  Requires a <font color="#33ccff">2hb</font> equipped. </font><font color="#ff3366">-- so we can make it look like were doing enough DPS to steal aggro</font><font color="#ffffff"></font><font color="#ffffff"><b>3.  Empathic Aura</b></font><font color="#ffffff"> -- passive group buff -- </font><font color="#ffffff">increases group's crit heal chance by .725% per rank</font><font color="#ff3366"> -- so after we pretended to steal aggro, the healers can keep us alive. after all, we do get uber STA AGI and parry!</font><font color="#ffffff"></font><font color="#ffffff"><b>4.  Empathic Soothing</b></font><font color="#ffffff"> -- Increases hate-gain of fighters in the group by .8% per rank</font><font color="#ff3366"> -- so the tank can get aggro back after we 'stole' it</font><font color="#ffffff"></font><font color="#ffffff"><b>5.  Sever Empathy</b></font><font color="#ffffff"> -- </font><font color="#ffffff">target encounter can't "call for help"...i.e. will become non-social.  Does not effect epics.</font><font color="#ff3366"> -- so that we dont get an add while 14 are already mezzed</font><font color="#ffffff"></font></p><p><strong>WIS Line</strong></p><p><font color="#ffffff"><b>1.  Dreamweaver's Wisdom</b></font><font color="#ffffff"> -- increases WIS by 7 per rank</font><font color="#ff3366"> -- because our buff just doesnt give enough</font><font color="#ffffff"></font><font color="#ffffff"><b>2.  Daydream</b></font><font color="#ffffff"> </font><font color="#ffffff">-- </font><font color="#33ccff">Soothes target, 10 sec duration, 1 min recast, boo...requires a symbol in secondary</font><font color="#ff3366"> -- because templars are too busy healing to cast theirs</font><font color="#ffffff"></font><font color="#ffffff"><b>3.  Dreamweaver's Armor </b></font><font color="#ffffff">-- <font color="#33ccff">+100ish to all spell resists per rank (+200 for mental)</font></font><font color="#ff3366"> -- so that we can take the hits off of AOE while using our quick casting dagger interrupt we got with the STR line</font><font color="#ffffff"></font><font color="#ffffff"><b>4.  Dreamweaver's Trance </b></font><font color="#ffffff">-- +2.9 subjugation </font><font color="#ffffff">and focus</font><font color="#ffffff"> skill per rank</font><font color="#ff3366"> -- because our construct gets resisted too much</font><font color="#ffffff"></font><font color="#ffffff"><b>5.  Hypnosis</b></font><font color="#ffffff"> -- <font color="#33ccff">Charm, </font><font color="#33ccff"><b>heavily nerfed</b></font><font color="#33ccff"> -- now 2 sec cast, 12 sec duration, 1 min recast</font></font><font color="#ff3366"> -- so that we can still have a pet while casting our personnae</font></p><p></p><p><b>INT Line</b></p><p><b>1.  Savant's Intelligence </b>-- increases INT by 4 per rank<font color="#ff3366"> -- so that we dont have to get INT gear to cap it</font><b>2.  Nullifying Staff </b>-- combat art -- inflicts<font color="#ffffff"> </font><font color="#ffffff">150-278</font><font color="#ffffff"> damage and decreases mental and magic mitigation by 528 for 36 seconds, 45 sec recast  -- <font color="#ffffff">additional ranks improve damage and debuff -- 2h staff only</font></font><font color="#ff3366"> -- because we have so much free time from the AGI line, we can switch between our godking ataff and our dagger so we can interrupt AND debuff a mob while we melee</font><font color="#ffffff"><b>3.  Savant's insight </b></font><font color="#ffffff"> -- 1% chance (per rank) every time you're damaged to become immune to interruption for 2.5 sec</font><font color="#ff3366"> -- so we can cast after weve been killed. oh wait i forgot, we have STA, AGI, parry, and an uber healer buff so we wont die!</font><font color="#ffffff"><b>4.  Savant's Channeling </b></font><font color="#ffffff">-- +2.9 disruption and +.4% chance to crit per rank</font><font color="#ff3366"> -- so we can all have a better HH than 2k</font><font color="#ffffff"></font><font color="#ffffff"><b>5.  Volitile Magic </b></font><font color="#ffffff">-- when under 25% power, your damage spells are 25% more damaging</font><font color="#ff3366"> -- so we actually have a reason to keep spellshield up</font></p><p> </p><p> </p><p><font color="#ff3366"><strong>and pls dont take these seriously <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /></strong></font></p>

Fizwi
02-20-2006, 01:37 AM
One last update...At this point, the crit heal aura rules the school.  At rank 8 it'll be +13.6% chance to crit heal, which is pretty darn huge.  In the same line you can snag a hate reducer for non-tanks, and some extra STA.  All of this without those annoying weapon restrictions.Beyond that, *shrug*.  It would be nice if Counterspell actually prevents AEs -- but I don't think that's the case, as they'd have to target you directly.  WIS has some application for resists, but not a lot, and Hypnosis is now officially useless.  AGI seems cool, but giving up a slot's worth of stats makes me a little nervous (for the record, I would have done it in a heartbeat for the <i>recast </i>timer reduction that they took out).  INT now has a respectable crit chance, but it'd take some work to make the end AA useful.  How much would you have to moderate yourself to stay under 25%?  Would the +25% damage make up for it?  (Probably...still dunno if that's my cup of tea). PS- No idea if our 65 spell is fixed or not.<div></div>

Mobindi
02-20-2006, 02:41 AM
<div>I'd say STA and INT are the lines I would personally go for, if not max out the STA line and leftovers into INT. But as I said before, we'll see when it comes, ie in 2 days (yay!).</div>

Parsleybi
02-20-2006, 04:03 AM
<div></div><div>Thanks once again for you updates Fiz. I guess there are some interesting choices to be made here. Interestingly, I feel some of the best abilities are actually lower down the tiers since they have nerfed 'Hypnosis' and 'Counterspell' and I wonder if 'Perpuality' is overkill and that you can reach the spell haste cap with a decent investment in 'Chronosiphoning'.</div><div> </div><div>Bearing the new information in mind, I would be tempted to take:</div><div> </div><div>Mana flow: [1 point]</div><div> </div><div>AGILITY: 4+8 to max out 'Chronosiphoning' -hoping for both a nice spell haste and  debuff here (fingers crossed it works on epics)  [12points]</div><div> </div><div>STAMINA: 4+4+8 to max out 'Empathic Aura'-Gives 13.6% chance of crit heals (might not be so good if this excludes regens and reactives etc) [16points]</div><div> </div><div>INTELLIGENCE: 4+4+4+8 to max out 'Savant's Channelling' and gain 16int and give 12% chance to crit damage spells [20points]</div><div> </div><div>Total: 49 points</div><div> </div><div>Aora, 60 Illusionist on Runnyeye</div><div>Ascended Heroes</div>

Pins
02-20-2006, 05:40 AM
<div>Chronosiphoning by itself does not max out spell haste.  You need to get 100% spell haste to be at the cap, which cuts your spell timers in half.</div>

norberg
02-20-2006, 02:58 PM
Hi, I do have some questions:1) touch of empathy, I assume that the traget can be implied ? i.e. I would most probably cast this on a healer or a dps that assists so the "main" target is a player and not a mob.2) agility and sta line seems very good, BUT we cant use 2h staff, meaning, whats the point in doing the peacock quest to the end now (I know there's good loot on the way and its fun to quest, but the staff of second life will be a trophy on the wall in your inn?)?Ah well, I think its pretty good overall, bear in mind the AA's should cater to soloers, groupers and raiders and I think there's a little bit for all.Raukhur 59 coercerSplitpawThe dark Vengeance

Manyak
02-20-2006, 05:28 PM
<div></div>the staff of second life can be changed to a 1h version by examining it while it is still at 100% durability (not damaged). the only drawback for us is that the 2h gives +5 subjugation while the 1h gives +5 disruption. so we can no longer keep the subjugation bonus if we want to have an empty offhand.

SunT
02-20-2006, 06:02 PM
<div></div><p>Workable.  I would rather see things like enahnced regen, power giving nukes, stifles or stuns for epics etc.  Basically more class flavor.  But I can find a use for some of this.</p><p>EQ1 AA were awesome in comparison, but this is the first release of AA and not an end all.  I imagine there will be moe AA with each adventure pack and expansion from here on out.</p><p>Based on what I see i would go for...</p><p>1 Mana Flow</p><p>4 AGI</p><p>8 AGI Chronosiphoning (provided it works on epics and scales well)</p><p>4 WIS</p><p>8 STA Daydream (provided it works on Epics and scales well)</p><p>4 STA</p><p>4 STA Touch of Empathy</p><p>8 STA Emphatic Aura</p><p>8 STA Emphatic Soothing</p><p>Not sure for last one.</p><p> </p><p> </p><p> </p>

Mihos
02-20-2006, 08:23 PM
<div>I thought you could only choose one line?</div><div> </div><div>Mihos</div>

Pins
02-20-2006, 08:39 PM
<blockquote><hr>Mihos wrote:<div>I thought you could only choose one line?</div><div> </div><div>Mihos</div><hr></blockquote>You can take as many as you want, as long as you have the AA points to spend(max of 50 points to spend).

Fizwi
02-22-2006, 03:42 AM
Launch brought a new round of changes.  I'm really [Removed for Content] about mana flow.  There were a number of improvements however.<div></div>

WAPCE
02-22-2006, 04:05 AM
My god, it never ends... <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" />

Mobindi
02-22-2006, 04:44 AM
<div></div><p>I tried going to 10% power to actually see how the first AA works during the 30 mins Splitpaw was up.... didnt work:smileyindifferent:</p><p>Server dead now, so going bed. Have fun everyone.</p>

Belizarius
02-22-2006, 04:47 AM
<div></div><p>What they did to mana flow STINKS.  What a joke.  Why bother looking at test at all.</p><p>If it's useless they won't fix, and if we like something, they nerf it before it even gets to live.</p><p><a target="_blank" href="http://eqiiforums.station.sony.com/eq2/board?board.id=spells">Have your say</a>.</p>

Fizwi
02-22-2006, 05:17 AM
Right.  As it stands, now, you have to target a group member.  And then tap their mana.  VERY useful.<div></div>

ScamprinSlippy
02-22-2006, 06:26 AM
<div></div><p>the mana flow on live is garbage, i loved the one we had on beta up to the end, for helping out a buddy who was low on power.  it wasn't too powerful... and this new one is so lame i will probably forget I even have it.</p><p>there isn't a single sane chanter who wasnt pleased with the idea of the old mana flow, why completely ditch it?</p>

Azamien-Dermorate
02-22-2006, 07:18 AM
<div>I liked the idea of the last mana flow ... this new one sucks ... hell I couldnt get it to work till I read the description again and realized it had chanced since the last beta post ... very lame now</div>

Xalibur
02-22-2006, 07:49 AM
<div></div><p>as the game is not designed for enchanters, there will be no usefull ability as they most likley want to remove or at least be able to ignore the class. Not that they arent doing it since eq2 beta..</p><p> </p>

Sonorod
02-22-2006, 08:24 AM
<div>I don't get it.  Until this lame release, I've been an advocate of SOE knows what they're doing with enchanters...but then I see Mana Flow on live!  All day I've waited to get in and start using these new abilities.  I am so upset and frustrated.  This ability is absolutely worthless!  Do they even compare the starting ability for other classes?  Sorcerers for example get to summon a familiar that is always up (unless killed) and always provides bonuses.  On top of that, they can summon a specific one if they are using a different type of weapon!  What do we get?  Something that can only be used when at 10% power.  How often will that happen for a class that has more ways of restoring power than a book does pages?  I mean seriously.  And the power it provides?  We apparently siphon it from the enemy, but we have to use our own health?  If I want to siphon power, I have spells that do double the amount manaflow does EVERY 2 SECONDS!!  And for regen?  Transfer Essence, Adept III may cost more health over time, but it does only 3 less power in about the same amount of time.</div><div> </div><div>Absolutley worthless.</div><div> </div><div>I waited how long to get crap like this?</div><div> </div><div>So sad.  I think I'm starting to see why so many enchanters post about canceling their accounts.  I'm starting to see how we are getting negelcted.  As far as the other lines go, I may only pick AGI and WIS.  We can only max out 2 lines as it is (50 point cap) But I'm not even sure I want to max out any.  Are we the last thought before release?  Are they so afraid of unbalance that they have to give us absolute crap for these new abilities?</div><div> </div><div>Arg, gotta stop.  I turning into a flamer.</div>

Belizarius
02-22-2006, 08:36 AM
<p>Thinking Agi and Wis myself.</p><p>Much as it hurts to give up an offhand item, the overall casting haste should be quite impressive. Pulling aggro, and RSI, might be the problems :smileysurprised:</p><p>And Wis, mainly for the resist buffs.</p>

Junina
02-22-2006, 08:55 AM
can only call those AA laughable dont even want to get angry as iam allready fealing stupid enough with playing this class

MyChatBot
02-22-2006, 09:27 AM
<div></div>Beginning to get tired of this myself. I was originally a great defender of the class, but I see us just steadily getting whittled away. I can't help but think that they are terrified of a hardcore control class after EQ1 chanters, so they overreact every time they see a chanter solo a heroic mob.I didn't get all excited about KoS because I wanted to see how illusionists would fare. I see that we had a core spell altered, had a very promising AA ability nerfed to pretty much uselessness, and a few other abilities of minor interest, nothing at all that made me sit up and say HOORAY I picked illusionist and it was worth sticking it out!Sorry guys, I'm not seeing a homerun here for our class. The designers are evidently confused about what to do with illusionists, so they chip away without explanation or notice frequently and leave us to suck it up once again. Never have I seen one class so universally acknowledged as being the most hurting one in the game, and it's beginning to get trying.I also don't have the patience to roll another character. I can't go from min to max on another character again. If the illus class doesn't show some improvement, sooner or later I'll just send him to the long server sleep.<div></div><p>Message Edited by MyChatBot on <span class="date_text">02-21-2006</span><span class="time_text">08:31 PM</span></p>

Manyak
02-22-2006, 10:04 AM
<div>confused? no they know exactly what they r doing. or at least they think they do, imo.</div>

WAPCE
02-22-2006, 10:57 AM
I was poking around on my Provisioner Warlock, after giving up on making any serious progress after the 3rd server crash, and I almost fell out of my chair. Sorcerer achievements are ALL worthwhile! Sure, they have one or two that have lame weapon requirements and one that's a melee attack, but the vast majority are all excellent and useful. Who on earth chose these Enchanter AA's?

Sonorod
02-22-2006, 01:07 PM
<div></div><p>It would be nice if we could have some sort of round-table discussion with the developer(s) in charge of Enchanters.</p><p> </p><p>I realized after my above post that Mana Flow doesn't drain a mob, it drains a group members...why oh why would we want to do that?  I mean, what's the new joke going to be?  Don't invite the chanter, he'll suck your power if he's desperate enough for it...</p>

Lolthinae
02-22-2006, 01:41 PM
<div>I logged on this morning, up early to get a look around before heading off to work, got my first AA and happily opened the AA window. ACK!!!!!!!! I can now drain power from my group friends....... Why on earth would I want to do that? What use could that possibly be?</div><div> </div><div>I didn't even select it (well aware that eventually I'll have to, but.....), just logged off again and went to work early.</div><div> </div><div>How is that for exitement from the first encounter with the new expansion? /sigh</div>

Manyak
02-22-2006, 05:37 PM
<div></div><blockquote><hr>WAPCE wrote:I was poking around on my Provisioner Warlock, after giving up on making any serious progress after the 3rd server crash, and I almost fell out of my chair. Sorcerer achievements are ALL worthwhile! Sure, they have one or two that have lame weapon requirements and one that's a melee attack, but the vast majority are all excellent and useful. Who on earth chose these Enchanter AA's?<hr></blockquote>i was looking over sorc AAs also, and i CANT BELIEVE what they got. id trade our spell tree for that in a heartbeat.

Signal9
02-22-2006, 05:53 PM
<div></div><div></div><blockquote><hr>MyChatBot wrote:<div></div>Beginning to get tired of this myself. I was originally a great defender of the class, but I see us just steadily getting whittled away. I can't help but think that they are terrified of a hardcore control class after EQ1 chanters, so they overreact every time they see a chanter solo a heroic mob.<div></div><p>Message Edited by MyChatBot on <span class="date_text">02-21-2006</span><span class="time_text">08:31 PM</span></p><hr></blockquote><p>Perhaps now us old-timers aren't just whining because we're not uber?</p><p> </p><p>I am absolutely disgusted with the change to manna flow.  And to change it so drastically, and not even update the [expletive haxx0red by Raijinn] text of the ability is just plain insulting.</p><p> </p><p>Well tested, Sony.  Well tested.</p><p>Message Edited by Signal9 on <span class="date_text">02-22-2006</span><span class="time_text">07:54 AM</span></p>

Signal9
02-22-2006, 06:00 PM
<div></div><blockquote><hr>westor wrote:<div></div><div><p><font color="#ffffff"><span>I wanna swear. then bash my computer into pieces. I was looking forward to playing in </span><span>KoS</span><span>. Like, yay I will work my [expletive haxx0red by Raijinn] off for dire charm. an ae mez with 8 targets instead of 4. another uber stun. or a decent stun that hits an epic. ANYTHING that hits an epic. a mana pump(which we should have had long ago, and is the only AA i see that i would ever use often, and is our BASE aa). Now. I'm looking forward to laugh at all the idiots that still play enchanter 60+  I love playing my coercer. He is a bad mother and i own with him as i can solo like almost no other class i've seen besides possibly a very talented ranger.  But when i read through these AA's. What can i do besides laugh? I'm on vent right now and reading these to my friends and they are laughing their azzes off.</span></font></p><p><span><font color="#ffffff"></font></span> </p><p><span><font color="#ffffff">2 HUGE issues.</font></span></p><p><span><font color="#ffffff"></font></span> </p><p><font color="#ffffff"><span>1) What drug addict thought these up? MELEE? DID THEY GIVE US MELEE AA'S? FOR THE LOVE OF GOD TELL ME I'M WRONG!!! Whoever thought these up sure as shiz dont play an enchanter. Or maybe they do, because i know like 4 or 5 good enchanters on my server. The rest I refuse to group with. Maybe its one of those worthless idiots that dont understand the class that has been commissioned to do our AA trees. ALL ENCHANTERS SHOULD BOYCOTT </span><span>KOS</span><span> UNTIL THEY ACTUALLY THINK THROUGH THIS INSTEAD OF PULL SOMETHING OUT OF THEIR BACKSIDE TO KEEP US PAYING OUR BILLS. oh my god. i'm [Removed for Content]. i'll admit it. i'm [Removed for Content] and laughing like hell. what have you done to us sony. WHY? The only AA I would consider anything more than just another "fun spell" would be the mana pump, which as stated before, we should have had at lvl 20. Okay. anyone who doesnt admit that this is pathetic, sucks at enchanter and doesnt understand the class. or plays another class and is just happy they didnt get stuck with this BS. BOYCOTT!!!!</span></font></p><p><span><font color="#ffffff"></font></span> </p><p><span><font color="#ffffff">2) Okay. Sony you are a bunch of lazy [Removed for Content] and you dont fool us.  People choose 1 class over the other(coercer(charm) vs illusie(pet)) and obviously there are other differences. But we chose our specific class for a reason.  Why on gods green earth cant you morons understand that things should be specific. They did such a good job on the AA's for EQ1. Everyone was happy, everyone loved it, save the people who were too lazy to work for them. IT MADE SENSE.  NOW.... i share ALL my AA's with an Illusie when we are 2 different classes..... Normally I would be ranting about the fact an illusie gets dire charm, when we are the charm class. but there is no dire charm. or we have to share an uber stifle when you should give us stun or stifle and them the other. but there is no uber stun/stifle.  Or give us an uber agro spell and them an uber haste/dps spell.  THERE ARE SO MANY GOOD IDEAS YOU COULD HAVE IMPLEMENTED AND MADE FAIR.....   NOW, i have to melee to stifle?!?!?!?!? god. you did such a terrible job from top to bottom it just makes me shake my head. TERRIBLE. JUST... PLAIN..... BAD....  When other classes are coming on our board and making fun of our AA's or laughing in game that the AA system sucks, but not as bad as it sucks for enchanters.... it should be obvious as day and night that you F'd us. WHO MADE THESE??? I WANT NAMES!!! PUT THEM IN FRONT OF ME SO I CAN SEND THEM HOME LIMPING AND CRYING.</font></span></p><p><span><font color="#ffffff"></font></span> </p><p><span><font color="#ffffff">I have a lvl 60 zerk as well as my lvl 60 coercer. The zerks stuff makes sense here and there. Somethings are worthless but whatever, at least some make me want to get them, and I will get those. I wont be ranting on the zerk board. I expect some answers. its like a sick joke to us. and we aint laughing except out of pity for YOUR, SONY'S, incompetence.</font></span></p><p><span><font color="#ffffff"></font></span> </p><p><span><font color="#ffffff">I've never complained on forums. I've never complained in game. My coercer is badass and i like everything about him(Except for the fact you screwed us over on LU19 regarding PVP, but thats another story)  BUT THIS BS... I couldnt stay quiet about this. you guys just did a remarkably terribly awfully bad job.  if you want any ideas i'll give you 50 of them. and every single one of them will be better than these.</font></span></p><p><span><font color="#ffffff"></font></span> </p><p><span><font color="#ffffff">You screw up our reactives and we learn how to use them in a way that actually makes raiding fun. You take that fun away.</font></span></p><p><span><font color="#ffffff">You screw up our AA's. You dont let us hit epics for jack. You dont give us anything but mez(which you gave to like 10 different classes) and regen(which you gave to at least 6 different classes in various forms, spell/song/summoned items). WHAT DID WE DO TO YOU GUYS? All we want to do is be given a fair chance at having fun.  What person in their right mind would play an enchanter over a bard at this point. Only the newbs that dont know what they are getting into.  Whoever is in charge of enchanter development should be fired and kicked in the [expletive haxx0red by Raijinn] on their way out the door….</font></span></p></div><hr></blockquote><p>Now THAT is someone that is still passionate about this game, and this class.</p><p> </p><p>Unfortunately, the passion is gone for me.  This should be worrisome.</p>

dpizzle4
02-22-2006, 10:19 PM
I have been playing since November 24th and i feel exactly the same! I dont understand what they possible expect us to do with these abilities? become a meleeing cloth class? draining mana from our team members? sounds detrimental to the team to me!Dankronic named nerfed to Darkillusion60 Illusionist KithicorThe Illuminati<div></div>

Azamien-Dermorate
02-23-2006, 12:46 AM
<div></div><blockquote><hr>Mobindi wrote:<div></div><p>I haven't seen many illusionists complaining yet... just mild amusement at the so called "usefulness" of our AAs.</p><p>Guess we will have to wait till the release, and let the majority test them out, might be then when we'll hear an outcry.</p><hr></blockquote>Well its live now and we are complaining!

Mobindi
02-23-2006, 01:14 AM
<div></div><blockquote><hr>Azamien-Dermorate wrote:<div></div><blockquote><hr>Mobindi wrote:<div></div><p>I haven't seen many illusionists complaining yet... just mild amusement at the so called "usefulness" of our AAs.</p><p>Guess we will have to wait till the release, and let the majority test them out, might be then when we'll hear an outcry.</p><hr></blockquote>Well its live now and we are complaining!<hr></blockquote><p>Too right we are! I'm still mildly amused at the choices we got, ie. no choice really.</p>

Pogball
02-23-2006, 06:22 PM
If SoE were a pet owner the RSPCA would have taken illusionists away from them for cruelty.I am away over the KoS launch and feel glad of it. When i get back to playing i'll be playing my bard more - i'd like to lvl to 70 but cba. Its not worth the effort with all the crap we get.<p>Message Edited by Pogball on <span class="date_text">02-23-2006</span><span class="time_text">05:24 AM</span></p>

Manyak
02-23-2006, 08:15 PM
<div>today i managed to get chronosiphoning, [expletive haxx0red by Raijinn]ing uber!</div><div> </div><div>then after a while i noticed something. i was spending more mana to kill the same mobs. somehow that shouldnt be right. anyway i started trying out killing mobs with and without using it, and i noticed something [expletive haxx0red by Raijinn]ing [expletive haxx0red by Raijinn]......when i used it, i would get maybe 1 or 2 procs off of my godking staff the whole fight. and if i didnt use it, i would get like 6 or 7.</div><div> </div><div>seems like the chance for a spell to proc is determined the same way melee procs are too, off the casting time of the spell. and with most of our DPS based on procs from dynamism, the godking staff, and troubadors aria, looks like getting any of the spell hasting skills might actually hurt our dps.....making us even more useless for raids (the ones we get only affect casting timers, not recast timers)</div><div> </div><div> </div><div>soon im gonna do some proper testing on it just to be sure.</div>

Pins
02-23-2006, 08:23 PM
<blockquote><hr>DaMutation wrote:<div>today i managed to get chronosiphoning, [expletive haxx0red by Raijinn]ing uber!</div><div> </div><div>then after a while i noticed something. i was spending more mana to kill the same mobs. somehow that shouldnt be right. anyway i started trying out killing mobs with and without using it, and i noticed something [expletive haxx0red by Raijinn]ing [expletive haxx0red by Raijinn]......when i used it, i would get maybe 1 or 2 procs off of my godking staff the whole fight. and if i didnt use it, i would get like 6 or 7.</div><div> </div><div>seems like the chance for a spell to proc is determined the same way melee procs are too, off the casting time of the spell. and with most of our DPS based on procs from dynamism, the godking staff, and troubadors aria, looks like getting any of the spell hasting skills might actually hurt our dps.....making us even more useless for raids (the ones we get only affect casting timers, not recast timers)</div><div> </div><div> </div><div>soon im gonna do some proper testing on it just to be sure.</div><hr></blockquote>Hrm, I keep making mentions of the whole spell proc situation on any thread where they mention they're changed procs, yet they completely ignore it. Though I think I'll go test it, because with the lag on the servers, I don't care about leveling anymore.Oh, and Mana Flow got "fixed" into working against enemies now.

Fizwi
02-23-2006, 10:46 PM
I don't really see how this can possibly hurt our DPS.  Procs are scaled to generate the same amount of procs over time, regardless of weapon (and apparently casting) speed.  So over the course of a minute of chain-casting, you'll see the same number of procs regardless of whether you can squeeze out 30 spells or 40.  And you'll certainly be doing more DPS casting 40.The only issue, I suppose, is that you're running out of things to cast, and thus can't generate the chain-casting that's optimal.  If you're only managing 30 casts per minute either way, then yeah, you're not going to see as many procs when under spell haste.  But I should hope that the haste lets you get more off.<div></div>

Lolthinae
02-23-2006, 11:37 PM
<div></div><p><strong>3.  Dream <font color="#33ccff">Barrier </font></strong><font color="#ffffff">-- <font color="#33ccff">+80ish to all spell resists per rank -- no longer extra buff to mental</font></font><font color="#ffffff"></font><font color="#ffffff"></font></p><p><font color="#ffffff">Looking at the options tonight, I'm pretty certain this one now gives us +87 magic resist only, no other resists are raised, and that it's for the chanter only, not for the group.</font></p><p><font color="#ffffff">As a raider, I really have no idea which way to go here. A coercer who often ends up in the MT group can make some use of the STA line - reducing threat to non-fighters and increasing healer's crit chance, but being in a DPS group, more often thatn not, I have no healer in my group. Yes, the hate reduction would still be uselfull, but being able to reduce threat of DPS by a max of 6.4% (for the price of 20 AA points) seems like poor value for my money.</font></p><p><font color="#ffffff">The only specific role I have on raids (other than providing crack) is to handle the very occasional need for CC. So I might try the WIS line. Being able to soothe mobs could come in handy - if it is ever required. Somehow I doubt it will be. Sneaking a raid force of 24 people past a soothed mobs in 10 seconds is propably not feasibly. I bet it will be much easier just to kill it, as we've done till now. Charming a mob for 16 secs, is not likely to be part of our strategy, and having that ability as an emergency meassure is kind of off-set by a 3 secs cast timer.</font></p><p>The agility line will allow me to cast fater, but as it is, on epic mobs I run out of spells to cast because the choices are so few and the recast time is so long. Being able to cast those spells faster, will just mean I'll spend more time looking a my spellbars for something to actually cast.</p><p><font color="#ffffff">STR is off the table from the start, so that leaves me with INT, which may increase my DPS by a bit. But then again, I didn't enroll an illusionist because I wanted to do DPS.</font></p><p><font color="#ffffff">I need advice here. What are the rest of you raiding illusionists thinking, how can we make the best of these limited choices?</font><font color="#ffffff"></font></p>

merkla
02-23-2006, 11:54 PM
<div></div><p>i am confused as you...</p><p>i keep reading AAs and cant  find a good path to maximize out</p>

Azamien-Dermorate
02-24-2006, 12:30 AM
<div></div><p>Personally I dont think spending all your points in one path is going to be the best option for most chanters.</p><p>Spending some points in serveral lines gives you a varitity of ablities and skill sets.</p><p>I suspect that the choises will greatly depend on play style and your personal vison of our class.  I mean you can pick damage (spell), agro control, spell haste, or melee procs/debuffs, ect.     None of the choises seem clearly better then the others especially with some of the limitations with respect to the equipment you must have equiped in particular slots, built into them (which will hopefully get changed and/or removed). </p><p>A very viable option for some will be just to spend points on the stat increases for each stat.   </p>

Azamien-Dermorate
02-24-2006, 01:28 AM
<div></div><div>This is my tenative list on what I am thinking of doing for my character  (descriptions taken from beta prior to release so keep that in mind.  ) My plan for where I will spend my points are in <font color="#ff0000">RED </font>as well as my comments for each stat line.</div><div> </div><div>Entry AA:Mana Flow -- Transfers 4 mana/sec to a raid/group friend, costs the enchanter 3 mana/sec. Lasts until cancelled. Working.<span>Manditory <font color="#ff0000">1 point spent</font></span>STR Line -- focuses on melee/debuffing<span><font color="#ff0000">points spent cause I am a weekling and easly encumbered espcially under rez effects (or after getting to much coin.. and getting 1k+ copper isnt hard to do from looting mobs)</font></span>1. Spellblade's Strength -- increases STR by 8 per rank <font color="#ff0000"><span>2 points</span></font>2. Spellblade's Counter -- a quick dagger attack that interrupts the target -- 95-159 at app4, 15 sec recast3. Spellblade's Retort -- 1% chance per level to riposte frontal attacks, parry from all other quadrants4. Quickening -- gives the chanter a chance to double attack, and raises melee crit chance -- 3% per rank5. Counterspell -- Debuff, prevents the next damage spell that targets you. 30 sec duration, 1 min recast.AGI Line -- focuses on quick casting -- abilities 2-5 all require an empty offhand<span>points spent for #2 for the mob debuff (hope it works on epics) and for spell haste</span>1. Chronomancer's Agility -- increases AGI by 6 per rank <font color="#ff0000"><span>4 points</span></font>2. Chronosiphoning -- casting-time drain, effectively. At app4, raises target's casting times by 21%, while lowering yours by the same amount. 30 sec duration, 30 sec recast, .5 sec cast. <font color="#ff0000"><span>4 points </span></font>3. Chronomotion -- lowers global cooldown by .025 sec per rank (weaksauce!) <font color="#ff0000"><span>4 points</span></font>4. Chronology -- 1.1% spell haste per rank<font color="#ff0000"><span>4 points</span></font>5. Perpetuality -- Each spell you cast speeds your next few casts by 12%. Stacks up to 5 times, effect expires if no spell is cast for 3 sec. No longer bugged...however, spell haste caps at 50%, so after 4 procs this wouldn't add anything (3 if chronosiphoning is up)STA Line -- focuses on aggro management<font color="#ff0000"><span>points spent for hate gain decreese, putting the chips in that this is going to be effective enough to be worth the points spent. Controlling agro would atleast give me something to do on raids a little more.</span></font>1. Empathic's Stamina -- increases STA by 5 per rank <font color="#ff0000"><span>4 points</span></font>2. Touch of Empathy -- reduces threat of target ally towards their target by 776 at app4. 30 sec recast. Requires a 1hb equipped.<span> <font color="#ff0000">4 points</font></span>3. Empathic Aura -- passive group buff -- increases group's crit heal chance by 1.7% per rank (includes power heals). <font color="#ff0000"><span>4 points</span></font>4. Empathic Soothing -- Decreases hate-gain of non-fighters in the group by .8% per rank <font color="#ff0000"><span>8 points</span></font>5. Sever Empathy -- target encounter can't "call for help"...i.e. will become non-social. Does not effect epics.WIS Line -- focuses on crowd control1. Dreamweaver's Wisdom -- increases WIS by 7 per rank2. Daydream -- Soothes target, 10 sec duration, 1 min recast, boo...requires a symbol in secondary, duration increased per rank3. Dreamweaver's Armor -- +80ish to all spell resists per rank (+160 for mental)4. Dreamweaver's Trance -- +4.5 subjugation and focus skill per rank5. Hypnosis -- Charm, nerfed again -- now 4 sec cast, 12 sec duration, 1 min recastINT Line -- focuses on damage<font color="#ff0000"><span>with the increase in level limit the int cap goes up. since they still havent fixed it the issuse where I level up and my int stays the same my damage goes down figured an extra boost in int makes it that much easier to get to and stay at the cap</span></font>1. Savant's Intelligence -- increases INT by 4 per rank <span><font color="#ff0000">8 points</font></span>2. Nullifying Staff -- combat art -- inflicts 150-278 damage and decreases mental and magic mitigation by 528 for 36 seconds, 45 sec recast -- additional ranks improve damage and debuff -- 2h staff only3. Savant's insight -- 1% chance (per rank) every time you're damaged to become immune to interruption for 2.5 sec4. Savant's Channeling -- +1.5% crit chance per rank (no longer buffs disruption)5. Volitile Magic -- when under 25% power, your damage spells are 25% more damaging</div><div><hr></div><div> </div><div>This leaves me with 47 points spent and 3 left (if I counted correctly) depending on the gear upgrades and how my stats look I could spend those points on either more str or sta or wis ... ... nothing else that I am really intersted in (spell crits would be fun but noth worth the expenditures of points imo).  As you can see I spend zero points in any of the so called 'mastery' skills and its the 8 point requirement that steers me away from those.  None of them (other then the int mastery : Volititle Magic) seem to be that intersting to me</div><div> </div><div>I have earned 3 points so far and got Mana Flow ([expletive haxx0red by Raijinn] junk as it is now) and spent two points in sta so far.  4th point is coming soon so</div>

Dr_Cyr
02-24-2006, 04:05 AM
<div><span><blockquote><hr>Azamien-Dermorate wrote:<div></div><div>This is my tenative list on what I am thinking of doing for my character  (descriptions taken from beta prior to release so keep that in mind.  ) My plan for where I will spend my points are in <font color="#ff0000">RED </font>as well as my comments for each stat line.</div><div> </div><div>Entry AA:Mana Flow -- Transfers 4 mana/sec to a raid/group friend, costs the enchanter 3 mana/sec. Lasts until cancelled. Working.<span>Manditory <font color="#ff0000">1 point spent</font></span></div><div>....I have earned 3 points so far and got Mana Flow ([expletive haxx0red by Raijinn] junk as it is now) and spent two points in sta so far.  4th point is coming soon so</div><hr></blockquote>Shame they screwed up the entry AA.</span></div>

Manyak
02-24-2006, 05:08 AM
<div></div><blockquote><hr>Fizwick wrote:I don't really see how this can possibly hurt our DPS.  Procs are scaled to generate the same amount of procs over time, regardless of weapon (and apparently casting) speed.  So over the course of a minute of chain-casting, you'll see the same number of procs regardless of whether you can squeeze out 30 spells or 40.  And you'll certainly be doing more DPS casting 40.The only issue, I suppose, is that you're running out of things to cast, and thus can't generate the chain-casting that's optimal.  If you're only managing 30 casts per minute either way, then yeah, you're not going to see as many procs when under spell haste.  But I should hope that the haste lets you get more off.<div></div><hr></blockquote><p>without using chronosiphoning, godking weapon would proc enough that its buff icon would never leave the spell effects bar. with chronisiphoning at app 2, that buff always gets to the point where it starts flashing im just waiting to upgrade that spell a bit more before parsing and testing it, just so that it makes a big enough difference to really show on a parser if it is the case.</p>

Woodcraft
02-26-2006, 12:14 AM
Released version<a target="_blank" href="http://members.shaw.ca/I33/achievements.htm">http://members.shaw.ca/I33/achievements.htm</a><div></div>

Pins
02-26-2006, 12:19 AM
<div></div><blockquote><hr>Woodcrafter wrote:Released version<a target="_blank" href="http://members.shaw.ca/I33/achievements.htm">http://members.shaw.ca/I33/achievements.htm</a><div></div><hr></blockquote>Abilities don't scale like passive abilities.  You will not be having a -5208 threat reducer at rank 8.  Nor will you have a 2k melee attack or a -4.2k mental debuff.  I think each rank only increases it by about 10-15% from the previous rank on abilities.

WAPCE
02-27-2006, 08:17 PM
Here's the screenshots I took as of yesterday. There's nothing wrong with the ones posted above, I just like being able to flip between lines in browser tabs.<a target="_blank" href="http://home.comcast.net/~axp696/enchanter-1_entry.jpg">Achievement tree and entry achievement</a><a target="_blank" href="http://home.comcast.net/~axp696/enchanter-2_STR.jpg">STR line</a><a target="_blank" href="http://home.comcast.net/~axp696/enchanter-3_AGI.jpg">AGI line</a><a target="_blank" href="http://home.comcast.net/~axp696/enchanter-4_STA.jpg">STA line</a><a target="_blank" href="http://home.comcast.net/~axp696/enchanter-5_WIS.jpg">WIS line</a><a target="_blank" href="http://home.comcast.net/~axp696/enchanter-6_INT.jpg">INT line</a>

Azamien-Dermorate
02-27-2006, 11:17 PM
<div></div><blockquote><hr>Pinski wrote:<div></div><blockquote><hr>Woodcrafter wrote:Released version<a target="_blank" href="http://members.shaw.ca/I33/achievements.htm">http://members.shaw.ca/I33/achievements.htm</a><div></div><hr></blockquote>Abilities don't scale like passive abilities.  You will not be having a -5208 threat reducer at rank 8.  Nor will you have a 2k melee attack or a -4.2k mental debuff.  I think each rank only increases it by about 10-15% from the previous rank on abilities.<hr></blockquote><p>Pinski is correct!</p><p>Touch of Empathy at rank two is a reduction of 828 hate.  Rank 3 is 872.   even at Rank 8 its not scaling to go to 5208 threat reduction .</p>

WAPCE
02-28-2006, 01:17 AM
Does the resistability of AA spells (thinking of Chronosiphoning, specifically) increase as they go up in rank, or only the effects? I did a search, but no direct answer easily found.<p>Message Edited by WAPCE on <span class="date_text">02-27-2006</span><span class="time_text">03:18 PM</span></p>

Pins
02-28-2006, 01:29 AM
<blockquote><hr>WAPCE wrote:Does the resistability of AA spells (thinking of Chronosiphoning, specifically) increase as they go up in rank, or only the effects? I did a search, but no direct answer easily found.<p>Message Edited by WAPCE on <span class="date_text">02-27-2006</span><span class="time_text">03:18 PM</span></p><hr></blockquote>I am pretty sure the resistability goes up as well.

Manyak
02-28-2006, 10:52 AM
<div>the resistability of chronosiphoning does go up, and im sure the others do as well</div>

WAPCE
02-28-2006, 08:32 PM
<blockquote><hr>DaMutation wrote:<div>today i managed to get chronosiphoning, [expletive haxx0red by Raijinn]ing uber!</div><hr></blockquote>Back to this discussion for a second, how useful is Chronosiphoning going to be as a debuff? I was under the impression that most NPCs cheated on a lot of things to make them tougher, including greatly reduced casting times and the ability to cast without power. Does the debuff, along with the decrease in casting time, really make up for losing a symbol?Also, are people playing without a symbol equipped all the time, or are we macro-ing unequipping and equipping a symbol 3 seconds later while maintaining the siphoning effect (if it does maintain)?

Pins
03-01-2006, 04:41 AM
<div></div><blockquote><hr>WAPCE wrote:<blockquote><hr>DaMutation wrote:<div>today i managed to get chronosiphoning, [expletive haxx0red by Raijinn]ing uber!</div><hr></blockquote>Back to this discussion for a second, how useful is Chronosiphoning going to be as a debuff? I was under the impression that most NPCs cheated on a lot of things to make them tougher, including greatly reduced casting times and the ability to cast without power. Does the debuff, along with the decrease in casting time, really make up for losing a symbol?Also, are people playing without a symbol equipped all the time, or are we macro-ing unequipping and equipping a symbol 3 seconds later while maintaining the siphoning effect (if it does maintain)?<hr></blockquote>They don't actually cheat on their normal abilities.  Though it's useless vs. melee because 0.2s casting time slowed down, is nothing.  Most innate abilities are instant cast as well.

zit
03-01-2006, 01:00 PM
<div></div><p>do innate abilities and AoE of epics count as "spell cast" ?</p><p>does Counterblade counter them?</p>

Fizwi
03-01-2006, 03:10 PM
<div><span><blockquote><hr>zitha wrote:<div></div><p>do innate abilities and AoE of epics count as "spell cast" ?</p><p>does Counterblade counter them?</p><hr></blockquote>A.) this ability was added <b>after </b>beta, and thus untested (previous similar abilities were bugged on beta)B.) no one on Live has enough points to buy itC.) no one in their right mind would spend 24 AAs down the STR treeTherefore, I suspect that this answer will remain one of life's greatest mysteries...Is the Universe expanding?  Is there a God?  What the heck does Counterblade really counter?</span></div>

Pins
03-01-2006, 07:19 PM
<blockquote><hr>Fizwick wrote:<div><span><blockquote><hr>zitha wrote:<div></div><p>do innate abilities and AoE of epics count as "spell cast" ?</p><p>does Counterblade counter them?</p><hr></blockquote>A.) this ability was added <b>after </b>beta, and thus untested (previous similar abilities were bugged on beta)B.) no one on Live has enough points to buy itC.) no one in their right mind would spend 24 AAs down the STR treeTherefore, I suspect that this answer will remain one of life's greatest mysteries...Is the Universe expanding?  Is there a God?  What the heck does Counterblade really counter?</span></div><hr></blockquote>Sooo true. I am really tempted once I get the points to get a final AA, that I may actually burn points down there when I start raiding to see what the hell it does vs. epics.

Manyak
03-01-2006, 10:54 PM
<div></div>if we could actuallly PREVENT epics from aoeing like that, id so [expletive haxx0red by Raijinn] myself, and then go recruit another enchanter or 2 <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />

Pins
03-01-2006, 11:11 PM
<blockquote><hr>DaMutation wrote:<div></div>if we could actuallly PREVENT epics from aoeing like that, id so [expletive haxx0red by Raijinn] myself, and then go recruit another enchanter or 2 <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /><hr></blockquote>True that, but who's willing to do it? Anybody?

Sonorod
03-02-2006, 12:28 AM
<div></div><blockquote><hr>Pinski wrote:<blockquote><hr>DaMutation wrote:<div></div>if we could actuallly PREVENT epics from aoeing like that, id so [expletive haxx0red by Raijinn] myself, and then go recruit another enchanter or 2 <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /><hr></blockquote>True that, but who's willing to do it? Anybody?<hr></blockquote><p>I seriously considered it in an effort to assist the raids but think...</p><p>It lasts for only 10 seconds...</p><p>You'd have to be really sure that the very next thing the mob did was his AOE, and in those 10 seconds...and assuming it wasn't resisted the first time.</p><p>This is assuming it would even prevent such a thing.  And if it works on abilities, combart arts and the like, it would absorb those instead of the aoe if done in those 10 seconds.</p><p>Since it's an 8 point achievement, there aren't any upgrades so the duration and resistability will always be the same.</p><p>Not worth it really but if you wanted to try, the first /respec of you AA's only costs 1sp so I read.</p>