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Dragonslayer810
02-09-2006, 05:27 AM
<div>Hey all was wondering if any of the people that played on beta could shoot us some info on our new spells and AA line.</div><div> </div><div>Thanks</div>

Adun
02-09-2006, 05:46 AM
This is some info one of my guildmates posted on our fourm (who got it from the beta forum). They need some fine tuning but looks promising.Base AbilityPossess Minion - Allows caster to take control of targetI'm not exactly sure what this is implying. Is it to allow us to fine-control what combat arts our pets use? Does it make the player the pet and the pet the player? Currently no prose text and doesn't function properly anyway.Strength PathStrength - Increases STRRitual Stab - Inflict damage on target, heal pet and pet's power, requires daggerAugment Defenses - Increase base DefenseWild Power - Increase Damage Spell Crit ChanceImplode - Sacrifice your pet, all enemies near your pet suffer damage and your spellcasting is briefly hastened.Ritual stab is a good idea, but I know of very, very, very few Summoners that equip daggers over wands or staves. Wild Power is very good and I can see a lot of players wanting it.Implode on the other hand, I can't see as many people even wanting to use because of the potential aggro issues it will generate (killing pet, plus the PBAE associated with it). I'd personally probably use Sacrifice instead of Implode as a Conjuror.Agility PathAgility - Increases AGIDistracting Strike - Increases aggro generated by air or shadow pet.Agile Minion - Grants additional chance for air or shadow pet to avoid attacks based on pet's master's avoidance.Hasten Minion - Increases attack speed of air or shadow pet.Sudden Strike - Your pet teleports to target enemy.I can't see anyone wanting Distracting Strike; it's hard enough to keep aggro off of the scout pets as it is, especially once you hit 50 and get Blazing Presence (as a Conjuror). Agile Minion will help slightly when the pets pull aggro, but Summoner avoidance is terribly low as it is, and the low chance of Agile Minion even firing greatly offsets the usefulness. Hasten Minion will be a good DPS boost on top of existing haste abilities.I can't see any practical use for Sudden Strike, especially as an 8-point ability.Stamina PathStamina - Increases STAShockwave - Grants tank pet the ability to cast a PBAE knockdown and stun.Protective Minion - Grants player a chance to intercept damage intended for the tank pet.Protect the Master - Transfers some hate generated by the summoner to the tank pet.Unflinching Servant - Your pets power pool is reduced to 0, your pet is immune to AoE spells that do not directly target it.Definitely the soloer's path. I can see Shockwave being a very potent aggro tool (and maybe a bit overpowered if it lands on every single melee hit?), and Protect the Master as a very powerful means of killing stuff as well. Protective Minion, the way it's worded now it shows the Summoner as taking damage intended for the pet; it should be the other way around.Unflinching Servant, I like the pet being immune to AoE attacks, but reducing the power pool to 0 is a bit extreme, unless the pet's power pool returns to its previous level once Unflinching Servant ends.Wisdom PathWisdom - Increases WISHealth Siphon - Drain's pet's hit pointsAugment Health - Increases max hit pointsPower Siphon - Drains pet's hit points for powerEmpathy for the Master - You prevent your pet from taking damage by spending power directly from your power pool whenever they take damage.I can see Necromancers wanting this path a lot more than Conjurors, and also raiders will want this more than non-raiders. Both Health Siphon and Augment Health scream Necromancer to me. Power Siphon seems like a carbon copy of the Instant Vim line.I can't see Empathy for the Master being all that useful, if the damage-to-power ratio is 1-to-1 instantly (ie: pet takes 1000 damage, you heal it for 1000 damage at a cost of 1000 power). However according to the description it's a reactive heal whenever the pet takes damage as opposed to 1-to-1 instantly; if it's like the description says, I can see it being useful in a group situation. Perhaps the wording could use some work to clarify?Intelligence PathIntelligence - Increases INTMagic Leash - Roots pet and increases magical pet's damage spell crit chanceMinion's Warding - Increases magical pet's all-magic mitigationArcane Minion - Increases spell casting time and attack speed of magical pet?Empower Servant - Your Sorcerer pet instantly replenishes 50% of the power of any spell they cast. Some of the power conserved is converted into a heal for your pet.As pointed out above, since pets do not mitigate damage, the mitigation that Minion's Warding provides is all but useless. Magic Leash is a god-send for Mage-pet users; I can see this becoming a quick favorite ability. Arcane Minion's description seems...off. Is it supposed to be a spell casting haste, or a spell casting slow, or what? Also, the attack speed bonus is all but useless for a Mage pet when Magic Leash is in effect.Empower Servant is another godsend for the Mage pets, and again will quickly become a favorite.General FeedbackThe STA line will be a favorite for soloers and small groupers that use the tank pet.The INT line will be a favorite for groupers that use the caster pet heavilyThe AGI line will be a favorite for scout pet users (but much less so than the previous two).The WIS line will be a big favorite for Necromancers as well, and less so for Conjurors in my opinion. It will also be a favorite for raiders, and less so for non-raiders.The STR line will easily become the least favorite, with Wild Power being the most useful ability out of the whole bunch.

Dragonslayer810
02-09-2006, 06:04 AM
<div></div><p>Thanks very detailed, i really like the AAs to the mage pet other then that i dont know about the other lines.</p><p>Any info about spells...and conj hat?</p><p>Thanks again!</p>

AbsentmindedMage
02-09-2006, 06:04 AM
That is interesting about the dominate minion.  We can see they have already made the dynamics for a player to be  represented by a different avatar in the arena.   Perhaps, this dominate minion will root the player and let them control the minion's actions like you control the actions of the champions in arena.<div></div>

Banditman
02-09-2006, 06:12 AM
<div></div>That is the intention, though the functionality is currently . . . not functional.

Adun
02-09-2006, 06:14 AM
BigRon just posted some info at the ST: http://eq2.eqsummoners.com/viewtopic.php?t=2623

Xalmat
02-09-2006, 07:10 AM
BTW, grats for copy/pasting me without giving me due credit...

Lader
02-09-2006, 07:11 AM
<div>the spells are basically just upgrades from t6. There are some other ones, that I'll let Xalmat post in the excellent way that he does.</div>

Xalmat
02-09-2006, 07:23 AM
Actually I'm kind of lazy, lol. But you can check out the list <a href="http://eq2.eqsummoners.com/viewtopic.php?p=22765#22765" target="_blank">here</a>

Adun
02-09-2006, 07:24 AM
<blockquote><hr>Xalmat wrote:BTW, grats for copy/pasting me without giving me due credit...<hr></blockquote><blockquote><hr>Adunas wrote:This is some info one of my guildmates posted on our fourm (who got it from the beta forum).<hr></blockquote>I clearly stated this was not my (nor my guildmates) material.Personally I guessed it was you or Bigron but without being in Beta I didn't know which.

Xalmat
02-09-2006, 07:30 AM
Fair enough.

Romka
02-09-2006, 08:03 AM
You can find full info about summoner AAs in Rizaz' post <a href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=30&message.id=17498" target="_blank">here</a>.<div></div>

Romka
02-09-2006, 08:22 AM
Since conjurors that are in beta are too lazy to post something, here is pic of 65lvl conj spell (unique spell), ad1 quality.<img src="http://www.eversor.com/public/conj65.gif">P.S.I will post Conj / Necro pets screens some time later when I get home. All of them - app/ad/m version.<div></div>

Koehianna
02-09-2006, 09:01 AM
<div></div>So the 5 paths you can take for AA advancement is strength, intelligence, wisdom, stamina and agility. Are you able to take all 5 or just 1?

Xalmat
02-09-2006, 11:40 AM
You have a maximum of 50 points you can divert into Achievement. You will not be able to have more than 50, so it forces you to decide what you want and what you don't.At the most, you can have two of the final abilities, with one point to spare however you want. Or you can divert all points into a single path, leaving nine spare points. Or, you can take one final ability and leave 25 points to divert how you want. Or you can divert them evenly into each tree and have <i>no</i> final abilities. Etc, etc.

Fayline Fyrecat
02-09-2006, 11:42 AM
<div></div><p>ChaosUndivided explained it well in a post in the expansion forum:</p><p>There are 50 levels of advancement in the system and you are awarded one achievement point for each achievement level. Each Achievement skill tree has a starter ability and 5 'branches' containing 5 achievement abilities each. The starter ability costs 1 point and may not be upgraded but unlocks the 5 branches beneath it. The first 4 abilities in each branch cost 1 point per rank and you will gain access to the next ability in the line once you have 4 points invested in the ability above it. These may all be raised to a total of 8 ranks. The final ability in each branch costs 8 points to purchase and may not be upgraded beyond the first rank. With a maximum of 50 points you should be able to spend 4 points in all of the standard abilities in any 2 separate branches and have 2 of the final abilities or you could specialize heavily in one branch and take all of those skills to 8 ranks (with a few points to spare)</p><p>Thread is titled "Advancements Explained," there's other good info there too.</p>

SilkenMaid
02-09-2006, 10:39 PM
<div></div><p>mmm I am guessing this explains the pet nerfs in other posts happening, with AA's the pets would become to powerful otherwise. Darn! :womanwink:</p><p>Thanks for the information above..it is very much appreciated.:womanvery-happy:</p><p><em><strong><font color="#ff66ff">* Silkwind-Runnyeye *</font></strong></em></p><p><em><font color="#ff99ff" face="Garamond">Suffering from...</font></em></p><p><em><font color="#ff99ff" face="Garamond">[Signature-Clueless]</font></em></p>

Shardrael
02-10-2006, 05:59 PM
<div></div>wow that planar shift looks freaking insane

matsumuri
02-16-2006, 11:58 PM
It's funny, I've been reading as many of the AA threads dedicated to Conjurors as I can.  And everyone seems to think the Agility one is rather useless.  But I just disagree.  Having the ability to teleport my Scout pet, instantly, to a target and then teleport him back to me (the way Bruisers can) just seems like the ultimate upgrade in pulling.I know that when the Scout pet is out, it's b/c you're grouping, and therefore should have a Tank doing the taunts and pulls.  But we all know we've been in situations where something needs to be pulled that the tank can't always get at for some reason.  In situations like that, the Scout pet can teleport-pull the aggro.  Then the tank will have plenty of time to Taunt and Taunt as the aggro comes running over from whereve the Scout pet just 'pulled' them from. In the past, doing a move like this could sometimes make 2/3rds of the Scout pets health diminish from back blows as he ran back, pulling the mob.  Now, with the teleport AA, the chances for a highly successful pull, that will give the group's tank more than enough time to jump in and 'steal' the aggro back... is completely ideal. For me, this one spell makes the Agility line totally worth it.<div></div>

Fayline Fyrecat
02-17-2006, 12:23 AM
<div></div><div><blockquote><hr>intrloper9 wrote:Having the ability to teleport my Scout pet, instantly, to a target and then teleport him back to me (the way Bruisers can) just seems like the ultimate upgrade in pulling.<hr></blockquote>I don't believe the pet teleports back to you.</div>

matsumuri
02-17-2006, 12:43 AM
Hmm, then that would change my opinion of the spell's usefullness.  You're basically just sending your scout pet to his doom before you can even get to him.  And if you teleport him somewhere, and then Dismiss him back to you, he'll still take that residual dmg as he runs back. Then again, why do you think it doesn't teleport back to you?  We all know these AA descriptions have been sort of sparce in detail.<div></div>

Janl
02-17-2006, 01:14 AM
To prevent what you described?  I'm fairly certain that the pet only teleports to the target and doesn't teleport back.<div></div>

Raberis
02-17-2006, 07:07 PM
<div>There is another low level spell that will call your servant back to you though.  </div>

Janl
02-17-2006, 09:02 PM
<div></div>It has a cast time and is not instant though.  I do suppose it could be used for that.  Will have to wait and see if they change it to work like the version in EQLive where if your pet is engaged you cannot summon it to you.<div></div><p>Message Edited by Janl on <span class="date_text">02-17-2006</span><span class="time_text">11:03 AM</span></p>

Rhannnn
02-18-2006, 12:36 AM
<div></div><blockquote><hr>intrloper9 wrote:It's funny, I've been reading as many of the AA threads dedicated to Conjurors as I can.  And everyone seems to think the Agility one is rather useless.  But I just disagree.  Having the ability to teleport my Scout pet, instantly, to a target and then teleport him back to me (the way Bruisers can) just seems like the ultimate upgrade in pulling.I know that when the Scout pet is out, it's b/c you're grouping, and therefore should have a Tank doing the taunts and pulls.  But we all know we've been in situations where something needs to be pulled that the tank can't always get at for some reason.  In situations like that, the Scout pet can teleport-pull the aggro.  Then the tank will have plenty of time to Taunt and Taunt as the aggro comes running over from whereve the Scout pet just 'pulled' them from. In the past, doing a move like this could sometimes make 2/3rds of the Scout pets health diminish from back blows as he ran back, pulling the mob.  Now, with the teleport AA, the chances for a highly successful pull, that will give the group's tank more than enough time to jump in and 'steal' the aggro back... is completely ideal. For me, this one spell makes the Agility line totally worth it.<div></div><hr></blockquote><p>I totally agree with you, not for pulling though, but I can imagen how this spell would rock on a pvp server <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p> </p><p>Sinns</p><p>L60 Necromancer</p>

Grimme
03-03-2006, 11:32 PM
<div></div><p>Fyi I play both a necro and a conj.</p><p>My necro is going Str 48888 Sta 48.</p><p>My necro solos alot, and relies heavily on his spells, less so on his pet than my conj. Thus the Str line. I have to disagree entirely that Implode is useless; it seems to me Implode is the ultimate 'my pet is about to die I better do something right now' spell. Implode, root with the faster cast, back off and recast a pet with the faster cast.</p><p>For my conj I am going Sta 4548 Int 44488.</p><p>He's an all purpose, entirely pet reliant conj who both solos and groups. He already uses mainly tank and caster pets. This gives him the best of both lines.</p><p>My only worry with the summoner AAs is that scout pets are going to become very rare. I hope some people will stick with the scout pets, it seems to me the teleport skill is actually pretty good for contested mobs. Anything to speed up the pull in that case. It also will just plain look cool.</p>