View Full Version : EOF and EOF achievements analysis
Ziggurat2
11-07-2006, 07:45 AM
<DIV><STRONG><U><FONT size=4>Blessings</FONT></U></STRONG></DIV> <DIV><STRONG><U><FONT size=4></FONT></U></STRONG><BR><STRONG>(B1) Enhance: Mark of the Celestial (5 ranks, costs 1 AP per rank)</STRONG></DIV> <DIV>I don't think this achievement is very helpful, adding proc rate will not make it much better since the proc is a heal over time - especially so since most melees have a lot of haste and generally fast weapons, it often procs before it even wears off.</DIV> <DIV>Recommended change: I recommend this be changed in to a faster heal over time with the achievement. The current is instantly and every two seconds, I believe</DIV> <DIV>that for each point, the heal should expire 8% faster per point, 40% faster with five points. Eventually becoming instantly and every 1.4 seconds afterwards for 5.6 seconds.</DIV> <DIV><STRONG></STRONG> </DIV> <DIV><STRONG>(B2) Enhance: Amending Fate (5 ranks, costs 1 AP per rank)<BR></STRONG>This is another achievement I don't like very much. Amending Fate can be useful in group situations, but it's just not reliable to necessarily wait for a mob to die for the heal to go off. Increasing the heal amount doesn't help this ability very much.</DIV> <DIV>Recommended change: For each point give it a 3% or 4% chance to go off at certain 'thresholds.' for solo content maybe just place a threshold at 50%, for heroic 33% and 66%. The exacts would have to work out, but I think that this would be a considerable improvement to the skill, though the fate debuff would have to be consumed whenever it went off.<BR><STRONG></STRONG></DIV> <DIV><STRONG></STRONG> </DIV> <DIV><STRONG>(B3) Enhance: Involuntary Restoration (5 ranks, costs 1 AP per rank)</STRONG><BR>Going to have to disagree with this as well, with the new improvements to evasion, this skill wouldn't necessarily go off as much as it does now(which isn't</DIV> <DIV>much) even with this ability.</DIV> <DIV>Recommended change: Give this ability a chance to go off on misses, parries, blocks, etc. Maybe 3% per point.<BR><STRONG></STRONG></DIV> <DIV><STRONG></STRONG> </DIV> <DIV><STRONG>(B4) Enhance: Unyielding Benediction (2 ranks, costs 3 AP per rank)<BR></STRONG>This doesn't make a lot of sense really, but more procs on unyielding benediction doesn't sound like a bad thing.</DIV> <DIV><STRONG></STRONG> </DIV> <DIV><STRONG>(B5) Enhance: Glory of Battle (3 ranks, costs 2 AP per rank)</STRONG><BR>I like this one too, more procs on Glory will really help it, especially since its main problem now is reliability.</DIV> <DIV><STRONG></STRONG> </DIV> <DIV><STRONG>(B6) Blessings (5 ranks, costs 1 AP per rank)</STRONG><BR>I don't like this very much, not many people use too many procs(and this only affects items). If it were a linear increase it may be better. I liked the old version more, it took everything we could improve with this line and then improved it more. This tree would be very solid with my recommended changes, as it is now it seems overly weak.</DIV> <DIV> </DIV> <DIV><STRONG><U><FONT size=4>Holy Smites</FONT></U></STRONG></DIV> <DIV><STRONG><U><FONT size=4></FONT></U></STRONG><BR> </DIV><STRONG></STRONG> <DIV><STRONG>(H1) Enhance: Judging Smite (5 ranks, costs 1 AP per rank)</STRONG><BR>This is pretty nice for a nuking priest, no real complaints here, just not really my cup of tea.</DIV> <DIV><STRONG></STRONG> </DIV> <DIV><STRONG>(H2) Enhance: Holy Strike (5 ranks, costs 1 AP per rank)</STRONG><BR>See Judging Smites. I would like to see some alternate combat arts though personally.</DIV> <DIV><STRONG></STRONG> </DIV> <DIV><STRONG>(H3) Enhance: Warring Axiom (5 ranks, costs 1 AP per rank)</STRONG><BR>See Holy Strikes.</DIV> <DIV><STRONG></STRONG> </DIV> <DIV><STRONG>(H4) Enhance: Blaze of Faith (5 ranks, costs 1 AP per rank)</STRONG><BR>See Holy Strikes</DIV> <DIV><STRONG></STRONG> </DIV> <DIV><STRONG>(H5) Enhance: Unswerving Hammer (5 ranks, costs 1 AP per rank)</STRONG><BR>Not bad, the hammer is already nice damage, increasing the duration is nothing but a buff.</DIV> <DIV><STRONG></STRONG> </DIV> <DIV><STRONG>(H6) Smite Wrath (5 ranks, costs 1 AP per rank)<BR></STRONG>I've never been a fan of these types of abilities, but it's useful for the more offensive casting templars, much like the rest of this line. All in all, I don't like the Holy Smites line - but that's personal preference. I think it would work wonders on a casting templar with a high intelligence. A rather solid tree for doing dps, to counter our melee dps in our cleric trees.</DIV> <DIV> </DIV> <DIV><STRONG><U><FONT size=4>Compliances</FONT></U></STRONG></DIV> <DIV><STRONG><U><FONT size=4><BR></FONT></U></STRONG></DIV> <DIV><STRONG>(C1) Enhance: Spurn (5 ranks, costs 1 AP per rank)</STRONG><BR>This is a large improvement from v1. I really like this achievement.</DIV> <DIV><STRONG></STRONG> </DIV> <DIV><STRONG>(C2) Enhance: Sign of Fraility (5 ranks, costs 1 AP per rank)</STRONG><BR>This is another excellent achievement in this line, so far it's quite solid. Though I do have a bit of an issue with the ability as a whole, I'll discuss that at the end of the post.</DIV> <DIV><STRONG></STRONG> </DIV> <DIV><STRONG>(C3) Enhance: Symbol of Corruption (5 ranks, costs 1 AP per rank)</STRONG><BR>I don't think I need to make much comment here. Symbol of Corruption is a terrible ability that didn't scale with level, it looks like it was just put in here because ideas ran out.</DIV> <DIV>Replacement: Either make Symbol of Corruption scale with level, or replace it with an ability not already enhanced. Perhaps a buff to Divine Arbitration is in line here, decreasing its cooldown by a minute per point.</DIV> <DIV><STRONG></STRONG> </DIV> <DIV><STRONG>(C4) Enhance: Complacency (5 ranks, costs 1 AP per rank)</STRONG><BR>Arguable whether its worth its points or not. I never have hate problems myself, but the daze is useful. I'd say this is an average ability.</DIV> <DIV><STRONG></STRONG> </DIV> <DIV><STRONG>(C5) Enhance: Holy Aura (5 ranks, costs 1 AP per rank)</STRONG><BR>I think this would be useful if the detaunt affected epics for raiders, other than that I don't have hate problems much like I said on complacenecy. Again average, could have its uses, but I don't think I'd use it.</DIV> <DIV><STRONG></STRONG> </DIV> <DIV><STRONG>(C6) Enhance: Forced Humility (5 ranks, costs 1 AP per rank)</STRONG><BR>This is another powerful ability, much like enhancing sign of frailty. It's also one of our more powerful ability, I do have a problem with it that I'll talk about at the end of this analysis as well.</DIV> <DIV><STRONG></STRONG> </DIV> <DIV><STRONG>(C7) Overconfidence (1 rank, costs 5 APs)</STRONG><BR>This is a useful ability. I think it's a bit situational, but given some things in this line I think it fits in well.</DIV> <DIV> </DIV> <DIV><STRONG><U><FONT size=4>Cures</FONT></U></STRONG></DIV> <DIV> </DIV><STRONG></STRONG> <DIV><STRONG>(U1) Enhance: Cure Noxious (5 ranks, costs 1 AP per rank)<BR>(U2) Enhance: Cure Trauma (5 ranks, costs 1 AP per rank)<BR>(U3) Enhance: Cure Elemental (5 ranks, costs 1 AP per rank)<BR>(U4) Enhance: Cure Arcane (5 ranks, costs 1 AP per rank)<BR>(U5) Enhance: Devoted Resolve (5 ranks, costs 1 AP per rank)</STRONG><BR>I'll comment on these all at once as for the most part they are the same. I think they might be good, not so much for raiding but for other things such as grouping and PvPing, decent for soloing as well. I'd have to play with them a bit before I could make up my mind, but they look promising and have a bit of flavor. I'd rather see minus casting speed, but I think that'd be a bit much of an advantage.<BR><STRONG></STRONG></DIV> <DIV><STRONG></STRONG> </DIV> <DIV><STRONG>(U6) Enhance: Sanctuary (5 ranks, costs 1 AP per rank)</STRONG><BR>Good skill getting a good upgrade. Not much to say here, I like it.</DIV> <DIV><STRONG></STRONG> </DIV> <DIV><STRONG>(U7) Mana Cure (1 rank, costs 5 APs)</STRONG><BR>Looks interesting, could be placed on a sorcerer to help group cure the things we can't.(Elemental/Noxious) A very well thought out ability, in my opinion. Especially so for PvP. (Not so much for raiding.)</DIV> <DIV> </DIV> <DIV>Now for that end of post discussion I mentioned, which deals with eof in general. Now, as clerics we heal primarily, or atleast should heal primarily with our reactives. In the same manner that our shaman and druid counterparts can heal with their wards and heal over times. Now this is a bit of a problem with brawlers, but not too much. Poorly equipped tanks however are a problem, their mitigation is lower and they take a substantial more damage, and unless we can push our reactives over that point we're forced to use our direct heals.</DIV> <DIV> </DIV> <DIV>In EOF high mitigation tanks will have lower mitigation, and probably take much larger hits. In addition to this evasion is being boosted in its effectiveness, meaning tanks will take less, harder hits. This is bad news for reactives as a whole, this applies to both inquisitors and templars. And the specific cases I mentioned while discussing the compliance tree. I think it's a bit of a backwards step to give reactive healers ways to prevent their enemy from attacking the tank. These skills belong on another type of healer in my opinion. However they are very strong spells, preventing a lot of damage. If they are taken out I'd like to see more debuffs put into place. Maybe some sort of dps debuff, or a combination dps debuff/haste buff on an encounter to mesh better with our healing style.</DIV> <DIV> </DIV> <DIV>I'm not in beta, so I can't say anything for sure, but with the sounds of what's happening to mitigation and avoidance, I don't think it's good news for reactives as a whole.</DIV> <DIV> </DIV> <DIV>What does everyone else think?</DIV> <P>Message Edited by Ziggurat2 on <SPAN class=date_text>11-06-2006</SPAN> <SPAN class=time_text>09:52 PM</SPAN></P> <P>Message Edited by Ziggurat2 on <SPAN class=date_text>11-06-2006</SPAN> <SPAN class=time_text>09:53 PM</SPAN></P> <P>Message Edited by Ziggurat2 on <SPAN class=date_text>11-06-2006</SPAN> <SPAN class=time_text>09:56 PM</SPAN></P><p>Message Edited by Ziggurat2 on <span class=date_text>11-06-2006</span> <span class=time_text>11:23 PM</span>
<DIV>I agree with most of your post. I'm in open beta for the last 2 weeks.</DIV> <DIV>However, I don't think the analysis about mitigation/avoidance is quite on the mark. Basically what they did was nerf everything so they could create more abilities that give back what was taken.</DIV> <DIV> </DIV> <DIV>For example, master spells used to have 35% increased chance of landing on target, now they dropped it to something around 20%. But then they gave some classes AA's and diety blessings to boost that back to 35%.</DIV> <DIV> </DIV> <DIV>Mobs also were nerfed when it came to autoattack damage. Which is probably really going to be the real problem for Templars. There was another post from Karia that outlines the role of a Templar as the class that can scale with fast damage above the Ward threshold with reactives. The warden/furies get slow heals over time and can't keep up with high damage output. The problem with toning down the autoattack damage is that it means druids are more likely to be just as effective as templars and further reduce the role of the priest class altogether. I suppose the druids are a happy, but unless I get the portal spells, sow, group invis, evac, roots, snares, etc I'm still going to cry unbalanced.</DIV> <DIV> </DIV> <DIV>There is no point to being a specialty class and not actually be special</DIV>
Whitemane
11-07-2006, 01:20 PM
My 2 cents<BR> <BLOCKQUOTE> <HR> Ziggurat2 wrote:<BR> <DIV><STRONG><U><FONT size=4>Blessings</FONT></U></STRONG></DIV> <DIV><STRONG><U><FONT size=4></FONT></U></STRONG><BR><STRONG>(B1) Enhance: Mark of the Celestial (5 ranks, costs 1 AP per rank)</STRONG></DIV> <DIV>I don't think this achievement is very helpful, adding proc rate will not make it much better since the proc is a heal over time - especially so since most melees have a lot of haste and generally fast weapons, it often procs before it even wears off.</DIV> <DIV>Recommended change: I recommend this be changed in to a faster heal over time with the achievement. The current is instantly and every two seconds, I believe</DIV> <DIV>that for each point, the heal should expire 8% faster per point, 40% faster with five points. Eventually becoming instantly and every 1.4 seconds afterwards for 5.6 seconds.</DIV> <DIV> </DIV> <DIV><FONT color=#ff3300>Although I do agree this seems kinda meh with Healing Augments its not. Even without my claymore proc I'm hitting 100 points per tick with the spell. Its pretty nice. I just take it as its cheap and why not</FONT></DIV> <DIV><STRONG></STRONG> </DIV> <DIV><STRONG>(B2) Enhance: Amending Fate (5 ranks, costs 1 AP per rank)<BR></STRONG>This is another achievement I don't like very much. Amending Fate can be useful in group situations, but it's just not reliable to necessarily wait for a mob to die for the heal to go off. Increasing the heal amount doesn't help this ability very much.</DIV> <DIV>Recommended change: For each point give it a 3% or 4% chance to go off at certain 'thresholds.' for solo content maybe just place a threshold at 50%, for heroic 33% and 66%. The exacts would have to work out, but I think that this would be a considerable improvement to the skill, though the fate debuff would have to be consumed whenever it went off.</DIV> <DIV> </DIV> <DIV><FONT color=#ff3300>I agree with your assessment of its usefulness as I dont use it much in raids either in groups though it is pretty nice. Your changes I are well no real comment there.</FONT><BR></DIV><STRONG></STRONG> <DIV><STRONG></STRONG> </DIV> <DIV><STRONG>(B3) Enhance: Involuntary Restoration (5 ranks, costs 1 AP per rank)</STRONG><BR>Going to have to disagree with this as well, with the new improvements to evasion, this skill wouldn't necessarily go off as much as it does now(which isn't</DIV> <DIV>much) even with this ability.</DIV> <DIV>Recommended change: Give this ability a chance to go off on misses, parries, blocks, etc. Maybe 3% per point.</DIV> <DIV> </DIV> <DIV><FONT color=#ff3300>Oh god no this is awesome change to the spell 30% proc rate on mob attacks nice very nice addition<BR></FONT></DIV><STRONG></STRONG> <DIV><STRONG></STRONG> </DIV> <DIV><STRONG>(B4) Enhance: Unyielding Benediction (2 ranks, costs 3 AP per rank)<BR></STRONG>This doesn't make a lot of sense really, but more procs on unyielding benediction doesn't sound like a bad thing.</DIV> <DIV> </DIV> <DIV><FONT color=#ff3300>Increased % chance to block all damage doesnt make sense? Well maybe not but I'll take it ;p. Its ok it would be a must if it were cheaper on the AA's</FONT></DIV> <DIV><STRONG></STRONG> </DIV> <DIV><STRONG>(B5) Enhance: Glory of Battle (3 ranks, costs 2 AP per rank)</STRONG><BR>I like this one too, more procs on Glory will really help it, especially since its main problem now is reliability.</DIV> <DIV> </DIV> <DIV><FONT color=#ff3300>I dont really like this one as for 6AA I get a 3% better proc rate. I dont think its worth it myself </FONT></DIV> <DIV><STRONG></STRONG> </DIV> <DIV><STRONG>(B6) Blessings (5 ranks, costs 1 AP per rank)</STRONG><BR>I don't like this very much, not many people use too many procs(and this only affects items). If it were a linear increase it may be better. I liked the old version more, it took everything we could improve with this line and then improved it more. This tree would be very solid with my recommended changes, as it is now it seems overly weak.</DIV> <DIV> </DIV> <DIV><FONT color=#ff3300>Well everyone uses proc's (especailly with some of the new augements) pretty much so its useful and from some testing in Beta it works out pretty good especailly with Monks/Bruisers.</FONT></DIV> <DIV> </DIV> <DIV><STRONG><U><FONT size=4>Holy Smites</FONT></U></STRONG></DIV> <DIV><STRONG><U><FONT size=4></FONT></U></STRONG><BR><FONT color=#ff0000> Cant comment on this line at all. If I wanted to do DPS Id roll a summoner / wizzie etc. I tested it but Im pretty biased here against it. If it floats your boat or you solo much its the line for you.</FONT></DIV> <DIV> </DIV><STRONG></STRONG> <DIV><STRONG>(H1) Enhance: Judging Smite (5 ranks, costs 1 AP per rank)</STRONG><BR>This is pretty nice for a nuking priest, no real complaints here, just not really my cup of tea.</DIV> <DIV><STRONG></STRONG> </DIV> <DIV><STRONG>(H2) Enhance: Holy Strike (5 ranks, costs 1 AP per rank)</STRONG><BR>See Judging Smites. I would like to see some alternate combat arts though personally.</DIV> <DIV><STRONG></STRONG> </DIV> <DIV><STRONG>(H3) Enhance: Warring Axiom (5 ranks, costs 1 AP per rank)</STRONG><BR>See Holy Strikes.</DIV> <DIV><STRONG></STRONG> </DIV> <DIV><STRONG>(H4) Enhance: Blaze of Faith (5 ranks, costs 1 AP per rank)</STRONG><BR>See Holy Strikes</DIV> <DIV><STRONG></STRONG> </DIV> <DIV><STRONG>(H5) Enhance: Unswerving Hammer (5 ranks, costs 1 AP per rank)</STRONG><BR>Not bad, the hammer is already nice damage, increasing the duration is nothing but a buff.</DIV> <DIV><STRONG></STRONG> </DIV> <DIV><STRONG>(H6) Smite Wrath (5 ranks, costs 1 AP per rank)<BR></STRONG>I've never been a fan of these types of abilities, but it's useful for the more offensive casting templars, much like the rest of this line. All in all, I don't like the Holy Smites line - but that's personal preference. I think it would work wonders on a casting templar with a high intelligence. A rather solid tree for doing dps, to counter our melee dps in our cleric trees.</DIV> <DIV> </DIV> <DIV><STRONG><U><FONT size=4>Compliances</FONT></U></STRONG></DIV> <DIV><STRONG><U><FONT size=4><BR></FONT></U></STRONG></DIV> <DIV><STRONG>(C1) Enhance: Spurn (5 ranks, costs 1 AP per rank)</STRONG><BR>This is a large improvement from v1. I really like this achievement.</DIV> <DIV> </DIV> <DIV><FONT color=#ff0000>Yup Nice</FONT></DIV> <DIV><STRONG></STRONG> </DIV> <DIV><STRONG>(C2) Enhance: Sign of Fraility (5 ranks, costs 1 AP per rank)</STRONG><BR>This is another excellent achievement in this line, so far it's quite solid. Though I do have a bit of an issue with the ability as a whole, I'll discuss that at the end of the post.</DIV> <DIV><FONT color=#ff3300></FONT> </DIV> <DIV><FONT color=#ff3300>Wont be taking as well it doesnt do me any good vs. epics and well I raid so ... IMHO Its also too expensive for what it does </FONT></DIV> <DIV><STRONG></STRONG> </DIV> <DIV><STRONG>(C3) Enhance: Symbol of Corruption (5 ranks, costs 1 AP per rank)</STRONG><BR>I don't think I need to make much comment here. Symbol of Corruption is a terrible ability that didn't scale with level, it looks like it was just put in here because ideas ran out.</DIV> <DIV>Replacement: Either make Symbol of Corruption scale with level, or replace it with an ability not already enhanced. Perhaps a buff to Divine Arbitration is in line here, decreasing its cooldown by a minute per point.</DIV> <DIV> </DIV> <DIV><FONT color=#ff0000>Utter Rubish as it is. Come on This spell is also on the same timer as warring Axiom if memory serves and the 5 ranks still wouldnt bring it up to par. Not sure what the powers that be were thinking.</FONT></DIV> <DIV><STRONG></STRONG> </DIV> <DIV><STRONG>(C4) Enhance: Complacency (5 ranks, costs 1 AP per rank)</STRONG><BR>Arguable whether its worth its points or not. I never have hate problems myself, but the daze is useful. I'd say this is an average ability.</DIV> <DIV><STRONG></STRONG> </DIV> <DIV><FONT color=#ff3300>The reduction is recast times is ok. If you are trying to spend points for C7 then sure otherwise not for me anyways</FONT></DIV> <DIV><STRONG></STRONG> </DIV> <DIV><STRONG>(C5) Enhance: Holy Aura (5 ranks, costs 1 AP per rank)</STRONG><BR>I think this would be useful if the detaunt affected epics for raiders, other than that I don't have hate problems much like I said on complacenecy. Again average, could have its uses, but I don't think I'd use it.</DIV> <DIV> </DIV> <DIV><FONT color=#ff3300>Ok ability but limited</FONT></DIV> <DIV><STRONG></STRONG> </DIV> <DIV><STRONG>(C6) Enhance: Forced Humility (5 ranks, costs 1 AP per rank)</STRONG><BR>This is another powerful ability, much like enhancing sign of frailty. It's also one of our more powerful ability, I do have a problem with it that I'll talk about at the end of this analysis as well.</DIV> <DIV> </DIV> <DIV><FONT color=#ff3300>Very Meh about this as well</FONT></DIV> <DIV><STRONG></STRONG> </DIV> <DIV><STRONG>(C7) Overconfidence (1 rank, costs 5 APs)</STRONG><BR>This is a useful ability. I think it's a bit situational, but given some things in this line I think it fits in well.</DIV> <DIV> </DIV> <DIV><FONT color=#ff6600>Could be useful. I can see how it could trivialize some encounters but I think its too situational</FONT>.</DIV> <DIV> </DIV> <DIV><STRONG><U><FONT size=4>Cures</FONT></U></STRONG></DIV> <DIV> </DIV><STRONG></STRONG> <DIV><STRONG>(U1) Enhance: Cure Noxious (5 ranks, costs 1 AP per rank)<BR>(U2) Enhance: Cure Trauma (5 ranks, costs 1 AP per rank)<BR>(U3) Enhance: Cure Elemental (5 ranks, costs 1 AP per rank)<BR>(U4) Enhance: Cure Arcane (5 ranks, costs 1 AP per rank)<BR>(U5) Enhance: Devoted Resolve (5 ranks, costs 1 AP per rank)</STRONG><BR>I'll comment on these all at once as for the most part they are the same. I think they might be good, not so much for raiding but for other things such as grouping and PvPing, decent for soloing as well. I'd have to play with them a bit before I could make up my mind, but they look promising and have a bit of flavor. I'd rather see minus casting speed, but I think that'd be a bit much of an advantage.</DIV> <DIV> </DIV> <DIV><FONT color=#ff3300>Acutally pretty nice for raiding every little bit helps. Basically at 5 ranks it puts a 356 point reactive on the target. Currently broken but if they do eventually work I'll be getting these<BR></FONT></DIV><STRONG></STRONG> <DIV><STRONG></STRONG> </DIV> <DIV><STRONG>(U6) Enhance: Sanctuary (5 ranks, costs 1 AP per rank)</STRONG><BR>Good skill getting a good upgrade. Not much to say here, I like it.</DIV> <DIV> </DIV> <DIV><FONT color=#ff0000>Doesnt Suck. </FONT></DIV> <DIV><STRONG></STRONG> </DIV> <DIV><STRONG>(U7) Mana Cure (1 rank, costs 5 APs)</STRONG><BR>Looks interesting, could be placed on a sorcerer to help group cure the things we can't.(Elemental/Noxious) A very well thought out ability, in my opinion. Especially so for PvP. (Not so much for raiding.)</DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV>Now for that end of post discussion I mentioned, which deals with eof in general. Now, as clerics we heal primarily, or atleast should heal primarily with our reactives. In the same manner that our shaman and druid counterparts can heal with their wards and heal over times. Now this is a bit of a problem with brawlers, but not too much. Poorly equipped tanks however are a problem, their mitigation is lower and they take a substantial more damage, and unless we can push our reactives over that point we're forced to use our direct heals.</DIV> <DIV> </DIV> <DIV>In EOF high mitigation tanks will have lower mitigation, and probably take much larger hits. In addition to this evasion is being boosted in its effectiveness, meaning tanks will take less, harder hits. This is bad news for reactives as a whole, this applies to both inquisitors and templars. And the specific cases I mentioned while discussing the compliance tree. I think it's a bit of a backwards step to give reactive healers ways to prevent their enemy from attacking the tank. These skills belong on another type of healer in my opinion. However they are very strong spells, preventing a lot of damage. If they are taken out I'd like to see more debuffs put into place. Maybe some sort of dps debuff, or a combination dps debuff/haste buff on an encounter to mesh better with our healing style.</DIV> <DIV> </DIV> <DIV>I'm not in beta, so I can't say anything for sure, but with the sounds of what's happening to mitigation and avoidance, I don't think it's good news for reactives as a whole.</DIV> <DIV> </DIV> <DIV>What does everyone else think?</DIV> <P>Message Edited by Ziggurat2 on <SPAN class=date_text>11-06-2006</SPAN> <SPAN class=time_text>09:52 PM</SPAN></P> <P>Message Edited by Ziggurat2 on <SPAN class=date_text>11-06-2006</SPAN> <SPAN class=time_text>09:53 PM</SPAN></P> <P>Message Edited by Ziggurat2 on <SPAN class=date_text>11-06-2006</SPAN> <SPAN class=time_text>09:56 PM</SPAN></P> <P>Message Edited by Ziggurat2 on <SPAN class=date_text>11-06-2006</SPAN> <SPAN class=time_text>11:23 PM</SPAN><BR> <HR> </BLOCKQUOTE><BR>
Mabes
11-07-2006, 09:05 PM
<DIV>Can anyone post a screenshot of what the templar achievement skill lines look like? Are the lines interwoven like the other classes, so you don't have to go straight down the line but have more flexibility on how you move down the abilities?</DIV>
Caethre
11-07-2006, 09:11 PM
<P>OOC.</P> <P><FONT color=#ffcc00>Mabes, if you look at the raw data in the thread from which this thread was copied, here :-</FONT></P> <P> <A href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=13&message.id=28423" target=_blank>http://eqiiforums.station.sony.com/eq2/board/message?board.id=13&message.id=28423</A></P> <P><FONT color=#ffcc00>you will see that each skill has the pre-requisite skills noted for it. This is not as good as a diagram I know, but from it you can determine the meshing network.</FONT></P> <P><FONT color=#ffcc00>Felishanna.</FONT></P>
Kendricke
11-07-2006, 09:26 PM
<BR> <BLOCKQUOTE> <HR> Mabes wrote:<BR> <DIV>Can anyone post a screenshot of what the templar achievement skill lines look like? Are the lines interwoven like the other classes, so you don't have to go straight down the line but have more flexibility on how you move down the abilities?</DIV><BR> <HR> </BLOCKQUOTE> <P>Mabes, there's a great deal more flexibility. Basically, the master abilities typically don't even care how you get to them...just that you've spent X points in their category. For example, Templars have Blessings, Smites, Compliances, and Cures as our categories. If you want to get Overconfidence, which is our master level Compliance, you need to spend 15 points throughout the "compliances". Any combination of that 15 will work. </P> <P>Now, that said, you still have prerequisites here or there. A Master still might require you to have Y skill at Z points, in addition to the X points spent overall. </P>
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