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View Full Version : Templar Tree Achievement Point (AP) Skills for Echoes of Faydwer (3rd Edition)


Caethre
11-13-2006, 12:04 AM
<DIV> <DIV> <DIV><FONT color=#ffff00 size=4><STRONG><U>The Templar Tree of Achievement Point (AP) Skills for Echoes of Faydwer </U></STRONG></FONT></DIV> <DIV><BR> <DIV><EM>This is the third edition of this post, built from the situation on the BETA server after Noon </EM><EM>GMT on Sunday 12th November 2006.</EM></DIV> <DIV> </DIV> <DIV>Currently on Live, you can earn up to 50 achievement points (APs) to spend in the class (Cleric) achievements tree. In EOF, you will also be able to earn up to 50 more APs, to spend in the subclass (Templar) achievements tree, meaning you can earn up to a total of 100 APs.</DIV> <DIV><BR>EOF Achievements for Templars are split into four sections, the four types skills available - blessings, compliances, holy smites and cures. All the basic abilities are enhancements to existing Templar spells. Some of the final abilities are brand new.<BR> <BR>A few skills can be purchased from the start. However, for most skills there are pre-requisite skills that must be purchased before they become available for purchase. In some cases, the pre-requisite is a skill of another type.<BR> <BR>At this point in BETA, with just two days until launch, one might expect this will must be getting close to what it will be at release. Note that the tree structure and the point costs have been changed since the last edition of this list.</DIV> <DIV> </DIV> <DIV>If you spot any errors, let me know and I'll correct them.</DIV> <DIV> </DIV></DIV> <DIV> </DIV> <DIV><STRONG><U><FONT color=#ffff00 size=4>Blessings</FONT></U></STRONG></DIV> <DIV> </DIV> <DIV><FONT color=#ff9900>(B1) Enhance: Mark of the Celestial (5 ranks, costs 1 AP per rank)<BR></FONT></DIV> <DIV> </DIV> <DIV>Pre-Requisites: None<BR>Description: Increases the trigger percentage of this spell by 2% per rank.<BR>Notes: The base spell has a 20% trigger chance, so with this skill at rank5, it is 30%.</DIV> <DIV> </DIV> <DIV><FONT color=#ff9900>(B2) Enhance: Amending Fate (5 ranks, costs 1 AP per rank)<BR></FONT></DIV> <DIV> </DIV> <DIV>Pre-Requisites: Requires (B1) at Rank3 to open.<BR>Description: Increases the amount healed when this triggers by 10% per rank.<BR>Notes: The actual values for me, from the base Master I Supplicating Fate spell heals for 1159.</DIV> <DIV>With increasing ranks of this skill, this rises as follows: 1264, 1369, 1473, 1578, 1683.</DIV> <DIV><BR><FONT color=#ff9900>(B3) Enhance: Involuntary Restoration (5 ranks, costs 1 AP per rank)<BR></FONT></DIV> <DIV> </DIV> <DIV>Pre-Requisites: Requires (B2) at Rank3 or (C2) at Rank3 to open.<BR>Description: Increases the trigger percentage of this spell by 2% per rank.<BR>Notes: The base spell has a 20% trigger chance, so with this skill at rank5, it is 30%.<BR></DIV> <DIV> </DIV> <DIV><FONT color=#ff9900>(B4) Enhance: Unyielding Benediction (2 ranks, costs 3 AP per rank)<BR></FONT></DIV> <DIV> </DIV> <DIV>Pre-Requisites: Requires (B2) at Rank3 or (B3) at Rank3 to open.<BR>Description: Increases the trigger percentage of this spell by 1% per rank.<BR>Notes: The base spell at Adept III says "will trigger an average of1.7 times per minute". The enhanced spell says "1.8 times per minute" at both rank 1 and rank 2. Therefore, it is hard to tell from that what effect to expect exactly.<BR></DIV> <DIV> </DIV> <DIV><FONT color=#ff9900>(B5) Enhance: Glory of Battle (3 ranks, costs 2 AP per rank)<BR></FONT></DIV> <DIV> </DIV> <DIV>Pre-Requisites: Requires (B4) at Rank3 or (C4) at Rank3 to open.<BR>Description: Increases the trigger percentage of this spell by 1% per rank.<BR>Notes: The base spell has a 5% trigger chance, so with this skill at rank3, it is 8%.<BR></DIV> <DIV> </DIV> <DIV><FONT color=#ff9900>(B6) Blessings (1 rank, costs 1 AP)<BR></FONT></DIV> <DIV> </DIV> <DIV>Pre-Requisites: To have spent a total of 20 APs between Blessings skills (B1)-(B5).<BR>Description: A group enhancement that increases all triggered percent chances found on your party's equipped items.<BR>Notes: Increases trigger chance by 25% relative to its base value.<BR></DIV> <DIV> </DIV> <DIV><STRONG><U><FONT color=#ffff00 size=4>Compliances</FONT></U></STRONG> <DIV> </DIV> <DIV><FONT color=#ff9900>(C1) Enhance: Spurn (5 ranks, costs 1 AP per rank)<BR></FONT></DIV> <DIV> </DIV> <DIV>Pre-Requisites: None<BR>Description: Increases the mitigation reduction of this spell by 7% per rank, and reduces the chance of the spell being resisted by 3% per rank.<BR>Notes: Based on a Master I version of this spell (Mit Debuff 1056, Resistability 21% harder), with each rank of this skill these become:<BR>Mitigation Debuff => 1130, 1204, 1278, 1352, 1426<BR>Resistability        => 24, 27, 30, 33, 36</DIV> <DIV> </DIV> <DIV><FONT color=#ff9900>(C2) Enhance: Sign of Fraility (5 ranks, costs 1 AP per rank)<BR></FONT></DIV> <DIV> </DIV> <DIV>Pre-Requisites: Requires (C1) at Rank3 or (B1) at Rank3 to open.<BR>Description: Decreases the recast time by 2s per rank and reduces the chance of the spell being resisted by 3% per rank.<BR>Notes: Based on a Master I version of this spell (Recast 30.0s, Resistability 21% harder), with each rank of this skill these become:<BR>Recast Time  => 28, 26, 24, 22, 20<BR>Resistability    => 24, 27, 30, 33, 36</DIV> <DIV> </DIV> <DIV><FONT color=#ff9900>(C3) Enhance: Complacency (5 ranks, costs 1 AP per rank)<BR></FONT></DIV> <DIV> </DIV> <DIV>Pre-Requisites: Requires (C1) at Rank3 to open.<BR>Description: Decreases the recast time of the spell by 25s per rank.<BR>Notes: The base spell recast time is 300s. With this at rank5, it is 175s.<BR></DIV> <DIV> </DIV> <DIV><FONT color=#ff9900>(C4) Enhance: Soothe (5 ranks, costs 1 AP per rank)<BR></FONT></DIV> <DIV> </DIV> <DIV>Pre-Requisites: Requires (C2) at Rank3 or (C3) at Rank3 to open.<BR>Description: Adds an additional effect to Soothe to reduce the enemies hate on its currently targetted opponent.<BR>Notes: no information available on how much hate is actually removed per rank.</DIV> <DIV> </DIV> <DIV><FONT color=#ff9900>(C5) Enhance: Forced Humility (5 ranks, costs 1 AP per rank)<BR></FONT></DIV> <DIV> </DIV> <DIV>Pre-Requisites: Requires (C2) at Rank3 or (C3) at Rank3 to open.<BR>Description: Increases the duration of this spell by 0.3s per rank, and reduces the chance of the spell being resisted by 3% per rank.<BR>Notes: Based on a Master I version of this spell (Duration 7.0s, Resistability 21% harder), with each rank of this skill these become:<BR>Duration      => 7.3, 7.6, 7.9, 8.2, 8.5<BR>Resistability => 24, 27, 30, 33, 36</DIV> <DIV> </DIV> <DIV><FONT color=#ff9900>(C6) Overconfidence (1 rank, costs 1 AP)<BR></FONT></DIV> <DIV> </DIV> <DIV>Pre-Requisites: To have spent a total of 20 APs between Compliances skills (C1)-(C5).<BR>Description: New Ability. This reduces the chance of the target encounter calling for help. Attacks on non-fighters reduces their hate toward their target. Cast time 0.8s, Duration 30s, Recast 180s, Range 25m, Effect Radius 50m. Triggers 3 times.<BR></DIV> <DIV> </DIV><BR><STRONG><U><FONT color=#ffff00 size=4>Holy Smites</FONT></U></STRONG></DIV> <DIV> </DIV> <DIV><FONT color=#ff9900>(H1) Enhance: Judging Smite (5 ranks, costs 1 AP per rank)<BR></FONT></DIV> <DIV> </DIV> <DIV>Pre-Requisites: None<BR>Description: Reduces the power cost of this spell by 10% per rank, reduces the casting time by 0.1s per rank, and reduces the recast time by 0.1s per rank.<BR>Notes: Based on a Master I version of this spell (Power Cost 76, Cast 2.0s, Recast 2.5s), with each rank of this skill these become:<BR>Power  => 68, 61, 53, 45, 38<BR>Cast   => 1.9, 1.8, 1.7, 1.6, 1.5<BR>Recast => 2.4, 2.3, 2.2, 2.1, 2.0</DIV> <DIV> </DIV> <DIV><FONT color=#ff9900>(H2) Enhance: Holy Strike (5 ranks, costs 1 AP per rank)<BR></FONT></DIV> <DIV> </DIV> <DIV>Pre-Requisites: Requires (H1) at Rank3 or (C3) at Rank3 to open.<BR>Description: Reduces the power cost of this spell by 10% per rank, reduces the casting time by 0.1s per rank, and reduces the recast time by 0.5s per rank.<BR>Notes: Based on a Master I version of this spell (Power Cost 110, Cast 2.0s, Recast 8.0s), with each rank of this skill these become:<BR>Power  => 99, 88, 77, 66, 55<BR>Cast   => 1.9, 1.8, 1.7, 1.6, 1.5<BR>Recast => 7.5, 7.0, 6.5, 6.0, 5.5</DIV> <DIV> </DIV> <DIV><FONT color=#ff9900>(H3) Enhance: Warring Axiom (5 ranks, costs 1 AP per rank)<BR></FONT></DIV> <DIV> </DIV> <DIV>Pre-Requisites: Requires (H1) at Rank3 to open.<BR>Description: Reduces the power cost of this spell by 10% per rank, reduces the casting time by 0.1s per rank, and reduces the recast time by 1s per rank.<BR>Notes: Based on a Master I version of this spell (Power Cost 149, Cast 2.0s, Recast 15.0s), with each rank of this skill these become:<BR>Power  => 134, 119, 104, 89, 74<BR>Cast   => 1.9, 1.8, 1.7, 1.6, 1.5<BR>Recast => 14, 13, 12, 11, 10<BR></DIV> <DIV><FONT color=#ff9900></FONT> </DIV> <DIV><FONT color=#ff9900>(H4) Enhance: Blaze of Faith (5 ranks, costs 1 AP per rank)<BR></FONT></DIV> <DIV> </DIV> <DIV>Pre-Requisites: Requires (H2) at Rank3 or (H3) at Rank3 to open.<BR>Description: Reduces the power cost of this spell by 10% per rank, reduces the casting time by 0.2s per rank, and reduces the recast time by 0.5s per rank.<BR>Notes: Based on a Master I version of this spell (Power Cost 138, Cast 3.0s, Recast 10.0s), with each rank of this skill these become:<BR>Power  => 124, 111, 97, 83, 69<BR>Cast   => 2.8, 2.6, 2.4, 2.2, 2.0<BR>Recast => 9.5, 9.0, 8.5, 8.0, 7.5</DIV> <DIV> </DIV> <DIV> <DIV><FONT color=#ff9900>(H5) Enhance: Symbol of Corruption (5 ranks, costs 1 AP per rank)<BR></FONT></DIV> <DIV> </DIV> <DIV>Pre-Requisites: Requires (H4) at Rank3 or (C5) at Rank3 to open.<BR>Description: Reduces the power cost of this spell by 10% per rank, reduces the casting time by 0.1s per rank, and reduces the duration by 2s per rank.<BR>Notes: Based on an Adept III version of this spell (Power Cost 67, Cast 2.0s, Recast 9.0s, Duration 24.0s), with each rank of this skill these become:<BR>Power    => 60, 53, 47, 40, 33<BR>Cast     => 1.9, 1.8, 1.7, 1.6, 1.5<BR>Duration => 22, 20, 18, 16, 14</DIV></DIV> <DIV> </DIV> <DIV><FONT color=#ff9900>(H6) Enhance: Unswerving Hammer (5 ranks, costs 1 AP per rank)<BR></FONT></DIV> <DIV> </DIV> <DIV>Pre-Requisites: Requires (H3) at Rank3 or (C4) at Rank3 to open.<BR>Description: Increases the duration of the spell by 3.0s per rank.<BR>Notes: The base duration is 45s. At rank5 of this skill, it is 60s.<BR></DIV> <DIV> </DIV> <DIV><FONT color=#ff9900>(H7) Smite Wrath (1 ranks, costs 1 AP)<BR></FONT></DIV> <DIV> </DIV> <DIV>Pre-Requisites: To have spent a total of 20 APs between Holy Smites skills (H1)-(H6).<BR>Description: As long as you have not recently been casting a beneficial spell, your holy smite spells have their damage increased by 25%. If you cast a beneficial spell, then you receive the debuff "Disable Smite Wrath", which has a duration of 7 seconds.<BR>Notes: For Felishanna, the damage increases were (INT 274) :-</DIV> <DIV> </DIV> <DIV>Judging Smite   MasterI:  (477-583)               -> (597-729)<BR>Holy Strike         MasterI:  (776-94<img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" />               -> (969-1185)<BR>Warring Axiom  MasterI:  (451-552/188-230) -> (564-690/235-287)<BR>Blaze of Faith    MasterI:  (617)                       -> (771)<BR>Sym of Corrn     Adept3 : (52-64)                    -> (66-80)</DIV> <DIV><BR><BR><FONT color=#ffff00 size=4><STRONG><U>Cures</U></STRONG></FONT></DIV> <DIV> </DIV> <DIV><FONT color=#ff9900>(U1) Enhance: Cure Noxious (5 ranks, costs 1 AP per rank)<BR></FONT></DIV> <DIV> </DIV> <DIV>Pre-Requisites: None<BR>Description: Adds a reactive heal component if noxious damage is received.<BR>Notes: The Noxious Reactive effect is intended to have a duration of 60s. If in this time, the target takes poison damage, they should be healed. This can trigger twice. The heal amount is: 71, 142, 214, 254, 290</DIV> <DIV> </DIV> <DIV><FONT color=#ff9900>(U2) Enhance: Cure Trauma (5 ranks, costs 1 AP per rank)<BR></FONT></DIV> <DIV> </DIV> <DIV>Pre-Requisites: None<BR>Description: Adds a reactive heal component if trauma damage is received.<BR>Notes: The Trauma Reactive effect is intended to have a duration of 60s. If in this time, the target takes trauma damage, they should be healed. This can trigger ONCE. The heal amount is: 71, 142, 214, 254, 290</DIV> <DIV> </DIV> <DIV><FONT color=#ff9900>(U3) Enhance: Cure Elemental (5 ranks, costs 1 AP per rank)<BR></FONT></DIV> <DIV> </DIV> <DIV>Pre-Requisites: None<BR>Description: Adds a reactive heal component if elemental damage is received.<BR>Notes: The Elemental Reactive effect is intended to have a duration of 60s. If in this time, the target takes elemental damage, they should be healed. This can trigger twice. The heal amount is: 71, 142, 214, 254, 290</DIV> <DIV> </DIV> <DIV><FONT color=#ff9900>(U4) Enhance: Cure Arcane (5 ranks, costs 1 AP per rank)<BR></FONT></DIV> <DIV> </DIV> <DIV>Pre-Requisites: None<BR>Description: Adds a reactive heal component if arcane damage is received.<BR>Notes: The Arcane Reactive effect is intended to have a duration of 60s. If in this time, the target takes arcane damage, they should be healed. This can trigger twice. The heal amount is: 71, 142, 214, 254, 290</DIV> <DIV> </DIV> <DIV><FONT color=#ff9900>(U5) Enhance: Devoted Resolve (5 ranks, costs 1 AP per rank)<BR></FONT></DIV> <DIV> </DIV> <DIV>Pre-Requisites: To have spent a total of 9 APs between Cures skills.<BR>Description: Adds a reactive heal component if damage is received.<BR>Notes: The Resolve Reactive effect is intended to have a duration of 60s. If in this time, the target takes damage, they should be healed. This can trigger ONCE. The heal amount is: 71, 142, 214, 254, 290</DIV> <DIV> </DIV> <DIV><FONT color=#ff9900>(U6) Enhance: Sanctuary (5 ranks, costs 1 AP per rank)<BR></FONT></DIV> <DIV> </DIV> <DIV>Pre-Requisites: To have spent a total of 12 APs between Cures skills.<BR>Description: Increases the duration of the spell by 2s per rank.<BR>Notes: The base Adept III spell has a duration of 26.3s. With this at rank5, it has a duration of 36.3s.</DIV> <DIV> </DIV> <DIV><FONT color=#ff9900>(U7) Mana Cure (1 rank, costs 5 APs)<BR></FONT></DIV> <DIV> </DIV> <DIV>Pre-Requisites: To have spent a total of 20 APs between Cures skills<BR>Description: Permenant buff on a single group member. Whenever the target ally casts a hostile spell, they have a 20% chance to trigger a group cure on their group matching the resist type of the spell they cast.<BR>Notes: This is a permanent buff on a single group member.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV><FONT color=#ffff00 size=4><STRONG><U>Notes :-</U></STRONG></FONT></DIV> <DIV> </DIV> <DIV> <DIV> <DIV>- The names of all these skills are as presented to Felishanna, my Level 70 Templar, and so contain spell names that a Level 70 Templar would be using. However, all these skills apply in principle to all spells in their respective spell-lines (where indeed there are other spells in the spell line concerned, of course).</DIV> <DIV> </DIV> <DIV>- The exact values given are those for Felishanna herself at this time, which is dependent on what quality she happened to have at the time of writing for each spell .</DIV> <DIV> </DIV> <DIV>- I sent in a few more bug reports when checking all these, about 6 or 7, but this is still rather less than on the last pass.<BR> <BR>- These are still BETA versions, and though there is little time left, might still get some more tweaks.<BR></DIV> <DIV> </DIV></DIV></DIV></DIV></DIV>

Caethre
11-13-2006, 12:05 AM
<DIV> <DIV>OOC.</DIV> <DIV> </DIV> <DIV>Another few hours spent cataloging these again, and reporting outstanding bugs, the above post gives the data.</DIV> <DIV> </DIV> <DIV>Now I will gives my remaining comments on these abilities after the changes. Again (as always with me), they are from the perspective of a primarily small group and solo player.</DIV> <DIV> </DIV> <DIV>Firstly I'll say this - the interface presentation and the standard of the Achievements dialogs</DIV> <DIV>and descriptions has improved considerably, with most of the earlier bugs removed.</DIV> <DIV> </DIV> <DIV> <DIV><FONT color=#ffff00><U><STRONG>Summary of what I think still needs changing (BUGS/FEEDBACK)</STRONG></U></FONT></DIV> <DIV><BR><FONT color=#ff9900>- Warring Axiom needs to have the duration reduced in line with the recast time (probably a bug).<BR></FONT></DIV> <DIV><FONT color=#ff9900></FONT> </DIV> <DIV><FONT color=#ff9900>- Symbol of Corruption needs to have the recast time reduced in line with the duration, but really, this skill needs deleting completely and replacing with something there is a chance a Templar might actually want to spend precious AP points on.<BR></FONT></DIV> <DIV><FONT color=#ff9900></FONT> </DIV> <DIV><FONT color=#ff9900>- Smite Wrath at 25% boost still feels a little weak. The settings in Edition 1 of this list were at 50% boost, and that was a little too strong. Somewhere between would feel right (to this Templar anyway).<BR></FONT></DIV> <DIV><FONT color=#ff9900></FONT> </DIV> <DIV><FONT color=#ff9900>- "Enhance: Amending Fate" should be called "Enhance: Supplicating Fate" for level 70 templars (almost certainly a bug, but it is cosmetic only).<BR></FONT></DIV> <DIV><FONT color=#ff9900></FONT> </DIV> <DIV><FONT color=#ff9900>- Soothe needs description on the dialogue to help Templars know more precisely what it will do with the upgrade. It may need moving up the tree, to replace preferably Complacency, or possibly Fraility.</FONT></DIV> <DIV><FONT color=#ff9900></FONT> </DIV> <DIV><FONT color=#ff9900>- I still can't help feeling that a lot of Templars of all playstyles would prefer some real healing AP skills, rather than playing with small specific triggered reactives on cure spells or lotto percentages on small buffs/debuffs.</FONT></DIV> <DIV> </DIV> <DIV>Now to look at the skills section by section.</DIV></DIV> <DIV> </DIV> <DIV><FONT color=#ffff00><STRONG><U>Blessings section:</U></STRONG></FONT></DIV> <DIV> </DIV> <DIV>- The Supplicating Fate ability (misnamed as Amending Fate at the moment), as the only non-"lotto" heal here, is useful and looks ok.<BR>- The Mark of the Celestial remains harmless but neither exciting nor important.<BR>- The Unyielding Benediction upgrade remains hard to assess from the limited data, but I won't be rushing to get it.<BR>- The Glory update, again, neither exciting nor important.<BR>- Involuntary update - the best thing I can say is that the tree modification so it can be completely avoided was a good idea!<BR>- Blessings is now better value for just one point, I remain unsure how useful it will be, a lot depends on the gear available it will have a chance of acting on before I could judge whether it would be a worthwhile purchase or not. At this moment, pre-EOF release, it would be of little value at least to me, but that might change.</DIV> <DIV> </DIV> <DIV>Overall - too much reliance in this section on tiny upgrades to already small random chances. There is no player skill involved in lotto healing (which is why I never liked it), it's just luck. So as a result, apart from the Fate upgrade, this section looks uninteresting. Given the alternatives however, I will likely end up spending a few points here if I ever get up close to 100 APs (which might never happen though, given the lack of motivation).</DIV> <DIV> </DIV> <DIV> </DIV> <DIV><FONT color=#ffff00><U><STRONG>Compliances section:</STRONG></U></FONT></DIV> <DIV> </DIV> <DIV>- Spurn upgrade is a good upgrade, worth getting.<BR>- Sign of Fraility, still don't like it much, duration extension would be more use.<BR>- Complacency, a poor upgrade to a spell I never use anyway, a waste of points.<BR>- Soothe - this needs details adding, at the moment the description is still lacking, it might be useful or it might not be. If it is, it needs swapping with Complacency in the tree (or maybe Fraility), as it would be more popular.<BR>- Forced Humility - a partial reversal of an earlier nerf, not especially appealing.<BR>- Overconfidence - much better value but no chance I'd be wasting 20 points in Compliances to get this aggro controller, especially with it still being unclear how it will precisely work.</DIV> <DIV> </DIV> <DIV>Overall - apart from Spurn, and *possibly* soothe (depends on what it does!), I have not a lot of interest in this section at all.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV><FONT color=#ffff00><U><STRONG>Holy Smites section:</STRONG></U></FONT></DIV> <DIV> </DIV> <DIV>- Smite and Strike upgrades are solid but not wonderful, but for a Templar of my playstyle, are absolute must first purchases from this list as it stands at the moment.<BR>- Warring Axiom upgrade - as it is at this moment, this is not much good at all, as it is of little use reducing the reuse time from 15s to 10s, if the spell duration remains 16s!!! The duration needs to be reduced as well to make it of any use. This is hopefully just a bug. If the duration is also reduced, however, it is then in the same category as the Smite/Strike upgrades above.<BR>- Blaze upgrade is less appealing, but necessary to get access to Smite Wrath.<BR>- Symbol of Corruption - why is this one still here? I cannot see a single Templar of any playstyle purchasing an upgrade to a level 35 non-scaling non-upgradable spell, a total waste of an ability.<BR>- Unswerving Hammer - a minor and unappealing upgrade, still too weak to be worth considering.<BR>- Smite Wrath - my gut feel remains, that although I will purchase this as soon as I can, that is it still a little weaker than it needs to be.</DIV> <DIV> </DIV> <DIV>Overall: to Templars in my playstyle, this section is the "must get" section. There is no alternative to trying to at least stay in contention in DPS with other priests, because when soloing or in duos/trios, getting too far adrift makes things untenable. That said, given some of the other sections, I suspect many full-grouping and raiding templars will choose to spend points here too.</DIV> <DIV> </DIV> <DIV><FONT color=#ffff00><U><STRONG>Cures section:</STRONG></U></FONT></DIV> <DIV> </DIV> <DIV>- These all have little interest to me personally.<BR>- Sanctuary I basically never cast anyway, of more use to raiders.<BR>- Mana Cure, is unclear even now how useful this would be.</DIV> <DIV> </DIV> <DIV>Overall: what more can I say? I will avoid this section entirely. Replacing it entirely with real healing AP skills to boost reactives/direct heals in some way would I think be almost universally popular.</DIV> <DIV> </DIV></DIV>

Olivet
11-13-2006, 12:24 AM
good post, thanks for the info.Also, congrats on your guild dinging 50 over the weekend.<div></div>

StevusX
11-13-2006, 01:33 AM
<P>My own thoughts (given that i didnt expect much from the new AA's anyways - no way soe was ever going to make them too useful!) :</P> <P>Blessings - prob spend some points here (but not symbol of corruption)</P> <P>Compliances - spurn and complacency (yes i do use this one - deagrro you bet) only ones i am interested in.</P> <P>Smites - may spend some points along this line as i like a bit of dps increase !</P> <P>Cures - but depends on this line - Sanctuary is a life saver for my groups against many nameds encounters so will go for that.</P> <P> </P> <P> </P>

Whitemane
11-13-2006, 04:57 AM
Here's my 2 cents. Keep in mind Im coming from a group / Raid perspective. So I do disagree on some points with Caethre. Mostly just playstyle so dont take it as a Flame please =D<BR> <BLOCKQUOTE> <HR> Caethre wrote:<BR> <DIV> <DIV>OOC.</DIV> <DIV> </DIV> <DIV>Another few hours spent cataloging these again, and reporting outstanding bugs, the above post gives the data.</DIV> <DIV> </DIV> <DIV>Now I will gives my remaining comments on these abilities after the changes. Again (as always with me), they are from the perspective of a primarily small group and solo player.</DIV> <DIV> </DIV> <DIV>Firstly I'll say this - the interface presentation and the standard of the Achievements dialogs</DIV> <DIV>and descriptions has improved considerably, with most of the earlier bugs removed.</DIV> <DIV> </DIV> <DIV> <DIV><FONT color=#ffff00><U><STRONG>Summary of what I think still needs changing (BUGS/FEEDBACK)</STRONG></U></FONT></DIV> <DIV><BR><FONT color=#ff9900>- Warring Axiom needs to have the duration reduced in line with the recast time (probably a bug).<BR></FONT></DIV> <DIV><FONT color=#ff9900></FONT> </DIV> <DIV><FONT color=#ff9900>- Symbol of Corruption needs to have the recast time reduced in line with the duration, but really, this skill needs deleting completely and replacing with something there is a chance a Templar might actually want to spend precious AP points on.<BR></FONT></DIV> <DIV><FONT color=#ff9900></FONT> </DIV> <DIV><FONT color=#ff9900>- Smite Wrath at 25% boost still feels a little weak. The settings in Edition 1 of this list were at 50% boost, and that was a little too strong. Somewhere between would feel right (to this Templar anyway).<BR></FONT></DIV> <DIV><FONT color=#ff9900></FONT> </DIV> <DIV><FONT color=#ff9900>- "Enhance: Amending Fate" should be called "Enhance: Supplicating Fate" for level 70 templars (almost certainly a bug, but it is cosmetic only).<BR></FONT></DIV> <DIV><FONT color=#ff9900></FONT> </DIV> <DIV><FONT color=#ff9900>- Soothe needs description on the dialogue to help Templars know more precisely what it will do with the upgrade. It may need moving up the tree, to replace preferably Complacency, or possibly Fraility.</FONT></DIV> <DIV><FONT color=#ff9900></FONT> </DIV> <DIV><FONT color=#ff9900>- I still can't help feeling that a lot of Templars of all playstyles would prefer some real healing AP skills, rather than playing with small specific triggered reactives on cure spells or lotto percentages on small buffs/debuffs.</FONT></DIV> <DIV> </DIV> <DIV>Now to look at the skills section by section.</DIV></DIV> <DIV> </DIV> <DIV><FONT color=#ffff00><STRONG><U>Blessings section:</U></STRONG></FONT></DIV> <DIV> </DIV> <DIV>- The Supplicating Fate ability (misnamed as Amending Fate at the moment), as the only non-"lotto" heal here, is useful and looks ok.</DIV> <DIV> </DIV> <DIV><FONT color=#ff0000>Good in groups useless in a Raid. Well nearly so. I need the heal before the mob dies not after. Its not a bad ability all told though</FONT></DIV> <DIV><BR>- The Mark of the Celestial remains harmless but neither exciting nor important.</DIV> <DIV> </DIV> <DIV><FONT color=#ff0000>I disagree. =D With Adornments you can easily double the heal amount to 83 points per tick ( 112 crit ). Keep in Mind that this is a raid/group wide heal that will be procing pretty much constantly. Its nice, though not stellar</FONT></DIV><FONT color=#ff0000></FONT> <DIV><BR>- The Unyielding Benediction upgrade remains hard to assess from the limited data, but I won't be rushing to get it.</DIV> <DIV> </DIV> <DIV><FONT color=#ff0000>Meh 2% more stoneskin a bit many points for the 2% but useful. In my parsing it actually helps quite a bit. To the point where I suspect blessings is actually adding to the proc rate. I need to test this more though.</FONT></DIV><FONT color=#ff0000></FONT> <DIV><BR>- The Glory update, again, neither exciting nor important.</DIV> <DIV> </DIV> <DIV><FONT color=#ff0000>Again Too many points spent for too little gain. Only really taking it myself to get the 20 points for the final tree Ability</FONT></DIV><FONT color=#ff0000></FONT> <DIV><BR>- Involuntary update - the best thing I can say is that the tree modification so it can be completely avoided was a good idea!</DIV> <DIV> </DIV> <DIV><FONT color=#ff0000>I think you're nuts ;p. this is the best upgrade in the tree. A 30% proc rate on mob attacks? Its a great upgrade that's pretty manditory if you raid. Even if you just group its a huge increase in effectiveness on the spell as it stands now. Well worth the 5 points</FONT></DIV> <DIV><FONT color=#ff0000></FONT><BR>- Blessings is now better value for just one point, I remain unsure how useful it will be, a lot depends on the gear available it will have a chance of acting on before I could judge whether it would be a worthwhile purchase or not. At this moment, pre-EOF release, it would be of little value at least to me, but that might change.</DIV> <DIV> </DIV> <DIV><FONT color=#ff0000>Agree. Though I will be taking it I think as Im always in the MT group and it will help with things like agro procs dirge stoneskin etc. Parsing shows its working as far as I can tell</FONT></DIV> <DIV> </DIV> <DIV>Overall - too much reliance in this section on tiny upgrades to already small random chances. There is no player skill involved in lotto healing (which is why I never liked it), it's just luck. So as a result, apart from the Fate upgrade, this section looks uninteresting. Given the alternatives however, I will likely end up spending a few points here if I ever get up close to 100 APs (which might never happen though, given the lack of motivation).</DIV> <DIV> </DIV> <DIV><FONT color=#ff0000>I dont see their being much alternatives either. However I will say that with adornments I pretty much dont have to cast any type of heal other than my loto heals for alot of the easier content out there so they are alot more effective than alot of people give them credit for.</FONT></DIV> <DIV> </DIV> <DIV> </DIV> <DIV><FONT color=#ffff00><U><STRONG>Compliances section:</STRONG></U></FONT></DIV> <DIV> </DIV> <DIV>- Spurn upgrade is a good upgrade, worth getting.</DIV> <DIV> </DIV> <DIV><FONT color=#ff0000>Yep its nice</FONT></DIV> <DIV><BR>- Sign of Fraility, still don't like it much, duration extension would be more use.</DIV> <DIV> </DIV> <DIV><FONT color=#ff0000>Or to unnerf it to where it was before ( so you can once again lock a mob down the whole fight) As it stands pretty much useless to me. Doesnt work on epics so ...</FONT></DIV><FONT color=#ff0000></FONT> <DIV><BR>- Complacency, a poor upgrade to a spell I never use anyway, a waste of points.</DIV> <DIV> </DIV> <DIV><FONT color=#ff0000>Well I do use the spell but I wouldnt spend points on it</FONT></DIV> <DIV><BR>- Soothe - this needs details adding, at the moment the description is still lacking, it might be useful or it might not be. If it is, it needs swapping with Complacency in the tree (or maybe Fraility), as it would be more popular.</DIV> <DIV> </DIV> <DIV><FONT color=#ff0000>This could be very good ability but I havent tested it at all so jury is out there. Could be very handy on them mem wiping mobs</FONT></DIV> <DIV><BR>- Forced Humility - a partial reversal of an earlier nerf, not especially appealing.</DIV> <DIV> </DIV> <DIV><FONT color=#ff0000>Agree</FONT></DIV> <DIV><BR>- Overconfidence - much better value but no chance I'd be wasting 20 points in Compliances to get this aggro controller, especially with it still being unclear how it will precisely work.</DIV> <DIV> </DIV> <DIV><FONT color=#ff0000>Agree. I maybe changing out of my plan to go blessings and cure depending on how this works. If I do though I wont be happy as the rest of the line is very limited in use to me.</FONT></DIV> <DIV> </DIV> <DIV>Overall - apart from Spurn, and *possibly* soothe (depends on what it does!), I have not a lot of interest in this section at all.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV><FONT color=#ffff00><U><STRONG>Holy Smites section:</STRONG></U></FONT></DIV> <DIV><STRONG><U><FONT color=#ffff00></FONT></U></STRONG> </DIV> <DIV><U><FONT color=#ff0000>Disclaimer I'm totally biased against the whole Templars need more DPS train of thought ;p</FONT></U></DIV> <DIV> </DIV> <DIV>- Smite and Strike upgrades are solid but not wonderful, but for a Templar of my playstyle, are absolute must first purchases from this list as it stands at the moment.</DIV> <DIV> </DIV> <DIV><FONT color=#ff0000>They are ok for what they do. Not bad</FONT></DIV><FONT color=#ff0000></FONT> <DIV><BR>- Warring Axiom upgrade - as it is at this moment, this is not much good at all, as it is of little use reducing the reuse time from 15s to 10s, if the spell duration remains 16s!!! The duration needs to be reduced as well to make it of any use. This is hopefully just a bug. If the duration is also reduced, however, it is then in the same category as the Smite/Strike upgrades above.</DIV> <DIV> </DIV> <DIV><FONT color=#ff0000>True they should make the duration down so it does the same DPS quicker</FONT></DIV> <DIV><BR>- Blaze upgrade is less appealing, but necessary to get access to Smite Wrath.</DIV> <DIV> </DIV> <DIV><FONT color=#ff0000>Yeah wow Totally underwelmed here. I use this spell for its humor value mostly<BR></FONT>- Symbol of Corruption - why is this one still here? I cannot see a single Templar of any playstyle purchasing an upgrade to a level 35 non-scaling non-upgradable spell, a total waste of an ability.</DIV> <DIV> </DIV> <DIV><FONT color=#ff0000>Well it does debuff wisdom... Thats about the only nice thing I can say here</FONT><BR>- Unswerving Hammer - a minor and unappealing upgrade, still too weak to be worth considering.<BR>- Smite Wrath - my gut feel remains, that although I will purchase this as soon as I can, that is it still a little weaker than it needs to be.</DIV> <DIV> </DIV> <DIV><FONT color=#ff0000>I'd rather roll a fury than take this ability. though it fits for the theme of the line.</FONT></DIV> <DIV> </DIV> <DIV>Overall: to Templars in my playstyle, this section is the "must get" section. There is no alternative to trying to at least stay in contention in DPS with other priests, because when soloing or in duos/trios, getting too far adrift makes things untenable. That said, given some of the other sections, I suspect many full-grouping and raiding templars will choose to spend points here too.</DIV> <DIV> </DIV> <DIV><FONT color=#ff0000>If thats your playstyle have at it. Personally I could care less about our dps as thing stands in beta I can do ~700-900 without much ado and no points in this line. If any raid templar takes this they are hurting or will be once thier raid leader hears about it. Theres absolultely nothing here for anyone who plays there templar as what they are. A healer.</FONT></DIV> <DIV> </DIV> <DIV><FONT color=#ffff00><U><STRONG>Cures section:</STRONG></U></FONT></DIV> <DIV><STRONG><U><FONT color=#ffff00></FONT></U></STRONG> </DIV> <DIV> </DIV> <DIV>- These all have little interest to me personally.<BR>- Sanctuary I basically never cast anyway, of more use to raiders.<BR>- Mana Cure, is unclear even now how useful this would be.</DIV> <DIV> </DIV> <DIV>Overall: what more can I say? I will avoid this section entirely. Replacing it entirely with real healing AP skills to boost reactives/direct heals in some way would I think be almost universally popular.</DIV> <DIV><FONT color=#ff0000></FONT> </DIV> <DIV><FONT color=#ff0000>Origonally I had planned taking this line as its is a healing line but the complainces end ablitity maybe of more use. Also as things stand now the heal proc is a bit weak. Though with adornments it would be better. All in all a pretty decent line ( when it works ).</FONT></DIV> <DIV> </DIV></DIV><BR> <HR> </BLOCKQUOTE><BR>