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View Full Version : Critique my AA plan if you have a moment please


Xynok
01-02-2007, 08:17 PM
<DIV>After reading many threads, and investigating the trees with regards to my playstyle, I have come up with the following AA plan.  I feel very comfortable with these choices from a solo/single group perspective, as this is all I really spend my time doing; these choices certainly <EM>seem</EM> to give me the most "bang for my buck" given <STRONG><EM>my</EM></STRONG> experiences soloing and single grouping.  However, feel free to offer advice where I might have points better spent from this perspective.  My primary question is will this AA layout still allow me to have the desired role an Inquisitor plays in Raiding end-game content?  I'm completely unfamiliar with this aspect of the game.  Thanks in advance to all who reply.</DIV> <DIV> </DIV> <DIV><STRONG><U>Inquisitor(50)</U></STRONG></DIV> <DIV><U>Triage(<img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" /></U></DIV> <DIV>3 Enhance Emergency Reactives</DIV> <DIV>5 Enhance Braveness</DIV> <DIV>(I can easily go with 3 Braveness and put the 5 into the faster Combat Rez skill, but this seems only really useful on a raid? I have no idea, as I'm unfamiliar with Raids)                       </DIV> <DIV> </DIV> <DIV><U>Detriments(21)</U></DIV> <DIV>5 Enhance Shame</DIV> <DIV>5 Enhance Weakness</DIV> <DIV>5 Enhance Forced Submission</DIV> <DIV>5 Enhance Distract</DIV> <DIV>1 Maladroit</DIV> <DIV>(I feel like Debuffs are the primary thing an Inquisitor adds to a group, and the abilities that have the greatest impact on our healing abilities. The 5 points in Weakness are what allows me to go straight to Braveness and into quicker combat rez if that is a better thing to have)</DIV> <DIV> </DIV> <DIV><U>Battle(21)</U></DIV> <DIV>5 Invocation Strike</DIV> <DIV>5 Writhing Strike</DIV> <DIV>5 Strike of Flames</DIV> <DIV>5 Litany Circle</DIV> <DIV>1 Battle Cleric</DIV> <DIV>(I feel this gives me everything I want as a soloer, and allows me to stay in the fray actually adding DPS to the fight. There are a few more abilities I'd like to have in this tree, but they require me to get stuff I don't think I'd use that often. This gave me the 8 points to use in Triage)</DIV> <DIV> </DIV> <DIV><STRONG><U>Cleric(50)</U></STRONG></DIV> <DIV><U>Yaulp</U>: 1</DIV> <DIV><U>Strength</U>: 4 - 4 - 8</DIV> <DIV><U>Agility</U>: 4 - 4 - 8</DIV> <DIV><U>Stamina</U>: 4 - 5 - 8  (I plan to use 2 Handers, assuming they remain viable)</DIV> <DIV> </DIV> <DIV>I feel like these selections are complimentary, and make me a solid Battle Cleric, while still allowing me to easily serve as the primary healer to any group.  I have no clue what would make me a better Raiding Cleric, but feel like the point allocation difference would be pretty subtle (especially in the Inquisitor tree).  Please share your thoughts, and thanks again for your time.</DIV> <P><SPAN class=time_text></SPAN> </P><p>Message Edited by Xynok on <span class=date_text>01-02-2007</span> <span class=time_text>07:21 AM</span>

yibiumien
01-02-2007, 08:26 PM
I would take the points you have in Triage and put them elseware.  If you are soloing alot, or a secondary healer in group setting, you would do well to increase the number of AAs in Battle line.  I know the improved Fanaticism is not working correctly for heals atm, but being able to cast your melee CAs with very little mana cost while in Fanatacism increases your dps a good 200-300.  If I'm in the MH position I'm typically not even bothering with Fanaticism, I'm simply healing, debuffing, and applying my spell damage. (specially true in CMM)

ericshaitan
01-02-2007, 08:29 PM
I personally like the points in Triage,  I have gone all the way up to the +5 meter on all my spells and enjoy that ability.  I personally am trying to stay away from the battle cleric line.  Don't like it, don't want it, the only part of it that I enjoy is the Blue AoE.  All the rest of my poinst are going down the detramints line. <div></div>

Xynok
01-02-2007, 08:34 PM
<DIV>yibiumien:</DIV> <DIV>Do you mean put 3 into Enhance: Heresy and 5 into Enhance: Zealotry?</DIV> <DIV> </DIV> <DIV>Edit:</DIV> <DIV>You mention while serving as the MH in a group, you don't use Fanaticism (makes sense of course).  I feel my choices give me more than enough umph while soloing -- is the difference so dramatic as to spend points for an ability only <EM>EVER</EM> useful while soloing?  Quicker emergency heal/rez and more STA (= HPs) affect *every* situation (well quicker combat rez while solo doesn't apply of course heh). </DIV><p>Message Edited by Xynok on <span class=date_text>01-02-2007</span> <span class=time_text>07:42 AM</span>

Xynok
01-02-2007, 08:35 PM
<P>ericshaitan:</P> <P>Do you like the points as is, or do you think I should move towards the quicker combat rez?</P> <P>Thanks for the input so far everyone.</P> <P> </P>

yibiumien
01-02-2007, 08:42 PM
<P>That is what I invisioned, if you want the most bang for your buck. With that change you would have the same AA set up as I do.  I'm happy with it, extremely happy when I'm solo or secondary healer.  I would love to have greater healing AAs, but I'm enjoying the hand dealt to me.</P> <P> The +5 range would be great for that oddball Ranger that's 50m to the other side of the mob, or for avoiding AEs.  I am not going to say that it wouldn't be good to have on big named encounters with a raid force.  Certianly what it offers to a solo/group orientated Healer is significantly less then what you get with the points elseware IMHO.</P>

yibiumien
01-02-2007, 08:50 PM
<P>Forgot to address your second points, If the reuse timer was reduced to 5min on the emergancy heals/rez I'd think about it.  Personally I only use my emergancy heal/rez s for emergancies, and if I'm having more then 1 emergancy every 15min I need to find a new group.</P> <P>Up to you, I found it very useful to have.  IF the tank isn't getting hit that much I'll through group and single reactive on him before pull, stand up Fanatacism, and the mobs are typically dead before it wears off.</P>

ericshaitan
01-02-2007, 09:12 PM
<blockquote><hr>Xynok wrote:<div></div> <p>Do you like the points as is, or do you think I should move towards the quicker combat rez?</p> <hr></blockquote>I would go with the quicker combat rez.  I find this extremely useful on raids.  When some one goes down they are immediatly brought back up.  I don't have to worry about missing a heal.  Every second is very important and since people are bound to die, I find this AA to be very useful.<div></div>

graxnip
01-02-2007, 10:58 PM
my personal opinion is that the sta line is a must to do 4-4-8-8, the heal crits will aid you more than the bolt of power when you are chain healing and not hitting a mob on tough boss / raid fightsI didstr 4-4agi 4-4-8sta 4-4-8-8<div></div>

jago quicksilver
01-03-2007, 01:13 AM
the AA setup sounds solid for group/soloing content, and the EoF one isnt too bad for Raiding either, the KoS setup would have to be changed to benefit raiding if you ever went that road, but the Melee setup you have layed out is actually quite effective for soloing and grouping.

Xynok
01-03-2007, 07:06 PM
<BR> <BLOCKQUOTE> <P></P> <HR> jago quicksilver wrote: <P><BR>...the KoS setup would have to be changed to benefit raiding if you ever went that road...</P> <P></P> <HR> <P>Would you have a moment to at least briefly elaborate on what changes should be made?  As I have no idea what is expected of an Inquisitor in a Raid setting (certainly with regards to what AAs are expected), I need to have a better understanding of where points can be best allocated from that perspective.  Thanks again for everyone's input.</P></BLOCKQUOTE><BR>

jago quicksilver
01-03-2007, 11:58 PM
<div></div><div><blockquote><hr>Xynok wrote:<div></div> <blockquote> <p></p> <hr> jago quicksilver wrote: <p>...the KoS setup would have to be changed to benefit raiding if you ever went that road...</p> <p></p> <hr> <p>Would you have a moment to at least briefly elaborate on what changes should be made?  As I have no idea what is expected of an Inquisitor in a Raid setting (certainly with regards to what AAs are expected), I need to have a better understanding of where points can be best allocated from that perspective.  Thanks again for everyone's input.</p></blockquote><hr></blockquote>Well, as inquisitors are usually put in a DPS group, you are expected to keep a group up pretty much solo. As a cleric in EoF, that is no easy task, so you would want to take the Stamina and Intelligence lines so that you could put 8 points into both the heal crit line and casting speed line to get every advantage that you could. Divine recovery, the end ability in the INT line is also very nice, whether you save it for emergencies so you can spam heals at lightning speeds, or if you use it right when it comes up so DPS can benefit from it as much as possible.</div><p>Message Edited by jago quicksilver on <span class=date_text>01-03-2007</span> <span class=time_text>11:08 AM</span>

Xynok
01-04-2007, 12:17 AM
<P>Jago,</P> <P>So your Cleric line would be something like:</P> <P>STA: 4-4-5-8</P> <P>INT: 4-4-4-8-8</P> <P>Given my Inquisitor Tree choices, do you think I could do this and still be able to solo effectively?  I'm essentially looking for a solid build that gives you everything you need for any given situation; not necessarily the <EM>best</EM> of everything, but a balanced build that will still serve the purpose adequately without totally "gimping" you in other situations.  Perhaps what I'm looking for isn't possible?  I'd love to hear from some Raiding Priests how they allocated their points, and how well they can solo.  I assume a good Raid build will serve just as well for grouping (cannot fathom how it wouldn't), but I'm interested in a build that serves in a raid situation but yet still allows you to solo just fine.</P>

Sphinx1975
01-04-2007, 01:26 AM
Xynok, Hiya, I'll try to add my two cents here. I like to group, raid, and solo which means I've been trying recently to find a decent balance.  I'll never be the top of the parse in anything but as long as the group is successful that's all right by me. I have 57 total AA points and have them spread out something like this (not in front of my game PC but I can firm these up later if you wish). STR 6-2 STA 4-4-4-4-1 AGI 4-4-4-4 In the Inquisitor only line I've started down the line that helps the debuffs like Sentence, Forced Obedience and Debase.  I want to add some points into those before deciding on how to proceed.  I was thinking about the rez line but am not certain yet.  When raiding I've been fortunate to get a lot of the BlackCoat armor that drops in Labs and so that is a big boost to a lot of stats especially mitigation and WIS.  I've also done the Mark of Awakening Quest and the Hoo'Lah hat quest. In terms of armor I bring an assortment of gear for both back up purposes and for fitting whatever role I need. For example, if we're just fighting a trash mob then I whip out the two-handed big hammer (BlackScale Maul) and swing like Barry Bonds on the juice since my healing (or even my debuffs) won't be as needed.  But when we get to the named mobs I gear up with a one-handed and a buckler and maybe wear any  jewelry or armor that might help with overall healing. Its at this point that I go full on heal/debuff mode with all of our heals that we use as well as debuffs.   I also save my concentration slots to help the group since more often than not a smart raid will put you with the DPSers since you can boost them nicely. When soloing I normally buff myself to the max (Yaulp, Consecrate Aura, Fanatic Faith, Pious, Act of Conviction, Convert, etc etc) and can turn out a fair amount of DPS.  Of course I don't put out near the DPS of a scout or whatever but things will still fall down in a reasonable amount of time. If you need that extra WIS boost don't forget that the merchant often has for sale elixir of piety potions that can up the WIS for your character some. I always like to keep a few in my inventory.

Vidar64
01-04-2007, 01:43 AM
I tried the Braveness AA briefly.  Found that with 3AA in it, I only gained 23 HP.  Just didn't seem worth it for that little so I respeced. <div></div>

jago quicksilver
01-04-2007, 02:54 AM
<div><blockquote><hr>Xynok wrote:<div></div> <p>Jago,</p> <p>So your Cleric line would be something like:</p> <p>STA: 4-4-5-8</p> <p>INT: 4-4-4-8-8</p> <p>Given my Inquisitor Tree choices, do you think I could do this and still be able to solo effectively?  I'm essentially looking for a solid build that gives you everything you need for any given situation; not necessarily the <em>best</em> of everything, but a balanced build that will still serve the purpose adequately without totally "gimping" you in other situations.  Perhaps what I'm looking for isn't possible?  I'd love to hear from some Raiding Priests how they allocated their points, and how well they can solo.  I assume a good Raid build will serve just as well for grouping (cannot fathom how it wouldn't), but I'm interested in a build that serves in a raid situation but yet still allows you to solo just fine.</p><hr></blockquote>i solo great actually, as long as you have a good 2h, and know how to play your class well, and manage mana etc, its not hard for me to solo white con ^^^s, although, having good gear helps that aspect significantly, as does spell quality.</div>

jago quicksilver
01-04-2007, 03:01 AM
for a nice balance, i think i would go 4-4-4-8 INT, because no matter what you do, faster casting=win, if you wanted to lean more towards meleeing, which is the best route for soloing imo, i would go 4-4-6 down the STA line, and 4-4-7 down the agility line.then if you converted your nukes to CAs and got the fanaticism AA, you would be a pretty formidable force as far as soling goes, but the penalties on the Fanaticism AA are so harsh you will still want to toggle it off whenever you cast any heals etc.

graxnip
01-04-2007, 09:36 AM
and from another thread i think im under the impression that int effects the dot portion of your CA'sI didnt go int line though so im not sure for my style of play spell crit is useless as is the dd staff hit.but faster casting - probably more important than the heal crits - any one have any data on what is better?what is the speed increase with 8 aa in it ?rank 8 of heal crit is 15.6% but i also grp with a coercer so he boosts it another 12% atm<div></div>

TheSpin
01-04-2007, 11:24 AM
<DIV>I took 4488 in the STA line and skipped the agility line completely.  That makes me a little better off in raids.  The Heal crit% is nice when soloing too because each trigger of your reactives has a chance to crit, not the original spell itself.  That means any time you cast a reactive you have a good chance of at least one of the triggers critting and those crits help a lot.</DIV> <DIV> </DIV> <DIV>Increasing spell casting speed by like 15% isn't enough for me to want to spend all the point in the Int line just to get it.  </DIV> <DIV> </DIV> <DIV>I don't really miss the agi line's dps since buffing your dps from the doesn't buff your combat arts any.</DIV> <DIV> </DIV> <DIV>I also know that most inquisitors like a big 2 hander when soloing, but I prefer a faster one hander with a shield.  If you read the 3rd teir STR line ability, it says 40%, not an average of 2.0 times a minute etc.  Also Chilling inquest reads 10%, not 1.5 times a minute or whatever.  I think faster weapons are quite beneficial to those two abilities.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>I have all 50/50 points in the EoF line.  I'm fully specced in the battle line and I really don't regret it.  I may end up changing when I hit 70 (I'm 67 now) and basically focus only on raids.  Right now I have every single battle line aa, and the rest in detriments (up to improved verdict).   </DIV> <DIV> </DIV> <DIV>In KoS I have 45/50 points atm.  I'm took str 858, sta 4488, the last 5 points I will spend to max skull crack (T2 str line ability) and the last point doens't matter too much.</DIV> <DIV> </DIV> <DIV>If you're wondering how I have 95/100 aa points and the one that's maxed is EoF rather than KoS, it's because I created the toon after EoF and more or less soloed all the way up to the 60s.  There were quests to work on all the way up and it was great AA for me.  I'm pretty much done with all the solo quests and now I'm just runnin instances etc and I'm sure I'll get all 100aa by the time I hit 70.  I put in a lot of gameplay time to get to 67 with 95/100 AA, don't think it was easy to do in 2 months.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>BTW, as mentioned in an earlier post here, the DoT portion of the combat arts are based on your Int, but I still think str is the stat to focus on because initial damage beats out long term damage in almost any situation.  If you're in a group mobs probably won't even live for the full duration of your CA DoTs.  Two of the five combat arts available are only DD and based totally on str, including the one with the shortest cooldown and your AoE.  </DIV> <DIV>The DoT and Debuff portion of your combat arts are equivalent to the adept 3 version of the same spell, but there is a big difference because the combat arts scale up every single level while you only get an upgraded nuke every 14 levels (not to mention a possible +100% chance to crit with AA).</DIV>

Xynok
01-04-2007, 08:35 PM
<P>Thanks everyone for your input here, it has really helped me tremendously; I hope this thread is able to help others who have the same questions.  I have decided upon the build I feel covers everything I want, while still giving me a specific role in a Raid.  The following illustrates my points allocation, with some brief comments about why:</P> <P><STRONG><U>Cleric(50)</U></STRONG></P> <P>STA: 4 - 4 - 8 - 8 </P> <P>This gives me both max melee <STRONG>and </STRONG>heal crits - solo/group(s) covered.</P> <P>INT: 4 - 4 - 4 - 5 - 8</P> <P>This gives me faster casting times (I've opted for max crits over max cast time decrease), and the end ability here gives me a specific role in the DPS group during a Raid - solo/group(s) covered, with a specific Raid role.</P> <P>Now, I miss the Bolt from the STR line, and the melee DPS from the AGL line, but feel this is more than made up for with my choices in the Inquisitor Tree:</P> <P><STRONG><U>Inquisitor(50)</U></STRONG></P> <P><U>Detriments(21)</U></P> <P>5 Enhance Shame</P> <P>5 Enhance Weakness</P> <P>5 Enhance Forced Submission</P> <P>5 Enhance Distract</P> <P>1 Maladroit</P> <P>Again, my reasoning here is this is what an Inquisitor does: Debuff.  These abilities aid our healing more than anything else.  Solo/Group(s) covered.</P> <P><U>Battle(26)</U></P> <P>5 Invocation Strike</P> <P>5 Writhing Strike</P> <P>5 Strike of Flames</P> <P>5 Litany Circle</P> <P>5 Enhance Zealotry</P> <P>1 Battle Cleric</P> <P><U>Punishments(3)</U></P> <P>3 Enhance Heresy</P> <P>These points give me everything I want, and make up for the abilities I miss in the STR and AGL Cleric lines (not completely, of course, but <EM>adequately</EM>).  These mainly aid my solo play, but also help in single group play where I can still melee.  These don't seem to help at all from a Raid perspective, which is why I took the final ability in the INT Cleric line.  The abilites from the Inquistor Tree that seem to help the most in a Raid situation are Reach of Faith and Maladroit (possibly Punishment as well).  I was able to get one of them at least, so I feel I'm covered from a balance perspective.  My reasons for skipping the Triage and Punishments (exception Heresy to get Zealotry) trees follow.</P> <P>I feel the primary abilities in the Triage line are covered <EM>adequately</EM> by taking the abilities in the INT Cleric line (and the refresh timers don't lower as much as I would like considering what I'd have to give up), and one person mentioned here the points in Bravery don't yield much in the way of HPs.  The final ability in Triage is perhaps useful, but it seems to be extremely situational for the point investment.</P> <P>The abilities in Punishments strike me as merely "OK" compared to what the Battle line gives you.  However, the final ability in this line is *very* nice, but I feel you must sacrifice too much solo/group power to get it by taking points from the Detriments and Battle lines.</P> <P>These are all my own opinions, based on my own experiences and conversations with other Inquisitors both on these boards and in the game.  I hope someone else finds this information helpful and interesting.</P><p>Message Edited by Xynok on <span class=date_text>01-04-2007</span> <span class=time_text>08:01 AM</span>

jago quicksilver
01-05-2007, 03:52 AM
<div><blockquote><hr>Xynok wrote:<div></div> <div></div> <div></div> <div></div> <div></div> <div></div> <p>Thanks everyone for your input here, it has really helped me tremendously; I hope this thread is able to help others who have the same questions.  I have decided upon the build I feel covers everything I want, while still giving me a specific role in a Raid.  The following illustrates my points allocation, with some brief comments about why:</p> <p><strong><u>Cleric(50)</u></strong></p> <p>STA: 4 - 4 - 8 - 8 </p> <p>This gives me both max melee <strong>and </strong>heal crits - solo/group(s) covered.</p> <p>INT: 4 - 4 - 4 - 5 - 8</p> <p>This gives me faster casting times (I've opted for max crits over max cast time decrease), and the end ability here gives me a specific role in the DPS group during a Raid - solo/group(s) covered, with a specific Raid role.</p> <p>Now, I miss the Bolt from the STR line, and the melee DPS from the AGL line, but feel this is more than made up for with my choices in the Inquisitor Tree:</p> <p><strong><u>Inquisitor(50)</u></strong></p> <p><u>Detriments(21)</u></p> <p>5 Enhance Shame</p> <p>5 Enhance Weakness</p> <p>5 Enhance Forced Submission</p> <p>5 Enhance Distract</p> <p>1 Maladroit</p> <p>Again, my reasoning here is this is what an Inquisitor does: Debuff.  These abilities aid our healing more than anything else.  Solo/Group(s) covered.</p> <p><u>Battle(26)</u></p> <p>5 Invocation Strike</p> <p>5 Writhing Strike</p> <p>5 Strike of Flames</p> <p>5 Litany Circle</p> <p>5 Enhance Zealotry</p> <p>1 Battle Cleric</p> <p><u>Punishments(3)</u></p> <p>3 Enhance Heresy</p> <p>These points give me everything I want, and make up for the abilities I miss in the STR and AGL Cleric lines (not completely, of course, but <em>adequately</em>).  These mainly aid my solo play, but also help in single group play where I can still melee.  These don't seem to help at all from a Raid perspective, which is why I took the final ability in the INT Cleric line.  The abilites from the Inquistor Tree that seem to help the most in a Raid situation are Reach of Faith and Maladroit (possibly Punishment as well).  I was able to get one of them at least, so I feel I'm covered from a balance perspective.  My reasons for skipping the Triage and Punishments (exception Heresy to get Zealotry) trees follow.</p> <p>I feel the primary abilities in the Triage line are covered <em>adequately</em> by taking the abilities in the INT Cleric line (and the refresh timers don't lower as much as I would like considering what I'd have to give up), and one person mentioned here the points in Bravery don't yield much in the way of HPs.  The final ability in Triage is perhaps useful, but it seems to be extremely situational for the point investment.</p> <p>The abilities in Punishments strike me as merely "OK" compared to what the Battle line gives you.  However, the final ability in this line is *very* nice, but I feel you must sacrifice too much solo/group power to get it by taking points from the Detriments and Battle lines.</p> <p>These are all my own opinions, based on my own experiences and conversations with other Inquisitors both on these boards and in the game.  I hope someone else finds this information helpful and interesting.</p><p>Message Edited by Xynok on <span class="date_text">01-04-2007</span> <span class="time_text">08:01 AM</span></p><p><span class="time_text"></span></p><hr></blockquote>this build sounds really solid to me, but i think the distract/Maladroit points would be better spent in the other 2 reverse damage shields, since maladroit only affects stat/attribute debuffs (sta/int etc, and crush/pierce etc) and almost every debuff in the game is curable. also, i dont think you will be pulling aggro enough to need to use your deaggro that much <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> but the opinions are your own, and have fun whatever route you decide to take.</div>

TheSpin
01-05-2007, 03:13 PM
<BR> <BLOCKQUOTE> <HR> jago quicksilver wrote:<BR> <DIV><BR>this build sounds really solid to me, but i think the distract/Maladroit points would be better spent in the other 2 reverse damage shields, since maladroit only affects stat/attribute debuffs (sta/int etc, and crush/pierce etc) and almost every debuff in the game is curable. also, i dont think you will be pulling aggro enough to need to use your deaggro that much <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> but the opinions are your own, and have fun whatever route you decide to take.<BR></DIV><BR> <HR> </BLOCKQUOTE> <P><BR>From what I have heard about many of the new raid zones, less of the debuffs are curable so reducing their potency could be a big advantage.</P> <P> </P> <P>Also, the revesrse damage shields are kinda crummy because if the tank is warded (which he usually is in a raid situation) they will not work correctly.</P>

Israphil
01-05-2007, 10:30 PM
<div></div><div></div>I recently ditched intelligence KoS line in favor of strength line for Skull Crack; with the revamped mob combat abilities I feel like being able to single-handedly debuff a mob offensive stats by 59 (32 from skull crack and 27 from obedience) is quite precious, and honestly I wasn't all that hurt by losing a quarter of a second off of most of my heals. When you get down to it, our responsibility to keep our group alive mostly relies upon casting 1-2 group heals, and assuming you're dealing with a 30 second recast ae, you aren't going to have problems with this, whether you're spell hasted by 14% or not. Plus, with the Battle line being as good as it is, spell crit benefit from int line is marginalized, so basically it's a dead line except for the 14% spell haste, and I feel it's more beneficial to pick up bolt of power, the +focus/dis, and skull crack. My healing hasn't suffered much, because I've still got Stamina line 4/4/8/8 for heal crits. Now, with battle cleric line, enhance fanaticism, bolt of power, skull crack, etc, I can easily rock 700-800 dps while still keeping my group alive, and buffing my group as well as possible. Is it our responsibility to be a dps class? No, but it certainly doesn't hurt when the fight is stable to have a healer who can fall back on some heavy hits. Bottom line for me: I'm fast enough on the trigger that a quarter of a second on a heal doesn't make a whole lot of difference, but a .5 second cast time -32 to all offensive skills might make one.<div></div><p><span class="time_text"></span></p><p>Message Edited by rckmer on <span class=date_text>01-05-2007</span> <span class=time_text>09:34 AM</span>

TheSpin
01-06-2007, 11:55 PM
<P>I want to mention one thing about a big bug right now in the EoF AA....it's with the Enhance Zealotry</P> <P> </P> <P>This is a link to a post with more info</P> <P><A href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=14&message.id=12862#M12862" target=_blank>http://eqiiforums.station.sony.com/eq2/board/message?board.id=14&message.id=12862#M12862</A></P> <P> </P> <P>I just want you to be aware of it before you spec in it...hopefully it will be fixed soon.  I have to be very careful about activating my zealotry skill because of this bug.  I almost wish I didn't have it right now, but it is still useful at times.</P>