PDA

View Full Version : NDA Lifted!


Mor
02-09-2006, 01:43 AM
So without further ado, here are the Warden AAs as they stand (and thanks to Siufu for writing all this down):Shapeshift - 10% to inflict 78 poison damage (if equip sword), increase heal crit by 2 (if equip 2h), damage spell crit by 2 (if equip hammer)Strength - increase 8Storm Blade - inflict 117 melee damage, increase 22% attack speed (if equip sword, 20s duration)Wild Ferocity - increase melee crit by 5Meditative Focus - increase focus 2.9Purge Inflictions - dispel 84 levels of all hostile effects on self (casting 4s, recast 5 min)Agility - increase 7Calm Animal - stun, prevents AOE (buckler, 45s duration)Natural Defenses - increase defense 8.7Grant Protection - grants group members 20% chance of making an additional attempt to avoid melee attack using caster's avoidance (3min duration)Charm Animal - charms target, increase out-of-combat power regen 22, increase out-of-combat health regen 24 (25min duration)Stamina - increase 5Serene Symbol - 25% chance to throws, stuns, blurs (symbol, 36s duration)Serene Knowledge - Grants the druid a chance to briefly grant any target of a beneficial spell immunity to stun and knockback effects. When target casts a beneficial spell this spell has 1% chance to cast Serene Knowledge on target of spell cast. Lasts for 3 seconds. Decreases Max Health of target by 0.1Serene Focus - increase heal crit 0.7Serenity - Grants the druid immunity to stun and knockback effects. This ability can be used while stunned. Decreases Max Health of caster by 0.1 (2min duration, 10min recast)Wisdom - increase 4Hierophant Grasp - inflicts 117 melee damage, root (if equip 2h, 60s duration)Hierophant Movement - speed 2%Hierophant Obfuscation - decrease hate gain 1%Rebirth - rez self after 5s (12 hour duration)Intelligence - increase 6Thunderspike - inflicts 88-147 melee damage, 103 divine damage if elemental mob (if equip hammer)Stormcaller's Control - increase disruption 1Stormcaller's Wrath - increase damage spell crit 1.6Infusion - AE targets 74-82 if target cast beneficial spell<div></div>

Mor
02-09-2006, 01:53 AM
Spells are primarily upgrades as you would expect with a few exceptions. Fairy Ally (62)  - summoned pet that aoe heals and provides random buffs. Note: "The faerie ally is capable of dodging area affect attacks, but is very frail."Regenerative Spores (63) - upgrade to Spores with a twist : "If ally is below 50%, the amount healed is doubled."Tranquility (65) - single target cure that removes all hostile effects and heals target for each effect removed.  Heals for 347 per effect removed at adept 1.<div></div>

Mor
02-09-2006, 02:21 AM
<div></div>Here's a brief summary of how the AA system works:Starting a level 20, you earn achievement exp from exploring, doing quests, killing certain mobs, aquiring rare items and leveling.  At level 70, all the exp you would have earned for leveling is put into AA experience.  You can earn up to 50 points total.The tree works like this:  you must buy the first ability (in our case, Shapeshift) for 1 point.  The starter ability is not upgradable.  After that you may purchase the first ability in any of the branches.  After raising the first ability in a given branch to rank 4, the next ability in that branch becomes available.  The last ability in each branch costs 8 points and is not upgradable (all others in each branch may be upgraded to 8 ranks as well).   You are not required to finish one branch before you start on another.Edit:  edited for clarity<div></div><p>Message Edited by Morie on <span class="date_text">02-08-2006</span><span class="time_text">01:22 PM</span></p>

Siufu
02-09-2006, 02:30 AM
<div></div>The damage above is based on your stat. Melee damage based on STR, and spell damage based on INT. It does not vary too much with the beta testing equipments provided. Most achievements increase its effect when you put more points in it. Some increment are linear, for example, each point put in those stat will increase your stat by that value.Shapeshift can transform you to 3 different types depends on your weapons: Spider(sword), Tree(2h staff), Lizard(hammer). From what I seen, you can change your weapons after you shapeshift. It only give you an option to play different role of druid, not restricting what weapons you are using. I have tried to change to a spider with a sword, and then equip a hammer, and still get that poison damage add.Calm Animal works like a mez. The duration has been shortened to around 20-26 sec depends how many points you put in. And it only works on animal type mob.Grant Protection is still bugged but it should be fixed soon.Charm Animal also only works on animal type mob. Too bad I cannot see too many animal type mobs in KoS. You better think twice before investing this skill since it cost 8 points.Hierophant Movement increase your in-combat speed.Rebirth is an auto rez. If you have buff it before you die, you will see your revive window first, and 5 seconds later you stand up with 50% health/power. I think if you decide not to rebirth if all the aggro mobs are still around you, you could cancel the buff before it take effect. (I will try it today to confirm) It has a 50 min recast timer, 12 hour duration. EDIT: Or you could click the revive window durin the 5 seconds to revive.Infusion actually work like this. You buff yourself with infusion (EDIT: buff until cancel), and then when you target your ally and heal him, each heal will also AE DD the enemies around him.EDIT: correct how Infusion works.<p>Message Edited by Siufu on <span class="date_text">02-09-2006</span><span class="time_text">02:19 AM</span></p>

Fingolfin2
02-09-2006, 04:21 AM
<div></div><blockquote><hr>Morie wrote:Spells are primarily upgrades as you would expect with a few exceptions. Fairy Ally (62)  - summoned pet that aoe heals and provides random buffs. Note: "The faerie ally is capable of dodging area affect attacks, but is very frail."Regenerative Spores (63) - upgrade to Spores with a twist : "If ally is below 50%, the amount healed is doubled."Tranquility (65) - single target cure that removes all hostile effects and heals target for each effect removed.  Heals for 347 per effect removed at adept 1.<div></div><hr></blockquote><p>odd, spores already does that.</p><p>Any idea on the fairy "buffs"?</p><p>Can anyone post the master2 choices also?</p><p> </p><p>Thanks for the info</p>

Dragonreal
02-09-2006, 04:27 AM
<div></div><blockquote><hr>Siufu wrote:Charm Animal also only works on animal type mob. Too bad I cannot see too many animal type mobs in KoS. You better think twice before investing this skill since it cost 8 points.<hr></blockquote><p>Charm animal can have its uses.. animal mobs include insects and there is at least 1 easily obtainable animal mob in each of the kos zones. In Tenebrous Tangle there's wasps and tangleflies; in Barren Sky there's hyenas; and in Bonemire there's spiders and bats. The mobs will follow you throughout the entire zone and if/when the charm breaks they will stay where you are and attack you until recharm or death. The only places in the expansion that you won't have animals as far as I can see is inside the instances, so the usefulness of this is going to depend very largely on your playstyle imo.</p><p>Also need to remember that I doubt it's impossible for someone to have this ability before level 60 and there's no lack of animal mobs in the old world, plus you're supposed to be able to respec your AA choices unlimitedly so you could get this to help out with grinding and then once you're max level if you don't need it anymore respec to something else.</p>

Dragonreal
02-09-2006, 04:31 AM
<div></div><div></div><div></div><p>m2 options:</p><p>Verdant Bliss</p><p>Winds of Arctic Cold</p><p>Regenerative Spores</p><p>Patron of the Forest (I THINK.. I'd go check for sure but the servers seem to be down atm)</p><p>And the fairy spell has been removed for some reason and hasn't been put back in yet, but while it was in it wasn't working from what I understand. And to be honest I was disappointed with both the fairy and tranquillity spells because they sounded to me like rehashed mystic spells; fairy being like their badger pet and tranquillity being like their single-target cure-all with a longer cast recast and much more power cost (yes I know theirs doesn't heal when effects are removed but idk I'd rather see something more original than a mystic ancient spell with a twist and a ton more costs to the spell).</p><p>Message Edited by Dragonrealms on <span class="date_text">02-08-2006</span><span class="time_text">06:33 PM</span></p><p>Message Edited by Dragonrealms on <span class="date_text">02-08-2006</span><span class="time_text">06:36 PM</span></p>

arielelf
02-09-2006, 05:10 AM
Can anyone give us a complete spell list for tier 7?  Screenshots would be lovely but I won't be greedy hehe.  Thanks!<div></div>

Colossaltitan
02-09-2006, 05:25 AM
<div></div><div>Excellent List!  Thanks very much.The one thing that upsets me is both Furys and Wardens will have the same list of AA's to choose from, its like a minor merger of the classes. /shrug.</div>

Golembes
02-09-2006, 06:03 AM
<div></div><div></div><p>Thanks for the info!</p><p>I sure hope they don't change the ability to switch weapons and keep the shapeshift abilities.  I wouldn't want to give up my prismatic.  <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>Message Edited by Golembeski on <span class="date_text">02-08-2006</span><span class="time_text">07:17 PM</span></p>

AlienFaction
02-09-2006, 06:55 AM
<font size="2">Thanks for the info guys, excellent stuff </font><span><span><font size="2">:smileyhappy:A question or 2 if I may (just so I understand this correctly)1/ Each selection (e.g. Serene Symbol) has up to 8 points available, but you don't have to go that high (only to 4 for the next selection)?2/ The last selection in each branch requires 8 points saved before you can buy it?CheersP.S. It looks, at first blush, a lot like WoW's setup, similar workings to that?</font></span></span><div></div>

Dragonreal
02-09-2006, 07:00 AM
<div></div><p>1) true</p><p>2) the final ability in each costs 8 points for 1 rank but it only has 1 rank whereas all the other abilities cost 1 point per rank and have up to 8 ranks.</p><p>And yes this is a lot like WoW's setup</p>

AlienFaction
02-09-2006, 07:24 AM
<font size="2">Excellent, thanks Dragonrealms, much appreciated <span>:smileyhappy:</span></font><div></div>

Naithik
02-09-2006, 08:32 AM
<div></div><p>Serenity - Grants the druid immunity to stun and knockback effects. This ability can be used while stunned. Decreases Max Health of caster by 0.1 (2min duration, 10min recast)</p><p> </p><p> </p><p> </p><p>mmm what do you mean by Decreases Max Health of caster by 0.1?? is that permanent?</p>

Dragonreal
02-09-2006, 08:35 AM
<div></div><p>That means the spell doesn't work yet heh</p>

Lopan13
02-09-2006, 09:16 AM
<div></div>Me'z likin dat serenity ting... uhm, me'z shud know bettah den ta ask dis but...if it make joo nar stunned ... den dat mean joo kin cast HG get dat heal werkin, n da powah feed, den use serenity n run round castin other stuff unaffected by da stun joo put on yerself?Me'z tinkin dat cud be guud... but kin be too guud, n dey gunna take away. If me'z lettin kitties outta bags, den joo kin tell me'z ta shut it.<i>me'z edit fer grammah</i><div></div><p>Message Edited by Lopan13 on <span class="date_text">02-08-2006</span><span class="time_text">08:19 PM</span></p>

Naithik
02-09-2006, 09:23 AM
<div></div><p>dont worry my ugly friend, we will probably be getting an "upgraded" version of HG, but HG as well as duststorm will be on a different kind of stun, you can't be immune to.</p><p>I took a quick look at fury boards and that got me worrying. They got a new porcupine, great dps spells, and cool def spells... i can only hope we will have something equivalent (and no HG isnt equivalent to porcupine)</p>

Golembes
02-09-2006, 12:16 PM
<div></div>I really hope we get some lovin in the spells department.  I was talking to a Fury in my guild and it sounds like they are getting some really nice stuff.  I DO NOT want an upgrade to HG...worthless spell...kids these days mummble, mummble, mummble.......................

Siufu
02-09-2006, 03:13 PM
61) Bracken - aoe root and agi debuff61) Protection of the Oak - Protection mitigation upgrade62) Patron of the Forest - wolf form upgrade63) Regenerative Spores - upgrade to Spores with a twist : "If ally is below 50%, the amount healed is doubled."65) Glacial Cold - cold DoT/debuff (maybe this should be moved to level 64? since level 64 don't have a new spell)65) Tranquility - single target cure that removes all hostile effects (*new*)66) Spikecoat - DS upgrade67) Subzero - cold DD6<img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" /> Greater Chloroplast - Chloroplast upgrade6<img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" /> Primitive Instinct - offensive skill buff upgrade69) Ancient Slyph - aoe root, decrease threat69) Nature's Regrowth - single target DI upgrade70) Fierce Chlorostorm - group HoT upgrade70) Hierophantic Advent - single targe HoT upgrade that stuns caster70) Verdant Grasp - Group elemental/trauma cure upgrade70) Wave of Healing - Group DH (well, as much as we get)Two of the spells are shown in early beta but now have been taken out from the spell merchants:62) Fairy Ally - summoned pet that aoe heals and provides random buffs. Note: "The faerie ally is capable of dodging area affect attacks, but is very frail."63) Trapping Vines - single target root<div></div>

Naithik
02-09-2006, 06:20 PM
Hierophantic Advent - single targe HoT upgrade that stuns caster<div> </div><div>.....</div><div> </div><div>ok, this HoT better be 3 times the single target regen, like HG was pre-revamp, or i'm gonna cry.</div>

myount
02-09-2006, 07:18 PM
<div></div><blockquote><hr><p>I took a quick look at fury boards and that got me worrying. They got a new porcupine, great dps spells, and cool def spells... i can only hope we will have something equivalent (and no HG isnt equivalent to porcupine)</p><hr></blockquote><p>Does anyone have screenshots of the new spells?  The fury spells look very very nice and if we are seeing a repeat of T6 then I am disappointed.</p><p> </p>

arielelf
02-09-2006, 08:05 PM
Thanks for the spell list!<div></div>

Mor
02-09-2006, 09:08 PM
<span><blockquote><hr>Fingolfin2 wrote:<div></div><p>odd, spores already does that.</p><p><font color="#ffccff">Doh!  You're right!  I never noticed that before.</font><font color="#ffccff"></font></p><p>Any idea on the fairy "buffs"?</p><p><font color="#ffccff">Much like the mystic special as well.  But again, these have been temporarily (?) removed.  </font><font color="#ffccff"></font></p></blockquote></span><div></div>

Mor
02-09-2006, 09:11 PM
<span><blockquote><hr>Lopan13 wrote:<div></div>if it make joo nar stunned ... den dat mean joo kin cast HG get dat heal werkin, n da powah feed, den use serenity n run round castin other stuff unaffected by da stun joo put on yerself?<hr></blockquote>Also, I believe the power regen portion of HG is not in the upgrade.  I'll check when I get home if someone doesn't beat me to it.</span><div></div>

Mor
02-09-2006, 09:24 PM
<span><blockquote><hr>myount wrote:<div>The fury spells look very very nice and if we are seeing a repeat of T6 then I am disappointed.</div><p><font color="#ffccff">They are, for the most part, standard upgrades of spells 14 levels below (that is the usual pattern).  HG is upgraded 20 levels later.  And then there is the new fairy buff spell and Tranquility.  Neither really rocks, unfortunately.  </font><span><font color="#ffccff">But it could be worse:  we could have received an upgrade to Tunare's Watch <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> </font></span></p><p><font color="#ffccff">To be fair, the Fury spells are also, for the most part, upgrades to their existing spells (and follow the same pattern).   They just started out with a stronger lineup.</font></p><hr></blockquote></span><div></div>

Dallun
02-09-2006, 09:52 PM
So with the expansion, have they fixed the way skills work?  Meaning, is it worth thinking about a possible +8, as in the case of the int line, to disruption? Also something else I'm confused about.  In the Sta line, serene knowledge, a 1% chance to proc... with translates to (casting time of spell)/(3 seconds)*1% for only a 3 second durration?  (Though I'm assuming that this gets upgraded with each lvl... but still 3 seconds?)  Is this correct?Thanks,Dallun60 WardenAntonia Bayle<div></div>

Mor
02-09-2006, 10:25 PM
<span><blockquote><hr>Dallun wrote:So with the expansion, have they fixed the way skills work?  Meaning, is it worth thinking about a possible +8, as in the case of the int line, to disruption?<font color="#ffccff">How much benefit you will see from +disruption and +focus is not clear.   Neither of these abilities is winning any popularity contests on beta, atm.</font>Also something else I'm confused about.  In the Sta line, serene knowledge, a 1% chance to proc... with translates to (casting time of spell)/(3 seconds)*1% for only a 3 second durration?  (Though I'm assuming that this gets upgraded with each lvl... but still 3 seconds?)  Is this correct?<font color="#ffccff">Yep.   The % goes up one per rank.   </font><font color="#ffccff"></font><div></div><hr></blockquote></span><div></div>

quetzaqotl
02-09-2006, 10:50 PM
<div></div><p>+focus does on live have a noticeable difference on interrupts there have been some fights where our troub used his +focus buff and really made the difference while casting heals w/o getting interrupted.</p><p>Of course it depends on how much +focus you can buff his buff was like +50 focus I think <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></p>

Dallun
02-09-2006, 11:43 PM
well the focus I'm not too worried about... at all...I have the Master 1 of our Wolf form atm... the name escapes me... but it adds 35 to focus.  I'm assuming that our new wolf form will add more even at Ad1.  Currently I have very few interupts as is, so I'm having difficulty justifying the need for this line.Besides... how often are you hit in a group anyway?Dallun60 WardenAntonia Bayle<div></div>

mikemcmodmi
02-10-2006, 12:12 AM
<div></div><p>Personally, I'm very happy with some of the changes but the devil's in the details.  Some guilds have been putting furies in group1 in raids because our extra wisdom and agility buffs don't add anything of value vs orange mobs.  To me, that's not intented because we're supposed to buff more and don't get debuffs. </p><p>That level 65 cure if done correctly will fix all of that.  It drives me nuts when I can't cure debuffs atm, especially considering they've recently made them more potent.  I don't care if Mystics get something similar, I want to have a super cure <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />  The Stamina line looks good too.  Chance to buff the mt to avoid debuffs plus stun avoidance... hum... nice.  I likey.</p>

Dallun
02-10-2006, 01:00 AM
I know I'm being negative here but things just don't seem to add up....The chance to be imune to stuns for only 3 seconds is hardly reliable... especially as it is based off a proc.  Especially when we can cure most stuns ourselves... unless of cousre we are stunned too... <Grin>This being said.... if there are <u>Multiple</u> druids healing then I can see this being a good thing as the percentage in theory would go up... but its not something we can do ourselves, that is, I guess, my biggest beef with the whole issue.Dallun60 WardenAntonia Bayle<div></div>

Dragonreal
02-10-2006, 01:58 AM
<div>At such a low proc rate I think the duration of ti should be raised a bit more than 3s =/ 7-10s would be all right prolly.</div>

LightBre
02-10-2006, 03:43 AM
<div></div>This +% to critical heals means inceases the chances of getting the max heal from a cast right when the heal is a range of x-y?

Golembes
02-10-2006, 03:48 AM
<div></div><div>I'm not in beta, but I'm almost sure it would be something like this:</div><div> </div><div>If a heal has a range of   a - b  a critical heal would have a range of x*a - x*b where x is a constant greater than one.</div><div> </div><div>At least I hope <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></div><p>Message Edited by Golembeski on <span class="date_text">02-09-2006</span><span class="time_text">04:49 PM</span></p>

Dragonreal
02-10-2006, 04:00 AM
<div></div><blockquote><hr>Golembeski wrote:<div></div><div>I'm not in beta, but I'm almost sure it would be something like this:</div><div> </div><div>If a heal has a range of   a - b  a critical heal would have a range of x*a - x*b where x is a constant greater than one.</div><div> </div><div>At least I hope <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></div><p>Message Edited by Golembeski on <span class="date_text">02-09-2006</span><span class="time_text">04:49 PM</span></p><hr></blockquote><p>This is exactly what it is and to give an idea of how much of an increase you can currently get out of a crit heal:</p><p>With a beta buffed warden with all ad1s except for m2  wild growth and m2 sylvan waters (yes waters because m2 waters is basically the same heal amount as ad1 streams but at a lesser power cost), I was healing like I had all master heals (m2 waters was healing like m1 streams) and wild growth whenever it critted was ticking for upwards of 530 a tick.</p>

Treve
02-10-2006, 04:51 AM
<div></div><blockquote><hr>Siufu wrote:6<img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" /> Greater Chloroplast - Chloroplast upgrade<div></div><hr></blockquote>you mean Wild Growth Upgrade?

missconstrue
02-10-2006, 07:12 AM
<div></div>honestly not seeing any reason to put us in mt group over a fury yet. the achievement lines we have are ok but when you look at some of the other priest lines, i think they could use some better acievement lines. i like to raid and the stamina line looks the best to me so far. our spells are ok but nothing really awesome. i have looked at the fury spells and they look great.i know the expansion is going live soon so chances of getting any big changes are slim. all in all seems our warden spells and achievement line are just ok. i would really like to see wardens get something that makes us more useful on raids. really i am disappointed once again. i was hoping after the disappointments we had when dof came out that this time would be better.60 wardenoasis server<div></div><p>Message Edited by missconstrue on <span class="date_text">02-09-2006</span><span class="time_text">06:27 PM</span></p>

Naithik
02-10-2006, 07:38 AM
<div>well at 60 most of the time fury had a very marginal advantage with porcupine.</div><div> </div><div>At 70, their upgraded form of porcupine gives them a big advantage...</div><div> </div><div>maybe that's just class envy, and i try to avoid that, but they seem to have the nice buffs, the nice dps, the debuffs (we dont even get any). I hoped things would be equal in this expansion, but if i am to be a gimped fury, i guess i'll just play another toon where I'm not the gimped version of another class.</div>

missconstrue
02-10-2006, 07:58 AM
here are the spells i have gotten so far<img src="http://dealer.webmakerx.net/Images/Picture/2006/February/lg_EQ2_000007.jpg"><img src="http://dealer.webmakerx.net/Images/Picture/2006/February/lg_EQ2_000009.jpg"><div></div>

Naithik
02-10-2006, 08:07 AM
<div></div>what i'd really like to see is the new HG... if they maintain the "bad regen+ SLIM power transfer that stuns" kind of spell, i'm gonna be a very mad puppy

missconstrue
02-10-2006, 09:49 AM
wish i had them all to show you <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" />.. will try over the next week<div></div>

mikemcmodmi
02-10-2006, 11:34 AM
<div></div><div></div><div>Well... Wardens are good now.  Our heals are pretty nice and heal for a lot.  We're near the top of the heal parse on every raid and can actually keep a group up in aoes (not to knock shamans or anything). </div><div> </div><div>That being said I never use our 2 main spells.  The only time I use genesis is if I'm almost out of power (it regens power almost as much as it costs) and even then it usually cancels because you get a couple of bad ticks where the power cost is over tick cost.  So essentially it's useless.  Our other spell that's been sucking it up is Sandstorm because of the huge power cost and 0 value of avoidance vs orange con mobs so it's not adding enough vs the level 65+ mobs.</div><div> </div><div>That being said I'm happy about the cure.  I find Wardens fit nicely in G1 because of cures.  Have a fury in an off group keep the solo hot up and I can happily cure the mt and use my burst heals for those 5k hits.  With the sloooow cast times of temps and mystics they dont have time to really cure the mt.  That being said uncurable effects were getting me down.</div><div> </div><div>I think with the level 65 spell we're getting it will be nice to be able to cure all those BS effects PLUS cure ourselves of stun with the stamina line of AAs.  Sounds fun.  I'd still like our other spells fixed though... after all.  The reason I'm curing is I have nothing else to do besides direct heal.</div><p>Message Edited by mikemcmodmike on <span class="date_text">02-09-2006</span><span class="time_text">10:37 PM</span></p>

quetzaqotl
02-10-2006, 04:58 PM
<div></div><p>Ehm 1 thing the fury t7 spell list is a rehash of spells from t6/t5 we gte 1 new spell in call of storms.</p><p>We only gte one "debuff" upgraded and that one is crap so yeah pls dont paint the grass greener from start as it isnt that green <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></p>

Dragonreal
02-10-2006, 05:48 PM
<div>All classes get upgrades to their spell lines from t6 and t5.. that's how the system is set up: every 14 lvls you get a new version of spells you had in the previous tier (been like this since release so I really don't understand why ppl always complain about getting upgrades of their old spells) So, wardens get a "rehash" of their  t5 and t6 spells + rehashes of mystic spells for our "new" t7 spells. At least your t7 new spells actually ARE new (yes there's two of them the other fury one is infusion and the warden's other one is faerie ally aka warden version of mystic badger pet). Now the new ones that got removed early in beta could very well get changed, but as far as anyone right now knows that's what they are.</div>

quetzaqotl
02-10-2006, 07:24 PM
<div></div><div></div><div></div><p>I am just saying that furies dont get a lot of new spells as people say.</p><p>And yes there are two spells but if Im correct 1 got removed and is now an achievemnt? (aka infusion) so yeah doubt well see that one back just like they removed call lightning in dof beta.</p><p>Yes I know that spells get upgrades of course just wanted to say that furies dont get lots of new spells while wardens are the only ones getting their old spells upgraded and of course we still dont have any nice debuffs either.</p><p>Message Edited by quetzaqotl on <span class="date_text">02-10-2006</span><span class="time_text">06:29 AM</span></p>

Dragonreal
02-10-2006, 08:14 PM
<div></div><div></div><p>Infusion was ALWAYS the final achievement of the druid int line, and furies at one point also had a new line at lvl 62 called infusion with the same effect as the achievement. All classes level 62 new spells were removed afaik (it's defeinitely sure for wardens and furies). And my point is that while wardens are getting rehashed mystic spells as "new" abilities, furies are getting ORIGINAL spell ideas as new abilities. It does kind of rub one the wrong way.</p><p>And I know the debuff furies get sucks (I have a fury of my own), but hey you have a debuff and wardens' ONLY debuff was changed into our root line; something is better than nothing even if that something isn't the greatest thing in the world.</p><p>Message Edited by Dragonrealms on <span class="date_text">02-10-2006</span><span class="time_text">10:17 AM</span></p>

Naithik
02-10-2006, 09:05 PM
<div></div><p>hey quetz, im not trying to say fury is getting a ton of new spells. Yes they get upgraded versions of spells, just like us. The problem is...</p><p>Pre-revamp, HG rocked... Then they changed it, and made it completely useless. But we were ok with that because we were aiming for 60. But that still made porcupine a much more intersting spell. Like i said, in a raid, warden's agi/wis buffs were pretty much = to porcupine. So depending on who the raid leader was, you had either afury or a warden in MT group. And i was ok with that. But now, our old gimped spells like HG are comming back.</p><p>Oh and about the HG regen, it regens the power of the target, not your own. And it costs 16/tick, and regens 16/tick. So you are basically transfering your power to the MT. Unless MT is fighting a power draining mob, its completely useless, and even then, wizies give a lot more power, faster than we can transfer it. </p>

Lochr
02-10-2006, 11:10 PM
<div></div><p>Is there any difference between Tranquility (our 'marquee' 65 spell) and the last skill in the Strength AA tier (Purify?)I guess I'm really disappointed by the sound of this spell. It's 100% useless for soloing wardens, while the fury spell does damage. Damage = good.</p><p>It's 100% useless in exp groups. I don't even bother curing debuffs in exp groups; mobs die too fast. A fury's nuke does damage. Damage = good. Can't ever have enough of that.</p><p>Even for raids, how often are you curing things that your existing cures aren't handling, especially now that cures don't have a recast time? What's the over/under on # of times Tunare's Watch is cast on a raid, versus # of times Tranquility's cast on same raid? To me, the spell's that sad, and wardens have enough sad 'class-defining' spells.</p><p>Tunare's Watch ought to be enough for the rest of EQ2's existence. Unless wardens are to be defined by having a book full of super-situational marginal heals (and now cures).</p><p>I'd much prefer to see a version of the fury's spell, that does the damage as a DD instead of a DoT. Remove the stifle component from the warden's version as a tradeoff (as damage up front > damage over time). Heat based instead of cold to complement our winds line.</p><p>Another neat spell would be a form of divine arbitration for mana. Wouldn't do anything for soloing people, but would help exp groups to power up the perpetually OOM tank, and would be useful for raids.</p><p>In the fury thread about druid AAs, almost everyone wants the charm line. Why? People want to do damage. I didn't see anyone looking at the strength line and go, wow, Purify. Now that's a must-have!</p><p>Because it's not. And neither is Tranquility.</p>

arielelf
02-11-2006, 12:27 AM
<div></div><div></div><div></div><span><blockquote><hr>Lochr wrote:<div></div><p>Is there any difference between Tranquility (our 'marquee' 65 spell) and the last skill in the Strength AA tier (Purify?)I guess I'm really disappointed by the sound of this spell. It's 100% useless for soloing wardens, while the fury spell does damage. Damage = good.</p><p>It's 100% useless in exp groups. I don't even bother curing debuffs in exp groups; mobs die too fast. A fury's nuke does damage. Damage = good. Can't ever have enough of that.</p><p>Even for raids, how often are you curing things that your existing cures aren't handling, especially now that cures don't have a recast time? What's the over/under on # of times Tunare's Watch is cast on a raid, versus # of times Tranquility's cast on same raid? To me, the spell's that sad, and wardens have enough sad 'class-defining' spells.</p><p>Tunare's Watch ought to be enough for the rest of EQ2's existence. Unless wardens are to be defined by having a book full of super-situational marginal heals (and now cures).</p><p>I'd much prefer to see a version of the fury's spell, that does the damage as a DD instead of a DoT. Remove the stifle component from the warden's version as a tradeoff (as damage up front > damage over time). Heat based instead of cold to complement our winds line.</p><p>Another neat spell would be a form of divine arbitration for mana. Wouldn't do anything for soloing people, but would help exp groups to power up the perpetually OOM tank, and would be useful for raids.</p><p>In the fury thread about druid AAs, almost everyone wants the charm line. Why? People want to do damage. I didn't see anyone looking at the strength line and go, wow, Purify. Now that's a must-have!</p><p>Because it's not. And neither is Tranquility.</p><hr></blockquote>I for one am very excited about the cure all.  I'm a bit of a cure-a-holic unless like you stated the mobs are just dying to fast.  On raids, IMHO, curing is essential.  Call me a control freak, but waiting for another priest class to hit their group cure is maddening.  As far as damage goes, sure I like to do damage but  it is by far the least important aspect of being a warden in my opinion.   I'm a healer first and foremost and curing is a big part of healing. The more you cure the less you have to heal.  This is just a guess and I could be entirely wrong but it seems to me that the developers gave us a cure-all to help make us more useful in raids.  It could theoretically be a reason to put us in the MT group depending on what you are fighting.  I'm not really debating here on who is the most useful in the MT group or that the cure gives us an advantage in any way over the fury.  Personally, I think they are interchangable and I believe that's the way it should be.  That being said I do wish we had more utility in a raid and I think the cure helps a tiny bit with that.Oh, and I'm not in beta so I'm just going off what is listed here but it looks like Purify is a self cure-all not a group/friend cure all.  It doesn't look like the cure-all is a group cure. That stinks. </span><div></div><p>Message Edited by arielelf on <span class="date_text">02-10-2006</span><span class="time_text">11:29 AM</span></p><p>Message Edited by arielelf on <span class="date_text">02-10-2006</span><span class="time_text">11:32 AM</span></p><p>Message Edited by arielelf on <span class="date_text">02-10-2006</span><span class="time_text">11:35 AM</span></p>

Dragonreal
02-11-2006, 12:34 AM
<div></div><div></div><p>The last skill in the str line can be used while stunned and is just a self cure on a long timer.</p><p>Tranquillity heals your target for 343 (ad1) for every hostile effect you cure with it and it recasts 3 mins faster than purge inflictions does.</p><p>Also, as for waiting for for someone to hit their grp cure, it would actualyl be faster for them to use a group cure than for us to use tranquillity (tranquillity has a longer cast time) plus a normal group cure only has a 20 or 40s recast whereas tranquillity's recast is 2 mins. The concept is nice but they already gave the GOOD version to the mystics at lvl 55 (mystic version = 8s recast and I assume 1 or 2s cast). if they reduced the cast/recast on ours and/or the power cost it might be good on a raid but as it is this cure is good only for curing multiple effects and how often on a raid do multiple effects stay on the mt for more than 2 or 3s including hlr reaction time (not very often I hope)?</p><p>Message Edited by Dragonrealms on <span class="date_text">02-10-2006</span><span class="time_text">02:40 PM</span></p>

Dragonreal
02-12-2006, 10:14 AM
<div></div><p>Can't post screens but here's the numbers for ya on HG upgrade:</p><p>Hierophantic Advent (m1):</p><p>89 power to cast + 44 every 2s</p><p>heals for 577-705 instantly and every 2s</p><p>increases power of target by 45-55 instantly and every 2s</p><p> </p><p>For comparison purposes...</p><p>Greater Chloroplast (m1):</p><p>190 power to cast</p><p>heal target for 433-530 instantly and every 2s</p>

Mor
02-12-2006, 10:51 AM
<div></div><blockquote><hr>Lochr wrote:<div></div><p>Is there any difference between Tranquility (our 'marquee' 65 spell) and the last skill in the Strength AA tier (Purify?)</p><p><font color="#ffccff">The AA one is self only (IMO, useless).  Our 65 spell should be group member.</font></p><p><font color="#ffccff"></font>I guess I'm really disappointed by the sound of this spell.</p><p><font color="#ffccff">I'm disapointed in both the spell and the AA.  I was hoping there would be a need for a multi-cure in t7 raids, but so far, no there isn't.  Furthermore, the fact that at least 3 druid spells are duplicated in the tree bothers me a great deal.  I don't believe any other class has this problem to the extent that we do.</font></p><p>To me, the spell's that sad, and wardens have enough sad 'class-defining' spells.</p><p><font color="#ffccff">To me, wardens have NO class defining spells.  Fury's have theirs, we need at least one.  However, by going back to the archetype/class/sublcass tree for AAs, they've made it pretty much impossible through that route.</font></p><p>In the fury thread about druid AAs, almost everyone wants the charm line. Why?</p><p><font color="#ffccff">This will probably be a very fun line at low levels.  But I think the charm (pardon the pun) will wear off by T5 if not sooner.  </font></p><p><font color="#ffccff"></font> </p><p><font color="#ffccff"></font> </p></blockquote>

Shennr
02-14-2006, 02:03 PM
<div>Sorry, I was going to post the pics of the lvl 66 to 70 spells today but I got distracted and did not post them yet. Bare with me and I'll post them</div>

myount
02-15-2006, 12:19 AM
<div></div><blockquote><hr>Shennron wrote:<div>Sorry, I was going to post the pics of the lvl 66 to 70 spells today but I got distracted and did not post them yet. Bare with me and I'll post them</div><hr></blockquote>Thanks man, looking forward to seeing them.

Code2501
02-17-2006, 12:45 PM
<div></div><p>Focusing on Warden spells only and making no comaprison that could be termed class envy.</p><p>HG line is uninteligent. By casting it you loose the ability to quickly change tactics to heal slightly more efficiently. Most wardens didnt care too much cause this 'never gunna use' spell was only lvl 50 and post nerf, um i mean revamp, everyone had another 10 lvls of spells.</p><p>Now this useless spell is repeated, and it sucks cause wardens see it as a wasted spell option. If the devs looked at the number of times this spell has ever been cast by wardens it would probably equate to about 1.5 castings per druid... 1 to see if it really sucked and 2 for some to see if there really was no hope for it.</p><p>So the issue is the HG line should either be replaced or repaired.</p><p>Wardens don't want another 'end game' spell that they will never use.</p>

Naithik
02-17-2006, 01:37 PM
<div>dont forget to put sand/dust storm on the wasted spells list <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /></div>

mikemcmodmi
02-19-2006, 02:22 AM
<div></div>Hum, see the increased heal amount on genesis?  Might be worth using now actually.... higher % increase then on solo hot and it amounts to a lot of healing now.

Yirabeth
02-20-2006, 02:26 AM
<span><blockquote><hr>Code2501 wrote:<div></div><p>If the devs looked at the number of times this spell has ever been cast by wardens it would probably equate to about 1.5 castings per druid... 1 to see if it really sucked and 2 for some to see if there really was no hope for it.</p><hr></blockquote>Probably a lower rate...I've never cast it *g* I read the description, kinda shook my head in wonder and came to the forums to see if it was really as bad as the description appeared to be...lolI don't need a spell that's useless when I am having problems healing, for whatever reason --- better to keep on trucking and hope for a few misses on the mob's part.~Yira</span><div></div>

AlienFaction
02-21-2006, 04:07 AM
<font size="2">I've never cast HG, and I doubt I ever will (not sure why I even have it on my hotbar). I don't use it in solo or group play and haven't needed it in any raids so far.I can count how many times I've cast duststorm (on one hand, it's a spell that hasn't figured largely in solo, group or raid play todate.Maybe they should think about replacing these with some <b>useful</b> debuffs.</font><div></div>

Tuppen
02-21-2006, 06:15 PM
<div>For me, HG has become a way for me to feed power to group members who are running low.   This happens rarely in combat. </div><div> </div><div>90 percent or more of the time, I use it out of combat (healing component is useless) to shorten downtime between battles.</div>

c00nd
02-21-2006, 07:35 PM
<div></div><blockquote><hr>Tuppen wrote:<div>For me, HG has become a way for me to feed power to group members who are running low.   This happens rarely in combat. </div><div> </div><div>90 percent or more of the time, I use it out of combat (healing component is useless) to shorten downtime between battles.</div><hr></blockquote>Agree.  My only use for this spell is to shorten my down time.  I box a berserker that eats power like candy<img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />