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povarbeast
11-04-2006, 08:00 AM
<DIV>Can we get a post going ? =)</DIV>

AbyssLaboli
11-04-2006, 08:59 AM
<P><FONT color=#ffff00>Please.....</FONT></P> <P> </P>

Munter78
11-04-2006, 05:38 PM
<P>These are a bit older from the beta boards, some changes have occured I think, but not much. </P> <P> </P> <P><SPAN class=postbody>Resurrections Line <BR><BR>R1: Enhance: Path of the Grey, 0.2s cast time reduction (per rank) from a 4.0s single target in-combat rez. <BR>Bleh. This will only be purchased as a stepping stone to A3. <BR><BR>R2: Enhance: Fields of the Grey, 0.3s cast time reduction (per rank) from a 10.0s group in-combat rez. <BR>Bleh. 10 seconds or 8.5, I'm still not casting this spell in combat. <BR><BR>R3: Enhance: Recall of the Grey, 0.2s cast time reduction (per rank) from a 4.0s single target in-combat rez. <BR>Bleh. <BR><BR>R4: Spirit Dance, a new group/AE rez. As of Oct 6 (354<img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" />, it is 1 rank at 5 points. <BR>I can't quite discern the aim of this one. The required target is a group member's corpse, and it has a greater effect range than Fields of the Grey, but it's still 8.0s to cast, and it still has 6 max targets. It also has a 5 minute recast. At least Fields can be cast on another raid group. I'm really not sure what the point of this spell is, currently. If it were 1 or 2s to cast, some people might actually suffer the rest of the line to have a fast emergency group rez, but otherwise, what does this really buy? <BR>Bug: Spirit Dance does not give a confirmation dialog as of 3544. [Fixed Oct 12ish] <BR>Now that this is fixed to not receive casting speed enhancements from R1-R3, it is even more worthless than before. Can someone explain what this is supposed to do for us? <BR><BR>Augmenting Line <BR>Bug: There seems to be an error with tracking the effects of enhanced buffs. If I start with X int, and cast my enhanced Ursine Elder, I will get a proc for A-B damage. If I then cast an enhanced Avatar on myself, the Ursine Elder proc tooltip remains at A-B damage, and does not account for the extra int. If instead, I cast Avatar first, so I have X+76 int, and cast Ursine Elder, I see a proc for C-D damage. If I then remove Avatar, to return to X int, the proc tooltip remains at C-D damage, instead of returning to A-B. I will update this after I test the actual proc in battle. This is as of 3544. Still bugged (3559). <BR><BR>A1: Enhance: Minor Auspice, Increase HP portion of buff by 3% (per rank). <BR>Virtually a must buy. <BR><BR>A2: Enhance: Ursine Elder, add a 5% (per rank) melee proc to the bear form self-buff. (222-371 @ 295 int) <BR>Just a stepping stone on the way to the good stuff. Will typically get exactly three points spent here. <BR><BR>A3: Enhance: Prophetic Guard, cut recast time by 10s (per rank) from a 60s recast group noxious ward/buff. <BR>This might be useful, but it is a victim of placement, requiring either the bleh R1, or the achievement that I choose to no longer recognize. Anything over rank 3 allows you to maintain the buff permanently, with a 36s duration and 30s recast. <BR><BR>A4: Enhance: Shadowy Attendant, cut reuse time by 2s (per rank) from a 60s recast limited healing pet. <BR>The benefit is slight, with 10s reduction at rank 5. Would prefer to see 3-4s per step. <BR><BR>A5: Enhance: Avatar, adds intelligence and wisdom to the Avatar buff. One rank @ 5 points. (Rank 1 adds 9.8 int and wis to Ancient Avatar M1, Rank 5 adds ~48 int and wis) <BR>NEW Bug (3559): This has once again been made into a 5-rank achievement at one point each. The first rank adds 86 int and wis to my buff, ranks 2-5 add nothing more. [Fixed Oct 17 (3576)] <BR><BR>A6: Enhance: Oberon, increases ward by 3.0% (per rank). <BR>(Rank 5: Oberon Barrier M1: 2620 regenerating ward) <BR>Extra warding is always good. <BR><BR>A7: Enhance: Bolster, increases buff duration by 1.0s (per rank). <BR>The base duration is 36s, so if rank 5 turns it into 41s, that is a pretty weak boost. I don't think 2.0s per step is too much to ask. <BR><BR>A8: Ancestry, increases trigger chance of target ally by 1.0% (per rank). NEW (354<img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" />: This now has a max rank of 3, still 2 points per rank, still 1% per rank. <BR>As of 3559, this is now a single-target ally buff, lasting 10 minutes, with a 10 second toggle-recast. I don't understand why it's not just 'until cancelled' like other single-ally non-conc buffs (see: Avatar). I also don't like that it now gives a maximum of +3%, but it's still better than most of these things. <BR><BR>Combat Line <BR><BR>C1: Chilling Strike, combat art alternative to Chilling Winds. 0.5s cast vs. 2.0s, 10s recast vs. 3s. <BR>(Rank 1: 415-508 @ 550 str) <BR>(Rank 2: 448-548 @ 550 str) <BR>(Rank 3: 472-577 @ 550 str) <BR>(Rank 4: 495-606 @ 550 str) <BR>(Rank 5: 566-692 @ 550 str) <BR>Does similar damage, less often, for the benefit of casting faster and on the run. <BR><BR>C2: Feverish Strike, combat art alternative to Fever, 0.5s cast vs. 1.0s, 15s recast vs. 8s. <BR>(Rank 1: 207-254 with 114 *6 dot @ 550 str) <BR>(Rank 2: 224-274 with 123 *6 dot @ 550 str) <BR>(Rank 3: 236-288 with 130 *6 dot @ 550 str) <BR>(Rank 4: 247-303 with 136 *6 dot @ 550 str) <BR>(Rank 5: 283-346 with 155 *6 dot @ 550 str) <BR>Does similar damage, less often, for the benefit of casting faster and on the run. <BR><BR>C3: Glacial Strike, combat art alternative to Cold Flame, 0.5s cast vs. 2.0s, 20s recast vs. 15s. <BR>(Rank 1: 233-285 with 150-183 *4 dot @ 550 str) <BR>(Rank 2: 252-308 with 162-197 *4 dot @ 550 str) <BR>(Rank 3: 265-324 with 170-208 *4 dot @ 550 str) <BR>(Rank 4: 278-340 with 179-218 *4 dot @ 550 str) <BR>(Rank 5: 318-389 with 204-249 *4 dot @ 550 str) <BR>Does similar damage, less often, for the benefit of casting faster and on the run. <BR><BR>C4: Circle of the Ancients, combat art alternative to Anger of the Ancients, 1.0s cast vs 3.0s, 30s recast vs. 12s. <BR>(Rank 1: 545-666 @ 550 str) <BR>(Rank 2: 588-719 @ 550 str) <BR>(Rank 3: 619-757 @ 550 str) <BR>(Rank 4: 650-795 @ 550 str) <BR>(Rank 5: 743-909 @ 550 str) <BR>Does damage less often, for the benefit of casting faster and on the run. <BR><BR>C5: Weapon Mastery, passively increases parry and crushing/piercing. <BR>(Rank 1: 1.5% parry, 15.8 crushing/piercing) <BR>(Rank 1: 3.0% parry, 32 crushing/piercing) <BR>(Rank 1: 4.5% parry, 47 crushing/piercing) <BR>(Rank 1: 6.0% parry, 63 crushing/piercing) <BR>(Rank 1: 7.5% parry, 79 crushing/piercing) <BR>A total of 7.5% parry and 79 offensive skill at rank 5 is interesting, at least. Luckily C1-C4 aren't actually required to get it. <BR><BR><BR>Immunities Line <BR><BR>I1: Enhance: Cure Noxious, adds a noxious ward to Cure Noxious. <BR>(Rank 1: 53 point ward) <BR>(Rank 2: 106 point ward) <BR>(Rank 3: 160 point ward) <BR>(Rank 4: 213 point ward) <BR>(Rank 5: 267 point ward) <BR>Bug (3559): At all ranks, the examine info and tooltip for Cure Noxious claims to add a 160-point ward. [Fixed Oct 17 (3576)] <BR><BR>I2: Enhance: Cure Trauma, adds a physical ward to Cure Trauma. <BR>(Rank 1: 26 point ward) <BR>(Rank 2: 53 point ward) <BR>(Rank 3: 80 point ward) <BR>(Rank 4: 106 point ward) <BR>(Rank 5: 133 point ward) <BR>Bug (3559): At all ranks, the examine info and tooltip for Cure Trauma claims to add a 80-point ward. [Fixed Oct 17 (3576)] <BR><BR>I3: Enhance: Cure Elemental, adds an elemental ward to Cure Elemental. <BR>(Rank 1: 53 point ward) <BR>(Rank 2: 106 point ward) <BR>(Rank 3: 160 point ward) <BR>(Rank 4: 213 point ward) <BR>(Rank 5: 267 point ward) <BR>Bug: This one is unique among the whole line in that when I cast it on myself, I only get one icon in my Effects bar. Every other enhanced cure gives me two icons. <BR>Bug: This ability still is shown as being a NOXIOUS ward, instead of elemental. [Fixed Oct 17 (3576)] <BR>Bug (3559): At all ranks, the examine info and tooltip for Cure Elemental claims to add a 160-point ward. [Fixed Oct 17 (3576)] <BR><BR>I4: Enhance: Cure Arcane, adds an arcane ward to Cure Arcane. <BR>(Rank 1: 53 point ward) <BR>(Rank 2: 106 point ward) <BR>(Rank 3: 160 point ward) <BR>(Rank 4: 213 point ward) <BR>(Rank 5: 267 point ward) <BR>Bug (3559): At all ranks, the examine info and tooltip for Cure Arcane claims to add a 160-point ward. [Fixed Oct 17 (3576)] <BR><BR>If I cure an elemental dot, and give an elemental ward as a result, what is it going to ward? The dot that isn't doing damage anymore? <BR><BR>I5: Enhance: Fading Spirit, adds a noxious and arcane ward to the group cure. <BR>(Rank 1: 53 point ward) <BR>(Rank 2: 106 point ward) <BR>(Rank 3: 160 point ward) <BR>(Rank 4: 213 point ward) <BR>(Rank 5: 267 point ward) <BR>See above regarding usefulness. <BR>Bug (3559): At all ranks, the examine info and tooltip for this cure claims to add a 373-point ward. [Fixed Oct 17 (3576)] <BR><BR>I6: Enhance: Ancient Balm, adds a ward matching the effect type of the cured effect. <BR>The wording of this ability makes me think this can't be used preventatively. I won't get much out of a ward that isn't applied until the ailment is removed. If you want to truly enhance Ancient Balm, see above. <BR>Bug (354<img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" />: This achievement now adds nothing to Ancient Balm whatsoever. When cast with or without active ailments to cure, no wards or icons or anything appear. Still bugged (3576).</SPAN> </P> <P> </P> <P> </P> <P>Updates.....<SPAN class=gensmall></SPAN><BR></P> <P><SPAN class=postbody><B>Mystic AA</B></SPAN></P><SPAN class=postbody> <DIV><U>Resurrections Line</U></DIV> <DIV> <DIV><FONT color=#ff6600></FONT> </DIV></DIV> <DIV>R3: Enhance: Recall of the Grey, 0.2s cast time reduction (<FONT color=#ffff00>per rank</FONT>) from a 4.0s single target in-combat rez.</DIV> <DIV><FONT color=#999999><STRIKE>Bug:  The requirements for this ability are flawed.  It requires A3 (Enhance: Prophetic Guard) or R3 (itself).  The icon is not quite on the line from R2 to R4, but I expect that it is intended to require R2 instead of itself.  Still bugged (354<img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" />.</STRIKE> </FONT><FONT color=#999999>[Fixed, Oct 09 (3559)]</FONT></DIV> <DIV> </DIV> <DIV><U>Augmenting Line</U></DIV> <DIV>A5: Enhance: Avatar, adds intelligence and wisdom to the Avatar buff.  One rank @ 5 points.  (<FONT color=#ffff00>Rank 1 adds 86 int and wis to Ancient Avatar M1</FONT>)</DIV> <DIV><EM><STRIKE><FONT color=#999999>Currently this reads as costing 5 points per rank, with a max rank of 5.  I hope that this eventually has just 1 rank at 5 points.</FONT></STRIKE></EM><FONT color=#999999> [Fixed, Oct 6 (354<img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" />]</FONT></DIV> <DIV><FONT color=#ff6600>NEW Bug (3559): This has once again been made into a 5-rank achievement, this time at one point each.  The first rank adds 86 int and wis to my buff, ranks 2-5 add nothing more.  I suspect this is now intended to scale the int/wis buff across the five ranks?</FONT></DIV> <DIV> </DIV> <DIV>A7: Enhance: Bolster, increases buff duration by 1.0s (<FONT color=#ffff00>per rank</FONT>).</DIV> <DIV><EM>The base duration is 36s, so if rank 5 turns it into 41s, that is a pretty weak boost.  I don't think 2.0s per step is too much to ask.</EM></DIV> <DIV><FONT color=#999999><STRIKE>Bug (354<img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" />:  Even though A5 (Enhance: Avatar) is now a one-rank achievement, A7 requires either A5 or A6 at <STRONG>rank 3</STRONG> to unlock.  Maxing out Avatar at rank 1 will not unlock this ability.</STRIKE></FONT></DIV> <DIV><FONT color=#ff6600>This one is only 'fixed' because A5 was re-bugged.  Kinda.  If A5 is meant to be a five-rank achievement, then ignore this line.</FONT></DIV> <DIV> </DIV> <DIV>A8: Ancestry, increases trigger chance of target ally by 1.0% (<FONT color=#ffff00>per rank</FONT>).  NEW (354<img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" />:  This now has a max rank of 3, still 2 points per rank, still 1% per rank.</DIV> <DIV><EM>Assuming it affects all spell and item procs, this is worth the 2 points per rank.  Otherwise, it's a tougher sell.</EM></DIV> <DIV><FONT color=#999999><STRIKE>Bug:  This actually behaves like a passive buff, and only applies to the Mystic.  It does increase proc rate of equipment.  We really don't have any proc buffs of our own, except for an enhanced Ursine Augur.  Still bugged (354<img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" />.</STRIKE> [Fixed, Oct 09 (3559).  Is now an Ally buff, one target only.]</FONT></DIV> <DIV><FONT color=#ff6600>Bug:  This causes any inspection of other peoples' procs to show an inflated rate as of 3544.  Have not tested since.</FONT></DIV> <DIV><EM>As of 3559, this is now a single-target ally buff, lasting 10 minutes, with a 10 second toggle-recast.  I don't understand why it's not just 'until cancelled' like other single-ally non-conc buffs (see: Avatar).  I also don't like that it now gives a maximum of +3%, but it's still better than most of these things.</EM></DIV> <DIV> </DIV> <DIV><U>Combat Line</U></DIV> <DIV> </DIV> <DIV>No changes.</DIV> <DIV> </DIV> <DIV> <DIV> <DIV> <DIV><U>Immunities Line</U></DIV> <DIV> </DIV> <DIV> <DIV>I1: Enhance: Cure Noxious, adds a noxious ward to Cure Noxious. </DIV> <DIV> <DIV>(<FONT color=#ffff00>Rank 1: 53 point ward</FONT>)</DIV> <DIV>(<FONT color=#ffff00>Rank 2: 106 point ward</FONT>)</DIV> <DIV>(<FONT color=#ffff00>Rank 3: 160 point ward</FONT>)</DIV> <DIV>(<FONT color=#ffff00>Rank 4: 213 point ward</FONT>)</DIV> <DIV>(<FONT color=#ffff00>Rank 5: 267 point ward</FONT>)</DIV><FONT color=#ff6600>NEW Bug (3559): At all ranks, the examine info and tooltip for Cure Noxious claims to add a 160-point ward.</FONT></DIV></DIV> <DIV><FONT color=#ff6600></FONT> </DIV> <DIV> <DIV>I2: Enhance: Cure Trauma, adds a physical ward to Cure Trauma.</DIV> <DIV> <DIV>(<FONT color=#ffff00>Rank 1: 26 point ward</FONT>)</DIV> <DIV>(<FONT color=#ffff00>Rank 2: 53 point ward</FONT>)</DIV> <DIV>(<FONT color=#ffff00>Rank 3: 80 point ward</FONT>)</DIV> <DIV>(<FONT color=#ffff00>Rank 4: 106 point ward</FONT>)</DIV> <DIV>(<FONT color=#ffff00>Rank 5: 133 point ward</FONT>)</DIV> <DIV> <DIV><FONT color=#ff6600>NEW Bug (3559): At all ranks, the examine info and tooltip for Cure Trauma claims to add a 80-point ward.</FONT></DIV> <DIV><FONT color=#ff6600></FONT> </DIV></DIV>I3: Enhance: Cure Elemental, adds an elemental ward to Cure Elemental.</DIV> <DIV> <DIV>(<FONT color=#ffff00>Rank 1: 53 point ward</FONT>)</DIV> <DIV>(<FONT color=#ffff00>Rank 2: 106 point ward</FONT>)</DIV> <DIV>(<FONT color=#ffff00>Rank 3: 160 point ward</FONT>)</DIV> <DIV>(<FONT color=#ffff00>Rank 4: 213 point ward</FONT>)</DIV> <DIV>(<FONT color=#ffff00>Rank 5: 267 point ward</FONT>)</DIV> <DIV><FONT color=#ff6600>Bug: This one is unique among the whole line in that when I cast it on myself, I only get one icon in my Effects bar.  Every other enhanced cure gives me two icons.</FONT></DIV> <DIV><FONT color=#ff6600>Bug: This ability still is shown as being a NOXIOUS ward, instead of elemental.</FONT></DIV> <DIV> <DIV><FONT color=#ff6600>NEW Bug (3559): At all ranks, the examine info and tooltip for Cure Elemental claims to add a 160-point ward.</FONT></DIV> <DIV><FONT color=#ff6600></FONT> </DIV></DIV>I4: Enhance: Cure Arcane, adds an arcane ward to Cure Arcane.</DIV> <DIV> <DIV> <DIV>(<FONT color=#ffff00>Rank 1: 53 point ward</FONT>)</DIV> <DIV>(<FONT color=#ffff00>Rank 2: 106 point ward</FONT>)</DIV> <DIV>(<FONT color=#ffff00>Rank 3: 160 point ward</FONT>)</DIV> <DIV>(<FONT color=#ffff00>Rank 4: 213 point ward</FONT>)</DIV> <DIV>(<FONT color=#ffff00>Rank 5: 267 point ward</FONT>)</DIV> <DIV> <DIV><FONT color=#ff6600></FONT> <DIV><FONT color=#ff6600>NEW Bug (3559): At all ranks, the examine info and tooltip for Cure Arcane claims to add a 160-point ward.</FONT></DIV> <DIV> </DIV></DIV></DIV></DIV></DIV></DIV> <DIV><FONT color=#999999><STRIKE>Bug: All of these abilities add a NOXIOUS ward, instead of the appropriate types. Still bugged (354<img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" />.</STRIKE>[Fixed, Oct 09 (3559)]</FONT></DIV> <DIV> <DIV><FONT color=#999999><STRIKE>Bug: There appears to be no scaling to the ward.  I have all four of these at different ranks, and each gives a 267 point ward, unless I get a crit. Still bugged (354<img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" />.</STRIKE>[Fixed, Oct 09 (3559)]</FONT></DIV> <DIV><FONT color=#999999><STRIKE>Bug? These wards do not stack with each other. Still bugged (354<img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" />.</STRIKE>[Fixed, Oct 09 (3559)]</FONT></DIV></DIV> <DIV> </DIV> <DIV>I5: Enhance: Fading Spirit, adds a noxious and arcane ward to the group cure.</DIV> <DIV> <DIV>(<FONT color=#ffff00>Rank 1: 53 point ward</FONT>)</DIV> <DIV>(<FONT color=#ffff00>Rank 2: 106 point ward</FONT>)</DIV> <DIV>(<FONT color=#ffff00>Rank 3: 160 point ward</FONT>)</DIV> <DIV>(<FONT color=#ffff00>Rank 4: 213 point ward</FONT>)</DIV> <DIV>(<FONT color=#ffff00>Rank 5: 267 point ward</FONT>)</DIV> <DIV> <DIV><EM><STRIKE><FONT color=#999999>Also note that this requires I1+I3, or I2+I4, even though the visual map doesn't indicate anything like that.</FONT></STRIKE></EM></DIV></DIV></DIV> <DIV><STRIKE><FONT color=#999999>Bug: The ward applied is noxious only, no arcane. Still bugged (354<img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" />.</FONT></STRIKE></DIV> <DIV> <DIV><FONT color=#999999><STRIKE>Bug: There appears to be no scaling to the ward. Still bugged (354<img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" />.</STRIKE> [Fixed, Oct 09 (3559)]</FONT></DIV> <DIV><FONT color=#ff6600></FONT> <DIV><FONT color=#ff6600>NEW Bug (3559): At all ranks, the examine info and tooltip for this cure claims to add a 373-point ward.</FONT></DIV></DIV></DIV></DIV></DIV></DIV></SPAN> <P>Message Edited by Munter78 on <SPAN class=date_text>11-04-2006</SPAN> <SPAN class=time_text>04:46 AM</SPAN></P><p>Message Edited by Munter78 on <span class=date_text>11-04-2006</span> <span class=time_text>08:32 PM</span>

Owlbe
11-04-2006, 11:30 PM
Thats it?  We need more info than that! 

Coriantum
11-05-2006, 05:51 AM
<DIV>If these are our New AA lines than pretty much, shame on you SOE, I have been Looking forward to a new awesome set of AA lines that actualy might help the Shaman do something better, and of course you come out with this.  I am a die hard mystic but sometimes I regret that I am and this junk definetely does not help that very much.... </DIV>

povarbeast
11-05-2006, 05:58 AM
From what i understand some things have changed. Was hoping to see the actually aa chart and highlighted abilities. I have to agree it's looking pretty grim atm . =/

Birn
11-05-2006, 10:55 AM
Doesnt look that good imo <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /> I wish they could have added the wis+int part to ursine line at least... Or something

FelixDomesticus
11-05-2006, 03:10 PM
<div></div>Those new AA abilities are total bull[expletive haxx0red by Raijinn]. Combat line is utter and total waste of time as you cannot get good dps out of mystic no matter what you do and in addition to that you most likely made your mystic for healing anyway.Immunities like is a JOKE. You do not need those wards in groups and if we start talking about raiding then one tick from raid mob dot kills the ward. Whats the point? Waste of points.Resurrections line... joke, joke, joke! Minuscule decrease to casting time is NOT worth the points you put to it! There should be some other effects added like better hp/power regen or something like that to justify ANY points to that line.And augmenting line... I am yet to find any use for oberon because it stuns. Increased MELEE proc chance to ursine elder is bull[expletive haxx0red by Raijinn]. You do 95% of your dps with spells and no matter how much it procs that remaining 5% is and will be way too insignificant to justify any points to it. Prophetic Guard might be interesting although its uses are limited. Shadowy Attendant is getting way too small boost to its recast speed. Bolster boosters are pitiful, 1s per point is pretty much NOTHING.Can someone explain me what ancestry is supposed to do? That description is a bit vague.All in all if that info about new aas is correct I give SOE 4+ out of 10 possible (+ for that they added some new aas to mystics). It is very clear that no though was put to mystic aa lines and they seem to be thinking that any pos will be good enough for us. Thanks for nothing SOE!EDIT: Defilers seem to be getting massive fast recast canni which alone is more useful than ALL mystic aa lines combined.<div></div><p>Message Edited by FelixDomesticus on <span class=date_text>11-05-2006</span> <span class=time_text>12:16 PM</span>

povarbeast
11-05-2006, 05:22 PM
<DIV>The combat line kills your hostile spell procs. The more you convert into combat arts the more your proc rate will drop overall. It feels like pvp aa =/</DIV>

AbyssLaboli
11-05-2006, 06:43 PM
<DIV><SPAN class=postbody><FONT color=#ffff00>Resurrections Line  - In a raid this is left to combat rezers, a mystic rezes is just another 10% armor damage after the AoE</FONT></SPAN></DIV> <P><SPAN class=postbody><FONT color=#ffff00></FONT></SPAN> </P> <P><SPAN class=postbody><FONT color=#ffff00>Augmenting Line - Asuming that the diminshing returns dont crush mitigation and therefore indirectly nerf warding this is the only viable line atm. And I do agree 2.0 sec / rank bump on bolster is not unreasonable.</FONT></SPAN></P> <P><SPAN class=postbody><FONT color=#ffff00></FONT></SPAN> </P> <P><SPAN class=postbody><FONT color=#ffff00>Combat Line - Maybe PvP, but if I wanted PvP Id play Linage II where PvP isnt carebear boxing</FONT></SPAN></P> <P><SPAN class=postbody><FONT color=#ffff00></FONT></SPAN> </P> <P><SPAN class=postbody><FONT color=#ffff00>Immunities Line - maybe some utility, but the wards are way to small.</FONT><BR></P> <P><BR><BR></P></SPAN>

Munter78
11-05-2006, 09:00 PM
<DIV>I for one am not complaining about these AA's.  Sure it would be nice to see some better spells.  But with the combat line, we will actually be able to do what our class was ORIGINALLY supposed to do, to hold our own in hand to hand combat.  Well, that was part of what we were supposed to do.</DIV> <DIV> </DIV> <DIV>The change in the Avatar line will give us a much better buff while solo, and give the tank a much better buff while in raid.   Honestly, your tank will not really see much of a diminishing return unless they are a second rate tank.   They should know that avoidance, mitigation, resists and skills will be their key for raiding.    Im sick of seeing tanks with over the cap on str solo when they come into the raid.  They just arent well balanced.  </DIV> <DIV> </DIV> <DIV> </DIV> <DIV>Our combat line will easily let us solo now,  and the augmention line is really nice for buffs.  I still dont see the immunities line doing anything beneficial unless they scale up the wards per level.   And the resurrections line, well.....thats just freaking pointless; I agree.......Have the dirge, necro of paladin rez. </DIV> <DIV> </DIV> <DIV>So basically, take out the resurrections line, give us a regen line.  maybe some hp/power regen or  taps.  And also revamp the immunities line.......after this we would be set. </DIV>

Anadorn
11-05-2006, 10:12 PM
I agree the rez line is completely useless, if a situation calls for a combat rez mystics are going to be the ones called on.

Banditman
11-06-2006, 01:09 AM
<P>Adding Wisdom and Intelligence to Avatar does very little for a tank.</P> <P>However, you are completely wrong about tanks being capped.  They won't even be close now without buffs given the increase in cap that effectively doubles the cap.</P> <P>The only question is where the point of diminishing returns becomes too steep.</P> <P> </P> <P>The AA's?</P> <P>Yes, they stink.  Aside from some of the augmentations, I just don't see any need to grind them.</P>

Munter78
11-06-2006, 01:13 AM
<BR> <BLOCKQUOTE> <HR> Banditman wrote:<BR> <P>However, you are completely wrong about tanks being capped.  They won't even be close now without buffs given the increase in cap that effectively doubles the cap.</P> <HR> </BLOCKQUOTE><BR>I meant currently they are capped.  Tanks usually come in with 500 str and sta before any buffs go on them.   And yes, I know the cap is getting more then doubled.  However a good guardian will still be at well over 800 str and sta to even start out the expansion when fully buffed.

Banditman
11-06-2006, 01:19 AM
<BR> <BLOCKQUOTE> <HR> Munter78 wrote:<BR>   However a good guardian will still be at well over 800 str and sta to even start out the expansion when fully buffed.<BR> <HR> </BLOCKQUOTE> <P>The key being "when fully buffed".</P> <P><BR> </P>

Munter78
11-06-2006, 01:54 AM
would you rather just play the game unbuffed? Its all or nothing here bud lol.

povarbeast
11-06-2006, 04:28 AM
<P>combat art line greatest idea ever!! now i can reduce my proc rate by 35% !! /sarcasm</P> <P> </P>

Goozman
11-06-2006, 06:14 AM
<P>I beta buffed a mystic and played with 100% melee crits, berserk, all the combat art conversions, the ursine melee proc and the parry/crushing/piercing thing. It was pretty fun. The 100% crits makes all the ca's crit and it was great fun and great damage, killing yellow ^'s and ^^'s. For those that think Mystics can't/shouldn't be doing any damage ever, I don't know what to tell you...</P> <P>The hp bonus on the prophecy line is pretty good, and so is the bonus to avatar. Also, the ancestry buff is pretty interesting and does currently work. It increases the % of all procs, spell or item (including the berserk and ursine melee proc jeje)</P> <P>In any case, I had fun with it, so take these comments or leave 'em, hehe.</P>

Owlbe
11-06-2006, 06:41 AM
<P>Good to hear about the dps potential of the mystic now.</P> <P>Raiders might not like it but whatever.  Looks like their is some stuff in their for all play styles.  Choice is key.</P> <P>choice>elite snobbery</P> <P> </P> <P> </P> <P> </P> <P> </P><p>Message Edited by Omegarhino on <span class=date_text>11-05-2006</span> <span class=time_text>08:14 PM</span>

MasterVeteran
11-06-2006, 08:58 AM
I would like to trade all of these aa's for increased debuff duration aa lines.  thx.<div></div>

Finora
11-06-2006, 04:56 PM
<P>From my playing around with the mystic aa's:</P> <P>Rez line totally useless. I can't think of a single situation where this is actually going to benefit anyone.</P> <P>Augment line, hands down the best of the new aa's from my personal play style. I'm thrilled to have my proc back on my bear form, and the increases to the buffs are nice (except Bolster, the increase to that was so minor as to be pointless). I didn't take it all the way to the end however, so can't comment on that end ability.</P> <P>The melee line was fun. I have no idea if it actually helped do any more damage, but I can think of situations where it could be at least somewhat useful. Definately one for the non-raider playstyle and those that don't like to stay way back out of harms way. This is one specifically for those mystics who like to be in the middle of the fray, and could be a very nice line for them. OH and those commenting on lossing their large spell procced dps boosts, don't forget that aa can be gotten at level 10 with the expansion. There are many many levels that these melee aa's would be useful to a mystic before they get thier first big damage procing off spells item. Life doesn't start for a mystic in tier 7 /wink.</P> <P>Cure line, much like the rez line seems pretty useless. It could likely help out in a couple of scenarios, particularly if you are a raider, but for the non-raid mystic, it seems a waste of points.</P> <P> </P> <P>Edited to fix my typo  :smileytongue: banditman</P> <P> </P> <P><SPAN class=time_text></SPAN> </P> <P><SPAN class=time_text></SPAN> </P><p>Message Edited by Calendri on <span class=date_text>11-07-2006</span> <span class=time_text>12:14 AM</span>

Banditman
11-06-2006, 09:13 PM
It's a good thing life doesn't start in Tier 70 since I'll be dead before I see it.Try this:/who all mystic 1 60/who all mystic 61 70You tell me.<div></div>

Sokolov
11-07-2006, 04:20 AM
<div><blockquote><hr>FelixDomesticus wrote:<div></div>EDIT: Defilers seem to be getting massive fast recast canni which alone is more useful than ALL mystic aa lines combined.<div></div><p>Message Edited by FelixDomesticus on <span class="date_text">11-05-2006</span> <span class="time_text">12:16 PM</span></p><hr></blockquote>For you, maybe.  I never run out of power now with only 7FT... so unless there are a ton of power draining mobs in EoF, I probably won't even go down that line.</div>

Eepop
11-07-2006, 04:55 AM
I hope none of us are thinking the grass is greener.  Theres some variance, but as a whole priests just got screwed.   And the state of affairs for  fighters, scouts and mages isnt a whole lot better either. I'm very happy with the options I have for MY mystic.  But I have to say I  am [Removed for Content] thats just because I like to melee sometimes.  The rez line is [expletive haxx0red by Raijinn] ridiculous, and the cures are at best "good in concept, not really in practice". Not sure whats most frustrating... 1) That the AAs are just bad 2) That they didnt ask for any kind of input on the AAs before they spent lots of time developing them 3) That when people did complain about them in beta, and provided alternatives, we got absolutely no response <div></div>

Sokolov
11-07-2006, 05:48 AM
Yea, I don't want your's either *giggles*<div></div>

Kaharthemad
11-07-2006, 11:09 PM
<DIV>ok testing out the combat line in beta I did enjoy the change there to some extent. however one thing as far as that goes that would make my hapiness a bit better would be to allow you to use those attack as well as your others..i.e. if you use your contagion line it should allow you to use your melee attack. or at the very least have both go grey but the one you did not use come lightr a bit sooner then the other. so we could actually increase our dps. </DIV> <DIV> </DIV> <DIV>As far as the rez line...ummm yeah thats what I need to rez my dead comrades 1 second faster....HOW ABOUT A WARD LINE HUH? I nice increase to our ward timers and hp..or a cast reduction....</DIV> <DIV> </DIV> <DIV>I do like the setup of the aa lines as they stand. It makes it easier because if I want the attack of a specific aa i dont have to hold a [expletive haxx0red by Raijinn] wand in one hand and a cross in the other.  or a spear and cross...or a wand and shield...etc etc.</DIV> <DIV> </DIV> <DIV>As far as I have sen the boost to SOW still doent work or at the very least does not show. however since I have been on the road the last week I have not checked in. can anyone confirm the speed boost increase to SOW?</DIV>

Eepop
11-07-2006, 11:55 PM
I would love to have even nearly useless buffs to wards and heals as opposed to rezzes. I would much prefer even to just have increased duration on wards and heals as opposed to rez crap.  At least that way I would be improving the core of the class, even if its not a huge benefit. I dont want to be overpowered, but I want to feel like I can progress in the core of my class, even if the actual effect is very small. <div></div>