lrdpath
12-18-2006, 11:43 PM
<DIV>So I love my wizard, I love my fury, I love my monk, and have a love/hate relationship with my warlock and illusionist.</DIV> <DIV> </DIV> <DIV>I wanted to try being fae, and a scout.... which i've never liked before. Of course last time I played a scout going into stealth not only cancelled speed buffs, it penalyzed you.</DIV> <DIV> </DIV> <DIV>After carefully weighing the choices, I went with the swashie, they seem fun. <BR><BR>I've played mine up to 24 now, almost completely through solo quest lines and killed all the named I could, and being a swashie I took things down quite well. I'm very impressed with my ability to solo, though at the moment I am all dps and no utility if I were to group.</DIV> <DIV><BR>My question though is about EOF AA's. Since i've been doing quest lines i've already racked up 18 AA's at 24. They sure come a lot faster starting at 10 then when they were introduced to my older toons. I keep staring at the swashie tree hoping something will change. I don't see a single AA line worth investing in for any of the down the line abilities. I don't even see anything on the top of the trees to waste points on. <BR><BR>There is potency, which all seem to increase the debuffs done through rogue's poisons, but don't actually add damage. </DIV> <DIV> </DIV> <DIV>Potency looks like the only decent ending skill to me, but to waste 20 points in the line for it... blech, </DIV> <DIV> </DIV> <DIV>The debuffs line I dislike for the same reason.</DIV> <DIV> </DIV> <DIV>Style and Reach seem iffy. For circle attack and flamboyand swathe... I know 5 meters is close range, but if i'm using these arts it's because i've taken on a group of however many which are crowding in on me. 5 meters is plenty. Would investing 3 in each to make it 8 have much effect? I DON'T want to end up pulling non agro-d nearby critters even more. Though I guess if the group is spread out on the tank and not on me, having a bit more reach could be beneficial. Enhance hail of steel ! Finally something that increases damage. And an increase to trigger chance for hurricane. Both are things I don't have yet, but the enhancements seem decent at least.</DIV> <DIV> </DIV> <DIV>Advance warning looks great but how often do you really know when the big one is coming?</DIV> <DIV> </DIV> <DIV>Reach doesn't seem like it will really do much.</DIV> <DIV> </DIV> <DIV>So far i've put 10 points into the KOS AA's pickpocket, and then 4 ranks of blackguards strength, 4 ranks of Torporous Strike and 1 rank of Blackguards defense.<BR><BR>When I picked those it was because the EOF AA's looked so bland, and I read through the KOS guide already posted here. Also, at the moment, the 72-120 (Or whatever it was then - assuming it scales at all) damage from Torp. strike seemed like a nice boost, but as my other skills quickly have outpaced it for damage output. I still have time to throw it out on tough mobs, but it's like a tickle. The extra defense and crit chance and traumatic swipe are looking less appealing then they did before I committed.</DIV> <DIV> </DIV> <DIV>So i'm holding the rest of my AA's in reserve while I keep earning more. I want to spread them out so If I respec at least I will have points in each tree. I don't want to end up having gotten all the easy AA's and have them all locked in one tree if I want to respec.</DIV> <DIV> </DIV> <DIV>I'll probably start going down reach and or style... but i'd appreciate hearing any thoughts on AA choices you've made, or would make it you were a swashie starting out now.</DIV> <DIV><BR>Thanks<BR><BR>L</DIV>