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View Full Version : Anyone think that the new Troub AA abilities are trash??


Derrick
02-11-2006, 10:27 PM
<div>This was copy/pasted from another post. If these are correct.. dont u think they are kind of trashy???</div><div>__________________________________________________ _______________________________</div><div>Strength Line:Force of the Blade : Increases caster StrengthBladesinger : A melee attack that briefly renders you immune to most AOE effectsSong of the Blade : Songs that increase attributes have their benefits increased<font color="#ffff99"> </font>Fortissimo : Increase groups chance to do critical melee damageBladedance : You and your group are protected against AOE spells that do not specifically target you.Agility:Wanderer's Abandon : Increase the casters AgilityBump : If this attack hits, you pickpocket your target if they are humanoidWanderer's March : Songs that increase attack speed or damage per second have their values increasedAllegro : Your groups casting time is reduced<font color="#ffff99"> </font>Vanishing Act : Instantly places group into stealth for a short durationStamina Line:Skald's Resolve : Increase the casters StaminaRound Bash : A melee attack that knocks down your targetSkald's Sonnet : Songs that increase avoidance skills have their values increasedBallad of the Spirit : Group heal criticalCourageous Intervention : Interpose yourself between your target and an attackerWisdom:Harbringer's Judgement : Increase the casters WisdomSong Arrows : For a short duration, any enemies struck by an arrow are snared for short durationHarbringer's Slight : Your group has an increased chance to do critical damage with range weapons <font color="#ffff99"></font>Don't Kill The Messanger : Each time the ally you enchant is hit, his hate is reduced by one position with the enemey who struck himIntelligence:Minstrel's Will : Increases the casters intelligence<font color="#ffff99"></font>Rhythm Blade : An attack that grants you combat skills, focus, and casting techniques for a short duration<font color="#ffff99"></font>Minstrel's Melody : Songs that increase combat skills or casting techniques have their values increased<font color="#ffff99"></font>Minstrel's Aria : Your group has an increased chance to do critical spell damage <font color="#ffff99"></font>Coin Toss : Instantly shift any heroic opprotunity</div><div>__________________________________________________ _______________________________</div><div> </div><div>FIRST lets look at the 3rd ability in each group(the one that increases one of your existing buffs.)</div><div> </div><div>Strength</div><div>Song of the Blade : Songs that increase attributes have their benefits increased<font color="#ffff99"> </font></div><div>Agility</div><div>Wanderer's March : Songs that increase attack speed or damage per second have their values increased</div><div> </div><div>Stamina</div><div>Skald's Sonnet : Songs that increase avoidance skills have their values increased</div><div> </div><div>Wisdom</div><div>That one is missing form the report..the ohter lines have 5 options and thsi one only has 4</div><div> </div><div>Intelligence</div><div>Minstrel's Melody : Songs that increase combat skills or casting techniques have their values increased</div><div> </div><div>First... IM GOIGN TO ASSUME.. that these abilities will not take Concentration slots up so that we dont have to sacrifice our already cramped buffs to add one of these in. SO assuming these are FREE buffs.. they are STILL useless. FIRST... the Strength one. Increases the sons that give attributes. Well out CRAPPY Str/Sta buff gives like 1/3 of the stats out agi/int buff gives and doesnt quite make the top 5 for raiding and since our Agi/Int buff is self only.. this "free" buff is a waste. Then comes the Agility song that increases the attack speed/dmg inc songs... wel out swing speed buff doesnt quite make hte top 5 either so another wasted buf. Stamina sons that increases avoidance buff.. our avoidance buff STILL dosnt make the top 5 since it adds a total of about 3% avoidance for a waste of a ocnc clot... even if it doubled it... to 6% it still wouldnt be worth a slot.  Wisdom isnt said in that list. Intelligence sons that increaes the values on casting abilities or combat skill buffs... which.. again.. doesnt make hte top 5 on the buff list and will also never be used.... currently our skill inc buff doesnt even do ANYTHING ive tried it out with healers and my own dps.. the only thing it does now is prevent fizzles a bit more, which, is a waste...</div><div> </div><div>For me, i notice our main buffs are Hate Reducer, Mana Regen, Intel/Agi inc, 30% group dmg proc, 1 of the 2 resist inc bufs(depending on what your raiding). Thats set up mostly for dps group but the buffs dont chance much for MT group becasue the other bufs really dont do anything. So if yo unotice out of 5 passive(im assuming) buffs we have to chose from to increase the usefullness of some of our buffs, NONE of them target ANY of the good raid buffs... thats so crap. That menas we get NO use out of them really... Its like if you own a Ferrari and a 1970 trashy lincon towncar.... and you could choose 1 of them to have... a custom CD player, Custom leather seats, custom exhaust, custom rims/tires, Mini TVs put inside the car  and a sound system put in ONE of the 2 cars... which would you put it in??? Well apparently sony would put all that good stuff in their beat up car that they never drive rather then the one that you woul actualy get use out of it with...</div><div> </div><div>I dunno .. MOST of hte AAs are useless completely..and their are a few that would be ok.. but nothing to jump up and down over... and thats al assuming that these abilities are free abilities and dont cost concentration points cause i dont see ANYTHING on here worth droping one of my current 5 spells to use some of these abilities... for a troub.. these AAs are really useless IMO.. even if they dont cost any conc points.. most of them are worthless...</div><div> </div><div>What are the other troubs views on the new abilities we can choose form...</div>

Shadoerider
02-12-2006, 12:52 AM
<div></div><font size="4"><b><font color="#ff0000">They don't take Conc.</font>Initial Spell:</b></font><font size="2"><b>Bards Luck</b></font><font size="1">Increases chances of avoiding spells and melee.</font><blockquote><b><font size="1">Effects:</font></b><font size="1">Caster will Parry 1.8% of incoming attacks</font><font size="1">Cater will Riposte 0.9% of incoming frontal attacks. Atacks from other quadrants have the same chance of being Parried</font><font size="1">Increases Defence of caster by 21</font><font size="1">Increases Mitigation of caster vs all magical damage by 106</font></blockquote><font size="4"><font color="DeepSkyBlue"><b>Strength Line:================================</b></font></font><font size="1"><font size="2"><b>Force of the Blade</b></font>Increases the casters strength</font><blockquote><b><font size="1">Effects:</font></b><font size="1">Increases STR of caster by 5.0</font></blockquote><font size="2"><b>Bladesinger</b></font><font size="1">A melee attack that briefly renders you immune to most AOE effects</font><blockquote><font size="1"><b>Effects:</b></font><font size="1">Inflicts 133-199 melee damage on target</font><font size="1">Prevents AOE (except when direct)</font></blockquote><b>Song of the Blade</b><font size="1">Songs that increase group attributes have their benifist increased</font><blockquote><font size="1"><b>Effects:</b></font><font size="1">Songs that increase group attributes have their benifist increased by an unknown ammount at this time.</font></blockquote><b>Fortissimo</b><font size="1">Increases the groups chance to do critical melee damage.</font><blockquote><b><font size="1">Effects:</font></b><font size="1">Increases Melee Crit Chance of casters group by 13.2</font></blockquote><b>Bladedance</b><font size="1">You and your group are protected against AOE spells that do not specifically target you.</font><blockquote><font size="1"><b>Effects:</b></font><font size="1">Prevents AOE of casters group (except when direct)</font></blockquote><font size="4"><font color="Lime"><b>Agility Line:================================</b></font></font><font size="1"><font size="2"><b>Wander's Abandon</b></font>Increases the casters agility</font><blockquote><b><font size="1">Effects:</font></b><font size="1">Increases AGI of caster by 5.0</font></blockquote><font size="2"><b>Bump</b></font><font size="1">If this attack hits, you pickpocket your target if they are a humanoid.</font><blockquote><font size="1"><b>Effects:</b></font><font size="1">Inflicts 138 melee damage on targetIf target is humanoid</font><font size="1">The target appears to hav nothing of value.</font></blockquote><b>Wander's March</b><font size="1">Songs that increase group attack spead or damage per second have their values increased.</font><blockquote><font size="1"><b>Effects:</b></font><font size="1">Songs that increase group </font><font size="1">attack spead or damage per second have their values increased</font><font size="1"> by an unknown ammount at this time.</font></blockquote><b>Allegro</b><font size="1">Your groups casting time is reduced!</font><blockquote><b><font size="1">Effects:</font></b><font size="1">Increases Spell Casting Time of casters group by 31.</font></blockquote><b>Vanishing Act</b><font size="1">Instantly places your group into stealth for a short duration.</font><blockquote><font size="1"><b>Effects:</b></font><font size="1">Grants stealth to casters groupSuspends any movement speed enhancements</font></blockquote><font size="4"><font color="Lime"><b><font color="Orange">Stamina Line:================================</font></b></font></font><font size="1"><font size="2"><b>Skald's Resolve</b></font>Increases the casters stamina</font><blockquote><b><font size="1">Effects:</font></b><font size="1">Increases STA of caster by 5.0</font></blockquote><font size="2"><b>Round Bash</b></font><font size="1">A shield attack that knocks down your target</font><font size="1"><b>.</b></font><blockquote><font size="1"><b>Effects:</b></font><font size="1">Inflicts 158 crushing damage on targetThrows target back</font><font size="1">Only works if Shield is equipped in Secondary</font></blockquote><b>Skald's Sonnet</b><font size="1">Songs that increase group avoidance skills have their values increased.</font><blockquote><font size="1"><b>Effects:</b></font><font size="1">Songs that increase group avoidance skills have their values increased</font><font size="1"> by an unknown ammount at this time.</font></blockquote><b>Ballad of the Spirit</b><font size="1">Increases the groups chance to do critical heal.</font><blockquote><b><font size="1">Effects:</font></b><font size="1">Increases Heal Crit Chance of casters group by 13.2</font></blockquote><b>Courageous Intervention</b><font size="1">Interpose yourself between your target and an attacker.</font><blockquote><font size="1"><b>Effects:</b></font><font size="1">100% chance to intercept all damage on target.On a successful intercept caster takes 40% of the attack damage, while target takes 60% of the attack damage.Spell ends after 1 successful intercept.</font></blockquote><font size="4"><font color="Lime"><b><font color="Yellow">Wisdom Line:================================</font></b></font></font><font size="1"><font size="2"><b>Harbinger's Judgement</b></font>Increases the casters wisdom.</font><blockquote><b><font size="1">Effects:</font></b><font size="1">Increases WIS of caster by 5.0</font></blockquote><font size="2"><b>Song Arrows</b></font><font size="1">For a short duration, any enemies struck by an arrow are snared for a shor duration.</font><blockquote><font size="1"><b>Effects:</b></font><font size="1">On a successful ranged attack this spell will cast Snare on target of attack. Lasts for 24 seconds.</font><blockquote><font size="1">Slows target by 37%</font><font size="1">5% chance to dispel when target receives hostile action.</font><font size="1">5% chance to dispel when target takes damage.</font><font size="1">If Target is not Epic</font></blockquote></blockquote><b>Harbinger's Sonnet</b><font size="1">Songs that increase group movement speed have their values increased.</font><blockquote><font size="1"><b>Effects:</b></font><font size="1">Songs that increase group movement speed have their values increased</font><font size="1"> by an unknown ammount at this time.</font></blockquote><b>Harbinger's Sight</b><font size="1">Increases the groups chance to do critical ranged attack.</font><blockquote><b><font size="1">Effects:</font></b><font size="1">Increases Ranged Crit Chance of casters group by 8.8</font></blockquote><b>Don't Kill the Messenger</b><font size="1">Each time the ally you enchant is hit, his hate is reduced by one position with the enemy who struck hum.</font><blockquote><font size="1"><b>Effects:</b></font><font size="1">On a successful attack this spell will cast Allay Blame on target of attack.</font><blockquote><font size="1">Decreases threat of priority of target by 1 position</font></blockquote></blockquote><font size="4"><font color="Lime"><b><font color="Yellow"><font color="Red">Intelligence Line:================================</font></font></b></font></font><font size="1"><font size="2"><b>Minstrel's Wit</b></font>Increases the casters intellegence.</font><blockquote><b><font size="1">Effects:</font></b><font size="1">Increases INT of caster by 5.0</font></blockquote><font size="2"><b>Rhythm Blade</b></font><font size="1">An attack that grants you combat skills, focus and casting techniques for a short duration.</font><blockquote><font size="1"><b>Effects:</b></font><font size="1">Inflicts 139-209 melee damage on targetIncreases Diruption, Ministration, Ordination, Subjurgation, Crushing, Slashing and Piercing of the caster by 15.8Increases Focus of caster by 32</font></blockquote><b>Minstrel's Melody</b><font size="1">Songs that increase group combat skills or casting technique have their values increased</font><blockquote><font size="1"><b>Effects:</b></font><font size="1">Songs that increase group combat skills or casting technique have their values increased</font><font size="1"> by an unknown ammount at this time.</font></blockquote><b>Minstrel's Aria</b><font size="1">Increases the groups chance to do critical spell damage.</font><blockquote><b><font size="1">Effects:</font></b><font size="1">Increases Damage Spell Crit Chance of casters group by 13.2</font></blockquote><b>Coin Toss</b><font size="1">Instantly shift any heroic opportunity</font><blockquote><font size="1"><b>Effects:</b></font><font size="1"></font><font size="1">Instantly shift any heroic opportunity</font></blockquote><a target="_blank" href="http://forums.trggaming.net/editpost.php?do=editpost&p=43820"></a><div></div>

Thessik_Ironta
02-12-2006, 11:21 AM
<div></div><div>Question.. do both dirges and troubadors get the same AAs listed above?</div><div> </div><div>The intellect ones seem to buff casters and the strength ones seem to buff melees.. however i thought troubadors were more caster buffers and dirges were melee buffers. Can a troubador take the strength AAs and buff melees more, and a dirge take the intellect AAs and buff casters more?</div>

Dystopya
02-12-2006, 07:19 PM
I was more exicted to hear about them than to actually see them in beta.The t1 abilities are just stepping stones, was the same way in eq1. The tier 5 abilities are trash. The tier 2-4 abilities are the most interesting to troubies, imo. I feel that im going to be spreading out my points among those mainly.THIS IS ALL BASED OFF SPECULATION AND IN GAME EXPERIENCE SINCE WE WERE NOT GIVEN ENOUGH ACHIEVEMENT POINTS IN BETA TO REALLY TEST THESE ABILITIES!!!!!!!!!!!The group aoe saver could be nice if cast time / duration / recast were lower.The intercede would be nice if we could mitigate the damage, otherwise its a good way to die on raids. I dont know about you guys, but im one of the last people that my raidleader wants dying on raids. (not sure if it mitigates or not, assuming it doesnt since tanks similar abilities dont)Group invis for 24 achievement points? Uhh, fluff. This would be cool if it were in a lower tier, but using 24 points for it is kinda crappy.A hate reducer that only works when a target is being hit. On raids, if someone in my group is being hit, theres generally no saving them. Useless.Dont even get me started on a 24 achievement point coin flip. Someone is smoking some major crack if they think this is a good ability. This is a waste of space.Tier 5 ideas that might be better than the current system:Strength - Really have no input. Perhaps an ability to lock a mob in place using your strength. Shrug.Agility - Make this whole line new bow attacks.. We have *ONE* bow CA as it is. Give us an AE bow attack, a root/stun bow attack, rapid fire bow attack, hell anything to utilize that bow taking up space in our inventory. Top it off with bow crits for the group at level 5. Maybe give us a short term self (or group) defensive buff like we used to have.Intelligence - Give us a powerful nuke! All of our damage is low low low. I love playing my troubie, but it would be nice to have a hard hitter once every 2 minutes or so.Wisdom - Maybe an ability to give a long duration (until cancelled) like 1% chance to partially reflect spells on any one target. Short term double resists with like a 4 minute recast timer.Stamina - Your going in the right direction with intervene, but once again, if theres no form of mitigation, buybye troubie, causing a detriment to the raid.<div></div>

Dali
02-13-2006, 12:29 AM
One thing I don't like about these AS, is the fact they're the same for both Bards. We're different on too many levels to give us the same AS, imo.Point two, I like other classes' final abilities a LOT better than the ones we get. The other abilities are also slightly better for other classes. That is, assuming they will remain unchanged at launch.

jimmythenun
02-13-2006, 04:53 AM
I like the wisdom and intelligence lines except for the final abilities.

Zapdafi
02-13-2006, 06:02 AM
<div>prob gonna be alot of chances to respec :smileyvery-happy:</div><div> </div><div>as things get nerfed/improved or just changed. people are gonna demand a chance to respec and most likely they will give it to us.</div><div> </div><div> </div>

Bassist
02-13-2006, 09:02 PM
I am confused by everyone's hatred of "Don't Kill the Messenger".  It means the person will only get hit once, then the creature will move on.  A cost of 24 may be high for those doing the ultimate raids since that one hit would kill all but the MT.  But for most of us it would mean the healer is still around and not getting interrupted for at least one cast (post-hit).  Especially true if in a group, where they can typically take a few hits.  Seems a very useful grouping/"normal" raid ability.

pera
02-13-2006, 09:14 PM
<div></div><div></div>True but on multi mob encounters where the mobs will hit between 4 - 8 k damage (even more to a leather /clothe wearer) one shot is generaly enough to kill them.  expecialy if more than one mob breaks off after a healer.  (happens quite offten against orange raid mobs.)   I could see the ability usefull for grouping but other than that nothing much else.It is a cool idea and would be intersesting to test out but with out really knowing how well it would work for sure, i most likely wil not chose it.Lol coin toss is just silly, along with group invis, those two i'm sure will generaly be understood to be completly worthless, expecialy the group invis.I still find it amusing that enchanters are going to be given an upgrade to spell shield.  Maybe it will cause the devs to actualy fix refelections abilites, because at the moment they are dang near useless. (oh yeah pallies also get a reflection AA)<div></div><p>Message Edited by perano on <span class="date_text">02-13-2006</span><span class="time_text">08:15 AM</span></p><p>Message Edited by perano on <span class="date_text">02-13-2006</span><span class="time_text">08:16 AM</span></p>

Zapdafi
02-14-2006, 02:07 AM
<div></div><p>if a guild coordinates their AA'ing. something like "Bladedance : You and your group are protected against AOE spells that do not specifically target you." may be useful. I know at least a few other classes get the equivalent.  If you are in teamspeak, something like this could be chained. I think it lasts for 11 secs so 6 casts will cover about 1 mins. bleh...just reconvinced myself that it is useless, hehe</p><p>hrmm, ok how about the pick pocket ability..can someone throw some numbers out as to what they can get? if after 8 pts all we get is 1-2 silver, it def aint worth it. Any chance of grabbing anything off the loot table?</p><p>also, the shield bash, does it work on epics? Seems like all the stuns and mezzes currently work on everything except epics. If it does, this is def something worth looking at</p><p>the group invis might be neat if it was something like a 1 min Feign Death, broke combat and gave you 1 min to find a safe spot before it broke. Would just suck if the mob could see invis and started pounding on you again.</p><p>Message Edited by Zapdafish on <span class="date_text">02-13-2006</span><span class="time_text">04:11 PM</span></p>

Syllestr
02-15-2006, 12:51 AM
<div></div>Compared to other classes, the final abilities of each path definately seem very weak.

Rampagious
02-15-2006, 04:51 AM
In theory, I think our AA's are awesome, but the problem is is that first off, all of our final abilities are [expletive haxx0red by Raijinn]ing awful, straight up.  Our fouth tier abilities are pretty awesome though such as the group melee crit, spell crit, spell haste etc etc.  Here is the problem I see with the melee crit, spell crit and spell haste.  The melee/spell crits only go up by .5 per rank so you have to put a [expletive haxx0red by Raijinn] load in to make them very useful at all <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" />  But the spell haste goes up by .7 per rank so I suppose that is slightly better, meh.  All in all I believe they are over all the right ideas, just don't think the numbers are powerful enough.  I am not asking for like a constant group crit buff for like 25% chance, but at least like 8 ish max so 1% per rank would be nice.<div></div>

Jehannum
02-15-2006, 10:51 PM
<div></div><blockquote><hr>Rampagious wrote:In theory, I think our AA's are awesome, but the problem is is that first off, all of our final abilities are [expletive haxx0red by Raijinn]ing awful, straight up.  Our fouth tier abilities are pretty awesome though such as the group melee crit, spell crit, spell haste etc etc.  Here is the problem I see with the melee crit, spell crit and spell haste.  The melee/spell crits only go up by .5 per rank so you have to put a [expletive haxx0red by Raijinn] load in to make them very useful at all <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" />  But the spell haste goes up by .7 per rank so I suppose that is slightly better, meh.  All in all I believe they are over all the right ideas, just don't think the numbers are powerful enough.  I am not asking for like a constant group crit buff for like 25% chance, but at least like 8 ish max so 1% per rank would be nice.<div></div><hr></blockquote><p>70/200=35%</p><p>I'm content to wait for higher percentages in subsequent AA offerings or different forms of alternate advancement/standard abilities.  In fact, seeing that they're being so careful about trying NOT to make AA overpowering relative to non-AA people gives me hope that we won't all have to be spell-haste, spell-crit-having cookie-cutter troubs just to be worthwhile on a raid.  In fact, I can see where an off-tank group bard might want different AA from a mage-group bard or a MT bard, even leaving aside the dirge/troub divergence.  Vive la difference!  Choice is good so long as it's real choice and not "choose whether to [Removed for Content] yourself and not take Manaburn/Cheal/etc."</p>

Fizwi
02-16-2006, 01:21 AM
For what it's worth...coin toss is instant cast with .5 sec cooldown, so you can <i>really</i> get the HO you want...<span>:smileyindifferent:</span><div></div>

Jehannum
02-16-2006, 02:29 AM
<div>Can it be used to flip a HO which has already been flipped once or started?</div>

ZeroRavesOn
02-16-2006, 07:49 AM
<div><span><blockquote><hr>Jehannum wrote:<div>Can it be used to flip a HO which has already been flipped once or started?</div><hr></blockquote>No, its just like having a blank spell, that happens to have the green coin on it.  But it can be cast while casting another spell <span>:smileytongue:</span>Well, it <i>does </i>have a cool blue particle effect, so its kindof like getting a lvl 70 fun spell!</span></div>

Rampagious
02-16-2006, 09:04 AM
The bottom line is, WHO THE [expletive haxx0red by Raijinn] CARES ABOUT AN EXTRA HO FLIP?  I want to seriously know what dev in their right [expletive haxx0red by Raijinn]ing mind decided that a HEROIC OPORTUNITY flip was a good idea for a final [expletive haxx0red by Raijinn]ing 8 point AA.  Im ready to stab that [expletive haxx0red by Raijinn] in the [expletive haxx0red by Raijinn]ing eye with a rusty coat hanger.P.S. I sware I am not bitter.<div></div>

Menjar
02-21-2006, 07:53 PM
<div></div><blockquote><hr>Rampagious wrote:The bottom line is, WHO THE [expletive haxx0red by Raijinn] CARES ABOUT AN EXTRA HO FLIP?  I want to seriously know what dev in their right [expletive haxx0red by Raijinn]ing mind decided that a HEROIC OPORTUNITY flip was a good idea for a final [expletive haxx0red by Raijinn]ing 8 point AA.  Im ready to stab that [expletive haxx0red by Raijinn] in the [expletive haxx0red by Raijinn]ing eye with a rusty coat hanger.P.S. I sware I am not bitter.<div></div><hr></blockquote><p>Um... I'm not sure I liked the new AA abilities much either, but I'll have to see how they play out. Not really thrilled that certain attributes are tied to particular weapon types either, that just seems sort of dumb. If i'm going to customize, I want to be able to select what I use and when and why. I would rather the Devs gave me complete freedom in my individual selections (like a pool of individual powers to choose from), as long as all the powers were useful in gameplay approximately by the same degree.</p><p>Anyway, here's my inner "hall monitor" coming out: You can be [Removed for Content] about the options we've been given, but physically threatening [the Devs?] is a line that you shouldn't be crossing, serious or not, unless you're trying to get yourself bumped from the forums (let alone in some sort of legal trouble).</p><p>Take a deep breath, and repeat after me: "It's only a game, it's only a game... I'm paying money for this, but it's only a game..."</p>

pera
02-21-2006, 08:51 PM
<span><b>coin toss (rank 1)</b><i>instantly shift any heroic opportunity. coin toss can also be used while stifled, stunned or in the middle of casting a spell. when coin toss expires, it completes the scout symbol for the heroic opportunity's current step.</i><font color="#ffff00">casting: instant</font><font color="#ffff00"></font><font color="#ffff00">recast: instant</font><font color="#ffff00"></font><font color="#ffff00">duration: 5s</font>- processes scout requirements for heroic opportunities- applies bow symbol on termination- applies cloak symbol on termination- applies dagger symbol on termination- applies mask symbol on terminationOk now i'm curious now, (not that i would actualy pick this ability, its just i'm curiouse how it would work, anyone on beta actualy try it out?), I notice it has a 5 second duration, and the spell discription says "On Termination"  so yeah the ability is an instance cast but does it actualy wait 5 seconds before it will flip?  Even with how many abilites do we have that are useable?There are probably more of each of these abilits but i cant remember them off hand, silly servers being down.  Not listing the bow, because honestly i have never seen an HO with it, and i believe the only abilites with it are our one ranged attack, and i beleive a buff, but i'm not sure.Cloak:  flanking, drain, demor, kain's, a few group buffs, stealthDagger: instant cast atk, short cast atk, high dmp atk, Oppressive, ZandersMask: instance cast ae interrupt, stealth atk, self only buff, a few group buffs.So really as you can see, as long you are not smashing buttons randomly there is really no reason you will not be able to hit an ho.  The only befit that this ability could have is against resist/misses, but with supposable no raid mobs being orange this probably will not be too much a problem if you have yoru abilites adept III or better.</span><div></div>

Sanju
02-21-2006, 09:07 PM
<span><blockquote><hr>perano wrote:<span><font color="#ffff00"></font>The only benefit that this ability could have is against resist/misses.</span><hr></blockquote>"</span><span><span><i>coin toss can also be used while stifled, stunned or in the middle of casting a spell"</i>That would be one more benefit, but really HOs are not beneficial enough to warrant spending so many AAs on.  The only HO I ever try to get during raids is Swindler's for the orange-cons.</span></span><div></div>

ZeroRavesOn
02-21-2006, 10:47 PM
<div><span><blockquote><hr>perano wrote:<span><b>coin toss (rank 1)</b><i>instantly shift any heroic opportunity. coin toss can also be used while stifled, stunned or in the middle of casting a spell. when coin toss expires, it completes the scout symbol for the heroic opportunity's current step.</i><font color="#ffff00">casting: instant</font><font color="#ffff00"></font><font color="#ffff00">recast: instant</font><font color="#ffff00"></font><font color="#ffff00">duration: 5s</font>- processes scout requirements for heroic opportunities- applies bow symbol on termination- applies cloak symbol on termination- applies dagger symbol on termination- applies mask symbol on terminationOk now i'm curious now, (not that i would actualy pick this ability, its just i'm curiouse how it would work, anyone on beta actualy try it out?), I notice it has a 5 second duration, and the spell discription says "On Termination"  so yeah the ability is an instance cast but does it actualy wait 5 seconds before it will flip?  Even with how many abilites do we have that are useable?There are probably more of each of these abilits but i cant remember them off hand, silly servers being down.  Not listing the bow, because honestly i have never seen an HO with it, and i believe the only abilites with it are our one ranged attack, and i beleive a buff, but i'm not sure.Cloak:  flanking, drain, demor, kain's, a few group buffs, stealthDagger: instant cast atk, short cast atk, high dmp atk, Oppressive, ZandersMask: instance cast ae interrupt, stealth atk, self only buff, a few group buffs.So really as you can see, as long you are not smashing buttons randomly there is really no reason you will not be able to hit an ho.  The only befit that this ability could have is against resist/misses, but with supposable no raid mobs being orange this probably will not be too much a problem if you have yoru abilites adept III or better.</span><div></div><hr></blockquote>They just added the "processes scout requirements for heroic opportunities" on saturdayish.  It is an instant cast instantly does the icon that goes through the HO precursor part (before your HO is named yet) and also 5 seconds after it is cast will hit any of the icons during the part where the HO does have a name.So, if you are doing Bravos Dance for example, it will immediately hit the coin to get to the HO part, and 5 seconds after the cast it will hit the dagger symbol as if you had done so with a spell of combat art that had the dagger symbol.  Recasting it will flip the HO as if you had hit another instance of the green coin.</span></div>

VericSauvari
02-21-2006, 10:47 PM
<div></div><blockquote><hr>Sanju wrote:<span><blockquote><hr>perano wrote:<span><font color="#ffff00"></font>The only benefit that this ability could have is against resist/misses.</span><hr></blockquote>"</span><span><span><i>coin toss can also be used while stifled, stunned or in the middle of casting a spell"</i>That would be one more benefit, but really HOs are not beneficial enough to warrant spending so many AAs on.  The only HO I ever try to get during raids is Swindler's for the orange-cons.</span></span><div></div><hr></blockquote>it would be more helpful if we could complete a mage, fighter or priests part of the HO..now THAT i would be interested in getting an AA in..... scout start, mage advance, fighter advance...bard finishes the rest of the HO

Bassist
02-21-2006, 11:25 PM
<span><blockquote><hr>VericSauvari wrote:<div></div>it would be more helpful if we could complete a mage, fighter or priests part of the HO..now THAT i would be interested in getting an AA in..... scout start, mage advance, fighter advance...bard finishes the rest of the HO<hr></blockquote>AF troubs across the globe would actually have to do something!  Don't ruin the experience for them <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></span><div></div>

pera
02-21-2006, 11:30 PM
Though it there are some extreamly good HOs (4 part ones) their rareity and in teh event they would happen at the same time, for me, would not warrent this abiltiy to be purchansed.<div></div>