View Full Version : Noob question...
AsILayDyi
02-24-2006, 10:13 AM
Ok I'm leveling up a troub, im currently level 24 on the new PvP server, I play with Rl friends that our casters. I made a troub because i wanted a bard, and heard they are most for buffing casters then melee <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> Im loving the troub so far... but I dont exactly see how we buff casters as much as ppl say... Other then the dmg proc buff, what ups their dmg? Does the Magical Boon line of spells effect there dmg? I heard it just effected chance to fizzle, which to me seems kinda useless... I think the group threat reducer would help them but that doesn't effect their dmg. Mana song is nice, but its not close to the coercer mana buffs.. =/So what all do troub's get that really effects casters damage? and what set of songs is best for when i a caster group? thanks for any input.. =]Also our snare lowers mental resist, does that make my mental spells do more damage? or less chance to resist <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />Sorry for the noob questions, its just that i havn't played eq2 in a year, since release, and have ben playing daoc for so long ;p<div></div>
Bassist
02-24-2006, 11:04 AM
The boon line, or Dove Song as the end result, decreases resists (including partial resists) and so increases total output as well as reduced fizzles. Aria can do amazing amounts of damage, especially with a warlock. The agro reducer lets them open up a bit more, since most damage casters have to hold back or always get agro. Lastly, of course, there's the mana regen as well. The 4 conc. buffs for increasing the performance of damage casters.Lets not forget that Aria's procs for all non-melee attacks, which happens to include taunts. So the extra damage done by the casters is mitigated by the damage done by taunts in terms of agro. Effectively 0 agro damage increase. Besides the added damage potentially done when a poison hits, though admittedly this is negligable.Now, we can also look to the WIS line of AAs to improve things even more.The best thing is to ask the healer or tank of your group if it goes faster with or without you <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" />
AsILayDyi
02-24-2006, 04:45 PM
<div></div>So is it best to run those 4 buffs + the self agil/int? for most groups. or would the str/stam be better?<div></div><p>Message Edited by AsILayDying on <span class="date_text">02-24-2006</span><span class="time_text">04:16 AM</span></p>
Bassist
02-24-2006, 08:28 PM
The buffs you run depend on the group make-up. I make my decisions based not only on the classes, but how people play them. For instance, if I'm with a group using an SK or Guard MT, I'll treat it more like a caster group because the AOEs all proc Aria's. But if that same group has monks and bruisers as the DPS then I'll move more towards melee (as far as Troubs will go in that direction). There is no one setup. Another thing is if you have a Pally or Berserker with a warlock, you definately need the agro song up because of fewer AOE taunts vs. the warlocks AOE hits. I'll try to think of what I would do for every situation, but there are so many it will be easy to miss one. Especially since my decisions are based on where I have Masters/Adept 3s as much as group makeup. One thing I have found: there are not many groups where Aria's isn't useful.<div></div>
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