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View Full Version : LU 36 Patch Notes - Crusader KOS changes


seamus
06-13-2007, 01:35 AM
<p>Here are the patch notes for the changes to the Crusader tree:</p><p>Crusader</p><ul><li>Strength 5 - Avenging Invigoration: Also improves recovery speed by 10%.</li><li>Agility 2 - Joust: Increased range to 15, teleports you to your target to attack.</li><li>Agility 3 - Trample: Increased area autoattack base chance to 5% per rank.</li><li>Agility 4 - Higher Ground: Increased base defense skill bonus.</li><li>Agility 5 - Lance: Also removed weapon requirement. Increased damage over time effect from horseback. Lance cannot be riposted. Reuse time speeded from 60s to 45s.</li><li>Stamina 5 - Divine Aura: Stoneskin effect now takes into consideration mitigation before determining final damage. Improved reuse speed from 15 minutes to 10 minutes.</li><li>Wisdom 4 - Aura of Leadership: Also increases the maximum amount of regeneration possible by the group by an additional 2% per rank.</li><li>Wisdom 5 - Fearless Morale: No longer affects casting/reuse times, but all other bonuses are improved by 2%.</li><li>Intelligence 2 - Legionnaire's Smite: Reuse speed slowed to 30s like other achievement attacks to account for the removal of the symbol requirement.</li><li>Intelligence 4 - Legionnaire's Mercy: Also increases spell resistance. Reduced healing critical chance to 6% per rank.</li><li>Intelligence 5 - Reflect: Also removed symbol requirement.</li></ul><p>Looks like the AGI will continue to require a mount and they definitely tried to make up for it as levels 2-5 all got improved. A nice little bump to the STR line though its already a popular line. I dunno what to make of INT changes, though it is definitely great to have the symbol requirement dropped.</p>

Antryg Mistrose
06-13-2007, 02:06 AM
Agility and Stamina lines look improved, but the way I read the patch notes is that while removing removing the equipment requirement benefits those who couldn't find a decent axe/sword/hammer.  Those of us who DID spend a lot of time and effort acquiring them AND macroing their equipping will now find you can only use ONE ability as the re-use timers are now common - hard to see that as a benefit. My SK is currently Specced Str (to end) but also 448 INT and the rest in Stamina - so its going to be a choice between haste (axe line) <b>OR </b>hammer ground <img src="/smilies/136dd33cba83140c7ce38db096d05aed.gif" border="0" alt="SMILEY" /> I'm also annoyed that I just passed on Vilucadae's Sword of Shielding on the grounds I would be juggling 3 weapons so it wouldn't proc enough to benefit me much <img src="/smilies/c30b4198e0907b23b8246bdd52aa1c3c.gif" border="0" alt="SMILEY" /> Now if only the reward for Swords of Destiny will be a valid replacement .......

_Baal_
06-13-2007, 02:26 AM
how do you not know what to make of the int line changes. now mercy is at least got a use for SK with spell resist attached to is, and no symbol...WOOWOO and i dont know where you get that agi line requires a mount.

Controlor
06-13-2007, 02:43 AM
<cite>_Baal_ wrote:</cite><blockquote>how do you not know what to make of the int line changes. now mercy is at least got a use for SK with spell resist attached to is, and no symbol...WOOWOO and i dont know where you get that agi line requires a mount. </blockquote>Um agi line always required a mount. It was required mount AND required piercer. Now just requires mount. To fully show this read the one about lance where it says "Increased damage over time effect from HORSEBACK" Thus mount. Looks like this is a big boost to the agi's dps/ usability. With trample being an aoe attack with 40% chance alone and 80% chance on horseback (hope that way at least). Throw in some more avoid (defense skill bonus). And the teleport thing for joust. This looks like a viable tank aa line <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /> weee.

CHIMPNOODLE.
06-13-2007, 09:54 AM
<p>STA line change is great news for me.  Exactly what I was hoping for...I'm absolutely thrilled <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

Beldin_
06-13-2007, 10:06 AM
Antryg Mistrose wrote: <blockquote>Those of us who DID spend a lot of time and effort acquiring them AND macroing their equipping will now find you can only use ONE ability as the re-use timers are now common - hard to see that as a benefit. </blockquote> I would like to know what they will do with hammer ground, because it has a 1 minute recast while swift-axe has 30 seconds. If swift-axe is on the same timer will the timer of hammer ground be reseted if you use swift-axe ? I can't believe the bring hammer ground also on a 30 second timer to "fit in the line" like they did with Legionnaire's Smite.

Ozgood
06-13-2007, 03:10 PM
<p>So does the teleport ability still require a piercer?  It appears so.</p><p>Does Swiftaxe still require and axe?  It appears so.</p><p>Does Hammer Ground still require a 2 hand hammer?  It appears so.</p><p>Did INT and AGI lines make a HUGE jump?  It appears so.</p><p>Honestly, am I missing anything here?</p>

Nocifer Deathblade
06-13-2007, 03:26 PM
<cite>seamus wrote:</cite><blockquote><p>Here are the patch notes for the changes to the Crusader tree:</p><p>Crusader</p><ul><li>Agility 2 - Joust: Increased range to 15, teleports you to your target to attack.</li><li>Agility 3 - Trample: Increased area autoattack base chance to 5% per rank.</li><li>Agility 4 - Higher Ground: Increased base defense skill bonus.</li><li>Agility 5 - Lance: Also removed weapon requirement. Increased damage over time effect from horseback. Lance cannot be riposted. Reuse time speeded from 60s to 45s.</li></ul></blockquote><p> Whoa! I cannot believe it with my own eyes! As most of you knew me as devoted Cavalier since KOS's launch and been feeding back SOE for long time trying to improve the AGI line.  I am nearly fully speced for it since day one. I was rejoiced when lance AA cost was reduced from 8 to 2.. Now this.. I'm more than happy now from overall improvement!</p><p>Wurmslayer now can be used with it thanks to no weapon requirement..</p><p>Trample.. WOW! I thought it was GOOD as is. They improved it from 18% (unmounted) or 36%(mounted) proc to 40% (unmounted or mounted???)</p><p>Joust now can be used with any weapon. Teleport to attack is a nice surprise for me. Mimics Vanguard Dreadknight's teleport attack heh.</p><p>Higher ground, I begged for longer duration of immune to knockdown but they improved defense instead so that's fine cuz its passive..</p><p>Lance, It was my biggest gripe and been asking for more damage plus change useless snare for slow effect. They upped the damage as I expected but nice addition is that it cannot be riposted AND faster recast time now.. </p><p>Now, I won't be too concerned about SERIOUS lack of itemization of piercers for SKs! Now, we, once again, are free of picking what weapons we want to wield. <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></p><p>Cavaliers rock now..</p>

CHIMPNOODLE.
06-13-2007, 04:30 PM
Ozgood@Vox wrote: <blockquote><p>So does the teleport ability still require a piercer?  It appears so.</p><p>Does Swiftaxe still require and axe?  It appears so.</p><p>Does Hammer Ground still require a 2 hand hammer?  It appears so.</p><p>Did INT and AGI lines make a HUGE jump?  It appears so.</p><p>Honestly, am I missing anything here?</p></blockquote><p> From the test update notes...</p><li>Removed most weapon requirements from the second set of achievements of all Class achievement trees, with the exception to shield and ranged weapon requirements. They all share the same reuse time as well. Many of these abilities were slightly improved.</li><p>From my understanding, the weapon type requirements are slated to be removed for all those you mentioned.</p>

troodon
06-13-2007, 06:47 PM
Ozgood@Vox wrote: <blockquote><p>Does Hammer Ground still require a 2 hand hammer?  It appears so.</p></blockquote>A 1 handed hammer or (in my case) mace would work too.  It's a great skill, btw 

redde
06-13-2007, 06:55 PM
Ozgood@Vox wrote: <blockquote><p>So does the teleport ability still require a piercer?  It appears so.</p><p>Does Swiftaxe still require and axe?  It appears so.</p><p>Does Hammer Ground still require a 2 hand hammer?  It appears so.</p><p>Did INT and AGI lines make a HUGE jump?  It appears so.</p><p>Honestly, am I missing anything here?</p></blockquote> Hammer ground doesn't require a 2hander as it is, and now it doesnt even require a hammer. All weapon requirements for us are gone

erimus
06-13-2007, 07:19 PM
<cite>seamus wrote:</cite><blockquote><p>Here are the patch notes for the changes to the Crusader tree:</p><p>Crusader</p><ul><li>Intelligence 5 - <span style="color: #ffff00">Reflect: Also removed symbol requirement.</span></li></ul></blockquote><p>This is starting to make me wonder if going all the way down the Int line will be benificial,  I will have to wait till I get in game to see exactly what the benefits of reflect are.  Its been so long since Ive looked at it I dont remember exactly how much damage it works, but I remember never even considering it before because of the symbol requirement... </p><p>Anyone else have any thoughts on this?</p>

cptnapa
06-13-2007, 08:49 PM
<p>I have copied my char to the test server to check out the changes.</p><p>The weapon requirements are dropped for everything but the Axe line. So SK's should primarily be SK wielders for the time being. (note they said "most" not "all&quot<img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> </p><p>/Shadarr, 70SK</p>

Case21
06-13-2007, 11:11 PM
<p>The axe thing has to be a bug. The refrence to it being an axe attack was removed from the Flavor Text.</p>

Ansumana
06-14-2007, 09:59 AM
Has anyone been on the test server to try out the new Intel 4: Legionaire's <sp> Mercy?  Specifically the new spell resist component.  Is it 6% per point like the heal crit chance?  If that's the case, that seems pretty [Removed for Content] nice to me. 

seamus
06-14-2007, 10:01 AM
CHIMPNOODLE. wrote: <blockquote><p>STA line change is great news for me.  Exactly what I was hoping for...I'm absolutely thrilled <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p></blockquote> I agree but the thing is, the warrior AGI line end ability, 100 percent parry, got reduced to 3 minute recast. The 5 minute reduction is probably sufficient, but I'd really like to see it down to 5 min recast.

CHIMPNOODLE.
06-14-2007, 01:40 PM
<cite>seamus wrote:</cite><blockquote>CHIMPNOODLE. wrote: <blockquote><p>STA line change is great news for me.  Exactly what I was hoping for...I'm absolutely thrilled <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p></blockquote> I agree but the thing is, the warrior AGI line end ability, 100 percent parry, got reduced to 3 minute recast. The 5 minute reduction is probably sufficient, but I'd really like to see it down to 5 min recast.</blockquote><p>Essentially they gave us a 10 second ToS type ability...where we can still taunt and attack etc. </p><p>The 12 second warrior auto-parry is a great last ditch personal save...but it's dangerous to use. Often it results in lost aggro, possibly more so after the warrior double attack reduction (and lost block on Bucklers, probably leading to a few more AA switches too), and reduced hate transfers for Dirges, Coercers, Swashes etc.. They can't do any taunts/CAs while it's running....if the raid force is ripping it up DPS wise...or mem-wipe mobs, Ill-timed Lifeburners etc.. etc.......it's trouble. A guard we raid with still gets killed by the odd AOE when in parry mode.....and often 1 or 2 DPSers get killed when he hits it too...usually more if the Off-Tank is caught napping for the pickup. It's not as good as a DA that considers mitigation in my opinion, even if it can be used more frequently.</p><p>Using that ability, couple with aggro transfer changes and what looks like DPS reduction in warriors, could be very dangerous if used whenever it's up. It's usually used as a last ditch save....much like ours will be saved for. Personally, I think DA has the edge there in a big way. ToS was reduced to 2 procs...and a threshhold was added it seems too.</p><p>Anyway, this is not so much meant as us versus them, we can already do the job...this just added a tool that will help a ton. It's a tanking SKs dream...a way to stop dammage flat out for a period of time. Something we did not have before against the hardest of the hard hitting epics (which breached the 50% health mark with the biggest hits unmitigated). If this makes it to live...then we will <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> </p>

cptnapa
06-14-2007, 01:59 PM
<p>The Mercy now says 6% Heal crit and "Spell Resistance 25" on the first box.</p><p>I don't know what it means, but I seriously hope it doesen't mean "25 spell mitigation boost" cuz thats insanely crappy, with 8 points having 200 extra across the board, thats useless.</p><p> But it could have a hidden meaning (as noone knows *really* how spell resistances work anyway) (not mitigation, outright resists).</p><p>/Shadarr</p>

Ozgood
06-14-2007, 05:22 PM
<p>So what do you think a good PvP spec would be?  I would think something that gives burst damage, but maybe I am wrong.  I asked about AGI, got a good response from Noctifer, but am still wondering about sta (stoneskin) and Int (spell reflect at 100%).</p><p>How often does it reflect?  Anyone test the resistance increases?</p><p>Does AGI or STR give more DPS on a PvP server?</p>

cptnapa
06-14-2007, 08:35 PM
<p>Ok, here is some more data.</p><p> The stoneskin doesen't only take 30 hits now, but endless hits whitin 10 seconds, it takes mitigation into account, so it will take pretty big hits aswell.</p><p> Reflect is up till next time you get hit by a spell, "in combat", it wont reflect if you just get nuked randomly, you need to have been put into combat first.</p><p> The spell resistances are just that, just spell mitigation, 25 at start, up to 199 at rank 8, so its just 200 more to all spell miti, just like going into defensive stance, but a bit less.</p><p>Resistances are well adjusted, so much, that battle leadership might not be as important now, but it allways helps. </p><p> The blinkstrike ability (AGI2) is insanely useful when you get snared by someone like 80% or so, and they are kiting you. just port up to them, and lay down the smack. Decently hardhitting aswell.</p><p> Any other questions?</p><p>/Shadarr</p>

Ozgood
06-15-2007, 01:41 PM
<cite>cptnapalm wrote:</cite><blockquote><p>Ok, here is some more data.</p><p> The stoneskin doesen't only take 30 hits now, but endless hits whitin 10 seconds, it takes mitigation into account, so it will take pretty big hits aswell. <b><i>Good to know!</i></b></p><p> Reflect is up till next time you get hit by a spell, "in combat", it wont reflect if you just get nuked randomly, you need to have been put into combat first.  <b><i>So would a root bounce back, a mez or just nukes?</i></b></p><p> The spell resistances are just that, just spell mitigation, 25 at start, up to 199 at rank 8, so its just 200 more to all spell miti, just like going into defensive stance, but a bit less. <b><i>Hmm, not a big deal, I guess.</i></b></p><p>Resistances are well adjusted, so much, that battle leadership might not be as important now, but it allways helps. </p><p> The blinkstrike ability (AGI2) is insanely useful when you get snared by someone like 80% or so, and they are kiting you. just port up to them, and lay down the smack. Decently hardhitting aswell.</p><p> Any other questions?</p><p><b><i>So what spec do you think would be better now for DPS and PvP?</i></b></p><p><b><i>Sta 4,4,8,4 INT 4,4,8,4,2, Agi 4,2</i></b></p><p><b><i>Or</i></b></p><p><b><i>Sta 4,4,8,4 Str(if it dosn't require axe) 4,4 Int 4,4,4 AGI 4,4</i></b></p><p><b><i>OR </i></b></p><p><b><i>AGI 4,4,8,4, INT 4,4,8 and STA 4,4,4?</i></b></p><p>Thoughts?</p><p><b></b></p><p>/Shadarr</p></blockquote>

MaCloud1032
06-15-2007, 03:26 PM
For PvP i want that dam teleport(come here scout) reflect would be nice to bounce a apoc back on the locs group

Luxun
06-16-2007, 03:05 AM
Darksavanna@Venekor wrote: <blockquote>For PvP i want that dam teleport(come here scout) reflect would be nice to bounce a apoc back on the locs group</blockquote><p> a good build for a SK that wants to set pvp as it priority but at the sametime wants ot be able to be a MT on raids is the following imo : </p><p> 4/4/8 intel , 4//6/4/8/2 stamina, 4/1,2 or 3 pn agility (whatever u can afford) fro mthe rest tree go down reaver and hate line completey, put the last 5 points into the debuff/taunt booster from decay line. </p>

Deaudlus
06-16-2007, 01:58 PM
Elamshinae@Crushbone wrote: <blockquote><p>The axe thing has to be a bug. The refrence to it being an axe attack was removed from the Flavor Text.</p></blockquote>Anyone find out of swiftaxe still requires a axe or if its a bug on test? 

gnarkill
06-16-2007, 03:07 PM
Since they are removing the horseback component for AGI line....for pvp I am now going AGI 4/4/8 (teleport owns and 40% AE autoattack chance also owns for group/raid pvp) STR 4/5/8 INT 4/4/8 And yes even though skills still say requires blah blah on test you can use the AA skills with any weapon

MaCloud1032
06-16-2007, 11:15 PM
<p>ya i want that teleport to but a spell reflect sounds real good in pvp nothing like the warlocks apoc getting reflected back on his group and not hit us at ALL(wetnap anyone)</p>

gnarkill
06-17-2007, 07:01 AM
Darksavanna@Venekor wrote: <blockquote><p>ya i want that teleport to but a spell reflect sounds real good in pvp nothing like the warlocks apoc getting reflected back on his group and not hit us at ALL(wetnap anyone)</p></blockquote>Yea I had reflect back in the day for awhile and it was cool but...It reflects almost everything...Like if a warlock casts his poison mitigation debuff on you...you will reflect it and then you cant recast reflect again for one minute...The only thing you can do is watch for when they start to do a long casting animation THEN put up your reflect so it doesnt get burned on some POS debuff spell cuz its a perma buff but has only one charge....The reflect buff as it is right now stays on you when a symbol is not equipped in shield hand but will not actually reflect until you equip a symbol in shield hand...So I used to just have the buff on with a shield and hotkeyd a symbol and when I saw a caster doing a big nuke I would hit the symbol equip key and then reflect the spell and then go back to shield...It is pretty confusing and is all about timing and paying attention to maximize this ability in pvp

MaCloud1032
06-17-2007, 12:35 PM
Ok that sounds like work.  Have you ever used the AGI line before it takes a lot of time to get use to.  In pvp it can get you a lot of add fast you realy have to watch your placement on Qs.  To kill one bot one day i got all of the lower part of temple grounds.  As for the reflect if you managed to make that work swpping like that god bless you.  Iam ushaly running around trying to find the ranger thats pumpin arrows into my dps to watch what the warlock is doing.

holypaladin28
06-17-2007, 08:47 PM
<cite>erimus wrote:</cite><blockquote><cite>seamus wrote:</cite><blockquote><p>Here are the patch notes for the changes to the Crusader tree:</p><p>Crusader</p><ul><li>Intelligence 5 - <span style="color: #ffff00">Reflect: Also removed symbol requirement.</span></li></ul></blockquote><p>This is starting to make me wonder if going all the way down the Int line will be benificial,  I will have to wait till I get in game to see exactly what the benefits of reflect are.  Its been so long since Ive looked at it I dont remember exactly how much damage it works, but I remember never even considering it before because of the symbol requirement... </p><p>Anyone else have any thoughts on this?</p></blockquote>it reflects the spell back 100 percent at target i play in a pvp server and have reflected a fusion back and hitt he caster for 8k before

gnarkill
06-18-2007, 04:37 AM
Kalgore@Vox wrote: <blockquote><cite>erimus wrote:</cite><blockquote><cite>seamus wrote:</cite><blockquote><p>Here are the patch notes for the changes to the Crusader tree:</p><p>Crusader</p><ul><li>Intelligence 5 - <span style="color: #ffff00">Reflect: Also removed symbol requirement.</span></li></ul></blockquote><p>This is starting to make me wonder if going all the way down the Int line will be benificial,  I will have to wait till I get in game to see exactly what the benefits of reflect are.  Its been so long since Ive looked at it I dont remember exactly how much damage it works, but I remember never even considering it before because of the symbol requirement... </p><p>Anyone else have any thoughts on this?</p></blockquote>it reflects the spell back 100 percent at target i play in a pvp server and have reflected a fusion back and hitt he caster for 8k before </blockquote>Well when I used to have Reflect before EoF came out...Fusion was never reflected...Ice Nova was though..and it did not hit them for what it would have hit me for...it was about 25% of what I would have got nailed for

seamus
06-18-2007, 11:31 AM
<cite>gnarkill wrote:</cite><blockquote>Since they are removing the horseback component for AGI line....for pvp I am now going AGI 4/4/8 (teleport owns and 40% AE autoattack chance also owns for group/raid pvp) STR 4/5/8 INT 4/4/8 And yes even though skills still say requires blah blah on test you can use the AA skills with any weapon </blockquote><p> It sounds like you've been on test and verified that the AGI line no longers requires a mount, but just in case, is this true? If so, they've done a great job giving Crusaders even more viable builds. I really wish they would let carebears /testcopy.</p><p>Now that the symbol requirement has been dropped from the INT line I was wondering what, if any, effect Legionaire's Mercy has on our taps or Reaver (its labled as a ministration ability btw)?</p><p>I duo about 90 percent of the time so I find Avenging Invigoration very useful, it helps a bit to get blessings off. Gotta admit that the STA line has gotten a lot more interesting, hammer ground would be very useful as well as the new and improved DA. My wife and I can handle instances together but I'm always looking to get an edge.</p>

seamus
06-18-2007, 11:32 AM
<cite>seamus wrote:</cite><blockquote>CHIMPNOODLE. wrote: <blockquote><p>STA line change is great news for me.  Exactly what I was hoping for...I'm absolutely thrilled <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p></blockquote> I agree but the thing is, the warrior AGI line end ability, 100 percent parry, got reduced to 3 minute recast. The 5 minute reduction is probably sufficient, but I'd really like to see it down to 5 min recast.</blockquote> Thanks CHIMP, I had assumed DA had the same restriction. I just re-read its description and found no reference to any CA/Cast restrictions.

MaCloud1032
06-18-2007, 12:01 PM
I see that they have a refresh of 10% for end of the str line.  Are we getting an extea 10% or does sony not know that we have that allready?

holypaladin28
06-18-2007, 12:46 PM
Darksavanna@Venekor wrote: <blockquote>I see that they have a refresh of 10% for end of the str line.  Are we getting an extea 10% or does sony not know that we have that allready?</blockquote> curious abot this also

Controlor
06-18-2007, 12:52 PM
Darksavanna@Venekor wrote: <blockquote>I see that they have a refresh of 10% for end of the str line.  Are we getting an extea 10% or does sony not know that we have that allready?</blockquote>Technically Reuse and Recovery times are DIFFERENT. Any enchanter can tell you this. Recovery is the global cool down timer (about 0.5 seconds) Reuse is the reuse time on spells. The 10% as i see it will be lowering your global cool downs by 10%. Recovery is an invisable thing UNTIL you have something that reduces it. I asked a shaman once to check his spell for recovery time and he didnt find it. I then tossed Time Compression on him (i am an illy) it has a 50% faster recovery bonus on it. Asked shaman to look again and he said it has a .33 recovery time. so that is what i am assuming they mean basically reducing your global cool down by 10%

holypaladin28
06-18-2007, 01:14 PM
<p>just logged into test the spell now says</p><p>increases reuse speed of caster by 10 percent</p><p>iincreases recovery speed by 10 percent</p><p>increases casting speed by 10 percent </p><p>also you still need to be on horseback for agi lines 2 4 5 to do additanol damage </p>

CHIMPNOODLE.
06-18-2007, 01:18 PM
<cite>seamus wrote:</cite><blockquote><cite>seamus wrote:</cite><blockquote>CHIMPNOODLE. wrote: <blockquote><p>STA line change is great news for me.  Exactly what I was hoping for...I'm absolutely thrilled <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p></blockquote> I agree but the thing is, the warrior AGI line end ability, 100 percent parry, got reduced to 3 minute recast. The 5 minute reduction is probably sufficient, but I'd really like to see it down to 5 min recast.</blockquote> Thanks CHIMP, I had assumed DA had the same restriction. I just re-read its description and found no reference to any CA/Cast restrictions.</blockquote>Ya, it's quite handy as is.....with the miti taken into account it will be really nice. Can cast it on the run too.

oxduharbringer
06-18-2007, 01:58 PM
<p>Can a raiding SK chime in on whether or not the final int ability works in raid scenarios?  What about on AoE's where you aren't the direct target?</p><p>TIA,</p><p>Yuri/Iceberg</p>

Zehl_Ice-Fire
06-18-2007, 04:16 PM
Antryg Mistrose wrote: <blockquote>Agility and Stamina lines look improved, but the way I read the patch notes is that while removing removing the equipment requirement benefits those who couldn't find a decent axe/sword/hammer.  Those of us who DID spend a lot of time and effort acquiring them AND macroing their equipping will now find you can only use ONE ability as the re-use timers are now common - hard to see that as a benefit. </blockquote><p> Yeah nothing is more fun than swapping out equipment every 20 seconds.... oh wait I was being sarcastic <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /></p><p>I never got around to the macros for those, I hotbared to swap a crappy axe in every time swiftaxe is up and swap right back to my Claymore. I would rather not have to swap out gear and carry extra junk to do proper DPS and take the longer timers. We are one of few classes who sometimes have no spells up (I think.. esp in fights you can't AoE) and it's going to be nice to have 3 extras which to use I have to swap 3 different items in to use and back out (hammer ground, swift axe, and smite, I don't bother with hammer & smite 98% of the time)</p>

gnarkill
06-18-2007, 06:13 PM
<cite>oxduharbringer wrote:</cite><blockquote><p>Can a raiding SK chime in on whether or not the final int ability works in raid scenarios?  What about on AoE's where you aren't the direct target?</p><p>TIA,</p><p>Yuri/Iceberg</p></blockquote>I am pretty sure it does NOT work on raid mobs...If it did SKs would never get hit with an AE and would be overpowered...I think it used to work on matrons enfeeblement but they caught on quick and changed it

Ozgood
06-19-2007, 01:30 PM
<p>So does the STR line still require an axe?</p><p>The AGI line does more damage on horseback now?  I heard up to 80%..anyone confirm?</p><p>the INT line gives +200 to all resists?</p><p>Do the end line abilities (STAM and INT specifically) share the share re-cast timers?</p><p>What is the recast on those abilities?  Agi end line as well?</p><p>I am on a PvP server and test copied myself DAYS ago and still nothing.  Trying to decide whether or not to keep my SK and these changes have perked my interest.  Can anyone give us a compltete run-down of the potential changes from TEST?</p><p>Please?!</p>

Arieneth
06-19-2007, 01:53 PM
if u want to test everything out...make an SK on Test and beta buff it.

Ozgood
06-19-2007, 03:01 PM
Please explain how to do this...

Marduk
06-19-2007, 03:47 PM
i dont understand, are second ablilties(joust, hummer ground, legionnaire's smite, etc) will be on the same timer? or different? if it will be the same i don't see any reason to pick more than two lines... if different i think be well: agi 4-4(for teleport) sta 4-4-8 int 4-4-8-6-2 or agi 4-4-8(for raid's) sta 4-4 int 4-4-8-6-2 or maybe if final int spell will not justify hope than i'll take last sta skill...

Druisagoldengod
06-29-2007, 02:03 PM
So I just found out that when they say they removed the mounted component on trample they meant the extra 40% as well.  Bah the one chance to really boost my dps and they smash it like they did our FD!