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Elvalien
07-20-2007, 03:34 PM
<p>Warden </p><ul><li><b>Nature Walk: Changed minor knockback immunity to snare mitigation of 50%.</b></li><li>Enhance: Cures, Verdant Sigh: Increased hits allowed from 3 to 4.</li><li>Reformation: Death prevention spells also restore 30% more health than before.</li><li>Shatter Infections: Cure effect now triggers when an ally's health drops below 50% of their maximum health instead of 25%. Increased duration from 30 seconds to 90. Triggered cure is twice as effective.</li></ul> <p>Warden</p><ul><li>Tranquility now heals if there aren't any hostile effects dispelled. The heal amount was increased.</li></ul> No more knockback immunity?   I hope that's not right.  I play on a pvp server and that skill is huge.

Atalissa
07-20-2007, 05:19 PM
<b>Reformation: Death prevention spells also restore 30% more health than before. </b>Yay! The change to Nature Walk bothers me though, I'm beginning to think that respec card maybe come in handy soon. <b></b>

Arielle Nightshade
07-20-2007, 06:41 PM
Whoa.  So...Tranquility is now another heal on a separate timer...?  er whut?

Goaldan
07-20-2007, 06:46 PM
<p>While not directly related to wardens:</p><p>ACHIEVEMENTS </p><ul><li>You can now respec your achievements and spend the points in another tree. </li><li>All second row achievement abilities in the class tree no longer share reuse timers with each other.</li></ul><p>Can use our two KoS combat arts together again =)</p>

Arielle Nightshade
07-20-2007, 06:49 PM
So I can have 100 points in EoF if I want to?  Or max out all 5 KoS Trees?  (ew.)   Or you can just allocate them differently...still 50/50?

Catodon
07-20-2007, 06:59 PM
Arielle Nightshade wrote: <blockquote>So I can have 100 points in EoF if I want to?  Or max out all 5 KoS Trees?  (ew.)   Or you can just allocate them differently...still 50/50?</blockquote>Pretty sure this just means you can reallocate points spent in one tree to the other while keeping the 50/50 rule. So, if I have 70 AA points, spent 50 in eof for some reason, then if I respec I will be able to send 50 points to kos and leave 20 in eof.  (This won't change anything for those with 100 aas already.)

Skivley101
07-20-2007, 07:16 PM
Goaldan@Antonia Bayle wrote: <blockquote><p>While not directly related to wardens:</p><p>ACHIEVEMENTS </p><ul><li>You can now respec your achievements and spend the points in another tree. </li><li>All second row achievement abilities in the class tree no longer share reuse timers with each other.</li></ul><p>Can use our two KoS combat arts together again =)</p></blockquote><p>Woo Hoo .... I can go toe to toe with the  mob and unload 8 mele hits finishing off with the staff attack to root em and get away.</p><p>I was so disapointed when they made them share timers , I had just respect that way to try out the Int,Str,Wis, with CA's...</p><p>Hmm maybe ill do the math and figure out the possible burst dmg and what length of time its in ... Ill let ya all know a little later. </p>

Skivley101
07-20-2007, 09:51 PM
<cite>Skivley101 wrote:</cite><blockquote>Goaldan@Antonia Bayle wrote: <blockquote><p>While not directly related to wardens:</p><p>ACHIEVEMENTS </p><ul><li>You can now respec your achievements and spend the points in another tree. </li><li>All second row achievement abilities in the class tree no longer share reuse timers with each other.</li></ul><p>Can use our two KoS combat arts together again =)</p></blockquote><p>Woo Hoo .... I can go toe to toe with the  mob and unload 8 mele hits finishing off with the staff attack to root em and get away.</p><p>I was so disapointed when they made them share timers , I had just respect that way to try out the Int,Str,Wis, with CA's...</p><p>Hmm maybe ill do the math and figure out the possible burst dmg and what length of time its in ... Ill let ya all know a little later. </p></blockquote><p>So adding it all up ... here is my results</p><p>404 str 265 int  ... All 4 Kos mele attacks and all 4 CA's  ... starting with cold slice to get 2 dot tics  ....total max dmg reading on each = 5700</p><p>Adding up the casting times it comes to 5 sec's ... but there appears to be a delay between casting times even though it doesnt give you the message of recovery.  So 9 sec's is the total adding in .5 recovery for each one... dividing 5700 by 9 = 633 dps ......hmmm not that impressive for burst dmg. </p><p>So it appears that max str spec'ing with 5-6 mele attacks will still yeild better results for dps.</p><p>I could boost my str a bit with diff gear and food/potion ... but was trying to see the possibilities of having this good average all around spec.</p><p>will post some more details about the AA build, gear im using and what my other stats are at if anybodys interested.</p>

Zahrim-Dk
07-21-2007, 11:37 AM
You forgot to take into account our 75% chance of melee crit, and auto attack so that number should be way higher.

Skivley101
07-21-2007, 04:46 PM
<cite>Zahrim-Dk wrote:</cite><blockquote>You forgot to take into account our 75% chance of melee crit, and auto attack so that number should be way higher.</blockquote><p> well i didnt add in the 75% mele crits because on average i figured it would equal the top end listed dmg?</p><p>And i didnt add in any auto attack because I heard the CA's still interupt the auto attack.(i used to think it didnt though , now im not sure)</p><p>Of course i could get a few procs and could have the wolf pack & dmg sheild adding dmg to that, But i was guageing  what the average reliable burst dmg would be.    600-700 dps would be a good number for overall dps solo, But for a 9 sec burst its not that impressive.</p><p>The only real way to tell will be to parse it a bunch of times ... Ill check it out if it goes live.</p><p>Here's some pics of my current AA builds & stats and skills.</p><p><a href="http://s199.photobucket.com/albums/aa259/Mktavish/?action=view&current=EQ2_000008.jpg" target="_blank" rel="nofollow">http://s199.photobucket.com/albums/...=EQ2_000008.jpg</a></p><p><a href="http://s199.photobucket.com/albums/aa259/Mktavish/?action=view&current=EQ2_000009.jpg" target="_blank" rel="nofollow">http://s199.photobucket.com/albums/...=EQ2_000009.jpg</a></p>

Raidi Sovin'faile
07-21-2007, 10:04 PM
Autoattack will fit in between the castings of spells/CAs. It goes off after the cast time and recovery time is finished, right before the next cast. This is definitely still in effect because the brief period they took it out by accident, all melees dropped 30% DPS, lol... so yeah, it's a noticeable difference taking into account autoattack. Especially with double attack and crits factored in for it.

Skivley101
07-21-2007, 10:43 PM
Kaisoku@Mistmoore wrote: <blockquote>Autoattack will fit in between the castings of spells/CAs. It goes off after the cast time and recovery time is finished, right before the next cast. This is definitely still in effect because the brief period they took it out by accident, all melees dropped 30% DPS, lol... so yeah, it's a noticeable difference taking into account autoattack. Especially with double attack and crits factored in for it. </blockquote><p> Ahhh ...so during the .5 recovery ....i will get the auto attack ?....well on my new BFH  ..."Ancient Vellium Warhammer"</p><p>over 9 sec thats atleast 1000 on avg hits ive seen .... well say 8500 possible dmg with some Mo .... divided by 9 = 944 dps</p><p>Pretty freakin respectable for being "Jack of All Trades spec"</p><p>I imagine i could maintain the 6-700 over all dps with uber casting order ..... solo .... dont forget to look at my Eq2 player(gear)</p><p>I use Rallos cloak & MC str  ring</p><p>I dont have the best .... But i have some decent stuff i got from the old Kos raids</p>

Oakum
07-22-2007, 02:42 AM
<p>So basically we got a relatively long recast timer DH which could help with spike damage, Natures walk lost it minor kickback immunity and now has a 50 percent chance to mitigate against a snare ( not sure exactly but that is what it seems to say). </p><p>The cures line last one attack more then it used to which means its still almost useless since it would still have to be spammed to keep it on for more then 2 seconds in any multimob encounter, not very many people use shatter infection now and dont see that changing although it may be the best of bad choices for some wardens. </p><p>The death prevention spells might be more useful now but I am not holding my breath any and we can use multiple druid aa attacks on different timers again. </p><p>Seems to be a very mixed bag of stuff. Dont see the changes as overall making us better except with spike damage possibly, just slighly different then we were before. </p>

Skivley101
07-22-2007, 04:07 AM
<p>your very hateful Oakum ....stop it!</p><p>plz feel free to freak freely</p>

Skivley101
07-22-2007, 04:17 AM
<p>well hating what ive become ...other than what the other pople expected....id like to appologize for rakeing Oakum over the coals....</p><p>Stop waiting for some one to make a big stink ...</p>

Raidi Sovin'faile
07-22-2007, 10:01 AM
From my understanding.. snare mitigation of 50% means that if you are snared, up to 50% of it will be negated. Basically, any snare on your at 50% or less will not snare you at all, and anything over 50% snare is reduced by 50%. So a 70% snare on some of those scout mob's attacks will only do 20%. Things is.. this has ONLY ever been an issue WHEN RUNNING AWAY. So honestly, who gives a crap? Cure the [Removed for Content] snare! Lol... I would MUCH prefer a Knockdown prevention as it is a form of STUN, which would have been a direct improvement WITHIN COMBAT... on the things that it worked against. In PvP, some attacks do more damage if you are knocked down too (Bruisers do anyways). This was a fairly drastic change in my opinion... from an in-combat immunity, to an "only cared about if out of combat" mitigation. And honestly, only PvP is it really THAT dangerous...

lailoken
07-23-2007, 12:03 PM
<p>I feel the same way as the others. Changing it from a knockback immunity to a snare resistance or whatever is a drastic change. This would only be useful in fighting rangers or getting away. But with the knockback immunity it was helpful against so much.</p><p>The deathsave addition to health is really nice and even the change of the end AA to 50% instead of 25%. I have always thought that line might be cool. Except curing people now in pvp sucks because of recast timers being at 10sec and all cures are on the same timer.</p>

Oakum
07-23-2007, 07:40 PM
<cite>Skivley101 wrote:</cite><blockquote><p>your very hateful Oakum ....stop it!</p><p>plz feel free to freak freely</p></blockquote><p> lol, not hateful, dissappointed and getting bored while waiting for two handed swords and str to be added to the eof set armors as well. Of course now I will have to get the set armors and throw them in the bank so others that will use them wont be cheated out of them by my transmuting them. I do like this game, i have vangaurd but cant get into it. The warden class has been nerfed by lack of anything special in the last two expansions. Maybe with the next expansion it will catch up.</p><p>I am not talking about healing either. Having HoTs never really bother me. It was one of the tradeoffs we have for power efficiency in my opinon. No big deal. The healing of all the healer classes are well balanced before we got this exta heal. The other healers may be calling for nerfs to wardens healing power after the update. lol</p><p>The fuy's way out stripping us when we spec for dps even unless we have special group setups and defilers and inquisitors being able to out dps us period is wrong when I condsider that the druid class trades heavier armor in order to become healer/dps hybrids. Shaman should do more dps then cleics and druids should do more dps then shaman. Just like brawlers should do more damage then plate tanks. </p>

Skivley101
07-24-2007, 07:05 AM
<p>What i think is more wardens should start playing with other wardens ...then make whole druid groups.</p><p>That way people would see how really different we all play are chars ...</p><p>Next thing ya know ... weve got dogs and cats living together &  A Bezerker that wants to give us a two handed Sword!!!</p>

NightSDtrider
07-24-2007, 04:37 PM
Really not very happy about this, the KB immunity was a HUGE benefit. Didnt really deserve a change <img src="/smilies/c30b4198e0907b23b8246bdd52aa1c3c.gif" border="0" alt="SMILEY" />

Oakum
07-24-2007, 05:56 PM
<cite>Skivley101 wrote:</cite><blockquote><p>What i think is more wardens should start playing with other wardens ...then make whole druid groups.</p><p>That way people would see how really different we all play are chars ...</p><p>Next thing ya know ... weve got dogs and cats living together &  A Bezerker that wants to give us a two handed Sword!!!</p></blockquote><p>LoL, maybe I am just not a group min/max type enough, but I think its fun to do instances/dungeons with nonstandard groups. </p><p>Tanks for dps, multiple healers, no tanks at all, ect. At least until something like CMM anyway. lol.</p><p>Thanks for the offer of the twohanded sword. I will be eagerly awaiting it. If only SOE would let a berserker give it to me. </p>

DarkVantage
07-24-2007, 06:22 PM
<p><span style="font-size: x-small; font-family: times new roman,times">I think that we need to draw a distiction between the PvP players and PvE when weighing up the pros and cons of the AA changes. I play only PvE so I can only see good in the changes being introduced with the exception of Nature Walk:</span></p><ul><li><span style="font-size: x-small; font-family: times new roman,times">Nature Walk: Changed minor knockback immunity to snare mitigation of 50%. </span></li></ul><p><span style="font-size: x-small; font-family: times new roman,times">From all the wardens I have talked to with this ability its only really of any use to PvP players. The knockback was next to useless in PvE as it seems to offer no protection against any nameds and almost all ^^^, in summary only seems to work on trash mobs. The anti root can be useful on occasion though.</span></p><ul><li><span style="font-size: x-small; font-family: times new roman,times">Enhance: Cures, Verdant Sigh: Increased hits allowed from 3 to 4. </span></li></ul><p><span style="font-size: x-small; font-family: times new roman,times">Personally i have all the cures maxed out and whilst 3 or 4 hits doesnt seem too impressive it can make a BIG difference in a raid scenario especially on the pull. Here the mob is outputting max damage before any of the debuffs kick in to reduce the damage output. This can add a few % mit to even the most fully geared tank and a few % of a few thousand damage can make all the difference in tough raids.</span></p><ul><li><span style="font-size: x-small; font-family: times new roman,times">Reformation: Death prevention spells also restore 30% more health than before. </span></li></ul><p><span style="font-size: x-small; font-family: times new roman,times">30% more is all good to me especially with the double trigger on the end line. Another useful one for raiding or tough instance especially if the pulls go wrong.</span></p><ul><li><span style="font-size: x-small; font-family: times new roman,times">Shatter Infections: Cure effect now triggers when an ally's health drops below 50% of their maximum health instead of 25%. Increased duration from 30 seconds to 90. Triggered cure is twice as effective.</span></li></ul><p><span style="font-size: x-small; font-family: times new roman,times">Although many wardens do not spec in this since the cures were nerfed its a great benefit to those that do and makes the cure line more worthwhile. I believe the recast on Shatter Infection is 2 minutes so this means that you can have this ability on 75% of the time.</span></p><p><span style="font-size: x-small; font-family: times new roman,times">Warden</span></p><ul><li><span style="font-size: x-small; font-family: times new roman,times">Tranquility now heals if there aren't any hostile effects dispelled. The heal amount was increased.</span></li></ul><p><span style="font-size: x-small; font-family: times new roman,times">Good stuff, 1min recast, less with AAs so essentially another heal.</span></p><p><span style="font-size: x-small; font-family: Times New Roman">In summary I think most of the changes here are positive, they dont address many of our gripes but at least its a step in the right direction.</span></p>

Arielle Nightshade
07-24-2007, 07:06 PM
<p>I think that the KB immunity has never worked right.  So many things that interrupt and knock you back are not classified 'a knockback' so your so-called immunity really worked on maybe 3 out of 10 mobs.  (Thinking gflux, whatever dragons do that throws you around but isn't in the 'knockback' category, etc..)</p><p>Since the spell dev can't write to decently describe a spell, or get someone who can - there has always been a question about what this ability really does (and many other spells and abilities, if you think about it).</p><p>So, instead of making it clear, it looks like it was just changed so that it was something that could be explained.  I'm not going to miss KB immunity much, because it didn't work a whole lot anyway.</p><p>Also, PvP players tend to make a lot more noise than PvE ones, using lots of expletives...so I think they get listened to more  ::grin:::</p>

Veedublya
07-24-2007, 07:49 PM
Kaisoku@Mistmoore wrote: <blockquote>From my understanding.. snare mitigation of 50% means that if you are snared, up to 50% of it will be negated. Basically, any snare on your at 50% or less will not snare you at all, and anything over 50% snare is reduced by 50%. So a 70% snare on some of those scout mob's attacks will only do 20%. </blockquote> It only raises your immunty 50% to snares, doesnt reduce the affect of snares by 50%

Skivley101
07-25-2007, 01:31 AM
<p>50% snare mitigation means ... starts like this</p><p>You are 100% speed ....you are snared for 70% of that ....you run at 30% of full speed</p><p>Your Natures walk mitigates 50% of that 70% snare = 35% snared .... you run at 65% full speed</p>

Skivley101
07-25-2007, 01:42 AM
<p>I think the chang to natures walk is the lamest change the devs have come up with .... EVER!!!</p><p>OK lets turn spike coat into an aoe ... like we  used to have for master choices</p>

Skivley101
07-25-2007, 02:00 AM
<p>oh wait ... it would be better if spores procced to port the tank home 5% of the time ...and we still upgrade that with AA choice.</p><p>Im for porting the tank home 35% of the time <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> .</p><p>Uber tank porting --->>></p>

Arielle Nightshade
07-25-2007, 07:28 AM
<p>Depends on the Tank.  And to whose home.  </p><p>I'd be for that under certain limited circumstances.  Excellent idea! <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

Sormr
07-25-2007, 08:29 AM
nt

Arielle Nightshade
07-25-2007, 05:50 PM
^^  that's the tank I mean.  If the new AA won't transport him to my home...ferget it, it's broken.

Veedublya
07-25-2007, 06:19 PM
<p>Either way Skiv, whether its 50% immunity or 50% snare reduction, its still [Removed for Content] <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></p>

Skivley101
07-26-2007, 12:05 AM
<cite>Skivley101 wrote:</cite><blockquote><p>I think the chang to natures walk is the lamest change the devs have come up with .... EVER!!!</p><p>OK lets turn spike coat into an aoe ... like we  used to have for master choices</p></blockquote><p> Okies ... so maybe i was a little harsh in my asessment of the developers Ideas in the frying pan ...?  (havent played that many diff chars)</p><p>How dare i steal that title for the wardens alone . <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p>But maybe they should stop thinking defensive on this one ... and move it to the realm of hostile ? <img src="/smilies/908627bbe5e9f6a080977db8c365caff.gif" border="0" alt="SMILEY" /></p><p>Maybe a short term group encounter snare (And yes work on Epics) ... like the sack of marbles you can get from the Isle of Marr expansion ... but not Aoe ... sheesh , i hate that thing for that.</p><p>IDK ... maybe thats a dumb idea ? ... I think we can all agree the buffing graphic is awesome though ... they should just go with that.</p><p>Edited : and i forgot to ask ... is there any snare that effects your mele swing? ... if that were the case , this would be a much better buff.</p>

Skivley101
07-26-2007, 05:41 AM
Arielle Nightshade wrote: <blockquote><p>Depends on the Tank.  And to whose home.  </p><p>I'd be for that under certain limited circumstances.  Excellent idea! <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p></blockquote><p> After mulling the idea over (not without a few visuals)</p><p>I guess the uber tank porting spell would have to include round trip air fare ?</p><p>I can see it now ....<img src="/smilies/2786c5c8e1a8be796fb2f726cca5a0fe.gif" border="0" alt="SMILEY" /></p><p>*Sormr is about rdy to pull that epic X4 that drops the uber loot he's been druelin over... he gets a private tell from Arie  "You hoo [Pristine imbued G string of the Dominatrix] look what i just got."</p><p>Sormr starts to spam the channel and shout/OOC  " Hey can i get that new Tank porting buff ... Will pay 500 plat"</p><p> 12.5 secs & 250 plat later (cuz he got a deal from the mele warden that needed to buy new gear) Sormr arrives back rdy to Tank the Epic.</p><p>PS: sorry Sormr ... was just a good joke <img src="/smilies/ed515dbff23a0ee3241dcc0a601c9ed6.gif" border="0" alt="SMILEY" /></p>

Dragonreal
07-26-2007, 03:11 PM
<cite>Skivley101 wrote:</cite><blockquote>Skivley101 wrote: <p>Edited : and i forgot to ask ... is there any snare that effects your mele swing? ... if that were the case , this would be a much better buff.</p></blockquote> That would be a slow/attack speed debuff ;p

Skivley101
07-26-2007, 04:33 PM
<cite>Dragonrealms wrote:</cite><blockquote><cite>Skivley101 wrote:</cite><blockquote>Skivley101 wrote: <p>Edited : and i forgot to ask ... is there any snare that effects your mele swing? ... if that were the case , this would be a much better buff.</p></blockquote>That would be a slow/attack speed debuff ;p </blockquote><p> Well ya ....I was just wondering out of all the snares do any of them have that attatched to them (player/npc) I know the wardens snare doesnt have that with it. And if the new change to Nature walk was going to mitigate 50% of somthing like that ...It would be more useful.</p><p>Or is a slow of anysort not considerd a snare at all? , Like the Agi hex doll , What would that be considerd.</p><p>So if there is all these movement slows that arent going to get mitigated by nature walk ...Then it would prove to be even more worthless i guess.</p>

Dragonreal
07-26-2007, 04:46 PM
Snare = movement speed debuff Slow = attack speed debuff The only spell I'm aware of that both slows and snares is the Mystic's lvl 52 ancient, Torpor (I could be missing a spell somewhere, of course, but that's the only one I can think of off the top of my head).

Skivley101
07-26-2007, 07:18 PM
<p>Okies  <img src="/smilies/136dd33cba83140c7ce38db096d05aed.gif" border="0" alt="SMILEY" /> ... sorry to keep buggin people about this .... Heres a few movement slows that im wondering what they are classified as?</p><p><a href="http://s199.photobucket.com/albums/aa259/Mktavish/?action=view&current=EQ2_000010.jpg" target="_blank" rel="nofollow">http://s199.photobucket.com/albums/...=EQ2_000010.jpg</a></p><p>The ranger spell obviously has a snare , but an attatched debuff that appears to not brk when target recieves hostile action.</p><p>The Hex of Shadows apears to be similar to the ranger snare component.</p><p>What about this sack of marbles? (actually i dont remember where i got it, but tried it for the first time against Pirate Keelcrush ... <img src="/smilies/385970365b8ed7503b4294502a458efa.gif" border="0" alt="SMILEY" /> big mistake)</p><p>And the fury spell has a slows caster component ... would Nature walk Mitigate this you think?</p>

Dragonreal
07-28-2007, 11:18 PM
Those are all snares heh The fury one is primarily their deaggro (with secondary, short-duration control effects) and the ranger one is primarily a snare (with a secondary debuff component). Also, all scouts get a snare like that ranger CA, each for a different resist type and afaik the debuff stays on throughout the duration regardless of if the snare breaks or not. And on a completely unrelated note and since I haven't seen anyone else say anything about it: Enhance: Resurrections: Reduced bonus from 4% to 3% per rank. Also increases all of the resurrection bonuses that follow the resurrection by 5% per rank.

Skivley101
08-01-2007, 02:03 AM
<p>So did this go live?</p><p>Im not seeing any updates about it</p><p>And yes im gona troll this subject ....just for you chayana</p><p>Edited to add  >>vv</p><p>OIC ... maybe i should log in ....  & actually read the update notes</p><p>But i luv reading the forums to much i guess ... especially Chayan's comments </p>