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Psych
08-01-2008, 01:56 AM
I was wondering what AA lines other defilers would suggest for a defiler that isnt about raising up his own DPS.I want to focus on warding/healing/buffing my group. Basically making sure everyone with me stays alive and I want to be the absolute best defiler spec for doing this in every way I can be.Also I should add that I am talking about a PVP group but I assume that the spec is the same for being the best ward/heal/buff spec regardless of if I fight players or NPC's.If there are any other good tips on how to be a better defensive defiler I would love to hear them as well.By the way does it seem ridiculous that we get huge dps AA's like 100% crit with 8 invested points but a measly 16% heal crit chance for the same investment or the cure mastery/reuse timer AA? Also does anyone use the Ritualist lines 32% single heal boost ability and I wish it worked for wards and not just direct heals. <img src="/eq2/images/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" width="15" height="15" /> altho it is nice to use my group heal with it sometimes.

flowercivicsi
08-01-2008, 10:46 AM
<p>If you are in a full or almost full group use Wisdom line first (The final ability can help either your DPS support, or your tank)  That heal increase as well is rather nice in a sticky situation where you need to get people back into the green fast!</p><p>Then look at Stamina... Seeing that you are in PVP I would assume that speed curing your group and the coagulate would be a little more beneficial in the long run.   If you can cram 6-8 points into herbal expertise you will be able to easily keep ailments off of your members.  To get Coagulate the final ability (not sure what level you are)  The shield melee move is a BLAST when fighting players as you can launch them, and put them on their butts allowing your groups some more time to own!</p><p>I would recommend STR if you were looking at a PvE server, but your PvP so I don't believe this would be a good solution for you.  If the dog is attacked by a PVP group you are sitting on a ton of wasted AA points that could be better utilized to saving your group.  Takes 8-10 seconds depending on your cast speed to get the dog back up.  As a defiler you usually can't waste that much time in a battle with others to get the dog back.  </p><p>The AGI line also has melee and heal crits.  I use this line but spent 4-4-4-8 in order to get the additional 15.6% heal crits.  </p>

Willie_Makeit
08-01-2008, 11:38 AM
<p>This is my assessment of Defiler AA's in terms of healing/buffing/anything not dealing with straight-up damaging or debuffing mobs (I'll talk about debuffing in a sec though). This is coming from a person who rarely raids, groups when he can, and solos often. Been playing Shaman (both defiler and mystic, mostly defiler) since I started the game back in....gee.... 2005. I'm not saying I'm an expert or anything, since I'm pretty casual when it comes to this game. But I've been around the block a few times, so maybe my insight could be useful on this.</p><p>The theory-in-practice is that we're preventers, rather than"straight-up healers" (my own term) like many people new to the game, or people who have never played defilers, think we are. If you hire a defiler into your group, you won't see the tank's health jumping up and down like you would with any other type of healer, specifically a druid. So many people are deceived when they think druids and clerics "do it better" because they make green bars go up quicker. They don't realize that shaman *freeze* the green bars, which is just as effective, not to mention cool. <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> Granted, certain situations call for certain types of healers, but those situations usually also call for different types of tanks as well...so let's not overlook a defiler's usefulness just because he might not be the best option in *any* situation. I mean, who <b>is</b>? </p><p>Keep in mind that we are primarily casters in terms of damage, unlike mystics, who can spec down a line that gives them combat arts, effectively turning them into hybrid fighters. Thus, I tend to ignore the abilities that give me +double attack, +melee crit, +block with shield, and all that, since in a group, most of the time I'm not up close and personal with a mob anyway. Auto-attacking mobs actually increases your hate with them considerably, so unless you've got the means to do so, as a defiler it's probably best to just sit back and let the dog do the melee (especially if you go down the Str line), while you cast your dots, debuffs, heals, and wards. That's just the way I play, though. </p><p><b>Shaman Achievements</b></p><p>******************</p><p><b>Strength</b>: This is the prophet line. The best you're gonna get is the 24% on-hit dog ward proc, along with the 14% on-hit AoE immunity proc. "On-hit" means the dog has to actually hit the mob. That's about it for this line.</p><p><b>Agility</b>: This is the chieftain line. The best you're gonna get here is the heal crit. You asked "don't you think it's ridiculous" that shamans can only get a measily 16% heal crit on pure aa's alone, but actually it makes sense. Imagine if we traded that with the 100% melee crit, or even the 28% spell crit. I mean, who <i>wouldn't</i> want to be a shaman? Better yet, if we had a straight-up healing line, who <i>wouldn't</i> choose it? You'd be gimped if you didn't, right? That would suck, since there wouldn't be much of a choice in the end. If anything, 16% is plenty, especially when it stacks with +heal crit gear. I think the purpose of the other crit aa's was to balance your character out, since out of the box your already a healer. We're not really known for doing even considerable damage, so that's what many of the aa's provide us with. </p><p><b>Stamina</b>: This is the witchdoctor line. Not much here but the passive buff to your double-attack chance, and a supposedly more efficient cure spell. I say "cure spell" rather than "spells" because we only get one panacea-esque single-target cure spell now. In my own experience, the cure spell works rather quickly as it is, both in casting time and reuse....so I don't really see a point in putting points in this. I'm sure other defilers have found a use for it, though, so I'm willing to hear about their mileage. I've heard on certain raids it's an absolute necessity to put points into this. The endline ability, Coagulate, is fantastic, but that's assuming people are dying in your group. Unless you're on a raid or something where a mob can one-shot you (and there are many mobs that do just that on raids, at least in my experience), this ability isn't necessary. Once again, though, I know shaman who swear by it, so I wouldn't knock it until you try it.</p><p><b>Wisdom</b>: This is the ritualist line. Ritual is probably the best thing we get in terms of raw-healing. Period. Ritual of Magic does nothing for your ministration skill, so no healing there. And even then, all ministration does is lower the power cost of your ministration skills...and honestly, I never run out of power, since the defiler is hands-down the most power-efficient priest in the game. Ritual of Mind lowers your global reuse timers by 8% if you max it, which has its uses, I suppose. Honestly 8% quicker reuse speeds isn't going to make you a bang bang boogie healer, though, and as you can see, we really don't get much else to boost our straight up raw-dawg healing power but Ritual. The endline ability, Ritual of Alacrity, is nice, but once again, it doesn't boost *your* healing. You could possibly cast it on another healer in your group to boost theirs, though. </p><p><b>Intelligence</b>: This is the blighter line. No point talking about this line at all if all you want to do is heal. </p><p><b>Defiler Achievements</b></p><p>****************</p><p>There is only one line worth talking about here, and that's the Prevention line. Most of the points you'll put into this line will only decrease the amount of time it takes to recast those spells. The Shroud of Armor enhancement gives you a better replenishing magical ward on that spell, but still...you won't be *healing* better. </p><p>Now for my own thoughts on the class (as if all this was factual information anyway...lol)</p><p>Defilers are not straight-up healers, which might explain why we don't get straight-up healing aa's. We prevent damage from happening in the following ways:</p><p><b>Warding</b>: This is obvious. I just wish Kunark mobs didn't blow through them so quickly, so we wouldn't have to spam 'em and rely so much on our three long-winded healing spells.</p><p><b>Debuffs</b>: I don't know why, but so many defilers don't consider how powerful their debuffs are. <i>Every spell we cast on a mob, besides the fear spell, debuffs it.</i> Not to say other classes don't debuff as well, but holy cow, so far as priests go, nobody can debuff like a shaman, specifically a defiler with curseweaving, cannibalize (not the ability, but the line), and maybe hexation (if they fix the immunity). Then again, that's what it says in the description of our class when you make a new character...we freaking cripple our enemies...we "defile" spirits to disease and poison our foes....honestly, this is what attracted me to the class. </p><p><i>----Opposing view:</i> With trash mobs during a group run, you probably won't even have time to cast *all* your debuffs. You might even think they don't matter. </p><p>--------<i>On the contrary</i>: That's why it's probably best to just cast your nuke and your dots on 'em to help burn 'em down, since these spells debuff, too. Also, if you spec down the curseweaving line, you'll find your debuffs lasting longer, casting a HECK of a lot faster, costing less power, rarely being resisted by even the strongest mobs, and, what's better, you can cast them quicker and on more mobs. So if your tank pulls three mobs, you can ward him, then get to debuffing like mad. You can "curseweave", so to speak. To me, that's pretty freakin' cool. =) </p><p><b>Buffing</b>: We have some crazy buffs for health. We turn puny little tanks into gods, which means there will be less need to straight-up heal them.</p><p><b>Straight-up healing</b>: We have three healing spells, four if you count the heal you get from the Crystalize Essence thingy. Three heals, on some crazy casting times and reuse timers. Does this mean we're not meant to heal? No, but it does mean we aren't meant to spend most of our time doing it. </p><p><b>Bottomline, we're preventers,</b> which could explain why we don't get many straight-up healing aa's. With the recent patch, our mythical gives us +heal crit, which is pretty cool. And gear-wise, you can get some nice +heal amount stuff in Kunark, even if you aren't hardcore (the enigmatic sacrifice set is particularly good). </p><p>*************</p><p><b>How I Play (my aa spec, and what I like to do with my defiler)</b></p><p>This has nothing to do with your topic, since you wrote,  "<i>I was wondering what AA lines other defilers would suggest for a defiler that isnt about raising up his own DPS</i>" but I just thought I'd mention it anyway, since I'm already on a roll, ya know.</p><p>*************</p><p>Many will think the way I play is inefficient, but I'd have to ask...what is efficiency? Before you answer, consider this: I don't raid much. I solo often. I group when I can. Therefore, I am as awesome as I need to be. =) </p><p>That said, I don't think there's a right or wrong way to play your class, so long as you are doing what you need to do. </p><p><b>Shaman </b></p><p>******</p><p><b>Str:</b> Max everything here but the actual Str aa itself. Get the endline ability. It's a must.</p><p><b>Agil:</b> Nothing</p><p><b>Stam:</b> Nothing</p><p><b>Wis</b>: 4 into wis, 6 or 7 (forgot) into Ritual</p><p><b>Int:</b> Max everything here but the int itself. The global magical resists are nice on Immunities. Nothing spectacular, but every bit helps. Don't worry about scourge unless you pvp.</p><p>*****</p><p><b>Defiler</b></p><p>*****</p><p>----<b>Max the cannibalize line</b>, including defile if you use it often. I do.  Don't worry about pandemonium until they decide to fix it. I had an extra 5 points and was feeling a little crazy at the time, so I went ahead and maxed it. At least now it's faster, so there's more reason for me to cast it in a group setting. Get the endline ability, and use it before you defile or pandemoniumize. I've heard that ritual followed by cannibalize nets you more power...but I've yet to see the difference. I'm sure it does, but I usually just cast a heal after Ritual, so I'd like to test this before I verify it.</p><p>----<b>Max cursing line</b>, except the fear spell. Get the endline ability "curseweaving". You'll love it if you like to debuff like I do.</p><p>--------<i>Notes on the fear spell</i>: This spell is as good of a "mez" as we'll get, but you have to be careful. If you cast this while a million other social mobs are standing around, you're gonna be in a world of hurt. This is how I do it, though. Solo (in Kunark especially) I'll make sure no one else is around that could aggro off this mob. Then I'll pull with the fear spell. While the mob is walking around unwittingly, I'll cast all my debuffs on him. Because I have curseweaving this takes no time at all. I'll also ward up real quick if he hits particularly hard, otherwise I won't bother, since my dog does a good amount of the warding for me. Then to break the fear I'll nuke him with imprecate, then I'll sick the dog on him, cast my dots, defile, and pandemonium to finish it off. Works like wonders. You're not getting hit while you're debuffing 'em...</p><p>----<b>Max potency</b>. That means max Curse of Warding (whatever it's called), Tendrils, and Invective. That makes those spells proc more often, which is awesome. Put one point into Crystalize Essence just to open up Hexation. I like Hexation because I like to curse and debuff. Plus it's pretty good. =) </p><p>***********</p><p> And that's it. Depending on how attentively you followed my little guide, you'll have some points left over, so you can put those where you wish. It really won't make or break you. With this set up, I find that not only do I do more dps, but I debuff better.</p><p>Can't really do much for your straight-up healing with the aa trees, and that seems to be the bottom line. </p><p>If anything, depending on your situation, you can always use the mirror and switch in some different gear.</p><p> **********</p><p>And that's all I have to say about that. This isn't saying the way I play is right, or that someone else doesn't have a difference in opinion. I just like playing like this. It's fun for me.</p><p>Wow....I never thought I'd write a thesis paper on a video game...*passes out*</p>

Greggthegrmreapr
08-01-2008, 12:23 PM
<p>My thoughts on AA lines for PvP. </p><p>STR:  The dog in a PvP group is actually pretty nice.  Most of the groups I fought against never touched the dog. the only problem being is that sometimes melee aoe procs will hit him and kill it.  Other that that the pretty much 1 in 4 chance on an attack to cast a nice ward on the group is useful.  Unlike the group ward we cast, the dogs wards are per person, so your ward will not get taken up by the tank.  Leg bite is also a nice bit of damage.  It can be used in the middle of casting as well, as it has no cast time.</p><p>AGI:  It sounds nice with 100% melee crits, and Ancestral Rage, but its not really that great with a Defiler who does not get the Spells as CA's ability.  It has its uses, but with most defilers using the epic, its not gonna do much.  Get a long delay high damage 2 hander, and it would be good though.  Heal Crits are nice from it.</p><p>WIS:  Alacrity is nice.  Tanks, scouts, healers and mages love it.  Though since it can not be cast on yourself you kind of miss out, as extremely long casting times are the bane of a PvP Defiler (You will get interupted.  A LOT...  a smart rouge will stay on you like crap on velcro, and you won't be doing much.)</p><p>STA:  I don't think Coagulate is really worth it in PvP.  If someone in your group drops in health to that point, the other group will definately focus on them, and the amount of damage that melee classes do, your wards/heals won't save them.  The shield bash used to be awsome, but it was nerfed from a Knockback/Stun (which by the way I hate the devs for) to a Daze, which isn't really that effective in PvP, as the carget can still use all CA's and spells.</p><p>INT:  Scourge is the bomb in PvP.  Nothing freaks a group out more than watching someone go from 3/4 heath to dead.  I know you were only interested in healing, but Scourge is possibly the best AA we get for PvP, hands down.</p><p>I no longer play Defiler in PvP, as I have pretty much stopped playing the game, but I usually went with STR/INT for PvP and STA/WIS for PVE.</p>