PDA

View Full Version : TSO AAs and other stuff (Placeholder)


Xalmat
10-30-2008, 08:18 PM
<p>Here are your TSO AAs.</p><p>General tree has no requirements.</p><p>Mage tree requires 10 in General as well as 60 total.</p><p>Summoner tree requires 10 in Mage as well as 120 total.</p><p>Conjuror tree requires 10 in Summoner as well as 170 total.</p><p>Total cap is 200.</p><p><img src="http://www.mattcrews.com/images/eq2/tso/general-tso-aas.jpg" width="850" height="443" /></p><p><img src="http://www.mattcrews.com/images/eq2/tso/mage-tso-aas.jpg" width="862" height="624" /><img src="http://www.mattcrews.com/images/eq2/tso/summoner-tso-aas.jpg" /><img src="http://www.mattcrews.com/images/eq2/tso/conjuror-tso-aas.jpg" /></p><p>Also the Inferno Golem pet is getting changed. It is now known as the Fiery Magician, and looks like this (at M1). No word on if the Mythical pet will get changed to look like this as well.</p><p><img src="http://www.mattcrews.com/images/eq2/fiery-magician-m1.jpg" /></p><p>Vendor-bought Legendary sets are as follows. I do not have links to the Raid Fabled sets, nor legendary mob dropped pieces.</p><p><a href="http://www.mattcrews.com/images/eq2/tso/aramid-set.jpg">Aramid Set</a> - <a href="http://www.mattcrews.com/images/eq2/tso/aramid-set-bonus.jpg">Bonuses</a></p><p><a href="http://www.mattcrews.com/images/eq2/tso/netherplane-set.jpg">Netherplane Set</a></p><p><a href="http://www.mattcrews.com/images/eq2/tso/spellspike-set.jpg">Spellspike Set</a></p><p><a href="http://www.mattcrews.com/images/eq2/tso/voidenergy-set.jpg">Void Energy Set</a></p>

Writer Cal
10-30-2008, 11:36 PM
<p>Thanks for the info, Xalmat!</p><p>The AAs look decent enough, some pretty nice ones, some "meh" ones.  That vendor bought gear looks fabulous, though, just what we need.  Between this, more multiple mob encounters in TSO, and the possible post-expansion tweaking that was mentioned to bring us closer in line with rogues, I've got a decent bit of hope for the class! <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /></p>

Tro
10-31-2008, 08:14 AM
<p><span>appreciate the info X.. one question.. with the vendor bought stuff.. is it a s smiple as buying it or is there quests involved etc.. </span></p><p>Been away from the game for a couple years and don't remember how all that works..</p><p>Thanks</p>

Banditman
10-31-2008, 10:08 AM
<p>The vendor purchases are done via "Void Shards".  These Shards are earned by completing quests in the different heroic instances.  You may do each instance approximately once every 24 hours.  There are 18 total instances available.</p><p>Most pieces are set to cost about 24 Void Shards, you currently earn one Void Shard per completed instance.</p>

Tro
10-31-2008, 10:38 AM
<p>Oh nice.. That is definately new..  good deal..  Appreciate the fast reply ..</p>

DumplesTheBunny
10-31-2008, 03:19 PM
<p>Did the air pet get a new look?</p>

Banditman
10-31-2008, 03:32 PM
<p>Not at present.  Still the Monk, sadly.</p>

Xalmat
11-03-2008, 02:03 AM
<p>So I just learned that our Conjuror end abilties grant titles. One is a Prefix, one is a Suffix.</p><p>Prefix is "Elementalist", suffix is "The High Magician"</p>

StaticLex
11-03-2008, 05:00 AM
<p>Can you break down how many ranks there are in each ability and how many AA each rank costs?</p>

Xalmat
11-03-2008, 05:06 AM
<p>Each ability (except Dimensional Storage, Pet Weapon Mastery, and the end abilities) have 5 ranks, cost 1 point each.</p><p>Bewilderment and Minion's Mark has 1 rank, costs 1 point.</p><p>Blazing Conjuration and Magic Mastery have 1 rank, costs 2 points each.</p><p>Dimensional Storage and Pet Weapon Mastery have 1 rank, costs 5 points.</p><p>Overall the tree looks like this. This is probably how I'm going to spec once it goes live</p><p><img src="http://www.mattcrews.com/images/eq2/tso/conj-tso-aa-tree.jpg" width="649" height="483" /></p><p>The General AA tree has a lot of things, but the only two things that are really worthwhile are +2.5% HP and +2.5% Power, which fulfills the 10 AA requirement to unlock Mage. The Mage tree, the only two things really worthwhile are Enhance Masters Strike and Strike of the Mage. Bewilderment will be nice to have for the few times we pull aggro, but it's something I'm going to hold off on until my tree is nearly filled.</p><p>Minion's Critical strike, Pet Weapon Mastery, Minion's Mark are must-haves regardless of play style, for Summoner. Dimensional Storage I'm waiting til near the end, and Summoner's Soothing only because there's nothing else worth getting. Minion's Constitution might be useful for soloing, and if you don't have your mythical pet (the Master 1 Mage pet is very squishy, after all, a little HP goes a long way for it). No way can I justify Focused Disciple, at all.</p><p>Blazing Conjuration is absolutely required regardless of play style. Magic Mastery and Enhance Effigy are must haves for DPS. Offensive Onslaught isn't as great as it sounds, only adds ~30 INT to the offensive stance. Minion's Protection is great for soloers. IMO Elemental Pact is very nice to have overall. That leaves CHilling Winds for a minor DPS boost to that spell line. Ancient Calling is worthless.</p>

DumplesTheBunny
11-03-2008, 03:20 PM
Where would you say our DPS is now with these new AA's when compared to the other mages?

Xalmat
11-03-2008, 03:45 PM
<p>Relatively the same. It's going to be the new gear that makes or breaks us, not the AAs.</p>

StaticLex
11-03-2008, 05:55 PM
<p>Just eyeballing it I think I'd do:</p><p>Enhanced Mind 5, Hearty Constitution 5</p><p>Strike of the Mage 5, Runic Protection 5, Arcane Barrier 5</p><p>Minion's Critical Strike 5, Pet Weapon Mastery 1, Minion's Mark 1</p><p>Elemental Pact 5, Blaze of Ro 5, Offensive Onsalught 5, Chilling Winds 5, Blazing Conjuration 1, Magic Mastery 1</p>

Riggly
11-04-2008, 11:00 AM
Good stuff, but I hope that the pvp gear I already have will carry me into the next expansion. I feel pretty strongly that I will still be doing really well.

Banditman
11-04-2008, 01:09 PM
<p>One thing to remember with Bewilderment . . . it has a DD attached to it on a VERY fast cast time, and 60s recast.  Basically a once per fight nuke.  For Conjurors, sure, we don't have to worry about aggro very often, but I'm not going to turn down a free nuke.</p>

Xalmat
11-04-2008, 03:33 PM
<p><cite>Banditman wrote:</cite></p><blockquote><p>One thing to remember with Bewilderment . . . it has a DD attached to it on a VERY fast cast time, and 60s recast.  Basically a once per fight nuke.  For Conjurors, sure, we don't have to worry about aggro very often, but I'm not going to turn down a free nuke.</p></blockquote><p>I'm personally going to save it for when Dispatch lands, so I can maximize the damage. But it will also be a good emergency "oh crap" spell. I have a feeling with the warrior DPS nerfs they're going to have a much harder time holding aggro over a skilled conjuror.</p>

Faeydien
11-04-2008, 07:11 PM
<p>So this Aramid set... How does it compare to the VP fabled set?</p>

Xalmat
11-05-2008, 01:15 AM
<p>In my opinion, the Aramid set is mostly better than the VP set by a pretty good margin for most pieces. It all depends how attached you are to your 2 and 4 set bonuses.</p>

Riggly
11-05-2008, 02:27 PM
I am curious ah to how well my current pvp armor will compare to the new gear. The legendary gear looks like crap, but I do enjoy the reuse on it, which will be cool. There is not to much left I need to upgrade so I will be watching the gear coming out closely, but I don't think I am gonna spend mu time in the instances.

Xalmat
11-05-2008, 03:12 PM
<p>A lot of the PvP armor I saw looked like carbon copies of the VP set. The only major difference was that it has +Critical Mitigation added to it.</p><p>+Critical Mitigation is pretty much required for TSO raiding, so pretty much everyone is going to be re-gearing no matter what for TSO raids.</p>

Harduc
11-06-2008, 06:25 AM
<p>what excactly does critical mitigation do? work like a stoneskin and mitigate all damage?</p>

StaticLex
11-06-2008, 12:51 PM
<p>I'm guessing it lowers the damage from critical nukes that mobs land on the player.  Or nukes from other players if you're doing the pvp thing.</p>

Xalmat
11-06-2008, 11:33 PM
<p>Critical mitigation reduces the crit multiplier of incoming attacks. The ratio is 10 crit mitigation= 0.1 multiplier reduced, until the multiplier is 1. It will be necessary for TSO raids to have crit mitigation in order to survive.</p><p>IE: Mob has a 1.3 crit multiplier.</p><p>10 crit mit = 1.2 crit multiplier (20% extra damage on a crit)20 crit mit = 1.1 crit multiplier (10% extra damage on a crit)30 crit mit = 1 crit multiplier (0% extra damage on a crit, also known as normal damage, will no longer see the mob crit)40 crit mit = 1 crit multiplier (you cannot bring damage below normal thru crit multipliers).</p><p>IE: Mob has 2 crit multiplier.</p><p>10 crit mit = 1.9 crit multiplier (90% extra damage)50 crit mit = 1.5 crit multiplier (50% extra damage)</p><p>etc.</p><p>For Fighters and Scouts, AGI will also increase native crit mit, and for Priests and Mages, INT. You will be able to get up to 10% crit mit thru AGI/INT.</p>

Xalmat
11-14-2008, 02:57 AM
<p>Here's your TSO fabled set. It's going to be done the same way as VP, only we share our pattern with SKs, Templars, and Swashys this time.</p><p>I recommend a change of pants.</p><p><a href="http://www.mattcrews.com/images/eq2/tso/riftcloth-1.jpg" target="_blank">Appearance 1</a> - <a href="http://www.mattcrews.com/images/eq2/tso/riftcloth-2.jpg" target="_blank">2</a><a href="http://www.mattcrews.com/images/eq2/tso/riftcloth-bonuses.jpg" target="_blank">Set Bonuses</a><a href="http://www.mattcrews.com/images/eq2/tso/riftcloth-cuffs.jpg" target="_blank">Cuffs</a><a href="http://www.mattcrews.com/images/eq2/tso/riftcloth-gloves.jpg " target="_blank">Gloves</a><a href="http://www.mattcrews.com/images/eq2/tso/riftcloth-hood.jpg" target="_blank">Hood</a><a href="http://www.mattcrews.com/images/eq2/tso/riftcloth-pants.jpg" target="_blank">Pants</a><a href="http://www.mattcrews.com/images/eq2/tso/riftcloth-robe.jpg" target="_blank">Robe</a><a href="http://www.mattcrews.com/images/eq2/tso/riftcloth-sleeves.jpg" target="_blank">Sleeves</a><a href="http://www.mattcrews.com/images/eq2/tso/riftcloth-slippers.jpg" target="_blank">Slippers</a></p>

Banditman
11-14-2008, 10:58 AM
<p>In the running for ugliest look EVER!</p>

Mordith
11-14-2008, 09:16 PM
<p>Wow! That robe graphic has to be a joke. Did a designer really look at that robe and say "Yea, I really nailed it this time"?</p><p>Easily the worst looking robe ever in any game in the history of gaming.</p>

StaticLex
11-15-2008, 08:07 AM
<p>It is laughable isn't it.  I thought maybe I had to adjust the rabbit ears on my monitor to get it to look right.</p><p>Anyway, look at it this way, now we finally have a ridiculous robe graphic to go with the ridiculous pet models.</p>

Xalmat
11-16-2008, 04:15 AM
The set had its appearance tweaked a little bit. It now features the Conjuror class hat, as well as a different texture overall.

Kanuka
11-17-2008, 05:53 PM
<p>might be really icky looking but wow those stats seem pretty nice, wonder if it'll be outdated by the time I get the levels to use it lol</p>

Lantis
11-27-2008, 04:34 PM
<p>What's everyone's thought about Minion's Mark?  Me and another guild conjie were discussing it a bit lately.  Since it's actually an additional spell that gets inserted in your pet's rotation and it's not such a high DPS spell (the spell itself parses lower than about every other spells my mythical pet has), wouldn't that decrease the overall DPS output by getting cast instead of another potentially higher DPS spell?  I don't think the pet has any downtime waiting for spell recast timers (or very short ones if it does).</p><p>My personal thought was that even if it did decrease the actual DPS slightly, the debuff itself should compensate by helping improve every other spell's DPS a bit (and help everyone else's DPS as well).</p><p>Another thought was also the fact that I am comparing this spell versus the mythical pet's Master IV spells.  An Adept III pet would definitely benefit more from that added spell (unless the spell actually scales like every other spells)</p>

Xalmat
11-27-2008, 10:36 PM
<p>I tested Minion's Mark on beta. By itself it increases pet DPS.</p><p>It's an excellent debuff to have when no other classes are available for magical debuffs.</p>

Darwa
12-02-2008, 05:43 PM
<p>Has anyone tested to see which AA lines (from all 3) give the biggest dps return?</p>

Xalmat
12-02-2008, 06:20 PM
<p><cite>Darwa wrote:</cite></p><blockquote><p>Has anyone tested to see which AA lines (from all 3) give the biggest dps return?</p></blockquote><p><a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=436061" target="_blank" rel="nofollow">http://forums.station.sony.com/eq2/...topic_id=436061</a></p>

Darwa
12-02-2008, 06:35 PM
<p><cite>Xalmat wrote:</cite></p><blockquote><p><cite>Darwa wrote:</cite></p><blockquote><p>Has anyone tested to see which AA lines (from all 3) give the biggest dps return?</p></blockquote><p><a rel="nofollow" href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=436061" target="_blank">http://forums.station.sony.com/eq2/...topic_id=436061</a></p></blockquote><p>That link doesn't show me that at all, but thanks for trying.</p>

Xalmat
12-02-2008, 06:38 PM
<p>You should read it. It tells you <em>exactly</em> what to take for maximum DPS.</p>

Darwa
12-02-2008, 06:50 PM
<p>I did read it, and though it explains what take in the TSO line, it doesn't say how those increases compare with the increases in the RoK and EoF lines.</p>

Xalmat
12-02-2008, 07:07 PM
<p>You asked <em>which</em> lines give the most DPS return, not "how much". It should be obvious reading the description of the AAs what they do.</p>

Darwa
12-02-2008, 07:16 PM
<p>It is obvious theoretically, but I asked if anyone had tested them.</p><p>I'm not interested in debating semantics with you. Just forget I said anything.</p><p>There's far too much angst in the conjuror section for my liking, so I'll simply leave it be. It's not hard to see why the class sections get so little traffic <img src="/eq2/images/smilies/ed515dbff23a0ee3241dcc0a601c9ed6.gif" border="0" /></p>

StaticLex
12-03-2008, 09:45 AM
<p>Well he's right actually, you didn't ask for damage totals.  I could see your point if you requested that info and he steered you in the wrong direction.  Anyway, the only one I'm seeing angst from here seems to be you.</p>

ineedaname
12-16-2008, 03:05 AM
<p>Blaze of Ro AA question. </p><p>I just got enough AA to get level 1 but I did not notice the base number go up on my M2 Effigy spell.  So is it bugged? Or is the base amount relative to a lower spell like M1?</p><p>Thanks if anyone knows.</p>

Xalmat
12-16-2008, 03:07 PM
<p>It doesn't seem to affect the initial hit and the first tick. However you will notice it go up with subsequent ticks.</p><p>Is this a bug? Probably. Significant feedback was given to that effect on Beta, but it was ignored.</p>

thog_zork
12-17-2008, 12:13 PM
<p><cite>Xalmat wrote:</cite></p><blockquote><p>Is this a bug? Probably. Significant feedback was given to that effect on Beta, but it was ignored.</p></blockquote><p>We are always ignored !</p>