View Full Version : Sentinel's Fate Mystic
Banditman
02-05-2010, 05:24 PM
<p>The Good, The Bad, and everything in between</p><p>I know a lot of folks have been waiting for some solid news from Sentinel's Fate. The NDA was just lifted, so here it comes.</p><p><span style="font-size: medium;"><span style="text-decoration: underline;"><strong>The Good Stuff</strong></span></span></p><p>And there is actually some stuff to be excited about as a Mystic. I'm just going to hit some of the high spots here. There is an awful lot to talk about really.</p><p><strong>1. Group Cure</strong> - Your group cure now cures <strong>everything</strong>. Yep. For real. Noxious, Elemental, Trauma, Arcane. Pow. Cured.</p><p><strong>2. Oberon</strong> - Find a place for it folks. Right up at the top of your hotbars. Stun component = gone. Cast it, keep casting other stuff. Yes sir. Oberon is now a useful tool. The slight downside is that the duration has been reduced to 16 seconds. It's still an awfully good Ward, and you can put some additional AA's into it to make it even better.</p><p><strong>3. Torpor</strong> - There are now AA's that reduce (but do not eliminate) the detrimental aspects of Torpor. Your tanks can thank you later.</p><p><strong>4. DogDog</strong> - New love for dogdog the wonder pet. One of the new Sentinel's Fate AA's gives dogdog a chance to proc cures onto your group. It's not a huge chance, but free cures simply do not suck.</p><p><strong>5. Group Ward Proc</strong> - If you have Tribal Rage spec'ed (end of the Agility Line), whenever Tribal Rages procs, it also procs a fairly sizeable Ward onto your group that acts like your normal Group Ward, but does not over write it.</p><p><strong>6. Stampede</strong> - Ok, technically "Stampede of the Herd". This is a new Mystic AA, it puts a short duration (24s) buff on your group that procs pretty significant damage on a target with every melee attack. It used to be a pretty huge amount of damage, but was nerfed a bit recently. It's still pretty decent, perhaps on par with Peace of Mind. Would be nice to see it proc on spell attacks as well, but this is what we have right now.</p><p><span style="font-size: medium;"><span style="text-decoration: underline;"><strong>The Bad</strong></span></span></p><p>And really, not as much as you might expect.</p><p><strong>1. Cure Line</strong> - It got some attention, and the ideas that went into it aren't bad, but the values that they attached to those ideas seem too low in my opinion to make these AA's valuable enough to use. Take a look at them when you get a chance, but don't expect to be blown away.</p><p><strong>2. Spirit Tap</strong> - This one is a bad one. The recast on Spirit Tap was raised from 5 minutes to 10 minutes. Rest assured that every Mystic in beta is up in arms about this, and I hope that you guys will take some time to send a few lovely messages to the Developers to let them know in no uncertain terms that this nerf was completely over the top and un-needed.</p><p><strong>3. Power Regen</strong> - All power regen items, and a number of power regen abilities, have been heavily nerfed. Power is going to be a huge issue in Sentinel's Fate, particularly raiding.</p><p><span style="font-size: medium;"><span style="text-decoration: underline;"><strong>The Other stuff</strong></span></span></p><p><strong>1. Wisdom</strong> - This stat is now everything to you as a Mystic. For all Priests, Wisdom is what determines your damage. Melee, Combat Art, Spell . . . it's all based off your Wisdom. No more switching out gear to DPS. Wear your Wisdom gear, buff your Wisdom as high as it will go.</p><p><strong>2. Crits</strong> - Crits are now consolidated. Whether it's Heal, Spell, CA or Melee, there is only one crit stat. If you get it to 100%, everything you do will crit. Period.</p><p><strong>3. Potency</strong> - You'll see this discussed a great deal. I'm sure you're all familiar with the Bloodthirsty Choker. It (currently) increases the damage of spells and CA's by 10%. In Sentinel's Fate, the Bloodthirsty Choker would have a blue stat line that reads 10 Potency. However! Potency now affects HEALS AND WARDS. Yep, that's right. The BTC will now increase your heals by 10%. Go grab one if you don't have one already.</p><p><strong>4. Ability Modifier</strong> - You know those items that have things like +100 Combat Art Damage or +100 Heals? Ok, that like that currently reads +100 Combat Art Damage will now read +100 Ability Modifier. Wait for it . . . wait for it . . . yep, that's right, Ability Modifier affects everything. Spells, CA's and HEALS.</p><p><strong>5. Lunar Attendant</strong> - Well, they finally looked at it. Yes, it's raid wide healing now. How it actually parses in practice, I don't have an answer yet. It is not immune to AE's, so it's still going to be very situational, but, perhaps, this is a step in the right direction.</p><p><strong>6. Epic Weapon</strong> - Yes, the Epic Weapons have (sort of) been replaced. When you reach level 90, you gain access to a quest which allows you to convert your Epic Weapon (Fabled or Mythical) into a self buff with exactly the same effects as your Mythical Epic.</p><p>I'm sure there are dozens of things I'm not telling you about. I'll certainly be happy to answer questions you might have. I just wanted to hit a few of the high spots for you on a Friday afternoon.</p>
Mikai
02-05-2010, 05:31 PM
<p>Seeing as crits were consolodated, how, if at all, does that affect our Agi line where we have separate AAs to raise melee and heal crit?</p><p>And just to clarify, this myth spell thing, this means we no longer need to do the mythical questline to get the exact same buff? mythed mystics and fabled epic mystics will have the same buff?</p>
AziBam
02-05-2010, 05:35 PM
<p>Great summary. I'm excited about the changes. </p><p>Very minor detail. Isn't the reduction to torpor penalties from one of the new adornments? I believe the AA boosts the ward and heal from it now. (yay)</p><p>So, you'd take rez over cures? Otherwise, we have enough AAs to have augmentations, melee, and cures down to their endlines. Well, we will at cap anyway. Don't get me wrong. I'm not doing cartwheels over the new cures. But, I now view it as good enough to take.</p>
Chunkaliscious
02-05-2010, 05:40 PM
<p>On the agility line there are no longer 2 seperate choices for melee and heal crit. They have been consolidated to one +crit choice.</p><p>You are right in that mythed and fabled mystics will have access to the same ability but only at level 90 and only after completeing what should be a heroic level quest line.</p>
AziBam
02-05-2010, 05:41 PM
<p><cite>Kaidia@Nagafen wrote:</cite></p><blockquote><p>And just to clarify, this myth spell thing, this means we no longer need to do the mythical questline to get the exact same buff? mythed mystics and fabled epic mystics will have the same buff?</p></blockquote><p>We've been told that there will be a quest line (heroic) that will allow anyone with either their current myth or fabled version to complete the quest and obtain a spell that has the buffs/effects of the current myth. So, you DO need to do the fabled epic quest line still. You DON'T need to kill the three raid mobs.</p>
Banditman
02-05-2010, 05:42 PM
<p><cite>Kaidia@Nagafen wrote:</cite></p><blockquote><p>Seeing as crits were consolodated, how, if at all, does that affect our Agi line where we have separate AAs to raise melee and heal crit?</p><p><span style="color: #008000;">Yes, it is affected. You'll still want to do that line for the crits, however it's just a generic 16% (with 10 AA's spent) crit. The AA that formerly gave us 100% melee crit now has a different effect, I'd need to be at home to get you the specifics on that particular notch in the AA tree.</span></p><p>And just to clarify, this myth spell thing, this means we no longer need to do the mythical questline to get the exact same buff? mythed mystics and fabled epic mystics will have the same buff?</p><p><span style="color: #008000;">That is correct. Regardless of whether you have your Fabled or Mythical Epic weapon, when you complete the quest, the buff you receive is exactly the same, and the equivalent of the Mythical Epic. You lose the weapon, though you can still get an appearance only version.</span></p></blockquote><p>This question did bring to light another change. In the KoS tree (Shaman), the initial ability which granted increased stats is no longer present. Thus, for instance, the first ability in the "AGI" line is now Phalanx, as opposed to "Chieftan's Agility".</p><p>You can now put up to 10 points into each ability, and generally putting 10 points in nets you the same result as putting 8 points in now yields. There are a couple abilities which do actually improve over current live versions. Aura of Warding increases from 24% chance to 30% chance to proc, and Aura of Haste improves from 16% to 20% - both of these with 10 points in as opposed to the current maximum of 8.</p>
Banditman
02-05-2010, 05:47 PM
<p><cite>Azian@Everfrost wrote:</cite></p><blockquote><p>Great summary. I'm excited about the changes. </p><p>Very minor detail. Isn't the reduction to torpor penalties from one of the new adornments? I believe the AA boosts the ward and heal from it now. (yay)</p><p><span style="color: #008000;">It might be one of the adornments, I'm at work and I can't log in and look. You may well be correct. There is definitely an AA that affects Torpor however.</span></p><p>So, you'd take rez over cures? Otherwise, we have enough AAs to have augmentations, melee, and cures down to their endlines. Well, we will at cap anyway. Don't get me wrong. I'm not doing cartwheels over the new cures. But, I now view it as good enough to take.</p><p><span style="color: #008000;">Yes, I'd still take Rez over cures unfortunately. I've gotta be honest, I really, <strong>really</strong> wanted to like the new cure lines. It just isn't enough to make a difference at the current levels.</span></p><p><span style="color: #008000;">With the amount of dying I expect to see in early SF raiding, I feel like I'll probably get more bang for my buck with Spirit Dance / Rez. Cures are closer than they were, and if the amounts on all of the minor ones were doubled it might make my decision a lot more difficult.</span></p></blockquote>
Mikai
02-05-2010, 05:53 PM
<p>Hmm.....well, not sure I like losing the 100% melee crit, but then again, I'm sure there's enough crit gear to get me up there again. I hope we get something sweet instead. Hearing we don't have to waste points in the stats that we obviously won't be using anymore sounds good to me.</p><p>I guess I'm kinda glad I hadn't gotten my myth yet, considering, though I do have my epic. However, I get the feeling this will spark a feud between those that do have their myths and those that don't, citing unfairness. Hope not, but I know how people tend to be.</p><p>Thanks for the information. I'm sure I'll have more questions soon enough. Glad someone's keeping us updated.....Now only if there was a Warden willing to do that, I'd be happy.</p><p>/crosses fingers</p>
Banditman
02-05-2010, 06:02 PM
<p>Well, keep in mind, with crit consolidation, you no longer need to carry around 2 sets of gear. I guess I personally should be a little salty about that since I spent a pretty significant number of shards aquiring two sets of gear for Sudedor.</p><p>However, because of all the consolidation, my DPS and Heal gear is now very, very similar. So, all that "Heal Crit" becomes generic "Crit" and I don't really lose all that much.</p><p>I don't think there will be too much screaming about the Fabled vs Mythical weapons. It's just not that huge a deal 2 years later. If this had happened when TSO launched, barely a year after Mythicals were available, yes, you'd have had some significant (and perhaps justified) complaints about it.</p>
Mikai
02-05-2010, 06:20 PM
<p>True.</p>
Yongqi
02-05-2010, 08:34 PM
<p>A few things I noticed:</p><p> -AAs increased to 250. You can put up to 100 in the shaman and mystic trees plus up to 70 in the Shadow Tree.</p><p> - The first AA in the Shaman tree that gives the dog also gives wis/stam. It gives 4 wis/sta per point in it. It only requires you to put 1 pt in it to proceed to the other lines.</p><p> -The new Torpor AA doesn't reduce the negative affects. The new red raid adornment that goes on the some of the new lvl 90 raid gear will reduce the negative effects. The new torpor aa will let us increase the size of the ward/heal amount and reduces cast time. </p><p> -Oberon is going to be used alot now. There is a high power usage on it, but we can put AAs into an endline on the mystic tree that reduces the power it uses and also makes the ward regen faster. </p><p> -The Cure line is still really useful, if only for the group cure. The group cure on fights like Anashti, Miragul and Gozak usually works out to anywhere from 4 to10 percent of my parse. The ward from the group cure regularly crits for 950. Now that our group cure does everything, it should actually work out to more. We can also put aas into our group cure that lowers reuse. Mine is down to 11 sec roughly. The single cures aren't as useful. Trauma cure is still pretty low, Nox has a damage proc and arcane only gives a ward if person goes below 30 percent health. </p><p> -New Bolster AA gives the person being Bolstered 10 percent more mit and 10 crit mit. </p><p> -Ancestral Runes With 5 AAs it is suppose to increase the ward on Runic Armor by 100 percent. I think this is meant to make up for the fact we won't be using our mythicals at level 90. With mythical equipted, the T8 version of Runic Armor was unchanged with 5 AAs in this. I originally thought this was going to be a good aa since our ward is a lot smaller then the defiler version. I am assuming once we get the t9 spell that replaces our mythical this aa will become totally useless.</p><p> -Stampede of the Herd will still be handy even though they recently lowered the damage. </p><p> - Ancestral Channeling - This is the very end of the Shaman Tree. You can get it by putting 16 pts in some of the new SF abilities in the tree. Its a fast casting group heal that does an immediate 5k (roughly) heal plus 2-2.5k every second for 2 seconds. This will be handy for when you need to get someone up fast. 2 min 20 sec recast for me on it.</p>
KNINE
02-06-2010, 09:41 AM
<p>I just want to really know what possessed SOE for thinking that Spirit tap needed to be changed to a 10 min recast...i will probably not get an answer.. but jeez...I've never played WOW before but from people I work with and now play EQ2 they say its starting to be more and more like it .../sigh</p>
AziBam
02-06-2010, 11:28 AM
<p><cite>KNINE wrote:</cite></p><blockquote><p>I just want to really know what possessed SOE for thinking that Spirit tap needed to be changed to a 10 min recast...i will probably not get an answer.. but jeez...I've never played WOW before but from people I work with and now play EQ2 they say its starting to be more and more like it .../sigh</p></blockquote><p>Honestly, I think it has more to do with their overall agenda to nerf power regen abilities and not so much that they thought Mystics in particular had a super OP ability. Wardens myth was also nerfed and in general, all the healing type of items that proc power are getting nerfed ie. manawell. Illusionists are also having their myth power proc nerfed by 2/3. Power seems like it's going to play a major role in this expac. While I am very excited overall about the Mystic changes, I have to say I'm not keen on the myriad of power proc nerfs we have coming.</p>
KNINE
02-06-2010, 10:25 PM
<p>thats fine if they wanted to nerf regen items.. Spirit tap had already been fixed.. like twice for its returns... why make it a 10 min recast..and now its gonna be a spell with a 10 min recast.. if that's the case then why not do what someone metioned above.. make it raid wide too, if in a raid.. it can only be used every 10 mins.. would be justifiable then i would say.. i never reley on ST in a grp because most grps, unless they are ur guild grps are slack dps and it hardly moves, I have plenty of other ways to keep power up, i'm just saying justify adding another 5 mins to it /shrug</p>
Balmung of the Azure Sky
02-08-2010, 11:32 AM
<p><cite>Banditman wrote:</cite></p><blockquote><p><span style="font-size: medium;"><span style="text-decoration: underline;"><strong>The Bad</strong></span></span></p><p><strong>2. Spirit Tap</strong> - This one is a bad one. The recast on Spirit Tap was raised from 5 minutes to 10 minutes. Rest assured that every Mystic in beta is up in arms about this, and I hope that you guys will take some time to send a few lovely messages to the Developers to let them know in no uncertain terms that this nerf was completely over the top and un-needed.</p><p><strong>3. Power Regen</strong> - All power regen items, and a number of power regen abilities, have been heavily nerfed. Power is going to be a huge issue in Sentinel's Fate, particularly raiding.</p></blockquote><p>2. Spirit Tap could be used 2 times an encounter on some fights if you had decent reuse and the occasional jester's cap. That's definitely way too much for nearly infinite mp/hp during a fight. I acutally agree with the reuse change because of what it does for any group.</p><p>3. Power regen since RoK has been a joke. No one ever dips below 90% if they have a decent enchanter. This needed to change and be more appropriate to the mechanics changes; including the potency%+, ability amount modifier, etc.</p>
Adegx
02-08-2010, 12:56 PM
<p>Some great information here. Let me first say thanks for that.</p><p>One thing i have seen virtually no information on is debuffs. For example we have a debuff that reduces str. Str is no longer the determining factor in alot of classes melee damage. How will this change effect our ability to debuff? Will i be expected to know what class each mob is "flagged for?" I know sony gets kinda silly with these class determinations. So for example if we are fighting a mob thats flagged mage. Alot of times they will continue to melee while slinging spells. Will our debuff no longer be useful in these situations? Or will all mobs still be using str to determine damage?</p>
KNINE
02-08-2010, 06:17 PM
<p>They was nothing wrong with the 5 min recast at all... they had already nerfed the hp/mp regen to begin with.. it was way overpowred in the beginning i will say..then got nerfed 2 times after that... it is a great tool in a good grp..ie 25k plus dps.. anything less and it barely regens...10 mins is just absurd... what's the recast on COB for dirges..and thats raid wide for that fact...i know a few myths got nerfed and sure the power proc items should have.. but they should have just left myths alone and made them the spell.. they didn't need to touch anything on them at all... so if they want to keep it at 10mins.. they should make it raid wide /shrug will be useful again i would say</p>
Valentina
02-11-2010, 03:18 PM
<p>It seems to me that the loss of the 100% melee crit AA is a huge nerf to non-endgame melee mystics. If you add all the rest of my crit gear together to the new ~16% general crit bonus, I'm going to be nowhere near the 100% I had melee, previously. (So, I'll go from having 100+% melee crits, ~18% heal crits to maybe having ~20% crits in both).</p><p>Really unfortunate. I don't suppose Litany of Combat has been changed to grant more crit?</p><p>Am I the only one bugged by this? I know a large portion of the board population are people with maxed out characters in raid/shard gear, but this seems like it would suck for anyone that doesn't fit that classification.</p>
Banditman
02-11-2010, 04:23 PM
<p>I do see that from a leveling perspective, yes, this is going to hurt the folks who are still leveling up. There is almost no crit gear of any kind prior to Level 70. Unfortunately, that's the cards we have been dealt. The benefits of going the "melee" versus "spell" route are still too much to ignore.</p><p>What's going to happen is a leveling Mystic will now simply burn his way to 90 for the gear, then have to spend weeks going back and chrono-mentoring down to aquire the AA. It's a crappy way to do it (imo) but it's really going to wind up being the only way.</p>
kierstin
02-11-2010, 07:08 PM
<p>So does this mean stamina will now be useless as a mystic? Will we no longer get any HP increase from stamina gear?</p>
Mikai
02-11-2010, 07:36 PM
<p>No, Stamina will still affect our HP.</p>
Banditman
02-12-2010, 09:13 PM
<p><cite>Kaidia@Nagafen wrote:</cite></p><blockquote><p>No, Stamina will still affect our HP.</p></blockquote><p>Slightly more valuable in fact, since the diminishing returns curve isn't reducing the value of Stamina at high levels.</p>
caeler
02-13-2010, 09:00 PM
<p>With the increased benefit of WIS, does that make High Elf the choice for min/maxing (melee) mystics, or would the Dwarf be a better choice due to the higher starting WIS AND STA (plus gradually increasing WIS and STA as one levels)?</p>
Gisallo
02-13-2010, 10:00 PM
<p><cite>Banditman wrote:</cite></p><blockquote><span style="color: #ff0000;">In red is my take, for what its worth</span> <p><span style="font-size: medium;"><span style="text-decoration: underline;"><strong></strong></span></span></p><p><span style="font-size: medium;"><span style="text-decoration: underline;"><strong>The Good Stuff</strong></span></span></p><p>And there is actually some stuff to be excited about as a Mystic. I'm just going to hit some of the high spots here. There is an awful lot to talk about really.</p><p><strong>1. Group Cure</strong> - Your group cure now cures <strong>everything</strong>. Yep. For real. Noxious, Elemental, Trauma, Arcane. Pow. Cured.</p><p><span style="color: #ff0000;">Yep. Though there will be some issues depending on fights. I remember how easy it was to have another healer on the last fight in Outer Strong hold, say a cleric, who could cure most of the dets with their group cure and NOT cure the arcane you HAD to have to kill the mob. If they get rid of wierd gimicks like that this will be 100% awesome. ATM I am thinking 90% awesome.</span></p><p><strong>2. Oberon</strong> - Find a place for it folks. Right up at the top of your hotbars. Stun component = gone. Cast it, keep casting other stuff. Yes sir. Oberon is now a useful tool. The slight downside is that the duration has been reduced to 16 seconds. It's still an awfully good Ward, and you can put some additional AA's into it to make it even better.</p><p><span style="color: #ff0000;">Yep, great change</span></p><p><strong>3. Torpor</strong> - There are now AA's that reduce (but do not eliminate) the detrimental aspects of Torpor. Your tanks can thank you later.</p><p><span style="color: #ff0000;">ditto</span></p><p><strong>4. DogDog</strong> - New love for dogdog the wonder pet. One of the new Sentinel's Fate AA's gives dogdog a chance to proc cures onto your group. It's not a huge chance, but free cures simply do not suck.</p><p><span style="color: #ff0000;">tried it and really never saw the dog dog cure because I was curing anywho. Cool idea but iffy but not a lot in practice.</span></p><p><strong>5. Group Ward Proc</strong> - If you have Tribal Rage spec'ed (end of the Agility Line), whenever Tribal Rages procs, it also procs a fairly sizeable Ward onto your group that acts like your normal Group Ward, but does not over write it.</p><p><span style="color: #ff0000;">Good ward but still trying to figure out how its going to work. Heal mod was working on it, but of late it hasn't been. Not sure if this is a bug or a nerf.</span></p><p><strong>6. Stampede</strong> - Ok, technically "Stampede of the Herd". This is a new Mystic AA, it puts a short duration (24s) buff on your group that procs pretty significant damage on a target with every melee attack. It used to be a pretty huge amount of damage, but was nerfed a bit recently. It's still pretty decent, perhaps on par with Peace of Mind. Would be nice to see it proc on spell attacks as well, but this is what we have right now.</p><p><span style="color: #ff0000;">even with the nerf they did the proc is cool. Only thing I wish they would have done with the nerf is make it proc off of all damage not just melee.</span></p><p><span style="font-size: medium;"><span style="text-decoration: underline;"><strong>The Bad</strong></span></span></p><p>And really, not as much as you might expect.</p><p><strong>1. Cure Line</strong> - It got some attention, and the ideas that went into it aren't bad, but the values that they attached to those ideas seem too low in my opinion to make these AA's valuable enough to use. Take a look at them when you get a chance, but don't expect to be blown away.</p><p><span style="color: #ff0000;">depending on your slot this could be good. With my half and half of t4/t3 gear the single target cure ward is close to 300 and the group about 600. Not a lot but they are in the ball park of t3 gear procs and they are up with every cure. If I am an OT Shaman I would take this over spirit dance because in the OT group I don't rez a lot. If I am in a dps group I wouldn't bother so this is not really good or bad imho but rather just slot dependent.</span></p><p><strong>2. Spirit Tap</strong> - This one is a bad one. The recast on Spirit Tap was raised from 5 minutes to 10 minutes. Rest assured that every Mystic in beta is up in arms about this, and I hope that you guys will take some time to send a few lovely messages to the Developers to let them know in no uncertain terms that this nerf was completely over the top and un-needed.</p><p><span style="color: #ff0000;">SUCKS!!!!!!!!! I could see reducing the duration, maybe reducing the over all gain a little or slightly increasing the reuse but a straight up doubling was ridiculous. I hope this is addressed though since they nerfed the stuffing out of everything that procs power I doubt it.</span></p><p><strong>3. Power Regen</strong> - All power regen items, and a number of power regen abilities, have been heavily nerfed. Power is going to be a huge issue in Sentinel's Fate, particularly raiding.</p><p><span style="font-size: medium;"><span style="text-decoration: underline;"><strong>The Other stuff</strong></span></span></p><p><strong>1. Wisdom</strong> - This stat is now everything to you as a Mystic. For all Priests, Wisdom is what determines your damage. Melee, Combat Art, Spell . . . it's all based off your Wisdom. No more switching out gear to DPS. Wear your Wisdom gear, buff your Wisdom as high as it will go.</p><p><strong>2. Crits</strong> - Crits are now consolidated. Whether it's Heal, Spell, CA or Melee, there is only one crit stat. If you get it to 100%, everything you do will crit. Period.</p><p><strong>3. Potency</strong> - You'll see this discussed a great deal. I'm sure you're all familiar with the Bloodthirsty Choker. It (currently) increases the damage of spells and CA's by 10%. In Sentinel's Fate, the Bloodthirsty Choker would have a blue stat line that reads 10 Potency. However! Potency now affects HEALS AND WARDS. Yep, that's right. The BTC will now increase your heals by 10%. Go grab one if you don't have one already.</p><p><strong>4. Ability Modifier</strong> - You know those items that have things like +100 Combat Art Damage or +100 Heals? Ok, that like that currently reads +100 Combat Art Damage will now read +100 Ability Modifier. Wait for it . . . wait for it . . . yep, that's right, Ability Modifier affects everything. Spells, CA's and HEALS.</p><p><strong>5. Lunar Attendant</strong> - Well, they finally looked at it. Yes, it's raid wide healing now. How it actually parses in practice, I don't have an answer yet. It is not immune to AE's, so it's still going to be very situational, but, perhaps, this is a step in the right direction.</p><p><strong>6. Epic Weapon</strong> - Yes, the Epic Weapons have (sort of) been replaced. When you reach level 90, you gain access to a quest which allows you to convert your Epic Weapon (Fabled or Mythical) into a self buff with exactly the same effects as your Mythical Epic.</p><p><span style="color: #ff0000;">All of the above (with the exception of Lunar attendant is definitely good for new players. It makes things easier for them to understand and gear for. </span></p><p><span style="color: #ff0000;">Lunar attendant is definitely going to be one of those things that will work well of trash so it will pad your parse if your tank has a brain and turns the mob but on named fights you are basically going to have to be REALLY carefull using timers to make sure he doesn't get CRUSHED by an AE. making him immune to non-direct AEs OR letting you "park" him out side of AE radius but within range of your ranged squishies would be another good idea for it to have better than situational utility. Then again their are defilers crying enough about Oberon and the melee ward allegedly endangering their MT spot again, a change like this would push them over the QQ edge.</span></p><p>you might have. I just wanted to hit a few of the high spots for you on a Friday afternoon.</p></blockquote>
Katsandra
02-14-2010, 02:12 PM
<p><cite>caeleran wrote:</cite></p><blockquote><p>With the increased benefit of WIS, does that make High Elf the choice for min/maxing (melee) mystics, or would the Dwarf be a better choice due to the higher starting WIS AND STA (plus gradually increasing WIS and STA as one levels)?</p></blockquote><p>By my calculation the BEST classes for a battle priest are now:</p><p>Dwarf, Sarnak, Froglok, Barbarian in that order due to stats and because they get both the mit package and the cleric package. That also takes into account some INT for the INT based Crit Mitigation although I gave it a small weighting compared to WIS and STA. </p><p>Then would come High Elf, Trolls, Erud, Ogre, Fae, Wood Elf with the cleric package</p><p>If that Int based Crit Mit is more important than I thought then some of these would change within their respective groupings but the groupings themselves should remain the same.</p>
caeler
02-15-2010, 12:09 AM
<p>Thanks for the calculation, glad I went Dwarf <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" /></p><p>Question: After these changes would a dwarf mystic be a good mostly-solo-till-upper-levels choice for a returning player?</p>
Valentina
02-15-2010, 01:37 AM
<p><cite>Banditman wrote:</cite></p><blockquote><p>What's going to happen is a leveling Mystic will now simply burn his way to 90 for the gear, then have to spend weeks going back and chrono-mentoring down to aquire the AA. It's a crappy way to do it (imo) but it's really going to wind up being the only way.</p></blockquote><p>It IS a crappy way to do it... but it does seem like SOE wants us all to be 90, and the heck with the rest of the game. Top-down changes like this were a big problem with EQ1; I hate to see them in EQ2 as well.</p>
Yongqi
02-15-2010, 03:37 PM
<p><cite>Katsandra wrote:</cite></p><blockquote><p><cite>caeleran wrote:</cite></p><blockquote><p>With the increased benefit of WIS, does that make High Elf the choice for min/maxing (melee) mystics, or would the Dwarf be a better choice due to the higher starting WIS AND STA (plus gradually increasing WIS and STA as one levels)?</p></blockquote><p>By my calculation the BEST classes for a battle priest are now:</p><p>Dwarf, Sarnak, Froglok, Barbarian in that order due to stats and because they get both the mit package and the cleric package. That also takes into account some INT for the INT based Crit Mitigation although I gave it a small weighting compared to WIS and STA. </p><p>Then would come High Elf, Trolls, Erud, Ogre, Fae, Wood Elf with the cleric package</p><p>If that Int based Crit Mit is more important than I thought then some of these would change within their respective groupings but the groupings themselves should remain the same.</p></blockquote><p>I think your calculator is broken. <img src="/eq2/images/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" /></p>
Jacobian21
02-15-2010, 04:13 PM
<p><cite>Enyeto@Unrest wrote:</cite></p><blockquote><p><cite>Banditman wrote:</cite></p><blockquote><p><span style="font-size: medium;"><span style="text-decoration: underline;"><strong>The Bad</strong></span></span></p><p><strong>2. Spirit Tap</strong> - This one is a bad one. The recast on Spirit Tap was raised from 5 minutes to 10 minutes. Rest assured that every Mystic in beta is up in arms about this, and I hope that you guys will take some time to send a few lovely messages to the Developers to let them know in no uncertain terms that this nerf was completely over the top and un-needed.</p><p><strong>3. Power Regen</strong> - All power regen items, and a number of power regen abilities, have been heavily nerfed. Power is going to be a huge issue in Sentinel's Fate, particularly raiding.</p></blockquote><p>2. Spirit Tap could be used 2 times an encounter on some fights if you had decent reuse and the occasional jester's cap. That's definitely way too much for nearly infinite mp/hp during a fight. I acutally agree with the reuse change because of what it does for any group.</p><p>3. Power regen since RoK has been a joke. No one ever dips below 90% if they have a decent enchanter. This needed to change and be more appropriate to the mechanics changes; including the potency%+, ability amount modifier, etc.</p></blockquote><p>I have to disagree with both points here... especially for fights like Mynzak and Xebnok where power drains are INSANE.. spirit tap helps your group survive when your chanter can't keep up.. especially since now the illy myth proc is getting nerfed... hope you have good coercers with Channeling. <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /> (My illy is very sad/upset about that nerf too)</p>
Anadorn
02-15-2010, 08:21 PM
<p>Just as a side note I wouldn't group Xebnok as a mana intensive fight, send in your dumb pets to eat the ae and no one except maybe your tank gets hit lot of the times he doesn't either and there ya go no more power issues.</p>
KindredHeart
02-17-2010, 01:14 PM
<p>I noticed someone indicated we need to max WIS now as it determines how much we hit for ... my question is - how do the other stats apply now?</p>
Gulpen
02-17-2010, 03:19 PM
<p>You guys missed the best part, no more recasting the dog after you die!</p>
vBulletin® v3.7.5, Copyright ©2000-2025, Jelsoft Enterprises Ltd.