View Full Version : SF Wizard Tree AA's and Red Adorns not working....
GMPOTU
04-10-2010, 11:48 PM
<p>Not sure if this was intended or not but everything on our SF Wizard AA tree and all of our blue colored RED ADORNS are "base" damage (aka potency). I have done extensive testing this in game before doing this write up. I'm in a small time raiding guild we have not cleared most stuff on easy mode yet. My jewelery is mostly legendary and my armor is 5 set TSO with 2 legendaries for chest and legs. </p><p>With that being said I am easily hitting 100% potency in raids with 0 red adorns and no AA's in these SF wizard tree abilities. That being said it makes these all kind of useless and the alternatives for SF wizard tree are super disappointing...</p><p>The only two options are Frostsword (which is pretty good for the raid I agree) but doesn't help the wizard (which is not supposed to be a support class) unless we get to melee and in SF that does not happen a lot. The other option Magmatic Incapacitation improves our stun (again uselss in raids because cannot stun epics). We're forced to spend 10 pts to get Fiery Blast which is very useful. So we either waste points on a stun and on being a support by buffing the scouts in our group, or we waste points on base damage which has no effect. </p><p>It would be great if we could get these changed to Crit bonus instead Along with our RED ADORNS that modify base damage, or lift the cap on 100% potency or a 3rd option is to have only "Ability Potency (ie tooltip)" cap at 100% and not all encompassing AA's, base damage mods, "hostile spell damage" etc. -- anything that makes these AA's and adorns worth using and equipping in SF. Obviously reworking all new AA's is out of the question and too time consuming but lifting the cap or switching to crit bonus or making them not count toward "potency" shouldn't be too hard.</p><p>Freehand sorcery is now useless without having Mental Acuity on it as well. </p><p>It would be nice to get our 6 set bonus from TSO as a RED ADORN option (blue color) for SF to have 10% crit bonus</p>
thajo
04-12-2010, 03:34 PM
<p><cite>GMPOTU wrote:</cite></p><blockquote><p>Not sure if this was intended or not but everything on our SF Wizard AA tree and all of our blue colored RED ADORNS are "base" damage (aka potency). I have done extensive testing this in game before doing this write up. I'm in a small time raiding guild we have not cleared most stuff on easy mode yet. My jewelery is mostly legendary and my armor is 5 set TSO with 2 legendaries for chest and legs. </p><p>With that being said I am easily hitting 100% potency in raids with 0 red adorns and no AA's in these SF wizard tree abilities. That being said it makes these all kind of useless and the alternatives for SF wizard tree are super disappointing...</p><p>The only two options are Frostsword (which is pretty good for the raid I agree) but doesn't help the wizard (which is not supposed to be a support class) unless we get to melee and in SF that does not happen a lot. The other option Magmatic Incapacitation improves our stun (again uselss in raids because cannot stun epics). We're forced to spend 10 pts to get Fiery Blast which is very useful. So we either waste points on a stun and on being a support by buffing the scouts in our group, or we waste points on base damage which has no effect. </p><p>It would be great if we could get these changed to Crit bonus instead Along with our RED ADORNS that modify base damage, or lift the cap on 100% potency or a 3rd option is to have only "Ability Potency (ie tooltip)" cap at 100% and not all encompassing AA's, base damage mods, "hostile spell damage" etc. -- anything that makes these AA's and adorns worth using and equipping in SF. Obviously reworking all new AA's is out of the question and too time consuming but lifting the cap or switching to crit bonus or making them not count toward "potency" shouldn't be too hard.</p><p>Freehand sorcery is now useless without having Mental Acuity on it as well. </p><p>It would be nice to get our 6 set bonus from TSO as a RED ADORN option (blue color) for SF to have 10% crit bonus</p></blockquote><p>I think the pants were intended to be the replacement of that bonus since, upgrading from TSO pants to Toxx pants in themselves provides a raw +12 crit bonus (~+5 from the proc).</p><p>I sit at 60% potency solo and I see value in adding base until I am perma capped on things, not just at the cap often via procs. Of course this also means I place slightly less emphasis on getting potency knowing this beforehand. But yeah, almost every AA we have gets atleast 5% while others get drastically more. So for minimals sakes I can say that puts me to 65% self potency. Troub puts that to 75%. I have 12% worth of base dmg procs, so thats 87% with all procs up. So yeah my spells are way slamming the cap but without some of the red adorns or AA's, they would be at the cap a bit lesser of the time I think. With there being no other good choices I just choose to keep my average base dmg as high as I can. Our AA's are very good tbh, just not as well thought out because of the potency cap. Even with that cap in place, cranking the base rate of our spells up doesn't hurt. </p><p>I think its a grand time to see the base cap removed or raised. Crit bonus is uncapped and they've almost cleaned up their mess of excessive base dmg procing items by making them unstackable with one another and/or new-found top end base procs. IE. no more dark orbs of the mind - shoulder procs overwrite it. That essentially kills the dark orb for good in end game now. This also would add more logic to the old nerfing of avatar loot (which in original state had given base dmg in superior amounts no items have shown yet and ever since). This would also allow the potency (no pun intended) of select AA's to be fully active for toons. It would be nice to always truely have that 10% boost to Ball of Fire indefinitly over those who didn't spec it, like it should be. Not a million means to hit 1 simple cap.</p>
GMPOTU
04-12-2010, 10:36 PM
<p>In regards to the pants being a replacement for the 10% CB I don't really see how that is fair considering all mages get the 10% CB where's as that was the Uniqueness of the wiz/war 6 set TSO bonus.</p><p>As for potency. </p><p>10% from Troub (Aria)</p><p>10% from Mythical buff</p><p>4% from Brainstorm AA</p><p>6.3% from SK (Raid buff)</p><p>6% (3% each) from Necro / Conjy (Raid buff)</p><p>= 36.3% to all spells</p><p>5% from Heat Mastery AA</p><p>= 41.3% to all heat spells.</p><p>so at 60% potency you are capped on all heat spells and at 96.3% on all other spells (WITH NO PROCS !!)</p><p>This essentially makes every single AA with base damage worthless, and all of our red adorns worhless</p><p>(which is all of the SF wizard tree ones except Frostsword) </p><p>Freehand Sorcery is now useless until you have points in Mental Acuity. you could essentially skip the whole line put 1 pt in FH and 8 in mental acuity and then use all those points in a another tree and open room for 4% base for gear. </p><p>Also someone was saying that only AA's that say base effect potency but FH does not say base it says increases damage by XYZ and yet it is still applied as potency or in this case as 0% on all heat spells and 3.7% on all others. </p>
thajo
04-15-2010, 03:46 PM
<p>nvm. </p>
thajo
04-15-2010, 03:55 PM
<p><cite>GMPOTU wrote:</cite></p><blockquote><p>In regards to the pants being a replacement for the 10% CB I don't really see how that is fair considering all mages get the 10% CB where's as that was the Uniqueness of the wiz/war 6 set TSO bonus.</p><p><span style="color: #ff0000;">no</span></p><p>As for potency. </p><p>10% from Troub (Aria)</p><p>10% from Mythical buff</p><p>4% from Brainstorm AA</p><p>6.3% from SK (Raid buff)</p><p>6% (3% each) from Necro / Conjy (Raid buff)</p><p>= 36.3% to all spells</p><p>5% from Heat Mastery AA</p><p>= 41.3% to all heat spells.</p><p>so at 60% potency you are capped on all heat spells and at 96.3% on all other spells (WITH NO PROCS !!)</p><p><span style="color: #ff0000;">Thanks for doing the math for my toon but you added stuff I already mentioned and added some things my raid doesn't have. My heat spells are not at 96% potency. Static caps > proc obtained stats imo. In raid my baseline potency is not 100% and there are gains to be had up to that point because not every bit of damage we are responsible for has an AA to close the 30 or less% potency gap other spells are getting. But yes you are on the right path in thinking that several spells do cap easily, but they also don't cap as easily with lack of AA and red adornments. Also to use my arrangement as a baseline isn't good. I'm not the best geared but I also don't think I neccesarily am representing the average geared wizzy. I would never recommend anytime soon that I see, for a wizard to not spec our base dmg AAs and not to grab our base dmg red adorns. My take.</span></p><p>This essentially makes every single AA with base damage worthless, and all of our red adorns worhless</p><p><span style="color: #ff0000;">no</span></p><p>(which is all of the SF wizard tree ones except Frostsword) </p><p>Freehand Sorcery is now useless until you have points in Mental Acuity. you could essentially skip the whole line put 1 pt in FH and 8 in mental acuity and then use all those points in a another tree and open room for 4% base for gear. </p><p>Also someone was saying that only AA's that say base effect potency but FH does not say base it says increases damage by XYZ and yet it is still applied as potency or in this case as 0% on all heat spells and 3.7% on all others. </p><p><span style="color: #ff0000;">It's been base damage since I had a wizard in 2006, oldschool wording.</span></p></blockquote>
Korrupt
04-15-2010, 04:18 PM
<p>the sk raid buff is not potency. It's 5% spell mod to the raid now, and aa's can add a little potency.</p>
GMPOTU
04-16-2010, 08:59 PM
<p style="font-family: verdana, arial, helvetica, sans-serif;"><span style="color: #000000;"><span style="color: #ffffff;">Freehand Sorcery is now useless until you have points in Mental Acuity. you could essentially skip the whole line put 1 pt in FH and 8 in mental acuity and then use all those points in a another tree and open room for 4% base for gear. </span></span></p><p style="font-family: verdana, arial, helvetica, sans-serif;"><span style="color: #000000;"><span style="color: #ffffff;">Also someone was saying that only AA's that say base effect potency but FH does not say base it says increases damage by XYZ and yet it is still applied as potency or in this case as 0% on all heat spells and 3.7% on all others. </span></span></p><p style="font-family: verdana, arial, helvetica, sans-serif;"><span style="color: #000000;"><span style="color: #ffffff;">It's been base damage since I had a wizard in 2006, oldschool wording.</span></span></p><p style="font-family: verdana, arial, helvetica, sans-serif;"><span style="color: #000000;"><span style="color: #ffffff;">---------------------------------------------</span></span></p><p style="font-family: verdana, arial, helvetica, sans-serif;"><span style="color: #000000;"><span style="color: #ffffff;">I know what you're saying here. It's always been base. (Which is fine, but with the cap on potency doesn't it make it useless for the fact that due to the example above you can easily get near 95% Static potency in a raid with legendary gear on the spells you'd usually use it on....</span></span></p><p style="font-family: verdana, arial, helvetica, sans-serif;"><span style="color: #000000;"><span style="color: #ffffff;">Just saying it'd be nice to change FH to straight damage increase and not potency and maybe make the red adorns not be potency but be damage increase that will go above the cap. That way both the AA's and the red adorns are usefull together, because right now if you use both you're way over cap before ever getting raid gear.</span></span></p><p style="font-family: verdana, arial, helvetica, sans-serif;"> </p>
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