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View Full Version : Uncapped potency and summoner itemisation


Gormak
05-02-2010, 09:21 PM
<p>This is going to become a genuine problem.</p><p>As it stands at the moment, no Summoner raid armor (and very few summoner accessories) contain ability mod. Many raid summoners who actually wear TSF raid gear, run around with 500-1000 ability mod. Other mages are at 2-4x this value.</p><p>Over time, as more and more raiding mages break the potency cap, you will again see summoners begin to plateu out. We wont be recieving the same benefits recived by other mages, that being, as you increase your potency, you look to also increase your "ideal" ability mod.</p><p>Summoners (and their pets) cant do this. The itemisation just doesnt allow it.</p><p>If there was ever a case to answer (and their imo already was) regarding the lack of ability mod on summoner targetted items, this is it. We need to see all summoner items adding an ability mod value to assist them moving forward. It doesnt have to be the same values as the gear targetted to other mages, hell, it can even be 1/2 (ie, a mage item giving 100 ability mod, has a summoner counterpart doing 50 ability mod).</p><p>At the same time, their needs to be more pet focus effects that also contain an ability mod component. For exactly the same reasons. Theres so much potency flying around now, that pets, like the summoner will plateu out, unlike other mages. Currently just Powerflux and Quicksilver Blood do this. Given its availability, Id think giving Molten Carnage an ability mod component for the pet at the rate of 15 or 20 ability mod per "index" of Molten carnage would go a long way. Eg, MC 4 will have 4% potency, 10% spell haste, and 60 ability mod.</p><p>If we are serious about fixing problems before they occur, then there really needs to be some consideration given to Gear targetted at summoners and the absence of Ability Modifier in all forms.</p><p>Thanks.</p>

Davngr1
05-02-2010, 10:00 PM
<p>share stats thru AA and get rid of the stupid summoner gear.        or deal with constant balance issues for the duration of this game.</p>

acctlc
05-03-2010, 05:28 AM
The lack of ability mod on pet effect cloth armor has got to be one of the most frustrating things to me as a summoner playing this xpac. Its been feedbacked since beta that its absolutely ridiculous, yet we havn't received any response whatsoever as to why this basic mage stat is completely missing from our gear.

Korrupt
05-03-2010, 01:31 PM
<p>ability mod has been skimpy forever for everyone, not just summoners. We sorces have been complaining about it for a few expansions now. You guys sit at 500-1000, but you may be closer to your cap than sorces. We sit at 1400-1700, we only wish we were at 3-4k, I don't know where you got the 2-4X as much estimate from.</p>

acctlc
05-03-2010, 06:21 PM
<p><cite>Korrupt@Najena wrote:</cite></p><blockquote><p>ability mod has been skimpy forever for everyone, not just summoners. We sorces have been complaining about it for a few expansions now. You guys sit at 500-1000, but you may be closer to your cap than sorces. We sit at 1400-1700, we only wish we were at 3-4k, I don't know where you got the 2-4X as much estimate from.</p></blockquote><p>We have ZERO, Let me re-emphasize this, zip, zero, zilch, nada ability mod on the cloth set armor that is supposedly designed for summoners.  The other set has 500ish last i checked.  (I can think of 2 pieces alone sporting 150ish each)   So yes while sorcerers aren't swimming in ability mod, summoners are definitely in an empty pool so to speak.  So quite frankly I'd appreciate it if you didn't belittle the point because while mod might be not plentiful enough for your liking since forever, it has taken an unexplained nosedive on pet effect gear, and only this xpac.  Our set last xpac had about 300 ability mod on it, this xpac none......Yes there is a problem here.</p>

Korrupt
05-03-2010, 08:52 PM
<p>You get monster pet bonuses and the price you pay is ability mod. It wasn't an oversight, that's intentional. I wasn't belittling your plight, I was stating the fact that 1k ability mod is on par or better for summoners than 1500 for sorces.</p>

acctlc
05-03-2010, 09:06 PM
<p>If we have to sacrifice something for our pet effects than why didn't last tiers set armor also have no ability mod?....It had plenty of pet effects. Answer that one. Level 80 summoner sets were better balanced than the joke of a set they created this tier. In fact ask most summoners and they'll tell you the helm and gloves from last tier are arguably the best pieces for us still in those slots.</p><p>*edited to be less raunchy..since the lock edited his :p*</p>

Korrupt
05-03-2010, 09:16 PM
<p>and again, you arent the only one  that situation. Don't pretend like every class has great itemization except summoners, everyone has issues. My original point was the OP purposely made it seem like sorces were leaps and bounds higher in ability mod than summoners, which is not the case. 500 more mod is nothing, you get far more out of your pet bonuses than we get out of 500 more mod.</p><p>I can understand you guys wanting more mod, but we all do. If you want more mod ask for more mod, but don't pull things out of the air and make it seem like sorces are sitting pretty on this stat and summoners are the only ones suffering.</p><p>edited for same</p>

Gormak
05-03-2010, 09:21 PM
<p><cite>Korrupt@Najena wrote:</cite></p><blockquote><p>You get monster pet bonuses and the price you pay is ability mod. It wasn't an oversight, that's intentional. I wasn't belittling your plight, I was stating the fact that 1k ability mod is on par or better for summoners than 1500 for sorces.</p></blockquote><p>Thats your perspective. Opinion only.</p><p>At present no dev has, at any stage, offered any comment, opinion, statement on gear philosophy in any way to address this question. Every raiding summoner questions the Ability Mod problem.</p><p>If your opinion is the opinion of the sony devs, then let them state it.</p><p>In beta it was mentioned about the number of "blue stats" per item. I specifically asked if the presence of pet focus effects would be included or manipulate the number or quality of "blue stats".</p><p>The answer was strait forward: Pet focus effects wont impact the number of blue stats granted to the summoner on an item. However the quantity (ie, values of said stats) will be a degree lower for summoners due to the amount of pet focus provided.</p><p>The <strong><span style="text-decoration: underline;">complete</span></strong> absence of ability mod is the concern here. Im happy to agree that summoners are content with the volume of focus effects available to pets. Its a wonderful thing. However Summoners are still in need of SOME ability mod. Im not asking for the same values as enchanters and sorcerers, simply some small ability mod value on each TSF summoner armor article to assist us.</p><p>If non summoner clothies get say 500 ability mod.... we (summoners) get Zero. Itd be fairer if we got 30-50% (ill let wiser people determine actual values and do the math) to at least give us some chance of building some AM attribute.</p>

acctlc
05-03-2010, 09:33 PM
<p><cite>Korrupt@Najena wrote:</cite></p><blockquote><p>and again, you arent the only one  that situation. Don't pretend like every class has great itemization except summoners, everyone has issues. My original point was the OP purposely made it seem like sorces were leaps and bounds higher in ability mod than summoners, which is not the case. 500 more mod is nothing, you get far more out of your pet bonuses than we get out of 500 more mod.</p><p>I can understand you guys wanting more mod, but we all do. If you want more mod ask for more mod, but don't pull things out of the air and make it seem like sorces are sitting pretty on this stat and summoners are the only ones suffering.</p><p>edited for same</p></blockquote><p>I agree.  Itemization in general is a great big flop this xpac.  But I am going up to bat for my specific class..who wouldn't?  And yes the OP did skew his numbers for sure, not denying that.  I only wanted to point out that its not only we want more mod...we want ANY MOD period..a number higher than 0 on our cloth armor set.</p>

Aule
05-04-2010, 05:07 AM
Most folks I know are in the 800-1500 range, and the only ones on the high side of that are sorcerers. As an enchanter it's been a struggle to clear 1000 self buffed, and with all the potency out there I'm targeting 1500 or abouts.

Twisty
05-04-2010, 07:45 PM
<p>This thread's name is aboslutely terrible - it'll never get dev's attention.  It doesn't mention ability mod in the title, which is the only real problem. Uncapping potency has no bearing on this problem - at easily achievable 90% base in raid, the mod cap is about 1500 on lowest single target spell (high end, since 100% crit is a given).</p><p>The awesome summoner marks gear.  Find the 1 item that has +ability mod.</p><p><a href="http://eq2.zam.com/search.html?q=ley+line" target="_blank" rel="nofollow">http://eq2.zam.com/search.html?q=ley+line</a></p><p>That's right, at least there is 1!  Not so lucky on the pre-hardmode raid set tho.  And I haven't seen anything linked from hardmode that at least makes the situation worth looking forward to.</p><p>I'll be wearing my welfare sleeves over raid sleeves even with wasted allocation into Crit and Casting speed, woot?</p><p>Look, Summoner +ability mod situation is busted.  You might need more mod on Sorcecor peices per piece - that's a different story -  but at least there is a competative sorceror piece with mod on it for almost every slot; legendary and fabled tiers.</p>

acctlc
05-04-2010, 09:19 PM
The situation does not improve on any tier of the current raid gear. Even the hardmode summoner cloth drops...no mod. I'm squeeking by currently at 800 ability mod, tied to pieces from last tier that honestly I'd rather ditch. But if I do my mod will be 500 or worse. Once I get access to every piece dropping this xpac (which won't happen realistically) I'll be lucky to get my mod back to where it was at its peak..last xpac. Even half the mod currently found on the cloth set without pet effects would alleviate the situation tremendously.