Boli32
07-11-2011, 07:41 AM
<p style="padding-left: 30px;"><strong><span style="color: #ffcc00;">QUOTE FROM FAN FAIR 2011</span></strong><span style="color: #ffcc00;">Increased AA limit* Additional the AA limit gets boosted to add more AA choices* We're not taking away a bunch of AAs and redooing them. We're taking a look at AAs that aren't really used, mostly in the Class page. Getting rid of the "webbing", cleaning up the tree.* We're giving you more choices. Rows instead of "webbing". You should not have to relearn your character.</span></p><p>Since there is going to be a review of sorts of the AA choices, especially thoses which are not "not really used" I thought I'll do a review of my own. This is from a pve point of view and nothing to do with pvp which may wish things in different ways.<span style="font-size: large;">CLASS AA</span><strong>Concenter: </strong>This ability increases our focus by a rather small amount in the big scheme of things if we drop under 50% health. Obviously this is meant to assist us in casting our heals (or in the case of SKs) more spell-like effects if we start to be in trouble. Since Focus is going to be changing.. somewhat and "High Ground" under the Cavalier tree already gives a proc to become immune to interupts it seems stupid to have two AA which currently do very similar things; honestly the ideas behind the two AA could be merged completely or this needs to be reworked.<strong>Joust: </strong>Can be problematic with larger mobs as their hit box means sometimes you can joust into ... well the dragon's testicles and spin the mob. Likewise by the time it is of any use we are almost in the hit box for normal melee attacks anyways. Since the increase in weapon range the range of this ability should be increased, ideally to 50m.<strong>Higher Ground: </strong>The +defence gains are minimal, the proc can only be triggered by a melee attack (rather than *any* attack (remember we are both spell and melee) and it only lasts for 4.0s. This ability may have worked but I have seen no difference in specing more or less points into it. Also this ability is very similar to the Concenter one so a re-think is in order.<strong>Hammer Ground: </strong>Not a game breaker but the damage it does is really *very* small - in fact it is my smallest CA by a *long* way. Given the stun duration is more a pvp thing and the occasional soloing tool the stun duration should stay the same between ranks BUT the damage increases significantly. Additionally the hit rate of this ability is easily the lowest we have and 50% hit rates or less are not unknown. For pvp this should most likely keep the same as I'm thinking increaes stun length are important to them<strong>Divine Aura:</strong> For an ability on a 5min recast and the end line in a tree this ability has always lacked for the simple reason that if you are being attacked for damage less than 50% of your health unless there are dozens of said attacks the actual *need* for the ability is deminished. *but* the need for an ability over 50% of a crusaders health to protect them drastically increases. So this ability on such a long recast seems to find its niche under swarms of adds but most of the time you do not need the protection it offers. Reguardless of what is chosen of this ability the recast needs to be reduced to 2-3min.<strong>Knight (WIS) Tree:</strong> This line offers 3 different group buffs, There should be no reason to offer a single group buff with all these enhancements on it, or better yet have these effects add on additional effects to the Divine Inspiration/Unholy Hunger group buff line instead.<strong>Combat Leadership: </strong>This is a joke of an ability the casting time does not warrent *ever* using it especially as not everyone will be using the *single* trigger involved. This should be changed to either into a group proc; or enhancing the group proc crusaders already have *hint*. Or better yet a reactive damage trigger on the mob itself we already have 6 triggers one for each group member and I'm presuming that is what the damage is scaled against. Changing it to a 6 trigger reactive on the mob to trigger damage changes nothing in the scheme of things but might actually make us cast it esp as the hate will go towards us.<strong>Legionaire's Smite:</strong> The cast time for this should be brought into line with the similar nukes we have (0.5s) especially as the phrase "quickly smite" is actually in the description.<strong>Legionaire's Wrath: </strong>This ability is both nice and ultimatly not very good. 12% (at 10 AA) of 3000 Strength is only +360 damage to our spells. and since it is *only* to our spells we feel a bit cheated. I would love it to be changed to be a bit more... flavourful in its inception. This is an ability to increase the damage of our spell attacks. Indeed it was orginally 67% spell crit roughly 20% increase in actual damage to our spells and now the actual increase is *significantly* less. Whilst many classes which were offered say 100% Melee Crit as an AA it was changes to 0.3 Autoattack damage this ability was slashed into "meh" territory as much so its not even worth specing into it.</p><p style="padding-left: 30px;"><strong>IDEA:</strong>Honestly I would love to see this changed into a "perpetuatity" of sorts, the more we cast spells/abilities the better we become at themOn a successful spell/combat art cast* Increase Casting Speed of Caster by 10%* Increase Potency by 2%* Increase Crit Bonus by 1%Lasts for 3 secondsIf you have "5 levels" it will increase casting by 50%, 10% spell potency 5% spell crit bonus as long as we continue to cast an offensive ability every 3 seconds.</p><p><strong>Legionnaire's Mercy: </strong>This abililty has varied from good to bad to really bad and even after it now increases our spell resists it offers virtually nothing. If this is meant to be a protection or defensive ability it should increase Spell damage reduction by 5% at max ranks as right now 2k extra resists when you're at 40,000 is pretty much a kick in the teeth. Likewise 1% of your strength (say 3,000) is only +300 to heals something which *only* effects Paladins to any major degree and not crusaders; whatever is chosen here needs to efect both crusaders equaly. a simple "increases spell damage reduction by 0.5% per point" (5% max) is a significant improvement over what is there currently.<strong>Legionnaries Conviction: </strong>The damage was nice, I will admit that but throughout the last expansion I used it primarly as a DEFENSIVE ability; something which is not possible now due to the recast being locked at 3min. We need the ability to modify its recast again or its recast dropped to 2min.<strong>Legionaries Focus:</strong> This effects only direct heals ONLY (no wards) and primarly only assits PALADINS not both crusaders as such it is ignored by one archetype completly and only points put in by paladins if they have nothing better to place points in as the gain is minimal.<span style="font-size: large;">PALADIN</span><strong>Enhance: Crusade: </strong>This *only* gives additional wisdom... a stat paladins do not use at all but we are forced to take this enhancement for the endline. If we are forced to take it it should enhance the resists.<strong>Enhance: intercept:</strong> it is useless to spend 5 points in this ability as whilst this takes it to the recast cap the amount of Ability reuse given in game means even 2 or 3 points is enough to cap it rendering the remainder useless. If this was changed to give a bonus ability at 5 points, say "increase healing on target by 5%" it *might* be worth investing in more.<strong>Enhance: Divine Inspiration</strong>: Given one of the focuses for Paladins has been since EoF to increase this trigger percentage we are double capped in what is a lackluster ability. This should either increase the damage or add an additonal effect to the groupbuff; double heal % for example<strong>Enhance: Elixer of Resucitation:</strong> No issues although I would rather not have people resurected directly in front of me, and the mob at the same time. Perhaps 5 points enhances it to teleport them after rez to the nearest healer would be a nice bonus.<strong>Enhance: Holy Aid:</strong> No real incentive to put more than 3 points in it to unlock the next lines as casting speed increasors can be capped easily.<strong>Enhance: Demonstration of Faith:</strong> No issues, but can be capped out so perhaps an incentive to spend 5 points in this ability?<strong>Enhance: Prayer of Healing:</strong> No real incentive to put more than 3 points in it to unlock the next lines as casting speed increasors can be capped easily. Aslo the ability it enhances is not even worth casting (please see thread on issue in same forum)<strong>Enhance: Lay on Hands:</strong> with the raid armour focus and decent Ability Reuse speed you only really need 2 points in here - nice not to spend all 5 but makes the AA useless. I'm not saying reduce the recast amounts, but make spending the full 5 points worth it.<strong>Enhance: Devout Sacrament:</strong> With decent Ability Reuse speed you only really need 3 points in here - nice not to spend all 5 but makes the AA useless. I'm not saying reduce the recast amounts, but make spending the full 5 points worth it. it would be nice to reduce the casting speed on this, ideally to instant.<strong>Arch Heal: </strong>This is an endline which is USELESS beyond soloing or small grouping. It should have been changed long ago to enhance all heals rather than add what is a useless heal. Moving the 16% heal potency from TSF in crusader tree to this spot would be ideal. It woudl also allow the cruader tree to be more crusader friendly.<strong>Devout Faith: </strong>BUGGED only increases ward amount by like 1.6% instead of 4%.<span style="font-size: large;">SHADOWS</span><strong>Consumate Defender / Offensive prowess: </strong>This should also increase the Stats given with it as well as +parry/+defence<strong>Riposte Mastery: </strong>Riposte damage has always gone off your base autoattack damage not your modified so this is useless in most cases.<strong>Sneering Assault: </strong>Hit rate should be increased or made "cannot be resisted/blocked" as there is nothing worse than "rescuing" to find it doesn't do anything.<strong>Cavaliers Cry:</strong> The chance should be a *lot* greater than 10% to warrent specing into it<strong>Aura of the Crusader: </strong>Main issue this does not work if said effects are undispellable. Given the increase in uncurable effects this makes this ability somewhat tempremental. Not having it use up its recast if there is nothing to dispell will help a *lot* with the frustration of this.<strong>Forced Following: </strong>As with all recast abilities there needs an insentive to put more points in than you need to cap this out. Increase duration by 5s with 5 points would be worth to put 5 points into it.<strong>Stonewall:</strong> Caster should be immune to strikethrough for duration of this buff; as it is tempremental without<strong>Faithful Cry:</strong> This should be unresistable</p>