View Full Version : Upcoming Conjuror AA Revamp
Banditman
07-15-2011, 05:13 PM
<p>Here are some suggestions for things that need to be looked at when the Conjuror AA revamp for GU61 is done. The information I am seeing from Fan Faire is that one of the primary goals of this revamp is to address those AA's that are deemed "less desireable" in the course of overall gameplay.From a Conjuror (and Summoner) perspective, here are some of the things I'd like to see reviewed and revamped:Summoner Tree, Strength Line, Implode. I can't remember a time when this AA was ever good. You simply cannot ask a Summoner to give up their pet. It's just not realistic. I've said it before, I'll say it again here. Change this AA so that activating it blows up any living dumbfire pets owned by the Summoner. Have each of those pets do a blue AE. This would be useful in solo, heroic and raid content and provide a viable choice of endlines. It would also have the effect of bringing dumbfire pets back into the game since skillful use of Implode would allow them to do actual damage.Summoner Tree, Agility Line, Minion's Zeal. 20% MA is a drop in the bucket to what is needed. How about this: Each rank of Minion's Zeal gives the Scout pet 10% of my Potency score as MA to the pet. 100% at rank 10. That makes a beginning toward improving the Scout pet.Summoner Tree, Agility Line, Reanimate. This AA has never, ever worked right. Frankly, it's useless. Make this a buff that applies *ONLY* to the Scout pet. Have it DOUBLE the effectiveness of the current group buff the Scout pet bestows. Additionally, have it grant the pet DPS mod and Haste equal to the Summoner's Potency score. Congratulations, you've just taken a HUGE step toward making the Scout pet a viable option. From that point, simply fixing the Scout AI so that it times it's auto attacks / CA's and uses it's abilities properly will in fact probably make this pet worthwhile.Summoner Tree, Stamina Line, Unflinching Servant. This AA is useless, since a Fighter pet will never be used against a target that has AE abilities. I would suggest making this a buff that applies *ONLY* to Fighter pets which increases their hate gain by 50%, as well as bestowing an ability which allows the Fighter pet to proc a root (6 times per minute or so) on their current target. This would also have the ancillary effect of making Perceptor's Defense more attractive in a tank spec.Conjuror Tree, Enhance Fire abilities. Resists are simply not a problem in the current game, and dumbfire pets, even with an improved Implode, don't need the bonuses being bestowed here. Have the first one increase heat damage dealt by our pet by 3% per rank. Have the second one increase the number of pets summoned by 1 per rank, assuming Implode is changed as per above.Conjuror Tree, Enhance Aery Hunter. Provided there is a fixed Scout pet, have this ability also grant 10% in combat run speed to the pet per rank.Conjuror Tree, Hydromancer. Ok, so this has sucked since day 1. Let's fix this thing or scrap it. Right now, it's a replacement for our primary pet that does an abysmal job of "healing" a group. Even with shared stats, the amounts are just too low to matter at all. If you ask a Summoner to give up their primary pet, you better be giving them something that rocks. Better yet, scrap it altogether and make the Plane Shift AA right above it the end ability. Have that ability make Plane Shift a permanent buff (until cancelled) buff on our pet that removes the recast.Conjuror Tree, Stoneskins. This was a decent AA once, and it can easily be so again. Simply reverse it. Instead of blocking two hits that are less that 50%, have it block two hits that are GREATER than 50%. AA fixed.Conjuror Tree, Enhance: Shard. Have this AA actually improve the Shard itself. 10% per rank, 50% total. I may not take it, but I sure would think about it.Conjuror Tree, Enhance: Fire Seed. Have this AA improve the damage and reduce the duration by 20% per rank. Presto. We have a spell people might actually ask for.Conjuror Tree, Bubble. Make this a REAL AE Immunity. Please?Conjuror Tree, Elemental Proficiency. 1% Strikethru and 2% Accuracy per rank, 5 ranks. Win.Shadows Tree, Minion's Critical Strike. Useless with shared stats. How about something related to the upcoming Mage auto attack? Since I have no clue how that will work I can't really tell you what to give us, but this would be a great place for it.Shadows Tree, Summoners Soothing. This would be more useful if hate / dehate was shared. Since it isn't, how about 2% de-hate for pet and Summoner per rank?Shadows Tree, Focused Disciple. Just as with the single shard version, how about making this AA something that improves the raid wide shard itself?Shadows Tree, Ancient Calling. Useless in current game. Convert to 1 rank, 5 points. Grants the Conjuror a second Call of the Hero spell which summons an entire group.Shadows Tree, Offensive Onslaught. Completely useless since our offensive stance is useless. Perhaps add a de-hate proc to the pets offensive stance. That would be nice if the offensive stance itself could be made useful.</p>
Trensharo
07-16-2011, 09:52 AM
<p><cite>Banditman wrote:</cite></p><blockquote><p>Summoner Tree, Strength Line, Implode. I can't remember a time when this AA was ever good. You simply cannot ask a Summoner to give up their pet. It's just not realistic. I've said it before, I'll say it again here. Change this AA so that activating it blows up any living dumbfire pets owned by the Summoner. Have each of those pets do a blue AE. This would be useful in solo, heroic and raid content and provide a viable choice of endlines. It would also have the effect of bringing dumbfire pets back into the game since skillful use of Implode would allow them to do actual damage.</p><p><span style="color: #ff0000;">Not with the amount of dumbfire pets a summoner can summon, but I guess that would depend on the damage the AoE does, right? It does sound like a good idea, though. I support it.</span></p><p><span style="color: #ff0000;">It MAY wound balanced for Conjies, but Necros can pop out tons of dumbfire pets and groups and raids will probably start leaving more corpses laying around just to maximize this skill if the damage done is high enough. Provided it benefits from CB/Potency/CC it has potential to rival Elemental Blast for burst damage output the way you write it - even MORE on AoE fights (Warlocks would have Aneurisms).</span>Summoner Tree, Agility Line, Minion's Zeal. 20% MA is a drop in the bucket to what is needed. How about this: Each rank of Minion's Zeal gives the Scout pet 10% of my Potency score as MA to the pet. 100% at rank 10. That makes a beginning toward improving the Scout pet.Summoner Tree, Agility Line, Reanimate. This AA has never, ever worked right. Frankly, it's useless. Make this a buff that applies *ONLY* to the Scout pet. Have it DOUBLE the effectiveness of the current group buff the Scout pet bestows. Additionally, have it grant the pet DPS mod and Haste equal to the Summoner's Potency score. Congratulations, you've just taken a HUGE step toward making the Scout pet a viable option. From that point, simply fixing the Scout AI so that it times it's auto attacks / CA's and uses it's abilities properly will in fact probably make this pet worthwhile.</p><p><span style="color: #ff0000;">To be quite frank. This won't make the scout pet useful. It will still do at least 30% less DPS than the mage pet because the AI doesn't have have any of the melee pets using their skills intelligently. However, if they fix the AI and then implement this, it would be pure win. If they don't fix the AI, then their time is better spent elsewhere because using the scout pet will still be a loss over the mage pet. The rift is just too great. The AI fix is absolutely tantamount to even considering fixing this pet. Otherwise it's a waste of dev time.</span></p><p><span style="color: #ff0000;">With Beastlords coming, they may have no choice but to fix the melee pet issues before next Expansion, though...</span></p><p><span style="color: #ff0000;">That goes for the fighter pet as well, for the other Summoner who cannot spike threat on the pet with EB, becuase it hardly casts any of it's fighter taunts.</span>Summoner Tree, Stamina Line, Unflinching Servant. This AA is useless, since a Fighter pet will never be used against a target that has AE abilities. I would suggest making this a buff that applies *ONLY* to Fighter pets which increases their hate gain by 50%, as well as bestowing an ability which allows the Fighter pet to proc a root (6 times per minute or so) on their current target. This would also have the ancillary effect of making Perceptor's Defense more attractive in a tank spec.</p><p><span style="color: #ff0000;">Unflinching Servant should just give the Immunities without the Stifle, and Slow the pet's runspeed. Problem solved. People only use this for soloing, anyways, and it can be toggled on and off.</span>Conjuror Tree, Enhance Aery Hunter. Provided there is a fixed Scout pet, have this ability also grant 10% in combat run speed to the pet per rank.</p><p><span style="color: #ff0000;">Shadow Step. Changing the pet's spells back to Combat Arts would negate the need to do this, and the pet still needs the melee skills from the parses I've run with a Scout Spec. Where you gonna put that? Rolling it into the General Summoner AA will make it incredibly overbudgeted. Maybe roll the Weapon skills into the Flurry AA (which should apply to all pets)?</span>Conjuror Tree, Hydromancer. Ok, so this has sucked since day 1. Let's fix this thing or scrap it. Right now, it's a replacement for our primary pet that does an abysmal job of "healing" a group. Even with shared stats, the amounts are just too low to matter at all. If you ask a Summoner to give up their primary pet, you better be giving them something that rocks. Better yet, scrap it altogether and make the Plane Shift AA right above it the end ability. Have that ability make Plane Shift a permanent buff (until cancelled) buff on our pet that removes the recast.</p><p><span style="color: #ff0000;">No to Plane Shift as a permanent buff. Sorry, the idea is just pretty LOL. Conjys will just spec out of Soulburn into Energy Clash and spam that, and the benefits of an "Always On" Plane Shift will easily overpower any boost you'd gain from Soulburn.</span></p><p><span style="color: #ff0000;">Of course, you know that, and that's why you even bothered making such an IMBA suggestion.</span></p><p><span style="color: #ff0000;">The whole pet web is just a big bucket of fail. Suggestions to fix that could be a good topic for an entirely new thread, IMO <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /></span>Conjuror Tree, Enhance: Shard. Have this AA actually improve the Shard itself. 10% per rank, 50% total. I may not take it, but I sure would think about it.</p><p><span style="color: #ff0000;">I'd rather see the shard AAs removed and replaced with something useful.</span></p><p><span style="color: #ff0000;">Also, I'd second that thought for the Necro Ritual AA in Rotting Web.</span>Conjuror Tree, Enhance: Fire Seed. Have this AA improve the damage and reduce the duration by 20% per rank. Presto. We have a spell people might actually ask for.Conjuror Tree, Bubble. Make this a REAL AE Immunity. Please?</p><p><span style="color: #ff0000;">I like the Fire Seed idea and I'm suprised they didn't put it that way form the beginning. Alternately they can add crit bonus to it.</span></p><p><span style="color: #ff0000;">Conjy bubble can be fine as a REAL AE Immunity as long as it drains HP and Mana.</span></p><p>Shadows Tree, Minion's Critical Strike. Useless with shared stats. How about something related to the upcoming Mage auto attack? Since I have no clue how that will work I can't really tell you what to give us, but this would be a great place for it.</p><p><span style="color: #ff0000;">I'm on the fence about this. On one hand it's really good because when you're actually gearing up and beginnign to raid you can negate a lot of DPS loss by inflating your pet's crit rate by 10%. On the other hand, once you get there this becomes useless. However, there are other useful AAs in that tier.</span></p><p><span style="color: #ff0000;">Furthermore, I'm pretty sure they're only doing the EoF tree in the AA revamp, not the Shadows Tree.</span>Shadows Tree, Summoners Soothing. This would be more useful if hate / dehate was shared. Since it isn't, how about 2% de-hate for pet and Summoner per rank?</p><p><span style="color: #ff0000;">This would be /win. It should definitely be shared between pet and Summoner.</span>Shadows Tree, Focused Disciple. Just as with the single shard version, how about making this AA something that improves the raid wide shard itself?</p><p><span style="color: #ff0000;">This AA just needs to be replaced, just like the Single Shard Version.</span>Shadows Tree, Offensive Onslaught. Completely useless since our offensive stance is useless. Perhaps add a de-hate proc to the pets offensive stance. That would be nice if the offensive stance itself could be made useful.<span style="color: #ff0000;">The Pet Offensive Stance for Both Necro and Summoner should both be a Summoner Pet Version of Synergism, IMO, with this AA increasing either the damage or the amount of threat the procs drop. That would be /win for me.</span></p></blockquote><p><span style="color: #ff0000;">Red Text.</span></p><p>I like most of your ideas. And some would be good for Necros, too.</p><p>The only thing I really don't see a point in is the Scout AAs. With the current AI the pet would still be terrible compared to the mage, and go unused in virtually all situations.</p><p>The only thign I take issue with is Permanent Plane Shift, which is so IMBA that I'm suprised you even bothered to put it in there... Really... It's just too much to even consider.</p><p>(Yes, I know I mentioned some necro stuff but this thread is a good idea so I'll probably create a mirror one in the Necro forum - good to not let any thought fall into oblivion <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /> ).</p>
Banditman
07-18-2011, 10:13 AM
<p>Yes, Implode "may" favor Necros slightly if it is changed this way. Damage would have to be tested and balanced. However, in thinking about the raid zones in particular, there just aren't that many places where trash corpses will really be close enough to the fight in great numbers. Many of the adds which are generated by scripting don't leave corpses. They just disappear. Since I'm not a Necro, I don't know how that might affect their Awaken Grave ability, but I can tell you that there just aren't many corpses lying around.</p><p>The Scout pet, as envisioned by development, is more than just DPS. Would I take a 30% loss in my DPS if it buffed the DPS of my entire group by 15%? Probably. That's key here. Right now, that isn't even close to true. Doubling the effectiveness of it's buff probably won't get it there. However, it will, I hope, force development to really look carefully at what that pet is doing and what the think it should be doing. I have said many times that the AI for the Scout pet is broken . . . has been for years. However, this is solely about AA's.</p><p>Simply removing the Stifle from Unflinching won't be of any use at all. No one uses Unflinching for ANY reason. Thus I suggested scrapping it altogether and reworking it into a more useful buff.</p><p>Shadow Step? I'm not talking about the Summoner tree here. I'm talking about the Conjuror tree. We have an AA that grants the pet useless melee skills. Those skills are just worthless, ESPECIALLY since we already have Unabate. They have only a very minor influence on hit rates. Thus, giving the Scout pet some in combat run speed would make that AA more useful.</p><p>Have you looked at Plane Shift? Really looked at it? Anymore, it's nothing but a health boost. Yes, we'd have to spec out of Soulburn, and gain a more surviveable pet. It's a tradeoff. For Conjurors, it might be worth it since we lack some of the things Necros have for boosting pet health, and thus surviveability. Maybe not. My Soulburns are pretty strong, and even with some of the DPS replaced with Energy Clash, it would be a dubious bet to whether perma Plane Shift or Soulburn would come out ahead.</p>
Trensharo
07-18-2011, 10:58 AM
<p><cite>Banditman wrote:</cite></p><blockquote><p>Yes, Implode "may" favor Necros slightly if it is changed this way. Damage would have to be tested and balanced. However, in thinking about the raid zones in particular, there just aren't that many places where trash corpses will really be close enough to the fight in great numbers. Many of the adds which are generated by scripting don't leave corpses. They just disappear. Since I'm not a Necro, I don't know how that might affect their Awaken Grave ability, but I can tell you that there just aren't many corpses lying around.</p><p><span style="color: #ff0000;">It's not just Awaken Grave, it's Undead Horde as well. They can have at least 7 dumbfire pets up at one time, and more if the AA change you proposed is good enough because they'll simply shift points from the Blood Pact line to Gravecalline to Add more to it. It could potentially be like a second Soulburn.</span> </p><p>The Scout pet, as envisioned by development, is more than just DPS. Would I take a 30% loss in my DPS if it buffed the DPS of my entire group by 15%? Probably. That's key here. Right now, that isn't even close to true. Doubling the effectiveness of it's buff probably won't get it there. However, it will, I hope, force development to really look carefully at what that pet is doing and what the think it should be doing. I have said many times that the AI for the Scout pet is broken . . . has been for years. However, this is solely about AA's.</p><p><span style="color: #ff0000;"> Correct. However fixing Scout Pet AAs will not fix anything because as long as the pet is terrible in the DPS department no one will use it. That's the crux of the issue with the Scout Pet. The group buffs would have to be overpowered to justify using it over a mage pet especially considering you'd have to be in a melee DPS group to really make the best of him.</span></p><p>Simply removing the Stifle from Unflinching won't be of any use at all. No one uses Unflinching for ANY reason. Thus I suggested scrapping it altogether and reworking it into a more useful buff.</p><p><span style="color: #ff0000;">You're looking at it backwards. You're thinking about Unflinching NOW, which is borderline useless becuase it stifles the pet. If all it did was Add Defenses and Slowed the pet it would be totally different.</span></p><p>Shadow Step? I'm not talking about the Summoner tree here. I'm talking about the Conjuror tree. We have an AA that grants the pet useless melee skills. Those skills are just worthless, ESPECIALLY since we already have Unabate. They have only a very minor influence on hit rates. Thus, giving the Scout pet some in combat run speed would make that AA more useful.</p><p><span style="color: #ff0000;">I'm saying use Shadow Step to get your pet in, and they could possibly roll the lost hit rate into the flurry AA.</span></p><p><span style="color: #ff0000;">If the Scout generic AA is useless for Conjies, then it's just as useless to Necros because trust me there is no issue with hit rates, especially if the Scout is to remain useless (given your suggestions, it will).</span></p><p>Have you looked at Plane Shift? Really looked at it? Anymore, it's nothing but a health boost. Yes, we'd have to spec out of Soulburn, and gain a more surviveable pet. It's a tradeoff. For Conjurors, it might be worth it since we lack some of the things Necros have for boosting pet health, and thus surviveability. Maybe not. My Soulburns are pretty strong, and even with some of the DPS replaced with Energy Clash, it would be a dubious bet to whether perma Plane Shift or Soulburn would come out ahead.</p><p><span style="color: #ff0000;">No, it also adds bonuses to Casting and Reuse, Attack Speed, etc. depending on the pet which can give conjurors a huge advantage over Necro (and other classes) when it comes to gearing up, progressive raiding, and going into new content they aren't overgeared for. Their pet will practically always be capped on Casting Speed, Crit, etc. adn this is a factor given the DPS disparity between the Conjuror and their pet and the fact that the Conjuror being down 10 Crit with a pet capped is advantageous compared to i.e. a Wizard who is down 10 Crit in a high end zone.</span></p><p><span style="color: #ff0000;">Also </span><a href="http://eq2.wikia.com/wiki/Elementalist%27s_Exterminating_Epaulets">http://eq2.wikia.com/wiki/Elemental...nating_Epaulets</a><span style="color: #ff0000;"> says Hi.</span></p><p><span style="color: #ff0000;">Yes, I have looked at Plane Shift. Remove the Plane Shift focus and Nerf the bonuses down and you can have your extra pet HPs.</span></p><p><span style="color: #ff0000;">Also, I don't see Soulburn Outparsing 25% Perma-Pet Potency over a sustained period especially if the Summoner <span style="color: #ff0000;">can negate all Agro Concerns with Energy Clash.</span></span></p><span style="color: #ff0000;">Also, the only thing Necros have for boosting pet health is the Rending Adornment (no Necro will use the Temp Health Buff on a Pet when they can use it on themselves). 10% HP up ~75% of the time is not even close to being on par with 25% HP up 100% of the time - on a class with way more Pet Stoneskins and a Pet Death Prevent.</span></blockquote><p>Red Text.</p>
Banditman
07-19-2011, 10:43 AM
<p>Listen, if you want to create your own thread, feel free. I'm not here to argue points of mine with you. I've proposed a number of things I think would help Conjurors. If they are more beneficial to Necro's, I'm ok with that. If they are less beneficial, I'm ok with that. I am not a Necro, and I don't know what they need. I'm sure that they have their own needs and wants, which they should probably make known in their forum.</p><p>Instead of worrying about what a class you don't play wants and needs, you may be better off worrying about what the class you do play wants and needs and work toward making that happen. I certainly don't presume to walk into a Necro forum and tell them what they want or need.</p>
Trensharo
07-20-2011, 01:57 PM
<p>Well stop telling me to read tooltips when you know there are things like Foci in the game that would overpower a perma-buff like Plane Shift.</p><p>Class Balance affects EVERYONE in the game.</p><p>I won't watch you make IMBA suggestions without calling it out.</p><p>I certainly won't watch you make useless suggestions like Scout Pet non-fixes which affect my class when there are more important Necro-things the Devs need to worry about.</p><p>It's a public forum. And as I've said before, I used to be a Conjuror. I'm not totally ignorant of the class <img src="/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" /></p><p>P.S. You asked questions. I answered them.</p>
Odomfel
07-20-2011, 07:15 PM
<p>These are good idea's Bandit. I think the scout one are useless without some re-work of the scout pet though. (Maybe you know something about a scout pet revamp?) How about a run speed bonus for the pets period. Useless as far as DPS but it sure would be nice to have it so the pet can keep up. <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p><p>Plane Shift <span style="text-decoration: underline;">is</span> basically just a health boost and little else today. If it is to remain as such, it should adjusted and made a perma buff of sorts.</p><p>I'd like to see Unabate made more effective.</p><p>I'd like to see an AA where we can get an extra heal spell for our pets. I think necro's are far too advantaged in this department since we are talking balance in this thread.</p><p>An AA that would make the dumbfire pets more effective is also nice. I find it sad that those have dropped out of my casting rotation. Summoning minions is a big part of a summoners identity, make it mean something again.</p><p>I'd also like an AA that will summon me up some topless women. I need something to entertain me while waiting for groups to form.</p>
Trensharo
07-22-2011, 12:53 AM
<p><cite>Odomfel@Crushbone wrote:</cite></p><blockquote><p>These are good idea's Bandit. I think the scout one are useless without some re-work of the scout pet though. (Maybe you know something about a scout pet revamp?) How about a run speed bonus for the pets period. Useless as far as DPS but it sure would be nice to have it so the pet can keep up. <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p><p>Plane Shift <span style="text-decoration: underline;">is</span> basically just a health boost and little else today. If it is to remain as such, it should adjusted and made a perma buff of sorts.</p><p>I'd like to see Unabate made more effective.</p><p>I'd like to see an AA where we can get an extra heal spell for our pets. I think necro's are far too advantaged in this department since we are talking balance in this thread.</p><p>An AA that would make the dumbfire pets more effective is also nice. I find it sad that those have dropped out of my casting rotation. Summoning minions is a big part of a summoners identity, make it mean something again.</p><p>I'd also like an AA that will summon me up some topless women. I need something to entertain me while waiting for groups to form.</p></blockquote><p>25% Potency is not "little else."</p><p>Making it permanent would be laughable. I hope the Devs don't take that seriously.</p>
Banditman
07-22-2011, 10:47 AM
<p>Actually, it's 20, and when my pet is rocking 200-225 potency already, it really is a drop in the bucket.</p>
Trensharo
07-22-2011, 11:38 AM
<p>No, it's not a drop in the bucket. <em>EDIT: Unless you can demonstrate to me (with math) that Potency scales up on a diminishing returns scale</em>.</p><p>Conjuror Pet Surviveability can be addressed by fixing Bubble. Just give them Blood Pact and be done with it.</p><p>This has no business in the game.</p>
drakkenshie
07-22-2011, 11:48 AM
<p><cite>Banditman wrote:</cite></p><blockquote><p>Agree with a lot, except the above.</p><p>[ trimming a bit, I hate the quoting system here ]Summoner Tree, Stamina Line, Unflinching Servant. This AA is useless, since a Fighter pet will never be used against a target that has AE abilities. I would suggest making this a buff that applies *ONLY* to Fighter pets which increases their hate gain by 50%, as well as bestowing an ability which allows the Fighter pet to proc a root (6 times per minute or so) on their current target. This would also have the ancillary effect of making Perceptor's Defense more attractive in a tank spec.Conjuror Tree, Hydromancer. Ok, so this has sucked since day 1. Let's fix this thing or scrap it. Right now, it's a replacement for our primary pet that does an abysmal job of "healing" a group. Even with shared stats, the amounts are just too low to matter at all. If you ask a Summoner to give up their primary pet, you better be giving them something that rocks. Better yet, scrap it altogether and make the Plane Shift AA right above it the end ability. Have that ability make Plane Shift a permanent buff (until cancelled) buff on our pet that removes the recast.stance. That would be nice if the offensive stance itself could be made useful.</p></blockquote><p>Unflinching servant is very good for balling up mobs. I use it all the time when tanking in a duo and groups. A lot of mobs in the game root, stun, etc and so I cast this, round them up, and then turn it off and hit them with AE. Solid aggro and very nice. Please do not take this away, or at least give me something else like it.</p><p>Hydromancer, I use this a lot. I have saved groups where the healer was having trouble by casting this pet until we could get past something difficult. Also hydromancer comes out when you fire Communion, and can be used for emergency heals and to keep your group of dumfire pets alive longer. I personally find Hydromancer very useful. Could it be improved? Sure, but please don't remove it.</p>
Trensharo
07-27-2011, 04:46 AM
<p>Lol.</p>
Luhai
07-27-2011, 07:20 AM
<p>ouch</p>
Xalmat
07-27-2011, 11:28 AM
<p><cite>Trenshero@Antonia Bayle wrote:</cite></p><blockquote><p>No, it's not a drop in the bucket. <em>EDIT: Unless you can demonstrate to me (with math) that Potency scales up on a diminishing returns scale</em>.</p></blockquote><p>Potency isn't on a diminishing returns scale, but the percent net gain for 1% Potency decreases as your overall Potency increases.</p><p>Using quick and dirty math:</p><p>0% Potency -> 1% Potency: 1% overall additional damage10% Potency -> 11% Potency: 0.909% overall additional damage50% Potency -> 51% Potency: 0.666% overall additional damage100% Potency -> 101% Potency: 0.5% overall additional damage</p><p>etc.</p><p>Conversely the amount of Potency you need to add to equal 1% overall additional damage increases as your overall potency goes up.</p><p>0% Potency + 1% overall damage = 1% Potency10% Potency + 1% overall damage = 1.1% Potency needed50% Potency + 1% overall damage = 1.5% Potency needed100% Potency + 1% overall damage = 2% Potency needed150% Potency + 1% overall damage = 2.525% Potency needed200% Potency + 1% overall damage = 3% Potency neededAnd so on.</p>
Liandra
07-28-2011, 01:02 PM
<p>GU61 test notes are up with the following Conjy AA changes:</p><p>Conjy</p><ul><li>Enhance: Fiery Magician, Enhance: Aery Hunter and Enhance: Earthen Avatar have been merged into Enhance: Summon Spells.</li><li>Enhance: Roaring Flames and Enhance: Aqueous Swarm have been removed.</li><li>Unabate is now passive and persists through deaths.</li><li>Fire from Within now grants PvP Potency.</li></ul><p>Summoner</p><ul><li>Animated Dagger is now a direct damage spell that inflicts piercing damage.</li><li>Parrying is now Theurgistic Prowess and increases the summoner’s subjugation, ordination, focus, disruption and ministration.</li><li>Implode is now Theurgist’s Detonation. Theurgist’s Detonation inflicts magic damage around the summoner.</li><li>Cabalist’s Cover now applies a 20% chance to prevent magical damage from the pet to the caster. It no longer allows the pet to avoid melee attacks for the caster.</li><li>Perceptor’s Bodyguard no longer requires the pet to be a fighter. The amount has been reduced to 1% health per rank.</li><li>Animist’s Transference is now Transference and is in the Cabalist line.</li><li>Magic Leash is now in the Animist line and no longer requires a mage pet. If the pet is a fighter, it will taunt the entire encounter. If the pet is not a fighter, it will detaunt the encounter. The fighter pet has a chance to improve its hate position as well.</li><li>Shadowstep is now in the Magician line and no longer requires a scout pet. It now inflicts magic damage and if the pet is a scout or a fighter, they will teleport to the target.</li><li>Minion’s Uproar is now in the Magician line and displays the exact effects.</li><li>Reanimate is now in the Magician line and can now reanimate any primary pet.</li><li>Perceptor’s Command is now Perceptor’s Parry and increases the uncontested parry of the pet.</li><li>Shockwave can now trigger on any hit and can be triggered with any pet.</li><li>Unflinching Servant can now be used on any pet.</li><li>Animist’s Bond is now Animist’s Evasion and reduces the caster’s threat position by 24. The reuse is 3 minutes.</li><li>Minion’s Barrier is now Minion’s Attention and grants a proc that has a chance to increase threat position if the pet is a fighter and reduce threat position if the pet is a priest, scout or a mage.</li><li>Minion’s Uproar has been replaced by Symbiosis. If the pet is a fighter, the summoner transfers some of their threat to the fighter. If the pet is a mage, priest or scout, the pet transfers some of their threat to the summoner.</li><li>Focused Minion is now Symbiotic Bond. It increases the amount of Symbiosis by 1% per rank.</li><li>Minion’s Zeal is now Teamwork and is the Cabalist line’s endline ability. The scout pet grants 10% Multi Attack and PvP Multi Attack, the fighter grants a 20% chance to reduce incoming damage by 30%, the Ooze and Hydromancer pets grant 5% maximum health and the mage pet grants 5% Potency and PvP Potency.</li><li>Arcane Minion now works on all primary pets.</li><li>Cabalist’s Aura now improves the max power, max health, Potency and PvP Potency of Beyond the Grave and Fire from Within.</li><li>Empower Servant is now in the Cabalist line and is now Cabalistic Conversion. It reduces the group’s power cost by 1% per rank.</li></ul>
Banditman
07-28-2011, 03:32 PM
<p>Yep. Goodbye spell DA for your pet. Unless the Mage Autoattack is epic, we just took a significant nerf.</p>
Xalmat
07-30-2011, 01:22 PM
<p>For those wondering, here's what the Conjuror tree looks like now.</p><p>Spending 5 AA unlocks the second row, spending 10 AA unlocks the third row, spending 15 AA unlocks the fourth row, and every 20th AA unlocks the ability to buy one AA on the fifth row. Sixth and Seventh rows function the same as the Sentinel's Fate line (level requirement lowered to 80 for the SF line).</p><p>Major differences to note otherwise:</p><ul><li>Swarm pet AAs removed (who cares? I don't)</li><li>Unabate is now passive (Saves a hotbar slot!)</li><li>The three primary pet AAs were merged into a single AA</li></ul><p><img src="http://www.mattcrews.com/images/eq2/new-conjuror-tree-gu61.png" width="1296" height="639" /></p>
Banditman
08-01-2011, 12:33 PM
<p>That part looks good. It's the other part that is going to screw us.</p>
Laiina
08-01-2011, 12:57 PM
<p>They don't seem to have done anything about pet survivability, nor the line of sight issues with pets. I am about to give up here and level up a non-pet mage class. Been fighting issues with pet on raids for months now, and it is getting a bit old.</p>
Xalmat
08-01-2011, 02:45 PM
<p>They just gave us the option of increasing mage pet HP by 10%, and they're allowing Unflinching Servant to apply to all pets (not just the tank pet).</p><p>Granted, it's not what we wanted or had in mind, but it's not accurate to say nothing was done.</p>
Banditman
08-02-2011, 10:04 AM
<p>While it is not accurate to say nothing was done, it is accurate to say nothing useful was done.</p><p>Leaving the Stifle on Unflinching Servant makes it useless. We already have something that does the same thing: Bubble.</p><p>Worse, Unflinching Servant takes 2.5 seconds to cast at maximum cast haste, where call servant is instant.</p><p>If I am not mistaken, Necros already have some sort of AE avoid for their pet that actually works. Who, exactly, did SOE envision being the target audience for Unflinching Servant?</p>
Xalmat
08-02-2011, 08:01 PM
<p>The only thing with Blood Pact for necros is that it puts a pretty strong HP and Mana drain on the necro. The HP drain is countered by Lich & Lifetap by themselves, and the Mana drain is mostly countered by Lich (and supplemented by group power regen). Basically it's easy for a Necro to maintain it.</p><p>Conjurors don't have an ability similar to Lich, so if we were given Blood Pact as-is, it would be difficult for us to maintain it.</p><p>However I do agree the stifle on Unflinching Servant makes the ability mostly useless.</p>
drakkenshie
08-04-2011, 10:38 PM
<p><cite>Xalmat wrote:</cite></p><blockquote><p>The only thing with Blood Pact for necros is that it puts a pretty strong HP and Mana drain on the necro. The HP drain is countered by Lich & Lifetap by themselves, and the Mana drain is mostly countered by Lich (and supplemented by group power regen). Basically it's easy for a Necro to maintain it.</p><p>Conjurors don't have an ability similar to Lich, so if we were given Blood Pact as-is, it would be difficult for us to maintain it.</p><p>However I do agree the stifle on Unflinching Servant makes the ability mostly useless.</p></blockquote><p>I use it when rounding up a lot of mobs that might stop the pet. That is the only time I've been able to put up with the long cast time.</p><p>Ball-ups shouldn't be the only time we can effectively use it, and even the party has to sit and wait for quite awhile as you prep your pet for the pull: Unflinching and Blazing Avatar.</p><p>I can't imagine what their thinking was on the long cast time. The pet is already nerfed while Unflinching Servant is active, which is enough of a compromise in my opinion.</p>
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