View Full Version : Basis for Power
HistoryGuy
05-08-2005, 06:38 AM
<DIV>Hello all!</DIV> <DIV> </DIV> <DIV>My friend just picked up EQ2 and has decided to play a Shadowknight. I told him it was an excellent choice, and I was trying to help him get a little bit of gear to see him through his early levels when I realized I did not know the basis for Shadowknights Power Bar. Do they get their Power (e.g., Mana) from Strength? Or do they get it from Intelligence? Or do they get it from Wisdom? Thank you, very much.</DIV>
rolan
05-08-2005, 11:10 AM
str and wis both. the ratio is higher for str, more power for one point of str than you would get from one point of wis. so go with str as much as you can, it not only increase power but it also makes you hit harder.
EvilHarbing
05-08-2005, 09:39 PM
<DIV>I believe Intillegence effects whether or not a skill will be resisted or not.</DIV>
vwlsskng
05-09-2005, 07:48 PM
There's so much speculation over this because the manual is vague, at best.
ScatteringCats
05-13-2005, 01:38 AM
<DIV> <BLOCKQUOTE> <P></P> <HR> <STRONG><FONT color=#ff3300>Moorgard</FONT></STRONG> Wrote: <P></P> <P>This is already in progress as part of the upcoming balance changes. Every spell is getting looked at.</P> <DIV>The reason our current system has some of these problems is that our spells grow two ways: by level and by quality. Your App3 at level X is not the same as your App3 at level Y, and because of that there can often be crossover points where one spell of a given quality is the same as a higher quality--or potentially less desireable in some way. We simply don't have enough headroom without making spells that do crazy damage.</DIV> <DIV> </DIV> <DIV>That's why we're doing away with the concept of spells growing by level. This will allow us to make sure spells and arts have clearer benefits as you increase their quality tier.</DIV> <DIV> </DIV> <DIV>We're also going to be organizing the knowledge book into spell lines so that upgrade paths are a lot easier to understand. There will likely be new spells added to flesh out some of the lines a bit more, so current spells that grow infinitely will likely be replaced by spell lines that accomplish much the same thing.</DIV> <DIV> </DIV> <DIV>Not all the spell changes we're making are about balance. Another good reason for them is to make our spell system more consistent and easier for players to understand.</DIV> <DIV> </DIV> <DIV><EM><STRONG>As for the next phase of the changes that will be showing up on Test server soon: Intelligence will provide a much more noticeable bonus to spell damage, and Wisdom will be important for mitigating the damage bonus of your opponent. So yes, you will have a good reason to buff your INT and WIS, just like many of you have been asking for. <IMG height=16 src="http://eqiiforums.station.sony.com/i/smilies/16x16_smiley-wink.gif" width=16 border=0><BR></STRONG></EM> <HR> </DIV></BLOCKQUOTE></DIV> <P> </P> <P>Just in case anyone hasnt seen it yet <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></P> <P>Vaxis Shadowmoon</P> <P>40 ShadowKnight</P> <P>Nektulos</P> <P> </P>
rolan
05-13-2005, 06:11 AM
yeah i seen it, and it sucks. this means a sk will have to build str for power and to hit hard. agl for melee mitigation, stam for hp, wis for spell mitigation and power, and int to make are damge spells do the proper damge. and you will need all of those stats to have the things you need to be a good tank. you do not need to do alot of damge to be a good tank but for a sk that is a big part of how we hold aggro, and if you are fighting several mobs you want your ae spells to do max damge for aggro reasons wich means you need good int, ask a 0gre sk if they have good int? now when you look at all the classes and sub classes and what they can do the sk is really the only one that will have to work on all stats to be good at what is required of them.
Mistmoore-Milaga
05-13-2005, 07:56 PM
<DIV>This is what Moorgard is talking about:</DIV> <DIV> </DIV> <DIV>STR - dmg delivered in melee</DIV> <DIV>AGI - chance to hit / chance to be hit in melee</DIV> <DIV>INT - magic (or skill) damage</DIV> <DIV>WIS - chance to hit with magic or skill / chance to avoid magic or skill</DIV> <DIV> </DIV> <DIV>All four of these abilities will be useful for every class, every archetype. The mage and preist archetypes, which don't do much melee damage, probably won't need STR at all, and to a lesser degree, AGI. Now this is the original idea of how the abilities will play out for classes, but it didn't really work this way in practice. It looks like they are trying to move towards having this have more of an impact.</DIV> <DIV> </DIV> <DIV>This is important for all classes, not just SKs.</DIV>
Thronk
05-17-2005, 02:46 AM
<P>One trick that helps me a little with power management is using my Manastone when Unholy Blessing (Master I) is up. Unholy Blessing will absorb the damage from the stone and still give you a mana boost. Net gain after subtracting spell power cost (161) from stone gain (202) ain't much but when you add in the DPS gain of Unholy Blessing and the slight power gain it does help. Especially if you do it several times over those long fights. The down side is that it's not going to work as well (if at all) when you're the main tank. If something's beating on you the ward may well drop before you can get the stone to proc and you just hit yourself for another 690 damage. It will help you keep the DPS up over long fights when you're an assist tank.</P> <P>Thronk of Shadowclaw</P> <P>Permafrost</P>
rolan
05-17-2005, 05:18 PM
went back and read moors post for that update and know where in that post does it say that int will effect skill damge it says it effects spell damge bonus, now tell me what guard, zerker, monk or bruiser cast spells? and since they do not cast spells but use skills what need do they have for int? a sk on the other hand cast spells and uses spells to keep aggro and do damge, but it only effects bonuses so maybe it will not mean much any ways. something eles to keep in mind, a tank that is more a def tank will also not have to worry as much about str, str will give them power but they are not worried about hiting hard, they are worried about keeping aggro, i have read post from many guard that say they work on agl first and for most then stam not str, but since a sk spells and skills take so much power and we have to count on live taps and wards we need the str as much as agl and stam.
<DIV>While its true that agil is a rarer stat on equipment for tanks, I wouldnt really put it above strength, as an sk a major part of your aggro management will be through dps, alot of which will be from melee, ill agree that agil shouldnt be ignored, but with recent agil nerfage its not nearly as important as strength which adds dps and power (bonuses at what 100 150 200 or some such thing?) </DIV> <DIV> </DIV> <DIV>But thats just my take on it.</DIV>
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