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View Full Version : SK AA - AGI line vs STA line


MightyThor
08-07-2006, 08:59 PM
The most popular SK AA selections tends to be the INT line for spell crits and then the rest into STA. I've been trying out that template for a while (currently on 32 AAs) but I'm really quite tempted by the AGI line. I have a few questions about the STA and AGI lines though:What's the total % increase to HP from the STA line with 8 points in it? Is it worth it?Is the STA final ability worth it? 10secs and only absorbs dmg less than 50 % of your hp doesn't seem very fantastic. How useful is this?Anyone got any stats on the AGI line? Like what the total increase in defense provided by the 2nd last ability (forget the name) is? How much avoidance does it grant in total?I feel like Joust and final ability would be quite useful for me because I play on a PvP server - having 2 combat arts that do decent dmg with no casting time and aren't effected by high disease resists could be quite useful.Any thoughts?<p>Message Edited by MightyThor on <span class=date_text>08-07-2006</span> <span class=time_text>09:59 AM</span>

Phank
08-07-2006, 10:18 PM
<P>Stay away from the AGI line.</P> <P> </P> <P>For SKs, it is totally flawed.  Certain abilities and components rely on being MOUNTED.  Acceptable if you are solo and outdoors.  Cool to roleplay a Knight and all.  But once you start hitting instances (esp. T7 Raid instances) you get one shot at Mounting up before going in.  If you die, you lose your mount in said instance/raid. If you Feign Death without dying, you lose your Mount.  Your AGI line then becomes crippled.</P> <P>Not to mention, the AoE component of the AGI line makes life miserable when grouped with a Coercer/Illusionist.  On a raid, in certain encounters blue back spells/abilities are frowned upon.  You'll have to REMOVE your Trample buff then as well.</P> <P>Simply put, AGI line sounds "cool" in theory but there is really no place for it with a T7 Raiding SK.  Sorry.</P>

Gpooba
08-07-2006, 11:31 PM
Ya, Does anyone know how much the STA hp increase does at 8points ? guessing 5% ??<div></div>

Lord Hackenslash
08-08-2006, 07:27 AM
8 points in stam gives 4%

Vexorkane
08-08-2006, 07:47 AM
<DIV>The Agility AA line is a joke, plain and simple.  As a daily raiding Shadowknight I have put all my 50 points into Int/Sta.  The melee crit and boost in HP is great for tanking/dps.  Divine Aura is definitely a life saver during raids as long as the spike damage is not too great, and it kicks [expletive haxx0red by Raijinn] in duels.  The spell crit AA is essential for building aggro and dps (this also causes our lifetap heals to crit), it is probably the best AA in the Crusader tree.  </DIV><p>Message Edited by Vexorkane on <span class=date_text>08-07-2006</span> <span class=time_text>08:50 PM</span>

Xanoth
08-08-2006, 03:22 PM
STA final ability might be useful on PVP, but in all the time i had it while raiding, i rarely felt it was a life saver. more a protection against healers that had fallen asleep.HP buff was quite nice, although only 4%, 4% of 10k is still an extra 400, which is enough to make a difference. with it being a % it scales nicely, so if you can get enough HP buffs, HP gear, you'll get a lot from it. but obviously to make the most of this you at least need to be raid buffed by a cleric and a shaman and have your STA capped. but if your not raiding, it can save you more reliably, as your less likely to be hit ofr over 50% of your max health per hit. obviously PVP changes this slightly, so it might not save you from being ganked, also can't be cast while movning IIRC.melee crit... was nice if you have a good damage spread on your weapon, but i didn't find it that amazing, we're not a melee DPS class. but its a nice bonus if you go with the rest of the line.as for the none disease based damage in a PVP environment... you could be right. but personally i think the +34 disruption for the wisdom line would be just as useful... but i would think that, i chose the WIS aa line <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> but obviously i can't comment on PVP, its not my game. but if you find you dont get resisted as much or your spells do more damage when your grouped with a warlock or troubadour. WIS might be worth the consideration for the skill buff.

Vexorkane
08-08-2006, 04:01 PM
<DIV>The Wisdom line is also a decent way to go.  Although, when I tried it out I felt like more of a buff bot than anything.  The anti-fear was nice, but all the other buffs can be had via other classes in group.  Also, DA can be cast while moving, I use it frequently in HoS and DT while on the move.  But hey, not everyones mo is raiding. I can't vouch for PvP either.</DIV>

Xanoth
08-08-2006, 04:12 PM
can be had by other classes, but +34 to combat and spell skills is something one single class can't give, helps to cap both sets of stats pretty easily.... and i find fear immunity really useful for HoS which can be a royal pain on a bad day.

Beldin_
08-08-2006, 05:51 PM
How much is melee crit with 8 points ? 10-15 ? Ok, since a crit is 30% mehr damage a 10% critchance will just be 3% more damage, if we also take the fact that normally not more that 33% of our damage is melee, a 10% melee crit will give us 1% more damage in the end.

Nocifer Deathblade
08-08-2006, 06:39 PM
<P>MightyThor,</P> <P> </P> <P>Check this thread out in <A href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=9&message.id=18201" target=_blank>http://eqiiforums.station.sony.com/eq2/board/message?board.id=9&message.id=18201</A> and PVP analysis which wil benefit you greatly for your playstyle in <A href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=10&message.id=25768&jump=true#M25768" target=_blank>http://eqiiforums.station.sony.com/eq2/board/message?board.id=10&message.id=25768&jump=true#M25768</A></P> <P>Enjoy. </P> <P>Some ppls say STAY away from AGI fully. It actually depends on people's playstyle. I still am loving AGI line doing writs etc and duoing with my warlock friend alot.   Cavalier + Warlock is so sick in AE damage that you gonna cry heh. I enjoy hitting 400-700 dmg up to 4 mobs from melee itself 36% of each swing with 2hp. I dunno how PVP works. I dunno if your trample would hit your enemies in their group up to 4 players as well or won't work? I never play on PVP so no idea there.</P> <P>I actually also went on Lord Vyemm and Harla raids without any problem with AGI line and it got my DPS pretty high in top 10 out of 24 people in raids that doesn't require mezzing at all. Lord Vyemm raid was pretty fun and lot of AE attacks I used including trampling full time.  </P> <P>Joust works just great in any raids with mezz or without and it doesn't even require horse to do it.  Joust could be useful in PVP cuz you tend to fight in defensive stance for added resists/mitigation. Joust damage is NOT affected by stances itself cuz you need STR to determine Joust damage not the INT one so it's a blessing to see Joust/lance CAs not affected by stances especially in PVP. </P> <P>My thread mentioned about 7 agi adds about 0.3% avoidance. Avoidance return might be reduced per 7 agi if your agi is already too high to start with.</P> <P>AGI line helped me to tank better with maxed higher ground and added AGI stats as a non-raiding SK in group setting with mostly legendary gear on not fabled. </P> <P>I would agree that if SK is raiding full time then AGI would suck. Like I said before. It depends on player's playstyle. That's the beauty of varied AA trees fitting everyone's need and style. For example, If SK loves to lead groups or in groups  ALL the time then Leadership AA would serve well.  If SK is always MT then Axe line would serve well due to added hate, etc etc. You get the idea.</P><p>Message Edited by Nocifer Deathblade on <span class=date_text>08-08-2006</span> <span class=time_text>07:46 AM</span>