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Unread 11-12-2006, 08:15 PM   #1
Thatdumbg

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Alrighty things have changed a little bit the last couple of nights. Honestly, I wouldn't be surprised if they changed again, but here it goes:Rez Line:Augment Line:Combat Line:Cure Line:Hope you can make sense of this... for lower ranks, just divide***, nothing wierd about it (although I haven't tested the cures etc at lower ranks, or avatar's int/wis adding, or the combat line ). Just wanted to get the info out ASAP so I didn't bother making any of the shots pretty.Also for Avatar, it added 48 whether the spell itself was adept 3 or master 1, assuming it will be the same for the proc on bearform. I dunno cause I had to betabuff (losing all my masters) to get these AA's on this toon, I just happened to have a copy of ancient avatar in my bags from a raid on live before I copied.

Message Edited by Thatdumbguy on 11-12-2006 07:24 AM

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Unread 11-12-2006, 09:11 PM   #2
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Nice job!The only thing i would know is if Ancestry requires only 5 points at rank 1 now. It was 3 rank with 2 points per rank.
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Unread 11-12-2006, 09:33 PM   #3
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Excellent post, thank you!
 
The ressurection line now actually does something usefull, but I still would rather keep people from dying rather than rez them better now and then, especially with non-Cleric healers far down the rez list for raiding.
 
Augmentation line looks even nicer with the SOW buff.
 
Replacement nukes I will have to find out more about.  Are they better at rank 1 if you already have Master 1 of the spell they replace?
 
Cure line still doesn't look worth much.  Although the Ebbing Spirit leaves a large ward behind and could even be used pre-pull.  And the Immunities effect is pretty good (only 15 seconds duration but might be chained onto a Templar equivalent or whatho) but pressumably you have to spend a lot of points to get to it.
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Unread 11-13-2006, 02:15 AM   #4
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Zamarask wrote:Nice job!The only thing i would know is if Ancestry requires only 5 points at rank 1 now. It was 3 rank with 2 points per rank.

    All end abilities require only one point now, and have a max of one point spent in them.
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Unread 11-13-2006, 02:21 AM   #5
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Triyton wrote:
Excellent post, thank you!
 
The ressurection line now actually does something usefull, but I still would rather keep people from dying rather than rez them better now and then, especially with non-Cleric healers far down the rez list for raiding.
 
Augmentation line looks even nicer with the SOW buff.
 
Replacement nukes I will have to find out more about.  Are they better at rank 1 if you already have Master 1 of the spell they replace?
 
Cure line still doesn't look worth much.  Although the Ebbing Spirit leaves a large ward behind and could even be used pre-pull.  And the Immunities effect is pretty good (only 15 seconds duration but might be chained onto a Templar equivalent or whatho) but pressumably you have to spend a lot of points to get to it.

The SoW buff is kind of fun, pop on jboots for 60 percent speed at max =P. Wish I woulda had that back in the day of t6 and training living tombs for peacock updates.Replacement nukes at rank 1 looked much worse then the spell version at master, I didn't look at them closely though.As far as immunities, the end abilities require at least 20 points in a tree (guess I shoulda stated that). I would be more then happy with the cure line IF they warded for oh, say, twice as much as they do now. As it stands now, even in the MT group, there are only 4 or 5 (on average) effects per minute to be cured off of the MT in the beta raids that we've been doing... blowing half of your AA to get another 1k or 1.5k worth of warding in a minutes time hardly seems worthwhile for me.My major worry with immunities, that it will, like many other abilities, not work in the place where it would be most useful... i.e., raid mobs/AE's.At this point I am highly undecided other then the obvious ones in the augment line, once the raid content is live and I play with it some more, hopefully I'll find the gem in our abilities... because right now, frankly, I don't see it compared to what many other classes get (I'd LOVE to have some of the defiler AA's that focus on their debuffs).
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Unread 11-13-2006, 08:28 PM   #6
Banditman

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Try it for doing Darslayers in SoS.  SMILEY
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Unread 11-13-2006, 08:58 PM   #7
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Some of the new rez ones are either currently not being effected right or have a display bug.  I was looking at a build where I include 5 points to make my st in combat rezzes a 2 second casting time (50% faster at rank 5) however, the times came down to 2.67 seconds.  Did bug this of course.

Something I don't know if it was ever mentioned or noted anywhere else is that the CA for our AE becomes unlocked.  Has a rather large range also.  Pros and cons for this are well questionable.

As for the cures, Im really divided on them.  trauma cure is pretty nice (and by proxy also has the smallest ward) as it protects from all melee damage.  You can be pretty sure that ward will get used up.  A lot of the others I just see them being very hit and miss except when there is an ae dot.  Ancient balm looks nice except you needing 12 points spent in other cures to be able to get this one.  It tosses a ward vs. all damage.

 

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Unread 11-13-2006, 09:33 PM   #8
Rhuarc222

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This is an improvement over what i saw before, and overall i think i could get a decent setup out of these abilities now, but when you go and look at what the defiler's new aa's are.... well, we are getting majorly screwed here.
 
The biggest thing i would like to change is to get rid of the stupid stupid combat ability replacements for our DPS spells and change them to AUGMENTs for our existing spells. even a small buff in damage or length of the dots or to extend the length of our debuffs would be much nicer and more in line with what the defiler gets. these combat abilities aren't any better than the spells i already have and in the case of having a master or even adept 3 in a couple that i've looked at they aren't even as good as what i already have.
 
The cure line might be useful if the wards were about double the current size, but i do like that ursine auger went into the combat line and the changes to the res line to make it more than just a throwaway.
 
Seriously though, we really should be doing everything possible to get the combat line changed to augments for our current spells instead of replacement abilities. for anyone who has adept3s for all of thier usefull spells (and a majority of people SHOULD) this is a completely useless line.
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Unread 11-15-2006, 02:16 AM   #9
Triyton

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Rhuarc222 wrote:
This is an improvement over what i saw before, and overall i think i could get a decent setup out of these abilities now, but when you go and look at what the defiler's new aa's are.... well, we are getting majorly screwed here.
 
The biggest thing i would like to change is to get rid of the stupid stupid combat ability replacements for our DPS spells and change them to AUGMENTs for our existing spells. even a small buff in damage or length of the dots or to extend the length of our debuffs would be much nicer and more in line with what the defiler gets. these combat abilities aren't any better than the spells i already have and in the case of having a master or even adept 3 in a couple that i've looked at they aren't even as good as what i already have.
 
The cure line might be useful if the wards were about double the current size, but i do like that ursine auger went into the combat line and the changes to the res line to make it more than just a throwaway.
 
Seriously though, we really should be doing everything possible to get the combat line changed to augments for our current spells instead of replacement abilities. for anyone who has adept3s for all of thier usefull spells (and a majority of people SHOULD) this is a completely useless line.


Extending the length of debuffs would be nice.  Extending the length of dots would reduce the number of HO's that could be used in a fight (without recasting dots before they expire) so I would not want that.  A buff to damage would be much better there.

So Defilers get improvements to debuffing while Mystics have augmentation to buffs and stat caps lifted.  That increases the role for Mystics in the main tank group while Defilers sit in another group where they can concentrate more on their now improved debuffs.

 

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