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#1 |
Loremaster
Join Date: Nov 2004
Posts: 21
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![]() Didn't see a post on it and not sure the NDA has been lifted but could anyone post the Defiler AA line for EoF?
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#2 |
Loremaster
Join Date: Nov 2004
Posts: 105
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![]() I don't think the NDA has been lifted yet. But Im sure as soon as they do you will see posts of them. usually the NDA will be lifted maybe 7-10 days before release.
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#3 |
Loremaster
Join Date: Nov 2004
Posts: 132
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Im sure they will be majorly disapointing anyways. Im not getting my hopes up.
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#4 |
General
Join Date: Dec 2004
Location: England
Posts: 47
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Im hoping that we get a nice AOE or Group mana tap - not that we realy need it but would be fun! Also i would like to see a Self Revive spell say reusable every 1 hour but can use it anytime, i.e not like the druids one where it auto revives you.But i would assume that as SOE want to get ppl to reroll new characters the majority of new "AA's" will just be cut power costs and reuse/recast timers etc.
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#5 |
Join Date: May 2005
Posts: 1
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They are very likey to be dissappointing
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#6 |
General
Join Date: Nov 2004
Posts: 537
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![]() NDA is still in effect, but I'm sure someone will have a summary of them posted as soon as it's lifted. Bear in mind any of them could change either before or shortly after launch. |
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#7 |
Loremaster
Join Date: Jul 2005
Posts: 45
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![]() I am not in beta so it's just rumors that I've heard, but the way I understand it, our new AAs won't be new abilities so much as abilities that effect our current spells. Improves recast time, amount of dmg, amount of power used, that kind of thing. But who knows, like I said I have nothing to base this on other than rumors.
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#8 |
Loremaster
Join Date: Feb 2006
Posts: 131
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![]() I'm definately not holding my breath for anything good or God forbid...creative & in line with our class. But who knows maybe SoE will surprise us this time :smileyvery-happy: ~ Marius Darkchyld ~ 70 Defiler ~ Llfe or' Death ~ 36 Warden NAGAFEN |
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#9 |
General
Join Date: Nov 2004
Posts: 158
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![]() That seems very lame and therefore I'd bet the farm that is what we get. :smileyvery-happy:
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Halfmoon - 70 Halfling Necromancer Coldmoon - 70 Barbarian Swashbuckler Moonfist - 70 Erudite Monk Moonmouse - 70 Ratonga Defiler Shadow Syndicate Najena |
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#10 |
General
Join Date: Dec 2004
Posts: 737
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![]() I'll try not to break the NDa so let me try to say this.New abilities are nice and all but i think i have like 6-8 hotbars on both my bruiser and defiler. While i want new flavor to the same old raid/groupage Somethings got to give right?Before going into beta when i heard of new AAs the main thing i wanted was the ability to specialize my class. Every class has certain aspecs i wanted to [expletive haxx0red by Raijinn] strengths in those. The only drawback really to those is the fact every raiding toon would have the same and every solo toon would have the same. lose lose situation i think. Oh well we'll see the reaction once the nda is lifted
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#11 |
General
Join Date: Nov 2004
Posts: 326
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The NDA has been lifted.I would go into a long post about all the AA's but I can sum up 80% of them by saying "bleh".The best line will get you at 15 points canni that takes 25% of your health and gives you back 10% of your mana at the reuse rate of every 30 seconds.The other abilitie... I'll try to just get SS's later and link them. Right now I am raiding and dont have much time but really the only useful line is the one I just mentioned. The rest just aren't up to snuff. We've been trying to point this out in beta but so far nothing has been tweaked.Actually I'll just post what Erage did in the forums about it. I don't think anything has changed but as I said I'll try and get SS's of the abilities later.Decaying is the line I mentioned already.Posted by Erage:----------------------------------------
AA lines as of 10/26: Prevention
Decaying
Potence
Cursing Enhance Ruinous Anathema: Increase disease and poison resist reduction by 3%/rank. 15% at max rank 5 Works Enhance Tendrils of Horror II: Increases DPS reduction by 3%/rank. 15% at max rank 5. Not sure about this. Max rank 15% increases DPS reduction from 35 to 41 at M1. An increase of 6, which is 15% of 35, but I figured it would be additive and not multiplicative, though DPS reductions are no longer listed as %'s. Working if it's intended to be 15% of 35. This AA is not using the highest version of the spell in it's title, listed as Enhance: Tendrils of Fear II instead of Enhance: Tendrils of Horror II. Enhance Malignancy: Reduces the resistability of Malignancy by 3%/rank. 15% at max rank 5. Bugged? Displayed resistability at Master 1: R0: 21% R1: 23% R2: 26% R3: 28% R4:30% R5:33% Not giving 3%/rank on most of the ranks. Enhance Umbral Trap: Improves the reuse speed of Umbral Trap by 5 secs/rank. 25 secs at max rank 5. Works Enhance Abhorrent Seal: Reduces resistability by 3%/rank. 15% at max rank 5. Bugged? Displayed resistability at Master 1: R0: 21% R1: 23% R2: 26% R3: 28% R4:30% R5:33% Not giving 3%/rank on most of the ranks. Additionally, this AA requires BOTH Malignancy rank 3 and Umbral Trap rank 3. Intended to have 2 requirements? Curseweaving: Improves casting speed of all Cursing abilities by 20%/rank. 100% at max rank 5. Bugged? Affects only Abhorrent Seal, Umbral Trap, Tendrils of Horror & Ruinous Anathema. Doesn't effect other debuffs like Bane of Protection, Abasement, Malignancy, Theft of Vitality, and Putrefy. Also this AA is missing an icon. Message Edited by Celestian_GC on 11-03-2006 08:41 PM |
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#12 |
Loremaster
Join Date: Nov 2004
Posts: 23
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In samation we get [Removed for Content] other then cani
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#13 |
General
Join Date: Oct 2006
Posts: 4
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They obviously wasted what little time they put into these AA's...
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#14 |
Loremaster
Join Date: Jul 2005
Location: Manchester, UK
Posts: 44
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![]() Ok, these aren't remotely exciting. But I think it's a bit harsh to say they were a waste of time. They provide modest improvements to spells I use quite a lot and will be useful for the slightly tougher end game content in EoF. In some ways it's not really a surprise. There was an awful lot of concern expressed on these boards when KoS came out and we got a good dps spell and a pet, with people saying we're not a dps class or a pet class. Not a surprise then that these new aa don't really alter the gameplay of the class at all. My only real concern is that the aa's should be equally disappointing for all classes. I bet they are.
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#15 |
Loremaster
Join Date: Sep 2005
Posts: 11
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![]() Well basically if u wher ein beta u would have noticed that pretty much everyone of Our spells got nerfed. So basically instead of taking the time to think of exciting and good AA's for defilers, they nerf all our spells and basically make our aa's a way to get back to way we where. I mean ALL of our spells got nerfed. And low and behold there a list of all our AA's and how many ranks u need to put into each to be back to normal.
Thanks Soe for not bothering to give us any good AA's.
Plus anyways we all know NOOBs get into to beta so they have no idea how a raid toon works. Message Edited by Reevac on 11-04-2006 03:56 AM |
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#16 |
Loremaster
Join Date: Nov 2004
Posts: 89
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![]() These AA's are definitely lacking. The entire line of increasing proc rates of things like Dread Invective (thing procs before it expires as is) and Crystallize Spirit (completely useless PVE, and now it can only proc a total of 5 times) is useless. The "unique" debuff we get Hexation is very poor and not worth it. The % resistability debuffed needs to be much higher, the duration/recast need to be changed. I could not tell a lower of trigger %'s when I tested it myself on another player, but I'll admit I didn't go in depth with it. Lowering the duration of Forced Cannibalize is useless when the recast remains exactly the same. And 15% damage increase to 3 of our damage spells isn't very much considering how little they do now. Improving the resistability of our debuffs isn't really something I care for. If, anything, I'd rather see an noticeable increase in the 36 second debuff durations or increasing the potency of our debuffs. The entire Prevention line is insignificant to be useful at all, especially the last in the line that improves the 15 min recast group ward by about 330 and the single target one by 174. In any case, I've been waiting for the next AA patch and *hoping* for significant changes to our AA's. Cannibalize is the only worthwhile AA, and you have to spend 15 points in a bland line just to get to it.
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#17 |
Loremaster
Join Date: Nov 2004
Posts: 124
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If you really want to feel [Removed for Content], go take a look at the new mystic AA lines. They get buff enhancements, we get DPS enhancements. Sony seems to be focusing on the good side for healing, protection, etc... and the evil side for DPS, debuffing, etc... even the god structure echoes this. Currently there are no evil gods that provide any bonus to healing.
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#18 |
Loremaster
Join Date: Nov 2004
Posts: 586
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why does our DPS suck then?
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#19 |
Loremaster
Join Date: Nov 2004
Posts: 214
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The prevention and ressuection line which lots of priests get are just big bags of [expletive haxx0red by Raijinn]. In addition to that we only have 2 abilitys worth putting points in. Tendrils II and Canabalize. It should also be noted that all spells are getting nerfed. My master ward does almost 200 less on test than it does on life and all my DoT's do less damage. So your not really getting more damage so much as you are buying back what you already had. Finnally Mystics get abilitys that improve their healing and buffing while we simply get a big foot in the [expletive haxx0red by Raijinn]. We've been complaining about the Defiler AA's in beta ever since we saw them with no responce and no changes even though other classes have been changed.
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#20 |
Loremaster
Join Date: Nov 2004
Posts: 132
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Granted its still BETA. Dont plan on these changing at all, ever.As it stands, im in no rush to get my other 50 aa because theres nothing worth having except cani.Hopefully the dev's listen to the numerous posts in the beta forums about us wanting these changed.
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#21 |
Loremaster
Join Date: Nov 2004
Posts: 586
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canni is very nice, and im a regen [Removed for Content] as much as anyone, but to be realistic, if there is one thing that we already have plenty of, its power regen... its like the least needed benefit for a defiler.
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#22 |
General
Join Date: Nov 2004
Posts: 126
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![]() Its complete dissapointing. 9/10 of these AAs are complete useless and the Rest is just crappy waste of Points. I dont care about a push in Damage, Emergency Spells oder Stuff like this. Look at the Templer or Mystic Lines and give us this too. EoF looks like the Freeport-Hate-Addon...
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#23 |
General
Join Date: Oct 2006
Posts: 4
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I honestly don't think any of them are any good, not even Cannibalize. If you have 7,000 health and 6,000 power...it takes 1,750 health to give you 600 power. In order to heal yourself back up, you'd need to use Sacrifical Deliverance which costs 254 power...also adding in an extra heal with a long cast/recast time. So you're really only getting about 350 power from sacrificing 1,750 health. That's a lot of health for just a little power. Defilers already have some of the better debuffs in the game, why would we need AA's to make them even better? Esepcially if raiding - mobs can only be debuffed so much. Stacked with all other debuffs, the whole idea of making debuffs better is kind of pointless.As far as making our emergency spells better...not a horrible idea, but how often can we really use them? They come in handy every 15 minutes at most - unless by some miracle you happen to have Jesters Cap when you use it. AA's that would help reduce our cast times or recast times would be awesome - since we have horridly long timers. Maybe, just maybe those AAs can NOT require the use of a stupid dog.
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#24 |
Loremaster
Join Date: Nov 2004
Posts: 82
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I would love an AA to increase the duration of abasement and malignancy. As it stands now, these AAs suck.
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#25 |
Join Date: Nov 2004
Posts: 118
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![]() So far, I am very pleased w/ the AA line up. I spent about an hour today in beta resetting AA's and playing w/ the lines. There's been a great deal of work thats gone into the AA's from what I can tell. The two lines that stood out to me are cursing and decaying. The other lines are interesting as well and I could see value in them, but not my cup of tea. It's great to have the option to increase the clicky ward potency and have timers lessened, and I also considered the potence line as the proc trigger increases seemed like they could be good as well. Decaying is the line that will get you your canni. Going down this line can be achieved by upping the damage of some of our dots, I dumped my max points into Forced Canni and Defile, while leaving the minimum points in the other dot's. Cursing seems to be the really important line that I expect most defilers of all play styles will want regardless of play. To have a 15% increase in resistability is huge, much more important than it seems on the surface. The umbral trap reuse speed increase is really nice too. I also VERY much like the cast timers changed to be faster. Now if you don't believe the value of this line is worth anything, then I openly challenge you to not choose it, take on the t7 content in this expansion and then let me know what your line is when you've played it first hand. None of the AA's (save canni - which you WILL love) seem very interesting when you look at them here. No, they don't give us any real awesome new spells. What they do provide is further extension to our existing spell lines capabilities. I think it was a smart move on the Dev's part to take this approach. These suttle changes will prove very important when you take on the harder content. Anyone at level 70 w/ 100 AA's invested is the type of player that will appreciate the value of these AA's once you've actually tried them. Especially when you do Mistmore the first time and suddenly you find yourself in the middle of dozens of orange con mobs. You'd better be sure you are debuffing and you'd better make certian your spells are going to stick. After playing today w/ these AA's and chosing these line, I really felt like my defiler had achieved 2 class defining abilities I grew to love about my EQ1 shammy, his primary role is to debuff, then heal, and he's a serious self mana batter w/ canni. FYI... I also did a side by side inspection of my beta toon vs my EQ2 live toon - I don't see all the spell nerfs everyone is talking about. The stats al looked the same to me, w/ extremely minor exception to some DoT's that had some small tweaks. Some were slightly larger tic's some slightly smaller. Nothing worth mentioning really. My spells are all master 1 on both toons. I have not validated the spells are working, I'll be doing this over the course of the next week, between raiding ;^)
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#26 |
Loremaster
Join Date: Nov 2004
Posts: 89
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![]() The spell "nerf" was essentially rescinded right as the NDA was lifted. So that's why you don't see a big difference in the spells numbers right now, however, the resistability of all the spells is still less than live. I've played around with these AA's for weeks, and all of it is very insignificant. The evolution of Defiler's AA's was practically nonexistant to this point in beta. They added Cannibalize, the only decent AA we get, and a small trigger debuff to Hexation. The rest haven't changed. Reducing the resistances of just 2 of our debuffs by 15% (effectively displayed as 12% though) is not enhancing our debuffing abilities, especially when their resist rates are being lowered as it is in the expansion. That should be 1 AA for all debuffs, if anything. But I've seen very little difference with and without this AA on resists as it is. Whether it's 15% or 12%, it's still not significant enough for 10 AA's on 2 debuffs. The nox debuff increase of Ruinous Anathema is equally bad. A duration increase of the nox debuff would serve far better than spending 5 points to increase the debuff by 142, when it's only going to last 10 seconds as is. And if you are going to reduce the recast of Umbral trap, a level 35 bloodlines spell that you can't even get the Master of, it should at least bring it very close to the duration, as to make it worthwhile to be able to constantly maintain it without a cooldown. And the reduction of casting times is still bugged on Curseweaving, not even affecting most of our debuffs, but affecting things like the casting time of Tendrils and Ruinous Anathema. Reducing all our debuffs to 1 second casts is ok, but really not worth spending the points to get to it. Trigger % increases is a joke on the Potent line. Dire Invective already procs before it expires so it's no dps gain to have it proc more (since it's a dot) and Crystallize Spirit is nearly useless in PVE. Hexation has a 36 sec duration and 2 min recast, which might be ok if only it was more than a measly 15% resistability increase. It's not worth spending 15 points in the Potent line to even get this at all. Forced Canni duration reduction is useless without recast reduction. And reducing Defile's duration isn't really appealing as the delay between ticks gives it more time for other spells to knock down the hps. Also, the 15% increase of DPS of the few spells we have isn't very significant when they already deal low damage. Preventative Medicines only increase our emergency wards by about 330 for the group ward and 173 for the single target. Seeing as we can't even cast those but every 15 minutes (or 12 mins and 30 secs if you want to waste AA's for an insignificant recast reduction), that is just extremely weak to make these any more significant against T7 mobs. The recast AA's should cut the recasts in half at least, and the extra ward, if anything, should be added on in the seperate AA's involving them while replacing Preventative Medicines with something that's used more frequently then emergency wards. We have way too many insignificant recast reductions (there isn't one recast reduction at all that is significant to make any difference or warrant the AA's required) and AA's that involve rarely used spells (emergency wards, crystallize spirit, etc). Enhance the duration of debuffs, make hexation much more worthwhile than 15% PVE resistability, and make all the recast reductions significant. All of our AA's are too insignificant to last another 9 months. Any evolution at all in our AA's would have been somewhat promising, but we've had all the same insignificant AA's (minus cannibalize) throughout and it's extremely frustrating. |
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#27 |
Lord
Join Date: Apr 2006
Posts: 3
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I totally agree with our AA's being total crap from just reading them. I could careless about dps or emergency wards. The canni is nice to have but when your in T7 raiding you should already have manastone, vessel, pots and other things. What I'd like to see is AA's for buffs and our wards. Extended debuff times would be nice to have. Those are AA lines I'd be glad to add my AA's to.
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#28 |
Loremaster
Join Date: Nov 2004
Posts: 124
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Save a few small gems hidden in the ruffage (ToH and Cannibalize) there's very little worth spending the AA on. The entire decaying line will simply bring our DPS back up to where it was pre-EoF.I for one hope the developers are paying attention to the feedback, both here and in the beta forums, as most defilers are upset with this build. I'm not asking that we be made uber, I don't expect ward improvements or heal improvements. What I would like to see is the following:Decaying Line - This needs to be looked at, we shouldn't have to buy what limited DPS we have back by wasting AA's. This line could be very interesting with a few more tweaks. I love the finisher for this line, although I rarely have mana issues as it is.Cursing - There is no point in the resistability improvements, I (and I'm sure most defilers) would appreciate a time increase much much more. Maintaining debuffs is hectic and having longer to cycle them would be awesome, especially since Defilers are supposed to be the 'debuff' shamans. The line finisher needs to be looked at, it should decrease the casting time on all of our 'cursing' abilities, and not just a few.There is no point in the preventitive medicine line at all... why would I waste points to increase wards I can only use every 15m? I have what, maybe one cast per contested? Maybe 4 times in a raid zone? For a measly 15% increase this isn't worth it, I'd be better served to maintain my bane line and dog.The other lines (imo) are not worth mentioning. I would love to see a buff line, but I'm not holding my breath here. From what I've seen it appears SoE is trying to put a more distinguishable line between evil and good. Good are protectors, buffers - Evil are DPSers, debuffers. This is apparent in the diety layout, I would say painfully apparent but I doubt any of this will change either. I doubt this line is as clear as it should be, and maybe I'm biased but it seems that the evil priests got the short end of the stick in general.This could be an interesting idea, if executed right, but looking at other healer AAs we unfotunately got the short end of the stick with our AA lineup.
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#29 |
Join Date: Nov 2004
Posts: 118
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![]() Maelakai - "Good are protectors, buffers - Evil are DPSers, debuffers." Yes, thats exactly it. This was intended for the shammies since launch. It s hould be no suprise the AA's align this way. Re: better uses of AA points, to each his own on how to spend points. Resistibality and resists in general are being releveled in this expansion. It would be too soon to assume that the resistibility intent of our AA line is useless until the final balancing is achieved. It's clear resistances are coming back to play more of a role in the general mechanics of the game in this expansion. I will be very pleased if these changes help ensure my debuffs land on orange con mobs. I believe this is the intent of the AA. Not only can we debuff very well as is, now we have the oppertunity to adjust our toons to stick our primary debuffs on the toughest of encounters (both raid and non-raid) I also see why some folks would want longer durations on spells. While it would be nice, its not required. I understand it's hectic, thats the fun and challange of playing a toon and being able to play it so well its a non issue. It's what helps seperate a casual player or a bad player from those who play their toons very well. I'll take a spell I have to cast slightly more often over a spell that takes 2-3 casts to stick. We are able to keep our debuffs up on mobs as is, adding longer durations won't change that, it will only mean you can be a little lazier during battles. If you are not having mana issues as is and don't see any benefit to canni, then I really cant see the argument to have longer lasting debuffs over debuffs that stick, you clearly have the power to recast them; right? The debuffs that are in the AA line are our class defining debuffs. They are our two 'Slows' and 'All Attribute' debuffs. If you don't see these as important to have specifically targeted in the AA line, you may want to see the quote above and ponder why you chose a defiler. While you are at it, consider why we get the best of both worlds and have the best tank buffs, even over our mystic counter parts. Be weary of which arguments you chose to make. On a different note... the new tinkering lines and ability to imbue gear w/ various effects is fantastic! Some of the things you all want in your AA's may be achieved through gear and augments ;^) Don't let the forum griping about AA's get you down - this is a fantastic expansion and I'm sure you will love it!
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#30 |
Loremaster
Join Date: Nov 2004
Posts: 124
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![]() I'm not sure if you intended your reply to be 'hostile' or 'negative' but that seemed to be the case. I've never complained about the defiler class in general, and was only making observations based on what the other priest lines are getting. I'm also not going to hold my breath about changes, but if one doesn't voice one's opinions than nothing will get done. Some of our AA items are completely pointless (Preventitive Medicine) and if we don't discuss, debate and confer than nothing will be done to correct it. Of course everything I say is my opinion, but I want to hear the opinions of my peers, in my case I primarily wish to hear opinons based on raid effectivity, but I welcome the opinions of non-raiders and soloers.DraydinDefiler - Chaotic Legion - Kithicorchaoticlegion.guildportal.com
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