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Unread 06-27-2008, 06:09 PM   #1
Kyom

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According to Aeralik: The Impact of the Sacrosanct ( Templar ) * The proc effect should now last slightly longer * Added a bonus to reactives based on the templar’s wisdomI really like the second part. A bit of a compensation for the low +heal cap on reactives?Also, as Kizee asked in the actual thread about the overall changes: the bonus is additional to the other special effects.
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Unread 06-27-2008, 11:37 PM   #2
dancemice

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If i recall right, thats for mythical versions only.

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Unread 06-29-2008, 11:10 AM   #3
bodomite

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im very interested in knowing the exact percentage of the wisdom bonus. i suspect itll be 10%, which would be fairly reasonable. if its above that, itll be a very very good addition.
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Unread 06-30-2008, 04:16 AM   #4
Kyom

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Tbiggs@Blackburrow wrote:

If i recall right, thats for mythical versions only.

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Are you sure about that? Since in the actual post he does mention if he talks about mythical versions of the weapons:"Some of you are curious of the epic changes coming in GU47. Below is the list of preliminary changes that you will see with the update. As usual these are subject to change before the update goes live. Feel free to add in any constructive feedback you might have on the changes outlined below.Wrath of Nature ( Fury ) * Now gives out damage and heal amount bonuses * Mythical now improves healing and damage spells based upon a percentage of your wisdom and intelligence respectively. This has replaced the Savage Feast effect. The Impact of the Sacrosanct ( Templar ) * The proc effect should now last slightly longer * Added a bonus to reactives based on the templar’s wisdomCudgel of Obviation ( Mystic ) * The mythical version’s Spirit Tap will only trigger by the mystic’s group members. Also the heal and power bonuses have been reduced.Dream Scorcher( Defiler ) * This now gives heal crit instead of spell crit. * Now grants bonuses to both spells and heals. * Proc should no longer drop when damage is taken Penitent’s Absolution( Inquisitor ) * Improved the Aftershock heal amount and also added a bonus to casting time and reuse time of heals * Penitent Protection will now allow 25% of the damage to go to the intended target. 20% of the incoming damage will then be split amongst fighters in the group. This should make this spell less of a tank killer but the caster must still pay careful attention to their tank.Dragon’s Temper ( Berserker ) * Mythical now grants improved hate gain * Changed the double attack bonus to melee critical chance.The Truth of Marr ( Paladin ) * The delay is now 6 seconds. * Added a damage proc to the weapon. * Should now give both spell and combat art damage bonusesSedition ( Shadowknight ) * The delay is now 6 seconds. * Added a damage proc to the weapon. * Should now give both spell and combat art damage bonusesDeath’s Grip ( Warlock ) * The dumbfire pet bonus has changed to improve the warlock’s critical damage by 10%.Eye of the Siren ( Coercer ) * Now gives a subjugation bonus * The mythical now removes the concentration cost of Possess EssenceMirage Star ( Illusionist ) * Now gives a subjugation bonusHavoc, Blade of Treachery ( Brigand ) * Instead of giving haste to the brigand the proc will now lower their casting timeGorynn’s Fist ( Bruiser ) * The proc will now give the bruiser an additional chance to critical melee attacksRevitalized Vel`Arek ( Guardian ) * The mythical proc will now only do 5% damage reduction."
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Unread 06-30-2008, 09:14 AM   #5
dancemice

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Dosn't really hurt us either way SMILEY

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Unread 06-30-2008, 10:34 AM   #6
Kyom

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hehe no of course not - but playing a low pop pvp server and city faction I might not see my mythical until hell freezes. That said, I would be a very happy puppy if the changes were on the fabled version of course SMILEY
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Unread 07-02-2008, 06:42 AM   #7
dancemice

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A couple of Gu's ago, i asked that they add +25 to the fabled version to make it abit better then thier level 80 blessed imubed version, but i was shouted down by the naysayers. Personally though, seeing the imbued and how much it procs to both spell and healing, I'd sstick with it over the epic.

thats just me though

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Unread 07-02-2008, 09:23 AM   #8
Filroden

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My main issue with all the fabled healer epics is the unfairness of whether they have +65 heal, +65 spell or both.

Inquisitor, Templars and Wardens get +65 heal

Furies get +65 spell

Mystics and Defilers get +65 spell and heal

Why? What's the logic?

Either: make them all +65 heal; or make them all +65 heal/spell/combat arts. If it is not overpowering for the shaman to have both, it's not overpowering for druids and clerics to have both. And to be fair, those that spec for combat arts should also not be ignored.

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Unread 07-15-2008, 01:09 PM   #9
AngusMcLachlan

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Filroden wrote:

Why? What's the logic?

Either: make them all +65 heal; or make them all +65 heal/spell/combat arts. If it is not overpowering for the shaman to have both, it's not overpowering for druids and clerics to have both. And to be fair, those that spec for combat arts should also not be ignored.

The logic, presumably, is that the OTHER benifits each offers equal out.   Did you take the time to verify that all the healer epics have the exact same stats, the exact same abilities, the exact same damage, delay, weight, etc?  Now, did you also go the extra step to make sure that this would not give one healer an advantage over the others because their spells already give them an advantage one way or another and that available equipment does not make up for this as well?Please, if you are going to have an issue with one and ONLY one aspect of a item being "overpowering", could you take the time to publish your reasoning on why the other aspects of the item/ability/spell do not need to be considered?Unless you've already declared you'd wish that all the healers have the same spells, utility, armor and equipment.. to which then my argument would be null and yes, all healers should have the + heal/spell/combat arts since we need them all anyway.
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Unread 07-15-2008, 07:21 PM   #10
Ironcleaver

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Kandra@Venekor wrote:
According to Aeralik: The Impact of the Sacrosanct ( Templar ) * The proc effect should now last slightly longer * Added a bonus to reactives based on the templar’s wisdomI really like the second part. A bit of a compensation for the low +heal cap on reactives?Also, as Kizee asked in the actual thread about the overall changes: the bonus is additional to the other special effects.
I too really like the upcoming changes to our weapon. The boost to our reactives was very much needed and overdue, even if it ends up being only for a small amount. The proc duration increase is also welcomed; 10s was nice but only long enough to get off a spell or three. I do not know what it will be "upped" to, but I always thought 15s would be very healthy, though, I will be happy if it ends up being 12s. Any boost is a good boost heh.I like the Divine Light clicky but it is not as powerful as it reads. Well, ok, 8% is 8%, and 50% of that 8% is reflected back on the attacker. If I take the ZW of the damage that Divine Light reflected and multiply it by 2, I get the total amount of damage reduced for the zone. Which normally falls between 5k and 22k zonewide - so not overly impressive, but it is nice. (tested in VP and in RE2) I'm not stating that this ability should be boosted, but just stating that it is not as powerful as one might expect in practice. And there is no animation or particles when activating :-/.
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Unread 07-25-2008, 09:55 PM   #11
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Kandra@Venekor wrote:
I really like the second part. A bit of a compensation for the low +heal cap on reactives?
I have heard before about +heal items not being very useful for Templars.  What is the cap on +heal for reactives??
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Unread 07-26-2008, 06:02 AM   #12
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Background: +heal is just like +spell in that the standard is a cap of 50% of the base of the spell. Templar spots are boosted this way and work fine, like all healers spots. The issue comes into play when looking at the specialty healers of the healer types. I'll use Adept 3, T8 spells for reference.Base Adept 3:Vital Intercession: 460 to 562Holy Intercession: 468 to 572+285 heal (point in which the reactives no longer grow), aka capped:Vital Intercession: 536 to 655Holy Intercession: 546 to 667Vital Intercession: (536 to 655) - (460 to 562) = (76 to 93)Holy Intercession: (546 to 667) - (468 to 572) = (78 to 95)Vital Intercession: (76 to 93) / (460 to 562) = 16.52% to 16.55%Holy Intercession: (78 to 95) / (468 to 572) = 16.66% to 16.60%So one can state that our two main reactives cap at +16.5% or +285 heal amount. Other healer main special heals cap much, much higher. Shamans are easy as their spells are a straight 50% cap. Druids are a bit trickier, but I've had a raid druid in voice-chat a month or two back and they were up to +600 heal and their spells were still climbing, they ran out of +heal gear before even hitting the cap heh.I understand that reactives have triggers so it shouldn't be at the 50% cap, but it is clear that even regen's cap much higher then +16.5%.This is why the bonus on our revised mythical is so awesome, we can finally boost our reactives past the 16.5% barriar.
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Unread 07-26-2008, 01:18 PM   #13
Oakum

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AngusMcLachlan wrote:
Filroden wrote:

Why? What's the logic?

Either: make them all +65 heal; or make them all +65 heal/spell/combat arts. If it is not overpowering for the shaman to have both, it's not overpowering for druids and clerics to have both. And to be fair, those that spec for combat arts should also not be ignored.

The logic, presumably, is that the OTHER benifits each offers equal out.   Did you take the time to verify that all the healer epics have the exact same stats, the exact same abilities, the exact same damage, delay, weight, etc?  Now, did you also go the extra step to make sure that this would not give one healer an advantage over the others because their spells already give them an advantage one way or another and that available equipment does not make up for this as well?Please, if you are going to have an issue with one and ONLY one aspect of a item being "overpowering", could you take the time to publish your reasoning on why the other aspects of the item/ability/spell do not need to be considered?Unless you've already declared you'd wish that all the healers have the same spells, utility, armor and equipment.. to which then my argument would be null and yes, all healers should have the + heal/spell/combat arts since we need them all anyway.

I will agree that even when you take all effects in consideration, the mythicals are not equal. The only really good part of the warden one is the power regen which comes on the fabled. The stats are blah, a higher int then str which is worthless to a melee spec warden or I should say a melee heal vice a nuke heal spec, the plus heal, plus heal crit are okay but nothing special for that level of weapon. The 3 hit during 12 sec stoneskin is usually just a waste casting (according to the wardens who have it that I talk to) and cant even be cast on ourselves to help with keeping ourselves alive during an aoe. 

I am looking forward to getting it so I will have another quest done. Its a terrible thing to say you want to get your mythical because you just want to complete a challenging quest isnt it?

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