View Full Version : Which AA path?
Arelore
02-21-2006, 08:42 PM
<div>Just want to know which AA path(s) my fellow wardens plan on taking.</div>
Dragonreal
02-21-2006, 08:47 PM
<div></div>Mix of agi and sta here assuming they keep things as is
Panthian
02-21-2006, 08:50 PM
<div></div><p>ditto</p><p>They are all pretty weak but as usual we get the shaft and just have to adapt.</p>
mikemcmodmi
02-22-2006, 12:48 AM
<div></div><p>I'm planning on going down the Stamina and Agility as well. Some of the abilities seem weak at first appearance but a couple stand out.</p><p><strong>Wild Regeneration</strong>: Reduces the duration of primary target and group regeneration spells by 1%; passive effect.</p><p>This coupled with the Agility chanter AA that slows down the cooldown of spells will be very powerful. That and heal crits from the stamina path plus giving us some somewhat useful effects.</p><p>From what I've seen the silly requirements of using a 2 hander or sword makes the other paths worthless. At least we can use a buckler and a symbol at the same time making Agility and Stamina the only logical path. NO WAY I'm going to give up my Pris 2.0 to use any other weapon.</p>
Dragonreal
02-22-2006, 01:02 AM
<div></div><blockquote><hr>mikemcmodmike wrote:<div></div><p>I'm planning on going down the Stamina and Agility as well. Some of the abilities seem weak at first appearance but a couple stand out.</p><p><strong>Wild Regeneration</strong>: Reduces the duration of primary target and group regeneration spells by 1%; passive effect.</p><p>This coupled with the Agility chanter AA that slows down the cooldown of spells will be very powerful. That and heal crits from the stamina path plus giving us some somewhat useful effects.</p><p>From what I've seen the silly requirements of using a 2 hander or sword makes the other paths worthless. At least we can use a buckler and a symbol at the same time making Agility and Stamina the only logical path. NO WAY I'm going to give up my Pris 2.0 to use any other weapon.</p><hr></blockquote>in order to use some things in the stamina path you have to have a symbol equipped in your SECONDARY not ranged so there WILL be some switching required for some abils between these two paths but still it's not that bad for these paths because symbols can often provide comparable or better stats than bucklers from what I've seen if you don't need the small avoidance boost.
<span><blockquote><hr>mikemcmodmike wrote:<div></div><p>From what I've seen the silly requirements of using a 2 hander or sword makes the other paths worthless. At least we can use a buckler and a symbol at the same time making Agility and Stamina the only logical path. NO WAY I'm going to give up my Pris 2.0 to use any other weapon.</p><hr></blockquote>I agree. And it does stink that the prismatics don't work with any of the affects for the starter. I was hoping the scepter would count as a hammer, but it doesn't <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" />. However, I will say that there are some T7 weapons we were shown by some of the devs in beta that are very, very tempting. I didn't write anything down (it was very late), but some really great effects and unbelievable stats. They looked pretty cool too. Again, I'm not saying I wouldn't like this changed. But I think there will be some people out there for whom this is going to be a reasonable trade off given the new weapons. How many remains to be seen.</span><div></div>
Dragonreal
02-22-2006, 01:06 AM
<div></div>What I wanna know is why they messed with the prismatic weapon type flags or whatever.. cuz I WAS using pris 1.0 for the longest time to get the spell crit form and then it just changed one day =/
Unmask
02-22-2006, 01:38 AM
<div></div>Is there a website that shows the AA paths as of release? I checked the kos site but I didn't see any place to get specifics. Also is there a slider of some sort so you can dictate how much xp goes to AAs and how much goes to adventure level?
<span><blockquote><hr>Unmasked wrote:<div></div>Is there a website that shows the AA paths as of release?<font color="#ffccff">Not that I know of yet.</font><font color="#ffccff"></font> Also is there a slider of some sort so you can dictate how much xp goes to AAs and how much goes to adventure level?<font color="#ffccff">It doesn't work like that. You get your full adventure exp, always. You get AA exp from exploration discoveries, leveling, certain rare items, some quests, and certain mobs. At 70, all your adventure exp becomes AA exp if you haven't maxed them out yet.</font><font color="#ffccff"></font><hr></blockquote></span><div></div>
Unmask
02-22-2006, 02:18 AM
<div>Ah thanks. Hopefully there will be something around when I get enough AAs to have to make a choice. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></div>
Barand
02-22-2006, 02:36 PM
<div>In fact there is one i discovered today when looking at my character on EQ2 players</div><div>There is a new tabs called Achievment in where you can see the point you have put on skill (BTW I still got 0 point at lvl 2 !!!!)</div><div>and if you put the mouse on skill you can see a description of the skill. There is no stat including but it gives you an idea</div>
Golembes
02-22-2006, 08:09 PM
<div></div>I'm going to be using a mix of Agi and Sta as well. Sta seems usefull and Agi...well if nothing else charm animal will be fun :smileyvery-happy:
Zammik
02-22-2006, 08:12 PM
<div></div>I fail to see the point of any of the AA lines other than STA. The fact that everyone in this post is going STA with some AGI should show what a sad job they've done with our AA's (other than the STA line of course)
Owlbe
02-22-2006, 10:02 PM
<div></div><p>I'm not touching the sta line with a 10' treant branch, sorry.</p><p>Going full int line (4/5/8/8/<img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" /> with a minor in agi or wis (depending on whether I want the run speed or a pet, prob will go for the pet) (4/4/<img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" /></p><p>Will be solo/duo/small grp heaven dropping dropping crit bombs and having pet backup. Can't wait <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p><p> </p><p> </p><p> </p><p> </p>
Kelson
02-22-2006, 10:57 PM
<div>Which do you prefer - the heal crit chance or the reduction in the time between heal ticks?</div><div> </div><div>I'm thinking about putting the minimum points required in to get the auto rez ability (that sounds handy for raids). But then I can probably only get one or the other of the 2 heal enhancements (they're both step 4 in 2 different lines).</div><div> </div><div>Or do you think the auto rez is pretty useless and I should focus on the 2 heal types instead?</div><div> </div><div>I don't really like any of the other abilities in the lines with the heal enhancements. So I hate to put all my points there if I don't have to.</div><div> </div><div>Also, does the run speed buff work out of combat as well? Does it stack with mounts, sow, totems?</div><div> </div><div>Thanks!!</div>
Golembes
02-23-2006, 01:11 AM
<div></div><p>So far I haven't been impressed with the bonus that a critical heal provides. It doesn't seem like much. If the amount a crit heal heals and the chance goes up with skill points, then it's a different story.</p><p>I agree with what another poster said on Rebirth. There aren't too many times I can think of where I have died and my group/raid hasn't wiped. I think the temporary stun/knockback immunity would be much more usefull considering the amount of stuff that stuns and knockbacks. I'm sure every raid has had a rough pull because the healers got stunned right off the bat <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> </p><p>I'm usually the main HoT caster in the raid, so I am either going to max that skill, or see if they make any improvements to tortoise shell (to make it usefull). Although, if charm animal wasn't in the agi line, I would probably go for Rebirth as well.</p><p>My plan---Starter:1 Sta:4:4:4:4:8 Agi:4:4:4:8:0---With 5 to play around with. I'll probably either get rank I of the first str or int ability, or +4 to crit healing and +1 Str.</p><p> </p><p>On a side note...I really wish we could complete green quests for Acheivement experience. I think it was a bad move changing that, especially for lvl 60 characters. I haven't found a ton of quests so far and they are even turning green at level 61 <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></p>
Kelson
02-23-2006, 06:14 AM
<div></div><p>Thanks for your opinion on that. I'm pretty torn because I really just don't like anything in the 2 lines that have the heal boosts (crit heals and increase tick speed) aside from those actual skills. And the final skills in those lines seem pretty useless as well. (the stun resistance is all very very brief or on long timers...)</p><p>Still torn, but I guess time will tell. I'm very interested to know how useful the improved tick healing is and if any of the abilities in any of the lines are just plain nifty.</p><p>-Kelvarin</p>
Barand
02-23-2006, 06:20 AM
what is the issue with tortoise shell ? i m planning on going full agi first but if this spell is broken at the moment, i ll probable go on something else first that has use in raid<div></div>
Golembes
02-23-2006, 06:45 AM
<div></div>The issue with Tortoise Shell is that it stuns you. Like the name implies, you are pretty much like a turtle in it's shell; safe but useless:smileyvery-happy:. To use it, three conditions should be met: 1) you know an aoe is coming, 2) you can't get out of the aoe range, 3) no one needs healing. To me it seems the cons of the ability outweigh the pros.
mikemcmodmi
02-23-2006, 09:05 AM
<div></div>Well, I heard that with 8 points in increasing the hot speed will make it tick every 1.5 seconds. From looking at the Hierophantic Genesis upgrade at 70 healing 580-700 or so ticking every 1.5 seconds I'm going to go out on a limb and say that HG has been fixed. Our heals aren't going to be upgraded so a hot that ticks that fast is [Removed for Content]! Plus it will only last 22.5 seconds now healing a total of 10240 over that period. Sounds like a [Removed for Content] spell now with the agility AA. I'm not happy about having my group hot not last until I can recast it, but then again if my solo target hots ticks more often maybe I won't even need to use it.
Unmask
02-23-2006, 09:21 AM
<div></div><blockquote><hr>mikemcmodmike wrote:<div></div>Well, I heard that with 8 points in increasing the hot speed will make it tick every 1.5 seconds. From looking at the Hierophantic Genesis upgrade at 70 healing 580-700 or so ticking every 1.5 seconds I'm going to go out on a limb and say that HG has been fixed. Our heals aren't going to be upgraded so a hot that ticks that fast is [Removed for Content]! Plus it will only last 22.5 seconds now healing a total of 10240 over that period. Sounds like a [Removed for Content] spell now with the agility AA. I'm not happy about having my group hot not last until I can recast it, but then again if my solo target hots ticks more often maybe I won't even need to use it.<hr></blockquote><p>That really depends on your perspective. The level 50 HG does around 400ish per tick, slightly more than WG with both at master, making it fairly useless because of the stun. So for HG to have been useful as a lvl 50 spell it would ave needed to do maybe 500-550 per tick. So the upgrade 20 levels later only doing 580-700 seems quite small, though I don't know what our other T7 heals do yet. I'm not holding out hope. After all, the devs seem to think that HG is actually useful as it is despite the fact that most wardens never cast it even after a healing upgrade and an extra power transfer function was added on top of it.</p><p>Note to devs: we're not sorcerors. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>
Dragonreal
02-23-2006, 07:22 PM
<div></div><blockquote><hr>mikemcmodmike wrote:<div></div>Well, I heard that with 8 points in increasing the hot speed will make it tick every 1.5 seconds. From looking at the Hierophantic Genesis upgrade at 70 healing 580-700 or so ticking every 1.5 seconds I'm going to go out on a limb and say that HG has been fixed. Our heals aren't going to be upgraded so a hot that ticks that fast is [Removed for Content]! Plus it will only last 22.5 seconds now healing a total of 10240 over that period. Sounds like a [Removed for Content] spell now with the agility AA. I'm not happy about having my group hot not last until I can recast it, but then again if my solo target hots ticks more often maybe I won't even need to use it.<hr></blockquote>I don't believe HG will be affected by this; the description for regen abil says it makes the druid's PRIMARY regens have shorter durations and I'm not sure HG counts as a primary regen. I didn't actually test it in beta though, so it could be somewhat possible but I kinda doubt it.
<span><blockquote><hr>Golembeski wrote:<div></div><p>So far I haven't been impressed with the bonus that a critical heal provides. It doesn't seem like much. If the amount a crit heal heals and the chance goes up with skill points, then it's a different story.</p></blockquote>Yes it does increase with each point. I haven't been able to check since KoS went live (my custom ui won't let me view the AA tab), but if they left it as it last was on beta, you can raise your crit heal chances by something like 15.7%. That is quite significant.</span><div></div>
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