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<div></div><div></div><div></div><div></div><div></div><div></div><div></div><div></div><div></div><div></div><div></div><div></div>The achievement system works like this: you get AAXP (I'm calling it AA because they're similar to AAs in EQ1 and I'm lazy) for levelling, exploring, certain quests, item discoveries, certain boss kills, and for any xp gained when your level is capped. You must choose the "entry" AA, after that there are 5 trees (one fofr each stat), each with 5 tiers. Each requires 4 points in the previous tier to advance, and has 8 points total (except for tier 5, which is a one-time 8 point cost).<font color="#33cccc"></font><font color="#33cccc">EDIT: [expletive haxx0red by Raijinn]. They changed things again. I AM NOT AMUSED BY THE CHANGE TO MANA FLOW SOE.</font>Here's how our AA screen looks:<img src="http://img436.imageshack.us/img436/4876/aas1oy.jpg"><font size="1">(Don't ask how I got that many points. I still don't know.)</font>Without further ado, the enchanter AA list.<font size="4"><b><u>Entry AA</u>:</b></font><blockquote><b>Mana Flow</b> -- <font color="#33ccff">NOW COMPLETELY FUBARED. Pay 181 hp to tap 181 power from a mob, but only if you're under 10% power. <font color="#ff3300">BUGGED ON LIVE.</font></font></blockquote><font size="4"><u><b>STR Line</b></u> -- focuses on melee/debuffing</font><b></b><blockquote><font color="#ffffff"><b>1. Spellblade's Strength</b></font><font color="#ffffff"> -- increases STR by 8 per rank</font><font color="#ffffff"></font><font color="#ffffff"><b>2. Spellblade's Counter</b></font><font color="#ffffff"> </font><font color="#ffffff">-- </font><font color="#ffffff">a quick dagger attack that interrupts the target -- 95-159 at app4, 15 sec recast</font><font color="#ffffff"></font><font color="#ffffff"><b>3. Spellblade's <font color="#33ccff">Reflexes </font></b></font><font color="#ffffff">-- </font><font color="#ffffff"><font color="#33ccff">.8%</font> chance per level to riposte frontal attacks, parry from all other quadrants. <font color="#33ccff">Increase piercing by 3.5 per rank.</font></font><font color="#ffffff"></font><font color="#ffffff"><b>4. Quickening </b></font><font color="#ffffff">-- </font><font color="#ffffff">gives the chanter a chance to double attack, <font color="#33ccff">and raises melee DPS -- 5% per rank</font></font><font color="#ffffff"></font><font color="#ffffff"><b>5. <font color="#ffffff"><font color="#33ccff">Counterblade</font> </font></b></font><font color="#ffffff"><font color="#33ccff"><font color="#ffffff">--</font> CA: Deals 195-326 melee damage, and then counters the next damage spell cast by the target. 20 sec. recast, 10 duration.</font><font color="#33ccff"></font></font></blockquote><font size="4"><u><b>AGI Line</b></u> -- focuses on quick casting -- <font color="#ffffff">abilities 2-5 <u>all</u> require an empty offhand</font></font><blockquote><font color="#ffffff"><b>1. Chronomancer's Agility</b></font><font color="#ffffff"> -- increases AGI by 6 per rank</font><font color="#ffffff"></font><font color="#ffffff"><b>2. Chronosiphoning</b></font><font color="#ffffff"> -- casting-time drain, effectively. At app4, raises target's casting tim<font color="#ffffff">es </font><font color="#ffffff">by </font><font color="#ffffff">21%</font><font color="#ffffff">,</font> while lowering yours by the same amount. 30 sec duration, 30 sec recast, .5 sec cast.</font><font color="#ffffff"></font><font color="#ffffff"><b>3. Chronomotion</b></font><font color="#ffffff"> -- lowers global cooldown by .025 sec per rank, <font color="#33ccff">raises defense by 1.5 per rank</font></font><font color="#ffffff"></font><font color="#ffffff"><b>4. Chronology</b></font><font color="#ffffff"> -- </font><font color="#ffffff"><font color="#33ccff">1.3%</font> spell haste per rank</font><font color="#ffffff"><b>5. Perpetuality </b></font><font color="#33cccc"><font color="#ffffff">-- Each spell you cast speeds your next few casts by <font color="#33ccff">12%</font>. Stacks up to 5 times, effect expires if no spell is cast for 2-3<font color="#ffffff"> sec. </font><font color="#ffffff">No longer bugged</font></font></font><font color="#ffffff">.</font><font color="#ffffff"></font></blockquote><b><font size="4"><u>STA Line</u></font></b><font size="4"> -- focuses on aggro management</font><blockquote><font color="#ffffff"><b>1. Empathic's Stamina</b></font><font color="#ffffff"> -- increases STA by 5 per rank</font><font color="#ffffff"></font><font color="#ffffff"><b>2. Touch of Empathy</b></font><font color="#ffffff"> -- reduces threat of target ally towards <i>their </i>target by 776 at app4. 30 sec recast. Requires a <font color="#33ccff">1hb</font> equipped.</font><font color="#ffffff"></font><font color="#ffffff"><b>3. Empathic Aura</b></font><font color="#ffffff"> -- passive group buff -- </font><font color="#ffffff">increases group's crit heal chance by <font color="#33ccff">1.7%</font> per rank (includes power heals).</font><font color="#ffffff"></font><font color="#ffffff"><b>4. Empathic Soothing</b></font><font color="#ffffff"> -- Decreases hate-gain of non-fighters in the group by .8% per rank</font><font color="#ffffff"></font><font color="#ffffff"><b>5. Sever Empathy</b></font><font color="#ffffff"> -- </font><font color="#ffffff">target encounter can't "call for help"...i.e. will become non-social. Does not effect epics. <font color="#33ccff"> Also reduces the encounter's haste toward the illusionist by 543.</font></font><font color="#ffffff"></font></blockquote><b><font size="4"><u>WIS Line </u></font></b><font size="4">-- focuses on crowd control</font><blockquote><font color="#ffffff"><b>1. Dreamweaver's Wisdom</b></font><font color="#ffffff"> -- increases WIS by 7 per rank</font><font color="#ffffff"></font><font color="#ffffff"><b>2. Daydream</b></font><font color="#ffffff"> </font><font color="#ffffff">-- </font><font color="#ffffff">Soothes target, 10 sec duration, 1 min recast, boo...requires a symbol in secondary, duration increased per rank. <font color="#33ccff">Now deaggros also.</font></font><font color="#ffffff"></font><font color="#ffffff"><b>3. Dream <font color="#33ccff">Barrier </font></b></font><font color="#ffffff">-- <font color="#33ccff">+80ish to all spell resists per rank -- no longer extra buff to mental</font></font><font color="#ffffff"></font><font color="#ffffff"><b>4. Dreamweaver's Tra<font color="#ffffff">nce </font></b></font><font color="#ffffff">-- +4.4 subjugation </font><font color="#ffffff">and focus</font><font color="#ffffff"> skill per rank</font><font color="#ffffff"></font><font color="#ffffff"><b>5. Hypnosis</b></font><font color="#ffffff"> -- <font color="#33ccff"><font color="#ffffff">Charm,</font> </font><font color="#33ccff"><b>a little better now</b></font><font color="#33ccff">-- n<font color="#33ccff">ow 3 sec cast, </font><font color="#33ccff">16 sec duration, 45 sec recast</font></font></font></blockquote><div></div><p><font size="4"><u><b>INT Line</b></u> -- focuses on damage</font></p><blockquote><p><b>1. Savant's Intelligence </b>-- increases INT by 4 per rank<b>2. Nullifying Staff </b>-- combat art -- inflicts<font color="#ffffff"> </font><font color="#ffffff">150-278</font><font color="#ffffff"> damage and decreases <font color="#33ccff">mental only</font> by 528 for 36 seconds, 45 sec recast -- <font color="#ffffff">additional ranks improve damage and debuff -- 2h staff only</font></font><font color="#ffffff"><b>3. Savant's insight </b></font><font color="#ffffff"> -- <font color="#33ccff">4%</font> chance (per rank) every time you're damaged to become immune to interruption for <font color="#33ccff">3</font> sec</font><font color="#ffffff"><b>4. Savant's Channeling </b></font><font color="#ffffff">-- <font color="#33ccff">+1.5% crit chance per rank (no longer buffs disruption)</font></font><font color="#ffffff"></font><font color="#ffffff"><b>5. Volitile Magic </b></font><font color="#ffffff">-- when under <font color="#33ccff">30%</font> power, your damage spells are <font color="#33ccff">30%</font> more damaging</font></p></blockquote><p></p><p>Message Edited by Fizwick on <span class="date_text">02-21-2006</span><span class="time_text">02:40 PM</span></p>
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Interesting, thanks to you and Pinski for posting the beta info.I like that our starter line is nice and useful.I'd have to say the AGI line looks the best from the four that you've posted so far.The charm from the WIS line would be pretty cool to have, also.The STA one requires melee attacks from 2 out of the 5. Doubt I'd choose that line in its current form. And even having the aggro increaser at 8% wouldn't seem to make it strong enough that I would choose it, considering the other classes that can do it better. (Also, I don't normally have problems pulling aggro away from tanks. So that would factor into my choice.)The STR one, the debuff at the end just doesn't seem all that great, unless there is a lot more self-buffing by mobs in the expansion.Interested to see what the INT one will be... <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /><p>Message Edited by Impetus on <span class="date_text">02-08-2006</span><span class="time_text">05:34 PM</span></p>
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<div></div><div>Very interesting. Thanks again Fizwick for the great info.</div><div> </div><div>It's a lot of information to absorb, but at first glance the agility branch looks like the most appealing. The wisdom one with the charm comboed personae holds very little interest to me. </div><div> </div><div>Maybe it's here, and I'm not seeing it: the abilities like spell haste - is that self only or a group effect?</div><div> </div><div>Thanks again,</div><div>Zebsen</div><div> </div><div>Edited for spelling and corrections</div><p>Message Edited by ZebsenChanter on <span class="date_text">02-08-2006</span><span class="time_text">05:56 PM</span></p>
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<div></div>The only group-wide effect is Empathic Aura. Hallucination can be cast on another player.As for Soul Empathy -- you don't need to be #1 on the hatelist for it to work! <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /> So you can use it and drop from 3 to 4, or 20 to 21, or whatever...(still not <i>that </i>useful, I know).<div></div><p>Message Edited by Fizwick on <span class="date_text">02-08-2006</span><span class="time_text">02:57 PM</span></p>
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Can somebody please explain to those of us with coercers out there how giving Illusionists Charm is in the least fair?Thank you.
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<div></div>Unless I miss my guess, these AA's are for both Chanter classes.
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<div></div><blockquote><hr>Eriol wrote:Can somebody please explain to those of us with coercers out there how giving Illusionists Charm is in the least fair?Thank you.<hr></blockquote><p>Perhaps it's not. Although, at 1 minute duration and 1.5 minutes recast, it's hardly a rival for Coercer's charm is it? I wouldn't get too excited about it.</p><p>Both sub-classes have plenty that needs fixing without trying to nerf each other even more.</p>
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Coercers can use Hypnosis too...they'd in effect be able to charm 2 things at once.I look at it as another CC option -- not like a pet really.<div></div>
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<span><blockquote><hr>Fizwick wrote:<div></div><div></div><div></div><div></div><div></div><div></div><b><font size="4"><u>WIS Line </u></font></b><font size="4">-- focuses on crowd control</font><blockquote><b></b><b>2. Hallucination</b> -- single buff -- the next attack by the buffed PC will <i>mez </i>the target for 40 seconds, 1 charge, 4 min recast -- additional ranks have no effect -- completely worthless in its current form</blockquote><hr></blockquote>If we cast this on a berserker and they do some sort of rampage, does it mezz a whole crowd? <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></span><div></div>
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<div></div><blockquote><hr>Impetus wrote:<span><blockquote><hr>Fizwick wrote:<div></div><div></div><div></div><div></div><div></div><div></div><b><font size="4"><u>WIS Line </u></font></b><font size="4">-- focuses on crowd control</font><blockquote><b></b><b>2. Hallucination</b> -- single buff -- the next attack by the buffed PC will <i>mez </i>the target for 40 seconds, 1 charge, 4 min recast -- additional ranks have no effect -- completely worthless in its current form</blockquote><hr></blockquote>If we cast this on a berserker and they do some sort of rampage, does it mezz a whole crowd? <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></span><div></div><hr></blockquote>Probably, but would be instantly broken by the next swing of the berserker.<p>Message Edited by Pinski on <span class="date_text">02-08-2006</span><span class="time_text">08:20 PM</span></p>
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<div></div><p>First Fiz, thanks for the write up. Very much appreciated.</p><p> </p><p>I am reading this in awe. Am I crazy or are half of those abilities ones that require me to mele. Maybe I am confused but haste? is that for me? Procs? Are they for me?</p><p>I am a caster....I stand way back...what am I gonna do with those?</p>
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Yeah, you're not crazy. Of the 26 AAs, 7 by my count involve us meleeing. Some of them are more useful than others -- Soul Empathy, for example, and to some extent the stifles.Lest you think otherwise -- ALL casters have AAs like that. Of course that doesn't change the fact that it's a dumb idea, but still.All of the lines have at least some utility for raiding. Obviously I think most raiders will go AGI/INT, but there might be encounters where STA's aggro control abilities shine, or where Strip Enhancements is vital. I like that you can reach the end skills in 2 lines, so no one has to feel too pigeonholed.<div></div>
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<div></div><blockquote><hr>Fizwick wrote:<div></div><div></div><div></div><div></div><div></div><div></div>The achievement system works like this: you get AAXP (I'm calling it AA because they're similar to AAs in EQ1 and I'm lazy) for levelling, exploring, certain quests, item discoveries, certain boss kills, and for any xp gained when your level is capped. You must choose the "entry" AA, after that there are 5 trees (one fofr each stat), each with 5 tiers. Each requires 4 points in the previous tier to advance, and has 8 points total (except for tier 5, which is a one-time 8 point cost).Here's how our AA screen looks:<img src="http://img436.imageshack.us/img436/4876/aas1oy.jpg"><font size="1">(Don't ask how I got that many points. I still don't know.)</font>Without further ado, the enchanter AA list.<font size="4"><b><u>Entry AA</u>:</b></font><blockquote><b>Mana Flow</b> -- 10% spell haste --A nice, solid starter. Works with every spell (and even Call of Qeynos!).<font color="#ffff33">awesome</font></blockquote><font size="4"><u><b>STR Line</b></u> -- focuses on debuffing/stifling</font><b></b><blockquote><b>1. Spellblade's Strength</b> -- increases STR by 8 per rank<b>2. Stifling Spellblade</b> -- Combat Art, inflicts 124-186 damage and stifle target for 10 seconds (if not epic, dagger only). Each rank improves damage by +10-+15.<font color="#ffff33">Mele only dagger only?</font><b>3. Silencing Touch</b> -- permanant innate proc -- 2% chance per rank to proc a 4 second stifle on target (if not epic, dagger only) on a successful melee attack <font color="#ffff00">Proc that stilfes but I can chain stifle non epic and epic is not affected.</font><b>4. Counterspell</b> -- <font color="#ff0000">bugged and untestable at the moment</font> -- debuff, has a % chance to counter a damage spell cast by the target. 1 charge, 1 min duration, 5 min recast. Presumably ranks will increase charges or % chance.<font color="#ffff00">Spellshield revisited?</font><b>5. Strip Enhancements </b>-- dispel 80 levels of beneficial divine, magic, mental, heat, cold, poison, disease, crushing, piercing, slashing effects from the target. Also, for whatever reason, gives the caster a small amount of power (59-89). 1 sec cast, 4 min recast. <font color="#ffff00">not bad, curious to compare with our current debuf when I log on.</font></blockquote><font size="4"><u><b>AGI Line</b></u> -- focuses on quick casting</font><blockquote><b>1. Chronomancer's Agility</b> -- increases AGI by 6 per rank<b>2. Unhindered Casting</b> -- slightly bugged on beta, mechanics may change -- decreases reuse timers by a certain amount, and also increases max power by a certain amount. Currently these figures are 4.4% haste, and 1.8% max power at rank 1, 5.2% and 2.1% at rank 4, and 7.2% and 2.9% at rank 8. Requires a one-hand weapon in primary and the <i>secondary slot to be empty.<font color="#ffff00"> Are you going to give up the stats of an offhand for this? Seriously...I dont think I could.</font></i><b>3. Freedom</b> -- Increase attack speed by 5% per rank...yep, we can haste cap ourselves now...<font color="#ffff00">Surely this meand the party and not me. Why would I need haste?</font><b>4. Hastened Casting</b> -- .85% spell haste per rank<font color="#ffff00">Awesome</font><b>5. Perpetuality </b>-- reduces global cooldown from .5 seconds to .2, and also decreases reuse timers by 10% (with this and Unhindered Casting 8/8 I can get the recast on prismatic havoc down to 10.2 seconds)<font color="#ffff00">Awesome</font></blockquote><b><font size="4"><u>STA Line</u></font></b><font size="4"> -- focuses on aggro management</font><blockquote><b>1. Empathic's Stamina</b> -- increases STA by 5 per rank<b>2. Touch of Empathy</b> -- combat art -- 33-45 damage, -651 threat -- additional ranks decrease threat more and add damage -- requires a one-handed blunt weapon in primary<font color="#ffff00">Proc off a blunt weapon...see dagger above and why another proc I only mele if I am solo...well might help htere with the pet. But My rule is if I am swinging my weapon I am losing.</font><b>3. Empathic Aura</b> -- passive group buff -- increases hate gain of group members by 1% per rank -- note: this is possibly <font color="#ff0000">bugged</font>, as Touch of Empathy has a "if fighter" restriction on it that I think might apply to this AA instead<font color="#ffff00"> Possibilities. I like this one if done right.</font><b>4. Volitile Power</b> -- <font color="#ff0000">bugged and does nothing</font> -- at one time had an effect that had something to do with crit heals<b>5. Soul Empathy</b> -- selfbuff -- on a successful melee attack, you drop one position on the hatelist with the target -- costs about 300 power every time it procs -- 15 min duration, 5 min recast from the time the buff expires/is toggled off<font color="#ffff00"> Mele again. As the levels go up we will be able to take fewer hits from mobs. Mele is for your 20's not your 60's.</font></blockquote><b><font size="4"><u>WIS Line </u></font></b><font size="4">-- focuses on crowd control</font><blockquote><b>1. Dreamweaver's Wisdom</b> -- increases WIS by 7 per rank<b>2. Hallucination</b> -- single buff -- the next attack by the buffed PC will <i>mez </i>the target for 40 seconds, 1 charge, 4 min recast -- additional ranks have no effect -- completely worthless in its current form<font color="#ffff00"> I read it five times...i still cant believe what I am reading...mez attack...you think there owont be another attack to break it lol. W T F, lol, this one is funny.</font><b>3. Defense </b>-- +8.7 defense skill per rank (+70 at rank 8...pretty hefty)<font color="#ffff00">Awesome</font><b>4. Subjugation</b> -- +2.9 subjugation skill per rank<font color="#ffff00">Awesome</font><b>5. Hypnosis</b> -- Charm, 1 minute duration, 1.5 minute recast -- can be used when you already have a personae out! Both pets respond to the commands issued.<font color="#ffff00">Sounds cool</font></blockquote><div></div><p><font size="4"><u><b>INT Line</b></u> -- focuses on damage</font></p><blockquote><p><b>1. Savant's Intelligence </b>-- increases INT by 4 per rank<b>2. Nullifying Staff </b>-- combat art -- inflicts 6-11 damage and decreases mental and magic mitigation by 528 for 36 seconds, 45 sec recast -- additional ranks improve damage and debuff -- staff only<font color="#ffff00">Another mele art with yet another weapon.</font><b>3. Spell Warding</b> -- +147 mitigation vs. all spell effect per rank<font color="#ffff00">Cool, good spell.</font><b>4. Disruption </b>-- +2.9 disruption per rank<font color="#ffff00"> Cool</font><b>5. Volitile Magic </b>-- +10% spell crit chance<font color="#ffff00">Cool, but the emphasis seems to be dps...I am not dps.</font></p></blockquote><p>...that's that! Some, obviously, are more useful than others, but overall I liked how each line focuses on a different aspect of enchanterdom. Personally I'm going all-out AGI, but there are a number of viable builds to be had here!<span class="time_text"></span></p><p>Message Edited by Fizwick on <span class="date_text">02-08-2006</span><span class="time_text">02:53 PM</span></p><hr></blockquote><p>Sorry to be so negative but I am really disappointed in what I am reading. If i am reading what I think i am then the dev do not understand us, or more likely I dont understand the calss I play.</p><p>I am not a mele. I am not a dps. I screw with minds that is my job.</p><p> </p>
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<font color="#ffff00">I have some questions Fizwick. I would appreciate if you could answer any possible, thanks in advance!</font> Entry AA: Mana Flow -- 10% spell haste --A nice, solid starter. Works with every spell (and even Call of Qeynos!).<font color="#ffff00">How much does this cost? 1 point?</font> 2. Stifling Spellblade -- Combat Art, inflicts 124-186 damage and stifle target for 10 seconds (if not epic, dagger only). Each rank improves damage by +10-+15.<font color="#ffff00">What is the reuse timer?</font><font color="#ffff00"></font> 2. Touch of Empathy -- combat art -- 33-45 damage, -651 threat -- additional ranks decrease threat more and add damage -- requires a one-handed blunt weapon in primary<font color="#ffff00">What is the reuse timer?</font> 3. Empathic Aura -- passive group buff -- increases hate gain of group members by 1% per rank -- note: this is possibly bugged, as Touch of Empathy has a "if fighter" restriction on it that I think might apply to this AA instead<font color="#ffff00">Does this cost concentraton?</font> 5. Soul Empathy -- selfbuff -- on a successful melee attack, you drop one position on the hatelist with the target -- costs about 300 power every time it procs -- 15 min duration, 5 min recast from the time the buff expires/is toggled off<font color="#ffff00">Is this a automatic proc on sucessful melee attack?</font> 2. Hallucination -- single buff -- the next attack by the buffed PC will mez the target for 40 seconds, 1 charge, 4 min recast -- additional ranks have no effect -- completely worthless in its current form<font color="#ffff00">Does the mez at least land after the melee hit? Can you buff yourself?</font> 4. Subjugation -- +2.9 subjugation skill per rank<font color="#ffff00">Do you know what spells subjugation affects?</font> 5. Hypnosis -- Charm, 1 minute duration, 1.5 minute recast -- can be used when you already have a personae out! Both pets respond to the commands issued.<font color="#ffff00">Does this cost concentration? What is the cast time?</font> 3. Spell Warding -- +147 mitigation vs. all spell effect per rank<font color="#ffff00">I don't understand what you mean by spell effect. Like "Poison" or "Subjugation"?</font> 4. Disruption -- +2.9 disruption per rank<font color="#ffff00">What type of spells does disruption affect? Does this improve damage, resist chance, or both?</font> 5. Volitile Magic -- +10% spell crit chance<font color="#ffff00">Do spell criticals affect mez duration, or just damage?</font>
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<div><span><blockquote><hr>Hirebrand wrote:<font color="#ffff00">I have some questions Fizwick. I would appreciate if you could answer any possible, thanks in advance!</font><font color="#33cccc">No problemo.</font> Entry AA: Mana Flow -- 10% spell haste --A nice, solid starter. Works with every spell (and even Call of Qeynos!).<font color="#ffff00">How much does this cost? 1 point?<font color="#33ccff">Yep. All entry AAs are 1 point.</font></font> 2. Stifling Spellblade -- Combat Art, inflicts 124-186 damage and stifle target for 10 seconds (if not epic, dagger only). Each rank improves damage by +10-+15.<font color="#ffff00">What is the reuse timer?<font color="#33cccc">45 seconds.</font></font> 2. Touch of Empathy -- combat art -- 33-45 damage, -651 threat -- additional ranks decrease threat more and add damage -- requires a one-handed blunt weapon in primary<font color="#ffff00">What is the reuse timer?<font color="#33cccc">1 minute</font></font> 3. Empathic Aura -- passive group buff -- increases hate gain of group members by 1% per rank -- note: this is possibly bugged, as Touch of Empathy has a "if fighter" restriction on it that I think might apply to this AA instead<font color="#ffff00">Does this cost concentraton?<font color="#33cccc">Nope!</font></font> 5. Soul Empathy -- selfbuff -- on a successful melee attack, you drop one position on the hatelist with the target -- costs about 300 power every time it procs -- 15 min duration, 5 min recast from the time the buff expires/is toggled off<font color="#ffff00">Is this a automatic proc on sucessful melee attack?<font color="#33cccc"></font><font color="#33cccc">Yes, 100% proc rate as long as it's up.</font></font> 2. Hallucination -- single buff -- the next attack by the buffed PC will mez the target for 40 seconds, 1 charge, 4 min recast -- additional ranks have no effect -- completely worthless in its current form<font color="#ffff00">Does the mez at least land after the melee hit? Can you buff yourself?<font color="#33cccc">Yes, it lands after. And yes, you can buff yourself.</font></font> 4. Subjugation -- +2.9 subjugation skill per rank<font color="#ffff00">Do you know what spells subjugation affects?<font color="#33cccc">Any spell that targets a hostile but doesn't do damage.</font></font> 5. Hypnosis -- Charm, 1 minute duration, 1.5 minute recast -- can be used when you already have a personae out! Both pets respond to the commands issued.<font color="#ffff00">Does this cost concentration? What is the cast time?<font color="#33cccc">No conc. 5 sec cast.</font></font> 3. Spell Warding -- +147 mitigation vs. all spell effect per rank<font color="#ffff00">I don't understand what you mean by spell effect. Like "Poison" or "Subjugation"?<font color="#33cccc"></font><font color="#33cccc">Think of it as +147 to all resists (except slashing, piercing, crushing).</font></font> 4. Disruption -- +2.9 disruption per rank<font color="#ffff00">What type of spells does disruption affect? Does this improve damage, resist chance, or both?<font color="#33cccc">Resist chance on spells that do damage.</font></font> 5. Volitile Magic -- +10% spell crit chance<font color="#ffff00">Do spell criticals affect mez duration, or just damage?</font><font color="#33cccc">Damage spells only. DoTs can crit too, and when this occurs all ticks of the DoT crit.</font><font color="#33cccc"></font><hr></blockquote></span></div>
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Thanks a lot Fizwick for posting these <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />That said im pretty disappointed with these AA´s. Probably same guy who was adding haste procs to tier5 mage wands made these.Would be pretty easy to improve these a lot too. Remove all weapon restrictions, change hastes to spellhaste and melee procs to spell procs.<div></div>
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<div></div><p><strong>4. Counterspell</strong> -- <font color="#ff0000">bugged?</font> -- debuff, has a 16% chance to counter a damage spell cast by the target. <font color="#33cccc">+10% chance per rank.</font> 1 charge, 1 min duration, 5 min recast.</p><p>How does this work? Is is cast on the mob with a chance of interrupting any damage spells cast by that mob? Or is it cast on a player, with a chance of intercepting damage spells cast on that player (much like spell shield)? If the latter, is it group friend, raid friend, or self only?</p><p> </p>
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<div><span><blockquote><hr>Lolthinae wrote:<div></div><p><strong>4. Counterspell</strong> -- <font color="#ff0000">bugged?</font> -- debuff, has a 16% chance to counter a damage spell cast by the target. <font color="#33cccc">+10% chance per rank.</font> 1 charge, 1 min duration, 5 min recast.</p><p>How does this work? Is is cast on the mob with a chance of interrupting any damage spells cast by that mob? Or is it cast on a player, with a chance of intercepting damage spells cast on that player (much like spell shield)? If the latter, is it group friend, raid friend, or self only?</p><p> </p><hr></blockquote>The description seems to indicate that it's cast on you, and intercepts on damage spell targeting you. Currently however, it's cast on a mob (to no apparent effect). Hence my "bugged?".</span></div>
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<div>Hhmm.... might be an interesting one if it's actually cast on the mob and gives a chance to counter its damage spells in general. The description does say debuff, in which case it would have to be cast on the mob I think. At the full 8 points it would be 86% chance - but I guess that sounds too good to be true. However, if it only counters damage spells directly targeted at the chanter, it wont have much value.</div><div> </div><div>Wait and see, I guess.....</div>
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Question about Soul Empathy....Theoretically, if you get hit by a swarm of mobs you could find yourself drained of power pretty fast even if they dont hit hard. Has this happened or have you tested it?<div></div>
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<div></div><blockquote><hr>Fizwick wrote:Yeah, you're not crazy. Of the 26 AAs, 7 by my count involve us meleeing. Some of them are more useful than others -- Soul Empathy, for example, and to some extent the stifles.Lest you think otherwise -- <font color="#ccff00">ALL casters have AAs like that</font>. Of course that doesn't change the fact that it's a dumb idea, but still.<div></div><hr></blockquote><p>ok, so i have looked up what some other classes get for AA. well, maybe i have missed it but from what i have seen no other class gets something compareable senseless like enchanter getting a bunch of AA that forces them to melee.</p><p>summoner get one single AA they need to go melee themselves to trigger it. all other require melee attacks <em>from their pets.</em></p><p>sorcerer dont get any AA that forces them to melee, they only need to have a <em>weapon equipped</em>.</p><p> </p><p>sure all classes get AA that are only situational useful. they need to wield a certain type of weapon or need to use a shield for some, or have a specific pet up etc. but at least these are situations that make some sense are not completely unnatural. what enchanter in his right mind is going to melee for a 2% chance to proc a 4sec stifle.... :smileyindifferent:</p><p>this once again makes me wonder if SOE has any vision for our class at all. do they want to turn us into battle-mage now? make us joust AE on raids so that we are kept busy and have no time to remember that we picked our class in the hope for something else than dps?</p><p>somehow seems they lack the understanding of even the most simple basics. i just hope they will review and change some before it all goes live.</p><p> </p>
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<div>I play a Templar but these AA are just crazy.</div><div> </div><div>Who thought half of these up?</div><div> </div><div>I can understand Clerics getting melee CAs as we are supposed ton be battle priests but far back support casters getting stiffles etc based on melee attacks? haha did the person who thought these up actually play EQ2?</div><div> </div><div>Casters cant get into melee, they mass array of AEs mobs have like most having assault means a caster lasts seconds in melee range.</div><div> </div><div> </div><div>If these AAs could proc off spells or actually be extra spells themselves it may be nice but as it stands Is ee another Chanter screw over.</div><div> </div><div> </div><div>First you create a class that is 50% utility in mana drain, stuns, stiffles, mezzes etc, then you remove all those abilities from the class vs epics, you flag most things as epic including adds, so now the chanter is a [Removed for Content] nuker.</div><div> </div><div>Then you kick them in the teeth by telling them they now get to melee heroics in order to do some extra crowd control abilities?</div><div> </div><div> </div><div>Whats going on exactly...</div>
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You guys think these AAs are bad, at least we don't have our heal crit anymore <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /> Yes, Enchanters had a Heal Crit AA!As for counter-spell, back when it was a Coercer spell at Level 62, from what I heard it was basically an anti-spellshield. Cast it on a mob, and it would cancel spells based on a % chance when they were cast, only working on profession spells of course.
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Don't bother with the STR debuff line. As each and every spell that we have which does anything else to NPCs than damage, it will end (if not start) nerfed and will not be allowed to work on epic content.<div></div>
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<div></div><p>I think i prefer the int and wis line tbh. Hallucination could be very helpful if u put in on a ranger to pull a grp. One mezz attempt and no agro for you. Would make cazel and keeper like encounters easier i think. Could even buff the MT and have him arrow pull one of the mobs. I like it myself.</p><p>CA's are odd as I never do combat but I do generally like what I see.</p><p> </p><p>Bamo</p>
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<div></div><div></div><p><font size="2" color="#ffff99">After thinking about these for a while, I have a few more thoughts/questions. My first thought is that I hope that the Devs tell us what this "plan" they have is to make us useful on raids prior to us picking our path(s). The effects of stun/mez/stifle in the future are still unknown on epics making the spells associated with some of these more/less valuable. Of course, there will probably be other modifications prior to the expansion release anyway, but we need some feedback on the effectiveness (or lack thereof) of these abilities for the future before making these selections. If they impliment some form of stacking system for example, the extra stifles might be useful. </font></p><p><font size="2" color="#ffff99">As for other specific questions:</font></p><p><font size="2">4. Counterspell -- <font color="#ff0000">bugged?</font> -- debuff, has a 16% chance to counter a damage spell cast by the target. <font color="#33cccc">+10% chance per rank.</font> 1 charge, 1 min duration, 5 min recast. </font></p><p><font size="2" color="#ffff99">This was described as a anti-spell shield, which is cast on a mob. I'm really having a hard time visualizing this, which may be why it's listed as bugged. So it was reflecting back our own nukes/spells... on us?</font></p><p><font size="2">2. Unhindered Casting -- slightly bugged on beta, mechanics may change -- decreases reuse timers by a certain amount, and also increases max power by a certain amount. Currently these figures are 4.4% haste, and 1.8% max power at rank 1, 5.2% and 2.1% at rank 4, and 7.2% and 2.9% at rank 8. Requires a one-hand weapon in primary and the <i>secondary slot to be empty.</i></font></p><p><font size="2" color="#ffff99">This ability is passive right? So what happens if you equip something in your second hand? Does it negate the whole ability, or just part?</font></p><p><font size="2">3. Empathic Aura -- passive group buff -- <font color="#33cccc">decreases </font><font color="#33cccc">hate gain of group members by 1% per rank </font></font></p><p><font size="2" color="#ffff99">Maybe I'm missing how this is supposed to work. If it does this for the whole group... what's the point? Isn't everyone's hate going to be down proportionally? Or is it hate per damage dealt? Is there a way to exclude the tank from this, as you actually want to have him keep his agro? Short of raiding where I am grouped with healers or DPS, where my groups hate is lower relative to others that don't have it, I don't see a lot of use.</font></p><p><font size="2">5. Soul Empathy -- selfbuff -- on a successful melee attack, you drop one position on the hatelist with the target -- costs about 300 power every time it procs -- 15 min duration, 5 min recast from the time the buff expires/is toggled off -- <font color="#33cccc">decription states it's supposed to be a reactive hate loss, i.e. someone hits you and you immediately lose aggro from them</font></font></p><p><font size="2" color="#ffff99">This is how I read this the first time I read it. I already have something better than this ability. I get agro from Epic X 4, he melees me for one hit, and I immediately drop to the bottom of the agro list because I'm DEAD! Lol, I don't see much of a point to this spell.</font></p><p><font size="2">5. Hypnosis -- Charm, 1 minute duration, 5 sec cast, 1.5 minute recast -- can be used when you already have a personae out! Both pets respond to the commands issued.</font></p><p><font size="2" color="#ffff99">Requiring a personae will eliminate any group utility for this, because who actually uses that thing on anything beyond a duo? Rather weak for a 5th level ability.</font></p><p><font size="2">5. Volitile Magic -- +10% spell crit chance</font></p><p><font size="2" color="#ffff99">This is one I have a lot of questions about - I think you mentioned if it procs on one part of a DoT, it procs on all. What kind of crits are we talking about here? How much over the base damage? We could compare the DPS % improvement by looking at something like the pris. havoc line and comparing it with this ability vs. the fast casting agility line (casting more frequently vs. chance of crit). This one would be fun to experiment with.</font></p><p><font size="2" color="#ffff99">My thoughts,</font></p><p><font size="2" color="#ffff99">Zebsen</font></p><p><font size="2"></font> </p><p><font size="2">Edited for text size</font></p><p>Message Edited by ZebsenChanter on <span class="date_text">02-09-2006</span><span class="time_text">10:18 AM</span></p>
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<div></div><font color="yellow">Here are my ideas how to improve our AA trees. Overall I have to say I dont like the weapon restrictions at all. They dont really seem to serve any purpose but to annoy.</font> <font size="4"><u><b>STR Line</b></u> -- focuses on debuffing/stifling</font><blockquote><b>1. Spellblade's Strength</b> -- increases STR by 8 per rank <b>2. Stifling Spellblade</b> -- Combat Art, inflicts 124-186 damage and stifle target for 10 seconds (if not epic, dagger only). Each rank improves damage by +10-+15. <b>3. Silencing Touch</b> -- permanant innate proc -- 2% chance per rank to proc a 4 second stifle on target (if not epic, dagger only) on a successful melee attack <b>4. Counterspell</b> -- <font color="#ff0000">bugged?</font> -- debuff, has a 16% chance to counter a damage spell cast by the target. <font color="#33cccc">+10% chance per rank.</font> 1 charge, 1 min duration, 5 min recast. <b>5. Strip Enhancements </b>-- dispel 80 levels of beneficial divine, magic, mental, heat, cold, poison, disease, crushing, piercing, slashing effects from the target. Also gives the caster a small amount of power (59-89). 1 sec cast, 4 min recast.</blockquote><font color="yellow"> This tree seems almost beyond redemption <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /></font> <font size="4"><u><b>AGI Line</b></u> -- focuses on quick casting -- <font color="#33cccc">abilities 2-4 now <u>all</u> require an empty offhand</font></font><blockquote><b>1. Chronomancer's Agility</b> -- increases AGI by 6 per rank<b>2. Unhindered Casting</b> -- slightly bugged on beta, mechanics may change -- decreases reuse timers by a certain amount, and also increases max power by a certain amount. Currently these figures are 4.4% haste, and 1.8% max power at rank 1, 5.2% and 2.1% at rank 4, and 7.2% and 2.9% at rank 8. Requires a one-hand weapon in primary and the <i>secondary slot to be empty.</i> <b>3. Freedom</b> -- Increase attack speed by 5% per rank...yep, we can haste cap ourselves now... <b>4. Hastened Casting</b> -- .85% spell haste per rank <b>5. Perpetuality </b>-- reduces global cooldown from .5 seconds to .2. <font color="#33cccc">Instead of 10% recast reduction, it's now a 5% recast reduction, and an additional 5% spell haste </font><font color="yellow">This tree seems ok expect for Freedom which is pretty much completely useless buff to us. If they want to keep the haste I would suggest make it buff illusionist personae and coercers charmed mob.</font></blockquote><b><font size="4"><u>STA Line</u></font></b><font size="4"> -- focuses on aggro management</font><blockquote><b>1. Empathic's Stamina</b> -- increases STA by 5 per rank <b>2. Touch of Empathy</b> -- combat art -- 33-45 damage, -651 threat -- additional ranks decrease threat more and add damage -- <font color="#33cccc"> t</font><font color="#33cccc">hreat reduction is a 15m PBAE, and will likely aggro unaggroed critters, like blink; also no longer has a weapon restriction</font> <b>3. Empathic Aura</b> -- passive group buff -- <font color="#33cccc"><b>decreases </b></font><font color="#33cccc">hate gain of group members by 1% per rank</font><b>4. Volitile Power</b> -- <font color="#ff0000">bugged and does nothing</font> -- <font color="#33cccc">description states that it will improve in-combat regen effects</font> <b>5. Soul Empathy</b> -- selfbuff -- on a successful melee attack, you drop one position on the hatelist with the target -- costs about 300 power every time it procs -- 15 min duration, 5 min recast from the time the buff expires/is toggled off -- <font color="#33cccc">decription states it's supposed to be a <b>reactive </b>hate loss, i.e. someone hits you and you immediately lose aggro from them </font><font color="yellow">Make Touch of Empathy and Soul Empathy spells instead of combat arts and this would be a pretty solid tree as well.</font></blockquote><b><font size="4"><u>WIS Line </u></font></b><font size="4">-- focuses on crowd control</font><blockquote><b>1. Dreamweaver's Wisdom</b> -- increases WIS by 7 per rank <b>2. Hallucination</b> -- single buff -- the next attack by the buffed PC will <i>mez </i>the target for 40 seconds, 1 charge, 4 min recast -- additional ranks have no effect -- <font color="#33cccc">description states it's supposed to be a reactive mez, i.e. the next mob to strike you is mezzed (a bit more useful), also requires a symbol in secondary</font> <b>3. <font color="#33cccc">Dreamweaver's Armor </font></b>-- +8.7 defense skill per rank (+70 at rank 8...pretty hefty) <b>4. <font color="#33cccc">Dreamweaver's Diligence</font></b> -- +2.9 subjugation skill per rank <b>5. Hypnosis</b> -- Charm, 1 minute duration, 5 sec cast, 1.5 minute recast -- can be used when you already have a personae out! Both pets respond to the commands issued.</blockquote><font color="yellow"> Seems like a ok tree already now that have fixed Hallucination is that buff caster only or can you buff anyone with it ?</font><p><font size="4"><u><b>INT Line</b></u> -- focuses on damage</font></p><b> 1. Savant's Intelligence </b>-- increases INT by 4 per rank<b> 2. Nullifying Staff </b>-- combat art -- inflicts <font color="#33cccc">150-278</font> damage and decreases mental and magic mitigation by 528 for 36 seconds, 45 sec recast -- additional ranks improve damage and debuff -- 2h staff only<b> 3. Spell Warding</b> -- +147 to all spell resists per rank<b> 4. <font color="#33cccc">Savant's Insight</font> </b>-- +2.9 disruption per rank<b> 5. Volitile Magic </b>-- +10% spell crit chance<div></div><font color="yellow"> Another combat art and with stupid weapon restriction. If they would atleast change Nullifying Staff into spell I wouldnt feel like I needed to waste 4 points here to get anywhere.</font>
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<div><span><blockquote><hr>Sugo1 wrote:Question about Soul Empathy....Theoretically, if you get hit by a swarm of mobs you could find yourself drained of power pretty fast even if they dont hit hard. Has this happened or have you tested it?<div></div><hr></blockquote>Well, currently it's an active proc, so it doesn't work like that. But that's a bug, according to the descriptions. You would get drained pretty quick, except if there were other people on the aggro list. If you get hit, the mobs would switch targets right away.</span></div>
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<div><span><blockquote><hr>Pinski wrote:You guys think these AAs are bad, at least we don't have our heal crit anymore <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /> Yes, Enchanters had a Heal Crit AA!As for counter-spell, back when it was a Coercer spell at Level 62, from what I heard it was basically an anti-spellshield. Cast it on a mob, and it would cancel spells based on a % chance when they were cast, only working on profession spells of course.<hr></blockquote>The Volitile Power heal crit is still there, sorta...it's supposed to be critical power regen. Although I don't really get how that would work from a coding standpoint!</span></div>
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<div><span><blockquote><hr>ZebsenChanter wrote:<div></div><div></div><p><font size="2" color="#ffff99">After thinking about these for a while, I have a few more thoughts/questions. My first thought is that I hope that the Devs tell us what this "plan" they have is to make us useful on raids prior to us picking our path(s). The effects of stun/mez/stifle in the future are still unknown on epics making the spells associated with some of these more/less valuable. Of course, there will probably be other modifications prior to the expansion release anyway, but we need some feedback on the effectiveness (or lack thereof) of these abilities for the future before making these selections. If they impliment some form of stacking system for example, the extra stifles might be useful. </font></p><p><font size="2" color="#ffff99">As for other specific questions:</font></p><p><font size="2">4. Counterspell -- <font color="#ff0000">bugged?</font> -- debuff, has a 16% chance to counter a damage spell cast by the target. <font color="#33cccc">+10% chance per rank.</font> 1 charge, 1 min duration, 5 min recast. </font></p><p><font size="2" color="#ffff99">This was described as a anti-spell shield, which is cast on a mob. I'm really having a hard time visualizing this, which may be why it's listed as bugged. So it was reflecting back our own nukes/spells... on us?</font></p><p><font size="2" color="#ff9900">You cast on the mob, and if they try to cast a damage spell, it rolls against counterspell, and if it fails the spell is nullified (as is counterspell). Note that the description is different, and seems to imply that this spell should be a selfbuff and will only cancel spells targeting you.</font></p><p><font size="2">2. Unhindered Casting -- slightly bugged on beta, mechanics may change -- decreases reuse timers by a certain amount, and also increases max power by a certain amount. Currently these figures are 4.4% haste, and 1.8% max power at rank 1, 5.2% and 2.1% at rank 4, and 7.2% and 2.9% at rank 8. Requires a one-hand weapon in primary and the <i>secondary slot to be empty.</i></font></p><p><font size="2" color="#ffff99">This ability is passive right? So what happens if you equip something in your second hand? Does it negate the whole ability, or just part?</font></p><p><font size="2" color="#ffff99"><font color="#ff9900">Currently it's a little buggy -- it only checks when you select the AA. If you don't have the right equipment on when you pick the AA you can never get the benefits, if you do, then you have them forever. Obviously this is something that will be fixed.</font></font></p><p><font size="2">3. Empathic Aura -- passive group buff -- <font color="#33cccc">decreases </font><font color="#33cccc">hate gain of group members by 1% per rank </font></font></p><p><font size="2" color="#ffff99">Maybe I'm missing how this is supposed to work. If it does this for the whole group... what's the point? Isn't everyone's hate going to be down proportionally? Or is it hate per damage dealt? Is there a way to exclude the tank from this, as you actually want to have him keep his agro? Short of raiding where I am grouped with healers or DPS, where my groups hate is lower relative to others that don't have it, I don't see a lot of use.</font></p><p><font color="#ff9900"><font size="2">As it stands, it works across the whole group, so you will see no effect when soloing or grouping. Only when raiding will this AA make a difference.</font></font></p><p><font size="2">5. Soul Empathy -- selfbuff -- on a successful melee attack, you drop one position on the hatelist with the target -- costs about 300 power every time it procs -- 15 min duration, 5 min recast from the time the buff expires/is toggled off -- <font color="#33cccc">decription states it's supposed to be a reactive hate loss, i.e. someone hits you and you immediately lose aggro from them</font></font></p><p><font size="2" color="#ffff99">This is how I read this the first time I read it. I already have something better than this ability. I get agro from Epic X 4, he melees me for one hit, and I immediately drop to the bottom of the agro list because I'm DEAD! Lol, I don't see much of a point to this spell.</font></p><p><font size="2" color="#ff9900">Maybe if you take the +70 to defense AAs you'll survive a hit? LOL, maybe not. You have a good point...</font></p><p><font size="2">5. Hypnosis -- Charm, 1 minute duration, 5 sec cast, 1.5 minute recast -- can be used when you already have a personae out! Both pets respond to the commands issued.</font></p><p><font size="2" color="#ffff99">Requiring a personae will eliminate any group utility for this, because who actually uses that thing on anything beyond a duo? Rather weak for a 5th level ability.</font></p><p><font size="2" color="#ffff99"><font color="#ff9900">Perhaps I was unclear. It doesn't require a persona, I was merely pointing out that you could have both out at once...it's a no conc ability that the persona doesn't block. (And for the record I use him all the time in full groups, with the latest changes he's so much more useful).</font></font></p><p><font size="2">5. Volitile Magic -- +10% spell crit chance</font></p><p><font size="2" color="#ffff99">This is one I have a lot of questions about - I think you mentioned if it procs on one part of a DoT, it procs on all. What kind of crits are we talking about here? How much over the base damage? We could compare the DPS % improvement by looking at something like the pris. havoc line and comparing it with this ability vs. the fast casting agility line (casting more frequently vs. chance of crit). This one would be fun to experiment with.</font></p><p><font size="2" color="#ffff99"><font color="#ff9900">Sadly, the crits I've seen just make the spell hover around the max listed damage range for the spell. So if you can nuke for 150-200, a crit will hit for 200. I have a suspicion I'm just unlucky though and they could be higher...</font></font></p><p><font size="2" color="#ffff99">My thoughts,</font></p><p><font size="2" color="#ffff99">Zebsen</font></p><hr></blockquote></span></div>
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