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Unread 11-17-2007, 12:52 PM   #1
Jodek

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Kunark took one of the few things that made a raid conjurer better than an alt.  I'm talking about the +spell damage we all worked so hard for.  Just doing quests since release I'm already way past cap for snapping mandibles M1 and probably for Crystal Blast M1 as well.  I'm only 72, and this is what I have gotten so far:Out of that gear, you can effectively get +297 spell damage.  My grizzlefazzle once again outparses soulfire because soulfire's spell damage does nothing now.What do you all think about this?  There's at least one quest item in my journal with even more spell damage items that could be worn along with all that.
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Unread 11-17-2007, 12:58 PM   #2
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Oh before anyone says anything I know that most conj would still wear bone clasp girdle.Another interesting tidbit I'd like to add is the Sol Ro cloak goes over the cap.
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Unread 11-17-2007, 04:22 PM   #3
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where di u get the dark bargains sash? and the earring?
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Unread 11-17-2007, 04:56 PM   #4
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I should have kept notes, but I just been plowing through quests mostly solo.  I don't know what quests lead to what rewards off hand, I'll check later tonight in my journal and see if I can find out.  This is really awesome for non raiding conj to get their gear set up, I don't mean to flame anyone.   I was just disgruntled how easy I capped when it was my favorite mod to try and work up.  I guess proc gear, crits, alacrity and recovery are what to look out for now.I'd like to see them remove or adjust the cap on + spell damage
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Unread 11-17-2007, 05:43 PM   #5
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well the quest history doesn't show rewards.  Guess you'll have to wait or find em out.  SMILEY sorry
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Unread 11-18-2007, 12:33 AM   #6
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Here is my equipment so far for +516 Spell DMG=============================================== ===========Cowl of the Web Mistress............ +40 Spell DMGMana Threaded Cloak.................. +25 Spell DMGVest of the Teren Scholar............ +36 Spell DMGAgitated Epaulets........................ +40 Spell DMGWoven Silk Underlay.................... +65 Spell DMG | +2% Spell CritHeartbringer's Handwraps........... +20 Spell DMGBonedigger's Decorated Belt....... +25 Spell DMG | +1% Spell CritEmissary's Pantaloons.................          NA          |+2 Combat regenWarclamor Boots..........................         NA            +1% Spell  CritGra'al Shul Sapphire.................... +20 Spell DMG | Alacrity IMystical Orb of the Invoker .........          NA          | DMG ProcScrapper's Ear-Lengtheners........ +20 Spell DMGPainsmith's Empowered Ring....... +60 Spell DMG | +1% Spell Crit | Alacrity IEnchanter's Band......................... +15 Spell DMG | +1% Spell CritStoneclash Braclet....................... +20 Spell DMGEmber Bracelet.............................         NA             +1% Spell CritBonedigger Mining Torch.............. +40 Spell DMG | Arcance Recover IPristine Kunzite Orb..................... +40 Spell DMG | +1% Spell CritTradesman's Staff........................ +50 Spell DMGGrand Total                          : +516 Spell DMGGrand Total with Grizzfazzle: +466 Spell DMGTotal Crit                              :  21% (Including 20AA in STR)I purchased the Mana Threaded Cloak a long time ago from the Broker.I purchased the Pristine Kunzite Orb for 12g from the Broker.I purchased the Agitated Epaulets for about 20g from the Broker.All the rest was quest rewards from the new expansion. Just about all the good stuff came from the Fens.
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Unread 11-18-2007, 01:32 AM   #7
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here's more from my journal and completed today..
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Unread 11-18-2007, 02:32 AM   #8
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Any ideas for legs, feet and wrists that add +INT and +Spell DMG?Added: It's been a long weekend. With new equipment found in the Jungle, my spell damage is now +571. I also scribed in the servers first Inferno Adept-III. The pet sounds annoying while moving or loitering, but it's not too bad combat wise. Also at 116AA and working towards hydro pet now (already have 15aa invested in that tree). I'm interested in seeing all the pets come out during a battle at L.80.
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Unread 11-25-2007, 11:58 PM   #9
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I'm sorta confused with the quested armor stuff in RoK so far. Currently I have all but 2 of my Najena's set from EoF. It seems like the armor from questing RoK has less INT but is adding all this +spell damage and crit bonuses, etc. I'm afraid if I start equipping these RoK items that my INT is going to drop. Are we better off having less INT but a boatload of +spell damage?

 Hope someone can shed some light on this. Thanks!

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Unread 11-26-2007, 12:03 AM   #10
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Faeydien wrote:

I'm sorta confused with the quested armor stuff in RoK so far. Currently I have all but 2 of my Najena's set from EoF. It seems like the armor from questing RoK has less INT but is adding all this +spell damage and crit bonuses, etc. I'm afraid if I start equipping these RoK items that my INT is going to drop. Are we better off having less INT but a boatload of +spell damage?

 Hope someone can shed some light on this. Thanks!  

 Dont drop too much int. The problem with +dmg items is they cap out at 50% of the base spell damage. So for classes that have lots of low damage spells (coercer is like this, dunno about you conjy's) you can hit the cap really fast. If you keep your Int as high as possible you actually raise the amount of +dmg you can use, since int increases the base damage. 
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Unread 11-26-2007, 12:08 AM   #11
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Faeydien wrote:

I'm sorta confused with the quested armor stuff in RoK so far. Currently I have all but 2 of my Najena's set from EoF. It seems like the armor from questing RoK has less INT but is adding all this +spell damage and crit bonuses, etc. I'm afraid if I start equipping these RoK items that my INT is going to drop. Are we better off having less INT but a boatload of +spell damage?

 Hope someone can shed some light on this. Thanks!

Are you serious?  I have done hundreds of quests and checked the broker once a day for tradable gear and everything I see seems to have 40+ INT.  I don't know what kind of stuff you're seeing but I really find it hard to believe that ROK gear has less INT.
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Unread 11-26-2007, 04:30 AM   #12
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blah a lot of the items u guys are showing with under 40 spell dmg are quiet uselessheres some good [Removed for Content]~
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Unread 11-26-2007, 09:49 AM   #13
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With all the +DMG, my Crystal Blast max damage shows 1,352. I've been seeing some crit damage with my Shattered Tectonics AD3 in the 3,308-3510 range. I picked up a Doomed Magus Wristlet yesterday off of the Doom mob in the Jungle.
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Unread 11-26-2007, 01:17 PM   #14
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Yep, my Crystal Blast Ad3 is right at 1350 as well.  I needed +450 damage to get it there.Now, that's just listed damage, I've had it hit for 2500 a couple times.
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Unread 11-26-2007, 02:26 PM   #15
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Aeeron@Nagafen wrote:
blah a lot of the items u guys are showing with under 40 spell dmg are quiet useless
Hardly useless for those of us that don't have better.
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Unread 11-27-2007, 04:54 AM   #16
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+585 spell damage and 33% crits here crystal blast adept 3 tool tip says 1407 but crits up to 2500 that i have seen so far

dropped 100 spell damage and same spell said 1403 with same int, there is such a thing as over kill SMILEY

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Unread 11-27-2007, 10:00 AM   #17
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Banditman wrote:
Yep, my Crystal Blast Ad3 is right at 1350 as well.  I needed +450 damage to get it there.Now, that's just listed damage, I've had it hit for 2500 a couple times.
I've been swapping out the extra +DMG gear for other gear that I've been finding in RoK. I've been wearing a pair of armor which procs Bitter Miasma which reduces the mob's magic resistance by 800 which I think is good for our earth pet and Crystal Blast. The very few PuG instance teams that I've been lucky(unlucky?) to find has been pretty miserable experiences. I've been pulling aggro all the time now especially with tanks just off the boat so to speak. In these circumstances I've been swapping in aggro reducing gear.
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Unread 11-27-2007, 12:00 PM   #18
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Be aware that some of the new "de-aggro" gear is not all it's cracked up to be.  There is one piece in particular, or rather one effect (name escapes me atm) that is a BLUE AE de-aggro.In this case, that de-aggro can end up aggro-ing mobs that are otherwise ignoring you.
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Unread 11-27-2007, 04:23 PM   #19
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We don't need de-aggro gear! I don't even carry any pieces in my bags. Just damage proc / power proc / spell damage / crit / resist and unique effect gear.Stoneskin + Tinker FD! Winds of Velious + Run away!
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Unread 11-27-2007, 04:43 PM   #20
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Banditman wrote:
Be aware that some of the new "de-aggro" gear is not all it's cracked up to be.  There is one piece in particular, or rather one effect (name escapes me atm) that is a BLUE AE de-aggro.In this case, that de-aggro can end up aggro-ing mobs that are otherwise ignoring you.
FALLOUT SUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUCCCCCCCCCCCCC KKKKKKKKKKKKKSSSSSSSSSS
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Unread 11-27-2007, 08:01 PM   #21
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Banditman wrote:
Be aware that some of the new "de-aggro" gear is not all it's cracked up to be.  There is one piece in particular, or rather one effect (name escapes me atm) that is a BLUE AE de-aggro.In this case, that de-aggro can end up aggro-ing mobs that are otherwise ignoring you.
The proc FALLOUT is a blue AOE. The Foe-Blasters set sports a lot of FALLOUT procs. The hat and robe proc like crazy and bring in adds from all over the place. Beware using those things. I aggroed ^^^ guards in Riliss before I realized what happened. The thing with the procs on those is they arent damage spell procs they are beneficial spellprocs. I literally called up my horse and the gear proced and aggroed the gate guards. Not funny.
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Unread 11-28-2007, 01:11 PM   #22
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LOL, a blue AE proc.  Nice.
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Unread 12-18-2007, 01:51 PM   #23
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what i would like to know is ..i am running around with around 750+ spell dmg and a 24% crit chance...but most times my spell dmg is really close to the base dmg of th spell...so how does it work with +spelldmg ? does every spell get the full +spelldmg ?
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Unread 12-18-2007, 07:13 PM   #24
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From what I remember (and I could be wrong), spell damage is scaled down depending on a few things:1. The casting speed of the spell. You need at least a 3 second cast time to get the full effect. Anything less and it's linearly scaled down (IE: a 2 second cast spell gets 2/3 the damage, a 1 second cast time gets 1/3 the damage, a 1.5 second cast time gets 50% the damage, etc). This only applies to the base cast time, not actual cast time, mind you.2. Area Effect spells may have their damage reduced, but I'm not 100% sure on how.I also heard that if a spell crits, it recalculates the +damage cap.Regardless though, anything for a Conjuror above +500ish spell damage is probably wasted in most cases.
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Unread 12-18-2007, 08:04 PM   #25
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Xalmat wrote:
From what I remember (and I could be wrong), spell damage is scaled down depending on a few things:1. The casting speed of the spell. You need at least a 3 second cast time to get the full effect. Anything less and it's linearly scaled down (IE: a 2 second cast spell gets 2/3 the damage, a 1 second cast time gets 1/3 the damage, a 1.5 second cast time gets 50% the damage, etc). This only applies to the base cast time, not actual cast time, mind you.2. Area Effect spells may have their damage reduced, but I'm not 100% sure on how.I also heard that if a spell crits, it recalculates the +damage cap.Regardless though, anything for a Conjuror above +500ish spell damage is probably wasted in most cases.
Spell scaleing hasnt been in game for past 4 months or so.Weather a spell takes 5 se4cs to cast or .5  you get full damage regardless of basetime or hasted time.AE  spells regardless of targets takes the +spell damage  and cuts it by 2/3 so you hit each target for 1/3 total of spell damage regardless how many targets.Dots work different where the spell damage is frontloaded so if the total damage of the dot is 500 damage max spell damage would be 250 witch would apply to first tick in the dot.AE dots are front loaded to.Regardless of targets take total damage of the base spell..... cut in half..... and cut that buy 2/3 = how much + spell damage each target of the ae dot recieves on first tick.
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Unread 12-18-2007, 09:54 PM   #26
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Yup, the way you describe it seems to be the case. Thanks for clarifying.
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Unread 12-20-2007, 06:43 AM   #27
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Dear Tunare!!   Someone tell me where you get the Fish Embroidered Gloves?

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Unread 12-20-2007, 10:34 AM   #28
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Quest reward in Jarsath Wastes.
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Unread 12-20-2007, 07:09 PM   #29
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Banditman wrote:
Quest reward in Jarsath Wastes.
preety sure its from  quest line from kunzar jungle...at danlirs wheeel...from fishermen.
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Summoner pets are 1/3 the dps of a summoner and yet our stats and modifiers do not affect them.Since a pet is 1/3 a summoners dps,a summoner receives 2/3 benefit from gear when compared to any other class.

SHARED STATS AND MODIFIERS ARE A MUST!

FIX SUMMONERS IN 08!

FIX SUMMONERS IN 09!

FIX SUMMONERS IN 10!


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Unread 12-20-2007, 09:42 PM   #30
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We are capped kinda low compared to many classes, but it is not as low as you might think.

Spell damage goes off the base damage of the spell, but there are a few things that increase the base damage of spells, including crits and debuffs on the mob.  During raids, this effectively raises the cap on spell damage quite abit.

 What I am more concerned with is that +spell damage and +crit chance is only helping us, not our pets.  Thus as we get better and bettered gear only 50% of our base dps is improving while all other classes are seeing their damage improving based on 100% of their dps.

I think we will find as we get more and more good loot, that conjs/necros will be falling behind other dps classes because of this.

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