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Unread 04-26-2006, 05:04 PM   #1
Falc410

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Hi all, I've read quite some discussions about the different AA lines, but I still don't understand some things. My Questions: - If I raise my spell critical chance, will it also affect Skills like Destroy Will (lvl 53) as well? It's listed under spells - If I raise meelee crit chance will it only affect normal hits, or will skills like Kick affected as well? - If I raise Heal critc chance, will it only affect the healing spells (single, group, lay hands) or my Ward spell as well? - The last Skill in the Str Tree - Avenging Invigoration is supposed to cut casting and recovery timers by 10%, what about the recast timers (that would the really important part about this spell imho)? Thanks in advance for all the help. I think I will taked a very mixed way of distributing my AA points. Some into the Int Line, maybe Meelee Crit, maybe full Str and some Wis too. you have to note I play on a pvp server.
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Unread 04-26-2006, 07:05 PM   #2
FieryFurnace

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Recovery timer is your recast timer. Spell crits should effect any spell damage. Wards are not heals, they are wards. Melee effects any melee damage.
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Unread 04-26-2006, 07:24 PM   #3
Falc410

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thanks, good to know. then everything is worth it, except the healing crit chance imho. SMILEY
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Unread 04-26-2006, 07:52 PM   #4
Guiddian

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certain spells dont crit with spell crit aa like destroy will. however that spell will crit with melee aa (probably a bug) ward can crit in the upcoming patch as read from the shaman boards. melee crits cover all melee action except devout strike that crits with spell crit aa (also a bug i think)
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Unread 04-26-2006, 08:51 PM   #5
OrcSlayer96

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Falc410 wrote:
Hi all,

I've read quite some discussions about the different AA lines, but I still don't understand some things.

My Questions:

- If I raise my spell critical chance, will it also affect Skills like Destroy Will (lvl 53) as well? It's listed under spells
- If I raise meelee crit chance will it only affect normal hits, or will skills like Kick affected as well?
- If I raise Heal critc chance, will it only affect the healing spells (single, group, lay hands) or my Ward spell as well?
- The last Skill in the Str Tree - Avenging Invigoration is supposed to cut casting and recovery timers by 10%, what about the recast timers (that would the really important part about this spell imho)?

Thanks in advance for all the help.

I think I will taked a very mixed way of distributing my AA points. Some into the Int Line, maybe Meelee Crit, maybe full Str and some Wis too. you have to note I play on a pvp server.


If you raise your spell critical chance, it will affext all of your damage spells in the spells tab of your knowledge book plus all of your damage procs from gear and group ae procs from other players.

If you raise your melee critical chance, it will affect all of your damage combat arts in the combat arts tab of your knowledge book plus any of your melee attacks.

If you raise your heal critical chance, it will affect all of tour healing spells(single and tearget heals, sacrament line, lay on hands line), your ward spell, and any health procs from gear and group member buffs on you.

The last tier on Stength line will reduce your casting and recast time by 10% for your spells.  The relic chest and leg pieces will have another reduction on 2 of our Direct Damage spells making this ability a viable option also.

Hopefully this helps clear up some of the questions and misinformation i have seen posted in other forums like the spells forum...SMILEY

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Unread 04-27-2006, 01:51 AM   #6
Falc410

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thanks everyone - that actually cleared up a lot!
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Unread 04-27-2006, 03:37 AM   #7
EvilIguana9

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Recovery time is the small period of time after casting a spell/CA that you cannot cast another.  It's not cumulative with recast time, it's in a way sort of an alternative minimum recast time.  The Str line final ability increases the speed of all 3 timers, casting time, recast time, and recovery time.  So assuming things round out in a favorable way, you will basically have a constant all around 10% spell/CA haste.  FYI, for the math impaired, it is not a 10% reduction to cast time, it's a 10% speed increase.  Divide your timers by 1.1 to see what they will be with it. 
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Unread 04-27-2006, 04:02 AM   #8
Boli32

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If you raise your heal critical chance, it will affect all of tour healing spells(single and tearget heals, sacrament line, lay on hands line), your ward spell, and any health procs from gear and group member buffs on you.
This includes things like damage shields such as the Thornskin and Porcupine I use when playing my Fury. - reason I mentioend this is I grouped with a pally with full in spell crits and it was a nice addition to see the thornskin proc almost every other hit with a crit you'll be surprised at how much damage that acumulates over time.
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Unread 04-27-2006, 07:22 PM   #9
MeridianR

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Yep DS's are a huge increase when you crit a ton.
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Unread 05-03-2006, 12:18 AM   #10
Aamad

 
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Heal crits are far from useless...adding on average 200 to single and group heals...and 1k to celestial touch or sacrament. Comes in handy in many situations. As well as any gear you have with heal procs. And I have wards crit a heal...when they end and some of it is left over...it turns into a heal which can crit  hehe.
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