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Unread 11-04-2006, 06:37 AM   #1
Shardstud

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Title says it all, what options do we get for new subclass specific AAs?
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Unread 11-04-2006, 06:56 AM   #2
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Come on guys NDA lifted like 15 minutes ago - start spilling the gossip SMILEY
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Unread 11-04-2006, 07:13 AM   #3
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All poison proc chances increased by 5%.... mmm SMILEY
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Unread 11-04-2006, 07:50 AM   #4
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Gimmie a min let me see what i can come up with
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Unread 11-04-2006, 07:51 AM   #5
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Come on, your minute is up SMILEY
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Unread 11-04-2006, 07:54 AM   #6
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Things I would find interesting.1. AA lines, old and new2. New armors and armor set bonuses3. changes to current tier (expansion) epuipment4. haste and dps stackingOther stuff too, but thats the current top of my list
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Unread 11-04-2006, 07:57 AM   #7
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These are org. posted by Bunion.  He has done a great great job on behalf of Swashbucklers gamewide!! I copied these from his post they also include his suggestions to make them better.
 
I cannot stress how helpful Bunion has been and continues to be. We should all make our last names Bunion ;p
 
 
Edit: If i violated anything by posting these please feel free to shoot me.
 
 
 
 
 
 

Here is a list of the new Swashbuckler Achievements I have compiled. I was rather disappointed in them so I decided to make this list in hopes that one of the developers reads it. I have added various comments to describe what the skill does and have added my comments in yellow to how I think they could be improved if needed.

 

NOTE: All skills are passive unless otherwise noted.

NOTE: All skills have 5 ranks at a cost of 1 per rank and the effects are per rank as best I can tell.

 

Enhance Swipe

Increases the duration of Swipe and its higher level upgrades.

Achievement Classification: Debuffs

Effects: Increases duration by 1.0 seconds

This skill is the DPS decreasing debuff, normally lasts 10 seconds with a 10 second recast so you can keep it up almost all the time. With the increase to 15 seconds would allow it to always be on the mob. Most useful during raid situations as apposed to soloing since you are generally using this skill to complete Heroic Opportunities.

Overall a decent AA.

 

Enhance: Slice

Increases the duration of slice and its higher level upgrades

Requires Enhance Swipe at rank 3 or Enhance Smuggle at rank 3 to unlock

Achievement Classification: Debuffs

Effects: Increases duration by 1.0 seconds

This effects the positional attack that decreases physical mitigation. However the skill has a 20 second duration as is with a 10 second recast, so in most situations this debuff should always be on the mob since its duration is longer than its recast.

Suggested Improvement: Have it increase damage mitigation effect instead of duration.

 

Enhance: Spine Attack

Increases the agility reduction of spine attack and its higher level upgrades.

Requires Enhance Swipe 3 to unlock

Achievement Classification: Debuffs

Effects: Increase agility reduction by 3%

This is the swashy back attack, does a good amount of damage and decreases agility. At master 1 it decreases agility by 79 so if you put 5 points into it, it would then be a 90 point reduction.

Suggested Improvement: Add increase damage 1-2% per point in addition to agility debuff increase

 

Enhance: Dirty Tricks

Increases the wisdom reduction of Dirty Tricks and its higher level upgrades.

Achievement Classification: Debuffs

Passive Spell

Effects: Increases wisdom reduction by 3.0%

This is the Decrease Wisdom and defense debuff. The level 64 adept III decreases wis by 68 so that would up it to 78. Assuming mob’s resists work the same as players this would be a whopping 0.3% decrease in overall resists on a mob due to losing another 10 points of wisdom.

Suggested Improvement: Change it to decrease defense of target by 1 point per rank.

 

Enhance: Quick Flurry

Adds a component to Quick Flurry and its higher level upgrades, that increases the resistability of a target’s spells.

Requires Enhance: Spine Attack at rank 3 or Enhance: Slice at rank 3 to unlock

Achievement Classification: Debuffs

Effects: Increases resistability by 2.0%

Quick Flurry is the only swashy attack (Besides AOEs) that does not have a debuff on it. Assuming it means what I think it means, if you put 5 points into it, everyone will now have a 10% greater chance of resisting a mobs spells.

No changes suggested, probably the best new AA.

 

Enhance: Poke

Increases the duration of Poke and its higher level upgrades.

Requires Enhance: Dirty Tricks at rank 3 AND Enhance: Quick Flurry at rank 3 to unlock.

Achievement Classification: Debuffs

Effects: Increases the duration by 1.0 seconds

This is the front/side attack that decreases parry of target. It has a 36 second duration with a 20 second recast so increasing the duration is no help since you can have it up all the time.

Suggested Improvement: Increase the amount of Parry Debuff and/or increase amount of damage by 1-2% per point.

 

Enhance: Flurry of Arms

Increases the mitigation reduction of Flurry of Arms and its higher level upgrades

Requires Enhance: Dirty Tricks at rank 3 to unlock

Achievement Classification: Debuffs

Effects: Improves crush, slash and pierce resist reduction by 3.0%

This is the triple attack that has a damage mitigation debuff on it. The level 70 master I version has mitigation decrease of 798 another 15% would move it up to 917 for a 119 point increase. Once again basing it on player mitigation, that would be just under a 0.5% decrease in mitigation.

Suggested Improvement: Either up reduction to 5% per rank and/or add increase damage by 2%

 

Enhance: Flamboyant Strike

Increase the intelligence reduction of Flamboyant Strike and its higher level upgrades.

Requires Enhance: Quick Flurry at rank 3 to unlock or Enhance: Inspired Daring at rank 3 to unlock

Achievement Classification: Debuffs

Effects: Increases intelligence reduction by 3.0%

This affects the melee attack that lowers intelligence so in theory caster mobs will do less damage. You would get another 20 or so points of reduction with the level 58 skill, which comes out to about 0.8% damage reduction (once again assuming it works the same for mobs as it does for players.)

Suggested Improvement: Increase amount to 5% per rank and/or add increase in damage by 2%

 

 

Message Edited by Bunion on 10-19-200604:11 AM

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Re: Swashbuckler Achievements: Full Analysis   [ Edited ]Options  Options Bunion
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Enhance: Lung Puncture

Increases the duration of Lung Puncture.

Requires Enhance Flurry of Arms at rank 3 to unlock or Enhance: Flamboyant Strike at rank 3 to unlock, Requires 15 points spent within the category

Achievement Classification: Debuffs

Effects: Increases duration by 1.0 seconds

This is another back attack that has a debuff to all the mobs offensive melee and casting skills. One of the best swashy debuffs. This skill has a 30 second duration with a 30 second recast meaning you can keep it up all the time. This is a very disappointing AA especially for one of the ones at the end of a line.

Suggested Improvement: Decrease recast timer by 1.0 seconds per rank and add 1 point of skill debuff per rank, also a damage boost to this attack since it isn’t a very high damage attack to begin with.

 

Enhance: Smuggle

Increases the radius of Smuggle

Achievement Classification: Style

Effects: Increase radius by 5.0

The swashy group stealth. Doesn’t say exactly what the range is to begin with, but as long as people stay fairly close it isn’t a problem. This has such limited use I can’t see why someone would spend points in it.

Suggested Improvement: Change this skill to improve the stat buff of the Flight of Foot line which is the swash Agility/Strength self buff by 3% per rank. With the increase in skill caps this isn’t all that over powering. Would be another 10 points in agility and 17 points in strength at Master I level 69.

 

Enhance: Avoid Notice

Increases the trigger percentage of Avoid Notice and its higher level upgrades.

Requires Enhance: Smuggle at rank 3 or Enhance Circle attack at rank 3 to unlock.

Achievement Classification: Style

Effects: Increases trigger chance by 1.0%

This the auto evade skill. If you didn’t notice they don’t list the exact percentage any more in the beta, just gives a low/moderate/high chance. Most swashy’s don’t have a problem with aggro to begin with so this skill will offer little improvement.

Suggested Improvement: Change it to the Swarthy Distraction line (aggro transfer) and have it increase the transfer 1% per rank.

 

Enhance: Artful Finesse

Increases the duration of Artful Finesse and its higher level upgrades.

Requires Enhance: Slice at rank 3 or Enhance Avoid Notice at rank 3

Achievement Classification: Style

Effects Increases Duration by 1.0 seconds

This is the self haste/dps increase buff. 36 second duration with a 5 minute recast. At rank 5 would make it a 41 second duration which is a pretty minor improvement. The level 67 at master I is a 40% haste and 46% dps. Assuming you auto attacked with a 1 second delay while hasted, the extra 5 seconds this would give you would be 1 more attack (2 if you are DW) which is a pretty minimal increase. Usually if you are raiding you are often times at or near max haste to begin with so this spell minimal use.

Suggested Fix: Make it a group buff with each point being 20% of effect on other group members. Meaning that if you only had 1 point in it, you would still get the 40% haste but the other group members would only get an 8% haste buff etc. Or just straight out have it a 5 point skill that makes it a group buff.

 

Enhance: Inspired Daring

Reduces the hate increase component of Inspired Daring and its higher level upgrades

Requires Enhance: Artful Finesse at rank 3 to unlock or Enhance: Flamboyant Strike at rank 3 to unlock

Achievement Classification: Style

Effects: Reduces penalties by 1.0%

This is the swashy uber damage proc spell. Last 13 seconds for a proc on every attack (even DW weapons.) Had never realized there was a hate gain component to this spell other than the excessive damage you are doing with it as it was never mentioned. I have never pulled aggro with this except when I forgot to put on my hate transfer buff, so not sure what the use of this skill would be.

Suggested Improvement: Increase duration 0.8 seconds per rank

 

Enhance: En Garde

Increases the duration of En Garde and its higher level upgrades

Requires Enhance: Artful Finesse at rank 3 or Enhance Flamboyant Swathe at Rank 3 to unlock.

Achievement Classification: Style

Effects Increases duration by 1.0 seconds.

This affects the counter attack skill for when you or the mob parries/blocks/ripostes etc. Duration is 36 seconds so 5 points in this skill would up to 41 seconds. This skill really only has use for soloing/tanking/PVP, has minimal affect when fighting in groups or raid mobs. A 5 second increase has some minimal use but nothing spectacular.

Suggested Improvement: Increase duration by 2 seconds per point.

 

Advance Warning

Grants area effect avoidance to the swashbuckler’s group for a limited duration, as long as they are not the direct target of the effect.

Requires Enhance: Inspired Daring at rank 3 AND Enhance: En Garde at rank 3 to unlock. Requires 15 points spent within the category.

Achievement Classification: Style

Target Group (AE)

Duration 2.0 seconds

Recast 5 minutes

Effects: Prevents AOE (except when directed)

The only really new ability in the entire AA line. Could be extremely useful except for the max of 10 second duration, you would have to really be on the ball to time this skill correctly.

Suggested Improvement: Increase duration to 3 or 4 seconds per point. Or give it a one minute duration with a percent chance to avoid AOE which increases per rank.

 

Enhance: Circle Attack

Increases the radius of Circle Attack and its higher level upgrades

Achievement Classification: Reach

Effects: Increases radius by 1.0

Default spell has 5 meter radius so 5 points in this would double it to 10 meters. Sounds decent enough but through experience it is rare that I don’t hit every target anyway. Skill has a max of 8 targets which is an area it could improve in.

Suggested Improvement: Keep increase radius effect but add 1 additional max AOE targets per point.

 

Enhance Flamboyant Swathe

Increases the radius of Flamboyant Swath and its higher level upgrades

Requires Enhance: Circle attack at rank 3 or Enhance avoid notice at rank 3 to unlock

Achievement Classification: Reach

Effects: Increases radius by 1.0

Same comments as Circle Attack but Flamboyant Swathe does have a knockdown/stun effect lasting 1.5 seconds. (used to last longer before the stun nerf)

Suggested Improvement: Keep increase radius affect and add increase stun duration by 0.2 seconds per point.

Message Edited by Bunion on 10-19-200604:02 AM

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Re: Swashbuckler Achievements: Full Analysis   [ Edited ]Options  Options Bunion
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Enhance: Hurricane

Increases the trigger percentage of Hurricane and its higher level upgrades

Requires Enhance: Flamboyant Swath at rank 3 or Enhance Turgur Poison at rank 3 to unlock.

Achievement Classification: Reach

Effects: Increases trigger chance by 1.0%

This affects the swashy always on AOE for auto-attacks. Adept III version has a 43% chance of affecting other targets so this would increase it to 48%. This is a level 52 spell and there is no higher level upgrades to it that I am aware of.

Comments: Overall one of the better new AA’s

 

Reach

Increases the melee attack range on all autoattacks and combat arts.

Requires Enhance Hurricane at rank 3 to unlock, Requires 15 points spent in the category

Achievement Classification: Reach

Effects: Increases range by 0.5

This would be more of a nice skill to have than a must have as staying in range isn’t a huge problem. As for an end of the tree skill seems pretty weak.

Suggested Improvement: Change the whole Reach line to a ranged weapon line to improve ranged combat which is something swashys are terrible at. Could have this line improve ranged auto-attack, Cold Throw skill line and have the final one improve Hail of Steel, which for some reason does not obey the same recast rules as all our other abilities. Hail of Steel has a 30 second duration with a 30 second recast, which would normally mean you could use it again as soon as it expires, but for some reason the recast timer doesn’t start until the skill ends.

 

Enhance: Offensive Poisons

Increases the effectiveness of any poison that reduces offensive skills.

Achievement Classification: Potency

Effects: Increases strength, intelligence, offensive combat and spell skill reductions by 3.0%

Pretty straight forward but once again a 15% improvement will still end up only being 7-10 points of addition debuff to these stats.

Suggested Improvement: Increase to 5% per rank.

 

Enhance: Turgur Poison

Increases the effectiveness of Turgur poisons

Achievement Classification: Potency

Effects: Increases attack speed reduction by 1.0%

This affects the decrease attack speed potions, at level 60 the standard one is 18% and master crafted 24% so a 5% increase would be pretty nice.

Suggested Improvement: None

 

Enhance: Mental Poisons

Increases the power damage and drain components of Mental Breach poisons

Requires Enhance: Turgur poison at rank 3 to unlock

Achievement Classification: Potency

Effects: Increases damage by 5%, Increases power heal by 5%

This is the swashy poison that is affected, the other various scout classes get different ones such as the ranger gets a plus to caustic poison etc. I almost never use this poison except in rare situations and from talking to other swashys neither do they.

Suggested Improvement: Instead of having the different scout classes getting different Red poison improvements, have this skill improve the damage on all of the Red poisons.

 

Potency

Increases the trigger percentage of all poisons

Requires Enhance: Mental Poisons at rank 3 to unlock

Requires 15 points spent within the category

Achievement Classification: Potency

Effects: Increases Trigger chance by 1.0%

Besides the Hurricane AA this is the only AA that would currently actually increase DPS (Hurricane one is minimal over all increase to DPS.) Poison would go from a 20% chance to a 25% chance so a reasonable increase. Would be nice if there were more skills like this.

Suggested Improvement: None

Message Edited by Bunion on 10-19-200604:05 AM

10-18-200602:03 PM
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Unread 11-04-2006, 08:03 AM   #8
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Before anyone ask's Yes all Swashy's in beta know that these AA's are [expletive haxx0red by Raijinn] near worthless. Coel myself and I am sure Bunion have left feedback/post on the boards saying just how worthless these are. Maybe with the nda LIFTED everyone can complain ;p
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Unread 11-04-2006, 08:13 AM   #9
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a bit caotic =/ but yes [Removed for Content] are soe thinking? thats AAs 1$!$%! look at other classes conjuror aas , at Wizard and Warlocks , get cool new spells and a boost in his roles ...Templar AAS? DPS AA , Heal AA , BUFF AA.. ectbleh very dissapointed...
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Unread 11-04-2006, 08:17 AM   #10
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Just a thought... but wouldn't the Reach achievement also improve the range of hurricane?  If it does, it could prove to be more useful than it appears.
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Unread 11-04-2006, 08:20 AM   #11
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Even if NDA is lifted... well i jsut got my beta invite.... lol....
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Unread 11-04-2006, 08:20 AM   #12
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So 15 points for extra range....thats a third of your new aa's for a chance to hit a little further?
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Unread 11-04-2006, 08:59 AM   #13
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Wow, those are disappointing.  I mean, I wasn't expecting anything really powerful, but . . . ouch.
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Unread 11-04-2006, 01:40 PM   #14
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Very disappointing. I was expecting new abilities, not insignificant increases to the abilities I already have...
 
The AoE dodge ability looks cool, but useless. Also, I agree with 100% of your suggestions.
 
Bummer.
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Unread 11-04-2006, 02:09 PM   #15
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swashys in beta have tried hard posted and done /feedbacks.
Now that NDA is lifted I have a sense of dread that these are the final aa's, we ha thought maybe they just hadnt got around to looking at swashy yet. In a way its a hidden nerf, they have allowed many (not all) classes to improve with there aa's but I am afraid we have been left standing.
 
in general the biggest problem with these aa's are that in many cases we plain just dont need them.
 
deaggroing is wastes, an increase in time on debuffs is un needed as we recast our ca's as they appear, the poisons ones focus on poisons we don't use as much. It offers us no dps increase where other classes do get.
 
So it makes me lack the urge to try to get these aa's... we will be once eof comes out silently nerfed SMILEY
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Unread 11-04-2006, 02:34 PM   #16
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When comparing our AA's to other classes ours arejustfine.
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Unread 11-04-2006, 03:12 PM   #17
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Indeed.  No class got the sorts of things Sadaen suggested.  No one.We are well in line with the other classes.  Certainly, its true that we have some bad powers.  I'd've liked to have seen +damage or -recast on some of the debuff/damage CAs instead of +duration.  So ... spend your points (where possible) elsewhere.  Its not as though we didn't get things that are good.  Want to see what bad AA look like, read the Wardens.Enhance: Quick Flurry is extremely strong, especially because it affects resistability on the mob's side, not the players' side (where diminishing returns would have cut into, say, a raid-wide 10% resist buff).  The prereqs are terrible, but that's fine.  E: QF is worth the 11 points it takes to get from scratch even if you don't touch anything else with Swipe/Smuggle or Slice as prereqs.Enhance: Hurricane is clearly good.  Its improvement is the same (within 1%) as the jump from Ad3 to M1.  The forum always gives universal credit to Hurricane (and Inspiration) for the quality of our damage parses.  I'm happy for the chance to make it better.  Likewise, I think Reach is better than we're giving credit.  It increases autoattack range, which increases the size of the Hurricane "AE", not to mention making it faster to start attacking after aggro issues move the mob, or knockback effects move the swash.Advance Warning is ... well, if you time it well, its great.  The goal of this ability isn't to be a (pre-LU29) brigand, its to dodge one AE for your group to smooth out a long section of time in combat, especially combined with Torporous Strike.  Its a short duration, absolutely, so using it will require a good player with a good sense of timing and an understanding of the encounter.  I support that.  Those are valuable skills that players should be rewarded for having.  I thought everyone was angry when Crab made being bad at your class an advantage. =p
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Unread 11-04-2006, 05:47 PM   #18
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kinda simple minded here.Could someone plz post a pic with the aa lines crossbars skill etc in it.Love the description but it would make for a nice overview SMILEYCheers,Onaupu LynxL70 Swashbuckler/ L70 TailorUnitySplitpaw
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Unread 11-04-2006, 07:41 PM   #19
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Disappointment? Blimey, be happy with the bloody class. Out of all, I believe us one of the most balanced. The EoF AA line suits me well enough.
 
I wasn't expecting anything drastic to alter our class as the KoS AA lines did. Any of the slightest improvements, say to a shorter reuse of Inspiration/Finesse or an additional 25% to Hurricane would increase our DPS further more past the T1 DPS classes. Granted, you can get up to an additional 5% to Hurricane to a max of 53% (Master 1 Hurricane scaled to 48% now).
 
I will agree that our EoF AA lines seem to be rather simplistic; our ability to tank and be able to be on the top 3 on the DPS parse is still amazing.
 
Cheers.

Message Edited by Red Forest on 11-04-2006 08:45 AM

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Unread 11-04-2006, 08:48 PM   #20
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Well all in all not too bad IMO SMILEY

A few minor things which can improve DPS, combine this with the new stat cap limits and I think we did ok, not great just ok - at least my guilds MT will be happy, i already can steal aggro at will :p

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Unread 11-04-2006, 11:26 PM   #21
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snarkteeth wrote:
When comparing our AA's to other classes ours are

just

fine.




What other classes? Cause Almost everyone moaned and complained about their AA;s "most" were changed ours wasnt.
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Unread 11-05-2006, 01:11 AM   #22
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In reality, most were not changed.
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Unread 11-05-2006, 06:00 AM   #23
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Well that would be open to interpertation of what you consider most and what I consider most.
 
Lets just agree to disagree.
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Unread 11-05-2006, 03:40 PM   #24
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I am surprsied that people are saying these are fine. Whilst none of them break us or anything they also offer very little we don't already have. How can an increase in debuff time when its already up be useful.. or a deaggro increase when we didnt get it in anycase?

Whilst I can't stand moaning and [expletive haxx0red by Raijinn]ing when its not needed I also dislike people sitting back saying its fine when it isnt. These aa's will make a very very very minor difference to anyone that gets them, whereas other classes eof lines whilst none of them the same standard as first aa's will be worth getting and will make a difference to them.

If we turn over and get our tummys tickled you will be disapointed in the long run.

Swashy AA's still need alot of change

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Unread 11-05-2006, 09:26 PM   #25
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Awlis wrote:

I am surprsied that people are saying these are fine. Whilst none of them break us or anything they also offer very little we don't already have. How can an increase in debuff time when its already up be useful.. or a deaggro increase when we didnt get it in anycase?

Whilst I can't stand moaning and [expletive haxx0red by Raijinn]ing when its not needed I also dislike people sitting back saying its fine when it isnt. These aa's will make a very very very minor difference to anyone that gets them, whereas other classes eof lines whilst none of them the same standard as first aa's will be worth getting and will make a difference to them.

If we turn over and get our tummys tickled you will be disapointed in the long run.

Swashy AA's still need alot of change




All classes moan over their new AA's. With four actively played characters there is only one skill I look forward to get, Illusory arm on my chanter. The rest of illusionist AAs? meh! the warden ones? meh! Monk ones? meh! swashie ones? meh again. Are the current AA's for us fine? Compaired to KoS no! compaired to what all get? yes, they are fine, they might be lackluster, boring, meaningless in some cases, but thats same for all, so relatively speaking we are actually quite fine. What classes get AA's that will make a differance? From reading the AA postings on beta forums I cant see a single class that has anythin real usefull except as endline skills, and that is where our few usefull skills are generally placed as well.

 

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Unread 11-05-2006, 10:31 PM   #26
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One word to describe our new AA.

 

LAME

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Unread 11-06-2006, 10:41 PM   #27
Bunion

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Join Date: Nov 2004
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Glad you liked my post, I spent a good amount of time going over the various new abilities and breaking down what they did. The only change they have made from my original post is that they moved Enhance:Quick Flurry down to one of the bottom skills, there is a diagram on one of the other posts and other than that my list is accurate. I tried to break down how much an improvement the increases to the skills were, which in most cases were pretty minimal (especially the debuffs).
 
 Someone mention on the other thread that they were supposedly making some changes this week so we will have to wait and see. 
 
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Unread 11-07-2006, 01:03 AM   #28
scruffy07

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thanks bunion, thats some great info, its greatly appreciated.

Message Edited by scruffy07 on 11-06-2006 04:36 PM

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