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Unread 11-08-2006, 08:40 PM   #31
Plurke

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your right 5seconds would be sweet when i think out it but one sec that is lame there has been an update very recent which from what i heard was an small improvement for the classes, i hope it will the case for your class also
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Unread 11-09-2006, 03:21 AM   #32
Tri

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Some classes have had their AAs revisited, what's new for the troubs?
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Unread 11-09-2006, 12:32 PM   #33
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Triag wrote:Some classes have had their AAs revisited, what's new for the troubs?

New AAs (class-specific) or old ones (archetype ones)?
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Unread 11-09-2006, 12:32 PM   #34
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Triag wrote:Some classes have had their AAs revisited, what's new for the troubs?

I took a quick glance (on my beta buffed troub), but couldn't find any spectacular changes.
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Unread 11-09-2006, 01:33 PM   #35
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enhance jesters cap replaced enchanced self buff.... Jesters can now be brought up to 50%, and on top of that they finally fixed the % where it is actually reducing the recast correctly now.. 30min CoQ ftw SMILEY
 
also, on the damage spells they added 2% damage/rank.... on the debuffs, they increased the debuffs now instead of it increasing the duration...
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Unread 11-09-2006, 02:07 PM   #36
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vladsamier wrote:
enhance jesters cap replaced enchanced self buff.... Jesters can now be brought up to 50%, and on top of that they finally fixed the % where it is actually reducing the recast correctly now.. 30min CoQ ftw SMILEY
 
also, on the damage spells they added 2% damage/rank.... on the debuffs, they increased the debuffs now instead of it increasing the duration...

I twas late when I glances. I guess I glanced to quick. Good to see some improvements. Let's hope for some more before the 14th
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Unread 11-09-2006, 02:30 PM   #37
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Indeed, that does sound a lot more useful.I mean, I'm aware that you cannot make über-AAs because you have to keep some balance to those who don't own the new expansion.But I'm still mainly concerned about the "highlights":
  • Enhance Shrill (Improves recovery speed by 0.05 sec on the first rank, improves casting speed by by 0.1 on the first rank) - That will make NO difference at all, don't tell me your ability cycle is that good SMILEY
  • Enhance Zander's Choral RebuffThis is a level 35 skill/spell, which never gets an update, and stops "working" in the higher levels. Bravo! I'll spend a lot of points on this one. Unless Zander's was changed as well.
  • Enhance Arcane Chorus (Used to increase resists only, now it adds a max. 260 point elemental ward, cost: 5 points).Are these points per tick? Will I have to resing the song to get the ward back? Because that's 100% not feasable. The description is not that clear, can some beta tester shed some light onto this please?
And, last but not least, the Bria nerf

Message Edited by Pogopuschel on 11-09-2006 01:30 AM

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Unread 11-09-2006, 05:58 PM   #38
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make the resist AAs add a 80 per rank ward at leastand if the ward part of the spell dosn't refresh add some more to the ward againto compensate the mana spent to keep the ward upThese spells were not worth the 1 conc but were used becausebards didn't have much to cast instead.So adding something to them is nice idea.( even if i disaprove the use of AAs to fix / balance spells and classes )But if skills will now be usefull and dove song will add something to the groupthen that's another concentration management problem.Jester upgrade = powerfull indeed, and furthers the role of an "active buffer"If i understand well you said clara's duration is being replaced by more effectivness?this can be good, but please think of changing bard stealth, it's gimped comparedto the other stealths, and it's not as if bards had several ways of getting stealthed.An AA adding a 0.3 bonus per rank to casting would be nice.The debuffs !!!! the 3% needs to be changed !!! and think about the power cost.A lot of classes have free buffs, so why does the troub self buff use a conc slotwhile this class has allready so many buffs it has to choose from ?This added to the fact that they have no stances ( i'm not good at meleeing Tarinax )and the other fact that defensive stances will have an additional bonus.Having to sacrifice another of your spells to add the same haste as a monk who has not to chose between spells is alsoa bit strange.( the lvl 70 haste master is selling for prices over 20p and when i tell them it only has 3% more haste than the adept3some think i'm lying to them in order to get the spell at a cheaper price )i could use this as a sig :I still have 4 AA points from KoS adding only 1 defense
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Unread 11-09-2006, 11:59 PM   #39
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Triag wrote:

make the resist AAs add a 80 per rank ward at least

a 400 pt regenerating ward would be a lil bit too strong i think... heh


and if the ward part of the spell dosn't refresh add some more to the ward again
to compensate the mana spent to keep the ward up

These spells were not worth the 1 conc but were used because
bards didn't have much to cast instead.
So adding something to them is nice idea.
( even if i disaprove the use of AAs to fix / balance spells and classes )

But if skills will now be usefull and dove song will add something to the group
then that's another concentration management problem.
Dove song, because of the ministration it gives reduces the cost of healing. When I tested this out with a fury, it was reducing her heal cost by 10. Also, it will help with nukes and such

Jester upgrade = powerfull indeed, and furthers the role of an "active buffer"

The jester's upgrade is great (can now get up to 50%). Not only did they upgrade that, but they fixed jesters cap to actually reduce the recast correctly.


If i understand well you said clara's duration is being replaced by more effectivness?
this can be good, but please think of changing bard stealth, it's gimped compared
to the other stealths, and it's not as if bards had several ways of getting stealthed.
An AA adding a 0.3 bonus per rank to casting would be nice.

Dirges received an improvement to stealth, not us. The clara's enchancment adds +3%/rank (5ranks) of intelegence.


The debuffs !!!! the 3% needs to be changed !!! and think about the power cost.

Not sure what your play style is, but I raid. I never get below 50% power on any fight excluding the matron, and I do this with keeping the debuffs up...


A lot of classes have free buffs, so why does the troub self buff use a conc slot
while this class has allready so many buffs it has to choose from ?
This added to the fact that they have no stances ( i'm not good at meleeing Tarinax )
and the other fact that defensive stances will have an additional bonus.

The additional bonuses you are talking about isnt actually just added on to the defensive stance. From what I've read/seen it appears the +def/parry/deflection or whatever the stance gave was taken away and replaced with +15% mitigation from worn armor pieces. I'm all for getting the self buff as a no concentration spell, however, I don't see that happening since we actually improve the group greatly with our buffs unlike the other scouts.


Having to sacrifice another of your spells to add the same haste as a monk who has not to chose between spells is also
a bit strange.
( the lvl 70 haste master is selling for prices over 20p and when i tell them it only has 3% more haste than the adept3
some think i'm lying to them in order to get the spell at a cheaper price )

Monk haste is 22% at master 1... Troubador haste is 23% at adept 3 on live, and 24% (adept 3) on beta. I haven't seen a troubador running around with master 1 haste up, and even if I did my UI is currently bugged. =/




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Unread 11-10-2006, 12:43 AM   #40
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On raids that will be 400 less damage from the AOE s which occurabout every minute. ( yes i know the effect will be better than the resist, but i play that buffonly if i have slacking members without decent resists )That didn't seem really overpowered to me and as it is now, asit's not a regenerating ward. But that's not for me to decide.Concerning mana issues, i'm not in a great uber guild, we try tarinax time to time ( and haven't managed it since the higher members left ).I find it to be an ideal compromise between uper raiders and casual players.Besides trash mobs, if i want to get my dps up, i use a casting cycle which leaves melittle time for auto attack and which depletes my power FAST.I will try to check this WE how long it takes me to do that.Of course it depends who is on the raid, when all the summoners, rogues,predators and sorcerorsare present the mobs go down quite fast  :smileywink:( i skipped the prism2 as i wasn t fond of DoF )That should mean master haste will be about 27 or 28% haste,make the last tier non upgradable haste a nice plain number like 30%  :smileytongue:Dirges get the bria"s get back 5 points AA too if i remember well, might as well give the stealth one too,i would like to be able to be stealthed quickly.Besides the 3% raised effect on the debuffs which i do not like at all because it reminds me ofthe 2% to defense AA in KoS, the main issue i have is the lack of FUNmin/ maxing is nice and all, usefull etc etc but as this a class that adds a lot more to others than to itself, i think some fun and fluff is needed.And when you know there will be boots granting a 45% run speed ( with charges, but nonetheless ) and druids get a seriousboost to run speed ( which is more than way cool, i'll need to go grind some AAs on my fury )I want run speed !!!!!!!!!!!!what about the stifle changes, does that seem nice? thoughtfull?And i still have only +1 defense for 4 AAs in KoS
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Unread 11-10-2006, 12:43 AM   #41
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there should be summary of what bard propose for changes too
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Unread 11-10-2006, 01:08 AM   #42
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    Wow, I really wish I hadn't bothered to look up the new troub AA's. They are horrible, this really makes me wonder if I should even bother getting the new expansion, or if I should just take a break from MMO's until Conan comes out. What a spectacular failure by the devs.
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Unread 11-11-2006, 11:49 AM   #43
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Some decent changes to the Troubadour AAs on beta. Still bugged, but still decent.
 
The Demoralizer line is mostly changed to provide % bonus on debuff amount. Much improved over the increased duration that is listed in this tread. For example Midnight Tempo get a 30% increased Int Debuff.
 
Shrill get a 10% damage boost in addition to the 0.5s cast reduction. Thats 150ish damage added on max damage...
 
Also Jesters cap is added to the Inspiration tree. A healthy 10% added to recast reduction (50% now at Master1),  and 5s reduced recast. Can cycle trough a group in 30s less :p Immunity is still 2 minutes.
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Unread 11-12-2006, 09:59 AM   #44
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The option to boost jester seems almost too good to be true... Suprised me with that one :smileywink: Don't know about the other folks but i would gladly exchange the stun AA, or the stifle bow shot, the added proc on self buff or even the mez ( as having tried the old one, anyhthing else seems a farce ) for speed !! for lower cast time on stealth And anyone has infos / tested the sonic end line AA ?
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Unread 11-12-2006, 11:27 AM   #45
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Yes, I wonder about that one too. Will the increased duration of enemy dots be good or a raid killer? I still have a feeling that the simple % chance to miss combat arts will be more usefull in more situations. At least none of the end lines is as important as our AoE killer. Gives more freedom of choice.

There also seems to be a upgrade for PotM in sonic tree, but its bugged to HP song right now. Will be interesting to see if they lift PotM up in T7 again.

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Unread 11-13-2006, 11:46 AM   #46
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Snublefot wrote:

Yes, I wonder about that one too. Will the increased duration of enemy dots be good or a raid killer? I still have a feeling that the simple % chance to miss combat arts will be more usefull in more situations. At least none of the end lines is as important as our AoE killer. Gives more freedom of choice.

There also seems to be a upgrade for PotM in sonic tree, but its bugged to HP song right now. Will be interesting to see if they lift PotM up in T7 again.


It's good beacuse the ticks of the dots will be futher apart, making it easier for the curers to cure them (espescially when the curer doesn't have a group cure for the given dot)
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Unread 11-15-2006, 12:54 AM   #47
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Yes, and the Harmization AA is actually reasonable now. It does something similar, except spells that do no directly heal/damage have their duration increased by 7% (i.e. jesters, mez, all debuffs that dont do damage, and i believe even percision had a duration increase). If it has a damage over time component, it has a reduced duration of 7%, and also ticks quicker. This might be a good dps boost? we'll see... going to try a few different builds out once i get all the new AAs. Resonance doesn't seem worth the point choice for the +5 range on spells sicne you are generally still in AE range, but the other 3 lines are kinda hard to chose from >.<
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Unread 11-15-2006, 08:22 PM   #48
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Enahnced Bria's has also been changed, it now adds 5% to it's regeneration per point spent. (So for Ad 3 Bria's it will at 10 power per tick and for M1 it will add 11 or 12 depending on rounding when you have the skill maxed at 25%)

Message Edited by Dwergux on 11-15-2006 04:23 PM

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Unread 11-16-2006, 02:05 AM   #49
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Enhance Bria's at Master 1 adds +12power/tick. I really like the ninja change they made to that over night. Sure is better getting +2.5power/tick per rank then the +1pow/tick SMILEY
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Unread 11-18-2006, 11:36 AM   #50
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Anybody tested Harmonization out with Bria's and Quiron's (Does it stack)?  Harmonization says the effects of persistant spells that heal have thier durations reduced and the effect happens more quickly, and I don't think you can get much more persistant than something like Bria's or Quiron's.
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Unread 11-18-2006, 05:12 PM   #51
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Kajinryu wrote:Anybody tested Harmonization out with Bria's and Quiron's (Does it stack)?  Harmonization says the effects of persistant spells that heal have thier durations reduced and the effect happens more quickly, and I don't think you can get much more persistant than something like Bria's or Quiron's.

Then again, both are not healing spells.(Quiron is an increased regeneration, not a healing, as I understand it)
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Unread 11-20-2006, 02:27 AM   #52
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My main is a Warlock but my main alt is a troub and all I can say about these aa's is wow... That's a good wow too.  If these actually function as written then Troubs made out like bandits this expansion imo.  I am happy with the Warlock lines now that they are fixed, but these ones seem to be make or break for raid content.  Especially with the freakyness of the new zones.  I can see these increasing the value of a troub quite a bit.  I particularly like the sonic end ability... That extra %25 duration on a dot could save the party in time for status cures.
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Unread 11-24-2006, 09:16 PM   #53
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Question about the new AA and old ones.  I am lvl 20 btw.

 

1) I'm thinking about going down the line that starts with enhanced pwr regen  but don't see the real use of extra range for the last AA.  Is that useful long term?

2) Does the charm buff only last 2.5 seconds with 5 points in it?

3) I also want the enhanced shrill line for more solo dps and the end AA is only 16 points but I'm not sure how useful it would be for extended duration of dots that enemies put on us.  Harmonization is the AA I really want but the cheap shot line doesn't look useful to me.

4) I am trying to maximize my intelligence as an Erudite troub so I was thinking about going the Int route with the KoS AAs to go along with the new ones.  Does the int line help casting in real game play or does it just look good.

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Unread 11-25-2006, 12:55 PM   #54
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Can we get someone to post an in-game version of these, because they're out of date.
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Unread 11-26-2006, 02:38 AM   #55
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1) Resonance can be really useful in raiding, and even more useful in PVP. Depending on what style of troubadour you want to be, it's a very effective ultimate.2) At M1 the level 62 charm with max enhance would be 16.5 duration and 20% resistability (from 14.0/5%). Harmonization would bump it up to (roughly) 17.5 seconds3) Cheap Shot is one of my most used skills on my bar. It stuns solo mobs, heroics, and an assortment of epics. It'll really come down to a choice between a .5 second longer stun (less time someone's getting hit) or a free and instant 35% chance to knockdown up to six things every 20 seconds. Tough choice.
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