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Unread 03-02-2006, 04:14 AM   #31
Myr

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well I've started out with the Agi line also, not sure if I'll max everything out though.  Unfortunately I can't see spending anything in the Int line SMILEY
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Unread 03-02-2006, 09:33 PM   #32
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Nightwo|f wrote:I have 8 points or so, but haven't used any other than the first, and probably won't for awhile to see if things change. I can't really decide where I want to go, but most of the lines are kinda disappointing really. I would go int, but I don't really have much of a problem with agro if I use Concussive whenever it is up. The damage increase from the wis line is kinda neat, but losing the power and int from an empty secondary seems kinda expensive, but that would really be hard to tell until I see how close I am to the cap at level 70 with some decent gear.For the 'fun' perspective, I think the str line would be neat, with a guarantee crit as the last skill, that can be very useful. Right now, if a DoT crits, all ticks are crits. So guarantee a crit of Master2 Glacial Winds would be *really* neat I think. But if they change it so DoT crits aren't for the duration, that would be much less fun, and I wouldn't put it pass SoE to do so...

Just to remind or inform people that are saving their points incase things change... the first respec only costs 1s and you can do 4 or 5 before it realy gets expensive and I will bet in the next 3 months there will be amjor change to the AA system and SOE resets every one back tothe 1s cost.
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Unread 03-02-2006, 10:08 PM   #33
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Rimllar wrote:Can anyone confirm whether the INT line will accept a 2-handed staff as well as a1-handed staff... the description (for Confounding Staff) just says "Dual Wield or 1-handed".Would seem (to me) that it should given the weapon overlap between the 5 lines, but cannot tell without spending points in it and I am not sure that's where I want to spend AA at this time.Thanx

A two-handed staff is not a dual wield weapon. It is a two handed weapon. A dual wield weapon is a one handed weapon that can be used in either the left or the right hand.
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Unread 03-03-2006, 01:22 AM   #34
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Yea the costs for respec are on this post below:http://eqiiforums.station.sony.com/eq2/board/message?board.id=faq&message.id=27Gets expensive after the fourth respec
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Unread 03-03-2006, 08:54 PM   #35
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The one cool thing about this post is that the AA's are doing what was intended. It was game breaking like one poster said, it was more to have you specialise your play style and be different. Everyone posting so far as had valid reason why they wanted to choose what they did. I find it refreashing that everyone has chosen something different for different reasons.
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Unread 03-07-2006, 09:24 PM   #36
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I've settled in on the Wisdom line.  The ability to increase damage for for a nuke or two is decent.  The Passive ability to increase spell damage is excellent, and the Rune just sounds awesome.
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Unread 03-08-2006, 05:39 AM   #37
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I'm 11 APs into WIS line atm, and I'm enjoying it very much. The *choice* of what spell to increase with 22% dmg (Ice Comet /Fusion /AE's) is usefull, as in a raid I tend to keep it for near end fight.The Ward is just awesome, and I'm planning to take this to rank 8. It peels of first 320 (prolly more once scaled to lvl 70) dmg of every and all incoming hits, then regenerates (if scaling as i'm assuming) 128 hp (note this works IN combat too SMILEY ).Had a couple of goes earlier on even cons, and I can notice the difference already!(also taking up INT line for decreased aggro build up) but for now the plan is to choose:base: 1WIS: 5 8 8 4 8INT: 4 4 8 -note: reason for the "-" is that the last rank, or so i was told, can only be bought at rank 8.EDIT: typo's

Message Edited by Lanadad on 03-08-200601:40 AM

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Unread 03-08-2006, 10:54 AM   #38
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Can anyone clarify what items are acceptable as "Symbols" in the STA line of AA's.... only items called "Symbols" or will tomes or other items like Voodoo dolls, etc that are secondary slot items work.... Do we have a definitive list or view ?Thanx
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Unread 03-08-2006, 07:07 PM   #39
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Current plan:

4 ranks in Invokers Strength

8 in Static Discharge (big jump from 4-5, I suspect the full 8 will be pretty awesome. SMILEY )

8 in Deflecting Staff (mmmm... Parry.... SMILEY )

8 in Spell Expertise (crit-tastic.... (also why I'll need high Parry SMILEY )

Probably won't spend any in Catalyst. The most I've seen a Crit increase a spell by is 27% or so, so I'm not pushed about a 'guarenteed' crit for a heap-load of health.

 

 

Not too sure where I'm going after that. I can almost max out a 2nd line. The Stamina one is tempting.....

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Unread 03-08-2006, 08:04 PM   #40
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Well i went with the strength line first and am very pleased. I am at about 13% crit chance and i score critical hits like crazy.Had my fusion master 1 hit for right at 17k last night on all 3 mobs (around 50k damage from one cast... /gasp!!!), was insane!! (and yes i pulled instant aggro and died, but oh well....).Also had my ice nova hit for 14k  at only adept 3 (yes im using a brigand to make the damage so high, and yes it was a critical hit).Anyways i know that lots of the strength line sucks but getting your crit chance up to around 15% is really nice. I'm going to complete this line because i like the idea of sacrificing around 800-900 health for a guaranteed critical hit on either fusion/ice nova/or glacial winds. Being in raids, a measly 800-900 health is nothing to guarantee a big critical hit.I'm still really torn between my choices after i complete the strength line though.
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Unread 03-12-2006, 09:05 AM   #41
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on the line where you cant have an item in secondary to use the spell  r emember this   you can removean item every 4 seconds in combat...

 

so...

have the item in the slot take it out,  use the spell,  30 seconds later or whenver the spell is done  put item back in until next time.

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Unread 03-12-2006, 03:17 PM   #42
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JarredDarque wrote:

on the line where you cant have an item in secondary to use the spell  r emember this   you can removean item every 4 seconds in combat...

 

so...

have the item in the slot take it out,  use the spell,  30 seconds later or whenver the spell is done  put item back in until next time.


I don't think that this is really useful: you can use that ability again after 60 secs. That means you have to swap them back after another 25 secs.
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Unread 03-12-2006, 04:10 PM   #43
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also, even if you do put it back on durring combat, you wont gain the bonus's of it being on other than the damage from the int and other stats...if you have +disruption or soemthing then it would be useful but power and such wont come back becuase you are already in combat
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Unread 03-12-2006, 05:11 PM   #44
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I'm way too lazy to be swapping a secondary all the time during fights, which is why i won't be taking the wis line.
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Unread 03-13-2006, 09:22 PM   #45
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I've been thinking about going with this build.  Open to suggestions.

The Pros: man being able to reduce both the casting time and the recast timers on all spells is huge.  That in and of itself will boost DPS significantly.  It also means being very careful about managin aggro.  I also like the WIS line being able to boost damage and alos reduce the power cost of all spells.

Cons: I think this is a very heavy DPS build, without any additional tools for managing hate.  I think from a burst perspective, this is one of the best builds we can get, but it can also get us DEAD.  SMILEY

Thoughts?

1     -     Familiar: Summons a Familiar

Agility Line:

4     -     Spellshifters Agility:  Increases Agility of Caster4     -     Ambidexterous Casting: Inflicts melee damage on target. Interupts target4     -     Shift Momentum: Increases in-combat movement speed of caster5     -     Spell Shaping: Reduces casting times8     -     Spell Shifting: Reduces recast timers of caster25   -     Total AGI Line

Wisdom Line:4     -     Sage's Wisdom: Increases Wisdom4     -     Freehand Sorcery: Your spell will do % additional damage4     -     Ward of Sages: Wards caster4     -     Brainstorm: Increases the base damage of all spells8     -     Sagacity: Reduces the power cost of all spells and abilities24   -     Total WIS Line21

Message Edited by Oumana on 03-13-200608:32 AM

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Unread 03-13-2006, 10:34 PM   #46
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Oumana wrote:

I've been thinking about going with this build.  Open to suggestions.

The Pros: man being able to reduce both the casting time and the recast timers on all spells is huge.  That in and of itself will boost DPS significantly.  It also means being very careful about managin aggro.  I also like the WIS line being able to boost damage and alos reduce the power cost of all spells.

Cons: I think this is a very heavy DPS build, without any additional tools for managing hate.  I think from a burst perspective, this is one of the best builds we can get, but it can also get us DEAD.  SMILEY

Thoughts?

1     -     Familiar: Summons a Familiar

Agility Line:

4     -     Spellshifters Agility:  Increases Agility of Caster4     -     Ambidexterous Casting: Inflicts melee damage on target. Interupts target4     -     Shift Momentum: Increases in-combat movement speed of caster5     -     Spell Shaping: Reduces casting times8     -     Spell Shifting: Reduces recast timers of caster25   -     Total AGI Line

Wisdom Line:4     -     Sage's Wisdom: Increases Wisdom4     -     Freehand Sorcery: Your spell will do % additional damage4     -     Ward of Sages: Wards caster4     -     Brainstorm: Increases the base damage of all spells8     -     Sagacity: Reduces the power cost of all spells and abilities24   -     Total WIS Line21

Message Edited by Oumana on 03-13-200608:32 AM


I was going to take the reduction in re-cast timers but in all reality 12% (14% with flappy) isn't all that worth 8 aa points.

I'd rather spend 4 more into cast timer reduction, and 4 more into the wis line and increasing my base dmg.

the 12% power cost reduction is however worth 8 aa points imho.  the only final ability I think is worth spending the aa on.

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Unread 03-14-2006, 12:32 AM   #47
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IllusiveThoughts wrote:

I was going to take the reduction in re-cast timers but in all reality 12% (14% with flappy) isn't all that worth 8 aa points.

I'd rather spend 4 more into cast timer reduction, and 4 more into the wis line and increasing my base dmg.

the 12% power cost reduction is however worth 8 aa points imho.  the only final ability I think is worth spending the aa on.


Very good point.  In doing the numbers...say in a 5 minute, epic fight.  With the 12% reduction in recast timers, I'm going to get off one more ice comet/nova, then someone without the Spell Shifting AA.  And in all reality, that just going to be another RESIST that I see and that pisses me off... SMILEY

Thanks for the comment....need to think about this one.

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Unread 03-15-2006, 12:34 AM   #48
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After doing some thinking I'm pretty set on going down wisdom for sure, just not sure if I want to max it out (4/8/8/8/SMILEY and use the remaining 13 points in the INT line to get confounding staff. Reason I'm thinking of going for the first skill in the int is that iirc it is a very quick cast, and if it has enough hate reduction at rank8 it can help save me for when I do grab agro. Otherwise I may go 4/5/4/8/8 in the wis line and use the rest to get the spell crit to rank8 in the str line.

Still debating if +12% spell crits (and lesser ward+freehand) or agro reducer (with better freehand bonus and ward) is more useful...

Message Edited by Nightwo|f on 03-14-200602:37 PM

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Unread 03-15-2006, 12:37 AM   #49
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Nightwo|f wrote:

After doing some thinking I'm pretty set on going down wisdom for sure, just not sure if I want to max it out (4/8/8/8/SMILEY and use the remaining 13 points in the INT line to get confounding staff. Reason I'm thinking of going for the first skill in the int is that iirc it is a very quick cast, and if it has enough hate reduction at rank8 it can help save me for when I do grab agro. Otherwise I may go 4/5/4/8/8 in the wis line and use the rest to get the spell crit to rank8 in the str line.

Still debating if +12% spell crits (and lesser ward+freehand) or agro reducer is more useful...

I'm debating along similiar lines as well.
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Unread 03-20-2006, 04:02 AM   #50
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I have waited awhile to see what experiences folks have had.Some using wis line tell me nice increase in dmg, but pull aggro now like a ^%$$#.Intel line is great for anti hate and thats about it. However these folks are saying doing alot more dps on raids. In fact coming out at or near the top for our raids now. simply because they cna unload on a mob now.Agility: I have as yet not found anyone doing this as main aa line.No one admits to using sta or str either.As I will mostlyr aid at 70 I am going intel for main line, for the anti hate. A skywatcher robe doesnt hurt either.Rest of points unsure agilit and maybe 1st rank of wisdom for the extra resists it would give.Freehand sorcery costs to much to me, losing the off hand slot. And what good does the extra dmg do if i am dead from aggro anyway.
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Unread 03-20-2006, 11:08 AM   #51
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blynchehaun wrote:

Current plan:

4 ranks in Invokers Strength

8 in Static Discharge (big jump from 4-5, I suspect the full 8 will be pretty awesome. SMILEY )

8 in Deflecting Staff (mmmm... Parry.... SMILEY )

8 in Spell Expertise (crit-tastic.... (also why I'll need high Parry SMILEY )

Probably won't spend any in Catalyst. The most I've seen a Crit increase a spell by is 27% or so, so I'm not pushed about a 'guarenteed' crit for a heap-load of health.

 

 

Not too sure where I'm going after that. I can almost max out a 2nd line. The Stamina one is tempting.....


Catalyst is AWESOME.. just because you can auto critical every fusion.. and most ice comets
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Unread 03-20-2006, 08:03 PM   #52
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I think there are two builds right now...
 
1. is the grind build (for me, I like having freehand sorc. and the ability for that extra damage).  I really don't feel I'm losing all that much with an empty 2nd slot.  My int is still capped at lvl 65, and my power pool is usually the highest in the group, even with other casters 2-3 levels higher then me.
 
2. the raid build
 
On the #2, the more I think about it, I really like the post in this thread talking about the Int line wizard with the hate reduction.  That may be the preferred line to go for the raid wizard....I'm liking it more and more....
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Unread 03-20-2006, 08:31 PM   #53
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Kaldarr wrote:I have waited awhile to see what experiences folks have had.Some using wis line tell me nice increase in dmg, but pull aggro now like a ^%$$#.Intel line is great for anti hate and thats about it. However these folks are saying doing alot more dps on raids. In fact coming out at or near the top for our raids now. simply because they cna unload on a mob now.Agility: I have as yet not found anyone doing this as main aa line.No one admits to using sta or str either.As I will mostlyr aid at 70 I am going intel for main line, for the anti hate. A skywatcher robe doesnt hurt either.Rest of points unsure agilit and maybe 1st rank of wisdom for the extra resists it would give.Freehand sorcery costs to much to me, losing the off hand slot. And what good does the extra dmg do if i am dead from aggro anyway.

I have taken the agi line first.
Im on rank 7 for spell cast timer reduction.  right now all 5s cast timers are 4.5, 4s cast timers are 3.6, 3second cast timers are 2.7, 2second cast timers are 1.8 1second cast timers are .9 and .5second cast timers are .4.
 
I was with a dirge who got me .08% more and it didn't seem to make a change, maybe at rank 8 (10% reduction) i'll see something else drop.
 
I will not be taking the final recast reduction, not worth 8 aa imho.
 
next for me is wisdom.
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Unread 03-20-2006, 10:06 PM   #54
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True. The 'guarenteed' crit would be nice.But even at a mere 5.4%, I'm seeing a fairly high crit rate.Crits are only +25% damage. Getting a guarenteed crit once every minute (or so) isn't that big a deal, imo, especially when I could put those 8 points into getting half of another line.Choices are good. SMILEY
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Unread 03-20-2006, 11:00 PM   #55
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Actually based on a recent Moorgard post crits are up to +30% damage.
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Unread 03-21-2006, 02:09 AM   #56
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Yup, I know.Ultimately: same difference.If it were +100% damage, I'd care far far more about the guarenteed hit, but it ain't, so I'm not. SMILEY
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Unread 03-21-2006, 02:37 AM   #57
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Bucksnort wrote:
Actually based on a recent Moorgard post crits are up to +30% damage.
Critical for most of wizard spells = +50% damage.At level 70, 472 int, my ice nova adept3 = 4308-8000 damage (avg 6154.) Critical = (max+1) ~ (max*1.3) = 8001-10400 (avg. 9200.5.) So it's 49.5% more damage.
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Unread 03-21-2006, 03:59 AM   #58
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QQFatman wrote:

Bucksnort wrote:
Actually based on a recent Moorgard post crits are up to +30% damage.
Critical for most of wizard spells = +50% damage.At level 70, 472 int, my ice nova adept3 = 4308-8000 damage (avg 6154.) Critical = (max+1) ~ (max*1.3) = 8001-10400 (avg. 9200.5.) So it's 49.5% more damage.

hrm, never throught about it that way.  Makes sense especially with the large spell range on ice comet and ice nova.  hell even hitting for max dmg +1 could be more than the 30% crit modifyer if the spell would have landed on the low end of the scale.

makes crits for a sorc look a whole lot better now.....

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Unread 03-22-2006, 10:55 PM   #59
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IllusiveThoughts wrote:

QQFatman wrote:

Bucksnort wrote:
Actually based on a recent Moorgard post crits are up to +30% damage.
Critical for most of wizard spells = +50% damage.At level 70, 472 int, my ice nova adept3 = 4308-8000 damage (avg 6154.) Critical = (max+1) ~ (max*1.3) = 8001-10400 (avg. 9200.5.) So it's 49.5% more damage.

hrm, never throught about it that way.  Makes sense especially with the large spell range on ice comet and ice nova.  hell even hitting for max dmg +1 could be more than the 30% crit modifyer if the spell would have landed on the low end of the scale.

makes crits for a sorc look a whole lot better now.....


If you have 1% crits.  You cast Ice Nova 100 times, you'll get 1 crit that does 50% extra damage, increasing your DPS by 0.5%. If you have 10% crits you're DPS will go up by roughly 5%.
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Unread 03-23-2006, 09:54 PM   #60
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Here's some reason why i'm not a fan of strength or Catalyst aa.

It has a recast timer of a minute. It's pretty long imo. It does guaranteee the next spell within 1minute is a crit. nice huh? well, what if that spell got resisted? there goes 8 burned AA's going down the drain. In addition, crits are awesome! When you see big number flying by its eye candy, however, how high is that number? Are you seeing 4 digits or 5 digits? Seeing that Ice comet m1 has approx 5k minimum damage. when a crit lands for that much.. it doesn't even go beyond Ice comet's max damage.

These are just the drawbacks of the strength line, I am currently spending points this line after finishing my agility line.

just my 2cp's worth of opinion

Message Edited by Admhel on 03-23-200611:55 AM

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