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Unread 11-04-2006, 08:11 AM   #1
menelaus109

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The first pic is the AA tree, the second is a mouseover of the abilites, ive tried to organise it in the same order as the actual AA tree should be and added the interconnects inThe AA lines are divided into 3 branchsEnhancementsBattlePunishmentsEDIT: Some easier to see screenshots of the abilities, this is about as big as i can get them as photobucket scales them down if i try any larger, should be a bit easier to seeRed is the Enhancements lineBlue is the Battle lineGreen is the Punishments line

Message Edited by menelaus109 on 11-04-2006 02:32 AM

Message Edited by menelaus109 on 11-04-2006 02:42 AM

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Unread 11-04-2006, 08:34 AM   #2
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The enhancement line reduces various cast and recast timers and primarily affects emergncy heals, rezzes and utility spells. It does not affect any of our main heals. The final ability increases the range of all our spellsThe battle line changes several of our spells into melee abilites (affected by the % crit from KoS AA) and adds the ability to remove the stifle part of Fanaticism there is a significant cost to this though (this is likely to change so i wont post the details). The final ability increases crushing, mitigation and reduces power costsThe punishments line increases the effectiveness and/or duration of several debuffs and reactive curses. It also contains an ability that allows verdict to be cast on a mob before it reaches the required health threshold and triggers verdict when the mob passes the required health threshold (for example the max duration is 10 sec, you can verdict and if the mob passes the threshold of 50%, 25%, 10% or 2% based on strength then verdict will be triggered). The final ability increases the duration of all the punishment spellsIssues already identified on BetaThe enhancements line is largely useless, people go days without using the emergency heals and reducing a 15 min recast by  2.5min really doesnt help that much. The reduced casting time on the rezzes is again largely useless as rezzing on raids is usually done by necros, pallys etc The final ability is pretty weak as well it wont allow you to avoid any of the larger AoEs and the smaller range ones can be avoided anywayIm testing the battle line now and it looks like an Inq buffed for melee can do more in autoattack damage for no power cost instead of using the CAs, also the CAs will not trigger spell proc items,  from which a significant part of our DPS came from. There is also an issue with the new CA having a higher power cost than the equivalent spells but i think this is a bug and will most likely be fixed

Message Edited by menelaus109 on 11-03-2006 07:37 PM

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Unread 11-04-2006, 12:37 PM   #3
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Wow I can't read that at all SMILEY
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Unread 11-04-2006, 02:24 PM   #4
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Would love to check these out but they are so tiny I can't make out anything. Tease.
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Unread 11-04-2006, 03:06 PM   #5
menelaus109

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Yeah i kinda noticed that problem after i posted, ill try and post something a bit easier to seeIn the meantime save the image to your comp and then open with paint or something and zoom in and you can see the abilites okayEdit: Added some larger screenshots of the AA's, also a screenshot showing the 3 pathways

Message Edited by menelaus109 on 11-04-2006 04:11 AM

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Unread 11-04-2006, 11:07 PM   #6
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good post.. big thanks for the OP :smileyvery-happy: /cheer
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Unread 11-05-2006, 07:45 AM   #7
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I hope you are all as angry and frustrated with these AA's as I am .. if we don't want to be stuck with them, we better make our voices heard now, or we will be eating these AA's at expasnion launch. It is insulting that a healer class is stuck with rez's and dps ..

Where are our heals ???

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Unread 11-05-2006, 08:17 AM   #8
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It's hard to find anything worthwile in the emergency line... and the battle line, well.. I, for one, am kinda excited about the removal of stifle from Fanaticism/Zeolatry AA. I'd love to know badly it nerfs healing while it's up as well as how much more power the rest of the spells take... I'm sure all that balancing will be in flux leading up to the release.

So, unless something quite drastic happens with those lines, I'm sure I'll be plunking most of my points into the punishment line, and even those aren't much to whoop and holler about, I'm afraid.

 

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Unread 11-05-2006, 09:35 AM   #9
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I could be wrong, but I don't think anyone got any significant healing AAs.  The enhancements for Act of Conviction, Fanaticism, and Fervent Focus seem nice to me.
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Unread 11-05-2006, 02:29 PM   #10
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Enchancements? C'mon, the EoF AAs are a lil stirred away from our main abilities. The punishment tree is ok I guess, but aside from that the rest is BS. The emergency tree is useless for our class, this doesn't make any sense at all. If I wanted to be a rezzer in group/raid/game, I'd role a [expletive haxx0red by Raijinn] Dirge or something else for this matter.
 
The battler tree is umm, ok if you want to be a dps class.. Once again is this really a top priority in class?
 
There are a few things missing here. I'd rather see an enhancement in the inquest line (power tap), or cons line (hp+dps mod). Even something for Convert. But c'mon now SoE, you gotta be kidding me on these new AA abilities.
 
/discuss plz
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Unread 11-05-2006, 03:55 PM   #11
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LardLord wrote:
I could be wrong, but I don't think anyone got any significant healing AAs.  The enhancements for Act of Conviction, Fanaticism, and Fervent Focus seem nice to me.


Well, since the lifting of the NDA, I can tell you that you are mistaken. Wait til you see the templar AA's then see how you feel about ours .
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Unread 11-05-2006, 05:23 PM   #12
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The Beta patch of 04/11 increased the effectiveness of some of the AA's considerably, mainly the punishments lineThe base value was increased from 3% to 7% on all the punishments line except Heresy, so with 5 points the effect is increased 35% now instead of 15%
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Unread 11-05-2006, 05:37 PM   #13
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primaryKey wrote:

It's hard to find anything worthwile in the emergency line... and the battle line, well.. I, for one, am kinda excited about the removal of stifle from Fanaticism/Zeolatry AA. I'd love to know badly it nerfs healing while it's up as well as how much more power the rest of the spells take... I'm sure all that balancing will be in flux leading up to the release.

So, unless something quite drastic happens with those lines, I'm sure I'll be plunking most of my points into the punishment line, and even those aren't much to whoop and holler about, I'm afraid.

 




yes it does moved your stifle. but :smileywink:

 

All your spell caster timer will be x 1.5 ( note: spell haste will no effect after this.. so 2 seconds.. that's 3 seconds timer.. 5 seconds that's 7.5 caster timer ). all your spells costs will be  x 1.5 as well.. all your heals will be decreased to 50%...

 

after you cast fanaticism. your single reactive will become like this 254 power cost, 3 seconds cast, heals for 225-275.. I think my 30 reactive looks better than this. it doesn't help you. it curses you. if they make it like this way. I would never use this spell again.

Message Edited by Demoniac on 11-05-2006 04:43 AM

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Unread 11-05-2006, 05:58 PM   #14
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Screenshots of the new Punishments line and also screenshots of the spells affected, this time with 5 points in every abilityNotice the change to Heresy and also the additional of a duration to VerdictAll my spells are Ad3 on Beta until i can copy myself across again, Int was around 90 for the screenshots

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Unread 11-05-2006, 06:56 PM   #15
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Gwyniveth wrote:

LardLord wrote:
I could be wrong, but I don't think anyone got any significant healing AAs.  The enhancements for Act of Conviction, Fanaticism, and Fervent Focus seem nice to me.
Well, since the lifting of the NDA, I can tell you that you are mistaken. Wait til you see the templar AA's then see how you feel about ours .

Whoa, she's right. Take a look at:http://eqiiforums.station.sony.com/eq2/board/message?board.id=13&message.id=28409&jump=trueLooks like all their lotto heals are getting an increased proc %, and the cures are adding a reactive heal component.
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Unread 11-05-2006, 07:12 PM   #16
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How many points to you have to put into a tier to unlock the next tier? Also, how do you unlock the final tier? Those abilities appear to be disconnected from the graph.

Message Edited by quasigenx on 11-05-2006 09:13 AM

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Unread 11-05-2006, 07:23 PM   #17
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quasigenx wrote:
How many points to you have to put into a tier to unlock the next tier? Also, how do you unlock the final tier? Those abilities appear to be disconnected from the graph.

Message Edited by quasigenx on 11-05-2006 09:13 AM



you have to put 3 points to be able to unlock the next tier. it seems each line has 1 final ability. you have to put 15 points in the same line to be able to unlock the final the ability in this line.
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Unread 11-05-2006, 10:32 PM   #18
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Jina is rightThe first series of screenshots were arranged into the order they appear to show the interconnections and progression, the updated ones i just took screenshots of to show the differencesCheck out my first few posts to see how the punishments tree looks, and check out the new and improved abilities in the more recent postsWhen the next big beta patch hits ill update all my screenshots and repost
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Unread 11-05-2006, 10:40 PM   #19
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quasigenx wrote:
Whoa, she's right. Take a look at:http://eqiiforums.station.sony.com/eq2/board/message?board.id=13&message.id=28409&jump=trueLooks like all their lotto heals are getting an increased proc %, and the cures are adding a reactive heal component.

Yes, thats the most embarassing thing I've ever seen. Innoruk as Tunares pendant, together with the battlepriest aa-line will finally make us tanks with healing capacities and our stepbrothers, templars, get the full benefit of healing improvements. I dare say it's a dumb idea to make up aa-lines that add to the core function of priests, and hand them out to some, not all. It's cool to be different, but that now is just over the edge, by a large margin. I hope that the inquisitor AAs get a second look before release, or shortly after.. but as they are now our inquis consider betraying or going into exile, to get the tunare deity.
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Unread 11-06-2006, 12:48 AM   #20
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So I take it one can use the connecting lines between the buff to move say down the punishment line then over to the battle line to get the enchance: Fanaticism ability?
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Unread 11-06-2006, 12:51 AM   #21
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ronbogard wrote:
So I take it one can use the connecting lines between the buff to move say down the punishment line then over to the battle line to get the enchance: Fanaticism ability?
yep thats right
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Unread 11-06-2006, 03:19 AM   #22
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I don't get how some of you are raving about the Fanatacism line. Sure you can cast your heals and other spells while stifled now with changes, but tell me this.. How many times are you going to be able to do this. During a typical raid mob which takes more time to kill, yes this can be beneficial or can work the other way depending how you drain your power and such.

 

The tweak on this line is once again, not beneficial to us at all. What it's doing is that its working againts our strenghts with our ability to tap power (inquest) and over all cost of power from our spells.

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Unread 11-06-2006, 03:30 AM   #23
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Yeah we definately got pooped on with the AA lines compared to the Templars, we dont get any enhancements to heals other than our emergencies which if you are using them, its about over anyway. I like the increased duration of the debuffs and such, but seriously, I would have much rather gotten some healing love on this one.
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Unread 11-06-2006, 03:56 AM   #24
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Listad12 wrote:

I don't get how some of you are raving about the Fanatacism line. Sure you can cast your heals and other spells while stifled now with changes, but tell me this.. How many times are you going to be able to do this. During a typical raid mob which takes more time to kill, yes this can be beneficial or can work the other way depending how you drain your power and such.

The tweak on this line is once again, not beneficial to us at all. What it's doing is that its working againts our strenghts with our ability to tap power (inquest) and over all cost of power from our spells.


The change to Fanticism is a new ability, it was only introduced to Beta on or around the 25/10I agree with you that it is more of a hindrance in it current form and i think it will get changed before it hits live@Kadurmi agree with you totally, the longer duration and increased effectiveness of the debuffs is nice but i would have preferred some healing love or a boost to InquestI think there will be at least one more large patch to beta before it hits live, so hopefully they will listen to what every Inq is saying and boost our healing rather than DPS

Message Edited by menelaus109 on 11-05-2006 02:59 PM

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Unread 11-06-2006, 08:25 AM   #25
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is there any real way for anybody to achieve all these befor it goes Live ? i'm not sure how you gain these abilities yet ? quests,grinding?
 
 
templars already have the biggest heals in the game why would they give them even Larger heals , this just makes a bigger gap and pushes one healer class way out in front , my Master 1 lvl 70 group heal is i believe Less then a Templar adept 3 group heal ,
 
supposedly our re-actives are biger heals then a templars? (not sure just what i read somewhere)  so should we Atleast get a line that Increases our Re-active's  equivelantly to Templars heals ?
 
or a Big BUFF for the MT and a extra Group buff , something to even out the healing between Temp/Inquisies to keep it near equal ?
 
i played a Inquis to be a healer , my main intrest is in keeping the MT and the group alive , by Heal's, Buff's,Re-actives  if i wanna CHOSE to increase the other things thats fine BUT i should have a choice also to increase my healing capacity , i have to work for these Special Abilities , if im going to put in the time and effort i would like to be able to Chose something that would benefit me as a Healer above all else
 
so i have to Betray freeport and live as an outcast to stay near equal with a Templar?
 
 
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Unread 11-06-2006, 10:04 AM   #26
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I am sure that there will be something to make up for lost grounds in terms of healing. Adding adornments to armor slots will have an effect/boost to our healing. This will benefit both Templars and Inquisitors. With this in effect, I can take these changes and walk away smiling, in a way I guess.
 
How bout having to take out the bonus %/proc to the Vengeance/Repentance line and dump that to our reactives instead ? No reason to add more triggers for these spells, if it doesn't proc that much at all... Oh wait, SOE fixed that crap so now they can actually say that adding these new AA ability for EoF is USEFUL ! Very smart move, these 2 spells rarely trigger now and for some reason they get an enchancement and an additional new AA ability because SOE decides to FIX them in a very sneaky way...Why not have them trigger more to begin with so that putting these AAs in EoF would actually make sense ? And to add to insults, Heresy ? Do I need to say more ? This freaking spell doesn't even trigger for EPICS !!!!!
 
SOE stop playing with my emotions, I'm seriously disappointed on these changes. Inquisitors are fine until I found out about these changes. It clearly makes us sub par to other heal classes. These AAs does not benefit nor enhance our strengths in game. I'm asking you to please take a second look at these. Adding a reduce casting timers to our emergency reactives is pointless, unless you're planning on having 20 minute encounters.
 
Inquisitors, please discuss or post anything new.. ty
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Unread 11-06-2006, 01:46 PM   #27
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Can any one post a picture of the enhance: verdict? Or knows what knows what the additional effects are?
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Unread 11-06-2006, 02:32 PM   #28
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ronbogard wrote:
Can any one post a picture of the enhance: verdict? Or knows what knows what the additional effects are?
You can see a pic of it in the screenshots i posted of the updated Punishments line a few posts agoThe Enhance:Verdict adds a duration to Verdict, you can cast before a mob hits the required health level and when mob passes the trigger percentage it fires, the basic duration is 5 seconds, however if you put 5 points into punishment it will go to 10 secondsSo you can cast Verdict and have upto 10 seconds for the spell to trigger if the mob passes the required healthIt does not affect the percentages for the spell to triggerThe duration increase of punishment is currently bugged and only adds 50% instead of 100% atm but will hopefully be fixed soon
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Unread 11-06-2006, 02:43 PM   #29
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Giralus wrote:
is there any real way for anybody to achieve all these befor it goes Live ? i'm not sure how you gain these abilities yet ? quests,grinding?
 Im not sure what you mean, on Beta we just hail someone who gives us a choice of what level we buff to and what equipment we want (full relic and some jewellery) and gives us 100AA points, we can respec any time we want for freeIf you mean on Live you acquire them the normal way
 
templars already have the biggest heals in the game why would they give them even Larger heals , this just makes a bigger gap and pushes one healer class way out in front , my Master 1 lvl 70 group heal is i believe Less then a Templar adept 3 group heal ,They are narrowing the gap between M1 and Ad3 and reducing some spells effectiveness, this will hopefully narrow the gap between us and Temps a littleOther than that i agree with you totally
 
supposedly our re-actives are biger heals then a templars? (not sure just what i read somewhere)  so should we Atleast get a line that Increases our Re-active's  equivelantly to Templars heals ?Reactives are the same for both of us
 
or a Big BUFF for the MT and a extra Group buff , something to even out the healing between Temp/Inquisies to keep it near equal ?
 Personally id prefer a boost to Inquest or Aura, but i rarely find myself in the MT group
i played a Inquis to be a healer , my main intrest is in keeping the MT and the group alive , by Heal's, Buff's,Re-actives  if i wanna CHOSE to increase the other things thats fine BUT i should have a choice also to increase my healing capacity , i have to work for these Special Abilities , if im going to put in the time and effort i would like to be able to Chose something that would benefit me as a Healer above all else
 The adornments will affect our healing, remember that with convert up we are in effect casting 2 heals every time, and each one is affected by the adornment bonusThe adornment effect is currently bugged on Beta atm but as soon as they work out the kinks ill post details
so i have to Betray freeport and live as an outcast to stay near equal with a Templar?
 
 

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Unread 11-06-2006, 06:27 PM   #30
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After the 11-4 update, I'm relatively pleased with the Punishment line.  Overall it fits with the flavor of our class rather well (ebil toons are typically more offensive and our strenth IS debuffing).  The increased effectiveness and durations will make them worth while.  Don't know about the rest of you, but continually refreshing Forced Obedience and Debase while trying to cure/heal and keep fanaticism running all at the same time is frustrating on many epic mobs.  However, the change to Verdict is only a minor 'woot', it does help to solve the timing issue so you don't have to hit it in that exact window, but I personally would have much rather seen an affective % increase (e.g. 1-3% increase before triggering). 

The enhancements line is very disappointing.  I doubt many, if any, will invest points into it for the simple fact that most of those spells are emergency spells and as others have stated, maybe get used every few days or so on average, so recast timers is a non-issue.  Personally, I would much rather see that entire line changed to our heals and buffs rather than the spells that it currently focuses on.  Increase our reactive # of procs (3-5 points for an extra proc or two) an increase in duration wouldn't hurt either, or increased overall heal effectiveness of all heals.  Increase the potency of our buffs, I mean seriously would increasing Fanatic's Faith by 3-15% be game breaking?  "OOOoooo, my Mental/Magic resists are now 1200/1600 higher rather than 800/1200!!!"  OR Pious wouldn't hurt by increasing the mitigation and stamina by a bit.  The one point I will disagree with is the max cast range affectiveness, I can think of a few encounters where increasing max cast range by 5meters can make a difference (Talendar anyone?).  However, a 2 meter per each AA increase would be much more enticing for a final ability IMHO.

 

Edit: Later realized that I didn't even mention the battle line.  My only question here is are the new CAs on the same recast timers as the spells they are replacing?

Message Edited by Gobbwin on 11-06-2006 05:36 AM

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