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#1 |
Loremaster
Join Date: Nov 2004
Location: ACT, Australia
Posts: 418
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![]() The Fury Tree of Achievement Point (AP) Skills for EOF This is the second edition of this post, after the major AP skill revamp on Beta. I will ask for the first edition post to now be locked, so that comments will not continue to be made on old data. Currently on Live, you can earn up to 50 achievement points (APs) to spend in the class (Druid) achievements tree. In EOF, you will also be able to earn up to 50 more APs, to spend in the subclass (Fury) achievements tree, meaning you can earn up to a total of 100 APs. Animalism (A1) Enhance: Carnal Mask (5 ranks, costs 1 AP per rank) Pre-Requisites: None (A2) Enhance: Seasoned Predator (5 ranks, costs 1 AP per rank) Pre-Requisites: Requires (A1) at Rank3 to open. (A3) Enhance: Primal Spirit (5 ranks, costs 1 AP per rank) Pre-Requisites: Requires (A1) or (R2) at Rank3 to open. (A4) Enhance: Fae Pyre (5 ranks, costs 1 AP per rank) Pre-Requisites: Requires (A2) at Rank3 to open. (A5) Enhance: Agitate (5 ranks, costs 1 AP per rank) Pre-Requisites: Requires (A2) at Rank3 or (A3) at Rank3 to open. (A6) Enhance: Urchin (5 ranks, costs 1 AP per rank) Pre-Requisites: Requires (A4) or (A5) at Rank3 to open. (A7) Animal Form (1 rank, costs 1 APs) Pre-Requisites: To have spent a total of 20 APs between Animalism skills (A1)-(A6). (R1) Enhance: Grasping Thorns (5 ranks, costs 1 AP per rank) Pre-Requisites: None (R2) Enhance: Emergency Healing (5 ranks, costs 1 AP per rank) Pre-Requisites: Requires (R1) at Rank3 or (A3) at Rank3 to open. Sylvan Touch (basic) heals 712 and then 134 every 2s. Feral Pulse (basic) heals 681-832 and then 120-147 per 2s. With ranks in this skill, these become: Sylvan Touch Feral Pulse (R3) Enhance: Pact of the Cheetah (5 ranks, costs 1 AP per rank) Pre-Requisites: Requires (R1) at Rank3 or (H1) at Rank3 to open. (R4) Enhance: Bestial Feast (5 ranks, costs 1 AP per rank) Pre-Requisites: Requires (A3) at Rank3 or (R2) at Rank3 to open. (R5) Enhance: Feral Potence (5 ranks, costs 1 AP per rank) Pre-Requisites: Requires (R2) at Rank3 or (R3) at Rank3 to open. (R6) Enhance: Hibernation (1 rank, costs 5 AP) Pre-Requisites: Requires (R4) at Rank3 or (R5) at Rank3 to open. (R7) Pact of Nature (1 rank, costs 1 APs) Pre-Requisites: To have spent a total of 20 APs between Recovery skills (R1)-(R6). Hindering (H1) Enhance: Barbarous Intimidation (5 ranks, costs 1 AP per rank) Pre-Requisites: None (H2) Enhance: Eldarr's Grasp (5 ranks, cost 1 AP per rank) Pre-Requisites: Requires (H1) at Rank3 or (E2) at Rank3 to open. (H3) Enhance: Snare (3 ranks, costs 1 AP per rank) Pre-Requisites: Requires (H2) at Rank3 or (R3) at Rank3 to open. (H4) Enhance: Maddening Swarm (5 ranks, costs 1 AP per rank) Pre-Requisites: Requires (H3) at Rank1 or (E4) at Rank1 to open. (H5) Kudzu (1 rank, costs 1 APs) Pre-Requisites: To have spent a total of 15 APs between Hindering skills (H1)-(H4). Energy (E1) Enhance: Killing Swarm (5 ranks, costs 1 AP per rank) Pre-Requisites: None
Pre-Requisites: Requires (E1) at Rank3 or (H2) at Rank3 to open. (E3) Enhance: Thunderbolt (5 ranks, costs 1 AP per rank) Pre-Requisites: Requires (E1) at Rank3 to open. (E4) Enhance: Starnova (5 ranks, costs 1 AP per rank) Pre-Requisites: Requires (H3) at Rank1 or (E2) at Rank1 to open. (E5) Enhance: Ring of Fire (5 ranks, costs 1 AP per rank) Pre-Requisites: Requires (E2) at Rank3 or (E3) at Rank3 to open. (E6) Enhance: Call of Storms (5 ranks, costs 1 AP per rank) Pre-Requisites: Requires (E3) at Rank3 to open. (E7) Energy Vortex (1 rank, costs 1 AP) Pre-Requisites: To have spent a total of 20 APs between Energy skills (E1)-(E6).
Stole Caethre's post and edited it. Kudzu is a pointless end ability and I hope it gets changed for the better. Hibernation IMO is not worth 5 ap. Starnova and Maddening Swarm only requiring 1 ap in the rank above to acquire is a bit wierd and might be changed/fixed. Over all I like our achievements and even the hindering line seems to be alright now with some good choces for the soloer/PvPer.
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#2 |
Loremaster
Join Date: Nov 2004
Posts: 1,336
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#3 |
Loremaster
Join Date: Nov 2004
Posts: 898
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SHORT AND TO THE POINT ANALYSISAnimalism - :smileyhappy:Recovery - :smileyindifferent:Hindering - :smileysad:Energy - :smileyvery-happy:
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#4 |
Loremaster
Join Date: Nov 2004
Posts: 1,336
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![]() Yeah energy and animalism will be the lines most people will pick and rightfully so ofc. the hindering line got a nice add. with our root lines included too bad snare got a toning down max 61 snare vs 75 before. in the energy line whirlwind isnt that nice to incr no recast redux sadly so not that useful and rof/cos enhancement dont excite me much either the rest ofc is really nice. animalism line is all good imo end ability is good too to get power back and the hast+dmg procs nice too if you got a fast weap. recovery line will not see any point from me here the hindering line will get points in snare and root prolly energy line kill swarm and nukes will see points from me too. will prolly get vortex and animal form both.
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#5 |
Loremaster
Join Date: Jan 2006
Posts: 491
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![]() Thanks for the awesome thread and updates SpiritRaja! I'm very pleased with this Achievement system, and it's by far the best thing I'm looking forward to in EOF. Being a PvP Fury, I have to say that the Devs really did a great job! There's something in there for every playstyle, not just Raiders, but also Soloers and us PvP'ers. Well done SOE. I realize that most PvP'ers, and many non-PvP'ers will go down the Energy line, and it's a very nice line. But I think I'll go down the Hindering line, because I've always really enjoyed snaring. Snarl is my favorite power on my Brig, so I'm very excited about being able to build my Fury snare up to impressiveness. Coming from a First Person Shooter background, I am kinda frustrated by having to stand still to cast (on a related note I LOVE the Warden line that turns damage spells into Combat Arts!), so being able to Root (finally!) and having a strong Snare via the Achievement powers Snare and Kudzu, means I will not have to worry as much about my opponents escaping. Having a root will be very nice too! All in all, I really like the Hindering line. It may not be as strong in PvP as the Energy line, but I think E2, E3 and E5 are gonna be fun. I also like the decision to make the final powers only cost 1 point. Nice work SOE. Glad to see you've included stuff for PvP'ers and not just Raiders and Solo'ers. Thanks! |
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#6 |
Loremaster
Join Date: Jul 2006
Posts: 386
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2 questions1.) Is it still 15 points in a "section" like say "Recovery" to unlock the end ability? Or is it 20? I hear mixed info...2.) Why is Hibernation upgrade not worth it? Seems like it would come in handy if the 10% starting reduction is carried through... I mean if it triggers when you dip below 50% it turns it into a spell I would use ALOT more often. Healing is our prime ability and while this doesn't help much... it seems it would help a little... true the amount isn't increased... but even 1 point in it means the tank will be saved by his hibernate. I can see where going from 1 rank to 5 ranks would be pointless though...
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#7 |
Loremaster
Join Date: Dec 2004
Posts: 57
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Seems weird to me that Hibernation is the only AA that does not have a ranking system. It is just 5 pts period to get. Seems it should start healing when an ally gets to 10% and then increase with each rank...maybe to like 50% at rank 5. I dunno, would be cool though
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#8 |
Server: Mistmoore
Guild: Tribe of Flying Sandwiches
Rank: Herring
Loremaster
Join Date: Mar 2006
Posts: 40
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I'm most excited about the recovery line, personally. As a primarily grouping (not raiding, not PvPing, not soloing) fury who prefers harder dungeon crawls and instances, there is almost never a desperate time when I'd prefer to go on full burn over full heals. (Which isn't to say I dislike Energy Vortex - I *love* it as a concept and think it's very cool and flavorful, but my playstyle means I'd almost never use it.) The emergency heal AAs will make those emergency heals actually *heal* for a sizeable amount at high levels instead of mobs ripping through them. Pact of Nature can be useful for spreading heal aggro and spot healing multiple targets when necessary (since I typically solo heal) as well as increasing DPS by freeing up time for me to nuke (particularly with some dabbling in the Energy line). And Hibernation activating at ten percent can be handy both in unexpected emergencies and more planned situations, such as crossing a mob that can floor the tank with the first hit - that along with Feral Tenacity will have said tank up and running more than long enough for me to spam heal. (As it is, I can pull it off with Feral Tenacity alone, but it's always a near thing. I'd like it to be less near.) So, different strokes for different folks, but I don't find it not worth it by any means.
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#9 |
Loremaster
Join Date: Jul 2006
Posts: 386
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![]() And there is the answer to my question ;-p Thanks"(1 rank, costs 5 AP)"Completely missed that....Well I see why they did it... because as long as your tank is healed before he is dead you have gained the benefits of the spell.... PLUS... it's beneficial to the fury to not heal with hibernation at 50% but to make sure it always lands at 10%... here is why.Any time a tank is healed and is not at 0% he is good to go... he doesn't swing slower or anything at 10% compared to 50%. On the other hand many GOOD abilities do more under 50%... like say "back into the fray" or bezerker STR like AA where they bezerk under 50%.... so by boosting the % when hibernation triggers you would actually be lowering the effectiveness of the AA even though that green bar would give you a sense of security it would not be providing you any more security because that hibernation heal is sitting there waiting to be triggered via 10% HP or timer regardless.. the heal will be there when it is needed.Now the perception of allowing a tank to hover at 10%-50% to your group... well it doesn't win you friends... but that doesn't mean that it's not more effective... it IS more efficient and effective in many cases... it's just scary. But the reality is quite different than how most people percieve it. |
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#10 |
Loremaster
Join Date: Jul 2006
Posts: 386
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![]() Me too... I like pact of nature because I 2 box and hang out with my brothers... it will allow me to focus on the tank (my main)... and allow one of them to share the burden of watching out for the rest of the team.The Animalism stuff is nice... and so is the energy... I think I may mix those 2 up a bit to fill in the remaining 50. 1 thing I dislike about recovery is the fact Grasping and Cheetah are in there.... You can bypass Grasping pretty easy by electing to take Carnal mask in Animalism and swinging over to the recovery emergency heals... but you need 20 AP in recovery to get pact of nature.... so to get pact of nature you MUST spend 5 points in either Grasping, Cheetah or Bestial Feast... all USELESS things... it's sad since there is a bypass to get around doing the tree from top to bottom but in practicallity you can't if you want the end ability. |
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#11 |
General
Join Date: Nov 2004
Posts: 201
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![]() Unless Urchin and / or Animal Form turn out to be more effective than I anticipate, my current idea is: Animalism Carnal Mask - 3 : Primal Spirit - 5 : Agitate - 5 Recovery Emergency Healing - 5 : Feral Potence - 3 : Hibernation - 5 Energy Killing Swarm - 5 : Tempest - 3 : Thunderbolt - 5 : Star Nova - 5 : Call of Storms - 5 : Energy Vortex - 1 I really can't see denying myself access to my healing through Pact of Nature... unless I'm dead. I'd really like to have Fae Pyre but I don't want to put points into Seasoned Predator to get it. If Call of Storms is disappointing, I may respec and put some points into Seasoned Predator to get to Fae Pyre. My biggest disappointment is that aside from the emergency healing and Hibernation changes, our actual healing potential wasn't enhanced much. If Urchin is actually useful again due to the mit changes, the regenon that will be sweet. Remains to be seen, I guess. And I STILL wish they would make Urchin castable outside of group in raids. Message Edited by Katxim on 11-13-2006 11:12 AM
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#12 |
Loremaster
Join Date: Jul 2006
Posts: 386
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![]() Similar to yours I think I will be going |
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#13 |
Loremaster
Join Date: Nov 2004
Posts: 693
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![]() I'm excited about going Carnal Mask 3 - Primal Spirit 5 - Seasoned Predator 5 Barbarous Intimidation 3 - Pact of the Cheetah 5 - Snare 3 Killing Swarm 5 - Starnova 5 - Thunderbolt 5 - Ring of Fire 5 - Call of Storms 5 - Energy Vortex 1
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#14 |
Loremaster
Join Date: Mar 2006
Posts: 56
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wow i'm stoked - raiding fury here who wants the following 50 AA's. When I'm done i'll buff better, save a group of casters from a bunch of deaths with my hybernation master, get some power regen/other tiger form benefits, and slam out some dps when i'm not needed as a healer for 45 secondsaa's I want most - how I'm gonna spend my 50:Animalism carnal mask 3 primal spirit 5 seasoned predator 5 agitate 5 fae pyre 1 urchin 1 animal form 1recovery bestial feast 3 hybernation trigger 5 energy killing swarm 3 tempest 3 thunderbolt 3 ring of fire 3 starnova 3 call of storms 5 energy vortex 1
Message Edited by rabbitfoofoo on 11-13-2006 12:39 PM |
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#15 |
Loremaster
Join Date: Aug 2005
Posts: 64
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I haven't seen this asked anywhere else, so maybe someone can answer it: Is the falling damage reduction passive with the Seasoned Predator and Pact of the Cheetah enhancements?I ask because it is worded as if Seasoned Predator gets the in-combat movement speed increase with a passive falling damage reduction, while Pact of the Cheetah adds an additional reduction only while it is active (and if only while active, group wide reduction?). Was kind of hoping that the falling damage reduction would stack as a passive mod, with PotC speed while active and Seasoned Predator in-combat. Can't decide if I am going to want to pick up the PotC enhancements with a Master I in it already or look at different combinations. If the mod is not passive, might not be something I take.Also, does it (PotC) cap at 100% speed anymore, or is it allowed to break 100% with the new combat changes. Sorry if I missed any of this in another thread, but couldn't find these answers.
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#16 |
Server: Mistmoore
Guild: Tribe of Flying Sandwiches
Rank: Herring
Loremaster
Join Date: Mar 2006
Posts: 40
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More than one response in here, just 'cause. Also, line thingies are fun. Something to generally note is it only takes one point, now, to get any of the final abilities.
It is passive in that you don't push a button as you fall to activate safe fall when you land. But the reductions are *active* insofar as you have to have Seasoned Predator / Pact of the Cheetah active in order to get the benefits of safe fall - just like the speed boosts or any other effects those spells may have. So safe fall from Pact of the Cheetah, say, will last as long as the spell does. Speed caps at 100. (It made myself and a ranger friend very sad, because we tried to race across Antonica at 190+ in beta, but... still caps at 100.) Nembutal: With the way the tree is structured, you can't take Cheetah at 5 under your current set up. You need Grasping Thorns first - nothing in your set up accounts for the prereq for PotC. My current ideal probably never be reached fifty AA fury tree thing. Animalism Mask 5 - Predator 3 - Pyre 5 (keep waffling between this and Agitate) Recovery Thorns 3 - Heal 5 - Cheetah 4 - Feast 3 - Hibernation 5 - Pact of Nature 1 Energy Swarm 3 - Waterspout 3 - Thunderbolt 5 - Starnova 5 All in all, it looks *very* fun. |
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#17 |
Loremaster
Join Date: Aug 2005
Posts: 64
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Thank you very much for the clarification
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#18 |
Loremaster
Join Date: Nov 2004
Posts: 1,336
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![]() animalism: carnal mask 3, predator 5, primal spirit 5, agitate 5, urchin 4, animal form 1 hindering: root 3, snare 3 energy: kill swarm 5, bolt 5, whirlwind 3, starnova 5, cos 2, energy vortex 1 in the kos achievements Im prolly gonna put some points in str(double attack+heal) and some in int(max stat+crits) and some points in wis (stat only) Had fun testing things with this set up on beta so will prolly roll with this on live. Message Edited by quetzaqotl on 11-14-2006 09:25 PM |
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#19 |
General
Join Date: Nov 2004
Posts: 201
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Thanks for any response. :smileyhappy:
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#20 |
Loremaster
Join Date: Nov 2004
Posts: 1,336
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![]() animal form is nice to get power back quick(!) + it makes me melee down mobs like a mad mofo and it only takes 1 pt on a aa line i was gonna get 20 pts anyway. Will prolly mostly use it on myself tho (I will prolly cast it on my warlock guildie shadowflag to stop him from making the parse Message Edited by quetzaqotl on 11-14-2006 10:00 PM |
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#21 |
Loremaster
Join Date: Nov 2004
Posts: 1,425
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![]() Even in the old system I was getting very decent autoattck(plus haste atatck) numbers just by using the STR line. Furies are built for massive amounts of haste (I could reach 102% in the old system at 'peak'). *grins* all these melee DPS will have to drag agitage out of my cold dead hands ![]() |
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#22 |
Loremaster
Join Date: Jan 2006
Posts: 491
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I would like to request that this thread with the NEWEST VERSION of the EoF AA's be stickied. Thanks to everyone who helped get out this great information.
![]() Message Edited by Radigazt on 11-24-2006 11:06 AM Message Edited by Radigazt on 11-24-2006 11:06 AM Message Edited by Radigazt on 11-24-2006 11:07 AM |
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#23 |
Loremaster
Join Date: Jan 2006
Posts: 491
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![]() It would also be nice if we could get these AA's rolled into the Fury FAQ at some point as well. Thanks. |
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#24 |
Tester
Join Date: Sep 2005
Posts: 254
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![]() I have a question for someone new to earning AA's. 1. For example (Enhance: Tempest)...does this only work for the spell called 'Tempest' or will it work with any spell in the same line like Twirl, Cyclone, Whirlwind? Thanks in advance. Message Edited by Iamken on 11-27-2006 12:53 PM
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#25 |
General
Join Date: Jun 2006
Posts: 2
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It works on that entire line of spells.
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#26 |
Loremaster
Join Date: Nov 2004
Posts: 10
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![]() I am a new fury so sorry for such a basic quesiton. Regarding the snare line of spells, does that slow the target with just the run speed or does it actually slow the melee, casting and all of the combat speed also?
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#27 |
Loremaster
Join Date: Nov 2004
Posts: 1,425
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They move slower, that's all... it does't affect combat at all. In fact before we got a root we didn't need to use this spell at all really (in PvE anyways).Though one thing I have noticed using snare and the run speed bonus is we can 'almost' kite a mob.
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#28 |
Loremaster
Join Date: Jan 2006
Posts: 491
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Can we get this thread stickied please?
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#29 |
Tester
Join Date: Nov 2004
Posts: 689
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As I've read the two threads on this topic it struck me that: pvp'ers were happy, group oriented ppl were happy, raiding furies were happy, and solo'ers were happy. That sounds like SOE did a pretty solid job of it, then?
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