EQ2 Forum Archive @ EQ2Wire

 

Go Back   EQ2 Forum Archive @ EQ2Wire > EverQuest II > Class Discussion > Scout's Den > Ranger
Members List Search Mark Forums Read

Notices

Reply
 
Thread Tools
Old 02-28-2006, 12:51 AM   #1
dbmoreland

Loremaster
dbmoreland's Avatar
 
Join Date: Jan 2005
Posts: 343
Default

Welcome to Danean Trackmore’s guide to Preditor (KoS) Achievement Abilities.This is my attempt to describe the Preditor (KoS) Achievement system and give you my humble opinion on which Achievement Abilities to choose and why.

For a discussion of the Ranger Tree (EoF) Achievement Abilities see this post: http://forums.station.sony.com/eq2/...topic_id=399332The very first Achievement ability we get is:BountyYou will receive a bounty for the next enemy you kill.Target – SelfCasting - InstantRecast – 5 minDuration – 3 minEffect: When target strikes a death blow this spell will cast Collect Bounty on target.This ability is almost worthless to anyone that is past level 50, because of the low amount of the reward (Bounty, a few silver pieces). For those rangers that are level 20 however, this can help start your bank account and help you save for your first spell and/or equipment upgrades. Just remember to keep casting it every time it is available.Once you have Bounty you will then get to choose from 5 different Achievement Abilities once you earn your second Achievement point. Each of these abilities starts a series (line) of 5 abilities that are based on one of your stats: STR, AGI, STA, WIS, INT. There is no “correct” line to choose. Each line has a different set of abilities that will help you play your ranger better depending on how YOU play YOUR ranger.The first ability in each line will add between 4 and 8 pts to the stat, depending on the stat, for each Achievement point you assign to this ability. You can continue to add up to 8 Achievement points to this ability in order to increase the stat. You must add at least 4 points to this ability in order to “unlock” (to be able to assign an Achievement point to) the second ability in the line.The second ability in each line will add a new Combat Art. These all vary greatly, each one requires a different type of weapon to be equipped in your primary hand and each one will vary in its usefulness to you depending on how YOU play YOUR ranger. Again there is no ONE “correct” line just as there is no ONE “correct” play style. You may add up to 8 Achievement points to this ability in order to improve the Combat Art, much the same way that upgrading your other Combat Arts from Apprentice 1 up to Master 1 improves them. You must add 4 Achievement points to this ability in order to “unlock” the next ability.The third and fourth abilities in each line continue this pattern, giving you a new ability most useful to a particular play style. Each ability can be improved up to 8 times and must be improved 4 times in order to “unlock” the next ability in the chain.The fifth and last ability in each chain is different. There is only one “rank” of this ability and it requires you to spend 1 Achievement point in order to be able to use it. It is usually the most useful ability in the line and the reason most rangers will choose that particular line. Update: In order to "unlock" the final ability you need to spend a total of 22 points in the previous 4 abilities.I will post 5 replies to this post each detailing the 5 different Achievement ability lines and giving you details on each of the 5 abilities in each line as well as which “play styles” I believe, in my humble opinion, will benefit most from each line and ability. One of the critical things to keep in mind when desiding on where to spend your Achievement Points is that you can spend a maximum of 50 points in the Preditor Tree. Update: Rangers level 70+ can spend a maximum of 70 points in the Preditor Tree. In order to complete ONE achievement tree with each ability at the minimum “unlock” level requires 23 Achievement points. Since we can only spend 50/70 points total, this means that you can complete at most two of the ability chains and therefore only have two of the "best" abilites, so choose carefully based on how YOU like to play YOUR ranger.Update: It has been confirmed that you CAN "re-train" your Achievement Ability Points if you find that your current Achievement abilities are NOT working out for you and your play style. See the NPC Wynia Vethe in the South Qeynos mage tower in the library (as you enter the mage tower use the teleporter on your right) at the bottom of the stairs.  Cost of first "re-training" is only 1 silver, however the cost of each successive re-training increases untill #6 (and all others after that) cost 13 plat.For general information on the Achievement System please see the Achievement FAQ here:http://eqiiforums.station.sony.com/...q&message.id=27Hope this helps,More to follow,

Message Edited by dbmoreland on 02-27-200603:06 PM

Message Edited by dbmoreland on 03-01-200606:28 AM

Message Edited by dbmoreland on 03-01-200603:21 PM

Message Edited by dbmoreland on 03-02-200601:37 PM

Message Edited by dbmoreland on 03-06-200607:41 AM

Message Edited by dbmoreland on 03-06-200608:51 AM

dbmoreland is offline   Reply With Quote
Old 02-28-2006, 12:53 AM   #2
dbmoreland

Loremaster
dbmoreland's Avatar
 
Join Date: Jan 2005
Posts: 343
Default

The first Preditor (KoS) Achievement Tree line that I will describe is the Agility line. The reason I am choosing this line first is that despite what I said in my introduction I believe, again in my humble opinion, that EVERY RANGER should choose this line simply because all of the abilities will benefit you no mater WHAT play style you use.The first Preditor Agility line AA is:Archer’s AgilityIncreases the Archer’s agility by 5 for each rank.The second Preditor Agility line AA is:Point Black ShotA short-ranged bow attack that knocks down the target on a successful hitTarget EnemyPower 76Casting 1.0 secRecast 1 minRange Up to 5 metersResistability [Varies]Effects:·Inflicts xxx – yyy melee damage on target [Varies with Rank and Strength]·Applies Knockdown. Lasts for z seconds. [Varies with Rank] Stuns target Throws target back Blurs vision of target If Target is not Epic·If Bow equipped in RangedEach increase in “rank”, bought with a further achievement point, will increase the amount of damage done and make the Resistibility harder. Update: the amount of damage that this CA does is based in part on your Strength.

This Combat Art Ability is the “new” Cheap Shot, with the added benefit of doing damage. The effect does not last as long but it works against those UP ARROW mobs that Cheap Shot does not work on.I believe that every ranger should get this ability no mater what play style they use, because every ranger has a Bow, every ranger can benefit from stunning the mob and every ranger can use another Combat Art that does some damage.The third Preditor Agility line AA is:FitnessIncreases the Archer’s in-combat movement speed by x% [Varies with Rank]Just as it says this is a PERMANENT IN COMBAT movement speed increase. Again I believe that every ranger can benefit from moving faster in combat.The fourth Preditor Agility line AA is:Ranged ExpertiseIncreases the Archer’s chance to critical ranged damage.Passive SpellIncreases Ranged Crit Chance of caster by x% [Varies with Rank]This is a PERMANENT increase in your ability to get a critical hit using Ranged auto-attack. Compared to the other critical hit chance achievement abilities this has the highest percentage per point so it is the most “efficient” on a per achievement point basis. If you use Ranged auto-attack for any length of time during a fight I believe that this is a worthwhile ability to get.Finally the fifth Preditor Agility line AA is:PoiseReduces casting time on all combat arts by 35%Note that this works for ALL of our Combat Art casting timers, every single one of them. This is HUGE! For instance it turns the 1.5 second cast time of triple fire into 1.0 seconds. This will effectively increase the number of Combat Arts that you can get off in a critical situation, like during the pull when the mob is running toward you, or during Cheap Shot or Point Blank fire when you only have 6 or 4 seconds to get off as many Combat Arts as possible. EVERY RANGER should get this ability because no mater what your play style, no mater what Combat Arts you are using, having them ALL cast in 2/3 of their “normal” time is a huge advantage.

Message Edited by dbmoreland on 02-28-200605:56 AM

Message Edited by dbmoreland on 03-10-200612:10 PM

dbmoreland is offline   Reply With Quote
Old 02-28-2006, 12:55 AM   #3
dbmoreland

Loremaster
dbmoreland's Avatar
 
Join Date: Jan 2005
Posts: 343
Default

This is a description of the Ranger Strength Achievement ability tree. I believe that rangers that like to melee the mob face to face (what I like to call the “tanking ranger”) will benefit most from most of these achievement abilities.The first ability is:Blademaster’s StrengthIncreases the Blademaster’s strength by 4 for each rank.The second ability is:Blade Opening (Rank 1)A melee sword attack that does an additional high damage attack if the target is above 80% health.Target – EnemyPower – 57Casting – 0.5Recast – 45 secRange – Up to 5 metersResistibility – 5% EasierEffects:·    Inflicts 134 – 223 melee damage on target·    Inflicts 202 – 336 slashing damage on targeto    If at 80% Health or greater·    If Sword equipped in PrimaryThe damage and resistibility values stated above are only for the level “rank” 1 version of this Combat Art. If you have information on the level “rank” 4 and 8 versions of this spell I will include them here as well.While it is nice to have another melee (short) range Combat Art that does134+ points of damage, this ability is meant to be used to start the combat encounter. Therefore only if you find yourself starting a fight at melee (short) range will you find the additional 202+ point attack useful. Also note that you MUST be using a Sword type weapon in your Primary had in order to use this ability. This is incompatible with the other three (STA, WIS, INT) achievement second abilities, as each one requires you to be using a different weapon type in your Primary hand in order to use them. Please keep this in mind when choosing which line to invest your achievement points in.The third ability is:Intercepting BladesIncreases the Blademaster’s parry skill.Passive SpellIncreases Parry of caster by 3.4This ability is most useful for those rangers that find themselves under attack. Again if you play a “tanking ranger” or if you solo a lot then you will find this ability most useful as it grants a PERMENENT increase in your ability to parry any attack against you. I believe that each achievement point spent on this ability will grant an additional increase of 3.4. Please correct me if I am wrong.The fourth Ranger Strength achievement ability is:Precision of BladesIncreases the Blademaster’s chances at critical melee damage.Passive SpellIncreases Melee Crit Chance of caster by 1.7%I believe (please correct me if I am wrong) that this ability will grant the ranger a chance to critical hit with his melee auto-attacks. So again if you play a “tanking ranger” you will find this ability most useful. I also believe that each additional achievement point invested in this ability will increase your critical hit chance by 1.7%, yielding a final critical hit chance of 6.8% at level “rank” 4 and 13.6% at level “rank” 8Finally the fifth Ranger Strength Achievement ability is:PerfectionistThe Blademaster’s attack-based combat arts that require a reuse time of 2 minutes or greater have their reuse timers reduced and damage increased.Passive SpellAttack-based combat arts on long reuse timers have their reuse times sped up by 50% and damage increased by 10%Rangers only have two attack-based Combat Arts with a reuse timer of 2 minutes or more: Storm of Arrows (level 50 CA, 3 min recast) and Sniper’s Shot (level 58 CA, 15 min). These are the only two Combat Arts that this ability will apply to. So if you are a level 50+ Ranger that would like to have the reuse timers for these two Combat Arts reduced to 2 and 10 minutes respectively and have their damage increased by 10%, then you might consider investing in this ability. Note however that unless your play style can benefit from the other 4 abilities that are prerequisites to this final ability the 24 achievement points that you will need to spend may not be worth it to you. Please consider this in your decision.Note: This ability "speeds up recast timer", it does not "reduce recast delay". This means if it speeds up the timer by 50%, it is 150% as fast in refreshing ... which translates to a 33% reduction in recast time (15 min /1.5 = 10 Min).

Message Edited by dbmoreland on 03-15-200607:54 AM

dbmoreland is offline   Reply With Quote
Old 02-28-2006, 12:56 AM   #4
dbmoreland

Loremaster
dbmoreland's Avatar
 
Join Date: Jan 2005
Posts: 343
Default

This is a description of the Rangers Stamina Achievement Ability tree. I believe that rangers that like to melee the mob face to face (what I like to call the “tanking ranger”) will benefit most from most of these achievement abilities, especially if they like to fight encounters containing groups of mobs.The first Ranger Stamina Achievement Ability is:Hunter’s StaminaIncreases the Hunter’s stamina by 6 for each rank.The second Ranger Stamina Achievement Ability is:Spinning Spear (Rank 1)A melee spear attack that strikes all enemies surrounding the Hunter.Requires Hunter’s Stamina at rank 4 to unlock.Target SelfPower 76Casting 1 secRecast 1 minEffect Radius 7.5 metersMax AOE Targets 8Resistibility 5% EasierEffects:Inflicts 157 – 261 melee damage on targets in areaIf Spear equipped in PrimaryThe damage and resistibility values stated above are only for the level “rank” 1 version of this Combat Art. If you have information on the level “rank” 4 and 8 versions of this spell please post them so that I can include them here as well.For those Rangers who would like another AoE Combat Art this is the ability for you. The only drawback is that you must use a Spear type weapon in your Primary hand. If your play style includes using a spear then this is definitely for you.The third Ranger Stamina Achievement Ability is:ConditioningIncrease the Hunter’s maximum health by 1.0%For those rangers who’s play style depends on a large health pool, again those “tanking rangers” this ability is for you. It is my belief (please correct me if I am wrong) that each range adds another 1.0% to your maximum health so that at rank 4 you have 104% of your “normal” health and at rank 8 you have 108%.The fourth Ranger Stamina Achievement Ability is:Surrounding AttacksGrants the Hunter an increased chance at attacking up to 4 enemies surrounding the Hunter with every auto-attack attempt.Target SelfCasting 2.0 secRecast 5.0 secDuration Until CancelledEffects:Caster has a 2.0% chance of having their primary weapon’s AutoAttack affect multiple targets they are facing, who are within melee rangeAgain for those rangers who like to battle groups of mobs this ability is for you. The only drawback to this one is that the 4 mobs must all be in front of you. I believe that there is an additional 2% chance for each rank so that at rank 8 there is a 16% chance to attack those additional targets.The fifth Ranger Stamina Achievement Ability is:ImpenetrableThe Hunter parries all combat attacks for a short duration. While in effect, the Hunter cannot use any other combat arts.Target SelfPower 54Casting 0.2 secRecast 2 minDuration 6.0 secCaster will Parry 100% of incoming attacksThis is the ultimate “tanking ranger” self defense. For 6 seconds the mobs cannot touch you. Unfortunately you can’t do anything either but it will give your healer the extra time they need to get that heal on you. I consider this a situational spell but again if you play a “tanking ranger” style of game then you may find this ability very useful.
dbmoreland is offline   Reply With Quote
Old 02-28-2006, 12:58 AM   #5
dbmoreland

Loremaster
dbmoreland's Avatar
 
Join Date: Jan 2005
Posts: 343
Default

This is a description of the Ranger Wisdom Achievement Ability line. This line of abilities is for the ranger that relies on stealth during his play. If you like to hide, if you want to avoid agro, if you play primarily in groups this is the line for you.The first Ranger Wisdom Achievement Ability is:Prowler’s WisdomIncreaase the Prowler’s wisdom by 8 for each rank.The second Ranger Wisdom Achievement Ability is:Placating StrikeA melee rapier attack that deals little damage, but lowers your target’s hatred towards you.Target EnemyPower 57Casting 0.5 secRecast 30.0 secRanged Up to 5 metersResistibility 5% EasierEffecgts:Inflicts 71 – 119 melee damage on targetDecreases Threat by 803If Rapier equipped in PrimaryThis is a nice Combat Art because while it decreases your threat it also does a little damage, one more melee Combat Art for your Ranger. Nice to have in a group setting where you can continue to do damage while also reducing your chance of drawing agro.  The only drawback is that you must be using a Rapier type weapon in your Primary hand.The third Ranger Wisdom Achievement Ability is:Prowler’s CunningIncreases the Prowler’s defense skill by 2.7This is a PERMENENT increase to your defensive skill. As with the other “increase” Achievement Abilities I believe this one increases your defensive skill by 2.7 for each achievement point you put into this ability. This ability will be most useful for those “tanking rangers” that plan on fighting the mob face to face.The fourth Ranger Wisdom Achievement Ability is:ObfuscationThe Prowler’s Stealth and Stalk abilities have their casting and reuse times reduced.Passive SpellReduces casting and reuse time of Stealth and Stalk abilities by 12.5%This is most useful for those rangers that depend on stealth to keep themselves out of trouble. This ability works for the rangers Stealth and Stalk/Surveil line of Combat Arts reducing the cast time of these two Combat Arts. The reuse timer is reduced by some additional percentage for each additional achievement point spent on this ability. If you have information on how much please let me know so I can add the information here.The fifth Ranger Wisdom Achievement Ability is:Smoke BombThe Prowler creates a smoke cloud, interrupting enemies and placing the prowler into stealth. Hate with all nearby enemies is reduced.Target EnemyPower 76Casting 0.5 secRecast 3 minDuration 0.1 secEffect Radius 15 metersRange Up to 15 metersResistability 5% EasierEffects:Decreases threat priority of targets in Area of Effect by 1 positionDecreases Threat by 730Interrupts targets in Area of EffectApplies Shroud on termination. Lasts for 36 seconds.Grants stealth to casterSuspends caster’s movement speed enhancementsThe ultimate grouping ranger’s “poof I’m gone” ability. In addition to effectively making the ranger disappear from the mob, it also interrupts ALL targets in the Rangers Area (Up to 15 meters). With a little practice I can see this ability being used just for its interrupt ability alone. So if you are a “grouping ranger” IMHO this is the ability for you.

Message Edited by dbmoreland on 03-06-200608:50 AM

dbmoreland is offline   Reply With Quote
Old 02-28-2006, 12:59 AM   #6
dbmoreland

Loremaster
dbmoreland's Avatar
 
Join Date: Jan 2005
Posts: 343
Default

This is a description of the Ranger Intelligence Achievement Abilities. If you like to added damage over time provided by poisons and use them often then this line of abilities is for you.The first Ranger Intelligence Achievement Ability is:Nightshade’s IntelligenceIncreases the Nightshade’s intelligence by 7 for each rank.The second Ranger Intelligence Achievement Ability is:Poison CombinationA melee dagger attack that can only be used on a poisoned target. It severely reduces the target’s poison resistance for a short duration.Target EnemyPower 38Casting 0.5 secRecast 30.0 secDuration 24 secRange up to 5 metersResistibility 5% easierEffects:Inflicts 114 –190 melee damage on targetDecreases Mitigation of target vs poison damage by 986If Dagger equipped in PrimaryYour target must be poisoned to use this abilityThis is another melee (short ranged) Combat Art that deals some damage. It also greatly reduces the poison mitigation of the mob but only if the mob is already poisoned. However since the entire Combat Art cannot be used unless the mob is poisoned I believe that it will by “reded out” until your poison lands, at which time it will become green and usable. If anyone has definite information on this please let me know. Also you must be using a Dagger in your Primary hand to use this spell so if you like fast weapons this is the ability for you.The third Ranger Intelligence Achievement Ability is:Neurotoxic CoatingApplied a toxic coating on the Nightshade’s armor. Anyone striking the Nightshade in combat suffers decreases in their combat and casting skills for a short duration.Target SelfCasting 2 secRecovery 0.5 secRecast 5.0 secDuration Until CancelledEffects:When target is damaged with a melee weapon this spell will cast Neurotoxin on target’s attacker. Lasts for 10 seconds.Decreases Ranged, Ordination, Focus, Disruption, Ministration and Subjugation of target by 5.0Decreases Crushing, Piercing and Slashing of target by 3.4This is a nice defensive ability for any rangers. Since it is effectively a permanent ability (duration until cancelled) whenever the ranger is hit by a mob with a melee weapon that mob will be debuffed to some degree. The amount will depend on how many achievement points you are willing to spend on this ability.The fourth Ranger Intelligence Achievement Ability is:Toxic ExpertiseIncreases the Nightshade’s chance at critical hits when using poisons and damage over-time components of combat arts.Passive SpellIncreases Damage Spell Crit Chance of caster by 6.5This is a good ability for those rangers that use poisons and the Combat Arts: Bleed and Impale. It significantly increases the chance of a critical hit when using these. I believe that for each achievement point that is spent on this ability the chance for a critical hit is increases by a further 6.5%, for a total of 26% after 4 points and 52% after 8 points. Please correct me if I am wrong.The fifth Ranger Intelligence Achievement Ability is:IntoxicationThe Nightshade applies an extremely intoxicating poison. The next melee attack that lands will cause a victim severe disorientation, causing damage and reducing all of their combat and casting skills.Target SelfCasting 3 secRecast 2 minDuration 2 minEffects:On a successful melee attack this spell will cast Noxious Venom on target of attack.Lasts for 48 seconds.Blurs vision of targetDecreases Ordination, Crushing and Slashing of target by 16.8Inflicts 212-353 poison damage on target instantly and every 6 secondsDecreases Disruption, Subjugation, Focus, Piercing and Ministration of target by 16.8This is the ultimate ranger poison. It is a 1 Shot Deal, it lasts 2 mins from cast, but the poison is used on the 1st successfull melee attack and then it is gone. It ALWAYS hits when the ranger makes his first successful melee attack after applying this poison and it is as potent as the best T6 poison. In addition to the poison damage it has a massive debuff effect as well. Basicly it's a single 100% super poison proc every 2 mins. If you want a free super poison that ALWAYS works once every 2 min this is the ability for you. Thank you Khalan (70 Ranger, Second Dawn, Najena) for the clarifications.

Message Edited by dbmoreland on 03-01-200608:28 AM

Message Edited by dbmoreland on 03-06-200607:54 AM

dbmoreland is offline   Reply With Quote
Old 02-28-2006, 01:01 AM   #7
dbmoreland

Loremaster
dbmoreland's Avatar
 
Join Date: Jan 2005
Posts: 343
Default

In summary EVERY RANGER, in my humble opinion, should spend at least 24 achievement points on the agility abilities tree in order to get each of the 5 abilities at the minimum required “unlock” level of Rank 4.If you depend on the “ranged attack” play style you should consider spending up to an additional 16 points in the agility achievement ability line in order to maximize these abilities.If you use the melee “tanking ranger” play style or spend most of your time soloing then you should consider investing in the strength achievement ability line.If you use the melee “tanking ranger” play style then you should also consider investing in the stamina achievement ability line, especially if you like taking on multiple targets at the same time.If you use the “stealth” play style or spend most of your time grouping then you should consider investing in the wisdom achievement ability line.Finally, if you like to use poisons then you should consider investing in the intelligence achievement ability line.Different lines for different play styles. You MAY be able to do them all eventually, but for now (given the 50 point restriction) you should invest in the one or two lines that you believe you will find the most useful the most often depending on how YOU play YOUR ranger.I hope this has helped,

Message Edited by dbmoreland on 03-01-200603:25 PM

dbmoreland is offline   Reply With Quote
Old 02-28-2006, 01:10 AM   #8
Lynx Lionheart

Loremaster
 
Join Date: Nov 2004
Posts: 4
Default

Excellent post!  Thank you for taking the time to do this.  This needs stickied ASAP!
__________________
Valor and Virtue Above All
Shattered Knights
http://www.shatteredknights.com
A knight is sworn to valor. His heart knows only virtue. His blade defends the helpless. His might upholds the weak. His word speaks only truth. His wrath undoes the wicked.
Lynx Lionheart is offline   Reply With Quote
Old 02-28-2006, 01:11 AM   #9
Prandtl

Loremaster
Prandtl's Avatar
 
Join Date: Jan 2005
Posts: 474
Default

/applause

nice post

__________________
This is my sig!

Prandtl is offline   Reply With Quote
Old 02-28-2006, 06:56 PM   #10
dbmoreland

Loremaster
dbmoreland's Avatar
 
Join Date: Jan 2005
Posts: 343
Default

bump
dbmoreland is offline   Reply With Quote
Old 02-28-2006, 07:14 PM   #11
Bithnar

Loremaster
Bithnar's Avatar
 
Join Date: Aug 2005
Location: Florence, KY
Posts: 304
Default

No Bumping.  Bumping is bad. I think it can cause a Thread to get locked.  How about a sticky instead please
__________________
Bithnar is offline   Reply With Quote
Old 02-28-2006, 07:40 PM   #12
Teksun

Loremaster
 
Join Date: Nov 2004
Posts: 1,048
Default

Yes I REALLY think this should get a sticky....THIS IS NOT A BUMP SMILEY
__________________




Nerf the Hobbits
Teksun is offline   Reply With Quote
Old 02-28-2006, 07:41 PM   #13
Kala Asuras

Loremaster
Kala Asuras's Avatar
 
Join Date: Nov 2004
Posts: 200
Default

Very handy post.  Thank you for taking the time to write up your opinions.  I had just one question I wanted to pose.  Do we know if decreasing our CA cast time will also decrease our chances to proc our poisons?  If so this is a bit of a mixed blessing.
__________________
Kala Asuras is offline   Reply With Quote
Old 02-28-2006, 08:24 PM   #14
Lanily

 
Join Date: Dec 2004
Posts: 13
Default

Very good post SMILEY If I may add 2 thoughts:

Archery Critical - it only affects Archery Auto-attack and not the CAs... How much damage would you do with Archery Autoattack compared to Archery CAs? Imho maybe 10% of your damage comes from AA (autoattack), and 90% from CA (combat abilities). That means, that the 20% Critical chance you get for 8 points, will boost your DPS by a full 2% - am I reasoning right?

The other point is the All-around attack. 16% chance that your frontal Autoattack affect all mobs in front of you. In melee something like 30%-40% of your damage comes from Autoattack, the rest is only CAs who do not get this "whirlwind" effect. That means, that by the time you finish a mob in a  group of 3, the other 2 will be at 95% health already (and even less damaged if regenerating) - this sounds to me practicaly useless.

Lani

 

Lanily is offline   Reply With Quote
Old 02-28-2006, 09:06 PM   #15
syncline

Loremaster
 
Join Date: Nov 2004
Location: Everfrost
Posts: 24
Default

Well done post...  Good work! :smileyhappy:
syncline is offline   Reply With Quote
Old 02-28-2006, 09:08 PM   #16
dbmoreland

Loremaster
dbmoreland's Avatar
 
Join Date: Jan 2005
Posts: 343
Default

Archery Critical - Yes it only effects Ranged Auto-attack (not the CAs). How much benifit the 11.2% (Rank 4) or 22.4% (Rank SMILEY critical hit chance will be to YOU will depend on how much of your DPS is being generated by your Ranged auto-attack. If you are only generating 10% of your damage this way then yes it well be of only slight benifit to you. If on then other hand 50% of your damage is coming from Ranged Auto-attack then it will be of great benifit."All-around attack" - I agreed this ability may not have a LARGE effect on the overall combat situation but if YOU find yourself battling groups of mobs you MAY find that the added chance to hit the other mobs with your melee-auto attacks will help you deal with those multi-mob encounters better. How much of YOUR damage comes from your melee-auto attacks will effect how much benifit you get from this ability. Again it is very play-style dependent.

Message Edited by dbmoreland on 03-01-200603:27 PM

dbmoreland is offline   Reply With Quote
Old 03-01-2006, 12:36 AM   #17
Racmo

 
Join Date: Nov 2004
Posts: 126
Default

Actually I think the final Int/Poison ability does the most to increase your raw DPS overall...PROVIDED it stacks with your other poisons.
 
Tobi
49 Ranger
Racmo is offline   Reply With Quote
Old 03-01-2006, 01:01 AM   #18
Ganrie

 
Join Date: Mar 2005
Location: Willow Wood just So. of LA of course!
Posts: 3
Default

Wow! I think I am on my way to understanding this. Thanks.
__________________
Ganriele Goldenbow- the small, beautiful, but deadly!
Ganrie is offline   Reply With Quote
Old 03-01-2006, 03:16 PM   #19
Shinta

General
 
Join Date: Nov 2004
Posts: 14
Default

question:do the poisons stack?? i still can't decide if i want to go agi or int
__________________
Shinta is offline   Reply With Quote
Old 03-01-2006, 05:01 PM   #20
jarlaxle8

General
jarlaxle8's Avatar
 
Join Date: Apr 2005
Posts: 512
Default

very good post. :smileyhappy:

i've already started on the agi line. can't decide though what other i should go. perhaps i won't go to the last ability in another tree and take the lower abilities of 2 lines next to agi. the int and sta lines look good. too bad the last one of the wis line isn't a total wipe from agro list; would make it useful in solo situations too, not just groups.

---------------------------Ryilan Nightbreeze ---------------------------

__________________
jarlaxle8 is offline   Reply With Quote
Old 03-01-2006, 05:31 PM   #21
Coaltar the Brown

Loremaster
 
Join Date: Jan 2005
Posts: 8
Default

I might be wrong but it seems to me that the poison critical effect should work with both melee & ranged attacks. That alone would make it my first choice achievement line. The passive strikeback is a useful bonus effect on the way, the CA seems limited (*dagger* equipped), but the INT boost ramps up all the poison effects.

Am I right or wrong?

 

Powys

Splitpaw

 

Coaltar the Brown is offline   Reply With Quote
Old 03-01-2006, 06:03 PM   #22
Kala Asuras

Loremaster
Kala Asuras's Avatar
 
Join Date: Nov 2004
Posts: 200
Default

As a T7 Alchemist I can say that at least at the end of Beta int does not effect T7 poisons.  It still increases T6 and lower but if that will still be the case after the tiers are revamped into the new no sub-combines system i do not know.  Another thing to consider is that in T7 you get much less poison procs from each skill rare harvested.Back on the AAs in Beta the 'Smoke Bomb' skill was virtually useless because it draw all encounters in its area of effect.  Being -1 on a previously unengagedencounters hate list is still being on its hate list.  Does anyone know if this was changed?
__________________
Kala Asuras is offline   Reply With Quote
Old 03-01-2006, 06:52 PM   #23
Cron

General
 
Join Date: Mar 2005
Posts: 170
Default

Wonderful article. Please make this a sticky.
__________________
Narsan's Signature
Cron is offline   Reply With Quote
Old 03-01-2006, 07:09 PM   #24
dbmoreland

Loremaster
dbmoreland's Avatar
 
Join Date: Jan 2005
Posts: 343
Default

Int Achievement Line - I believe that the poison effects from the abilities in this line would stack with any "real" poisons that you are using, however I do not know for sure. The only way we will know for sure is for someone to invest in this line and let us know. So of you have gone this route please post your responce to this thread. Fortunatly if you find that a curtain set of achievement abilities is NOT working for you, you can respecify your achievement points by talking to the NPC in So Qeynos.
dbmoreland is offline   Reply With Quote
Old 03-01-2006, 07:25 PM   #25
Racmo

 
Join Date: Nov 2004
Posts: 126
Default

Thanks Dbmoreland,

  I hope you're right on the poison ability.  I think that ability alone adds more DPS than any other if it does stack.

Tobi

49 Ranger

Racmo is offline   Reply With Quote
Old 03-01-2006, 08:08 PM   #26
Steezi

 
Join Date: Oct 2005
Posts: 239
Default

Fairly positive that DB is correct... however once again, dont know for sure. I would be fairly upset if he wasnt.
Steezi is offline   Reply With Quote
Old 03-01-2006, 08:08 PM   #27
Welt

 
Join Date: Nov 2004
Posts: 12
Default

/cheer
 
This is exactly what I had been hunting for on the forums and agree that this should be stickied.
 
 
__________________
Weltex
65 Ranger
Redemption of Innothule/Crushbone
Welt is offline   Reply With Quote
Old 03-01-2006, 08:22 PM   #28
Morgonn

Loremaster
Morgonn's Avatar
 
Join Date: May 2005
Posts: 152
Default

Concise and coherent...an excellent post!  This definitely needs stickied!
Morgonn is offline   Reply With Quote
Old 03-01-2006, 08:24 PM   #29
dbmoreland

Loremaster
dbmoreland's Avatar
 
Join Date: Jan 2005
Posts: 343
Default

Why would you be upset Steezity?? If it does not work the way WE believe it does then we simply respec and go with something else, no big deal. This is a NEW mechanic. I for one do NOT expect it to work 100% the way I THINK I MIGHT work for every single ability. This has been true for our "standard" Combat Arts, why should it be different for these Achievement Abilities? Fortunatly we CAN change our mind if our original choices are not working out for us.

Message Edited by dbmoreland on 03-01-200607:27 AM

dbmoreland is offline   Reply With Quote
Old 03-01-2006, 08:33 PM   #30
Steezi

 
Join Date: Oct 2005
Posts: 239
Default

I'd be upset because it would seem to be yet another nerf... Even post lu20, different types (i.e. legendary vs. handcrafted vs store bought) of poisons are stackable. Since this is a poison CA, canceling out any legendary poison effects (or any others for that matter... but especially legendary) would be bad imo : (

*edit ; also, considering how worthless i feel the other lines (aside from agi) to be, would kinda make it so all rangers were forced to go down one path, and basically become the same character, which kinda cancels out most of what the new xpansion was about for me... But thats just me.

Message Edited by Steezity on 03-01-200607:35 AM

Steezi is offline   Reply With Quote
Reply

Thread Tools

Forum Jump


All times are GMT. The time now is 05:24 AM.

vBulletin skin by: CompleteGFX.com
Powered by vBulletin® Version 3.7.5
Copyright ©2000 - 2019, Jelsoft Enterprises Ltd.
All threads and posts originally from the EQ2 and Station forums operated by Sony Online Entertainment. Their use is by express written permission.