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Old 09-23-2008, 09:36 AM  
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Default TSO AA Discussion

In light of the new information posted by that anon person. I've decided to start a thread on here with the information provided to us for our AA's for the xpac.

MAGE TYPE AA TREE
Root Mastery
Reduces resistance of mages root by 2% and increases duration 2 seconds 5 ranks
Runic Protection
Adds additional mit to Magi Shielding
Strike of the Mage
Improves base and critical dmg by 2% , mage single target small DD spell 5 ranks
Enhance Master Strike
Reduce reuse time of master strike by 6 seconds 5 ranks
Arcane Barrier
Increases magic resist and power of the mages group buff by 4% 5 ranks
hadow Step
Increase invis movement speed 1% 5 ranks
Bewilderment
Deagro 4 positions recast 3 min


SORCERER ARCHTYPE
Sorcerer's Shielding
Reduces dmg done to the sorcerer 5 ranks
Enhance: Ice Flame
Improves base dmg 2% crit dmg 1% 5 ranks
Sorcery Mastery
Increase base and crit dmg 2% of apoc and ice comet 5 ranks
Essence of Hatred
Improves hate transfer 0.5% 5 ranks
Critical Mastery
Improves crit dmg of all spells by 1% 5 ranks
Intromission Mastery
Improves mana regen of sorcs self mana tap 3% 5 ranks
Deception of the Sorcerer
Decrease agro 30% 20 sec dur 1:30 recast

Wizard AAs:
http://i401.photobucket.com/albums/p...ENDA/Wizzy.jpg


My personal opinions are that the AA's are safe for the most part. There are some things on there that are pretty good and just in line with what we need. I'm mostly concerned with the lack of response through AA's to our dependency on other classes for debuffs. I was hoping for something more.

So, what are your opinions?


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Last edited by stivan; 09-23-2008 at 02:36 PM.
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Old 09-23-2008, 10:18 AM  
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Default Re: TSO AA Discussion

Hi,

i would go for the following (distributing 60 Points):

GENERAL AA TREE
Hearty Constitution
Increases max health by 0.5% 5 ranks
Enhanced Mind
Increases max power by 0.5% 5 ranks

5 Points in Both (10 points)

MAGE TYPE AA TREE
Strike of the Mage
Improves base and critical dmg by 2% , mage single target small DD spell 5 ranks
Enhance Master Strike
Reduce reuse time of master strike by 6 seconds 5 ranks
Arcane Barrier
Increases magic resist and power of the mages group buff by 4% 5 ranks
Bewilderment
Deagro 4 positions recast 3 min


5 points in each (=15).

SORCERER ARCHTYPE
Enhance: Ice Flame
Improves base dmg 2% crit dmg 1% 5 ranks
Sorcery Mastery
Increase base and crit dmg 2% of apoc and ice comet 5 ranks
Critical Mastery
Improves crit dmg of all spells by 1% 5 ranks
Deception of the Sorcerer
Decrease agro 30% 20 sec dur 1:30 recast

5 points in each (=15).

WIZARD CLASS
Warm blooded
Heat Debuff for the Blaze Line of Spells
Icicle Flurry
Increase Damage exponentially
Heat Mastery
Up the Base & Crit from all Heatspells by 5%
Hail Storm
DoT 790-1185 cold damage, 263-395 every 4 secs / 24 secs.

5 points in each (=20).
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Old 09-23-2008, 10:24 AM  
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Default Re: TSO AA Discussion

Hail storm is a final ability, more than likely you wont be able to put 5 points in it, unless the final abilities take 5 points in the wizard line.
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Old 09-23-2008, 10:37 AM  
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Default Re: TSO AA Discussion

my opinion? sorc aa's are ok for what they should be, but, holy shit, wizard AA's ARE CRAP. Well for the most part, Hail Storm and Heat Mastery are ok, but everything else is laughable. More miti = joke. more dmg from our melee proc = joke. some heat debuff on blaze line = joke. enchanced surge of ro = joke. more dmg on our debuff = joke aswell. and for fucks sake, we already have aa's for lightning strike in EoF tree, change that stupid spell into something uselfull instead of trashing our aa's and still keeping that spell useless = joke.

PS I dunno what was the reason on that "wizard issues's" on official forums, because it's fucking clear they don't give a damn. And I know that both Aerallik and Illucide have seen it and even read it.

Last edited by Fomka; 09-23-2008 at 10:39 AM.
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Old 09-23-2008, 11:42 AM  
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Default Re: TSO AA Discussion

AA's are pretty good... for harvesting/crafting oriented wizard - just perfect. Forget about damage lines, see what we can have - 15% double Harvest (is what we waiting for!), 600+ miti buff + run speed! Yes! Finaly we can harvest on the PvP server now!!! Just amazing!

I can't understand - for what reason wizards was granted with another crap DoT spell with such tiny damage?
Surge of Ro - just cast it far away from the mob and it will increase wizards base damage? Is this a joke?

The whole wizard line is just a crap compared to warlock line:




P.S. On a second look both Wizzy and Warl AA's a pretty the same. Minimal difference. Just CRAP! Nothing wizzy specific.

Last edited by Spetz; 09-24-2008 at 10:18 AM.
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Old 09-23-2008, 12:01 PM  
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Default Re: TSO AA Discussion

Keep in mind that the final nuke on the wizard line isnt showing what it would be for us in reality. Those numbers are far smaller than it will be when an actual wizard is inspecting the spell. This person probably doesnt even have base damage modifiers for spells, boe and high int. You can probably expect the first tick to be somewhere between 2000-5000 on an actual wizard, with 1000-2000 per tick (base damage)

edit: i think its funny how they are increasing our heat base damage... where is our fission modifier?!
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Last edited by stivan; 09-23-2008 at 12:04 PM.
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Old 09-23-2008, 12:14 PM  
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Default Re: TSO AA Discussion

First i'll just say what I would personally pick, (then comment on anything) in their current state, if I understanding the spending method correctly...

general: spend 10

+2.5% power (5pts)
+2.5% hp (5pts)

Mage: spend 10

+10% base and critical dmg (solar flare), and small DD (5pts)

- toss up between root aa and extra resists/power, though heat/cold resist are prolly the least I need more of (I havn't used a single master strike since they changed it to L&L obtained, fuck that)

Sorcerer: spend 15

- flames of velious gets +10% base and +5% crit dmg (5)
- bolt of ice gets +10% base and crit dmg (5)
- +5% crit to dmg of all spells (5)


Wizard: spend 25
(i'm left over with 3 pts after this)
- +15% electron storm and increased crit dmg - (5)
- icy spears dot increases 2.5% base exponentially? - (5)
- Surge of Ro gives increases base dmg debuff? - (5)
- heatwave heat debuff? - (5)
- +5% base and crit dmg (heat only) (1pt?)
- new DoT frost spell (1pt?)


General tree:

dubbed the nifty tree imo. spend 10 pts and move :D

Mage tree:

I really like its 10% base and crit (though unsure of its exact working). I wonder how powerful crits will be with all these increases now. I'd probably really like the master strike one if I felt like completing them.

Sorc tree:

Bolt of Ice bonus looks huge, and flames of the velious could be pretty powerful with all those boosts and seems an attractive choice. I like this tree personally, looks like some big damage increases.

Wizard tree:

I had my dreams and hope of fission getting +2 max targets, but oh well hehe.

I think its obvious AoE mobs are going to be a feature so I actually thinking raising our smallest green aoe is kinda cool.

I'm not sure I understand the Icy Spears bonus...so I'll skip it for now.

If the Furnace of Ro one really works as its decription gives thats fucking amazing. Esp if there ends up being lots of AoE encounters. "improves base damage done to enemies around the wizard". Could see huge raid dps boost on that if you have warlocks and stuff all slamming mobs in that ring of fire too...if thats how it works. I well know that descriptions sometimes don't even remotly seem to match the actual effect or vice versa.

The heatwave debuff better atleast reach 1k =(

+5% to base and crit on heat...I can't argue that. Sounds good to me.


On a side note, it will be fun to use an AA mirror and spec an all out tank mode. As far as pure survivability theres some cool options to pick.
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Last edited by dakkota; 09-23-2008 at 03:11 PM.
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Old 09-23-2008, 12:16 PM  
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Default Re: TSO AA Discussion

Quote:
Originally Posted by stivan View Post
Keep in mind that the final nuke on the wizard line isnt showing what it would be for us in reality. Those numbers are far smaller than it will be when an actual wizard is inspecting the spell. This person probably doesnt even have base damage modifiers for spells, boe and high int. You can probably expect the first tick to be somewhere between 2000-5000 on an actual wizard, with 1000-2000 per tick (base damage)

edit: i think its funny how they are increasing our heat base damage... where is our fission modifier?!
Yes, agree. ProfitUI shows just 30 int. So it naked wizard =)
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Old 09-23-2008, 12:40 PM  
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Default Re: TSO AA Discussion

I'm not in beta, so I can't say for sure, but it seems like you are misreading the following base and crit damage to apply to everything when it is probably only on Solar Flare.

Quote:
Originally Posted by dakkota View Post
Mage: spend 10

+10% base and critical dmg, and small DD (5pts)
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Old 09-23-2008, 12:57 PM  
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Default Re: TSO AA Discussion

I keep reading it...maybe

Either way...I just want points saved for Sorc and Wizard tree.

Although if that didn't apply to all our spells it would make sense...because if so that was giving me a sum that made me think a nerf would be inc.

Well i'm to lazy to adjust my original post if so. But while that would be meager for us, that type of bonus would be huge for say necros, one of their best spells I thought.
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Last edited by dakkota; 09-23-2008 at 01:03 PM.
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