The Beastlords' Den

Everquest 1 => Sony Beastlord Correspondent Information => Topic started by: Blarp on April 07, 2010, 07:29:52 PM

Title: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Blarp on April 07, 2010, 07:29:52 PM
Lets get a head start on our AA's so we can get tons of the Good the bad and the Ugly AA's and Spells so we can VOTE on the top  Number XXX for each.

I pulled the UF Part 2 aa's we Summited. That i liked.

Lets get a good list going now and fine tune it in the next few months so we can give a DETAILED list to the dev's when its time.


(New AA's)

Specialization for H2H, 1HB, Piercing, Cold Spells, and Poison Spells
Increase Mod2 Caps AA's
Flurry AA's
Escape FD aa's to make this worth a dam
Pet Twinproc
Paragon with Critical Effects and or a Promised Added to end of Paragon that give more mana regen
Group AA Ferocity
Innate Chance to Proc Gelid Claw
AA Mend (similiar to Monks)
Endurance Regen Paragon
Profilic Minion
Quickened Nature's Salve
Cripple AA
Hastened Protective Spirits
Hastened Empathic Fury
Extended Protective Spirit
Extended Empathic Fury
Imbue Ferocity
Burnout Frenzy AA

(Increase in Ranks)
Hastened Focused Paragon (and Group Version)
Beastial Frenzy
Burst of Power
Destruction Fury
Extended Swarm


(Other Modifications)
MELEE skills need to be Brought up on par with other class's Dub atk needs to be 250 Triple 200 and Flurry 125 ish

Title: Re: New 17th Xpack AA's And SPELLS
Post by: Blarp on April 07, 2010, 07:50:11 PM
Upgrade spell's

I like our spell line up for the most part.

that said i DO NOT want to see 5 pet heals!!!! THEY ARE WORTHLESS Fluff

Id like to see a group Fero spell(Heroic Str) and a % based Atk mod make it 5/6/7 % of base atk bonus)
This is the one spell i would LOVe to fight for, it would bring us back in as a More liked raid class.

Friendly Pet needs to be Fixed back to heal's Targets target!!!
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: nedoirah on April 08, 2010, 01:35:11 AM
Quote from: Blarp on April 07, 2010, 07:29:52 PM
Lets get a head start on our AA's so we can get tons of the Good the bad and the Ugly AA's and Spells so we can VOTE on the top  Number XXX for each.

I pulled the UF Part 2 aa's we Summited. That i liked.

Lets get a good list going now and fine tune it in the next few months so we can give a DETAILED list to the dev's when its time.


(New AA's)

Specialization for H2H, 1HB, Piercing, Cold Spells, and Poison Spells
I like this
Increase Mod2 Caps AA's
Nice for raiders
Flurry AA's
About time
Escape FD aa's to make this worth a dam
Like this one as well
Pet Twinproc
Nice
Paragon with Critical Effects and or a Promised Added to end of Paragon that give more mana regen
Like the first one better
Group AA Ferocity
Will be nice if it works like an aura
Innate Chance to Proc Gelid Claw
Like the ranger self proc spells?. I like this one too
AA Mend (similiar to Monks)
Indifferent on this
Endurance Regen Paragon
Only if its separate from our other Paragon abilities
Profilic Minion
If it's fixed to work correctly then yes. I liked this during UF beta
Quickened Nature's Salve
Works for me
Cripple AA
We may end up on debuffing duty on raid mobs which may take away from our dps unless this is insta-cast (which I doubt will happen but who knows)
Hastened Protective Spirits
(begs) PLEASE!!
Hastened Empathic Fury
The long recast timer prevents me from using it most of the time as is
Extended Protective Spirit
See above
Extended Empathic Fury
Again please
Imbue Ferocity
Will have to see in beta
Burnout Frenzy AA
Is this like the mage ability?

(Increase in Ranks)
Nice to all
Hastened Focused Paragon (and Group Version)
How about a lowered cast timer?
Beastial Frenzy
Burst of Power
Destruction Fury
Extended Swarm


(Other Modifications)
MELEE skills need to be Brought up on par with other class's Dub atk needs to be 250 Triple 200 and Flurry 125 ish
Agreed

Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Dragonfangs on April 08, 2010, 04:41:21 AM
Quote from: Blarp on April 07, 2010, 07:29:52 PM
Lets get a head start on our AA's so we can get tons of the Good the bad and the Ugly AA's and Spells so we can VOTE on the top  Number XXX for each.

I pulled the UF Part 2 aa's we Summited. That i liked.

Lets get a good list going now and fine tune it in the next few months so we can give a DETAILED list to the dev's when its time.
(New AA's)

Specialization for H2H, 1HB, Piercing, Cold Spells, and Poison Spells
sounds good, I did notice you left off 2HB though lol
Increase Mod2 Caps AA's
not sure about this one tbh, it does sound good but it also seems to be pretty limited
Flurry AA's
Good but with the current double/triple attack it wouldn't be that helpful
Escape FD aa's to make this worth a dam
In the words of a monk I talk with "They give you a Deaggro ability but have it fial most of the time, Genius" If it makes it a sensible way to remove or deduct aggro its all good
Pet Twinproc
Seems good, but also limited, In case it would eat extra charge counters on the pet slow or "Friendly pet" whenver they get it fixed. Overall it could be interesting
Paragon with Critical Effects and or a Promised Added to end of Paragon that give more mana regen
crital effects would be good or just revamping it to make the group line to be of better use again
Group AA Ferocity
I am at a lose on this one, a group spell would be perfect. An aura would be nice but it would have clashing issues with the zerker aura for the attack bonus parts.
Innate Chance to Proc Gelid Claw
This or something else along the line would be good
AA Mend (similiar to Monks)
Would rather have a better player heal then mend
Endurance Regen Paragon
Either have it added to the group paragon or else have it as a stand alone kind like focused paragon
Profilic Minion
I loved this aa' while it was in beta. I never had any issues with it not working.
Quickened Nature's Salve
Would love this sincee the cure counters are kinda low for most raid DoTs
Cripple AA
Not sure on this one, I personally never took the time to pick up the spell
Hastened Protective Spirits
Seems to have limited uses, a waste of an AA slot
Hastened Empathic Fury
Would be great to have the timer knocked down to around 15 minutes, with the AA's and a UF tunis that reduces the timer
Extended Protective Spirit
This i could see of being some use depending on how much it gets extened
Extended Empathic Fury
Would be great even if it was just a 6 second exrta
Imbue Ferocity
would like to see the details on this
Burnout Frenzy AA
Would rather have something that is not more cut and pasted crap from age old AA archieves

(Increase in Ranks)
Hastened Focused Paragon (and Group Version)
Beastial Frenzy
Burst of Power
Destruction Fury
Extended Swarm
All the above are good, though Focused Paragon doesn't need it as much as the normal Paragon does


(Other Modifications)
MELEE skills need to be Brought up on par with other class's Dub atk needs to be 250 Triple 200 and Flurry 125 ish
I like this, am tired of still seeing alot of single hits from weapons



Quote from: Blarp on April 07, 2010, 07:50:11 PM
Upgrade spell's

I like our spell line up for the most part.

that said i DO NOT want to see 5 pet heals!!!! THEY ARE WORTHLESS Fluff

Id like to see a group Fero spell(Heroic Str) and a % based Atk mod make it 5/6/7 % of base atk bonus)
This is the one spell i would LOVe to fight for, it would bring us back in as a More liked raid class.

Friendly Pet needs to be Fixed back to heal's Targets target!!!

Agreeded on the pet heals, would like to see a better player heal, something that may or may not have a cure tied into it, like rangers.

The Fero line we could go on for a long time about, a heroic str mod would be nice, Maybe toss in an overhaste that stacks with the clicky overhaste. As long as the dps increase is more then 40~60 when a person has it and when they don't it would be better. To make it worthwhile to the raid i would imagine it would need to be atleast double if not triple what it is atm, 100~ add dps per person, still isn't that much but its an extra 500 dps overall for the raid, 600 if you push your timers to the extreme. I would love to see the line regain some of its magic of having dps classes sending tells requesting it because it was actually a noticable difference.

I do believe they were working on the Friendly Pet spell, they were having issues with the contact healing trigger and having it heal the targets target. I wouldn't mind if it just healed the group instead of the tank, as long as its healing something other then itself it could be a useful spell.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Blarp on April 08, 2010, 05:29:20 AM
Quote from: Dragonfangs on April 08, 2010, 04:41:21 AM
I do believe they were working on the Friendly Pet spell, they were having issues with the contact healing trigger and having it heal the targets target. I wouldn't mind if it just healed the group instead of the tank, as long as its healing something other then itself it could be a useful spell.

I liek the Group   thought as well it be good for soloing. and grouping
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Sikkem on April 08, 2010, 05:39:34 AM
Quote from: Blarp on April 08, 2010, 05:29:20 AM
Quote from: Dragonfangs on April 08, 2010, 04:41:21 AM
I do believe they were working on the Friendly Pet spell, they were having issues with the contact healing trigger and having it heal the targets target. I wouldn't mind if it just healed the group instead of the tank, as long as its healing something other then itself it could be a useful spell.

I liek the Group   thought as well it be good for soloing. and grouping

Yeah it's hard to see why they didn't go for that? I would have been useful solo, group and raid.

Oh wait I think I just answered my own question  :lol:
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Blarp on April 08, 2010, 06:33:05 AM
 well if it was something  Turned into an aa like the necros get but our pets proc it not spells it be fun, id would use it. even if it was say a 300 base heal
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: k9wazere on April 08, 2010, 11:13:19 AM
Going to preface this by saying that I've always wanted to be a utility beastlord, ever since starting mine during PoP. I liked the self-reliance and the fantastic solo power, even if we didn't kill things faster than everyone else. That said, things I'd personally like to see:

Ability for warders to survive player's death. If player dies, pet simply zones with him to spawn point, and gets to keep all equipment (useless otherwise). If player is rezzed, again pet zones with him then too (without (ab)using suspend minion). We were the first class to get pets that crossed zone lines, so there is a precedent for this.

Ability for warder to *safely* off-tank one mob. Won't happen if the group game continues to be balanced around groups vs single mobs. But where's the fun in that, anyhow?

More warder DPS. Personally, I'd take this at the cost of my own personal DPS, but I know some of you wouldn't like that.

Better paragon. Perhaps we can be the single-target mana regen specialists, whilst encs can have a group version which has better combined mana regen, but individually is worse than ours. Make the HP component worth a damn again - for both group and single paragon - 700-odd HPs/tick (when I last used it) doesn't count for squat anymore, obviously.

Better healing. Possibly an emergency heal, for ourselves not for our warders, which heals more than 2k but can't be chain cast.

Fero fixed, somehow. Maybe add a HoT component?

Buffs fixed, somehow. I used to like being asked for IoS all those years ago in PoP. These days you can not cast buffs at all, and 8 times out of 10 nobody will notice. Probably because our buffs are of little significance these days. Our stat buffs are dead, simple as that, so maybe we can get something new?

More spell cirts/bigger crits.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: k9wazere on April 08, 2010, 11:39:15 AM
Actually, for New Fero, I could go with a small Geomantra effect, a medium HoT effect, and a small proc effect. Single target, to stack with everything.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Grbage on April 08, 2010, 02:17:34 PM
Quote from: k9wazere on April 08, 2010, 11:13:19 AM
Going to preface this by saying that I've always wanted to be a utility beastlord, ever since starting mine during PoP. I liked the self-reliance and the fantastic solo power, even if we didn't kill things faster than everyone else. That said, things I'd personally like to see:

Ability for warders to survive player's death. If player dies, pet simply zones with him to spawn point, and gets to keep all equipment (useless otherwise). If player is rezzed, again pet zones with him then too (without (ab)using suspend minion). We were the first class to get pets that crossed zone lines, so there is a precedent for this.

Ability for warder to *safely* off-tank one mob. Won't happen if the group game continues to be balanced around groups vs single mobs. But where's the fun in that, anyhow?

More warder DPS. Personally, I'd take this at the cost of my own personal DPS, but I know some of you wouldn't like that.

Better paragon. Perhaps we can be the single-target mana regen specialists, whilst encs can have a group version which has better combined mana regen, but individually is worse than ours. Make the HP component worth a damn again - for both group and single paragon - 700-odd HPs/tick (when I last used it) doesn't count for squat anymore, obviously.

Better healing. Possibly an emergency heal, for ourselves not for our warders, which heals more than 2k but can't be chain cast.

Fero fixed, somehow. Maybe add a HoT component?

Buffs fixed, somehow. I used to like being asked for IoS all those years ago in PoP. These days you can not cast buffs at all, and 8 times out of 10 nobody will notice. Probably because our buffs are of little significance these days. Our stat buffs are dead, simple as that, so maybe we can get something new?

More spell cirts/bigger crits.

Mostly I agree with your list but a big NO for a big emergency patch heal on a long timer. SOE needs to bring our normal heals into line with mob dps/player hp as a whole. Bst and rangers were left of the heal retune for some odd reason and that oversight needs to be adressed.

Also, we already have to damn many pet heals and I don't want to go down that road for personal heals. We could practically fill up our spell bar with nothing but heals if they add another 1 or 2.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: kharthai on April 08, 2010, 02:40:28 PM
Quote from: Blarp on April 07, 2010, 07:29:52 PM
(New AA's)

Specialization for H2H, 1HB, Piercing, Cold Spells, and Poison Spells
Flurry AA's
Escape FD aa's to make this worth a dam
Quickened Nature's Salve

Hastened Empathic Fury
Extended Protective Spirit

Imbue Ferocity
Burnout Frenzy AA

(Increase in Ranks)
Beastial Frenzy
Burst of Power
Destruction Fury
Extended Swarm (Better off going for extended Yowl [or whatever new Yowl will be called], similar to mage aa that is +6 seconds to rumbling servant, instead of +1 second to all


(Other Modifications)
MELEE skills need to be Brought up on par with other class's Dub atk needs to be 250 Triple 200 and Flurry 125 ish


Left in the stuff I'd like, no clue if melee skills have a chance of getting upped but would be cool for sure.

I very much don't care about anything that lets pet live when we die, lets pet live when we fd, etc etc etc.  Unless they do a major pet dps overhaul, I just don't care.  That said I don't group a whole lot and I never really bother with mage toys.

I don't want to have to cast paragon more than I already do.  Necros were, quite frankly, pretty smart to get out of the twitch bitch game.  Hastened Focused Paragon just means I have to waste 2 seconds targeting someone else more frequently.  If you meant Quickened, ie, reduce the cast time of both, I'm all for it.  Also fine with more ranks of FPoS, would be nice if it got more than a lame 20 mana increase or whatever.

Ferocity- Elidroth said last beta he wasn't touching it, that it was a spell issue.  Maybe he'll change his mind, but I kind of doubt it.  That said, I'd be very interested in an upgraded spell, group form preferably, lots of mana if need be, with something more than attack.  Would also rather it be group only and not tgb'able, to give us something to help keep/put us in the dps groups instead of with casters.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Blarp on April 08, 2010, 06:15:25 PM
Quote from: k9wazere on April 08, 2010, 11:39:15 AM
Actually, for New Fero, I could go with a small Geomantra effect, a medium HoT effect, and a small proc effect. Single target, to stack with everything.

Stacking problems with a few clickys that i Personaly WOULD ever use it  if this happened.

a Gero= bad Heroic's= Win plus more atk still think a 5/6/7 % based of Targets total atk would rock
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Blarp on April 08, 2010, 06:22:41 PM
Quote from: Grbage on April 08, 2010, 02:17:34 PM
Also, we already have to damn many pet heals and I don't want to go down that road for personal heals. We could practically fill up our spell bar with nothing but heals if they add another 1 or 2.

how aboult a Self/PEt combo Heal  cast time a smug longer then our single target.

Say something like.

Spell: Feral Bound, When casted this healing spell grants the caster and there warder a powerful healing bound, caster 3,500 and warder 5,000 hit points.

Cas time 2.4 sec
Mana 1,800



something liek that would rock Spec  when in raids would grant us  a good life svaing heal o keep us up while keeping warder up, ya what i said is kinda high mana but the reward is fine and i rarly go OOM now days in raids
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Dragonfangs on April 09, 2010, 01:41:36 AM
Quote from: Blarp on April 08, 2010, 06:22:41 PM
Quote from: Grbage on April 08, 2010, 02:17:34 PM
Also, we already have to damn many pet heals and I don't want to go down that road for personal heals. We could practically fill up our spell bar with nothing but heals if they add another 1 or 2.

how aboult a Self/PEt combo Heal  cast time a smug longer then our single target.

Say something like.

Spell: Feral Bound, When casted this healing spell grants the caster and there warder a powerful healing bound, caster 3,500 and warder 5,000 hit points.

Cas time 2.4 sec
Mana 1,800



something liek that would rock Spec  when in raids would grant us  a good life svaing heal o keep us up while keeping warder up, ya what i said is kinda high mana but the reward is fine and i rarly go OOM now days in raids

Something like that would be great, only issue would be the targeting aspect, unless they base it off the same kind of line as HF, with one of the heals being a secondary effect

Quote from: Blarp on April 08, 2010, 06:15:25 PM
Quote from: k9wazere on April 08, 2010, 11:39:15 AM
Actually, for New Fero, I could go with a small Geomantra effect, a medium HoT effect, and a small proc effect. Single target, to stack with everything.

Stacking problems with a few clickys that i Personaly WOULD ever use it  if this happened.

a Gero= bad Heroic's= Win plus more atk still think a 5/6/7 % based of Targets total atk would rock

Group fero as it sits now is better then what we have for single shots. It just would allow more players covered per cast effectively raising overall dps of the raid by a tiny percentage.

The idea of adding a small proc to it is interesting, something along the lines of that new LoN spider illusion + poison proc thing. The proc could be along the lines of a tuned Gelid Claw type proc, so that its not too over powering when 6+ people in the raid have it procing. Would kill the fero usefulness and some debuff utility stuff with one stone
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: gregais on April 09, 2010, 01:11:23 PM
Ok, Blarp asked me to give some idea/thoughts on this so here goes. I may ask for the moon and stars here but maybe we'd get the moon at least, or nothing at all.

Run 8: hell we got FD may as well run fast too.

Improved Possum: 3 ranks, give a 10% better chance to be successful, maybe a 3, 5, 7% to be memblured. Yeah i know most are looking at this as an aggro dump. I see it as our escape that all are getting. Plus membluring a raid mob could be fun  :evil:

Wildbloods Ire: activated aa. 1 min duration, 1hour reuse. 3 ranks. something like 25, 50, 75% added bonus to all direct damage spells. It could cost like double the mana for the first rank then lower as you gain more ranks or whatever we could agree on to send in. Plus, this would address the spell disc that had been asked for in this Aprils aa's. 1 hour reuse would be important for this because it could give the devs an easy aa line to hasten it down to like 30mins or so down the road.


This is all I can think of that hasn't been said already. It is just a couple ideas, ya'll don't have to like them, but could be fun if done/works right 

Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Camikazi on April 09, 2010, 01:37:41 PM
Quote from: gregais on April 09, 2010, 01:11:23 PM
Improved Possum: 3 ranks, give a 10% better chance to be successful, maybe a 3, 5, 7% to be memblured. Yeah i know most are looking at this as an aggro dump. I see it as our escape that all are getting. Plus membluring a raid mob could be fun  :evil:

Memblur has to be cast on a mob for it to work that way, what FD has is a small chance of instantly dropping all of your aggro on hitting the button, won't blur the mob it just makes the mob forget you annoyed it.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: gregais on April 09, 2010, 02:03:22 PM
hrmm ok, well chance to be forgotten....my bad
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Blarp on April 09, 2010, 05:01:19 PM
keep things comeing when we get some more stuff ill  put everything on one page, id like to do 2-3 votes PER fan fair.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Old Keg on April 09, 2010, 05:46:21 PM
I have a vain wish that AA's weren't automatically at max level all the time.

Probably because I level slowly, and just came back.  I just like the option of a smooth power curve over a stepped one.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: bradam on April 09, 2010, 06:15:12 PM
I'd personally like to see warder beefed back up to where he used to be.  Give him some respectable dps for starters. I dont care if my own dps stagnates a bit as long as warder makes it up.   I've alwasy thought warder should be 50% of our dps instead of the measely 5% they are now.  

An AA to let us summon our own pet gear!  The first beastlord newbie quests in luclin branded us tailors.  Atleast let us summon a set of leather gear for pet and not have to pester mages or more often just go without.

Proflic minion was also my favorite beta aa, hope that comes back.  

I think some kinda of AA ability that when I die makes warder do some kind of enrage that increases his damage 10X over until his target dies, then have warder poof.  Call it Warders Revenge maybe or something.

A 2nd level to companion's relocation or new AA that puts warder BEHIND us, not out in front of the mob we are melee'ing on.  


I'm a big fan of the combing old spells into one more useful one.  I really like the growl/yowl one Hae..- Ferg.. something(name spelling eludes me atm).   Any thing to free up hotkeys/spell gems is nice lol

I'd like to see maybe bite/raven combined into one.  Combine some of our 30 pet heals into one or 2 useful ones.  We used to be the masters of the pet heals.. Now we just have more crappy ones then anyone else.   Or go a step further and give us a nuke like mages have that procs a pet heal recourse.


And Track!   Some AA to give us alteast bard level track would be really nice.  

Not a biggie but personally I'd like a Grow AA, atleast once a raid I peeve off someone in group with group shrink. Even for a toy really, but I think I'm alone on that one lol


Edited-  Some kind of AA to make automaticall pet back off on enrage, I'm slowly getting into the habit of /pet hold at 10% but still hate even that tiny loss of dps =)


Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Old Keg on April 09, 2010, 06:31:29 PM
Oh God yes.  There is absolutely no lore or balance reason we shouldn't have track at at least bard level.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Blarp on April 09, 2010, 06:59:31 PM
Track would be at the bottum of my list but i wouldent mind it,
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Bumkus on April 09, 2010, 09:43:42 PM
pls add buff extension. pure classes got it last expansion, so we should be in line for it with next expansion release
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Sikkem on April 09, 2010, 09:45:58 PM
Quote from: bradam on April 09, 2010, 06:15:12 PM
I'd personally like to see warder beefed back up to where he used to be.  Give him some respectable dps for starters. I dont care if my own dps stagnates a bit as long as warder makes it up.   I've alwasy thought warder should be 50% of our dps instead of the measely 5% they are now. 

Whilst I dont disagree with this idea we have to give some thought to our bleeding edge raiders also. Waht happens when our pet cycles back to being as tough as a wet tissue (you know it will), there goes a very big whack of their dps.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Blarp on April 09, 2010, 09:48:54 PM
well, right now i'd Put it into a diff AA liek Necro's get a Pet FD aa  so if we want warder to work with a FD then it needs to be in all fairness a 30 min reuse Pet FD
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Lathon on April 10, 2010, 05:12:58 AM
Quote from: bradam on April 09, 2010, 06:15:12 PM
I'd personally like to see warder beefed back up to where he used to be.  Give him some respectable dps for starters. I dont care if my own dps stagnates a bit as long as warder makes it up.   I've alwasy thought warder should be 50% of our dps instead of the measely 5% they are now. 

I will agree with beefing up our warder a lil bit, possibly tying something into our pet buff or retuning our 2.0 epic click for better output from our warder.

However, I will not accept sacrificing my current dps for this to happen, No BL should. That idea alone would kill any desireablity for adding BL's to a raid roster. With the Current UF raids my pet lives longer than i do with the right spells in tack. Fippy raid is a prime example (before patch and even now), he can 1 round a tank in def disc from AE ramp alone. I have been smacked a few times with 15k quads or more but my pet is fine (if i happen to live) due to our pet rune. If you are not memming and using Bulwark of Tri'quras or the other similar one hen it is your loss indeed for not maitaining your pet.

With the right AA's our pet is just fine as far as taking dmg it only lacks substantial dps which can be argued over by devs due to the utilities it provides not only to us but in a raid setting as well.. If you raid UF content you will understand BL pets have priority  for a certain raid... If i had to ask for anything for my pet it would be a 25% - 30% dps upgrade and go from there. If we can't get any type of short burst dps then at least give us something to have a better sustaining factor
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Razimir on April 11, 2010, 12:37:53 PM
Quote from: Lathon on April 10, 2010, 05:12:58 AM
However, I will not accept sacrificing my current dps for this to happen, No BL should. That idea alone would kill any desireablity for adding BL's to a raid roster. With

Min max guild are looking for only 3 things: dps, tanking and healing. Only big burst dps boost would make bsts more wanted by those guilds. Those guilds fights are so short, that any utility than bsts ever can offer for them are useless. How ever other guilds (like ours) relies still on paragons etc. Which are esier to use now than ever, thanks to new targeting system.

My only wish for the next expansion is to get huge burst dps boost, but not to lose sustained dps either.

-Raz
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Jahras on April 12, 2010, 09:51:43 AM
Honestly the area I think our class is lacking the most is in its support capabilities, aiding group survivability and group dps. The trend over the last expansions seems to be towards group missions that really hit the groups hard, and I'd like to see us on a near level ground when competing for a group has tank/healer/dps/dps/puller(often also dps). Shamans chanters and bards already bring a lot to that support slot, and at the moment we seem to just have more melee dps than them (unless the chanter is charming) paragon, and a better slow than bards. Let's come up with some tricks that let us compete with the likes of their huge talents, and even compliment them when grouped together.

AA wise I'd like to see:

*An AA that speeds up the cast time of the paragons to near instant - already mentioned
*Destructive cascade + more DoT crits.
*AA fast cast group celerity, 15min duration is fine as to not step on the toes of sham haste.
*New rank of bite of the asp with added effect - makes the mob more susceptible to poison damage. - unique ability
*A self only casting proc buff for ice and poison spells. Think along the lines of wizards' pyromancy. At the moment we gain huge dps from mana reiterate; let's get ourselves a smaller self-only spell proc that doesn't stack with the chanter spell for when we don't have access to their buff.
*Spirit of protection - group and single target version - Mitigate damage by 10ish% per rank, 3 ranks., 1min duration (does not stack with defensive disc type mitigation). If we can't mez adds, effectively heal people tanking adds, split them, or knockback root them...  lets have a buff that we can use that will let people effectively off-tank them. Or let our knight tank buddies tank that ferocious named without needing a second healer just because they don't have final stand.


Spell wise:

*Fero needs something big to have its desirability in line with that of lynx and mana reiterate. Topic for its own thread.
*An aura. I'd like to see one that could benefit melee or casters without overlapping other classes' abilities. Like +%melee crit rate, + %nuke/dot crit damage.
*Poison resist check 40% slow. Rare usage, but unique ability.
*New focus add more than just HP - think half power unity.


Also I loved the idea of adding a promised/harvest effect to the end of higher tier paragons.

Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: k9wazere on April 12, 2010, 02:53:45 PM
On the topic of a new slow, I think it would be better to have a blanket 10% slow, which is never mitigated, than something like a 40% slow which is mitigated to various degrees by different mobs.

Then just make it so mobs in newer content are immune to the older slows completely.

Does anyone actually like the current slow mitigation system?
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Blarp on April 12, 2010, 04:18:35 PM
 
Quote from: k9wazere on April 12, 2010, 02:53:45 PM
On the topic of a new slow, I think it would be better to have a blanket 10% slow, which is never mitigated, than something like a 40% slow which is mitigated to various degrees by different mobs.

Then just make it so mobs in newer content are immune to the older slows completely.

Does anyone actually like the current slow mitigation system?

F that SoE would fuck to much up
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: wildwaters on April 12, 2010, 05:47:48 PM
How about a new Disc or AA that sends our pet into a blind rage that gives it a huge dps increase for a short period and then sacrifices the pet? Something along the lines of 'you hit my buddy and now Ima eat you'.
The 'kills the pet part' could be that the pet dies or it could get hit with a reduction in health or damage out put. If the damage out put was high enough or duration long enough it could help up our burst dps a bit. Give it a reasonable refresh rate. No idea what to call it.

Or maybe shared BA? Same mod's as BA only hits our pet too? I know we have GBA but it is just not as powerful. No reason some of our aas shouldn't be accessible by our warders so long as they don't try to link them.

Also how about a new aa or an upgrade to BA that includes spell damage mods? Something that would work on DoT's and Direct Damage spells to increase them while we are under BA.

One thing I was thinking about when I had wildwaters loaded up the other day was the large amount of clicks we are doing to put out damage and deaggro compared to other classes.  I think trying to upgrade some of our current aa's to give us better burst dps and still maintain our sustainable dps might be better than them adding a whole new bank of buttons for us to click. I don't know about you guys but that is one thing that makes putting out higher dps numbers difficult - the shear numbers of abilities you have to click, time and watch for stacking issues.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Sharrien on April 12, 2010, 06:50:08 PM
New/upgraded AAs:
1.  Prolific Minion - More dps is good dps.  Pets are our thing and we have a ton of AA that would improve the performance of short-duration pets that proc from our warders.  Make them have relatively high hp and/or avoidance like Yowl and please make them shrunk like mages' Host pets.

2.  Cripple AA - Like the old Incapacitate spell, this should debuff the melee abilities of the target, like Agi, Str and AC.  To be useful in raids, this AA should stack with or complement the similar Enc spells like Fragmented Consciousness.  Stat debuffs should be increased for current content and another factor added, like reducing block/parry, dodge, flurry chance, etc.

3.  Paragon with Critical Effects - Personally, I like a doom effect at the end that gives a burst of hp/mana.  Allowing paragon tics to crit would also be good.  Paragon has increasingly lagged behind the rate of increase in HEM so that it is giving a smaller and smaller percentage of the average pool and also of typical spells.

4.  Group Celerity – We have this already as a component of Unrivaled Rapidity, but it doesn't make much sense paired together since the pet buff lasts over an hour and the group haste just 15 minutes.  Single target haste takes forever to cast if you are buffing more than one toon.  Group Celerity would be a convenience AA that a lot of people would probably enjoy having, but would not really change the game at all.

5.  I like Jahras' idea for a self-only mana reiterate effect.  Group or targeted version would tread on chanter toes, but a self version would be a good way to raise dps.  Bonus points if it could also affect warder procs.

6.  Increase warder dps.  Hit harder, faster, more strikethrough of defenses.  Increases should be primarily melee based rather than procs/spells.  One of the strengths of our pets is that their dmg is mostly melee that can't usually be resisted.

7.  Armor of Wisdom.  Need some more ranks.  Our class is the worst protected of those who dive into the thick of the fight and take hits.

8.  Reduce cast time on paragon and focused paragon.  I don't mind being asked to pump someone up during a fight, but I hate how long it takes to cast.  Can't count how many times I've been interrupted trying to MGB para during a raid.

9.  Innate Gelid Claw.  Would like this a lot, even if it had no dmg component.

10.  Hastened/Extended Protective Spirit.  Since we are often next on the hate list after the tank, a little more time on this disc would make a big difference as the next tank tries to get aggro or we try to FD.

Spells:
1. Ferocity.  Besides the atk, it needs something more.  How about +skill atk similar to the stat that is now showing up with Cleave on some UF items.  No idea if there would be stacking issues.  Another option might be strikethrough, but only if it would still provide a significant additional bonus even if the target already has 35% worn strikethrough.

2. Fluffy, Sic Balls!!  Proc stun that works on higher level mobs, nearly any mob that isn't specifically stun immune.  Tradeoff would be long recast and hit limits, maybe stacking conflict with Hobble/Fellgrip.

3.  Spiritual Verve.  The atk component of this buff is small and doesn't seem to have a significant effect these days.  Future SV should give bonus Heroic STR or DEX.

4.  Friendy Pet.  Current spell needs to change, we should not have to wait for the next expansion.  Make it heal target's target or a group heal.  Current form provides little or not benefit.  If we want to really go crazy with it, have the proc throw a short duration one-hit rune on the target's target or group.

I like the idea of Spirit of Protection, but it seems more of a knightly ability.  Besides, I would rather be in a melee dps group than an accessory for the tank group.

Weapon specialization.  What do we want it to do?  If we're just asking for purchased skill cap increases, how much would 10 or 20 more points really be worth for hit% and/or dmg per hit?  I just want to make sure that we don't think we're buying with our AA a stein of foamy micro-brew lager but end up getting light beer in a can.  If weapon specialization could add +dmg per atk then we might be on to something.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Sharrien on April 12, 2010, 06:53:01 PM
Quote from: wildwaters on April 12, 2010, 05:47:48 PM
How about a new Disc or AA that sends our pet into a blind rage that gives it a huge dps increase for a short period and then sacrifices the pet? Something along the lines of 'you hit my buddy and now Ima eat you'.

I don't like the idea of pet sacrifice at all.  Besides the fact that so many of our abilities are tied to having a live pet, I think that the dps increase would have to be impossibly huge to make up for the sustained dps lost from a dead warder.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: wildwaters on April 12, 2010, 08:09:38 PM
Quote from: Sharrien on April 12, 2010, 06:53:01 PM
Quote from: wildwaters on April 12, 2010, 05:47:48 PM
How about a new Disc or AA that sends our pet into a blind rage that gives it a huge dps increase for a short period and then sacrifices the pet? Something along the lines of 'you hit my buddy and now Ima eat you'.

I don't like the idea of pet sacrifice at all.  Besides the fact that so many of our abilities are tied to having a live pet, I think that the dps increase would have to be impossibly huge to make up for the sustained dps lost from a dead warder.

I think that my idea was more burst dps over a short term fight, for example a UF named would be a perfect fight for this ability. As far as killing the pet /shrugs it could simply 'expend' itself and a buff could be place on it to lower its dps for a corresponding time period. Of course you could push for something that didnt result in any negative effects as well. I just think the lore would be cooler for an ability that hurt the pet in some way, kind of like momma warder went into a blind rage that the mob attacked you and tore the mob to shreds but suffered greivous wounds. Let's face it, some abilities have to have lore or they just aren't as fun >.<

The thing about that and the pet targeting BA that would worry me more is how much would they let our pets stagnate if we had those abilities to 'send out pet into disc mode' more often?
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: bradam on April 12, 2010, 10:28:04 PM
Quote from: Sharrien on April 12, 2010, 06:53:01 PM
Quote from: wildwaters on April 12, 2010, 05:47:48 PM
How about a new Disc or AA that sends our pet into a blind rage that gives it a huge dps increase for a short period and then sacrifices the pet? Something along the lines of 'you hit my buddy and now Ima eat you'.

I don't like the idea of pet sacrifice at all.  Besides the fact that so many of our abilities are tied to having a live pet, I think that the dps increase would have to be impossibly huge to make up for the sustained dps lost from a dead warder.

I would vote no on anything that kills pet ever.  We share an unique life long bond with our pets where other pet classes simply animate a corpse or enslave a random elemental.  Harvesting pets is a mage thing I'd rather leave with the mages. 

Now making this same effect on warder occur when we die would be cool.   Have warder enter a blind rage on our death and doing massive damage to whatever mob killed us for either a set time or until that mob died would be really neat imo
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Zunar on April 13, 2010, 11:10:59 PM
A new disc/AA similar to monks heel of kanji or what it was...which allowed to use flying kicks repeatedly for a period of time.
This could be called Feral Quickening, and removes the reuse timer on feral swipe for a set period of time, say..20 seconds.

There'd be some burst dps?  :-)
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Razimir on April 14, 2010, 02:47:47 PM
Quote from: Zunar on April 13, 2010, 11:10:59 PM
A new disc/AA similar to monks heel of kanji or what it was...which allowed to use flying kicks repeatedly for a period of time.
This could be called Feral Quickening, and removes the reuse timer on feral swipe for a set period of time, say..20 seconds.

There'd be some burst dps?  :-)


I think that would be good idea Zunar. Linking that with other discs, would be nice one.

-Raz
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Umlat on April 14, 2010, 05:34:19 PM
Beyond any other spells I've posted elsewhere we need modern slow/cripple abilities.

A dual cast slow/cripple would be a good way to go. As to implementing it we need to ask :

1) Dual Attack % decrease in the cripple part - similar to current enchanter cripples. This is one of the single most needed additions to our repertoire. Even at the expense of 10% to 15% of the actual slow percentage if the dual attack penalty is good enough. Why? The attacks may come in faster but they are less likely to be in groups of multiple simultaneous attacks, which will smooth out the damage we take because of less spiking. Stepping on enchanters toes or not, they aren't the ones in melee where the difference will be felt. Keep the actual percentage 1% to 2% behind the same cripple in the 5 level bracket it's in and keep the AC, str/dex etc. below the enchanter numbers as well, but we could use it.

2) Disease based resist - Having focus of animus makes it a no brainer on switching to a disease based slow. Keeping the resist mod of -30 from sha's legacy, making any changes to actual % of slow and using disease resist should let it land reliably. With the hitting power of UF mobs and the likely increases as we hit the next expansion, we can't afford to continue using spells that can take 3 and 4 casts to land, especially slows.

3) Cast time - All of our combat spells should be aiming for faster casts. As with our dots, put more of the delay between casts in the cool down and not the actual cast time.

Another spell to ask for would be a self & pet listlessness type buff for slows/heals. Both beastlord and warder could use this. Since it's self only it shouldn't step on shamans toes unless we're the tank, in which case they'll be happy we have it because they can load another DoT instead.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Umlat on April 14, 2010, 05:46:48 PM
Ferocity Line - A reduction in refresh time of the spell and/or an increase in duration.
      71+ add an increased resistance to mez/charm/fear spells possibly. (optional)
      76+ Increase resist caps or change to heroic resist buffs.
      76+ Change STA buff to Heroic STA buff.
      76+ Provide an extra offensive benefit (ATK hard cap boost or +skill damage perhaps?)

      This spell line needs to be more than a glorified ATK buff again. Using the above suggestions is a good way to make this spell useful and desirable again, while maintaining the same "feel" as before since it mainly allows for further increase of the same areas as lower level versions. Reducing the refresh time is probably better than providing a group version of the spell or trying to make it an aura and a duration increase would reduce the considerable number of recasts we must endure because of so many short term duration spells and effects.

Growl Line - When this spell was originally introduced, increase damage +x% all skills stacked. This was changed. (I used to be able to stack Bestial Alignment and Bestial Fury and get some critical hits with special attacks close to 10k, no longer tho). So the +20% damage bonus from growl NO LONGER STACKS with the bonus built into our pet haste spells like it was intended to. The % damage bonus from Growl line spells needs to scale upward now so that it provides the combat increase keeps pace with other beastlord spells. Same thing with Feralgia. This change need only be applied to the WARDER's % damage bonus, not necessarily to the recourse the beastlord gets. Increasing both would mean there would be no need to change dd/proc buff as suggested above.

Protective Coloration - An adaptation seen in animals (particularly insects, several frogs are notable as well) is that of bright coloration to signify "I taste bad!" or "I'm poisonous!" to potential predators looking for a meal, as well as actually being unpleasant and/or poisonous. Beastlords should have a spell that mimics this ability, that has a reduce spell/bash hate by x% component (reduce melee hate by x% possibly as well?) for the coloration and a defensive proc that reduces aggro significantly each time a mob hits them for the actual "tasting bad". Some damage could be inflicted by the defensive proc as well in upgraded versions of the spell (But the deaggro should be the main function of the spell. If adding damage will cause problems leave it out). Either self-only buff, or a single target buff.

Civet Strike - Small poison DD that also silences a target for a short period(You try to cast spells after a skunk hits you with its spray!)

Pack Strength - A spell that boosts the combat abilities of a beastlord (and his companions?) based on the size of his "pack" (group size + pets of all kinds, up to a maximun of 10?). Yeah it's a rip off of jolt of many but geared towards melee bonuses instead of a nuke.

Savage (Rending/Ravening/Riving/Ripping/Rapacity) Feral spirits swarm the target and attack it from the ether, attempting to tear it to pieces. This is meant to be a damage spell line, not a pet summoning spell. Causes the target to suffer a variety of physical attacks and possibly a poison or disease DoT from a chart based on a % chance for each possible outcome. (as an example - 10% chance of slashing 3x Skill Attack (121), 10% chance blunt 1x Skill Attack(350), 10% chance of piercing 1x Skill Attack(50) + 500 hp/tick poison dot for 6 ticks, etc.)

Cliknar Carapace - A reduce all skill damage amount buff for self and pet, similar to part of the CoA chest clicky.

Might of the Elders - An upgraded version of Frenzy(lvl 47) that adds AC, heroic Str, Dex and Agi instead of std stats, that might or might not affect our warder as well.

Some sort of "set-up" or "assist" attack/proc. Much as a pack of hunters will work together, launching feints and wounding attacks to leave their prey vulnerable to a killing strike, the beastlord's warder would attack a foe in this fashion, with a proc of this kind giving other attackers a possible opening to strike an extremely damaging or even fatal blow. The effect would probably have a min damage modifier, critical chance modifier and maximum damage modifier for 1 to 2 ticks and/or the chance to proc a telling blow effect (DD?/% total hp dmg? -- something that noticeably HURTS).

Salamander Skin Guard (Bastion of Calliav for nec/mag?) - an update of the pet blocking spells with a maximum number of blocks (say 8 to 10 for rks I to III) that regains its used up blocks up to its maximum number at a rate of 1 per tick?. The buff itself lasts the full duration of the spell with the counter going from 0 to max (8 to 10 based on rank). Having seen what even trash mobs are doing to pets in Underfoot, they need something IMO. A lesser version of 3 to 5 blocks maximum for enchanters, shaman and shadowknights would be something that could be added at the same time without a lot of fuss from others.

That covers most of the spells I'd thought about, all separated out.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Mazame on April 17, 2010, 07:44:12 AM
new AA / skills are fun but I running out of room unless they adding another hot bar I rather have improvements on our current AA / spells rather then seeing new ones added.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Zunar on April 19, 2010, 09:40:05 AM
Quote from: Mazame on April 17, 2010, 07:44:12 AM
new AA / skills are fun but I running out of room unless they adding another hot bar I rather have improvements on our current AA / spells rather then seeing new ones added.

Lol amen to that :)
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Hzath on April 19, 2010, 10:41:41 AM
I don't think asking for self/pet combine spells is a good idea.  Their track record isn't great.  If new spells are going to affect us both they should take the Haergen's model where you get part of the spell (werewolf) even if the pet isn't alive but requires a live warder for the full effect (growl buff).

I don't see them upgrading a 5 year old empathic fury spell, even though we've begged for it.  Let's just ask for an upgraded version, similar discs got upgrades in TSS, and make sure the new version if we get it doesn't have a retarded pet auto-target.

I like the feral quickening idea, I threw that idea on our list in the past, but I don't see it happening. The dev's have seen what rogues fury+frenzied stabbing does for burn dps and I doubt we'll see even a watered down version with our feral swipe.

Ferocity.  It's still terrible, odds are 11:1 it will still be terrible next year.  In order for it to be viable it would need to add something like 1500 dps to a pure melee when burning, significantly less (~500) when not. 

It's not a spell, but warder dps is abysmal.  We're already solid sustained dps though, so they can't just upgrade warder dps because then we would just sustain even more.  Any way that could make warder burst much higher for 90seconds would be very nice.  Not another proc.

Triple attack/Flurry, same as the warder thing.  We already sustain really well and all that really does is give us more sustained dps which we don't really need.  It will help our burns yes, but not as much as the gimmicky disc stacking other classes use to get the big numbers.

The other "new" spell idea I had was a new slow in the spirit of Haergen's.  Basically it's just a trigger that fires Sha's Legacy+Lvl 87 disease dot+Lvl 86 poison dot.  Ideally it would be more mana efficient than casting all 3 at once, with the added advantage of applying all the spells faster.  It would be extremely nice in a grouping situation (I hate slowing, this would make it better for me) to get so much done so early in the fight, and even on raids getting both dots cast simultaneously could prove helpful.


What Umlat said about the faster casting.  Yes.  .5 second for our single target damage abilities.  Ranger's got their FSoA down to .5 cast time so getting this for Yowl shouldn't be too hard.  I could see Haergen's staying 1.5 just because it does so much at once.

Faster casting on Focused paragon (.5s) and Group Paragon (2s) as well
Both need SERIOUS upgrades in the hp/mana department next expansion as well

More hastened MGB across the board, it's way too high for current raiding.  It should be useable once every event.


I've got more, but I'm tired.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Lathon on April 19, 2010, 09:59:18 PM
QuoteFaster casting on Focused paragon (.5s) and Group Paragon (2s) as well
Both need SERIOUS upgrades in the hp/mana department next expansion as well

More hastened MGB across the board, it's way too high for current raiding.  It should be useable once every event.
Yes and yes again!! I posted something similar to this i think it was under End vs Para. Granted i will add in my own CP....

FPoS max:
Quote9: Increase Hitpoints by 720 per tick
10: Increase Mana by 276 per tick
11: Unknown #358 (100/236/0)
PoS max:
Quote9: Increase Hitpoints by 1150 per tick
10: Increase Mana by 610 per tick
With current UF content and raids these need to be raised at least x1.0 - x1.5 of their current values to have any serious benefits in a raid environment.

1) FPoS need a shorter timer.. as posted .5 cast timer is perfect with the lower values compared to the group version

2) PoS also need a shorter cast timer and i would agree with the 2.0s cast considering it can be enough to make a difference if/when it is truly needed. These days when you have tank/melee with 40k+ hp and healers with 40k+ mana...there needs to be a better alternative minus more click pots with lengthy timers (which effects all classes depending on the pot). Hence the reason for an needed upgrade.

Ferocity
Not sure where to begin since it is just an atk buff these days:
Savage Ferocity rk3
5: Increase STA by 103
7: Increase ATK by 371
8: Increase All Resists by 109

Most i can truly say is to not make this an aura but instead make it a group version like Shaman's Champion and stackable.. for instance:
Overcap the sta
leave the atk as is
take out resists and add Str with overcapped stat
add additional crit proc or weap proc
keep the same recast and buff timer with these mods or similar mods

finally... Pets are actually fine for us with the aa's that we have , just a matter of training them. As is my pet during certain circumstances on /in raids could and does outlive me if he stayed around while i was dead~~

I would like to see more buffs without my pet  needing to be around  to cast (UF group /raid BP being a primary example).. we seem too dependent already why make it more when our pet is mostly a utility to us with all it's added features. I could elaborate more but  hate trying to scroll down to check what i wrote cause the "type" screen keeps scrolling back up =/
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Razimir on April 20, 2010, 09:36:26 AM
Quote from: Hzath on April 19, 2010, 10:41:41 AM
What Umlat said about the faster casting.  Yes.  .5 second for our single target damage abilities.  Ranger's got their FSoA down to .5 cast time so getting this for Yowl shouldn't be too hard.  I could see Haergen's staying 1.5 just because it does so much at once.

Faster casting on Focused paragon (.5s) and Group Paragon (2s) as well
Both need SERIOUS upgrades in the hp/mana department next expansion as well

I agree, we need shorter cast times on these. Rather instant but 0.5 sec would work too, I guess.

Warder dps is hard to scale up with new superior weapon dps. One solution would be make pet focuses scale much better.

-Raz
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Zunar on April 20, 2010, 09:39:03 AM
What about an upgraded version of Empathic Fury, that lasts 45 seconds...AND boost all pets too...including Yowl pets summoned during that disc is active.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Camikazi on April 20, 2010, 02:05:08 PM
Quote from: Zunar on April 20, 2010, 09:39:03 AM
What about an upgraded version of Empathic Fury, that lasts 45 seconds...AND boost all pets too...including Yowl pets summoned during that disc is active.

That might be difficult since spells tend to work when cast and unless gets pulsed every tick it won't hit anything after it is cast, and even if pulsed, if you don't cast pets at right time you will lose time on the Yowl pets. One way could be adding a pet focus type component that will make the Yowl pets we cast much stronger (make it basically add the same dmg mods disc adds for us to Yowl pets) while it is up. I am not sure devs are willing to make even more templates for pets though, but if possible it would make Yowl pets stronger while disc is up (and make Forceful Rejuv more useful) giving us a bigger boost while burning.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Sharrien on April 20, 2010, 04:00:14 PM
It might work better as an aura that affects pets, similar to the mage spells.  I don't think any beneficial spells cast will land on our short duration pets.  The mage aura does however affect all pets in range.  If we really do want to pursue a pet-buffing aura to go with Empathic Fury, we need to make sure it does not conflict with Arcane Distillect or Rathe's Strength.  The problems with the mage spells are that the bonus is not much more than Mammoth's Strength and that the later version is centered on the caster, which is often pointless for mages, but we don't have to worry about that.

If this is something we want to ask for, I would suggest staying away from the All Skills Dmg Modifier that the mage spells provide, it would conflict and probably not give that much of a bonus.  Instead, ask for a super overhaste or +50% flurry chance above whatever the chance is from AAs.  Or a bonus chance for crits.  Since it is a short duration burn disc, it shouldn't be that crazy to ask for really significant bonuses.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Grbage on April 20, 2010, 05:29:56 PM
I would stay away from a % based increase to any skill on us or pet and isntead ask for a flat rate increase. Flat increases leave room for improvement down the road. Percentage based increases lead to no improvement, stagnation then nerfing to a flate rate (ie slay undead, etc) because of how the skill is inflated outside of what devs originally wanted it to do.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Camikazi on April 20, 2010, 07:55:00 PM
Quote from: Sharrien on April 20, 2010, 04:00:14 PM
It might work better as an aura that affects pets, similar to the mage spells.  I don't think any beneficial spells cast will land on our short duration pets.  The mage aura does however affect all pets in range.  If we really do want to pursue a pet-buffing aura to go with Empathic Fury, we need to make sure it does not conflict with Arcane Distillect or Rathe's Strength.  The problems with the mage spells are that the bonus is not much more than Mammoth's Strength and that the later version is centered on the caster, which is often pointless for mages, but we don't have to worry about that.

All spells can affect short duration pets, you can have a Bard overhaste them, or cast Gallantry on them, but their duration is so short it doesn't help much, which is why auras and Bard types pulses wouldn't work well, most have some kind of refresh time which means it could be time when the pets don't have the effect on them. A pet focus that only works on them will always work since they are focused when cast and don't have to wait on a spell refresh.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Camikazi on April 20, 2010, 08:03:47 PM
Quote from: Grbage on April 20, 2010, 05:29:56 PM
I would stay away from a % based increase to any skill on us or pet and isntead ask for a flat rate increase. Flat increases leave room for improvement down the road. Percentage based increases lead to no improvement, stagnation then nerfing to a flate rate (ie slay undead, etc) because of how the skill is inflated outside of what devs originally wanted it to do.

I was replying to an upgrade to Empathic Fury, EF is our main Burst DPS disc, it has to be a big % dmg increase ability since a flat increase ability upgrade for it would be good for grouper and only ok to not that great for raiders and would hold us back more. There is a reason most all main DPS discs are % based and it's to make them last, adding a flat increase to them doesn't exactly help the burst DPS of the higher up BSTs much (since they tune abilities to group level not raid level).
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Zunar on April 20, 2010, 11:05:27 PM
Another maybe easy fix would be to add a twincast buff onto Empathic fury.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Camikazi on April 21, 2010, 12:02:07 AM
Quote from: Zunar on April 20, 2010, 11:05:27 PM
Another maybe easy fix would be to add a twincast buff onto Empathic fury.


Considering how long our disc lasts, I doubt that, but would be interesting to have though.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Zunar on April 21, 2010, 07:53:35 AM
Quote from: Camikazi on April 21, 2010, 12:02:07 AM
Quote from: Zunar on April 20, 2010, 11:05:27 PM
Another maybe easy fix would be to add a twincast buff onto Empathic fury.


Considering how long our disc lasts, I doubt that, but would be interesting to have though.

In 30 seconds with twincast you can maybe get off bite twice and frozen venom 6 times, and our 2 ice nukes once each as well.
That all adds up to:
Bite of the Vitrik Rk. II
1:  Decrease Hitpoints by 4052 x 2= 8104
Frigid lance Rk. II
1:  Decrease Hitpoints by 1844 x 1
Jagged Torrent Rk. II
1:  Decrease Hitpoints by 1475 x 1
Frozen Venom Poison Rk. II
1:  Decrease Hitpoints by 2431 x 6= 14586
Frozen Venom Ice Rk. II
1:  Decrease Hitpoints by 1106 x 6= 6636
Total=32645
This is the base damage unfocused of what we can nuke in 30 seconds if we hit everything we got...lesser ice nukes won't have time to refresh for a second blast.
Twincasted that'd be twice more then, for a a boost of whopping 32645 damage in 30 seconds....maybe around 50% more from worn focus, and abit more depending on crit rate.

I don't know....but one caster nuke can beat this, or just one proc of the rogue poison will beat this too...we simply aren't that big nukers to make it matter that much, cuz we're lacking any huge nuke spells like casters have.

When I parsed my own dps from raids...the damage from my spells (which I chain cast constantly) is roughly 25% of my total dps using Tower weapons.....where Yowl/Haergen's pets are doing 35% of the total spell portion of the damage.

The pure melees have discs that affect 100% of their dps and casters have twincast which doubles 100% of their dps (nukes)...why we are left with a disc that only affects our melee dps, and hasn't seen an upgrade for 6 expansions is a mystery to me :P

My point beeing...it's not like twincast would have a huge impact on us as much as on the real casters anyways...so why not /shrug
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Hzath on April 21, 2010, 09:18:27 AM
Quote from: Zunar on April 21, 2010, 07:53:35 AM
Quote from: Camikazi on April 21, 2010, 12:02:07 AM
Quote from: Zunar on April 20, 2010, 11:05:27 PM
Another maybe easy fix would be to add a twincast buff onto Empathic fury.



Considering how long our disc lasts, I doubt that, but would be interesting to have though.

In 30 seconds with twincast you can maybe get off bite twice and frozen venom 6 times, and our 2 ice nukes once each as well.
That all adds up to:
Bite of the Vitrik Rk. II
1:  Decrease Hitpoints by 4052 x 2= 8104
Frigid lance Rk. II
1:  Decrease Hitpoints by 1844 x 1
Jagged Torrent Rk. II
1:  Decrease Hitpoints by 1475 x 1
Frozen Venom Poison Rk. II
1:  Decrease Hitpoints by 2431 x 6= 14586
Frozen Venom Ice Rk. II
1:  Decrease Hitpoints by 1106 x 6= 6636
Total=32645
This is the base damage unfocused of what we can nuke in 30 seconds if we hit everything we got...lesser ice nukes won't have time to refresh for a second blast.
Twincasted that'd be twice more then, for a a boost of whopping 32645 damage in 30 seconds....maybe around 50% more from worn focus, and abit more depending on crit rate.

I don't know....but one caster nuke can beat this, or just one proc of the rogue poison will beat this too...we simply aren't that big nukers to make it matter that much, cuz we're lacking any huge nuke spells like casters have.

When I parsed my own dps from raids...the damage from my spells (which I chain cast constantly) is roughly 25% of my total dps using Tower weapons.....where Yowl/Haergen's pets are doing 35% of the total spell portion of the damage.

The pure melees have discs that affect 100% of their dps and casters have twincast which doubles 100% of their dps (nukes)...why we are left with a disc that only affects our melee dps, and hasn't seen an upgrade for 6 expansions is a mystery to me :P

My point beeing...it's not like twincast would have a huge impact on us as much as on the real casters anyways...so why not /shrug



This is not at all what I thought you meant when you said add twincast to Empathic fury.  It doesn't really make sense adding it to a discipline, but it is an interesting idea.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Zunar on April 21, 2010, 09:44:40 AM
Well...adding it to fire with the disc is one less ability to clutter our overcrowded hotbar heh
It could simply share timer with the existing disc
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Camikazi on April 21, 2010, 01:37:17 PM
Quote from: Zunar on April 21, 2010, 07:53:35 AM
My point beeing...it's not like twincast would have a huge impact on us as much as on the real casters anyways...so why not /shrug
They don't care what it adds to us compared to other classes, they view certain spells as being a certain length, they already changed Twincast long ago since AAs extended it and made sure it will only lasts 18 sec. Our disc lasts too long and unless they can make it last the same 18 sec or so without shortening EF they most likely won't do it, or they might just make an EF clone with Twincast and make it only last 18 sec :P
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Hzath on April 21, 2010, 01:48:09 PM
Well EF already autocasts an identical buff (for ourselves, apparently warder is original target), I suppose an upgraded version could also autocast a self twincast.  I don't see it happening but that would certainly be an awesome upgraded to an older spell which directly hits on the problem of not being able to modify large portions of our damage types at burn time.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Hzath on April 22, 2010, 01:28:52 PM
I forgot to add my #1 to the list.  Remove the recast timer on Frozen Venom.  We can handle the agro output with our new toys so I feel this should happen.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Camikazi on April 22, 2010, 03:55:36 PM
Quote from: Hzath on April 22, 2010, 01:28:52 PM
I forgot to add my #1 to the list.  Remove the recast timer on Frozen Venom.  We can handle the agro output with our new toys so I feel this should happen.
They added the recast since they decided that without it we would do too much DPS with that spell, didn't have much to do with too much aggro.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Hzath on April 22, 2010, 10:30:06 PM
Quote from: Camikazi on April 22, 2010, 03:55:36 PM
Quote from: Hzath on April 22, 2010, 01:28:52 PM
I forgot to add my #1 to the list.  Remove the recast timer on Frozen Venom.  We can handle the agro output with our new toys so I feel this should happen.
They added the recast since they decided that without it we would do too much DPS with that spell, didn't have much to do with too much aggro.

I think it was both.  I also think the mark was off on where we would be dps wise.  Removing the recast will affect our sustained dps almost none, we'll still be affected by the size of our mana pool and mana regeneration.  It will however give a solid boost to burst dps, where agro will be the limiting factor.

Getting blown away by rangers consistently on almost every fight gets old.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Bumkus on April 23, 2010, 01:34:10 PM
You guys need to have an End-game bst AA thread.  No posts allowed unless you are farming tower or beyond.  (This would exclude me.  Not to Tower yet here.)

I say this because Solo bst have gotten decent tools in FD and stronger warders and because group and mid-tier raiders seem competitive in DPS.  Also Paragon is still respectable in mid-tier raiding game.

It's only the end-gamers that are being asked to sit on the sidelines.

If end-game bst don't get fixed then we are all running down a dead end.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Mazame on April 23, 2010, 08:20:09 PM
Quote from: Bumkus on April 23, 2010, 01:34:10 PM
You guys need to have an End-game bst AA thread.  No posts allowed unless you are farming tower or beyond.  (This would exclude me.  Not to Tower yet here.)

I say this because Solo bst have gotten decent tools in FD and stronger warders and because group and mid-tier raiders seem competitive in DPS.  Also Paragon is still respectable in mid-tier raiding game.

It's only the end-gamers that are being asked to sit on the sidelines.

If end-game bst don't get fixed then we are all running down a dead end.


Conviction is looking for a few more bst. http://www.convictioneq.net/

Were farming Beast/Tower/Fippy and are close to beating the Bugs.  if what your saying about high end bst having a problem then maybe it time to find a guild that uses them. I am never in wait because they love  bst in the raid and a few more people with good RA would be welcomed as well.

if some guild don't use bst it dosn't mean they not good to the team it just means those guild have not seen a good bst that makes them notice the class and see the true value of it.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Zunar on April 23, 2010, 10:53:15 PM
New AA idea..
warder's resurrection, to bring back our warder without losing worn items it was wearing before it died.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Mazame on April 24, 2010, 01:34:09 AM
Quote from: Zunar on April 23, 2010, 10:53:15 PM
New AA idea..
warder's resurrection, to bring back our warder without losing worn items it was wearing before it died.

would this work even if we die ? 1/2 the time my warder dies is because I died as well. I would rather have a spell to let us summon gear for our warder then  a res for him
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: k9wazere on April 24, 2010, 11:26:40 PM
Quote from: Bumkus on April 23, 2010, 01:34:10 PM
...[bst] group and mid-tier raiders seem competitive in DPS.

Don't have UF. But during SoD, my group bst DPS was pretty low compared to any caster, and not great against other melee unless I was better geared.

I could out-DPS the slack mage who was just sending pet and casting a couple spells. But when he brought his A-game, and I brought mine, he totally destroyed me.

Did UF do wonders for group bst DPS then?
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Zunar on April 25, 2010, 06:57:46 PM
How about an ability that lets our warder take 5% melee damage for whomever is tanking the mob it's fighting (ToTT).
I could see us using the HoT heal on the pet and help with tanking in a very small way.
It'd be helpful soloing too, since ToTT would make it defend ourselves too.
All in all I think the list is pretty good so far....but never hurts to toss out more ideas imo
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Bumkus on April 26, 2010, 02:02:16 PM
Quote from: k9wazere on April 24, 2010, 11:26:40 PM
Did UF do wonders for group bst DPS then?

UF gave us Frozen Venom.  It's a combo Frost/Poison Nuke on a 6 sec recast.  It does 60% of the damage of our highest Bite spell + 60% the damage of our highest Frost nuke for 50% the mana of each.  The downside is it has extra hate attached to it.  The extra hate is managable with new chameleon strike de-aggro AA.

With Frozen Venom, I can burn through all my mana (30K pool) in 3-5 minutes on a raid Burn depending on how efficiently I cast DoTs.  Without Frozen Venom, I can't imagine ending any fight with less than 1/2 a mana bar.

This makes us competitive in 3-5 minute fights, but we still lack any true 30 sec to 2 minute burn potential.

For example, I will do 4.5-5K dps over 3 minutes on say Rottrued the Twisted or Queen Mattriarch.  This is without shaman or bard support.  Last night on 30 sec fight against Karl in Anniversary group task, I did 4.5K dps.  Thats with being under Bestial Allignment the whole fight and hitting every button I have.

So yes, UF did help our DPS overall, but we are still missing a big boom 4K mana type spell to fix us on short burns.

Sorry for the Derail.  I know this is supposed to be an AA thread.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Hzath on April 27, 2010, 02:52:38 AM
To nitpick the recast is 4.5 seconds.  Frozen Venom and Haergen's Feralgia were both HUGE for grouping situations because they're just combinations of spells that we actively used combined into a more efficient package (mana wise).  Frozen venom can burn through mana, but in long grouping sessions or raid events you're better off giving up old nukes/dots for just frozen venom because it has the efficiency advantage.    


Edit: I also want to say that I would like a killshot AA, like arcane overkill / hunter's fury / killing spree.  Yes, I know we have taste of blood.  That doesn't count.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Tadenea on April 27, 2010, 10:06:07 PM
BTW I been letting you guys handle your own lists for now since you guys are doing it for most part. Please make sure you get up to date list of new AA's and spells on what should be upgraded or not, and how it should be upgraded
Also try and be creative on possible new Spell Idea's also

Busy at work so have not been doing much
Last year I was trying to do Beastlord/Monk/Rng AAs and Spells (atm I only been doing Ranger Spells)

Also been hoping new CL would have been annouced by now

ATM there is no Deadline for these new Idea's
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Zunar on April 28, 2010, 08:12:05 AM
I kind of liked the linked heal idea....maybe upgrade the regular pet heal to include a recourse onto ourselves, so when both us and warder need a heal we won't need to do it separatly using 2 spells, which takes alot more time, but instead use one spell.
With that we can heal twice faster, and maybe it'd be worth something...for soloing that means we could also demem one heal completly, and use something else in it's place.

Either that or make the HoT pet heal Hot ourselves too...I could see it being useful in some cases.

I just think we're slow healers atm when we need to heal self + warder...we're stuck choosing which one, and the other suffers for it.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Sharrien on April 28, 2010, 01:27:47 PM
New spell idea: Friendly Beast (just kidding on the name) - Buff that gives us a melee proc that heals the target's target.  Pretty much like Friendly Pet is supposed to be.  Would be good for raiding, grouping and soloing.

Ferocity - Keep the attack buff in slot 7.  Instead of a STA buff in slot 5, make it +10 heroic STR.  Resists have little effect since anyone lvl 90 is going to be maxed anyway, so instead put +10 heroic AGI in slot 8.  Would be great if this time around we could get a group version of this spell.  Either that or vastly shorten the recast timer.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Khauruk on April 28, 2010, 11:20:30 PM
Quote from: Sharrien on April 28, 2010, 01:27:47 PMFerocity - Keep the attack buff in slot 7.  Instead of a STA buff in slot 5, make it +10 heroic STR.  Resists have little effect since anyone lvl 90 is going to be maxed anyway, so instead put +10 heroic AGI in slot 8.  Would be great if this time around we could get a group version of this spell.  Either that or vastly shorten the recast timer.

How much damage would 10hSTR add per swing?
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Grbage on April 29, 2010, 03:54:07 AM
Quote from: Khauruk on April 28, 2010, 11:20:30 PM

How much damage would 10hSTR add per swing?
[/quote]

Would have to dig around on TSW to make sure I'm remembering right but Hstr works in units of 25. So if 10Hstr breaks a 25 segment it would add 1 dmg if it doesn't then it would do nothing.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: kharthai on April 29, 2010, 07:34:15 AM
I'd like a short duration (2-3 minutes) group ferocity with +atk, a small HoT, and a damage proc- ferocious strike, similar proc rate/damage to lynx.

We should make a separate thread for spells, and keep one for AA, though.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Hzath on April 29, 2010, 02:03:48 PM
If we can't get the Yowl line casting time reduced to .5 seconds (which I really hope that we do) I'd like to see an activated AA "One with the Swarm" or something that will last 60-90 seconds and both lowers the yowl cast time to instant and lowers the recast time by 6-12 seconds.  The more the better on the numbers obviously, but we're already questioning if this spell is worth casting when discing and if we could get the cast time taken away it removes the question.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Zunar on April 29, 2010, 02:54:17 PM
Another spell idea.. (topic says "new 17th Xpack AA's And SPELLS) doesn't it?

Combine our poison and disease dots into one spell like Frozen Venom is.
maybe call it Festering Venom and make dots last 30 seconds and bump up the damage on them imo.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: kharthai on April 29, 2010, 03:12:59 PM
Quote from: Zunar on April 29, 2010, 02:54:17 PM
Another spell idea.. (topic says "new 17th Xpack AA's And SPELLS) doesn't it?

It does, and I guess depending on who does anything with the post it may not matter.  But Elidroth doesn't care about spell/disc stuff, and I'm guessing Aristo/whoever doesn't care about AA stuff, giving them a thread we can point to that isn't cluttered with everything might be a good idea.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Bumkus on April 29, 2010, 11:05:44 PM
Quote from: Hzath on April 29, 2010, 02:03:48 PM
If we can't get the Yowl line casting time reduced to .5 seconds (which I really hope that we do) I'd like to see an activated AA "One with the Swarm" or something that will last 60-90 seconds and both lowers the yowl cast time to instant and lowers the recast time by 6-12 seconds.  The more the better on the numbers obviously, but we're already questioning if this spell is worth casting when discing and if we could get the cast time taken away it removes the question.

You're right about Yowl.  It basically costs us a full round of combat.  And how many rounds do we have under a 30 second disc.  Maybe 18?  This like a 5% loss of melee dps during disc.  

We do need signifigant extension and hastened recast for our swarm line, but not another activatable ability please.  I'm already overflowing 4 banks of hotkeys.

I think Mage got hastened recast on SoD chest for their high mana RS, while we got reduced mana on our lower mana Yowl.  I guess they got to pick first, because otherwise that makes no sense.  They can have 2 RS up all the time for as long as mana holds out.  We are getting maybe 3 seconds of overlap period and that is with max extended swarm AAs.

We need to get Swarm Extensions big time to get us though our short discs.

It's so frustrating, no matter how I thrash buttons, I seem to end up within 10% of of the same DPS.  

It's getting to where I plan out DoTs to cast during disc, because they cost the least amount of swing dps.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Camikazi on April 29, 2010, 11:21:46 PM
Quote from: Bumkus on April 29, 2010, 11:05:44 PM
Quote from: Hzath on April 29, 2010, 02:03:48 PM
If we can't get the Yowl line casting time reduced to .5 seconds (which I really hope that we do) I'd like to see an activated AA "One with the Swarm" or something that will last 60-90 seconds and both lowers the yowl cast time to instant and lowers the recast time by 6-12 seconds.  The more the better on the numbers obviously, but we're already questioning if this spell is worth casting when discing and if we could get the cast time taken away it removes the question.

I think Mage got hastened recast on SoD chest for their high mana RS, while we got reduced mana on our lower mana Yowl.  I guess they got to pick first, because otherwise that makes no sense.  They can have 2 RS up all the time for as long as mana holds out.  We are getting maybe 3 seconds of overlap period and that is with max extended swarm AAs.

They got extended duration for Servant on SoD and UF BPs and extra Extended Swarm AAs for Servant line in UF. BPs are 1 sec for Group (SoD and UF), 2 sec for T4 Raid BP and 3 sec for T4.5 and UF raid BPs. Think the AA adds an extra second per rank.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: kharthai on April 29, 2010, 11:29:54 PM
Quote from: Camikazi on April 29, 2010, 11:21:46 PM
Quote from: Bumkus on April 29, 2010, 11:05:44 PM
Quote from: Hzath on April 29, 2010, 02:03:48 PM
If we can't get the Yowl line casting time reduced to .5 seconds (which I really hope that we do) I'd like to see an activated AA "One with the Swarm" or something that will last 60-90 seconds and both lowers the yowl cast time to instant and lowers the recast time by 6-12 seconds.  The more the better on the numbers obviously, but we're already questioning if this spell is worth casting when discing and if we could get the cast time taken away it removes the question.

I think Mage got hastened recast on SoD chest for their high mana RS, while we got reduced mana on our lower mana Yowl.  I guess they got to pick first, because otherwise that makes no sense.  They can have 2 RS up all the time for as long as mana holds out.  We are getting maybe 3 seconds of overlap period and that is with max extended swarm AAs.

They got extended duration for Servant on SoD and UF BPs and extra Extended Swarm AAs for Servant line in UF. BPs are 1 sec for Group (SoD and UF), 2 sec for T4 Raid BP and 3 sec for T4.5 and UF raid BPs. Think the AA adds an extra second per rank.

Extended Rumbling Servant has one rank and extends the (gargoyle) pets by 6 seconds.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Hzath on April 29, 2010, 11:32:31 PM
The reason I personally don't like extended is that it makes the yowl DoT (what it is, basically) longer and longer.  The longer it lasts the more content I don't get the full effect of it in, personally I'd rather it stay very short and very powerful.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Grbage on April 30, 2010, 12:03:02 AM
Lets push for an end to activatable aa's. Between spell, aa's and disc mashing we spend a heck of a lot of time mashing buttons.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Khauruk on April 30, 2010, 04:12:36 AM
Quote from: Grbage on April 30, 2010, 12:03:02 AM
Lets push for an end to activatable aa's. Between spell, aa's and disc mashing we spend a heck of a lot of time mashing buttons.

No crap.  We have more clicks than a bard, pretty much.  At least they can weave just 4 songs...I have 8 dps spells I'm always cycling on raid mobs (oy).

Though, w/ FD now, I can probably drop the two ice nukes from my spellset, and replace w/ DoTs.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Zunar on April 30, 2010, 10:39:47 AM
Instead of ending activatable AAs, how about upgrading the ones we have to replace them? :)
What about a passive AA that makes Yowl/Haergen's always spawn 4 pets during Bestial Alignment AA buff and during group bestial alignment too.
Just an idea...passive AA, nothing new to click.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Bumkus on April 30, 2010, 02:32:23 PM
Quote from: Hzath on April 29, 2010, 11:32:31 PM
The reason I personally don't like extended is that it makes the yowl DoT (what it is, basically) longer and longer.  The longer it lasts the more content I don't get the full effect of it in, personally I'd rather it stay very short and very powerful.
I already stopped using Yowl on raid clears.  It is still very useful soloing, when you can be constantly yanking light blues across the room to give the Yowl pet something to attack.  It is also still useful on raid burns and longer fights.

I guess is falls into a middle ground in group fights, but I just don't see them ever boosting Yowl pets up to be signifigant DPS in the 5-10 second range.  There will always come a time when you are better off not casting Yowl, unless they make it insta-cast.  I am really starting to like the idea to reduce cast time on Yowl.  Taking it down even to 0.5 sec like our nukes would go a long way towards making it useful on short fights.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Camikazi on April 30, 2010, 06:06:43 PM
Quote from: Bumkus on April 30, 2010, 02:32:23 PM
Quote from: Hzath on April 29, 2010, 11:32:31 PM
The reason I personally don't like extended is that it makes the yowl DoT (what it is, basically) longer and longer.  The longer it lasts the more content I don't get the full effect of it in, personally I'd rather it stay very short and very powerful.
I already stopped using Yowl on raid clears.  It is still very useful soloing, when you can be constantly yanking light blues across the room to give the Yowl pet something to attack.  It is also still useful on raid burns and longer fights.

I guess is falls into a middle ground in group fights, but I just don't see them ever boosting Yowl pets up to be signifigant DPS in the 5-10 second range.  There will always come a time when you are better off not casting Yowl, unless they make it insta-cast.  I am really starting to like the idea to reduce cast time on Yowl.  Taking it down even to 0.5 sec like our nukes would go a long way towards making it useful on short fights.

Hope they do lower timer on it, the loss of DPS casting nukes was the reason they did the whole .5 sec cast time for them in the first place, if Yowl is getting to that level it should happen.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: jitathab on May 01, 2010, 08:49:39 AM
riposte immunity AA
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Martosh on May 01, 2010, 09:29:46 PM
somekind of a root's since we are hybrid shaman but not a proc from the pet a spell we can cast even if its short duration

rework 3rd spire to make it valuable to use in raid dps group (maybe link a group fero with it i don't know)
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: bradam on May 03, 2010, 03:50:23 PM
Being that the riposte changes are going to (suck) cause mob push to get worse then it already is maybe we could try to get some kind of hold spell aura to hold the mob in place?   I remeber reading someone bringing it up before.

Like an Aura of the Bear Hug - Allows you to hold a mob in place as long as it stays very close to you

Maybe give us a little utility on raids?

less cheesy name maybe..

edit - spelling/grammer
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Catnip_Inny on May 03, 2010, 04:29:45 PM
Quote from: jitathab on May 01, 2010, 08:49:39 AM
riposte immunity AA

LOL actually i wouldnt be surprised if sony is "fixing the immunity bug" cause they are running out of ideas for AA's and an immunity AA line would give them some stuff to throw in for expansion!
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: wildwaters on May 03, 2010, 06:09:59 PM
Quote from: Grbage on April 30, 2010, 12:03:02 AM
Lets push for an end to activatable aa's. Between spell, aa's and disc mashing we spend a heck of a lot of time mashing buttons.

Oh Yeah! If we didnt have to mash so much to put numbers out Id probably still be playing Wildwaters. Even SK is killing my hands and wrists with spaming terrors. The new expansion has helped with some nice aagro buttons but still hurts.

Quote from: Martosh on May 01, 2010, 09:29:46 PM
somekind of a root's since we are hybrid shaman but not a proc from the pet a spell we can cast even if its short duration

Lol root would turn fd into a pulling tool for sure and everyone would be upset about it >.<
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: jitathab on May 04, 2010, 09:02:37 PM
new level of FD AA to allow pet agro to clear too.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: wildwaters on May 09, 2010, 03:02:06 AM
Quote from: jitathab on May 04, 2010, 09:02:37 PM
new level of FD AA to allow pet agro to clear too.

Play dead? 8D

Has anyone thought about asking to make the new venom nuke line your main nuke line and dropping the age old ice and poison? Having something with greater damage and faster cast time/recast time to replace having to mash 2-3 nukes might be advantageous. Say that and instant dots (if upgraded properly and resisted less). Those and shortened yowl would have alot less impact on melee as they give you more stuff (hopefully you get flurry this round).

I was talking to camikazi earlier while he was parsing some stuff and he was noticing some extra hits here and there. Not sure if he figured out where they were coming from but it gave me an idea. Why not push for a new aa along the line of knights speed of the knight that would let you score extra hits? Beastlords are supposed "be masters of raw nature, who focus this energy into themselves and their warder pets" I don't see why you couldn't argue that that energy could be focused into extra attacks beyond what is available to you now.

Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Razimir on May 09, 2010, 08:34:38 AM
Quote from: wildwaters on May 09, 2010, 03:02:06 AM
Has anyone thought about asking to make the new venom nuke line your main nuke line and dropping the age old ice and poison? Having something with greater damage and faster cast time/recast time to replace having to mash 2-3 nukes might be advantageous. Say that and instant dots (if upgraded properly and resisted less). Those and shortened yowl would have alot less impact on melee as they give you more stuff (hopefully you get flurry this round).

I'd like to get melee dps boosted more than spell dps. My mana is draining very fast already when fully burning (maybe 5 min or less), so it is becoming the bottle neck allready. However I'm all for the shorter cast times. Imo all offencive spells should be instant or 0.5 sec cast time. Heals (and pet runes) should have shortened cast times too.

-Raz
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Khauruk on May 10, 2010, 04:16:43 AM
Please add *burst specific* ideas to http://beastlords.org/index.php?topic=8750
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Sharrien on May 10, 2010, 02:52:04 PM
Shield Block - even casters get it, we can use shields, so we should get it too

Ferociousness of the Pack - short refresh skill attack that scales up based on PCs on the target's hate list similar to the way Jolt of Many scales up for number of pets

Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Camikazi on May 10, 2010, 06:06:54 PM
Quote from: Sharrien on May 10, 2010, 02:52:04 PM
Shield Block - even casters get it, we can use shields, so we should get it too

Ferociousness of the Pack - short refresh skill attack that scales up based on PCs on the target's hate list similar to the way Jolt of Many scales up for number of pets



I'd rather have that Fero of the Pack based on pets as well, or it won't be all that useful for soloer or duoer, while if it is based on pets we can use it to full effectiveness alone (Yolw, AotW and Warder) making it useful to all who have it and not just certain people. Other then that I like the Idea, I like Skill Attacks since our discs boost them too.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Umlat on May 28, 2010, 03:11:52 AM
1) Revamp of Paragon

Add       - Focused Paragon of Body - HP/End Regen - on its own timer, same refresh/reqs/ improvements available as  Focused Paragon of Spirit

Rename  - Focused Paragon of Mind - HP/Mana Regen - renamed Focused Paragon of Spirit

Improve  - Paragon of Spirit - Becomes HP/Mana/End Regen -

If the endurance needs to be limited, cap the regen at 50% of max or something - its needed as an ability these days, it fits in with what we already do and it gives us something that groups raids might actually NEED us for.

Reduce activation times for all of them

2) Increased defenses active and passive - Bump prot of the warder to 10% so mercs will let it stick around.

Instinct based bonuses to dodge/block chances - Can't afford to get hit when a good flurry from trash will drop us 50% total hp. Give me better block % vs. needing a shield.

Speaking of not needing a shield...don't know what to call it, but an AA that increases the amount of ac we get from our weapons and counts that bonus AC as shield AC. Obviously this is a monk relevant idea as well. So lets say total weapon ac is 100. Say 5 ranks that give 10%/25%/50%/75%/100% of you weapons' AC as a bonus of 10/25/50/75/100 AC that acts as if it was from an equipped shield.

3) Reflective Bond - Passive or short duration Activated (Yeah I know, but passive might be a bit much) ability that reflects a copy of clicky buffs onto our warders. So, Activate (if necessary) reflective bond, click Form of defense/endurance, overhaste, resist/ac buff, etc. and beastlord AND warder get hit with the buffs. refresh of about 30 min seems appropriate if activated. I'd like to see it made beastlord only, to try to work the fact our warder is a specific entity and not whatever elemental or dead spirit/corpse or animated spare weapons just have to be most available into having a positive side to it.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Blarp on June 01, 2010, 06:23:27 PM
I still love to see our melee skillz fixed over anyhting els. trip/bubble atk.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: nedoirah on June 02, 2010, 12:28:30 PM
Quote from: Blarp on June 01, 2010, 06:23:27 PM
I still love to see our melee skillz fixed over anyhting els. trip/bubble atk.

I hear that. Maybe also a revamp of sorts to allow for the higher levels of attack to become more effective. I don't know if there's much difference between 2500 atk and 3000 atk. They did a revamp of the AC softcaps so why not do atk?
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Umlat on June 02, 2010, 06:56:30 PM
Quote from: Blarp on June 01, 2010, 06:23:27 PM
I still love to see our melee skillz fixed over anyhting els. trip/bubble atk.

As it stands, our max double attack chance is base skill chance+(13x3%)(AAs) + 18%(focus) + 4/6%(yowl/totem) for a total of base skill chance +  61/63%.

Personally, I'd rather see 3 to 5+ ranks of a "Burst of Power" AA for a double attack skill cap boost that keeps ahead of triple attack by 5 or 10 and a "Feral Frenzy" AA line, that does to Triple Attack what Bestial Frenzy does to Double Attack, starting at 5 or 10 levels after we get Bestial Frenzy. It keeps things consistent with the existing system for us and it is probably more likely to make it to implementation if done that way. Just look at how long the Rogue Triple Attack cap change got filibustered. Then factor in the antipathy for beastlords.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: k9wazere on June 02, 2010, 07:32:36 PM
Quote from: Blarp on June 01, 2010, 06:23:27 PM
I still love to see our melee skillz fixed over anyhting els. trip/bubble atk.
Can't we just have the extra DPS this would give us handed to our warders instead?

I'm increasingly thinking that I'm alone in this desire, because so many of you are asking for personal DPS boosts to bring you in line more with other non-pet DPS classes...

Frankly, that means our pet will end up just being visual fluff (even more so than now), so you guys can end up hitting like a zerker or rogue...
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Grbage on June 03, 2010, 06:58:38 PM
Quote from: k9wazere on June 02, 2010, 07:32:36 PM
Quote from: Blarp on June 01, 2010, 06:23:27 PM
I still love to see our melee skillz fixed over anyhting els. trip/bubble atk.
Can't we just have the extra DPS this would give us handed to our warders instead?

I'm increasingly thinking that I'm alone in this desire, because so many of you are asking for personal DPS boosts to bring you in line more with other non-pet DPS classes...

Frankly, that means our pet will end up just being visual fluff (even more so than now), so you guys can end up hitting like a zerker or rogue...

Raiders want personal dps due to the loss of dps from losing their pet during an encounter. Groupers don't lose a pet nearly as often and don't mind the dps tied to their pet. Soloers would love to have more pet dps as the mobs hit points will actually move when they are not actively meleeing. Anyway gross generalization but basically true.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Skiendubh on June 03, 2010, 09:46:52 PM
Quote from: Grbage on June 03, 2010, 06:58:38 PM

Raiders want personal dps due to the loss of dps from losing their pet during an encounter. Groupers don't lose a pet nearly as often and don't mind the dps tied to their pet. Soloers would love to have more pet dps as the mobs hit points will actually move when they are not actively meleeing. Anyway gross generalization but basically true.

Mostly sound logic Grbage in answering k9wazere , but without a bucket (read industrial skip) load of pet AAs fluffy is poor DPS no matter what.

At the end of the day A level 85 beastie like myself, neither die hard nor casual and nowhere near max AA count, wearing what I consider to be decent gear for how I play. I want personal DPS in all tiers of the game, my surviveability outstrips fluffy by a long mile. Too many of our abilities are tied to our beloved but fragile warder already, why on earth add more?
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Sikkem on June 03, 2010, 10:21:00 PM
Quote from: Skiendubh on June 03, 2010, 09:46:52 PM
Quote from: Grbage on June 03, 2010, 06:58:38 PM

Raiders want personal dps due to the loss of dps from losing their pet during an encounter. Groupers don't lose a pet nearly as often and don't mind the dps tied to their pet. Soloers would love to have more pet dps as the mobs hit points will actually move when they are not actively meleeing. Anyway gross generalization but basically true.

Mostly sound logic Grbage in answering k9wazere , but without a bucket (read industrial skip) load of pet AAs fluffy is poor DPS no matter what.

At the end of the day A level 85 beastie like myself, neither die hard nor casual and nowhere near max AA count, wearing what I consider to be decent gear for how I play. I want personal DPS in all tiers of the game, my surviveability outstrips fluffy by a long mile. Too many of our abilities are tied to our beloved but fragile warder already, why on earth add more?

Agreed.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Karve on June 04, 2010, 09:00:16 AM
Its time we got the Overpowered status everyone else has been labelling us with.
Make them all cry!

I want my beastlord back.

I want fluffy to tank like an Earth pet, DPS like an air pet and be healed by me as if I was a clareic giving him a CH.
I want to fight as well as a monk, take damage like a monk and cast spells like a Shaman.

The login screen says I can do this, I want what I'm paying for, what I started with and what I expect to maintain.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: k9wazere on June 04, 2010, 04:35:32 PM
Quote from: Skiendubh on June 03, 2010, 09:46:52 PM
Quote from: Grbage on June 03, 2010, 06:58:38 PM

Raiders want personal dps due to the loss of dps from losing their pet during an encounter. Groupers don't lose a pet nearly as often and don't mind the dps tied to their pet. Soloers would love to have more pet dps as the mobs hit points will actually move when they are not actively meleeing. Anyway gross generalization but basically true.

Mostly sound logic Grbage in answering k9wazere , but without a bucket (read industrial skip) load of pet AAs fluffy is poor DPS no matter what.

At the end of the day A level 85 beastie like myself, neither die hard nor casual and nowhere near max AA count, wearing what I consider to be decent gear for how I play. I want personal DPS in all tiers of the game, my surviveability outstrips fluffy by a long mile. Too many of our abilities are tied to our beloved but fragile warder already, why on earth add more?

We're all resigned to the basically inevitable future then, where our pet continues to be as fragile as a glass greenhouse in an earthquake...

I know I shouldn't, but I can't help blaming mages. Their unrelenting view that every mage pet should be superior in all ways to every warder really holds us back.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Sikkem on June 04, 2010, 09:09:06 PM
Quote from: k9wazere on June 04, 2010, 04:35:32 PM

I know I shouldn't, but I can't help blaming mages. Their unrelenting view that every mage pet should be superior in all ways to every warder really holds us back.

Damn straight you should blame certain mages and Prathun for giving in to them at every turn.

The way things are going the warder would be better of as an indestructible familiar.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: nedoirah on June 04, 2010, 10:56:55 PM
Quote from: Sikkem on June 04, 2010, 09:09:06 PM
Quote from: k9wazere on June 04, 2010, 04:35:32 PM

I know I shouldn't, but I can't help blaming mages. Their unrelenting view that every mage pet should be superior in all ways to every warder really holds us back.

Damn straight you should blame certain mages and Prathun for giving in to them at every turn.

The way things are going the warder would be better of as an indestructible familiar.

Somoene once called my pet a living dot. Sad but now it really rings true.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Kakan on June 05, 2010, 07:47:14 PM
Quote from: nedoirah on June 04, 2010, 10:56:55 PM
Quote from: Sikkem on June 04, 2010, 09:09:06 PM
Quote from: k9wazere on June 04, 2010, 04:35:32 PM

I know I shouldn't, but I can't help blaming mages. Their unrelenting view that every mage pet should be superior in all ways to every warder really holds us back.

Damn straight you should blame certain mages and Prathun for giving in to them at every turn.

The way things are going the warder would be better of as an indestructible familiar.

Somoene once called my pet a living dot. Sad but now it really rings true.


Whats really sad is that out warder doesn't even crit hit for how much we can crit dot with our poison nukes.  It's a pathetic living dot for it actually being just that.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Hamtarro on June 06, 2010, 03:09:48 AM
Melée buffs help everybody.

Spell buffs help everybody.

Pet buffs help groupers, and don't scale for raiders in any relevant capacity.

I'm not trying to say raiders are more important than groupers, but I think Eldiroth hit the nail on the head with his "fix the raiding side without totally imbalancing the grouping side" bit. I feel like we're fine DPS in groups, but our utility could use a nice buff. I keep up with tower geared monks just fine although I haven't been in a non-raid group with a bard for a while.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Sharrien on June 08, 2010, 01:26:10 PM
It's probably about time we consolidate our AA and spell lists, somehow vote on them and rank our top suggestions so we can give a good list to the devs.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Khauruk on June 08, 2010, 03:28:17 PM
Quote from: Sharrien on June 08, 2010, 01:26:10 PM
It's probably about time we consolidate our AA and spell lists, somehow vote on them and rank our top suggestions so we can give a good list to the devs.

See my comment in the other thread.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Grandma on June 14, 2010, 08:04:35 PM
I would love a pet finishing move AA

Works similar to ranger headshot... pet essentially has the chance to tear weak mobs, that are so many levels below you, limb from limb.  Heh heh would even be cooler if there was a pounce and chomping animation involved too :D

Agree with alot of the posts though... pet needs much love.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Grbage on June 14, 2010, 10:59:33 PM
Quote from: Grandma on June 14, 2010, 08:04:35 PM
I would love a pet finishing move AA

Works similar to ranger headshot... pet essentially has the chance to tear weak mobs, that are so many levels below you, limb from limb.  Heh heh would even be cooler if there was a pounce and chomping animation involved too :D

Agree with alot of the posts though... pet needs much love.

Ehh, not a good one to mention. Farming light blues is not where we need help and someone just might take this suggestion, implement it and say we are fixed!
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: bradam on June 21, 2010, 07:34:33 PM
Did anyone push up a list of AA's we want/hope to get for HoT?  I can't seem to find a solid list posted anywhere   :oops:

Hoping some fixes for Possum were on it...  Starting to feel like it has a 85% fail rate to me heh

Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: Karve on June 22, 2010, 08:12:33 AM
Think we've all been a bit preoccupied with everything thats broken rather than worrying about what new toys to ask for.

Although for new stuff, I'd like to see fluffy play "dead" when I'm playing possum too.

I'm also still trying to get all the aa's from the last 6 expansions so I'd be happy if they didn't give us too many more atm, and just fixed stuff in general :)
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: AbyssalMage on June 22, 2010, 09:50:20 AM
Quote from: Karve on June 22, 2010, 08:12:33 AM
Think we've all been a bit preoccupied with everything thats broken rather than worrying about what new toys to ask for.

Although for new stuff, I'd like to see fluffy play "dead" when I'm playing possum too.

I'm also still trying to get all the aa's from the last 6 expansions so I'd be happy if they didn't give us too many more atm, and just fixed stuff in general :)

Its important to get new AA's as well as extend previouse AA lines. I don't know how long we have been asking for FD before we got it but we finally got it. But like most of our AA's we got a watered down version while it seems everyone else got something ALOT better in an agro dumping ability. But thats the way the cookie crumbles for us lately. But I will be happy we got it. We also got fixed invis not too long ago and they said we would never get that either. The AA guy has been pretty nice to us unlike others on the development team so we need to keep treating him well. It would be nice if they fixed some AA lines so that it would increase our desirability in group/raid play like eveyone has stated though. (Actually come to think about it, we got ALOT of the AA's we requested in Underfoot  :-D)

-Tatse of Blood- Would be nice if they just made it an activated ability (or increased the time of the recourse like everyone has stated).
-Third Spire- Needs ALOT fixed so that we are desirable in raids for this ability
-FPoS- Finally got FPoS (after many requests) only to have HP/Mana inflation make it useless like PoS. It needs a huge boost to counter HP/Mana inflation on gear. Still semi-decent in the group game but even I am noticing the diminished returns as a BST in very sub-par gear at 81.

As far as new AA lines I will leave it up to the Raiders to pick those. But seems we need AA's to boost DPS for the entire group like what our parent class does and stacks with everything else that may be going on during the raid!

Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: kharthai on June 22, 2010, 02:28:55 PM
Quote from: AbyssalMage on June 22, 2010, 09:50:20 AM

-Tatse of Blood- Would be nice if they just made it an activated ability (or increased the time of the recourse like everyone has stated).


It is activated, so I'm guessing you meant passive.  In any case, it still has stacking issues with Empathic Fury (mentioned this a couple times in beta to no avail), that can cause you to waste your disc if you use it while Blood Frenzy is running.  Until that's fixed, I would not want it to be a passive thing.
Title: Re: New 17th Xpack AA's And SPELLS( ALL READY STARTED SoE realsed info)
Post by: bradam on June 22, 2010, 06:45:08 PM
Main reason I ask is most classes have one already, like if you look at the chanter boards for example

http://forums.station.sony.com/eq/posts/list.m?topic_id=163244

And they did the same thing with thier spells.

http://forums.station.sony.com/eq/posts/list.m?topic_id=163756

Seemed a good idea to me.  They run a pretty nice organized, easy to read setup there.   Figure that's gotta be easier on the dev's then tryin to read 10 diff posts and sorting through the many pages of them all.

Just tryin to make sure we get some much needed attention next expansion    8-)