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aeriform
08-31-2005, 05:08 PM
http://www.thesafehouse.org/viewtopic.php?t=21397

Curse of Blood
A strange power courses through your blood. You sense a purpose, a desire, a secret waiting to be told.

Affliction of Blood
The curse within your blood grows stronger. A sense of foreboding plays at the back of your mind.

Torment of Blood
The curse spreads further, seeping into your thoughts and plaguing your dreams. Shadows lurk on the edge of vision, haunting your steps.

Temptation of Blood
The curse permeates your being but gone is the fear and foreboding, replaced by a craving and longing to bask in the darkness that surrounds you.

Invitation of Blood
You are now one with the curse. It calls to you, offering you limitless power in exchange for obedience.

Darkvision
This ability permanently enhances your vision allowing you to see the invisible.

Suspended Animation
This ability increases how far below zero your hit points can fall before you die by an additional 50 hit points per rank. You will still fall unconscious when you reach zero hit points.

Precognition
This ability further increase your chance of completely avoiding incoming melee damage.

Thick Skin
This ability further increases your mitigation of incoming melee damage.

Silent Casting
Each rank of Silent Casting reduces the hate of your spells by up to 20% while the ability is active.

Edict of Command
This ability will bind an NPC to your will, charming them until the spell wears off. This ability works on NPCs up to level 70. Rank 1 will keep the NPC charmed for 2 minutes, rank 2 for 5 minutes and rank 3 for 10 minutes.

Hastened Mind Crash
This ability decreases the amount of time required between uses of Mind Crash by ten percent per rank.

Rune of Shadows
This ability provides you with an upgraded version of your Eldritch Rune. Each rank of this ability provides a stronger rune than the previous.

Channeling Mastery
This ability reduces the chance of your spell casts being interrupted by an additional 5 percent per rank.

Field Dressing
This ability further increases the amount of healing provided by a single bandage while binding wounds.

Conservation
This ability grants you a 5% chance per rank to not use a component when summoning axes.

Bandage Wounds
This ability increases the amount of healing provide by a single bandage
by 20 percent per rank.

Cascading Rage
This ability infuses you with a primal rage, increasing your melee abilities but you will also take damage as you push yourself beyond your means. The rage starts slow, but each additional rank you have in the ability increases its maximum potential. Be warned, once the rage has taken hold of you, the only way to stop it is to let it run its course.

Cry of Battle
This ability causes your next War Cry to hit everyone within its radius at the cost of doubling the endurance used.

Elemental Phasing
This ability causes your elemental to shift rapidly between the elemental and physical planes. Any attack made against the elemental during this effect has a chance to miss as it must strike while the elemental is in the correct plane. Additional ranks increase the chance that attacks will miss your elemental.

Elemental Adept
This ability increases the maximum effectiveness of your pet healing spells by 2, 5, and 10 percent.

Gift of Mana
Whenever you cast a level 65 or higher spell, this ability grants you an innate chance for the next spell you cast after that to only cost a single point of mana. Additional ranks increase the chance of this occurring. Note that you only have a brief time to make use of the benefits of this ability before it fades away.

Guardian of Ro
This ability calls a more powerful servant into being who will repeatedly hurl fire at your target. Each rank of this ability increases the amount of time that the servant is able to remain by your side (45, 70, and 90 seconds).

Extended Burnout
This ability increases the duration of your Frenzied Burnouts by 12 seconds per rank.

Ward of Purity
Use of this ability creates a stationary ward that cleanses poison and disease from every player within its range. Increased ranks improve the effectiveness of the ward.

Gift of Life
Whenever you cast a level 60 or higher direct healing spell, there is a chance that they will continue to be healed over the next 30 seconds. Additional ranks increase the effectiveness of the ability and the chance for it to occur.

Greater Avatar
This ability increases the potency of your Divine Avatar ability, increasing your physical prowess even further for a short period of time.

Warder's Savagery
This ability allows you to cast a buff on your pet that will cause it to enter a savage state, doing increased damage. Additional ranks increase the damage boost.

Fetter of Spirits
This ability grants you a more powerful version of Hobble of Spirits which increases the effectiveness and length of your pet's ability to slow an enemy's walking speed.

Improved Bestial Frenzy
This ability increases your chance of performing a double attack in any given combat round.

Shackle of Spirits
This ability grants you a more powerful version of Hobble of Spirits which increases the effectiveness and length of your pets ability to slow an enemy's walking speed.

Hastened Thunder
This ability decreases the amount of time required between uses of Roar of Thunder by ten percent per rank.

Pyromancy
Any level 60 or higher fire-based direct damage spell you cast has a chance to ignite the targeted creature causing it to take continual damage and be more susceptible to further fire-based attacks. Additional ranks increase the effectiveness of the ability and the chance for it to occur.

Mastery of Fury
This ability further increases the strength of your critical spell hits, causing them to do more damage.

Shared Camouflage
This ability allows you to cloak your entire group in a camouflage nearly at will, causing them to become invisible without the need to memorize a spell.

Convergence of Spirits
This ability gives you an alternate form of Spirit of the Grove that channels the energy of the woodland spirits on to a single target. The concentrated energy provides an exceptionally fast heal and leaves the target with a brief period of regeneration and protective thorns.

Nature's Guardian
Use of this ability calls forth the spirit of a wild bear to attack your opponent for a brief time. Additional ranks increase the time before the bear returns to nature.

Blood Magic
This ability allows you to fuel your spells directly from your health instead of from your mana. Blood magic is dangerous, though. Spells will drain more health than they would use mana and every time you cast a spell while Blood Magic is in effect, there's a chance that the penalty will grow. Once you have started using Blood Magic, you cannot stop until it wears off by itself or you die.

Graverobbing
This ability decreases the amount of time required between uses of Wake the Dead or Army of the Dead by one minute per rank.

Affliction Mastery
This ability improves the chance that damage-over-time spells will have a critical effect each time they are active.

Cloak of Shadows
This ability allows you to become invisible nearly at will, without the need to memorize a spell.

Greater Slay Undead
This ability increases your chance to inflict improved damage versus the undead and the damage you do when you succeed.

Cloak of Light
This ability allows you to become invisible to undead, nearly at will, without the need to memorize a spell.

Willful Death
Each rank in this ability grants you an increasing chance for your feigned deaths to not be revealed by spells cast upon you.

Knight's Alacrity
Each rank in this ability increases your chance to score an additional attack with two-handed weapons.

Wicked Blade
This ability increases the chance of scoring an extra hit with all two-handed weapons that you wield.

Greater Rabid Bear
This ability grants you a more powerful version of Rabid Bear, greatly increasing all of your offensive capabilities.

Ancestral Guard
Through the use of this ability, you can call upon ancestral spirits to protect you from harm for a brief period. The spirits will absorb a portion of the damage you would normally take. Additional ranks increase the percent of damage that the spirits take instead of you.

Hastened Death
This ability decreases the amount of time required between uses of Imitate Death by four minutes per rank.

Unflinching Resolve
This ability grants a chance to endure what would otherwise be a stunning blow, from any angle, without being stunned.

Weightless Steps
Years of training allows the monk to increase their base movement run. This increase does not stack with movement rate spell effects.

Hastened Blades
This ability decreases the amount of time required between uses of Dance of Blades by four minutes per rank.

Improved Harmonious Attack
This ability increases your chance of performing a double attack in any given combat round.

Cacophony
This ability engulfs your target in a barrage of discordant noise, causing it to take damage for the duration of the effect. Every time this effect causes damage, it also has a chance to interrupt any spells being cast. Additional ranks improve both the damage and the chance to interrupt spells.

Joleena's Perfect Melody
On occasion, the best bards can raise their performance to levels normally unachievable by mortal hands. When that occurs, they attract the attention of nature spirits who come to watch the performance. This ability calls a number of nature spirits into existence to harry your target. The first rank of the ability calls 3 spirits and each additional rank adds an additional spirit.

Deep Sleep
This ability gives you an innate chance to put an NPC into a deep sleep when you mesmerize it. An NPC under the effects of a deep sleep will suffer offensive penalties for 90 seconds after the spell was initially cast. Additional ranks increase the effectiveness of the ability and the chance for it to occur.

Forced Opening
Each rank in this ability increases the chance that you can make a normal backstab from any angle.

Stealthy Getaway
This ability allows you to quickly retreat from the current situation and arrive at a relatively safe location elsewhere in the zone. You must be hidden to use this ability.

Anatomy
This ability increases the maximum level of humanoid that can be affected by your assassination ability by 3 levels per rank.

Appraisal
This ability allows you to estimate the selling price of an item you are holding on your cursor.

Precision Strikes
Each rank in this ability increases the minimum damage you will do on any backstab.

Hastened Defiance
This ability decreases the amount of time required between uses of Warlord's Tenacity and Resolute Defiance by 10 percent per rank.

Luring Feint
This ability allows you to feint a brief retreat and cause your opponent to move closer to you.

Concentration
Each rank in this ability increases your chance to not have item effects interrupted when you take damage.

Enhanced Aggression
Each rank of this ability increases the maximum amount of attack you can gain from items by 10.

Provocation
This ability gives you a chance to provoke your opponent to the point where they will not flee from you or, if they are already fleeing, will instead turn back to you and continue fighting.

Improved Headshot
This ability increases the maximum level of humanoid that can be affected by your headshot by 2 levels per rank.

Trick Shot
This ability grants you an innate chance to make an additional attack upon a successful ranged attack. This extra attack will consume an additional arrow or fail if one is not available.

Translocational Anchor
While under the effect of this ability, an NPC will not be able to gate away from you. Additional ranks increase the duration of the effect.

Xislaben
08-31-2005, 07:35 PM
Well these aren't like silly funny, and quite a few are just stupid, so who knows...

Suposed general:
Darkvision - kinda silly

Suspended Animation - I guess, I hear it told that mobs leave you alone after you fall below 0.

Precognition - Pretty damn nice, if you have all the prereqs.

Thick Skin - Good

Suposed necro:
Blood Magic - Neat idea, but why would you do this?

Graverobbing - Eh, all from 1 corpse would be much better, lowering the cast times on the archers would be much more desirable too.

Affliction Mastery - This is a great one!

Cloak of Shadows - Oh imagine the pissed off owners of prenerf CoS's (assuming short cast time, note the 'nearly at will' text). Even if this is real I doubt it'll work that fast.

Zeller TP
08-31-2005, 07:45 PM
Blood Magic - Neat idea, but why would you do this?

I guess it is for those incredibly long fights where you go oom - those are so common these days.

Xislaben
08-31-2005, 08:02 PM
Originally posted by Zeller TP@Aug 31 2005, 06:45 PM
Blood Magic - Neat idea, but why would you do this?

I guess it is for those incredibly long fights where you go oom - those are so common these days.
Even if, you'd get only a handfull of spells off before it killed you if the description is to be believed. Tap tap tap...

Xelgadis
08-31-2005, 08:06 PM
Cloak of Shadows will likely use the same code that Druid/Ranger invis AA does- instant cast, 7 sec recast. Basically the same as innate IVU, just with a different type of invis.

The "see invis" AA really comes as no surprise to me. It was originally in the OoW beta, but got chopped close to release. Couple it with the Eternal Breath AA, and you effectively have permanent Faerune (sans ultravision). It's ok, but it's one of those things that can wait til I run out of good stuff to buy.

Lowering the recast of Army of the Dead, hmm... Means I can piss off people that much faster!

Suspended Animation might make getting delay death more desirable for casters. Since our mitigation is already crap, usually the hit that kills you absorbs the extra 250hp that delay death offered.

Affliction Mastery... No brainer- get.

Avoidance and Mitigation: Seeing as the return from each tier of those types of AAs has deminished over previous tiers, I'm almost scared to ask what the return from this tier will be.

Blood Magic interests me a little bit. I can see some usefulness for it, primarily raid. Perhaps not the most useful AA to the majority of the community, especially those who are lighter geared, but it can be very useful in several raid situations. And who knows, it wouldn't surprise me one bit if Sony put some "endurance" encounters into the next expansion.

Rikam
08-31-2005, 08:10 PM
Yea what i was thinking on a raid where you go balls to the wall on a long name(probably like Ture) can start going even more directly from your mana and if it works while lich is still on once this wears off you still got some saved up mana.

Only down side is can't be clicked off so CoS might drop in price but HEB gonna be worth more =).

Dranul
08-31-2005, 08:10 PM
Who knows, but I'm betting you could at least get a few "free" lifetaps before the cost got too stepp.

Xislaben
08-31-2005, 08:11 PM
Hastened Mind Crash
This ability decreases the amount of time required between uses of Mind Crash by ten percent per rank.

That's listed under Enchanter, but it's an existing Wizzy AA...

Xelgadis
08-31-2005, 08:11 PM
Originally posted by Xislaben@Aug 31 2005, 02:02 PM
Even if, you'd get only a handfull of spells off before it killed you if the description is to be believed. Tap tap tap...
Really depends on how much of a "penalty" can be incurred. Not like regen aplenty isn't available on raids and from various buffs and items. Belt of Tidal Energy, Loop of Endless Insanity, Shadow/Soul Orbs, etc.- all ways you can offset the HP loss w/o lifetapping. Lifetapping itself would only provide a partial heal anyway, theoretically, assuming you have to offset the cost of the spell first. But hey, then those crits that seem to flow when I'm at 90% HP or better will actually be useful.

Zandramadass
08-31-2005, 08:59 PM
Blood Magic
This ability allows you to fuel your spells directly from your health instead of from your mana. Blood magic is dangerous, though. Spells will drain more health than they would use mana and every time you cast a spell while Blood Magic is in effect, there's a chance that the penalty will grow. Once you have started using Blood Magic, you cannot stop until it wears off by itself or you die.


Sorry but this is just stupid to me right now. Maybe others out there can think of circumstances when this will come in handy but I cant think of to many where I'm running oom and the raid hasnt already wiped. It takes more hp to cast than it would mana for each spell and it gets progressively worse each spell. Ok so spell ratios for cost/dmg just went to shit... and if I have this active and I get hit with some AE which damn near kills me its going to be an automatic response to tap to get that hp back... opps spell cost to much you just killed yourself.

Think i'll just invest in innate wisdom before worrying about this aa. Do like the others tho... much better than that excrement burger they are feeding the bst class.

Rijak
08-31-2005, 09:09 PM
tap tanking a mob that's a bit too tough for me is the only situation where i can think it might be useful... and extra burst of mana when it runs low... but it would defintely depend greatly on how it is implemented

MrBones
08-31-2005, 10:35 PM
Only one that interest me that is necro only is the More Crit DoTs.

I would trade in any of the others for the shadow knight one that will let them remain FD while resisting spells.

Zeller TP
08-31-2005, 10:43 PM
I can see it now:

Dodgy_cleric_01 (who can't stay out of the mana drain AE), says: Feed me!
Zeller: I'm oom
Dodgy_cleric_01: Then switch to blood magic, idiot!

aeriform
08-31-2005, 11:02 PM
Dark Vision is a convenience AA just like Innate Metabolism is a convenience AA (and no one buys Innate Metabolism...). Not everyone might be interested in it, but it is nice to have for those who can't cast see invis that are trying to follow another invisible person. My bard would purchase it for 1 AA in an instant, maybe not for 2 AA's.

While Blood Magic may not be the first AA I pick up, it certainly will be the second. Not terribly useful for non-raiders, but for when one encounters a mana drain AE (or worse mana drain coupled with a DoT), it can become much more useful as long as the added cost isn't too severe. Our taps will be much more efficient and could potentially be considered free damage?

Don't be surprised if Cloak of Shadows is only offered to Pallies or SK's...

Originally posted by Xislaben+--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td>QUOTE (Xislaben)</td></tr><tr><td id='QUOTE'>That's listed under Enchanter, but it's an existing Wizzy AA...[/b]

The person who posted in the referenced site was guessing what AA's were to be attributed to what archetype/class/progression. I'm quite certain that some of the guesses are wrong (hence removing them from the above post).

<!--QuoteBegin-Xislaben
Suspended Animation - I guess, I hear it told that mobs leave you alone after you fall below 0.[/quote]

If Suspended Animation is just a copy and paste extension of the Delay Death AA line, then you will still have agro and FD will still break below 0 hp. Where did you hear that mobs would leave you alone?

Dranul
08-31-2005, 11:18 PM
Originally posted by aeriform+Aug 31 2005, 10:02 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td>QUOTE (aeriform @ Aug 31 2005, 10:02 PM)</td></tr><tr><td id='QUOTE'> Dark Vision is a convenience AA just like Innate Metabolism is a convenience AA (and no one buys Innate Metabolism...). Not everyone might be interested in it, but it is nice to have for those who can't cast see invis that are trying to follow another invisible person. My bard would purchase it for 1 AA in an instant, maybe not for 2 AA's.

While Blood Magic may not be the first AA I pick up, it certainly will be the second. Not terribly useful for non-raiders, but for when one encounters a mana drain AE (or worse mana drain coupled with a DoT), it can become much more useful as long as the added cost isn't too severe. Our taps will be much more efficient and could potentially be considered free damage?

Don't be surprised if Cloak of Shadows is only offered to Pallies or SK's...

Originally posted by Xislaben@
That's listed under Enchanter, but it's an existing Wizzy AA...

The person who posted in the referenced site was guessing what AA's were to be attributed to what archetype/class/progression. I'm quite certain that some of the guesses are wrong (hence removing them from the above post).

<!--QuoteBegin-Xislaben
Suspended Animation - I guess, I hear it told that mobs leave you alone after you fall below 0.

If Suspended Animation is just a copy and paste extension of the Delay Death AA line, then you will still have agro and FD will still break below 0 hp. Where did you hear that mobs would leave you alone? [/b][/quote]
In much the same way that, during prohibition, bottles of grape juice were sold with warning labels that told you want to avoid doing, else the bottle would ferment...

In order not to breach the NDA, I wouldn't talk about the prohibitive cost of Darkvision. Never would I mention that Cloak of Shadows is why you should save lots of AAs up. These words would not be giving breath, so I will not talk about them at all.

But, as for pure speculation, I'm betting Blood Magic will be an AA raiders get for those "just in case" situations. Of course, would a Gift of Mana proc while using Blood Magic also cause the next spell to only cost 1 hp (Gasp, did I allude to Gift of Mana being a necro AA? Never!)? How would Blood Magic effect twitch, since it's supposed to be a mana transfer spell? Mind Wrack suddenly goes from being -300 mana net, to +300 net. Tell a cleric or shaman to use a HoT right before you pop Blood Magic, and you'll be fine, imo. With plenty of orbs, health potions, and lifetaps (Assuming you'll get a positive return on the health.), I think Blood Magic could be a very nice AA in disguise.

nethyia
09-01-2005, 06:46 AM
Zeller TP just filled my nightmares...

Blood Magic can be an extremely nice, or extreme disappointment. It will all depend on how much hp it uses to begin with, and how badly it starts to stack up. Basically, if it is almost always better ratio than lich, then yes. If it is never better ratio, only in a "crap hitting fan" scenario where you are OOM, if it averages out to lich ratio...then erm, I'll get it eventually.

And remember...supposedly this is from txt file some guy that isn't in the beta found in his EQ directory, and seem to be from various list wishes I've seen (I know I've seen every one of the listed necro AAs on one DoD AA wish list or another).

And finally...one listed on caster realms for all classes:

Gemdivers Uberific AA

Type: Activated, Refresh Time: 0:1:00
You may train this ability at Level 1
Requirements: at Level 0.

This ability triples the users ability to be ready for the next expansions AAs when the NDA lifts.

Not yet Rated

UsulDaNeriak
09-01-2005, 07:52 AM
somebody please tell me that this is a fake.

Usul

Meph
09-01-2005, 08:20 AM
Invis aa is not insta cast ...cast time is somewhere in the middle between prenerf CoS and PoE croc bracer. Also it has a linked timer with another innate aa we have. Oh yea lquite high lvl req too

That's enough hints for now can't be more speciffic lol NDA & crap :D

Aryse Andenter
09-01-2005, 10:37 AM
Blood Magic sounds somewhat similar to the Shaman Spiritual Channeling AA from OoW, where their spells use their hp, however that AA describes a set cost even though it costs more hp than it costs mana.

There's just nothing that seems truly unique or creative in the Necro AA book to date.

And dear god, the last thing we need is an agro reducer that we can't control. I thought they learned their lesson with that a long time ago, but I guess not. Its really bad when there exists an AA that you wouldn't buy even if they gave it to you for free :blink:

Brantes
09-01-2005, 01:42 PM
I must say this is not fake. But it seems these will be the AAs that will be in the next expansion. Im thinking these will be uber expensive like GoD prior to them dropping the costs. Maybe even more. I would imagine the invis one lets say to be in the 15-25 range. But thats just a guess.

Xislaben
09-01-2005, 02:09 PM
Originally posted by Aryse Andenter@Sep 1 2005, 09:37 AM
And dear god, the last thing we need is an agro reducer that we can't control. I thought they learned their lesson with that a long time ago, but I guess not. Its really bad when there exists an AA that you wouldn't buy even if they gave it to you for free :blink:
Agro reducer? What'd I miss there pinky?

Mallakith
09-01-2005, 03:10 PM
Sheeeez necros get shafted again.. .I cant see anything bar crit affliction I would care about.

SK's look to be getting "improved resist fd breaK" WHERE THE HELL IS OURS!!!!!!!!

Vamaelie
09-01-2005, 03:50 PM
I almost sold my CoS today but decided not to for three reasons: Cast time on aa is proposed by others to not be isntant; At the least it'll save me 20ish aa's, and I don't need the plat; SoE can screw up anything, so I wouldn't bank on this aa being impressive, or as impressive as a CoS.

Rijak
09-01-2005, 04:01 PM
Originally posted by MrBones@Aug 31 2005, 04:35 PM
Only one that interest me that is necro only is the More Crit DoTs.

I would trade in any of the others for the shadow knight one that will let them remain FD while resisting spells.
i agree 100%

Jebasiz
09-01-2005, 04:02 PM
Wow, that sucks.

One good line, and one that may or may not be good.

Maybe in conjunction with lowering the timer on AOTD they coulda done our archer timer as well, or maybe given us 2-3 more archers...

We gave them so many good suggestions..and this is what they came up with? This is truly sad..if WoW and EQ2 didn't suck so much, this would cost them customers.

btw: I bought metabolism..and so did Usul.

Mallakith
09-01-2005, 04:02 PM
PS i cant see us getting the blood magic it seems more of an sk/sham idea. lifetaps using hps for mana i would think are a MASSIVE nono!

Jebasiz
09-01-2005, 04:04 PM
I lifetapped for a 9k heal a few times in the past(gogo druid epic effect), it'd be possible(depending on implementation) that in a raid setting, we could lifetap infinetly with this new aa active. Ohh the wizards are gonna bitch.

Vamaelie
09-01-2005, 05:47 PM
It would be cool if taps went to mana too, have a shaman slap on a hot when you go oom on long raid fights, blood magic aa, tap once, full mana.

Felicite
09-01-2005, 06:17 PM
Translocational Anchor 0/3 - 5
While under the effect of this ability, an NPC will not be able to gate away from you. Additional ranks increase the duration of the effect.

After trying to keeel the Fabled Tol like 8 times.. and having him chain Gate 5 of those times (hence.. we only have 3 robes) make me want this. For Level 75 Immune to Stun and impossible to Mana Sieve fast enough mobs.

Sihk
09-01-2005, 07:56 PM
Really unimaginitve list. The HP to cast spell AA is original, but I don't recall -ANYONE- asking for this.

There are about 100 things that our class has asked for any NOTHING. I don't think they even listen to classes to be honest.

The #1 thing I would want is permanent illusion like enchanters...zone with lich and shrink. #2 thing would be lich w/o the damn skeleton form.

Dot crits and the diminishing returnings damage mitigation AAs are the only things worth getting.

Some of the other classes have some good things. Gotta feel for berzerkers...2 bind wound AAs? lol I mean, I can see this posted as a joke but I guess this list is legit.

Really really disappointed in SOE.

FCseven
09-01-2005, 08:44 PM
these suck badly,at least we get a crit affliction upgrade :rolleyes:

Jebasiz
09-01-2005, 10:15 PM
Well, after thinking about it..taking one at a time, I can situationally see where some of them might be of use.


Blood Magic 0/1 - 15
This ability allows you to fuel your spells directly from your health instead of from your mana. Blood magic is dangerous, though. Spells will drain more health than they would use mana and every time you cast a spell while Blood Magic is in effect, there's a chance that the penalty will grow. Once you have started using Blood Magic, you cannot stop until it wears off by itself or you die.

Not that I really run out of mana now, but it may make it so I don't have to budget my mana at all. There are fights atm, where I don't lifetap when I have 2-3 rounds until I have to refresh dots. Anguish resists are bad enough that we do have ALOT of time where we could spend it tapping, instead of just waiting to dot again. Granted, not THAT usefull..since that scenerio happens once in 4.6 days.



Graverobbing 0/3 - 5
This ability decreases the amount of time required between uses of Wake the Dead or Army of the Dead by one minute per rank.

I can scare enchanters and clerics more often.


Affliction Mastery 0/3 - 9
This ability improves the chance that damage-over-time spells will have a critical effect each time they are active.

The "good" one.

Cloak of Shadows 0/1 - 15
This ability allows you to become invisible nearly at will, without the need to memorize a spell.

Poor man's CoS.



Silent Casting 0/5 -7
Each rank of Silent Casting reduces the hate of your spells by up to 20% while the ability is active.

I could see this while mezzing wraiths during Vishimitar..I'd rather have something to reduce resist rates instead though..this is pretty isolated, and very damn close to useless (IMO)

Gift of Mana 0/5 - 5
Whenever you cast a level 65 or higher spell, this ability grants you an innate chance for the next spell you cast after that to only cost a single point of mana. Additional ranks increase the chance of this occurring. Note that you only have a brief time to make use of the benefits of this ability before it fades away.

This sounds cool, but really..who gives a F**K? Necros really shouldn't ever run out of mana, and even if you *should* run oom..it comes back so fast, that this isn't needed.

I really am disappointed(again) in their AA selection. I know alot of what we asked for was overpowering, but these seem to be VERY situational(with the crit dot line extention being the exception).

Jebasiz
09-01-2005, 10:27 PM
132 for necro specific aa(as posted on safehouse)

125 for general which seem to be ok..but no doubt are dimishing in return. Natural durability 4-6 WRU

257 for all.




General

Darkvision 0/1 - 15
This ability permanetly enhances your vision allowing you to see the invisible.

Suspended Animation 0/5 - 5
This ability increases how far below zero your hit points cal fall before you die by an additional 50 points per rank.

Precognition 0/5 - 7
This ablility further increases your chance of completely avoiding incoming melee damage.

Thich Skin 0/5 - 7
This ability further increases your mitigation of incoming melee damage.

Bandage Wounds 0/5 - 3
This ability increases the amount of healing provide by a single bandage by 20% per rank

I guess are available to everyone.

Nirruden
09-01-2005, 11:20 PM
Blood Magic (assuming a reasonable penalty ratio) may not be bad at all. Let me explain:

Running a bit low on mana? Fire up SK and then toss on Blood Magic. Now your spells burn up the recourse effects that might normally go to waste. You just converted the cast cost of SK into (presumably) more than one spell by using your HP pool, and you did an additional ~1700 damage at the same time. SK is one of our less resistable DOTs, providing a benefit to using it more often. If you don't want to keep SK active in your bar, there's always the Epic 0.5 for Morternum instead. Much will depend on the ramp-up and ratio of the penalty, and the recast and duration of the AA. I'd suggest that the penalty shouldn't ramp up, though - it could very well run the risk of exceeding your capabilities after a spell or two on a bad run of increases, leaving you with mana and hp, but unable to cast without killing yourself. A constant penalty ratio (200% of cost as hp, for example) would be better, and would allow for additional AAs to reduce cost to 150% of mana cost as hp.

Assuming downtime, the new bandaging AAs may well (finally and too late) provide a substitute for HEBs for extended downtime liching and mana recovery (twitching) as well... though I get by fine with soul orbs most of the time. (Of course, I also don't need HEBs - my GF has a Clay Bracelet, and I can use the skullcap/shadowbond for mana free healing as needed with that available.)

Cloak of Shadows? Yum. I won't ever be able to afford a prenerf CoS. That's tasty to me and the rest of the casual crowd. I loved Innate IVU for ease of use, and I recall it saying "nearly at will" as well. Assuming the cast time were the same, this would put the "sneaky" back into being a necromancer a bit more, maybe even allowing us to switch invis up to slip past mixed crowds.

Darkvision allows me to provide myself with EB and See Invis for places I can't use DMF - all we're missing now is a "levitation" AA like mages get when in air elemental form.

Yeah, I'd like to complain about STILL not getting any FD enhancement AAs, but the stuff we've got shows some promise - we will have to wait to see if this stuff holds up, since it's not official. (One wonders if it might not have been leaked intentionally to garner reactions, since they KNOW we mine the data files.)

::shrugs::

A lot depends on where you are - my guild, for example, is looking ahead to raiding VT, while most of the upper end folks left VT behind a long, long time ago.

UsulDaNeriak
09-01-2005, 11:44 PM
Originally posted by Xislaben+Sep 1 2005, 01:09 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td>QUOTE (Xislaben @ Sep 1 2005, 01:09 PM)</td></tr><tr><td id='QUOTE'> <!--QuoteBegin-Aryse Andenter@Sep 1 2005, 09:37 AM
And dear god, the last thing we need is an agro reducer that we can't control. I thought they learned their lesson with that a long time ago, but I guess not. Its really bad when there exists an AA that you wouldn't buy even if they gave it to you for free* :blink:
Agro reducer? What'd I miss there pinky? [/b][/quote]
yes, Aryse did know more than you. check the list on the sham boards


---------------------------------------
Necromancer

Silent Casting 0/5 -7
Each rank of Silent Casting reduces the hate of your spells by up to 20% while the ability is active.
-------------------------------------------------

holy shit, what a senseless AA. Innoruuk help us all !!!.



Usul

Nep
09-02-2005, 12:02 AM
I just decided to use my 30 banked AA's to max out innate Cold Resists and get MGB. What a worthless set of AA's.

FCseven
09-02-2005, 04:51 AM
So I assume with blood magic we will not be able to cast lifetaps?It would make no sense if we just get hps back from say casting fod or any other lifetap.I have a nasty feeling we wont be able to tap while it is active.

Dranul
09-02-2005, 05:09 AM
Notice that it says that the spell will cost more hp than mana, and the hp cost goes up with each subsequent cast. The first few lifetaps may net positive hp, then it would be a break even, then you'd lose hp. However, if the AA is only good for chain casting lifetap...I sure hope not.

Sathras
09-02-2005, 09:19 AM
@Nirruden: The scenario you draw for the use of blood magic might be ok. The problem I see with it is that you can't cancel it. It runs its due course if I read it correctly. So while it might help you at first you'll probably find yourself at a point where you wait for this craptastic effect to vanish since either you can't cast another spell without sacrificing yourself or your mana pool is big enough again to go on without blood magic.

But I really wait for it to be released until I make my decision. Right now it seems situational at best. And bying an expansion for the sole purpose of getting another 3 ranks of critical affliction seems a bit stupid.

Xislaben
09-02-2005, 02:28 PM
Originally posted by UsulDaNeriak+Sep 1 2005, 10:44 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td>QUOTE (UsulDaNeriak @ Sep 1 2005, 10:44 PM)</td></tr><tr><td id='QUOTE'> Originally posted by Xislaben@Sep 1 2005, 01:09 PM
<!--QuoteBegin-Aryse Andenter@Sep 1 2005, 09:37 AM
And dear god, the last thing we need is an agro reducer that we can't control. I thought they learned their lesson with that a long time ago, but I guess not. Its really bad when there exists an AA that you wouldn't buy even if they gave it to you for free :blink:
Agro reducer? What'd I miss there pinky?
yes, Aryse did know more than you. check the list on the sham boards

---------------------------------------
Necromancer

Silent Casting 0/5 -7
Each rank of Silent Casting reduces the hate of your spells by up to 20% while the ability is active.
-------------------------------------------------

holy shit, what a senseless AA. Innoruuk help us all !!!.

Usul [/b][/quote]
Yeah, the only AA with 'hate' in the description appears to be listed under the 'Enchanter' class. So is there another link somewhere that puts it under Necromancer in addition or correcting the posted list? I haven't seen one in this thread is why I ask.

gevtah
09-02-2005, 03:05 PM
Blood Magic 0/1 - 15
This ability allows you to fuel your spells directly from your health instead of from your mana. Blood magic is dangerous, though. Spells will drain more health than they would use mana and every time you cast a spell while Blood Magic is in effect, there's a chance that the penalty will grow. Once you have started using Blood Magic, you cannot stop until it wears off by itself or you die.

Not that I really run out of mana now, but it may make it so I don't have to budget my mana at all. There are fights atm, where I don't lifetap when I have 2-3 rounds until I have to refresh dots. Anguish resists are bad enough that we do have ALOT of time where we could spend it tapping, instead of just waiting to dot again. Granted, not THAT usefull..since that scenerio happens once in 4.6 days.


this may actually work out for those Gfay necro's that want to be wizzy's.

Like you, Jeb, I am a DoT machine. Personally the only nuke I load is my Lifetap. But consider this.. say the conversion rate is akin to the Dark Possesion Lich. 85/65. So your losing 85 life per tic, but you get an extra 65 mana. It would take over 100 tic's to get my HP's to zero. In that time, I would have and extra 6500 mana. Soulspkie is 585 mana to cast. Every 100 tic's I have a total of 20K mana and my mana pool still sits at 95% because I can't use my mana fast enough becasue of the refresh timers on our gem spells. I can't cast a dot and a nuke at the same time.. dammit

So for 15 aa's I can become a level 55 wizzy. (that is if my critcal aa triggers)

The real question is why the hell would I want to waste time chain casting Lifetap when I can just DoT the Fook out of the mob and watch the HP shrink every six seconds. I was already bored with the AA selction I have remaining to max out meh necro, and will eventually get this for shits and giggles, but really SoE .. how about something even more Gfay.. say like DMF aa

UsulDaNeriak
09-02-2005, 03:25 PM
Originally posted by Xislaben@Sep 2 2005, 01:28 PM
Yeah, the only AA with 'hate' in the description appears to be listed under the 'Enchanter' class. So is there another link somewhere that puts it under Necromancer in addition or correcting the posted list? I haven't seen one in this thread is why I ask.
here is your link <_<


CAUTION - NDA BREAK INSIDE!!
http://eqnecro.net/board/viewtopic.php?t=1365

Usul

Aryse Andenter
09-02-2005, 03:30 PM
Heh, well I hadn't seen that Usul but that confirms it. I originally saw it listed under the general category, and since the classes were a 'best guess' of the poster of the AAs, I'm not surprised it fell into enchanter on a different list.

Xislaben
09-02-2005, 03:33 PM
Originally posted by gevtah@Sep 2 2005, 02:05 PM
this may actually work out for those Gfay necro's that want to be wizzy's.

Like you, Jeb, I am a DoT machine. Personally the only nuke I load is my Lifetap. But consider this.. say the conversion rate is akin to the Dark Possesion Lich. 85/65. So your losing 85 life per tic, but you get an extra 65 mana. It would take over 100 tic's to get my HP's to zero. In that time, I would have and extra 6500 mana. Soulspkie is 585 mana to cast. Every 100 tic's I have a total of 20K mana and my mana pool still sits at 95% because I can't use my mana fast enough becasue of the refresh timers on our gem spells. I can't cast a dot and a nuke at the same time.. dammit

So for 15 aa's I can become a level 55 wizzy. (that is if my critcal aa triggers)

The real question is why the hell would I want to waste time chain casting Lifetap when I can just DoT the Fook out of the mob and watch the HP shrink every six seconds. I was already bored with the AA selction I have remaining to max out meh necro, and will eventually get this for shits and giggles, but really SoE .. how about something even more Gfay.. say like DMF aa
You don't steadily lose HP, it looks like you lose a chunk of HP per cast, and more HP than you would lose Mana for that spell.

So a 585 mana cost spell would take more than 585 HP to cast it. That adds up fast. And then it says the costs rise (or can rise) the longer the AA is in use. Eventually lifetap may not pay off, and as it gets closer to breaking even if you have any dots or are getting hit by AE's then you could be in trouble and tapping for life with ever diminishing returns on HP efficiency.

Xislaben
09-02-2005, 04:07 PM
Originally posted by UsulDaNeriak+Sep 2 2005, 02:25 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td>QUOTE (UsulDaNeriak @ Sep 2 2005, 02:25 PM)</td></tr><tr><td id='QUOTE'> <!--QuoteBegin-Xislaben@Sep 2 2005, 01:28 PM
Yeah, the only AA with 'hate' in the description appears to be listed under the 'Enchanter' class. So is there another link somewhere that puts it under Necromancer in addition or correcting the posted list? I haven't seen one in this thread is why I ask.
here is your link <_<


CAUTION - NDA BREAK INSIDE!!
http://eqnecro.net/board/viewtopic.php?t=1365

Usul [/b][/quote]
Reactions:

1) Oh neat spells too! thanks! :)
2) Only 3?
3) Evocation?
4) 570 mana for a spell that could be detrimental to you???
5) Antisplurt?
6) Those really are the AA's we're getting? :(

Nirruden
09-02-2005, 04:49 PM
But consider this.. say the conversion rate is akin to the Dark Possesion Lich. 85/65.Except that this is not how the AA is described. Hypothetically, it'd work like this:

Soulspike is 585 mana to cast. If cast under the effect of Blood Magic, it would instead cost (585 * X) hitpoints to cast. X is some number equal to or larger than 1, and whose maximum is as yet unknown. X has a chance (unknown) to increase by some amount (also unknown) with each successive cast). Saryrn's Kiss would also cost more, but unless the total hp cost was like 3 times normal, SK will STILL return a positive number of HP over time, even if cast purely under the effects of BM.

The real question is why the hell would I want to waste time chain casting Lifetap when I can just DoT the Fook out of the* mob and watch the HP shrink every six seconds.

The real question is why you've made the flawed assumption that all you can cast under BM is lifetaps... Nothing stops you from following my example, firing SK off with your last bit of mana, triggering BM and then adding in two or three more DoTs after you would normally be OOM, then allowing the SK recourse to refill your life bar, or even using hp-fueled lifetaps to recover faster while mixing in DoTs.

As I said before - much of the utility of this AA will depend on the duration of the effect, recast delay, the factor X, how often X increases, and how high X gets. It could easily go either way. Anyone with Lifeburn want to tell me how well they think this might work with a Lifeburn+FD+SK+BM+DoTs combination?

Guys, this AA, depending on how the numeric variables shake out, could be very good, or very bad. I'm not in the beta, so I'm just pointing out how it could be more useful than it first appears.

Jebasiz
09-02-2005, 11:03 PM
That fire dot is gonna crit for 2800-2900, that's leet. Anti-splurt is cool..if it lands like the original. Hell, once it starts to tail off some..just refresh it.

Xelgadis
09-03-2005, 12:30 AM
Only thing about the fire dot that concerns me, currently...

A:CoM was originally a 4 tick dot, with 800/tick base damage, but was changed to 5 tick duration 639 base damage just prior to being pushed live. Overall damage is approximately the same, just longer duration with less damage per pulse.

I'm betting the fire dot will see a similar change.

Xelgadis
09-03-2005, 01:19 AM
Now then...

Where is my AA that allows me to cast an unresistable spell that turns your target into a skeleton?! Make it cost 30 points, I don't care, I'd still buy it... Saves me the hassle of memming Ignite Bones or Chill Bones. ;)

Antemortem Nemobeatus
09-03-2005, 05:48 AM
Blood Magic

Pre-DoDH
Random_Cleric_01 tells you, Twitch me! I need to heal!

Post-DoDH
You tell Random_Cleric_01, Heal me, Blood Magic active and I need to dot!


Muwwahaha ....

(and no, I am not dead serious ;) )

Jebasiz
09-05-2005, 01:26 AM
Originally posted by Xelgadis@Sep 2 2005, 06:30 PM
Only thing about the fire dot that concerns me, currently...

A:CoM was originally a 4 tick dot, with 800/tick base damage, but was changed to 5 tick duration 639 base damage just prior to being pushed live. Overall damage is approximately the same, just longer duration with less damage per pulse.

I'm betting the fire dot will see a similar change.
I remember that, but I think with the other classes getting what proposed for them, that this is just about inline with what they're getting. Therefore, I'm hoping it stands, or is only nerfed a little.