Seeds of Destruction Beta Guide
Zone Difficulty Tier 0 - 70-75 Oceangreen Hills Oceangreen Village Tier 1 - Level 73-78 Blackburrow Temple of Bertox Hills of Shade Mechanotus etc... Tier 2 - Level 75-80 Kithicor Theme Gyrospire Zeka Mansion etc... Tier 3 - 80-85 Field of Scale Theme Crystallos Tier 4 - 85+ Invasion of Earth Theme Tier 5 - 85++ Kuua Discord
Oceangreen Village Oceangreen is the birthplace of Qeynos. This small village is under attack by a force of Bertoxxulous worshippers who have a temple nearby. That temple can be accessed through a shard of corrupted stone that has breached the earth in the northwest portion of the zone. Luckily for the villagers a force of goodly-aligned mercenaries/heroes has arrived to help them defeat the threat. These heroes are lead by a charismatic man named Antonius. Also luckily for the villagers, the gnolls of Blackburrow seem to be enduring some sort of revolution or in-fighting and have closed the doors to their lair, rarely venturing out.
Of course behind the scenes there is a power enhancing the strength of the Bertox worshippers with the hope that they can kill Bayle before he founds the city that unites many of the races and heroes of good who will eventually be responsible for preventing their attempt to take over and destroy Norrath. And the gnolls... well their internal struggles were short-lived and the result may prove even more dangerous for Antonius and his shining city than any smelly Bertoxxulian. The village has several NPCs that you may recognize in some way, perhaps great great grandparents of familiar folks in modern-day Qeynos. Also, there are guard patrols sent to protect the village by Antonius. These folks keep the undead and tainted wildlife out of the village. The zone is meant for players in "casual" gear at about level 72. In the outdoor areas there are 11 "rare" NPCs. Please hunt these bad-boys down and test their difficulty. The goal is for them to require a group of the appropriate level to defeat. Jelvalak the Tomblord - Nasty dead guy. Only spawns at night near the tomb. Master Putremancer Fellid - Bertoxullian priest. Only spawns at night. The Blight Wisp - tricky dancing light - might entrance you. Malgin - undead shadow Twisted Limb - angry shrub a gravid fire beetle - big beetle, spawns little exploding beetles The Crimson Bat - big bat The Clay Beast - a big golem - hangs in the clay pits near the village Blightfang - A big snake Vileplume - Smelly goo. Megrima the Plaguecaller - shadowknight of Bertox. There are only a few quests in the village, as the main source of quests comes from the heroes in the hills. However, speak to the following folks for quests: Dan Hearthpride - Arms of the Dead Yvette Miller - Good Seeds Viktor Snowborn - Paint Supplies
Oceangreen Hills Level: 75+ Gameplay Purpose: This zone is the one of the first players will encounter in Seeds of Destruction and should be a good location for decently equipped 75-80 characters. Content is focused in 3 general areas surrounding Antonius Bayle's Fortress, Surefall Glade, and Blackburrow. Rare NPC's:
There are 13 rare NPC's in the zone to test your skills. Some wander overland, and some are triggered, but please be sure to report your findings when you encounter them.
Blackburrow Nightstalker Blackburrow Outcast Assassin of Bertoxxulous Brown Bear Denmother Guardian of the Glade Gray Wolf Stalker Klixcxyk Putrescent Bonelord The Restless Guard Slitheren Spark Wandering Soul Wrathpaw
Quests and Quest Givers: Quest givers are found in both the fortress and in the Darkpaw Gnoll village sending players out to complete a variety of tasks in both Oceangreen Hills and Village as well as Blackburrow.
Lore: Antonius Bayle has built a fortress in the northern hills to help establish human civilization in the area, but lately all their efforts have been challenged by growing hordes of undead streaming out of the temple to the god, Bertoxxulous, in the open plains to the south. Wave after wave of these putrid zombified creatures spread disease and decay infecting all life in the area, and it is all Bayle and his people can do to keep the infections in check. To the west live the Darkpaw gnoll clan, who seem to be disinterested in the affairs of human kind, and are focused more on returning to their vestigal home in the abandoned mine. Though they hold no anger towards the growing human population they have no reason to trust in them either, but are willing to form a tenuous association with them in order to help drive the combative Blackburrow gnolls from their home. The reason for the increased aggression from the gnoll clans is yet to be discovered. Blackburrow
Temple of Bertoxxulous
Theme: Bloody Kithicor
The story: Lanys T`Vyl, the Child of Hate and Firiona Vie, the Chosen of Tunare brought their armies and waged war in the Kithicor Woods. This was part of Firiona's continuing quest to prevent evil from overtaking the lands of Norrath. Lanys hoped to impress her father and be the instrument of his hatred against Tunare -- who created the most prosperous race on Norrath. This historical war is referred to as Bloody Kithicor. Firiona Vie was the victor. Lanys T`Vyl, defeated, was rescued when her mentor Laarthik K`Shin used a magical artifact to open a portal to the Plane of Hate so Innoruuk could rescue his daughter. Her father rescued Lanys and then proceeded to torture her for years to purify the intensity of her hate because of her failure. Players may travel freely between Old Kithicor and the Commonlands within this time period. Leaving the Commonlands, zoning to Highpass, or Rivervale will send players forward to present day Norrath. Intended Level Range: 75+ Rare NPC's: Note, levels and abilities may change during tuning. Razorfang - Level 78 snake. Widow of the Woods - Level 78 spider. Ebony Stalker - Level 78 wolf. Bixie Soldier - Level 78 Bixie. Large Kodiak - Level 78 bear. Wald Kormarin - Level 82 Ranger. Shares spawn with patrollers in the Army of Light. Elowie Dawnheart - Level 82 Cleric. Shares spawn with patrollers in the Army of Light. Loreth Soulanis - Level 82 Rogue. Shares spawns with patrollers in the Obliteration army. Groomb Mystseer - Level 82 Shaman. Shares spawns with patrollers in the Obliteration army.
Quests: Quests are available from both sides of the fight and players are encouraged to work with both the Army of Light and Obliteration army in order to help retain the balance between the two and ensure the outcome as history is written.
Theme: Field of Bone
Field of Scale The field of scale is a lush green landscape that lies pretty much in the heart of the Sebelisian empire. It is here that the dragons have chosen to stage their attack on the Iksar in an attempt to end their reign. There is a bit of tension among the Iksar forces. Kurn is hold up in his stronghold working on his own plans for defeating the dragons and has little patience for Emporer Ganak. Ganak no longer trusts Kurn, if he ever did, and this has made the battle easier on the dragons that they had expected. But Jaled'Dar does no know why it is that the resistance has been rather weak, and so remains cautious. History tells us that this is where Ganak and Jaled'Dar had their cataclysmic battle. There are forces at work trying to change the outcome of this war. Players will need to discover who those forces are and what they are trying to change and make certain that history does indeed repeat itself. The zone is meant for players in "casual" gear at about level 80. In the outdoor area there are 10 "rare" NPCs. Please hunt these bad-boys down and test their difficulty. The goal is for them to require a group of the appropriate level to defeat. Slact the Frozen Hand Fluttershade Darkcoil the Constrictor Jracsza the Feral Festersting the Diminutive Oracle Vro`Zok an ancient bonegrinder Battleguard Gauntas Naskado the Demented Blackblade Lorkis
In the Library there are also 10 rares Preceptor of Kaesora Groundskeeper Dralnit Skeleton Keymaster Assistant Librarian Krekn Teacher's pet Selestian, Aquidominus Sorakan Thisla, Twinskull Matron
Library Director Eslisar Master of Torments Grellik
In the Hatchery there are 7 rares Eazack the Cruel Toriss the Protector Numbing Construct Grandmaster Merxs Blademaster Kraszen Lich Guardian Ssicroz Imperial Enforcer
And in Kurn's Stronghold there are 9 rares Mordid Isinente Louko Cosensal Estar Consersa Oracao Researcher Neskuisa Lieutenant Tenante
Here are the quests and missions in this theme. Here are the quest givers and quest/mission names. Quests Severilous - Drake Scourge Gorenaire - Dark Sentry Talendor - Havoc in the Hatchery Phara'Dar - Broodling in the Hand Trakanon - The Grudge Trakanon - Supplies Phara'Dar - The Grand Illusion (long quest) Any Dragon - Raising Cabalis Jaled'Dar - Lost and Found Jaled'Dar - Parley With Ganak Severilous - Food Supplies Gorenaire - Cutting Off The Arms Any Dragon (must loot item and hand to dragon to get task) - Sarnak Recovery (three versions: Sokakar, Burynai and Kurn) Missions
Jaled'Dar - Audience with the Warmaster Jaled'Dar - The Brood of an Emperor Jaled'Dar - The Price of Knowledge Jaled'Dar - Defeat the Dragonbane Phalanx Jaled'Dar - An Impenetrable Shield There is also a Raid in Field of bone and Kurn's Tower.
Theme: Invasion of Earth
Plane of Earth: Korascian Warrens EDIT: Intended for Level 82+. Following the commands of Rallos Zek, Murdunk has led a vast army of Rallosians from the capital of Toskirakk into the Plane of Earth. Here, the army has bled itself white in repeated assaults against the ever-replenishing force of Rathe defenders, in their determined attempt to open a breach into the Rathe Council Chamber and allow Rallos Zek to conquer the Plane of Earth and tap its elemental energies for his own use. Murdunk's army has been receiving assistance from time-traveling Discordians who are intent upon damaging the timeline of Norrath by helping the Rallosians conquer the Rathe Council. The planar portal to Toskirakk sits in the southern edge of the zone, guarded by a token force of Rallosians. The bulk of the Rallosian Army is in a siege camp in the northern canyon, facing the entrance to the original Rathe Council Chamber. This area of the Plane of Earth adjacent to both the Rathe Council Chamber entrance and the portal to Toskirakk is known as the Korascian Warrens, so named for the great frog Korascian Prime, who has guarded the approach to the Rathe Council for centuries. Now the great frog and his minions are sequestered in the western portion of the zone, astride the line of the Rallosian advance, battling ill-equipped Rallosian slaves who are sent in to distract the frogs. Many such slaves end up succumbing to Korascian Prime's mesmerization powers and becoming thralls. Korascian Prime's lesser frog-minions did such a good job of frustrating the advance of Murdunk's army that it was necessary for the Discordians to destroy Korascian Prime's original lair with a great magical disjunction. This left a massive rift in the northeastern limb of the Korascian Warrens, exposing the Plane of Earth's elemental crystal core, and venting out a new order of crystalline monstrosities which hate all other forms of life. Taking advantage of the opportunity to mine the Plane of Earth afforded by the advance of Murdunk's army, the Darkhammer Dwarves clan, in collaboration with Murdunk, have set up a busy delving operation in the southeastern corner of the Warrens, known as ‘Kaigrun's Delve', named for their leader, Kaigrun Darkhammer. The Darkhammer Dwarves must hurriedly mine as much mineral wealth as they can until the Rallosians are finished with their war; at which point the proceeds will be
split with them 50/50. So tight is their schedule that they couldn't even stop to rescue their fallen comrade Dalikand Darkhammer, who awaits rescue between the Toskirakk portal and the entrance to the Delve's mine. Unfortunately, the activities of the Darkhammers have aroused the anger of Plane of Earth mephits, mithril golems, and crystalline creatures from the Crystal Core to the north. This causes the Darkhammers to look to the strange humanoids (players) arriving in the zone to help with their security problems. Quests: 1. Find Your Allies (Nedsin Tabbels) 2. Disrupt the Siege (Ylatra the Vassal) 3. Champions No More (Ylatra the Vassal) 4. A Plague of Mephits (Delver Hagorn - Darkhammer quest 1 - Darkhammer faction >= 100) 5. Darkhammer Supply Run (Delver Hagorn - Darkhammer quest 2 - Darkhammer faction >= 100) 6. Supplication for Mercy (Delver Hagorn - Darkhammer quest 3 - Darkhammer faction >= 100) 7. Master of the Mines (Delver Hagorn - Darkhammer quest 4 - Darkhammer faction >= 100) 8. Crystal Clarity (Ulgin Darkhammer - Darkhammer quest 5 - Darkhammer faction >= 200) 9. Primal Terrors (Ulgin Darkhammer - Darkhammer quest 6 - Darkhammer faction >= 200) 10. Unusual Properties (Ulgin Darkhammer - Darkhammer quest 7 - Darkhammer faction >= 200) 11. Pinnacle of Destruction (Ulgin Darkhammer - Darkhammer quest 8 Darkhammer faction >= 200) 12. Retinue of the Frog-God (Sterik Gristmaker - Korascian Frogs quest 1) 13. Whom Frogs Destroy (Nedsin Tabbels - Korascian Frogs quest 2) 14. The Wrath of Korascian (Nedsin Tabbels - Korascian Frogs quest 3) 15. Get to the Delve (Dalikand Darkhammer - movement quest to direct players to Kaigrun's Delve, gives players starting Darkhammer Dwarves faction of 100) Missions:
1. Murdunk's Last Stand 2. The Crystal Bloom - After destroying the Crystalline Imperiont in Q11 "Pinnacle of Destruction", the ecology of the crystalline creatures shifts unexpectedly, with a ‘bloom' of uncontrolled spawns occurring as the Imperiont is no longer present to control the Crystal Core's population. The Darkhammer Dwarves see this ‘crystal bloom' as a new threat to their Delve, and pay to have the players take care of this problem. Raid: The final phase of the Crystal Core / Darkhammer Dwarves story arc culminates in the raid, where a Crystalline Tyranont has appeared among the crystalline beasts, and has concocted a plan to eradicate the Darkhammer Dwarves once and for all. Waves of Crystal creatures invade Kaigrun's Delve, and the players must protect the Darkhammer Dwarves from total extermination, then take the fight to the Crystal Core and defeat the Crystalline Tyranont. Rares: 1. Gradd the Mutineer (Rallosian ogre rogue) 2. Reuk the Portal-Tender (Rallosian ogre magician) 3. Felsa Kabbek (Rallosian ogre warrior) 4. Mauk Peskysnout (Rallosian goblin rogue) 5. Slaukk the Messcook (Murdunk's personal orc messcook, brutal and efficient.) 6. Perd Kraknakk (Rallosian wizard) 7. Provost Vosk Raskk (Rallosian warrior) 8. Shem Saldon (escaped humanoid slave monk) 9. Uk (escaped humanoid slave warrior) 10. Ezal (Rallosian shadowknight) 11. Auliggis (Rare Giant Spider - Korascian's Lair) 12. Crystalline Sorcidont (Crystalline creature) 13. Crystalline Thaumadont (Crystalline creature) 14. Crystalline Auridont (Crystalline creature) 15. Crystalline Pyrodont (Crystalline creature)
The Rathe Council Chamber The Rathe Council Chamber is the original seat of the Rathe beings who govern the Plane of Earth. A quasi-mystical lair hewn from elemental stone, the appearance of Rathe Council Chamber reflects the essence of the powerful beings who rule here. Great stonework vaults linked with tunnels define the interior, which is patrolled by stone golems and guarded by Rathework pylons. The first vault beyond the entrance is the Rathe Terrarium, the place where the Rathe Councilmen direct the development of new species to populate their plane of existence. The latest of their creations, viney Living Heaps, lurch from place to place seeking some sort of purpose to their existence, which might as well be eating unwary visitors. The second major vault in the Rathe Council Chamber complex is the Rathe Archive, where the living memory of the Rathe and their works are stored within the stonework walls, and within the golems that guard them. The third vault containing six columns is known as the Ritual Room, where in less belligerent times the Rathe Council would meet and perform their esoteric, inscrutable ritual movements. Branching off to the northeast of this area is the Seedling Room, where the great treant Germinos develops the whims of the Rathe Council into new living creations. To the southeast of the Ritual Room, a locked door bars the way to the Rathe Antechamber, and the inner sanctum of the Rathe Council itself. The Rathe Archivist gives players the information they need to enter this area; two raids central to the lore of the Rallosian invasion of the Plane of Earth are available from him. Beyond the Rathe Antechamber lies the Rathe Council Chamber proper, now heavilyguarded by a variety of Ratheling minions every bit as determined to destroy intruders, be they players or Rallosian invaders, as the minions found elsewhere in the complex. The thirteen Rathe Council Members are found here, angry at the invasion of their lair by the Rallosians, but powerless to do much about it; they welcome the help of adventurers from Norrath but cannot instruct their minions to allow them access. Beyond the speaker's dais in the northern end of this room, the corridor to the Rathe Thaumaturgium lies. Within is the pedestal holding the Thaumatox, the crystal which focuses the power of the Plane of Earth for the usage of its owners. Ownership of this item is the underlying purpose of the Zek invasion; Rallos Zek is determined to wrest control of the energies of the Plane of Earth and use them to dominate the pantheon. Aiding the Rallosians are a faction of Discordians, taking advantage of this critical moment in history to put the Rallosians over the top in a more definitive manner, and in a way that will weaken future resistance to Discord aims on Norrath. Anyone determined to stand in their way must stop the Discordians on one hand, but also allow certain historical events to happen as they should.
The 13th is the one that gets captured by Murdunk and executed to create the Rathe Mountains. Thus when we get to the Plane of Earth later, there's only 12. Now there is lore about every time a Rathe Memeber fell a new one rose to take it's place. (Which I believe is why the PoP event you have to kill them all in a close amount of time). But that is also when they died in the Plane of Earth, whereas the 13th died on Norrath. So perhaps he couldn't regenerate. But there definately were 13 and are 12 now. Raramor explained/answered this in another thread in this forum. Which was actually in reposne to a question I had asked. "The battle in Plane of Earth was like no other in history and left the plane scarred from war forever. It is said that the skies themselves shook from the battles that took place in that war. Ogre legends claim that each of the thirteen peaks in the Rathe Mountains represent the war and the death of the thirteenth Rathe Council member by Murdunk's hand. Lake Rathetear is also said to be formed from the tears of the Rathe Council as they were beaten by Murdunk and his army." From: http://eqplayers.station.sony.com/n...98&month=042008
Toskirakk Toskirakk is the capital city and mightiest bastion of the ancient Rallosian Empire. It is an area intended for Level 82+. An Ogre city of the time of Murdunk (before Ogres and other creatures of Zek had been made dumber by the curse of the Rathe Council), reflecting the ogre city in its heyday. The city of Toskirakk has a slave pit, a bazaar, a town hall, a barracks and jail, and a place of worship. The story arc involving the players' journey back in time to the golden age of the Ogres begins and ends in Toskirakk. The players are transported to Toskirakk's slave-mine from the Void in the far future. In the slave-mine, players discover what it means to be a non-Zek humanoid living in the era of the Rallosians. Elves and Dwarves are hunted down, pressed into miserable servitude in the platinum mines, and have nothing to look forward to until they die of starvation, mistreatment, or worse at the hands of their cruel Rallosian overlords. With the weakening of the timeline, other humanoids have stumbled upon Toskirakk by way of the Void, and haven't been as lucky as other adventurers now arriving. The Dark Elf slave Dwerina Feystalker gradually gets the idea that something to do with the corruption of time is happening here, and offers the players the chance to escape from the mine. Leaving the slave-mine, the players find themselves in the vastness of Toskirakk proper. This great Ogre city, representing the height of ogre power and the jewel of the Rallosians' Golden Age, is perhaps the greatest city ever to appear on Norrath. The Low Market on the ground floor of the city center sports a multitude of merchants, ranging from respectable to shady, and at its perimeter, the vulgar
outbuildings of the lower classes encroach upon the public areas. The population of Rallosian citizens and guards is rather more scarce than usual due to Murdunk's invasion of the Plane of Earth requiring so many levies to fill the army, but there are soldiers and guards and ‘ward sergeants' present who maintain a tight grip on the city. With the reduction in the City Guard to provide troops for the Plane of Earth invasion, thieves' guilds and mongrel animals have crept into the everyday workings of the city. Above the Low Market, resting on massive marble pillars, sits the Hall of Decrees, the nexus of the city's rulership. Murdunk's imperial functionaries gather here to administer the far-flung conquests of the Ogres throughout Tunaria, and his office is presently occupied by his son Tardunk, who rules in Murdunk's absence. West of the Hall of Decrees lies the Mana-Prison and the Shrine Room, both of which are attracting notice lately for strange goings-on. The Mana-Prison is defined to confine various enemy magic-users and perpetually drain their mana; it is said to be effective in the incarceration of godlike beings. The Shrine Room is an ancient Ogre shrine, possibly the very cave where Ogres first announced fealty to Rallos Zek many centuries ago. A place of great magic, it has recently been revamped to channel its potency as an altar towards a different and much more sinister purpose. Toskirakk figures twice in the "Seeds of Destruction" narrative, first as the initial zone in the Plane of Earth Invasion arc, and later as the target of a major raid. The quests available in Toskirakk are as follows: TOS Q01 "Millik's Remains" (Given by Dwerina Feystalker) - A Halfling adventurer named Millik was enslaved, slain and eaten by Ogre slavers, and his remains must be gathered for a proper burial. Performing this task will restore a bit of morale among the slaves, and earn the player their trust. TOS Q02 "Humble Petition" (Given by Dwerina Feystalker) - The dismally-low rations being offered to the slaves have dropped off to nearly nothing again. Negotiate with Fekden the Cruel to address this problem. TOS Q03 "Frig's Challenge" (Given by Frig the Tamer) - The slave Frig requires you to help train his pet, Hurkka. TOS Q04 "Against the Grain" (Given by Wazlum) - Ganrik the Dwarf is getting extra rations of grain to be an informant for the Ogre slavers. He has found out that the players are not of this timeline and is planning to give this information to the Rallosians, in addition to the things he has learned about the slave resistance. He will have to be dealt with. TOS Q05 "The Prince Must Die" (Given by Galadvert Nablisten) - Prince Tardunk, son of Murdunk, has been stealing supplies from both the slaves and the slavers to further his own goals. He's manipulating both sides of the conflict and causing great strife. Also, he is large and ugly and that's what players do to big ugly things. TOS Q06 "Crimes of War" (Given by Galadvert Nablisten) - Four prominent Rallosian generals, known for their crimes against the humanoid cousins of the
players, are passing through Toskirakk on their way to the war in Plane of Earth. Help them meet their maker. TOS Q07 "Massive Retaliation" (Given by Galadvert Nablisten) - Ganekk Dopp is the taskmaster of the slave mine. His ruthlessness and cruelty are legendary. The world would be a much nicer place if something bad were to happen to him, but he refuses to enter into a fight with anyone. Bring Galavert the components he needs to forge some orders, and maybe he can be tricked... TOS Q08 "Augury of Time" (Given by Dwerina Feystalker) - Dwerina Feystalker has ascertained the true origin of the players as being somewhere in the future, and is willing to help them however she can. She tells players what she knows of Murdunk's plans in the Plane of Earth, and of the rumors of strange visitors who have set up an altar of some sort in one of the ogres' shrine rooms, and tells players to contact Blurik at the opening to the bridge over Drunikk Chasm. TOS Q09 "Blurik's Toil" (Given by Blurik the Runner) - The Netherstone Portal of Toskirakk, now being used to transport Murdunk's armies into the Plane of Earth, is in a rather poor state of repair, as its makers were slaughtered by the Rallosians for some reason long ago, and the art of maintaining the portal is all but lost. What is known is that certain kinds of crystals are necessary to prevent the Portal's energies from killing those who would use it, and Blurik's job is to gather those crystals. Give Blurik a hand. TOS Q11 "Streets of Justice" (Jink) - Jink wants the players to locate and retrieve a listing of all the property that has been taken from the slaves that were brought to Toskirakk. The ogre Muskorr Agitarr is said to know where this information is kept... for a price. TOS Q12 "Beetle Wrangler" (Given by Keruk Garrkol) - Keruk often loses a few beetles. And he's also in the habit of just taking beetles he's already sold from those that he sold them too. In part because of this very few people by the beetles for pets anymore, only for food. TOS Q13 "The Cult of Lakkung" (Given by Dwerina Feystalker) - Dwerina has heard of an odd little cult in Toskirakk. They border on what might be called ancestor worship by the Rallosians. But this is not what she is interested in. She has also heard that there is a much more secret group working someplace in the city, and she wants the players to find this group through the cult of Lakkung. TOS Q14 "Times Are Chaining" (Given by an_injured_slave) - Before any of the slaves in Toskirakk will speak to players they must first complete the injured slave's quest to release him from his shackles. This quest unlocks all other quest content in the slave-mine. The missions available in Toskirakk include: TOS M1 "Cruel Overseers" (Given by Trilyaris) The Rallosian overseers have gone on a rampage among the slave population of the city, fearing a hypothetical uprising after the recent spate of violence. The players must deal with this madness by giving
gating potions to key leaders among the slave resistance, who are the targets of the violence. TOS M2 "Spies, Lies, and Prison Cells" (Given by Trilyaris) This mission takes the players into the areas to the west of Toskirakk's Hall of the City, where the Rallosians (and their strange new allies) are up to something; finding out what that might be is an important step in unlocking the later raid into this area. TOS M3 "Hiding in Plain Sight" (Given by Trilyaris) This mission sees the players contacting a slave who can make them a Rallosian disguise. The Toskirakk raid involves the players' effort to return to the city following the events of the Rathe Council Chamber raid content, and tracking down the whereabouts of the Rathe Council Members. Toskirakk rares include: 1. Vessa the Oracle (Rallosian shaman)
2. Brusk of Oggok (An ogre slave-driver) 3. Captain Tregenek (Captain of the City Guard) 4. Frundil (an Orc rogue) 5. Griddunk Priest of Zek (an Ogre priest) 6. Kuris the Garbage-Eater (a mangy dire wolf) 7. Tonkk the Axe-Stopper (an Orc warrior) 8. Intendant Vruten (An Ogre chief) 9. Sturk the Insane Froglok Slave (A slave and former adventurer from FutureNorrath who now suffers from the end-stages of Jaetarr's Plague) 10. Ulgren Vith (A Shadowknight of Zek)
This is the story of the lands of Kuua before the Muramite army set foot on Taleosia. While the Heretics of Paineel were building their first city and Sir Lucan D'Lere was establishing his power here on Norrath, Mata Muram's legions were working to establish their dominance of Kuua and the Dragorn city of Dranik. The first infiltration in an invasion of Discord is not a military one -- it's an infection. Slowly, too slowly to notice, the skies above Kuua began to darken, and tensions heightened. Slights real and imagined became grounds for hatred, and the harmony that had been a hallmark of the Dragorn civilization crumbled. Mata Muram's armies arrived to a fractured and disorganized defense, and quickly took advantage of it. We encounter the Dragorns in the last days of their defense of Dranik, after the High Council of Eight were marched through the Causeway to their ultimate fate. Currently the Muramite forces are arriving through a portal to the southwest of Dranik in an area known as the Precipice of War. Between the portal and the city are the fields of Kuua, which are soon to earn their name as the Bloodfields... Quests:
Lifting the Fog Blunting the Spears Leave No Magic Orbs Behind Vile Weaponry The Rescuers Acolytes of Despair Favors of the Hopelost A Limit to Despair Remembrance of Champions The Missing Chalice Vengeance of the Dragorn Trail of the Jackal The Armor of Tespir Elattu (Long Quest) The Kyv are Coming Impair the Ikaav Undoing the Ukun Knockdown the Noc Life Equals Hope The Ultimate Weapon A Collaborators Reward Secret Plans of the Muramites
Studying the Portal (Yemall, old Dranik) Holding the Fort (General Vurig, old Bloodfields)
Zones: Bloodfields, Precipice of War, and City of Dranik
Discord This place no longer has a name. It has long since been destroyed by Discord. All that remains are a few shells of rock (much like you see in the Void, though that remnant has not yet been fully exploited for it's riches). This is where the latest attack on Norrath originated. There are two major forces at work here. First there is the Mindshear. This creature may be a native of the ideal called Discord, or it might be a creature long ago taken from its home and corrupted into its current form. It has the power to bend minds, and can do so on a massive scale. The goop adventurers will see throughout the area is generated by the Mindshear and is used by the Discordians to soften up their victims. The Discordians interupt the process of the Mindshear, which just destroys creatures and feeds off their mental distress and physical remains, and add their own touches. They have adapted the power of the Mindshear. They use it to twist the minds of their victims and force their bodies to follow. The creation of many of the all-too-familiar beings of Discord, such as the Ukun and the Anuek was done with this process. It takes many, many attempts to discover the right kind of torment for the mind that
brings about a desirable physical form. Thousands, perhaps hundreds of thousands, must die a painful death before the process for any species is perfected. The Discordians are still working on their version of an improved Gnoll, something they call a Gnarl. The other threat is the leader of this small world. He is treated as a god by the creatures of Discord, and therefore is a god. His power is greater than anything adventurers have ever seen, and it is he that has constructed this time-stretching attack on Norrath. The zone is meant for players in "non-raid" gear at about level 85. This zone also contains several raids in the tower, which will not be accessible to non-raiding characters.
There are 11 rares in Disord. Grg`nok Bazu Warsmasher Hexxt Shadowslayer Hexxt Soulhunter Dire Feran Mindrender Pixxt Darkhammer Pixxt Deathbinder Noc Bloodswarmer Deathstalker Spikemangler Veltarik Here are the quests and missions in this theme. Here are the quest givers and quest/mission names. Quests Disheveled Human - Kill the Mindshear Attendants Disheveled Human - Kill the Corporifers Disheveled Human - Free My Mind Disheveled Human - Find Telivar Telivar - You Pays the_Price Telivar - Assist the Riftseekers
Missions Telivar - Kill the Shearspawn Telivar - Inside Information Telivar - Meeting Adjorned Telivar - Stardouser
Zones: Discord, and Tower of Discord
Melee: Warrior Full List of Current SoD AAGeneral: Mental Fortitude 0/3 Base Cost: 5 Description: This passive ability grants you an innate resistance to charm spells. Additional ranks increase your resistance further. Archetype: Armor of Wisdom 0/5 Base Cost: 6 Description: This passive ability reflects your vast experience and grants you an additional amount of innate protection in the form of boosted armor class. Additional ranks further boost your armor class. Empowered Ingenuity 0/3 Base Cost: 4 Description: This passive ability will allow the critical strikes that you do with weapons to deal additional damage in the form of stronger critical hits. Additional ranks increase the power of your critical hits with items (This means for spell crits) Extended Ingenuity 0/3 Base Cost: 4 Description: This passive ability will allow item effects to last longer for you when you use them. Additional ranks further increase the duration increase. Hardy Endurance 0/5 Base Cost: 5 Description: This passive ability will add fifty endurance per rank to your endurance total. Class: Fundament of Combat 0/9 Base Cost: 1 Description: After endless experiences and training some individuals are able to forge their experiences into new understandings of the world around them. Lessons layered on top of other lessons form a tappestry of knowledge. As you master the Fundament of Combat you will unlock other new abilities and secrets. After training the first three ranks of Fundament of Combat you will be able to train in the First Spire of the Warlord. After you master the First Spire and the next three ranks of Fundament of Combat you can then train the Second Spire of the Warlord. After completing your training with the Second Spire and completing the final three ranks of Fundament of Combat you will be able to train the Third Spire of the Warlord and complete your master.
(Fundament of Combat itself will grant you 10 hit points per rank and increase the cap on your strength by 1 per rank) Fire Spire of the Warlord 0/3 Base Cost: 5 Description: You gather your strength and focus your mind which grants you a chance to temporarily reduce your opponent's ability to perform melee attacks. Additional ranks increase the effectiveness of your debuff. Second Spire of the Wardlord 0/3 Base Cost: 5 Description: You gather your strength and focus your mind which grants you additional damage with all of your attacks. Additional ranks increase your damage bonus. Third Spire of the Wardlord 0/3 Base Cost: 5 Description: You gather your strength and focus your mind which grants you heightened levels of defense, allowing you to better survive in melee combat. Additional ranks increase the effectiveness of your mitigation and avoidance. Hastened Fortitude Discipline 0/3 Base Cost: 2 Description: This passive ability will reduce the reuse timer on your Fortitude Discipline by two minutes per rank. Hastened Furious Discipline 0/3 Base Cost: 2 Description: This passive ability will reduce the reuse timer on your Furious Discipline by two minutes per rank. Knee Strike 0/1 Base Cost: 2 Description: You can use this ability to strike your oponent for a small amount of damage. Stomping Leap 0/1 Base Cost: 12 Description: This ability is similar to your Battle Leap ability but will stun your target as you make contact. Vehement Rage 0/3 Base Cost: 9 Description: This ability, when active, will increase the damage you do at the cost of having heals that hit you be less effective. Additional ranks increase your damage dealing abilities. Warlord's Bravery 0/1 Base Cost: 6 Description: This ability, when active, will refuce the amount of damage you take from melee sources for up to 15 attacks. Rogue Rogues, no general AA listed in thread. Here's the rest: As: Archetype ---------
Armor of Wisdom (6-6-6-6-6): +AC AA. Not wholly useful for a rogue, we're not tanking much outside of group zone stuff in a pinch =P. Empowered Ingenuity (4-4-4): +Dmg to crit procs (vs regular Ingenuity which is +proc crit chance). Very nice addition. Ingenuity (3-3-3): Same as previous expansions. Very nice upgrade. Killing Spree (7-9-12): Same as previous expansions. Since there are 9 ranks and the description says +10%, does that mean maxed we have a 90% chance for it to fire? Weapon Affinity (5): Same as previous expansions. What is the point of 1 additional level of weapon affinity? Was there supposed to be more, or is level 6 a huge upgrade over 5? Class ----Cunning Disguise: Barbarian (4): Illusion Barbarian. Cunning Disguise: Erudite (4): Illusion Erudite. Cunning Disguise: Goblin (4): Illusion Goblin. Cunning Disguise: Half-Elf (4): Illusion Half-Elf. Cunning Disguise: Human (4): Illusion Human. Cunning Disguise: Troll (4): Illusion Troll. Frankly, I won't even buy these. Maybe not until after tradeskills that's how far down they rank. Why would I give up my Harpy Illusion with +Attack for these? Maybe if they had some additional bonus I would consider them. I also agree with previous posters that I'd rather trade in some of the "lame" ones for Werewolf, especially if it had +attack. Enduring Vision (8- : Increases Thief's eyes duration +2 ticks per level. This is a fantastic AA. Envenomed Blades (7-7-7): Same as previous expansions. Great upgrade. Expertise of Blades (3-3-3): Extend duration of Ligament Slice by +2 per level. Bleh, can we trade this for something more useful? Maybe a better evade chance AA =P. First Spire of the Warlord (5-5-5): Reduce opponents ability to do melee attacks. Supposed to be First spire of the Rake? Fundament of Combat (1-1-1-1-1-1-1-1-1): Progression for Rake line. Hastened Ligament Slice (6-7-10): Same as previous expansions. Bleh.... Precise Strikes (7-9-12): Same as previous expansions. Yay. Precision (7-9-12): Same as previous expansions. Rogue's Fury (7-7-7): Same as previous expansions. This is great. Second Spire of the Rake (5-5-5): +Dmg to attacks. Seized Opportunity (7-7-7): Same as previous expansions.
Slight of Hand (7-7-7): Hate reduction proc. Very nice AA, but as previously posted it is linked to Envenomed Blades timer. Third Spire of the Rake (5-5-5): +Chance/Dmg to critical strikes. The spire lines are great, but they're all linked. It also does NOT stack with Envenomed Blades. Monk Monk's class only: The new Class AA in the expansion are Neshika's Blink - A short distance teleport forward, meant to be a movement aid (see Blink in WoW for the general idea), 3 ranks which vary the teleport distance atm. Zan Fi's Whistle - This is meant to be an activatable disc AA, it adds +dmg to 1hb, 2hb, and HTH, 3 ranks. Five Point Palm - This is an ability with a shorter re-use that takes 1500 end, does 1500dmg to you, and does a small melee attack, plus a recourse on the target NPC which will then land for a large amount of damage. The damage and the melee attack is the scalable component by rank, 3 ranks. Fundament of Combat - It unlocks the Spire lines, and grants a small str bonus per rank, 9 ranks. First Spire of the Sensei - This currently is a tiny procmod increaser with a recourse of short-duration melee vie, 3 ranks. Second Spire of the Sensei - This is currently a min dmg % increaser, 3 ranks. Third Spire of the Sensei - This currently is a tiny increase to crit chance and the crit multiplier, 3 ranks. Staff Block - Functions like shield block, except with a 2hb. 3 ranks. Old Class AA with new ranks Crippling Strike - Normal upgrade, 3 more ranks Eye Gouge - Normal upgrade, 3 more ranks Stunning Kick - Normal upgrade, 3 more ranks Master's Hastened Combination - Same upgrade as SoF, 3 more ranks - 15sec more off the timer (down to 30sec) Hastened Mend - Same as SoF, 3 more ranks - 90 more seconds off Mend timer (down to 3min) Kick Mastery - Normal upgrade, 3 more ranks Punch Mastery - Normal upgrade, 3 more ranks Technique of Master Wu - Surprise! 3 more ranks, increase fire rate on 3rd attack Strikethrough - Normal upgrade, 3 more ranks for +15% Rapid Strikes - Normal upgrade, 3 more ranks
Berzerker General Combat Agility (5 more ranks) - Increases chance to avoid incoming melee attacks. Combat Stability (5 more ranks) - Further increase damage mitigation. Delay Death (5 more ranks) - More delay death goodness. Discordant Defiance (5 more ranks) - Further increase resist caps Energetic Attunement (5 more ranks) - Further increase regen cap General Sturdiness (5 more ranks) - Flat 100hp per rank. Hastened Origin (3 more ranks) - Reduces origin resuse by 6 minutes per rank Innate Regeneration (5 more ranks) - Adds 1 regen per rank. Natural Durability (3 more ranks) - Increase base HP. Packrat (5 more ranks) - Further reduces overall weight. Planar Power (5 more ranks) - Further increases stat caps. Mental Fortitude (3 ranks) - Increases resistance to charms Mystical Attuning (4 more ranks?) - More buff slotsArchetype Killing Spree (3 more ranks) - Improve chance of Killing Spree proc on death shot. Punishing Blade (3 More ranks) - Increase chance of an extra swing in each attack round with melee. Enhanced Aggression (5 more ranks) - Further increases attack stat cap. Finishing Blow (3 more ranks) - Assuming this adds levels 76, 77, and 78 to the mod trivial. Heightened Endurance (3 more ranks) - Adds +1 endurance regen per rank. Armor of Wisdom (5 ranks) - Flat increase to AC Extended Ingenuity (3 ranks) - Increases duration of Clicky buffs Hardy Endurance (5 ranks) - Flat +50 to endurance pool. Improved Intimidation (1 ranks) - "TEST" Empowered Ingenuity (1 Rank) - Increases power of proc crits. Empowered Ingenuity (1 Rank) - Increases power of proc crits. <---- Bug? Empowered Ingenuity (1 Rank) - Increases power of proc crits. Class Flurry (X more ranks) - More flurries. Precise Blow (3 more ranks) - Increases crit chance. Veteran's Wrath (3 more ranks) - Increase power of crits Blinding Fury (3 more ranks) - Increases chance of Blind proc. Blood Pact (3 more ranks) - More blood pact... Cascading Rage (3 more ranks) - More CR. Hastened Savage Spirit (3 ranks) - Reduces Savage Spirit reuse timer by 3 minutes per rank. Distraction Attack (3 ranks) - 1-minute duration jolt proc buff with 100 proc rate mod. 30 minute reuse. Dying Blow (3 ranks) - Chance for a final attack on dying. Ranks increase power, not chance of attack. Vehement Rage (3 ranks) - Damage mod to all attacks. Heals are less effective on you. 10 minute reuse. Second Wind (1 rank) - Resets all spell casting timers so you can use them immediately. 1 hour reuse. Stomping Leap (1 rank) - Battle Leap plus a stun to your target. Juggernaut Surge (1 rank) - Turns you into an ICE GOLEM. Add damage multiplier
and also snares you. 1 hour reuse. 4-second cast time. 30 second duration. Fundament of Combat (9 ranks) - First 3 ranks open up First Spire, next 3 ranks open up 2nd Spire, last 3 ranks open up 3rd Spire. First Spire of the Savage Lord (3 ranks) - Proc buff that gives a chance of procing an accuracy debuff. Ranks increase power of slow. 30 minute reuse. Second Spire of the Savage Lord (3 ranks) - Throwing discipline that increases the minimum damage of our thrown axes. 30 minute reuse. Include volley? Third spire of the Savage Lord (3 ranks) - 160% mod to all attacks' minimum damage. 30 minute reuse.
Beastlord Ok, I made a quick list of our new & increased aa's (think I got them all!) New with # of ranks----Old with # of increased ranks General AA's -------------Battle Ready - 1 Combat Agility - 5 Combat Stability - 5 Delay Death - 5 Discordant Defiance - 5 Energetic Attunement - 5 General Sturdiness - 5 Hastened Origin - 3 Innate Regeneration - 5 Mystical Attuning - 2 Natural Durability - 3 Packrat - 3 Planar Power - 5 Quick Draw - 1 Archetype AA's -------------Armor of Wisdom - 5 Companion's Alacrity - 3 Companion's Blessing - 3 Companion's Durability - 3 Companion's Fury - 3 Enhanced Aggression - 5 Expansive Mind - 5 Finishing Blow - 3 Fortify Companion - 3 Hastened Fortify Companion - 3 Healing Gift - 3 Hybrid Research - 10 Mastery of the Past - 3 Mental Clarity - 5 Mental Stamina - 5 Mnemonic Retention - 1
Perfected Levitation - 1 Persistent Casting - 3 Summon Companion - 1 Veteran's Wrath - 3 Weapon Affinity - 1 Class AA's -------------Attack of the Warders - 3 Bite of the Asp - 1 Destructive Fury - 3 Extended Swarm - 3 Feral Swipe - 1 First Spire of Savagery - 3 Focused Paragon of Spirits - 3 Fundament of Power - 9 Gorilla Smash - 1 Group Frenzy of Spirit - 1 Hastened Bestial Alignment - 1 Hastened Feral Attacks - 3 Hastened Focused Paragon - 3 Hobble of Spirits - 1 Pact of the Wurine - 1 Paragon of Spirit - 3 Raven's Claw - 1 Roar of Thunder - 3 Second Spire of Savagery - 3 Taste of Blood - 1 Third Spire of Savagery - 3 Warder's Alacrity - 3 Warder's Fury – 5 Bard General Combat Agility - 5 more ranks Combat Stability - 5 more ranks General Sturdiness - 5 more ranks Delay Death - 5 more ranks Discordant Defiance - 5 more ranks - 5 points resist cap Energetic Attunement - 5 more ranks - Gear Cap regen 1 point Mystical Attuning - 2 more ranks - Buff slots Planar Power - 5 more ranks
Quick Draw - 1 more rank - Potion belt slot Mental Fortitude - 3 ranks - Innate resistance to charm spells Hastened Origin - 3 more ranks Innate Regeneration - 5 more ranks Packrat - 3 more ranks Natural Durability - 3 more ranks Archetype Mastery of the Past - 3 more ranks Enhanced Aggression - 5 more ranks Expansive Mind - 5 more ranks Finishing Blow - 3 more ranks Improved Intimidation - 1 rank (Do we even get Intimidation skill?) Mnemonic Retention - 1 more rank - spell gem Armor of Wisdom - 5 ranks - Innate protection in the form of boosted armor class Mental Clarity - 5 more ranks Weapon Affinity - 1 more rank Mental Stamina - 5 ranks - 50 to mana per rank Extended Ingenuity - 3 ranks - Item effects to last longer Persistent Casting - 3 more ranks Class Quick Time - 1 more rank Funeral Dirge - 3 more ranks Bladed Song - 1 more rank Hastened Song of Stone - 3 ranks - Reduce reuse time on SoS by 3 minutes per rank Shield of Notes - 3 more ranks Boastful Bellow - 5 more ranks Cacophony - 3 more ranks Song of Stone - 3 more ranks Destructive Cascade - 3 ranks - Power of any critical hits your damage over time spells will do to your enemy Dance of Blades - 3 more ranks Hastened Cacophony - 3 more ranks Hastened Funeral Dirge - 3 more ranks First Spire of the Minstrels - 3 ranks - Will provide everyone in your group with a reduction in the amount of damage they will take by melee damage - Required Fundamental Power at level 3. Second Spire of the Minstrels - 3 ranks - Will grant more damage done by everyone in your group when they are casting damage spells. Requires Fundamental Power at level 6. Third Spire of the Minstrels - 3 ranks - Will grant additional Damage done by everyone in the group for melee combat. Required Fundamental Power at level 9. Destructive Fury - 3 ranks - Increased your critical spell hits. Flurry - 3 ranks - 2 additional Attack from your primary hand. Enhanced Forgetfulness - 3 Ranks - Increased the chance that you will be successful
with the blurring of the memories of your enemies. Hymn of the Last Stand - 3 more ranks Total Domination - 3 ranks - Adds Strength to your charm spells. Victims of your charm spells are less likely to break out of their charms early. Extended Notes - 3 more ranks Songwriting - 10 ranks - Tradeskill. Each rank will increase yoru max skill for research by 10 points. Dirge of the Sleepwalker - 1 more rank Fundamental Power - 9 ranks - unlocks the spires of learning. Ranger AAs as of 08/18/08: General AAs: Upgrades: Battle Ready 3 - - Battle Ready expands the bandolier by one additional save slot per rank. Combat Agility 24-28 - - Each rank in this ability further increases your chance of completely avoiding incoming melee damage. Combat Stability 24-28 - - Each rank in this ability further increases your mitigation of incoming melee damage. Delay Death 21-25 - - 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. Discordant Defiance 6-10 - - This ability raises the maximum that your resistances can be increased to with items and spells by 5 points per rank. Energetic Attunement 11-15 - - Energetic Attunement enhances your receptivity to the potential healing power of your magical gear. Each rank of this ability increases the maximum by which your hit point regeneration can be raised with items by 1 point. General Sturdiness 6-10 - - Each rank of this ability increases your maximum hit points by 100. Hastened Origin 4-6 - - Decreases the reuse time of your Origin ability by 6 minutes per rank. Innate Regeneration 21-25 - - Raises your innate natural regeneration by 1 hit point point per rank. Mystical Attuning 8-9 - - This ability increases the number of mystical effects that can affect you at once by 1 per rank. Natural Durability 4-6 - - This ability increases your maximum hitpoints by 2, 5, and 10 percent. (The percentages are based off of your base hitpoints, which include stamina and stamina effects.) Packrat 9-11 - - Each rank in this ability improves the efficiency with which you store your gear, effectively reducing your overall weight. Planar Power 16-20 - - Raises the maximum that your statistics can be increased to with items and spells by 5 points per rank. Quick Draw 3 - - Quick Draw expands the potion belt by one additional available item slot per rank. New: Mental Fortitude 1-3 - - This passive ability grants you an innate resistance to charm
spells. Additional ranks increase your resistance further.
Archtype AAs: Upgrades: Punishing Blade 10-12 - - Each rank in this ability increases the chance of scoring an extra hit with all two-handed weapons that you wield. Finishing Blow 16-18 - - This ability further increases the maximum level of NPCs affected by your Finishing Blow ability. The first rank of this ability works on NPCs below level 66, the second rank on NPCs below level 68, and the third rank on NPCs below level 70. Enhanced Aggression 16-20 - - Each rank of this ability increases the maximum amount of attack you can gain from items. Mnemonic Retention 3 - - This ability gives you an additional spell slot so you can memorize an additional spell. Expansive Mind 16-20 - - This ability raises the maximum that your mana regeneration can be increased with items by 1 point per rank. Healing Gift 16-18 - - Each rank in this ability increases the chance to score an exceptional heal. An exceptional heal doubles the healing value of the spell. Mental Clarity 14-18 - - This ability increases your natural mana regeneration by 1 point per rank. Mastery of the Past 13-15 - - This ability makes it impossible for you to fizzle a spell. The first level affects all spells below level 67. The second, on all spells below level 69. The third, on all spells below level 71. You may train in this ability once each level, upon reachi Weapon Affinity 6 - - Through years of practice, you develop a close bond with your weapons. This affinity enhances the performance of your weapons by increasing the rate that they trigger effects. Persistent Casting 4-6 - - Your highly developed concentration creates the possibility of continuing to cast spells while stunned. Increased ranks in this ability increase the chance that your spells will not be interrupted by stuns. New: Perfected Levitation - - This ability grants you a perfected ability to Levitate on demand. Mental Stamina 1-5 - - This passive ability will add fifty mana per rank to your mana total. Armor of Wisdom 1-5 - - This passive ability reflects your vast experience and grants you an additional amount of innate protection in the form of boosted armor class. Additional ranks further boost your armor class. Hybrid Research - - Each rank will increase your max skillcap for research by 10 points.
Class AAs: Upgrades: Hunter's Fury 7-9 - - When you land a killing blow on a non-trivial opponent, you will occasionally draw enough strength from the act to get a instant boost to your endurance as well as increase the damage done by your attacks for the next 30 seconds. Each additional rank inc Headshot 11-13 - - This ability provides you the chance of instantly killing an
opponent(humanoid only) who is too far below you in level to provide a challenge, when using a bow. Coat of Thistles 6-10 - - This ability intensifies the overall effect of damage shields that are cast on you. Additional ranks increase the effectiveness of this ability. Flaming Arrows 4-6 - - While activated, this ability consumes your mana to imbue your arrows with flames that set your opponent alight for a short period. You can deactivate this ability at any time. Frost Arrows 4-6 - - While active, this ability channels the ranger's mana to imbue arrows with an icy impact that freezes the target for a short period. Protection of the Spirit Wolf 7-9 - - When activated, Protection of the Spirit Wolf summons a spirit wolf which will protect you from danger. Each rank in this ability increases the amount of damage that can be averted by the spirit wolf. Guardian of the Forest 13-15 - - This ability transforms you into an exceptionally bloodthirsty wolf that attacks with lightning speed, for a brief time. You may train the three ranks of this ability at or after levels 61, 63, and 65. Auspice of the Hunter 10-12 - - This ability allows you to share your natural affinity for the hunt with your party in the form of greater accuracy, more critical hits, and increased offensive power. Outrider's Accuracy 4-6 - - When active this ability increases your accuracy and the power of your melee attacks. Precision of the Pathfinder 13-15 - - Ranks in this ability increase the accuracy of your melee attacks. Hunter's Attack Power 27-31 - - This ability increases your attack power by 4 each rank. You will gain this ability automatically once each level starting at level 55. Trick Shot 7-12 - - 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. Lightning Strikes 16-18 - - This ability gives you the chance to perform up to two additional attacks with your primary hand. Additional ranks increase the chance you'll perform these additional attacks. Veteran's Wrath 10-12 - - Increases damage dealt when you land a critical hit on a melee attack. This ability does not affect special attacks. New: Hastened Weapon Shield 1-5 - - This passive ability provides a timer reduction to your Weapon Shield Discipline. Each rank will reduce the timer by four minutes. Outrider's Attack - - This activated ability provides you with a short term large boost to attack. Group Guardian of the Forrest 1-3 - - This ability provides a group version of your Guardian of the Forrest ability. Additional ranks increase the power of the effect on your group members. Pack Hunt 1-3 - - You summon a pack of wolves to hunt at your side for a short period of time! Additional ranks increase the power of the pack you summon. Keen Blade 1-3- - This ability gives you a chance to bypass your opponents special defenses such as dodge, block, parry, and riposte. Outrider's Evasion - - This activated ability provides you with a short term large boost to your defense. Ranged Finess 1-3 - - This passive ability will increase the amount of damage you do when you score a critical hit with your archery attacks. Additional ranks increase the critical damage further.
Harmonious Arrow - - This ability provides you with a magical arrow that will be able to draw a single target from a group of enemies. Destructive Fury 1-3 - - This ability increases the strength of your critical spell hits, causing them to do more damage. Spell Casting Reinforcement Mastery - - This ability increases the duration of beneficial buffs that you cast by an additional 10 percent. Fundament of Power 1-9 - - 10 hit points and +1 to Dex cap per rank, requirements linked to the 3 Spire of the Pathfinders AAs. First Spire of the Pathfinders 1-3 - - This ability, when active, will increase your accuracy and damage dealt when using a bow. Additional ranks increase your accuracy and damage. Changed to a proc specialty AA for now. Currently 14% boost to proc rates and 50% to proc damage. It affects Mana Flare and Panther lines as well as BP clicks. Anything with a 0 second cast time really. Also adds a second buff that decreases hate by 50%. Buffblockable if you're tanking. Second Spire of the Pathfinders 1-3 - - You gather your strength and focus your mind which grants you additional damage with all of your attacks. Additional ranks increase your damage bonus. Increases All Skills Minimum Damage Modifier by 160%. Third Spire of the Pathfinders 1-3 - - This ability, when active, will slightly increase your groups durability as well as increase the amount of damage done by any critical melee or spell strikes. Allows you to take about 3% less damage, 20% increase to all hits, 30% to spell damage, and is for the group. Second Wind 1-3 - - By activating this ability you will feel refreshed and all of your spell casting timers will be reset, allowing you to instantly use any of your abilities. Shadow Knight Only class listed. SHould be similar gen and arch to paladins Our class AA list at the moment: generalist: 3 more levels of Immobilizing Bash 3 levels of destructive fury ( veteran's wrath for DDs ) 3 more levels of destructive cascade ( veteran's wrath for DoTs ) pet stuff: 3 more levels to make swarm pet last longer 3 levels of extended swarm, +1 ( that's plus one ) second to swarm pets 3 levels of pet mitigation 5 entries for death's revenge; +1% chance for pet to crit 'typicals': 3 more levels of consumption of the soul 5 more ranks of Touch of the Cursed 3 more levels of Mortal Coil 6 more levels of Intense Hatred 1 more level of Harm Touch 3 more levels of Soul Abrasion
new innates: 3 levels of cascading theft of life ( >=70 level lifetaps can proc HoT ) activated: AA Harm Shield ( 10 minute reuse ) AA Voice of Thule ( 5 minute reuse ) AA Bite of Chaos ( 10 minute reuse ) Encroaching Darkness ( 1 minute reuse no damage snare ) Hate Step ( 15 second reuse Shadow step ) Explosion of Hatred ( 15 minute reuse AE aggro? ) Summon Remains ( 10 minute reuse summon all of targeted group member's corpses ) Second Wind ( 1 hour reuse refresh spell gems ) spires: 1st - plus chance to spells spells & extra spell crit damage 2nd - plus damage to all attacks 3rd - mitigation & avoidance boost Paladin
Cleric Priest Archetype AA: Armor of Wisdom: No opinion yet, need to test it and see numbers. Cascade of Life: Not yet tested. Gate: why not but really not needed. Gift of Exquisite Radiant Mana: could we merge them and have ranks? Though it might require to have them all share the same name and I am not sure everyone would like that since they work on specific level spells. We could maybe see that if you trigger one the actual gift would work on any spell you cast up to that lvl and not just the "level range" spells. Just an idea, there are pros and cons. Perfected IVU: Shouldnt that be linked to IVU? Either by rank or have a prerequesite? I don't really see much use for this AA since we had the instant cast one unless it can be used on anyone in group. Mental Stamina: Nice I always like extra mana but 250 mana for 25 AA seems a bit expensive, although it is granted that AA grinding is faster nowdays. I would more have liked 100 mana per 6 AA on the scale of the general sturdiness. Wont be on my priority list. Healing AAs: Boon Gift etc... was expected. Persistent Casting: Good to have will need to test. I noticed with SoF that even blue mobs would easily interrupt a cast with Persistent rank 3. Cleric Class AA: Celestial Regeneration: 3 extra ranks bringing it up to 15 total ranks. But currently there is another Celestial regeneration AA with also 3 ranks, same description, same requirements. 1 AA greys out the other. Has been reported. Anyways CR upgrades always welcome. Extended Swarm: Ok, what for? Our hammer pets? I don't get the use of that, especially if it is only for 1 second. As it was mentioned above if it is for a minute or even 30 sec, would it work on Pet AA? It wouldnt be right for we could basically chain pull and keep the Pet AA up, I would rather see a reduce refresh AA. Anyways one of the AAs last on my list, totally unecessary I would say. First Spire and others: Have not tested yet. But increase dmg and mitigation? Ok for mitigation, I just aint sure how we are to "specialize" in dealin damage. Group purify soul: Sweet. But shares same timer as single target PS. Either need to unlink them or have the hastened purify soul reduce both timers. Does not make sense
as it is currently. Quickened Renewal: works on spells I never use... Need to have the spells made more interesting. Sanctified Blessing: I like the idea but will have to see numbers. Second Wind: I think I'll use for DI exclusively considered the long refresh timer. Still is nice for raids. Twincast: 3 ranks so 3% chance of casting a second DD (for free I suppose)? 21 AA: last on my list. It's more for fun than useful as I see it, unecessary. Would be different if it was for heals and or cures. Ward of Purity: that one needed a big boost. Eager to try it out. Up to now I barely used it, except when lots of tashing mobs. Druid No AA list as yet. Shaman Class only for these guys: Class AA Dampen Resistance (Activated): Reduces chance for spell resists based on the level you were when you bought the AA. That description right? wouldnt you just wait till 85 to get that in any case? Extended Swarm: Extends swarm pets by 1 second per tier (3 total). Sounds dumb, 3 seconds for swarm pets big deal. Focus of Arcanum (Activated): Greater chance that your detrimental spell will strike your target. so the same thing as Dampen Resistance? too many activated AAs! Hastened Dampened Resistance: Obvious what it does. Hastened Spirit Call: 5 tiers, 30 seconds off per tier. Thats cool i guess Hastened Virulent Paralysis: 3 tiers, 10 seconds off per tier. Very cool~ Languid Bite (Activated); Adds DoTs to slows for limited time. Sounds like an interesting concept, nice way for a shaman to add some dps on raid mobs... my question, does it work on PB AE slow? Quick Cannibalize (Activated): No reuse canni basically 148 damage. i dont get it... Quickened Blood of Nadox: Awsome, default cast time is way long
Second Wind (Activated): Once an hour you can reset your spell refresh timers. Great for Ancestral Intervention, but beside that theres nothing else to use it on... not that i'm complaining. Spirit Walk (Activated): Once every 2 mins can cast Lev + SoW + invis all in 1 buff, 30 min duration. Interesting AA, its basically FoE + invis, will have to see if i like my bandolier'd Shield of Striding / invis AA or that more Sturdy Companion: Makes pet more resistant to attacks. so more pet defensive? w/e i dont really care about pets but i'll get it last. Tirgir's Insect Swarm (Activated): AA PB AE slow. same duration as spell? have to play with it Twincast: Innate chance to do a double cast of the same DD. Sounds fun! Fundament of Wisdom / First - Third Spire of Ancestors: FoW adds hp and sta cap, i'll take it!. To use the First - Third later AAs you need to put points in the Fundament of Wisdom 1-3=First, 4-6=Second, 5-9=Third. First and Second are pretty cool, First being DoTs crits and Second being improved heals. Third seems useless, melee accuracy / procs.
Enchanters No AA list yet Magicians added them up, we have 1046 AAs to spend, unless I missed some~ GENERAL (upgrades to old lines) Battle Ready 3_Requirements: Level 61_Cost 5 = Battle Ready expands the bandolier by one additional save slot per rank. Combat Agility 24-28_Requirements: Level 81/82/83/84/85_Cost 6/7/8/9/10 = The first three ranks of this ability increase melee damage avoidance by 2, 5, and 10 percent. Additional ranks further increase this effect. Combat Stability 24-28_Requirements: Level 81/82/83/84/85_Cost 6/7/8/9/10 = The first three ranks of this ability increase melee damage mitigation by 2, 5, and 10 percent. Additional ranks further increase this effect. Delay Death 21-25_Requirement: Level 81/82/83/84/85_Cost 5/5/5/5/5 = This ability increases how far below zero your ht points can fall before you die by 50 hit points per rank. You will still fall unconscious when you reach zero hit points. Discordant Defiance 6-10_Requirement: Level 71/72/73/74/75_Cost 5-5-5-5-5 = This ability increases the maximum that your resistances can be increased with items and spells by 5 points per rank. Energetic Attunement 11-15_Requirement: Level 81/82/83/84/85_Cost 5/5/5/5/5 = Energetic Attunement enhances your receptivity to the potential healing power of your medical gear. Each rank of this ability increases the maximum by which your hit
point regeneration can be increased with items by 1 point. General Sturdiness 6-10_Requirement: Level 81/82/83/84/85_Cost 6/6/6/6/6 = Each rank of this ability increases your maximum hit points by 100. Hastened Origin 4-6_Requirement: Level 73/74/75_Cost 3/3/3 = Decreases the reuse of the time of your origin ability by 6 minutes per rank. Mystical Attuning 8-9_Requirement: Level 80/85_Cost 5/5 = This ability increases the number of mystical effects that can affect you at once by 1 per rank. Natural Durability 4-6_Requirement: Level 60/60/60_Cost 2/4/6 = This ability increases you maximum hit points by 2, 5, and 10 percent. (The percentages are based off your base hitpoints, which include stamina and stamina effects.) Packrat 9-11_Requirement: Level 70/70/70_Cost 3/3/3 = Each rank in this ability improves the efficiency with which you store your gear, effectively reducing your overall weight. Planar Power 16-20_Requirement: Level 76/77/78/79/80_Cost 5/5/5/5/5 = This ability raises the maximum that your statistics can be raised to, with items or spells, by 5 points per rank. Quick Draw 3_Requirement: Level 61_ Cost 5 = Quick raw expands the potion belt by one additional available item slot per rank.GENERAL (new) Mental Fortitude 1-3_Requirements: Level 75/80/85_Cost 5/5/5 = This passive ability grants you an innate resistance to charm spells. Additional ranks increase your resistance further. ARCHETYPE (upgrades to old lines) Companion's Blessing 4-6_Requirement: Level 81/82/83_Cost 7/8/9 = Bless your companion with an enduring heal that will last for 1 minute and heal for increasing amounts of health. Each rank increases the amount your companion is healed for. Companion's Durability 4-6_Requirement: Level 81/83/85_Cost 3/3/3 = Increases the hitpoints of your companion by 1,3, and 5 percent. Destructive Fury 10-12_Requirement: Level 81/83/85, Fury of Magic 6_Cost 7/9/12 = Each rank of this ability increases the strength of your critical spell hits causing them to do more damage. Expansive Mind 16-20_Requirement: Level 81/82/83/84/85_Cost 7/8/9/10/12 = This ability raises the maximum that your mana regeneration can be increased with items by 1 per rank. Fortify Companion 4-6_Requirement: Level 76/79/82_Cost 6/6/6 = Reduces the damage your pet takes from damage shields when striking a foe with the off hand as well as provides a small amount of evasion and mitigates the effects of melee and spell damage, up to a point. Each rank further increases the power of these effects. Hastened Silent Casting 4-6_Requirement: Level 79/81/83_Cost 6/6/6 = This ability will reduce the reuse of your Silent Casting ability by 3 minutes per rank. Mastery of the Past 13-15_Requirement: Level 81/82/83_Cost 8/8/8 = Description outdated. I assume at rank 15 you will never fizzle spells lvl 80 and below. Mental Clarity 14-18_Requirement: Level 81/82/83/84/85_Cost 5/5/5/5/5 = This ability increases your mana regeneration by 1 point per ability level. Mnemonic Retention 3_Requirement: Level 80_Cost 6 = This ability gives you an additional spell slot so you can memorize an additional spell Persistant Casting 4-6_Requirement: Level 60/60/60_Cost 3/9/6 = Your highly developed concentration created the possibility to continue to cast spells while stunned. Increased ranks in this ability increase the chance that your spells will not be interrupted by stuns. Spell Casting Subtlety 10-12_Requirement: Level 81/83/85_Cost 7/9/12 = The first
three ranks of this ability make NPCs notice your magical activities 5, 10, and 20 percent less. Additional ranks of this ability further enhance this effect.ARCHETYPE (new) Companion's Fury 1-3_Requirement: Level 81/81/81_Cost 7/7/7 = This passive ability will grant a chance for your companion to score a critical hit when attacking via melee. Additional ranks increase the chance of a critical hit. Gate_Requirement: Level 55_Cost 3 = This ability grants you an additional version of your gate spell. Gift of Exquisite Radiant Mana(same name)_Requirement: Level 81_Cost 9, Gift of Exquisite Radiant Mana (SoF version) = same description as SoF version. I assume it will be updated when they finalize the name? Hastened Fortify Companion 1-3_Requirement: Level 75/75/75, Fortify Companion 1_Cost 4/4/4 = This passive ability will decrease the amount of time you must wait between uses of your Fortify companion ability by 2 minutes per rank. Mental Stamina 1-5_Requirement: Level 65/70/75/80/85_Cost 5/5/5/5/5 = This passive ability will add 50 mana per rank to your mana total. Perfected Levitation_Requirement: Level 75_Cost 7 = This ability grants you a perfected ability to levitate on demand. Summon Companion_Requirement: Level 55_Cost 3 = this ability grants you a faster casting version of your summon companion spell. CLASS (upgrades to old lines) Companion of Necessity 2_Requirement: Level 83_Cost 6 = Summons a short duration pet that will briefly gain the attention of one creature and then cause that creature to forget all anger when the pet dies. Companion's Gift 4-6_Requirement: Level 81/83/85_Cost 7/9/12 = This ability grants you the ability to score an exceptional heal when healing your pet. Elemental Alacrity 15-17_Requirement: Level 81/83/85_Cost 7/9/12 = This ability imbues summoned elementals with the ability to flurry attacks. Additional ranks in this ability increase your elemental's chance to flurry. Elemental Fury 16-20_Requirement: Level 81/82/83/84/85_Cost 6/6/6/6/6 = Each rank of this ability increases the critical hit chance of your pet's melee attacks. Extended Burnout 7-9_Requiremnt: Level 81/83/85_Cost 5/5/5 = This ability increases the duration of your Frenzied Burnouts by 12 seconds per rank. Fire/Stone/Ice/Vapor Core 3 _ Requirement: Level 81_Cost 9 = Same description as previous cores. Frenzied Burnout 3_ Requirement: Level 84_Cost 10 = This ability allows you to cast a buff on your pet that will cause it to go berserk, doing increased damage. Host of Elements 10-12_Requirement: Level 78/81/84_Cost 6/7/10 = No description for ranks 10-12. Servant of Ro_10-12_Requirement: Level 81/83/85_Cost 12/12/12 =This ability calls a loyal servant into being who will repeatedly hurl fire at your target. Additional ranks of this ability increase the damaging capability of the servant. CLASS (new) Extended Swarm 1-3_Requirement: Level 81/83/85_Cost 7/7/7 = This passive ability will extend the duration of your swarm pets by 1 second per rank. Focus of Arcanum_requirement: Level 81_Cost 9 = This activated ability will allow you to focus on the mystical arts for a short time granting you a greater chance that you detrimental spells will strike your target. Group Perfected Invis_Requirement: Level 76, Perfected Invis_cost 5 = An invisibility that will not fade over time than you can share with your group.
Malosinete_Requirement: Level 75_Cost 6 = This ability gives you a version of your malo line of spells that is slightly more reliable than other versions. Second Wind_Requirement: Level 81_Cost 7 = by activating this ability you will feel refreshed and all of your spell casting timers will be reset allowing you to instantly use any of your abilities. Spell Casting Reinforcement Master_Requirement: Level 59, Spell Casting Reinforcement 3_Cost 8 = This ability increases the duration of all beneficial buffs that you can cast by an additional 10 percent. Sturdy Companion 1-3_Requirement: Level 83/84/85_Cost 7/7/7 = This passive ability will make all of your pets more resistant to attack. Each rank will add additional mitigation to your pet. Theft of Essence 1-3_Requirement: Level 60/65/70_Cost 4/4/4 = This ability gives you a chance to steal power from a summoned creature and give it to your pet when you use a bane spell on a summoned creature. Additional ranks increase the power given to your pet. Twincast 1-3_Requirement: Level 81/81/81_Cost 7/7/7 = This ability will give you the innate chance to perform a twincast each time you cast a direct damage spell. Each rank will give you a 1% chance to perform twincast. Fundament of Intellect 1-3_Requirement: Level 85/85/85_Cost 1/1/1 = After endless experiences and training some individuals are able to forge their experiences into new understandings of the world around them. Lessons layered on top of other lessons form a tapestry of knowledge. As you master the Fundament of Intellect you will unlock other new abilities and secrets. After training the first three ranks of Fundament of Intellect you will be able to train in the First Spire of Elements. After you master the First Spire and the next three ranks of Fundament of Intellect you can then train the Second Spire of Elements. After completing your training with the Second Spire and completing the final three ranks of Fundament of Intellect you will be able to train the Third Spire of Elements and comlete your mastery. Fundament of Intellect itself will grant you 10 mana per rank and increase the cap on your intelligence by 1 point per rank. First Spire of the Elements 1-3_Requirement: Level 85/85/85, Fundament of Intellect 3_Cost 5/5/5 = This ability, when activated, will increase the chance that you will perform a critical strike with your spells. Additional ranks increase the chance that you will perform a critical strike. Fundament of Intellect 4-6_Requirement: Level 85/85/85, First Spire of Elements 3_Cost 1/1/1 = Same as description as the first 3 ranks. Second Spire of the Elements 1-3_Requirement: Level 85/85/85, Fundament of Intellect 6_Cost 5/5/5 = This ability, when activated, will provide your pet with a proc that has an excellent chance of damaging your pet's foe. Fundament of Intellect 7-9_Requirement: Level 85/85/85, Second Spire of the Elements 3_Cost 1/1/1 = Same description as the first 6 ranks. Third Spire of the Elements 1-3_Requirements: Level 85/85/85, Fundament of Intellect 9_Cost 5/5/5 = This ability, when active, will place a powerful damage shield on your entire group and increase your group's resistance to fire. Additional ranks increase the power of the damage shielf and resistance. Necromancers General:
Discordant Defiance - higher resist caps general sturdiness - more hp mental fortitude - innate resiatcne to charm natural durability - more hp planar power - more stat caps
Archetype: armor of wisdom - more ac companion's alacrity - pet flurry companion's fury - pet crits destructive fury - 3 more ranks of spell crits expansive mind - 5 more ranks of ft cap gate - guess gift of mana x - another mana saving aa hastened fortify companion - decrease AA recast mental clarity - 5 more ranks of ft mental stamina - +50 mana/rank mnemonic retention - another spell gem perfected invisibility to undead - guess persistent casting - prevent stuns from stopping spell casting summon companion - guess
Class: blood magic - another rank destructive cascade - a few more ranks of dot overcrits encroaching darkness - AA snare with no dmg component, 1min refresh etended swarm - swarm pets last 1 second longer per rank first spire of necromancy - increase chance to crit dots focus of arcanum - decreases resists by 10% or so fundament of intellect - unlocks the spires of necromancy, by itself gives you some mana or hp. gathering dusk - new rank gift of the grave - zombie illusion with a 3% mitigation mod harmshield - AA DA hastened blood magic - shorten bm recast timer hastened swarm of decay - shorten sod recast timer overpower undead - low resistance undead mez rise of bones - swarm pets second spire of necromancy - a pet dps proc second wind - refresh all spell casting timers, 1 hour reuse spell casting reinforcement mastery - longer buffs, yay sturdy companion - better pet mitigation summon remains - 3 ranks of a new corpse summons? swarm of decay - more ranks of sod
third spire of necromancy - increase dot crit dmg twincast - a direct damage spell will have a small chance of being duplicated wisperwind - randomly teleport yourself forward a bit Wizard GeneralBattle Ready (1) - 5 - Bandolier slot Combat Agility (5) - 6 - damage avoidance Combat Stability (5) - 6 - damage mitigation Delay Death (5) - 5 - purple club, 50 hp per rank Discordant Defiance (5) - 5 - raises resists 5 points per rank Energetic Attunement (5) - 5 - raises hp regen cap General Sturdiness (5) - 6 - 100 hp per rank Hastened Origin (3) - 3 - 6 mins per rank Innate Regeneration (5) - 3 - 1hp regen / rank Mental Fortitude (3) - 5 - innate resistance to charm Mystical Attuning (2) - 5 - more buff slots Natural Durability (3) - 2 - raises max hp Packrat (3) - 3 - reduces weight Planar Power (5) - 5 - raises stat cap, 5 per rank Quick Draw (1) - 5 - potion belt slot Archetype Armor of Wisdom (5) - 6 - AC Expansive Mind (3) - 7 - raises mana regen cap Gate (1) - 3 Gift of Exquisite Radiant Mana (1) - 9 Hastened Silent Casting (3) - 6 - 3 min / rank Mastery of the Past (3) - 9 Mental Clarity (5) - 5 - mana regen 1pt / rank Mental Stamina (5) - 5 - 50 mana per rank Mnemonic Retention (1) - 6 - another spell slot Perfected Levitation (1) - 7 - fly Persistent Casting (3) - 3 - channel thru stuns Spell Casting Subtlety (3) - 7 - hate reduction Class Arcane Overkill (3) - 6 Arcomancy (3) - 7 Atol's Shackles (1) - 7 - description must be wrong, probably an AA snare Call of Xuzl (3) - 7 Cryomancy (3) - 7 Destructive Fury (3) - 7 - Strength of critical hits Druzzil's Mystical Familiar (1) - 9 Eci's Icy Familiar (1) - 9 Extended Swarm (3) - 7 - extend duration of swarm pets 1 sec / rank First Spire of Arcanum (3) - 5 - activated, 30 min refresh, increase crit chance Focus of Arcanum (1) - 9 - activated, greater chance that your detrimental spells will hit Force of Will (3) - 7 - aa nuke (975 dmg first rank), does crit Fortified Entanglement (3) - 5 - root strength
Fundament of Intellect (9) - 1 - may train Spires of Arcanum, 1 after 3 ranks of this, etc Fury of Druzzil (3) - 7 - additional dmg to magic spells Fury of Eci (3) - 7 - additional dmg to ice spells Fury of Ro (3) - 7- additional dmg to fire spells Group Perfect Invisibility (1) - 5 Harvest of Druzzil (1) - 6 Hastened Call of Xuzl (3) - 3 - 1 min / rank Hastened Manaburn (6) - 5 - 6 min / rank Improved Familiar (1) - 12 Mind Crash (3) - 9 Pyromancy (3) - 9 Ro's Flaming Familiar (1) - 9 Second Spire of Arcanum (3) - 5 - activated, 30 min refresh - increases damage done by critical spell strikes Second Wind (1) - 7 - refresh all spell timers Spell Casting Reinforcement Mastery (1) - 8 - 10% duration increase Third Spire of Arcanum (3) - 5 - activated, 30 min refresh - decrease mana cost of det spells Twincast (3) - 7 - passive, 1% chance to perform twincast each rank Volatile Mana Blaze (3) – 7
DESCRIPTION Shaman-82-Rank1 Shaman-82-Rank2 Shaman-82-Rank3 LVL 78 78 78 MAX_HP 7434 9912 12390 BASE_AC 138 138 138 BASE_DAMAGE 50 55 59 MIN_DAMAGE 39 44 47 ATTACK_SPEED 2800 2800 2800 BASE_ATTACK 80 85 90 EXTRA_OFFENSE 80 85 90
Wizard-84-Rank1 Wizard-84-Rank2 Wizard-84-Rank3
68 68 68
786 786 786
63 63 63
82 93 99
83 92 98
2000 2000 2000
80 85 90
80 85 90
Cleric-83-Rank1 Cleric-83-Rank2 Cleric-83-Rank3
68 68 68
786 786 786
63 63 63
82 93 99
83 92 98
2000 2000 2000
80 85 90
80 85 90
Shadowknight-83-Rank1 Shadowknight-83-Rank2 Shadowknight-83-Rank3
75 75 75
7541 10055 12568
135 135 135
82 93 99
83 92 98
2800 2800 2800
80 85 90
80 85 90
Pet-Enchanter-81-Rank1 Pet-Enchanter-81-Rank2 Pet-Enchanter-81-Rank3
78 78 78
7434 9912 12390
163 163 163
82 93 99
83 92 98
2800 2800 2800
80 85 90
80 85 90
Beastlord-85 Beastlord-85-Servant of Chaos Beastlord-85-Spire Servant Beastlord-85-Servitor of Scale Beastlord-85-New Focus1
80 81 81 82 82
15893 18203 18598 18921 19315
875 950 978 1084 1211
68 72 74 75 77
46 50 51 52 53
2800 2800 2800 2800 2800
58 60 60 60 60
58 60 60 60 60
Beastlord-85-New Focus2 Beastlord-85-New Focus3 Beastlord-85-New Focus4 Beastlord-85-Spirit Guardian Beastlord-85-Crystal Guardian Beastlord-85-SKU16 Focus1 Beastlord-85-SKU16 Focus2 Beastlord-85-Swarm-Base Beastlord-85-Swarm-Servant of Chaos Beastlord-85-Swarm-Spire Servant Beastlord-85-Swarm-Servitor of Scale Beastlord-85-Swarm-New Focus1 Beastlord-85-Swarm-New Focus2 Beastlord-85-Swarm-New Focus3 Beastlord-85-Swarm-New Focus4 Beastlord-85-Swarm-Spirit Guardian Beastlord-85-Swarm-Crystal Guardian Beastlord-85-Swarm-SKU16 Focus1 Beastlord-85-Swarm-SKU16 Focus2
83 83 84 84 84 84 84 85 85 85 85 85 85 85 85 85 85 85 85
19636 20028 20346 20738 21129 21527 21932 24448 27503 28522 29541 30559 32597 34634 36671 36671 40430 44575 49143
1339 1403 1509 1636 1764 1902 2051 145 145 145 145 145 145 145 145 145 145 145 145
78 80 81 82 83 84 86 146 165 168 172 176 180 183 187 191 194 198 201
54 55 56 58 60 62 63 109 110 113 115 117 120 122 125 127 129 132 134
2800 2800 2800 2800 2800 2800 2800 2000 2000 2000 2000 2000 2000 2000 2000 2000 2000 2000 2000
61 60 61 61 61 61 61 78 77 78 78 78 78 79 78 78 80 79 81
61 60 61 61 60 60 60 78 78 78 79 79 78 79 79 80 81 80 81
Magician-81 Magician-82 Magician-83 Magician-85 Magician-81-Servant of Chaos Magician-82-Servant of Chaos Magician-83-Servant of Chaos Magician-85-Servant of Chaos Magician-81-Spire Servant Magician-82-Spire Servant Magician-83-Spire Servant Magician-85-Spire Servant Magician-81-Servitor of Scale Magician-82-Servitor of Scale Magician-83-Servitor of Scale Magician-85-Servitor of Scale Magician-81-New Focus1 Magician-82-New Focus1 Magician-83-New Focus1 Magician-85-New Focus1 Magician-81-New Focus2 Magician-82-New Focus2 Magician-83-New Focus2 Magician-85-New Focus2 Magician-81-New Focus3 Magician-82-New Focus3 Magician-83-New Focus3 Magician-85-New Focus3 Magician-81-New Focus4 Magician-81-New Focus4 Magician-81-New Focus4 Magician-81-New Focus4
80 80 80 80 81 81 81 81 81 81 81 81 82 82 82 82 82 82 82 82 83 83 83 83 83 83 83 83 84 84 84 84
15478 13819 9121 19347 17727 15829 10901 22160 18113 16172 11128 22641 18426 16452 11310 23033 18810 16794 11537 23513 19122 17074 11720 23903 19504 17415 11944 24380 19815 17692 12126 24769
875 750 590 1150 950 790 701 1190 978 805 784 1200 1084 893 866 1275 1211 998 908 1425 1339 1103 976 1575 1403 1155 1059 1650 1509 1243 1141 1775
112 114 44 85 122 123 49 95 125 126 50 98 127 129 51 100 130 131 51 102 132 134 53 104 134 137 54 106 136 139 55 108
102 94 23 77 113 101 24 82 115 103 25 83 117 104 26 84 119 107 28 86 121 108 28 87 125 110 28 89 127 113 28 90
2800 2800 2800 2800 2800 2800 2800 2800 2800 2800 2800 2800 2800 2800 2800 2800 2800 2800 2800 2800 2800 2800 2800 2800 2800 2800 2800 2800 2800 2800 2800 2800
142 132 38 142 142 132 39 142 143 132 38 142 145 132 37 142 145 133 37 142 146 133 35 147 146 133 36 146 146 132 37 144
142 132 40 142 142 132 40 142 143 132 40 142 144 132 38 142 144 133 36 142 146 133 35 147 146 133 36 146 146 133 36 144
Magician-81-Spirit Guardian Magician-82-Spirit Guardian Magician-83-Spirit Guardian Magician-85-Spirit Guardian Magician-81-Crystal Guardian Magician-82-Crystal Guardian Magician-83-Crystal Guardian Magician-85-Crystal Guardian Magician-81-SKU16 Focus1 Magician-82-SKU16 Focus1 Magician-83-SKU16 Focus1 Magician-85-SKU16 Focus1 Magician-81-SKU16 Focus2 Magician-82-SKU16 Focus2 Magician-83-SKU16 Focus2 Magician-85-SKU16 Focus2 Magician-85 Magician-85-Servant of Chaos Magician-85-Spire Servant Magician-85-Servitor of Scale Magician-85-New Focus1 Magician-85-New Focus2 Magician-85-New Focus3 Magician-85-New Focus4 Magician-85-Spirit Guardian Magician-85-Crystal Guardian Magician-85-SKU16 Focus1 Magician-85-SKU16 Focus2 Magician-85-RS-Base Magician-85-RS-Servant of Chaos Magician-85-RS-Spire Servant Magician-85-RS-Servitor of Scale Magician-85-RS-New Focus1 Magician-85-RS-New Focus2 Magician-85-RS-New Focus3 Magician-85-RS-New Focus4 Magician-85-RS-Spirit Guardian Magician-85-RS-Crystal Guardian Magician-85-RS-SKU16 Focus1 Magician-85-RS-SKU16 Focus2
84 84 84 84 84 84 84 84 84 84 84 84 84 84 84 84 80 81 81 82 82 83 83 84 84 84 84 84 85 85 85 85 85 85 85 85 85 85 85 85
20196 18032 12361 25245 20577 18373 12602 25722 20965 18720 12847 26207 21361 19074 13098 26702 15478 17727 18113 18426 18810 19122 19504 19815 20196 20577 20965 21361 24448 27503 28522 29541 30559 32597 34634 36671 36671 40430 44575 49143
1636 1348 1230 1925 1764 1453 1326 2075 1902 1566 1429 2237 2051 1688 1540 2412 725 790 805 893 998 1103 1155 1243 1348 1453 1566 1688 145 145 145 145 145 145 145 145 145 145 145 145
139 142 56 110 142 145 57 112 145 148 58 114 148 150 59 116 112 122 125 127 130 132 134 136 139 142 145 148 292 317 324 332 339 346 353 360 368 375 382 389
129 115 29 92 131 116 30 94 133 118 31 96 135 120 32 98 102 113 115 117 119 121 125 127 129 131 133 135 292 317 325 331 338 346 353 361 367 375 382 389
2800 2800 2800 2800 2800 2800 2800 2800 2800 2800 2800 2800 2800 2800 2800 2800 2800 2800 2800 2800 2800 2800 2800 2800 2800 2800 2800 2800 1500 1500 1500 1500 1500 1500 1500 1500 1500 1500 1500 1500
147 132 37 147 147 133 35 147 147 133 35 144 148 133 34 144 142 142 143 145 145 146 146 146 147 147 147 148 192 192 192 192 192 192 192 192 192 191 192 192
146 133 36 146 147 133 36 146 147 133 35 145 147 133 34 145 142 142 143 144 144 146 146 146 146 147 147 147 190 192 191 192 193 192 192 192 192 192 192 193
Necromancer-85 Necromancer-82 Necromancer-85-Servant of Chaos Necromancer-82-Servant of Chaos Necromancer-85-Spire Servant Necromancer-82-Spire Servant Necromancer-85-Servitor of Scale Necromancer-82-Servitor of Scale Necromancer-85-New Focus1 Necromancer-82-New Focus1 Necromancer-85-New Focus2
80 80 81 81 81 81 82 82 82 82 83
13819 16114 15829 18457 16172 18858 16452 19184 16794 19584 17074
725 875 790 950 805 978 893 1084 998 1211 1103
76 70 81 78 83 80 85 81 87 82 88
45 46 49 49 50 50 51 51 51 53 53
2800 2800 2800 2800 2800 2800 2800 2800 2800 2800 2800
66 66 65 66 65 66 64 67 66 67 66
64 65 66 65 65 65 65 66 65 67 65
Necromancer-82-New Focus2 Necromancer-85-New Focus3 Necromancer-82-New Focus3 Necromancer-85-New Focus4 Necromancer-85-New Focus4 Necromancer-85-Spirit Guardian Necromancer-85-Spirit Guardian Necromancer-85-Crystal Guardian Necromancer-85-Crystal Guardian Necromancer-85-SKU16 Focus1 Necromancer-85-SKU16 Focus1 Necromancer-85-SKU16 Focus2 Necromancer-85-SKU16 Focus2
83 83 83 83 83 84 84 84 84 84 84 84 84
19909 17415 20306 17756 20704 18032 21026 18373 21423 18720 21827 19074 22238
1339 1155 1403 1243 1509 1348 1636 1453 1764 1566 1902 1688 2051
83 90 85 92 87 93 88 95 89 97 91 99 92
54 54 55 55 56 56 57 56 59 57 60 58 62
2800 2800 2800 2800 2800 2800 2800 2800 2800 2800 2800 2800 2800
68 66 68 66 67 67 68 68 68 68 68 68 68
68 65 68 65 68 67 69 68 69 68 69 68 69
Scholar Joined: Feb 12, 2007 Messages: 59 Offline I am generally curious about what the dev plans for mercenaries are. I keep hearing the devs say "What you see now from merc wont be what you see in a week" but never go into any kind of specifics. This generally makes me uneasy and uncertain about what exactly to expect from the mercenaries. 1) How much do you plan on adjusting the mercenary costs and upkeep? Do these costs scale with levels? ((I havent had a chance to test the upkeep)) 2) Are we just gonna have fighter/cleric archetypes for the merc? Or anymore diversity going to be added. 3) The AI is pretty good. But the will there be any utility added to them? Just how smart do you intend them to be, ((Runner control, CC ect)) 4) What are the differences between all the ranks that exist? Been having a very difficult time figuring this one out. They all cost the same ((or did last time I checked. I will be logging in shortly to check more about it))
Anyway. It'd just nice to be able to hear some more concrete information on the merc's because its difficult to test them currently not knowing exactly what your getting ect.
Thanks! Natily SKlug
EQ Coder Joined: Aug 21, 2007 Messages: 879 Offline I can answer 2 and 3, I'll let Madoc answer 1 and 4. 2) For the expansion, we will only have fighter/cleric archetypes. Later, we will add more, probabaly rogue and wizard style DPS first. 3) The general rule with how smart we intend them to be is, smart enough to be useful, but not smart enough to make them always perferred over a real player. That's a fine line, which is hopefully where feedback from players will be very useful. If you see the AI's going significanly past either of those lines (too dumb/or too smart) let me know. In terms of the AI, and what you should be testing. The healer AI is fairly close to where I want it. There's a couple of small tweaks I may put in if we get time:
I want to make the reactive stance a bit more reactive, by shortening the time window over which it averages damage on its heal targets. I'd like to make it a little smarter about when it roots (while in aggressive mode) by checking things like whether the mob is already snared, etc. I'd like to make them move away form enemies that are hitting them when they're not on the top of its hate list.
For the tank AI, I'm hopefully going to be spending some time on them this week:
I need to give them access to and the ability to determine when to use a lot more tank abilities and disciplines. This may be too time consuming though, and I may have to focus on one or two. Defensive discipline comes to mind. Even determining when he should fire that off may be tricky. Giving them a range attack could be very helpful. Having them use it in conjunction with a puller would be even better.
In a week or so I'd also like to organize a load test, where we get 40 or so people in a zone and test what kind of zone load that 40 mercenaries puts on a zone. So those are my current plans for AI work. And there's a million smaller details that would take too long to write up here. Ghost-of-Maddoc
EQ Asst. Lead Designer Joined: Mar 30, 2004 Messages: 1392 Offline To answer questions 1 and 4 from above: The hire and upkeep costs will be adjusted pretty significantly over the coming weeks, and the upkeep cost should scale upward as you level. The reasoning behind that is the more powerful you get (ie, gaining levels) the more money your mercenary is going to want to stick around and help you in the more 'dangerous' content. There's certainly no intention for a player to hire a mercenary at level 1 and pay the level 1 upkeep cost for the remainder of their lifetime. As far as the difference in the ranks is concerned, there are two different classifications that you guys have to choose from when it comes to mercenaries. The first is the Apprentice, Journeyman, and Master level mercenaries, and the difference between these are simple: Rank 1, 2, and 3 spells. The second is the 'Tier' of the mercenary, and the difference between those are primarily increases in statistical power such as hitpoints, mana, endurance, armor class, avoidance, damage and delay, etc. Edit: And to some degree, the tiering may reflect the mercenary's relative competence. A Tier 1 tank may be inexpensive to hire and keep around, but he may also be likely to flee in certain undesirable situations (more than one mob in camp, or low health, for instance).
Message edited by Ghost-of-Maddoc on 09/14/2008 10:34:40. SKlug
EQ Coder Joined: Aug 21, 2007 Messages: 879 Offline Sarkaukar-Povar wrote: And, at what levels will higher level mercs NOT buff lower level players put into group? Will the same restrictions apply to them as it does with players themselves? (chuckles) and if a tier 1 tank/cleric runs when more than 1-3 mobs on aggro, will they actually run to the zone out, train other groups, or simply something like " You got to be fraking kidding!!! Bye" and poof..?
Mercs follow the same restrictions as player on what level characters they can buff. We're still working on the AI for mercs that have "character flaws". But I would imagine they will run as if they had fear cast on them, though I may put in something to keep them from making the situation worse, in other words, they'll only run if they don't have any mobs following them. But in those cases, they will shut down for a while, and not contribute to help the crisis. The concept of the mercs with character flaws is something we want to put in to help balance costs for those that may not care about such flaws. However, it is lower priority than a lot of other things on our list. So we'll see if we get to them.
08/28/2008 10:12:30 Subject: Re:Merc's and logging out Ghost-of-Maddoc
EQ Asst. Lead Designer Joined: Mar 30, 2004 Messages: 1311 Offline That depends on what you mean by 'stay'. Mercenaries will 'log out' when you log out, so they won't stick around in the world any longer than you do. Mercenaries are associated with your character indefinitely, meaning that if you log out and come back a year later, your mercenary will spawn when you log in and have the same amount of pre-paid time remaining as he had when you last logged out.
09/03/2008 11:44:06 Subject: Re:Re:Re:Re:To make mercs easier to use, can LAA req. be changed to 2 instead of 3? Ghost-of-Maddoc
EQ Asst. Lead Designer Joined: Mar 30, 2004 Messages: 1311
Offline SKlug wrote: heracy wrote: SKlug wrote: We will be taking a much more general approach to solving this problem. Barring any problems, we will be allowing you to see what buffs your target has in the target window. Wait, does this include NPC mobs? That's the current thinking, yes. The basic functionality will likely include being able to see PC, mercenary, and pet buffs right out of the box. The more 'advanced' functionality would include seeing NPC buffs as well and would be replacing the "Inspect Buffs" leadership AA.
Basically there are two types, Warrior and Cleric, at least to start. These are each divided up by levels in 5 level increments. Each level is further divided up by tier 1,2 or 3. For instance I tested a Tier 3, level 85 Cleric and it had Rk.3 spells and a great mana pool. Regen is higher than expected so will be modified by launch. For capabilities, they are less capable than a PC at the same level. The cleric never did a Divine Arb of any kind. The level 80 tier 3 warrior apparently has problems tanking Ashengate level content. These may be tuned more by launch. They cost roughly 470plat to start, and around 80 plat every 15 minutes thereafter, at least for now. May change by launch.
EQ Asst. Lead Designer Joined: Mar 30, 2004 Messages: 1392 Offline Murril wrote: Apologies for semi - hijacking this thread, but the title is related to my question (and I didn't want to create a new thread). Do Mercenaries take experience from a player and if so how much? Is it the same as a normal player? Personally I would like to see them actually take more than a normal player to encourage people to take Player controlled characters along rather than computer controlled ones. Murril Merryweather Paths of the Heart The Rathe
Yes, they take experience as though they were a normal player in the group, and they have other deficiencies that should encourage groups to take a PC whenever available. Ghost-of-Maddoc
EQ Asst. Lead Designer Joined: Mar 30, 2004 Messages: 1392 Offline heracy wrote: chudgi2 wrote: True but I cant box and walk away and get xp, perhaps they should only be active if I have pressed a key in the last say 15 minutes
But i think his point is he would not HAVE to be there to get xp. I could load up my lvl 75 warrior, get a healer Merc, load up my lvl 50 alt, get a tank merc. Then head to say Crypt of Naddox. Park my PC Tank in an area that gests alot of agro, and walk away. As long as I had coin to keep the mercs paid, as long as mobs agroed my tank, the mercs would take over. The alt would fly up in levels, and you would Not have to be there. While that may currently be the case, it would be silly to expect we're not going to address that type of an exploit. Ghost-of-Maddoc
EQ Asst. Lead Designer Joined: Mar 30, 2004 Messages: 1392 Offline There are some circumstances pertaining to pet damage that will reduce the experience gained by 75%, which was introduced many years ago to prevent afkkilling of mobs for experience. This will not change. There will, however, be a similar type system put in place for mercenaries, though it include a lot more variables than just damage done, and that's about all the details I have on it right now. Message edited by Ghost-of-Maddoc on 09/18/2008 11:20:30.
EQ Asst. Lead Designer Joined: Mar 1, 2004 Messages: 863 Offline
There is about the same amount of raid content as last expansion. Folks might progress through things a bit faster due to the way the content is organized. So if you finish up early, start an alt or maybe get into DC Online. A
Blackburrow – Stop the Ascension Kurns Tower Raid: Claiming Felbane the Dragon Slayer
This raid is targeted for 54 level 83-85 players that have defeated Crystalos, and have an amount of Crystalos raid gear.
Korascian Raid: Showdown at the Crystal Core
This is intended for 54 level 83-85 players in Crystalos gear. It should be more difficult than Crystalos, about the difficulty of Kerafyrm (who is slightly above difficulty for its tier)
Rathe Council Chamber Raid 2: Rallos Returns Rathe Council Chamber: Eriak's Downfall Tower of Discord Raid 5 - Altar Room Discord Tower: "Stasis Room" Raid
This raid is an End Zone raid, and Intended for people who have geared up in the previous tiers in this expansion.
Discord Tower Raid 2: Trophy Room
This raid is targeted at level 85 raiders who have acquired some gear from the Earth theme of this expansion. This is in the END Zone, so is intended to be rather challenging.
EQ Designer Joined: Aug 5, 2005 Messages: 3615 Offline yinnie2 wrote: Quills - Everyone Inks - Everyone Thickeners - Everyone other sundry stuff (vials etc) - Everyone? Cleaned parchments etc - Everyone but Pure melee? Cleaned tomes etc - Melee & hybrids. Bards? Int Casters - all spells and songs Bards - songs - do they get tomes? Priests - priest spells only Hybrids - hybrid spells and hybrid tomes only Pure Melee - all tomes or just melee ones? Just a little confused the "other sundry" only includes the combines directly related to systematic research, so the acids and pure water, etc... NOT things like fabric swatches for old cultural. parchments and tomes correct. and from the multiple posts... INT classes will still be able to do any researchable spell that is in the game. This includes any spell that can be researched, no matter what class can use it - caster, priest, bard, hybrid). (This does include bard songs, but does not include tomes of any type.) Melee classes will be able to research any tome that can be researched. This includes any tome that can be researched (currently a small list for pure melee and hybrids)
Priests will be able to research any priest spell that can be researched. This includes only any spell that can be researched that includes Shaman, Druid or Cleric on the class list. Hybrids will be able to research any hybrid spell or tome that can be researched. This includes only any spell or tome that can be researched which includes Paladin, Shadowknight, Ranger or Beastlord on the class list. Bards will be able to research any hybrid spell, tome or song that can be researched. This includes only any spell or tome that can be researched that includes Paladin, Shadowknight, Ranger, Beastlord or Bard on it, plus any bard song that can be researched. INT casters and melee continue to have difficulty 1. Priests and bards will have difficulty 2. Hybrids will have difficulty 3.
Stalwart Weapons - Dev-Ngreth
EQ Designer Joined: Aug 5, 2005 Messages: 3615 Offline
They are at the current scale of the group weapons from the expansion. They are Tier 2.5 (really 2.75) so better than tier 2, nearly as good as T3 group for this expansion. That said. Merloc has plans on upping the group weapon damage. When this happens, these will be scaled appropriately as well.
Respawn with gear and bags now. Everything is soulbound in other words. Only need corpses for XP rez. Global recast reduced from 2.25 to 1.5
You will be fighting rats, snakes, bats that could own pre-elemental gods.. :D These seem to be correct now from the tests ive run. They are possibly off for some weapons by 1 max. But mainly tiny weapons. max_hit = int( int(weapon_damage * level_mod) * (1 + damage_mod) + 1 + int(heroic_dex/10)) + int(heroic_str/10) + bonus. special_max_hit = int( int( int(weapon_damage * level_mod) * (1 + damage_mod) + 6 + int(heroic_dex/10)) * (special_mod + special_buff_mod)) + int(heroic_str/10) + bonus
The Rogue and Berserker “Problem”
33 page thread in Beta. Discussion now closed by Nodyin. Including relevant Dev postings and quoting what small bits of player feedback that seems appropriate. 09/12/2008 08:24:34 Subject: The Rogue and Berserker "Problem" Nodyin-Dev EQ Designer Joined: Oct 23, 2005 Messages: 4148 Online There have been a lot of questions here and elsewhere about Rogue and Berserker AAs and Discs and the apparent lack of new DPS abilities. I'd like to take a moment to address this head on. I'll give our position on the current state of the infamous "parse" and what we think the vision is for where each class is and should be.
Previous to the current dominance of the Berserkers (in terms of both personal and attributable DPS) the intention was for the Rogue class to be the clear leader in sustained melee damage. There were supposed to be situations where other classes could "burst" past them for a short period of time but, given the backside of the boss, the Rogue was supposed to plod along with an excellent amount of damage. Due to several multiplicative abilities that Berserkers received they have, for the past several years, either been equal to or higher than Rogues in terms of damage output over the short and long term. With changes to weapons, discs and AAs over the last year Rogues have, for the most part, closed that gap to the point where they are statistically similar in most cases (subject to RNG of course.)
In the meantime, while Rogues and Berserkers were fighting it out for 1st place most other classes were a fair margin behind those two, with some classes so far below the damage values of either of these classes as to make their contribution, from a raid standpoint, hardly noticeable.
So what does this mean? Well a large part of why Rogues and Berserkers (particularly the later) do so much damage is due to various abilities that are multiplicative, rather than additive in nature. An ability that causes you to do 20% more damage and then stacks with another ability that does 25% more damage, and then is complemented by a third ability (or item) that causes you to do still another 18% more damage will, when taken sequentially like that, create a massive shift in baseline damage. Berserkers are the proud owners of several AAs that fit this description that happily stack with disciplines and item effects that are described by my prior sentence. On top of that, rather than be content with giving these classes a 20% boost to damage we have, over the past few years, granted upgrades to these abilities such that they're now much higher in terms of multiplicative damage boosts. At some point you start to get a curve that slopes upward faster and faster, leaving everyone far behind.
I'm going to be taking a look at the Berserker and Rogue AAs that fit this description over the near term and will be making some adjustments. Some lines may be halted, some may be modified in terms of how they are upgrades so that the curve doesn't keep changing its slope. We will keep an eye on the overall situation in Beta as these changes take effect. Nathan_IL Defender Joined: Mar 24, 2004 Messages: 1017 Offline
I dont blame you guys, the arms race has been getting a little out of hand the last couple of expansions. In all honestly I do not agree with the must have more dps every expansion that has been going on for years. This forces you guys to make mobs with higher attack values, higher AC and more HPS and events have been getting out of hand for years and has probably been the cause of the mudflation issue and increasingly large amounts of trash mobs on raids. With all that destructive power on our hands you guys have to give us something to do. With good content there is no need for more damage, interesting/fun events are what is memorable, not your parse on the event. I remember raiding Hate and Fear back in the day. I do not remember my dps at the time, I do remember that our damage wasnt all that high but I do remember the fun we had doing the events, the thrill of nearly wiping and gods calling your name and killing you instantly. The loot I won. Those
are things I remember, not how i tanked the mob, how much damage I did to it or who did the most damage. Rog/Ber/Wiz arms race and constant squibbling has left everyone else in the dust and maybe it is time something was done. Nodyin-Dev EQ Designer Joined: Oct 23, 2005 Messages: 4148 Online For the immediate conversation I'm going to be looking at the SoD upgrades to various abilities, although there may be some adjustments to prior abilities (not ruling it out.) The primary goal is to *not* continue to perpetuate the problem by increasing percentage based multiplicative abilities. Standard upgrades and etc are still happening but I'm just going to make sure at the very least we don't widen the gap further than it already is. minimind Guardian Joined: Aug 14, 2004 Messages: 2630 Offline JerakorSS wrote: minimind wrote: JerakorSS wrote: Currently Berserkers have the highest potential Damage output of any class in most if not all situations with equal gear as well as having VERY strong Attributable DPS and equal levels of duration DPS. No, they don't. They have arguably the best damage potential in ONE situation: when Savage Spirit is available. If they just used their *best* discipline combo (noted above) they are without Savage Spirit for the next 1 hour, 12 minutes. This brings them down below rogues (easily) until that one disc pops again. What are the reuse on rogues discs? Potential means "If all conditions are aligned perfectly". That cooldown being over is one of those conditions. How often is that Disc not up for about half at least of the Boss fights for a guild in a night? Ya, but you contradict that "potential" with your "in all situations". Zerks have the best damage potential in one situation. And they pay for it with greatly-lowered survivability and a massive cooldown timer. Given the massive cooldown timer, the use of that AA disc must be planned in advance. A zerk doesn't want to burn it on an easy raid mob... it may not be until the
second or third target (an hour or more) into a raid where a zerk has an appropriate target on which to expend the ability. Then, after that, whether or not the ability helped to fell to the target, the zerk is playing with sub-maximum DPS for 1.2 hours. Also, given the massive amount of damage dealt to the beserker in the disc combination provided, a berserker must sometimes choose to not burn that "best damage potential" combo because of various additonal damage or debuffs coming in from various scripting events. That burn combo, and thus that "highest damage potential output of any class" is only usable in safer, more important fights-- not "most if not all situations". Nodyin-Dev EQ Designer Joined: Oct 23, 2005 Messages: 4148 Online Berserkers are the proud owners of near-pinacle DPS at all times (with occasional supremacy) along with an extremely powerful MGB'able attributable DPS contribution. When Warcry is factored into the equation Berserkers probably do far too much personal DPS. Nodyin-Dev
EQ Designer Joined: Oct 23, 2005 Messages: 4148 Online minimind wrote: Nodyin-Dev wrote: Berserkers are the proud owners of near-pinacle DPS at all times (with occasional supremacy) along with an extremely powerful MGB'able attributable DPS contribution. When Warcry is factored into the equation Berserkers probably do far too much personal DPS. Now, to take out some of the biased language, you're saying: 1) Berserkers are one of the top burn DPSers. -- Not news. Working as intended. Not really. Working as reluctantly accepted. It's been so long and so many guilds and players have adjusted to Berserkers being near Rogue damage that we feel it's better for the game to accept it and move on but the current Berserker power level wasn't on purpose. It's not designed to be this way but rather several power increases, given seperately, have combined to dramatically boost the power of this once-underpowered class.
2) ... and occassionaly top the DPS charts. -- Not news. Working as intended. See above. 3) When the berserker is fighting a target that compells him to hit warcry (group version reuse = 20+ minute reuse?, MGB = 1.2 hour reuse) ALL MELEE DPS (except for those already running HH5) benefit from having the berserker around. How is any of that bad for other classes (except that only melee attackers classes are affected by zerk abilities)? Do people say, "Oh boy... there he goes again... hitting warcry. Jeez, why don't the devs just remove warcry from the game? It would make our raids SO much easier..." One key difference between us (Developers) and you (Players) is that we look at the attributed damage that a character brings in addition to the damage personally done by that character. Look at it this way. If you're playing a video game with other people and it takes 10 minutes to kill a monster, and then Timmy shows up and the monster dies in 8 minutes you say "Wow, Timmy just saved us 2 minutes!" It doesn't matter if Timmy was punching really hard or if he just "inspired" everyone to hit harder or faster, Timmy being there changed the situation and improved the kill time by 20%. So if you have a situation where one class can both do very powerful personal damage AND dramatically increase the damage dealt by huge numbers of other players that needs to be considered. There is a reason why Berserkers are so highly sought after in raids, and a reason why it would be a major change in guild power if we were to, say, make Warcry not be MGB'able.
minimind Guardian Joined: Aug 14, 2004 Messages: 2630 Offline Nodyin-Dev wrote: minimind wrote: Nodyin-Dev wrote: Berserkers are the proud owners of near-pinacle DPS at all times (with occasional supremacy) along with an extremely powerful MGB'able attributable DPS contribution. When Warcry is factored into the equation Berserkers probably do far too much personal DPS. Now, to take out some of the biased language, you're saying: 1) Berserkers are one of the top burn DPSers. -- Not news. Working as intended. Not really. Working as reluctantly accepted. It's been so long and so many guilds and
players have adjusted to Berserkers being near Rogue damage that we feel it's better for the game to accept it and move on but the current Berserker power level wasn't on purpose. It's not designed to be this way but rather several power increases, given seperately, have combined to dramatically boost the power of this once-underpowered class. Not really? Berserkers were sold as a class that does "massive damage with giant axes and throwing axes". They were un(der)-developed at first, but throughout the last 8 (of 14) they were progressivesly matched up with Rogues in the burst DPS arena. Their AAs were given slowly throughout the expansions and have allowed ample time for tuning-down (MGB, Savage Spirit, etc.) thus adjusting guilds to Berserkers as Rogue-par powerhouses. Guilds did not make berserkers, Developers made berserkers. Are you saying that Berserkers were not intended to do massive damage? Are you saying that Berserkers should not or will not be intended to do so? 2) ... and occassionaly top the DPS charts. -- Not news. Working as intended. See above. 3) When the berserker is fighting a target that compells him to hit warcry (group version reuse = 20+ minute reuse?, MGB = 1.2 hour reuse) ALL MELEE DPS (except for those already running HH5) benefit from having the berserker around. How is any of that bad for other classes (except that only melee attackers classes are affected by zerk abilities)? Do people say, "Oh boy... there he goes again... hitting warcry. Jeez, why don't the devs just remove warcry from the game? It would make our raids SO much easier..." One key difference between us (Developers) and you (Players) is that we look at the attributed damage that a character brings in addition to the damage personally done by that character. Look at it this way. If you're playing a video game with other people and it takes 10 minutes to kill a monster, and then Timmy shows up and the monster dies in 8 minutes you say "Wow, Timmy just saved us 2 minutes!" It doesn't matter if Timmy was punching really hard or if he just "inspired" everyone to hit harder or faster, Timmy being there changed the situation and improved the kill time by 20%. So if you have a situation where one class can both do very powerful personal damage AND dramatically increase the damage dealt by huge numbers of other players that needs to be considered. There is a reason why Berserkers are so highly sought after in raids, and a reason why it would be a major change in guild power if we were to, say, make Warcry not be MGB'able. I would sure hope Timmy made a difference, but to imply that warcry makes a 20% difference in raid DPS is a bit exagerated, no? And that key difference in your inclusion of attributed damage into personal damage
is severely flawed simply because it assumes that everyone hit by the MGB will be putting it to use. Clerics, shaman, druids, wizards, and enchanters don't have any use of Warcry. Magicians and Necros get limited use of it by their pets... if their pets are up. Don't monks have a disc or two with hundred hands? The effect on knights is negligible. So we're talking about the effect on rangers, beastlords, rogues, warriors, bards, and other berserkers. So in a 54 person raid (assuming you're in a fully populated raid), is the total number of rng, bst, rog, war, brd, and ber considered "huge"? Clerics, shaman, and druids heal people... so all that DPS following where one has taken more damage than his max HP but lived due to priest heals attributed to priests? And some heals can be MGB'd! A shaman casts champion which has a damage mod-- is that percentage factored into shaman DPS? It should be... and thus that percentage of DPS should be removed from the berserkers parse. Then there's attack buffs. Strength over-cap buff. And mammoth. And, by zek... HASTE! -- the most important DPS multiplier ever! But warcry is overpowering. So just come out and say something. You're tip-toeing around a very volitile future announcement it seems. Very FUD (Fear, Uncertainty, and Doubt). Are you trying to soften the blow? Maybe start a series of rationalizations so that if/when a major nerf comes you can safely say, "If you look at these posts, we've been discussing this for a long time." Because it sounds like the decision's been made already. Insert 8 pages of arguing and fact reporting and fact checking and general finger waving and finger pointing. ---Sincro--- (in Triality in case you didn’t know) Guardian Joined: Apr 4, 2004 Messages: 2991 Online The last 10 fights on a selection of mobs in SoF, and the number of 'wins' by each class. (Except Broodmother, since we only have 7 parsed fights on that mob.) Krond: Rogue 4, Berserker 6 Entharr: Rogue 4, Berserker 5, Wizard 1 Broodmother: Rogue 1, Berserker 6 Tinkerson: Rogue 3, Berserker 7 Prototype: Rogue 6, Berserker 1, Ranger 3 Meldrath: Rogue 4, Berserker 6. Notes: Our clear order through MMM is All trash, BN, Tinkerson, Proto, Brinda, Krond, Meldrath. There are rarely more then 15 minutes of time between the events once we start doing them, so Berserkers rarely have Savage Spirit up for Prototype, and it shows, since its the only fight they do not win the majority of the parses.
Kumbaja Defender Joined: Mar 2, 2004 Messages: 1916 Offline I think most people debating in this thread need to go back to page one and read Nodyin's post again. This isn't really about how Berserkers and Rogues compare to each other or to other classes, but more about multiplicative boosts that make the classes hard to manage from a development point of view. With the current situation, giving those classes a small upgrade (may it be a new spell/disc, AA, item, whatever) can result in massive changes in the output, because the bonuses are multiplied with the existing abilities. This probably does not only mean their own abilities but also abilities from other classes. I.e. if shamans get a new buff it may have vastly different results when cast on a Ranger and on a Berserker. That's what Nodyin wanted to look at and make changes if necessary. I stand by my proposal to return to the original discipline dogma: One discipline at any given time (with as few exceptions as possible and as many as necessary). Insert 9 pages of berserkers going on the war path and pointing fingers at everyone, and everyone else trying to explain why their DPS is too high and things are out of control. Nodyin-Dev EQ Designer Joined: Oct 23, 2005 Messages: 4148 Offline Actions taken so far (that you will see with our next patch to Beta) Removed the SoD ranks for the following Rogue and Berserker AAs: Berserker: Blinding Fury Berserker: Savage Spirit Berserker: Cascading Rage Berserker: Precise Blow Rogue: Rogue's Fury Edit: Wrong expansion name! Message edited by Nodyin-Dev on 09/15/2008 09:14:54.
Nathan_IL Defender Joined: Mar 24, 2004 Messages: 1017 Offline
That is pretty painful, but rogues were barely getting anything to begin with on SoD. Weehee So the only thing rogues have to look forward to on SoD is pickpocket AA and illusions AA. Awsome. BTW how is this going to change the sinergy of group stacking for raids? Are the upgrades for everyone else enough to bring them closer to bers/rogs? Nodyin-Dev EQ Designer Joined: Oct 23, 2005 Messages: 4148 Offline My first priority is to make sure the DPS increases don't continue to be exponential for Berserkers and Rogues (especially Berserkers.) All of the listed abilities, with the current ranks, will continue to provide huge boosts and those boosts will increase with new items and damage tables, at the very least. Feochadan Lorekeeper Joined: Mar 24, 2004 Messages: 81 Offline So, the rogue's dps goes too high because of multiplicative skills ? So, quick, and this is an absolute emergency, discontinue the Docent of Toxicity line that gives a 120% multiplier to necro's poison damage. Level 80 Necros do up to 7800 dps already without it (and it's not a joke, it's on my guild's dps board for a 74s Ur-Floxiz Lochmaul), I'm sure you don't want to upgrade that. SoD necro are to go up to ? 10k dps ? With new Docent it's going to be close to 12k. Nodyin-Dev EQ Designer Joined: Oct 23, 2005 Messages: 4148 Offline No - much of a Rogue's DPS comes from the multipliers that are on Backstab that can take a normal strike and turn it into massive damage. You'll notice that a much larger number of Berserker AA are being discontinued compared to Rogue AAs. This is
because so much of a Berserker's power comes from these massive multipliers and making the multipliers even larger doesn't make sense. Rogue's Fury, however, is definitely in the same arena of multiplicative damage. Nodyin-Dev EQ Designer Joined: Oct 23, 2005 Messages: 4148 Offline minimind wrote: Nodyin-Dev wrote: My first priority is to make sure the DPS increases don't continue to be exponential for Berserkers and Rogues (especially Berserkers.) All of the listed abilities, with the current ranks, will continue to provide huge boosts and those boosts will increase with new items and damage tables, at the very least. So a current stagnation is chosen. Acceptable, yes, but what happens when the next expansion comes along? We're going to be faced with the same exact issue and an upgrade or new abilities will be "due" since these abilities are being held in place. Is there a plan to change the math in the way the discs stack so as to allow for more controlled scaling in the future and yet not reduce current expected DPS abilities? Maybe an IOU on zerk and rogue discs/AA upgrades for mid-year? I would not expect to see any % multiplier AAs that are not being extended in SoD to be extended at any point in the future. Nodyin-Dev
EQ Designer Joined: Oct 23, 2005 Messages: 4148 Offline minimind wrote: Nodyin-Dev wrote: minimind wrote: Nodyin-Dev wrote: My first priority is to make sure the DPS increases don't continue to be exponential for Berserkers and Rogues (especially Berserkers.) All of the listed abilities, with the current ranks, will continue to provide huge boosts and those boosts will increase with new items and damage tables, at the very least. So a current stagnation is chosen. Acceptable, yes, but what happens when the next expansion comes along? We're going to be faced with the same exact issue and an upgrade or new abilities will be "due" since these abilities are being held in place.
Is there a plan to change the math in the way the discs stack so as to allow for more controlled scaling in the future and yet not reduce current expected DPS abilities? Maybe an IOU on zerk and rogue discs/AA upgrades for mid-year? I would not expect to see any % multiplier AAs that are not being extended in SoD to be extended at any point in the future. So there's no plan to go back and change the math from something like: X=Base Damage DiscA*(DiscB*(DiscB*x)) to (DiscD*X)+(DiscE*X)+(DiscF*X) Where DiscA/B/C are original disc multipliers and DiscD/E/F are higher multipliers, but not across the board multiplicative (?) If not, then we're going to be back here with this same discussion during next beta. I mean, it wouldn't be appropriate for all discs, but it would sure make upgrading and scaling less of a nightmare. Without dealing with specifics I'd have to simply state that it doesn't work that way. I can make an AA not stack with a Disc, but I can't have it interact with that Disc any way but the way that it does. I can change *some* effects from a % to a pure number, but that would involve hand tuning quite a number of AAs and would almost certainly involve a nerf to some players. minimind Guardian Joined: Aug 14, 2004 Messages: 2630 Offline MykayllaGilthoniel wrote: His point, I am reasonably sure, is that the day after this expansion comes out, you will be doing the same amount of DPS you are now. To backhandedly suggest that because you didn't get ability XYZ upgraded it means you can't do no more damage to nuthin' is a fallacy. You DPS will not go down. In fact, with new weapons that are sure to be a part of this expansions progression, your DPS will go up. However, your incorrectly working disciplines will not be increasing. The ones you have now will continue to function as they do already. " Our damage was the balance." Apparently the Devs disagree. I will take their word over yours.
Thanks for the assist. I didn't want to get into a semantics argument because I forgot to type "sprinter" instead. He's just angry that we're not getting discipline upgradres and it's understandable. We've grown to expect them. However, when the berserker community as a whole learns of exactly why we're not getting discipline upgrades and we can hammer out exactly what kind of upgrades we *are* getting, I'm sure they'll be a bit more rational. Insert 6 or so pages of rogues being upset they have nothing to look forward to in the expansions since their one disc upgrade was pulled o^O Nodyin-Dev EQ Designer Joined: Oct 23, 2005 Messages: 4148 Offline Thank you all for your posts and your passion. As further developments in this effort happen I'll let you know. Let's return to the AA threads for each class.