View Full Forums : TSS Druid Spell List


RuadhTheRed
09-15-2006, 02:47 PM
The Serpents Spine
Druid Spell List from BETA


This post is an overview of the Druid Spells from TSS as well as changes to spell mechanics that affect us.

SPELL RANKS

Almost every spell in TSS will have ranks:

Rank1: vendor bought - +18% boost over OoW spell its upgrading
Rank2: 1 group content drop/quests - +23% boost
Rank3: Raid level content - +29% boost
...and sometimes...
Rank4: Rare drop in Raid level content - +35% boost (similar to "Ancient" spells in previous expansions)

The percentage boost is approximate and subject to change, but this gives you a good idea of how its structured.

Not all spells have ranks.

NOTE: The first rank will be vendor buyable. That's right, every one will have access to every L71-75 spell at Rank 1; soloers, groupers, raiders, hardcore, casuals, alts, bots, hydras, you name it. No questing, researching or bazaar gouging. Rank 2 spells will drop from 1 groupable content/quests across the entire expansion, Rank 3 spells will drop from raid level content and Rank 4 will be rare drops from raid level content. Rank 3/4 spells will NOT be tradable.

LOCATION OF SPELL VENDORS FOR TIER 1 SPELLS: http://eq.forums.thedruidsgrove.org/showpost.php?p=208236&postcount=24

When you scribe a higher rank spell, it will replace the lower rank spell in your spell book and on your hotkey bar to reduce clutter. Higher tier spells will NOT require that you have the lower tier spells first. You can scribe whatever tier you recieve as long as it is higher than what you have already got (i.e. you cannot scribe Rank1 if you have already scribed Rank3.)

Also, this from Dev Prathun:
Cast times are staying the same as predecessor spells with few exceptions. Efficiency on combat spells is increasing slightly across the board (mana cost vs effect) while the DPS or HealPS is increasing substantially. And that's generally what improves from rank to rank. Not all spells fit neatly into that mold, so some spells have increased duration or level cap or resist modifiers instead.
UPGRADES vs. NEW SPELL LINES

You will NOT see upgrades of druid cheal, group POI/DIS cure or the quested spells from DoD or PoR (Barkspur, Moonshadow, Aura of Life, Skin of Reptile, Dawnstrike). This was hotly debated with the devs during the beta process, but their decision is final for the launch of this expansion.

You will see much needed upgrades of many of our core spell lines.

And you will see the following new spell lines:

NEW RESIST: Corruption Resist Buff, Cure for Corruption counters, Group Cure for Corruption (see below)
ALTER NPC BODY TYPE: Change the mobs's body type to PLANT and increases FR spell damage and slashing damage(see below)
EMERGENCY HEAL: Fast casting, mana intensive, high yield heal with chance to proc a melee guard
SELF DIVINE INTERVENTION: Self only buff that, upon the druid's health falling below zero, has a chance to proc invulnerability (cannot cast or attack), plus a direct heal and a heal over time.
FIRE+COLD COMBO NUKE: Two nukes, one spell. This first fires off a fire nuke, then a cold nuke. Both have resist checks and if the first one fails, so does the second, but if they both land -- big spike damage for druids. The downside is this spell has an added aggro component.
ZEPHYRS: Druids can port others to TSS zones without zoning themselves, similar to Wizards Translocate spells (but no reagents!)


CORRUPTION

A new type of counter, similar to Disease, Poison, Curse, etc., is being introduced: Corruption. Players will not be getting corruption based damage spells yet, but will be getting corruption buffs and cures. Corruption effects will mostly be encountered with high end content, not so much with 1 group and soloable content. Since this is a new resist type, +corruption resist augs will be introduced as well.

Prismatic or chromatic spells will NOT take the mob's corruption resist into account. There will be no corruption curing AAs for this expansion and Infusion of the Faithful Vet AA will not buff it.


BODYTYPE ALTERATION

Druids will get a debuff that changes a mobs body type to PLANT for a short duration and increases fire based spell damage and slashing damage. Other classes are getting spells that can debuff, charm, slow and do additional damage plants. Also, shaman get the ability to change a mob's body type to animal, allowing us to use our animal charm, MR debuff and fear. This line of bodytype alteration spells is designed to provide more interaction among the classes. Note, the mob's appearance will not change, just how the game identifies it's body type for the purposes of spells landing.


FOCUS EFFECTS

New items are dropping in TSS with L75 Focus Effects.

Certain pre-TSS focus items have had their level raised:
- Focus items from Deathknell (PoR raid zone) and Demiplane (DoD raid zone) will be retroactively raised to L72
- Epic 2.0 items will have their effects raised to L75


RESEARCH

Research Tradeskillers will be able to create L65-70 OoW spells now. Quest reward spells from DoN, DoD & PoR are not researchable at this point. Check www.eqtraders.com for a list of new components necessarry.

RuadhTheRed
09-15-2006, 02:58 PM
TSS DRUID SPELL LIST FROM LIVE

LEVEL 71

Beast's Beckoning
Animal charm
Cast: 5.0 sec
Recast: 12.0 sec
Max Duration: 7.5 min
Max Level 73
Rank 1: (http://lucy.allakhazam.com/spell.html?id=9923) Mana: 960, Resist: Magic (0)
Rank 2: (http://lucy.allakhazam.com/spell.html?id=9924) Mana: 1000, Resist: Magic (-15)
Rank 3: (http://lucy.allakhazam.com/spell.html?id=9925) Mana: 1040, Resist: Magic (-30)

Cloudburst Hail
AE cold rain
Cast: 3.5 sec
Recast: 12.0 sec
Resist: Cold (-50)
Rank 1: (http://lucy.allakhazam.com/spell.html?id=9833) Mana: 776, CR Damage: 1460
Rank 2: (http://lucy.allakhazam.com/spell.html?id=9834) Mana: 806, CR Damage: 1519
Rank 3: (http://lucy.allakhazam.com/spell.html?id=9835) Mana: 836, CR Damage: 1577

Cure Corruption
Cures Corruption counters on single target
Cast: 3.5 sec
Recast: 2.0 sec
Mana: 75
Rank 1: (http://lucy.allakhazam.com/spell.html?id=9700) Corruption Counters Cured: 4
Rank 2: (http://lucy.allakhazam.com/spell.html?id=9701) Corruption Counters Cured: 6
Rank 3: (http://lucy.allakhazam.com/spell.html?id=9702) Corruption Counters Cured: 6

Gale of the Stormborn
Single target, quick casting, low damage magic nuke with stun
Cast: 1.5 sec
Recast: 12.0 sec
Stun Duration: 2.5 sec
Max Level: 75
Resist: Magic (0)
Rank 1: (http://lucy.allakhazam.com/spell.html?id=9827) Mana: 341, MR Dmg: 705
Rank 2: (http://lucy.allakhazam.com/spell.html?id=9826) Mana: 354, MR Dmg: 733
Rank 3: (http://lucy.allakhazam.com/spell.html?id=9825) Mana: 368, MR Dmg: 761

Mammoth's Strength
Single target all skills damage modifier
Cast: 2.5 sec
Duration: 72 min
Rank 1: (http://lucy.allakhazam.com/spell.html?id=9857) Mana: 198, +AllSkillsDmgMod: 6%
Rank 2: (http://lucy.allakhazam.com/spell.html?id=9858) Mana: 206, +AllSkillsDmgMod: 7%
Rank 3: (http://lucy.allakhazam.com/spell.html?id=9859) Mana: 215, +AllSkillsDmgMod: 8%

Wildskin
Single Target Health Regeneration
Cast: 6 sec
Duration: 21 min
Rank 1: (http://lucy.allakhazam.com/spell.html?id=9824) Mana: 412, +HP: 72/tick
Rank 2: (http://lucy.allakhazam.com/spell.html?id=9825) Mana: 429, +HP: 75/tick
Rank 3: (http://lucy.allakhazam.com/spell.html?id=9826) Mana: 446, +HP: 78/tick
(NOTE: This spell may be removed from the game in exchange for a more desirable spell upgrade per the dev team.)


LEVEL 72

Direwild Skin
Single Target AC, HP & Mana Regeneration buff
Cast: 6.0 sec
Duration: 40 mins
Rank 1: (http://lucy.allakhazam.com/spell.html?id=9872) Mana: 1087, +AC: 52, +MaxHP: 926, +ManaRegen: 10
Rank 2: (http://lucy.allakhazam.com/spell.html?id=9873) Mana: 1133, +AC: 54, +MaxHP: 965, +ManaRegen: 10
Rank 3: (http://lucy.allakhazam.com/spell.html?id=9874) Mana: 1178, +AC: 56, +MaxHP: 1004, +ManaRegen: 10

Icefall Breath
CR debuff & CR damage increase
Cast: 2.5 sec
Recast: 6.0 sec
Resist: Cold (-200)
Duration: 10 mins
Max Level 75
Rank 1: (http://lucy.allakhazam.com/spell.html?id=9863) Mana: 300, -CR: 58, +CR Dmg Increase: 3%
Rank 2: (http://lucy.allakhazam.com/spell.html?id=9864) Mana: 313, -CR: 59, +CR Dmg Increase: 5%
Rank 3: (http://lucy.allakhazam.com/spell.html?id=9865) Mana: 325, -CR: 60, +CR Dmg Increase: 7%

Pure Life
Single target Heal
Cast: 3.75 sec
Recast: 2.25 sec
Rank 1: (http://lucy.allakhazam.com/spell.html?id=9875) Mana: 742, +HP: 3126
Rank 2: (http://lucy.allakhazam.com/spell.html?id=9876) Mana: 768, +HP: 3237
Rank 3: (http://lucy.allakhazam.com/spell.html?id=9877) Mana: 794, +HP: 3349

Viridifloral Shield
Single target, damage shield
Cast: 2.5 sec
Duration: 15 mins
Rank 1: (http://lucy.allakhazam.com/spell.html?id=9866) Mana: 270, +DS: 66
Rank 2: (http://lucy.allakhazam.com/spell.html?id=9867) Mana: 281, +DS: 69
Rank 3: (http://lucy.allakhazam.com/spell.html?id=9868) Mana: 293, +DS: 72


LEVEL 73

Resist Corruption
Single target corruption resist buff
Cast: 4.5 sec
Mana: 50
Duration: 36 min
Rank 1: (http://lucy.allakhazam.com/spell.html?id=9721) +Corruption Resist: 10(??)
Rank 2: (http://lucy.allakhazam.com/spell.html?id=9722) +Corruption Resist: 15(??)
Rank 3: (http://lucy.allakhazam.com/spell.html?id=9723) +Corruption Resist: 20(??)

Skin to Vines
Unresistable Debuff that changes the caster's target to Bodytype PLANT and Increases Fire Based Spell Damage & Slashing Damage
Cast: 2.5 sec
Recast: 2.25 sec
Mana: 300
Resist: Magic (Unresistable)
Max Level 75
Duration: 3.0 mins
Rank 1: (http://lucy.allakhazam.com/spell.html?id=9869) +FR Spell Damage & Slashing Damage: 3%
Rank 2: (http://lucy.allakhazam.com/spell.html?id=9870) +FR Spell Damage & Slashing Damage: 5%
Rank 3: (http://lucy.allakhazam.com/spell.html?id=9871) +FR Spell Damage & Slashing Damage: 7%
Note: Stacks with druid epic click, but not with Shaman's Feralize spell (Bodytype -> Animal)

Swarm of The Fireants
Magic-based DoT
Cast: 3.0 sec
Resist: Magic (-100)
Duration: 9 ticks
Rank 1: (http://lucy.allakhazam.com/spell.html?id=9878) Mana: 561, MR Dmg: 364/tick
Rank 2: (http://lucy.allakhazam.com/spell.html?id=9879) Mana: 584, MR dmg: 379/tick
Rank 3: (http://lucy.allakhazam.com/spell.html?id=9880) Mana: 604, MR dmg: 393/tick

Viridicoat
Self-only damage shield & AC buff
Cast: 2.0 sec
Duration: 3 hrs 15 mins
Rank 1: (http://lucy.allakhazam.com/spell.html?id=9881) Mana: 442, +AC: 77, +DS: 20
Rank 2: (http://lucy.allakhazam.com/spell.html?id=9882) Mana: 460, +AC: 80, +DS: 21
Rank 3: (http://lucy.allakhazam.com/spell.html?id=9883) Mana: 478, +AC: 84, +DS: 22

Winter's Flame
Fire + Cold combination DD with boost
Cast: 6.30 sec
Recast: 2.25 sec
Resist: Fire (0), Cold (0)
Rank 1: (http://lucy.allakhazam.com/spell.html?id=9887) Mana: 519, +FR Dmg: 1651, +CR Dmg: 1419, +Hate: 427
Rank 2: (http://lucy.allakhazam.com/spell.html?id=9888) Mana: 539, +FR Dmg: 1717, +CR Dmg: 1475, +Hate: 427
Rank 3: (http://lucy.allakhazam.com/spell.html?id=9889) Mana: 560, +FR Dmg: 1783, +CR Dmg: 1532, +Hate: 427
Note: Currently the Cold Nuke part is not affected by focus items/AAs, etc. Devs have said this will be looked into.


LEVEL 74

Blessing of the Wild
Group Health Regen
Cast: 6.0 secs
Duration: 21 mins
Rank 1: (http://lucy.allakhazam.com/spell.html?id=9902) Mana: 1014, +HP: 72/tick
Rank 2: (http://lucy.allakhazam.com/spell.html?id=9903) Mana: 1056, +HP: 75/tick
Rank 3: (http://lucy.allakhazam.com/spell.html?id=9904) Mana: 1099, +HP: 78/tick

Chant of Napaea
Group cure for corruption counters
Cast: 3.0 secs
Recast: 3.0 secs
Mana: 20
Rank 1: (http://lucy.allakhazam.com/spell.html?id=9920) Corruption Counters Cured: 2
Rank 2: (http://lucy.allakhazam.com/spell.html?id=9921) Corruption Counters Cured: 3
Rank 3: (http://lucy.allakhazam.com/spell.html?id=9922) Corruption Counters Cured: 4

Direwood Guard
Self-only Melee guard buff with hate reduction defensive proc
Cast: 1.0 sec
Recast: 15 mins
75% Melee Damage Mitigation
Duration: 3 ticks
Rank 1: (http://lucy.allakhazam.com/spell.html?id=9905) Mana: 300, Total Dmg Mitigated: 6000, -Hate: 552
Rank 2: (http://lucy.allakhazam.com/spell.html?id=9906) Mana: 313, Total Dmg Mitigated: 6250, -Hate: 575
Rank 3: (http://lucy.allakhazam.com/spell.html?id=9907) Mana: 325, Total Dmg Mitigated: 6500, -Hate: 598

Equinox Burn
Fire-based Direct Damage
Cast: 6.25 secs
Recast: 2.25 secs
Resist: Fire (0)
Rank 1: (http://lucy.allakhazam.com/spell.html?id=9911) Mana: 586, Fire Dmg: 2752
Rank 2: (http://lucy.allakhazam.com/spell.html?id=9912) Mana: 608, Fire Dmg: 2861
Rank 3: (http://lucy.allakhazam.com/spell.html?id=9913) Mana: 632, Fire Dmg: 2972

Tectonic Quake
Point Blank AE radiating from the caster
Cast: 5.0 secs
Recast: 24 secs
Resist: Magic (0)
Rank 1: (http://lucy.allakhazam.com/spell.html?id=9776) Mana: 1010, Magic Dmg: 1381
Rank 2: (http://lucy.allakhazam.com/spell.html?id=9777) Mana: 1049, Magic Dmg: 1437
Rank 3: (http://lucy.allakhazam.com/spell.html?id=9778) Mana: 1089, Magic Dmg: 1492


LEVEL 75

Adrenaline Surge
Fast casting heal with chance to proc melee guard
Cast: 1.8 secs
Recast: 15 secs
Chance to proc 10% melee guard: 30%
Rank 1: (http://lucy.allakhazam.com/spell.html?id=9941) Mana: 981, +HP: 3439
Rank 2: (http://lucy.allakhazam.com/spell.html?id=9942) Mana: 1015, +HP: 3560
Rank 3: (http://lucy.allakhazam.com/spell.html?id=9943) Mana: 1050, +HP 3681

Blessing of the Direwild
Group AC and HP and mana regeneration buff
Cast: 6.0 secs
Duration: 1 hr 40 mins
Rank 1: (http://lucy.allakhazam.com/spell.html?id=9929) Mana: 2652, +AC: 52, +HP: 926, +ManaRegen: 10
Rank 2: (http://lucy.allakhazam.com/spell.html?id=9930) Mana: 2763, +AC: 54, +HP: 965, +ManaRegen: 10
Rank 3: (http://lucy.allakhazam.com/spell.html?id=9931) Mana: 2873, +AC: 56, +HP: 1004, +ManaRegen: 10

Legacy of Viridiflora
Group Damage Shield
Cast: 2.5 secs
Duration: 15 mins
Rank 1: (http://lucy.allakhazam.com/spell.html?id=9926) Mana: 570, +DS: 66
Rank 2: (http://lucy.allakhazam.com/spell.html?id=9927) Mana: 594, +DS: 69
Rank 3: (http://lucy.allakhazam.com/spell.html?id=9928) Mana: 618, +DS: 72

Rime Crystals
Cold-based Direct damage
Cast: 6.35 secs
Recast: 2.25 secs
Resist: Cold (0)
Rank 1: (http://lucy.allakhazam.com/spell.html?id=9932) Mana: 452, CR Dmg: 2365
Rank 2: (http://lucy.allakhazam.com/spell.html?id=9933) Mana: 470, CR Dmg: 2459
Rank 3: (http://lucy.allakhazam.com/spell.html?id=9934) Mana: 488, CR Dmg: 2554

Second Life
Self-only Divine intervention buff. If hit, chance to proc invulnerability.
Cast: 1.0 secs
Recast: 15 secs
Buff Duration: 30 mins
Mana: 600
Rank 1: (http://lucy.allakhazam.com/spell.html?id=9947) Chance to Proc When Hit: 25%
Rank 2: (http://lucy.allakhazam.com/spell.html?id=9948) Chance to Proc When Hit: 29%
Rank 3: (http://lucy.allakhazam.com/spell.html?id=9949) Chance to Proc When Hit: 33%


NEW TELEPORTATION SPELLS

Druids have rings, circles, and zephyrs (a translocate, essentially) to The Steppes, Direwind, and Blightfire Moors. These telportational spells can be bought from vendors located at each ring.

Ring/Circle/Zephyr of Blightfire - L20 (This is a L20-40 zone)
Ring/Circle/Zephyr of The Steppes - L60 (This is a L60-70 zone)
Ring/Circle/Zephyr of Direwind - L70 (This is a L70-75 zone)


LOCATION OF DRUID SPELL SCROLLS

Rank I Druid Spells can be bought from Rang Kelliam (-340, 278) in The Steppes. He is trackable from the druid rings.

Rank II Druid Spells drop randomly from mobs in L65+ zones in TSS (Vergalid Mines, Sunderrock, The Steepes, Icefall, Direwild, Ashengate, Valdehome, Frostcrypt). These spell scrolls should be tradable.

Rank III Druid Spells are received by rune turn in. Glowing Obsidian Runes (http://lucy.allakhazam.com/item.html?id=52676) drop from TSS raid mobs and are turned in to Kalim`Kar the Gold in Ashengate. He's just inside the zone, before the first big door you see, to the right and down a bit, hidden somewhat between the rocks @ n275 n100. The order of Rank III spells received is being compiled here (http://eq.forums.thedruidsgrove.org/showthread.php?t=14538).

EDIT: Numbers updated from Live date on 9/22/06

Laurelleii
09-15-2006, 03:26 PM
The dot with Doom effect (Promised Reversion) was cut.

We had Mask of the Griffon slotted for a level 75 spell that includees the new see invis 2 component. When they cut the new invis type for now this spell was cut. We are still lobbying to get it back for the extra mana regen we are accustomed to getting every five levels.

Several other spells are missing from the /spells command in beta today. I am sure for last minute tweaking.

Fenier
09-15-2006, 04:35 PM
Yea, a few of us are still trying for Mask of the Griffon. We *did* mange to get a few of the other spells changed so here's hoping.

-Fenier

Vekx
09-15-2006, 04:49 PM
If you charn a mob that a shamman has turned into an animal, do you have to worry that the shammy spell will break as well as our charm?

Bacchuss
09-15-2006, 04:51 PM
If you charn a mob that a shamman has turned into an animal, do you have to worry that the shammy spell will break as well as our charm?

and who gets the aggro?

Vekx
09-15-2006, 05:08 PM
and who gets the aggro?

Haha, good question.

Fenier
09-15-2006, 05:23 PM
Adrenaline Surge is going to be our verison of Desperate Renewal Prathun hinted. The spell has a chance to proc a melee vie rune, but is like 1000~ mana for a 3k direct patch heal.

The spell is NOT ment to be efficent, its ment to be used in a emergancy.

Noken
09-15-2006, 05:31 PM
As much as I'd like to know the specifics of where we aquire these from and who etc, I'm sure if that was known it'd be posted, so about the spells themselves...

With the group and raid spells are they outright droped scrolls or a rune type thing to be turned in?

Bodytype alteration: will it make an undead npc (slayable) a plant totally (no longer slayable) or an undead + a plant?

Concord with Nature: how does the invis animal function with the illusion? Cast on others? Outdoor restricions?

Fenier
09-15-2006, 05:35 PM
It would make an undead no longer slayable. No class got the power to make a mob undead for that reason.

Tier 2 / 3 Spells are unknown. Tier 2 is probly the result of a group quest, since they are supposed to be group difficult to obtain.

New Wolf Form should be self-only, not sure on outdoor or not.

Tenielle
09-15-2006, 07:00 PM
freaking awesome, all of it. those spells are so cool.

I was expecting mere upgrades, but there's some real creativity in there

ongz I'm giddy =P

treiz
09-16-2006, 12:24 AM
Rank1: vendor bought - +18% boost over OoW spell its upgrading

What vendor? where? how much? any info from beta testers is appreciated

RuadhTheRed
09-16-2006, 01:14 AM
Rank1: vendor bought - +18% boost over OoW spell its upgrading

What vendor? where? how much? any info from beta testers is appreciated

This information wasn't revealed to us. We received all spells with a command.

RuadhTheRed
09-16-2006, 01:26 AM
I've updated the spell list with details that are current as of tonight.

Sethiroth Strife
09-16-2006, 04:47 AM
the only thing im not happy about is the lack of a dawnstrike type spell. and i think they should rethink thier decision to miss out mask of the (the mana regen/see ivis/ultravision line)

Efrindoel
09-16-2006, 12:09 PM
Perhaps the number crunchers can answer this - Without focus effects, will new heals and nukes be any better than what we already had?

- Efrindoel

Fenier
09-16-2006, 12:15 PM
No numbers till launch, and then will vary by tier and what exactly your focus was before hand.

Firemynd
09-16-2006, 12:59 PM
Hope this is a typo, or is being fixed:

75 - Blessing of the Direwild - Group AC and HP and mana regeneration buff - Mana: 2652/2763/2873, +AC 174/181/189, +HP: 926/965/1004, +Mana/tick:9/9/9 - 6.0sec cast, 100min duration

We already get 9/tick with Steeloak. Isn't this supposed to be an upgrade?

~Firemynd

Fenier
09-16-2006, 01:01 PM
The numbers for mana regen where fixed when pointed out in Beta. The list you have is out of date.

erojwr
09-17-2006, 03:56 AM
the only thing im not happy about is the lack of a dawnstrike type spell.

Well Fire of dawn affects all nukes once you have the effect so cast that and then cast the fire/ice nuke for better damage : P. Kinda like how most wizzies only do etherflame on GoM lol.

Just find it funny soe keeps piling more spells on us and not even a spell gem increase this time : P

Sethiroth Strife
09-17-2006, 04:59 AM
yeah but that would mean id have to have 2 nukes up all the time and would have to primarily cast with the less damage nuke until i get a proc, which kinda defies the point of having a new nuke.

now i dunno about you guys, but i also struggle for spell slots and cant really afford to have 2 nukes up most of the time. the only way around that would be to swap nukes out every time i had a proc which really isnt viable.

Madie of Wind Riders
09-17-2006, 06:38 AM
Excellent information!! Thank you so much Ruadh!!

Cassea
09-17-2006, 09:27 AM
Yea, a few of us are still trying for Mask of the Griffon. We *did* mange to get a few of the other spells changed so here's hoping.

-Fenier

Yeah I was happy we got our new Bear Pet AA fixed but not so happy when I read they placed it at level 75. Glad I did not pre-buy the other bear aa's.... might as well wait till level 75 now :)

-Cass

Cassea
09-17-2006, 09:29 AM
Melee Tomes
Sunderock Springs in the Brotherhood of the Scale encampment from Sensei Splitscale at loc -1430 853
Cleric Spells
Sunderock Springs in the Brotherhood of the Scale encampment from Kalladrahn the Pure at loc -1388 826
Paladin Spells
Sunderock Springs in the Brotherhood of the Scale encampment from Inquisitor Harona at loc -1386 793
Bard Spells:
Goru'kar mesa, at the minohten satyr camp from Raistedas Curlbraids, loc -665, 1026
Wizard Spells:
Goru'kar mesa, at the minohten satyr camp from Jaelle Florica, loc -722, 1018
Druid Spells:
The Steppes, loc -340, 278 from Rang Kelliam
Necro Spells:
Direwind Cliffs, Loc -1121, -516 from Outcast Sayrus
Shadowknight spells:
Direwind Cliffs, Loc -1121, -516 from Outcast Erralock
Beastlord Spells:
Icefall Glacier, Loc -1557, -781 from Tavin of the Wild
Shaman Spells:
Icefall Glacier, Loc -1565, -764 from Ezna Connoy
Enchanter Spells:
stone hive, loc 583, -997 from a bixie imposter, in the hedge on right side
Mage Spells:
Sunderrock, Loc 1616, -1063 from Pesha of the mist
Ranger:
The steppes, -700, 1303. Close to dr00d vendor
Port spells
Druid Direwind spells:
Loc: -1256, -16 from Tienen The Wanderer
Druid The Steppes ports:
Loc 493, -1287 from Emelia Daeren
Druid Blightfire ports:
Loc 360, 1360 from Grey Peacebloom
Wizard ports:
Blightfire Moors, Loc: -146, 576, from Kulvinia Brightflame

WiLdOnE786
09-17-2006, 10:38 AM
# Teir 3 spells drop in raids and are tuned appropriately. Teir 2 spells should be all you need for single group play. If you need the Teir 3 spells it's because you're raiding and thats where you'll find them

I absolutely LOVE the idea of them posting that... I for one am sick and tired of people crying that the level 70/69 runes are to hard to obtain because they are more pointed towards " uber guilds".

cenoxx
09-17-2006, 04:40 PM
It's also partially bull. For example, chanter charm/mezz get a greater MR check as the ranks go up, so the rank 3 spells are better for solo, group or raid. They aren't specifically better for raids. The rank 1 spells are positively dangerous - eg. mezz rank 1 has no resist adjust so you end up with more failed mezz, which makes you a liability. Raiding chanters STILL get an edge over casuals. I'm sure it's true for other classes also.

Cen.

RuadhTheRed
09-17-2006, 05:14 PM
That is an excellent list Cassea found on the beta boards. I'm adding it to the guide!

Firemynd
09-17-2006, 08:23 PM
Did 72nd level "Nature's Placidity" (harmony upgrade) get cut? Anyone have the cut list?

~Firemynd

Onetree Tallbarque
09-18-2006, 12:32 AM
I don't have the cut list but this is what Prathun said today (http://eqforums.station.sony.com/eq/board/message?board.id=SSSpells&message.id=8321) about the cuts in general...

The spell cuts have obviously been the words on everyone's lips (fingertips?) here on the boards the last few days, and it's true, I've pared down the number of spells per class to about 5 per melee, 15 per hybrid, and 25 per pure caster or priest. This was done for multiple reasons: to keep things simple, consistent, to make spell acquisition uncluttered, and to remove spells that were at the bottom of the desirability spectrum. I know this is where the primary issue lies, since the community was looking forward to a handful of spells which didn't make the cut. In fact, it's safe to say that there's a tangible anxiety that certain class-defining spell lines will be forgotten forever.

It shouldn't be a problem. We can add in spells to the drop tables and vendors, after launch, for those spells that are indispensable. I know that level capped abilities, in particular, are a point of contention because if an upgrade is not included for Serpent's Spine then that ability ceases to work completely. You can count on Drifting Fog and the other lulls making an appearance.

-Prathun

Krystae Lunalupus
09-18-2006, 04:42 AM
Not counting bugs and stuff that is obviously still being ironed out, I have only one real issue.

Moonshadow.

I can understand the concept behind not wanting to give upgrades for the dod and por quested spells. And yes, I agree. BUT, at 75 this spell is not gonna heal a great enough percent of the groups life with the hp increase to even bother keeping it memmed. With well geared tanks and hybrids and even some priests this spell unless u get a crit is barely noticeable in it's heal. And with the long recast not like we can keep casting it faster to compensate. I only just got this spell like a month ago and within another week it'll be useless and we will be back to no practical group heal again. So, in the name of preserving the need to do quests from previous expansions they have screwed us again as we will end up having the same old issues on raids with group dying from ae's again.

There has to be a solution to this. Either soe needs to suck it up and give us an upgrade anyhow. Druids will still need to do sky3 for progression anyhow, not like it's dod spell mission where the sole purpose is to acquire said spell.

Or, modify the existing spell. Make it have a chance to leave a small HoT on group after cast. Or increase it's base healing. Or actually, just make the recast time same as other heals (i.e. ancient cholorbon) so we can cast it faster to try and compensate. The latter probably being the easiest and best way to fix the issue. Cause unless you are 75 with good gear you wouldn't be able to chain cast that mana instensive spell too long.

Anyhow, this is a real issue and needs some sort of resolution. =/

Fenier
09-18-2006, 07:33 AM
Spells which where cut, but according to Prathun may be added in later:

Mask Line
Attack Debuff Line
Veng Fire DoT Line
Immolation Fire DoT Line
Harmony Line
Level 75 Wolf Form

We got off lucky, from what I am hearing Clerics lost the new Conviction spell, and Shamans had Champion Upgrade cut as well.

Mellan, Laurelleii and I are trying to get some of the spells they cut exchanged with other spells (regen!) so we have the most useful of the 25 spells they plan to give us, here's hoping.
-Fenier

voronus
09-18-2006, 07:41 AM
Spells which where cut, but according to Prathun may be added in later:


I bet later means next expansion or worse

Fenier
09-18-2006, 07:47 AM
Nothing like thinking positive!

Micahle
09-18-2006, 10:03 AM
Lol - Like they've ever given us a reason to think positively in the past? ;)

Tuppet
09-18-2006, 10:54 AM
anyone think that they cut some of the spell lines to "save" them for features in the next expansion??

dorda
09-18-2006, 01:33 PM
and they still forgot the put the zonewide AOE nuke for 5hp ... AGAIN!

Tuppet
09-18-2006, 02:11 PM
and they still forgot the put the zonewide AOE nuke for 5hp ... AGAIN!

OMGZ!!!!!! /cancel

Firemynd
09-18-2006, 03:32 PM
Veng Fire DoT Line
Immolation Fire DoT Line

That they pulled both fire dots indicates that not much thought went into the cuts. That's a shame, but it's hardly atypical for SOE, most of whom I'd wager do not themselves play EQ1 regularly.

~Firemynd

Fenier
09-18-2006, 05:44 PM
Prathun has been assuring people they plan to patch in some of the missing spells post launch, but no ETA was given.

Alaene
09-18-2006, 06:21 PM
I can't understand, at ALL, if they have spells working in the beta, why they would cut them for launch but commit to patch them in later.

I don't pretend to know anything about what is going on or went on in beta, but something stinks with regard to cutting out spell lines like this.

At the very, very least it was shockingly poor management to wait until after the NDA was lifted to make these changes. I also suggest that last minute messing around like this is very rarely well thought out.

Still, can't complain about what I haven't seen... as always, I'll reserve final judgement until I see what goes live.

Aldier
09-18-2006, 08:10 PM
The reason for the cuts is that at that Prathun got the idea that he needed a finite number of spells for each class and that each class needed to have the same number of spells.

The idea was 5 for melee, 15 for hybrids, and 25 for pure casters/priests. The problem with that is the added mechanics/new spell lines were created and counted against the spell count so some existing lines had to be cut. As to what was cut, no clue... seems he picked randomly without much input from the feedback in beta.

For reference (and it was mentioned in the beta forums) PoP and OoW averaged about 20 spells for hybrids and 30 for pure casters/priests.

Alaene
09-18-2006, 09:35 PM
The reason for the cuts is that at that Prathun got the idea that he needed a finite number of spells for each class and that each class needed to have the same number of spells.

The idea was 5 for melee, 15 for hybrids, and 25 for pure casters/priests. The problem with that is the added mechanics/new spell lines were created and counted against the spell count so some existing lines had to be cut. As to what was cut, no clue... seems he picked randomly without much input from the feedback in beta.

I had heard this mentioned elsewhere. It is, in my humble opinion, as stupid a concept as I've ever come across. It punishes classes with an above average number of spell lines, and that doesn't even address the apparently random and ill-considered choice of cut spells.

It also calls into question the post-launch reintroduction of spell lines. Why on earth would you cut spells in order to create some arbitrary class parity, and then subsequently reintroduce them? This makes a mockery of cutting them in the first place, surely.

Alternatively, of course, I'm "angry" for no good reason, and the cut spells were not in fact ready to go live. If they were working okay in Beta, though, I can't see what reason there would be to cut them. Maybe I should stop whining and just let things happen as they will :P

alyn cross
09-19-2006, 07:26 AM
the cuts, and explanation for them, are indeed... poor... imo. the atk debuff, fire dots, and mask have been with us since eq/kunark/velious, don't see why they'd pick spell lines that old to cut. harmony i *can* live without, was looking forward to a new wolf form, though, since they changed the agro on wolf now...

druids have always since day 1 had an unusually high number of spells... hell we'd fill up the original size of our spellbook before wizzys got halfway through theirs.

all told though, i like the spells i'll get... just wish i'd get more. Bottom line, in my thinking is: You can't be a utility class without your utility spells. part of the reason we have so many spells is because our spells aren't as effective as the pure casters of that spell type...

oh, well... it's fun, and it's not like i'm going to quit over a few lax spell decisions... /cackles

dorda
09-19-2006, 09:08 AM
/cackle
/cackle
/cackle
/cackle
/cackle
/cackle
/cackle
/cackle
/cackle

i just wonder how fenier will come up being happy of this .. he would be happy sitting on the tallest pointiest tree =)

Fenier
09-19-2006, 09:17 AM
First, your comment is out of line.

Secondly, no I am not happy about it, and people here can verify my posts on beta about it, but there simply isn't much I can do about it either.

Multiple Devs have assured people Prathun is adding in some of the cut spells in a patch post launch. We are jut going to have to take thier word for it.

dorda
09-19-2006, 09:30 AM
__^
_/_\
/W_s\ Sorry for pulling your leg, i hope this is more in line =)
/e_c\
/__r\
/a_e\
/r_w\
/e_d\
_||_______________________________________________

Laurelleii
09-19-2006, 10:16 AM
How about we show some maturity?

Along with a few others, Fenier has been very active on the beta boards. Tag teaming issues we thought were important we got a lot of changes and adjustments made. So really the snide comments are uncalled for. If you're unhappy well then you're unhappy. Perhaps next beta cycle you'll take the time to get involved.

Fenier didn't cut the spells and we had no say in it or warnings. We're delivering the information we have received, period. I'm not happy about the cuts either but if Prathun says they are coming post launch then I'm going to just believe him this time. I got the impression that his hands were tied at this point and given how open he was to all our feedback during the beta cycle he deserves the benefit of the doubt this time around.

dorda
09-19-2006, 10:17 AM
I am not unhappy .. I only pull Fenier leg when i am happy .. else i discuss with him =)

Seishi
09-19-2006, 11:13 AM
......
Are you serious?

Am I the only one who's extremely disappointed with this list?

From the look of things, the majority of these spells aren't even going to be -worth- using over the Omens spells (for a Qvic geared or less druid) due to the lack of new focus effects. I think they'll find that most people (druids at least) will just stick to OoW and DoDH spells. Honestly, this is ridiculous. Most of these spells (and our new AAs for that matter) are just copied and pasted from older crap with roughly the same efficiency. The only real problem with that fact is that since there's no focus effects to help these, they'll end up being less efficient! Plus they're even taking out the ones that would've been used (mask, attack debuff, fire DoT)?! I know we have to "take their word on it" that they'll be released in the future, but honestly, how well can we trust their word now? We'll probably see them next expansion (6 months?). I highly doubt I'll be using any of these except like four (self DI, direwild, direwood guard, adrenaline surge) due to the fact that my focus effects will barely do anything to save me mana and make them more efficient.

On a side note, why do we get a spell that marks an NPC as a plant when we're the ones who have animal spells? Seriously, am I the ONLY ONE who thinks this is retarded? It's a really neat and cool idea and the spell itself is great... but... come on.

As much as I love my druid, it's starting to occur to me that we really are the red-headed stepchild of EQ.

Fenier
09-19-2006, 11:16 AM
Because Prathun wanted the Bodytype spells to be more useful for other classes, then they where just for us.

In our case, since we can Charm Animals, I think the concern was we'd be able to charm in any zone with th ecorrect level mobs by using the spell to make it an animal, then charming it, and this was unacceptable. which I agree with, since we're not chanters.

Likewise, no classes got a turn bodytype to Undead (Necro/Paladin issues) or Summoned (Mage, Ranger, Druid issues, iirc).

Netura
09-19-2006, 11:59 AM
......
As much as I love my druid, it's starting to occur to me that we really are the red-headed stepchild of EQ.
Lol. If I had a nickel for everytime I have heard this said...And its totally false.

spanky_p
09-19-2006, 12:14 PM
I see we are getting a few new things and some are just upgrades and not something that the normal none guilded player can use. For people who box if they have a Druid and a SHM they wil be doing fine.
I am not liking the focus they giving but not going to complain.

I do have a question on the Heal section. I read the affects don't affect CHeal but do they affect Quick Heal?

Will there be an XP bonus to these new zones? are the new zones coming from old zones like before with the Common's this time like theydid to Freeport?

dorda
09-19-2006, 12:51 PM
As much as I love my druid, it's starting to occur to me that we really are the red-headed stepchild of EQ.

Green-headed stepchild!
Not disappointed yet .. until i experiment it myself =) So much is changing .. casting skills could impact quite something too i think.
I guess i'll have to wait, live, rez and see.

puchiguso
09-19-2006, 12:54 PM
There will be no L75 focus items introduced with this expansion
Where did this info come from? According to Qaman over on graffe's there are already many lvl 75 focus effects in the spell database

RuadhTheRed
09-19-2006, 01:42 PM
Where did this info come from? According to Qaman over on graffe's there are already many lvl 75 focus effects in the spell database

This was something explicitly stated by the devs on the beta boards. The players were very unhappy with this news so the devs decided to increase the focus effect min Level to 72 on items out of DoD and PoR raid zones.

If there are 75 focus effects (other than on Epic 2.0s), its news to us that were in beta.

Fenier
09-19-2006, 03:10 PM
Prathun has just posted that due to the new downtime changes, he is looking at swaping out both of our new regens with other spells post launch.

Secondly, the level 75 Limit people have been seeing on Skin to Vines, is the max level of the spell to be fully focused when getting the +fire damage. The spell can be used on any level of mob, including, I would assume - raid bosses, thus adding to the entire raids Fire and Slashing Damage.

I see this as more powerful honestly, then the Shaman +blunt / MR spell, unless of course, the mob was FR to begin with.

Aelfin
09-19-2006, 03:30 PM
This was something explicitly stated by the devs on the beta boards. The players were very unhappy with this news so the devs decided to increase the focus effect min Level to 72 on items out of DoD and PoR raid zones.

If there are 75 focus effects (other than on Epic 2.0s), its news to us that were in beta.

Still, this seems to be really bad when spell haste and mana pres type foci are considered. Many of these have not been upgraded since OoW. There were no new foci with DoD or PoR (or DoN).

Gaminide
09-19-2006, 03:42 PM
I have been making some math around these spells:

1) It seems that MK1 to MK2 improvement is large but MK2 to MK3 not much. (at least on Cold AE rain)
2) Fast heal MK1 is nearly same as ancient clor (oow ancient)

The new lines are good, what about staking? I mean do all 3 debuffs stack? How is epic debuff stacking with these?

Powdwar
09-19-2006, 03:54 PM
I think there is a bit of confusion here. Existing focus effects will not be upgraded to work to level 75 spells. There is a short list of demiplane, deathknell and sullon/suchun/daosheen items that are having their caps bumped up to 72 (degrading 10% per level above that.)

There will be new focus effects that are capped at level 75 from TSS raids. However, some focus effects will remain the same percentage as now. Example:

Alacrity of the Ikaav (http://lucy.allakhazam.com/spell.html?id=6478&source=Live) is a 30% beneficial haste focus capped at 70. There will be a 30% beneficial haste focus on TSS items that caps at level 75. Do NOT expect to see haste greater than 30% though as the devs believe it would be unbalancing.

Other effects, like fire damage focus for example, I do expect to see higher percentage focus effects on as well as having caps up to 75.

This is my impression of how things will work, please let me know if anything I am indicating is wrong.

Fenier
09-19-2006, 04:08 PM
Prathun claims our epic stacks with the Skin to Vines and Icefall Debuffs damage increases.

Aldier
09-19-2006, 05:40 PM
Still, this seems to be really bad when spell haste and mana pres type foci are considered. Many of these have not been upgraded since OoW. There were no new foci with DoD or PoR (or DoN).

It was stated that they will retroactively be renaming some focus effects on the Demiplane and some PoR raid loots to have the same current effect with a new name that will scale to 72.

dorda
09-20-2006, 06:38 AM
>>>Along with a few others, Fenier has been very active on the beta boards. Tag teaming issues we thought were important we got a lot of changes and adjustments made. So really the snide comments are uncalled for. If you're unhappy well then you're unhappy. Perhaps next beta cycle you'll take the time to get involved

......
Are you serious?

Am I the only one who's extremely disappointed with this list?

.

wanted to explain why i am happy ...

if i perceive a problem and Fenier doesnt he comes against me .. the problem will be never addressed nor recognized and i am going to be unhappy.

If he does, then he is going to take care of it (and better than i ever could).. i have to do nothing .. thus i am happy =)

Cassea
09-20-2006, 11:25 AM
I just wanted to make a few comments...

A bunch of us really busted our butts in the beta and on the beta forums trying to get things changed. We won a few and lost a few but the effort was huge. No one wants or expects a "you guys are great" post but please do not think that we love all the cuts or that we somehow let you all down.

IMHO the Cold Rain spell is a huge upgrade, the new heal is nice, the new bear pet will make it actually usefull (we got the bear pet changed at the last minute!) and we can now turn into a tree *smiles* Not all the spells or aa's are bad.

The devs were pretty open and honest to us and while we still have issues I am feeling pretty good about the expansion, the spells and our aa's. +6% to our dot crits will be huge IMHO. +6% to healing crits might make it crit enough to actually matter. We fought hard, and lost, on the healing adept line. We really tried but basically were told that it would raise Clerics healing too high. When we tried to suggest that they give it to the non-clerics as the other healing classes have been left behind a bit we did not get an answer.

The one issue that people may not know about is the nerf to Reptile. We really had to go to the carpet on this one. Apparently "some" druids but mostly other classes who have "reptile like" spells have been abusing the spell and pulling greens to a named in order to up the proc rate higher that the devs intended the spell to be. In addition we have some other classes that are "very" pissed about us using it to farm greens.

Let me tell you.... we had such a huge fight on our hands that it was all we could do to save Reptile and at the last minute at that. SOE still wants to change reptile but they tabled it for now.

The proposed fix was to nerf Reptile so it would proc more or less depending on the mobs con..... not at all for low level mobs and the standard rate for yellow-red mobs.... IE for day to day mobs the spell would have been nerfed.

Did we push for better heals, DPS, runspeed and others... you bet! Did we get them? Well IMHO we ended up better than most classes. Am I 100% happy.... of course not but I will leave you with one tidbit that you may not be aware of...

They will be removing our weak regen upgrade and replacing it with a spell that was axed. Dunno which it will be but this is what we were told.

Sorry if this post was a bit defensive in nature but after reading a few posts about rotten spells and beta people liking or not liking the list I just had to set the record straight.

-Cass

dorda
09-20-2006, 12:12 PM
just hope they add back out dots and the cool spells they removed at the last minute. Good job Beta testers .. keep up the druid flag during the fight =)

a few notes:

-the 71 rain is on the same timer as the 66 rain .. probably as POP rain too. It stacks with the 850/wave rain spell though .. Not sure if it is worth casting both anymore as i used to with the 66 rain.

-The Nature's beacon (71 charm spell) charms up to 70? quite nice to do at 71 then =) It describes as charming animals and insects .. so it has been expanded in the mob range it works with?

Vowelumos
09-20-2006, 03:06 PM
"SELF DIVINE INTERVENTION"

Can the DA effect on this be clicked off. Sounds great as long as I can click it off to evac.

Alaene
09-20-2006, 06:18 PM
Just a note to followup Cassea's post above.

I know there was an explicit "we're not asking for a "you guys are great"", but I wanted to thank the druids who were in beta and fought on our behalf to get the best possible result. I understand a lot of effort was involved, and am personally grateful. I am sure many of the other readers of this forum feel the same.

spanky_p
09-20-2006, 08:06 PM
What is the level of mobs the charm spell can charm?

dorda
09-21-2006, 07:08 AM
tried on the named wolf (70) .. the one for the cloak in Arcstone .. but it wasnt a wolf. (would have been fun though =)
Tried on dark blue to 71 Griffons in Direwind (SS) and charm landed . Guess its to lev 70. Must try on the whites too.

EDIT: at 71 charm only lasts a couple seconds on 70 griffs .. guess i'll need a couple more levels to make it feasable there.

dorda
09-21-2006, 07:13 AM
Just a note to followup Cassea's post above.

I know there was an explicit "we're not asking for a "you guys are great"", but I wanted to thank the druids who were in beta and fought on our behalf to get the best possible result. I understand a lot of effort was involved, and am personally grateful. I am sure many of the other readers of this forum feel the same.

yepp same. (this doesnt mean that i will refrain from teasing Fenier .. he deserves it) =)

Gweedru
09-21-2006, 11:11 AM
I guess what i don't understand is how they could pull DoTs in favor of rain spells or a stun which doesn't even land most of the time. Aren't Dot's the most commonly cast spell in a druids spellbook, other than when on raids? I can't remember the last time i cast a rain spell, but i constantly use Heals, Regen, Seasons, DDs and Dots.

We even get another charm to try and get ourselves killed with, instead of upgrades to DoTs. It just seems weird which spells were pulled. I was *really* looking forward to getting a new slate of DoTs, hopefully they'll reconsider.

I can't really say that not having these dots lessens my enjoyment of the game, because we're being given 5 levels, AAs, and new spells, but it just seems odd to me.

As an aside to this, can someone please educate me on when rain spells would be used in a solo, group, or raid situation? I might just be missing the reason why this spell needs to exist.

Gweedru

voronus
09-21-2006, 11:23 AM
I love the rain spells, I use them in groups to help dps, raids when im not healing to maximise dps and you can quad with rains too.

serinity_inny
09-21-2006, 11:25 AM
Here is time I use rain and it is AWESOME....69.1 hard straight up melee ....pally or sk tanking .....debuff with glacier cast 2 dots and rain til your heart is content....I can get 1-2 rains on depending on how many other casters there are.....wizzy friend joined in and did same thing....now this is stationary one mob but for this particular situation very good!...when no mezzed mobs in camp its great...we dont ever bring chanter there for this .....and i crit on those rains with just scf (1 pt in) for 2360ish plus the other two waves 1138.....again I do this only when aggro is for sure not coming to me and we go all out on rains.

Vekx
09-21-2006, 11:25 AM
Was using the new rain spell last night in a group grinding in a Hive task. Worked pretty good IMHO. It can be a pain with adds that get charmed because you can't use rain then and have to have a DD loaded.

Gweedru
09-21-2006, 11:57 AM
Ok, those are some good examples of using rains, but then why not just use Dawnstrike or Ancient:Chaos Frost if you're DDing anyway. With the new Ooc Regen, you're never running oom for more than a minute or two, so mana efficiency is thrown out the window.

And at least in the groups im in, we're usually mezzing the next pull so that we have a constant stream, so rains are no good there. The only time i use rains are on Hanvar, since he's susceptible to cold and for some reason it tends to land more than Chaos Frost.

And even though people give examples of when they use rain spells, don't you use DoTs all the time to solo? I just stack up 5 dots and let the mob die while i go grab another. Rinse repeat. With max Crit Affliction AAs, it doesn't take that long for anything to die. And my nukes get resisted way more than my dots, so i tend to use them.

G.

Vekx
09-21-2006, 12:02 PM
Ok, those are some good examples of using rains, but then why not just use Dawnstrike or Ancient:Chaos Frost if you're DDing anyway. With the new Ooc Regen, you're never running oom for more than a minute or two, so mana efficiency is thrown out the window.

And at least in the groups im in, we're usually mezzing the next pull so that we have a constant stream, so rains are no good there. The only time i use rains are on Hanvar, since he's susceptible to cold and for some reason it tends to land more than Chaos Frost.

And even though people give examples of when they use rain spells, don't you use DoTs all the time to solo? I just stack up 5 dots and let the mob die while i go grab another. Rinse repeat. With max Crit Affliction AAs, it doesn't take that long for anything to die. And my nukes get resisted way more than my dots, so i tend to use them.

G.

I was doing more damage with the rain spell. And the cast time is quite a bit shorter.

If you are mezzing alot you are right, depends on the group of the day, lol.

And yes I wish we had new DoT's. I do the same when solo. I was just answering your question on when to use rain, lol.

Aelfin
09-21-2006, 02:07 PM
i would prefer to have lost charm, regens and the damn single target mammoth's strength over dots for sure.

rains are the most efficient spell dps you have. 1460*3 = 4380. triple crit is 3358*3=10,074. stack it with winter's storm (850*3) and you are pumping out the dps.

if another mob is too close, use spore spiral to push it away.

doing 69.1 hard hive mission with 2 rogues and these and the mobs explode.

Arilium
09-21-2006, 02:42 PM
and to remove spells that were at the bottom of the desirability spectrum.

What I find amusing is that they thing an upgraded mask spell is the bottom of desirability

Eldrynn
09-21-2006, 03:58 PM
Is the spell list going to be updated with live info once everything is sorted out? I bought everything I could but noticed the cut spells. I browse this board for all the great info there is. Thanks to everyone who inputs their 2 cents. =)

elty
09-21-2006, 05:43 PM
Rain is very good especially if you don't have good focus item, since it is unaffected by improve damage focus effect.

Menien Mayhem
09-21-2006, 06:46 PM
"SELF DIVINE INTERVENTION"

Can the DA effect on this be clicked off. Sounds great as long as I can click it off to evac.
Yes, used it last night on final mission in the Nest and it proc'd for me.

RuadhTheRed
09-21-2006, 07:36 PM
Is the spell list going to be updated with live info once everything is sorted out? I bought everything I could but noticed the cut spells. I browse this board for all the great info there is. Thanks to everyone who inputs their 2 cents. =)

The spells showed up on Lucy: http://lucy.allakhazam.com/spelllist.html?classes=DRU&source=Live

I'll be updating the post on the first page with that information tomorrow.

dorda
09-22-2006, 06:28 AM
well after OOC regen the mask line could indeed be a side spell, not so important anymore imo.. dots is another matter.

animal mez/slow would really be something to go with charm .. well stun nuke can sorta help though as a ghetto slow.

Fenlayen
09-22-2006, 06:42 AM
This was something explicitly stated by the devs on the beta boards. The players were very unhappy with this news so the devs decided to increase the focus effect min Level to 72 on items out of DoD and PoR raid zones.

If there are 75 focus effects (other than on Epic 2.0s), its news to us that were in beta.

Pretty sure they said they wouldn't be moving exsisting foci to lvl 75 not that there wouldn't any lvl 75 foci in TSS.

Like.

http://lucy.allakhazam.com/item.html?id=46647

RuadhTheRed
09-22-2006, 02:06 PM
Yes, there seems to be many items showing up with new Focus effects. Fiigmo found these druid quest armor pieces with L75 focus effects:

http://lucy.allakhazam.com/item.html?id=53277

http://lucy.allakhazam.com/item.html?id=53282


I'll revise my initial statement about focus effects in this thread.

Bacchuss
09-22-2006, 03:02 PM
Maybe I am just crazy. But I only found 4 level 72 spells.

Amoiraen
09-22-2006, 06:02 PM
So what happened to our Calm line spell? I'm wondering if the devs don't know that some druids like to pull. = /


http://img113.imageshack.us/img113/2329/amoiraensiggydguq3.jpg

RuadhTheRed
09-22-2006, 06:44 PM
All spells updated from Live data. I also reformatted the spell list to make it easier to read.

Post here if you see any errors.

Shruella
09-22-2006, 07:46 PM
At 75, the gimpest single-groupable foci are equivalent to Vish/Last Blood level foci, and better than anything in Anguish

I just love it when they nerf the spell foci on old raid items so badly that we're better off taking a 100 hp/mana hit to get gear with foci that go all the way to level 75 :/

To me, this seems a bit harsh compared to the changes made to PoP/GoD foci when OoW came out.

Marpedod
09-23-2006, 07:15 PM
The new ice debuff that also does ice damage increase works with rains...very nice

Kalevalatar
09-25-2006, 02:00 AM
We got a ring from Direwind which had Improved Healing VI focus, 190mana/hps. Wasn't good for me, my old focus is still better, but atleast it answers if they made new focus effects or not.

Aelfin
09-25-2006, 12:36 PM
All spells updated from Live data. I also reformatted the spell list to make it easier to read.

Post here if you see any errors.

Pure Life is wrong. The links you have the ranks pointing to is correct, tho.
Pure Life
1: Increase Hitpoints by 3146 (L72) to 3176 (L75)
Rk II
1: Increase Hitpoints by 3257 (L72) to 3287 (L75)
RK III
1: Increase Hitpoints by 3369 (L72) to 3399 (L75)

May have transcribed others, wrong, too; PL is the only one i checked.

Pyxil Falconsoul
10-01-2006, 05:53 PM
So what about the level 2 spells... I am in a group in Steepes and the Spells are dropping from the giants but no Druids yet... there a list of monsters that it drops off of somewherE?

Aldier
10-01-2006, 06:59 PM
We are still finding these out. We do not have lists of go kill mob_01 and it will drop spell_02.

RuadhTheRed
10-04-2006, 06:43 PM
Added new info about Rank III spells:

Rank III Druid Spells are received by rune turn in. Glowing Obsidian Runes (http://lucy.allakhazam.com/item.html?id=52676) drop from TSS raid mobs and are turned in to Kalim`Kar the Gold in Ashengate. He's just inside the zone, before the first big door you see, to the right and down a bit, hidden somewhat between the rocks @ n275 n100. The order of Rank III spells received is being compiled here (http://eq.forums.thedruidsgrove.org/showthread.php?t=14538).

lyssabeth
10-04-2006, 09:12 PM
Skin to Vines no longer states any slashing bonus in the description :(

Riverwinter
10-05-2006, 06:57 AM
Ask ten Druids what they want from the class, get ten different answers.

If you are fixing a car, and have to remove a bolt, you might use a socket wrench. Someone else might use a open end wrench, someone else might use a closed end wrench, someone else might use an adjustable. Who's right? Dunno, so long as the car gets fixed.

I don't use charm. I personally have no use for a new wolf form. I am not going to begrudge a druid that wants better charms or a new wolf form. In the extreme, it's like stating that I need a new Karana's Rage for quadding, so take away Karana's Renewal, cause I never use it.

In order to develop the class, we need to keep as many tools in our toolbox as we can, so that each of us can play the druid that we play. Please don't be willing to sacrifice Charms, Harmonies, or Rains, because you primarily use Fire Nukes, DoTs and Heals.

"Good Job!" to you guys who did beta and provided honest, well thought feedback to the Devs. And continue to fight for our Debuff lines, they are the best little known advantage of the class.

Kamion
10-29-2006, 12:11 PM
Am I incorrect, or is Direwild Skin the only mana regen buff in TSS that doesn't gain mana regen in higher ranks?

The mage self-only mana regen buff (same slot as 9/dire, doesn't stack) scales from 10 to 12 mana regen from rk. I to rk. III -- so mages, for the first time to my knowledge, are now the superior slot 4 mana regen buffers.

Fenier
10-30-2006, 11:17 AM
Armor of the Sacred does not gain more mana regen with higher ranks.

Bristiladd
11-20-2006, 10:37 PM
Question: what does skill damge modifiers on Mammoth strength actually mean?

Kamion
11-21-2006, 08:16 AM
Question: what does skill damge modifiers on Mammoth strength actually mean?
Pre-mod melee hit * 1.0X (X=dmg buff mod %) = actual melee hit.

So, if a person does 110 dps w/o damage mod buffs - 100 from raw melee, 10 from procs - they'll do 116 dps w/ mammoth rk 1. It's a fixed effectivness, there is no 'roll' to determine how effective damage mod buffs on a given hit are.