View Full Forums : TBS Spells, AAs, Equipment, Quests, Etc.


RuadhTheRed
02-08-2007, 08:36 PM
Please post here with any information concerning druids in the expansion and I will add it here.

ZONE INFO

* Barren Coast - 55 to 65
* Monkey Rock - 65
* Redfeather Isle - 70
* Maiden's Grave - 70
* Deadbone Reef - 75 (sunderock/steppes)
* Suncrest Isle - 75 (sunderock/steppes)
* Jardel's Hook - 75 (sunderock/steppes)

The combine city is all level 75 content and starts at the direwind/icefall difficulty.

* Katta Castrum - 75 (direwind/icefall)
* Atiiki - 75 (valdeholm)
* Thalassius - 75 (valdeholm)
* Zhisza - 75 (ashengate/frostcrypt)
* Silyssar - 75 (ashengate/frostcrypt)

SPELLS

Spells are sold by merchants in Katta Castrum. You must faction up with those merchants by way of solo quests (at least to INDIFFERENT.) Group missions gain you new currency (Orux) that is used to purchase the spells.

From Aeia:
Rank1 spells are sold by Halon Griere in The Buried Sea. You need Doublons to buy from him. Fernspur Rank1 costs 100 Doublons, Vinelash Cascade 150 and you need Indifferent faction with Blacksail Smugglers to buy these. Annihilate The Unnatural costs 200, Hoar Frost 250, and you need Amiable to buy these. Amiable is not enough to buy the level 75 spell, but it's likely that the cost will be 300 Doublons and warmly faction will work.

Solo quests to get faction with Blacksail Smugglers are easy for soloing druids. Most of these require to kill some kind of pirates and/or loot something from the pirates, either in The Buried Sea (monsters in the 70-75 range) or in The Barren Coast (lower level monsters). If you ever soloed anything, you won't have a problem doing these; root-rotting works great. You need about six of the solo missions to get to indifferent faction and about six more to get to amiable.

L71 Fernspur - Short duration, high damage DS with 10% chance to do double damage, upgrade to Barkspur
Rank 1 (http://lucy.allakhazam.com/spell.html?id=11766&source=Live): 462 per hit, 8 hits max, 4 tick duration - COST: 100 Orux
Rank 2 (http://lucy.allakhazam.com/spell.html?id=11767&source=Live): 481 per hit, 8 hits max, 4 tick duration
Rank 3 (http://lucy.allakhazam.com/spell.html?id=11768&source=Live): 499 per hit, 8 hits max, 4 tick duration

L72 Vinelash Cascade - AE Root with snare effect when root wears off
Rank 1 (http://lucy.allakhazam.com/spell.html?id=9917&source=Live): -40 resist (chromatic), 5 tick duration - COST: 150 Orux
Rank 2 (http://lucy.allakhazam.com/spell.html?id=9918&source=Live): -50 resist (chromatic), 6 tick duration
Rank 3 (http://lucy.allakhazam.com/spell.html?id=9919&source=Live): -60 resist (chromatic), 7 tick duration

L73 Annihilate the Unnatural - Summoned only direct damage with chance to proc extreme damage DoT
Rank 1 (http://lucy.allakhazam.com/spell.html?id=10735&source=Live): 2666 nuke with 2% chance to proc -1000resist adjust & 32,000pt/tick DoT for 3 ticks
Rank 2 (http://lucy.allakhazam.com/spell.html?id=10736&source=Live):2772 nuke with 2% chance to proc -1000resist adjust & 32,000pt/tick DoT for 3 ticks
Rank 3 (http://lucy.allakhazam.com/spell.html?id=10737&source=Live): 2879 nuke with 2% chance to proc -1000resist adjust & 32,000pt/tick DoT for 3 ticks

L74 Hoar Frost - Cold based ac/atk debuff
Rank 1 (http://lucy.allakhazam.com/spell.html?id=9845&source=Live): -108atk, -23ac
Rank 2 (http://lucy.allakhazam.com/spell.html?id=9846&source=Live): -113atk, -24ac
Rank 3 (http://lucy.allakhazam.com/spell.html?id=9847&source=Live): -117atk, -25ac

L75 Lunarlight - Group Heal, upgrade to Moonshadow
Rank 1 (http://lucy.allakhazam.com/spell.html?id=11770&source=Live): 1695 group heal for 1182 mana
Rank 2 (http://lucy.allakhazam.com/spell.html?id=11771&source=Live): 1754 group heal for 1223 mana
Rank 3 (http://lucy.allakhazam.com/spell.html?id=11772&source=Live): 1814 group heal for 1265 mana
Note that a druid port spell to the expansion lands will be added to the game "shortly after launch." Until then, players can use the guild hall teleporter.

ARMOR

Tier 1 Armor - bought with Katta (Orux) currency once appropriate faction is achieved. Details to come.

Citizen's Energeiac Leather Tunic (http://lucy.allakhazam.com/item.html?id=80426)
MAGIC ITEM LORE ITEM NO TRADE
Slot: CHEST
Purity: 45
AC: 44
STR: +9 DEX: +9 STA: +9 CHA: +9 WIS: +9 INT: +9 AGI: +9 HP: +210 MANA: +210 ENDUR: +210
SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10
Spell Shield: +2% DoT Shielding: +2% Attack: +35 Regeneration: +4 Mana Regeneration: +4
Recommended level of 75. Required level of 70.
WT: 2.2 Size: LARGE
Class: DRU MNK BST
Race: ALL except ERU HIE DEF DWF GNM FRG
Slot 1, Type 7
Slot 2, Type 1
Slot 3, Type 2

Citizen's Energeiac Leather Leggings (http://lucy.allakhazam.com/item.html?id=80422)
MAGIC ITEM LORE ITEM NO TRADE
Slot: LEGS
Purity: 45
AC: 30
STR: +9 DEX: +9 STA: +9 CHA: +9 WIS: +9 INT: +9 AGI: +9 HP: +200 MANA: +200 ENDUR: +200
SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10
Combat Effects: +1 Avoidance: +20 Strikethrough: +1% Attack: +30 Mana Regeneration: +4
Recommended level of 75. Required level of 70.
Focus: Improved Damage VI (http://lucy.allakhazam.com/spell.html?id=9509) - Increase Spell Damage by 20%, Max Level 75
WT: 1.2 Size: LARGE
Class: DRU MNK BST
Race: ALL except ERU HIE DEF DWF GNM FRG
Slot 1, Type 7
Slot 2, Type 1
Slot 3, Type 2

Citizen's Energeiac Leather Armwraps (http://lucy.allakhazam.com/item.html?id=80418)
MAGIC ITEM LORE ITEM NO TRADE
Slot: ARMS
Purity: 45
AC: 24
STR: +9 DEX: +9 STA: +9 CHA: +9 WIS: +9 INT: +9 AGI: +9 HP: +200 MANA: +200 ENDUR: +200
SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10
Avoidance: +5 Accuracy: +4 Regeneration: +5 Damage Shield: +5
Recommended level of 75. Required level of 70.
WT: 1.1 Size: MEDIUM
Class: DRU MNK BST
Race: ALL except ERU HIE DEF DWF GNM FRG
Slot 1, Type 7
Slot 2, Type 1
Slot 3, Type 2

Citizen's Energeiac Leather Boots (http://lucy.allakhazam.com/item.html?id=80410)
MAGIC ITEM LORE ITEM NO TRADE
Slot: FEET
Purity: 45
AC: 21
STR: +9 DEX: +9 STA: +9 CHA: +9 WIS: +9 INT: +9 AGI: +9 HP: +195 MANA: +195 ENDUR: +195
SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10
Combat Effects: +2 Spell Shield: +1% DoT Shielding: +1% Attack: +25 Mana Regeneration: +3
Recommended level of 75. Required level of 70.
WT: 0.8 Size: MEDIUM
Class: DRU MNK BST
Race: ALL except ERU HIE DEF DWF GNM FRG
Slot 1, Type 7
Slot 2, Type 1
Slot 3, Type 2

Citizen's Energeiac Leather Cowl (http://lucy.allakhazam.com/item.html?id=80414)
MAGIC ITEM LORE ITEM NO TRADE
Slot: HEAD
Purity: 45
AC: 22
STR: +9 DEX: +9 STA: +9 CHA: +9 WIS: +9 INT: +9 AGI: +9 HP: +195 MANA: +195 ENDUR: +195
SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10
Shielding: +1% Accuracy: +2 Strikethrough: +2% Attack: +20 Regeneration: +2 Mana Regeneration: +2
Recommended level of 75. Required level of 70.
Focus: Spell Alacrity VI (http://lucy.allakhazam.com/spell.html?id=9510) - Increase Spell Haste by 15%, Max Level 75, Min Casting Time 3.0
WT: 0.5 Size: MEDIUM
Class: DRU MNK BST
Race: ALL except ERU HIE DEF DWF GNM FRG
Slot 1, Type 7
Slot 2, Type 1
Slot 3, Type 2

Citizen's Energeiac Leather Gloves (http://lucy.allakhazam.com/item.html?id=80406)
MAGIC ITEM LORE ITEM NO TRADE
Slot: HANDS
Purity: 45
AC: 20
STR: +9 DEX: +9 STA: +9 CHA: +9 WIS: +9 INT: +9 AGI: +9 HP: +190 MANA: +190 ENDUR: +190
SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10
Combat Effects: +3 Strikethrough: +2% Regeneration: +4
Recommended level of 75. Required level of 70.
Focus: Extended Reach VI (http://lucy.allakhazam.com/spell.html?id=9508) - Increase Spell Range by 15%, Max Level 75
WT: 0.7 Size: MEDIUM
Class: DRU MNK BST
Race: ALL except ERU HIE DEF DWF GNM FRG
Slot 1, Type 7
Slot 2, Type 1
Slot 3, Type 2

Citizen's Energeiac Leather Wristguard (http://lucy.allakhazam.com/item.html?id=80402)
MAGIC ITEM NO TRADE
Slot: WRIST
Purity: 45
AC: 20
STR: +9 DEX: +9 STA: +9 CHA: +9 WIS: +9 INT: +9 AGI: +9 HP: +190 MANA: +190 ENDUR: +190
SV FIRE: +10 SV DISEASE: +10 SV COLD: +10 SV MAGIC: +10 SV POISON: +10
Spell Shield: +1% DoT Shielding: +1% Regeneration: +3 Damage Shield: +2
Recommended level of 75. Required level of 70.
WT: 0.5 Size: MEDIUM
Class: DRU MNK BST
Race: ALL except ERU HIE DEF DWF GNM FRG
Slot 1, Type 7
Slot 2, Type 1
Slot 3, Type 2

QUESTS
There are many solo quests that grant faction and group missions that grant about 50 Orux per run. Additional info to come.

NOTE: There are NO solo missions, only solo QUESTS. Sorry for the earlier confusion.

AA
There are no new AAs in this expansion.

Fenier
02-10-2007, 07:45 AM
There are no AAs. No AAs in Tab or Progressive.

Tox Forest has been Revamped. It leads to the Barren Coast, then to the Buried Sea, where you have your selection of islands, or can decend to Katta.

All raids are in Solertis. Solertis is accessed via a single group progression arc of 8 missions (think ToB, but harder). Completing the Arc gives you a high stat ring which is later upgraded to your class item via the Soletris raids.

Spells (some spell data is quoted from Mellen):

Hoar Frost (71):

Cold Based Attack Debuff, does not stack with Corana

Rank One
-26 AC
-108 ATK

Rank Two
-27 AC
-113 ATK

Rank Three
-28 AC
-117 ATK

Fernspur (72):

Current: 462/481/499 DS dmg x8hits within 24secs (extendable to 42). Has a 10% chance on all ranks to instead be 998 ds dmg 741/770/800

Likewise, Barkspur is now duration 24 seconds, and can thus be extended to 42 via SCRM and so forth

Lunar Light (73):

Heals 2083/2138/2213 for 969/994/1029mana

Same timer as Moonshadow, mana costs may have varied slightly, but it should be close

Annihlate the Unnatural (73):

We tried very hard to get rid of this... sorry ;/

Current 2666/2772/2879dmg for 486/505/525mana ... -100 resist adjust vs. magic, 5sec cast time. Summoned mobs only.

10% chance to cast Annihilate Resistances (-50 CR MR PR FR .. seems to be on the same line as Malx line of debuffs so should bounce or be overwriten by any of those spells)

5% chance to cast Annihilate Slow (25% slow)

Vinelash Cascade (75):

Current: Beam root ( |_| shape area effect in an area 15feet wide, 150feet long) 5/6/7tick (30/36/42secs) duration,

1.5sec cast time,
7.5sec recast,
resists vs. -40/50/60 chromatic for 200mana.
On fade, rooted mobs will snare themselves (unresistable) 65% for 5ticks/30secs.

You do not get a snare wrore off message, because you are not snaring the mobs, the mobs are snaring themselves. Snare does not occur if root breaks, only on fades.

Other information:

Skin to Vines now has a cast on message

Epic 1.5 and 2.0 fixed across the board

Monks will no longer be able to function as Enchanters. Tehir Echo of Misdirection spell was altered to be for pulling only

Sting of the Queen had it's mana cost increased by 48%~ Formaly 581 new cost is over 900 on rank 1.

Mana Flare now requires a minimum amount of mana to fire. No more firing off innate SK lifetaps and so forth.

Zone Information:


* Barren Coast - 55 to 65
* Monkey Rock - 65
* Redfeather Isle - 70
* Maiden's Grave - 70
* Deadbone Reef - 75 (sunderock/steppes)
* Suncrest Isle - 75 (sunderock/steppes)
* Jardel's Hook - 75 (sunderock/steppes)

The combine city is all level 75 content and starts at the direwind/icefall difficulty.

* Katta Castrum - 75 (direwind/icefall)
* Atiiki - 75 (valdeholm)
* Thalassius - 75 (valdeholm)
* Zhisza - 75 (ashengate/frostcrypt)
* Silyssar - 75 (ashengate/frostcrypt)

Silyssar is a locked zone requiring a mission arc to access.

Features:

Fellowships and Banner supplies are available in PoK near the Nexus Portal (inside that building).

To speak in a fellowship, the command is /fs

I'll let other people talk about the armor types and zones =p

Alaene
02-10-2007, 02:53 PM
Cold Based Attack Debuff, does not stack with Corana

Does that mean it stacks with Hand / Fixation?

Fenier
02-10-2007, 03:14 PM
Does that mean it stacks with Hand / Fixation?

Yes, but you trade AC debuffing for more attack, so the tank takes less damage, but so does the mob.

Mellen
02-10-2007, 05:57 PM
I think the ac actually stacks (yes, I know it probably shouldn't). I was gonna ask for the ac to be bumped up to 35 to match GB since that got dropped from icefall breath so I did some testing first and casting on myself iirc hand fix hf all provided ac debuffage.

I can't check b/c the spell parser I was getting that info from is down for the time being but supposedtly AtU was changed a bit. Heard the slow is scrapped and there's now a chance to proc a large dd off of it.

Might be able to give some better info on monday

Riverwinter
02-10-2007, 06:07 PM
Hoar Frost (71):

Cold Based Attack Debuff, does not stack with Corana
Even if they didn't make it perfect, I'll take the attack debuff, if only to have a HoR that I can toss on firebased mobs.

Dippen
02-11-2007, 09:43 PM
Anyone have zones / locs where new spells will be located at, or are they mob drops?

Mellen
02-12-2007, 12:01 PM
Some recent changes....

Level Changes

Fernspur now lvl 71
Vinelash Cascaed now lvl 72
Annihilate the Unnatural now lvl 73
Hoar Frost now lvl 74
Lunarlight now lvl 75


AC debuff changes

All our debuffs that had ac debuffs in slot 1 (fixation of ro, sun's corona, glacier breath, hoar frost etc.) had the ac debuff moved to slot 6. Icefall breath recieved a -41 ac debuff (GB had -35 but it was cut and the cold dmg mod was put in it's place for tss)


Annihilate the Unnatural

5% chance to slow is now a 2% chance to cast Annihilate Destruction, a -1000resist adjust 32kx3 dot.


Lunarlight (nerf)

Nerfed back to the original numbers 1695/1754/1814hp healed for 1182/1223/1265. The increased lvl also amounts to a small nerf if you don't have a tss foci.

Avg heal value at last blood lvl = 3120/3228/3339.
For comparison shm hot will heal 922 -> 1844 -> 2767 -> 3689 -> 4611 -> 5533 -> 6455 on avg (rk 2).

Tilluen
02-12-2007, 02:18 PM
Could someone explain how the fellowship and guild banner thing works?

Laurelleii
02-12-2007, 02:20 PM
That last minute change to Lunarlight upsets and disappoints me to no end. Anyone who was in Beta really should go post on that. I'm not sure they're even still reading it but it's worth a shot to express our displeasure and loudly.

nduma
02-12-2007, 03:41 PM
Monks will no longer be able to function as Enchanters. Tehir Echo of Misdirection spell was altered to be for pulling only


Can still be used as a mild CC tool, in fact an even more powerful one now in certain circumstances and not many monks were trying to use it as a mez tool in the first place.

I just pre-ordered TBS for my druid purely for lunarlight and vinelash cascade earlier today - seeing the last minute change go in for LL without warning or explanation is very annoying, frustrating and makes me angry.

Explanation that will likely come out is it was deemed too powerful but, more realistic reason is Prath got so much flak for the Sting nerf that was blamed on druids by shaman, response is to do the same to druids. Off course this will be categorically denied.

Slim hope it's a mistake but, that I very much doubt.

Ellidoe
02-12-2007, 04:45 PM
Bah the nerf and with increased lvl makes our lvl 70 group heal, even with Demi/DK heal focus, much more mana efficient and higher avg and heal power.

Ellidoe

elty
02-12-2007, 09:50 PM
Uhhhhh Im pretty sure every other druid in here uses Moonshadow a tonne, you are doing something wrong obviously.

Oh I remember that. I used Moonshadow A LOT, not because it is a great spell but because my entire group will die unless I chain cast it. When I get OOM after 2 minutes I will click my magic button to reclaim my mana back.... every 24 (20?) hours. I wish I get a 6/8 minutes reuse version but at least we have the Mask line for 5 mana a tick.... which is a free moonshadow every 20 minutes.

I did find the solution though... just group with a cleric/shaman and I don't have to even cast it once. Pally works, if the fight is not too long.

Nothing has been changed. Druid still do pathetic DPS with pathetic heal. Before the rollback they are actually fairly decent except for the yawnblur (a spell that will never scale) upgrade. Now it just look like another TSS, marginal upgrades for a marginalized class.

Micahle
02-12-2007, 10:17 PM
I can use single heals and keep the group up just fine. When I use moonshadow I run out of mana too fast.

I'm curious as to how single healing 6 times can cost less mana than 1 cast of moonshadow.


When I get OOM after 2 minutes

That's more than a slight exaggeration. If you wanna bitch about the effectiveness of the spell, try using some real numbers.

1.1k mana cost.. You can cast it 3 times in a minute (or close enough to).. so in 2 minutes you can cast it 6 times using 6600 mana.. assuming you have zero mana pres AAs, foci and have no GoM procs or mana regen.

Also assuming you have none of the above affecting your spells, you would heal 6x1500 x 6casts worth. That's 54,000 points of healing for 6600 mana.



Sure, in my opinion the recast is too long and it doesn't heal for enough BUT it certainly does have good value for me, in encounters where multiple people are taking damage at once. That being said, with the degredation of foci from 70 to 75, the new group heal (LunarLight) won't find a spot in my spellbook with the current value it heals for.

Sorrian
02-12-2007, 10:34 PM
I'm curious as to how single healing 6 times can cost less mana than 1 cast of moonshadow.

Having 6 people to heal is the exception. More often than not, you have 3 people or less to heal at any given time. So the healing is wasted on those that are at full hp. In the time it takes to cast moonshadow, you will likely fall behind on healing someone and end up casting a single heal on them anyway. It's all about the timing. Using moonshadow when you have 4 or more people missing some HP is certainly more efficient, but now you lose time healing the person in your group that will lose hp faster I.E. tank or under-geared toon. In a perfect uniform world, everybody will lose hp together and at the same rate, but that rarely happens. So your "real" numbers you posted mean nothing, because they only apply in a fictional world.

Micahle
02-13-2007, 03:01 AM
If they're going to give us Lunar Light, they should at least have it on a different timer.

Tobynn
02-13-2007, 03:41 AM
Bait and Switch ?!?!

Ohhhhh, noooooooo ... we wouldn't fall for that again! Not again and again!


Its high time druids were removed from the 'priest' category since its obvious we are intended to perform on a healing level similar to hybrids.

So glad I've got a TSS heal focus ... it means my Lunarlight efficiency will suck just a smidge less than monumentally.

Tyriena
02-13-2007, 07:58 AM
Are there any new port spells with this expansion? Where abouts are they sold?

Laurelleii
02-13-2007, 08:03 AM
Wizards are getting one to Katta, We're getting on to Buried Sea. The gnome in Guild Hall will also get Katta. However, these were not added for Wizards/Druids until yesterday so they are not going in today with launch.

According to Prathun they will be added "shortly afterward". Let's hope this shortly afterward isn't like last expansion's shortly afterward. Considering the crap he just pulled with our group heal, I personally won't be holding my breath, but maybe he'll surprise us.

Fenlayen
02-13-2007, 09:15 AM
The change to lunar light was the wrong one imo.

There does need to be benefits for pally groups heals but greater HP healed and a better hp/mana ratio should be them, Druid group heals should be better in those regards. Pally group heals should have a faster cast time and a greater range. Well at least in my opinion :shuffle:

Windfyre
02-13-2007, 06:17 PM
Way to go sony....more spells that make zero impact on gameplay. LL is yet another spell that will get used as much as moonshadow...never. Too expensive and too weak to be of any real use. I bet it's a real pain to even get this spell....

Actually thats very incorrect. Skin like Vines now works with fire based dots and our dots have been increased in damage. I think thats a huge impact on the game - specially when im soloing for 18% aa exp per kill ;)

Aelfin
02-13-2007, 07:25 PM
Actually thats very incorrect. Skin like Vines now works with fire based dots and our dots have been increased in damage. I think thats a huge impact on the game - specially when im soloing for 18% aa exp per kill ;)
Wind, I respect the fact that you are trying to be an optimist here. And really I think you are prolly a pretty good druid. But WTF. Skin to Vines is what you want to bring up? You want to be frikken excited over the fact it works with DoTs... I have to say WTH ARE YOU THINKING?

lemme lay out a possible spell lineup for soloing with DoTs...
1.A Snare, pick your fav
2.A Root, pick your fav
3.Blistering Sunray Rk II 247 (make sure other fire dots land)
4.Sunscorch Rk II 529
5.Swarm of Fireants Rk II 384
6.Vengeance of the Sun 412
7.Wasp Swarm 289
8.Vengeance of Tunare 309
9 Heal, pick your choice, just in case you get beat on

StV Rk2 will increase dmg by 5%.
Add up the extra fire damage (rounding real fast, prolly not exact): 12+26+20+15 = 73
WOOHOO, skin to vines will do an extra 73 points of damage!
But Wait, you have to fit it in! What shall you give up? Wasp Swarm? Sacrifice 289/tick for the extra 73? No thanks!
Dump the heal, hope you don't get hit? The root? The snare? Ok. But why not just add in Swarming Death, at 224 it would still give you more damage than the extra StV gives you.
I guess, if you really, want, you can swap something in and out, in and out. I'd still prolly just swap another DOT in that does more damage but up to you. Fun times for 18% AA killing roots or yellow con mammoths, have fun!

Bolodo
02-13-2007, 08:19 PM
I rarely post anything here anymore, because all I ever see is the same thing Windfyre has brought up. I have been playing a druid for a long time. There is nothing wrong with the druid class. We are not broke.

I am a raiding druid on The Nameless server and have no issues with our abilities. I have learned to adapt/adjust to just about every situation I have been put into, whether thats raiding or grouping. We have been given the tools/abilities to handle just about anything thrown at us.

Would I like to be able to heal like a Cleric, group heal like a Paladin, nuke like a Wizzy, DoT like a Necro, pull like a Monk or CC like an Enchanter? Sure I would, but then I should of played one of those classes. I enjoy having the versatility to do all those things. I am not locked into one specific role.

In conclusion, instead of whining/crying about the poor druid class, I prefer to look at what we can do and stop worrying about what we can't.

Bolodo
Ashen Vendetta

Windfyre
02-13-2007, 08:33 PM
Wind, I respect the fact that you are trying to be an optimist here. And really I think you are prolly a pretty good druid. But WTF. Skin to Vines is what you want to bring up? You want to be frikken excited over the fact it works with DoTs... I have to say WTH ARE YOU THINKING?

lemme lay out a possible spell lineup for soloing with DoTs...
1.A Snare, pick your fav
2.A Root, pick your fav
3.Blistering Sunray Rk II 247 (make sure other fire dots land)
4.Sunscorch Rk II 529
5.Swarm of Fireants Rk II 384
6.Vengeance of the Sun 412
7.Wasp Swarm 289
8.Vengeance of Tunare 309
9 Heal, pick your choice, just in case you get beat on

StV Rk2 will increase dmg by 5%.
Add up the extra fire damage (rounding real fast, prolly not exact): 12+26+20+15 = 73
WOOHOO, skin to vines will do an extra 73 points of damage!
But Wait, you have to fit it in! What shall you give up? Wasp Swarm? Sacrifice 289/tick for the extra 73? No thanks!
Dump the heal, hope you don't get hit? The root? The snare? Ok. But why not just add in Swarming Death, at 224 it would still give you more damage than the extra StV gives you.
I guess, if you really, want, you can swap something in and out, in and out. I'd still prolly just swap another DOT in that does more damage but up to you. Fun times for 18% AA killing roots or yellow con mammoths, have fun!

Because your complaining about an expansion that ISNT a true expansion.. its expanded content with a few extra spells..

Thats it.. no AA's, no progression AA's, 4 spells...

Its like you thought this was going to be an epic expansion to revamp druids or something. I havent seen you complain about TSS so why complain about TBS?

Pretend we didnt get spells and TSS got a few extra zones because thats exactly what happened.

lyssabeth
02-14-2007, 03:04 AM
How about we discuss druid issues in a Druid Issue thread and leave this as the place to list where TBS spells are sold/dropped, Druid-ish quests, etc (since that's the title of the thread)...

So, where are the vendor sold spells?

Fanra
02-14-2007, 05:39 AM
It appears to me that the new spells are bought with the new currency in Katta Castrum. It also looks like you need faction before they will offer them to you.

The same is true for most of the merchants there. Most seemed to not show me their items and wanted the new currency.

I'm just wondering if the port spells will also require faction and new currency. You would think they should be exempt since porting is such a basic function but who knows what SOE thinks.

The port spells might or might not be in the extra patch we just had. No way to know unless a dev actually tells us what goes on or someone finds them and lets us know.

Windfyre
02-14-2007, 06:05 AM
any info would be great....... Looks like this is a lot like DON.... Do missions to get currency and spend it on vendor items...

Micahle
02-14-2007, 06:11 AM
There are solo tasks you can do and when completed gives you the choice of extra EXP OR some faction. Some minor quest i did for Petula in Barren Coast got me 2% AA , so thinking faction hits might be the way to go on those so you can buy your spells when you get enough currency.

Missions for currency seem group based, i couldn't find any solo ones - Much like DoN it seems. Oh and your /claim item is a faction modifier, lets you unlock some items/spell before you have appropriate faction, so actually comes in handy this early in the expansion.

druidos
02-14-2007, 10:06 AM
where to get new spells ? i mean who sell them pls

druidos
02-14-2007, 10:38 AM
Nature's Placidity (http://everquest.allakhazam.com/db/spell.html?spell=9851) is sell from The Quiet Wanderer in Sunderock
Loc : - 202, 1653 , 285 its west Geyser cost 315 pp ( pacify up to 75 lvl 71 spell)

he sell also monk/cleric/ench / rng / bard pacify song/spell /disc

serinity_inny
02-14-2007, 11:17 AM
that is tss spell and has been for sale for 3 weeks now.

We did a group mission and you zone into monkey rock and when your done got 30 of the first kind of currency and faction.

I hear the next currency level a wizard bought their rk 2 spell for 150 of that currency.

I grabbed a TON of solo task last night and worked on one or two.....I have to say I like the amount of quests because thats what I like about vanguard always some lil quest to work on.......now that EQ has this too I can see myself keeping super busy just exploring figuring these out.

Our nightly group has almost all tss but few spots and I think we will try and upgrade those with tbs instead unless we just get lucky on tss namers.

Cibby

RuadhTheRed
02-14-2007, 01:18 PM
Please keep this thread to information about the expansion. Opinion can be voiced in another thread.

Any additional information about how to faction up with the spell merchants and/or how to acquire the currency to buy the spells would be greatly appreciated.

Thanks.

Fanra
02-14-2007, 02:51 PM
Oh and your /claim item is a faction modifier, lets you unlock some items/spell before you have appropriate faction, so actually comes in handy this early in the expansion.
The item seems to have no effect on the Katta Castrum merchants. I think it only modifies the faction for other merchants. So far it looks like only the Katta Castrum merchants have spells, but I really haven't explored, so I can't say.

Fanra
02-14-2007, 02:59 PM
Any additional information about how to faction up with the spell merchants and/or how to acquire the currency to buy the spells would be greatly appreciated.
I improved my faction with Combine Empire Merchants by doing two solo and one group task in Katta Castrum. The group task also gave me 50 of one of the new currency (Orux).

Despite doing these tasks, my faction with the merchants in Katta Castrum seems the same. I think it is going to take a lot of faction work to be able to buy stuff from them. They seem to sell spells, songs, tomes, armor, weapons and the new energen "batteries" but I am unable to look at their stock, since they just tell me I still need to "improve" (guess that means faction) before they will sell me anything. The buy/sell box that opens with them has the new currency in it (although no items yet), so it seems that when they finally decide to sell to me they will only take it, rather than plats.

I don't remember which of the new currency the spell merchants wanted, it was only one out of the four new ones. As soon as I visit them next, I'll make a note of it and let you guys know.

Fanra
02-14-2007, 03:21 PM
Ok, not sure if this goes here, but I think it does.

One of the quests I did offered me the choice of 75pp or this:

http://i14.photobucket.com/albums/a326/Fanra/crackedumhandle.jpg

Naturally, since 75pp is nothing, I took the item in the hopes it had some use.

Perhaps someone will figure out what it is for and let us know. :)

Elric91
02-14-2007, 03:46 PM
a fast question..what seems to be the theme of these group oriented tasks that earn the new currency? i read they are group quests but do we need a full group? or can they be kited with 3 or so like some of the DoD tasks? is a tank needed or can u grab some Wizzy's,necro's and kite some of the new tasks till u get some currency for the new spells? any info would be great thanks!

serinity_inny
02-14-2007, 04:27 PM
55 missions were non summonable and did them with all casters for Monkey rock last night.

Not sure on next level up but we did do mission last night with bot in PoK and I zoned in did all exploring while other guy was getting tickets and using the boat.

So thinking 3 is min needed for group.

Cibby

Tilluen
02-14-2007, 07:30 PM
I did a group mission I got in Katta (full group). I didn't complete the mission because I ran out of time and servers went down. The mob were all yellow to 75, hit near 3k max, and had more HPs than AG or FC mobs. Sorry, I don't remember the mission name. I'll do it again tonight and get the name.

Powdwar
02-15-2007, 01:15 PM
To get rk. II spells go to Katta and do group missions. Many missions give both Orux and faction with the vendors. (Take advantage of the Preview Rewards button before you accept missions.) Initially you won't be able to buy any spells from the Priest Spells vendor in Katta, but as you improve faction more will be revealed to you. I can confirm that Fernspur rk.II is available for 150 Orux once you reach indifferent faction.

Madily
02-15-2007, 05:46 PM
Vinelash Cascade is 200 Orux and available to you when you reach amiable faction.

serinity_inny
02-15-2007, 05:53 PM
http://lucy.allakhazam.com/itemlist.html?searchtext=citizen

Here is the armor so far (tier 1 of you will as far as faction goes).

While a bit behind tss in hps/mana (and especially avoidance)

with 2 extra slots that might be able to be made up and you don't have to farm powersources.

I like spell haste 6 on the hat (think group gear here only 2 items with that and both meh stats)

Will be interesting to see the next tier and I hear it is type 8 gear.

Cibby

RuadhTheRed
02-15-2007, 06:22 PM
Thanks, Cibby! I've updated the original post.

Fenier
02-15-2007, 06:35 PM
Indifferant Faction with the Blacksail Merchants

Fernspur Rank I - 100 Doubloons
Vinelash Cascade Rank I - 150 Doubloons

Smugglers Engeratic Leather Bracer - 150 Doubloons
Smugglers Engeratic Leather Gloves - 175 Doubloons
Smugglers Engeratic Leather Boots - 200 Doubloons

Powersources:

Air, Fire, Earth and Ice 10 Doubloons

Would seem anything in Orux is Rank II and all Rank I come from one of the merchants in The Buried Sea.

Elric91
02-15-2007, 08:11 PM
i see on the new armor it has a Purity rating like Purity : +30 or Purity : +40 : whats purity mean?

lyssabeth
02-16-2007, 07:34 AM
Indifferant Faction with the Blacksail Merchants

all Rank I come from one of the merchants in The Buried Sea.
Where is the Rk1 merchant? ctr-f is only showing a couple of quest NPCs.

serinity_inny
02-16-2007, 09:55 AM
Someone said on sk boards purity is amount of the powersource that will go towards that item.

Personally I am going to only get 2 rk 1's then work the faction/group missions for the others ones in rk 2.

Helm will be on my agenda for spell haste 6......fyi we got ring last night for detri spell range (just 15%) but 265m 235hps and 15 all stats with stun resist 3 and mana regen......is nice to see some focus gear for groupers this time!

serinity_inny
02-16-2007, 01:11 PM
http://lucy.allakhazam.com/itemlist.html?searchtext=praetorian%27s

latest update for the highest groupable gear with ally.....wow I like the focus effect EXCEPT poison??? man hopefully the will retune that.

Bad part is I LOVE my tss teir 2 legs but looks like if you take the bp then you need to take the legs so you don't have two of same focus healings....but I could use spell haste 6 so I won't be complaining.

Tobynn
02-16-2007, 02:51 PM
Poison Focus on the wrist piece will affect beastlord DoTs.
I can't recall the last time I casted a DoT with my beastlord.

/shrug

lyssabeth
02-16-2007, 06:18 PM
With indifferent faction (faction modifying rod and two group missions done):

Level 71/72 spells are on Halon Griere (Blacksail Smugglers Merchant) in The Buried Sea. Take the boat from Barren Coast, get off at the first pier, and follow the coast around to the north.

71 spells are 100 Doubloons (Fernspur)
72 spells are 150 Doubloons (Vinelash Cascade)--level 73 for rangers

Riverwinter
02-17-2007, 11:07 AM
Vinelash Cascade (75):

Current: Beam root ( |_| shape area effect in an area 15feet wide, 150feet long) 5/6/7tick (30/36/42secs) duration,

1.5sec cast time,
7.5sec recast,
resists vs. -40/50/60 chromatic for 200mana.
On fade, rooted mobs will snare themselves (unresistable) 65% for 5ticks/30secs.

You do not get a snare wrore off message, because you are not snaring the mobs, the mobs are snaring themselves. Snare does not occur if root breaks, only on fades.

Been trying to figure out what to do with this spell, not that I have it, but just brainstorming.

Druid Group Ghetto Mez? Pack of mobs coming in on the group, face the pack and cast VC, 1.5 secs later, they are stuck. Let the tank grab one and start killing. Reroot the pack while they are still rooted, and you can hold the crowd at bay without them surrounding you. Okay. Might work.

Maybe it can also be used as an oil slick when you are running away from a crowd of mobs trying to kill you. Turn, fast cast root, turn and take the minute head start.

I don't know what good the snare is for, except maybe on a pull, where you could root two mobs, for instance, and break the root on one, drag him back to camp, then the second root wears off, mob is snared, and shows up in camp a minute after you pulled the first one.

Guess I better start working on my faction. I hate faction. :(

Glynna1
02-17-2007, 12:03 PM
Didn't see it posted but Trader Othena in Katta sells the Fernspur RK II spell for 150 Orux- Was able to buy with indifferent faction.

Kalevalatar
02-18-2007, 03:32 AM
The factioning don't seem to be too bad so far. 3-4 missions and I was indifferent to vendors in Katta and I was able to buy FernspurII. I also noticed that other NPCs were still apprehensive though, so remember to check your faction right. Too bad the Aviak Charm wont help in Katta.

Faction should go up a level after about 4 missions and then always new spell open up for buying.

So far I'm VERY impressed. The zones are amazing, the task, missions and dialogues seem fun and creative. Katta looks great too! I'll move there when I'm old and rich :grin: New human models are nicely done and their armor purdy. Reminds me of what Seru wears...

I'm pretty happy about our spells too. I use Barkspur a lot so Fernspur is a gods gift for me. I also read a post from Alla, that our nuke vs summoned should now work on several different type of mobs (golems, gargoyles etc) and be way more useful. Gotta test that. Alla still shows our Hoar Frost as fear spell, hopefully they will update the info soon.

I say :thumbs2:

Krystae Lunalupus
02-18-2007, 03:51 AM
I only briefly glanced through these posts to get an idea of what was new that I didn't know about yet. What I do see is a lot of the old arguements about Moonshadow and group heals and druid heals and single healing 6 people and druids not being able to heal and blah blah...

I'm sorry, but I just don't get it. I've never had a problem healing a full group just fine regardless of my buffs or group make up. On raids, hard high end raids, I heal group fine. In exp groups, heal group fine... Only thing I know I can't do is keep the main tank up on a raid level mob encounter by myself. But then, can any one cleric do that either? I think not lol.

Anyhow, I just don't get what all the complaining is about. I use Moonshadow, and all the single target heals, our old regens, and in an emergency pop convergence of spirits on someone to save them quick.

Things I see worth complaining about include animal based spells we should have gotten upgrades too or that should be added. Wolf form upgrades that don't suck. Several other things. But I for one really don't see what the problem is with healing. I think I heal just fine and really don't recall very many issues with mana or people dieing beyond what would be expected (i.e. getting 20 mobs trained on you at 5am when u have been exp'n for 12 hours straight and were overnuking for no particular reason and were lom to begin with lol). Under "normal" circumstances though healing is not an issue ever.. at least for me. /shrug

serinity_inny
02-18-2007, 04:26 AM
was in grp with cleric critted for 32k 2 waves in grp heal made me sick !

Kalevalatar
02-18-2007, 05:28 AM
Well as I see the possible problem with druid heals, is that a druid needs very good heal focus and AAs to be able to heal group efficiently. Recently a friend of mine came back to game, he quit around GoD. He complained that it's impossible for him to main heal a group now (altough we have gotten him some Anguish gear and he's catching up). He just simply lacks the AAs and gear for it, whereas a cleric of course can main heal a group with way less AAs.

So average players are in trouble? Could be. Altough my server definately gets it easy because basicly only some quest and epic drops are no trade and one can buy all the gear they want from bazaar.

Is this unfair? Unfair that druids have to work twice as hard to be able to heal efficiently or have good dps output? Reading these boards I get the feeling many think so and are frustrated. But I don't see it that way. No matter what, we still have the advantage of being the most versatile class there is and altough some spells we've gotten seems rather useless, over the years druids have been given some amazing new and unique spells I couldn't even dream of when I was level 60 years ago.

Glynna1
02-19-2007, 09:36 AM
Correction to your spells: Vinelash Cascade is 200 orux but it's Rank II with amiable faction

Also Fernspur RKII is 150 orux w/indifferent faction

Aeia
02-20-2007, 05:29 AM
Rank1 spells are sold by Halon Griere in The Buried Sea. You need Doublons to buy from him. Fernspur Rank1 costs 100 Doublons, Vinelash Cascade 150 and you need Indifferent faction with Blacksail Smugglers to buy these. Annihilate The Unnatural costs 200, Hoar Frost 250, and you need Amiable to buy these. Lunarlight costs 300 Doublons and requires kindly faction.

Solo quests to get faction with Blacksail Smugglers are easy for soloing druids. Most of these require to kill some kind of pirates and/or loot something from the pirates, either in The Buried Sea (monsters in the 70-75 range) or in The Barren Coast (lower level monsters). If you ever soloed anything, you won't have a problem doing these; root-rotting works great. You need about six of the solo missions to get to indifferent faction and about six more to get to amiable.

List of items Halon sells on Indifferent (http://hobit.altar.cz/aeia/screenshots/blacksail/indifferent.jpg)
List of items Halon sells on Amiable (http://hobit.altar.cz/aeia/screenshots/blacksail/amiable.jpg)

Windfyre
02-20-2007, 07:03 PM
was in grp with cleric critted for 32k 2 waves in grp heal made me sick !

Why? They are a cleric..... Why would it make you sick? If i was in a group id hope my cleric could crit for as much as possible.

Fenier
02-25-2007, 01:02 AM
Used Vinelash Cascade RK II on Mission #4 Counter-Attack!

Manged to root like 30 or so golems before Sabreyn (the tank) died because It is amazingly rather hard to root said number of mobs as well as be the sole healer for the group when the groups dps level is more toward the moderate then high side.

I don't suppose it helped the wizard died when the named FDd the tank either.

It's definatly a specialized spell but came in handy last night. Could have won I am sure if we had another healer (or some other viable way of dealing with the horde of golems)

-Fenier

Micahle
02-25-2007, 03:20 AM
Annihilate did a 32k DD for me today - Been using it all day and it only proc'd once. The debuff it procs seems to go off fairly often.

Anyone tested out the stacking issues with hoar frost? Bought it last night but haven't had a chance to play around with it yet.

Elric91
02-25-2007, 05:55 AM
ok..been reading and readin and reading on the new purity thing for a basic understanding and here is what i see so far :

once you equp a power source all armors with purity recieve a behind the scenes augment that fits into their slot 1 and/or slot 2 slots (one? or both?)

This augment has maximum stats but you only recieve a portion of the stats based on purity rating of the armor (for purity 45 u get 45% of the aug stats and rating 50 is 50% etc..)

the power rating of 100000/100000 (i might have too many zero's lol ) once you equip a power source the power depletes at a rate of about 2 per piece of armor it powers per second or so (if u have 2 armors that have purity u lose 4 per second, if only 1 u lose 2, etc.)

here is where i found my info http://forums.station.sony.com/eq/posts/list.m?topic_id=107378
but my question is : once depleted is there a way to recharge the power source? or is it worthless junk after the power is gone..like a disposable augment making device?

Fenier
02-25-2007, 07:52 AM
Anyone tested out the stacking issues with hoar frost? Bought it last night but haven't had a chance to play around with it yet.

They stack, they debuff different things.

Windfyre
02-25-2007, 05:59 PM
I still think TSS armor is better then TBS armor (even with power sources). The only armor thats much better from TBS is the raid level armor (Elite Armor). I think TBS is easier to get.. just do a bunch of missions..

They have a shield and weapon vendor - I havent seen anything except something that looks like a mixing bowl - Maybe they will have some nice off hand shields and such.

sliggoth
02-25-2007, 07:07 PM
Hmm, Tss armor tends to have more avoidance, but the gains in hp, mana and foci from Tbs are pretty hard to beat. Overall I dont care for the Tbs bracers, but then the Tss bracers dont excite me very much either.

Have to say that pretty much all of the Tbs praet armor looks much better than the Tss stuff.


Sliggoth, druid/ tradeskiller of 7th hammer

Micahle
02-25-2007, 07:31 PM
Originally Posted by Micahle
Anyone tested out the stacking issues with hoar frost? Bought it last night but haven't had a chance to play around with it yet.

They stack, they debuff different things.

From the figures on Lucy and the fact that it straight out overwrites Sun's Corona - It looks like a general upgrade to that spell, unless the mob is cold immune.

Fenier
02-26-2007, 12:39 AM
From the figures on Lucy and the fact that it straight out overwrites Sun's Corona - It looks like a general upgrade to that spell, unless the mob is cold immune.

I misread your statement I thought you where talking about ATU's debuff Annihilate Resistances. (http://lucy.allakhazam.com/spell.html?id=11937&source=Live)

Hoar Frost and Sun's Don't Stack.

serinity_inny
02-26-2007, 02:32 AM
50 aviodance on tbs and 40 on tss.

I want to say 22 spell shielding but i have my comparisons at work also no stun on tbs but more dot shielding regen and mana regen.

More focus on tbs.....just got shoulders for 13% detri mana pres and the beneficial and detri spell haste will be nice.....along with cold nukes.

p.s. wind not sure why u dont think tbs is better 280hps/mana >225

Kitano
02-28-2007, 09:23 PM
Focuses are very nice, id take the focus over the minimal mana gain of TSS ...