ohioastro
09-28-2007, 01:49 PM
Druid AA Guide<o></o><o></o>
(Comments and edits most welcome. I've included the first section to see if this is useful; I'll add sections 2-4 if there is interest.)
Alternate abilities are a tremendous asset to the power of Everquest characters, and druids are no exception. However, it can be difficult to develop a road map with a blizzard of possibilities (1840 non-expendable as of The Buried Sea expansion.) This post is designed to meet two needs: factual information about the impact, and cost, of various AAs and some evaluation of the relative merits of different choices. There are four broad categories of AAs. Some improve spells that you cast normally (hereafter, spell AAs.) Others provide new abilities, some of which duplicate existing spell lines (for example ensnare, invisibility) while others are unique AA-only lines (radiant cure, convergence of spirits, etc.) I’ll call these “Button AAs”, because they can be triggered by hotkeys outside the normal spell bar. Tradeskill AAs are a distinct category that will be important (or not) according to how much you value tradeskills. Finally, there are Stat/Skill AAs. These directly improve base statistics, raise caps, improve skills (such as forage), or raise “hidden” statistics such as mana regeneration, melee avoidance, and mitigation.
<o></o>
In terms of value, I divide AAs into 4 tiers. The first tier are abilities that change your game, and would be the ones that I’d pick first. Second tier abilities still have a significant positive impact, but are either less powerful or less cost-effective than Tier 1. In the third tier I’d put marginal AAs. To be in this category, the AA either has to be useful only in very specialized circumstances or to provide a minor boost even if completed. Fourth tier abilities, which are relatively rare, are those which will have little or no impact on your character even if completed. Within each AA line the cost-effectiveness tends to diminish as you purchase more abilities. I also attempt to note where the effectiveness of future AAs diminishes, which can help you plan purchases.
<o>
</o>
Spell AAs<o></o>
Spell-related AAs can reduce mana cost, casting time, spell duration, monster hate and spell impact. The cumulative effect for a druid is substantial. Groupable druid gear has 30% focus effects for healing and damage (15% average effect), 15% spell haste and 10% mana savings. Higher end raid gear can yield 65% damage/healing foci (33% average effect), 23%(damage) to 30% (healing) spell haste and 20% mana savings. By comparison, AAs can boost healing by 65% (base increase multiplied by critical rate); direct damage (nuke) by ~35% and damage over time by 28% while decreasing nuke cast times by 10% and adding ~20% effective mana savings (SCM and GoRM). These abilities are subject to the laws of diminishing returns, in the sense that higher levels are expensive. However, they unconditionally improve your character. Here is the list of abilities and recommended priorities for obtaining them. Much of the quantitative information in this section is taken from the invaluable tables at Samanna's Reference desk - see http://samanna.net/eq.shaman/demystified.shtml.
<o></o>
Tier 1 – Essential. Finishing these AA lines will have a strong impact on your characters. Most are required by raid forces for druid applicants.<o>
</o><o></o>
Spell Casting Mastery – Reduce Mana Cost and Fizzles. Levels 1-3 have a 10% total mana savings (which is cumulative with specialization and gear) and an unknown fizzle reduction effect for a cost of 2/4/6 AAs. You will need 12 AAs in the archetype category to unlock further AAs, and this is generally regarded as the single most valuable and cost-effective set of AAs to purchase first to satisfy this requirement.<o></o>
<o></o>
Mneumonic Retention – Add a Spell Gem. 3 AAs, and one of the first things you should buy. Druids have a wide assortment of spells, and more spell gems dramatically increases flexibility.<o></o>
<o></o>
Gift of Mana – Add a chance of a free subsequent spell. Levels 1-3 have a 2/5/10% total chance of a level 66-70 healing or damage spell triggering the effect for a cost of 3/6/9 AA. Level 4 costs 9 AA and works for level 71-75 spells. Total cost: 27 AA. Once triggered you have a 12 second window to cast an “eligible spell”, which is level 1-70 (initial spell 66-70) or level 1-75 (initial spell 71-75.) This can either be used to simply repeat casts of the same spells or to get free casts of expensive spells (e.g. Adrenaline Surge heals or Nature’s Blazing Wrath for damage.) I’d swallow hard and get the full line in your initial round of AAs (if level 71+), or get the first three if level 66-70. This is an AA which can really impact your game.<o>:p></o>:p>
<o></o>
Healing Adept – Increase base heals. Levels 1-3 have a 10% total effect and cost 2/4/6 AAs. Levels 4-9 add 3% each and cost 2/4/6/3/6/9 AAs. The total effect is 28% and the total cost is 42 AAs. This is an essential line for druids, comparable in impact to high end raid gear for healing. I’d recommend level 4 (13% effect for 14 AA) for your 1<sup>st</sup> set of AAs, add levels 5-7 (22% effect, 13 AA) for the 2<sup>nd</sup> set and add levels 8-9 (28% effect, 15 AA) on the 3<sup>rd</sup> set.<o>
</o><o></o>
Healing Gift – Add a chance for double healing. Levels 1-3 have a 10% effect and cost 2/4/6 AAs. Levels 4-12 add 2% each and cost 2/3/4/3/6/9/6/6/6 AAs. The total effect is 28% and the total cost is 57 AAs. This is a powerful AA that can be crucial when your party is taking rapid damage, although it is not as reliable as base damage. An x% chance of double healing increases your average HP healed by x%. This multiplies bonuses from focus effects and Healing Adept, and is also highly recommended. I’d recommend level 3 (10% effect for 12 AA) for your 1<sup>st</sup> set of AAs, add levels 4-7 (18% effect, 12 AA) for the 2<sup>nd</sup> set and add levels 8-12 (28% effect, 33 AA) on the 3<sup>rd</sup> set.<o></o>
<o></o>
Spell Casting Subtlety – Reduce monster hate. Levels 1-3 have a 10% total effect and cost 3/6/9 AAs. Levels 4-6 have an unknown effect and cost 4/4/4 AAs; the total cost is 30 AAs. This ability is essential in raids, useful in groups, and not relevant for soloing. It both makes it easier for the tank to hold the attention of monsters and makes you a lesser threat relative to other casters. A raid druid without these AAs will be likely to get summoned well before other casters who have them. Get levels 1-6 (30 AAs) in your first set of AAs if you raid; get levels 1-3 (18 AAs) in the first set and 4-6 (12 AAs) in the second set if you mostly group.<o></o>
<o></o>
Spell Casting Fury – Add a chance for DD critical hits. Levels 1-3 have a 7% total effect and cost 2/4/6 AAs. Levels 4-12 cost 3/6/9/3/6/9/6/6/6 AAs. I will go with claims on the EQ boards (and limited parsing) for a modest 2%/level critical chance increase for subsequent AAs rather than the higher rates on the Crucible website. The total effect is 25% and the total cost is 66 AAs. By itself SCF increases damage by 25%. This ability is complemented by Destructive Fury and Quickened Damage, and the net effect of all three is a large 45% DPS boost from nukes. I’d recommend level 4 (9% effect for 15 AA) for your 1<sup>st</sup> set of AAs. From there on it gets expensive with no affordable breakpoints. I’d therefore add levels 5-12 (25% effect, 51 AA) for the 2<sup>nd</sup> set or 3<sup>rd</sup> set of AAs depending on the priorities you attach to healing, nukes, and DoT spells.<o>
</o><o></o>
Critical Affliction – Add a chance for doubled DoT critical hits. Levels 1-3 have a 10% total effect and cost 3/6/9 AAs. Levels 4-12 increase the critical chance by 2%/level to a maximum of 28% and cost 3/6/9/7/7/7/7/7/7 for a total of 78 AAs. Druid DoTs are weaker than the direct damage alternatives, but tend to be mana efficient and work especially well for soloing. If you solo with DoTs you can treat AAs in this line as being investments in the rate of earned experience, and you should get the line completed early. For other druids I’d recommend getting level 4 (12% effect, 21 AAs) in the first set of AAs and add levels 5-12 (28% effect, 57 AAs) for the 2<sup>nd</sup> set or 3<sup>rd</sup> set of AAs depending on the priorities you attach to healing, nukes, and DoT spells.<o></o>
<o></o>
Tier 2 – Useful. Abilities in this category have a definite impact on your gameplay, but are not as powerful as the tier 1 abilities.<o></o>
<o></o>
Spell Casting Reinforcement – Extend beneficial spells. 5, 15, 30, and 50% beneficial spell extension respectively for 2/4/6/8 costs, for a total of 20 AAs. This set of abilities is less obvious than the flashier damage and healing boosts, but extended buff duration is a benefit. This ability also extends heal-over-time abilities such as the SoTW AA (and, yes, even experience potions. It does not impact the Lesson of the Devoted AA timer.)<o></o>
<o></o>
Destructive Fury – Higher nuke crits. Level 3 increases direct damage critical hits from 2x normal to 2.25x normal (3/6/9 AA cost, total 18). Level 6 increases DD crits to 2.4x normal (6/6/6 AA cost, total 18) for a total cost of 36 AAs. This AA line should only be worked on after you have maxxed out your DD crit AA line. For a 25% critical rate this AA line increases total damage by 6% at level 3 and 10% at level 6. If you use DD spells frequently, get level 3 in your second set of AAs and level 6 in your third set of AAs.<o></o>
<o></o>
Quickened Damage – Nuke spell haste. Druid nukes tend to be slow to cast. These AAs give you a 2,5,10% direct damage cast time reduction for a cost of 3/6/9 respectively and a total of 18 AA. This AA does not impact efficiency (damage/mana) but does impact dps and helps when nuking between other spells (such as heals). Recast time is unaffected, so the impact on dps depends on your prior spell haste. It ranges from 7-10% (more yield for more prior spell haste), which is a substantial return for a group or raid druid chain-nuking. <o></o>
<o></o>
Secondary Forte – Mana savings. Raises your specialization skill by 50 points in a spell discipline (conjuration, alteration, evocation, etc.); this amounts to a 2.5% decrease in mana cost. This ability has a modest but real impact for 9 AAs. <o></o>
<o></o>
Enhanced Root – Reduce DD root break. 50,62,75% chance of avoiding a root breaking when a direct damage spell hits a mob for a cost of 5 AA/level (total 15 AA). Very useful for soloing and damaging parked mobs without melee. Druid nuke dps is substantially higher than DoT dps. This can be a double-edged sword, as it is sometimes useful to break root with a DD spell (to avoid agro from a pathing mob, for instance.)<o></o>
<o></o>
Mastery of the Past – Eliminate fizzles. Level 1 removes fizzles up to spell level 54; this extends to level 71 spells by the 9<sup>th</sup> MoTP AA. Cost is 3 AA/level for a total of 27 AAs. Fizzles are rare (~2%) for druids with high skill levels, but they are also both expensive and potentially deadly in the healing realm. The main drawback with this AA line is that casters usually employ their higher level spells the most often, so you really will only see an effect at level 1 (for common utility spells like ensnare) and level 9, with minimal impact in between. It will also not work on 72-75 spells.<o></o>
<o></o>
Tier 3 - Marginally Useful. These abilities provide a minor boost and are less cost-effective than tier 1 and 2 AAs. They are only worth getting after the higher impact AA lines have been completed.<o></o>
<o></o>
Persistent Casting – Cast through stuns. There is allegedly a 10% chance of casting through stuns at level 3; the cost is 3/6/9 AA for a total of 18. This ability is down-rated largely because it is a relatively small boost, and there is some well-founded skepticism that it actually works. There have been well-documented difficulties with spell channeling and related abilities that led to AA refunds in the past.<o></o>
<o></o>
Gift of Abundant Healing – Heal over time proc. Cost 5/5/5/5/5. Nice concept, but the low odds (2/4/6/8/9% odds of triggering on a healing spell), short duration (5 ticks), and small amount (50 hp/level) make this ability a marginal addition to healing. 25 AAs for a 9% shot at a 250x5tick HoT is a very small return.<o></o>
<o></o>
Quick Evacuation – Reduced evac cast time. A 10/25/50% reduction in the casting time for evac spells at a cost of 3/6/9 AA. The maximum spell haste possible is 50%, so levels 2-3 of this ability may not benefit raid-geared druids at all (they can have 40% beneficial spell haste with gear and a cleric buff). The availability of an instant evac AA makes this a niche ability even for group-geared druids; you must have burned your AA, be in need of a quick cast evac spell afterwards, and have low base spell haste.<o></o>
(Comments and edits most welcome. I've included the first section to see if this is useful; I'll add sections 2-4 if there is interest.)
Alternate abilities are a tremendous asset to the power of Everquest characters, and druids are no exception. However, it can be difficult to develop a road map with a blizzard of possibilities (1840 non-expendable as of The Buried Sea expansion.) This post is designed to meet two needs: factual information about the impact, and cost, of various AAs and some evaluation of the relative merits of different choices. There are four broad categories of AAs. Some improve spells that you cast normally (hereafter, spell AAs.) Others provide new abilities, some of which duplicate existing spell lines (for example ensnare, invisibility) while others are unique AA-only lines (radiant cure, convergence of spirits, etc.) I’ll call these “Button AAs”, because they can be triggered by hotkeys outside the normal spell bar. Tradeskill AAs are a distinct category that will be important (or not) according to how much you value tradeskills. Finally, there are Stat/Skill AAs. These directly improve base statistics, raise caps, improve skills (such as forage), or raise “hidden” statistics such as mana regeneration, melee avoidance, and mitigation.
<o></o>
In terms of value, I divide AAs into 4 tiers. The first tier are abilities that change your game, and would be the ones that I’d pick first. Second tier abilities still have a significant positive impact, but are either less powerful or less cost-effective than Tier 1. In the third tier I’d put marginal AAs. To be in this category, the AA either has to be useful only in very specialized circumstances or to provide a minor boost even if completed. Fourth tier abilities, which are relatively rare, are those which will have little or no impact on your character even if completed. Within each AA line the cost-effectiveness tends to diminish as you purchase more abilities. I also attempt to note where the effectiveness of future AAs diminishes, which can help you plan purchases.
<o>
</o>
Spell AAs<o></o>
Spell-related AAs can reduce mana cost, casting time, spell duration, monster hate and spell impact. The cumulative effect for a druid is substantial. Groupable druid gear has 30% focus effects for healing and damage (15% average effect), 15% spell haste and 10% mana savings. Higher end raid gear can yield 65% damage/healing foci (33% average effect), 23%(damage) to 30% (healing) spell haste and 20% mana savings. By comparison, AAs can boost healing by 65% (base increase multiplied by critical rate); direct damage (nuke) by ~35% and damage over time by 28% while decreasing nuke cast times by 10% and adding ~20% effective mana savings (SCM and GoRM). These abilities are subject to the laws of diminishing returns, in the sense that higher levels are expensive. However, they unconditionally improve your character. Here is the list of abilities and recommended priorities for obtaining them. Much of the quantitative information in this section is taken from the invaluable tables at Samanna's Reference desk - see http://samanna.net/eq.shaman/demystified.shtml.
<o></o>
Tier 1 – Essential. Finishing these AA lines will have a strong impact on your characters. Most are required by raid forces for druid applicants.<o>
</o><o></o>
Spell Casting Mastery – Reduce Mana Cost and Fizzles. Levels 1-3 have a 10% total mana savings (which is cumulative with specialization and gear) and an unknown fizzle reduction effect for a cost of 2/4/6 AAs. You will need 12 AAs in the archetype category to unlock further AAs, and this is generally regarded as the single most valuable and cost-effective set of AAs to purchase first to satisfy this requirement.<o></o>
<o></o>
Mneumonic Retention – Add a Spell Gem. 3 AAs, and one of the first things you should buy. Druids have a wide assortment of spells, and more spell gems dramatically increases flexibility.<o></o>
<o></o>
Gift of Mana – Add a chance of a free subsequent spell. Levels 1-3 have a 2/5/10% total chance of a level 66-70 healing or damage spell triggering the effect for a cost of 3/6/9 AA. Level 4 costs 9 AA and works for level 71-75 spells. Total cost: 27 AA. Once triggered you have a 12 second window to cast an “eligible spell”, which is level 1-70 (initial spell 66-70) or level 1-75 (initial spell 71-75.) This can either be used to simply repeat casts of the same spells or to get free casts of expensive spells (e.g. Adrenaline Surge heals or Nature’s Blazing Wrath for damage.) I’d swallow hard and get the full line in your initial round of AAs (if level 71+), or get the first three if level 66-70. This is an AA which can really impact your game.<o>:p></o>:p>
<o></o>
Healing Adept – Increase base heals. Levels 1-3 have a 10% total effect and cost 2/4/6 AAs. Levels 4-9 add 3% each and cost 2/4/6/3/6/9 AAs. The total effect is 28% and the total cost is 42 AAs. This is an essential line for druids, comparable in impact to high end raid gear for healing. I’d recommend level 4 (13% effect for 14 AA) for your 1<sup>st</sup> set of AAs, add levels 5-7 (22% effect, 13 AA) for the 2<sup>nd</sup> set and add levels 8-9 (28% effect, 15 AA) on the 3<sup>rd</sup> set.<o>
</o><o></o>
Healing Gift – Add a chance for double healing. Levels 1-3 have a 10% effect and cost 2/4/6 AAs. Levels 4-12 add 2% each and cost 2/3/4/3/6/9/6/6/6 AAs. The total effect is 28% and the total cost is 57 AAs. This is a powerful AA that can be crucial when your party is taking rapid damage, although it is not as reliable as base damage. An x% chance of double healing increases your average HP healed by x%. This multiplies bonuses from focus effects and Healing Adept, and is also highly recommended. I’d recommend level 3 (10% effect for 12 AA) for your 1<sup>st</sup> set of AAs, add levels 4-7 (18% effect, 12 AA) for the 2<sup>nd</sup> set and add levels 8-12 (28% effect, 33 AA) on the 3<sup>rd</sup> set.<o></o>
<o></o>
Spell Casting Subtlety – Reduce monster hate. Levels 1-3 have a 10% total effect and cost 3/6/9 AAs. Levels 4-6 have an unknown effect and cost 4/4/4 AAs; the total cost is 30 AAs. This ability is essential in raids, useful in groups, and not relevant for soloing. It both makes it easier for the tank to hold the attention of monsters and makes you a lesser threat relative to other casters. A raid druid without these AAs will be likely to get summoned well before other casters who have them. Get levels 1-6 (30 AAs) in your first set of AAs if you raid; get levels 1-3 (18 AAs) in the first set and 4-6 (12 AAs) in the second set if you mostly group.<o></o>
<o></o>
Spell Casting Fury – Add a chance for DD critical hits. Levels 1-3 have a 7% total effect and cost 2/4/6 AAs. Levels 4-12 cost 3/6/9/3/6/9/6/6/6 AAs. I will go with claims on the EQ boards (and limited parsing) for a modest 2%/level critical chance increase for subsequent AAs rather than the higher rates on the Crucible website. The total effect is 25% and the total cost is 66 AAs. By itself SCF increases damage by 25%. This ability is complemented by Destructive Fury and Quickened Damage, and the net effect of all three is a large 45% DPS boost from nukes. I’d recommend level 4 (9% effect for 15 AA) for your 1<sup>st</sup> set of AAs. From there on it gets expensive with no affordable breakpoints. I’d therefore add levels 5-12 (25% effect, 51 AA) for the 2<sup>nd</sup> set or 3<sup>rd</sup> set of AAs depending on the priorities you attach to healing, nukes, and DoT spells.<o>
</o><o></o>
Critical Affliction – Add a chance for doubled DoT critical hits. Levels 1-3 have a 10% total effect and cost 3/6/9 AAs. Levels 4-12 increase the critical chance by 2%/level to a maximum of 28% and cost 3/6/9/7/7/7/7/7/7 for a total of 78 AAs. Druid DoTs are weaker than the direct damage alternatives, but tend to be mana efficient and work especially well for soloing. If you solo with DoTs you can treat AAs in this line as being investments in the rate of earned experience, and you should get the line completed early. For other druids I’d recommend getting level 4 (12% effect, 21 AAs) in the first set of AAs and add levels 5-12 (28% effect, 57 AAs) for the 2<sup>nd</sup> set or 3<sup>rd</sup> set of AAs depending on the priorities you attach to healing, nukes, and DoT spells.<o></o>
<o></o>
Tier 2 – Useful. Abilities in this category have a definite impact on your gameplay, but are not as powerful as the tier 1 abilities.<o></o>
<o></o>
Spell Casting Reinforcement – Extend beneficial spells. 5, 15, 30, and 50% beneficial spell extension respectively for 2/4/6/8 costs, for a total of 20 AAs. This set of abilities is less obvious than the flashier damage and healing boosts, but extended buff duration is a benefit. This ability also extends heal-over-time abilities such as the SoTW AA (and, yes, even experience potions. It does not impact the Lesson of the Devoted AA timer.)<o></o>
<o></o>
Destructive Fury – Higher nuke crits. Level 3 increases direct damage critical hits from 2x normal to 2.25x normal (3/6/9 AA cost, total 18). Level 6 increases DD crits to 2.4x normal (6/6/6 AA cost, total 18) for a total cost of 36 AAs. This AA line should only be worked on after you have maxxed out your DD crit AA line. For a 25% critical rate this AA line increases total damage by 6% at level 3 and 10% at level 6. If you use DD spells frequently, get level 3 in your second set of AAs and level 6 in your third set of AAs.<o></o>
<o></o>
Quickened Damage – Nuke spell haste. Druid nukes tend to be slow to cast. These AAs give you a 2,5,10% direct damage cast time reduction for a cost of 3/6/9 respectively and a total of 18 AA. This AA does not impact efficiency (damage/mana) but does impact dps and helps when nuking between other spells (such as heals). Recast time is unaffected, so the impact on dps depends on your prior spell haste. It ranges from 7-10% (more yield for more prior spell haste), which is a substantial return for a group or raid druid chain-nuking. <o></o>
<o></o>
Secondary Forte – Mana savings. Raises your specialization skill by 50 points in a spell discipline (conjuration, alteration, evocation, etc.); this amounts to a 2.5% decrease in mana cost. This ability has a modest but real impact for 9 AAs. <o></o>
<o></o>
Enhanced Root – Reduce DD root break. 50,62,75% chance of avoiding a root breaking when a direct damage spell hits a mob for a cost of 5 AA/level (total 15 AA). Very useful for soloing and damaging parked mobs without melee. Druid nuke dps is substantially higher than DoT dps. This can be a double-edged sword, as it is sometimes useful to break root with a DD spell (to avoid agro from a pathing mob, for instance.)<o></o>
<o></o>
Mastery of the Past – Eliminate fizzles. Level 1 removes fizzles up to spell level 54; this extends to level 71 spells by the 9<sup>th</sup> MoTP AA. Cost is 3 AA/level for a total of 27 AAs. Fizzles are rare (~2%) for druids with high skill levels, but they are also both expensive and potentially deadly in the healing realm. The main drawback with this AA line is that casters usually employ their higher level spells the most often, so you really will only see an effect at level 1 (for common utility spells like ensnare) and level 9, with minimal impact in between. It will also not work on 72-75 spells.<o></o>
<o></o>
Tier 3 - Marginally Useful. These abilities provide a minor boost and are less cost-effective than tier 1 and 2 AAs. They are only worth getting after the higher impact AA lines have been completed.<o></o>
<o></o>
Persistent Casting – Cast through stuns. There is allegedly a 10% chance of casting through stuns at level 3; the cost is 3/6/9 AA for a total of 18. This ability is down-rated largely because it is a relatively small boost, and there is some well-founded skepticism that it actually works. There have been well-documented difficulties with spell channeling and related abilities that led to AA refunds in the past.<o></o>
<o></o>
Gift of Abundant Healing – Heal over time proc. Cost 5/5/5/5/5. Nice concept, but the low odds (2/4/6/8/9% odds of triggering on a healing spell), short duration (5 ticks), and small amount (50 hp/level) make this ability a marginal addition to healing. 25 AAs for a 9% shot at a 250x5tick HoT is a very small return.<o></o>
<o></o>
Quick Evacuation – Reduced evac cast time. A 10/25/50% reduction in the casting time for evac spells at a cost of 3/6/9 AA. The maximum spell haste possible is 50%, so levels 2-3 of this ability may not benefit raid-geared druids at all (they can have 40% beneficial spell haste with gear and a cleric buff). The availability of an instant evac AA makes this a niche ability even for group-geared druids; you must have burned your AA, be in need of a quick cast evac spell afterwards, and have low base spell haste.<o></o>