View Full Forums : GoD AA List (updated)


Scirocco
01-06-2004, 06:03 PM
And subject to change, of course:

9151 Improved Innate Run Speed
9152 This ability will slightly modify your base run speed. This modification does NOT stack with movement rate spell effects.
9153 Improved Innate Regen
9154 This ability raises your regeneration ability by 1 point per ability level.
9155 Improved Lung Capacity
9156 This ability increases the amount of air you have by 25 and 50 percent.
9157 Strikethrough
9158 This ability gives a chance to bypass your opponents special defenses such as dodge, block, parry, and riposte.
9159 Weapon Affinity
9160 Through years of practice, you develop a close bond with your weapons. This affinity allows you to gain enhanced performance from your weapons in the form of an increased rate at which it triggers effects.
9161 Secondary Forte
9162 This ability allows you to advance a second magical specialization past the specialization limit (50). After purchasing this ability, the next specialization to go over 50 becomes your secondary forte.
9163 Mastery of the Past
9164 Must spend 6 points in the General Abilities. o Description: This ability makes it impossible for you to fizzle a spell or miss a note. The first level affects all spells or songs up to level 54. The second level affects all spells or songs up to level 56. The third level affects all spells or songs up to level 58. You may train in this ability once each level, upon reaching levels 62, 63, and 64.
9165 Tune of Pursuance
9166 Each rank in this ability increases your tracking skill cap by 10.
9167 Improved Instrument Mastery
9168 This ability allows for improved use of all instrument types.
9169 Improved Singing Mastery
9170 This ability allows for specialization and improved use of your voice.
9171 Heightened Endurance
9172 This ability raises your natural endurance regeneration by 1 point per ability level.
9173 Icy Grasp
9174 Using this ability imbues your warder with an attack that can freeze an opponent to the ground.
9175 Feral Swipe
9176 This ability allows the beastlord to make a vicious kick attack against their foe.
9177 Warder's Fury
9178 This ability imbues your warder with the ability to land critical hits.
9179 Warder's Alacrity
9180 This ability imbues your warder with the ability to flurry attacks.
9181 Holy Blessing
9182 This ability allows the cleric to call upon the favor of their diety and receive an instant infusion of mana. Additional ranks increase the amount of mana that is granted.
9183 Touch of the Divine
9184 Sometimes when the most devout of worshippers passes on, they are returned to Norrath to continue their holy work. This ability provides you with a chance to be brought back to life when you die. Increased ranks improve that chance.
9185 Divine Avatar
9186 Divine Avatar
9187 Persistent Casting
9188 Through strict concentration, you gain the ability to channel your spells through stuns. Increased levels of this ability increase the chance to cast through a stun.
9189 Advance Tracking
9190 Each rank in this ability increases your tracking skill cap by 10.
9191 Critical Affliction
9192 This ability grants your damage over time spells the chance to have a critical effect each tick they are active.
9193 Requirements: Must spend %1 ability points.
9194 Coat of Thistles
9195 Doppelganger
9196 Through mastery of illusions, the enchanter is able to create a duplicate of himself to draw the attacks of enemies. Increases ranks improve the hit points of the doppelganger.
9197 Enhanced Forgetfulness
9198 This ability increases the chance for your memory blurs to be successful.
9199 Ancient Fury
9200 This ability imbues your pets with the ability to land critical hits.
9201 Mesmerization Mastery
9202 This ability gives you a chance for your mesmerization spells to last extra time. Increased ranks increase both the chance for this to occur and how long the spell lasts.
9203 Quick Mass Group Buff
9204 This ability decreases the reuse time on Mass Group Buff by 10% per rank.
9205 Aria of Companionship
9206 This ability allows your group songs to also affect the pets of group members.
9207 Shared Health
9208 When activated, this ability causes half of the damage you take to be transferred to your summoned pet. Additional ranks increase the maximum amount of damage that can be transferred per hit.
9209 Fury of Magic Mastery
9210 This ability further increases your chance to score a critical hit with your direct damage spells.
9211 Greater Elemental Form: Fire
9212 This ability will allow you to turn into a fire elemental, gaining many of the innate benefits of the form, as well as some of the penalties.
9213 Greater Elemental Form: Water
9214 This ability will allow you to turn into a water elemental, gaining many of the innate benefits of the form, as well as some of the penalties.
9215 Greater Elemental Form: Earth
9216 This ability will allow you to turn into an earth elemental, gaining many of the innate benefits of the form, as well as some of the penalties.
9217 Greater Elemental Form: Air
9218 This ability will allow you to turn into an air elemental, gaining many of the innate benefits of the form, as well as some of the penalties.
9219 Bestial Alignment
9220 Brings out the inherent beast in the beastlord greatly increasing their destructive power.
9221 Blinding Reverence
9222 This ability increases the chance that your bashes will stun the
9223 Kick Mastery
9224 Ranks in this ability increase the minimum damage of your flying kick.
9225 Call of the Ancients
9226 Use of this ability creates a stationary ward that increases the rate at which everyone around it gains endurance. Increased ranks improve the rate at which endurance is regenerated.
9227 E'ci's Icy Familiar
9228 This ability provides you with a familiar that strengthens the effects of your ice-based spells.
9229 Hastened Piety
9230 This ability decreases the reuse time for Hand of Piety by 4 minutes per level.
9231 Mug
9232 This ability provides you with an additional attack that also attempts to pick the pockets of the enemy at the same time.
9233 Sticky Fingers
9234 This ability increases the maximum level of enemies you can pickpocket up to your current level.
9235 Hasty Exit
9236 This ability decreases the amount of time required between uses of Escape by ten percent per rank. You may train in this ability once each level, upon reaching level 63.
9237 Cripple
9238 Cripple
9239 Hastened Strong Root
9240 Each rank in this ability decreases the reuse time of Strong Root by 10%.
9241 %1 is approximately %2 away from you.
9242 Stonewall
9243 Each rank in this ability gives you an increasing chance for spells to not break your feign death.
9244 You mug %1.
9245 Seized Opportunity
9246 Through experience, the skilled rogue can take advantage of openings in his opponent’s defense to land deadly strikes even from the front. Each rank in this ability increases the damage you do when landing a Chaotic Stab.
9247 Death's Fury
9248 This ability imbues your elementals with the ability to land critical hits.
9249 Destructive Force
9250 When activated, your attacks will strike every enemy around you. Additional ranks increase the duration of the effect.
9251 Elemental Alacrity
9252 This ability imbues your elementals with the ability to flurry attacks.
9253 Drunken Master
9254 Drunken Master
9255 Theft of Life
9256 This ability grants a chance that the healing effect on your lifetaps will provide an exceptional amount of healing.
9257 Elemental Fury
9258 This ability imbues your elementals with the ability to land critical hits.
9259 Consumption of the Soul
9260 The most advanced Shadow Knights can further enhance their Leech Curse ability. This ability adds 200 additional damage and healing to Leech Curse, per rank. You gain the ability to train an additional rank at levels 61, 63, and 65.
9261 Intense Hatred
9262 This ability intensifies the overall effect of damage shields that are cast on you. Additional ranks increase the effectiveness further.
9263 Enhanced Puretone
9264 Enhanced Puretone
9265 Advanced Fury of Magic Mastery
9266 This ability further increases your chance to score a critical hit with your direct damage spells.
9267 Exultant Bellowing
9268 Ranks in this ability increase the damage of your Boastful Bellow.
9269 Ro's Flaming Familiar
9270 This ability provides you with a familiar that strengthens the effects of your fire-based spells.
9271 Heightened Awareness
9272 This ability gives you the chance to block attacks that originate behind you. Additional ranks increase the effectiveness.
9273 Increased Bash Damage
9274 This ability increases the damage you do with your bashes.
9275 Internal Metronome
9276 Some bards possess an innate sense that allows them to keep the beat with mechanical precision. Ranks in this abililty decrease your chance to miss a note.
9277 Sturdiness
9278 Each rank of this ability increases your maximum hit points by 100.
9279 Druzzil's Mystical Familiar
9280 This ability provides you with a familiar that strengthens the effects of your magic-based spells.
9281 Nature's Boon
9282 Use of this ability creates a stationary ward that continually heals everyone around it. Increased ranks improve the healing capabilities of the ward.
9283 Radiant Cure
9284 This ability grants its wielder the ability to cure their party of many afflictions, poisons, curses, and harmful magics.
9285 Pet Affinity
9286 This ability allows your group spells to also affect the pets of group members.
9287 Exquisite Benediction
9288 Use of this ability creates a stationary ward that continually heals everyone around it. Increased ranks improve the healing capabilities of the ward.
9289 Purification
9290 A paladin is pure not just in mind, but in body as well. This ability allows the paladin to remove all harmful maladies from himself.
9291 Quickened Teleportation
9292 This ability reduces the casting time of your teleportation spells by 10, 25, and 50%. This does not affect evacuation and succor spells.
9293 Recovery
9294 This ability imbues your elementals with the ability to land critical hits.
9295 Shallow Grave
9296 This ability provides you with a fast casting feign death ability. This ability cannot be used immediately after using any other feign death effects.
9297 Quickened Curing
9298 This ability decreases the reuse time of Radiant Cure by 10% per rank.
9299 Suspend Minion
9300 This ability grants the summoner the ability to suspend and recall their existing pet at will, provided they remain in their current zone. The first rank suspends the pet with all of its current health only, while the second rank suspends the pet with all of its beneficial effects as well as its weapons and armor. You may cast a second pet while your first pet is Suspended. You may train the first rank upon reaching level 62 and the second rank upon reaching level 64.
9301 Quickening of Death
9302 This ability imbues your elementals with the ability to flurry attacks.
9303 Wolf Pack
9304 This ability calls a number of spirit companions into existence directed at a target. The companions attack the target without question until they are called back to their home plane 60 seconds later. The initial rank of this ability calls three companions. Additional ranks add one companion each. You may train the ranks of this ability at or after levels 61, 63, and 65.
9305 Rabid Companion
9306 Use of this ability imbues your pet with a rabid bite. Additional ranks increase the damage caused by this attack.
9307 Rapid Strikes
9308 This ability gives you the chance to perform up to two additional attacks with your primary hand upon a successful double attack. Additional ranks increase the chance of this happening.
9309 Shield Specialization
9310 Ranks in this ability increase your chance to block with your shield.
9311 Staccato of Convalescence
9312 Staccato of Convalescence
9313 Swarm of Decay
9314 This ability summons forth a swarm of skeleton archers to harry your foes.
9315 Trap Circumvention
9316 Each rank of this ability decreases the chance that you will set off a trap when opening a chest or other similar container.
9317 Virulent Venom
9318 Each rank in this ability increases the duration of your poison buffs.
9319 Ward of Destruction
9320 Use of this ability creates a stationary ward that damages every enemy within its range. Increased ranks improve the damage of the ward.
9321 Warlord's Tenacity
9322 This ability allows you to temporarily boost your hit points to get through tough situations. The exertion takes it toll, though. These hit points dissipate over the course of the next minute and leave you having less than you started with.
9323 Whirling Blades
9324 When activated, your attacks will strike every enemy around you. Additional ranks increase the duration of the effect.
9325 Packrat
9326 Packrat
9327 This ability intensifies the overall effect of damage shields that are cast on you. Additional ranks increase the effectiveness further.
9328 Staggering Shot
9329 Each rank in this ability increases the maximum level of NPC that is affected by your stunning kicks.
9330 Strong Kick
9331 Each rank in this ability increases the damage your do when kicking.
9332 Extended Shielding
9333 Each rank in this ability increases the range of your shielding ability.
9334 Explosive Arrows
9335 While activated, this ability consumes your mana to imbue your arrows with an explosive force. This ability does not work with the Trueshot discipline. You can deactivate this ability at any time.
9336 Frost Arrows
9337 While active, this ability channels your mana to imbue your arrows with a frosty impact that freezes the target for a short period. This ability does not work with the Trueshot discipline. You can deactivate this ability at any time.
9338 Lightning Arrows
9339 While activated, this ability consumes your mana to imbue your arrows with the power of lightning, intensifying the damage done by the arrow. This ability does not work with the Trueshot discipline. You can deactivate this ability at any time.
9340 Frenzied Devastation
9341 When activated, every direct damage spell you cast will have an increased chance to have a critical effect but will cost more mana. Additional levels increase both the chance for the spell to be critical and the duration of the effect.

Scirocco
01-06-2004, 06:10 PM
Let me point out some ones that should be of interest:

9161 Secondary Forte
9162 This ability allows you to advance a second magical specialization past the specialization limit (50). After purchasing this ability, the next specialization to go over 50 becomes your secondary forte.

9187 Persistent Casting
9188 Through strict concentration, you gain the ability to channel your spells through stuns. Increased levels of this ability increase the chance to cast through a stun.

9189 Advance Tracking
9190 Each rank in this ability increases your tracking skill cap by 10.

9203 Quick Mass Group Buff
9204 This ability decreases the reuse time on Mass Group Buff by 10% per rank.

9209 Fury of Magic Mastery
9210 This ability further increases your chance to score a critical hit with your direct damage spells.

9235 Hasty Exit
9236 This ability decreases the amount of time required between uses of Escape by ten percent per rank. You may train in this ability once each level, upon reaching level 63.

9265 Advanced Fury of Magic Mastery
9266 This ability further increases your chance to score a critical hit with your direct damage spells.

9269 Ro's Flaming Familiar
9270 This ability provides you with a familiar that strengthens the effects of your fire-based spells.

9291 Quickened Teleportation
9292 This ability reduces the casting time of your teleportation spells by 10, 25, and 50%. This does not affect evacuation and succor spells.

9297 Quickened Curing
9298 This ability decreases the reuse time of Radiant Cure by 10% per rank.

9303 Wolf Pack
9304 This ability calls a number of spirit companions into existence directed at a target. The companions attack the target without question until they are called back to their home plane 60 seconds later. The initial rank of this ability calls three companions. Additional ranks add one companion each. You may train the ranks of this ability at or after levels 61, 63, and 65.

9340 Frenzied Devastation
9341 When activated, every direct damage spell you cast will have an increased chance to have a critical effect but will cost more mana. Additional levels increase both the chance for the spell to be critical and the duration of the effect.

Chenier
01-06-2004, 06:22 PM
9203 Quick Mass Group Buff
9204 This ability decreases the reuse time on Mass Group Buff by 10% per rank.

9297 Quickened Curing
9298 This ability decreases the reuse time of Radiant Cure by 10% per rank.

9303 Wolf Pack
9304 This ability calls a number of spirit companions into existence directed at a target. The companions attack the target without question until they are called back to their home plane 60 seconds later. The initial rank of this ability calls three companions. Additional ranks add one companion each. You may train the ranks of this ability at or after levels 61, 63, and 65.
COOL!

Scirocco
01-06-2004, 06:29 PM
Mind you, the stuff I pulled out may not be available to druids. Nor did I pull out all the AAs that druids are likely to have available.

I just pulled out the ones that get Chenier excited....which is not a bad thing...:)

Chenier
01-06-2004, 06:36 PM
Duped again!

Am I that easy? /flutters eyelashes :grin:

Daggeniel
01-06-2004, 07:13 PM
This one looks like a druid ability to me:

9281 Nature's Boon
9282 Use of this ability creates a stationary ward that continually heals everyone around it. Increased ranks improve the healing capabilities of the ward.

As there is a seperate one in the list for clerics.

Wyte
01-06-2004, 07:26 PM
There are two descriptions as follows:This ability intensifies the overall effect of damage shields that are cast on you. Additional ranks increase the effectiveness further.One for Intense Hatred and the other for ... what? I'm thinking Coat of Thistles which seems to have an out of place description. :)

sera
01-06-2004, 07:37 PM
Pretty sure that ro's flaming familiar one (yeah that made me chuckle) is a wizard thing and not for us.

lankie
01-06-2004, 08:15 PM
9191 Critical Affliction
9192 This ability grants your damage over time spells the chance to have a critical effect each tick they are active.


Not forgetting this for all those root-rotters out there! Stack up the dots and play find the crit

Salacious_Corpse_01
01-06-2004, 08:44 PM
Ok following the ideas of this...

We have AoE wards, AoE attacks, strike through attacks, and lots of dmg shield aa's.

I think that a lot of GoD encounters are going to be with linked mobs, that are immune to mez. Sort of a 6 man group against 6 mobs at once deal. Where dmg shields, and AoE heals are a big portion of the entire expansion, just my two CP though.

DemonMage
01-06-2004, 08:55 PM
Much love for a lot of these new AAs =-p

Faedia
01-06-2004, 08:59 PM
Much love for a lot of these new AAs =-p

/agree...

I'm most interested in Nature's Boon and the Endurance ward, along with Quick MGB/Curing. Oh, and Secondary Forte... Advance Tracking would be cool, but not that hot.

I like this list.

Aldane
01-06-2004, 09:00 PM
9161 Secondary Forte
9162 This ability allows you to advance a second magical specialization past the specialization limit (50). After purchasing this ability, the next specialization to go over 50 becomes your secondary forte.

I'm not the only one that has been suggesting this AA via /feedback since the New Tanaan AA was introduced, am I? :) Finally, the rift between evoc druids and alt druids will be no more.

Aldane Aglond
Ayonae Ro

tatankawd
01-06-2004, 09:23 PM
Woot, secondary forte and crit dots! LOL, I may pick conjuration!

Tat

Sobe Silvertree
01-06-2004, 09:46 PM
heh was merging threads - not fun when u reverse it the wrong way. :) back in order tho.

Kuolon
01-06-2004, 10:02 PM
Wee! After all these years of being an Evocation Druid I can be an Alteration Druid too!

/point /laugh Alteration Druids

Aluaeia
01-06-2004, 10:31 PM
And we can be evocation druids too.

TauTropfen
01-06-2004, 10:41 PM
Swarm pets !! Wuwu ! :) Crit Dots ! And the stationary heals sound VERY interesting ... might be neat to place a stationary heal in a cleric camp or something like that :) The idea of non mez mob groups fighting player groups sounds pretty possible to me actually ... also the warriors seems to get a few interesting AAs imho

divina
01-06-2004, 11:20 PM
From logging onto Test... The AAs for druids are:

Improved Innate Run Speed
Improved Innate Regen
Improved Lung Capacity
Packrat
Secondary Forte
Persistant Casting
Pet Affinity
Quickened Curing
Nature's Boon
Advance Tracking
Critical Affliction
Quickened Teleport
Fury of Magic Mastery

Wyte
01-06-2004, 11:33 PM
I'm a packrat already. Why are they making me get the AA, do I get a fancy title stating it to the world?

edit: Secondary Forte will be a must for all Druids! Start saving up now!

edit2: The healing ward sounds like a group Natures Recovery (although hopefully more powerful like a small HoT), only we'll have to recast every time the pull spot changes.

"Okay everybody, you all NEED to fight right in around here from now on"
/em motions a large circle around his feet

Wyte

Toprem
01-06-2004, 11:46 PM
Second Forte; ****s yeah, I can finally get my Spec Evocation up.

Crit Affliction; $%^%$%^%$%^%$%^% yes, glad I have Spec Conjuration and Affliction Efficiency IV.

Wolf Pack; That better be for druids and not shamans, shamans already have a swarm pet AA they dont need another.

Nature's Boon; Uh well I dunno how it works but OK, sounds like Spirit of the Wood 2.0.

Fury of Magic Mastery and Advance Fury of Magic Mastery; Ugh, thought I was done workign with nuke AAs, hope this raises my % to crit significantly.

Frenzied Devastation; Wow, that better raise my chance to crit while its active by a WHOLE lot to make my nukes cost more.

And pet affinity for us? What the ****? Are you pulling my prick? We had BETTER get pet even worth a damn before they give us an AA like that.

Faedia
01-06-2004, 11:57 PM
From logging onto Test... The AAs for druids are:

(list)

No Quickened MGB? /cry..

Take away Quickened Teleport and give us Quickened MGB, thanks!

EDIT: OK, Pet Affinity is OK, don't know what I was thinking. Seriously, Quickened Teleport though? :rolleyes: And yeah, I admit Quick MGB would be overpowered for clerics and druids when combined with group heals, but still. It would be nice for stuff like Bot9. Oh well.

DemonMage
01-07-2004, 12:20 AM
Only enchanters get Quick MGB.. would be too overpowering with druids, as it would allow us to MGB Spirit of the Wood sooner

and I'm saddened we don't get weapon affinity =-(

Nadia
01-07-2004, 04:35 AM
From logging onto TestServer on 01/07/2004
and doing "/alt list" with different classes

as with everything on TestServer, this is subject to CHANGE

GENERAL (all classes)
Improved Innate Run Speed
This ability will slightly modify your base run speed. This modification does NOT stack with movement rate spell effects.
Improved Innate Regen
This ability raises your regeneration ability by 1 point per ability level.
Improved Lung Capacity
This ability increases the amount of air you have by 25 and 50 percent.
Packrat
This ability intensifies the overall effect of damage shields that are cast on you. Additional ranks increase the effectiveness further.

BARD
*Staccato of Convalescence ???
Aria of Companionship or Pet Affinity
This ability allows your group songs to also affect the pets of group members.
Improved Instrument Mastery
This ability allows for improved use of all instrument types.
Improved Singing Mastery
This ability allows for specialization and improved use of your voice.
Internal Metronome
Some bards possess an innate sense that allows them to keep the beat with mechanical precision. Ranks in this abililty decrease your chance to miss a note.
Tune of Pursuance
Each rank in this ability increases your tracking skill cap by 10.
Exultant Bellowing
Ranks in this ability increase the damage of your BoastfulBellow.


BEAST LORD
Bestial Alignment
Brings out the inherent beast in the beastlord greatly increasing their destructive power.
Feral Swipe Hotkeyable
This ability allows the beastlord to make a vicious kick attack against their foe.
Icy Grasp
Using this ability imbues your warder with an attack that can freeze an opponent to the ground.
Heightened Endurance
This ability raises your natural endurance regeneration by 1 point per ability level.
Mastery of the Past
This ability makes it impossible for you to fizzle a spell or miss a note. (up to level 58)
Persistent Casting
Through strict concentration, you gain the ability to channel your spells through stuns. Increased levels of this ability increase the chance to cast through a stun.
Pet Affinity
This ability allows your group spells to also affect the pets of group members.
Warder's Alacrity
This ability imbues your warder with the ability to flurry attacks.
Warder's Fury
This ability imbues your warder with the ability to land critical hits.

CLERIC
*Divine Avatar???
Exquisite Benediction Hotkeyable
Use of this ability creates a stationary ward that continually heals everyone around it. Increased ranks improve the healing capabilities of the ward.
Holy Blessing Hotkeyable
This ability allows the cleric to call upon the favor of their diety and receive an instant infusion of mana. Additional ranks increase the amount of mana that is granted.
Persistent Casting
Through strict concentration, you gain the ability to channel your spells through stuns. Increased levels of this ability increase the chance to cast through a stun.
Pet Affinity
This ability allows your group spells to also affect the pets of group members.
Quickened Curing
Secondary Forte
This ability allows you to advance a second magical specialization past the specialization limit (50). After purchasing this ability, the next specialization to go over 50 becomes your secondary forte.
Touch of the Divine Hotkeyable
Sometimes when the most devout of worshippers passes on, they are returned to Norrath to continue their holy work. This ability provides you with a chance to be brought back to life when you die. Increased ranks improve that chance.

DRUID
Advance Tracking
Each rank in this ability increases your tracking skill cap by 10.
Critical Affliction
This ability grants your damage over time spells the chance to have a critical effect each tick they are active.
Fury of Magic Mastery
This ability further increases your chance to score a critical hit with your direct damage spells.
Nature's Boon
Use of this ability creates a stationary ward that continually heals everyone around it. Increased ranks improve the healing capabilities of the ward.
Persistent Casting
Through strict concentration, you gain the ability to channel your spells through stuns. Increased levels of this ability increase the chance to cast through a stun.
Pet Affinity
This ability allows your group spells to also affect the pets of group members.
Quickened Curing
This ability decreases the reuse time of Radiant Cure by 10% per rank.
Quick Teleportation
This ability reduces the casting time of your teleportation spells by 10, 25, and 50%. This does not affect evacuation and succor spells.
Secondary Forte
This ability allows you to advance a second magical specialization past the specialization limit (50). After purchasing this ability, the next specialization to go over 50 becomes your secondary forte.

ENCHANTER
Critical Affliction
This ability grants your damage over time spells the chance to have a critical effect each tick they are active.
Doppelganger Hotkeyable
Through mastery of illusions, the enchanter is able to create a duplicate of himself to draw the attacks of enemies. Increases ranks improve the hit points of the doppelganger.
Enhanced Forgetfulness
This ability increases the chance for your memory blurs to besuccessful.
Mesmerization Mastery
This ability gives you a chance for your mesmerization spells to last extra time. Increased ranks increase both the chance for this to occur and how long the spell lasts.
Quick Mass Group Buff
This ability decreases the reuse time on Mass Group Buff by 10% per rank.
Persistent Casting
Through strict concentration, you gain the ability to channel your spells through stuns. Increased levels of this ability increase the chance to cast through a stun.
Pet Affinity
This ability allows your group spells to also affect the pets of group members.
Secondary Forte
This ability allows you to advance a second magical specialization past the specialization limit (50). After purchasing this ability, the next specialization to go over 50 becomes your secondary forte.


MAGICIAN
Elemental Alacrity
This ability imbues your elementals with the ability to flurry attacks.
Elemental fury
This ability imbues your elementals with the ability to land critical hits.
Fury of Magic Mastery
This ability further increases your chance to score a critical hit with your direct damage spells.
Greater Elemental Form: Air/Earth/Fire/Water MAG Hotkeyable
This ability will allow you to turn into XX elemental,gaining many of the innate benefits of the form, as well as some of the penalties.
Persistent Casting
Through strict concentration, you gain the ability to channel your spells through stuns. Increased levels of this ability increase the chance to cast through a stun.
Pet Affinity
This ability allows your group spells to also affect the pets of group members.
Secondary Forte
This ability allows you to advance a second magical specialization past the specialization limit (50). After purchasing this ability, the next specialization to go over 50 becomes your secondary forte.
Shared Health
When activated, this ability causes half of the damage you take to be transferred to your summoned pet. Additional ranks increase the maximum amount of damage that can be transferred per hit.


MONK
*Drunken Master???
Destructive Force
When activated, your attacks will strike every enemy around you. Additional ranks increase the duration of the effect.
Heightened Awareness
This ability gives you the chance to block attacks that originate behind you. Additional ranks increase the effectiveness.
Heightened Endurance
This ability raises your natural endurance regeneration by 1 point per ability level.
Kick Mastery
Rapid Strikes
This ability gives you the chance to perform up to two additional attacks with your primary hand upon a successful double attack. Additional ranks increase the chance of this happening.
Stonewall
Each rank in this ability gives you an increasing chance for spells to not break your feign death.
Strikethrough
This ability gives a chance to bypass your opponents special defenses such as dodge, block, parry, and riposte.
Weapon Affinity
Through years of practice, you develop a close bond with your weapons. This affinity allows you to gain enhanced performance from your weapons in the form of an increased rate at which it triggers effects.


NECROMANCER
*Quickening of Death???
*Recovery???
Deaths fury
This ability imbues your pet with the ability to land critical hits.
Critical Affliction
This ability grants your damage over time spells the chance to have a critical effect each tick they are active.
Fury of Magic Mastery
This ability further increases your chance to score a critical hit with your direct damage spells.
Persistent Casting
Through strict concentration, you gain the ability to channel your spells through stuns. Increased levels of this ability increase the chance to cast through a stun.
Secondary Forte
This ability allows you to advance a second magical specialization past the specialization limit (50). After purchasing this ability, the next specialization to go over 50 becomes your secondary forte.
Swarm of Decay Hotkeyable
This ability summons forth a swarm of skeleton archers to harry your foes.
Theft of Life
This ability grants a chance that the healing effect on your lifetaps will provide an exceptional amount of healing.

PALADIN
Heightened Endurance
This ability raises your natural endurance regeneration by 1 point per ability level.
Persistent Casting
Through strict concentration, you gain the ability to channel your spells through stuns. Increased levels of this ability increase the chance to cast through a stun.
Mastery of the Past
This ability makes it impossible for you to fizzle a spell or miss a note. (up to level 58)
Hastened Piety
This ability decreases the reuse time for Hand of Piety by 4 minutes per level.
Blinding Reverence (increased chance to stun on bashes)
Increased Bash Damage
This ability increases the damage you do with your bashes.
Radiant Cure
Purification
A paladin is pure not just in mind, but in body as well. This ability allows the paladin to remove all harmful maladies from himself.


RANGER
*Coat of Thistles ???
Heightened Endurance
This ability raises your natural endurance regeneration by 1 point per ability level.
Mastery of the Past
This ability makes it impossible for you to fizzle a spell or miss a note. (up to level 58)
Persistent Casting
Through strict concentration, you gain the ability to channel your spells through stuns. Increased levels of this ability increase the chance to cast through a stun.
Advance Tracking
Each rank in this ability increases your tracking skill cap by 10.
Explosive Arrows
While activated, this ability consumes your mana to imbue your arrows with an explosive force. This ability does not work with the Trueshot discipline. You can deactivate this ability at any time.
Frost Arrows
While active, this ability channels your mana to imbue your arrows with a frosty impact that freezes the target for a short period. This ability does not work with the Trueshot discipline. You can deactivate this ability at any time.
Lightning Arrows
While activated, this ability consumes your mana to imbue your arrows with the power of lightning, intensifying the damage done by the arrow. This ability does not work with the Trueshot discipline. You can deactivate this ability at any time.

ROGUE
Hasty Exit
This ability decreases the amount of time required between uses of Escape by ten percent per rank. You may train in this ability once each level, upon reaching level 63.
Heightened Endurance
This ability raises your natural endurance regeneration by 1 point per ability level.
Mug Hotkeyable
This ability provides you with an additional attack that also attempts to pick the pockets of the enemy at the same time.
Seized Opportunity
Through experience, the skilled rogue can take advantage of openings in his opponent’s defense to land deadly strikes even from the front. Each rank in this ability increases the damage you do when landing a Chaotic Stab.
Sticky Fingers
This ability increases the maximum level of enemies you can pickpocket up to your current level.
Trap Circumvention
Each rank of this ability decreases the chance that you will set off a trap when opening a chest or other similar container.
Virulent Venom
Each rank in this ability increases the duration of your poison buffs.
Weapon Affinity
Through years of practice, you develop a close bond with your weapons. This affinity allows you to gain enhanced performance from your weapons in the form of an increased rate at which it triggers effects.


SHADOW KNIGHT
*Death's Fury???
*Recovery???
Consumption of the Soul
The most advanced Shadow Knights can further enhance their Leech Curse ability. This ability adds 200 additional damage and healing to Leech Curse, per rank. You gain the ability to train an additional rank at levels 61, 63, and 65.
Critical Affliction
This ability grants your damage over time spells the chance to have a critical effect each tick they are active.
Heightened Endurance
This ability raises your natural endurance regeneration by 1 point per ability level.
Intense Hatred
This ability intensifies the overall effect of damage shields that are cast on you. Additional ranks increase the effectiveness further.
Mastery of the Past
This ability makes it impossible for you to fizzle a spell or miss a note. (up to level 58)
Persistent Casting
Through strict concentration, you gain the ability to channel your spells through stuns. Increased levels of this ability increase the chance to cast through a stun.
Suspend Minion

SHAMAN
Ancient fury
This ability imbues your pet with the ability to land critical hits.
Call of the Ancients
Use of this ability creates a stationary ward that increases therate at which everyone around it gains endurance. Increased ranks improve the rate at which endurance is regenerated.
Critical Affliction
This ability grants your damage over time spells the chance to have a critical effect each tick they are active.
Persistent Casting
Through strict concentration, you gain the ability to channel your spells through stuns. Increased levels of this ability increase the chance to cast through a stun.
Pet Affinity
This ability allows your group spells to also affect the pets of group members.
Rabid Companion
Use of this ability imbues your pet with a rabid bite. Additional ranks increase the damage caused by this attack.
Secondary Forte
This ability allows you to advance a second magical specialization past the specialization limit (50). After purchasing this ability, the next specialization to go over 50 becomes your secondary forte.
Wolf Pack Hotkeyable
This ability calls a number of spirit companions into existencedirected at a target. The companions attack the target without question until they are called back to their home plane 60 seconds later. The initial rank of this ability calls three companions. Additional ranks add one companion each. You may train the ranks of this ability at or after levels 61, 63, and 65.


WARRIOR
Extended Shielding
Each rank in this ability increases the range of your shielding ability.
Heightened Endurance
This ability raises your natural endurance regeneration by 1 point per ability level.
Shield Specialization
Ranks in this ability increase your chance to block with your shield.
Staggering Shot (increase stun level cap on kicks)
Strong Kick (increased kick damage)
Sturdiness
Each rank of this ability increases your maximum hit points by 100.
Warlord's Tenacity
This ability allows you to temporarily boost your hit points to get through tough situations. The exertion takes it toll, though. These hit points dissipate over the course of the next minute andleave you having less than you started with.
Weapon Affinity
Through years of practice, you develop a close bond with your weapons. This affinity allows you to gain enhanced performance from your weapons in the form of an increased rate at which it triggers effects.

WIZARD
Druzzil's Mystical Familiar
This ability provides you with a familiar that strengthens the effects of your magic-based spells.
E'ci's Icy Familiar
This ability provides you with a familiar that strengthens the effects of your ice-based spells.
Ro's Flaming Familiar
This ability provides you with a familiar that strengthens the effects of your fire-based spells.
Frenzied Devastation
When activated, every direct damage spell you cast will have an increased chance to have a critical effect but will cost more mana. Additional levels increase both the chance for the spell to be critical and the duration of the effect.
Hastened Strong Root
Each rank in this ability decreases the reuse time of Strong Root by 10%.
Quick Teleportation
This ability reduces the casting time of your teleportation spells by 10, 25, and 50%. This does not affect evacuation and succor spells.
Ward of Destruction
Use of this ability creates a stationary ward that damages every enemy within its range. Increased ranks improve the damage of the ward.
Secondary Forte
This ability allows you to advance a second magical specialization past the specialization limit (50). After purchasing this ability, the next specialization to go over 50 becomes your secondary forte.
Advanced Fury of Magic Mastery
This ability further increases your chance to score a critical hit with your direct damage spells.
Persistent Casting
Through strict concentration, you gain the ability to channel your spells through stuns. Increased levels of this ability increase the chance to cast through a stun.

sera
01-07-2004, 04:50 AM
why would they give quick mass group buff to only enchanters....seems weird.

Faedia
01-07-2004, 04:58 AM
why would they give quick mass group buff to only enchanters....seems weird.

Overpowered with Spirit of the Wood / Ethereal Elixir / Celestial Regeneration / Paragon of Spirit, I guess. But there are other buffing classes that could use it too.

/shrug It could all change. I dunno.

Tiane
01-07-2004, 05:43 AM
Is it just me or do most of those AA ideas either a) suck, or b) come directly from ideas posted by players?

That cleric mana-loh is going to be insanely overpowered, or like someone on EQCleric said, required for GoD raiding. The latter idea scares me, putting an high powered ability on an already raid-critical class is only going to put more pressure on the cleric raid-grinder.

Notice many classes get our healing-tree idea (posted over a year ago back at the old ezboard site.) It's cool, could make some things trivial though.

Hybrids getting mastery of the past and not full priests sucks. Enough with the hybrid love... they arent supposed to be better than their parent classes at their jobs.

Most of the classes seem to get pretty boring aa's with one good one or so. That shared health for Mages will be really nice for them. Monks did pretty well. Necros will probably like crit dots. Paladin ones kinda suck. More archery love for Rangers, hard to say if it'll be any good. Rogue ones seem dull, though Mug is kinda funny hehe... lotta mixed bags there.

Druid ones suck. The double specialization thing will be nice, pretty much a required aa for all druids, but it's certainly not terribly exciting and will make only a marginal difference in actual practice. Increased tracking skill cap? Great... longer range tracking that I still cant sort. Quickened curing... should be more than 10% per rank... it'll wind up being like 12 aa's to knick off 48 seconds from RC... and Quick Teleportation... seriously... were they scraping the bottom of the idea barrel when they came up with that one? That's terrible.

I'll save some aa's for Secondary Forte and Healing Tree (or whatever - assuming it doesnt cause serious aggro or isnt nerfed in some way) but the rest of them wont make me go grind more XP that's for sure. Hope the raiding content in GoD is good and plentiful or there's going to be a lot fewer players around in 6 months.

Sildan
01-07-2004, 06:14 AM
Mages got mod rods
Wizards Harvest and Familliars ( I think )
Chanters Gather
Shaman Canni
Necros Lich
Clerics yaulp and now Holy Blessing

Druids buy a horse they can't use in LDON

Am I missing somthing here?
This is NOT a complaint about the new Cleric ability. I don't play the "I can't have it so neither can he" game. I'm just wondering why druids keep coming up short on these extra mana regen abilities/skills/etc?

I know we got pot9 but we share it with the group. Same with Chanters having C.

Sil

Ndainye
01-07-2004, 06:39 AM
We have the self only wolf forms and masks.

Tiane
01-07-2004, 07:14 AM
Pretty much all classes but enchanters have a self only mana regen buff, so that's not really anything.

uegolas
01-07-2004, 07:31 AM
Wonder if theres a cap on DD focus, like the 50% on spellhaste.
If not wizards will gain a total of 80% improved damage with their new familar (http://lucy.allakhazam.com/spell.html?id=4833&source=Test).
Thats gonna give them the possibility of 7,6k crits with SoS. :eek:

corlathist
01-07-2004, 08:07 AM
We have the self only wolf forms and masks.

Aye, but with POP we only gained 1 point here. and with GOD nothing.
This line just hasnt seemed to go up enough compared to other mana regeneration increases.

Ex: Group Buffs
SD +2 nine +2 voq +4
Ex: Individual
Yalup+2 Rangers+3

divina
01-07-2004, 08:59 AM
/shurg

I have not really been bound by my mana. There are times, but I am more bound by my aggro. :(

Tenidina
01-07-2004, 09:10 AM
Already have like 15 AA's saved for the next expansion. Nothing great here, but hey, it beats spending those AA's on more resists or stats that I don't need improved.

Nadia
01-07-2004, 11:18 AM
have to agree

some people have been maxed out for months

this beats my chanter spending 15AA for +30 WIS ;)

Murias
01-07-2004, 11:40 AM
I'd like to know why shaman are getting *another* swarm pet. :cry:

Don't get me wrong, my shaman is level 61 and doesn't have Spirit Call yet, and I do want to get it. They are of limited usefullness, but useful anyway. I hope that was an error. :\

Glynna1
01-07-2004, 12:47 PM
So, exquisite benediction and Nature's boon just two different names for the same thing. Clerics hot keyed and druid not? I hope that is just a mistype.

Wyte
01-07-2004, 02:05 PM
Quick Teleportation prolly came from the "Spell Annoyances" thread a while back. If they make it an AA line (which they shouldn't, IMO; 24 second casts are simply too long) then it should be cheap (ie: 1, 2, 3 AA's for the 3 ranks).

Glynna1
01-07-2004, 03:09 PM
Seriously they should just change the cast time on ports, so lame to make it an aa. I would never use my aa's for these unless that's all I had left.

Paldor
01-07-2004, 05:21 PM
9269 Ro's Flaming Familiar
9270 This ability provides you with a familiar that strengthens the effects of your fire-based spells.

Be cute to have a little "on fire" Bo-bo pet follow me around.

Sealody
01-07-2004, 05:42 PM
some people have been maxed out for months

this beats my chanter spending 15AA for +30 WIS ;)

Heheh... so true. Figure ~150ish AAs for each class. That's nothing. I expect to see maxed AAs again before the month's out.

I've been sitting at maxed AAs, since May. Didn't get a single point of exp on any LDON adventure and that charm already completed.

Wonder if they'll make GoD exp bonus even higher then late PoP zones.

Sea!

Darklotuss
01-07-2004, 08:04 PM
mmmm with only haveing about 20 AA's myself this is going to make me grind grind grind more than ever. Healing tree things sounds pretty decent unless GoD is going to be more of a dungeon crawl area. Dont know how well it will hold up if it cant get smacked arounda bit. Ya i think they where smokin dope when they came up with the shortend ports. Increase dammage would be hard core for our DS's. The porcuipine method on killing stuff would be increased greatly. But ya i think druids do get the shaft on the mana regen area. I HOPE we get that swarm pet thingy that would be 7 types of hardcore. Just hope it isnt a swarm of Bo-Bo's.

Darklotuss Bloodrunner
63 Heiorphant
The server that starts with a "Q"

Faedia
01-07-2004, 09:03 PM
Aye, but with POP we only gained 1 point here. and with GOD nothing.

We haven't seen the GoD spell lineup. I wouldn't say we get "nothing" just yet. It's possible there's an upgrade to Mask of the Forest somewhere in there. (Although personally, I doubt GoD spells will be spectacular upgrades to anything unless there is a level increase, so you're probably right!)

These new AAs will probably get me wanting to get XP again. Right now there aren't any AAs I don't have that make me want to actually grind for them. I'd rather just pick up stuff grouping casually with friends or something. Almost everything on that new list is something I'd want - Nature's Boon and Secondary Forte right off the bat. The only ones I don't want are the "we couldn't think of anything else, so why not" AAs like Improved Innate Lung Capacity and Quickened Teleport.

QT annoys me actually. Nobody should have to spend points on that. "Hey guys, Circle of the Nexus is 3% faster! And it only took me 3 AA points!"

Mdcythe
01-08-2004, 12:20 AM
I was pretty content with our new AA's, especially the ward, up until I noticed clerics and shammies get the exact same thing with a different name.

That makes us the only class that doesn't get a unique AA ability.

Oh wait, sorry, we can buff pets now with our group spells -- excuse me while I go jump for joy.

Feldaran
01-08-2004, 01:05 AM
Sony still has this misguided view of "versatility" meaning something to groups.

Tower of Sol Ro semi-requires a druid or wizard, that's about it.

So we get all these lame AA's trying to be versatile.

Oh yeah, and other classes get the pet buff AA as well, so that's not unique to druids.

Druids get quick teleports, healing tree, crit dot's, better crit nukes, better tracking...

Clerics get mana infusion thing, a chance to be rezzed AA (or something), an attack buff thing, healing tree...

I'll take mana infusion thing over most of what we get. I rarely go oom, but it'd be useful after a rez. Certainly, its more useful than quick teleports.... What sadistic sony employee thinks people actually want stuff like that?

Tilien Venator
01-08-2004, 04:05 AM
From what I've been hearing. These new aap are not cheap in any sense of the word. Everything is 3-6-9-12-15, 4-8-12-16, 5-10-15-20, etc. Almost everything is 3-5 ranks too. Going to be along time before anyone maxes out there GoD column, heard you will need to spend something like 300-325 aap to max it out. Not that anyone is going to be rushing out to buy most of these...

mbbkw
01-08-2004, 08:59 AM
http://krop.nerim.net/EQ/divers/GOD/GOD_dru.jpg

Aanadwene
01-08-2004, 09:40 AM
All I wanted was quick mgb...what a rip.

Greggo
01-08-2004, 01:57 PM
My wife is a mage and it would be pretty cool if he group DS and my regen and 9 etc etc affected pets, but I cant see us spending 20 AA to get the ability (20AA!!!!!, god it was hard enough for me to save 9 AA for MGB without constantly being drawn to spending it on other things.....)

The "problem" I guess is there are players (I can think of 3 im my guild alone) who would think nothing of grinding out 20 AA in little more than a weekend, whereas I probably add 2 or 3 AA a week.....

Tilien Venator
01-08-2004, 02:52 PM
I heard on chat today that Critical Affliction 1 is like only 2% dmg added. They said it effects every spell, but 45 aap for a 10%? inccrease seems pricey. Even for those of us who can grind out multiple aap a day, 45 will take awhile. They've killed off most of the good solo exploitable grinds anyways.

Starlene Antares
01-08-2004, 07:59 PM
Is there a valid reason for making Pet Affinity cost so many points? I don't see it being worth THAT many! Maybe 5 or so. Pets being included in group buffs is something I thought they should have added for free a LONG time ago before we even had AAs.

Tudamorf
01-08-2004, 08:31 PM
http://krop.nerim.net/EQ/divers/GOD/GOD_dru.jpg
Wow, those AAs are too cheap. Considering PoP gives you an AA every 30-60 minutes (depending on group composition and strength), the powergamers will max out GoD in a week. Many (like me) already have 30 AAs banked and doing nothing, and we'll get most of the good AAs within 10 seconds of logging in. They either need to make some more useful AAs, or increase the cost of these.

Tiane
01-08-2004, 09:20 PM
I certainly wouldnt say Many are fully aa'd lol... people on the mb's are in a very small minority when it comes to things like that. The huge majority of people are not even close to being max aa'd. And you dont need to balance the price of them based on people who get an aa every 20 minutes.

Fact is, if advancement is not attainable in a timely manner for the average player, then the game loses it's appeal as the carrot is too far away.

Who cares if the powergamers max in a week? It makes no difference to 99% of the population. For everyone else the costs of these are very high for the benefit they provide.

Aly
01-09-2004, 12:32 AM
Too high in my opinion. I wish I could find a game that was balanced around the casual gamer and not the power gamers, but so far, every game I've tried has been the other way around. Even some of the more popular Neverwinter Nights PW servers. It's all about slowing xp gain down to try and create longevity. I don't understand how it works. How can people have fun grinding out aaxp on the same mobs, day in, day out?! I'd rather see a variety of places and creatures instead of grinding out xp in the same area.

FFXI has that problem too. Grind, grind, grind. SWG is even worse now. Everyone knows how to get 4/5th's the way to a force sensitive character slot once they get four holocrons. There's no RP value to the grind needed for a FSCS. There's no RP value for these games whatsoever. It's just grind, grind, grind... and thousands upon thousands of people do it every day.

EQ and every other MMOG I have played... they all cater to grinding and powergaming. At least FFXI has fun quests.

Fact is, if advancement is not attainable in a timely manner for the average player, then the game loses it's appeal as the carrot is too far away.

The carrot has long been too far away. Ever since the release of PoP. I came back a couple days ago just to kill some time while I wait for something better to come out. That and to test my new RAM. ^.^~ I just wish I could get into betas so I'd have something fun to do.

Fayne Dethe
01-09-2004, 01:39 AM
I wouldnt consider those cheap at all. The majority of players do not have elemental access nor do they have the gear to do Hard LDON in a timely manner. Also, take into account that Sony destroyed charm soloing, most people wont be maxing out all these AAs all that fast. In the last few months I've only gotten like 20-30 AAs or so cause LDON gets boring so fast (only got 2 augments, lol) and so does mindlessly pulling in earth. I doubt I will be maxing these AAs anytime soon, especially not quickened teleportation, pet affinity, lung speed, packrat, or quickened curing...

Tilien Venator
01-09-2004, 01:59 AM
Wow, those AAs are too cheap. Considering PoP gives you an AA every 30-60 minutes (depending on group composition and strength), the powergamers will max out GoD in a week. Many (like me) already have 30 AAs banked and doing nothing, and we'll get most of the good AAs within 10 seconds of logging in. They either need to make some more useful AAs, or increase the cost of these.


I think it's 324aap to max out your GoD Column. There are not very many 20 min aap grinds left. I find that I usually only get about 1 an hour or so. That's including real time too. While I'm not your average druid, being time geared and having over 400 aap, spending 45 aap on one skill that doesn't really give me that much of a improvement seems wasteful. I can't imagine how a more casual druid must see things

Aly
01-09-2004, 10:06 AM
I can't imagine how a more casual druid must see things

I'll give you a hint. When that warm and toasty place way down below in metaphysical terms freezes over... that's when most casual druids will buy those AA's.

Raloda
01-09-2004, 10:29 AM
Some are priced ok I think.. Others are way off.. Who is going to pay 20 points for pet buffing? I guess to me thats about as good as Quick teleport.. /sigh

Greggo
01-09-2004, 10:31 AM
Pet buffing would have its uses no question about that, buts its not worth 20 AA. It IS worth about a million times as much as Quick teleport...

Raloda
01-09-2004, 10:36 AM
Well my main point is 20 points? to buff how many pets? My understanding of it it would buff pets of those in your group. Now if you have 5 other pet classes it may be worth it to get. Normaly I have 1 pet class in my group. 20 aa points to buff 1 pet? Sorry Not for me thanks..

I guess on raids it may be worth it for mgb buffing or sotw/cr.

Edit:raid part

Chenier
01-09-2004, 11:11 AM
Screenshots of all the class AA's:

http://krop.nerim.net/EQ/divers/GOD/

sera
01-11-2004, 01:54 PM
There's nothing wrong with having high costs for aa, I don't mind it if the AA's are useful and exciting, this stuff is awful.

Hell I'd pay 100 AA just for Karana's Renewal to crit. Or for spell casting subtlety. And with the increase in HP's warriors will get with their AA in GoD, and full time gear, our heals will be less and less effective. Some continuation of Healing Adept would really help, and I would be happy to do the xp for it.

However I think the pet buffing AA needs to be adjusted per class. 20 AA for bards to be able to have their songs effect pets is massive. For us, it's a huge inconvience. I mean whoopie, for 20 points I get to be able to cast 9 on pets or like regen and seasons.

If anyone at sony has a clue and are reading this, YES we will pay through the nose for AA but at least make the costly ones worth the time we xp grind.

princess0fdiabl0
01-11-2004, 03:18 PM
no... give the AA's to the mages necros and beastlords.

there is no reason the buffing classes should be "punished" in order to buff someone elses pet, who we usually dont even care about

Esanguiner
01-11-2004, 03:53 PM
Garbage