View Full Forums : TSS Druid AA List


RuadhTheRed
09-15-2006, 03:03 PM
THE DRUID'S GROVE
TSS Druid AA List

NOTE: THIS INFORMATION COMES FROM THE BETA AND CAN CHANGE SIGNIFICANTLY BEFORE IT GOES LIVE ON TUESDAY.

COSTS OF EACH AA HAVE CHANGED AND I WILL UPDATE THOSE NUMBERS LATER TONIGHT.

Potential of Serpentspine - 5/?/?/?/?
Passive Ability
Min Level 71, Chaotic Potential at L5
Raises the minimum that your statistics can be increased to with items and spells by 5 points per rank.

Death's Door
Passive Ability - 5/?/?/?/?
Min Level 71,Prolonged Mortality at L5
Increases how far below zero your hit points can fall before you die by an additional 50 hit points per rank. You will still fall unconscious when you reach zero hit points.

Combat Medic - 3/?/?/?/?
Passive Ability
Min Level 71, Bandage Wounds at L5
Increase the amount of healing provided by a single bandage by an additional 20hp per rank.

Fast Healing - 3/?/?/?/?
Passive Ability
Min Level 71, Convalescence at L2
Raises your innate natural regeneration by 1 HP per rank.

Quick Draw - 5
Passive Ability
Min Level 51
Quick Draw expands the potion belt by one additional available item slot.

Battle Ready - 5
Passive Ability
Min Level 51
Battle Ready expands the bandolier by one additional save slot.

Glyph of Dragon Scales - 3pts EXPENDABLE
Min Level 70
Once activated, Glyph of Dragon Scales boosts will absorb a percentage of incoming damage from spells and melee attacks. It will last for 1 min or until it has absorbed a total of 10k damage.

Glyph of Arcane Secrets - 3pts EXPENDABLE
Min Level 70
Once activated, Glyph of Arcane Secrets decreases the casting time and mana usage of all spells for two mins. Glyph of Arcane Secrets has no effect on percentage based heal spells.

Glyph of Draconic Potential - 3pts EXPENDABLE
Min Level 70
Once activated, Glyph of Draconic Potential increases your maximum HP and Mana by 750 for 10mins. Note that this Glyph does not increase your current HP or Mana.

Glyph of Destruction - 3pts EXPENDABLE
Min Level 70
Once activated, Glyph of Destruction increases the damage done by your critical melee hits by 10% for 2 minutes.

Labyrinthine Mind - 5/5/5/5/5
Passive Ability
Min Level 71, Expansive Mind at L5
This ability raises the maximum that your mana regeneration can be increased with items by 1 point per rank.

Mental Serenity - 5/5/5/5/5
Passive Ability
Min Level 71, Mental Clarity at L3
This ability increases your natural mana regeneration by 1 point per rank.

Gift of Radiant Mana - 9
Passive Ability
Min Level 71, Gift of Mana at L3
Whenever you cast a L70 of higher spell that heals or harms someone, this ability grants you an innate chance for the next level 75 or lower spell you cast after that to only cost a single point of mana. Note that you only have a brief time to make use of the benefits of this ability before it fades away.

Volatile Mana - 6/6/6
Passive Ability
Min Level 71, Fury of Magic Mastery at L3
This ability further increases your chance to score a critical hit with your direct damage spells.

Mana Fury - 6/6/6
Passive Ability.
Min Level 71, Destructive Fury at L3
This ability increases the strength of your critical spell hits, causing them to do more damage.

Blood Tithe - 7/7/7
Passive Ability
Min Level 70, Affliction Mastery at L3
Each rank in this ability further increases your chance to get a critical hit with your damage over time spells by 2% per rank.

Icefall Bear - 6/6/6
Refresh: 22:00, Duration: 1:00
Min Level 75, Nature's Guardian at L3
This ability summons a bear from the Icefall Glacier to attack your opponent. Additional ranks in this ability further increase the damage the Icefall Bear inflicts.

Healing Surge - 6/6/6
Passive Ability
Min Level 71, Healing Gift Mastery at L3
Each rank in this ability increases the chance to score an exceptional heal by 2%. An exceptional heal doubles the healing value of the spell.

Nature's Blessing 5/5
Refresh: 30:00
Min Level 71, Nature's Boon at L5
Nature's Blessing summons a ward that will heal nearby party members. Each rank in this ability further increases the ward's healing ability.

Spirit of the Ancient Grove - 5/5/5
Refresh: 15:00
Min Level 72, Spirit of the Grove at L3
Spirit of the Ancient Grove protects your group from harm. While active, this spirit will reflect damage against your group's opponents, improve your group's AC and heal them over time. Further ranks in this ability further improve these effects.

Resplendent Cascade - 6/6/6
Refresh: 3:00
Min Level 71
Resplendent Cure at L3
This ability may remove negative effects from all group mates within range. Further ranks in this ability increase the number and potency of negative effects that can be removed with a Resplendent Cascade.

Petrified Roots - 5
Passive Ability
Min Level 69, Viscid Roots at L1
This ability further decreases the likelihood that victims of your root spells will be freed after taking melee damage.

Survivalist - 2/2/2
Passive ability.
Min Level 71, Nature's Bounty at L3
Survivalist increases the odds of foraging 2 items on a successful forage attempt.

Spirit of the White Wolf - 9
Refresh: 10:00
Min Level 75
No requirements.
Through this ability you are able to assume the form of a white spirit wolf. While in this form, your spells will require less mana and you will be resistant to cold based attacks.

Gathering of Spirits - 6/6/6
Level 75. Convergence of Spirits at level 3
This ability gives you an alternate form of Spirit of the Ancient Grove that channels the energy of the woodland spirits on to a single target. The concentrated energy provides an exceptionally fast heal and leaves the target with a brief period of regeneration and protective thorns.

Sleight of Hand - 4/4/4
Level 71, Spell Casting Subtlety at L3
After training in this ability, NPCs will notice your magical activities less. Each rank further enhances this effect.

AND UNDER THE OMENS AA TAB

Jewlery Crafting Mastery - 3/3/3
Level 59
Decreases failure chance of jewel crafting combines by 10%/25%/50%.

Laurelleii
09-15-2006, 03:18 PM
Gathering of Spirits - 6/6/6
Level 75. Convergence of Spirits at level 3
This ability gives you an alternate form of Spirit of the Ancient Grove that channels the energy of the woodland spirits on to a single target. The concentrated energy provides an exceptionally fast heal and leaves the target with a brief period of regeneration and protective thorns.

For those who tradeskill, Jewelcraft Mastery also. You will find that one under the Omens tab.

RuadhTheRed
09-16-2006, 01:37 AM
Updated costs, added three more abilites (at bottom of list), removed unavailable AAs and updated description on the first two Glyphs.

Sethiroth Strife
09-16-2006, 04:51 AM
the spells are looking nice, but the AA list just doesnt inspire me at all.

Benthair Dunthat
09-16-2006, 05:58 AM
Where is my "Absolutely, Positively, Never, Ever, Ever, Ever Fizzle Again" AA? I would have spent my entire 30 banked on that!!!

Actually AA's look a little blah to me, can't see using the expendable ones unless I can get an aa in like 10 minutes( 5 with lesson). Even then I will max out Advanced Watching the Grass Grow AA before using them for a couple of minutes of more mana.

oakdad
09-16-2006, 09:34 AM
I have to agree on the EXPENDABLE AAs, but I guess it gives the guys with max exps something to work on.

Krystae Lunalupus
09-18-2006, 05:58 AM
WTH call me crazy but I was LOVING the AA list and very disappointed by our spell list. Wish Icefall Bear and Spirit of the White Wolf were 71 not 75 but oh well, I can wait a few days. =P

Spirit of the Ancient Grove - NO MORE DS w00t! We can MGB heal at raids again. Great news.

Resplendant Cascade - Not very exciting but thank Tunare we got some form of group cure upgrade cause what we have now isn't cutting it.

Potential of Serpentspine - More mana, hps, ac, etc. This is great, not so much fun, but awesome none the less. Anyone know does this mean just body and mind stats (sta wis etc.) or does that include resists? If this doesn't include resists then I wish we had gotten the resist equivalent as well.

Quickdraw - Good, useful, and kinda silly all at the same time. Should've just added 2 more slots for everyone long ago. This should've been a UI update not an AA. But, all that aside, at least there's finally a way to get more. I keep crack, heal, haste and itu potions on me always so another slot at least keeps me from digging around in bags to rebuff when I could be killing stuff.

Labyrinthine Mind + Mental Serenity - 10 more FT. This would be exciting except with the new out of combat regen not sure it'll be as useful as it would have. Which is fine cause I love the out of combat regen, like eq2.

Gathering of Spirits - Will make a nice upgrade to Convergence which is a great "oh crap!" heal spell. For when all the healers are stunned and stun wears off just in time to find the main tank about to go purple lol.

Bigger nukes, more crit nukes and heals and dots. All in all looks better to me than our lame spell upgrades.

Just say no to glyphs! I refuse to ever purchase an "expendable" aa. Sure, what they do looks nice but it's the whole concept. Sony's way of trying to make people stay around exp'ing forever. I absolutly refuse to waste time getting aa's just to misclick and blow 3 aa's on a hp buff while I'm standing in the bazaar or something.

And then there's Combat Medic...Lvl 71...20 hp's per bandage. I think I regen more than that standing up and dotted lol. I have no words for this ability...

/excited. Can't wait till Tuesday!

Aldier
09-18-2006, 10:05 AM
Potential of Serpentspine like its predecessors (Planar Power and Chaotic Potential) does not boost resists. The only aa that boost resists are the Innate/Advanced Innate aa line and the Trials of Mata Muram (mpg trials) aa.

Whats dissappointing about the aa is there is little NEW stuff for druids that is at all useful.

The Spirit of the Ancient Grove I think DOES still have a ds component, have to verify. So it is not as great as you think Krystae.

Labryinthine Mind + Mental Serenity is only 8 more FT, but that is still nice.

There is healing Gift upgrade but no Healing Adept. I live by adept, it always is there and can be relied on, but the reason there is no HA this expansion is that in the broader healing spectrum (HoT, CH, fast heals) HA is overpowering and difficult to balance and therefore was left out.

GoM was initially stated in the description that it worked on spells 65 and higher. What they didn't tell you is that it really should have read, 65-70. Now they can charge you for a new aa, GoRM that will work on 70-75 spells. So if you proc GoM off a 65-70 spell, you cannot get a 70-75 spell for 1 mana. You have to wait and hope for a GoRM proc (which they haven't bothered to distinguish from a GoM proc in buff icon/name/etc, you just have to know) and then can cast a spell for 1 mana. We have to purchase an aa just for our old ability to do exactly what it always has. Unlike headshot/stuns/ that increase the max level but work up to that level, GoM was based on everything ABOVE the level. This was a huge controversy in beta and I am still not sure what the final version will be like.

It is a less than stellar set of aa. We get the base aa upgrades that have come with a level increase with little that is new and exciting for druids. Think I will just go spend the saved aa on the older aa I am still missing instead.

Marklar Thistleblade
09-18-2006, 10:15 AM
Any word on how long the duration of the White wolf aa is.

I see the refresh listed as 10 minutes

Lotharun
09-18-2006, 05:59 PM
I would have liked an upgrade to Dire Charm and an upgrade to Call of the wild. Maybe an animal based slow and another group heal. This list of AA's looks like it was slapped together with no forethought over a cup of coffee. They run out of ideas for AA's? Zero inspiration here. None.

*edit* I hope this is not a complete list. If it is, it's very disapointing. A low fun factor set of AA's.

Alaene
09-18-2006, 06:23 PM
The Spirit of the Ancient Grove I think DOES still have a ds component, have to verify. So it is not as great as you think Krystae.

I would put big money on SotAG having a DS component - having read the shammy boards, it looks like the text on the Sham & Druid versions of this AA has been transposed.

Palarran
09-18-2006, 06:24 PM
A couple more AAs have been added on Beta.

Shield Block (3/6/9, level 71/73/75 I think)
This ability grants you the chance to fully block an attack when using a shield. Increased ranks improve the chance block attacks.

Energetic Attunement (5/5/5/5/5, level 71/72/73/74/75 most likely)
Energetic Attunement enhances your receptivity to the potential healing power of your magical gear. Each rank of this ability increases the maximum by which your hit point regeneration can be raised with items by 1 point.

Fenier
09-18-2006, 06:32 PM
Shield block is interesting, as it (on Knights) parses out to around an extra 7% avoidance.

Vekx
09-19-2006, 05:12 PM
So do we get an refund for channeling focus and spell casting subtlety? I read a post by a bard saying a refund for SCS also. Maybe bards only?

Hoppenin
09-19-2006, 05:36 PM
Sleight of Hand - 4/4/4
Level 71, Spell Casting Subtlety at L3
After training in this ability, NPCs will notice your magical activities less. Each rank further enhances this effect.

Seeing as how SCS3 is a prerequisite I would say no.

Kalevalatar
09-20-2006, 01:58 AM
I'm rather happy with the AAs we got. Shield block is absolutely fantastic and I'm glad they added for casters too. Lucky me also happened to get new shield just last week, first one I have for a year or two!

I tested our new teddy and bleh, it's not pretty white teddy like I thought but looks like the old one :( First rank teddy hit only for 325... I had enough AAs to buy first rank of almost every new AA, but didn't have time to test them. SotAG does have DS, the text said something about "harms your opponent" or some such.

Seeker
09-20-2006, 02:48 AM
I tested our new teddy and bleh, it's not pretty white teddy like I thought but looks like the old one :( First rank teddy hit only for 325...

I saw my pet (lvl1 as well) hitting spiders for up to 425 in a 69.1 hard mission.

Neliani
09-20-2006, 06:48 PM
Spirit of the White Wolf AA both indoor/outdoor? I have my eye on that ability once I reach 75 if so.

Kalevalatar
09-22-2006, 02:12 AM
Seeker, I later tested teddy again and yes it hit for 425. I guess skeles in Steamfont were too tough for my teddy and made him hit less :p

Marklar Thistleblade
09-22-2006, 04:28 PM
It is both indoor and outdoor.

White wolf AA that is

Seishi
09-24-2006, 08:24 PM
It is both indoor and outdoor.

White wolf AA that is

It also sucks because the duration's only one minute.
I don't see why it's okay to give wizards a harvest that has a 10 minute refresh that gives them 5,500 mana, but it's not okay to give druids a wolf form with mana preservation that lasts longer than a minute. I'm upset.

Fenier
09-24-2006, 10:35 PM
The exact same reason clerics have their Gift of Mana AA pulled in GoD.

Raids are directly determined by teh amount of healing mana you typically have available (Rasherre actually posted this). Extended how much healing you can do is a neat effect, but they are not going to make this a semi-perm effect for any priest, I am pretty sure.

There is no drawback to wolf form other then duration. None. Wizard harvest roots them in place and stuns them iirc. Canni exchanges HP for Mana. We get mana savings with no drawback, but low duration.

/shrug

I like the efffect and I think it works well without being overpowering.

-Fenier

Seishi
09-25-2006, 12:44 AM
A 15% mana preservation would not be enough to overpower us, especially if it was still a random percentage like focus effects are. While using the ability, I honestly didn't notice it even helping very much at all. If I could, I'd ask for a refund.

They need to make it last longer than a minute or (for the love of god) make it so we can just have it on all the time with it being a random percentage from 1-10, and they also need to make our other wolf forms available indoors. The restrictions do nothing these days but hinder our class. The role-playing aspect of the game is dead, so they need to kill the thought behind it.

Alei
09-28-2006, 07:46 PM
I would put big money on SotAG having a DS component - having read the shammy boards, it looks like the text on the Sham & Druid versions of this AA has been transposed.

I just checked Lucy to see what it had to say about Spirit of the Ancient Grove. It had DS on there and nothing about reflecting damage. Is this confimation that SotAG and the Shaman version AA descriptions have been switched? Or is Lucy wrong?

I was really liking the reflect damage in place of a damage shield. :ohwell:

Shaman are getting on my damn nerves. (Semi-unrelated, but I just wanted to vent that for a second.)

Bloodbayne
11-19-2006, 05:56 AM
It also sucks because the duration's only one minute.
I don't see why it's okay to give wizards a harvest that has a 10 minute refresh that gives them 5,500 mana, but it's not okay to give druids a wolf form with mana preservation that lasts longer than a minute. I'm upset.


Uhm a correction, it lasts 2 mintues. Yeah yeah no big deal. But it does seem to stack with my worn pres for beneficial and detrimental spells, saving about 1/4 of the mana cost. So being able to cast it one every 10 minutes, with an 8 minute downtime after it wears i think is decent, though i would have liked to see 3 or 4 minutes, but guess devs would cry overpower at that point. Least we got a bone thrown to us for once

Rajolae
11-19-2006, 01:20 PM
Uhm a correction, it lasts 2 mintues. Yeah yeah no big deal. But it does seem to stack with my worn pres for beneficial and detrimental spells, saving about 1/4 of the mana cost. So being able to cast it one every 10 minutes, with an 8 minute downtime after it wears i think is decent, though i would have liked to see 3 or 4 minutes, but guess devs would cry overpower at that point. Least we got a bone thrown to us for once
No, it doesn't. Its base duration is one minute, with SCRM that makes it one and a half minutes. And the ability sucks, I would hardly consider the worthless thing being "thrown a bone." Even if it were to be considered such, it doesn't make up for getting screwed in the ass with GoS/SotAG and the shaman versions of them.