View Full Forums : Test Server: druid GoD AA (01/29/04)


Nadia
01-29-2004, 09:07 AM
From logging onto TestServer on 01/31/2004
and doing "/alt list"

as with everything on TestServer, this is subject to change



Swift Journey
This ability will slightly modify your base run speed. This modification does NOT stack with movement rate spell effects.
Convalescence
This ability raises your regeneration ability by 1 point per ability level.
Lasting Breath
This ability increases the amount of air you have by 25 and 50 percent.
Packrat
Each rank in this ability improves the efficiency with which you store your gear, effectively reducing your overall weight.


DRUID
Secondary Forte
This ability allows you to advance a second arcane specialization past the limit of 50. After acquiring this ability, the next specialization to go over 50 becomes your secondary Forte. The second specialization is limited to a maximum skill of 100.
Persistent Casting
Your highly developed concentration creates the possibility of Casting spells when stunned. Increased ranks in this ability increase the chance that your spells will not be interrupted by stuns.
Spell Casting Subtlety
After training in this ability, NPCs will notice your magical activities 5, 10, and 20 percent less.
Quickened Curing
This ability grants paladins the ability to cure their party of many afflictions, poisons, curses, and harmful magic.
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.
Advanced Tracking
Each rank in this ability increases your tracking skill cap by 10.
Critical Affliction
This ability grants 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 direct damage spells.





a revised list for all classes
http://pub45.ezboard.com/fotherworlds31279frm33.showMessage?topicID=5.topic

Padrick
01-29-2004, 09:19 AM
Spell Casting Subtlety

:devil: :cheers:

This rocks...however looks like we lost 2 aa's and gained one however I wont complain as long as this stays in.

Kayaan
01-29-2004, 09:41 AM
Dang did they have to get rid of Quickened Teleportion and Pet Afinity, I was really looking forward to those...

/sarcasm off

This is awesome any agro mitigation will be welcome by me :)

Racmoor
01-29-2004, 09:51 AM
I'm excited. :)

Would still like mastery of the pass to stop fizzles on "ensnare" :)

Racmoor

Callahad
01-29-2004, 10:00 AM
Well no new original AAs, but Spell Casting Subtlety...nice!! Hope it does work!! (I think it does, myself)

Callahad

Tappin
01-29-2004, 10:17 AM
Don't know how subtlety would affect clerics, but subtlety for druids and shamen. Woohoo! Now I need to reevaluate my 30 saved points :P

Jarilon
01-29-2004, 10:25 AM
I was thinking the exact same thing Tappin :)

Mannwin Woobie
01-29-2004, 10:34 AM
Well, this sounds great. However, can someone explain the mechanics behind Subtlety? Is it a reduction in generated aggro? If so, that would help when I don't want it (ie, healing), but would hurt when I DO want it (ie, aggro kiting). Clarifications anyone?

Nadia
01-29-2004, 10:43 AM
its reduction in spell aggro (at the time of cast)

big heals can be big aggro (especially if more than one mob in camp)
- as are illtimed crit nukes or nuking too early

ensnare seems to generate alot of aggro
(cant snare too early in an exp group or mob charges for you)



you will always be on the mob's hate list but with this AA you wont be public enemy #1 as often

for soloing, this AA will have no affect on you
(with one exception: it will be helpful with not stealing aggro from charmed pets)

Ladred
01-29-2004, 11:01 AM
It's a win/win situation for SoE in my opinion. On the one hand they have appeased most of the druid complaints about upcoming AAs. On the other hand they have made it slightly more difficult to group aggro kite. It's a fine trade off for me, I dont' mind doing a little extra work, or telling the group to wait just a little longer to cast their AE on my targets. The SCS is top dog for raiding druids, and there really wasn't a better AA they could have given us. Let's hope this stays in for the release of the expansion as it can only increase the usefullness of the raiding druid.

Callahad
01-29-2004, 11:07 AM
At level3, its 20% less aggro. This is NOT a tremendous difference, it might be why peeps have been reporting the effect as broken. But 20% less is 20% less, and I think it will help me, like Nadia mentionned, land the first heal without getting aggro, land that snare in LdoN before the mob starts to run away (when mobs die fast, u need to land it early, and you sometimes steal aggro 'cause of that), land my debuffs earlier with less fear of getting aggro, nuke a little more often, and generally use the mana I have...

Callahad

Aaeamdar
01-29-2004, 11:18 AM
I suspect it is goping to be anywhere from worthless to harmful.

Firstly, I really doubt in the instances I am taking agro that I am doing it by a small amount. Most of those times are when I have to cast a heal early. If it was just a small amount by which I was taking agro, then the tanks would not have such a hard time taking it back.

Secondly, this gives SOE an excuse to not give us something really worthwhile - namely Jolt. So we pick up a nearly worthless AA and we all smile and chear - but in reality, nothing changes.

Thirdly, though a limited case, it means those times when I am trying to keep agro and I am chain snaring (mostly in agrokite groups) become slightly more difficult (probably not a big deal in kiting groups, since the team would just have to wait a bit before nuking/sending in pets, but still).

So, smile and cheer all you want. You have been handed a placebo. Hope you enjoy it.

Yaladdar
01-29-2004, 11:22 AM
Aaeamdar, ***WHAT*** will make you happy????????????????????

Stewwy
01-29-2004, 11:27 AM
Aaeamdar, ***WHAT*** will make you happy????????????????????

Nothing?

Scirocco
01-29-2004, 11:28 AM
Dang did they have to get rid of Quickened Teleportion and Pet Afinity, I was really looking forward to those...

Don't even joke about that! We might get them back!

Fenani
01-29-2004, 11:34 AM
Personally I am jumping up and down at the change. For a mainly raiding druid, I cant think of a more needed change than that. Any aggro reduction is a good thing in my opinion and I will take all I can get.

Fenani

Nadia
01-29-2004, 11:46 AM
Secondly, this gives SOE an excuse to not give us something really worthwhile - namely Jolt.


talk to enchanters - they get both SCS and Jolt :devil-lau

Boggle is the same spell as Jolt

Boggle
http://lucy.allakhazam.com/spell.html?id=3229&source=Live
Jolt
http://lucy.allakhazam.com/spell.html?id=1741&source=Live

I rarely use boggle

Callahad
01-29-2004, 12:32 PM
So, smile and cheer all you want. You have been handed a placebo. Hope you enjoy it.

So it's a placebo is it? Spell casting subtlety does not provide aggro reduction? You have proof that it doesn't work? Or are you just miffed because you wanted more aggro reduction?

If it's the latter I will enjoy my aggro reduction, not my placebo, thank you very much. (provided it stays in the line-up)

Callahad

alyn cross
01-29-2004, 12:45 PM
i, for one will be very happy to be casting my spells with a lil less agro, however little.

pissypoint for me is that crit nukes take 2/4/6 for double dmg, what, 10% of the time? (forget %, might be 7..) whereas crit dots will be 5/10/15 for up to a double tic. wtf is the logic in that? 30 friggin points? give me a break.

Tovok
01-29-2004, 12:46 PM
I thought they were going to change Pet Affinity?

Looks to me like they gave Pet Affinity back to clerics and shamans, but not druids.

Mannwin Woobie
01-29-2004, 12:50 PM
for soloing, this AA will have no affect on you
(with one exception: it will be helpful with not stealing aggro from charmed pets)

I guess this is where my question comes into play. I often like to do some solo DC aggro kiting. It's not great exp, but it is relatively "stress free" for times when my guildies aren't around, etc. Will the aggro reduction come into play for me in this situation? I don't want to have my DC pet constantly stealing aggro from me.

Arienne
01-29-2004, 12:59 PM
Hm... less dying on raids... or less off tanking in LDoNs? Gonna hafta think about that a while....

Nadia
01-29-2004, 01:30 PM
solo DC aggro kiting .. Will the aggro reduction come into play for me in this situation?

yes it will but your dots and debuffs should still hold aggro reliably


SCS works best with "snap aggro"
(instant duration spells - not dots)

Nadia
01-29-2004, 01:40 PM
I thought they were going to change Pet Affinity?

unless you want Pet Affinity for your summoned bear pet, you dont want it

it wont work on charmed pets


from the Bardboard, ConcertHall
http://pub147.ezboard.com/ftheconcerthallbackstage.showMessage?topicID=18739 .topic

The AA was changed for the reasons Laeelin mentioned. There was a lot of concern from buff classes that most people wouldn't spend the 20 points to be able to buff someone else's pet. How many clerics do you think would think it was a good investment? From a bard specific point of view it seems as if it's more expensive then before (several players having to spend the AA instead of just the bard) but over all you're looking at a cheaper price for the player base as a whole.

Additionally, this AA will not work on Charmed pets, but it will work on MGB'd spells.

We're looking at making a replacement AA for the classes that have had this removed. In the case of bards we're most likely looking at some kind of melee oriented AA.

-Ryan

Tilien Venator
01-29-2004, 02:46 PM
pissypoint for me is that crit nukes take 2/4/6 for double dmg, what, 10% of the time? (forget %, might be 7..) whereas crit dots will be 5/10/15 for up to a double tic. wtf is the logic in that? 30 friggin points? give me a break.

EVERYTHING in GoD is expensive. As to whether or not CA3 is worth 30 points will be determined by it's crit rate.

Still not very pleased with our aap overall, but I'll be maxing out SCS and 2nd Forte. The rest will be determined by how bored I get and grind more aap. Nothing else is seeming like a NEEDED aap like SoTW was in PoP or SCM was in luclin, etc

Tappin
01-29-2004, 03:15 PM
I guess this is where my question comes into play. I often like to do some solo DC aggro kiting. It's not great exp, but it is relatively "stress free" for times when my guildies aren't around, etc. Will the aggro reduction come into play for me in this situation? I don't want to have my DC pet constantly stealing aggro from me.

It's aggro reduction, but only 20% maxed. All this will mean is you may need a few more bursts of flame on ensnares before everyone jumps on the mob. Unless people jump on the mob early, it's not hard to outaggro people. We have some huge aggro, low mana, fast casting spells. Yes, you might lose 1 nuke cast because you need to toss another aggro spell in there. But compare that to getting summoned / beat on in a good exp group or raid.

I aggro kite every weekend for exp, and this is still my 2nd choice for the new aa's (I'm altertation druid, so loving the forte idea).

Kaycie
01-29-2004, 03:19 PM
more agro reduction would have been nice but at this point ANYTHING was better than those 2

Kay

Tiane
01-29-2004, 05:32 PM
SCS will be ok, but I agree with Aeamadar again (*gasp!*)

The effect of it, even maxed, is barely noticeable. Go over to Graffe's and see how they feel about SCS... many people wonder if it actually works. 20% on such a nebulous and unparsable figure will indeed be a placebo effect. There will be many people who swear up and down that it helps them... but it's not provable. Certainly not as useful as the tool our daughter class has, and now we will never get anything like it. It doesnt make us any more survivable in those situations where we get instantly splatted.

That said, I'll get it, but not as a priority. It's really going to make only a very tiny difference if any to every day raiding.

Malrik
01-29-2004, 05:54 PM
talk to enchanters - they get both SCS and Jolt
Boggle is the same spell as Jolt

umm, really? I play a 65 chanter and use boggle all the time. Boggle is the difference between casing Tash on inc and tanking or casting tash on inc and let'n the tank, well tank. You must have some super awsome agro tactics if you can cast tash on inc, slow, mez adds for a minute or two and not have problems giving agro to the tank never using boggle.

SCS is better then nothing. I would rather have boggle but then again that is not going to happen.

alyn cross
01-29-2004, 06:14 PM
rate for Critical Affliction 3 will be in the neighborhood of 7%, according to the necros... and 30 points for that is just plain bull****. we're talking about a staple damage type for 3 classes and an alternate damage type for 2 others, and for 30aa i can get 13% rate on dd's or 7% on dots? that makes no sense. further, i can increase the dd % even more in GoD. probably up to 19%... versus 7% on dots.

if they give critical dots, they need to make it fair to the dot classes and enact all of the 'upgrades' the dd crit aa's have gotten as possible critical affliction aa all at once.

i still think we need something 'original', too.. but am happy with the scs idea over quick getaway... the dot aa's still need work. either higher percentages or an asston more aa's in the line for cheaper cost.

Gneaus
01-29-2004, 06:54 PM
umm, really? I play a 65 chanter and use boggle all the time. Boggle is the difference between casing Tash on inc and tanking or casting tash on inc and let'n the tank, well tank. You must have some super awsome agro tactics if you can cast tash on inc, slow, mez adds for a minute or two and not have problems giving agro to the tank never using boggle.

I'm sorry, but I don't see your point. It seems that you're using Boggle to reduce aggro even though you have SCS (I am assuming). I think that was Nadia's point. SCS is, according to many, is minor reduction in aggro.

The spells Nadia linked have the same effect:
Boggle:
Slot Description
1: Decrease Hate by 500
Jolt:
Slot Description
1: Decrease Hate by 500

That you have to use Boggle, and from what it sounds like, you praise it's effect, shows that SCS alone isn't covering the need to not draw aggro yet cast those spells needed to do your job.

I think what Nadia was getting at is they gave us a couple of seriously craptastic AAs, then switched to SCS to throw us a bone. Who's going to complain after that? It's a tremendous upgrade. The downside though is what would really benefit us would be a jolt/boggle type spell and having SCS is going to make the fight to get it that much harder.

I'm happy we're getting SCS, but I'd dance naked in the streets if we could get [some form of] Jolt.

Nadia
01-29-2004, 06:57 PM
I play a 65 chanter and use boggle all the time


everyone has diff playstyles - and boggle is used by some chanters

some chanters (like me) dont bother with the spell due to its limited effectiveness and mana cost (Jolt is 60 mana for rangers and 250 mana for chanters)

related thread

LDoN: what (chanter) spells do you use?
http://pub130.ezboard.com/feqasylumenchanter.showMessageRange?topicID=1405.t opic&start=1&stop=20

Fyyr Lu'Storm
01-29-2004, 07:15 PM
http://s91721709.onlinehome.us/grove/finger.gif

Panamah
01-29-2004, 07:53 PM
Well, ask Chanters how they like SCS. I played my friend's chanter for awhile and bought him that AA because I researched it at the enchanter forums and it was very highly recommended. I think it helped a lot. Enchanters are aggro magnets with tash and slow and mez.

Maybe druids will start snaring again if they don't get beat up and their lunch money stolen if they do cast snare...

naw, who am I foolin!

Malrik
01-29-2004, 08:06 PM
I tend to use:

Arcane Rune
Sleep
Word of Morrell
Boggle
Theft of Thought
Forlorn Deeds/CoD <-- CoD if shammie or BL in group
Pacification/Insanity <-- depending on puller
Tash

I usually toss a tash as soon as I have LoS. I do expect to get hit and almost always have AR up. I probally should be using Apathy rather then Sleep but for some reason I find Sleep works a little better for me /shrug (probally in my mind) I do not usually have mana issues.

My point was I would much rahter have a high casting cost agro reducer spell then an innate ability that is not controllable. If I dont need it, well I dont need it. When I do I want to be able to spam it till Im 00m if needed. SCS is better then nothing but I would rather have jolt/boggle even with the high mana cost.

wanted to add: Not that I dont have SCS on the chanter, I'm just not much worried bout 7-10 mobs as long as GM is up. Even with SCS I tend to recast AR a bit.

Prax
01-29-2004, 08:12 PM
When the first list of GoD aa's hit test, there was a ss showing cost (at least for level 1) of each of them. With this revised list, no one as of yet has posted anything similiar.

I am a complete test server novice, but decided to try to find them myself regardless. I made and /testbuffed a druid but the GoD aa panel remained blank.

Does anyone have any knowledge at this point they could share about all our various aa's and their related costs per level? Any information would be greatly appreciated. I'm sure many (like myself) are planning where to spend those first 30 aa's.

Scirocco
01-29-2004, 08:36 PM
Disclosing any such information would violate an agreement-that-shall-not-be-named. Don't bother asking....

Nadia
01-29-2004, 08:55 PM
correct, the GoD AA menu is empty on Test Server

to see this list - you have to type /alt list at the command line

the list will not tell you costs
- they all have a cost of zero on test server



regarding chanters,
I do have SCS and personally found boggle too unreliable (but thats me)

I rely on SCS


I would much rahter have a high casting cost agro reducer spell then an innate ability that is not controllable


pick your poison

have passive aggro reduction or lose a spell slot
-- my spell slots are too precious

Kaige
01-29-2004, 09:12 PM
The aspect of critical affliction from what was explained to me, was that every tick has a chance for double damage. So if your dot does 100 damage/tick for 6 ticks, an example might be a damage production of 100, 200, 100, 100, 200, 100.

You may get more, you may get less, depending on the percentage.


However if that's how well it works (in my opinion), being able to use dots as greater dps will be possible. Efficiency in cheaper, longer lasting dots will be better...and dps of faster, more potent dots, will be better as well.


I think the point costs are a bit horrendous for the AA skills, but I guess we'll see what the experience output is.

Callahad
01-29-2004, 11:53 PM
SCS will be ok, but I agree with Aeamadar again (*gasp!*)

The effect of it, even maxed, is barely noticeable. Go over to Graffe's and see how they feel about SCS... many people wonder if it actually works. 20% on such a nebulous and unparsable figure will indeed be a placebo effect. There will be many people who swear up and down that it helps them... but it's not provable.

Well, go to chanter boards and see how they like it. I actually think wizards are a hard class to judge its effect, they have such high damage output that even with 20% less aggro they likely can easily steal aggro from almost anyone. Even so, I would like to see how much nuking they can do, with and without SCS, and without Concussion. For chanters, otoh, SCS is awesome, because the early aggro they generate may now be low enough to not get beat on, or at least you dont get beat on for long. I think druids will be closer to chanters than wizards.

Callahad

Borblefoot Furtoe
01-30-2004, 12:41 AM
"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."

Well either there is gonna be more than one nature's boon or the data on lucy is wrong.

As there are nature's boon I-V on lucy with the following stats. With each level summoning more pets.










Nature's Boon I Detail | History | Raw Data


Slot Description
1: Summon Pets: WARDDruidPet1 x 1 for 300 sec


Mana: 0 Casting Time: 0
Recast Time: 0 Fizzle Time: 0
Range: 0 Location: Any
Time of Day: Any Interruptable: Yes
Target Type: Self Spell Type: Beneficial
Source: Test 01/30


Classes: None
Duration: Instant


Cast on other: Someone commands the blessing of nature.



Borblefoot Furtoe
Storm Warden
Resolution
Firiona Vie Server

Faedia
01-30-2004, 03:35 AM
Well either there is gonna be more than one nature's boon or the data on lucy is wrong.

As there are nature's boon I-V on lucy with the following stats. With each level summoning more pets.


Nature's Boon I Detail | History | Raw Data


Slot Description
1: Summon Pets: WARDDruidPet1 x 1 for 300 sec


Nature's Boon V
Summon Pets: WARDDruidPet5 x 1 for 300 sec

The "x 1" means one pet on both of them.

I think it's "WARDDruidPet5" because it's the 5th level of strength, not that there's 5 wards. Which would make sense - each subsequent level would increase something about the ward. Range, or amount healed, I dunno.

Borblefoot Furtoe
01-30-2004, 05:26 AM
ah I see. That makes sense. Thanks for the clarification.


Borblefoot Furtoe
Storm Warden
Resolution
Firionia Vie Server

TeriMoon
01-30-2004, 05:59 AM
Heh, Jolt would be extremely useful :).

But, I don't think it would be particularly fair.

The two classes that get it really need it. I'm not saying we wouldn't make use out of it. Of course we would! We can heal pretty well and damage pretty well. The tradeoff is the hate generated by our spells and the lack of any real defense. At the moment, the hate is out of line. Whether SCS will make enough of a difference remains to be seen. But I really think jolt would be overpowered for us. Not a popular opinion, I'm sure. I realize that we don't perform either side of our dual nature as well as other specialty classes. I realize that to many people this means that we ought to have compensation in the form of a hate reducer for whatever role we prefer to play. I can see merit in that argument. I don't think that jolt would be overpowered for us in a raid situation, but I am thinking of exp groups.

Well, I am an old druid, and I'm sure my viewpoint is not at all popular. I suppose I have come to think that our aggro situation is somewhat unique to all the rest of the classes out there. Only bards really come close to us in being a generalist class. And they are a totally different sort of generalist than we are. We have a unique duality to our nature and each is moderately powerful. I really think the answer to the situation is a difficult one to come to in terms of (gasp!) class balance (that non-existent phenomenon). I am hoping SCS will help. I really think that instead of a jolt type spell, they ought to look at our spell line up and adjust some of the hate individually. I suppose if they made a druid-jolt cost 400m or something that might offset it somewhat.

I am content to wait and see. Its nice that SOE is still listening to the folks who actually play. I think I am tired of fighting. Instead I just look for ways to make it work with what I have.

Sanre
01-30-2004, 07:26 AM
I think that one thing folks are forgetting is that the real benefit of CA is that it lets us better at solo mobs we could solo in no other way than to root / dot.

Back when I used to root / dot alot it was easier to solo some mobs than it was to keep a tank alive meleeing it.

Dimorfia
01-30-2004, 09:27 AM
Spell Casting Subtlety - I love it :clap:

- omw to PoFire to farm AA again soonish

/smile Dimorfia

Racmoor
01-30-2004, 09:41 AM
Now that rangers have archery as their primary damage dealing....tell me again why they are one of the two classes that need jolt? The miniscule agro on bows is absurd.

Racmoor

Yaladdar
01-30-2004, 09:45 AM
Jolt was given to them before they improved Archery back then. Also, rangers cant use a bow in a lot of situation (mob cornered, there is still a bug with range weapon, mob mezed in camp, arrow could hit it instead of mob being killed, being shrunked make arrows being stoped by the ground often, ...)

Macnbaish
01-30-2004, 10:18 AM
I'll be waiting on feedback on SCS while I'm earning AAs for secondary forte... I'm gonna wait to see what happens with this one.

Jarilon
01-30-2004, 11:41 AM
big heals can be big aggro (especially if more than one mob in camp)
- as are illtimed crit nukes or nuking too early

Actually Nadia, crit nukes generate no more hate than a non-critical nuke or even a resisted nuke. They all generate the exact same agro, it's a part of the spell not based on damage done.

Nadia
01-30-2004, 01:07 PM
thanks for correction on nuke aggro

- I knew that resisted nuke was same aggro as nonresisted nuke and assumed (wrongly) that a nuke doing double damage would get more aggro

Aquila Swiftspirit
01-30-2004, 01:35 PM
/druid happy dance

Spell casting subtlety!!!!!!!!!

Anything that helps reduce the agro I get, especially from healing, makes me do the druid happy dance! (Think Snoopy!)

Tilien Venator
01-30-2004, 03:17 PM
I think that one thing folks are forgetting is that the real benefit of CA is that it lets us better at solo mobs we could solo in no other way than to root / dot.

Back when I used to root / dot alot it was easier to solo some mobs than it was to keep a tank alive meleeing it.

If the crit rate is only 7% and we need to spend 30aap for it, we are getting screwed. We pay the same cost as that for 14% on our nukes (12 for SCF3 + 18 for FoM3). Plus, a crit on a nuke is adding up to 1550 in damage. A crit with CA3 is only adding at max 300 dmg and that is only happening 1/2 as often as our Nukes Crit

Yes Please. I want to buy a new XXX that costs the same as the old YYY, but only works 1/2 as much as YYY and even when it does work, I will only receive about 1/5 as much of a Benefit... SoE needs to sell used cars...

Tudamorf
01-30-2004, 05:15 PM
talk to enchanters - they get both SCS and Jolt
I bought SCS a long time ago during Luclin (on my enchanter) and I can't say I noticed a difference before and after. That's not to say there is no difference, but I would like to see some evidence before getting too enthusiastic about this skill.

Boggle - heh, never use it, it's pretty silly. If I'm going to waste another spell slot, I'll use memory blur, and even root is better at controlling aggro (where it can be cast).

Scirocco
01-30-2004, 05:26 PM
You cannot directly compare the costs of GoD AAs with the older AAs. As a result of increased power, it is undoubtedly much easier to get an AA now than it was back then. The cost of the AAs has to keep up with inflation in order to represent the same approximate amount of effort put into obtaining the AA skill.

If you don't remember how hard and slow it was to get AAs back then, consider yourself very fortunate...:)

Aaeamdar
01-30-2004, 06:23 PM
You'll see. I suspect the same people who think LR5 is allowing them to tank boss mobs for an extra round will be on here swearing up and down that SCS is the greatest thing ever. You can't prove what it does, but you can prove what it does not do. It does nothing for you once you have gained agro. Mind you I'll be getting it. Just like I got LR5 and will eventually get ID5 too. Doesn't mean they aren't next to worthless. I'll run some controlled tests as well. Should not be that hard. If I am wrong, I am wrong. I'll be thrilled if that is the case. But I am banking I won't be.

Alaten
01-30-2004, 11:42 PM
Spell Casting Subtlety looks promising. Healing aggro is not fun

Arienne
01-31-2004, 10:04 AM
So why isn't anyone talking about Packrat? Do you get overweighted? The only time I EVER see that I am encumbered these days is when I have rez effects.

SCS is a bit late but a nice addition. Seems we are a only few expansions and a spell behind most aggro generating classes now. We ARE catching up!

Nadia
02-01-2004, 09:14 AM
I had 100AA "the hard way" before PoP
(back when it took 4-5hrs to get 1aa unless you soloed or AEd)

it was sickeningly easy to get exp in PoP
- before PoP, it took me 10 months to get 100 aa
- with PoP, I had 100 *more* AA in one month

SCS was broken until the patch that launched the bazaar (07/02)
http://eq.crgaming.com/viewarticle.asp?Article=4418

I trained SCS before the expansion (with this patch)

they goofed the 1st day of patch and I was getting zero aggro with SCS trained.

broken aggro was fixed within 24hrs

I did notice mild improvement on aggro reduction (I trained SCS 8 months after Luclin)