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The Spirit Realm • View topic - Spell/AA suggesttions
Page 1 of 1

Spell/AA suggesttions

PostPosted: Sat Apr 30, 2011 3:12 pm
by WaringMcMarrin
I have been asked to collect some suggestions so lets get started!

Re: Spell/AA suggesttions

PostPosted: Sat Apr 30, 2011 4:26 pm
by Tordail
I got some AA ideas to you already. But for the good of the order, I'll copy them here:

Passive:
- LOTS more ranks of Fortified Intervention
- A much beefier Union of Spirits
- Quick DoT AA to mirror Quick Buff
- HoT equivalent of Extended Pestilence
- An AA to give us (and CLR, too, what the hell) "doom" HoTs - if person drops below 10% HP while our HoT is on, it fires as a direct heal

Activated:
- short-duration, group Spiritual Channeling
- AE VP, perhaps a "cone" style, like Breath of Antraygus

Re: Spell/AA suggesttions

PostPosted: Sat Apr 30, 2011 4:28 pm
by Tordail
Separately, I just thought of:
- Quickened AA for Union buff line

Re: Spell/AA suggesttions

PostPosted: Sun May 01, 2011 3:22 pm
by Retron
Can't argue with any of those, although it's worth pointing out boosting Union of Spirits would require new spells to be added rather than acting as a passive boost (unless they redo the AA/spell code - all due to AAs being level 254 spells). Alternatively, the equivalent of Healing Adept for HoTs would work, if such a thing existed (maybe that'd make a useful AA line!)

As for quickened Unity, not going to happen unless they change the cast time. We already have 50% spellhaste for it (it's the reason Unity was changed to have a duration) and you can't go over that 50% spellhaste cap easily. There used to be a way around it by gettign a debuff from a LDoN trap, which gave spellhaste by mistake - think it was meant to be a spell slow effect.

http://lucy.allakhazam.com/spell.html?i ... ource=Live was the debuff.
EDIT: That gives me an idea for an AA or spell though - if a debuff can go against the normal rules, an "increase spell haste by 50%" debuff would give us instacast spells. Add say a 2-hit counter and you have an effect which makes the next two spells have no cast time. That could be handy in times of emergencies...

I'd like to add a request to fix third spire too, so that it actually does something - at present the boost is so small as to be within the margin of error for parses.

Re: Spell/AA suggesttions

PostPosted: Mon May 02, 2011 5:50 am
by dohrian

Re: Spell/AA suggesttions

PostPosted: Mon May 02, 2011 10:44 am
by SBBD
How about a debuff that when cast on a mob would cause all types of DoTs,not just shaman's to have an increased chance to hit for their full potential.

Re: Spell/AA suggesttions

PostPosted: Mon May 02, 2011 11:01 am
by Tordail

Re: Spell/AA suggesttions

PostPosted: Mon May 02, 2011 11:41 am
by Ughbash

Re: Spell/AA suggesttions

PostPosted: Mon May 02, 2011 12:07 pm
by Retron

Re: Spell/AA suggesttions

PostPosted: Mon May 02, 2011 1:00 pm
by Tordail

Re: Spell/AA suggesttions

PostPosted: Mon May 02, 2011 2:55 pm
by Brohg
Blood of Nadox is not a buff.

Re: Spell/AA suggesttions

PostPosted: Mon May 02, 2011 3:47 pm
by Tordail
That was my first thought. But I had someone from Rathe (whatever it's called now) just tell me that it is considered to be one and that it acts the same as Unity et. al. So I'm completely confused. :|

Re: Spell/AA suggesttions

PostPosted: Mon May 02, 2011 4:07 pm
by Brohg
That person is wrong. Considered to be one? What does that even mean? Considered by who, in what meaningful manner, and to what end?

Re: Spell/AA suggesttions

PostPosted: Mon May 02, 2011 6:36 pm
by Tordail
Hell if I know. But this isn't a bad thing - it means I won the argument we were having :p

Re: Spell/AA suggesttions

PostPosted: Mon May 02, 2011 7:49 pm
by HawklordXegony
My suggestion: An AA that allows Cannibalize a chance to crit like heals and nukes. The AA would give you a chance to receive an additional 50/75/100% mana, whatever, from your Canni.

Re: Spell/AA suggesttions

PostPosted: Mon May 02, 2011 9:52 pm
by Sowslow
I am pretty good with mana regen now with the new canni, but can't argue with more.
I would like a pet buff like the mage burnout, even if it is short duration like their AA. Although I don't really want more activated AAs.
I like the rabid bear idea, or any personal melee enhancer, just not a short duration spell.
Maybe a different idea on pets, like wiz familiars that add enhanced melee, dd, dot, etc damage.

Re: Spell/AA suggesttions

PostPosted: Tue May 03, 2011 12:11 am
by Retron

Re: Spell/AA suggesttions

PostPosted: Tue May 03, 2011 5:54 pm
by Lenil
How about a GoM like proc that either refreshes the spell gem or extends the duration of a buff/Dot? Or maybe have something where we can make GoM's do this instead of giving us mana. Or fires off the next spell on your spell bar without incurring the cast time if the spell is the same type at the one being cast (Dot, DD, Heal, Buff.)

Re: Spell/AA suggesttions

PostPosted: Wed May 04, 2011 9:49 am
by Kanamori Hitatomi
I'd love to see something along the line of a GoM for DoTs. It fires upon casting a DoT with duration > our two short term DoTs (that would be a limit I could see not having since our DPS is so damn low) and extends the DoT for 1 (or 2) more tick(s). While it wouldn't get too much raid use, I think it'd be useful while soloing or even in slower xp groups.

Re: Spell/AA suggesttions

PostPosted: Thu May 05, 2011 7:54 am
by Survivar
-Healing Adept for HoT's.
-Better version of Ancestral Aid/Third Spire so we actually give something more to a melee group for enhancing their burn dps more than just a cpl hundred dps.(Nothing extreme like a bard fierce eye/Quicktime tho, somewhere in the middle.)
-Lower the cast time on SINGLE cast of unity. (Make rebuffs during fights easier while still leaving the long cast time on the group version for out of combat or you have to pay to use it in combat.)
-A better 1st spire (thinking more along the lines of crit damage and not chance of crit)
-A better way to ride lower on agro when we decide to dps. Whether it be an agro drop or something like a 2-3 minute buff that reduces agro from DoT's. (MUST BE ACTIVATED.)

Might bring some back later.

Re: Spell/AA suggesttions

PostPosted: Thu May 05, 2011 9:22 am
by dohrian

Re: Spell/AA suggesttions

PostPosted: Thu May 05, 2011 12:35 pm
by Lenil

Re: Spell/AA suggesttions

PostPosted: Thu May 05, 2011 12:53 pm
by dohrian

Re: Spell/AA suggesttions

PostPosted: Thu May 05, 2011 6:18 pm
by Kanamori Hitatomi

Re: Spell/AA suggesttions

PostPosted: Fri May 06, 2011 10:36 pm
by Survivar

Re: Spell/AA suggesttions

PostPosted: Sat May 07, 2011 3:24 am
by Brohg
No agro reduction abilities / effects work on the agro dots generate as they tick. Scheduling time for the pursuit of untangling code to make them work would be an issue for EQ's producers, not the AA or spells developer, and would come with some serious baggage. One thing is that getting agro modification work on dots at all would perforce make an activated ability to add on to the reduction of Spell Casting Subtlety entirely superfluous. Another thing is that something kinda situationally nice for shaman would equate to laser eye beams for necromancers, who already have very little restraining them. You do have one tool now that works, Inconspicuous Totem. If you pop it & click off after refreshing your stack of dots the first time, it's like giving the tank over a full minute's bonus agro against you yoinking the mob. Humongous.

Re: Spell/AA suggesttions

PostPosted: Sat May 07, 2011 11:06 am
by Kinadorm
More DoT crits and Bigger DoT crits
Faster VP Recast and Longer Duration
Invis to Undead AA (Self Only)
Extra rank of Silent Presence that makes it Permanent Duration
Something that increases the likelihood that preincarnation will fire
Group Rabid Bear or another really good group melee buff AA
96% Rez AA on a long timer or OOC Only
Extra ranks of turgurs swarm with better resist check
Activated DA type ability
Add a HoT to Inconspicuous Totem so when activated you get healed up while a totem.
AA Poison/Disease Debuff or just disease debuff

Not sure if this is possible with an AA but make it so that while DA you can't still die to a DoT.

Re: Spell/AA suggesttions

PostPosted: Sat May 07, 2011 5:00 pm
by Lenil

Re: Spell/AA suggesttions

PostPosted: Thu May 19, 2011 4:07 am
by warador
i would like to see a combo invis ivu aa i probably wont happen but it stands to reason if we can walk with and talk with spirits why cant we invis from them

also maybe some aa to increase our corruption resistance further

how about an ae/ multi target vp

grp totem ?

Re: Spell/AA suggesttions

PostPosted: Thu May 26, 2011 6:09 pm
by Conchenn

Re: Spell/AA suggesttions

PostPosted: Fri May 27, 2011 7:54 am
by Ughbash

Re: Spell/AA suggesttions

PostPosted: Fri May 27, 2011 4:16 pm
by Brohg
agree

Re: Spell/AA suggesttions

PostPosted: Sat May 28, 2011 9:37 am
by Conchenn
yea but along those same lines on different timers it would add up to a double effect for "epic clicks", equaling more DPS in raid fights, possibly also helping the group types. also accounting for sony's lack of "the perfect ability" i stated to lessen it to a degree and just thought of it not stacking as well so in a logical sense (which dev's don't use) it could make sense.

2.0:
Slot 1: Increase Critical All offensive skills Damage by 110%
Slot 2: Increase Chance to Critical Hit by 65%
Slot 3: Increase Current HP by 500 per tick

AA Idea:
Slot 1: Increase crit all offensive skills ~90%
slot 2: Increase Chance to Crit hit ~45% (Minimum)
Slot 3: HoT 500

or something like that, you main shaman's can tinker with it.

Re: Spell/AA suggesttions

PostPosted: Sat May 28, 2011 9:39 am
by SBBD
I would really like AA's that are for merc's,increased ac,damage mitigation,buff extensions,able to give them commands like res my target.I'm sure theres many many thing we can have for them,I couldn't possibly list everything.

Re: Spell/AA suggesttions

PostPosted: Wed Sep 28, 2011 11:40 am
by Funi
I'd like to see Breath of Antraygus line (AoE directional nuke) make an appearance again. When it came out at lvl 69 it wasn't supper effective for the current content of the time but it was a nice "TS farming" spell for older content.

I'd like to see Shaman get an end game spear or the option of a spear for the grass roots look. I'd also like to see a new heal clicky item again in the game. Maybe I'm wrong but I think the last one was PoR?

Re: Spell/AA suggesttions

PostPosted: Thu Jan 19, 2012 11:14 am
by scrat
Hi guys. I'm a 3-boxer with necro & warrior mains, and a shaman box. Long-time lurker here, but figured I'd start voicing some of my suggestions for shaman since it has become more crucial for me.

AA:
-Passive increase to beneficial buff durations by 1 tick per rank, 3 ranks. Archetype potential, or class.
The goal is to increase the duration of HoTs, but may also could benefit talisman of the lion/tiger series, unfettered/untamed growth. If it works like DoT 1-tick extensions, it will not impact the base duration of the spells i.e. make worn duration focus provide more benefit; just pure tick improvements. If generic extension not code'able.

-Ancestral Aid - would like to see future ranks introduce some offensive attributes. Would willingly sacrifice the "increase str/dex/agi by xxx" lines and rely on over-capped gear stats to compensate. For example,
Duration: 30s (5 ticks), Extend: Yes
1: Increase STR Cap by 210
2: Increase AGI Cap by 210
3: Increase DEX Cap by 210
7: 10% chance to Lifetap for weapon damage
9: Increase Current HP by 880 per tick

-Passive /pet shield - would like an ability to redirect a percentage of my incomming melee damage upon my pet. Most preferable version would be a toggle on/off command for the pet UI, but a pure 100% on ability would be welcome. Could see up to 20% shielding?

-Spirit Barrier - a self-only invulnerability, similar to cleric / pal divine barrier / sk / necro harmshield / shm/bst/mag/nec divine companion aura / bard preservation.
18 seconds of triggered invulnerability.

-Abundant Healing - seems this ability is way, way underpowered for todays content. Would be nice for it to be guaranteed instead of random chance, in addition to greater heal amounts.

Re: Spell/AA suggesttions

PostPosted: Fri Jan 20, 2012 6:51 pm
by Samanna

Re: Spell/AA suggesttions

PostPosted: Mon Mar 26, 2012 1:14 am
by Grizlor
Time's Antithesis Ornamentation

That is all.

Re: Spell/AA suggesttions

PostPosted: Mon Mar 26, 2012 10:45 am
by Tordail
Grizlor! Now there's an old-timer. :)

Re: Spell/AA suggesttions

PostPosted: Wed Jun 06, 2012 1:08 am
by shredclaw
upgrade the glyphs. . like a multi mob vp glyph or a group dps burn glyph that stacks with epic, 3rd , bp, aa something better then the old ones in special now