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The Spirit Realm • View topic - Nodyin requests feedback on AA's

Nodyin requests feedback on AA's

Spell, Spell Quest, Aura, Discipline and AA discussion.

Moderator: Paladin Mods

Nodyin requests feedback on AA's

Postby Hulkling » Thu Jan 25, 2007 9:40 pm

Nodyin is the new AA guru and he has asked all CCs to give feedback on AA's. As you all should know by now there are no AA's for the next expasion, but he would like this feedback returned within 2 weeks. So please give your feedback before then because I will be locking this on Feb 8th, 2007 and submitting it. Please stay on topic, be clear and specific, and try to avoid tangents :P
This is what he asks:

1) Which existing AA lines do you feel are “core” AA lines that should be extended the next time we do an AA release?

2) Which existing AA lines are considered “worthless” or “not worth it” or otherwise undesirable? Why?

3) Which areas of your character or playstyle could be positively impacted by new AA abilities or mechanics? What types of abilities and mechanics would you like to see?

4) Finally I’m looking for creative ideas for the expendable AAs. If you or anyone you speak to have any ideas for expendables that would be attractive to our friends who are at or near the max AA cap I would love to hear them.



(I'll post mine soon)
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Postby thurvok » Thu Jan 25, 2007 10:18 pm

1) Which existing AA lines do you feel are “core” AA lines that should be extended the next time we do an AA release?

Basic Stat/resistance AA's: Borring but needed..

Tanking AA's : Mitagation/avoidance.extra HP's and shield block

Healing AA's: Increase crit heals/increase regular heals. also cure diesea's/curse's AA's

LOH AA's: Incrrease amount or single LOH as well as group LOH and decrease recast timer

Undead Damage ones: Our only REAL DPS...

2 Hand Weapon AA's: Make using 2 HS more effective

2) Which existing AA lines are considered “worthless” or “not worth it” or otherwise undesirable? Why?

I do not know if useless, but most of our so-called DPS ones ( non undead) are always the last I get, cause DPS is just not out job..

UNICORN!!!!

Act of Valor!

AA's that add chance to crits of our HoT's ( since cleric. druid and even shammy HoT's over write ours seems a waste)

HP regen AA's ( I have yet to take 1.. and I have over 1300 AA's)

Ones that increase our direct magic damage.. All we get is udnead nukes.. and why waste time and mana using them when our undead
melee attacks are so strong..

3) Which areas of your character or playstyle could be positively impacted by new AA abilities or mechanics? What types of abilities and mechanics would you like to see?

I want to make my horsie fly! or at least not look lame!!!

How about AA's to increase bash damage

How about an AA to allow you to make bash an auto ability that would happen every time the bash gem refreshed..

Maybe clerics should get this 1st but SOMEONE needs a battle mass rezz ability

4) Finally I’m looking for creative ideas for the expendable AAs. If you or anyone you speak to have any ideas for expendables that would be attractive to our friends who are at or near the max AA cap I would love to hear them.

The tanking one at 50% absorbition is ok.. but allow for total max dam of ~ 100k. Sheesh.. ya know how fast we burn thru 10k damage

How about burning AA's to allow for insta rezz with a full mana tank..
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Postby Sajastro-rathe » Thu Jan 25, 2007 10:37 pm

1) Which existing AA lines do you feel are “core” AA lines that should be extended the next time we do an AA release?
tanking/healing aa's. and stat ones.

3) Which areas of your character or playstyle could be positively impacted by new AA abilities or mechanics? What types of abilities and mechanics would you like to see?
what i would like to see (dont think it will happen, but worth a shot.) would be a MGBable heal, or even a version of the cleric healing ward.(heals everyone in range) or mabie a rez, even with a long reuse but be a 96%.

just a few thoughts...
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Postby Kakimor » Fri Jan 26, 2007 12:38 am

1) Which existing AA lines do you feel are “core” AA lines that should be extended the next time we do an AA release?
- Healing / Curing AAs inc LoH - Stats/Resists - Core tanking AAs inc Stun Resist -inc bash line to improve bash interrupts of casters :)

2) Which existing AA lines are considered “worthless” or “not worth it” or otherwise undesirable? Why?
- Act of Valor Ok admittedly it provides comic relief and maybe can even be used out of desperation to keep someone alive and maybe prevent a wipe when your too oom to cast a heal and all other options are out but really who ever buys this AA anymore ?

3) Which areas of your character or playstyle could be positively impacted by new AA abilities or mechanics? What types of abilities and mechanics would you like to see?
- An AA rez something like the cleric one but maybe not as powerful say 100% Xp but only 75 or 50 % Hps and Mana rather than full
- replace Act of Valor with something that maybe transfers all of our HP Mana and End but 10%
- An AA or Disc that TRUELY gives us burst dps or fix holyforge so it works as advertised either way would like to see a burst dps AA.

4) Finally I’m looking for creative ideas for the expendable AAs. If you or anyone you speak to have any ideas for expendables that would be attractive to our friends who are at or near the max AA cap I would love to hear them.
- DA like expendable for those folks that cant do it. - mimic spell foci and or enhances foci \ - Divine Intervention type ( one that auto rezzes you when you die with a time delay of say 5 minutes or when the hover timer has gone down to 10%) of course this will have to be purchased prior to death event and last until used or you log off for more than 30 minutes.
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Postby Nodden » Fri Jan 26, 2007 2:28 am

3) Which areas of your character or playstyle could be positively impacted by new AA abilities or mechanics? What types of abilities and mechanics would you like to see?

More dps versus living, more dps versus living and more dps versus living.
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Postby Grants » Fri Jan 26, 2007 5:21 am

Id like to see some lesser lines of the warrior AA Sturdiness. But instead of giving hp it could give 15AC per rank or something like that.
And yes, more 2h DPS AAs. the gap between us and everyone else seem to get bigger and bigger for each expansion.

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Re: Nodyin requests feedback on AA's

Postby Veril » Fri Jan 26, 2007 6:19 am

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Postby Neau » Fri Jan 26, 2007 6:40 am

- 80 Shaman of Valorguard
Innoruuk (Nameless)
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Postby Ughbash » Fri Jan 26, 2007 8:26 am

Tunares' Froggie Shaman,
Hipitey Hop [Watchkeepers]
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Postby joks » Fri Jan 26, 2007 10:12 am

- Power Paladin
- Singing Sidekick
- an Everquest guild on Antonius Bayle
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Postby Wyvernwill » Fri Jan 26, 2007 11:31 am

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Postby Peaky » Fri Jan 26, 2007 12:17 pm

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Postby Kneesmasher » Fri Jan 26, 2007 12:29 pm

1) Which existing AA lines do you feel are “core” AA lines that should be extended the next time we do an AA release?

Tanking (Mitigation/Avoidance/Shield Block, Hit Pts, Delay Death line, etc.), Healing (both single target and wave healing), Curing with the Radiant Cure line, AA Stun Line, The Slay Undead Line, Weapon Affinity,

2) Which existing AA lines are considered “worthless” or “not worth it” or otherwise undesirable? Why?

Valiant Steed: Why? We got NOTHING for it. Our horse grows a horn. That’s it. No greater speed. No greater abilities. Nothing except a stupid horn. Most worthless 9 AA you can spend as a Paladin.

Act of Valor: It’s good for nothing. Comic relief, as someone said. It could be upgraded so that it adds some value but otherwise, worthless AA. You’re dead. You haven’t healed anyone for much of anything most likely. Raid or group still wipes. Worthless AA.

Bandage Wounds: Does anyone use bandages? I haven’t used a bandage in years. It has been 5 years since I bandaged anyone. Paladins have mana and heal. No need for this ability.

Packrat: Worthless also. Being encumbered as a Paladin isn’t of much concern. With the strength of characters these days with gear this is a non-issue except for very rare circumstances.

3 Which areas of your character or playstyle could be positively impacted by new AA abilities or mechanics? What types of abilities and mechanics would you like to see?

AE Aggro: We still need some form or ability to generate AE Aggro. Whether it’s an AE stun or an AE aggro spell or some other mechanic, we need the ability to effectively generate AE aggro…at least as a raiding Paladin.

Undead DS: We need some holy AA DS that is always on our body, stacks with our other DSs and damages undead when they attack us. And I’m not talking 5 pts here. I mean something significant. Once again, restricted to undead. But an undead mob takes holy damage every time he hits us. Give it 3 or 5 levels and each level adds more DS.

Undead Slay Enhancer: I agree with the previous poster. For the next round of Slay Undead upgrades I’d rather see the additional DPS come from an increase in the NUMBER of slays….NOT in the amount of each slay. Give us an AA that will increase how often that slay shows up. They are already big enough…at least for the time being.


4) Finally I’m looking for creative ideas for the expendable AAs. If you or anyone you speak to have any ideas for expendables that would be attractive to our friends who are at or near the max AA cap I would love to hear them.

Utility AA’s.

A Staunch Recovery Expendable AA. That is a very handy and useful Vet Reward. Turn it into some form of expendable AA.

Levitation AA. Expendable. It only costs 1 pt. that is spent and gone. You basically cast a levitation spell on yourself that lasts for 30 minutes unless you click it off or enter a zone that doesn’t allow Lev. Not earth shattering but it’s utility and it needs to be cheap. Sure you can carry potions or maybe you bot a shaman like I do and you always have levitation, but there are so many zones nowadays where levitation is a necessity to navigate them effectively. An expendable levitation AA would be handy for those classes that can’t cast levitation or when you ran out of potions or when running back to a zone after a death.

Invisibility AA: Expendable. It only costs 1 pt. Lasts for 20 minutes unless you click it off, attack, cast, whatever. Standard invisibility characteristics. Once again, strictly utility. Run out of potions? Can spend 1 AA and get invis to run through that zone. I think a lot of people would use this when they are in a pinch.
Last edited by Kneesmasher on Fri Jan 26, 2007 12:34 pm, edited 1 time in total.
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Postby sonof » Fri Jan 26, 2007 1:01 pm

Well:

1) Which existing AA lines do you feel are “core” AA lines that should be extended the next time we do an AA release?
I hate the AA requirement of 5 levels of defensive stuff. TSS not having them was great, and I hope this pattern continues. I see upgrades to slay being needed to keep it in line with other DPS increases from spells and such. Likewise crit mods and extra attack AA's.
Upgrades to Hand of line, and Resplendant cure line as well.
Armour of the inquisitor was very nice, and I hope it gets extended in some form. Purification could use some upgrades, maybe an AA to reduce its re-use time or the like.



2) Which existing AA lines are considered “worthless” or “not worth it” or otherwise undesirable? Why?

Act of Valor and our Unicorn. AoV is a nice concept but just rubbish. 9 aa's for a my little pony with horn is worthless.
Celestial stun line isn't worth much now we have Hand of Disruption. If it had a better resist mod then maybe but as it no way.
The must buy AA's (Mitigation/Avoidence boosters) were all well and good upto OoW but after that I felt it was just an AA tax.

3) Which areas of your character or playstyle could be positively impacted by new AA abilities or mechanics? What types of abilities and mechanics would you like to see?

As a class we are lacking in AE aggro. The problem is it needs to somehow be balanced against SK's and warriors. An AA along the lines of a proc buff that causes anyone attacking us to gain aggro vs us would work. Somehting like the TSS BP click but actually useful and workable.

4) Finally I’m looking for creative ideas for the expendable AAs. If you or anyone you speak to have any ideas for expendables that would be attractive to our friends who are at or near the max AA cap I would love to hear them.

Staunch Recovery style AA's would be handy, and people would use them. Need to be careful for balance though because of raid abuse.
I doubt it's possible but some sort of AA one of port would be something people near there cap might use.
AA's that are similar to Potions but maybe a little better?
Buff other people AA's, would need to be careful again how these worked with current classes.

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Postby Jimmeedeen » Fri Jan 26, 2007 1:59 pm

I agree with Kneesmasher on all points. Thanks for writing my input for me :)
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Postby Galelor » Fri Jan 26, 2007 7:32 pm

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Re: Nodyin requests feedback on AA's

Postby Hulkling » Fri Jan 26, 2007 7:41 pm

1) Which existing AA lines do you feel are “core” AA lines that should be extended the next time we do an AA release?

Defensive (combat stability/agility)
Healing (adept/gift...not too crazy about the HoT AAs)
Slay Undead (frequency, not max hit)
Live DPS (including melee crit line)
Hand of Piety
Shield Block

2) Which existing AA lines are considered “worthless” or “not worth it” or otherwise undesirable? Why?

Act of Valor
Unicorn
Bind wound
Celestial Stun (now that we have Hand of Disruption, Celestial stun is fine as it for the no damage knockback, but no longer needs upgrades)
Packrat

3) Which areas of your character or playstyle could be positively impacted by new AA abilities or mechanics? What types of abilities and mechanics would you like to see?

Equestrian: 4 ranks (KNIGHT only)
1) ability to JUMP while on horse
2) ability to start instantly running full speed while on horse
3) ability to stop instantly while on horse
4) ability to turn instantly while on horse

Pegasus - Mount with levitate component (negative Z axis control must be same as regular levitate)

Sturdiness (first set of warrior HP increaser)
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Postby Bruennor » Sat Jan 27, 2007 5:52 am

1) Which existing AA lines do you feel are “core” AA lines that should be extended the next time we do an AA release?

A. I believe our group heal aa is very nice, but not sure it needs increases every aa expansion, but it is definitely one I want upgrades for every other expansion.

B. Slay undead line. I have come to thoroughly enjoy this particular line of aa's. Besides making us dps versus undead, it also makes me feel giddy to see a triple 15k round once in a blue moon.

C. Radiant cure is a very valuable line. Don't think we need more powerful rc, but would appreciate refresh timer reducing aa's.

D. We just started a new line this expansion, hand of disruption. Not sure what can be done to it to keep it going as a line other than maybe adding aa's that make it harder to resist.

E. I feel purification should be extended next expansion. I would love aa's to cut the refresh in half or even knock off 75 percent on it so it becomes something I can use multiple times in a long fight.

F. Our aa invis vs the undead. I would like to see this continued as an aa to make it the ivu version of the druid/ranger invis aa.

G. I have to admit, the new aa we got this expansion, the armor aa that gives us ac and an increase in healing, is rather nice. I would like to see it upgraded, maybe up the healing, the ac, or add an extra effect to make us crit our own heals a bit more often while it is active.

H. Will lump the rest together, as they arent anything specal to the paladin class, but worth having none the less. Heal aa's, both crit and heal increase. Also the HoT crit tick aa's are nice. I enjoy the nuking line of aa's to. Defensive aa's of course. Our dps increasing aa's for our weapons, definitely want to see that continued.



2) Which existing AA lines are considered “worthless” or “not worth it” or otherwise undesirable? Why?

A. Unicorn, by a long shot. It was a bad idea to try to stick all the male classes in eq on a Unicorn. Besides just looking ridiculous, most of us were raised on stories portraying unicorns as animals that can only be approached by a virgin woman. It is not good to give what should of been a good paladin aa the characteristics of an animal that is associated in such a way as the unicorn is.

B. While act of valor is creative, it just isn't a useful aa. I would hope if it ever saw an upgrade, it could become a DI effect on a target of our choice. The reason it sucks atm is you can use it, and die, and end up healing a 100 percent hp target on raids. In groups, the paladins job is usually to stay alive, not sacrifice themselves while their group mates are still in zone, so not a particularly group friendly aa.

C. Bind wound..I have to agree that it belongs here. They are just obsolete nowadays, unless super bandages come out.

D. Unless something is done to make it valuable, our aa stun line is now worthless for all but pushing.



3) Which areas of your character or playstyle could be positively impacted by new AA abilities or mechanics? What types of abilities and mechanics would you like to see?

A. First off, I would love to see more aa's that affect undead only. Paladins have been put in that niche as the king of mean for undead, and I would like to continue that. One possible idea is an aa that, for 1 minute, gives paladins a 1k or higher damage proc versus undead only, with a decently high proc rate and a refresh of 15 minutes. Another idea would be having an aa that makes undead more vulnerable to slays for 5 minutes, with maybe a 24 to 36 minute refresh. Another idea is possibly enhanced aggro for undead only mobs.

B. Hmm, actually cant think of anything for B.



4) Finally I’m looking for creative ideas for the expendable AAs. If you or anyone you speak to have any ideas for expendables that would be attractive to our friends who are at or near the max AA cap I would love to hear them.

A. One that pops to mind is one that increases your hp/mana regen by 50 per tick for 5 minutes. Probably worth 3 aa.

B. Another is one that gives you perfect accuracy for 2 minutes, allowing you to land all hits, and upping double attack rates. Seems worth 3 aa to me.

C. Another is one that makes all heals cast by the person who uses the aa heal for twice as much for 30 seconds to 1 minute. This would be great for popping for a nasty boss. Make it cost 1 aa, and people would probably use it alot. Probably a good idea to give it a refresh period of 15 minutes before you can use again though, as people chaining it could prove bad.

D. Lastly, maybe an aa that gives better than selo's speed for 10 minutes, but during it, you are not allowed to attack, kind of like the cheetah line of buffs, I think it was. Great for helping people get around the game world fast. Make it cost 1 aa, and it could become as common place as sow, but it will cost a hard earned aa.

Anyway, all I can think of at 4:30 in the morning, so will leave it at that.
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Postby Stephen51 » Sun Jan 28, 2007 5:43 am

I'll just add what hasnt been mentioned or I feel strongly about.
1. All thats been said on beneficial AA's is good. I skipped through, but didnt see Shield Block mentioned specifically.
2. Act Of Valor, Unicorn(y) are two AA's I have not and will not buy because they are so useless, also giving us advanced bandaging is very poor.
3.New stuff. I've said before a weapon expertise set of AA's would be good. An AA that increases your attack, parry, crits, etc for each weapon type i.e. 1 h slash 2 h slash etc. Melee would get aa's for all weapon types they could use. Hybrids would only get to choose one, and either the cost of subsequent weapons would be higher than melee, or they could only have one, but could change it by buying a new weapon aa.

A familiar, in the form of a Falcon that increases attack rating, accuracy, agility etc, much like the familiars in TSS but a little better. Maybe it can swoop down and peck out the odd eye :)

The use of a 2 hander with a shield, now I'm sure there'd need to be a penalty for this, I'm just not sure on what penalty would still make this worth while. Maybe reduction in attack or accuracy? Each lvl of aa could reduce the penalty a little.

A discipline. Much like the warrior one that allows you to crit on every hit but for undead only. As long as slays werent reduced mind you.

Shield Block. Last time around Warriors got an upgrade on Shield block, but it was a class specific upgrade, to help them use a shield while tanking and holding agro. Although increased dmg would have been nice I wont loose too much sleep over it. More % to block an incoming shot would be nice, but how about a timed AA where it reduced dmg by 10, 20, 50 % for 30 seconds? Or procs a heal? Or rebounds the damage onto the mob? (up to a certain max, to stop any exploits) Or blocks spell attacks.

Deity attack. We are supposed to be Holy Warriors, how about an AA attack that calls down the force of our God? Each race would have a different attack, Quellious a cold attack etc?

Ability that when rezzing, your rez brings back 10 20 50% more HP/Mana/Regen (Clerics would need to get this too, or there'd be hell on, also give them 25 50 75%)

4. On expendable AA's I had heard that the current one that puts your HP''s up doesnt stack with Shammy/Bsty buffs? Is this correct or if it was has it been fixed?

Ability to allow you to put a no trade item into your shared bank to pass to an alt 100 AA's

Ability to make an item attunable again from no drop 200 AA's.
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Postby dindaur » Sun Jan 28, 2007 12:42 pm

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Re: Nodyin requests feedback on AA's

Postby boukk » Sun Jan 28, 2007 6:15 pm

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Postby Thyr » Sun Jan 28, 2007 9:14 pm

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Postby Rathimis Dragonmist » Tue Jan 30, 2007 4:47 am

bleh double post
Last edited by Rathimis Dragonmist on Tue Jan 30, 2007 5:09 am, edited 1 time in total.
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Postby Rathimis Dragonmist » Tue Jan 30, 2007 4:48 am

Well, I like all of our AA really except for: Bandage Wounds, Act of Valor, Cosmetic Steeds, and Celestial Disruption can go ahead and die now it looks.

AAs I'd like to see: AE aggro something with a long enough recast so it doesn't hack out the sk/wars, Root, Divine Aura - Please give me Sanctuary, Something to improve Holyforge/Sanctification, More Lay Hands Power, Decrease reuse of Purification, Something to MGB, More aggro tools through AA period, and some horse AA for lev/speed/control

Things that are Core.... Defensive, Offensive, Healing/Curing things along with Lay Hands and Hand of Piety. And I think Armor of the Inquisitor should be carried along as well

Act of Valor can die or get a cool upgrade. Celestial Disruption might as well go ahead and die too really

Expendable AA: DPS increase, Healing increase, tanking increase, invis, lev - lots of untapped potential there
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Postby Ughbash » Tue Jan 30, 2007 8:38 am

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Postby Rathimis Dragonmist » Tue Jan 30, 2007 10:25 am

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Postby orionpax » Tue Jan 30, 2007 5:18 pm

1) Which existing AA lines do you feel are “core” AA lines that should be extended the next time we do an AA release?

Most of it has been said, but I'd expand on some comments mentioned:

A) Tanking: An increase to durability, mitigation, and avoidance defensive AAs.
B) Slays: I agree. I'd like to see an upgrade on frequency if nothing else - especially because TSS increased damage only.
C) Heals: At least an upgrade to chance to crit on heals.
D) AA-Stun

2) Which existing AA lines are considered “worthless” or “not worth it” or otherwise undesirable? Why?

A) Act Valor (great roleplaying concept, but not practical and very rarely needed) - what if there was an AA to mod it so that you lose your mana and 75% of your life or something to CH someone. Then at least it would have SOME value; otherwise, this is a waste of 3 AAs.
B) Unicorn - yes. Please at least make this faster or allow you to do something cool while riding it (invised while moving maybe like bard song?). I really like the idea Hulking mentioned about giving it the ability to start and stop instantly.

3) Which areas of your character or playstyle could be positively impacted by new AA abilities or mechanics? What types of abilities and mechanics would you like to see?

A) LoH/HoD-based AAs: How about one that makes it so that if your life goes below a level that would otherwise kill you and LH is up, then LH will automatically (or at least has a chance to) go off. This would give LH the ability to act like a paladin's personal Second Chance/Divine Intervention.
B) Innate Proc - Similar to how SKs have an innate lifetap proc AA (Theft of Life?), it would be nice to have an innate weapon proc AA that automatically gave us a chance to proc a heal when attacking even w/o a weapon or proc dmg or a dmg/stun combination.
C) Aggro: Maybe a new bash AA that creates additional aggro like the Furious Bash effect.
D) Defensives: Perhaps also adding an increase to shield blocking and/or dodge, parry, and riposte (perhaps an upgrade to Flash of Steel that increases your chance to riposte)
E) Casting: How about a mana preservation AA, it could even be limited to group heals or something?
F) AA Stun: Celestial Disruption needs to be modified somehow. I don't see a reason to get it if it's on the same timer as Hand of Disruption.
G) Radiant Cure - I'd like to see an AA that would lower the recast timers on Radiant/Resplendent Cure and Purification.
H) Rez Recover - Maybe something that reduced the amount of time on the rez recover timer.
I) Faster Swimming/Stabilized swimming - A very limited AA, but water zones are really hard to move around, and it's so easy to get interrupted by mobs who hit you and you glide through the water in water zones. Having some sort of ability to deal with that would make water zones at least a little more appealing/tolerable. (Then again, this could just as likely end up in the "worthless" category.
J) Innate Ultravision - There's innate see invis, enduring breath, might as well make Faerune obtainable via AA. This is especially helpful for pallys who have trouble seeing at night time.
K) Increased Heals - It seems like pallys have been getting modifications to increase the amount heals that land on them do, perhaps it's time for an AA that does that too.

4) Finally I’m looking for creative ideas for the expendable AAs. If you or anyone you speak to have any ideas for expendables that would be attractive to our friends who are at or near the max AA cap I would love to hear them.

A) Divine Aura/Barrier - I think short term invulnerability would be worth the AAs spent (especially for those of us who don't have it normally memmed).
B) Timer Clear - This could get really abusive, I'm sure. But what if you could spend AAs to automatically clear any AA, disc, ability, and/or spell timers you have?

That's all I can think of at the moment.
Last edited by orionpax on Wed Jan 31, 2007 4:07 pm, edited 1 time in total.
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Postby Silmare » Wed Jan 31, 2007 11:34 am

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Postby Luthair » Wed Jan 31, 2007 1:34 pm

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Postby Ughbash » Wed Jan 31, 2007 1:42 pm

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Postby Nodden » Wed Jan 31, 2007 1:52 pm

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Postby orionpax » Wed Jan 31, 2007 4:36 pm

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Re: Nodyin requests feedback on AA's

Postby khrokhro » Thu Feb 01, 2007 10:53 am

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Postby Wyvernwill » Thu Feb 01, 2007 11:44 am

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Postby orionpax » Thu Feb 01, 2007 2:12 pm

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