new ranger spells plus new AA

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new ranger spells plus new AA

Postby Serano » Mon Nov 12, 2007 4:46 pm

Level 76
DragonScale Acquifer - heal
Rank 1 - 1496 hps for 440 mana, 10% hp increase 9% mana increase
Rank 2 - 1622 hps for 473 mana, 15% hp increase 13% mana increase
Rank 3 - 1693 hps for 489 mana, 16% hp increase 13% mana increase

Summary: Top end rangers have 21k unbuffed hps these days with a 1459 heal. With the gear that I've seen so far from SoF top end rangers should be hitting at least 27k hps with a 1693 heal (7% to 6%). With the meager increase in heal potential, the loss of focus and with the new ranks of mastery of the past making sunderock springwater immune to fizzles this spell will see little to no use for the majority of the rangers.


Drifting Haze - harmony

Summary - Pretty standard upgrade to Drifting Fog


Horde of Hornets - DoT
Rank 1 - 272 damage/tick (10 ticks) for 554 mana, 14% damage increase 14% mana increase
Rank 2 - 309 damage/tick (10 ticks) for 629 mana, 25% damage increase 24% mana increase
Rank 3 - 334 damage/tick (10 ticks) for 679 mana, 30% damage increase 29% mana increase

Summary: While the rank 1 increases seem a little slim, ranks 2 and 3 bring this up a little better.


Shield of Spurs - DS
Rank 1 - 43 DS for 208 mana, 13% DS increase 12% mana increase
Rank 2 - 49 DS for 237 mana, 23% DS increase 22% mana increase
Rank 3 - 52 DS for 252 mana, 24% DS increase 25% mana increase

Summary: Does anyone use this line? It seemed like we didn't want it in TSS and we don't want it now. Where is our BRIARCOAT (LEVEL 6 upgrade? In the 4 years I have been playing this game I have memmed this entire line maybe 3 times TOTAL. With a 15 minute duration this buff is just way too annoying to bother with and I would be happy if it just died. It may just be me but I want a Briarcoat upgrade and if we can only have this OR briarcoat I would MUCH rather have briarcoat.


Skylight Sagacity - Vision buff
Rank 1 - Magnification 15%, Player Size 25%, See Invis 2, Ultravision, 3 ticks
Rank 2 - Magnification 15%, Player Size 25%, See Invis 2, Ultravision, 4 ticks
Rank 3 - Magnification 15%, Player Size 25%, See Invis 2, Ultravision, 5 ticks

Summary: This will overwrite our other 3 hour vision buff but lacks the mana regen and archery bonus and lasts 30 seconds or less? I would MUCH rather just have a plain see invis 2 spell without the extras that prevent it from stacking with Eyes of the Peregrine.

Level 77
Cloak of Scales - AC/DS buff
Rank 1 - 18 DS 64 AC for 261 mana, 38% DS increase 31% AC increase 34% mana increase
Rank 2 - 20 DS 74 AC for 298 mana
Rank 3 - 22 DS 79 AC for 317 mana

Summary: A long awaited upgrade to GoE (level 67) and much welcomed.


Jolting Snapkicks - Aggro reduction disc
Rank 1 - 91 damage -1204 agro for 625 END, 23% damage increase 11% agro increase 25% END increase
Rank 2 - 96 damage -1373 agro for 625 END, 23% damage increase 22% agro increase 25% END increase
Rank 3 - 101 damage -1463 agro for 625 END, 25% damage increase 25% agro increase 25% END increase

Summary: The agro reduction for rank 1 is way too small. The endurance cost for Jolting Snapkicks is way too high just like for Jolting Kicks was.


Might of the Gladewalker - atk/hp buff
Rank 1 - 193 atk 213 hps for 434 mana, 19% atk increase 15% hp increase 11% mana increase
Rank 2 - 207 atk 252 hps for 495 mana, 25% atk increase 30% hp increase 22% mana increase
Rank 3 - 214 atk 272 hps for 528 mana, 26% atk increase 35% hp increase 25% mana increase

Summary: The hp upgrade on this spells looks decent, especially when compared to the anemic hp upgrade on our heal.


Rimefall Bite - Cold Nuke
Rank 1 - 1367 damage for 483 mana, 14% damage increase 11% mana increase
Rank 2 - 1554 damage for 550 mana, 25% damage increase 21% mana increase
Rank 3 - 1678 damage for 594 mana, 30% damage increase 26% mana increase

Summary: Not bad except.. WRONG TIMER WRONG TIMER WRONG TIMER WRONG TIMER. Since the early days of being a ranger we have been stuck with the horrid recast time of 30 seconds on our nukes which has forced us to memorize 2 cold nukes and 2 fire nukes in order to get the most out of our nukes without having to resort to any of our new highly situational nukes. Every expansion up until this one the new cold/fire nuke has replaced the older of the fire/nuke pair that we have been forced to mem because of the 30 second timer. This time it replaces our newest nuke forcing us to alternate our new nukes with a fire and cold nuke several expansions old. We also run into a problem with any mob that is resistant to fire or cold as that totally eliminates half of our nukes and cuts Summer's Dew line in half for effectiveness. Please get rid of that antiquated limit on our dps. We don't need training wheels on our nukes. Changing the recast does nothing for our dps (on normal mobs) but prevents us from having to mem 5 spell nukes to maximize our spell dps.


Deadfall - Specialized Nuke
Rank 1 - 5901 damage for 2557 mana
Rank 2 - 6706 damage for 2905 mana
Rank 3 - 7245 damage for 3140 mana

Summary: An animal only nuke that can only be used when a mob has nobody on agro AND it consumes a class 3 arrow? Seriously? The damage/mana ratio is HORRID. 2.31 damage/mana. Our regular nukes are 2.8-3.34 damage/mana in general and this one has the most godawful limitations. I think this will definitely go down as one of the single least mem'd ranger spells in ranger history. Unless someone is planning on using a chanter to nuke/blur/nuke/blur/nuke/blur I just don't see any practical use for this spell.


Galvanic Ash - Fire nuke
Rank 1 - 1204 damage for 361 mana, 14% damage increase 11% mana increase
Rank 2 - 1368 damage for 410 mana, 25% damage increase 21% mana increase
Rank 3 - 1478 damage for 443 mana, 30% damage increase 26% mana increase

Summary: Not bad. See Rimefall Bite for summary.


Gnarl of Predator - Atk/Double attack buff
Rank 1 - 121 atk 4% double attack for 502 mana, 12% atk increase 12% mana increase
Rank 2 - 138 atk 4% double attack for 572 mana, 22% atk increase 22% mana increase
Rank 3 - 147 atk 4% double attack for 610 mana, 26% atk increase 25% mana increase

Summary: How many expansion have we seen the same 4% double attack on this buff? The small atk bumps each expansion do little to prevent this line from getting stale. A small triple attack bump of even 1-2% would give this line a long needed breath of life.


Potameid Balm - Cure
Rank 1 - 18 poison 18 disease 9 curse 748 hp for 339 mana, 10% hp increase 10% mana increase
Rank 2 - 18 poison 18 disease 9 curse 811 hp for 364 mana, 15% hp increase 13% mana increase
Rank 3 - 18 poison 18 disease 9 curse 846 hp for 377 mana, 16% hp increase 13% mana increase

Summary: What is up with the horribly anemic heal increases on our spells this round? Not that it matters on this spell. WIthout an increase on the cure counters for this spell because NOBODY IN THEIR RIGHT MIND WILL EVER MEM THIS SPELL. The heal part is secondary and miniscule. It is the cure counters that we use this for and nobody in their right mind is going to use this over a version that costs less, can be cast faster (focus degradation) and has a chance to fizzle when we have a lower level version that cures just as well and we will never fizzle on. This spell needs more counters to be of use to us.


Level 79
Arc of Arrows - AE nuke
Rank 1 - 4x86 damage for 491 mana
Rank 2 - 4x98 damage for 559 mana
Rank 3 - 4x106 damage for 604 mana

Summary: Love the damage increase even at the mana increase. The 8 target limit is very troubling as it seems to count ANYTHING as a viable target. People, pets, rocks whatever. In group situations this shouldn't be an issue but on raids this seems like it is going to cause severe issues. Since it is impossible for most of us to get Hail of Arrows or Arc of Arrows in beta I could not test this spell. When are these spells going to be added to our spell book?


Eyes of the Peregrine - Vision buff
Rank 1 - Archery hit 41% Magnification 15% Mana/tick 4 Player size 25% See Invis/Ultra for 201 mana
Rank 2 - Archery hit 43% Magnification 15% Mana/tick 5 Player size 25% See Invis/Ultra for 229 mana
Rank 3 - Archery hit 45% Magnification 15% Mana/tick 6 Player size 25% See Invis/Ultra for 244 mana

Summary: Eyes of the Peregrine has the exact same Archery bonus, magnification, player size and see invis/ultra as Eyes of the Owl for the same ranks. This means that Rank 3 of Eyes of the Owl has 45% archery bonus to hit chances and Rank 1 of Eyes of the Peregrine has 41% chance. Why would any ranger upgrade to rank 1 of EotP and lose 4% increase to hit with archery AND lose 1 mana/tick regen? Rank 1 of Peregrine needs to have 47% increase to archery (honestly archery is so **Halfling** gimped compared to melee it needs all the help it can get) and at least 5 mana/tick to make it an upgrade to rank 3 of Peregrine. As it is now rank 1 of EotP is a downgrade to anyone with rank 2 of EotO.


Ravenscale - hp buff
Rank 1 - 43 AC 743 hps 9 hp/tick for 696 mana, 10% AC increase 15% hp increase 12% mana increase
Rank 2 - 49 AC 878 hps 10 hp/tick for 793 mana, 20% AC increase 30% hp increase 22% mana increase
Rank 3 - 52 AC 945 hps 11 hp/tick for 845 mana, 24% AC increase 35% hp increase 25% mana increase

Summary: Rarely ever use this buff except in extreme emergencies or rare soloing. Increases seem standard for other hp type buffs rangers get. Think most people are tired of the hp regen part which is virtually worthless these days.


Summer's Viridity - High agro double nuke
Rank 1 - 234 hate 722 fire 820 cold for 422 mana, 14% fire increase 14% cold increase 11% mana increase
Rank 2 - 234 hate 821 fire 932 cold for 480 mana, 25% fire increase 25% cold increase 21% mana increase
Rank 3 - 234 hate 887 fire 1007 cold for 518 mana, 30% fire increase 30% cold increase 26% mana increase

Summary: Seems like pretty decent increases over Summer's Dew.


Level 80
Aimshot Discipline - Archery Disc
Increase Archery check by 12% Increase Archery Damage 105% 18 End/tick - Exact clone of level 55 disc

Summary: Completely baffled by this one. So far little more than 1 week until expansion launch and this is nothing but an exact clone of the same disc we got 55 levels ago and nobody seems to have any clue why we even have this. Archery damage is HORRID. Despite repeated reports that it is supposed to be somewhere in the area of 70-75% of melee damage it continues to stagnate closer to 50%. Meaning even WITH trueshot (and now aimshot) running it only equals normal melee dps. We have been trying for ages to get a real melee disc and for the past few expansions been trying to get Warder's Wrath (which was HORRIBLY nerfed at the last minute before expansion launch) upgraded to something worthy of a burst melee disc and instead we get this.


Deafening Blades - Weapon proc
Rank 1 - 344 damage 30% chance to proc WS for 401 mana, 15% damage increase 11% mana increase
Rank 2 - 391 damage 30% chance to proc WS for 458 mana, 25% damage increase 22% mana increase
Rank 3 - 423 damage 30% chance to proc WS for 488 mana, 30% damage increase 25% mana increase

Summary: Standard upgrade to Thundering Blades. Think our self only weapon proc damage could use some bigger upgrades. Weapon procs make up such an incredibly small part of our normal melee dps. My beta parses showed this proc being worth about 3.25% of my total dps.


Heartsting - Animal nuke
Rank 1 - 1967 damage for 697 mana, 14% damage increase 11% mana increase
Rank 2 - 2235 damage for 791 mana, 25% damage increase 21% mana increase
Rank 3 - 2415 damage for 855 mana, 30% damage increase 26% mana increase

Summary: The damage/mana ratio of this spell is equal to our cold nuke but worse than our fire nuke. It is fast cast but still has a long recast of 15 seconds. There are far too many animal like mobs that this can't be used on. It really could use a better damage/mana ration to make up for its limited use. Any humanoid or animal type creature should be flagged for this spell. Only things like oozes/blobs or mechanical creatures and the like should be immune to this.


Protection of the Kirkoten - Ranger all in one self buff
Rank 1 - 62 DS 228 atk 64 AC 227 hp 4% DA for 602 mana, 15% DS 12% atk 8% AC 15% hp 11% mana increases
Rank 2 - 70 DS 260 atk 74 AC 268 hp 4% DA for 687 mana, 21% DS 22% atk 21% AC 30% hp 22% mana increases
Rank 3 - 76 DS 277 atk 79 AC 288 hp 4% DA for 732 mana, 29% DS 25% atk 23% AC 34% hp 25% mana increases

Summary: Increases seem decent for the mana bumps. As stated and shown multiple times the sum of the parts are far outweighing this ranger self buff. The attack in particular is seriously lacking. 314 attack for rank 1 MotG and GoP vs 228 attack of PotK. Protection of the Kirkoten needs about 100 more attack at each rank. Kirkoten also falls victim to the same 4% DA stagnation as our Predator line. Since DA is pretty much max for most melee classes there is no point in increasing it but a small triple attack bonus would help liven this part of the buff up.



It would appear that most spells are seeing a 15% increase at rank 1, 25ish% increase at rank 2 and 30ish% increase at rank 3. The exception seems to be healing. The one spot that rangers could really use the most help and it's getting the smallest increases. Our heal really needs double the increase that it is currently getting to be of any use other than to heal up in between fights. And with the focus effects and mastery of the past there is little to no incentive to use the new heal over our old one.
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Postby Serano » Mon Nov 12, 2007 4:52 pm

Secrets of Faydwer AA List

Generic
Battle Ready- 1 Rank at level 56. Cost per AA: 5. Total AA=5
Combat Agility- 5 Ranks at levels 76/77/78/79/80. Cost per AA: 6/7/8/9/10. Total AA=40
Combat Stability- 5 Ranks at levels 76/77/78/79/80. Cost per AA: 6/7/8/9/10. Total AA=40
Delay Death- 5 Ranks at levels 76/77/78/79/80. Cost per AA: 5/5/5/5/5. Total AA=25
Energetic Attunement- 5 Ranks at levels 76/77/78/79/80. Cost per AA: 5/5/5/5/5. Total AA=25
Foraging- 1 Rank at level 51. Cost per AA: 3. Total AA=3
Grants an increase of 50 points to the Forage skill of anyone who purchases it. Will increase the skill cap for those that have the Forage skill and grant the skill and raise the cap to those that do not.
General Sturdiness- 5 Ranks at levels 76/77/78/79/80. Cost per AA: 6/6/6/6/6. Total AA=30
Each rank of this ability increases your maximum hit points by 100.
Hastened Origin- 3 Ranks at levels 68/69/70. Cost per AA: 3/3/3. Total AA=9
Decreases the reuse time of your Origin ability by 6 minutes per rank.
Innate Regeneration- 5 Ranks at levels 76/77/78/79/80. Cost per AA: 3/3/3/3/3. Total AA=15
Mystical Attuning- 2 Ranks at levels 75/80. Cost per AA: 5/5. Total AA=10
Packrat- 3 Ranks at 65/65/65. Cost per AA: 3/3/3. Total AA=9
Quickdraw- 1 Rank at level 56. Cost per AA: 5. Total AA=5

Archtype
Burst of Power- 10 Ranks at levels 71/72/73/74/75/76/77/78/79/80. Cost per AA: 8/8/8/8/8/8/8/8/8/8. Total AA=80
Each Rank will increase your max skill cap for triple attack by 5 points.
Enhanced Agression- 5 Ranks at levels 76/77/78/79/80. Cost per AA: 7/8/9/10/12. Total AA=46
Expansive Mind- 5 Ranks at levels 76/77/78/79/80 Cost per AA: 7/8/9/10/12. Total AA=46
Finishing Blow- 3 Ranks at levels 76/78/80. Cost per AA: 7/9/12. Total AA=28
Fury of Magic- 3 Ranks at levels 76/78/80. Cost per AA: 7/9/12. Total AA=28
Healing Gift- 3 Ranks at levels 76/78/80. Cost per AA: 7/9/12. Total AA=28
Mastery of the Past- 3 Ranks at levels 76/78/80. Cost per AA: 8/8/8. Total AA=24
Mental Clarity- 5 Ranks at levels 76/77/78/79/80. Cost per AA: 5/5/5/5/5. Total AA=25
Mneumonic Retention- 1 Rank at level 75. Cost per AA: 6. Total AA=6
Punishing Blade- 3 Ranks at levels 78/79/80. Cost per AA: 9/10/12. Total AA=31
Shield Block- 6 Ranks at levels 71/73/75/76/78/80, Cost per AA: 3/6/9/7/9/12. Total AA=46
This ability grants you the chance to fully block an attack when using a shield. Increase ranks improve the chance to block attacks.(This is retroactively added to TSS as well so the numbers are weird.)

Class Specific
Auspice of the Hunter- 3 Ranks at levels 77/78/79. Cost per AA: 8/9/10. Total AA=27
Entrap- 1 Rank at level 79. Cost per AA: 10AA. Total AA=10
Guardian of the Forest- 3 Ranks at levels 76/78/80. Cost per AA: 7/9/12. Total AA=28
Hastened Trueshot- 5 Ranks at levels 73/74/75/76/77. Cost per AA: 6/6/6/6/6. Total AA=30
Decreases the wait time before you can next use your Trueshot ability. (I think 6 minutes per rank.)
Headshot- 3 Ranks at levels 76/78/80. Cost per AA: 7/9/12. Total AA=28
Hunter's Fury- 3 Ranks at levels 76/78/80. Cost per AA: 7/9/12. Total AA=28
Hunter's Return Kick- 3 Ranks at levels 73/76/79. Cost per AA: 6/7/10. Total AA=23
This ability grants you a chance to kick your opponent upon a successful riposte of a melee attack. Additional tanks increase the chance of a riposte with a kick.
Lightning Strikes- 5 Ranks at levels 76/77/78/79/80. Cost per AA: 7/8/9/10/12. Total AA=46
Outrider's Accuracy- 3 Ranks at levels 76/77/78. Cost per AA: 6/6/6. Total AA=18
When active, this ability increases your accuracy and the power of your melee attacks. (10 minute reuse.)
Planar Durability- 3 Ranks at levels 61/63/65. Cost per AA: 3/3/3. Total AA=9
The planes demand a certain hardiness of those who adventure within. Each rank of this ability adds an additioanl 1.% to your maximum hit points.
Precision of the Pathfinder- 3 Ranks at levels 76/78/80. Cost per AA: 12/12/12. Total AA=36
Protection of the Spirit Wolf- 3 Ranks at levels 76/78/80. Cost per AA: 9/9/9. Total AA=27
Veteran's Wrath- 3 Ranks at levels 76/78/80. Cost per AA: 7/9/12. Total AA=28

Total AA=942
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Postby Goofydoofy » Mon Nov 12, 2007 6:09 pm

WTF No Druid info?!?
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Postby Serano » Mon Nov 12, 2007 6:37 pm

In the Ranger thread? no I dont believe so...
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Postby Bilnick » Mon Nov 12, 2007 7:09 pm

Wow they really upped the cost of combat agility and stability.

What do you expect ranger heals to do? Rangers should be the 5th or 6th best healing class anyway, right?
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Postby Serano » Mon Nov 12, 2007 9:20 pm

my biggest gribe about Heals is being left out of the MOD % heal AA line.

Rangers should NEVER heal worse than a Beastlord - our Heals should be even or better then they. Our parent class the Druids are the 2nd best healers - so we should be at least the 5th best healers in the game.

OH - and an Apology.

NONE OF THE COMMENTS ARE MINE... I lifted the whole thing off of two other peoples posts.
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Postby Madokvaur » Tue Nov 13, 2007 10:45 am

Serano wrote:NONE OF THE COMMENTS ARE MINE... I lifted the whole thing off of two other peoples posts.


Was wondering that...should probably give credit were credit is due :monkey
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Postby Wreaking » Tue Nov 13, 2007 11:58 am

I think I read the ae nerf for conic and beams will affect HoA. Limit 8 mobs now.
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Postby Wreaking » Tue Nov 13, 2007 1:40 pm

Confirmed...

Per Rashere.

It's 5 spells total that have the limit, only two of which were even available before SoF:

Hail of Arrows
Arc of Arrows
Beam of Solteris
Beam of Steamfire
Funnel of Frost
Rashere
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Postby Stonecrush » Thu Nov 15, 2007 2:46 am

Druids are better healers than Shms?

I dunno I rocked at helpen to keep Drig up with just Offemm on Widowmaker/fiddleback or whatever that named was.... I just kept eatting my flesh, tossing a hot on myself then back to hotting/spamming Drig and with the horsey it was a joke.

Plus the Shm 2.0 rocks for healing as well!

I however do not despute the fact that rangers having weaker heals than BST is BS. Beasts aren't "healers" unless it's for their pets.
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Postby Serano » Thu Nov 15, 2007 3:34 am

well all things dependant.

HISTORICALLY Druids had the bigger heals - altho shammys were ahead in the Heal over time department on Druids.

Yah - I din't even know if the Beta boards are still up - they ussually clear them pretty fast when beta is up.

I clicked thru pages and pages to get that compilation - and posted it real quick.
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Postby Shoolace » Thu Nov 15, 2007 9:36 am

SHAMAN POWA!
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Postby Goofydoofy » Thu Nov 15, 2007 10:53 am

Yes, Druids are better healers.

More heals, bigger heals and alot of AA stuff for the tank and group.
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