age of conan gold igxz

July 3, 2008

Default The assassin sucks?

Filed under: 2, 4, 5, 6, 7, Uncategorized — Tags: , , , , — aocgoldigxz @ 4:27 pm

This may have already been covered, but how many think the assassin sucks? I played an assassin to LVL 50 and restarted with a Priest because of my bordom. The assassin is always the first to die in any group quest cause he has virtually no defense, his attacks and combos (while cool) are nearly the weekest of all the classes, age of conan gold (I don’t know if you get cooler combos after LVL 50, but..) alot of other classes at least have a knockback. Now while hiding and striking your opponent is a cool thing to do, it’s not really something any other class can do.

I wish I am wrong about all this, I’m asking that people please post the good things about the assassin to hopefully change my mind about this aparent useless class. Does it not say in the manual, “The assassin is the most lethal killer in the game,” and “should be the most feared” and “those aspiring to the top of this profession are executioners supreme?” So far I’ve been extremely dissapointed seeing as how the assassin doesn’t do anything better than any other class - I’ve even maxed out my hide skill and can’t hide better than a LVL 20 ranger.

Thanks for listening to my rant.

Am I right or wrong about this? The melee attacks are cool but when it comes to combat I prefer pretty much any other class, should I feel like this even after the assassin is support to be a “executioner supreme?” Now I realize the assassin does critical damage attacking while hiding, but com’on - with only a few places in hyboria you can age of conan gold actually get a black diamond?


Related Topics:

General Roundup of Necromancer Patch Issues

Filed under: 2, 4, 5, 6, 7, Uncategorized — Tags: , , , , — aocgoldigxz @ 4:26 pm

Similarly, the Archmagus pet was dealing roughly 25% higher base damage than intended and was lowered. This was a decrease of roughly 25% without feats, and 20% with feats. This is also in line with other AoE effects in the game.

Necromancer

Despoil the Soul

The first half of the changes should be in on Thursday, while the second half of the Necromancer-specific updates will be in the patch after Thursday.

-Shatter now additionally works on targets affected by Frost Blast and Ice Shackle

Edit: Future Updates

-Despoil the Soul duration has been substantially increased

Damage Coefficients

We are aware of a code issue that is causing Siphon Unlife damage dealt to pets to scale with bonus magical damage. This is unintended and will be fixed soon.

-The bonus gained from +magical damage has been increased on all damage over time spells. Lifestrike coefficient increased by 600%, Flesh to Worms coefficient increased by 375%, Gelid Bones coefficient increased by 360%, Mark of the Devourer coefficient increased by 265%. Other small adjustments were made to all direct-damage spells.

-Ice Shackle no longer has a chance to break on damage

-Flash Freeze now additionally decreases the casting time and increases the damage of Freeze

-Frost Blast’s area of effect has been changed to be a 90 degree cone in front of the caster

-The Deathless Acolyte: Reaper and Deathless Acolyte: Arcanist now have 30% splash damage with 2 meter range on a single additional target

However, we will be looking at the duration of Despoil the Soul in order to make it less of a burden to keep active.

This thread will be updated with additional comments if needed. Thank you.

-Casting Frost Blast will no longer cause the Necromancer to get stuck in a casting animation

-The Deathless Acolyte: Arcanist’s chance to trigger the Arcanist’s Knowledge has been doubled

-Freeze will now clear the target of all Necromancer damage-over-time effects when cast, this will reduce the chance of it breaking accidentally on damage

Other Adjustments Coming

Mage General

Siphon Unlife Issues

-Dark Knowledge and Vile Insight will no longer appear aoc gold as Hostile spells. (They will still persist after death.)

-The bonus magical damage granted from Mystical Attunement has been doubled

Update #1:

Parasitic Soul Swarm and Unholy Hands were dealing age of conan gold significantly more damage than similar spells and rebalanced to do the correct damage for AoE-based spells.

-Despoil the Soul is no longer removed on death

AoE Damage Modifications

As was mentioned previously, the change made is an increase to the effectiveness of this spell compared to the previous mechanic. The decreases in damage mentioned above and from other sources are not due to this change, but due to other changes or issues. This mechanic will not change as it more accurately reflects the intended DPS increase of the feat when compared to DPS from each pet point.

In addition to the pet splash damage and above mentioned fixes coming soon, the next two data updates should have the following Necromancer changes. Many of these were intended to be in today’s patch, but did not make it in.

There was a data issue that has resulted in some aoc gold spells, specifically Lifestrike and Flesh to Worms, not gaining the new damage bonus from +magical damage. This will be corrected in the next patch. (Lifestrike will gain 65% of your bonus magical damage instead of 11% as currently being used.) This will be a significant increase in DPS with Despoil the Soul active or high levels of +magical damage gear.

As there are many threads and it seems that comments can easily be lost in the many threads.

Update #2:

We will continue to review the damage to make sure that Necromancers are doing the target DPS at given levels. It is intended for Necromancers to be a competitive damage class at the top levels of DPS. Spells will continue to be adjusted until this the class is performing at the correct levels.

-The splash damage of the Deathless Acolyte: Magus has been increased from 10% to 30%, with 4 meter range and a maximum of 5 targets

Additionally, melee pets will deal splash damage very much like normal melee attacks. This change will come in the one of the next couple code updates.


Related Topics:

Purgatus’s Class Review for the Indecicive

Filed under: 2, 4, 5, 6, 7, Uncategorized — Tags: , , , , — aocgoldigxz @ 4:25 pm

Info on guardian abilities at http://forums.ageofconan.com/showthread.php?t=42656 by TheUnamed

2) Mid range DPS (compared to the other tanks)

Conquerer General Info: This is for those age of conan gold who wish to sacrifice some survivability for big damage. The 2-hand weapons are the most popular, but alot of people just plain like Dual Wielding. Also the buffs require a bit of managing, but are rewarding in a group. Those small numbers mean alot more with a full 6 friends. The buffs from the Conquerer are generally short duration, meaning you have to pay attention to your position all the time, and actively juggle them (as opposed to the Guardian’s long-term self buffs which are click and forget).

Info on conquerer abilities at http://forums.ageofconan.com/showthread.php?t=61280 by Ewokpoacher

General Guardian info: This seems most in line with your typical “tank” archetype class. Middle of the road of the soldiers. The two weapon sets are Sword and Board (s/s or s/b) and Polearms. The former is the most tank friendly, at he latter is more DPS and AoE. The verstility comes with Stratagems (3 of them), Tactics (3 of them), and Maneuvers (3 of them). Click-able looooooong duration buffs that shift your static abilities around, allowing you to adjust you offense and defense. You can have one of each at a time.

Why would I want to play this class?

I have seen a large number of “what should I play?”, and “Is this class for me?” type posts. So I an making a general guide listing a general guideline for all 12 classes in Age of Conan. My wish is to centralize this information to make it accessible to new players. I will not go into perceived class imbalances, as you can review class forums for how people feel on those matters. Also these are all my opinions made while constantly browsing the forums, so not only do we have aoc gold very few end-game opinions, but this is release month with plenty of bugs. So without further ado……

Why would I want to play this class?

1) Not as adept at holding aggro on multiple mobs (relys on spikey damage)

Info on Dark Templar abilities at http://forums.ageofconan.com/showthread.php?t=22678 by Ralinn

1) Low DPS

Guardian in PvE: As stated, if you have played a tank in nearly any MMO, you should not have too much trouble with this class.

2) AoE team buffs

Dark Templar

1) Highest DPS of the soldiers (tanks)

3) Buff Happy (Furious Inspiration’s free rez FTW)

Conquerer in PvP: By their nature, what goes for the guardian goes double for the conquerer in group PvP. A frenzy stance conq puts out obscene damage, especially for a tank. Solo, I haven’t heard too many complaints, and thier high damage makes them pretty fearsome.

Soldier (tanks) - Guardian, Conquerer, Dark Templar

3) I watched 300 and hated it (…….?)

Guardian in PvP: Most classes have a healthy respect for the guardian. They have weaknesses, but they aren’t glaring. In group PvP, FunCom has given all the soldiers two Stances, Defensive and Frenzy. Usually, in group PvP, people ignore tanks as they are often hard to hurt and don’t do much damage. Try that to a guardian and they can pop frenzy stance and put the hurt down.

2) Ignored in small group PvP ( or they just cant hurt you…)

2) Squishiest of the tanks (…..relative…..)

Dark Templars in PvP: This is where they hurt. They are often ignored as they are hard to put down, and even when in frenzy, don’t do as much damage as the other tanks. The one niche for group PvP is versus casters. Mystical Bane consumes Mana as well as doing damage, and when feated, does solid damage at that.

Why would I want to pass on this class?

1) Multi-Mob Tank Supreme (you get better the more around you)

Guardian

Why would I want to pass on this class?

1) Very High Defense (You shall not pass!)

Why would I want to play this class?

2) Dual Wield (a must have for some)

General Dark Templar Info: Though the guardian is the baseline tank, the DT has the market cornered when it comes to AoE tanking. They actually get better the more enemies surround them, due to draining of life. This also gives the DT high survivability, despite being less armored than the Guradian.

1) Some buffs are directional (this grief’s some folks)

Dark Templars in PvE: This is where they shine. Grabbing and holding large groups, and buffing the team, they are fantastic off-tanks.

2) Able to tank elites and bosses (and spit in there faces)

Conquerer in PvE: Despite less defense, most Conquerers that wish to tank can do so fairly well. They are not able to tank those really tough mobs, or too many at once, but still, they do ok.

3) Anti-Casters

Why would I want to pass on this class?

Conquerer

3) Tactically Versital (lots of static click-ables)

3) ???? (Can’t really think of any others)

3) Highly Feat dependent


Related Topics:

~Scorpia is Now Assembling~

Filed under: 2, 4, 5, 6, 7, Uncategorized — Tags: , , , , — aocgoldigxz @ 4:24 pm

~Scorpia~

Guild City-Scorpia is hoping to get our guild city going we really want to start by making our keep sometime soon. For this to happen we are looking for donators. Currently we are raising money for our keep. This will happen sometime soon.

Rules

Recruitment-Scorpia is a guild looking for sucess. This means we need well trained and well played players. Looking for lvl 40’s and above will help us acomplish that. Also aoc gold we are looking for mature members. Currently we are looking for well trained officers and loyal members to our guild. For our recruitment we don’t us random spaming, that only gets non loyal members and they just all leave.

~Citizen~ A citizen is an ordinary guild member. They are the base of the guild. Everyone has to start from a citizen and rank up. If you are a citizen it’s not a bad thing it’s just that your not being noticed for any things that help the guild. If you are doing something that you think is worth while then tell one of the officers or the Guild Masters.

*Scorpia is a guild that disaproves all ganking, griefing and, spawnkilling. *No spaming guild invites or guild information

Scorpia is a laid back pvp with light rp.

Website - Scorpia

~Stateman~ A Stateman is assigned by one of the Ambassadors or Guild Masters. There is one Stateman assigned for every two Partisans. The Stateman make sure that the Partisans are doing their job. If they step out of line or do something wrong they must tell them what they have done wrong and help them, but if they break a rule they must contact an Ambassador or a Guild Master.

Post ~Scorpia is Now Assembling~

~Partisan~ A Partisan is in charge of ten Citizens. So for every ten members there is one Partisan. They will keep the citizens updated with the information and what is happening in the guild. They are also responsible for helping citizens who are in need.

Anytype of these actions will immediately cause consequences against the guild member that has broken a rule.

~Ambassador~

Ranking Structure-Scorpia is well based guild. We rank people by how they act in the guild and how they contribute. So for instance if you are highly active and help guild members. You will probly reach sucess in the guild, but if you don’t that dosn’t mean you can’t rank up in other ways.

An Ambassador is one of the main players in charge. They make sure that everything is going right in the guild. They are expected to help with any problem or any conflict that is happening in the guild. They are second in command and they are a Part of the Board Members. The Board Members is the Ambassadors and the Guild Masters. They meet once a week and talk about news in the guild. Ambassadors are also class leaders. This means that they are the head of their class in the guild. They need to help people in the guild who have the same class as them. (Only with class related problems)

~Patrician~ A Patrician has a large age of conan gold job. They are responsible for recruiting guild members. They must go and play with people and ask them politely if they would like to join. They must introduce them to the guild and tell them our rules. The Patrician is responsible for being in charge of the guild meetings. The guild meetings consist of Patricians and below. They will talk about news in the guild meetings and they will take suggestions and pass it on to the board members. Also the Patrician are responsible if one of the Ambassadors or Guild Masters are not online.

~Guild Masters~ The Guild Masters are the leaders of the guild. There are only two of them in the guild. They are the ones who would make the final decisions. Also if there is a problem in the guild or with other guild they will be the ones to address it. Guild Masters lead the Board Member meetings. The Guild Masters also schedule all Board Member meetings and Guild meetings. Guild Masters also are in charge of scheduling guild contest and guild give-a-ways.

The server we are located in is Cimmeria(RP)


Related Topics:

GIVEN THE STORM FIELD NERF I WOULD STILL ARGUE THAT SAINTLY WARRIOR HAS A BIGGER UPSIDE THAN STORM CROWN AND WOULD CONTINUE TO FOLLOW THIS GUIDE.

Filed under: 2, 4, 5, 6, 7, Uncategorized — Tags: , , , , — aocgoldigxz @ 4:24 pm

Changes in the General Tree:

http://feats.goonheim.com/tempestofs…t1t2a5b5e2h3n2

http://feats.goonheim.com/tempestofs…t2a5b5e2h3k5n2

Once you hit 70, if you haven’t already been, you’ll be spending a huge amount of time grinding in Kheshetta. While I’m sure this zone is annoyingly competitive on a PVE server, on a PVP server it’s all about who can defend their grinding spot from other groups. While often this deteriorates into whichever guild has more bored 80’s, it can be quite fun when real leveling groups go at it. I’d recommend one final pre-80 respec to avoid redundant mana regeneration feats as well as improving survival and burst.

Presence of Mind should now be our priority in the General tree because it makes our Jolt instant. Thanks to Plague for helping me realize this. I’ll agree this is even more worthwhile post SF nerf when large AoE pulls could actually be dangerous in grinding gropus and in PVP (especially laggy raid PVP) this can’t be overlooked. I’ll happily sacrifice some raw DPS at 70 to have Presence of mind.

So back to Saintly Warrior. Up until now you’ve been using aoc gold Storm Crown primarily as a mana battery. Although it gives a modest DPS increase, I find its damage basically irrelevant- Storm Field just works great on its own. So essentially you’re spending 14pts to get better mana efficiency and a tiny bit of damage (yes, and some group utility, giving others SC, but the DPS is even lower and nobody at 50+ has mana issues anyway). I’m suggesting speccing out of Storm Crown and into Saintly Warrior, which will give you even better mana return, more durability from Spirit Armor, and, most importantly amazing Stamina Regen. All the while giving you access to some great feats for upping your DPS far beyond what SC offers.

Also, thanks to Saintly Warrior and Ether Flow, I regen mana even faster than with Storm Crown (not like Mana was ever a problem with SC), but even if I die and rez with little mana or health I can quickly heal back up and buff without needing to rest or pop a pot (very helpful if your AoE group is fighting over and area/spawn point so you can get back in the action very quickly).

The Changes in Lightning Tree:

http://feats.goonheim.com/tempestofs…a5b5e2h3k5n5q1

Levels 56-60: Finish Exemplar and get Vengeance of the Gods. Then I’d fill up Lightning Arc. If you’re in a rush to get SC back, you can skip this talent.

Levels 71-75: If you’re on a PVP server and don’t want to respec grab Empowered Cobra Stare and Presence of Mind

If you’re one a PVE server I’d either pick up presence of mind or just buff Storm crown.

Or throw 4-pts into Grounding Charge for some rooting. You shouldn’t be using Charged Bolt from long range much in AoE groups, so I don’t mind the root effect at this point.

Levels 61-65: Time for Thunder. Growing Storm for 5.

With Saintly Warrior I can sprint noticeably longer when I have a MoB or two beating on me (similarly I can start sprinting sooner if I’ve exhausted by stamina pool). I can easily out heal 1 MoB and the extra stamina I get from hits lets me run into multiple areas and collect bigger packs. I can stay just ahead of the pack to make sure SF and HoTs are refreshed, so when they arrive to beat on me I can active block and watch them fall.

***LEVEL 70 RESPEC FOR PVP + GRINDING***

Levels 66-70: Look whos back, it’s Storm Crown.

Increase DPS with Exemplar and Vengeance of the Gods

And what I love about Saintly Warrior over SC is going even deeper into the general tree helps my DPS far more than going deeper into Thunder. For 8 more points (have to put two points in general) I get Exemplar and Vengeance of the Gods, probably two of the most worthwhile feats deep in any of our trees.

Changes in the Thunder Tree:

Levels 76-79: Home Stretch. PVP server make sure you have 3/3 Empowered Cobra Stare and get 5/5 Presence of Mind. On a PVE server it’s up to you as there’s nothing much you don’t already have as a tri-spec. Finish up any Strom Crown Feats, put points in Presence of Mind if you haven’t, or try out a very mediocre Totem or Cyclone . Grind it out!

http://feats.goonheim.com/tempestofs…a5b5e2h3k5n5q1

http://feats.goonheim.com/tempestofs…t2a5b5e2h3n5q1

http://feats.goonheim.com/tempestofs…s2v2t1t2a5b5h3

Ether Absorption and Coalesce Ether are replaced by Pillar Lightning(2pts just to get deeper into tree), Brutal Lightning Strikes, and Inner Charge. The mana feats are redundant and unnecessary thanks to Storm Crown, Ether Flow, and Saintly Warrior. You really wont use LS for PVE (although, with the SF Nerf, maybe we will) but you will for PVP, especially thanks to Inner Change.

Empowered Cobra Stare. A must have if you’re going to PVP and age of conan gold really our only CC in a grinding build. Just get enough points into the Thunder tree to fully talent this feat.

I’d just increase Storm Throne and Regalia. There’s really not a lot of option for 4 points.

Basically a lot of people complain that questing starts to run dry at 50 and leveling becomes quite painful. Personally I didn’t experience this because I was introduced to a wonderful instance called the Cannibal Caves quite early. My recommendation to any ToS would be to try and find a buddy and hit this zone in your early 50’s and stay well into the mid 50’s (easily soloable for a ToS at 53, 52 if you’re careful). For those that don’t know the Cannibal Caves is a private instanced zone in the Eglophian Mountains, with level 53-54 Mobs in some nice tight packs who respawn quite quickly- ideal for AoE leveling.

http://feats.goonheim.com/tempestofs…t2a5b5e2h3n5q1

http://feats.goonheim.com/tempestofs…a5b5e2h3k2n5q1

http://feats.goonheim.com/tempestofs…t2a5b5e2h3k5n2

Levels 76-79

Levels 71-75

http://feats.goonheim.com/tempestofs…t2a5b5e2h3n5q1

Level 50: At level 50 your lightning tree should stay exactly the same with one exception- I would take Rousing Shock over Blood Mana, thanks to Ether Flow and Saintly Warrior mana regen is already beyond what you need. Stuns become a critical part of group PVP and our ability to neutralize them should not be overlooked. On a PVP server being able to force another AoE group out of the area really makes or breaks your exp per hour. Also, now that you’re 50, put your extra point into Titanic Storm is a must to increase the number of targets hit by SF.

Levels 51-55: Fill out Set’s Brutalitiy and then you’ll need to dump age of conan gold 2 points in general to reach Exemplar. I’m now going to recommend Far Reaching Spirit over Spirit Aegis, because later on Presence of Mind is a great feat for making your jolt an instant cast and Far Reaching Spirit is the prereq. After that start to fill up Exemplar.

http://feats.goonheim.com/tempestofs…a5b5e2h3k5n5q1

Spell Power of the Serpent Ring is another option if you feel like you’re getting targeted a lot by other casters, but considering Titanic Storm is pretty much a requirement to use Storm Field, the only place to pull points from is Exemplar and VotG- and I’d rather have the General Tree feats.

I noticed something back in the early 50’s from grouping with my brother, who’s a PoM and specs heavy into the general tree early. Basically it’s a little feat called Saintly Warrior and IMO it’s a lot more useful on it’s own than what I originally expected, and it leads to some great feats that, IMO, far outway the more popular alternaive, Storm Crown.

Here’s how I would respec and move from 50+

http://feats.goonheim.com/tempestofs…t2a5b5e2h3n5q1


Related Topics:

Well - Puppets of Set = I win.

Filed under: 2, 4, 5, 6, 7, Uncategorized — Tags: , , , , — aocgoldigxz @ 4:23 pm

Puppets of Set (here is the problem)

TOS with puppets attacks from stealth.

So if you want to win every single PVP fight TOS’s.. Go get this skill and pack in the lighting talents and you are god in 1v1.

-rolls eyes-

Even better bring along one friend and reel people away from their groups and gang **** them while they are charmed. They can’t do anything about it.

So I’m in kesh today on my own TOS fighting and PVPing.. I start running into another TOS that is spec’ed into puppets.

This skill is total game over in PVP. Goes something like this.

Lighting Strike

However, since you remain red they can reel you into them and continue firing off Lighting Strikes while you are totally vulnerable. If you are another TOS or any of the low HP classes, you are dead. Period.

The only pepole with any protection from this are TOS’s with Brain Spaz and POMs. Far as I know.

While puppets of Set is in effect you are a pet. As a aoc gold pet you are suppose to turn into a friendly target. However, in pvp you do not. So for the next 10 seconds you are CCed. You can not heal, you can not use any of your moves, you can not pot.

I’m gonna go spec into it right now. Since they are so slow about age of conan gold fixing anything.


Related Topics:

III. General Rogue Feats

Filed under: 2, 4, 5, 6, 7, Uncategorized — Tags: , , , , — aocgoldigxz @ 4:22 pm

Tooltip: Reduces the reuse time of the Second Wind ability.

Keen Senses: 1 Rank, Passive.

- Second Wind restores 6% of your maximum stamina every second, for 10 seconds. The end result is 60% of your maximum stamina gained.

Overview: While the Waylayer and Sharpshooter feats enhance the playstyle and abilities that are exclusive to Rangers, the general Rogue feats are meant to make you more well-rounded. This tree offers both PvP and PvE abilities of all shapes and sizes. In addition, because the tree only contains 4 tiers, it’s easier to pick and choose what you want from it, making it a tree that any Ranger/Rogue should invest somewhat into. Because this tree also is given to Assassins and Barbarians, I’ll add commentary as to how this does or does not benefit us as Rangers.

Tier 2: Requires Level 15, 5 points in the General tree.

- Originally, the cooldown is 60 sec. and the duration is 10 sec. Each point invested decreases the cooldown by 6 sec. and increases the duration by 1 sec. At 5 points, the cooldown is 30 sec. and the duration is 15 sec.

Tooltip: The Rogue’s strikes are less likely to attract a foe in battle, making them less likely to break off from their current target and attack the Rogue.

Tooltip: The rogue instantly recovers stamina after being knocked back in melee.

- This feat reduces the cooldown time of Search in half, bumping it down to 15 sec.

Second Wind: 1 Rank, Active, 10m cooldown (Can be reduced age of conan gold to 5m with Endurance.), required for Endurance.

- Each point invested reduces the cooldown of Second Wind by 1m. With all points invested, Second Wind goes down to a 5m cooldown.

(This feat seems a little counter-productive to the Perfect Balance ability, but for just 1 point it could be somewhat useful, depending on the stamina gain.)

- The first point invested grants a -3% hate modifier. Additional points give a -2% hate modifier, resulting in a maximum of -7%.

Tooltip: Slightly increases the stealth rating of the team.

Swift Shadows: 3 Ranks, Passive, Required for Ambush and Concealment.

Subtlety: 3 Ranks, Passive, Required for Wiles.

- Each rank of this feat increases your elemental immunities by 1%, for a maximum of 5%. (Cold, Holy, Fire, Electrical, Unholy.)

Tier 3: Requires Level 20, 10 points in the General tree.

Perfect Balance: 5 Ranks, Active, 30-60 sec. cooldown.

- Each point invested grants a 5% movement bonus while stealthed. (? - Confirmation needed.)

(Seeing as Search is supposedly broken, not much of a purpose. However, if you do not take Sulfurous Burst in the Sharpshooter tree, this may prove useful once fixed for PvP players. After all, it’s only 1 point invested.)

(Straightforward ability. Perhaps more of a PvP focus, but potentially useful either way - Just consider the significant 5 point investment.)

(A pure PvE feat. If you’re familiar with group hate mechanics, you know how easily a Ranger can pull hate off the tank. Highly recommended for a group PvE player.)

Tooltip: Increases the Rogue’s physical resistance ratings.

(Absolutely recommended regardless of spec or playstyle. For just 1 point, you’re gaining a fantastic cooldown that can be used in clutch situations. It can provide a boost of stamina that stacks with potions when supplies are running dry for long fights, or can be popped while sprinting to give you significantly longer distance.)

- Each point invested increases your physical immunities by 1%, for a maximum of 5%. (Slashing, Piercing, Crushing, Poison)

Tooltip: Grants the rogue an ability which gives them a substantial chance to escape snares that slow movement and root effects that prevent movement.

- Each point invested increases the chance of escaping from these effects by 33%, maxing out at 99%.

- Bear in mind this applies to the Search ability, and not the Tracking ability.

Endurance: 5 Ranks, Passive, Requires 1 point in Second Wind.

Toughness: 5 Ranks, Passive.

(Depending on how often you find yourself needing Second Wind to be up, you may or may not see a reason to invest in this. However, a 5m cooldown on Second Wind is a very nice luxury.)

Acrobat: 3 Ranks, Passive, Required for Mountaineer.

Tooltip: Substantially reduces the reuse time of the Search ability.

Concealment: 2 Ranks, Active (Aura), Requires 3 points in Swift Shadows.

- Each point invested grants a +1% evade chance.

(Pretty nice feat regardless of playstyle. Of course, if you want Mountaineer, this will be a must to begin with.)

Tooltip: Increases the Rogue’s movement rate while they are using their Hide special ability.

(While frontline classes like Barbarian and Assassin will be using stealth more, Rangers still spend a good deal of time in stealth. The PvE and PvP applications are about equal.)

Natural Protection: 5 Ranks, Passive.

Tooltip: Grants a new special ability which gives the Rogue a short duration but substantial stamina boost. Takes a moderate amount of time to refresh.

Tooltip: Increases the Rogue’s elemental resistance ratings.

- After being the victim of a knockback effect, stamina is instantly gained. (? - I assume the gain is percentage based. Any confirmation on the amount?)

- The actual buff granted is +200 Knockback Immunity.

- This is an Aura style buff, meaning once activated party members within a fairly long range of you will receive the effects.

- (? - What is the type of stat gained, and how does it affect the party? Does it simply reduce the radius at which enemies initially aggro, or does it treat the party members as though they have stealth?)

Quick Recovery: 1 Rank, Passive.

(As with Natural Protection, a considerable investment, but decent returns regardless of your spec or playstyle. Again, more PvP oriented since your goal in group PvE is to not be the target of attacks.)

(This is a must to get further in the tree, so not much to comment on here. Regardless of a focus in PvE or PvP, you will experience knockback at some point. It’s a handy utility to have.)

- As the tooltip suggests, using this ability gives you a chance to purge yourself of any slowing or rooting debuffs.

Escape Artist: 3 Ranks, Active, 60 sec. cooldown, required for Agile Mind.

Tooltip: Increases the Rogue’s evasion rating.

(Though I’m not 80, my findings at 70 are that mobs very, very rarely use snares or roots. Therefore, this is going to serve best as a PvP ability.)

Tooltip: Grants the Rogue an ability which makes them age of conan gold immune to knockback in combat. Additional feat points increase the duration of the immunity and shortens the refresh time.

Tier 1: No Requirements.


Related Topics:

Barbarian *Bugs*Concerns*FAQ*Level*Skills*

Filed under: 2, 4, 5, 6, 7, Uncategorized — Tags: , , , , — aocgoldigxz @ 4:21 pm

Bugs:

Upgrade Concerns:

[1.]The damage scale between I & II is far greater then II to III. CoS III does not seem to be scaling properly.

Paralysis: Adds a short duration root effect to Clobber.

[2.] Missing the first strike makes all other strikes worthless. Intended?

Cool Downs: 10s, 10s, 15s, 18s, 18s, 20s, 20s, 20s, 20s, 20s

Swarm Fighter: Ability that taunts all minions in the area. Each time they hit you it triggers a heal.

Average CoS2 Dam excluding procs

Cool Down: 2m

Bugs:

No Escape: Throw weapon at target. Also has Damage + Stun + Bleed.

Bugs:

[1.] Rank1 gives 0.2% evade buff. Does not seem to be viable as a level 50 feat.

Stamina Costs: 115,184, 373, 497

Type: Active. Two-Handed.

Cool Down:

Cyclone of Steel: Multiple strike combo.

Cool Down: Passive.

Cool Down: 2m

Levels: 13, 20, 40, 64,

Bugs:

Levels: 5, 20, 44, 80

Cool Downs: 30s, 30s, 30s, 30s,

Viscious Strike This attack inflicts bleed damage and lowers threat.

[2.] Reduce the cooldown to 1 minute or less.

Insanity: Increases Fear resistance by a maximum of 35%

Stamina Costs: 39, 60

Bugs:

Upgrade Concerns:

Bugs:

Cool Down: 10s

Welcoming Death: Increases damage based on the number of foes in the area. Maximum of 10.

Upgrade Concerns:

Cool Down: Passive

Stamina Costs: 82, 152, 215, 311

Bugs:

Stamina Costs: 76, 123, 352

Level: 2

Test: Results based on 25 different tests of each CoS (2,3,4) on Vanir in Yrmish Territory last night

3.Possibly add a Snare or Root.

Upgrade Concerns:

Combo Decapitation: Instant damage attack. More ranks increase the DPS by 1% to a maximum of 5%.

Cool Down:

[1.] Even when the ability is shown as active on the UI it will no longer work / proc intermitently.

341 x 3 or 1023

Other Information: If you get interupted during the multiple hit sequence, you will deliver no damage. This is HIGH damage hit for Dual wield.

283 x 2 or 566 total dam

Levels: 15, 24, 56, 72

Stamina Costs: 34, 65, 83, 102, 120, 139, 149, 186, 199, 224

Bugs:

Bugs:

Cool Down: Passive

Stamina Costs: 227, 323, 412, 560

2.Stamina cost is not efficent with its maximum damage output.

CoS 4 Average

Thirst for Blood: Group buff that can trigger a damage bonus by attacking or getting attacked. The proc is stackable and will eventually boost Health and Stamina Regeneration.

[2.] If the first attack after finishing blow misses you can use a combo to get a bugged amount of damage.

[1.] Not updating the tooltip/description of Clobber and Stunning Fist to show the adjusted reuse time.

Upgrade Concerns:

Default

Cool Downs: 12s, 13s,

Stamina Costs: 30, 34, 48, 52, 65, 69

Type: Active. Two-Handed.

[3.] Extend the effect time.

Cool Downs: 45s, 45s, 50s, 55s

Bugs:

[1.] Passive.

Cunning Strike: A double attack that lowers threat.

Levels: 9, 15

Upgrade Concerns:

Cool Down: Passive.

Cool Down:

Cool Down: Passive.

Cool Downs: 60s, 60s, 65s, 65s

Cool Down:

Cool Downs: 30s, 30s, 35s, 35s

Bugs:

Upgrade Concerns:

Upgrade Concerns:

Cool Down: Passive.

Bugs:

Upgrade Concerns:

Upgrade Concerns:

Jagged Cut: A quick attack that causes bleed damage to the age of conan gold target over time.

Upgrade Concerns:

Cool Downs: 8s, 9s, 10s, 11s, 13s, 14s

Wreck Armor: Double weapon attack that decreases the targets defense rating.

Bugs:

Cool Down: 3 mins

Grisly Wounds: Increases Bleed damage over time of Jagged Cuts and Butcher to a maximum of 55%.

Bugs:

Upgrade Concerns:

Bugs:

Bugs:

Levels: 10, 20, 28, 36, 44, 52, 56, 68, 72, 80

Cool Down: Passive.

Unstable Mind: Removes Root, Stun, Snare effects and grants a short immunity.

Rampaging Horde: Increases damage based on number of Barbarians in your area. Maximum of 10.

Upgrade Concerns:

Bugs:

Shock and Awe: Reduces cool down on Stunning Punch and Clobber for a maximum of 9-13 seconds.

Bugs:

Cool Down:

1. Melee Range. (The weapon is not “thrown.”)

212 x 3 or 636 total dam

Bugs:

[2.] Intermit “Target is not a character.”

Upgrade Concerns:

Upgrade Concerns:

Bugs:

Levels: 5, 7, 11, 13, 17, 19

Bugs:

Cool Down: Passive.

Blood Rage: Gives a small boost to Two-Handed age of conan gold damage and also has a chance on hit to proc a small health regeneration.

Type: Active. Dual Wield.

Upgrade Concerns:

Bugs:

[1.] Damage does not seem inline with other feats of its nature. Intended?

1.Bleed damage is very low. Even with it’s damage feat mixed.

Bugs:

Cool Down: 15s

Levels: 7, 20, 28, 36, 40, 52, 60, 65, 76, 80

Bugs:

Cool Down: Passive.

Reverse Swing: Imbues Staggering blow with the ability to increase your damage on target. This is a Proc effect and only lasts a few seconds.

Upgrade Concerns:

Cool Down:

Cool Down:

Butcher: A series of attacks that cause instant damage and then a small amount of bleeding damage over time.

-or-

[1.] A more polished animation displaying the charge forward attack motion.

[1.] As of the 6/02 patch this feat is not working as intended. The patch did successfully take away the second attack, but it also greatly reduced the damage of the first one.

Hammer and Anvil: Increases the damage of Stunning Punch to a maximum of 30%.

Bugs:

Eyes of Madness: Ability that lowers threat.

Type: Active. Dual Wield.

Levels: 32, 48, 60, 80

*Feat Guide: Bugs & Upgrade Concerns*

Finishing Blow: Ability to Charge Knock Down opponents. Follow up attack does x2, x3, and x4 damage based on feat points.

Upgrade Concerns:

2. No thrown weapon effect.

Type: Active. Two-Handed.

Sweep: This attack will inflict damage on multiple targets in a frontal arch.

Type: Active

Type: Active

Bugs:

Upgrade Concerns:

Upgrade Concerns:

Level: 4

Levels: 15, 24, 76

Fearsome Agility: Has a chance on hit to proc an Evade buff for a short duration.

[1.]Does not break all Crowd Controls. It does not grant any immunity to being Crowd Controled after the ability has been used.

Upgrade Concerns:

Cool Down: Instant

Jagged Cuts IV was ticking at 88/tick (with all related feats)

Upgrade Concerns:

Upgrade Concerns:

Bugs:

Bugs:

Earthshatter: Cone stun effect.

Cool Down:

Upgrade Concerns:

Cool Downs: 60s, 60s, 60s, 60s

Stamina Cost: 22

Cool Downs: 60s, 60s, 60s

[1.]This does not scale properly with level. The level 80 jagged cuts does less damage then the previously earned one. The output damage based on stamina cost is not effective.

Upgrade Concerns:

Cool Downs: 10s, 10s, 15s, 15s, 18s, 20s, 20s, 20s, 20s, 20s

Rampage: Chance on being damaged to hit all enemies in area. Maximum 4m 100% damage.

Beserker

[1.] The weapon intermitently does not return at all without the player changing options or pressing X. (See FAQ for more information)

Stamina Cost: 20s

[1.] There is no snare effect.

Clobber: A single attack that delivers a Knock Back.

Levels: 17, 32, 48, 68

Upgrade Concerns:

Type: Active. Two-Handed.

Upgrade Concerns:

Stamina Costs: 22, 65, 83, 102, 111, 139, 165, 174, 211, 224,

Test: Jagged Cuts III was ticking at 125/tick (With all related feats)

Bugs:

Slam: Double attack that will knock back the enemy.

Bugs:

Atrocity: Increases the DPS of butcher to a maximum of 35%

Damage Increase: +12, +16, +30, +43

Bugs:

Staggering Punch: Upgrades Stunning Punch by adding a effect that reduces the targets movement speed.

Stunning Punch: Single attack that stuns the opponent for a few seconds.

[1.] This ability may sometimes do no damage and give no miss/parry chance. Since patch 6/02.

Arcane Marauder: Chance on spell hit to gain natural health regeneration and absorb mana from targets to a maximum of 5m.

Upgrade Concerns:

Bugs:

Other Information: Instant. This ability will become obselete in the level range of 7-10.

Upgrade Concerns:

Other Information: Instant. You will find it near impossible to knock back soldier classes in heavy or above armor.

Upgrade Concerns:

Combo-Scatter Foes: Wide cone effect knockback.

Cool Down:

Bugs:

Great Weapons Master: Said to add 10% damage. This Feat scales with level.

Upgrade Concerns:

Bugs:

Upgrade Concerns:

Bugs:

Bugs:

Upgrade Concerns:

Cool Down: Passive.

Cool Down: Passive.

[1.] Does weak damage compared to the description. Is this intended?

Type: Active. Dual Wield.

CoS 3 Average

Staggering Blow: A hard attack that will lower the targets evasion by a small amount.

Bugs:

Cool Down: Passive

Other Information: Instant.

Stamina Costs: 26, 44, 74, 116,

Savage Rage: Increases the damage done with melee attacks.

[3.] Knock back during the middle of the combat makes the first strikes useless. Intended?

[1.] Skill needs to be buffed significantly in power or casting/execution time reduced.

Type: Active. Two-Handed

Stamina Costs: 56, 163, 300, 560

Upgrade Concerns:

Upgrade Concerns:

Commatose: Increases stun duration of Stunning Punch.

Type: Active. Two-Handed.

[1.] After using this combo you become frozen for 3 seconds.

Type: Active. Dual Wield.

Upgrade Concerns:


Related Topics:

Apex - Deathwhisper PVP - 70+

Filed under: 2, 4, 5, 6, 7, Uncategorized — Tags: , , , , — aocgoldigxz @ 4:20 pm

Deathwhisper

60+ and not a guardian

if you fit this description aoc gold , goto apexguild.net/forum and apply.

We’re looking for:

18+ irl

We’re a hardcore group of aoc gold gamers coming from a variety of different games, including FFXI, WoW, Lineage, CS, COD4.

IntuitioN//Krakenclub

Hi.

We’re 5 days old, have nearly all of our T1 guild city complete, own a private 50 slot vent, apexguild.net, and have phpbb forums running with a website to follow shortly.

Apex Guild


Related Topics:

Skill Points

Filed under: 2, 4, 5, 6, 7, Uncategorized — Tags: , , , , — aocgoldigxz @ 4:19 pm

After that you are on your own. I usually keep around 100 points in hide and then another 100 or so points in various ares. I do this in case I need to reset them and put them into climbing to achieve a quest, or various other needs.

Two other areas that you will still want to heavily invest skill points into are bandaging and mana attractor. Bandaging will cut down your downtime immensely since we are not a healing class and often if you are pulling only a few mobs at a time, you should never have to rest. Mana attractor improves your regen rate. I personally never ever run out of mana unless it’s a aoc gold sustained fight in a group. Fatalities and maxing your points in the right area make it nearly impossible.

Casting Concentration

Heavily Fill:

Mana Renew

Max:

Bandaging

Mana Attractor

The two main components of your skill aoc gold points are mana renew and casting concentration. You can’t afford to be interrupted, that is our life and blood, so casting concentration should always be maxed. If anyone knows if you receive a positive benefit with overmaxing points (710/650) please post or PM me. The other point you want maxed is mana renew.


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