Rampart and Shield Mastery pretty much negate the benefits of Healing/Divine and Spell interrupt merits
Rampart and Shield Mastery pretty much negate the benefits of Healing/Divine and Spell interrupt merits
Well, I'm 4 Crit 4 Enm as is.
Doing the Enh to 8 actually, since it should help Stoneskin (and uh... protect maybe? I dunno) and whatnot.
I guess I can put them on the back burner, probably toss a couple into healing now and then just to cut down on oh shit moments.
99% sure Enhancing Magic doesn't modify Protect's DEF bonus
In practice, capped healing skill will never stop an interrupt from happening on paladin, even on something 5 levels under you. Not to mention that healing skill does jack shit in terms of actual numbers on everything but healing breeze... Go for the enhancing merits since Phalanx is a tangible benefit if you insist on doing something with those merits, but you're going to want to kill yourself trying to get it capped on Paladin unless you find a secluded spot to bot the skillups with a recursive script.
Enhancing skillups come a lot faster if you're casting on an NPC.
I recently took RDM to 75, and I've acquired both Duelist's Tabard and Goliard Saio. I'm wondering for which situations I should use one or the other.
Well, Divine *might* make your Flash last longer.
I was curious about the accuracy of Divine too...
Guess it could be funny for MBing Holy as well... I love the Holy spell animation, like a big hammer of light.
Well, Haste doesn't improve your cast speed. Whether 4% Haste or 5% Fast Cast will improve your recast timers more depends on how much other Haste/Fast Cast you have, but Tabard will probably still win. Use Goliard for Convert, -Enmity and melee, use Tabard for cast speed and recast times.
Duelist when you start casting, goliard when you finish?
I'mma post this here before a full thread, ala AV talk. So I guess my "question" is: does this deserve a whole thread?
My musings stem from seeing a guy with the /seacom: Dynamis-Jeuno, SAM 75 SCH 35
My mind jumped to "They put salvage pieces in dynamis?!" Then my brain caught up and realized he probably meant something on the lines of a freelot drop. Then I imagined how awesome it would be to go somewhere and possibly get upgrade items for salvage or AF2
So what if there was a new event/system introduced to the game that was high risk/high reward? Not just high reward, but repeats of high rewards. Einherjar is a good model. Old content rewards in a new content fashion. The only problem is the relatively low reward payout of only 4 abjurations + 1 new item at best every 2 weeks.
I'm thinking a more all-encompassing system. Where it might be AF on one mob, an ABC the next, a rare salvage 35, abjurations, hell why not even some NM pop items for even big stuff, like sky or sea triggers?
But make it as random as possible, have mobs with TP moves that switch to high eva or high defense. This could make BRDs and COR work on a counter-song basis. Make mobs change their magic resistance in obvious ways, maybe even an obvious flux-every-5-seconds, so BLMs and SCHs have to go with low tier-high speed nukes or good timing. Make situations where you need to stack some random stat, something like an NM won't take damage without INT over x number, or something like that. Make it achievable, like say 65 or 70.
Make the event itself be about as random as MMM and Nyzul, maybe possible to be as epic as any HNM fight?
The point of all this randomness is to actually combine skill into gameplay again. Create volitile situations that can be adjusted to only by people that are on the ball. For the rest it's a crap shoot. You might be able to stack yourself for TP burning, and get 400 Colibri. Also I'm trying to think of a way for an alliance or even a dynamis-sized groups to be able to do things that are meant for smaller groups. Perhaps separate paths that requires groups to split up for switches, sorta like eldieme necropolis.
And again, drops from all over the world, so zones and enemies from all over the world. Aht Urghan, sky, sea, everywhere in this area. The legit explanation for all this coming together? The Walk of Echos, the nebulous area of the past. It would be the most plausible way to do it, an area ripping into time and space so it can touch anywhere, pull from anywhere, and it would give WotG a legit end-game event that wouldn't really step on the toes of other events. I'm not sure about a timer though, both in how long, 30 min to an hour? And how long until you can run again? Maybe something like Assault tags and Campaign Ops. Make it a cross-country Campaign Ops? Beastmen own less than x number, ops becomes open?
new endgame system, old rewards, big mix, big risk, you guys think it's worth even talking about more?
5stp merits, brutal/rajas/usu feet, do i need to WS in usu feet too to keep 6hit with hagun?
I couldn't do the exact math but I'd say you'd have to WS in Hachi Sune-ate maybe.
any way to lower/mute the pol and FF menu ? cause using headphone for vent, it's pretty nasty on ears when you logout to mule![]()