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New AA List for GoD Expansion....Follow

#1 Jan 07 2004 at 4:23 PM Rating: Good
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5,492 posts
Shamelessly taken from EQrangers.com

Quote:
9151 Improved Innate Run Speed
9152 This ability will slightly modify your base run speed. This modification does NOT stack with movement rate spell effects.
9153 Improved Innate Regen
9154 This ability raises your regeneration ability by 1 point per ability level.
9155 Improved Lung Capacity
9156 This ability increases the amount of air you have by 25 and 50 percent.
9157 Strikethrough
9158 This ability gives a chance to bypass your opponents special defenses such as dodge, block, parry, and riposte.
9159 Weapon Affinity
9160 Through years of practice, you develop a close bond with your weapons. This affinity allows you to gain enhanced performance from your weapons in the form of an increased rate at which it triggers effects.
9161 Secondary Forte
9162 This ability allows you to advance a second magical specialization past the specialization limit (50). After purchasing this ability, the next specialization to go over 50 becomes your secondary forte.
9163 Mastery of the Past
9164 Must spend 6 points in the General Abilities. o Description: This ability makes it impossible for you to fizzle a spell or miss a note. The first level affects all spells or songs up to level 54. The second level affects all spells or songs up to level 56. The third level affects all spells or songs up to level 58. You may train in this ability once each level, upon reaching levels 62, 63, and 64.
9165 Tune of Pursuance
9166 Each rank in this ability increases your tracking skill cap by 10.
9167 Improved Instrument Mastery
9168 This ability allows for improved use of all instrument types.
9169 Improved Singing Mastery
9170 This ability allows for specialization and improved use of your voice.
9171 Heightened Endurance
9172 This ability raises your natural endurance regeneration by 1 point per ability level.
9173 Icy Grasp
9174 Using this ability imbues your warder with an attack that can freeze an opponent to the ground.
9175 Feral Swipe
9176 This ability allows the beastlord to make a vicious kick attack against their foe.
9177 Warder's Fury
9178 This ability imbues your warder with the ability to land critical hits.
9179 Warder's Alacrity
9180 This ability imbues your warder with the ability to flurry attacks.
9181 Holy Blessing
9182 This ability allows the cleric to call upon the favor of their diety and receive an instant infusion of mana. Additional ranks increase the amount of mana that is granted.
9183 Touch of the Divine
9184 Sometimes when the most devout of worshippers passes on, they are returned to Norrath to continue their holy work. This ability provides you with a chance to be brought back to life when you die. Increased ranks improve that chance.
9185 Divine Avatar
9186 Divine Avatar
9187 Persistent Casting
9188 Through strict concentration, you gain the ability to channel your spells through stuns. Increased levels of this ability increase the chance to cast through a stun.
9189 Advance Tracking
9190 Each rank in this ability increases your tracking skill cap by 10.
9191 Critical Affliction
9192 This ability grants your damage over time spells the chance to have a critical effect each tick they are active.
9193 Requirements: Must spend %1 ability points.
9194 Coat of Thistles
9195 Doppelganger
9196 Through mastery of illusions, the enchanter is able to create a duplicate of himself to draw the attacks of enemies. Increases ranks improve the hit points of the doppelganger.
9197 Enhanced Forgetfulness
9198 This ability increases the chance for your memory blurs to be successful.
9199 Ancient Fury
9200 This ability imbues your pets with the ability to land critical hits.
9201 Mesmerization Mastery
9202 This ability gives you a chance for your mesmerization spells to last extra time. Increased ranks increase both the chance for this to occur and how long the spell lasts.
9203 Quick Mass Group Buff
9204 This ability decreases the reuse time on Mass Group Buff by 10% per rank.
9205 Aria of Companionship
9206 This ability allows your group songs to also affect the pets of group members.
9207 Shared Health
9208 When activated, this ability causes half of the damage you take to be transferred to your summoned pet. Additional ranks increase the maximum amount of damage that can be transferred per hit.
9209 Fury of Magic Mastery
9210 This ability further increases your chance to score a critical hit with your direct damage spells.
9211 Greater Elemental Form: Fire
9212 This ability will allow you to turn into a fire elemental, gaining many of the innate benefits of the form, as well as some of the penalties.
9213 Greater Elemental Form: Water
9214 This ability will allow you to turn into a water elemental, gaining many of the innate benefits of the form, as well as some of the penalties.
9215 Greater Elemental Form: Earth
9216 This ability will allow you to turn into an earth elemental, gaining many of the innate benefits of the form, as well as some of the penalties.
9217 Greater Elemental Form: Air
9218 This ability will allow you to turn into an air elemental, gaining many of the innate benefits of the form, as well as some of the penalties.
9219 Bestial Alignment
9220 Brings out the inherent beast in the beastlord greatly increasing their destructive power.
9221 Blinding Reverence
9222 This ability increases the chance that your bashes will stun the
9223 Kick Mastery
9224 Ranks in this ability increase the minimum damage of your flying kick.
9225 Call of the Ancients
9226 Use of this ability creates a stationary ward that increases the rate at which everyone around it gains endurance. Increased ranks improve the rate at which endurance is regenerated.
9227 E'ci's Icy Familiar
9228 This ability provides you with a familiar that strengthens the effects of your ice-based spells.
9229 Hastened Piety
9230 This ability decreases the reuse time for Hand of Piety by 4 minutes per level.
9231 Mug
9232 This ability provides you with an additional attack that also attempts to pick the pockets of the enemy at the same time.
9233 Sticky Fingers
9234 This ability increases the maximum level of enemies you can pickpocket up to your current level.
9235 Hasty Exit
9236 This ability decreases the amount of time required between uses of Escape by ten percent per rank. You may train in this ability once each level, upon reaching level 63.
9237 Cripple
9238 Cripple
9239 Hastened Strong Root
9240 Each rank in this ability decreases the reuse time of Strong Root by 10%.
9241 %1 is approximately %2 away from you.
9242 Stonewall
9243 Each rank in this ability gives you an increasing chance for spells to not break your feign death.
9244 You mug %1.
9245 Seized Opportunity
9246 Through experience, the skilled rogue can take advantage of openings in his opponent’s defense to land deadly strikes even from the front. Each rank in this ability increases the damage you do when landing a Chaotic Stab.
9247 Death's Fury
9248 This ability imbues your elementals with the ability to land critical hits.
9249 Destructive Force
9250 When activated, your attacks will strike every enemy around you. Additional ranks increase the duration of the effect.
9251 Elemental Alacrity
9252 This ability imbues your elementals with the ability to flurry attacks.
9253 Drunken Master
9254 Drunken Master
9255 Theft of Life
9256 This ability grants a chance that the healing effect on your lifetaps will provide an exceptional amount of healing.
9257 Elemental Fury
9258 This ability imbues your elementals with the ability to land critical hits.
9259 Consumption of the Soul
9260 The most advanced Shadow Knights can further enhance their Leech Curse ability. This ability adds 200 additional damage and healing to Leech Curse, per rank. You gain the ability to train an additional rank at levels 61, 63, and 65.
9261 Intense Hatred
9262 This ability intensifies the overall effect of damage shields that are cast on you. Additional ranks increase the effectiveness further.
9263 Enhanced Puretone
9264 Enhanced Puretone
9265 Advanced Fury of Magic Mastery
9266 This ability further increases your chance to score a critical hit with your direct damage spells.
9267 Exultant Bellowing
9268 Ranks in this ability increase the damage of your Boastful Bellow.
9269 Ro's Flaming Familiar
9270 This ability provides you with a familiar that strengthens the effects of your fire-based spells.
9271 Heightened Awareness
9272 This ability gives you the chance to block attacks that originate behind you. Additional ranks increase the effectiveness.
9273 Increased Bash Damage
9274 This ability increases the damage you do with your bashes.
9275 Internal Metronome
9276 Some bards possess an innate sense that allows them to keep the beat with mechanical precision. Ranks in this abililty decrease your chance to miss a note.
9277 Sturdiness
9278 Each rank of this ability increases your maximum hit points by 100.
9279 Druzzil's Mystical Familiar
9280 This ability provides you with a familiar that strengthens the effects of your magic-based spells.
9281 Nature's Boon
9282 Use of this ability creates a stationary ward that continually heals everyone around it. Increased ranks improve the healing capabilities of the ward.
9283 Radiant Cure
9284 This ability grants its wielder the ability to cure their party of many afflictions, poisons, curses, and harmful magics.
9285 Pet Affinity
9286 This ability allows your group spells to also affect the pets of group members.
9287 Exquisite Benediction
9288 Use of this ability creates a stationary ward that continually heals everyone around it. Increased ranks improve the healing capabilities of the ward.
9289 Purification
9290 A paladin is pure not just in mind, but in body as well. This ability allows the paladin to remove all harmful maladies from himself.
9291 Quickened Teleportation
9292 This ability reduces the casting time of your teleportation spells by 10, 25, and 50%. This does not affect evacuation and succor spells.
9293 Recovery
9294 This ability imbues your elementals with the ability to land critical hits.
9295 Shallow Grave
9296 This ability provides you with a fast casting feign death ability. This ability cannot be used immediately after using any other feign death effects.
9297 Quickened Curing
9298 This ability decreases the reuse time of Radiant Cure by 10% per rank.
9299 Suspend Minion
9300 This ability grants the summoner the ability to suspend and recall their existing pet at will, provided they remain in their current zone. The first rank suspends the pet with all of its current health only, while the second rank suspends the pet with all of its beneficial effects as well as its weapons and armor. You may cast a second pet while your first pet is Suspended. You may train the first rank upon reaching level 62 and the second rank upon reaching level 64.
9301 Quickening of Death
9302 This ability imbues your elementals with the ability to flurry attacks.
9303 Wolf Pack
9304 This ability calls a number of spirit companions into existence directed at a target. The companions attack the target without question until they are called back to their home plane 60 seconds later. The initial rank of this ability calls three companions. Additional ranks add one companion each. You may train the ranks of this ability at or after levels 61, 63, and 65.
9305 Rabid Companion
9306 Use of this ability imbues your pet with a rabid bite. Additional ranks increase the damage caused by this attack.
9307 Rapid Strikes
9308 This ability gives you the chance to perform up to two additional attacks with your primary hand upon a successful double attack. Additional ranks increase the chance of this happening.
9309 Shield Specialization
9310 Ranks in this ability increase your chance to block with your shield.
9311 Staccato of Convalescence
9312 Staccato of Convalescence
9313 Swarm of Decay
9314 This ability summons forth a swarm of skeleton archers to harry your foes.
9315 Trap Circumvention
9316 Each rank of this ability decreases the chance that you will set off a trap when opening a chest or other similar container.
9317 Virulent Venom
9318 Each rank in this ability increases the duration of your poison buffs.
9319 Ward of Destruction
9320 Use of this ability creates a stationary ward that damages every enemy within its range. Increased ranks improve the damage of the ward.
9321 Warlord's Tenacity
9322 This ability allows you to temporarily boost your hit points to get through tough situations. The exertion takes it toll, though. These hit points dissipate over the course of the next minute and leave you having less than you started with.
9323 Whirling Blades
9324 When activated, your attacks will strike every enemy around you. Additional ranks increase the duration of the effect.
9325 Packrat
9326 Packrat
9327 This ability intensifies the overall effect of damage shields that are cast on you. Additional ranks increase the effectiveness further.
9328 Staggering Shot
9329 Each rank in this ability increases the maximum level of NPC that is affected by your stunning kicks.
9330 Strong Kick
9331 Each rank in this ability increases the damage your do when kicking.
9332 Extended Shielding
9333 Each rank in this ability increases the range of your shielding ability.
9334 Explosive Arrows
9335 While activated, this ability consumes your mana to imbue your arrows with an explosive force. This ability does not work with the Trueshot discipline. You can deactivate this ability at any time.
9336 Frost Arrows
9337 While active, this ability channels your mana to imbue your arrows with a frosty impact that freezes the target for a short period. This ability does not work with the Trueshot discipline. You can deactivate this ability at any time.
9338 Lightning Arrows
9339 While activated, this ability consumes your mana to imbue your arrows with the power of lightning, intensifying the damage done by the arrow. This ability does not work with the Trueshot discipline. You can deactivate this ability at any time.
9340 Frenzied Devastation
9341 When activated, every direct damage spell you cast will have an increased chance to have a critical effect but will cost more mana. Additional levels increase both the chance for the spell to be critical and the duration of the effect.
#2 Jan 07 2004 at 5:38 PM Rating: Good
**
717 posts
Here's a list by class as posted on the Shaman's message boards. A few seem to be incorrect glancing at them (Packrat for DS seems iffy) but I'm sure we'll learn more in the next little while.

GENERAL (all classes)
Improved Innate Run Speed
This ability will slightly modify your base run speed. This modification does NOT stack with movement rate spell effects.
Improved Innate Regen
This ability raises your regeneration ability by 1 point per ability level.
Improved Lung Capacity
This ability increases the amount of air you have by 25 and 50 percent.
Packrat
This ability intensifies the overall effect of damage shields that are cast on you. Additional ranks increase the effectiveness further.

BARD
*Staccato of Convalescence ???
Aria of Companionship or Pet Affinity
This ability allows your group songs to also affect the pets of group members.
Improved Instrument Mastery
This ability allows for improved use of all instrument types.
Improved Singing Mastery
This ability allows for specialization and improved use of your voice.
Internal Metronome
Some bards possess an innate sense that allows them to keep the beat with mechanical precision. Ranks in this abililty decrease your chance to miss a note.
Tune of Pursuance
Each rank in this ability increases your tracking skill cap by 10.
Exultant Bellowing
Ranks in this ability increase the damage of your Boa****lBellow.


BEAST LORD
Bestial Alignment
Brings out the inherent beast in the beastlord greatly increasing their destructive power.
Feral Swipe Hotkeyable
This ability allows the beastlord to make a vicious kick attack against their foe.
Icy Grasp
Using this ability imbues your warder with an attack that can freeze an opponent to the ground.
Heightened Endurance
This ability raises your natural endurance regeneration by 1 point per ability level.
Mastery of the Past
This ability makes it impossible for you to fizzle a spell or miss a note. (up to level 58)
Persistent Casting
Through strict concentration, you gain the ability to channel your spells through stuns. Increased levels of this ability increase the chance to cast through a stun.
Pet Affinity
This ability allows your group spells to also affect the pets of group members.
Warder's Alacrity
This ability imbues your warder with the ability to flurry attacks.
Warder's Fury
This ability imbues your warder with the ability to land critical hits.

CLERIC
*Divine Avatar???
Exquisite Benediction Hotkeyable
Use of this ability creates a stationary ward that continually heals everyone around it. Increased ranks improve the healing capabilities of the ward.
Holy Blessing Hotkeyable
This ability allows the cleric to call upon the favor of their diety and receive an instant infusion of mana. Additional ranks increase the amount of mana that is granted.
Persistent Casting
Through strict concentration, you gain the ability to channel your spells through stuns. Increased levels of this ability increase the chance to cast through a stun.
Pet Affinity
This ability allows your group spells to also affect the pets of group members.
Quickened Curing
Secondary Forte
This ability allows you to advance a second magical specialization past the specialization limit (50). After purchasing this ability, the next specialization to go over 50 becomes your secondary forte.
Touch of the Divine Hotkeyable
Sometimes when the most devout of worshippers passes on, they are returned to Norrath to continue their holy work. This ability provides you with a chance to be brought back to life when you die. Increased ranks improve that chance.

DRUID
Advance Tracking
Each rank in this ability increases your tracking skill cap by 10.
Critical Affliction
This ability grants your damage over time spells the chance to have a critical effect each tick they are active.
Fury of Magic Mastery
This ability further increases your chance to score a critical hit with your direct damage spells.
Nature's Boon
Use of this ability creates a stationary ward that continually heals everyone around it. Increased ranks improve the healing capabilities of the ward.
Persistent Casting
Through strict concentration, you gain the ability to channel your spells through stuns. Increased levels of this ability increase the chance to cast through a stun.
Pet Affinity
This ability allows your group spells to also affect the pets of group members.
Quickened Curing
This ability decreases the reuse time of Radiant Cure by 10% per rank.
Quick Teleportation
This ability reduces the casting time of your teleportation spells by 10, 25, and 50%. This does not affect evacuation and succor spells.
Secondary Forte
This ability allows you to advance a second magical specialization past the specialization limit (50). After purchasing this ability, the next specialization to go over 50 becomes your secondary forte.

ENCHANTER
Critical Affliction
This ability grants your damage over time spells the chance to have a critical effect each tick they are active.
Doppelganger Hotkeyable
Through mastery of illusions, the enchanter is able to create a duplicate of himself to draw the attacks of enemies. Increases ranks improve the hit points of the doppelganger.
Enhanced Forgetfulness
This ability increases the chance for your memory blurs to besuccessful.
Mesmerization Mastery
This ability gives you a chance for your mesmerization spells to last extra time. Increased ranks increase both the chance for this to occur and how long the spell lasts.
Quick Mass Group Buff
This ability decreases the reuse time on Mass Group Buff by 10% per rank.
Persistent Casting
Through strict concentration, you gain the ability to channel your spells through stuns. Increased levels of this ability increase the chance to cast through a stun.
Pet Affinity
This ability allows your group spells to also affect the pets of group members.
Secondary Forte
This ability allows you to advance a second magical specialization past the specialization limit (50). After purchasing this ability, the next specialization to go over 50 becomes your secondary forte.


MAGICIAN
Elemental Alacrity
This ability imbues your elementals with the ability to flurry attacks.
Elemental fury
This ability imbues your elementals with the ability to land critical hits.
Fury of Magic Mastery
This ability further increases your chance to score a critical hit with your direct damage spells.
Greater Elemental Form: Air/Earth/Fire/Water MAG Hotkeyable
This ability will allow you to turn into XX elemental,gaining many of the innate benefits of the form, as well as some of the penalties.
Persistent Casting
Through strict concentration, you gain the ability to channel your spells through stuns. Increased levels of this ability increase the chance to cast through a stun.
Pet Affinity
This ability allows your group spells to also affect the pets of group members.
Secondary Forte
This ability allows you to advance a second magical specialization past the specialization limit (50). After purchasing this ability, the next specialization to go over 50 becomes your secondary forte.
Shared Health
When activated, this ability causes half of the damage you take to be transferred to your summoned pet. Additional ranks increase the maximum amount of damage that can be transferred per hit.


MONK
*Drunken Master???
Destructive Force
When activated, your attacks will strike every enemy around you. Additional ranks increase the duration of the effect.
Heightened Awareness
This ability gives you the chance to block attacks that originate behind you. Additional ranks increase the effectiveness.
Heightened Endurance
This ability raises your natural endurance regeneration by 1 point per ability level.
Kick Mastery
Rapid Strikes
This ability gives you the chance to perform up to two additional attacks with your primary hand upon a successful double attack. Additional ranks increase the chance of this happening.
Stonewall
Each rank in this ability gives you an increasing chance for spells to not break your feign death.
Strikethrough
This ability gives a chance to bypass your opponents special defenses such as dodge, block, parry, and riposte.
Weapon Affinity
Through years of practice, you develop a close bond with your weapons. This affinity allows you to gain enhanced performance from your weapons in the form of an increased rate at which it triggers effects.


NECROMANCER
*Quickening of Death???
*Recovery???
Deaths fury
This ability imbues your pet with the ability to land critical hits.
Critical Affliction
This ability grants your damage over time spells the chance to have a critical effect each tick they are active.
Fury of Magic Mastery
This ability further increases your chance to score a critical hit with your direct damage spells.
Persistent Casting
Through strict concentration, you gain the ability to channel your spells through stuns. Increased levels of this ability increase the chance to cast through a stun.
Secondary Forte
This ability allows you to advance a second magical specialization past the specialization limit (50). After purchasing this ability, the next specialization to go over 50 becomes your secondary forte.
Swarm of Decay Hotkeyable
This ability summons forth a swarm of skeleton archers to harry your foes.
Theft of Life
This ability grants a chance that the healing effect on your lifetaps will provide an exceptional amount of healing.

PALADIN
Heightened Endurance
This ability raises your natural endurance regeneration by 1 point per ability level.
Persistent Casting
Through strict concentration, you gain the ability to channel your spells through stuns. Increased levels of this ability increase the chance to cast through a stun.
Mastery of the Past
This ability makes it impossible for you to fizzle a spell or miss a note. (up to level 58)
Hastened Piety
This ability decreases the reuse time for Hand of Piety by 4 minutes per level.
Blinding Reverence (increased chance to stun on bashes)
Increased Bash Damage
This ability increases the damage you do with your bashes.
Radiant Cure
Purification
A paladin is pure not just in mind, but in body as well. This ability allows the paladin to remove all harmful maladies from himself.


RANGER
*Coat of Thistles ???
Heightened Endurance
This ability raises your natural endurance regeneration by 1 point per ability level.
Mastery of the Past
This ability makes it impossible for you to fizzle a spell or miss a note. (up to level 58)
Persistent Casting
Through strict concentration, you gain the ability to channel your spells through stuns. Increased levels of this ability increase the chance to cast through a stun.
Advance Tracking
Each rank in this ability increases your tracking skill cap by 10.
Explosive Arrows
While activated, this ability consumes your mana to imbue your arrows with an explosive force. This ability does not work with the Trueshot discipline. You can deactivate this ability at any time.
Frost Arrows
While active, this ability channels your mana to imbue your arrows with a frosty impact that freezes the target for a short period. This ability does not work with the Trueshot discipline. You can deactivate this ability at any time.
Lightning Arrows
While activated, this ability consumes your mana to imbue your arrows with the power of lightning, intensifying the damage done by the arrow. This ability does not work with the Trueshot discipline. You can deactivate this ability at any time.

ROGUE
Hasty Exit
This ability decreases the amount of time required between uses of Escape by ten percent per rank. You may train in this ability once each level, upon reaching level 63.
Heightened Endurance
This ability raises your natural endurance regeneration by 1 point per ability level.
Mug Hotkeyable
This ability provides you with an additional attack that also attempts to pick the pockets of the enemy at the same time.
Seized Opportunity
Through experience, the skilled rogue can take advantage of openings in his opponent’s defense to land deadly strikes even from the front. Each rank in this ability increases the damage you do when landing a Chaotic Stab.
Sticky Fingers
This ability increases the maximum level of enemies you can pickpocket up to your current level.
Trap Circumvention
Each rank of this ability decreases the chance that you will set off a trap when opening a chest or other similar container.
Virulent Venom
Each rank in this ability increases the duration of your poison buffs.
Weapon Affinity
Through years of practice, you develop a close bond with your weapons. This affinity allows you to gain enhanced performance from your weapons in the form of an increased rate at which it triggers effects.


SHADOW KNIGHT
*Death's Fury???
*Recovery???
Consumption of the Soul
The most advanced Shadow Knights can further enhance their Leech Curse ability. This ability adds 200 additional damage and healing to Leech Curse, per rank. You gain the ability to train an additional rank at levels 61, 63, and 65.
Critical Affliction
This ability grants your damage over time spells the chance to have a critical effect each tick they are active.
Heightened Endurance
This ability raises your natural endurance regeneration by 1 point per ability level.
Intense Hatred
This ability intensifies the overall effect of damage shields that are cast on you. Additional ranks increase the effectiveness further.
Mastery of the Past
This ability makes it impossible for you to fizzle a spell or miss a note. (up to level 58)
Persistent Casting
Through strict concentration, you gain the ability to channel your spells through stuns. Increased levels of this ability increase the chance to cast through a stun.
Suspend Minion

SHAMAN
Ancient fury
This ability imbues your pet with the ability to land critical hits.
Call of the Ancients
Use of this ability creates a stationary ward that increases therate at which everyone around it gains endurance. Increased ranks improve the rate at which endurance is regenerated.
Critical Affliction
This ability grants your damage over time spells the chance to have a critical effect each tick they are active.
Persistent Casting
Through strict concentration, you gain the ability to channel your spells through stuns. Increased levels of this ability increase the chance to cast through a stun.
Pet Affinity
This ability allows your group spells to also affect the pets of group members.
Rabid Companion
Use of this ability imbues your pet with a rabid bite. Additional ranks increase the damage caused by this attack.
Secondary Forte
This ability allows you to advance a second magical specialization past the specialization limit (50). After purchasing this ability, the next specialization to go over 50 becomes your secondary forte.
Wolf Pack Hotkeyable
This ability calls a number of spirit companions into existencedirected at a target. The companions attack the target without question until they are called back to their home plane 60 seconds later. The initial rank of this ability calls three companions. Additional ranks add one companion each. You may train the ranks of this ability at or after levels 61, 63, and 65.


WARRIOR
Extended Shielding
Each rank in this ability increases the range of your shielding ability.
Heightened Endurance
This ability raises your natural endurance regeneration by 1 point per ability level.
Shield Specialization
Ranks in this ability increase your chance to block with your shield.
Staggering Shot (increase stun level cap on kicks)
Strong Kick (increased kick damage)
Sturdiness
Each rank of this ability increases your maximum hit points by 100.
Warlord's Tenacity
This ability allows you to temporarily boost your hit points to get through tough situations. The exertion takes it toll, though. These hit points dissipate over the course of the next minute andleave you having less than you started with.
Weapon Affinity
Through years of practice, you develop a close bond with your weapons. This affinity allows you to gain enhanced performance from your weapons in the form of an increased rate at which it triggers effects.

WIZARD
Druzzil's Mystical Familiar
This ability provides you with a familiar that strengthens the effects of your magic-based spells.
E'ci's Icy Familiar
This ability provides you with a familiar that strengthens the effects of your ice-based spells.
Ro's Flaming Familiar
This ability provides you with a familiar that strengthens the effects of your fire-based spells.
Frenzied Devastation
When activated, every direct damage spell you cast will have an increased chance to have a critical effect but will cost more mana. Additional levels increase both the chance for the spell to be critical and the duration of the effect.
Hastened Strong Root
Each rank in this ability decreases the reuse time of Strong Root by 10%.
Quick Teleportation
This ability reduces the casting time of your teleportation spells by 10, 25, and 50%. This does not affect evacuation and succor spells.
Ward of Destruction
Use of this ability creates a stationary ward that damages every enemy within its range. Increased ranks improve the damage of the ward.
Secondary Forte
This ability allows you to advance a second magical specialization past the specialization limit (50). After purchasing this ability, the next specialization to go over 50 becomes your secondary forte.
Advanced Fury of Magic Mastery
This ability further increases your chance to score a critical hit with your direct damage spells.
Persistent Casting
Through strict concentration, you gain the ability to channel your spells through stuns. Increased levels of this ability increase the chance to cast through a stun.

#3 Jan 08 2004 at 9:43 AM Rating: Decent
**
421 posts
I like what I see as a chanter anyway.
#4 Jan 08 2004 at 5:50 PM Rating: Default
Oh whoop more AA abilities that are useless for the Mage way to join all the other so usefull ones way to go Sony.

YAWN

#5 Jan 08 2004 at 6:16 PM Rating: Good
***
1,817 posts
so are they just making it that much easier for us too kill stuff or should we expect mobs to get tougher as a result?
#6 Jan 08 2004 at 6:22 PM Rating: Decent
IMHO, necros should also get Pet Affinity AA, applied to HP tap to group (Zevfeer's), STR/STA tap to group (Degeneration) and AC tap to group (Crippling Claud). If have often wished that group buffs applied to pets, as a necro.
#7 Jan 08 2004 at 6:28 PM Rating: Good
Ministry of Silly Cnuts
*****
19,524 posts
Well at risk of being parochial as a Druid Smiley: wink, the following really appeal!:
  • Nature's Boon - Use of this ability creates a stationary ward that continually heals everyone around it. Increased ranks improve the healing capabilities of the ward.
  • Pet Affinity - This ability allows your group spells to also affect the pets of group members.
  • Secondary Forte - This ability allows you to advance a second magical specialization past the specialization limit (50). After purchasing this ability, the next specialization to go over 50 becomes your secondary forte.

  • Having spent plenty of time at LDoN gathering points hugging trees for hours of boredom while 6,000 Clerics and Shammies get picked before me Smiley: cry, Now I might be really attractive after all! Smiley: yippee

    Ahh, but wait! Clerics and Shammies Shammies are AA Twinked too. Smiley: rolleyes


    Joking aside, these look like Uber AA abilities that will certainly be fun to use. The question is, will they undermine class abilities? I honestly don't know but will be interested to see Smiley: cool
    ____________________________
    "I started out with nothin' and I still got most of it left" - Seasick Steve
    #8 Jan 08 2004 at 10:40 PM Rating: Decent
    I am underwhelmed. If you want to know why, then read on. It appears that SOE wants people to buy the expansion and spend time getting the new aa's without actually increasing the effectiveness of any of the affected classes. I can only speak from the standpoint of an enchanter, but I am COMPLETELY dissapointed in this list.

    Critical Mez. As an enchanter, do I really want critical mezzes? Cripes, my problem is NEVER how long a mez lasts, and always the resist rate on some mobs. Wow... sometimes... SOMETIMES... our mezzes will last longer. How about an unresistable mez every 5 minutes or something like that. Or decrease resist rate. Or decrease mana. Or consistently increase duration. Or consistently decrease mana. I think that anything else they could have done for mezzes would have been more useful than this trash AA skill. Useless.

    Ooooh... I can crit on my dots now... which may be useful if I had used a dot in the past 3 months. All of our dots are slow damaging, and thus not effective for an xp group. Our dots aren't strong enough to make a difference in a raid situation, either. Useless.

    Pet Affinity. We always group buff before we enter the zones or before pets are created. Also, the only buff I ever cast on a pet is to SoV my animations, and this usually happens as a single cast because group buffs came earlier. I certainly hope that charmed pets won't get the MR enhancement when I cast GoD. Useless.

    Enhanced memblur. If we get a message to tell us when the mob is blurred, then it will be useful. Otherwise, I'll end up casting it 6 times just to be sure anyways. You can never take chances when you are trying to memblur the mob. Useless, unless accompanied by success/failure messages.

    Doppleganger. I hope this is useful, but it will depend on how it is implemented. Questionable.

    Quick MGB. Unless you are sitting in PoK buffing every hour as it pops, this would rarely if ever see any use from me. I MGB at the beginning of a raid and after wipes. If by some chance the raid wiped in the window that the hastened MGB popped and no other enchanters had their MGB up, this could be useful. I don't think we've every had to wait on a raid for someone's MGB to pop, though. Useless.

    Persistent Casting. Hmm... may be useful. Nice to see an ability that might actually come in handy. Not exciting, but handy.

    Secondary Forte. Handy for reducing mana. Not exciting, but handy.

    Innate run speed improvement... if this goes faster than sow, I may purchase the expansion. We'll see. This may be the only compelling thing I can think of to purchace the expansion. This is only because I need to get back to the group after dying as quickly as possible during LDoN adventures.

    Sinaerre
    65 Chanter
    The Rathe
    #9 Jan 09 2004 at 12:15 AM Rating: Decent
    *
    75 posts
    Quote:
    Explosive Arrows
    While activated, this ability consumes your mana to imbue your arrows with an explosive force. This ability does not work with the Trueshot discipline. You can deactivate this ability at any time.
    Frost Arrows
    While active, this ability channels your mana to imbue your arrows with a frosty impact that freezes the target for a short period. This ability does not work with the Trueshot discipline. You can deactivate this ability at any time.
    Lightning Arrows
    While activated, this ability consumes your mana to imbue your arrows with the power of lightning, intensifying the damage done by the arrow. This ability does not work with the Trueshot discipline. You can deactivate this ability at any time.



    OMG I AM GOING TO BE OOM FOR EVER!!!!

    Quote:
    Shamelessly taken from EQrangers.com


    HEY!!!! RANGER ROCK! THE ONES WHO KNOW WHAT THE HELL THEY ARE DOING ANY WAYS.

    Bettah recongnize!

    Quote:
    Mastery of the Past
    This ability makes it impossible for you to fizzle a spell or miss a note. (up to level 58)


    OMG, could they make this game any easier!! At least its an AA point that you have to earn... Bah i guess its not that bad, now i will be able to cast invis with out fizzleing 10000 times.
    <== maxxed at all casting skills.

    Quote:
    Pet Affinity
    This ability allows your group spells to also affect the pets of group members.


    ABOUT DAM TIME. Jebarn deserves some buff lovin to! =P And having to cast individual buffs on the pets was a pain. Even shaman group buffs and stuff. This AA will save alot of peridots for the clerics =)

    Quote:
    Advance Tracking (ranger version)
    Each rank in this ability increases your tracking skill cap by 10.


    Woot woot!!! Now i will be able to track in velious zones!!! hehe

    Quote:
    DRUID/BARDBARD
    Advance Tracking


    ROFLMAO!!!!!!!!!!!!!!!!!!!!!!!!!!!! HAHA it hurts make it stop..

    Quote:
    Heightened Endurance
    This ability raises your natural endurance regeneration by 1 point per ability level.


    So this is what they ment by "in game viagra!" =D

    Quote:
    Quick Teleportation
    This ability reduces the casting time of your teleportation spells by 10, 25, and 50%. This does not affect evacuation and succor spells.


    WOW.... What a waste. I know wizards get the AA for faster evac, but still i think this should apply to Evacs also. Whats next Ranger Gate? improoved mana burn? but that would get nerfed to i guess making so you can nuke for 10,000 instead of 8,000 and they proboly will put a biger time laps inbetween mana burns.. Its a shame wizards got nerfed. Although i did see a level 63 wizard nuke for about 4.8k damage the other day. When i asked him how the hell he could nuke that much he told me "well when you have every possible AA ablitiy that could possibly help nuking exept mana burn for obvious reasons, and some uber damage bracers, you tend to blow **** up alot better." lol crazy stuffs

    And that brings me to this new AA for wizards witch i am very happy about becase they deserve it.

    Quote:
    Advanced Fury of Magic Mastery
    This ability further increases your chance to score a critical hit with your direct damage spells.
    Persistent Casting


    I mean if a ranger can shoot a arrow for 5000+ shouldn't a wizard be able to hit a little harder than that? Good job SoE

    Quote:
    Warder's Alacrity
    This ability imbues your warder with the ability to flurry attacks.
    Warder's Fury
    This ability imbues your warder with the ability to land critical hits.


    hmmm i could of swore that they had this before... But the definatly deserve it. Good job SoE.

    Quote:
    GENERAL (all classes)
    Improved Innate Run Speed
    This ability will slightly modify your base run speed. This modification does NOT stack with movement rate spell effects.


    LMAO, I hope it's not to fast because in some dungons i have trouble moving on the icey surfaces because even walking is faster and its hard to controll it when you go to fast. I tried ducking but got nothing. Do you think it will be as fast as Sow? or SoE? (same speed right?)

    Quote:
    Quick Mass Group Buff
    This ability decreases the reuse time on Mass Group Buff by 10% per rank.


    This will be nice! Cool AA point!

    Quote:

    Exquisite Benediction Hotkeyable
    Use of this ability creates a stationary ward that continually heals everyone around it. Increased ranks improve the healing capabilities of the ward.


    Sweet! Now if this AA points is working and i hear any shaman say LOM i will smack him and tell him to delete his character =P


    [quote]Shared Health
    When activated, this ability causes half of the damage you take to be transferred to your summoned pet. Additional ranks increase the maximum amount of damage that can be transferred per hit. [/quote]

    If only wizards cool do that to their annoying but cool looking familiars =P

    Lol i just notice that there is no Advanced Back Stab... but there is one called sticky fingers which helps Pick poket. So does this mean rogues will be able to steal the CoF off naggy. Or steal the pants right of VS? =P or Traks BP. How would you pick poket a BP any way. Unless they ware their armor through a super big body pocket thing... LOL

    [quote]Warlord's Tenacity
    This ability allows you to temporarily boost your hit points to get through tough situations. The exertion takes it toll, though. These hit points dissipate over the course of the next minute andleave you having less than you started with[/quote]

    Very cool so now when a cleric fizzles on the Cheal Rotation on the next arindar raid the MA will be able to survive the extra few seconds, although the ending of this abblitiy might cause a bit of trouble =P. And where is the ranger version of this? =P

    OMG I am sorry, this is a dam long post =P I guess i will cut if off here.

    I also thing they should make an AA for clerics that decreases CHeal casting time by 1second (first point),2sec second point, 2 third point. But they would have to have already pointed all their improved healing AA's.

    I think that most of the New AA's are going to keep alot of people interested in playing EQ. Now all they need to do is figure out a way to make another UBER guild expantion like Planes of Power, and make the mobs stronger and more challenging for the high end guilds, not that i care about the high end guild or anything.. OMG HERE I GO AGAIN I AM DONE!!~~~~~~~~~~
    #10 Jan 09 2004 at 12:27 AM Rating: Good
    Liberal Conspiracy
    *******
    TILT
    Quote:
    OMG, could they make this game any easier!! At least its an AA point that you have to earn... Bah i guess its not that bad, now i will be able to cast invis with out fizzleing 10000 times.
    Priests, casters and bards already get Mastery AA's that do the same thing, they just cap lower. Maybe hybrids get 'em too, I never checked. Anyway, it's nothing new.

    Quote:
    but there is one called sticky fingers which helps Pick poket. So does this mean rogues will be able to steal the CoF off naggy. Or steal the pants right of VS? =P or Traks BP
    Rogues can't pickpocket magical items regardless of the target's level. So no breastplates off Trakanon and no lightstones off wisps.
    ____________________________
    Belkira wrote:
    Wow. Regular ol' Joph fan club in here.
    #11 Jan 09 2004 at 12:37 AM Rating: Decent
    *
    75 posts
    Quote:
    Rogues can't pickpocket magical items regardless of the target's level. So no breastplates off Trakanon and no lightstones off wisps.


    Does that count for no drop items? I was with a rogue in MM doing a adventure and he was main looting. He was stealing the collect item we were after before the mob even dead. It was kinda crazy.. =P i would watch our amount needed go up while i was watching him melee. Thats why i wondered. lol i still think that rogues are the best in rathe mountains =P they just steal everything and wait for them to respawn =P. really makes the Droods really mad hehe so its not so horrible.
    #12 Jan 09 2004 at 12:48 AM Rating: Excellent
    Liberal Conspiracy
    *******
    TILT
    I have yet to pickpocket a collection item. Coin, gems, research bits and Mistmoore grave dust, but never Darkened Blood Vial or Red Grave Dust or Vampire ******** Clipping or whatever in the hell they make you collect in those damn MMC adventures I get forced into. But I digress.
    ____________________________
    Belkira wrote:
    Wow. Regular ol' Joph fan club in here.
    #13 Jan 09 2004 at 3:01 PM Rating: Decent
    **
    421 posts
    I disagree with Hammerjk on several points

    Quote:
    Critical Mez. As an enchanter, do I really want critical mezzes? Cripes, my problem is NEVER how long a mez lasts, and always the resist rate on some mobs. Wow... sometimes... SOMETIMES... our mezzes will last longer. How about an unresistable mez every 5 minutes or something like that. Or decrease resist rate. Or decrease mana. Or consistently increase duration. Or consistently decrease mana. I think that anything else they could have done for mezzes would have been more useful than this trash AA skill. Useless.


    Agree that being a fixed time is very nice on Mezz. How ever I read that the higher rank the more often this will occur. IF it gets to 100% then will be a VERY big deal. If not, then only useful when LoM or got 5+ mezzed and you may need a tad extra time when refreshing, but since you can't count on it you will refreash ealry as we do now.

    Quote:
    Ooooh... I can crit on my dots now... which may be useful if I had used a dot in the past 3 months. All of our dots are slow damaging, and thus not effective for an xp group. Our dots aren't strong enough to make a difference in a raid situation, either. Useless.


    I use my DoT's frequently. Will be nice to get extra damage in but not by any means a critical skill

    Quote:
    Pet Affinity. We always group buff before we enter the zones or before pets are created. Also, the only buff I ever cast on a pet is to SoV my animations, and this usually happens as a single cast because group buffs came earlier. I certainly hope that charmed pets won't get the MR enhancement when I cast GoD. Useless.


    I LOVE THIS! My typical group is Me, a Shammy, a Necro, a Mage, a warrior, and a Cleric. Currently I us VQ (group haste) as it adds AC to all and haste to Tank. This will mean I do not have to ALSO SoV 4 pets too. 8-12 hour sessions this will be invaluable. On raids? not so much but for exp groups sure.

    Quote:
    Enhanced memblur. If we get a message to tell us when the mob is blurred, then it will be useful. Otherwise, I'll end up casting it 6 times just to be sure anyways. You can never take chances when you are trying to memblur the mob. Useless, unless accompanied by success/failure messages.


    Only things I ever memblur are Escort NPCs that aggro. As they are non-kos when blur'd a quick con will easily tell me if it worked or if they stop attacking Bob the AoEer.

    Quote:
    Doppleganger. I hope this is useful, but it will depend on how it is implemented. Questionable.


    Agree, but I guess I see the glass as half full. This to me looks sweet, but will depend on how it is implemented, how long it lasts, how often you can use, if you can use while you have a pet.

    Quote:
    Quick MGB. Unless you are sitting in PoK buffing every hour as it pops, this would rarely if ever see any use from me. I MGB at the beginning of a raid and after wipes. If by some chance the raid wiped in the window that the hastened MGB popped and no other enchanters had their MGB up, this could be useful. I don't think we've every had to wait on a raid for someone's MGB to pop, though. Useless.


    I killed AD in PoV other night for the 1st time, Our guild had 2 level 65 chanters the other guild had 1 63 chanter. I have 43 aaxp and no MGB, our other chanter has 20 or so and has no MGB. We groupe buffed with VoQ and VQ 12 groups, the 63 chanter did 12 GoD's... we wiped due to aggro issues on the Goloms. Rebuffed and tried again, we RE did 12 groups... the other classes had used up thier MGB's and they had to do it the same way I did. This would have helped us alot. (MGB next on my list to do now lol)

    Quote:
    Persistent Casting. Hmm... may be useful. Nice to see an ability that might actually come in handy. Not exciting, but handy.


    I don't get stuned enough for this to really be an issue for me. Agree on this one.

    Quote:
    Secondary Forte. Handy for reducing mana. Not exciting, but handy.


    At level 55 I changed from Conj Spec to Alt Spec since Dazzle was SO easy to use and had low mana/duration ratio. Since I got apothy and sleep this has reversed its self and I switched back to Conjuration at level 63. I look forward to this one very much.

    Quote:
    Innate run speed improvement... if this goes faster than sow, I may purchase the expansion. We'll see. This may be the only compelling thing I can think of to purchace the expansion. This is only because I need to get back to the group after dying as quickly as possible during LDoN adventures.


    Run 3 has been the single best aaxp I have purchased so far. any thing that will let me run even faster is tops on my list... other than MGB =D
    #14 Jan 09 2004 at 8:20 PM Rating: Good
    I agree that MGB is a sweet aa, but hastened MGB seems a bit worthless. MGB is very situational, and if people have it, it gets used, but I've never seen a situation where we had to wait for someone's MGB to pop.

    As for casting through stuns, I would love for that to happen. I have all the aa's to decrease interrupts, but I pull almost exclusively in ldon, and it sucks for three mobs to get there and stun you the millisecond before you get one mezzed. I can't tank 3 mobs for very long =P.

    I TOTALLY agree on the improved run speed thing. It seems pretty pathetic that on the entire list, that improved run speed is the thing I'm most excited about.

    How about another spell gem, or an aa that lets you meditate while standing. If you can meditate while sittin perched on a giant lizard, I don't think standing should be too difficult.

    How about an aa that gives a visual indication when a mob is 10 seconds from waking.

    How about an aa that mitigates rez effects. There are a thousand great ideas here.

    An aa mana drain spell would be sweet.

    An aa memblur?

    Oooh... here's a good one... How about an aa that makes target nearest NPC actually work correctly.

    And... DRUM ROLL PLEASE... here's my point --- With all of the next generation MMORPGs right on the horizon, Sony should be trying a little harder get the world excited about yet another expansion. There is nothing compelling, so far, about what I've seen in the list. They could get the community excited so easily by just fixing stuff people have been asking for and labeling it as a feature.

    I am a huge fan of EQ, and LDON/POP were great for the game, IMHO. If either expansion sucked, I would not be playing EQ right now. LDON and POP were GREAT, and so I continue to play. There were NO new aa's in LDON, so there is hope for GOD to be a sweet expansion dispite the anemic aa's. For me, if this expansion rocks, I'll keep playing EQ, but if it doesn't, it will be a good reason to quit.
    #15 Jan 10 2004 at 4:37 PM Rating: Excellent
    ***
    2,514 posts
    How the hell did I miss this?

    Those Rogue AA's are just facking awful.

    Why the hell would 60+ rogues be ***** to pickpocket mobs. I already have my epic, and care less about words and more runes_of_patheticness_9874664. What a load of crap.

    Poison making?? The % of rogues who actually uses poisons and would benefit from these AA's is probably under the 10%. Thank you SoE. I will make myself 100.000 Spirits of Sloth. Yay.

    The weapon affinity AA will only make my Wicked Shank even more useless than it already is for rogues with Escape.

    "Mug Hotkeyable
    This ability provides you with an additional attack that also attempts to pick the pockets of the enemy at the same time."
    * rolleyes *

    I honestly hope the Seized Opportunity AA will be good, because this is (like I was told by other rogues already) very, very very saddening. Get me a bloody solid DPS increase, goddammit.

    Bah.
    #16 Jan 11 2004 at 7:27 PM Rating: Excellent
    Official Shrubbery Waterer
    *****
    14,659 posts
    I appologize for this post in advance. I know that this in no way advances the discussion, and that it is probably a complete waste of time for anybody reading this post. I will most likely get rated down to 0 as a result, but I have to say it:


    !!!Exploding Arrows!!!


    Again, sorry about that, but I couldn't contain my excitement. Never again will I have mana while bow kiting =P
    ____________________________
    Jophiel wrote:
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    #17 Jan 11 2004 at 8:01 PM Rating: Decent
    ***
    1,907 posts
    3 cheers for better standing mana regen AA's. Smiley: clap

    3 cheers for AA's lessening rez effects. Smiley: flowers

    3 cheers for AA's for the 10 second warning on waking. Smiley: yippee

    3 cheers for the rest, if you can think up good AA's, why can't soe?

    good post hammerjk
    #18 Jan 11 2004 at 8:05 PM Rating: Excellent
    **
    261 posts
    Some quick comments.

    Drunken Master:
    Wow, this is going to be fun. I hope it has an interesting animation before launching into an unbeatable 20 hit combo launching the mob into yesterday. Would be so worth the ton of AA's to get it.

    Wizard Damage:
    More dd power, with what, like three new aa's affecting crits in this expansion wizards can now crit up to 8000 and do it on 30 percent of casts, so nice.

    Monks:
    Although mine is retired, I was a little bit panged to see them not getting anything affecting affecting FD besides Stonewall which should be innate and 100% anyway.


    On a lighter note, I was also a bit dissappointed that Shadowknights were not given Improved Spell Casting Subtlety. =P

    Edited, Tue Jan 13 16:24:16 2004 by PsyoofXev
    #19 Jan 12 2004 at 3:19 AM Rating: Good
    ***
    1,087 posts
    I seem some very nice AAs there.

    I don't think they'll make the existing mobs tougher.
    #20 Jan 13 2004 at 2:15 PM Rating: Default
    How about what warriors have been asking for?


    AA's to up the stamina caps like the int/wis casters have for int/wis

    AA's to up the taunt cap

    AA's to add to WARRIOR ONLY OMG bonus dmg on weps

    An apology for taking our disciplines away with no warning!


    And for clerics....a FIZZLEGODDARNPROOF AA....I've had the one they have forever, and still fizzle all the time



    ____________________________
    Toucan Tanksem
    of Vallon Zek, Sebilis, Venril Sathir, Antonius Bayle, and now Toukan of Povar
    #21 Jan 13 2004 at 2:34 PM Rating: Good
    Goal -
    Rogues need more DPS?!? :)
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