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CotF New AA linesFollow

#1 Oct 11 2013 at 6:00 PM Rating: Excellent
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Bulwark of the Brownies - Rng - This ability places a magical shield around you for a short period of time. Should your health drop below 50%, this magical shield will block all incoming melee attacks for 2 ticks, with a chance to proc Jolt. NOTE: This is a guardian spirit buff. Only one of these buffs may be upon you at any time.
Ferocious Kick - Rng - This ability strikes your enemy with a vicious kick, and has a chance to proc Fury of the Forest, increasing your other melee attacks by a small amount. Each rank increases the damage inflicted, and the chance to proc.
Hastened Shield of Reverence - Clr - This passive ability reduces the time required between uses of your Shield of Reverence ability by 60 seconds per rank.
Glorious Reflection - Pal - This passive ability increases the power of your spells which heal through your enemy to a fellow ally. Each rank slightly increases the healing power.
Identify - All - Gives you an alternate version of the Identify spell.
Hastened Divine Guardian - Clr - This passive ability reduces the time required between uses of your Divine Guardian ability by 60 seconds per rank.
Tertiary Recall - Dru Wiz - Use of this ability allows you to quickly gate yourself back to a tertiary bind point that has been previously set by use of a Guidestone.
Disciple of the Tonfa - Mnk - This passive ability grants the student increased prowess when fighting with blunt weapons. Each rank increases your power slightly.
Perfected Dead Men Floating - Nec - This ability gives you a group version of Perfected Dead Man Floating.
Improved Reactive Rune - Enc - Places protective runes around the Enchanter's group which will trigger a damage or spell absorption rune when the target takes a significant amount of melee or spell damage. Each rank increases the amount of damage taken.
Eradicate Magic - Wiz - This ability, when activated, attempts to purge up to 4 magical effects from your target. NOTE: This will only work on NPCs.
Mark of Travel - Dru Wiz - This ability, when activated, allows you to set a secondary binding point.
Bind Affinity - Clr Dru Enc Mag Nec Shm Wiz - This ability grants you an alternate version of Bind Affinity.
Mirror Mirror - Wiz - This passive ability grants the experienced Wizard an innate chance to reflect any incoming detrimental spell. Each rank increases this chance slightly.
Hastened Nexus Gate - Wiz - This passive ability reduces the time required between uses of Nexus Gate by ten percent per rank.
Entropy of Nature - Rng - This ability, when activated, attempts to purge up to several magical effects from your target. NOTE: This will only work on NPCs.
Empowered Blades - Rng - This ability, when activated, empoweres your melee weapons for a short time causing them to strike for significantly more damage. Each rank increases the damage slightly.
Hero's Vitality - All - Increases your maximum hit points, mana, endurance as well as how far below zero your hit points can fall before you die by 25 points per rank.
Hero's Fortitude - All - Increases your armor class, attack power and the maximum amount of attack you can gain from items by 10 points per rank.
Hero's Resolution - All - Increases your base statistics and the maximum that your base statistics can be increased by items and spells by 5 points per rank. Additionally this ability increases your natural hit point, mana and endurance regeneration and the maximum that your hit point and mana regeneration can be increased by items by 2 points per rank.

Did I miss some new ones? Let me know.

Yther Ore.

Edited, Oct 11th 2013 8:00pm by Yther
#2 Oct 12 2013 at 10:53 AM Rating: Excellent
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One new Paladin AA... weaksauce.
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#3 Oct 12 2013 at 4:01 PM Rating: Excellent
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To be fair, everyone got Identify. It would of been cool back in DoN days, when I had to leave a mission to go farm a clicky real quick in KD when some messed up the clicky they get at the beginning.

Yther Ore.
#4 Oct 13 2013 at 9:49 AM Rating: Good
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Short of them introducing multi-classing in this game... I think there is only so much they can do with AA lines at this point. Apparently they are able to envision rangers a bit more than other classes though.

As an aside, the farming out of the majority of enchanters unique abilities via AA since OoM is the strange precendent they have chosen to not follow for any other class? Granted... nearly everyone has some form of feign death now (quality varies greatly from what I hear).

We've got "forage" as a racial AA that all can get, but no other racials have been added to this since?

Couldn't some shamen have taught the rest of us alchemy by now?

Basic tracking is an AA I have wanted since the first time I played a lowbie ranger... on my other classes. Note that I am not asking for top-rank tracking. Considering they finally made bard/druid tracking sortable... why not let others pay to have the old version of druid tracking (this especially bothered my on rogues, who should of had it at launch).

Disclaimer: if any of the above has been done in the last while, please correct me. Maybe I'll level up to 90 to earn that Dream AA I don't think my Shadowknight can get...
#5 Oct 15 2013 at 4:27 PM Rating: Excellent
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Also, this seems to be a continuation of how they did the last expansion, RoF. Roll it out in parts, sort of like, how the first few expansions came out, but more piece meal and further between parts as the first few were all withing a month. Also, I don't recall AAs being spread out ever, before RoF, but of course, they didn't come in until Luclin.

At first I was rather surprised with how many Ranger, but after seeing a few others, like the Enc beneficial dispell (which originally was a Ranger only debuff, then monk Anguish chest clicky), I was like they better have an upgraded one for Rangers too, and they did.

RoF didn't get the majority of AAs until several months ago, just mostly the general ones to start with.

Snailish, sounds like you want a skills based game. Which is something I always wanted. I had came up with the idea of a system, that might work, but would only be slightly detrimental to those that didn't play all the time, if they took the time to set up their offline profiles to keep there skills up (trained / practiced). The real life-or-death interactions of course work slightly better, but there's still exponential investment for amount of gain, as you get better and better, so you come to limits. Different strategies, and differing gear bonuses, work in conjunction for the min-maxers, versus the jack-of-all-traders. Basically, you specialize in 1 to a few things, or spread your skills and practices out to cover alot of things to a lesser degree. Or you can be an almost expert in 1 thing, but jot for all related skills. But you'll never be near expert in multiple, vastly different fields.

I really should of written it down in rules ans such.

Yther Ore.

Edited, Oct 15th 2013 6:38pm by Yther
#6 Oct 15 2013 at 5:32 PM Rating: Excellent
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That's an interesting way of putting it Yther.

I think it goes back to my biggest joy in (improperly) playing D&D as a little kid... divvying up the starter stats.

There was also an arcade game called super off road (or something) where you purchased specific upgrades to your race truck... you could go all tires if that was your style, and it actually did impact the handling of your truck (versus say a balance in power, shocks, etc.).

But you hit the nail on the head... if every character can max out and have all/all it's not near as interesting as "how will you spread out your X number of skill points"

It'll never happen for EQ, and EQNext is probably already decided... but a game where abilities take up 1, 2, or 3 slots on your hotbar (based on power/value) and some have co-requisites (so if you wanted temperance you'd also have to take a magic resist buff lets say) and your hotbar was limited to 9 slots.

As long as use/questing/play opened up the quality of options, but you could spec as a basic tank/nuker/healer/melee dps/etc. this could be a lot of fun. I'll stop now (before imagining a gear system and so on...)
#7 Oct 15 2013 at 5:55 PM Rating: Excellent
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There used to be an MMORPG called Rubies of Eventide that you might have liked (the skills portion anyway). There was fifty-one skills and you could assign points to them to customize your character as you leveled. When you started, you'd pick a template with some starter skills and I think it'd give you a little bonus to those skills. For instance, a "Woodsman" may start with Axe, Camping, Hunting, Bardic, Stealth and Sling. But you could buy points in Necromatic as you skilled up if you wanted to. There was a ton of template or a generic "Adventurer" template but it lacked any bonuses.

Gear in the game was wearable based on your skills as well. A newbie robe may be wearable by anyone with 10 points of Illusion, a high quality sword requiring 300 points of sword, leather armor needing 20 points of armor but plate requiring 125 points, etc. So gear was freely tradable but there was no sense in giving a level 1 character a great axe since it'd be a long time before he earned the 250 skill points in Axe to use it.

Edited, Oct 15th 2013 6:56pm by Jophiel
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#8 Oct 16 2013 at 11:42 AM Rating: Good
https://everquest.allakhazam.com/wiki/Category:EQ_Call_of_the_Forsaken_AA shows 20 and you have listed 20.
but maybe that is you adding them.

eqresource.com did not even list the AA's this expantion and eqaasearch.org has not added CotF yet. my other two souces i use.

I think Wiz got an upgrade to Lower Element I will check tonight and let you know.
#9 Oct 16 2013 at 1:24 PM Rating: Excellent
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I didn't list extensions, only new lines of AAs. I can't determine extensions without looking at every AA, this was just a quick fix using /alt list on each class. I assume people buying the AAs and doing the editing will fix the ones with new ranks, although I go through and fix them every once in a while. I probably won't until I get around to updating all the ones I have for RoF first.

I guess it's nice, I got them out first this time. Maybe I'm not slacking as bad as I thought. Wait, yes I am!

Oh, and the category link is what I usually use, but there were so few new ones, figured, I do them individually with the classes and descriptions, since I already had that info collected on a spreadsheet. Abd yes, the category page is mostly automatic. At first, I have to add a category line to it, to get it to display the page without going to the edit screen, but if you hit view before that, it still shows them.

Yther Ore.

Edited, Oct 16th 2013 3:27pm by Yther
#10 Oct 19 2013 at 4:11 PM Rating: Excellent
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snailish wrote:
As long as use/questing/play opened up the quality of options, but you could spec as a basic tank/nuker/healer/melee dps/etc. this could be a lot of fun. I'll stop now (before imagining a gear system and so on...)


Keep going. I like hearing others ideas, especially along this line of thinking. Forever, I wanted a fight system based on some empirical evidence related to combat, and also, a system that worked quickly and easily (for a paper and pen system, 'cause 300 die rolls per combat round is out of the realm of possibilities), and that was balanced. I'd always wanted to do simulations of the system to tweak it out.

I don't know if I'll keep at it, but I've decided to try to do a few database examples of some games / game ideas to see about doing some simulations. Since I read Arcanum 30th Anniversary is coming out sometime. I thought I would do the 2nd Edition, and the 30th if I buy it (or remember to, when it comes out; where's the mailing list sign up?), as well as my modified version of the 2nd edition, and the start of skills based game with play style / equipment upgrades. And see what feels and works the best. Reference: http://zila-games.com/ also on Facebook and Google+

After I've been working on it, I realized I left some things vague on the character sheets, like currency instead of actual coins, in case I wanted to use multiple currencies, and only 1 slot for each equipment slot stats, even though you could layer items (like under clothes, padding, armor, containers, etc.) Probably wanted to keep it simple, 'cause and use just standard sets of equipment for normal, and customizable later, on a separate sheet. Because alot of choices was to limit calculations / die roll times, and focus more on event and role-playing. I always found most gamers either loved role-playing or more strategists, and the few like me, loved both, but it sort of depending on the game, as some didn't really allow alot of role-playing or alot of strategy depending on the game.

I'm rambling so I'll stop. Just thought I wouldn't mind hearing some ideas. Here's what I found that I had available and written down about the skills based gaming system:
Quote:
Skills based system with Implied Leveling
Leveling is implied by skill level in certain skills
Melee Classes Level would be determined by the Defense or Offense depending on the type of Class.
Casting Classes Level would be determined by their Primary and Secondary Casting Skills (varies by Class).
Artisan Classes Level would be determined by their Core Artisan Skills.

Various skills have varying degradation rates, that require the practicing or use of the skills to maintain. Most are inverse logarithmic, with fast degradation to start with (after a minimum period of no degradation) but tapering after a short time. Thus it takes some time of no activity before your skill level drops, then with continued inactivity it will drop quickly for short period tapering off to a very slow degradation over longer periods of time. Various actions can apply experience (practicing) to one or more skills depending on that action and skills involved.
All of the mechanics of this will be mostly hidden, with only generic terms for skill level. Many average skills will not even show up, as they’re average and common, while others that are severely limited will show up noting how very bad they are (and uncommonly bad, if a common skill, or common to a determined class), or if above the common average, or even the class average (skilled).

PCs will be active and somewhat interactive while offline, and their basic activities can be scripted. This is how you maintain skills while offline. The scripting can be cautious, such as training in a city, and other activities within in the city, or risky by doing things outside of the city. The scripted version will be somewhat limited with some slight negative modifiers so it can’t advanced quickly unattended, but can maintain itself and possibly gain a little over time while offline, if taking a risky mode, while the safe modes will provide a stable skill set on the primary skills of the chosen activities. For those not interested in configuring the offline system, a few scripts will be generated automatically based on how the toon is played, and what skills are consistently being maintained.

Equipment effectiveness will be based on how well it fits, so that crafted to fit a player by a highly skilled artisan will often be the best (or at least the most effective), and also the least encumbering. The most powerful looted equipment will have better statistics than most hand-made equipment, but with the effectiveness and encumbering detriments if not well fitted. Equipment, in general, can be damage and broken, by normal use, if not repaired, but also when working properly will absorb a lot of damage depending on the type of armor and type of attacks made on it. Some special magical equipment will be either unable to be damaged, and/or unable to be broken, and should never be attempted to be repaired.
This also leads to a piece being able to be equipped in different slots by different races, depending on it’s size. There should be the option of layering of equipment, in an Augmentation like fashion, such that all plate type armors can be augmented with a padding interior.

Combat can be involved or not. Basic melee combat involves an intention, to kill, to disable, to defend against. To kill, is when out in the world, especially when hunting. To disable is to attempt to render unconscious without killing (practicing is a good example of this). To defend against, is to wear down an aggressive opponent by using little energy to defend their attacks without much, if any fighting back.


Yther Ore.
#11 Oct 20 2013 at 8:15 AM Rating: Excellent
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Well, I suppose I view this all through a "how I would have tweaked EQ" lens...

I like the idea of what you actively do being how you gain progress, and that /played experience is greater than the ability to loot or buy an item. Once eq got armor dye the novelty of hunting 80% of the old armors was gone, and this was a shame as many players sacrificed stats for appearance... and some appearances showed true effort had been made. It's ironic that WoW has addressed this beautifully with their transmogrification system (because they have lowbie dungeon armor sets with unique looks in that game, there is now a steady stream of active use of that content for gear style uses. This results in a lot of lower characters getting an assist with stuff "as I am doing it anyways").

On a clean slate game I would want armor appearances to be tied directly to the pieces. What you wear is how you look. I see no need for class limitations... If I want to be a robed warrior in a wizard hat so be it. So where do the stats come from? Since I envision as skill based game you would do the quests from the skill trainers. These could be restricted so that at a given "level" you can only do so many of these quests (so if I want to do 5 versions of +1 stamina from the warrior trainers then I forsake the wisdom quests from the cleric trainer even though I may be playing with cleric skills on my hotbar).

I suppose I'm saying EQ stat AA as quests you do to progress your stats. This would be permanent benefit to the played character, allow for wide customization as you "levelled" and keep gear for fashion.

What about clicky gear? I love clickies, but I would turn them into special quests. Basically some spell acquisition would be from class trainers as a basic offering, while other things would involve work in the world. Items that drop in the world would start some of these quests rather than everything branching off from the same few NPC. (So instead of killing the named in Vex thal for the useless to wear item with the cool clicky, you would get the rare drop, accept the quest it gives you, and end up rewarded with the spell/ability on the character).

What about tradeskills? Trades would provide unique looks, expiring use utility items, and be a part of some quested things as described above (so mastering blacksmithing would provide + dexterity in a few tiered increments). But... trades would be carefully capped/linked so that you could have a set # of skill points (in one trade or spread around) at a given bracket. I definately wouldn't allow all trades maxed on a single character. (at least for several expacs).
#12 Oct 20 2013 at 9:59 AM Rating: Good
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Tradeskills "should" be available to all races and classes but just an IRL there should be some races and classes which would have innate skills that allow leveling of certain skills faster than others. I see no reason why characters should be denied the ability to level multiple skills (and become a master artisan) BUT... it should be harder and harder to raise additional skills because again, as IRL, mastering more than one specialty of knowledge becomes progressively harder due to various factors, time limitations, fatigue, etc.

Most importantly, I think tradeskill ability should DECAY with lack of use. This is exactly as IRL. If you become a master smith and stop smithing for awhile, your skills would get rusty.

I don't like "caps" at all... it's unrealistic. I prefer diminishing returns. Any tradeskiller should be able to get up to 500 or beyond in a trade but, man, those points from 300-500 should require a LOT of work, including obtaining very rare drops, to acquire.

EQ also has messed up tradeskill management over the years in terms of how players who invest in such skills can make items in-demand by other players. They blow hot and cold here but for the most part today except for certain unusual artisan-made items, usually new with the latest expansion (to force players to buy the expansion to access the zones for loot and recipes) there isn't much to be made that can be solid profitably and often to other players. And that's unfortunate. For example, I would remove all healing, mana, haste potions from vendors and go back to having them only available from player artisans. Not only would this greatly encourage tradeskills but it reinforces social networking in game. I remember in the old days when you could make reasonable plat from jewelry craft and some players dedicated a LOT of their gameplay time in going around from zone to zone offering their wares, kinda like the Good Humor man would cruise neighborhoods in his truck selling ice cream on hot summer days. This added ambience to the game which is wholly absent when you have a bunch of NPCs in PoK with potions available 24/7.

I could rant and rave about tradeskills for hours, someone shut me up! ;)
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Sippin 115 DRU **** Firiona Vie ****Agnarr
FV: 115 WAR ENC CLE MAG WIZ SHD SHM Master Alchemist ROG Master Tinkerer & Poison-Maker
Master Artisan (300+) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
Agnarr: 65 DRU ENC SHD MAG CLE ROG WIZ BRD WAR
#13 Oct 20 2013 at 3:38 PM Rating: Excellent
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Sippin sounds like you got my ideas. No caps, can do whatever, but to be great at something you have to focus primarily on it, but you do other things, just not with such focus that you'll be great with them also, unless they're related or alternate the focus in short periods or whatever. Basically, you can't be great at many things all at the same time, but that doesn't mean you can't be a nearly great chef and a great wizard, or similar a great Fighter and a nearly great Scholar, but you can't be great at all four at the same time, but could switch between a set over time. So that a once great fighter and nearly great scholar, became a great wizard and good chef, but also dropped fighting down to mediocre, and scholar to the same, because you didn't have enough time to put into each field all at the same time.

I like alot of the ideas snailish. Questing, especially as a first time boost, then practice time (offline, or online doing enduring activities for Sta). Quests or journeys or whatever would be a good way to introduce them, and give players a guide to what to do. I like the idea of hints but don't want anything "scripted" that you have to do. It should be somewhat clear, with some research (in-game only if you want, but can get it out of game, if that's your preference), what needs to be done to achieve your goals. Some more mystical / vague fields may require experimentation and/or more research than others.

Equipment is unlimited, although a ring for a giant race will not fit the finger of short race, but probably will their wrist, and maybe neck. Not to say you can't try to wear it, but it'll keep following off, and won't offer near the benefits, if any, that would on it's intended targetg size, where it would be comfortable.

Stopping here, but I'll be back later. Love the comments and ideas!

Yther Ore.
#14 Oct 20 2013 at 3:53 PM Rating: Good
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Too many items are ALL/ALL today OR if they're for a specific class they're for all races that can play that class.

I still remember one time buying a belt for my dorf warrior only to discover it was wearable by warriors but NOT by dorfs! That hurt but it was my own fault for not double-checking!
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Sippin 115 DRU **** Firiona Vie ****Agnarr
FV: 115 WAR ENC CLE MAG WIZ SHD SHM Master Alchemist ROG Master Tinkerer & Poison-Maker
Master Artisan (300+) * Baker * Brewer * Fletcher * Jeweler * Potter * Researcher * Smith * Tailor
Agnarr: 65 DRU ENC SHD MAG CLE ROG WIZ BRD WAR
#15 Oct 20 2013 at 5:29 PM Rating: Good
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Sippin wrote:
Too many items are ALL/ALL today OR if they're for a specific class they're for all races that can play that class.

I still remember one time buying a belt for my dorf warrior only to discover it was wearable by warriors but NOT by dorfs! That hurt but it was my own fault for not double-checking!



Actually, I'd revise my thoughts and go with lots of special stuff for gear. You want the black, halfling bandit mask then you have to kill a halfling bandit or pirate gnome. All the other bandit masks are too big. I totally love the idea of Ogre rings being halfling bracers (and such)... too funny.


Some race specific, some certain skill specific (since I was envisioning a multiclassing game). I'm not in favour of caps so much as having to choose, so I guess a limit in the skill point pool might of been a better way of saying what I meant. Being able to max all/all (gear, stats, tradeskills) at level 1 (if you have levels) is exactly what I wouldn't want either.

I don't know about skill decay for tradeskills (an interesting thought Sippin had above)... trivials in EQ have always bugged me though. Experts in a trade don't fail regularly to make something they did repeatedly as an apprentice. Basically, in the EQ model I would have instituted a 'no-fail at skill ____" check for each combine. I kind of like how WoW made you go all over the place to get recipes for your given tradeskills (sort of like EQ once upon a time with some spells) but they got lazy and made way too many of them off mob drops that weren't lore-logical as having crafting knowledge (getting blacksmithing plans from a goblin smith makes sense... getting them from a giant rat not so much).
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