Novamir
One of Freddy's beloved
- Joined
- Jan 4, 2004
- Messages
- 659
if you respec to WL as hero then you'll only be able to play in very selective groups (or make them urself) because other grps will want BG (or just think you are a leper) - so think twice about doing it.
k.
very nice mid or late fight as a mini group MCL. the fat/HP bonuses are a sideline.
its nice.. im just starting to master the use of this. basically it sends all pets running away from me for about 10-15 seconds where they stand, being scared. it CAN be resisted, which is annoying, but isnt usuall.
its nice in all fights.. for mids because of SMs(gets rid of nasty intercept-great for assist train) and BD pets(nice just to piss em off).. - for albs, well, it fucking rox to see 10 theurg pets be unloaded, then all to run off and stand, useless. the animation looks like the Pally/Savage pve taunt thing on each pet.
looks totally useless + its on same timer as #5, and i always use #5.
just a nice extra thing, always use it at beginning of fight, then assist train got more chance to crit on first target. nothing special, but a nice extra.
never used it, because its on the same timer as ml9 (grp heal thing).
k.
i still havent mastered when to use this one, for several reasons:
- you need to be above 90% health to use it
- you need to be within range of the people you need to heal to use it (700 units i think)
- you need Moose up when you use it, or be sure you wont die, otherwise you could be as much liability as help to the group.
when used right it can heal over 4000 hp overall to grp (tested with grp taking fall dmg).
30mins reuse.
still unsure on this one.. i had tested it on an alb mage (air spirit dd) once, and it translated to -30% magical dmg (and i presume melee) for 20 sec.. however i tested again last night (using sorc base lifetap) - and there was no damage reduction. i dunno what exactly was the diff..needs more testing.
this is on a 5mins reuse
a great ability. i always fire this off at start before mids.. this translates obviously as AP2.5 for the whole group for 40seconds of the fight. its greater duration makes it more useful vs. melee groups. this is on a 10mins recast timer.
At the moment, im not sure if ill stay WL, since i need such a select group to be useful in the group. i am enjoying it much more than the battlemaster whine from casters, and thus im playing more actively in groups and feeling its more fun.. however if it turns out overall that id be mroe useful as BM, ill go back to it.
1 Siege Master - reduce all siege timers (load/aim/fire) by 30%
k.
2 Bolstering Battlecry - heal power, fatigue, and health by 10% of max
very nice mid or late fight as a mini group MCL. the fat/HP bonuses are a sideline.
3 Cowering Bellow - frighten realm enemy monsters, to stop interrupting friendly casters
its nice.. im just starting to master the use of this. basically it sends all pets running away from me for about 10-15 seconds where they stand, being scared. it CAN be resisted, which is annoying, but isnt usuall.
its nice in all fights.. for mids because of SMs(gets rid of nasty intercept-great for assist train) and BD pets(nice just to piss em off).. - for albs, well, it fucking rox to see 10 theurg pets be unloaded, then all to run off and stand, useless. the animation looks like the Pally/Savage pve taunt thing on each pet.
4 Resillient Will - next spell cast on nearby allies has additional 5% chance to miss
looks totally useless + its on same timer as #5, and i always use #5.
5 Guided Strike - next attack from nearby allies has +10% chance to crit
just a nice extra thing, always use it at beginning of fight, then assist train got more chance to crit on first target. nothing special, but a nice extra.
6 Energizing Aura - 20% discount on fatigue costs for nearby allies
never used it, because its on the same timer as ml9 (grp heal thing).
7 Cleansing Aura - Reduce strength of DoTs on nearby allies by 10 points every 3 seconds
k.
8 Defending Martyr - sacrifice health to heal allies
i still havent mastered when to use this one, for several reasons:
- you need to be above 90% health to use it
- you need to be within range of the people you need to heal to use it (700 units i think)
- you need Moose up when you use it, or be sure you wont die, otherwise you could be as much liability as help to the group.
when used right it can heal over 4000 hp overall to grp (tested with grp taking fall dmg).
30mins reuse.
9 Leadership - raise levels of friends for dmg calcs
still unsure on this one.. i had tested it on an alb mage (air spirit dd) once, and it translated to -30% magical dmg (and i presume melee) for 20 sec.. however i tested again last night (using sorc base lifetap) - and there was no damage reduction. i dunno what exactly was the diff..needs more testing.
this is on a 5mins reuse
10 Warguard - + 25% ABS buff, pbaoe
a great ability. i always fire this off at start before mids.. this translates obviously as AP2.5 for the whole group for 40seconds of the fight. its greater duration makes it more useful vs. melee groups. this is on a 10mins recast timer.
At the moment, im not sure if ill stay WL, since i need such a select group to be useful in the group. i am enjoying it much more than the battlemaster whine from casters, and thus im playing more actively in groups and feeling its more fun.. however if it turns out overall that id be mroe useful as BM, ill go back to it.