[資料] 招喚師系AA技能
- Dragonsoul
- Guild Member

- 文章: 672
- 註冊時間: 2005年 11月 15日, 12:41
[資料] 招喚師系AA技能
http://eqiiforums.station.sony.com/eq2/ ... e.id=11468
上面那是圖片網址
This is some info one of my guildmates posted on our fourm (who got it from the beta forum). They need some fine tuning but looks promising.
Base Ability
Possess Minion - Allows caster to take control of target
I'm not exactly sure what this is implying. Is it to allow us to fine-control what combat arts our pets use? Does it make the player the pet and the pet the player? Currently no prose text and doesn't function properly anyway.
Strength Path
Strength - Increases STR
Ritual Stab - Inflict damage on target, heal pet and pet's power, requires dagger
Augment Defenses - Increase base Defense
Wild Power - Increase Damage Spell Crit Chance
Implode - Sacrifice your pet, all enemies near your pet suffer damage and your spellcasting is briefly hastened.
Ritual stab is a good idea, but I know of very, very, very few Summoners that equip daggers over wands or staves. Wild Power is very good and I can see a lot of players wanting it.
Implode on the other hand, I can't see as many people even wanting to use because of the potential aggro issues it will generate (killing pet, plus the PBAE associated with it). I'd personally probably use Sacrifice instead of Implode as a Conjuror.
Agility Path
Agility - Increases AGI
Distracting Strike - Increases aggro generated by air or shadow pet.
Agile Minion - Grants additional chance for air or shadow pet to avoid attacks based on pet's master's avoidance.
Hasten Minion - Increases attack speed of air or shadow pet.
Sudden Strike - Your pet teleports to target enemy.
I can't see anyone wanting Distracting Strike; it's hard enough to keep aggro off of the scout pets as it is, especially once you hit 50 and get Blazing Presence (as a Conjuror). Agile Minion will help slightly when the pets pull aggro, but Summoner avoidance is terribly low as it is, and the low chance of Agile Minion even firing greatly offsets the usefulness. Hasten Minion will be a good DPS boost on top of existing haste abilities.
I can't see any practical use for Sudden Strike, especially as an 8-point ability.
Stamina Path
Stamina - Increases STA
Shockwave - Grants tank pet the ability to cast a PBAE knockdown and stun.
Protective Minion - Grants player a chance to intercept damage intended for the tank pet.
Protect the Master - Transfers some hate generated by the summoner to the tank pet.
Unflinching Servant - Your pets power pool is reduced to 0, your pet is immune to AoE spells that do not directly target it.
Definitely the soloer's path. I can see Shockwave being a very potent aggro tool (and maybe a bit overpowered if it lands on every single melee hit?), and Protect the Master as a very powerful means of killing stuff as well. Protective Minion, the way it's worded now it shows the Summoner as taking damage intended for the pet; it should be the other way around.
Unflinching Servant, I like the pet being immune to AoE attacks, but reducing the power pool to 0 is a bit extreme, unless the pet's power pool returns to its previous level once Unflinching Servant ends.
Wisdom Path
Wisdom - Increases WIS
Health Siphon - Drain's pet's hit points
Augment Health - Increases max hit points
Power Siphon - Drains pet's hit points for power
Empathy for the Master - You prevent your pet from taking damage by spending power directly from your power pool whenever they take damage.
I can see Necromancers wanting this path a lot more than Conjurors, and also raiders will want this more than non-raiders. Both Health Siphon and Augment Health scream Necromancer to me. Power Siphon seems like a carbon copy of the Instant Vim line.
I can't see Empathy for the Master being all that useful, if the damage-to-power ratio is 1-to-1 instantly (ie: pet takes 1000 damage, you heal it for 1000 damage at a cost of 1000 power). However according to the description it's a reactive heal whenever the pet takes damage as opposed to 1-to-1 instantly; if it's like the description says, I can see it being useful in a group situation. Perhaps the wording could use some work to clarify?
Intelligence Path
Intelligence - Increases INT
Magic Leash - Roots pet and increases magical pet's damage spell crit chance
Minion's Warding - Increases magical pet's all-magic mitigation
Arcane Minion - Increases spell casting time and attack speed of magical pet?
Empower Servant - Your Sorcerer pet instantly replenishes 50% of the power of any spell they cast. Some of the power conserved is converted into a heal for your pet.
As pointed out above, since pets do not mitigate damage, the mitigation that Minion's Warding provides is all but useless. Magic Leash is a god-send for Mage-pet users; I can see this becoming a quick favorite ability. Arcane Minion's description seems...off. Is it supposed to be a spell casting haste, or a spell casting slow, or what? Also, the attack speed bonus is all but useless for a Mage pet when Magic Leash is in effect.
Empower Servant is another godsend for the Mage pets, and again will quickly become a favorite.
General Feedback
The STA line will be a favorite for soloers and small groupers that use the tank pet.
The INT line will be a favorite for groupers that use the caster pet heavily
The AGI line will be a favorite for scout pet users (but much less so than the previous two).
The WIS line will be a big favorite for Necromancers as well, and less so for Conjurors in my opinion. It will also be a favorite for raiders, and less so for non-raiders.
The STR line will easily become the least favorite, with Wild Power being the most useful ability out of the whole bunch.
上面那是圖片網址
This is some info one of my guildmates posted on our fourm (who got it from the beta forum). They need some fine tuning but looks promising.
Base Ability
Possess Minion - Allows caster to take control of target
I'm not exactly sure what this is implying. Is it to allow us to fine-control what combat arts our pets use? Does it make the player the pet and the pet the player? Currently no prose text and doesn't function properly anyway.
Strength Path
Strength - Increases STR
Ritual Stab - Inflict damage on target, heal pet and pet's power, requires dagger
Augment Defenses - Increase base Defense
Wild Power - Increase Damage Spell Crit Chance
Implode - Sacrifice your pet, all enemies near your pet suffer damage and your spellcasting is briefly hastened.
Ritual stab is a good idea, but I know of very, very, very few Summoners that equip daggers over wands or staves. Wild Power is very good and I can see a lot of players wanting it.
Implode on the other hand, I can't see as many people even wanting to use because of the potential aggro issues it will generate (killing pet, plus the PBAE associated with it). I'd personally probably use Sacrifice instead of Implode as a Conjuror.
Agility Path
Agility - Increases AGI
Distracting Strike - Increases aggro generated by air or shadow pet.
Agile Minion - Grants additional chance for air or shadow pet to avoid attacks based on pet's master's avoidance.
Hasten Minion - Increases attack speed of air or shadow pet.
Sudden Strike - Your pet teleports to target enemy.
I can't see anyone wanting Distracting Strike; it's hard enough to keep aggro off of the scout pets as it is, especially once you hit 50 and get Blazing Presence (as a Conjuror). Agile Minion will help slightly when the pets pull aggro, but Summoner avoidance is terribly low as it is, and the low chance of Agile Minion even firing greatly offsets the usefulness. Hasten Minion will be a good DPS boost on top of existing haste abilities.
I can't see any practical use for Sudden Strike, especially as an 8-point ability.
Stamina Path
Stamina - Increases STA
Shockwave - Grants tank pet the ability to cast a PBAE knockdown and stun.
Protective Minion - Grants player a chance to intercept damage intended for the tank pet.
Protect the Master - Transfers some hate generated by the summoner to the tank pet.
Unflinching Servant - Your pets power pool is reduced to 0, your pet is immune to AoE spells that do not directly target it.
Definitely the soloer's path. I can see Shockwave being a very potent aggro tool (and maybe a bit overpowered if it lands on every single melee hit?), and Protect the Master as a very powerful means of killing stuff as well. Protective Minion, the way it's worded now it shows the Summoner as taking damage intended for the pet; it should be the other way around.
Unflinching Servant, I like the pet being immune to AoE attacks, but reducing the power pool to 0 is a bit extreme, unless the pet's power pool returns to its previous level once Unflinching Servant ends.
Wisdom Path
Wisdom - Increases WIS
Health Siphon - Drain's pet's hit points
Augment Health - Increases max hit points
Power Siphon - Drains pet's hit points for power
Empathy for the Master - You prevent your pet from taking damage by spending power directly from your power pool whenever they take damage.
I can see Necromancers wanting this path a lot more than Conjurors, and also raiders will want this more than non-raiders. Both Health Siphon and Augment Health scream Necromancer to me. Power Siphon seems like a carbon copy of the Instant Vim line.
I can't see Empathy for the Master being all that useful, if the damage-to-power ratio is 1-to-1 instantly (ie: pet takes 1000 damage, you heal it for 1000 damage at a cost of 1000 power). However according to the description it's a reactive heal whenever the pet takes damage as opposed to 1-to-1 instantly; if it's like the description says, I can see it being useful in a group situation. Perhaps the wording could use some work to clarify?
Intelligence Path
Intelligence - Increases INT
Magic Leash - Roots pet and increases magical pet's damage spell crit chance
Minion's Warding - Increases magical pet's all-magic mitigation
Arcane Minion - Increases spell casting time and attack speed of magical pet?
Empower Servant - Your Sorcerer pet instantly replenishes 50% of the power of any spell they cast. Some of the power conserved is converted into a heal for your pet.
As pointed out above, since pets do not mitigate damage, the mitigation that Minion's Warding provides is all but useless. Magic Leash is a god-send for Mage-pet users; I can see this becoming a quick favorite ability. Arcane Minion's description seems...off. Is it supposed to be a spell casting haste, or a spell casting slow, or what? Also, the attack speed bonus is all but useless for a Mage pet when Magic Leash is in effect.
Empower Servant is another godsend for the Mage pets, and again will quickly become a favorite.
General Feedback
The STA line will be a favorite for soloers and small groupers that use the tank pet.
The INT line will be a favorite for groupers that use the caster pet heavily
The AGI line will be a favorite for scout pet users (but much less so than the previous two).
The WIS line will be a big favorite for Necromancers as well, and less so for Conjurors in my opinion. It will also be a favorite for raiders, and less so for non-raiders.
The STR line will easily become the least favorite, with Wild Power being the most useful ability out of the whole bunch.
- Celrovlo
- Guild Member

- 文章: 393
- 註冊時間: 2005年 11月 10日, 00:39
翻譯一下:
法術critical不知道是什麼,單位也不知道
減少施法時間的單位跟其他職業一樣也沒寫清楚
底下是直接的說明,其他原作者寫的就沒翻譯了
括號裡面的部份是薩蘭多有連結的那篇貼的圖裡面顯示的
基本技能:
Possess Minion
控制寵物 讓你可以控制寵物
(看來沒有實際的功用,就文中的說法)
STR 系
1階 - 增加STR
2階 - 對敵人造成MELEE傷害,若命中可回復寵物的HP和POWER(打74-124,補128,需裝備匕首,recast 1分鐘)
3階 - 增加自身的防禦技能(+38 )
4階 - 增加法術CRI的機會
5階 - 讓寵物自爆,並且對周圍敵人造成傷害(magic),且提升自身的施法速度(傷害528,增加28的施法速度,寵物HP必須在50%-100%)
AGI 系
1階 - 增加AGI
2階 - 減少斥侯pet的仇恨增加值(每下命中+855...這應該是很多?)
3階 - 使斥侯pet有額外機會用法師本身的閃躲率來閃避(6%機率....)
4階 - 增加斥侯pet的攻擊速度(+7.0%)
5階 - 你的寵物用傳送的過去目標敵人旁邊(重新施法時間10分鐘)
STA 系
1階 - 增加STA
2階 - 使tank pet有機會使目標隊伍KO和stun(5分鐘recast,3分鐘內攻擊中會造成75-112魔法傷害和POWER減少,模糊視線,擊倒且stun)(stun和POWER減少對EPIC無效)
3階 - 使玩家有機會,遭受的攻擊被tank pet所攔截(在被攻擊時有3%機會,玩家和寵物都收到原本攻擊的66%傷害,擋兩次後失效,重施1分鐘,要在15呎內)
4階 - 將一些主人身上的仇恨值身上轉到其tank pet身上(-4% +4%,3秒重施)
5階 - 寵物的power歸零,並使不是直接對其施放的AOE法術無效(維持3分鐘,重施10分鐘)
WIS 系
1階 - 增加WIS
2階 - 吸PET的HP補同伴(使隊伍內一個成員HP回復92-113,寵物受傷193-235)
3階 - 增加自身HP最大值(增加1.3%)
4階 - 減少寵物的HP,回復隊伍內一個成員的POWER(打171,回171)
5階 - 寵物被打的時候減少自身POWER來回復寵物HP(每下攻擊90換90)
INT 系
1階 - 增加INT
2階 - root住mage pet並增加其施法的critical率(+4.0)
3階 - 增加mage pet的抗魔
4階 - 增加mage pet的施法速度和攻擊速度(施法+15.0,攻擊速度+15%)
5階 - mage pet施法耗POWER量減半並稍微治療寵物(每次施法回8HP,POWER+41)
感想有時間再說
法術critical不知道是什麼,單位也不知道
減少施法時間的單位跟其他職業一樣也沒寫清楚
底下是直接的說明,其他原作者寫的就沒翻譯了
括號裡面的部份是薩蘭多有連結的那篇貼的圖裡面顯示的
基本技能:
Possess Minion
控制寵物 讓你可以控制寵物
(看來沒有實際的功用,就文中的說法)
STR 系
1階 - 增加STR
2階 - 對敵人造成MELEE傷害,若命中可回復寵物的HP和POWER(打74-124,補128,需裝備匕首,recast 1分鐘)
3階 - 增加自身的防禦技能(+38 )
4階 - 增加法術CRI的機會
5階 - 讓寵物自爆,並且對周圍敵人造成傷害(magic),且提升自身的施法速度(傷害528,增加28的施法速度,寵物HP必須在50%-100%)
AGI 系
1階 - 增加AGI
2階 - 減少斥侯pet的仇恨增加值(每下命中+855...這應該是很多?)
3階 - 使斥侯pet有額外機會用法師本身的閃躲率來閃避(6%機率....)
4階 - 增加斥侯pet的攻擊速度(+7.0%)
5階 - 你的寵物用傳送的過去目標敵人旁邊(重新施法時間10分鐘)
STA 系
1階 - 增加STA
2階 - 使tank pet有機會使目標隊伍KO和stun(5分鐘recast,3分鐘內攻擊中會造成75-112魔法傷害和POWER減少,模糊視線,擊倒且stun)(stun和POWER減少對EPIC無效)
3階 - 使玩家有機會,遭受的攻擊被tank pet所攔截(在被攻擊時有3%機會,玩家和寵物都收到原本攻擊的66%傷害,擋兩次後失效,重施1分鐘,要在15呎內)
4階 - 將一些主人身上的仇恨值身上轉到其tank pet身上(-4% +4%,3秒重施)
5階 - 寵物的power歸零,並使不是直接對其施放的AOE法術無效(維持3分鐘,重施10分鐘)
WIS 系
1階 - 增加WIS
2階 - 吸PET的HP補同伴(使隊伍內一個成員HP回復92-113,寵物受傷193-235)
3階 - 增加自身HP最大值(增加1.3%)
4階 - 減少寵物的HP,回復隊伍內一個成員的POWER(打171,回171)
5階 - 寵物被打的時候減少自身POWER來回復寵物HP(每下攻擊90換90)
INT 系
1階 - 增加INT
2階 - root住mage pet並增加其施法的critical率(+4.0)
3階 - 增加mage pet的抗魔
4階 - 增加mage pet的施法速度和攻擊速度(施法+15.0,攻擊速度+15%)
5階 - mage pet施法耗POWER量減半並稍微治療寵物(每次施法回8HP,POWER+41)
感想有時間再說
- Dragonsoul
- Guild Member

- 文章: 672
- 註冊時間: 2005年 11月 15日, 12:41
感謝羅沃幫翻譯,自己懶的翻=.=||
另外死靈跟元素的aa技能好像都一樣,基本上智力型的比較適合組隊跟raid。可以施放寵物後(法師寵)把寵定住讓他不會亂跑並且能在boss ae外進行dd,另外能提高寵物施法致命一擊的機率。比較詭異的是智慧類型 用自身法力阻擋傷害,國外也有玩家提出這問題,如果boss打1000那同樣的conj/nerco也會噴1000法力=.=||那照理應該稱不久就oom了。體質係大概適合solo型玩家,Unflinching Servant感覺像是讓寵物法力歸0(戰士寵)但是能防禦所有aoe傷害,但是沒法力寵物等於要用肉薄打....戰士寵的dps只用普攻...dps堪慮
另外附帶一提 剛看到一張圖 死靈65等法術
以自身生命為代價招換骷髏軍隊出來一共12之=.=|| 感覺很華麗XD

另外死靈跟元素的aa技能好像都一樣,基本上智力型的比較適合組隊跟raid。可以施放寵物後(法師寵)把寵定住讓他不會亂跑並且能在boss ae外進行dd,另外能提高寵物施法致命一擊的機率。比較詭異的是智慧類型 用自身法力阻擋傷害,國外也有玩家提出這問題,如果boss打1000那同樣的conj/nerco也會噴1000法力=.=||那照理應該稱不久就oom了。體質係大概適合solo型玩家,Unflinching Servant感覺像是讓寵物法力歸0(戰士寵)但是能防禦所有aoe傷害,但是沒法力寵物等於要用肉薄打....戰士寵的dps只用普攻...dps堪慮
另外附帶一提 剛看到一張圖 死靈65等法術
以自身生命為代價招換骷髏軍隊出來一共12之=.=|| 感覺很華麗XD

- Crlight
- Guild Leader

- 文章: 7009
- 註冊時間: 2005年 6月 27日, 23:18
- 主角色: Ezigh
- 來自: 天地日月
- Contact:
- Dragonsoul
- Guild Member

- 文章: 672
- 註冊時間: 2005年 11月 15日, 12:41
- Dragonsoul
- Guild Member

- 文章: 672
- 註冊時間: 2005年 11月 15日, 12:41
- Dragonsoul
- Guild Member

- 文章: 672
- 註冊時間: 2005年 11月 15日, 12:41
話說 最近召換的AA又改變了0.0
http://eqiiforums.station.sony.com/eq2/ ... 449#M12258
以上是新版aa資料
值得注意的是,更改後的aa,(個人感覺)力量系很強,不但法術能爆擊(1.3倍的樣子),還可以殺寵造成區域1千多傷害 持續10秒@@?
(<--不太清楚他寫Duration10秒啥意思如果是dot那樣這招就很暴力了或是指定範圍敵人進入便會造成傷害~ ~)55等古代法術(緩速75% epic可),很多王應該都吃的掉。
另外智慧系改成能補血 但是不能補魔rank1補4xx 還不錯 不無小補。另外大絕招改成pet用法力抵擋傷害(2:1)(應該是)
智力系本來是能增加法師寵爆擊法術機率,現在改成僅能提昇施法速度,以及降法師寵仇恨直,原本直接提昇寵物抗性現在改成中斷目標施法。
http://eqiiforums.station.sony.com/eq2/ ... 449#M12258
以上是新版aa資料
值得注意的是,更改後的aa,(個人感覺)力量系很強,不但法術能爆擊(1.3倍的樣子),還可以殺寵造成區域1千多傷害 持續10秒@@?
(<--不太清楚他寫Duration10秒啥意思如果是dot那樣這招就很暴力了或是指定範圍敵人進入便會造成傷害~ ~)55等古代法術(緩速75% epic可),很多王應該都吃的掉。
另外智慧系改成能補血 但是不能補魔rank1補4xx 還不錯 不無小補。另外大絕招改成pet用法力抵擋傷害(2:1)(應該是)
智力系本來是能增加法師寵爆擊法術機率,現在改成僅能提昇施法速度,以及降法師寵仇恨直,原本直接提昇寵物抗性現在改成中斷目標施法。
- Crlight
- Guild Leader

- 文章: 7009
- 註冊時間: 2005年 6月 27日, 23:18
- 主角色: Ezigh
- 來自: 天地日月
- Contact:
最新的 Conj AA 點法
看樣子各系的大絕好像都是廢技,不過這個 Conj 是我們 Server 的 Uber Guild - Second Dawn 的會員,
因此他的 AA 點法比較偏 Raid 取向,Solo 的玩家點法應該略有出入。
看樣子各系的大絕好像都是廢技,不過這個 Conj 是我們 Server 的 Uber Guild - Second Dawn 的會員,
因此他的 AA 點法比較偏 Raid 取向,Solo 的玩家點法應該略有出入。
- Dragonsoul
- Guild Member

- 文章: 672
- 註冊時間: 2005年 11月 15日, 12:41
光明 寫:最新的 Conj AA 點法
看樣子各系的大絕好像都是廢技,不過這個 Conj 是我們 Server 的 Uber Guild - Second Dawn 的會員,
因此他的 AA 點法比較偏 Raid 取向,Solo 的玩家點法應該略有出入。
其實我也比較看好 智力系跟力量系 但我點法會跟他不同(kos 未入手==)
敏捷跟智慧基本上我是不太想點,在raid中 boss ae 幾乎都很變態,派風寵使用起來必須很小心,寵物掛了後果當然也不堪設想(dps大減10秒,仇恨算元素頭上)
智慧系,他似乎僅點出補血那召,可是延遲時間十分長(45秒 ),會派上用場大概坦克都已經快葛屁了才輪的到你補血,而且這招是捐寵的血來補人。另外附帶一題,如果補血那召個人覺得要點就點滿,一次應該能補個1千5以上,怕寵物掛掉的可以先放魔寵療護,這樣即使寵物血不夠死了在魔寵療護的庇護下還是能活命
(推測=.=,因為上面沒寫使用限制XD)
另外 其實力量系最後一召搭配火寵使用效果應該不錯,但是前提是要有點智力系降仇恨,這樣也不至於仇恨太大ot。
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- 文章: 7009
- 註冊時間: 2005年 6月 27日, 23:18
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薩蘭多 寫:其實我也比較看好 智力系跟力量系 但我點法會跟他不同(kos 未入手==)
敏捷跟智慧基本上我是不太想點,在raid中 boss ae 幾乎都很變態,派風寵使用起來必須很小心,寵物掛了後果當然也不堪設想(dps大減10秒,仇恨算元素頭上)
智慧系,他似乎僅點出補血那召,可是延遲時間十分長(45秒 ),會派上用場大概坦克都已經快葛屁了才輪的到你補血,而且這招是捐寵的血來補人。另外附帶一題,如果補血那召個人覺得要點就點滿,一次應該能補個1千5以上,怕寵物掛掉的可以先放魔寵療護,這樣即使寵物血不夠死了在魔寵療護的庇護下還是能活命
(推測=.=,因為上面沒寫使用限制XD)
另外 其實力量系最後一召搭配火寵使用效果應該不錯,但是前提是要有點智力系降仇恨,這樣也不至於仇恨太大ot。
根據他的原文,點敏捷似乎是為了避免 pet pull 的時候產生的 pulling aggro,此外他也註明他有穿一些降aggro裝,
經過測試似乎沒有常常碰到 pet 趴了就換他趴的情況XDDD~
至於智慧系,一開始 +wis 是為了更多的抗性,接著補血沒辦法點滿可能是受限點數不足的結果~__~|||
