[資料] 招喚師系AA技能
發表於 : 2006年 2月 10日, 20:05
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.
