Eldritch RA priority.

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zalomar
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Postby zalomar » Sep 21, 2009 20:26

I get told many different things from different people, and i'd just like to hear more opinions. What to take first, what to leave till much later, and so on.

Purge doesnt seem to be worth it until you spend at least 15 rp in it, I find if I get mezzed or stunned, im dead regardless, and the 5 second delay on the first level of purge makes it useless. MoC seems like a much better choice, because as im going to die, at least I can do some damage/disease/NS people before I drop. Wild power doesnt seem as effective in RVR as in PVE, crits seem to be far more rare, and MoM may be a better choice, or aug acuity for the damage AND power pool. MCL also seems like a waste at 50 with access to level 40 instant power bottles.

So any ideas? Only have 35 points at the moment, but I still feel like I dont know what has pirority at all.

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mfassben
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Postby mfassben » Sep 21, 2009 20:47

Serenity 3 (On Uth,Mana always is a problem as a casting class,at least thats what i have experienced on various chars so far)
MCL 1 or even 2 (same exact reasons as above)
Purge 1 (you need it to counter NS and Mezz,at least sometimes you are mezzed for way more then 5 seconds).
PD 3+ (helps you surviving vs. Split AT and in some cases even an whole AT)

Thats what i would go for with an utility class like Eld, since your maingoal isn´t dealing damage anyways in most setups.
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Zarkor
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Postby Zarkor » Sep 21, 2009 22:00

I think PD is a waste, you have bigger problems to deal with than helping to keep yourself alive when it's already too late in most cases, not to mention it costs too much for what it's worth in grp RvR, savages are going to kill you in 2 swings anyway from time to time. As an eld you need to keep three major flaws in RvR in mind (besides dying ofc ;)):

1. Make sure you can get rid of Nearsight as much as you can, as fast as you can, in fact, you can't allow yourself to be NSed before you NS them, and even then try to stay back enough. (The base duration of Nearsight currently is 2 minutes, even with resists that's just a duration you can't afford to remain useless without any reliable cure. The problem is obvious.)

2. Make sure you have as much extras on power as you can find, from pom barrels to aug acuity, imo everthing that helps you go out of power slower is extremely useful if you manage to keep yourself somewhat alive, and even especially when you get rezzed.

3. You cast slow. Compared to either NF live setting or OF live setting, the max castingspeed has never been as low as on Uthgard (which is completely custom but hey, enough about that already :P) , that's just a fact. Anyway, it's clear that at least some Aug Dex is always welcome.

Therefore my Eld spec is:

- MCL 1
- Raging Power 1
- Purge 1
- Serenity 2
- Aug Dex 3
- Aug Acuity 3
I'm going for Purge 3 and MCL 2 next, possibly followed by RP 2. While building my RR I'm currently going for some lower levels of MoM and Wild Power.
I always carry a Insta Mana potion barrel aswell as a PoM 3 barrel, it's better to try to keep the amount of charges you use low in grp RvR so you can use my D/Q charge when soloing and the occasional AF charge when you think it's useful. The charge costs are too high to maintain using them regularly.. :roll: which is why I prefer a pom barrel over the pom bracer.
In defense of truth-to-experience.

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Hedra
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Postby Hedra » Sep 21, 2009 23:02

Well in my opinion most important ras are :
- Purge 1 (only way against nearsight)
- Serenity 2
- MCL1
- Aug dex 3

For the rest, it depends mostly of your playstyle and your groups. If you play as unique caster in group for utility you can go for PD and more mana RAs.
If you play in casters setup with debuff assist you need wild power/mom and some aug acu.

As I play mostly with ench in group my eld currently has :
- Purge 1
- Serenity 2
- MCL1
- Aug dex 3
- MOM3
- WP3
- Aug acu 2
- Long wind1 /mof1 on extra points
I am assuming direct control.

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Ronian
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Postby Ronian » Sep 21, 2009 23:48

Only Mof1? Seems like players think of that its not working on Uthgard?

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Hedra
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Postby Hedra » Sep 22, 2009 00:26

Well I never could figure out if it actually works or not, so with uncertainty I took it at level 1 cause I had some extra point and nothing better to take. Can't hurt anyway ^^
I am assuming direct control.

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zalomar
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Postby zalomar » Sep 22, 2009 02:41

Could anyone confirm that mastery of focus is not working on uthgard? As light im pretty reliant on that to get half my spells to actually land.

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Harting
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Postby Harting » Sep 22, 2009 03:01

well as long as lvl 50 spells resist 3 times in a row sometimes i wont spend any RA points to push lo lvl spells :p
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Zarkor
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Postby Zarkor » Sep 22, 2009 03:07

zalomar wrote:Could anyone confirm that mastery of focus is not working on uthgard? As light im pretty reliant on that to get half my spells to actually land.


Not worth it, I suggest you live with it, that's how things get handled around here when it comes to (RvR) balance. :roll:

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Broagunk
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Postby Broagunk » Sep 22, 2009 08:10

MoF does work, and is quite helpful. Yes resists do seem out of control, but they do work.

Even was tested a while ago by a dev. MoF helps.

Get II, zalo. :3

Nymeros
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Postby Nymeros » Sep 22, 2009 11:56

MoF works, just ask any Skald/Minstrel, the difference with their instas is very noticable.

Also, Longwind 1 is without contest the best realm ability ever.

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Amadeth
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Postby Amadeth » Sep 22, 2009 20:02

I will not question whether MoF works or not, but since respeccing from MoF2 to no MoF at all, and then again to MoF2, I'm inclined to believe the difference (at least in RvR) is hardly worth the 4 points invested.

That could also confirm that the resist formula (as far as spell level vs. target level difference goes) that Blue provided some time ago may be correct. I'm too lazy to search for his post at the moment, but from what I can remember every level your target has above your cast spell's level the resist rate increases by 0,5%. MoF2, while giving +9 to all effective spell levels would mean a mere decrease of 4,5% in resist rates. As a minstrel, I find that rather discouraging and will probably opt to place the invested points elsewhere during my next respec.

This is only from my perspective, however, since one of my DD's is naturally (by skill spec, that is) level 50. Investing four points just so I could land my stun spell 4,5% more often isn't so appealing to me.
As a pure caster class though, ymmv.
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Zarkor
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Postby Zarkor » Sep 22, 2009 20:31

Amadeth wrote:That could also confirm that the resist formula (as far as spell level vs. target level difference goes) that Blue provided some time ago may be correct. I'm too lazy to search for his post at the moment, but from what I can remember every level your target has above your cast spell's level the resist rate increases by 0,5%. MoF2, while giving +9 to all effective spell levels would mean a mere decrease of 4,5% in resist rates.


You can't go higher than 50 with MoF and believe me, even level 50 spells get resisted a TON.

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Amadeth
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Postby Amadeth » Sep 22, 2009 23:02

I know. that's why only my level 40 stun spell (and arguably level 43 second DD spell which is of far lesser importance) would somewhat benefit by taking MoF.
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Esme
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Postby Esme » Sep 22, 2009 23:35

i had skilled MoF 2, and 3 so far and i did not notice any difference. in fact i had the feeling the more MoF the more resist^^

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