Lets start talking specs!
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Been a loong time since 1.65 was wondering what the common specs were back in the day? Just for fun lets throw some smite specs out there aswell since wizards in chain may make a comeback!!
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Group Specs:
35e 41r ~ 41 greater heal, yel spread, yel SC 40e 35r ~ yel spec buffs, 75% instants 42e 33r ~ red acu, only 50% group instant not much room in between, 40/36 is certainly the best spec with acu charges on casters. Smite was dead for a long time during 1.65. Think first instants, green buffs, remainder smite is the spec (23r 20e 44s). Questionable if that will be any fun though. uwu ~ orz
https://tinyurl.com/y75vcqqm |
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i leveled and played with a full smite spec close to what was posted above during that Era. It was fun, I ran around with a staff and still got many groups and could solo kill/duel and beat almost every class unless it had a pet. The long stun was nice. Healing was made up for with RA's.
Yet once I respecced for enhance and healing.. it was a big difference much more affective. |
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i really liked the 41r 35e spec, this heals are awesome and if its not enough you got the 100% ´´here you got my power´´ rezz |
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Agreed, 100% rez is always a nice thing!
The 41 greater heal is a real life saver, and increases chances to save people under debuff assist nuke (sometimes). It not only heals more, it also casts faster! Downside is the mana use, taking 20-25% of you bar (depending on RA setup). Remember there will be no +%powerpool and the crappy mana reg rates in 1.65. Think all the group specs listed are viable, you will need one 40+ enhance cleric for yel spec buffs, you can do fine with two. Running 2x 41reju clerics might be suboptimal. That's why I like the 40/35(36) spec, it's a nice pug cleric spec. uwu ~ orz
https://tinyurl.com/y75vcqqm |
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does anyone know the formula for how over spec and + enhancements affects buff values? also what abilities will we lose in 1.65 shell and shears only? Thanks for the reponses and ill see you guys on alb!
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aoe buffs aswell
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Losing AoE Buffs, focus shell and shears.
Buffs are calculated like : [delve value] * (.75 + min(.5, [spec-level]/2*[spell-level]) * (1 + .03 * MoArc) The buff value on the target scales linearly depending on your composite (incl. items and RR) Enhance spec level vs the spell level. Note how this is always maximum of 1.25 for spec buffs. Basebuffs cap at 62 and spec buffs cap at 93. Sensible Question: Can you cap your buffs, and how much MoArc do you need for that? Turns out you cant.. MoArc2 caps red base dex, MoArc3 caps red S/C, and MoArc5 brings yel D/Q to 90pts. Each level of MoArc gives 2-3 pts on the spec buffs. Yellow bases are suboptimal across the board. In other words.. classic suxx! https://docs.google.com/spreadsheets/d/ ... edit#gid=0 MoArc needs AugAcu3 as a prerequisite, which you will need anyways to buff everything with the gimp classic templates. uwu ~ orz
https://tinyurl.com/y75vcqqm |
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I'm not 100% sure shears + shell will make it back into 2.0... its a good question for the grab bag...
However on specs ive always been a fan of 42-33, as I love to run caster groups... But we shall see what albion has to offer.. I will be rolling a cleric to start. |
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