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Old 09-07-2005, 07:47 AM   #1 (permalink)
Gieve
Sorry, I 2box
 
Join Date: Feb 2005
Posts: 248
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New EQ Expansion AA's

The NDA was lifted, and this was posted by a beta tester

PROGRESSSION
* Curse of Blood
A strange power courses through your blood. You sense a purpose, a desire, a secret waiting to be told.
* Affliction of Blood
The curse within your blood grows stronger. A sense of foreboding plays at the back of your mind.
* Torment of Blood
The curse spreads further, seeping into your thoughts and plaguing your dreams. Shadows lurk on the edge of vision, haunting your steps.
* Temptation of Blood
The curse permeates your being but gone is the fear and foreboding, replaced by a craving and longing to bask in the darkness that surrounds you.
* Invitation of Blood
You are now one with the curse. It calls to you, offering you limitless power in exchange for obedience.



GENERAL
* Darkvision – 12
This ability permanently enhances your vision allowing you to see the invisible
* Supspended Animation - 5/5/5/5/5
This ability increases how far below zero your hit points can fall before you die by an additional 50 hit points per rank. You will still fall unconscious when you reach zero hit points.
* Precognition - 5/5/5/5/5
This ability further increases your chance of completely avoiding incoming melee damage.
* Thick Skin - 5/5/5/5/5
This ability further increases your mitigation of incoming melee damage.



BARD
* Bandage Wounds - 3/3/3/3/3
This ability increases the amount of healing provided by a single bandage by 20 percent per rank
* Hastened Blades - 7/7/7
This ability decreases the amount of time required between uses of Dance of Blades by four minutes per rank.
* Improved Harmonious Attack 7/7/7
This ability increases your chance of performing a double attack in any given combat round.
* Song of Stone - 7/7/7 (3/4/5 summoned pets, 30 min recast)
This ability calls a number of stone guardians into existence to attack your target. The first rank of the ability calls 3 guardians and each additional rank adds an additional guardian.
* Enhanced Aggression - 5/5/5/5/5
Each rank of this ability increases the maximum amount of attack you can gain from items by 10.
* Cacophony - 7/7/7 - 15 min refresh
This ability engulfs your target in a barrage of discordant noise, causing it to take damage for the duration of the effect. Every time this effect causes damage, it also has a chance to interrupt any spells being cast. Additional ranks improve both the damage and the chance to interrupt spells.
* Selo's Enduring Cadence - 7/7/7
Years of practice allows the bard to innately increase their base movement run. This increase does not stack with movement rate spell effects.



BEASTLORD
* Bandage Wounds - 3/3/3/3/3
This ability increases the amount of healing provided by a single bandage by 20 percent per rank
* Warder's Savagery - 7/7/7
Each rank in this ability increases your warder's chance to flurry attacks
* Hastened Thunder - 5/5/5
This ability decreases the amount of time required between uses of Roar of Thunder by ten percent per rank.
* Improved Bestial Frenzy - 7/7/7
This ability increases your chance of performing a double attack in any given combat round.
* Companion's Gift - 7/7/7
This ability grants you a chance to score an exceptional heal when healing your pet. An exceptional heal doubles the healing value of the spell.
* Enhanced Aggression - 5/5/5/5/5
Each rank of this ability increases the maximum amount of attack you can gain from items by 10.
* Fetter of Spirits - 12 - 5 min recast
This ability grants you a more powerful version of Hobble of Spirits which increases the effectiveness and length of your pet's ability to slow an enemy's walking speed.



BERSERKER
* Field Dressing - 5/5/5
This ability further increases the amount of healing provided by a single bandage while binding wounds.
* Cascading Rage - 5/5/5/5/5 - 36 min recast
This ability infuses you with a primal rage, increasing your melee abilities but you will also take damage as you push yourself beyond your means. The rage starts slow, but each additional rank you have in the ability increases its maximum potential. Be warned, once the rage has taken hold of you, the only way to stop it is to let it run its course.
* Conservation - 5/5/5/5/5
This ability grants you a 5% chance per rank to not use a component when summoning axes.
* Cry of Battle - 12 - 72 min recast
This ability causes your next War Cry to hit everyone within its radius at the cost of doubling the endurance used.
* Wicked Blade - 7/7/7
Each rank in this ability increases your chance to score an additional attack with two-handed weapons.
* Concentration - 7/7/7
Each rank in this ability increases your chance to not have item effects interrupted when you take damage.
* Enhanced Aggression - 5/5/5/5/5
Each rank of this ability increases the maximum amount of attack you can gain from items by 10.
* Relentless Assault - 7/7/7
Each rank in this ability grants you an increased chance of performing a double attack in any given combat round.



CLERIC
* Eradicate Undead 9 - 5 min refresh
This ability grants you a more damaging version of your Turn Undead ability.
* Silent Casting 5/5/5/5/5 - 36 min refresh, 30 second duration
Each rank of Silent Casting reduces the hate of your spells by up to 20% while the ability is active.
* Bandage Wounds - 3/3/3/3/3
This ability increases the amount of healing provided by a single bandage by 20 percent per rank
* Gift of Mana - 7/7/7
Whenever you cast a level 65 or higher spell that heals or harms someone, this ability grants you an innate chance for the next spell you cast after that to only cost a single point of mana. Additional ranks increase the chance of this occurring. Note that you only have a brief time to make use of the benefits of this ability before it fades away.
* Ward of Purity - 7/7/7 30 min refresh
Use of this ability creates a stationary ward that cleanses poison and disease from every player within its range. Increased ranks improve the effectiveness of the ward.
* Abundant Healing - 5/5/5/5/5
Whenever you cast a level 60 or higher direct healing spell, there is a chance that your target will continue to be healed over the next 30 seconds. Additional ranks increase the effectiveness of the ability and the chance for it to occur.
* Greater Avatar - 7/7/7 72 min refresh
This ability increases the potency of your Divine Avatar ability, increasing your physical prowess even further for a short period of time.



DRUID
* Silent Casting - 5/5/5/5/5
Each rank of Silent Casting reduces the hate of your spells by up to 20% while the ability is active.
* Bandage Wounds - 3/3/3/3/3
* Gift of Mana - 7/7/7
* Abundant Healing - 5/5/5/5/5
Whenever you cast a level 60 or higher direct healing spell, there is a chance that your target will continue to be healed over the next 30 seconds. Additional ranks increase the effectiveness of the ability and the chance for it to occur.
* Shared Camoflage – 12
This ability allows you to cloak your entire group in a camouflage nearly at will, causing them to become invisible without the need to memorize a spell.
* Convergence of Spirits - 7/7/7 - 15 min recast
This ability gives you an alternate form of Spirit of the Grove that channels the energy of the woodland spirits on to a single target. The concentrated energy provides an exceptionally fast heal and leaves the target with a brief period of regeneration and protective thorns.
* Nature's Guardian - 7/7/7- 22 min recast
Use of this ability calls forth the spirit of a wild bear to attack your opponent for a brief time. Additional ranks increase the time before the bear returns to nature.
* Affliction Mastery - 7/7/7
This ability improves the chance that damage-over-time spells will have a critical effect each time they are active.



ENCHANTER
* Silent Casting 5/5/5/5/5 - 36 min refresh, 30 second duration
Each rank of Silent Casting reduces the hate of your spells by up to 20% while the ability is active.
* Bandage Wounds - 3/3/3/3/3
This ability increases the amount of healing provided by a single bandage by 20 percent per rank
* Gift of Mana - 7/7/7
Whenever you cast a level 65 or higher spell that heals or harms someone, this ability grants you an innate chance for the next spell you cast after that to only cost a single point of mana. Additional ranks increase the chance of this occurring. Note that you only have a brief time to make use of the benefits of this ability before it fades away.
* Rune of Shadows - 5/5/5/5/5 - 10 min recast
This ability provides you with an upgraded version of your Eldritch Rune. Each rank of this ability provides a stronger rune than the previous.
* Channeling Mastery - 5/5/5/5/5
Each rank of this ability further reduces the chance of your spell casts being interrupted.
* Edict of Command - 7/7/7 - 72 min recast
This ability will bind an NPC to your will, charming them until the spell wears off. This ability works on NPCs up to level 70. Rank 1 will keep the NPC charmed for 2 minutes, rank 2 for 4 minutes and rank 3 for 6 minutes.
* Deep Sleep - 5/5/5/5/5 - passive!
This ability gives you an innate chance to put an NPC into a deep sleep when you mesmerize it. An NPC under the effects of a deep sleep will suffer offensive penalties for 90 seconds after the spell was initially cast. Additional ranks increase the effectiveness of the ability and the chance for it to occur.



MAGICIAN
* Silent Casting 5/5/5/5/5 - 36 min refresh, 30 second duration
Each rank of Silent Casting reduces the hate of your spells by up to 20% while the ability is active.
* Bandage Wounds - 3/3/3/3/3
This ability increases the amount of healing provided by a single bandage by 20 percent per rank
* Elemental Ferocity- 7/7/7
Each rank in this ability increases your elemental's chance to flurry attacks.
* Gift of Mana - 7/7/7
Whenever you cast a level 65 or higher spell that heals or harms someone, this ability grants you an innate chance for the next spell you cast after that to only cost a single point of mana. Additional ranks increase the chance of this occurring. Note that you only have a brief time to make use of the benefits of this ability before it fades away.
* Eradicate Summoned - 9 - 5 min recast
This ability further improves the damage caused by your Turn Summoned ability.
* Exteneded Burnout - 7/7/7
This ability increases the duration of your Frenzied Burnouts by 12 seconds per rank.
* Guardian of Ro - 7/7/7 - 9 min recast
This ability calls a more powerful servant into being who will repeatedly hurl fire at your target. Each rank of this ability increases the damaging capabilities of the servant.
* Companion's Gift - 7/7/7
This ability grants you a chance to score an exceptional heal when healing your pet. An exceptional heal doubles the healing value of the spell.



MONK
* Bandage Wounds - 3/3/3/3/3
This ability increases the amount of healing provided by a single bandage by 20 percent per rank
* Wicked Blade - 7/7/7
Each rank in this ability increases your chance to score an additional attack with two-handed weapons.
* Hastened Death - 7/7/7
This ability decreases the amount of time required between uses of Imitate Death by four minutes per rank.
* Unflinching Resolve - 7/7/7
This ability grants a chance to endure what would otherwise be a stunning blow, from any angle, without being stunned.
* Weightless Steps - 7/7/7
Years of training allows the monk to increase their base movement run. This increase does not stack with movement rate spell effects.
* Concentration - 7/7/7
Each rank in this ability increases your chance to not have item effects interrupted when you take damage.
* Enhanced Aggression - 5/5/5/5/5
Each rank of this ability increases the maximum amount of attack you can gain from items by 10.
* Relentless Assault - 7/7/7
Each rank in this ability grants you an increased chance of performing a double attack in any given combat round.



NECROMANCER
* Silent Casting 5/5/5/5/5 - 36 min refresh, 30 second duration
Each rank of Silent Casting reduces the hate of your spells by up to 20% while the ability is active.
* Bandage Wounds - 3/3/3/3/3
This ability increases the amount of healing provided by a single bandage by 20 percent per rank
* Gift of Mana - 7/7/7
Whenever you cast a level 65 or higher spell that heals or harms someone, this ability grants you an innate chance for the next spell you cast after that to only cost a single point of mana. Additional ranks increase the chance of this occurring. Note that you only have a brief time to make use of the benefits of this ability before it fades away.
* Blood Magic - 12 - 36 min recast
This ability allows you to fuel your spells directly from your health instead of from your mana. Blood magic is dangerous, though. Spells will drain more health than they would use mana and every time you cast a spell while Blood Magic is in effect, there's a chance that the penalty will grow. Once you have started using Blood Magic, you cannot stop until it wears off by itself or you die.
* Graverobbing - 5/5/5
This ability decreases the amount of time required between uses of Wake the Dead or Army of the Dead by one minute per rank.
* Affliction Mastery - 7/7/7
This ability improves the chance that damage-over-time spells will have a critical effect each time they are active.
* Cloak of Shadows - 12 - 7 sec recast
This ability allows you to become invisible nearly at will, without the need to memorize a spell.
* Willful Death - 5/5/5/5/5
Each rank in this ability grants you an increasing chance for your feigned deaths to not be revealed by spells cast upon you.



PALADIN
* Bandage Wounds - 3/3/3/3/3
This ability increases the amount of healing provided by a single bandage by 20 percent per rank
* Channeling Mastery - 5/5/5/5/5
Each rank of this ability further reduces the chance of your spell casts being interrupted.
* Cloak of Light - 12 - 7 sec recast
This ability allows you to become invisible to undead, nearly at will, without the need to memorize a spell.
* Vanquish Undead - 7/7/7
This ability increases your chance to inflict improved damage versus the undead and the damage you do when you succeed.
* Swift Blade - 7/7/7
Each rank in this ability increases your chance to score an additional attack with two-handed weapons.
* Enhanced Aggression - 5/5/5/5/5
Each rank of this ability increases the maximum amount of attack you can gain from items by 10.
* Knight's Expertise - 7/7/7
Each rank in this ability grants you an increased chance of performing a double attack in any given combat round.



RANGER
* Bandage Wounds - 3/3/3/3/3
This ability increases the amount of healing provided by a single bandage by 20 percent per rank
* Shared Camoflage - 12 - 7 sec recast
This ability allows you to cloak your entire group in a camouflage nearly at will, causing them to become invisible without the need to memorize a spell.
* Wicked Blade - 7/7/7
Each rank in this ability increases your chance to score an additional attack with two-handed weapons.
* Enhanced Aggression - 5/5/5/5/5
Each rank of this ability increases the maximum amount of attack you can gain from items by 10.
* Improved Headshot - 7/7/7
This ability increases the maximum level of humanoid that can be affected by your headshot by 2 levels per rank.
* Trick Shot - 7/7/7 - unsure how this works with endless quiver
This ability grants you an innate chance to make an additional attack upon a successful ranged attack. This extra attack will consume an additional arrow or fail if one is not available.
* Lightning Strikes - 5/5/5/5/5
This ability gives you the chance to perform up to two additional attacks with your primary hand. Additional ranks increase the chance you'll perform these additional attacks.
* Relentless Assault - 7/7/7
Each rank in this ability grants you an increased chance of performing a double attack in any given combat round.



ROGUE
* Bandage Wounds - 3/3/3/3/3
This ability increases the amount of healing provided by a single bandage by 20 percent per rank
* Stealthy Getaway - 9 - 36 min recast
This ability allows you to quickly retreat from the current situation and arrive at a relatively safe location elsewhere in the zone. You must be hidden to use this ability.
* Forced Opening - 7/7/7
Each rank in this ability increases the chance that you can make a normal backstab from any angle.
* Appraisal – 5
This ability allows you to estimate the selling price of an item you are holding on your cursor.
* Precise Strikes - 7/7/7
Each rank in this ability increases the minimum damage you will do on any backstab.
* Concentration - 7/7/7
Each rank in this ability increases your chance to not have item effects interrupted when you take damage.
* Enhanced Aggression - 5/5/5/5/5
Each rank of this ability increases the maximum amount of attack you can gain from items by 10.
* Anatomy - 7/7/7
This ability increases the maximum level of humanoid that can be affected by your assassination ability by 3 levels per rank.
* Relentless Assault - 7/7/7
Each rank in this ability grants you an increased chance of performing a double attack in any given combat round.



SHADOWKNIGHT
* Bandage Wounds - 3/3/3/3/3
This ability increases the amount of healing provided by a single bandage by 20 percent per rank
* Channeling Mastery - 5/5/5/5/5
Each rank of this ability further reduces the chance of your spell casts being interrupted.
* Cloak of Shadows – 12
This ability allows you to become invisible nearly at will, without the need to memorize a spell.
* Willful Death - 5/5/5/5/5
Each rank in this ability grants you an increasing chance for your feigned deaths to not be revealed by spells cast upon you.
* Swift Blade - 7/7/7
Each rank in this ability increases your chance to score an additional attack with two-handed weapons.
* Enhanced Aggression - 5/5/5/5/5
Each rank of this ability increases the maximum amount of attack you can gain from items by 10.
* Knight's Expertise - 7/7/7
Each rank in this ability grants you an increased chance of performing a double attack in any given combat round.



SHAMAN
* Silent Casting 5/5/5/5/5 - 36 min refresh, 30 second duration
Each rank of Silent Casting reduces the hate of your spells by up to 20% while the ability is active.
* Bandage Wounds - 3/3/3/3/3
This ability increases the amount of healing provided by a single bandage by 20 percent per rank
* Gift of Mana - 7/7/7
Whenever you cast a level 65 or higher spell that heals or harms someone, this ability grants you an innate chance for the next spell you cast after that to only cost a single point of mana. Additional ranks increase the chance of this occurring. Note that you only have a brief time to make use of the benefits of this ability before it fades away.
* Abundant Healing - 5/5/5/5/5
Whenever you cast a level 60 or higher direct healing spell, there is a chance that your target will continue to be healed over the next 30 seconds. Additional ranks increase the effectiveness of the ability and the chance for it to occur.
* Affliction Mastery - 7/7/7
This ability improves the chance that damage-over-time spells will have a critical effect each time they are active.
* Greater Rabid Bear - 7/7/7 - 2 hour refresh
This ability grants you a more powerful version of Rabid Bear, greatly increasing all of your offensive capabilities.
* Ancestral Guard - 7/7/7 - 15 refresh
Through the use of this ability, you can call upon ancestral spirits to protect you from harm for a brief period. The spirits will absorb a portion of the damage you would normally take. Additional ranks increase the percent of damage that the spirits take instead of you.



WARRIOR
* Field Dressing - 5/5/5/5/5 (273/bandaid at max)
This ability further increases the amount of healing provided by a single bandage while binding wounds.
* Wicked Blade - 7/7/7
Each rank in this ability increases your chance to score an additional attack with two-handed weapons.
* Hastened Defiance - 7/7/7/7/7
This ability decreases the amount of time required between uses of Warlord's Tenacity and Resolute Defiance by 10 percent per rank.
* Concentration - 7/7/7
Each rank in this ability increases your chance to not have item effects interrupted when you take damage.
* Dauntless Perseverance - 12
This ability increases your stalwart endurance, making you always able to endure what would otherwise be a stunning blow, from any angle, without being stunned.
* Call of Challenge – 12
This ability gives you a chance to provoke your opponent to the point where they will not flee from you or, if they are already fleeing, will instead turn back to you and continue fighting.
* Enhanced Aggression - 5/5/5/5/5
Each rank of this ability increases the maximum amount of attack you can gain from items by 10.
* Relentless Assault - 7/7/7
Each rank in this ability grants you an increased chance of performing a double attack in any given combat round.



WIZARD
* Silent Casting 5/5/5/5/5 - 36 min refresh, 30 second duration
Each rank of Silent Casting reduces the hate of your spells by up to 20% while the ability is active.
* Hastened Mind Crash 5/5/5/5/5
This ability decreases the amount of time required between uses of Mind Crash by ten percent per rank.
* Bandage Wounds - 3/3/3/3/3
This ability increases the amount of healing provided by a single bandage by 20 percent per rank.
* Gift of Mana - 7/7/7
Whenever you cast a level 65 or higher spell that heals or harms someone, this ability grants you an innate chance for the next spell you cast after that to only cost a single point of mana. Additional ranks increase the chance of this occurring. Note that you only have a brief time to make use of the benefits of this ability before it fades away.
* Translocational Anchor - 5/5/5 - 5 min recast
While under the effect of this ability, an NPC will not be able to gate away from you. Additional ranks increase the duration of the effect.
* Pyromancy - 5/5/5/5/5
Any level 60 or higher fire-based direct damage spell you cast has a chance to ignite the targeted creature causing it to take continual damage and be more susceptible to further fire-based attacks. Additional ranks increase the effectiveness of the ability and the chance for it to occur.
* Mastery of Fury - 7/7/7
This ability further increases the strength of your critical spell hits, causing them to do more damage.
the duration of the effect.

Also the new shroud system - not exactly sure how this works.

Playing with our friends of all levels is now possible with the Shroud system you have heard so much about, but what is it, and how does it work?

ShroudKeepers such as Learu, Nisua and Hyush will be available in different high traffic zones for you to visit and are easily accesible by everyone who has the expansion. They will greet you and offer a wide variety of templates for you to choose from. At its most basic level you may be a crowd controller, direct damage, rogue/berserker, or a warrior. What makes this complex is that you have several categories to choose from, and the various monsters in each template vary in ability and skills.

These are: (Subject to change)

Aberrations
*Imp Wizard (DD fire/frost/thunder)
*Evil Eye Psion (CC manaDD, remove curse, sleep, pure thought, spirit sending)
*Evil Eye Sorcerer (as wizard)
*Imp Trickster (as Psion + swarm dot + smoke bomb)
*Gargoyle Fighter (Warrior with DPS + shielding)

Animals
*Bear Beast (warrior type + hp buff + shielding)
*Wolf Beast (rogue type + buff)
*Tiger Beast (rogue type + buff)
*Werewolf Beast (berserk type + buff)

Elementals
*Earth Elemental Fighter (Warrior type + ds + sprint buff + shielding + defensive disc)
*Water Elemental Cleric (Healer + cure disease/poisen/curse)
*Fire Elemental Wizard (DD improved fire/frost/thunder + invis)
*Air Elemental Illusionist (CC, pure thought, dot, invis, slow)

Goblinoid
*Goblin Rogue (rogue type + buff, self haste, smoke bomb)
*Orc Brute (berserk type, shield, buff)
*Goblin Cleric (Healer + cure poisen/curse, smokebomb, DD)
*Goblin Wizard (DD fire/frost/thunder)
*Orc Battle Rager (rogue type + buff)

Humanoid
*Kobold Cleric (Healer + cure disease/curse, DD)
*Kobold Rogue (rogue type + feign death + buff)
*Minotaur Brute (Berserker + shielding, offsensive disc)
*Minotaur Berserker (rogue type + offensive disc, buff)

Nature Spirits
*Fairy Trickster (CC + dot, dd, pure thought, slow, invis)
*Fairy Wizard (DD + improved fire/frost/thunder)
*Sporali Spore Wielder (CC + dot, pure thought, slow, invis)
*Fairy Cleric (Healer + cure poisen/curse + dot)
*Sporali Cleric (Healer + cure disease/poisen/curse + dot + dd)

Reptiles
*Alligator Beast (rogue type + dd, buff)
*Scaled Wolf Beast (rogue type + dd, buff)
*Raptor Beast (rogue type + dd, buff)

Undead
*Skeleton Wizard (DD + improved fire/frost/thunder)
*Zombie Fighter (berserker type + ds, shielding, defensive disc)
*Scarecrow Mind Bender (CC + dot, invis)
*Spectre Ethereal (DD + improved fire/frost/thunder)

As you experience in the different monster types, you will unlock the template below it ie. alligator is available immediately, but scaled wolf and raptor you must level up as the alligator to access. Not all of the Crowd Control classes or wizards are equal, they do switch things up between the different monster types and levels. Generally a level 4 template will be stronger then a level 1 template, so it pays to unlock the further templates in each monster type. Buffs range from movement speed buffs, to self haste, manaregen, hitpoints, and hitpoint regen. None of the templates are as strong as the parent class, but you will be able to explore and adventure from the lowest level dungeons to some of the harder ones with these. After you choose your monster type and template you must select a level, you are limited in 5 level increments from 5 to your current level (rounded down). So a level 60 Enchanter could select any level 1 template from level 5 to 60. (70 is the max) This way you may be the same approximate level as your friends and adventure with them.
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Old 09-07-2005, 07:50 AM   #2 (permalink)
Ham n Cheese
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I wish I could still play that game, a lot of those look pretty cool.
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Old 09-07-2005, 07:54 AM   #3 (permalink)
crrimson death
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TGH has collapsed?!
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Old 09-07-2005, 07:57 AM   #4 (permalink)
Kildace
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Quote:
PROGRESSSION
* Curse of Blood
A strange power courses through your blood. You sense a purpose, a desire, a secret waiting to be told.
* Affliction of Blood
The curse within your blood grows stronger. A sense of foreboding plays at the back of your mind.
* Torment of Blood
The curse spreads further, seeping into your thoughts and plaguing your dreams. Shadows lurk on the edge of vision, haunting your steps.
* Temptation of Blood
The curse permeates your being but gone is the fear and foreboding, replaced by a craving and longing to bask in the darkness that surrounds you.
* Invitation of Blood
You are now one with the curse. It calls to you, offering you limitless power in exchange for obedience.
That sounds cool, lore-wise.
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Old 09-07-2005, 08:11 AM   #5 (permalink)
Communistbloc
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What the hell do the curses do for you though?
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Old 09-07-2005, 08:32 AM   #6 (permalink)
Clericnon2boxed
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Let me be the first here to say that the beastlord AAs suck, totally unoriginal minor upgrades on existing ones, awesome that other classes get new clickable toy AAs and whatnot.
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Old 09-07-2005, 08:37 AM   #7 (permalink)
Hardcore Cracka
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Quote:
Originally Posted by Clericnon2boxed
Let me be the first here to say that the beastlord AAs suck, totally unoriginal minor upgrades on existing ones, awesome that other classes get new clickable toy AAs and whatnot.
Same with SK =\

Not like I play EQ anymore, though.
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Old 09-07-2005, 08:37 AM   #8 (permalink)
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WTB more info on that Curse stuff, sounds interesting.
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Old 09-07-2005, 08:58 AM   #9 (permalink)
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Quote:
* Anatomy - 7/7/7
This ability increases the maximum level of humanoid that can be affected by your assassination ability by 3 levels per rank.
So does this basically mean all of Sebilis?
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Old 09-07-2005, 09:05 AM   #10 (permalink)
Kaige
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heh, an AA series for the hiv.
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Kaige
Diplomacy: The ability to tell someone to go to Hell so
that they'll look forward to making the trip.
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Old 09-08-2005, 08:02 AM   #11 (permalink)
Chaid
I'm your huckleberry.
 
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Quote:
ROGUE
* Stealthy Getaway - 9 - 36 min recast
This ability allows you to quickly retreat from the current situation and arrive at a relatively safe location elsewhere in the zone. You must be hidden to use this ability.
WRU time machine?! This "shadow step" ability was only suggested, oh I don't know, like 3 years ago on these forums. GG!
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Old 09-08-2005, 11:16 AM   #12 (permalink)
Saban
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Same old, same old.
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Old 09-14-2005, 12:11 AM   #13 (permalink)
Nikkohung You
eat shit and die sam
 
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Quote:
Originally Posted by Mazuli
So does this basically mean all of Sebilis?
Almost want my ranger back so i can FPS Doug OS =(
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The confrontation between science and formal religion will come to an end when the role played by science in the lives of all people is the same played by religion today.
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Old 09-14-2005, 01:08 AM   #14 (permalink)
Neric
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I can only comment on the necro abilities, so here we go:


Quote:
Originally Posted by Gieve
NECROMANCER
* Silent Casting 5/5/5/5/5 - 36 min refresh, 30 second duration
Each rank of Silent Casting reduces the hate of your spells by up to 20% while the ability is active.
Questionable for necros because it interferes with reverse kiting.

Quote:
* Bandage Wounds - 3/3/3/3/3
This ability increases the amount of healing provided by a single bandage by 20 percent per rank
Come on, WTF is that? Nobody does bind wound in EQ.

Quote:
* Gift of Mana - 7/7/7
Whenever you cast a level 65 or higher spell that heals or harms someone, this ability grants you an innate chance for the next spell you cast after that to only cost a single point of mana. Additional ranks increase the chance of this occurring. Note that you only have a brief time to make use of the benefits of this ability before it fades away.
That's an idea that's very close to the WoW concept for clerics. When you kill someone you get some mana for it, just reversed. Not bad of course.

Quote:
* Blood Magic - 12 - 36 min recast
This ability allows you to fuel your spells directly from your health instead of from your mana. Blood magic is dangerous, though. Spells will drain more health than they would use mana and every time you cast a spell while Blood Magic is in effect, there's a chance that the penalty will grow. Once you have started using Blood Magic, you cannot stop until it wears off by itself or you die.
Limited use because necros are hardly out of mana anyways. Probably not worth it.

Quote:
* Graverobbing - 5/5/5
This ability decreases the amount of time required between uses of Wake the Dead or Army of the Dead by one minute per rank.
Worthless, simply because WtD and DoA are worthless.

Quote:
* Affliction Mastery - 7/7/7
This ability improves the chance that damage-over-time spells will have a critical effect each time they are active.
That's what everyone will go for of course.

Quote:
* Cloak of Shadows - 12 - 7 sec recast
This ability allows you to become invisible nearly at will, without the need to memorize a spell.
"Nearly" at will? Btw, selling pre-nerf CoS on AB server for only $399,99.....PM me now, or anytime!

Quote:
* Willful Death - 5/5/5/5/5
Each rank in this ability grants you an increasing chance for your feigned deaths to not be revealed by spells cast upon you.
That's a good one that I would go for.
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Old 09-14-2005, 01:39 AM   #15 (permalink)
kcxiv
Manny, Manny, Manny
 
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SO far new expansion seems to kick ass. Still very very early though. Love the new ui changes. I havent done much exploring in the new zones, was pounding out aa's today.
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