Skills as a Invoker
#1
Posted 23 February 2011 - 12:42 PM
1. Should I invest points in Healing Wave? Heard it's really bad, but is it any good whatsoever?
2. From what I heard as well, the Awakening bar is harder to fill now. Should I invest a good amount of points into Blood Fever as well as Awakening charge? As well as if its going to cost alot of mp, should I think about putting points into Mana Sanctuary?
FYI, I'm a PvE oriented mage with heavy INT stacking. Some tips about skills (or EQ for lv 60+) would be nice. ^^
#2
Posted 23 February 2011 - 01:03 PM
#3
Posted 23 February 2011 - 01:38 PM
2. Don't waste points into Blood Fever. I was so disappointed with our 4th job passive in comparison to other jobs. As for Awakening Charge, it is up to you. As you have mentioned, you are a heavy INT stacker.. so I don't think you'd have to worry about the charge eating too much of your MP. And STAY AWAY from Arch Sanctuary haha. Total waste!
Hope that answered your questions!
Regarding 60+ Equips:
- Zauharant Staff is always nice (get yourself a 3-stat health/int/matk one haha)
- The Secmathian Set (level 70) is quite nice as we get AIM bonus (more than Heirloom Dark Hauteur and requires less pieces) so maybe get yourself a set.
- Heirloom Bone Dragon set is always handy due its full set bonus.
- And the new equips that came with Ice Continent are quite smexy too! Depending on your needs, get yourself some of those too!
Edited by invazn, 23 February 2011 - 01:42 PM.
#4
Posted 23 February 2011 - 04:49 PM
1. Don't bother with it. We have better healing skills to use.
2. Don't waste points into Blood Fever. I was so disappointed with our 4th job passive in comparison to other jobs. As for Awakening Charge, it is up to you. As you have mentioned, you are a heavy INT stacker.. so I don't think you'd have to worry about the charge eating too much of your MP. And STAY AWAY from Arch Sanctuary haha. Total waste!
Hope that answered your questions!
Regarding 60+ Equips:
- Zauharant Staff is always nice (get yourself a 3-stat health/int/matk one haha)
- The Secmathian Set (level 70) is quite nice as we get AIM bonus (more than Heirloom Dark Hauteur and requires less pieces) so maybe get yourself a set.
- Heirloom Bone Dragon set is always handy due its full set bonus.
- And the new equips that came with Ice Continent are quite smexy too! Depending on your needs, get yourself some of those too!
Okay, thanks for your time in writing this. ^.^ My only question skill-wise is basically is there a reason why Blood Fever isn't that good?
Thanks for pointing out about the Secmathian Set. Aim rate would be a pretty nice bonus.
#5
Posted 23 February 2011 - 09:21 PM
#6
Posted 24 February 2011 - 11:23 AM
#7
Posted 24 February 2011 - 01:01 PM
#8
Posted 24 March 2011 - 05:23 PM
#9
Posted 24 March 2011 - 06:22 PM
#10
Posted 27 March 2011 - 07:50 AM
Anyways, I hope they give Pallies that provoke skill soon. Then it'll be perfect for tanking bosses.
#11
Posted 27 March 2011 - 11:38 AM
#12
Posted 28 March 2011 - 07:02 PM
fml.
#13
Posted 28 March 2011 - 07:46 PM
#14
Posted 28 March 2011 - 08:18 PM
#15
Posted 29 March 2011 - 09:55 AM
Where are people getting this info from? :X I would like the see what horrible nerfs they are applying to invokers since I am a invoker.
Here you are: jdragonica
EDIT: If you ask me, most of these nerfs are actually good news in PvP. Sure it hurts us individually, but it also hurts all other invokers, so it kind of levels the playing field a bit more.
In agreement with Yurai, I think the MP% nerf for heals is completely reasonable in PvP. It means no one (including us, invokers) will have to deal with invokers heal-spamming to keep teammates alive until everyone runs out of MP from trying to kill their opponents. Boooring (not sure it makes much difference now though, as most invokers in high-level PvP nowadays play with a "no-instant, no-wide heal" rule).
Unfortunately, with Slow Heal going up to Level 9 or 10 now w/ Monster Cards, Slow Heal alone is usually enough to make stacked players nearly immortal (or at least, keep them alive until everyone runs out of MP, as mentioned above).
PLEASE NOTE: I think the bit about Muddy Mud's movement speed decrease being nerfed is an incorrect translation. I ran the original text through several translators and they all translated it as an "enhancement," which would mean the skill becomes more effective, not less. But I guess we'll have to wait and see, b/c translators are kind of unreliable in some cases.
Also, I like the fact that Quagmire's range is being increased. I always felt it was a bit unfair that skills like Blizzard can affect enemies quite a bit out of the visual AoE while Quagmire actually seemed to affect even less than the visual AoE.
The Double Shot nerf may or may not be horrible. It depends on how long the duration is and the severity of the attack speed nerf.
Edited by Rimmy, 29 March 2011 - 10:10 AM.
#16
Posted 29 March 2011 - 10:10 AM
#17
Posted 29 March 2011 - 12:05 PM
Still though, I'm going to have to convert to a hlt build, seeing that awakening charge appears to be based on % mp draining, so again, makes mp regeneration a pain. Plus less mp= easier to recover after these new heals. Or I think Rimmy pointed out the possibility of a mp regeneration build. =/
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users