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发表于 2009-3-2 03:36
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FACQ, part 2: Achievement Points
I) Raid AA Lines
In raids, you want to focus on improving your long-term dps as much aspossible, while also ensuring that you hit the key utility pointsavailable for coercers. Still, there's no one best AA line for everycoercer that is "the best." But, there's some obvious choices to startwith, and I'll add in information that should help you decide where tospend your extra points.
If you want to know how I spent my points, I am currently specced:
Enchanter Tree:
Agility: 4-4-8-8-1
Intelligence: 4-4-6-8-1
Stamina: 4-4-8-3
Coercer Tree:
Coercion: 5 Tyrannous Mind, 3 Peaceful Link, 2 Hostage, 2 Spell Curse, Coercive Healing
Resistances: 3 Dictate, 5 Obliterated Psyche, 5 Asylum, 1 Dispel Magic, Tashiana
Efficiency: 2 Intrepid Focus, 5 Shock Wave, 5 Ego Melt
Mana: 5 Mana Flow, 5 Mana Shroud, 5 Channeling. 3 Soothing, 2 Cannbalize Thoughts, 1 Mana Ward
Shadows Tree:
General: 5 Hearty Constitution, 5 Enhanced Mind
Mage: 5 Runic Protection, 5 Strike of the Mage, 1 Bewilderment
Enchanter: 5 Mental Torment, 5 Silent Thoughts
Coercer: 5 Arcane Hatred, 5 Depressed Thoughts, 5 Mental Blast, 5 Shield of Runes, 1 Psychic Blast, 1 Intellectual Remedy
1. Enchanter Tree
In order of recommendation, the best enchanter achievements for raids are:
a) Agility
b) Intelligence
c) Stamina
d) Strength
e) Wisdom
a) Agility
Casting faster gets you more spells per minute, additional chances toproc, and simply better reaction time. Although the stat of Agility andincreased Defense do nothing significant against raid mobs, Casting andRecovery haste do a substantial amount in a raid setting.
The average unhasted coercer casts 25 spells per minute, with anaverage cast time (without any prior cast haste) of 1.8 seconds and a0.5 second recovery between spells. With that info, we can beginmanipulating the math a little bit and compare the relative increasefrom these achievements.
First, let's examine Chronomotion. With maximum AA inChronomotion (48% Recovery Speed), you save about 4 seconds out of aminute of casting. With 4 points in the AA, you save over 3 seconds. In3 to 4 seconds, you can cast 2 or 3 additional spells. Let's say youhave 4 seconds - in that amount of time, you can cast 2 Hemorrhages and1 Shock Wave, which adds up to 7,500 to 12,000 damage. Or, you wouldhave enough time to cast a Stun and reapply Psyche and GorgingThoughts. In theoretical percentage terms, full Chronomotion equals a6% increase in effectiveness, while 4 points equals a 4% increase.
Now, onto Casting Speed with Chronosiphoning, Chronology, and the powerful Perpetuality.By common sense, you can see that per point, Casting Speed has a largereffect than Recovery, as Recovery only affects a percentage of the 0.5seconds between spells, while Casting affects a percentage of 1.7seconds. However, Casting speed is also easier to attain. Also, due tothe way haste is calculated, the more haste you have, the lesserreturns it provides.
Eight points in Chronology (14.4% Casting haste) will save you at least5 seconds over non-hasted casting, or a gain of between 7% and 9%effectiveness. Adding in Chronosiphoning at4 points will save another about 2 seconds (after subtracting the Casttime and Recovery time required to cast it twice, assuming no resistsand that you cast it early enough to affect enough of your spells).This amount of time saved equals 1.5% to 3%. So, you're gaining atleast 10% effectiveness just from these initial Casting achievements.
Once you throw Perpetuality inthe Mix, the numbers become a bit harder to calculate as you willrarely have Perpetuality V up an entire fight, especially due to stuns,stifles, and the like. Still, you can count on an average of 28 Castinghaste from this over a zone - or a savings of 9 seconds per minute ofencounter, or 11% to 15% effectiveness.
Although I recommend putting extra points in Recovery speed overCasting speed, it's basically raid-dependent. There are more sources ofCasting speed available (Bard AA at 8.0, Monk Raidwide Buff at 14.4,Cleric AA at 50.0 temporarily, Shaman AA Ritual of Alacrity at 33.0 andIllusionist Time Compression at 20.0), compared with few sources ofRecovery Speed available (Shaman AA and Time Compression). It's rarethat you'll get buffs with Recovery Speed, as they are single targetspells that will generally go to other classes that benefit more fromthem - while all of the other listed Casting Speed buffs aregroup-wide.
On a basic 4-4-8-6-1 setup, you can reach 65 Casting Speed based purelythrough AA's, or 87 in a group with a Bard and a Monk. Further Castingspeed bumps can be obtained via gear (while there's no equivalent forRecovery speed), with the cap at 100.
On a side note, if you're Strength spec, you may want to focus more onCasting speed and spend less points in Recovery. Since auto-attacksoccur during recovery time, shortening it may lead to further delays inauto-attacks. In practice, however, I did not notice that the extratenths of a second of recovery time affected my auto attacks.
Basically, you're looking at an average 27% increase in effectivenessfrom the Agility line - both in DPS and in casting in general,including debuffs, buffs, and mana flow. There's even more potential tobe tapped, as of you managed to maintain Perpetuality full-time, it'dbe a 43% overall improvement. I recommend at least 4-4-8-6-1 foragility, and also that you spend extra points in this line.
b) Intelligence
Base Damage and Spell Crit are the main draws of this line, but the other skills are useful as well.
Since I discuss Intelligence in the In-Depth Gear Analysisthread, I won't go into detail. Intelligence basically offers a smallpercentage increase in dps, and the amount you gain can gain here atbest is 0.02% damage per intelligence, or 0.08% damage per achievementspent.
For Nullifying Staff, your mileage will vary. My hitpercentage for this skill is about 90%. You have to be within meleerange to use this skill, and moving into range can take time away fromcasting. The damage portion is minor, at best 5-10 dps. The majorbenefit is from the Mental mitigation debuff, which lasts 10 seconds.The skill must connect for the debuff to land. At level 80, the debuffis about 1000 mental mitigation at 4 points, and 1189 at 6 points.Magical mitigation is on a diminishing returns scale, and at least frommy testing, works differently than mitigation does on a player.Basically, magicial mitigation offers a great decrease until 0 isreached - offering up to 40% damage increase if debuffing to 0. Magicalmitigation can be debuffed into the negative, but any amount into thenegative offers very small increases - at best, another 10% additionaldamage. But, with the increase in magical mitigation buff on raid mobsfrom GU43, additional debuffs can't hurt.
Savant's Insight is limited in its usefulness - it preventsinterruptions if you get hit, but it doesn't prevent you from movementinterruptions (by moving yourself too far or from knock back). At sucha 4% percentage per point to proc and with a duration of only 3seconds, the amount of fights that it's useful is fairly low. Only afew spells or AE's have interrupts only, and the many additionalcontrol effects (stun/stifle/knock back) will frustrate your spellcasting much worse than interrupts. Basically, the chance of thishelping you is highest when you are tanking something, and that shouldbe rare on raids.
Next is Savant's Channeling, a much better ability. SpellCrit follows a flat increase per point - for coercers, 1 percent SpellCrit is about 0.33% increase in damage. I discuss Spell Crit a bit morein the 4th FACQ, In-Depth Gear Analysis. If you are curious how to exactly calculate Crit and damage increase, I recommend this threadfor an excellent explanation of how to calculate the boost from spellcrit (generally all our spells are 4:5, except Sonic Boom). With 8points in Savant's Channeling, you gain 11.7% spell crit - or about a4% increase in damage. (As an odd number, it rounds up to 12% andshould always display as 12%).
Volatile Magic adds base damage. Base damage is great as it isfairly difficult to obtain through gear or buffs. A 15% boost to yourdamage spells translates to a 15% boost in all spell-based DPS, andthus at minimum 12% of overall dps. As of GU45, there are no negativeeffects attached to Volatile Magic.
You're looking at about 18% increase in DPS from the Intelligence line from Savant's Channeling and Volatile Magic.
c) Stamina
The best skills in the Stamina are Empathic Aura and Sever Hate. But,the other abilities aren't horrible, although they're a bit redundant.
Stamina as a statistic offers about 3 to 2 points of healthuntil you hit the downward part of the diminishing returns scale at700. From there, you're looking at less than 2 health per stamina.Thus, there isn't much use to put extra points in the stat.
As far as the usefulness of the abilities in this line, Touch of Empathyis on the lower end as it is group-only, and you cannot cast it onyourself. If you cast it on someone continuously, it only averages outto 45 negative threat per second, which would be about 2% of the totalthreat output for an average raider. Generally, this amount won'taffect your group mate's hate position. Thus, at best, it's somethingto spam to keep up Perpetuality with the small chance that it willactually help people stay at the right hate positions, but it's notreliable due to the low amount and 30 second recast time. If you wantto set it up for general use, the most hassle-free method to use thisability is to use a custom UI's group button to /useability. Anotheroption is to simply fill out a target macro for someone who's in yourgroup, so you don't have to target your group mate every time.
Next, Empathic Aura and Empathic Soothing were discussed in the Buffing Your Raid thread. Empathic Aurais highly recommended as it increases the healing strength of multiplehealers. Even if you only have one healer in your group, it's helpinghim or her. You're increasing their healing potential by about 5%, orby about 400 per heal cast. Even the best geared healers are not cappedon Heal Crit, and at 2% per point, it offers better gains than even ahealer's personal achievement lines.
Empathic Soothing, on the other hand, is not vital. As withTouch of Empathy, its usefulness varies with your group setup, but evenin a heavy dps group, it's not useful. It decreases your group's threataccumulation, but the low amount (1% per point) makes this abilityweak. At 5% hate decrease, you give a leeway of 100-200 average threatper second. However, you are better off (and usually able) to sparePeaceful Link for those allies who are regular threat-stealers, and youalso can use Touch of Empathy (the equivalent of about 2% dehate) as analternative should you lack the concentration slots, since you have topay 4 points for Touch anyway if you're down this line.
With both of these group buffs, it's good to remember that they onlyapply when you're in 20 meters - so you have to be wary of yourdistance.
Sever Hate can be very useful - it lowers a friend's hateposition by 2, and can be used cross-raid. Hate position is much morepowerful than hate amount, and using this ability can save an ally andallow him/her to do more dps. When you use it, you want to cast it onan ally, and not through the mob, because there's always the chancethat you can sever the wrong person.
The only downside to this ability is that the dps potential is greaterwith Agility and/or Intelligence final skills, and even the highestdpser should not steal aggro except on the rarest of occasions if youhave a good tank and have a properly set-up raid.
d) Strength
So, if you're able to get in melee range for autoattacking, thenStrength is for you. Keep in mind that this line is difficult to keepat its full potential, and difficult to get any use out of the manyhigher end ranged encounters. However, if you are able to maintainautoattack for the duration of a fight, it can provide 600 additionaldps.
Spellblade's Counter and Counterblade are both combat abilities that won't offer much. Spellblade's Counter will at best offer 2-4 zonewide dps, and is basically a waste to cast unless absolutely everything else is down. Counterbladeis not much better - maybe a 5 dps skill - even with its specialability to counter racial/profession skills. Basically, you'recountering something like a Wild Swing if it hits within 12 seconds.It's not reliable, and not that significant even when it activates.
On the other hand, Quickening and Spellblade's Reflexes are abilities you want to sink points in. For Spellblade's Reflexes,the primary aid is the additional Crush/Pierce mod. This will increaseyour hit rates - unfortunately I don't have an exact number, but 4points equates to about a 7-10% increase in hit rates. This is not asclose to as large an increase as Quickening offers per-point, but it'sstill an additional helpful source to maximize your melee output.
Melee weapon range increase is a bit deceptive, on the other hand.Normal melee autoattack range is only 2 meters, and thus 50% increasesthis to 3 meters, and 80% to 3.6 meters. But, our combat arts (racialand AA ones) max range are increased as well - so a 5 meter combat artis increased to 7.5 meters at 50%, or 9 meters at 80%. As for theriposte/parry portion, it's not helpful in a raid setting, but it'snoticeable in a solo setting.
If you're going to do the strength line, you need to max Quickening.Even with the worst weapon, you quadruple its base damage output at 8points. With the mythical epic, you're looking at 148% increase fromdouble attack, 158% increase from melee crit, and about 150% each fromhaste and dps - or about quintuple the normal base damage. Intheoretical terms, this is a potential of 550 dps (if you landed everyhit). At best, though, on raid mobs, hit rates are 60-70% - thus,330-400 dps is a more realistic increase with just quickening. Furtherimprovements can be made through buffs and gear, although it's notrecommended to lose spell-based dps increasers.
As a negative to Strength line, you have to remember that each secondit takes to position yourself is potential dps lost. While you can moveduring the recovery period without penalty, it's not easy to positionyourself in this limited amount of time. Each full second ofspellcasting interruption is a loss of about 65 dps for that fight -either if you're moving or if you're dead.
e) Wisdom
Wisdom is the least useful line for raiding. Wisdom as a stat doesnothing, Daydream does nothing useful, Dream Barrier does nothing, andHypnosis does nothing that you can't already do. You will rarely tonever mez in raids, so Dreamweaver's Trance will increase focus andSubjugation. If you're having trouble landing spells, you would bebetter off trying to reduce your target's magical mitigation ratherthan trying to raise your subjugation.
2. Coercer Tree
In order of recommendation, the best coercer aa for raids are:
a) Coercion
b) Resistances
c) Efficiency
d) Mana
Since the names change each time you obtain the upgraded spell, I'll offer the lowest version of the spell in parenthesis.
a) Coercion
The Coercion line offers the greatest increase in DPS potential. Tyrannous Mind (Destructive Mind), Hostage (Sibyllant) and Spell Curse (Spell Lash) are all necessary for good dps, increasing the damage output of all 3 spells significantly.
The Peaceful Link upgrade is also useful, increasing the hate decrease amount by 1% per point.
The final ability, Coercive Healing, is also very useful.As mentioned in the Buffing Your Raid thread, it increases yourhealer's specialty heals by about 400-500, and stacks with otherbeneficial healing effects.
Recommended Configuration: 5 Tyrannous Mind, 2(6 points) Hostage, 2(6 points) Spell Curse, 3 Peaceful Link, 1 Coercive Healing
b) Resistances
Resistances is the second best line for coercers due to the usefulnessof the end line ability, Tashiana. Decreasing magical mitigation hasbecome more important since Game Update 43, as it decreases resistancesto spells as well as offers greater damage output.
Asylum (Gloom) increases the divine/mental/magic debuff amount by about 525 from the base, while Obliterated Pysche (Damaged Psyche) increases all magical mitigation debuff amount by about 250 from the base. Brigands' Thieves Guild stacks with these.
Unfortunately, I do not have enough data to conclusively state how muchthis amount of debuff affects dps exactly, and may never come to afinal conclusion because of the difficult of created a controlledenvironment. From what I do understand, resistance debuffs offer agreat amount of damage increase until a mob reaches theoretical levelof "0" mitigation, thereby increasing damage up to 40% of itsnon-debuffed amount. After it reaches this limit point, the increase ofdamage is calculated along a negative limit curve where only about 10%more damage can be obtained at maximum (to a final total of 150% ofyour normal damage).
The end line ability, Tashiana, while having a very shortduration, is very useful to help land additional debuffs and spells toease the start of the fight, or increase damage mid-fight. Since GU45,it rarely resists, and can be easily cast on pull due to its 35 meterrange. While spell resists are still fairly common on aTash-only-debuffed mob, preliminary data shows that resists are about13% less likely to occur with Tash on pull than without on an orangemob.
As far as the damage increase, pre-GU43 data indicates that Tashianaincreased my damage by an average of 20% during the time it was up, butsince it's only up at most 1/6th of the time, this rounds out to about3% damage increase zone wide. For an imperfect comparison, additionalresistance debuff from the Asylum and Obliterated Psyche achievementsadded together (800 points) are about 20% of the mitigation amount butup all the time, and by ratios would offer about 1% zone wide towardsarcane damage, or 0.3% towards other magical raid damage.
Dispel Magic is almost worthless, as the druids in yourraid likely are specced to dispel. Your dispel's are limited to bardand enchanter-type buffs. Basically, you can dispel "Troubadour Songs,""Dirge Songs," "Empathic Link," and "Intensity" from mobs should yousee them, and that's it.
Charm has no utility in raids except for a few easy mobs inoverland zones. Even then, your charming ability is determinedprimarily by your spell quality and not whether you have points inCharm or not.
Even with the low-raid-utility points in Dispel Magic and Charm, sincethe Resistances line only requires 15 points for the end line ability,the overall line is recommended for raids.
Recommended Configuration: 5 Obliterated Psyche, 5 Asylum, 3 Charm, 1(2 points) Dispel Magic, 1 Tashiana
c) Efficiency
Efficiency is a useful line, as it increases both utility and DPS potential. All skills are recommended except for Cortical Hesitation (Hesitate), which offers little raid or solo utility.
As for the other skills, a 0.5 increase in casting speed (which stackswith normal Casting speed) increases the damage per second of Ego Melt (Ego Shock) by 33% and Shock Wave (Psychic Wail) by20%. What's more significant is the 7.5 reuse reduction, allowing youcontrol groups of mobs much better and also increase your dps withShock Wave and Ego Melt even further - assuming you cast it as often asyou can, the reuse amount of Ego Melt increases your dps by about 1%(or roughly 11 dps), and Shock Wave by about 5% (roughly 80 dps).
Intrepid Focus also sees a dps benefit, more than Ego Melt, but lessthan Shock Wave. Overall dps increase from the aa should be about 3% ifyou are able to apply Focus in time for its damage to land.
The benefits to your single target and group stuns are most noticeablewhen in a multiple-add encounter, and lowering the time on your groupstun makes it a one second cast or less.
The final ability, Thought Snap, is useful depending onyour group, but buggy as of Game Update 43. If the target you snap itto dies or is dead at the time of casting, it will break the encounter.Still, it can help redirect a mob when your tank is stunned or out ofrange to increase his threat.
Recommended Configuration: 5 Shock Wave, 5 Ego Melt, 5 Intrepid Focus, 5 Dysphoria, 1 Thought Snap
d) Mana
Mana is the least useful line, but still has valuableskills - Mana Flow and Channeling - to spend extra points in. As ofGU45, Mana Ward is a very useful end line ability, but the other skillsin the line have not changed.
Channeling (Channel) is your best choice in this line, althoughyou have to spend points in other abilities to get it. Your reuse forChanneling is reduced 1 minute per point, which stacks with otherability-reuse reducers. Although you may not use it every time it's up,you will definitely feel more comfortable using it if you know it willbe back up sooner. On very long fights, the recast is lowered enough sothat you can use Channeling twice. Channeling returns approximately120% power, which is enough to make one caster or two melee full powerfrom empty.
Mana Flow is a good option. Mana Flow's duration and recast areboth reduced by 2 seconds per point, thus allowing your power heals toapply faster and be ready faster. This equates to about a 5% boost inpower healing per point. The mythical epic reduces the duration by 15seconds alone, but does not affect the recast - thus still making thisaa worthwhile. With the removal of any power percentage requirements,constant flows across the raid is highly recommended to help others'power and your own power.
Shift Mana (Consume Ego) offers a good gain, but selfpower regen shouldn't be necessary in the current mechanics. At 5points, you get 180 additional power per cast, or potentially 540 morepower per minute if you cast it consistently (1530 versus 2070 power).Shift Mana takes 2 seconds to cast, though, and generally you shouldn'tneed to cast it more than twice a minute. If you're geared properly,you don't need to cast it at all except in emergencies or a long chainpull without your mythical epic.
Mana Shroud (Mana Cloak), Soothing (Breeze), Third Eye (Mind's Eye) and Cannibalize Thoughts (Consuming Thoughts)are all not recommended. For each point, you gain about 2-2.5power/tick. So, for 5 points, you're looking at an additional 10-12power/tick, or 60-72 power/minute for your group, or 105 power/minutefor Mana Shroud if you use all the triggers. This amount is barelyenough for someone in your group to cast one additional spell. WhileCannibalize Thoughts' and Mana Shroud's power regeneration doesn'tcount towards the cap, it still is paltry. In any case, you and yourgroup members probably aren't at the cap (120 in-combat power regen)unless you're grouped with a bard, and if you are grouped with a bard,why do you need more power anyway? If you want to get to channel, ManaShroud is the better option.
Mana Ward is offers a hitpoint ward of at least 6,000 points.It's calculated by a 1.5 power to 1 health ratio, using 95% of yourpower in the conversion. The big negative is the long recast, 5 minutes.
Recommended Configuration: 5 Channel, 5 Mana Flow, 5 Mana Shroud, 5 anywhere else, 1 Mana Ward
3. Shadows Tree
Unlike the previous trees which had direct prerequisitie skills, toprogress to the next tree you must spend 10 points in the previoustree. In addition, you must spend 120 points to open up the ShadowsEnchanter Tree, and 170 points to open up the Shadows Coercer tree. Anypoints spent in the shadows line do count for these requirements.
General
Most of the general skills are self-explanatory. Several skills relateto tradeskilling and harvesting. The only ones that apply any utilitytowards raiding are Hearty Constitution (Max Health) and Enhanced Mind(Max Power), while runspeed bonuses are an alternate choice, so spentthese 10 points here to open the mage tree.
Mage
The mage tree offers better choices than the general tree for raiding purposes, but not by much.
Strike of the Mage is the most useful skill in this subtree. Itimproves Hemorrhage base and critical damage by 10%, adding a potential100 dps.
After Strike of the Mage, Runic Protection is the next best choice.Runic Protection adds approximately 218 hitpoints and 11 defense toMagi's Shielding. Master's Strike is a viable alternative, but isdifficult to fully recommend because of the race restriction. In raids,less than half of encounters are susceptible to Master's Strike, andhaving the spell up more quickly becomes pointless when you can onlycast it once or twice on the mob that you can use it against, with orwithout points in this skill.
The other skills in the Mage tree offer no real raid utility. Root isstill unused in the raid setting, Coruscation is a horrible use for aconcentration slot, and Insivible-runspeed is simply unnecessary.
Bewilderment is a useful final line skill, offering a fast-casting,higher-damage nuke which may be cast while moving and also reduces hateposition by 1. It lands reliably on a debuffed mob, and is recommendedto be cast early in the cast order both because it adds solid dps andalso because it helps ensure that you won't peel aggro at the beginningof an encounter. If cast within the first 5 damage spells, it has thepotential to add 200 dps.
Enchanter
The best options are more dps-related skills, which is a theme of the Shadows line of achievements.
The first option is Mental Torment, which improves Brainshock's dps. The DPS gain from this skill is up to 70 dps.
The second option is Silent Thoughts, which improves Abolute silence.Similarly, you should recieve up to a 65 dps improvement through thisskill.
The other skills in the enchanter line aren't terrible exciting. Morehealth is always useful, but only in most dangerous situations. Becauseof diminishing returns on DPS in conjunction with the improvedberserker raidwide skill, DPS adornments, and widely available gearwith DPS on it, Spellblade's Enchantment is not highly recommendedbecause the actual gain is not significant, although it is an option tospend points in when you are reaching maximum achievement points.Dreamweaver's Focus offers disruption and subjugation which helps onspell resists, but spell resists are not an issue in a raid with aproperly debuffed mob except right at the beginning of a fight.Further, direct spell resistability on gear (Ensorcelled Vulnerability)offers a better choice for dealing with spell resists and is readilyattainable in TSO.
Peace of Mind, the enchanter end-line ability, is an incredible DPSskill which can add an average of 400 dps over a zone to eachindividual in your group, and up to 1400 dps on a single encounter. Itcan also be cast while moving, and with its 20 second duration, can betimed to be cast before a pull for maximum usefulness.
Coercer
The coercer line has the best options out of the Shadows tree aa,although partially that's due to a lack of great choices in theprevious trees.
The first recommendation is Arcane Hatred, which increases hate gainand transfer by 5%. While hate gain is max on the main tank in mostsituations, the increased transfer is very valuable and allows you abit of leeway in terms of your personal dps, as well as for the raid.Also, the increased hate gain can be useful in certain situations whereyou have multi-tank requirements.
The second recommendation is Depressed Thoughts, which increasesAsylum. Like Mental Torment and Silent Thoughts, maximum points in thisskill has the potential to increase DPS by 70.
At this point, the end line abilities will be available. The priorityshould be for Psychic Blast, which improves all spells base andcritical damage.
After you've achieved your goal of Psychic Blast, Mental Blast is thenext recommended skill to improve. Although Shock Wave is sometimeshindered by its 10 meter range, the DPS gain from the spell is higherthan the other DPS improving skills (up to 100 dps improvment),assuming you were able to cast this spell all the time.
At this point, you have several options to go back and improve skillsyou bypassed to get to this point, which would be my recommendation ifyou did so. Once you've filled up your previous Enchanter Tree andCoercer Tree skills, I would recommend buying Shield of Runes toimprove survivability against physical-based AE's, Intellectual Remedyto help heals on pulls, and finally dumping extra points into eitherSpellblade's Enchantment or Defensive Enchantment for either a minorDPS or minor self-HP improvement.
II) Soloing and Leveling Up
When you're soloing and leveling up, you're not going to see the sameimpact through AA as you do through longer fights at higher levels withnon-stop casting that someone who raids or groups constantly does. Itwould not be surprising if you did not notice any significantdifference with any of your AA while soloing at low levels. Still, youhave to spend the points somewhere, so you might as well start withsomething that you likely do alot of while soloing: Charm.
To this end, you want to spend your first 5 points in Charm in theCoercer AA tree, and then choose the Enchanter Starter, Mana Flow, andthen Agility line to improve your casting speed. It takes 24 points toget through the Agility line all the way through Perpetuality(4-4-8-6-1). After this, if you're still primarily soloing forexperience, I recommend building the Efficiency tree so you have yourcontrol skills available more often. For the Efficiency tree, you'llwant to work on the skills you use most often and obtain first, so yoursingle target stun, root, and group stun. Going for the entire line orgetting the final ability, Thought Snap, isn't necessary; you just wantenough points to stun comfortably.
After those skills, you can choose to build the Coercion orIntelligence line of the Enchanter tree. For Intelligence, you'll wantto go to the end skill, 4-6-4-8-1, in order to obtain maximum spellcrit and base damage, which will help increase your damage. TheCoercion tree offers the single biggest boost in dps, but most of theskills are only available at later adventure levels (level 23 forSibyllant, level 28 for Mind, and level 40 for Spell Lash), or thiswould be recommended earlier. If you're just soloing mostly, you canbuild with Mind, Sibyllant and Spell Lash to give your DPS a boost, butif you group often or duo with a healer, Coercive Healing isrecommended because it makes their job much easier.
Note that I wouldn't bother with the Shadows tree until you've filledthese primary trees. In Shadows, you have to spend 10 points in thegeneral line to get to anything really useful, while you get immediatereturns from the AGI, INT, and most Coercer tree skills.
Once you hit adventure level 70, you are able to spend 70 points pertree instead of 50. After getting AGI, INT, Coercion, and the line ofyour choice, I would try to obtain Peace of Mind in the ShadowsEnchanter line. This requires 120 points spent, as well as anadditional 11 points to buy skills in the Enchanter line, so you maynot be able to afford it quite yet. You'll probably be level 80 by thetime you obtain this, as well.
Remember, you can change your achievement spec for pretty cheap, andthere's always a Mirror of Reflected Achievements should you want tosave something while trying out another spec. |
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