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Is raising skill really neccesary?Follow

#1 Dec 27 2006 at 3:35 PM Rating: Decent
I usually play tanks, but resently I've been playing some mage characters and I've noticed that at certain points there skills (ministration, subjugation, etc.) start to fall behind and aren;t raising easily. I spent quite some time with my conjuror summoning pet after pet to max of his subjugation along with other skills.

I'm now trying out a coercer and I'm at the same crossroad.

Is it even worth the effort to raise ordination or ministration with a coercer or conjuror? I recall in EQ1 that certain spells required a certain skill level to use and I'm wondering if that is the case in EQ2 at higher lvls. Since most ordination spells last until you die or cancel them there is no way to raise the skill unless you make an intentional effort.

The ordination and ministration spells I have aren't the kind that have a range(i.e. 10-15 dmg), but are simply such-and-such will heal pet for this amount or will cure this ailment, etc. etc.

Also, is there a site that has information on macro commands? If I'm gonna raise these skills I might as well make a loop that keeps casting if that's possible. I'm not looking forward to sitting around mashing a hotkey all day.
#2 Dec 27 2006 at 7:25 PM Rating: Good
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1,885 posts
I never paid much attention to my spell casting skills, even though I probably should have. There are more obvious skills though that can be raised like safe fall, swimming, and harvesting.

You are limited to 2 lines of a macro in EQ2 and you cannot loop them. You just may have to smash buttons all day.

This link should take care of all your macro questions.
#3 Dec 28 2006 at 5:30 AM Rating: Decent
What does an increased swim skill do? Do you gradually swim faster? Seems to me that the more power you have the longer you can hold your breath.

Whatever changes they made kinda made safefall impossible to raise. Kinda seems like you either take no dmg or outright die now.

On a similar note, there are some faydark bugs. My fae died of 912 falling dmg because an orc hit me in mid air. Problem: 1.) The orc was too far down(I was on a high cliff) to have hit me at the start of my descent. 2.) I didn't get hit til I was like a meter from the ground yet I took full dmg as if falling from the top of the cliff.

Beware of fae gliding in hostile areas.
#4 Dec 28 2006 at 9:33 AM Rating: Decent
First, all of your casting skills are important! They affect where your shots land in the range of damage given. INT or WIS affects that as well, btw.

On your coercer, Subjugation affects whether your charms work, and how long they last!

Re: swimming, yes, the higher your swimming skill the faster you swim. My 70 Templar (with Swimming maxed) actually swims faster than she runs. This can be VERY important if you are in a water level and need to escape something ugly!

#5 Dec 28 2006 at 10:32 AM Rating: Decent
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My 70 Templar (with Swimming maxed) actually swims faster than she runs. This can be VERY important if you are in a water level and need to escape something ugly!


Our water breathing and swimming buff doesn't hurt either. I keep it up at all times.
#6 Dec 28 2006 at 3:48 PM Rating: Good
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Whatever changes they made kinda made safefall impossible to raise. Kinda seems like you either take no dmg or outright die now.
You could consider it making progress in fractions instead of a solid point each time. Find a nice hill that is just high enough to give you slight damage, then run up/jump off continuously. It may take many attempts to get a ping, but it will come.

I also used to look for hillsides along my path as I would run through zones. I looked like a pinball, but it would get me a ping now and then.
#7 Dec 29 2006 at 7:14 AM Rating: Decent
Yeah, i know subjugation and disruption are important. That's why I mentioned only ministration and objuration. My question was, for a coercer or conjuror, is healing and buffing skill worth bothering with. I've deleted the coercer as I'd rather have a stable reliable pet, but I like conjuror.

The root spell line is the reason I'd want to raise subjugation.
The damage spells are why i'd want to raise the disruption.

But healing and buffing? My pet heal spells heals for the specific set amount as opposed the the ranges that healer class spell have. Rather I have 500 ministration or 1 skill point it will heal for the stated amount. Buffs are in the same boat so what really is the point in rasing objuration?

Later down the line will there be pet heals with a heal range or critical debuffs?


I used to raise safefall that way. The road up to the forest on the Isle of Refuge jumping over to the tents was a great spot for example, but it doesn't work anymore. Now it just seem that you rather fall from a height that won't kill you or you fall to your death. There doesn't even appear to be an inbetween height. Now maybe at higher lvls I'd be able to withstand those falls, but not at the moment.
#8 Dec 29 2006 at 7:59 AM Rating: Decent
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But healing and buffing? My pet heal spells heals for the specific set amount as opposed the the ranges that healer class spell have. Rather I have 500 ministration or 1 skill point it will heal for the stated amount. Buffs are in the same boat so what really is the point in rasing objuration?


Good question. Nothing helps the amount healer spells heal for other than spell level. By design Wisdom has no effect on healing like Int and Strength do on damage. Skill used to effect fizzles, but they've been removed. No one wants to resist a beneficial spell, so that can't be it. I thought focus was the only skill that helped with interrupts, but maybe that's it.

Edited, Dec 29th 2006 10:02am by Lydiaele
#9 Dec 30 2006 at 7:37 PM Rating: Decent
i thought that even though the only thing that would raise the amount of the heal was spell level, but whichever skill affects healing decided how high in that range you go. of course i could be totally wrong, i usually play tanks or scouts :)
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