WARDS Many wards have been migrated to a new system to improve performance. There should be no functional difference in how the wards operate with this change, outside of server performance. The following effects with ward components have been updated to this new system: Profession Abilities: Class Ancestral Ward Ancient Shroud Bulwark of Life Carrion Warding Combat Glory Curse of Shielding Deathward Defensive Haven Defiling Hex Ward Demonstration of Faith Divine Execution Eerie Avenger Eidolic Savior Eidolic Ward Frigid Fortification Frost Ward Grey Ward Healing Arrow Magi's Shielding Mystical Hex Ward Oberon Outward Calm Prophetic Ward Purulence Reactive Shell Repent Rock Skin Runic Armor Shield of Faith Shroud of Armor Siphoned Protection Torpor Touch of Life Umbral Warding Unyielding Benediction Virtue Ward of the Untamed Warding Sphere Wards of the Eidolon Profession Abilities: Alternate Advancement Ancestral Cleansing Ancestral Palisade Ancestral Shielding Aura of Leadership Aura of Warding Bulwark of Faith Constant Currents Death Cries Divinity's Aid Dozekar's Resilience Force of Nature Healing Barrage Intellectual Remedy Mana Ward Mystic Ritual Phantasmal Barrier Prepared Defenses Reprieve Scaled Protection Serene Energy Shaper's Wall Sheltering Barrier Shield of Purity Skin Like Wood Soul Shackle Soultemper Spirit Aegis Spirit Domination Spirit of Druidism Spiritual Leadership Totemic Protection Umbral Barrier Ward Elemental Ward of Rage Ward of Rejuvenation Ward of Sages Warding Balm Warding Spirits Winds of Prevention Woodward Pet Abilities Calming Waters Impart Faith Racial Abilities Pyrebreath Bulwark Mercenary Abilities Ancestral Ward Ancient Shroud Burnies Ring of Fire Carrion Warding Circle of Warmth Fire Hardened Flesh Magi's Shielding Preemptive Protection Prophetic Ward Runic Armor Shroud of Armor Umbral Warding Warming Touch Item Effects Abounding Ward Absorption Barrier Absorption Shield Added Grace Aegis I Aegis of Blood Al'kabor's Arcane Barrier Ancestral Barrier Ancient Invigoration Arcane Reprieve Armor of Peace Auxiliary Protection Barrier Bladeshield Blessing of Zan Fi Blood Nourishment Bountiful Ward Brace of Stone Bulwark: Arcane Bulwark: Elemental Bulwark: Noxious Bulwark: Physical Circling Wall of Memories Clay Shield Clear Mind Collectors Bolster Crisis Deflection Crisis Deflection II Darkcoil's Hardening Deadly Repulsion Deathless Devotion Dwarven Toughness Earth Shield Elemental Reprieve Empyrean Lands Enduring Defense Enigmatic Protection Erud's Warding Escape Death Evasion Extended Bulwark: Arcane Extended Bulwark: Elemental Extended Bulwark: Noxious Extended Bulwark: Physical Forgotten Dreams Frozen Memory Gale Force Winds Gallant Intervention Glyph of Warding Granite Armor Granite Avatar Greater Aegis I Greater Renewing Bulwark I Greater Aegis II Greater Aegis of Blood Greater Ancestral Barrier Greater Gallant Intervention Greater Renewing Bulwark I Greater Renewing Bulwark II Group Bulwark: Arcane Group Bulwark: Elemental Group Bulwark: Noxious Group Bulwark: Physical Hateshield Immaterial Planar Barrier Incorruptible Determination Iron Will Ironhide Defense Lesser Ancient Invigoration Lesser Runic Absorption Lesser Stonewill Major Aegis of Blood Major Gallant Intervention Might of the Land Mindburst Monstrous Warding Noxious Reprieve Peerless Defense Percussive Shield Phantasmic Ward Photosynthetic Ward Planar Mender's Aura Precognitive Ward Prolific Ward Prophetic Shield Protection of Heroes Reet Shield Dance Rehabilitate Rehabilitate II Rehabilitate III Rehabilitate IV Rehabilitate IX Rehabilitate V Rehabilitate VI Rehabilitate VII Rehabilitate VIII Reinforce Renewing Bulwark I Renewing Bulwark II Residual Ward Revered Lands Rotting Shield Rune Meld Rune of A'zkal Rune of the Eye Rune of Warding Runic Absorption Runic Barrier Runic Deflection Runic Redemption Runic Reflection Sacred Territory Sanction of Protection Scale Skin Seething Vengeance Share Pain Sheltering Barrier Shielding Shielding Ripple Shielding Ripple II Shielding Ripple III Shielding Ripple IV Shielding Ripple IX Shielding Ripple V Shielding Ripple VI Shielding Ripple VII Shielding Ripple VIII Silver Skin Skin Like Stone Skin of Clay Soul Barrier Sparkling Shield Spectral Ward Starborn Stoneshield of Magic Stonewill Summon Carpet of the Djinn Master Terrifying Swarm Thick Bands Toxic Avenger Toxic Backlash Trauma Reprieve Undying Devotion Unearthly Vigor Valorous Service Visage of Determination Ward of Duality Ward of Duality II Ward of Duality III Ward of Duality IV Ward of Duality V Ward of Duality VI Ward of Duality VII Ward of Duality VIII Ward of Life Ward of Resistance Ward of Sanctuary Ward of Security Ward of the Everdark Ward of the Oracle Watchman's Ward Will from Temperance Will of the Warlord Wrathful Ire Xenolith ABILITIES All Renewal of Ro epic abilities have been updated to have more impactful and role defining effects. Fighter Brawler: Bruiser Brutal Execution Casting Time: 0.8 Recast Time: 121 Duration: 15 Effects: Group members will dodge incoming attacks Caster has a chance to stoneskin damage When group members cast a hostile ability % chance to trigger Unseen Strikes on target Deals crushing damage to the target Brawler: Monk Divine Execution Casting Time: 0.8 Recast Time: 121 Duration: 15 Effects: Group members will dodge incoming attacks Increases groups healing received Wards group members against all damage. Allows combination to trigger off of any hostile ability Increases the effectiveness of Combination Crusader: Paladin Holy Stampede Casting Time: 1.1 Recast Time: 116 Duration: 18 Update Count: 18 Effects: Increases in-combat movement speed of group members. Summons a limited pet to aid the caster. Reduces all damage done to caster. Increases group members mitigation vs Elemental, Noxious, and Arcane damage. (Adept) Increases Melee Multiplier of group members. (Adept) Increases Hate Gain of caster. (Adept) Increases Strikethrough of group members. (Adept) Increases Accuracy of group members. Crusader: Shadowknight Unholy Stampede Casting Time: 1.1 Recast Time: 116 Duration: 18 Effects: Increases in-combat movement speed of group members. Summons a limited pet to aid the caster. Increases Ability Doublecast of group members Increases Potency of group members (Adept) Increases Melee Multiplier of group members. (Adept) Increases Hate Gain of caster. (Adept) Increases Strikethrough of group members. (Adept) Increases Accuracy of group members. Warrior: Berserker Overwhelming Force Casting Time: 0.6 Recast Time: 2 minutes 22 seconds Duration: 12 seconds Update Count: 12 Effects: On death will cast Impenetrable Force on caster Heals caster for 100% Applies Underwhelmed instantly and every update Increases fervor overcap of caster multiplied by increment count Increases Flurry Multiplier of raid members, multiplied by increment count Increases AE Autoattack of raid members, multiplied by increment count Warrior: Guardian Saving Grace Casting Time: 0.5 Recast Time: 95 Duration: 12 Effects: Intercepts a percentage of damage inflicted on group members. On caster's death casts Saving Grace on caster. Reduces damage done to caster by 100% Heals caster for 100% of max health. On natural expiration, applies Unbroken Grace Reduces all damage done to group members Increases group members maximum health Clears the reuse of Sentry Watch and Unyielding Will Mage Enchanter: Coercer Foretold Prophecy Casting Time: 0.8 Recast Time: 152 Duration: 60 Effects: Group members will lose less power when power is consumed. When group members fall below 10% power will cast Foretold Prophecy on the group Increases group members power (Master) Increases the damage of Puppetmaster's puppets (Master) Increases the duration of of Puppetmaster (Ancient) Makes Channel a raid wide effect (Ancient) Prevents Channel from being reapplied for 20 seconds. Enchanter: Illusionist: Illusionary Mindstorm Casting Time: 0.8 Recast Time: 152 Duration: 60 Effects: Group members will lose less power when power is consumed. When group members fall below 10% power will cast Mindstorm on the group Increases group members power instantly and every update (Expert) Reduces the base reuse time of Phantom Troupe (Grandmaster) Increases the bonuses granted by Phantom Troupe Sorcerer: Warlock Enhanced Cataclysm Casting Time: 0.5 Recast Time: 42 Duration: 18 Effects: Increases group members effectiveness of abilities that deal elemental or noxious damage Set's the base reuse time of Cataclysm based on increment counts Set's the caster's base casting time of Cataclysm if at least 4 increments Increments based off of the numbers engaged in combat when cast. Sorcerer: Wizard Enhanced Ice Comet Casting Time: 1.5 Recast Time: 42 Duration: 18 Effects: Increases group members effectiveness of abilities that deal elemental or noxious damage Set's the caster's base reuse time of E'ci's Frozen Wrath and Ice Comet and increases the effectiveness of those abilities. Increases the radius of E'ci's Frozen Wrath Clears the casters reuse of E'ci's Frozen Wrath and Ice Comet. Set's the caster's base casting time of E'ci's Frozen Wrath and Ice Comet. Summoner: Conjuror Shard Storm Casting Time: 0.5 Recast Time: 89 Duration: 16 Effects: Increases the charges Shards of Essence gain when they are summoned. Manipulated Essence will hasten the base reuse time of group members summoned scout and fighter pets abilities. (Master) Manipulated Essence will reduce the amount of power damage done to the essence user. (Grandmaster) Manipulated Essence will grant stacks of Elemental Manipulation to the essence summoner when consumed. Increases the effectiveness of Elemental Blast, multiplied by increment count. Reduces the base reuse time of Elemental Blast by 10 seconds per increment. (Grandmaster) Reduces the base casting time of Shard of Essence and Najena's Essence Summoning to 0.5 (Celestial) Reduces the base reuse time of Shard of Essence to 1 Summoner: Necromancer Abominate Undead Casting Time: 0.5 Recast Time: 89 Duration: 16 Effects: Increases the charges Dark Hearts gain when they are summoned. Manipulated Hearts will hasten the base reuse time of group members summoned mage and priest pets abilities. (Master) Manipulated Hearts will grant stacks of Abominate Death to the heart consumer and summoner when consumed. Increases max health of target multiplied by increment stacks (Grandmaster) Manipulated Hearts will grant stacks of Abominate Life to the heart summoner when consumed. Increases the base damage of Lifeburn by 10% multiplied by increment count. Decreases the base duration of Bloodcoil and Boil Blood based on increment count. (Grandmaster) Reduces the base casting time of Dark Heart and and Miragul's Dark Heart Summoning to 0.5 (Celestial) Reduces the base reuse time of Dark Heart to 1 Priest Cleric: Inquisitor Touch Of Resistance Casting Time: 0.6 Recast Time: 95 Duration: 12 Effects: When any damage is received by group members this spell will cast Divine Prayer on target. Heals target Reduces arcane damage done to group members. Applies Ferocity of Resistance when applied and upon group member inflicting a death blow. Increases Melee Multiplier of the group Increases Flurry of the group Increases Flurry Multiplier of the group Increases Fervor of the group Cleric: Templar Touch Of Life Casting Time: 0.6 Recast Time: 89 Duration: 12 Effects: When any damage is received by group members this spell will cast Touch of Life on target. Heals target Reduces the physical and arcane damage done to group members On Death this spell will cast Bulwark of Life on target Wards group members against all damage Bulwark of Life is not affected by Bleedthrough Druid: Fury Natural Combustion Casting Time: 0.6 Recast Time: 79 Duration: 18 Effects: Increases group member healing received Increases group member effectiveness of elemental damage abilities Increases update count of heal over time abilities (Master) Prevents group members from being interrupted Druid: Warden Natural Infusion Casting Time: 0.7 Recast Time: 74 Duration: 18 Effects: Increases group member healing received Reduces elemental damage done to group members When any damage is received this will will cast Natural Infusion on targets attacker Inflicts magic damage on target encounter When group members cast a physical or elemental hostile ability will Natural Infusion cast on target Inflicts magic damage on target encounter (Master) Prevents group members from being interrupted (Master) Increases the base duration and update count of Healstorm (Master) Increases the base duration and update count of Photosynthesis Clears the Reuse time of Primordial Flame Decreases the base casting time of Dawnstrike and Primordial Flame Shaman: Defiler Defiling Hex Ward Casting Time: 0.7 Recast Time: 89 Duration: 29 Update Count: 4 Effects: Wards group members against all damage. When group members cast a hostile ability % chance to trigger Defiling Hex Ward on target Reduces bleedhtrough of target. This effect will not stack from multiple casters. Increments up to 4 times Summons a pet Defiled Moppet Intercepts noxious damage from it's master Curse Curse on it's master, which can be toggled by right clicking on the moppet. (Master) Spiritual Circle will apply Defiled Circle when summoned Increases potency of group members Shaman: Mystic Mystical Hex Ward Casting Time: 0.7 Recast Time: 100 Duration: 29 Update Count: 4 Effects: Wards group members against all damage. When group members cast a hostile ability % chance to trigger Defiling Hex Ward on target Reduces bleedhtrough of target. This effect will not stack from multiple casters. Increments up to 4 times Summons a pet Mystic Moppet Intercepts arcane damage from it's master Curse Curse on it's master, which can be toggled by right clicking on the moppet. Increases the effectiveness of Bolster and Ancestral Bolster Clears the reuse of Bolster and Ancestral Bolster Decreases the base casting time of Ancestral Bolster Decreases the base casting time of Bolster Shaper: Channeler Forceful Channeling Casting Time: 1 Recast Time: 121 Duration: 60 Update Count: 7 Effects: Heals group members instantly and every update Increases power of group members instantly and every update Prevents AoE on group members (Master) Prevents group members from being interrupted due to movement. (Grandmaster) When cast, triggers Channeled Focus on the caster. Prevents group members being dazed, feared, rooted, stunned, or stifled. Scout Animalist: Beastlord Animalistic Intent Casting Time: 0.5 Recast Time: 42 Seconds Duration: 21 seconds Effects: Increases all damage done to target by %. Only effects targets that may be tamed until Adept. When the target receives a hostile ability % chance to trigger Animalistic Intent on target Summons a swarm pet to attack the target Triggers a heal and power heal on the casters group members Bard: Dirge Dancing Precession Casting Time: 0.5 Recast Time: 142 Duration: 30 Update Count: 6 Effects: Increases modifiable epic spell effects of group members Summons a limited pet for each fighter or scout group member Applies Riana's Relentless Precession for each summoned pet Increases Crit Bonus Overcap of group members Increases fighter and scout group members effectiveness of damage abilities Bard: Troubador Mindful Melody Casting Time: 0.5 Recast Time: 142 Duration: 30 Update Count: 6 Effects: Increases modifiable epic spell effects of group members Summons a limited pet for each mage or priest group member Applies Mindful Maestro's Harmony for each summoned pet Increases Ability Doublecast of group members Increases mage and priest group members effectiveness of elemental, magical and noxious damage abilities Predator: Assassin Tracing Wound Casting Time: 0.6 Recast Time: 53 seconds Duration: 24 seconds Update Count: 8 Effects: Increases all damage done to target by % Increases noxious damage done to target by % Decreases combat mitigation of target Inflicts poison damage on target instantly and every update Predator: Ranger Tracing Shot Casting Time: 0.7 Recast Time: 42 Duration: 24 Update Count: 24 Effects: Increases all damage done to target. Applies Traced Target Increases Fervor of Group Members multiplied by increment stack Increases Fervor Overcap of Group Members multiplied by increment stack Adds an increment of Traced Target for every five meters of the caster from the target, after the first ten meters. Rogue: Brigand Poisonous Plan Casting Time: 0.4 Recast Time: 105 Duration: 6 Effects: Decreases combat mitigation of target Increases physical damage done to the target On Hostile Ability cast by raid members will apply Planned Poisoning to target Inflicts poison damage to target Decreases combat mitigation of target Rogue: Swashbuckler Dastardly Plan Casting Time: 0.6 Recast Time: 95 Duration: 10 Effects: Transfers some of the casters current hate tot he target's most hated enemy. Increases effectiveness of Marauder's Vaunt (Master) Adds a flurry, and a flurry multiplier component to the caster's Marauder's Vaunt (Master) Increases the base radius of Marauder's Vaunt (Master) Increases the base duration of Marauder's Vaunt
Thx for the Details but i have a question, were is the Pet Ward form Channeler i cant find its Upgrade or Change and its still not working correctly especialy in Contested Zone Heroic or Raid. Normaly shall ward 25% commulative Groupmembers Health so if 3Billions HP on every Member its 18B devission with 100 = 0,18 multiplicated with 25% = outcome 4,5 Billion Ward until i am supposed to press any heal. On single Target HP /100 x 50. Its quiet useless in this zone most of the incomming damage ignors Pets Overloaded Interception for Groupe and Solo Target, which makes Solo heal in C3 nearly impossible and in the higher C2 Areas too if get 3 or 4 Stacks from the Mobs no way to hold groupe Alive if not having the Shild from AA Pretsige runing Just in time.
Is the necro upgrade a typo? Upgrades a useless spell and nerfs a good one... while the conj version buffs the spell. Call me confused.....
You *are* confused. Decreased duration on dots and hots is a GOOD thing, not a nerf. Same damage in less time is a boost, not a nerf.
You mean the ones that add *ticks*, thereby increasing the duration AND damage, as opposed to this change that decreases duration, but *not* the number of ticks, thereby decreasing duration but NOT damage? It makes perfect sense if you look at everything that is happening, and not make the assumption that all that matters is the duration of the DOT/HOT. Maybe if you asked a question instead of coming out of the gate swinging about it being stupid, someone could explain it to you.
the AA says duration same as in the notes There are many AAs that increases duration... just like the word "duration" is used in the notes. Yeah there is a dragon AA that increases ticks but that is something else. Some AA only refer to duration. If you are going to explain something to me you should actually know what you are talking about. You fooled me for a sec... but now i can see after a couple posts...
5 ticks over 20s is 1 tick every 4s. Reduce duration by 10%, thats now 1 tick ever 3.6s. No loss of ticks, damage occurs faster. Add a tick: thats 1 tick ever 3.6s for 20s. Gain of damage, thus more damage in the same duration. They didnt reduce the number of ticks occuring from the base spell with the modified duration. Its a buff to the spell. End of story.
There are multiple AA for necro that increase the duration of dots.. including Rot flesh By your math/logic all those AA would make the spells less damage... Reducing the duration makes it tick faster? so if a dot last 20 secs and it does 1 tick every 5 secs than it ticks 4 times. So we cut the duration in half and into 10 secs... same ratio... so now it ticked twice in 10 secs.... same ratio but it runs out faster...
Care to name *any* of those AAs that supposedly increase the duration of Necromancer dots? I just did a look-through of all the necro AAs on EQ2U, and while I'll admit that it is not necessarily 100% accurate, it is typically 95-99% accurate for the way the AAs are worded on live servers, and if you're in here complaining about the epic spells you probably aren't looking at the TLE AAs. For reference, THIS is what Rot Flesh does, and it has nothing to do with increasing the duration of DOT abilities: Now, if you're referring to the AA below that in Prestige that increases the duration of Rot Flesh, that would be an increase to make the *damage increase* last longer, as a trade-off for Rot Flesh doing less damage.
ill look later tonight.. it is true many AA increase the damage while reducing the duration but that is not the wording of the epic spell updates.
(Grandmaster) Manipulated Hearts will grant stacks of Abominate Life to the heart summoner when consumed. Increases the base damage of Lifeburn by 10% multiplied by increment count. Decreases the base duration of Bloodcoil and Boil Blood based on increment count. Fairly certain thats exactly what it says it does.
Show me the AA extending the duration of a dot without adding ticks. I havent seen one, I certainly have none of an SK. If i reduce the duration of a dot that ticks every 4s for 20s to a total duration of 10s, that dot now ticks every 2s, still giving 5 ticks. This isn't difficult math here.
The issue is that Necros really don't need a short-term buff that reduces that duration because the recast is the same as duration for Boil Blood already...
Awakened Grave and rot flesh both have duration extension AA. Those are the two i saw looking briefly. if you are shortening duration and adding damage.. well yeah.. but again thats not what the update notes say.
Yea, I'm done. I don't know how else to explain this to you so you can understand that a shortened duration doesn't remove ticks. Good luck Awaken Grave is a summoned pet and Rot Flesh is a prestige ability that has an increased damage taken debuff applied to the named you can add a dot tick to. Neither is inherently a DoT or works the same as the spell above that youre referencing. But again, w/e. You think what you want despite 3 end game players telling you that you're mistaken. We're clearly too dumb to read.
Meanwhile, there's still that one necromancer AA that "increases" the duration of rot but adds no additional ticks. And there are people that still select it...
The rot flesh one lowers dps. It keeps the same amount of ticks but makes it take longer to do its damage. It's also exceptionally easy to test for yourself if you don't believe me. That's a bugged AA that only hurts to select and I have no idea why it's stayed wrong this way as long as it has.
This is interesting.. there are also other classes that have AAs that extend duration of dots.... Wizard is one i can think of without looking.