New and modified Thaz augs

Nwaij

Dalayan Pious Diety
Main Page said:
Thazeran Augs

Quested augmentations in Thazeran's Tower have been adjusted to be balanced for all elements. There should no longer be one best augment per class.

I can not speak for all classes, but for wizards, this went terribly wrong.

Pre-change:
  • Air: 20 mana / some pointless stats / +1% Mindshield / -1% Agression / +2 MR
  • Water: 15 mana / some pointless stats / +3 E/D Specialization / +2 CR
  • Earth: 10 hp /10 mana /some pointless stats/ 1% Stun resistance, -1% Agression / +2DR, +3 PR
  • Fire: 10 hp, / pointless stats / +2 FR and some advanced effect i cant remember

at this times, it was basically between air and water, where it was really up to the individual if he prefered more mana and less aggression or the minor dps increase from the E/D specialization.
Earth was lacking compared to both of the other, and fire was just plain out terrible.

The new and balanced augs:
  • Air: remained unchanged
  • Water: 15 mana / E/D specialization +3 / Damage Reduction +2 / -2% Agression
  • Earth: 15 mana / 1% stun resistance / -1% Agression
  • Fire: 15 mana / 3% stun resistance / 6% critical strike

So what we got is:
  • Air unchanged
  • Water, picked for the E/D spec, lost the stats everyone at this level has maxed abyways (read: no loss) and the 2 CR (minor loss) and gained istead Damage reduction (impossible to cap for us casters, but nice to have) and not only one, but 2 points of neg. agression. -Agression is pretty big for wizards so overall, this is a huge boost for water augs.
  • Earth: lost the HP and not-so-easy-to-get resists, got a minor mana boost. This means it lost the only things that might have people choose it over water/air. Also, compared to new water aug, its a joke.
  • Fire: What kind of joke is this? It finally got mana, and stun resistance never hurts. But Critical Strike? On a CASTER aug? Hell, most high end wizards don't even have a weapon equiped most of the time!

So yeah, long text short: The new augs are in no way balanced, Water is way overpowered, earth is a joke, fire is still terrible. I suggest to keep air as it is, revert water to its old state & overhaul earth and fire completely.
 
as far as I can tell fire is still pretty bad for casters. perhaps in light of the new changes, some elemental mods can be added here?
 
5% crit strike too on water enchanters, was this really intended ?
I also noticed no more spec bonus on water for necros and beastlords which I'm concerned with, I picked these cause it was unique on any piece of gear one can get, and after it was nerfed from FT (that was a good change I'm not arguing). Has it been transferred to another type of aug (apparently not air nor earth) or is it now entirely reserved to wizards ?
 
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earth/water ranger augs look kind of meh after the change. I'd really like to see the stamina/resists back on these.
 
I honestly have no idea what my augs used to look like prepatch.

Anyone have the stats on old monk earth augs?
 
err mage waters are now 6 crit strike 1 spell ward. QQ?

The spell ward is actually good. Still the crit strike is ????????????????. I'd rather stun resist or really anything else. The water aug is still way better than it was however. Tbh water and air are now tied for the best mage augs.

Air pretty much stayed the same, with it's questionable stat additions, fire I really wouldn't use now at all, it was previously chosen for it's +hp and stun resist over air's -agg and mr. Earth for mages I haven't really seen, so I can't comment on it.

I'd trade my fire for a wizard fire in a heartbeat though, or my old fire.
 
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Here are the old priest augs for people to compare with:



The shaman ones overall were the most lack-luster of the priest augs. The changes are definately an improvement from what Ive seen. I have been unable to find anyone with a fire aug but the water ones are greatly improved with the addition of mana, - agro and dr. The earth ones are a step up with the addition of mana and the air ones remain unchanged.

I can certainly see how this change will be frustrating for some that picked augs for a specific purpose in the past only to find them no longer giving what they were chosen for. I know I have a couple Id like to change now.
 
It is probably a shot in the dark, but in light of these changes would it be possible to petition for to have an aug un-combined? Considering the way the augs have changed, i would not have combined in the way I did under these new stats. I would be greatly appreciative of this, maybe during a few day grace period only?
 
omg some pesky lil gnomes stole 4 of my ac granted by earth augs! ;(
imo 2 ac and 6 sta is not worth 1stun resist and 1 dmg reduc
 
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You can crit with melee with any class if you get crit strike ; no innate or AA crit on top though if you're a caster.
Maybe mage pets benefit for this Idk ? all I know is necropets only take advantage of the caster's stance.
 
thx for clearing that up, guess crit strike would serve its purpose in some cases then, but rains make it very dubious. and i'm fairly certain it doesn't affect pets whatsoever, neither have i seen a melee crit from my pet yet.
 
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So, after looking at the new rogue thaz augs, I've come to the conclusion something is wrong.

Here's what we got:

In green : Before change
In red : After change

Air aug :

[FONT=&quot]DEX: +3, AGI: +3, HP: +10, MR: +2, Critical strike: +1%, Mind Shield: +1%
[/FONT]
[FONT=&quot]DEX: +3, AGI: +3, HP: +10, MR: +2, Critical strike: +1%, Mind Shield: +1%

Nothing changed. But if we look at the augs below, it seems way overpowered. Call to nerf ?


[/FONT]
Earth aug :[FONT=&quot]
[/FONT]
[FONT=&quot]AC: +2, STR: +3, STA: +3, HP: + 10, PR: + 2, DR: +2, Stun Resist: +1%[/FONT]
[FONT=&quot]15 HP, Critical strike +1%[/FONT]

The earth aug before change was pretty fine in my mind (I wanted one for one of my futur thaz armor). Now it's just useless compared to air aug.

While I understand why an earth aug would have some HP, I don't get why all the stats were removed.

No rogue will ever want an earth aug as it is.


Fire aug :[FONT=&quot]
[/FONT]
[FONT=&quot] STR: +6, HP: +10, FR: +2[/FONT], [FONT=&quot]Ferocity I[/FONT]
[FONT=&quot]15 hp, Ferocity I[/FONT]

Fire aug was not my cup of tea before change, but I could understand why some people would want it. Some extra STR, a small resist bonus and Ferocity I if you're not maxed yet. Some rogues like HP so it wasn't a bad augment.

Now it's just raw HP + Ferocity. In my mind this aug has been nerfed.


Water aug :[FONT=&quot]
[/FONT]
[FONT=&quot]DEX: +3, STA: +3, HP: +10, CR: +3, [/FONT][FONT=&quot]Recovery II [/FONT]
[FONT=&quot]15 hp, Aggression -1[/FONT]

I didn't really like this aug either, but I've seen some high end rogue with it.

Now, it's like the fire aug, absolutely no flavor.


I wonder why rogue augs have been changed so drastically, when the 4 kind of augs were used by high end rogues. All the stats have been removed (but air aug which was probably missed) for HP. As if HP was the main stat for rogues.
Rogues have the chance to not be forced to aug themself with HP or AC, leave the variety of stats as it was.

_______________

I suppose these change are not definitive, so I'd like to suggest my idea while keeping in mind, the augs are getting a general nerf:

Air aug :
[FONT=&quot]DEX: +3, AGI: +3, HP: +10, MR: +2, Critical strike: +1%, Mind Shield: +1%
[/FONT]
[FONT=&quot]DEX: +3, AGI: +3, HP: +10, MR: +2, Critical strike: +1%, Mind Shield: +1%

[/FONT]
Should be : DEX: +3, MR: +3, PR: +3, Critical Strike 1%

It's a nerf, I know (i'm wearing 2 of those, so I'm concerned), but looking at the other augs, it can't stay like this unless the 3 other augs get a boost.


Earth aug :[FONT=&quot]
[/FONT]
[FONT=&quot]AC: +2, STR: +3, STA: +3, HP: + 10, PR: + 2, DR: +2, Stun Resist: +1%[/FONT]
[FONT=&quot]15 HP, Critical strike +1%[/FONT]

Should be: AC: +2, STA: +3, HP: +10, DR: +3, Stun Resist +1%

It's slighly worse than pre-nerf aug. It's more on par with air aug stat wise, but is defense oriented.


Fire aug :[FONT=&quot]
[/FONT]
[FONT=&quot] STR: +6, HP: +10, FR: +2[/FONT], [FONT=&quot]Ferocity I[/FONT]
[FONT=&quot]15 hp, Ferocity I[/FONT]

Should be : STR: +6, HP: +6, FR: +6, Ferocity I

Now this aug is appealing due to high resists. It's DPS oriented like Air aug, but with different flavors.


Water aug :
[FONT=&quot]
[/FONT]
[FONT=&quot]DEX: +3, STA: +3, HP: +10, CR: +3, [/FONT][FONT=&quot]Recovery II [/FONT]
[FONT=&quot]15 hp, Aggression -1[/FONT]

Should be : AGI: +3, CHA: +6, CR: +5, Aggression -1, Mind Shield +2%

An aggression reducer is not enough to make a rogue want this. But with all the secondary stats around (CHA boost is definitely a good idea), this aug might attract some rogue with Crit srike/atk capped.

_____________

All in all, I think rogue augs have not been balanced to make them equal. They have been nerfed.

This was probably more obvious for other classes, and I appreciate the efforts made by GMs to balance items.

Maybe my suggestion is way off, and you don't want augs to be as powerful as I think, but there goes my opinion.
 
out of curiousity was it supposed to be a nerf or a boost?

Neither, it was supposed to be a rebalancing. However, since certain classes want certain things, it is hard to balance four different items that give four completely different things. As hard as they try to make them all "equal", there will still be a most wanted aug for each class. They just wanted to try to balance the power of the augs, not balance what people preferred.

To Vart: The balance to earth augs seems fair. It lost AC and stats, sure, but DR is a nice stat to have. Especially for tanks.
 
I can speak for my guild by saying people are now very hesitant to combine any thaz augs while this looks to be still up in the air.

Can we get a confirmation that this is the extent of the changes, or will there be more "rebalances" to rebalance the changes?
 
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