New and modified Thaz augs

so what was the reason for removing the focus/mind specialization bonus from the dru water augs?

it was put there as a nerf to the originals now it gets even more nerfed to little more than a 15 mana upgrade.

dmg reduction is pretty much useless on raids. Great for soloing (kinda). NO matter my Dmg Reduc a raid mob will own my face. Can we get - agreesion and/or the specialization put back on? makes it desirable. Would be a nice waste of 3 augs otherwise.

i havn't see the fire/air/earth druid augs. but druids got the water because of the specialization. There are ways to make each aug desirable but i doubt those things would be what the devs want

aug X Ft1,
aug Y 30 mana
aug z 15 mana 10 specialization focus mind
aug A 10 mana 2 all resists

#1 helps those not FT maxed
#2 helps those that are ft maxed
#3 helps those ft maxed
#4 helps those FT maxed and crap resists
 
FT on augs was super overpowered, and I doubt the staff wants to go back to that. 30 mana on a Thaz aug also seems quite overpowered as most are 10-15. They are trying to balance them not only to other augs for each class, but to ALL augs across to the board (to avoid more whining/tinfoiling) and they are balanced to keep Thaz class armor in check compared to higher tiered armor/gear.
 
FT on augs was super overpowered, and I doubt the staff wants to go back to that. 30 mana on a Thaz aug also seems quite overpowered as most are 10-15. They are trying to balance them not only to other augs for each class, but to ALL augs across to the board (to avoid more whining/tinfoiling) and they are balanced to keep Thaz class armor in check compared to higher tiered armor/gear.

duh. but constantly nerfing them is kinda bleh especially when your making other types better than the ones that everyone got the first time around (when there was a nerf). Now my examples were just examples they can be tweaked.. the FT can be 15 focus/mind or something and 5 mana. Tweak my augs a bit and they help EVERY druids, those FT maxed, those not 500 resist max, those that need mana.

but dmg reduction on a water aug makes me confused. As much as it would be a pain to uncombine the augs, may be the only solution after everyone got the best aug from one wing now that aug could be not so great compared to a different wing.

ok lets see:

15 mana agress -1 - Aug 1

10 mana 5 Focus/Mind - Aug 2

10 mana +2 all resists - Aug 3

20 mana - aug 4
 
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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.

That would be amazing and awesome, but as far as I am aware they do not. Our pet AA basically serves to give the pet better accuracy with attacks, and better avoidance. When there is a proc cast on him such as rbow, or spirit of the inferno (from clicky) he can and will crit it, though he will not crit his innate proc.

The only way I see critstrike being of any real usage (as far as mages go) is if it is actually possible to acheive a decent amount of dps meleeing between dd's (other than for oom funsies). Which seems pretty dubious overall, given the amount of dex and strength found on caster gear (somewhere between not much and none) , haste choices, atk bonuses, and lower weapon caps. It really just seems kind of out of place.

That being said, the spell ward is however desirable, and I would really put it above air augs in terms of desirability tbh.
 
I completely agree with Yona. The rogue augs are still unbalanced.

Water was previously the only real lackluster one (IMO.)

There is currently is not an equal choice. You either go Fire (fero) or Air (best overall.) (Especially knowing the negative ATK hit from sanctum dagger.)

Earth which was less used - was a nice draw if you wanted more tanking/survival. This aspect is overpowered for tanks - but it was nice to have for rogues. I see this as being similar to the attempt at giving casters a big melee dps aug. Id like to see some form of a rogue/tank stat aug return.
 
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have to say atleast for war and rng, this just made the decision very bland and taking the stats off ill be it a minor change was pretty worthless.

Ex1: war earth 15hp 2dmg red / fire 15 hp 2agr who cares was cool to say do i want ac and 10hp or 15hp and extra atk and agro now its just well we have x or y essence extra.

Ex2: rng all 10hp/10m ...effect. used to be well do i want to tank better or do i need more str/fero or dex/agi/crit. Now all are just bland and indifferent.

melee and hybrid in general should max(or come as close as possible) atleast 5 stats(str/sta/dex/agi/cha) so ill be it the stat gains were small but 5(min stats on an aug)x4slots thats a 20+ stats gone now.

I fully understand the reasons to balance from class to class but i don't think a cookie cutter method on all augs for a specific class was the way to go. Takes a lot of the working the "best fit" out and just makes decisions meh.
 
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I suppose I should mentioned my mindset when I originally designed these. Obviously it's been changed since then, but-

Fire - Anger; force
Air - Grace; accuracy
Earth - Resilience; protection
Water - Restoration; clarity (whoops... FT on an augment)
 
having more ac gives u more chances to completely avoid an attack, the 6sta on the aug further improved this chance. removing an extra ONE point of damage from a mob that hits 1k+ is really quite awesome though.

yes, DR is ntb when you consider GROUP situations. especially if u use AE grps. but imo the trade off here is way uncool.

stun resist i like, but purely for the sake of less irritation. in groups you should know the zones you hunt in well enough to avoid ever being stunned in the back. and in raids paladins arent dps (currently i average out at about 250-260 dps with emp and Sanguis Regina and /s 5) so being stunned for 2 seconds doesnt really do much dmg.

i dont have any additional info on paladin augs though seeing as how theres only 2.5 active high end paladins that actually have augged thaz gear and all others that DO have augs, use only earth. would be nice if ringo posted the new stats on his bracer aug.

a dorf's 2 CPs
 
having more ac gives u more chances to completely avoid an attack

no sir


As for cleric augs, have only seen water and air, and I absolutely LOVE the new water aug. 15m 2crit strike 3damage reduction. not very traditionally clericesque but if someone wanted to aug for a little dps/tanking its very cool and not available on a lot of cleric gear.

Air is 15m 2 mind shield and neg1 agression. looks fine to me really.
 
The only reason I auged all of my gear with earth augs is because of the AC.

Now the AC is gone and it's +15hp +2 stun resist.

I'm unaware of what the Air and Water augs look like for monks but, given the chance, I would swap every single aug to fire.

Kind of annoyed at this, since I don't see the staff allowing players to swap out augs, and this will just force me to take essences from people who actually still need to combine armor.

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?
 
So it's been a while on this and i'd still be quite anxious to hear about a grace period or something on augment refunds, or at least to hear that its out of the question.

Note: i am not asking on an ETA, if its possible or not is all I'm wondering about now, or if the topic is being discussed. That sort of thing.
 
umm yeah I wouldnt mind getting all of my pieces back so I can have something besides +6% crit strike. Sorry, enchanters dont melee and I find that a huuuuuge waste of materials, since I went water for the focus/mind skill.


I feel bad enough having just one of the augs, I cant imagine how pissed I'd be if I had multiples of a useless aug.


Can I petition and get my pieces back? Please
 
just another question id like to bring up: why would you put MIND SHIELD on a knight aug? see paladin water augs (15hp, crit strike +1, mind shield +2). knights have fearless, generally have enough MR to resist any RESITABLE mez as well as having anti-mez stance.
 
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