Possible Changes to Turn Undead AA

diolas

Dalayan Beginner
Given the rash of recent AA upgrades, I feel that clerics have been overlooked. The 'Turn Undead' AA is probably the most underused, and for good reasons.

Description
Type: Activated, Refresh Time: 1:12:00
Requirements: Level: 59, Must spend 12 ability points in the Archetype Abilities.
This ability grants you an AE Fear+DD spell useful against undead. Each ability level amplifies the damage. This ability only works on creatures up to level 55.

The first problem with this AA is the fear portion. Fear is not implemented in most of the zones. If it were, this alone would ensure that it never gets used.

The second problem is that it only works on creatures up to level 55. By the time a cleric has the AA's to toss on this one, level 55 mobs aren't exactly the best xp on the server.

The final problem is that it's an AE, which alone isn't necessarily a bad thing. The problem arises when you're trying to maintain a certain level of crowd control on mobs. This will break mezzes, possibly roots, and if the mob summons then that's no good either. If you're only killing singles, then what's the point of it being AE.

There are a couple things that could be done to fix these problems.

Get rid of the fear. While some classes may put it to good use, clerics can not. In it's stead, a root or agroless stun could be used. Or just remove it without replacing it.

Remove the level cap. I'm not sure what the point of it was to begin with. The Reuse timer on it is sufficiently long that it won't make a huge difference to xp rates regardless of level. On raid mobs, clerics are too busy healing to worry about tossing in a little more dps.

Remove the AE. Focus on dealing more damage to one target.

One thought I had in mind was that it could be changed to something along the lines of the summoning AA's that so many classes have now. Have it only work on undead, summons a number of hammers to attack the mob. And at 18 AA's to max out, hopefully it would do a substantial amount of damage. Perhaps even put a stun proc on the weapons that only work on undead.

Thoughts, good or ill, are appreciated.
 
Mages also get the exact same AA, but only for Summoned mobs...perhaps this would get the same revamp, if there is one?

I agree with you Homarg, that is not a used AA, especially for the level requirement.
 
agree

I've been feeling exactly the same way. And I aggree with the summoning substitute. It would be great to see a large amount of hammers swarming a target and beating the hell out of it. and if it is keep on such a long timer a substantial amount of damage would be best
 
I think if this AA were to get changed, I would prefer to see something in regards to undead/summoned mobs only. Since that's what it's primal focus was on before.
 
Back on EQlive my dream (as a mage) was to have this AA be a mana free DD with a reuse that only worked on summoned mobs. Of course, with balancing and such, but would give you situational ability...since you are THE MASTERS OR SUMMONING (or if cleric, masters of life or whatever)
 
I agree wholeheartedly with the suggestions in this thread. A cleric swarm pet vs. undead would be great. Throw some nasty proc on them too; that would be all kinds of fun.
 
Liquidtoxin said:
I agree wholeheartedly with the suggestions in this thread. A cleric swarm pet vs. undead would be great. Throw some nasty proc on them too; that would be all kinds of fun.

The swarm pets could work on everything but each pet had an undead only proc, that would be nice..
 
Swarm pets are already on a few classes, why not just make it a super pet with undead proc? That would give it a little 'difference' from sham/mage swarmies?
 
Swarm pets for cleric probally won't work.

Mage have the same thing for summoned, so if this gets changed, mages would probally get the same change out of fairness (except moved to summoned mobs), since theirs is equally as useless. Mages/Wizards/Shamans already have pet swarm AAs...might turn to be too much of a good thing.

Perhaps adding stun/root like Homarg said is better, althought the problem I see is that I don't find enough summoned/undead mobs to do this too.
 
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