AA:Archetype
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Contents |
[edit] General Information
Archetype AAs are broken up by archetype. Pure melee classes get all melee-related archetype AAs, casters and priests get mostly spell-related archetype AAs, and hybrids get a medley of both. Hybrids are complicated, however, so they're broken up a little further down than just the
[edit] Lists
[edit] All Classes
| Name: | Natural Durability | Levels: | 3 |
|---|---|---|---|
| Cost Per Level: | 2, 4, 6 | Passive | |
| Requirements: | Level 55, must spend 6 ability points in the General Abilities. | ||
| Description: | This ability increases your maximum hitpoints by 2, 5, and 10 percent. (The percentages are based off of your base hitpoints, which include stamina and stamina effects.) | ||
| Community Opinions: | This is a must-have for all classes; make it high on the priority list. The description is a little bit cryptic; what it means is that your "base hitpoints" include the hitpoints you have with no equipment, the direct +HP you have on your equipment, the HP you gain from +STA on your equipment, and the HP you gain from stamina buffs. It does not apply to direct +HP buffs. | ||
| Name: | Fear Resistance | Levels: | 3 |
|---|---|---|---|
| Cost Per Level: | 2, 4, 6 | Passive | |
| Requirements: | Level 55, must spend 6 ability points in the General Abilities. | ||
| Description: | This ability grants you a resistance bonus to fear type spells of 5, 10, and 25 percent. It also increases the chance of breaking fear earlier. | ||
| Community Opinions: | Throughout the world of raiding, there is the occasional mob that will do an AoE fear. Once you encounter (or plan to encounter) your first AoE fear mob, you should probably pick up at least two levels of this. | ||
| Name: | Combat Stability | Levels: | 3 |
|---|---|---|---|
| Cost Per Level: | 2, 4, 6 | Passive | |
| Requirements: | Level 55, must spend 6 ability points in the General Abilities. | ||
| Description: | This ability increases melee damage mitigation by 2, 5, and 10 percent. | ||
| Community Opinions: | All the defensive AAs are highly important, for every class, even casters; you don't know when you might pull aggro and have to take a few hits. If you're a tank class, you should do this before evasion; otherwise, do evasion first. | ||
| Name: | Combat Agility | Levels: | 3 |
|---|---|---|---|
| Cost Per Level: | 2, 4, 6 | Passive | |
| Requirements: | Level 55, must spend 6 ability points in the General Abilities. | ||
| Description: | This ability increases your melee damage avoidance by 2, 5, and 10 percent. | ||
| Community Opinions: | Again, all the defensive AAs are very important. If you aren't a tank, do this before mitigation. If you are a tank, do mitigation first. | ||
[edit] Casters and Priests
| Name: | Spell Casting Mastery | Levels: | 3 |
|---|---|---|---|
| Cost Per Level: | 2, 4, 6 | Passive | |
| Requirements: | Level 55, must spend 6 ability points in the General Abilities. | ||
| Description: | This ability gives you an increased chance of making your specialization checks. It also reduces your chance to fizzle and increases the chance to lower the mana cost for the spell by 5, 15, and 30 percent. | ||
| Community Opinions: | This is pretty sweet for all casters. Less chance to fizzle, more chance to lower the mana cost, and on the spells you use most often. This should go high on the priority list. | ||
| Name: | Spell Casting Fury | Levels: | 3 |
|---|---|---|---|
| Cost Per Level: | 2, 4, 6 | Passive | |
| Requirements: | Level 55, must spend 6 ability points in the General Abilities. | ||
| Description: | This ability gives you a chance to land critical hits with your direct damage spells. The ability levels increases your chance to score a critical by 2, 4, and 7 percent. | ||
| Community Opinions: | Pretty good all around, although how good varies by class. Wizards, Magicians, and Necromancers are all DPS casters, so they'll get more benefit out of this than the rest; Necromancers also get improved healing when they crit a lifetap. The priests and Enchanters probably wouldn't see as big of a benefit from this, but it's still pretty good. | ||
| Name: | Mental Clarity | Levels: | 3 |
|---|---|---|---|
| Cost Per Level: | 2, 4, 6 | Passive | |
| Requirements: | Level 55, must spend 6 ability points in the General Abilities. | ||
| Description: | This ability increases your natural mana regeneration by 1 point per ability level. | ||
| Community Opinions: | This is absolutely great for every class who gets it. Mana regen is the epitome of awesome. | ||
[edit] Melee (Warrior, Monk, Rogue, Berserker)
| Name: | Natural Healing | Levels: | 3 |
|---|---|---|---|
| Cost Per Level: | 2, 4, 6 | Passive | |
| Requirements: | Level 55, must spend 6 ability points in the General Abilities. | ||
| Description: | This ability raises your natural regeneration by one point per ability level. | ||
| Community Opinions: | This is like all the +regeneration AAs. If you're a Necromancer, put it relatively high on the priority list; if you're a Shadow Knight, it should probably come before the resist AAs, maybe before some other things too. Anybody else, it's pretty unimportant. | ||
| Name: | Combat Fury | Levels: | 3 |
|---|---|---|---|
| Cost Per Level: | 2, 4, 6 | Passive | |
| Requirements: | Level 55, must spend 6 ability points in the General Abilities. | ||
| Description: | This ability increases your chance to land a critical hit. Non-Warriors will nearly match the original critical hit abilities of Warriors, while Warriors will remain significantly ahead of other classes. | ||
| Community Opinions: | Critical hit AAs are an important part of any melee class, although DPS melees more so than tanks. | ||
| Name: | Finishing Blow | Levels: | 3 |
|---|---|---|---|
| Cost Per Level: | 2, 4, 6 | Passive | |
| Requirements: | Level 55, must spend 6 ability points in the General Abilities. | ||
| Description: | This ability gives you a chance to finish off an NPC that is below 10 percent health and fleeing with a single blow. The first level works on NPCs below 50, the second on NPCs below 52, and the third on NPCs below 54. (Non-Warriors must first train one level of Combat Fury to use this ability.) | ||
| Community Opinions: | While this one sounds fun, it really isn't that useful, even once you complete all of them. Generally speaking, if you're doing anything useful, you can't fighting something that's a low enough level to land a finishing blow. At the same time, it is pretty cool to see yourself hit for 32000, or even better, crit for 64000. | ||
[edit] Priests (Cleric, Druid, Shaman)
| Name: | Healing Adept | Levels: | 3 |
|---|---|---|---|
| Cost Per Level: | 2, 4, 6 | Passive | |
| Requirements: | Level 55, must spend 6 ability points in the General Abilities. | ||
| Description: | This ability increases the maximum effectiveness of your healing spells by 2, 5, and 10 percent. | ||
| Community Opinions: | This is absolutely great for the healers. For Paladins it's pretty good because it improves your group heals; Paladins and Rangers also do a decent amount of single-target healing. Beastlords should probably wait and get this at their own discretion. | ||
| Name: | Healing Gift | Levels: | 3 |
|---|---|---|---|
| Cost Per Level: | 2, 4, 6 | Passive | |
| Requirements: | Level 55, must spend 6 ability points in the General Abilities. | ||
| Description: | This ability grants you a chance to score an exceptional heal at 3, 6, and 10 percent. An exceptional heal doubles the healing value of the spell. | ||
| Community Opinions: | Again, great for healing classes, good for Paladins and Rangers. | ||
| Name: | Spell Casting Reinforcement | Levels: | 3 |
|---|---|---|---|
| Cost Per Level: | 2, 4, 6 | Passive | |
| Requirements: | Level 55, must spend 6 ability points in the General Abilities. | ||
| Description: | This ability increases the duration of beneficial effects that you cast by 5, 15, and 30 percent. | ||
| Community Opinions: | This is great for all three of these classes. Less often that you have to cast your buffs, more money that you can squeeze out of people seeking buffs in PoK. | ||
[edit] Casters (Necromancer, Enchanter, Wizard, Magician)
| Name: | Spell Casting Subtlety | Levels: | 3 |
|---|---|---|---|
| Cost Per Level: | 2, 4, 6 | Passive | |
| Requirements: | Level 55, must spend 6 ability points in the General Abilities. | ||
| Description: | After training in this ability, NPCs will notice your magical activities 5, 10, and 20 percent less. | ||
| Community Opinions: | This is pretty useful for all four of these classes, because it lowers the hate you gain from spells. Nobody wants to see a 15k crit nuke from the Wizard, then see the Wizard get summoned and killed all in one swift motion. | ||
| Name: | Spell Casting Expertise | Levels: | 3 |
|---|---|---|---|
| Cost Per Level: | 2, 4, 6 | Passive | |
| Requirements: | Level 55, must spend 6 ability points in the General Abilities. | ||
| Description: | This ability makes it impossible for you to fizzle a spell. The first level affects all spells below 20. The second, on all spells below 35. The third, on all spells below 52. | ||
| Community Opinions: | This is like Finishing Blow above. It sounds cool, but it's not really that useful. | ||
| Name: | Spell Casting Deftness | Levels: | 3 |
|---|---|---|---|
| Cost Per Level: | 2, 4, 6 | Passive | |
| Requirements: | Level 55, must spend 6 ability points in the General Abilities. | ||
| Description: | This ability reduces the casting time of beneficial spells that have a duration longer than instant and a cast time greater than four seconds. The ability levels reduce these casting times by 5, 15, and 25 percent. | ||
| Community Opinions: | This is useful in a handful of cases. For instance, reduced cast time on haste for Enchanters, lich for Necromancers, etc. Mostly it's good for self buffs. | ||
[edit] Paladins, Rangers, and Beastlords
In addition to the "All Classes" AAs, Paladins, Rangers, and Beastlords get the following abilities:
- Healing Adept
- Healing Gift
- Spell Casting Reinforcement
- Spell Casting Fury
- Natural Healing
- Combat Fury
- Finishing Blow
- Mental Clarity
[edit] Shadow Knights
In addition to the "All Classes" AAs, Shadow Knights get the following abilities:
- Spell Casting Fury
- Spell Casting Expertise
- Spell Casting Deftness
- Combat Fury
- Finishing Blow
- Mental Clarity
[edit] Bards
In addition to the "All Classes" AAs, Bards get the following abilities:



