Archive for the ‘6’ Category

New Age of Conan novels

Wednesday, July 23rd, 2008

We caught up with Jeff Mariotte, author of the new novel trilogy Age of Conan: Marauders to find out a little about what its like to be working on the Conan license!

Here is what he age of conan gold had to say when we asked what it meant to him to be part of the license team!

Age of Conan is more than just a game—it’s a multi-pronged effort by Conan Properties International and some talented creative partners to expand upon parts of Robert E. Howard’s Hyborian Age that Howard, during his too-brief career, didn’t have a chance to thoroughly explore. To be asked by CPI and Ace Books to become part of that process, by writing the first-ever young adult novels set in the Hyborian world, is an honor and a privilege for a long-time REH fan like me.

My trilogy is called Age of Conan: Marauders, and involves three young characters, two Aquilonians and a Pict, who find themselves thrown together by circumstance and must pit themselves against the dark and brutal Hyborian world. The first book, Ghost of the Wall, has just been released by Ace, with the next two scheduled for late March (Winds of the Wild Sea) and late May (Dawn of the Ice Bear).

On my website I wrote an essay about what Conan and the works of Robert E. Howard have meant to my life. You can find that essay here: Conan and Me . I also supplemented the essay with posts on my blog that expanded upon some of the topics it touched on. Those posts start here , and continue for about the next week. I post occasionally about Conan and REH-related things, so you may want to check back occasionally.

My great thanks to Funcom for giving me the opportunity to spread the word to Conan fans worldwide. We all love spending time in the Hyborian world, and Funcom’s new game will be an amazing way to make the experience real!

–Jeff Mariotte

Thanks to Jeff for taking the time out to talk to us about the books age of conan gold and what Conan means to him!

You can find more information on the new books over at Conan.com, so make sure you drop by and keep an eye out for them at your local bookstore!
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Another PoM vs ToS question argh

Wednesday, July 9th, 2008

Now for the question, I enjoy healing a lot yet want maximum dps as well(hence the fighting priest), and if that would i be better off with the PoM or ToS. I am also a little afraid the ToS will be nerfed to hell, although they do not need it. Funcom goes mch too heavily to balance 1v1…. Anyway, Im not asking which is the best because I know its age of conan gold situational, but what is best for my playstyle. I do not have a problem sitting back and healing, as I enjoy it, yet i do not want WoW and want SOME dps.

I apologize for the overdone question and WAY too long post. Looking for some good feedback from ToS and PoM alike(I’ll be posting this in the ToS section for other side opinions

Now, i have played the PoM till 40, and enjoyed it a lot, yet it was nerfed( I agree we were a bit OP in PvE, any balancing for PvP is stupid since its group PvP). Anyhow, I feel now I am going to be a healbot a 80. I understand I can not be a dps machine and heal at the same time( OP Flames alowed), yet after being a 4 year healbot on WoW i want a change.

Thanks in advance

I start by apologizing for this topic as i know its been done a million times(need quote). Anyway, I recently came over from WoW and love this game so much have dumped WoW completly. The one thing that I loved about this game is the healing classes, as a priest in WoW I sometimes was annoyed being a healbot with no dps. In this game its the aoc gold opposite. Due to this i had to choose a ToS or PoM. I went with PoM.


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Definitive PoM Feat Review

Wednesday, July 9th, 2008

Any group with a Necro or DT will absolutely wreck an AoF Priest w/o Unyielding Faith. You may be able to get by for a little while, until people start realizing that they can 1 shot a PoM with an unholy Necro or Mystical Bane. Since survivability should be the number 1 priority of any good PoM, this should be a mandatory feat in PvP.

Sacred Lance — The range of the healing of Divine Lance is significantly increased.

Awesome. Repulses hit for a ton, and with this, it becomes the highest damage AoE spell in the game, and with the right dice roll, the highest damage spell in the game.

Unsure of exact numbers, feel free to run some tests!

Improved Repulse — Makes Repulse do more damage. Unsure of how much extra damage.

cpllongjk

This is a must have for PvP and PvE when they fix it. Since mana is not an issue ever at level 80, the main selling point of this spell is the stamina regen. You can never get enough stamina. This spell, combined with a conqueror, bear shaman, and a stam pot, is absolutely ridiculous. Currently it does not scale with level, and until it does is not worth picking up. It has already been confirmed that both this spell and purification of mitra will soon be scaling. Unfortunately, there is a bug associated with this spell when combined with Armor of Faith, that cancels your AoF when you cast WoL (if this is active). At the moment, it is somewhat of a death sentence in group PvP, so stay away from it until it is working as intended.

By itself, it is nearly useless. Combined with 10 extra feat points it becomes argueably the most necessary PoM talent in the game. Because it is a column damage spell, you can line up mobs or players and hit for some pretty insane numbers. When 2 mobs/players are bunched together, send it through one to hit the one in back. The damage from both individual hits will splash to the adjacent target, hitting 2 targets, 2 separate times.

A prereq for a mandatory PvP feat. There are some suspicions that this spell is broken. Regardless, empowered Repulse is one of the best PvP abilities in the game.

Blessing of Mitra — ~6 second channeled spell that reduced the damage your target takes by 20%. 3 minute cooldown.

This is where it starts to get silly. The range of the lance heal goes from pretty much melee range to around 8-10 meters. Must have for PvP, both in groups and solo. Worth all 5 points.

I am level 80, and have respecced about 25 times, testing everything and playing with several different builds. Although my opinion of these feats is biased (as a healer and PvPer above all), it is for a good reason. At the very least, you can get a great idea of what each feat has to offer so that you are not running around with a bunch of useless feats aoc gold (which there are many of).

-More work on PvP feat builds

This is huge. It is pretty much a 100% proc rate with max feats invested. Quite possibly the single most important mana management talent. Unfortunately, level 60 mana pots (at 11 copper per) make feats such as this wasted points. Until mana becomes an issue through PvE encounters or mana pot nerfs, try to avoid this and all other mana saving feats in favor of potions.

Disciple

Lance of Mitra — 2.5 second cast, a bit less damage than Smite on a 2.5 second cooldown.

Venum

One of the key feats for group PvP. Repulse is one of the best abilities in PvP, and now it affects 90% of classes rather than 50% or less. You can always count on it hitting heavy armor targets, as no other class can knock them down.

Bad in its current form. I still have not tested the +dmg to demons. Could potentially be very good vs HoX and Necro.

Holy Ascension — Every WoL grants you a chance to cast one free spell.

Aria

Feel free to add anything I may have missed or anything you think should be said. I am open to all suggestions and criticism. Ill be updating this thread regularly! Special thanks to:

Since most of the cc in AoC is aoe, this feat will leave you resisting quite a bit, on top of putting the attackers cc on cooldown. Resisting a warrior fear and busting out Exorcism is a great feeling.

And everyone else who contributed!

For PvP this is a nice talent. Depending on how Holy Vengeance is changed/fixed in the upcoming patches, this may become superior. Now it is mainly a personal preferance between the two.

Substantial DPS increase when combined with Exemplar. Viable and necessary in DPS specs, or as a filler. at level 80 with 5/5 in this and Exemp, my Force of WIll’d Repulses were hitting for 2k+ on average with occasional 3-4k hits, not crits.

Avatar of Mitra — Instant cast, 5-6 yard radius PBAOE 5 second stun. 2 minute cooldown.

Force of Will — 3 points in it makes the next spell cast under Clarity of Mind do double damage.

Since armor of faith should be up in group PvP at all times, this is a very useful talent that allows you to contribute some damage while still maintaining high survivability. Even without talents the spell is still useful in PvP. Just keep it running in case u get jumped, then be sure to click it off before you start DPSing. The biggest issue with AoF is not the holy damage reduction, though — the unholy holy damage increase will greatly lessen your survivability vs any competent group, which is why Unyielding Faith becomes the next must have PvP feat.

Light of Mitra — Each WoL and EoL provided a mana and stam regen for the group that does not scale with level. This spell also bugs out Armor of Faith, removing the AoF when you cast a heal. It is already confirmed that this spell is intended to scale with level and will be fixed in the upcoming patches.

Divinity:

Terrible in its current form. When its fixed this will be very nice.

Holy Cleansing–Converts unholy and poison damage to healing and gives you an aoe damage tick. 3 second cast, 5 minute(?) cooldown. The healing part of it is broken, apparently.

Vengeance:

Condemnation — Channeled DPS spell that does terrible damage.

Wrath of Mitra — adds significant holy damage that scales with level.

No experience with it, but I hear it caps at 10% damage increase aoc gold and stacks until that point. I wouldnt invest in it unless I put at least 4 points, in addition to having 4 points that could not possibly go anywhere else.

Very good talent in order to progress deeper into the tiers. Seems bugged atm in that it does not stack 5 times but instead caps out on the first cast then progressively lowers the holy damage with each subsequent cast.

Improved Rebuke — 5 points in this reduced the cooldown of Rebuke by 2.5 seconds I believe.

The channeling kills this spell for PvP. I can see it being necessary in PvE.

Wow. This is an amazing feat. This single ability makes chewing through a bunch of DPS feats well worth it. I expect this to be the base of 85% of the PoM group PvP builds. Also, it makes 1v1 a joke.

Mandatory. This is one of the few reliable direct heals priests get, and in PvP it becomes somewhat of a life tap for yourself or your teammates. When CC is on cooldown and other heals are stacked, you should be Lance spamming for heals.

Purification/Sanctification — Every holy damage spell has a moderate chance (maybe 1 in 3 or 4) to proc an additional 34-40 damage (level 60).

This is a PvP talent for a PvE spell. Bad.

Blinding Light — Reduces the holy invuln of the target. Stacks up to 15% reduction.

Empowered Repulse — Allows you to knock back lighter targets further, and allows you to knockback heavy armor (but not Guardians) as well.

Not bad by itself, but the improved feat makes it shine.

Blessed armor of faith — This reduces your armor of faith penalties to -20 holy damage at level 80. The mana penalty is also significantly reduced, making it negligible.

Improved Smite — Increases damage dealt by Smite. Mandatory to progress down the tree.

Spiritual Feedback — Holy damage is increased depending on how many targets are effected by wave of life.

Unyielding Faith — Reduces the unholy damage penalty from 100% to 20%

This is a must have. The damage is very respectable, especially with talents/feats to increase holy damage.

Last Updated: 6/17

Unfortunately, the ridiculous cast time and cooldown of this spell makes it nearly useless in group PvP. I can see it coming into play in small scale battles. It is a prereq for an outstanding passive feat, however.

Vengeful Blessing — Blessing of Mitra adds 20% damage increase to the target.

Divine Lance — Lance now heals the closest target (or the target with lowest health if more than one are in range) to the one being damaged with the spell.

Clarity of Mind — One free spell every 2 minutes.

Soonerjohn

Avoid at all costs!

Exorcism — 2.5 second cast, 3 minute cooldown. Breaks fear and mez, and grants immunity for 5 seconds.

Holy Vengeance — After casting Wave of Life, holy damage is increased for a little while. Stacks 5 times.

Cleansing Fire — Frontal cone .5 second cast DD spell. Damage is just lower than Smite. 8 second cooldown.

Keep checking back, as this post will be updated weekly.

Spiritual Warding — 3 points invested in this yields a 25% passive resist to fear and charm.

Decent talent for 1v1 or duo, but also requires a serious commitment to the tree.


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My conq summary after dinging 80 - great!

Wednesday, July 9th, 2008

I’ve main tanked every instance i’ve participated in (including onyx chambers and the spider caves, for you level 80 naysayers) while the quests were still in the red-orange colors, and not alot of ppl aoc gold seem to mind a conq tank. we do it pretty decent, and as long as we’re higher level then a other tank we’ll usually get picked to MT (i draw so much threat I end up being MT anyways against lower level tanks). If theres an equal or higher level guardian or DT they’re often main tank, but i go fury stance and do ok (i don’t outdo dps classes, but i get pretty good) dps. Our best roll is offtank, be sure to be able to switch from fury to def stance quick! also know that our Furious inspiration/rez will NOT work if we’re the MT.

Never had a problem grouping. See below for my summary of our roles, but heres the general gist. We can often be picked up as Main Tank, are a prefeered offtank, and occasionally can squeak in as DPS. If a group has decent everything, a conq is the best add, as we do some dps, offtank well, and boost the entire group better.

In short, a great balanced class (you saw from the class updates we’ve had two somewhat minor and fair updates, nothing really major) that holds it’s own in any situation, and levels geat. They’re really A fun and diverse class to play, with alot of roles. Use them well, and customize hotbars for the different roles, and you too will have a blast!

This means PVP i most often go for a healer and keep them on the ground/interrupted while they die, then beat on another person while rezzing those who die, and giving everyoen in the group around +35 dps. Decent PVP, especially since we can survive pretty long.

We survive well, people know we can combat rez, which saves from ALOT of wipes, and we can do ok (not great) DPS. Plus brutes have 2 decent knockdowns and a ‘interrupt’ 1 sec stun.

First off, we’re a soloing beast! aoc gold Gaurd of dancing steel means i pretty much solo’s a LOT of the content and even did some decent non-AOE grinding.

I dinged 80 the other day, and I have to say I’m loving my conq!


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Guardian Grinding & Leveling Guide

Wednesday, July 9th, 2008

Counterstrike 4/3 (use your max rank)

Grinding w/ People

X

40-41 Counterstrike Stance 3/3

Tempest

Tempest

Soldier

Use the Stand Your Ground ability immediately on pull, then again at 30 seconds, and a Health potion the moment it becomes fully effective (i.e. if your health pot direct heals for 450, use it once you’re about 450 health down). Use Shield Sweep any time you feel you need to. Juggernaut if you have it before using a Strike and aoc gold Guard or Overreach.

11-15 Toughness 5/5

Counterstrike 1

16-20 Weapon Master 5/5

Overreach or Plexus Strike

1. Feats

3+ Mobs, Higher Level, Safe:

2. Grinding Spots

-Always have plenty of consumables on hand. Every 10 levels (w/ the exception of 70), you should have independent Stam and Health pots up. These are cheap, so stock up in the hundreds if you have inventory room.

-Particularly good since this is a range that currently has few quests.

49-50 Improved Shield Bash 3/3

Frenzy Stance, Ardent Battle Cry, Juggernaut and Volcanic Rage aoc gold , as well as most other instant abilities, can be applied mid-combo. If you have effective keybinds, you should be using this before you finish out your Overreach or Strike and Guard.

1-2 Mobs of near equal level:

-Casters screw you. If you’re grinding multiple mobs higher level than you and a caster comes your way, it’s a good sign to leave. On the other hand, a lot of casters don’t actually cast — Sorcerers have a tendency to melee attack and summon a minion, whereas medics and chaplains are more likely to call the fireworks.

Soldier

-Another relatively unfarmed area, maybe because people are moving on to Kheshatta. The bottom left wanted poster only opens up once you hit 68 so people might miss this. It’s near Ivoryvale (there is a waypoint there; don’t forget to find it in the Southeast corner near the Trogs), and the Trogs are easy to grind 2-3 at a time. Annoying thing is they have a stun w/ a 20s cooldown, so pulling three can be frustrating.

The value of Counterstrike and bleed damage is that it is highly effective on mobs significantly above your level. Provided you have the gear, there are several places where you can kill 1-2 mobs 10 levels above you; it’s not normally time efficient but it can be fun.

Code:

3+ Mobs, Higher Level, Dangerous:

Guardian Feats - The Age of Conan Armory

Counterstrike 3/2

Juggernaut

Boars (Thunder River) 58-64

0. Quick Tips

30-30 Readiness 1/1

70-70 Juggernaut 1/1

2. Grinding Spots

Juggernaut

-Juggernaut/Soldier is better than Tempest/Soldier for leveling.

10-10 Storm Blade 1/5

Soldier

52-52 Forced March 1/1

Soldier

3. Ability Usage

-The hitbox is large on these so it can be frustrating to get 3 or more with the CS debuff at a time; however, they are so abundant and so rarely farmed; in the far Southeast (??) corner of Thunder River; make sure you keep searching vertically upwards until you find the spawn point with the boss mob.

At Level 60, Respec to the following build:

Cannibal Cave (Eiglophian) 52-56

Juggernaut

48-48 Stunning Charge 1/1

Code:

25-29 Bleeding Counterstrike 5/5

Frenzy Stance can also be effective at the beginning of pulls where you’re only dealing with one or two mobs and they are within 3-4 levels of you. This allows very quick kills with Overreach and Strike and Guard.

To fix that, don’t step backwards an equal distance from all of them! That just causes them to form up exactly the same way in a different spot. Instead, shift back and to the left, very slightly, so both the mob to your left and the mob in front of you can still hit you. This causes the right-most mob to move into your debuff triangle:

If you’re grinding with people, all of these have to be adjusted. Counterstrike is NOT an effective opening move; try Overreach or Strike and Guard instead, depending on if their cooldowns are up, to get the attention of the mob.

1. Feats

Level Differences

Strike and Guard

Counterstrike 3/2 (use your second highest)

45-47 Lifesaver 3/3

-Per KieraTaer’s response to this thread, there are effective repeatable quests across the zone. Check response #8 for more information, as well as information on Eiglophian locations.

30-34 Recovery 5/5

x O x

Counterstrike 4/3

68-68 Cunning Deflection 1/1

78-79 Improved Dulling Blow 5/5

Other points worth mentioning:

35-39 Improved Defensive Stance 5/5

-Most archers will begin melee damage the moment you attack them. So, if you see one, run to it and hit it before you start grinding the group next to it. This changes in Kheshatta and at least in a few places elsewhere.

42-43 Sustained Rage 2/3

Frenzy Stance & Instant Buffs

56-57 Drive Them Back 2/2

20-24 Savage Counterstrike 5/5

71-73 Iron Skin 5/5

0. Quick Tips

Overreach

-Humanoids are almost always better than animal mobs by virtue of the size of their hitbox and their longer weapon ranges. You can fairly easily get three humanoids. If you’re having problems positioning to get three, look at the following:

When you’re dealing with large packs of mobs, the law of averages kicks in. Becoming efficient across the board is almost always a better idea than looking for a substantial increases on a single ability. The following is a level-by-level outline:

53-55 Improved Dulling Blow 3/5

77-77 Volcanic Rage 1/1

3. Ability Usage

Strike and Guard

58-58 Sustained Rage 3/3

Soldier

AND

67-67 Sustained Rage 3/3

Counterstrike 4/3

44-44 Anticipation 1/1

Juggernaut

Counterstrike 1

Please feel free to add to this list with suggestions. I switched from Tempest to Juggernaut later rather than earlier, so I’ve missed a lot of good opportunities.

Fields of the Dead Vanir (40-50)

O

Juggernaut

61-63 Lifesaver 3/3

64-64 Storm Blade 1/5

X X

Murderous Little Acolyte Quest (Kheshatta) 72-76

51-51 Stand Your Ground 1/1

-Always eat food! They’re only 10 tin and speed grinding up substantially. You can carry two independent types of buffs up (stam/health) as a food and drink combo, though some of the drinks are disguised as food (i.e. bananacake is a drink).

I use CS 1 because it’s a very quick way of checking whether the debuff is hitting as many mobs as I want it to. Most mobs will be dying by the time the CS’ are up, so make a decision between Overreach or Plexus Strike. Plexus is absolutely preferred in most situations, but you may choose not to use it if the process of the combo itself may kill off several mobs (using it when you can guarantee at least three mobs are hit by the stamina drain at the end is ideal).

74-76 Surging Health 3/3

59-59 Cunning Deflection 1/1

Maneuvers, Strategems & Tactics

This guide is also posted and updated here:

65-66 Drive Them Back 2/2

Enduring Defense Maneuver, Hold the Line Strategem for solo grinding. Provoke Maneuver, Intractable Mind Strategem for groups. Don’t use tactics while grinding unless you’re sure you can handle the penalty.

Mammoth Breaker Troglodytes (Atzel’s) 68-72

x

http://www.tankspot.com/forums/aoc-s…ing-guide.html

If you are only debuffing one target and you have at least three on you, this is probably the way mobs are facing (even if they aren’t directly to your side, if you aren’t debuffing them, consider them like this):

-You receive this quest inside the main city in Kheshatta. It leads to a personal/group instance underneath the zone, similar to Cannibal Cave. Wonderful for grinding but very short. This instance allows you to reliably get four mobs at a time and debuff all of them at once. You will have to reset this instance using an invite from another player and if you turn in the quest, you can no longer enter the instance.

69-70 Iron Skin 2/5


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june 23rd. the day tos was kilt

Wednesday, July 9th, 2008

* The primary damage range of Lightning Strike has adjusted to be more consistent, the average damage remains the same

look, very few classes have what it takes to age of conan gold solo. i play at random times and getting a group is like winning a lottery. you took away my survivability and tried to use smoke and mirrors to get me to swallow it. this was the worst thought out nerf in the history of gaming and honestly with all the freaking bugs, lags, crashes, leaks, missing content, transparent textures, visable meshes, re-used effects, circular dialougue and other assorted madness, you chose to pull out a blind nerf bat to silence the freakin nubs whining about us bcz they have never used a keyboard and mouse together b4 in a game.

primary damage range adjusted but average remains the same? i f33r ur m4d m4th ski||z. ill hold off on calling any names here. it may just mean that my 200 dmg fizzles wont happen anymore.

* Fury of the Storm has been decreased from 60% to 40% critical damage modifier at max rank

thanks for the castration. i feel a breeze, i kinda dig it…

* Lightning Strike has been modified to deal 40% splash damage to 3 targets instead of pure AoE damage

* Storm Field is now limited to affection 3 targets at a time.

* Lightning Strike no longer has a cooldown.

idiots

* Titanic Storm now additionally increases aoc gold the number of targets affected by Storm Field by 50%.

no comment as of yet. maybe tasty, maybe just words in the ether.

r u f-in kidding me? what about boss mobs of 5 or more. im just supposed to sit there and get crapped on. what f-in genius thought this nerf up?

i wasnt planning on speccing this. now i might. but what you did…when you take into consideration the other nerfs today, is change the way i need to play my tos. instead of sf -x, now its gunna be los, sc, spam ls and pots. if you are gunning to make us a dps class, you gotta give us better nerf distractions than this.

* Pillar Lightning rank 2 and 3 now additionally increase the number of targets affected by Lightning Strike splash damage.

as i told my boss when he gave me a 0.21c raise..gee thanks skippy

so now i have to spend more points to make sf effective again. but wait, ooo 50% more. the max is 3..so now i can effect 4.5 mobs? who is the lucky .5′er. again sarcasm. not worth it


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GIVEN THE STORM FIELD NERF I WOULD STILL ARGUE THAT SAINTLY WARRIOR HAS A BIGGER UPSIDE THAN STORM CROWN AND WOULD CONTINUE TO FOLLOW THIS GUIDE.

Wednesday, July 9th, 2008

Also, thanks to Saintly Warrior and Ether Flow, I regen mana even faster than with Storm Crown (not like Mana was ever a problem with SC), but even if I die and rez with little mana or health I can quickly heal back up and buff without needing to rest or pop a pot (very helpful if your AoE group is fighting over and area/spawn point so you can get back in the action very quickly).

Presence of Mind should now be our priority in the General tree because it makes our Jolt instant. Thanks to Plague for helping me realize this. I’ll agree this is even more worthwhile post SF nerf when large AoE pulls could actually be dangerous in grinding gropus and in PVP (especially laggy raid PVP) this can’t be overlooked. I’ll happily sacrifice some raw DPS at 70 to have Presence of mind.

So back to Saintly Warrior. Up until now you’ve been using aoc gold Storm Crown primarily as a mana battery. Although it gives a modest DPS increase, I find its damage basically irrelevant- Storm Field just works great on its own. So essentially you’re spending 14pts to get better mana efficiency and a tiny bit of damage (yes, and some group utility, giving others SC, but the DPS is even lower and nobody at 50+ has mana issues anyway). I’m suggesting speccing out of Storm Crown and into Saintly Warrior, which will give you even better mana return, more durability from Spirit Armor, and, most importantly amazing Stamina Regen. All the while giving you access to some great feats for upping your DPS far beyond what SC offers.

http://feats.goonheim.com/tempestofs…a5b5e2h3k2n5q1

Levels 71-75: If you’re on a PVP server and don’t want to respec grab Empowered Cobra Stare and Presence of Mind

Empowered Cobra Stare. A must have if you’re going to PVP and age of conan gold really our only CC in a grinding build. Just get enough points into the Thunder tree to fully talent this feat.

If you’re one a PVE server I’d either pick up presence of mind or just buff Storm crown.

Ether Absorption and Coalesce Ether are replaced by Pillar Lightning(2pts just to get deeper into tree), Brutal Lightning Strikes, and Inner Charge. The mana feats are redundant and unnecessary thanks to Storm Crown, Ether Flow, and Saintly Warrior. You really wont use LS for PVE (although, with the SF Nerf, maybe we will) but you will for PVP, especially thanks to Inner Change.

Levels 66-70: Look whos back, it’s Storm Crown.

And what I love about Saintly Warrior over SC is going even deeper into the general tree helps my DPS far more than going deeper into Thunder. For 8 more points (have to put two points in general) I get Exemplar and Vengeance of the Gods, probably two of the most worthwhile feats deep in any of our trees.

Here’s how I would respec and move from 50+

Levels 71-75

http://feats.goonheim.com/tempestofs…t2a5b5e2h3n5q1

***LEVEL 70 RESPEC FOR PVP + GRINDING***

http://feats.goonheim.com/tempestofs…a5b5e2h3k5n5q1

http://feats.goonheim.com/tempestofs…t1t2a5b5e2h3n2

Basically a lot of people complain that questing starts to run dry at 50 and leveling becomes quite painful. Personally I didn’t experience this because I was introduced to a wonderful instance called the Cannibal Caves quite early. My recommendation to any ToS would be to try and find a buddy and hit this zone in your early 50’s and stay well into the mid 50’s (easily soloable for a ToS at 53, 52 if you’re careful). For those that don’t know the Cannibal Caves is a private instanced zone in the Eglophian Mountains, with level 53-54 Mobs in some nice tight packs who respawn quite quickly- ideal for AoE leveling.

I noticed something back in the early 50’s from grouping with my brother, who’s a PoM and specs heavy into the general tree early. Basically it’s a little feat called Saintly Warrior and IMO it’s a lot more useful on it’s own than what I originally expected, and it leads to some great feats that, IMO, far outway the more popular alternaive, Storm Crown.

http://feats.goonheim.com/tempestofs…t2a5b5e2h3n5q1

Increase DPS with Exemplar and Vengeance of the Gods

Spell Power of the Serpent Ring is another option if you feel like you’re getting targeted a lot by other casters, but considering Titanic Storm is pretty much a requirement to use Storm Field, the only place to pull points from is Exemplar and VotG- and I’d rather have the General Tree feats.

http://feats.goonheim.com/tempestofs…a5b5e2h3k5n5q1

Levels 76-79

Once you hit 70, if you haven’t already been, you’ll be spending a huge amount of time grinding in Kheshetta. While I’m sure this zone is annoyingly competitive on a PVE server, on a PVP server it’s all about who can defend their grinding spot from other groups. While often this deteriorates into whichever guild has more bored 80’s, it can be quite fun when real leveling groups go at it. I’d recommend one final pre-80 respec to avoid redundant mana regeneration feats as well as improving survival and burst.

http://feats.goonheim.com/tempestofs…t2a5b5e2h3n5q1

http://feats.goonheim.com/tempestofs…s2v2t1t2a5b5h3

With Saintly Warrior I can sprint noticeably longer when I have a MoB or two beating on me (similarly I can start sprinting sooner if I’ve exhausted by stamina pool). I can easily out heal 1 MoB and the extra stamina I get from hits lets me run into multiple areas and collect bigger packs. I can stay just ahead of the pack to make sure SF and HoTs are refreshed, so when they arrive to beat on me I can active block and watch them fall.

http://feats.goonheim.com/tempestofs…a5b5e2h3k5n5q1

Levels 61-65: Time for Thunder. Growing Storm for 5.

http://feats.goonheim.com/tempestofs…t2a5b5e2h3k5n2

Levels 56-60: Finish Exemplar and get Vengeance of the Gods. Then I’d fill up Lightning Arc. If you’re in a rush to get SC back, you can skip this talent.

Levels 76-79: Home Stretch. PVP server make sure you have 3/3 Empowered Cobra Stare and get 5/5 Presence of Mind. On a PVE server it’s up to you as there’s nothing much you don’t already have as a tri-spec. Finish up any Strom Crown Feats, put points in Presence of Mind if you haven’t, or try out a very mediocre Totem or Cyclone . Grind it out!

http://feats.goonheim.com/tempestofs…t2a5b5e2h3k5n2

I’d just increase Storm Throne and Regalia. There’s really not a lot of option for 4 points.

Changes in the General Tree:

http://feats.goonheim.com/tempestofs…t2a5b5e2h3n5q1

The Changes in Lightning Tree:

Levels 51-55: Fill out Set’s Brutalitiy and then you’ll need to dump age of conan gold 2 points in general to reach Exemplar. I’m now going to recommend Far Reaching Spirit over Spirit Aegis, because later on Presence of Mind is a great feat for making your jolt an instant cast and Far Reaching Spirit is the prereq. After that start to fill up Exemplar.

Changes in the Thunder Tree:

Level 50: At level 50 your lightning tree should stay exactly the same with one exception- I would take Rousing Shock over Blood Mana, thanks to Ether Flow and Saintly Warrior mana regen is already beyond what you need. Stuns become a critical part of group PVP and our ability to neutralize them should not be overlooked. On a PVP server being able to force another AoE group out of the area really makes or breaks your exp per hour. Also, now that you’re 50, put your extra point into Titanic Storm is a must to increase the number of targets hit by SF.

Or throw 4-pts into Grounding Charge for some rooting. You shouldn’t be using Charged Bolt from long range much in AoE groups, so I don’t mind the root effect at this point.


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1.6.3 Contributor to a group (Endgame instancing)

Wednesday, July 9th, 2008

This is what I mean: let’s say there’s a group of 5 people, looking to grab a 6th. Assuming they have a few strong dps classes, they may very well decide to opt for the group-friendliness and added dps/utility a conqueror has. However, if you’re simply set on doing nothing but dps, most groups will think you’re pretty gimp. And rightly so. We’re not breaking records on dps with this class, guys. Understand there’s going to be many situations where 1 tank just ain’t enough. Especially when everyone is slowly getting to 80 their first time - no one’s really going to have the gear to tank two or three level 81 elites. Most groups will expect you to be able to tank, and do it well, so keep that in mind when you spec. If you’re specced nothing but dps into carnage, you’re not just hurting yourself- you’re hurting your group as well.

So yeah, know which feats get the dps you want, but make sure you don’t exclude some degree of mitigation/survivability/tank feats as most every group will want you to step up and tank a bit. Also, don’t split age of conan gold your feats evenly between the trees for the buffs, as this essentially makes you master of nothing. I tried it, and it just doesn’t work very well.

The idea that we might do nothing other than throw an occasional battle rez to our group members is deliciously absurd. It’s not going to blow away an assassin or barbarian, but we do have the best dps of our archetype - so if we’re not tanking, let’s represent that! There are benefits to both carnage and brute, though with improved inspire age of conan gold the ranks broken, brute tree has far more favorable group-friendly buffs (self buffs available there add to your group versatility - explained later). Improved furious inspiration is arguably one of the more useful things we can do for our group. If they fix the feat for imp. inspire, then I’d prefer carnage for buffs (war lord, imp. inspire the ranks, imp. fire weave), though this could hardly be looked at so one-dimensional..


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Conqueror 2-Handed Weapon Combo’s

Wednesday, July 9th, 2008

Damage rank 3 – 3 Attacks that are about 15% -20% weaker than a normal attack

Damage rank 1 – 2 Attacks that are about 10% - 15% stronger than a normal attack

Damage rank 6 – 2 Attacks that are about 10% - 15% stronger than a normal attack

Cool down – 60 Seconds

Attack – Overhead

Guard of Dancing Steel – A flashy sword attack that increases the conqueror defense and gives him a chance to counter-strike attacking enemies.

Feint Attack – A feinting strike that causes the enemy to lower there defenses.

Bonus effect – Knock down effect

Stamina cost – (X, X, X, X)

Cool down – 15 Seconds

Bonus effect – None

Damage rank 1 – 2 Strikes that are about 30% - 50% stronger than a normal attack

Damage rank 3 – 2 Attacks that are about 10% - 15% stronger than a normal attack

Bonus effect –

Attack - Right

Damage rank 1 – 3 Attacks that are about 15% -20% weaker than a normal attack

Cool down – 20 Seconds

Damage rank 5 – 2 Strikes that are about 30% - 50% stronger than a normal attack

Damage rank 4 – 2 Attacks that are about 10% - 15% stronger than a normal attack

Ranks – 4 (levels 20, 36, 52, 72)

Stamina cost – (X, X, X, X, X, X)

Stamina cost – (X, X, X, X, X)

Damage rank 4 – 2 Strikes that are about 30% - 50% stronger than a normal attack

Ranks – 5 (levels 7, 20, 28, 44, 56)

Hail of Furious Strikes – A brute strength attack that batters the enemy senseless.

Cool down – 10 Seconds

Damage rank 3 – 2 Strikes aoc gold that are about 30% - 50% stronger than a normal attack

Bonus effect –

Bonus effect – -3% Invulnerability de-buff for 10 seconds

Damage rank 3 – 1 Attack that is aoc gold about 25% - 50% stronger than a normal attack

Damage rank 2 – 3 Attacks that are about 15% -20% weaker than a normal attack

Damage rank 2 – 2 Attacks that are about 10% - 15% stronger than a normal attack

Damage rank 2 – 1 Attack that is about 25% - 50% stronger than a normal attack

Ranks – 6 (levels 5, 15, 24, 40, 60, 80)

Damage rank 1 – 1 Attack that is about 25% - 50% stronger than a normal attack

Bonus effect –

Stamina cost – (X, X, X, X)

Bonus effect –

Bonus effect – Invulnerability de-buff

Batter Aside – A full power attack that knocks the enemy off there feet.

Damage rank 2 – 2 Strikes that are about 30% - 50% stronger than a normal attack

Attack - Right

Bonus effect – +5 shielding bonus and a chance to counter-strike attacking enemies for 30 seconds

Damage rank 4 – 3 Attacks that are about 15% -20% weaker than a normal attack

Attack - Left

Damage rank 5 – 2 Attacks that are about 10% - 15% stronger than a normal attack

Bonus effect –

Ranks – 4 (levels 17, 32, 48, 68)

Damage rank 4 – 1 Attack that is about 25% - 50% stronger than a normal attack


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Dark Templar FAQ

Wednesday, July 9th, 2008

Talismans are off-hand items wielded by DT’s and casters. Supposedly to help in damage. Currently there is no noticeable increase in damage when yielding a talisman. So far talismans look like books, not sure if they will get different skins later on.

*HOW TO MOVE THE SHIELDS* (Thanks Agett)

Frenzy stance will increase damage, but the Dark Templar will also take extra damage as well. Frenzy stance is mainly used for single or double mobs of equal level for fast killing or while in an instance or raid and NOT tanking.

Now that we have that covered, onto some basic questions.

Sword and Board is just terminology for Sword and Shield

Sadism is an inherent ability of Dark Templars which is with us from the get go, but one will not see it unless grouped up with others. When grouped with other classes, sadism will proc when group members are taking damage from mobs. Sadism stacks till 10, at which point it will start pulsing AoE type Unholy damage. The buff of Sadism is increase in lifetap and damage. (Specific numbers to be added in the future)

Q: Where are my Spells / Abilities? I think I’m bugged….

A: Dark Templars get Heavy Armour at level 30. These pieces can be bought from the vendor and the first level is Iron from a Fine Armour vendor.

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*QUICK NOTE* This applies to all melee characters, but DTs really need to do this: DISABLE AUTOFACE in the Interface Options. This will allow you to move around a bit while whacking things to get everything clustered up nicely. Once everything is clustered up nicely proceed to unleash combos and watch the mobs drop like flies.

sa•dism –noun

Q: Why isn’t Slam working?

A: Yes they are both taunt attacks. The main difference is the side the combo finishes on. Why is this important? If a mob or player has their shield on the right side and nothing on the left side, you want to aim most of your attacks to the unshielded side. This causes more damage and means the drop quicker.

*NOTE ON STANCES* (Thanks Kujako)

:-p

Archetype: Soldier

2. any enjoyment in being cruel.

Weapons: One-handed edged, one-handed blunts, crossbows, and thrown weapons.

*EDIT* Please post any additional information I may have missed and I will update it as best I can. If nobody wants this stickied I’ll let it drop.

A: As posted by SolKyoshiro:

Q: What is AoE?

A: Those are shields. They represent the defenses of the mob, These can be shifted around and mobs will frequently shift theirs during combat, while players generally leave them in the default position. Hitting a mob or player on an unguarded side causes more damage.

Just thought I would take a moment here to write up a quick FAQ for all new Dark Templars or people that want to try out the Dark Templar class. If the community likes it I’ll see if we can get it stickied and hopefully it can also be edited in the future as more information is discovered and shared.

Q: Enraging Wounds and Brutal Enraging Wounds; What’s the difference?

A: Active Blocking is the ability of soliders wielding a shield to age of conan gold block incoming damage to amost 0. This is done by holding down the default key of X. WARNING: This will drain stamina fast, Good for holding out just long enough for a healer to pop a heal onto you. Use it wisely.

4. Amazing Dark Templar skill that will make you amazing.

Armor: Heavy armor, medium armor, light armor, and shields and talismans

A: No, and they probably will never get to use 2 handed weapons, the DPS increase + life leeches would overpower the DTs. Sword and Board or Sword and Talisman, learn to love em.

Dark Templar:

Q: Do Dark Templars ever get to use 2 handed weapons?

Q: What is Sadism?

3. extreme cruelty.

Q: What is Active Blocking?

A: Stances allow the solider classes to either migitate damage (defensive stance) or increase damage (frenzy stance). While in Defensive stance a solider will do 15% less damage but also allow the Dark Templar to absorb more damage. Defensive stance is for 3+ mobs or tanking in either an instance or raid setting.

A: Of course they can, According to Funcom all solider classes can tank, each class just does it differently. Guardian is known for single target Main Tanking due to high HP and Plate. Dark Templars are known for AoE tanking through their Auras, Covenants, Life Leeches and Sadism. The Desecration tree of the DT feats is geared for AoE tanking ability.

Q: What are those white arrows around the mob or players?

Q: What are stances and what do they do?

Q: What are the specific spells and combos that a Dark Templar gets?

A: No you are not bugged. Spells can be accessed on the Spells and Combo tab at the top of the screen or by pressing the “B” key. Combos and abilities are on the left, Spells are on the right. Sometimes spells wont’ show up till you click on the friendly tab of the spell side. Spells are available after level 10.

Once you’ve gained stances as a solider, one only has to click on the stance to enter it. You’ll notice your characters will shift their weapon slightly as well as seeing an icon down above your combo bar above your health meter. To leave a stance, one justs clicks on the stance icon again (frenzy or defensive) and you’ll go back to normal stance.

Experienced players are known to “Stance Dance” which is fancy talk for switching between stances to maximize damage given and minimize damage taken. This is tricky to pull of but is possible with practice and good timing.

*****************

In case you haven’t read the class age of conan gold description here is what a Dark Templar in Age of Conan is:

A: Slam is used by all melee classes to allow the lower levels a taste of the AoC combat mechanics. Slam will can be used after level 6, but it will no longer knockdown opponents or throw them back. Some DTs will use Slam as a finishing move for increased Fatalities, but I haven’t tested this nor use it much as I find the other Combos that DTs use to be more efficient for leveling.

Q: Can Dark Templars Tank?

*NOTE* The Dark Templar is the SUM of all his abilities. There isn’t one super feat or power. It’s when all skills and abilities are added together that the power of the Dark Templar comes out.

Holding control and double tapping 1/2/3 will put all three shields in that position. Holding control and tapping in the direction of a shield and then the desired direction will move one shield there. While not entirely useful yet, it can help if you know what your enemy will be using (say, throwing all your shields straight up when a ranger is going to salvo).

1. Psychiatry. sexual gratification gained through causing pain or degradation to others. Compare masochism.

Permitted races: Aquilonian, Cimmerian

Q: When do Dark Templars get Heavy Armour?

A: AoE = Area of Effect, so a personal AoE is an aoc gold effect (spell) surrounding the caster.

A: Thanks goes to kitturn for this link: http://www.hybes.org/?s=abilities&cl…emplar&lang=en

One thing to remember. If you zone, your stance is removed even though the icon is still there. In which case, clicking it to remove it will in fact put it back on.


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