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Thread: On synergy: a list of abilities gained by 11 pts per soul

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    Soulwalker
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    Default On synergy: a list of abilities gained by 11 pts per soul

    Synergy is the positive combination of tools that adds to the player's arsenal of abilities, stats, and tactics. Rogue stealth adds to the synergy of other rogue souls just as +dodge does. Several examples from warrior and cleric callings have been mentioned in that other synergy thread.

    For mages, it seems to me the main complaint is the lack of abilities that boost damage types for other mage souls. The damage type boosters are too type-specific. Pyromancers and Stormcallers particularly suffer from this.

    But synergy is more than just damage boosting, isn't it?

    The Archon's +fire damage has been brought up a lot, but the Archon's synergistic benefits are almost everything else BUT that ability. The Warlock may have a great list of synergistic benefits, but there are other goodies it doesn't include that other souls do provide:

    -- pet
    -- heals
    -- CC
    -- anti-CC
    -- hate reducer
    -- blinks
    -- crit enhancer

    Out of curiosity, I made this list, which will hopefully help noobies like myself when considering which abilities they'll want to combine when choosing souls. Currently I'm playing a Chlorolock Elementalist.


    =========================

    MAGE synergy comparisons
    list of synergistic abilities gained by 11 pts investment

    =========================

    ARCHMAGE:
    BF: anti-CC
    D: incoming dmg debuff
    L: snare
    PA: buff spell dmg
    R: debuff incoming crit hit chance
    DT: instant cast chance
    SW: debuff incoming phys dmg
    NL: 100% crit chance next spell
    DC: buff spell crit chance
    SR: mana return upon being stunned/silenced
    WoD: reveal stealthed players

    ARCHON
    PS/SoS: stat buff/debuff
    SV/SV/BP: end buff
    AD: armor buff (+93 armor, phys dmg buff)
    Pfc: cure
    FA: spell haste, range extender
    SF: +fire dmg
    EXH: crit hit mana return
    FS: snare, runspeed haste
    LF: mana return

    CHLOROMANCER:
    RS/SoR/Phyto: heal return chance
    WV/LGV/Synth: AoE heal upon dmg
    EntV/EmpV: buff magic dmg
    Bloom/HS: direct heal
    CoL: crit direct heal based off dmg

    DOMINATOR
    TM/CF/EC/QT: crowd control
    CS/ICS: armor buff (damage shield)
    RC: spell reflect
    Deny: cure
    MW/IMW: hate reducer
    Acm: intelligence buff
    PL/AP: silencer

    ELEMENTALIST
    Summon LEE: pet
    SA: armor buff (+99 armor)
    Revitalize: mana return
    Encase: root
    BC: +crit chance
    EL: incoming dmg debuff
    IC: damage absorb shield
    Exp: buff magic dmg

    NECROMANCER
    Summon SH: pet
    RP: mana return
    EL/Sym: healing debuff, heal return
    Cons/GCons: debuff, mana return

    PYROMANCER:
    BI: intelligence buff
    BB/IBB: root
    FR: debuff stun/silence
    Flicker: anti-CC, blink
    IG: mana return

    STORMCALLER
    Electrocute: knockback
    Icicle/AC: snare
    AB/AC: AoE snare

    WARLOCK
    LL/ILL: heal return
    DA: armor buff (damage shield)
    SLM: mana return
    R: heal return
    NS: end buff
    MA: charge buff
    NT: buff magic dmg
    O: spell haste chance
    DB: heal return
    V: buff health

    =========================
    =========================


    In general, the class does seem to be missing or very short on some key abilities: evacuation, teleport / gate / bind / banish (single, group, instant), root, invulnerability, feign death, mesmerize, charm, aggro wipe...

    But the biggest missing in action are INVIS(!!) and STUN! Woot da hail?!

  2. #2
    Soulwalker Conflagrant's Avatar
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    Quote Originally Posted by psionic11 View Post
    In general, the class does seem to be missing or very short on some key abilities: evacuation, teleport / gate / bind / banish (single, group, instant), root, invulnerability, feign death, mesmerize, charm, aggro wipe...

    But the biggest missing in action are INVIS(!!) and STUN! Woot da hail?!
    I'll admit, part of the reason I pick mages is the little fluff abilites like you mentioned, I bet many will scoff at such nonsense as they aren't in any way useful to absolutely obliterate players or mobs. I picked the wrong calling I think, rogues appear more magical in nature with cool abilites than mages which seem mundane in comparison.

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