Cluelessone
Member
- Joined
- Mar 27, 2018
- RedCents
- 428¢
I ran into a bit of trouble when my little party hit 105/106. Among the recommendations was to upgrade my gear to Conflagrant and to grind out the AAs I was missing. So this is what I did, I bought all the Conflagrant I could afford (most slots) and headed out to grind the AAs.
Note I have not changed anything from the time I started grinding AAs until now.
I have spent over 1800 AAs each on all the appropriate AAs for each class I have:
End result = I am dying just as often and killing a little bit faster but not clearing any faster (more mana breaks).
My discussion point is "WTF good are these AAs?"
Every point I put into a defensive AA, I seen my AC go up two points or so, out of 3500/2100 2 points doesn't do shit, even after buying all the AAs by grinding for days almost 16 hours a day my AC only went up 100 points or so, out of 2100 that's less than half a percent, WTF!? and the things like shield block that stated they increased defense by 1% per point didn't do shit for my real damage avoidance and mitigation.
The enchanter AAs seem to work pretty good for his nukes but not much else (he already mezzed great and buffing didn't need any help).
the Cleric was almost as disappointing as the Tank, almost all the healing AAs were for instant heals which really didn't need help. I liked the one or two AAs that added a HOT to the instant heals and the ones that helped the HoTs. But even so, I use a back up merc healer for when things go badly.
I really feel that my time was wasted on the tank, the gear upgrades did a lot of good but the AAs I really don't notice a difference. Also the cleric would have been fine if I hadn't wasted all that time getting him AAs. The enchanter did up his nuking game a LOT so I feel that was worth it.
Also got quite a few Merc AAs that don't seem to make a difference at all. Currently using one healer and two damage casting mercs all with 140+ AAS and geared out decently.
Note I have not changed anything from the time I started grinding AAs until now.
I have spent over 1800 AAs each on all the appropriate AAs for each class I have:
- SK = All defensive Combat Agility, Combat Stability, Shield Block and etc), stats (Physical Enhancement, Planar power and etc) and life tap related AAs
- Enchanter = Mostly spell damage and stat based AAs including the GoM ones (greater gift of mana and Beguiler's Synergy [100 AAs per point!])
- Cleric = all the Healing AAs and the Stats, extra spell slot, some defensive and generally anything else that sounded like it may help
End result = I am dying just as often and killing a little bit faster but not clearing any faster (more mana breaks).
My discussion point is "WTF good are these AAs?"
Every point I put into a defensive AA, I seen my AC go up two points or so, out of 3500/2100 2 points doesn't do shit, even after buying all the AAs by grinding for days almost 16 hours a day my AC only went up 100 points or so, out of 2100 that's less than half a percent, WTF!? and the things like shield block that stated they increased defense by 1% per point didn't do shit for my real damage avoidance and mitigation.
The enchanter AAs seem to work pretty good for his nukes but not much else (he already mezzed great and buffing didn't need any help).
the Cleric was almost as disappointing as the Tank, almost all the healing AAs were for instant heals which really didn't need help. I liked the one or two AAs that added a HOT to the instant heals and the ones that helped the HoTs. But even so, I use a back up merc healer for when things go badly.
I really feel that my time was wasted on the tank, the gear upgrades did a lot of good but the AAs I really don't notice a difference. Also the cleric would have been fine if I hadn't wasted all that time getting him AAs. The enchanter did up his nuking game a LOT so I feel that was worth it.
Also got quite a few Merc AAs that don't seem to make a difference at all. Currently using one healer and two damage casting mercs all with 140+ AAS and geared out decently.
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