Complied AA through POP (Chaze Xavier, Dec 13 2004)

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Complied AA through POP (Chaze Xavier, Dec 13 2004)

Postby Valya Wanderfoot » Sun Sep 24, 2006 12:33 pm

I read all the time about folks asking questions on AA skils and what's best, what's not, ETC. This is an attempt to give some solid information out, and hopefully allow those new to the fold to be able to find the information more readily.

Please Note where mistakes are, If you have added information post here too. I don't pretend to have all the answers, I gleaned all of this from PoN for the most part, so all of you are contributors. It's long, but I hope worthwhile. If I have forgotten anything, let me know.
Thanks in advance.


AA Skills Comprehensive list

This occurs in no particular order of importance. However it does outline some of the major questions asked. Information here is gathered from PoN board, and CastersRealm.

General (Level 51 or above)

All general AA's are a single point regardless of level in that skill (IE It costs one point to go from run 2 to run 3.)

Run 3 -is taken almost universally

>From there it is a toss up, there is no "Best" or right or wrong here. Choose what you think fits best for your char.

Regen 3- 1hp regeneration/level of AA. (Max 3 levels)
Sta x3- Adds 2 points of stamina to your base/level of AA (Max 5 levels)
Wis x3- Adds 2 points of wisdom to your base/level of AA (Max 5 levels)

The rest of the General skills are filled out in time. Usually at 6, (Minimum number needed to unlock archetype skills) folks move to Archetype. I'll not list the rest of the general skills as they can be found here AA Skills at Castersrealm.com

Archetype: (Level 55 or above)
These skills play to the healer and warrior side of us. There are usually two or 3 routes to go to. Archetype skills have a multiplyer or x2 times the level you are trying to reach. So it takes 2 points to reach level 1 of Combat Fury or Combat stability, but takes 4 points to go from Mental Clarity 1 to Mental Clarity 2.

Melee-

Combat Fury: Gives the chance for critical hits versus any mob, increasing respective of AA trained level. Completing all three levels unlocks Class abilities for those 59 or 60.
Note: Frequency of hits increase with each AA level, Damage does not. Holyforge further increases the chances to critical and cripple, even versus live mobs.

Combat Stability: Improves Mitigation of damage at a chance of 2, 5, 10% respective of AA trained level. (IE 100 point hit, hits you for 90 points instead of 100) Completing all three levels unlocks Class abilities for those 59 or 60

Combat Agility: Improves Avoidance of damage at a chance of 2, 5, 10% respective of AA trained level. (IE Instead of mitigating damage, you avoid the hit altogether taking no damage) Completing all three levels unlocks Class abilities for those 59 or 60

Improved Natural Durability: Improves your base (unmodified by spells) hit points by 2, 5, 10% respective of AA trained level, from stamina, level, and class. Completing all three levels unlocks Class abilities for those 59 or 60)

Natural Healing: Increases Hit Point regeneration by 1 per tick per level of AA trained. This works when standing, on horseback or sitting. Completing all three levels unlocks Class abilities for those 59 or 60.
Note: It is one Hit Point regenerated per AA trained level per tick. When moving to level 2 here it will take 4 AA and you will still receive only one additional Hitpoint regeneration additional per tick. It does Stack with Natural Regeneration in General. This is a prerequisite for Body Mind Rejuvination (Class).

Finishing Blow: If the mob is running, and below 10% health you have a 1, 2 or 5% chance to kill it outright respective of AA trained level. This will not affect non-Fleeing mobs. Completing all three levels unlocks Class abilities for those 59 or 60.
Note: You must have at least one level of Combat Fury as a Paladin to use this skill.

Fear Resistance: Increases the chances of you resisting and breaking free from a feared state by 5, 10 or 20% respective of AA trained levels. Includes all fear types. Completing all three levels unlocks Class abilities for those 59 or 60.
Note: This is a prerequisite for Fearless (Class).

Priest:

Healing Adept: Increases amount healed for instant heal spells (IE Not Celestial Cleansing or Breath of Tunare) by 2, 5 and 10% respective to AA trained level. (IE A Superior heal goes off for 600 points normally it will be 660 with a level 3 in Healing adept.) Completing all three levels unlocks Class abilities for those 59 or 60.
Note: This is a permanent addition of healing. All instant heals permanently increase.

Healing Gift: Gives the ability to Critical Heal (Amount of heal x2) off any instant heal (IE Not Celestial Cleansing or Breath of Tunare) by a 3, 6, or 10% chance respective to AA trained level. ( IE with Healing Wave of Prexus and six party members, you could Critically heal 2 of the members and not the others, or all 6.) Completing all three levels unlocks Class abilities for those 59 or 60.
Note: This stacks with Healing Adept making the 660 point heal to a 1320 point heal.

Spell Casting Fury: Gives the ability to Critically Hit (Amount of Damage x1.333, x1.666, x2.00 respective of AA trained level) with a DD spell or proc by 2, 4, and 7% chance respective to AA trained level.
Note: This works with weapon procs, spell procs , and direct damage spells including lifetap procs.

Channeling Focus: Improves your ability to Channel through damage or movement by 5, 10 or 15% respective of level. (IE Mob hits you, or casts a spell with knockback, you have an improved chance to "regain your concentration and continue casting.") Completing all three levels unlocks Class abilities for those 59 or 60.

Spell Casting Reinforcement: Increases the duration of "buff" spells by 5, 15, and 30% respective to AA trained level. This includes Celestial Cleansing and Breath of Tunare. Completing all three levels unlocks Class abilities for those 59 or 60.
Note: This allows Celestial Cleansing to last for one more "tick" of healing increasing it's efficiency. Level 1 provides a significant chance of it, and levels 2 and 3 secures it.

Mental Clarity: Increases Mana regeneration by 1 per tick per level of AA trained. This works when standing, on horseback or sitting/medding. Completing all three levels unlocks Class abilities for those 59 or 60.
Note: It is one Mana regenerated per AA trained level. When moving to level 2 here it will take 4 AA and you will still receive only one additional Mana regeneration per tick. This is a prerequisite for Body Mind Rejuvination (Class).

CLASS:
Class skills require level 59 or above, and 12 points (not trained levels) total spent in Archetype. These require a 3x modifier per level trained for those with more than one. (IE to move from Level 1 Slay Undead to Level 2 you must spend 6 AA points (2 (level) x 3 (Class multiplier)).

Slay Undead: Prerequisite: Combat Fury Level 3. Gives the chance of Critical and Crippling hits to be turned into slays for large amounts of damage.
Note: Frequency of Slays and Damage of slays increase per level of AA trained.

From Romidar's Posts:

Slay Undead 1: about 1 in 10 crits become slays. Damage multiplier is 4 (base crit * 4 + damage bonus).

Slay undead 2: about 3 in 10 crits become slays. Damage multiplier is 7.

Slay undead 3: 5 in 10 crits become slays. Damage multiplier is 10. A total of 20% Max DPS increase overall, over time.

Double Riposte: When you successfully reposte, this skill gives you 15, 30, and 50% chance respective of AA trained level to Double riposte.

2 Hand Bash: Gives the ability to Bash while wielding a 2 handed weapon.
1 Level: 6 AA points to train.

Fearless: Prerequisite: Fear Resistance Level 3. Grants total immunity to fear of any kind.
1 Level: 6 AA points to train.

Act of Valor: Paladin suffers an experience loss death to give the remaining Hit Points to another target.
1 Level: 3 AA points to train. 72 Minute reuse time.

Divine Stun: A new stun that will affect mobs up to level 68 that do not have an immunity to stuns.
1 Level: 9 AA points to train. Recycle time: 30 seconds.

Improved Lay of Hands: Increases the Lay of Hands into a complete heal (10000 hp).
1 Level: 5 AA points to train.

Holy Steed: Summons a horse running at near Selo's speed for the paladin to use in any outdoor zone where you can use a speed enhancement spell. Instant cast time, 1 second recast, Renewal 3 seconds.
Note: When not attacking, being on horseback is the same as sitting, excepting you can use "right-click" items. 1 Level: 5 AA points to train.


Physical Enhancement: Increases the AA skills of Combat Stability, Combat Agility and Improved Natural Durability by 2%. This is cumaltive.
Note: Whatever the level of the three you have it increases by 2% It does not increase 2% if you do not have points spent in those skills. 1 Level: 5 AA points to train.

Body and Mind Rejuvenation: Prerequisite: Mental Clarity Level 3, Natural Healing Level 3. Gain one additional Mana regeneration, and one additional Hit Point regeneration per tick.
1 Level: 5 AA points to train.

Mass Group Buff: Turns the next group buff spell (not heal) into a AoE spell. Note: It can double the amount of mana taken to cast the spell.
Note: Brell's line and Heroic bond are the two lines this will work on. 1 Level: 9 AA points to train. 72 minute recycle time.

PoP Advanced

Advanced Innate Strength: Requires Innate Strength 5
Increases Strength by 1 per point up to cap.

Advanced Innate Stamina: Requires Innate Stamina 5
Increases Stamina by 1 per point up to cap.

Advanced Innate Agility: Requires Innate Agility 5
Increases Agility by 1 per point up to cap.

Advanced Innate Dexterity: Requires Innate Dexterity 5
10 levels, Increases Dexterity by 1 per point up to cap.

Advanced Innate Intelligence: Requires Innate Intelligence 5
10 levels, Increases Intelligence by 1 point up to cap.

Advanced Innate Wisdom: Requires Innate Wisdom 5
10 levels, Increases Wisdom by 1 per point up to cap.

Advanced Innate Charisma: Requires Innate Charisma 5
10 levels, Increases Charisma by 1 per point up to cap.

Warding of Solusek: Requires Innate Fire Protection 5
10 levels, Increases Fire Resistance by 1 per point.

Blessing of E’ci: Requires Innate Cold Protection 5
10 levels, Increases Cold Resistance by 1 per point.

Marr’s Protection: Requires Innate Magic Protection 5
10 levels, Increases Magic Resistance by 1 per point.

Shroud of the Faceless: Requires Innate Poison Protection 5
10 levels, Increases Poison Resistance by 1 per point.

Bertoxxulous’s Gift: Requires Innate Disease Protection 5
10 levels, Increases Disease Resistance by 1 per point.

Planar Power
5 levels, Increases the Cap for all primary statistics (not resists) by 5 per 3 points, up to 305.

Planar Durability
3 ranks, Increases the Maximum HP’s by 1.5% per rank(Base HP, Stam, HP from items)

PoP Ability

Advanced Healing Adept: Requires Healing Adept 3
3 Levels, Increases Heal by 3% per rank. Trainable at 61 (2), 63 (4), 65 (6).

Advanced Healing Gift: Requires Healing Gift 3:
3 Levels Increases the chance to Exceptional Heal by 2% per rank. Trainable at 61 (2), 63 (3) and 65 (4).

Coup de Grace: Requires Finishing Blow 3
Increases the chance to perform a Finishing Blow. Each rank increases the level of which you can affect; 62 (2 points, mob level 55), 63 (2 points, mob level 57), and 64 (2 points, mob level 59).

Flash Of Steel: Requires Double Riposte 3
Increases by 10% per rank the ability to double riposte cumulative with Double Riposte. Trainable at 63 (3), 64 (3), 65 (3).

Fury of the Ages: Requires Combat Fury
Increases the chance to critical hit a mob, trainable at 62,63,64 at 3 for each rank.

Fervent Blessing
ecreases the re-use timer on Lay Hands by 12 minutes per rank. Trainable at 61, 63, and 65 at 3 points per rank.

Hand of Piety: Requires Improved Lay on Hands
Group Lay hands: Heals 750 (61), 1000 (63), and 1250 (65) to the entire group. 3 ranks trainable at 3 points per rank.
**Note this is not tied to LoH, with a 36 minute Re-use Timer

Innate Defense: Requires Combat Stability 3:
Increases the amount of damage done through mitigation. 5 ranks at 3 points per rank, 1 rank per level beginning at 61.

Knight’s Advantage
Increases the ability to double attack using 2-handers. 3 ranks 61 (2), 63 (4), 65 (6 points).

Lightning Reflexes: Requires Combat Agility 3:
Increases damage avoidance by 1% per rank, 5 ranks at 3 points per rank beginning at 61.

Rush To Judgment: Requires Divine Stun
Decreases the re-use time of Divine Stun by 7 seconds per rank to 9 seconds at max level. 3 ranks trainable at 63, 64, and 65 at 2 point per rank.

Speed of the Knight
Gives a chance for an extra attack with 2-handers. 3 ranks at 3 points per rank trainable at 61, 63, 65.
**NOTE: Thanks to Extensive parsing by Wyrmbane the following is true: SoTK gives a 2%, 5%, 8% (respectively) chance of making a double attack into a triple attack. This is an overall increase of 3.0% DPS increase at level 3**[/i]
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Valya Wanderfoot
 
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