Everquest AA Placement Guide
This guide is here to provide players with a list of all the most important AAs for their class. I created this guide because I know how daunting it can be looking at all the AAs when you're new to the class or the game and you have absolutely no clue what you should be getting first. I've created a list of all the important AAs for every class (I am sure I forgot a few important AAs for some classes out there, if I did please email me via my "Submit A Guide" link at the bottom of the page) and also a General AA list, showing you AAs that are important for all classes.
To get started lets take a look at the most important AAs available to all classes. You will want to max these as soon as possible (usually before the Class ones listed below). The only AAs pretty much required that you max are Combat Agility and Combat Stability. These are the two most important AAs in Everquest for all classes.
General AAs
These are a list of AAs every class will want to get and a few reasons why they are so important. If by chance one of these AAs is important for 99% of the classes but not as important for another I will be sure to point that out. Note that all of these AAs will want to be learned at your earliest possible convience. I personally recommend stopping at least every 5 levels for a hundred to two hundred AAs (at least get all of the important ones) and then moving up another 5 levels; rinse and repeat.
Combat Agility
This is an extremely important AA as it allows you to mitigate incoming damage. Taking less damage is never a bad thing. This AA is useful for all classes but moreso for classes that are going to be accustomed to taking many hits either from tanking or from soloing.
Combat Stability
This is an extremely important AA as it allows the damage you do take to be dampened. Taking less damage is never a bad thing. This AA is useful for all classes but moreso for classes that are going to be accustomed to taking many hits either from tanking or from soloing.
Innate Run Speed
This is a very important AA for players that don't feel like asking for SoW all the time. Rank 3 of Innate Run Speed is equal to SoW and Rank 5 of Innate Run Speed is equal to one of the Bard Speeds.
Innate Metabolism
This is a very important AA as it allows you to consume less food and drink which in the long run will end up saving you tons of plat. If you don't care about plat don't worry about this AA but for most players it's important to save all that plat.
Mnemonic Retention
This AA allows people to have more spells memorized. As you could imagine this AA is only worthwhile for casters/hybrids. In fact it's only available to casters/hybrids so you don't have to worry about dumping AAs in here as a Warrior that could be better spent elsewhere.
Natural Durability
This AA increases the amount of health your character has. Very important if you are taking damage all the time or if you have a need for more health.
Planar Durability
This ability does the same thing as Natural Durability just not as effective. You should get this AA after you've gotten Natural Durability if you need or just plain want more health.
Physical Enhancement
This AA is a great AA for just 5 points because it gives you a rank of Combat Agility, Combat Stability and Natural Durability.
Planar Power
This AA increases the maximum level that your stats can be raised to. This is one of the less important General AAs but it is still extremely important to get after you've gotten about half of the important AAs for your level. Since this AA allows you to raise your attributes past the soft cap it pretty much benefits your character as a whole.
Mystical Attuning
This AA increases the maximum amount of buffs you can have active on you at any given time. Depending on your playstyle I strongly recommend you put some points into this series of AAs. Even if you don't raid or group, it's useful to have this AA incase anyone ever decides to buff you while you're playing solo. 5 ranks of this AA will do fine until you decide to start grouping or raiding.
Mental Stamina
This is the General Sturdiness of Mana AAs. A great must have AA for any class that uses mana. You'll want to get your most important Archetype/Class AAs and then get this.
General Sturdiness
This is an amazing AA to have as it increases your health and there are tons of ranks of it. This will give you a health boost equal to about two pieces of gear by the time you cap it out.
**Alternate Advancement Abilities You Always Want To Get**
As you could imagine there are even more AAs you will almost always want to get right away on almost all classes. This section here will go over the importance for most of these. For all classes the most useful AAs you can get 90% of the time are the clicky AAs. Not all clicky AAs are important, ones that provide you with 'silly' things like mounts, group levitation, group invis (though this is important, not right now) and things like that are not as important as other AAs.
There are invaluable clickies out there for certain classes. Ones that you can use in normal DPS rotations that increase your DPS tenfold compared to what some random Passives would do. These are the first AAs you want. What you can do to sort through them is go to the Class Tab of your character under the AA window. Here click on the one box that lets you sort through AAs and select 'Can Activate'. Make sure you have at least 18+ AAs which is pretty much the highest initial cost of any AA I have ever seen.
Any clicky AA that is currently in White is one you will be able to purchase. Make sure you read it over first, determine its value and then buy it if you want it. These AAs may not seem too important at first, usually a lot of clickies start in the 70s and honestly I have found that on every class I played most of them totally blow when you first get them. Like Paragon of Spirit on my Beastlord or Guardian of the Forest on my Ranger. Both of these AAs were next to useless when I first got them at a very low level. But given time and constantly putting points into them as I leveled up made these invaluable AAs for each class.
Keep that in mind when picking and choosing AAs for your class!
Bards
Boastful Bellow
This AA gives you an ability that damages your opponent as well as stuns them for a brief period of time. Additional ranks allow the stun to work on higher level mobs as well as giving this ability a debuff that lowers the mobs resistances to different magics.
Instrument Mastery
Much like Singing Mastery this ability improves how you use all Instruments, increasing their effectiveness.
Ambidexterity
This AA allows you to dual wield weapons more efficiently increasing damage and hit chance.
Sinister Strikes
This ability increases the damage you cause when attacking with an ability in your secondary hand. As it says this ability increases the damage of any weapon held in your offhand. (Requires Ambidexterity)
Jam Fest
This AA increases the effectiveness of all of your songs. Say your song healed you and your party, this will increase how much it healed by.
Weapon Affinity
This AA increases the chance that your weapon will proc their effects. Whether it is an Aug in your weapon or a proc on the weapon itself this AA will increase the chance that the proc is used on each swing.
Fading Memories
Whenever you exit combat and have above 900 Mana this AA will be used to immediately invis you. It's an activated ability so it will not always be active but it is very useful in many different situations.
Selo's Enduring Cadence
This AA will further increase the Bard's Runspeed more than players with just the Innate Run Speed AA. Very useful even if you don't travel long distances frequently.
Extended Notes
This AA increases the range of all your Bard Songs. This is a situationally useful AA depending on the type of player you are. If you group a lot and plan to raid a lot or do raid a lot this is very useful. If not and you are more of a solo player and it's just you and your merc this AA isn't that useful.
Sionachie's Crescendo
Increases the range of all Bard Songs. This is a situationally useful AA depending on the type of player you are. If you group a lot and plan to raid a lot or do raid a lot this is very useful. If not and you are more of a solo player and it's just you and your merc this AA isn't that useful. (This AA requires Extended Notes)
Scribble Notes
This AA decreases the time it takes for the Bard to memorize a Song.
Critical Affliction
Gives and increases the chance of your DoT (Damage of Time) effects to critically strike. Very important for all classes that use DoT spells or songs.
Singing Mastery
This AA improves your Singing Ability. A must have AA.
Armor of Wisdom
Every rank of this AA increases your Armor Class. AC is extremely important for tanks so as you could imagine this is an extremely important AA for any Tank class to get. You will want to get this AA immediately upon reaching level 81 (when it first comes available). This AA is also extremely important for anyone who focuses primarily on soloing where they will be taking a lot of hits all the time.
Fundament: First Spire, Second & Third
These AAs are available for every single class in the game and they change depending on what class you're playing. The first AA in the line is one that will grant you a small amount of Health or Mana and an increase to the cap of the most useful attribute to your class. You will be able to do this AA 3 times each for a total of 9 inbetween the First, Second and Third spires.
The First, Second and Third spires all give you clicky abilities that do different things for every class. I strongly recommend you read over these, determine which would be the most useful and go to it. On a few characters the Third and even sometimes Second won't be *as* useful early on so I don't get them until later, or sometimes they just aren't useful at all.
This is a great AA for you to get.
Beastlord
Combat Fury
This AA gives all non warrior classes a chance to crit with their melee attacks and further ranks increase the chance to crit with this AA. For all melee damage dealing classes this is one of the most important AAs you can get. Max this AA out as soon as possible.
Spell Casting Fury
This AA gives all non wizard classes a chance to crit with their spells and further ranks increase the chance to crit with this AA. This AA is a must for all classes that cast direct damage spells, even classes such as Rangers, Beastlords and Shadow Knights. Their nukes may have a long cooldown but they hit like a truck and with this AA if they crit they will hit more like a semi-truck.
Fury of Magic
This AA further increases the chances of a critical hit for non wizard classes. For any class that has direct damage nukes, this AA is a must. I recommend you always max out this AA before moving on to a higher level each time it becomes available.
Ambidexterity
This AA allows you to dual wield weapons more efficiently increasing damage and hit chance.
Sinister Strikes
This ability increases the damage you cause when attacking with an ability in your secondary hand. As it says this ability increases the damage of any weapon held in your offhand. (Requires Ambidexterity)
Ferocity
This AA gives you a better chance of performing a double attack during combat. Further ranks increase the chance of this happening. This is a great AA for those looking to boost their DPS.
Weapon Affinity
This AA increases the chance that your weapon will proc their effects. Whether it is an Aug in your weapon or a proc on the weapon itself this AA will increase the chance that the proc is used on each swing.
Paragon of Spirit
This AA gives you a quick beast-crack like ability. It cranks up the regen on members of your party and yourself healing and restoring a bit of mana before expiring. At higher ranks this AA is quite possibly the best AA Beastlords get. It is like an injection of mana/health to your group, literally being able to give the entire group 40% of their maximum reserves back at max level, even if they are in combat!
Bestial Frenzy
This AA improves your chances of performing a Double Attack in combat. Much like Ferocity this is an important AA for maximizing DPS.
Feral Swipe
This AA is an ability that allows the Beastlord to make an additional attack against an enemy. Consider it like a glorified kick although it doesn't share a cooldown with kick. It's just another thing you can hit for more damage. This is an extremely important AA
Armor of Wisdom
Every rank of this AA increases your Armor Class. AC is extremely important for tanks so as you could imagine this is an extremely important AA for any Tank class to get. You will want to get this AA immediately upon reaching level 81 (when it first comes available). This AA is also extremely important for anyone who focuses primarily on soloing where they will be taking a lot of hits all the time. IF YOU DO NOT PLAN TO SOLO/ARE NOT A TANK CLASS IGNORE THIS AA EARLY ON.
Pact of the Wurine
This is a buff clicky AA that lasts for 4hrs. It is very important to get as it increases your character's Mana, Health and Run Speed. You can click off the Illusion if you do not want it. Also when using this ability (even without the Illusion) you will be unable to mount.
Taste of Blood
This is a great clicky to have for your pet. Get it as early as possible. Later ranks aren't as useful as the other clickies, worry about getting the first rank and then max it out in due time.
Playing Possum
This is the Beastlord's version of Feign Death. It isn't as good as Monk's or Shadowknight's Feign Death but it is still good to have.
Hobble of Spirits
This is a Snare ability you can get for your pet. Extremely useful to have whenever you're fighting mobs that flee.
Frenzy of Spirit
This is a useful clicky ability that Beastlord's can get that increases the amount of damage they can do for a short period of time. Get this the first level it is available.
Frenzied Swipes
This AA comes in at a much higher level but it is extremely useful. It decreases the cooldown on Feral Swipe by a huge amount allowing you to spam the ability almost which will allow you to do insane damage in a short period of time.
Bloodlust
This AA comes in at a higher level and is extremely useful for Melee Damage. It will cause every single weapon swing to proc for a short period of time. Get this as soon as it is available. If you want to have some fun use this, Frenzied Swipes, Bestial Alignment and Frenzy of Spirit at the same time.
Bite of the Asp
This AA is a part of my normal Beastlord rotation as it puts a high damaging DoT on the enemy you are fighting. Get this AA and max it out as quickly as possible.
Fundament: First Spire, Second & Third
These AAs are available for every single class in the game and they change depending on what class you're playing. The first AA in the line is one that will grant you a small amount of Health or Mana and an increase to the cap of the most useful attribute to your class. You will be able to do this AA 3 times each for a total of 9 inbetween the First, Second and Third spires.
The First, Second and Third spires all give you clicky abilities that do different things for every class. I strongly recommend you read over these, determine which would be the most useful and go to it. On a few characters the Third and even sometimes Second won't be *as* useful early on so I don't get them until later, or sometimes they just aren't useful at all.
This is a great AA for you to get.
Berserker
Combat Fury
This AA gives all non warrior classes a chance to crit with their melee attacks and further ranks increase the chance to crit with this AA. For all melee damage dealing classes this is one of the most important AAs you can get. Max this AA out as soon as possible.
Ferocity
This AA gives you a better chance of performing a double attack during combat. Further ranks increase the chance of this happening. This is a great AA for those looking to boost their DPS. Be sure to get Combat Fury and all of the AAs in the "General" section up top before this AA.
Weapon Affinity
This AA increases the chance that your weapon will proc their effects. Whether it is an Aug in your weapon or a proc on the weapon itself this AA will increase the chance that the proc is used on each swing.
Armor of Wisdom
Every rank of this AA increases your Armor Class. AC is extremely important for tanks so as you could imagine this is an extremely important AA for any Tank class to get. You will want to get this AA immediately upon reaching level 81 (when it first comes available). This AA is also extremely important for anyone who focuses primarily on soloing where they will be taking a lot of hits all the time. IF YOU DO NOT PLAN TO SOLO/ARE NOT A TANK CLASS IGNORE THIS AA EARLY ON.
Ingenuity
This AA increases the chance of your item and weapon procs to critically hit. Since this class doesn't have any spells this will only work towards item effects as stated in the AA. It is a great boost in DPS as well as a boost in threat which is good if you're tanking.
Empowered Ingenuity
This AA requires Ingenuity to purchase and what this AA does is increase the damage of the critical hits from your weapon procs through Ingenuity. This is a good AA to get once you've already gotten Ingenuity as it just increases its usefulness.
Flurry
This AA increases your chance of performing 2 additional attacks from your primary hand. Further ranks increase the chances of this happening. This AA requires Combat Fury 3. Also this AA is a very good boost in DPS. Get it at your earliest convience.
Veteran's Wrath
This AA increases the damage caused when you land a critical melee hit. This AA is probably one of the biggest DPS boosts a melee oriented class can recieve. Requires max Combat Fury to start spending AAs here.
Tactical Mastery
This AA allows your attacks to "strike through" enemies defenses causing them to dodge, parry, block, riposte your attacks less. This AA will not only increase the amount of damage you deal throughout a fight but it will also increase your threat generation as your attacks will make contact with the enemy more often.
Punishing Blade
This AA increases the players chances of scoring an extra attack with all two handed weapons that they wield. This is a great boost in DPS for anyone that uses a 2h weapon. As you could imagine if you all of a sudden started using a 1h weapon after purchasing this AA you just wasted some AAs.
Frenzied Volley
This AA allows you a chance to throw an additional axe when you use Volley. This is a very important AA to get although it is quite expensive. Especially if you plan to Decap, this AA will allow you to throw an additional Axe that gives you an additional chance to proc Volley.
Precise Blow
This AA will increase the amount of crits you do with all your melee attacks. It speaks for itself how important it is!
Two Hands, No Mercy!
This AA grants increased capability when using a 2-Handed Weapon.
Frenzied Defense
This ability gives you a chance to use Frenzy when you Riposte. Definitely a great AA to help you proc decap more but to also help you do extra damage.
Killing Spree
This is an extremely important AA for Berserkers who want to spend most of their time Decapping. Any time you kill a mob there is a 90% chance you gain a Killing Spree which increases Stamina regen and causes you to do more damage for a short period of time.
Planar Dexterity
This AA is important if you plan to Decap. What you want to do early on is go into it by 15 points. This will get you through the ten ranks that it only costs 3 and the extra Dex will help you greatly with Decap fun.
Blur of Axes
This AA increases the damage that is done by your Frenzy ability.
Fundament: First Spire, Second & Third
These AAs are available for every single class in the game and they change depending on what class you're playing. The first AA in the line is one that will grant you a small amount of Health or Mana and an increase to the cap of the most useful attribute to your class. You will be able to do this AA 3 times each for a total of 9 inbetween the First, Second and Third spires.
The First, Second and Third spires all give you clicky abilities that do different things for every class. I strongly recommend you read over these, determine which would be the most useful and go to it. On a few characters the Third and even sometimes Second won't be *as* useful early on so I don't get them until later, or sometimes they just aren't useful at all.
This is a great AA for you to get.
Savage Spirit
This is one of your main burn AAs. You will want to get this early on as well as the Hastened line for it. This is one of the essential class AAs you should not pass up early on.
Hastened Savage Spirit
As mentioned above Savage Spirit is a must have. Buy all the ranks you can up to your level, then buy all the ranks of Hastened Savage Spirit you can up to your level.
Rampage
This AA is great for Decap but not much else. Well, let me rephrase, it's a boost to your DPS you can't get anywhere else (although it has an extremely lengthy cooldown). Rampage is pretty useless without the Hastened AAs to go with it. If you plan to decap early on, definitely get this AA. It will shine when you get multiple mobs on you and want a chance to decap every one of them.
Hastened Rampage
When you buy Rampage, you'll want to make sure you get as many points into this as possible. These two AAs go together like Chocolate Syrup and Ice Cream. Mhmmm brb.
Furious Rampage
This ability allows you to hit any enemy in range with any of your attacks. This AA is BEASTLY in almost all circumstances (aside from like single target raid situations). I like to combine this AA with Reckless Disc when Decapping a large pull. Every 30 minutes with Reckless Disc you can pull 50 or more mobs, pop it, then pop Furious Rampage and you'll kill the whole pull before Reckless drops (or hope you do!)
Hardy Endurance
This AA increases your maximum Endurance. Though it seems like it doesn't increase your Endurance by much with each rank, I can assure you this AA is much more useful than it seems.
Heightened Endurance
You'll wanna buy ranks in this until it gets too expensive, then wait until you get more AAs into more important stuff and finish it off.
Concentration
This allows item effects not to be interrupted when you take damage.
Battle Leap
This ability allows you to leap forward and gives you a boost to your attacks for a short period of time. Great to use at the start of a fight, a definite must have AA.
Blood Pact
This is one of your essential cooldown AAs. You'll want to get this early on.
Bloodfury
Useful only if you plan on raiding. It will put you under the 90% health mark which will allow you to activate some of your abilities.
Blur of Axes
This AA increases the damage of your Frenzy which is one of your core damage dealing abilities. Another must have AA.
Communion of Blood
This AA restores Endurance at the cost of health. It's definitely a beastly AA for long periods of grinding or events that suck your Endurance away.
Conservation
Good AA in the name of convience.
Cry of Battle
If you plan to raid you should get this AA.
Dead Aim
This AA increases the accuracy of your throwing Axes. More accuracy means more damage which means better chance of Decap and more damage. Useful all around.
Decaptiation
Get this AA. It's beastly for all berserkers.
Desperation
It gives you overhaste, if you're raiding and have a bard it's not very useful, if you are soloing and have an overhaste item it is not very useful, if you don't have one though this AA has its uses.
Distraction Attack
Do you plan on raiding? If your answer is yes then that is also your answer for whether or not this AA is useful.
Enduring Cries
This is definitely one of those AAs you'll want to get early on.
Everburn
This is another one of those abilities that increases the damage of your attacks. As you could probably guess it's an absolute must, more damage makes a better Berserker!
Extended Havoc
This increases the duration of your 'Cry' ability (currently known as Cry Carnage with CoTF) which makes this AA amazingly good. Less amount of refreshs on this ability means more Endurance saved.
Frenzied Axe of Rallos
This AA gives you a chance to proc an additional attack when using your 'Axe of' Attacks. This AA is great for two different reasons, one, you'll gain a possible additional way to Decap if you're a solo Berserker or you'll just gain more all around damage in all other cases.
Frenzied Defense
If you plan on spending any time decapping this will be a worthy investment. If you don't think you'll ever decap or be the one taking attacks then ignore this AA, it's only useful when a mob is attacking you and there is a chance you'll Riposte.
Hastened Berserking Disciplines
Get this AA once you've completed most of your passive character's AAs.
Hastened Blood Pact
Get this AA once you've completed most of your passive character's AAs. And the Blood Pact line.
Hastened Frenzy
Get this AA once you've completed most of your passive character's AAs.
Hastened Juggernaut Surge
Get this AA once you've completed most of your passive character's AAs. And the Juggernaut Surge line. (This is one of your more useful Hastened AAs, get it before others, it compares in usefulness to Hastened Savage Spirit).
Hastened Reckless Abandon
Get this AA once you've completed most of your passive character's AAs.
Hastened Recklessness
This decreases the cooldown on Recklessness Discipline. This disc is amazing for decapping when you wanna do a large pull. I strongly recommend getting this early on if you plan to decap.
Hastened Resilience
This AA decreases the cooldown on Uncanny Resilience which is one of your two take-less-damage abilities. A definite must.
Juggernaut Surge
This is one of your main cooldowns, get it asap.
Juggernaut's Mastery of Throwing
This AA increases the damage of your throwing axes. As with all other AAs that increase the amount of damage you do, you'll want to get it.
Precision of Axes
This AA increases your accuracy when you enter a Frenzy. I've asked quite a few Berserkers and not a single one knows what this 'Frenzy' state is, I assume it means when you pop certain cooldowns but I am not sure. I'm not entirely sure on how useful it is but I figure putting this footnote here might help.
Quickened Summoned Axes
Not that useful unless you realize you ran out of axes mid event in a raid.
Reckless Abandon
This is one of your cooldown abilities. You'll wanna get this after finishing most of your passive character.
Stalwart Endurance
This is mostly only useful for solo play/group play/mostly decapping. If you're not planning on taking any damage you won't be getting stunned all that much.
Throwing Mastery
This AA increases the damage you do with Throwing Axes. It's a boost to your damage, can't really go wrong with that! Get this after you've gotten the more useful passives like Frenzy and such.
Twinproc
This is a more substantial boost to your damage than most other AAs. Get this early on.
Uncanny Resilience
This AA is great for soloing/decapping as it decreases damage you take. Please note it only decreases melee damage so most raid AoEs are out.
Undaunted Fury
This grants you immunity to Fear effects. Yes, it's as good as it sounds.
Untamed Rage
This AA unlocks Cascading Rage which is one of your main cooldowns.
Cleric
Gate
This is a weird AA for me to talk about because I want to say it isn't an OMG Useful AA like something such as an amazing clicky that boosts your damage but it is an AA that is ungodly useful. Anyone with the Gate spell knows this. Anyone that uses Gate Potions knows this. Anyone who plays Everquest knows this. It's up to you how long you don't mind leaving Gate memorized and want this AA instead. Whenever you feel as if you have too many useful spells to leave it memorized, get this AA.
Spell Casting Fury (Good for Clerics that Solo)
This AA gives all non wizard classes a chance to crit with their spells and further ranks increase the chance to crit with this AA. This AA is a must for all classes that cast direct damage spells, even classes such as Rangers, Beastlords and Shadow Knights. Their nukes may have a long cooldown but they hit like a truck and with this AA if they crit they will hit more like a semi-truck.
Fury of Magic
This AA further increases the chances of a critical hit for non wizard classes. For any class that has direct damage nukes, this AA is a must. I recommend you always max out this AA before moving on to a higher level each time it becomes available.
Spell Casting Mastery
This AA lowers the mana cost of each spell by a percentage. It is a must amongst pure spell casters as the reduced mana cost of spells will add up quick and assist them in killing more without having to med as well as healing more without having to med. Definitely one of the most important AAs to get.
Healing Adept
This AA increases the maximum effectiveness of your healing spells. What that means is each AA here will boost the amount your heals heal for. This is one of the most important AAs you can get as a Healer.
Healing Gift
This AA increases the chance you can score a critical heal. Much like the Combat Fury or Spell Casting Fury AAs this will allow you to "crit" a heal; healing for twice the amount of a normal heal for no additional mana cost. As you could imagine this is an extremely important AA for you to get.
Radiant Cure
This AA is a cleanse ability that will remove many different harmful effects from you or your party members. It's very useful for that reason and the fact that it doesn't take up a spell gem.
Twinheal
This AA gives your healing spells a small chance (1% per point) to cast twice when being used. This is an amazing AA to have, I don't have to explain how useful a double heal would be.
Divine Arbitration
Use of this ability balances the health of your group members, causing them to all take the same amount of damage. Many Clerics swear by this AA so I'd recommend you get it at the earliest possible convience. (As I have never played a Cleric I do not know much about this ability).
Celestial Regeneration
When this AA is activated it will heal all group members in range. An extremely important AA to get for Clerics that group frequently. If you solo more often with your merc than grouping getting this AA can wait awhile, if not get it asap.
Blessing of Resurrection
This provides the player with an additional means of ressurecting another player.
Fundament: First Spire, Second & Third
These AAs are available for every single class in the game and they change depending on what class you're playing. The first AA in the line is one that will grant you a small amount of Health or Mana and an increase to the cap of the most useful attribute to your class. You will be able to do this AA 3 times each for a total of 9 inbetween the First, Second and Third spires.
The First, Second and Third spires all give you clicky abilities that do different things for every class. I strongly recommend you read over these, determine which would be the most useful and go to it. On a few characters the Third and even sometimes Second won't be *as* useful early on so I don't get them until later, or sometimes they just aren't useful at all.
This is a great AA for you to get.
Druid
Gate
This is a weird AA for me to talk about because I want to say it isn't an OMG Useful AA like something such as an amazing clicky that boosts your damage but it is an AA that is ungodly useful. Anyone with the Gate spell knows this. Anyone that uses Gate Potions knows this. Anyone who plays Everquest knows this. It's up to you how long you don't mind leaving Gate memorized and want this AA instead. Whenever you feel as if you have too many useful spells to leave it memorized, get this AA.
Spell Casting Fury
This AA gives all non wizard classes a chance to crit with their spells and further ranks increase the chance to crit with this AA. This AA is a must for all classes that cast direct damage spells, even classes such as Rangers, Beastlords and Shadow Knights. Their nukes may have a long cooldown but they hit like a truck and with this AA if they crit they will hit more like a semi-truck. <Only good for a solo Druid, any Druid focusing on Healing should avoid this>
Fury of Magic
This AA further increases the chances of a critical hit for non wizard classes. For any class that has direct damage nukes, this AA is a must. I recommend you always max out this AA before moving on to a higher level each time it becomes available. <Only good for a solo Druid, any Druid focusing on Healing should avoid this>
Spell Casting Mastery
This AA lowers the mana cost of each spell by a percentage. It is a must amongst pure spell casters as the reduced mana cost of spells will add up quick and assist them in killing more without having to med as well as healing more without having to med. Definitely one of the most important AAs to get.
Healing Adept
This AA increases the maximum effectiveness of your healing spells. What that means is each AA here will boost the amount your heals heal for. This is one of the most important AAs you can get as a Healer.
Healing Gift
This AA increases the chance you can score a critical heal. Much like the Combat Fury or Spell Casting Fury AAs this will allow you to "crit" a heal; healing for twice the amount of a normal heal for no additional mana cost. As you could imagine this is an extremely important AA for you to get.
Critical Affliction
Gives and increases the chance of your DoT (Damage of Time) effects to critically strike. Very important for all classes that use DoT spells or songs.
Radiant Cure
This AA is a cleanse ability that will remove many different harmful effects from you or your party members. It's very useful for that reason and the fact that it doesn't take up a spell gem.
Twinheal
This AA gives your healing spells a small chance (1% per point) to cast twice when being used. This is an amazing AA to have, I don't have to explain how useful a double heal would be.
Viscid Roots
This AA gives your rooted targets a lesser chance to break on damage. This is a very situational AA but it is extremely useful in many situations as root sometimes has to be used as a "clutch" form of crowd control. If you are a Druid that solos often this is probably one of the most important AAs to get, especially if you "root-rot" the enemies you are kiting.
Spirit of the Wood
This gives you and your group increased AC, A protective Damage Shield and increased regeneration for a short period of time. This is a very useful AA for any Druids that group frequently, it isn't nearly as useful if you solo often but it still has its uses if you do.
Entrap
This AA ensnares your opponent (snare) and prevents them from being able to run. This is an extremely useful AA as all Druids already know from their non-AA snare ability. This AA ultimately just frees up that spell slot, allowing you to put whatever you want there instead.
Exodus
This AA gives the Druid a fast casting no mana cost Succor. Very useful for Druids that constantly get in over their head or group often.
Convergence of Spirits
This AA is like a single target Spirit of the Wood. It gives a single target a powerful HoT (Heal over Time) as well as increased AC and a Damage Shield. This is useful even for Druids that solo frequently as it can be thrown on the merc in a time of need or even on yourself.
Innate Camouflage
This gives the druid a instant cast form of invisibility. Since this doesn't require you to stop and memorize a spell and this can't fizzle it is pretty much a must have for all players.
Silent Casting
This AA decreases the amount of threat you generate from casting spells, much like Spell Casting Subtlety, just this is a clicky. If you do anything but solo this is an extremely important AA to have as it will allow you to DPS non stop without pulling any agro at all. In fact your threat will stay at 1% the entire time this AA is active. Ultimately allowing you to chain nuke without any worry of the mob attacking you. It is usually next to useless when you solo but invaluable in a group or raid situation.
Improved Twincast
This is one of the best burn clickies in the game for pure casters. What it does is give you a buff that lasts for 2 minutes or so that makes your next 10 spells that can be Twincast, a Twincast. This is one of those clicky AAs you want to get as soon as you possibly can and one you will be using all of the time. If you are pulling too much agro with this AA try to pair using it up with Silent Casting.
Fundament: First Spire, Second & Third
These AAs are available for every single class in the game and they change depending on what class you're playing. The first AA in the line is one that will grant you a small amount of Health or Mana and an increase to the cap of the most useful attribute to your class. You will be able to do this AA 3 times each for a total of 9 inbetween the First, Second and Third spires.
The First, Second and Third spires all give you clicky abilities that do different things for every class. I strongly recommend you read over these, determine which would be the most useful and go to it. On a few characters the Third and even sometimes Second won't be *as* useful early on so I don't get them until later, or sometimes they just aren't useful at all.
This is a great AA for you to get.
Abundant Healing
This AA allows a buff to pop up in the song window called Copius Healing that will continue to heal your target for the next 30 seconds after you heal them. An amazing AA for any healer.
Expansive Mind/Mental Clarity
Both of these AAs you'll want to get once you've gotten almost every other important AA out of the way. What I mean by that is all your must have class AAs, all Archetype AAs that greatly increase your character's potential etc etc. These are like the last AAs I normally dump AAs into as the 'topping off the character'.
Enchanter
Gate
This is a weird AA for me to talk about because I want to say it isn't an OMG Useful AA like something such as an amazing clicky that boosts your damage but it is an AA that is ungodly useful. Anyone with the Gate spell knows this. Anyone that uses Gate Potions knows this. Anyone who plays Everquest knows this. It's up to you how long you don't mind leaving Gate memorized and want this AA instead. Whenever you feel as if you have too many useful spells to leave it memorized, get this AA.
Spell Casting Fury
This AA gives all non wizard classes a chance to crit with their spells and further ranks increase the chance to crit with this AA. This AA is a must for all classes that cast direct damage spells, even classes such as Rangers, Beastlords and Shadow Knights. Their nukes may have a long cooldown but they hit like a truck and with this AA if they crit they will hit more like a semi-truck.
Fury of Magic
This AA further increases the chances of a critical hit for non wizard classes. For any class that has direct damage nukes, this AA is a must. I recommend you always max out this AA before moving on to a higher level each time it becomes available.
Spell Casting Mastery
This AA lowers the mana cost of each spell by a percentage. It is a must amongst pure spell casters as the reduced mana cost of spells will add up quick and assist them in killing more without having to med as well as healing more without having to med. Definitely one of the most important AAs to get.
Mental Clarity
This AA increases the player's Mana Regeneration by 1 point per level. In other words for every single point you put into this AA you will get 1 point of Mana Regeneration. A very useful AA for Enchanters.
Spell Casting Subtlety
This AA decreases the threat generation of your spells. This is useful since Enchanters are expected to Slow mobs in almost all groups and Slow spells generate a lot of hate.
Beguiler's Directed Banishment
This AA will forcibly move your target away from you and cause them to forget you exist. In other words it completely clears your agro from your current target and (probably) sends him back to his spawn point. I can't say how important this is as I don't have an Enchanter but it sounds good.
Enhanced Forgetfulness
This AA increases the chances of you being successful when membluring enemies. An extremely useful and important AA to get early on.
Mesmerization Mastery
This AA increases the length of all your Mez spells. An absolute must have AA for all Enchanters
Statis
This ability causes your opponent to immediately fall into a deep sleep (mez). It lasts 1 minute per rank. A must have great mez spell for all Enchanters.
Deep Sleep
This AA gives you an innate chance to put an enemy into a deep sleep when you mesmerize it; the enemy will suffer offensive penalties for 2 minutes after the mesmerize spell was initially cast.
Silent Casting
This AA decreases the amount of threat you generate from casting spells, much like Spell Casting Subtlety, just this is a clicky. If you do anything but solo this is an extremely important AA to have as it will allow you to DPS non stop without pulling any agro at all. In fact your threat will stay at 0% the entire time this AA is active. Ultimately allowing you to chain nuke without any worry of the mob attacking you. It is usually next to useless when you solo but invaluable in a group or raid situation.
Improved Twincast
This is one of the best burn clickies in the game for pure casters. What it does is give you a buff that lasts for 2 minutes or so that makes your next 10 spells that can be Twincast, a Twincast. This is one of those clicky AAs you want to get as soon as you possibly can and one you will be using all of the time. If you are pulling too much agro with this AA try to pair using it up with Silent Casting.
Fundament: First Spire, Second & Third
These AAs are available for every single class in the game and they change depending on what class you're playing. The first AA in the line is one that will grant you a small amount of Health or Mana and an increase to the cap of the most useful attribute to your class. You will be able to do this AA 3 times each for a total of 9 inbetween the First, Second and Third spires.
The First, Second and Third spires all give you clicky abilities that do different things for every class. I strongly recommend you read over these, determine which would be the most useful and go to it. On a few characters the Third and even sometimes Second won't be *as* useful early on so I don't get them until later, or sometimes they just aren't useful at all.
This is a great AA for you to get.
Mage
Gate
This is a weird AA for me to talk about because I want to say it isn't an OMG Useful AA like something such as an amazing clicky that boosts your damage but it is an AA that is ungodly useful. Anyone with the Gate spell knows this. Anyone that uses Gate Potions knows this. Anyone who plays Everquest knows this. It's up to you how long you don't mind leaving Gate memorized and want this AA instead. Whenever you feel as if you have too many useful spells to leave it memorized, get this AA.
Spell Casting Fury
This AA gives all non wizard classes a chance to crit with their spells and further ranks increase the chance to crit with this AA. This AA is a must for all classes that cast direct damage spells, even classes such as Rangers, Beastlords and Shadow Knights. Their nukes may have a long cooldown but they hit like a truck and with this AA if they crit they will hit more like a semi-truck.
Fury of Magic
This AA further increases the chances of a critical hit for non wizard classes. For any class that has direct damage nukes, this AA is a must. I recommend you always max out this AA before moving on to a higher level each time it becomes available.
Spell Casting Mastery
This AA lowers the mana cost of each spell by a percentage. It is a must amongst pure spell casters as the reduced mana cost of spells will add up quick and assist them in killing more without having to med as well as healing more without having to med. Definitely one of the most important AAs to get.
Pet Affinity
This AA makes your pet a valid target for group spells. Very useful for raiders or frequent group players.
Spell Casting Subtlety
This AA decreases the threat generation of your spells. This is useful if you plan on raiding.
Silent Casting
This AA decreases the amount of threat you generate from casting spells, much like Spell Casting Subtlety, just this is a clicky. If you do anything but solo this is an extremely important AA to have as it will allow you to DPS non stop without pulling any agro at all. In fact your threat will stay at 0% the entire time this AA is active. Ultimately allowing you to chain nuke without any worry of the mob attacking you. It is usually next to useless when you solo but invaluable in a group or raid situation.
Elemental Durability
This AA increases the Mage's Elemental pet's maximum hitpoints. This is a must have AA for any Mage that plans on soloing since your pets will be taking all of the damage. This will allow them to take much more damage and survive much longer.
Elemental Agility
This AA increases the mage's elemental pet's damage avoidance. Extremely important AA for soloing Mages since your pets will be doing all of the tanking.
Elemental Alacrity
This AA will give your pet the ability to Flurry attacks, greatly increasing the amount of damage they deal. This is one of the largest pet DPS AAs a Mage can get.
Elemental Form: Fire
This AA by itself blows and is pretty useless to get. However it unlocks future AAs such as Heart of Flames and Fire Core which are invaluable clickies for a Mage. For this reason, this AA is a must to get. Continue to get this AA as you need it to upgrade Heart of Flames and Fire Core later.
Heart of Flames
Acquire this AA as soon as you can, it will allow you access to Fire Core later which is one of the best clicky mage AAs you can possibly get for boosting your DPS. You will need to put points into this for Fire Core later on.
Fire Core
You will want to get this AA as soon as you can. It is one of the best burn AAs you can get for your class as it increases the damage of your Fire Nukes. Since you probably know by now Mages have mostly fire nukes, the damage increase is awesome.
Improved Twincast
This is one of the best burn clickies in the game for pure casters. What it does is give you a buff that lasts for 2 minutes or so that makes your next 10 spells that can be Twincast, a Twincast. This is one of those clicky AAs you want to get as soon as you possibly can and one you will be using all of the time. If you are pulling too much agro with this AA try to pair using it up with Silent Casting.
Force of Elements
This is a great clicky nuke you can use inbetween nukes. It is one of the most important Mage clickies you can get. As soon as this is available to you and everytime you level up, put some AAs into this. Keep it your level and keep it maxed.
Fundament: First Spire, Second & Third
These AAs are available for every single class in the game and they change depending on what class you're playing. The first AA in the line is one that will grant you a small amount of Health or Mana and an increase to the cap of the most useful attribute to your class. You will be able to do this AA 3 times each for a total of 9 inbetween the First, Second and Third spires.
The First, Second and Third spires all give you clicky abilities that do different things for every class. I strongly recommend you read over these, determine which would be the most useful and go to it. On a few characters the Third and even sometimes Second won't be *as* useful early on so I don't get them until later, or sometimes they just aren't useful at all.
This is a great AA for you to get.
Monk
Combat Fury
This AA gives all non warrior classes a chance to crit with their melee attacks and further ranks increase the chance to crit with this AA. For all melee damage dealing classes this is one of the most important AAs you can get. Max this AA out as soon as possible.
Ferocity
This AA gives you a better chance of performing a double attack during combat. Further ranks increase the chance of this happening. This is a great AA for those looking to boost their DPS. Be sure to get Combat Fury and all of the AAs in the "General" section up top before this AA.
Weapon Affinity
This AA increases the chance that your weapon will proc their effects. Whether it is an Aug in your weapon or a proc on the weapon itself this AA will increase the chance that the proc is used on each swing.
Armor of Wisdom
Every rank of this AA increases your Armor Class. AC is extremely important for tanks so as you could imagine this is an extremely important AA for any Tank class to get. You will want to get this AA immediately upon reaching level 81 (when it first comes available). This AA is also extremely important for anyone who focuses primarily on soloing where they will be taking a lot of hits all the time. IF YOU DO NOT PLAN TO SOLO/ARE NOT A TANK CLASS IGNORE THIS AA EARLY ON.
Ingenuity
This AA increases the chance of your item and weapon procs to critically hit. Since this class doesn't have any spells this will only work towards item effects as stated in the AA. It is a great boost in DPS as well as a boost in threat which is good if you're tanking.
Empowered Ingenuity
This AA requires Ingenuity to purchase and what this AA does is increase the damage of the critical hits from your weapon procs through Ingenuity. This is a good AA to get once you've already gotten Ingenuity as it just increases its usefulness.
Flurry
This AA increases your chance of performing 2 additional attacks from your primary hand. Further ranks increase the chances of this happening. This AA requires Combat Fury 3. Also this AA is a very good boost in DPS. Get it at your earliest convience.
Veteran's Wrath
This AA increases the damage caused when you land a critical melee hit. This AA is probably one of the biggest DPS boosts a melee oriented class can recieve. Requires max Combat Fury to start spending AAs here.
Tactical Mastery
This AA allows your attacks to "strike through" enemies defenses causing them to dodge, parry, block, riposte your attacks less. This AA will not only increase the amount of damage you deal throughout a fight but it will also increase your threat generation as your attacks will make contact with the enemy more often.
Rapid Feign
This AA reduces the cooldown of your Feign Death ability by a percentage for each rank. This is a very important AA for Monks as their Feign Death ability is pretty much the premise of the class.
Stonewall
This AA gives Monks an increased chance for spells cast on them while they're Feign Deathed to not reveal the fact that they're Feigned. This is an extremely important AA as a spell revealing the Monk can screw up an entire pull and wipe their entire group.
Imitate Death
This AA gives Monk a guaranteed Feign Death that will cause every creature to forget about them immediately and also hide them from all other creatures in the area.
Hastened Death
This AA decreases the cooldown on Imitate Death. Usually I wouldn't recommend getting the "Hastened" Line of AAs until much later but Imitate Death is one of the most important AAs a Monk can have so decreasing the cooldown is extremely important as well.
Fundament: First Spire, Second & Third
These AAs are available for every single class in the game and they change depending on what class you're playing. The first AA in the line is one that will grant you a small amount of Health or Mana and an increase to the cap of the most useful attribute to your class. You will be able to do this AA 3 times each for a total of 9 inbetween the First, Second and Third spires.
The First, Second and Third spires all give you clicky abilities that do different things for every class. I strongly recommend you read over these, determine which would be the most useful and go to it. On a few characters the Third and even sometimes Second won't be *as* useful early on so I don't get them until later, or sometimes they just aren't useful at all.
This is a great AA for you to get.
Necromancer
Gate
This is a weird AA for me to talk about because I want to say it isn't an OMG Useful AA like something such as an amazing clicky that boosts your damage but it is an AA that is ungodly useful. Anyone with the Gate spell knows this. Anyone that uses Gate Potions knows this. Anyone who plays Everquest knows this. It's up to you how long you don't mind leaving Gate memorized and want this AA instead. Whenever you feel as if you have too many useful spells to leave it memorized, get this AA.
Spell Casting Fury
This AA gives all non wizard classes a chance to crit with their spells and further ranks increase the chance to crit with this AA. This AA is a must for all classes that cast direct damage spells, even classes such as Rangers, Beastlords and Shadow Knights. Their nukes may have a long cooldown but they hit like a truck and with this AA if they crit they will hit more like a semi-truck.
Fury of Magic
This AA further increases the chances of a critical hit for non wizard classes. For any class that has direct damage nukes, this AA is a must. I recommend you always max out this AA before moving on to a higher level each time it becomes available.
Spell Casting Mastery
This AA lowers the mana cost of each spell by a percentage. It is a must amongst pure spell casters as the reduced mana cost of spells will add up quick and assist them in killing more without having to med as well as healing more without having to med. Definitely one of the most important AAs to get.
Critical Affliction
Gives and increases the chance of your DoT (Damage of Time) effects to critically strike. Very important for all classes that use DoT spells or songs.
Silent Casting
This AA decreases the amount of threat you generate from casting spells, much like Spell Casting Subtlety, just this is a clicky. If you do anything but solo this is an extremely important AA to have as it will allow you to DPS non stop without pulling any agro at all. In fact your threat will stay at 0% the entire time this AA is active. Ultimately allowing you to chain nuke without any worry of the mob attacking you. It is usually next to useless when you solo but invaluable in a group or raid situation.
Death Peace
This AA gives players an additional way to Feign Death. It is good for those who want their usual Feign Death spell gem back or for players that want something to fall back on if their first Feign Death fails.
Affliction Mastery
This AA increases the chance that your DoT (Damage over Time) effects will critically hit. Since the Necromancer's primary way of dealing damage is through DoTs this is one of the most important AAs they can get.
Blood Tithe
Each rank of this AA further increases your chances of getting a critical hit with your DoT (Damage over time) spells. Again, much like Affliction Mastery this is one of the most important AAs a Necromancer can get.
Pet Affinity
This AA makes your pet a valid target for group spells. Very useful for raiders or frequent group players.
Fundament: First Spire, Second & Third
These AAs are available for every single class in the game and they change depending on what class you're playing. The first AA in the line is one that will grant you a small amount of Health or Mana and an increase to the cap of the most useful attribute to your class. You will be able to do this AA 3 times each for a total of 9 inbetween the First, Second and Third spires.
The First, Second and Third spires all give you clicky abilities that do different things for every class. I strongly recommend you read over these, determine which would be the most useful and go to it. On a few characters the Third and even sometimes Second won't be *as* useful early on so I don't get them until later, or sometimes they just aren't useful at all.
This is a great AA for you to get.
Paladin
Combat Fury
This AA gives all non warrior classes a chance to crit with their melee attacks and further ranks increase the chance to crit with this AA. For all melee damage dealing classes this is one of the most important AAs you can get. Max this AA out as soon as possible.
Spell Casting Fury
This AA gives all non wizard classes a chance to crit with their spells and further ranks increase the chance to crit with this AA. This AA is a must for all classes that cast direct damage spells, even classes such as Rangers, Beastlords and Shadow Knights. Their nukes may have a long cooldown but they hit like a truck and with this AA if they crit they will hit more like a semi-truck.
Ferocity
This AA gives you a better chance of performing a double attack during combat. Further ranks increase the chance of this happening. This is a great AA for those looking to boost their DPS. Be sure to get Combat Fury and all of the AAs in the "General" section up top before this AA.
Weapon Affinity
This AA increases the chance that your weapon will proc their effects. Whether it is an Aug in your weapon or a proc on the weapon itself this AA will increase the chance that the proc is used on each swing.
Armor of Wisdom
Every rank of this AA increases your Armor Class. AC is extremely important for tanks so as you could imagine this is an extremely important AA for any Tank class to get. You will want to get this AA immediately upon reaching level 81 (when it first comes available). This AA is also extremely important for anyone who focuses primarily on soloing where they will be taking a lot of hits all the time.
Flurry
This AA increases your chance of performing 2 additional attacks from your primary hand. Further ranks increase the chances of this happening. This AA requires Combat Fury 3. Also this AA is a very good boost in DPS. Get it at your earliest convience.
Veteran's Wrath
This AA increases the damage caused when you land a critical melee hit. This AA is probably one of the biggest DPS boosts a melee oriented class can recieve. Requires max Combat Fury to start spending AAs here.
Tactical Mastery
This AA allows your attacks to "strike through" enemies defenses causing them to dodge, parry, block, riposte your attacks less. This AA will not only increase the amount of damage you deal throughout a fight but it will also increase your threat generation as your attacks will make contact with the enemy more often.
Radiant Cure
This AA is a cleanse ability that will remove many different harmful effects from you or your party members. It's very useful for that reason and the fact that it doesn't take up a spell gem.
Slay Undead
This AA is probably the most important AA any Paladin could ever get since soloing Undead is the "Paladin way" for making the most AAs for your class. What this AA does is give any critical attack against the Undead that you cause a chance to do a great deal of damage. This will be one of the first AAs you'll want to get on your Paladin and the main AA you will want to keep maxed out while leveling up.
2h Bash
This AA allows you to use your Bash skill while using a 2 handed weapon. A very useful AA for any Paladin that uses a 2h Weapon a lot.
Knight's Advantage
This AA increases your chance of performing a double attack during combat. Very useful as a Double Attack will increase your DPS as well as your threat. Get this AA shortly after Combat Agility/Stability.
Fundament: First Spire, Second & Third
These AAs are available for every single class in the game and they change depending on what class you're playing. The first AA in the line is one that will grant you a small amount of Health or Mana and an increase to the cap of the most useful attribute to your class. You will be able to do this AA 3 times each for a total of 9 inbetween the First, Second and Third spires.
The First, Second and Third spires all give you clicky abilities that do different things for every class. I strongly recommend you read over these, determine which would be the most useful and go to it. On a few characters the Third and even sometimes Second won't be *as* useful early on so I don't get them until later, or sometimes they just aren't useful at all.
This is a great AA for you to get.
Ranger
Archery Mastery
This ability increases the damage done by the Ranger's Archery attacks. Very good AA as it dramatically increases the damage done by each attack with each point.
Bow Mastery
This AA adds more damage to each bow attack. It isn't that significant with the first few points but it adds up quickly. It's useless for anything really but Headshotting (and maybe endgame raiding) as most of your damage will be done through melee as you do more Melee than you do Ranged for most of the game. This AA will help you out when you get those pesky mobs while Headshotting that are at like 2%.
Entrap
This ability offers a version of Snare that doesn't require you to have a spell memorized. Very useful for players that need extra spell slots.
Combat Fury
This AA gives all non warrior classes a chance to crit with their melee attacks and further ranks increase the chance to crit with this AA. For all melee damage dealing classes this is one of the most important AAs you can get. Max this AA out as soon as possible.
Spell Casting Fury
This AA gives all non wizard classes a chance to crit with their spells and further ranks increase the chance to crit with this AA. This AA is a must for all classes that cast direct damage spells, even classes such as Rangers, Beastlords and Shadow Knights. Their nukes may have a long cooldown but they hit like a truck and with this AA if they crit they will hit more like a semi-truck.
Fury of Magic
This AA further increases the chances of a critical hit for non wizard classes. For any class that has direct damage nukes, this AA is a must. I recommend you always max out this AA before moving on to a higher level each time it becomes available. (If you only plan to Headshot as a Ranger, it is not as important).
Endless Quiver
This AA is probably the most important AA you can ever have on a Ranger as it allows the Ranger to only ever have to carry 1 arrow and it will never run out no matter how many times you use it.
Ambidexterity
This AA allows you to dual wield weapons more efficiently increasing damage and hit chance.
Sinister Strikes
This ability increases the damage you cause when attacking with an ability in your secondary hand. As it says this ability increases the damage of any weapon held in your offhand. (Requires Ambidexterity)
Innate Camouflage
This AA allows the Ranger to go invisible at will. It's an instant cast ability and it doesn't require you to memorize a spell so it's useful for all lazy players.
Ferocity
This AA gives you a better chance of performing a double attack during combat. Further ranks increase the chance of this happening. This is a great AA for those looking to boost their DPS. Be sure to get Combat Fury and all of the AAs in the "General" section up top before this AA.
Weapon Affinity
This AA increases the chance that your weapon will proc their effects. Whether it is an Aug in your weapon or a proc on the weapon itself this AA will increase the chance that the proc is used on each swing.
Armor of Wisdom
Every rank of this AA increases your Armor Class. AC is extremely important for tanks so as you could imagine this is an extremely important AA for any Tank class to get. You will want to get this AA immediately upon reaching level 81 (when it first comes available). This AA is also extremely important for anyone who focuses primarily on soloing where they will be taking a lot of hits all the time. This AA is useful for players who Headshot as taking less damage is always useful.
Guardian of the Forest
This is a great clicky AA for Rangers. It doesn't really matter how you play the game, it's useful for you no matter how you play. It increases your Haste, Attack, Heals you a decent amount for each tick and also gives you a Damage Modifier which increases the damage of all your other skills. It is so good that it is a must for any Ranger. Get this and keep it up to your level.
Group Guardian of the Forest
This is a great clicky AA for Rangers. Much like Guardian of the Forest this is a must have for Rangers. It doesn't share a cooldown with Guardian of the Forest which makes it extra awesome. It increases your Haste, Attack, Heals you a decent amount for each tick and also gives you a Damage Modifier which increases the damage of all your other skills.
Auspice of the Hunter
This AA is a great clicky for Rangers. I strongly recommend you get this AA as soon as possible and keep it up to your level as you go.
Fundament: First Spire, Second & Third
These AAs are available for every single class in the game and they change depending on what class you're playing. The first AA in the line is one that will grant you a small amount of Health or Mana and an increase to the cap of the most useful attribute to your class. You will be able to do this AA 3 times each for a total of 9 inbetween the First, Second and Third spires.
The First, Second and Third spires all give you clicky abilities that do different things for every class. I strongly recommend you read over these, determine which would be the most useful and go to it. On a few characters the Third and even sometimes Second won't be *as* useful early on so I don't get them until later, or sometimes they just aren't useful at all.
This is a great AA for you to get.
Rogue
Ambidexterity
This AA allows you to dual wield weapons more efficiently increasing damage and hit chance.
Sinister Strikes
This ability increases the damage you cause when attacking with an ability in your secondary hand. As it says this ability increases the damage of any weapon held in your offhand. (Requires Ambidexterity)
Combat Fury
This AA gives all non warrior classes a chance to crit with their melee attacks and further ranks increase the chance to crit with this AA. For all melee damage dealing classes this is one of the most important AAs you can get. Max this AA out as soon as possible.
Ferocity
This AA gives you a better chance of performing a double attack during combat. Further ranks increase the chance of this happening. This is a great AA for those looking to boost their DPS. Be sure to get Combat Fury and all of the AAs in the "General" section up top before this AA.
Weapon Affinity
This AA increases the chance that your weapon will proc their effects. Whether it is an Aug in your weapon or a proc on the weapon itself this AA will increase the chance that the proc is used on each swing.
Armor of Wisdom
Every rank of this AA increases your Armor Class. AC is extremely important for tanks so as you could imagine this is an extremely important AA for any Tank class to get. You will want to get this AA immediately upon reaching level 81 (when it first comes available). This AA is also extremely important for anyone who focuses primarily on soloing where they will be taking a lot of hits all the time. IF YOU DO NOT PLAN TO SOLO/ARE NOT A TANK CLASS IGNORE THIS AA EARLY ON.
Ingenuity
This AA increases the chance of your item and weapon procs to critically hit. Since this class doesn't have any spells this will only work towards item effects as stated in the AA. It is a great boost in DPS as well as a boost in threat which is good if you're tanking.
Empowered Ingenuity
This AA requires Ingenuity to purchase and what this AA does is increase the damage of the critical hits from your weapon procs through Ingenuity. This is a good AA to get once you've already gotten Ingenuity as it just increases its usefulness.
Flurry
This AA increases your chance of performing 2 additional attacks from your primary hand. Further ranks increase the chances of this happening. This AA requires Combat Fury 3. Also this AA is a very good boost in DPS. Get it at your earliest convience.
Veteran's Wrath
This AA increases the damage caused when you land a critical melee hit. This AA is probably one of the biggest DPS boosts a melee oriented class can recieve. Requires max Combat Fury to start spending AAs here.
Tactical Mastery
This AA allows your attacks to "strike through" enemies defenses causing them to dodge, parry, block, riposte your attacks less. This AA will not only increase the amount of damage you deal throughout a fight but it will also increase your threat generation as your attacks will make contact with the enemy more often.
Shroud of Stealth
This gives the Rogue a much greater level of Stealth, making him even more hidden against creatures that could normally otherwise see him. A must have AA for all Rogues. Get this as soon as it becomes available.
Nimble Evasion
This AA gives you a chance to evade or Hide while moving.
Ligament Slice
This AA is a usable ability that slows the target's movement speed. Extremely important AA for all Rogues for groups and soloing incase any of the mobs run. This will help prevent that.
Escape
This AA will make all enemies immediately forget about you. If you are out of combat this AA will make you invisible. This AA works the same way as the Rogue's Vanish ability in almost every other MMORPG, if you've played other games.
Rogue's Fury
An activated AA that increases your damage as well as your accuracy and attack speed. This is a great boost in DPS when you activate it. Get this AA at your earliest possible convience as it will help you greatly in the long run.
Veteran's Wrath
This AA increases the damage caused when you land a critical melee hit. This AA is probably one of the biggest DPS boosts a melee oriented class can recieve. Requires max Combat Fury to start spending AAs here.
Seized Opportunity
This allows Rogues to deal as much damage as they normally would behind a target now in front of their target. Great AA for the soloing Rogue.
Triple Backstab
This AA gives and increases the chance of the Rogue successfully backstabbing the target again after a successful Double Backstab. This is a huge boost in DPS and is highly recommended you get it as soon as humanly possible.
Double Riposte
This AA increases the chances of the player successfully executing a Double Riposte when they Riposte. This does not increase your chance to Riposte, just your chance to Riposte twice when you normally would Riposte once. This AA adds a little bit to your DPS if you're the one taking the damage. If you're a soloing Rogue this will be a great DPS boost but if you group most of the time and raid you won't be taking any damage to Riposte so it will not be that useful.
Fundament: First Spire, Second & Third
These AAs are available for every single class in the game and they change depending on what class you're playing. The first AA in the line is one that will grant you a small amount of Health or Mana and an increase to the cap of the most useful attribute to your class. You will be able to do this AA 3 times each for a total of 9 inbetween the First, Second and Third spires.
The First, Second and Third spires all give you clicky abilities that do different things for every class. I strongly recommend you read over these, determine which would be the most useful and go to it. On a few characters the Third and even sometimes Second won't be *as* useful early on so I don't get them until later, or sometimes they just aren't useful at all.
This is a great AA for you to get.
Shadow Knight
Combat Fury
This AA gives all non warrior classes a chance to crit with their melee attacks and further ranks increase the chance to crit with this AA. For all melee damage dealing classes this is one of the most important AAs you can get. Max this AA out as soon as possible.
Ferocity
This AA gives you a better chance of performing a double attack during combat. Further ranks increase the chance of this happening. This is a great AA for those looking to boost their DPS. Be sure to get Combat Fury and all of the AAs in the "General" section up top before this AA.
Weapon Affinity
This AA increases the chance that your weapon will proc their effects. Whether it is an Aug in your weapon or a proc on the weapon itself this AA will increase the chance that the proc is used on each swing.
Armor of Wisdom
Every rank of this AA increases your Armor Class. AC is extremely important for tanks so as you could imagine this is an extremely important AA for any Tank class to get. You will want to get this AA immediately upon reaching level 81 (when it first comes available).
Double Riposte
This AA increases the chances of the player successfully executing a Double Riposte when they Riposte. This does not increase your chance to Riposte, just your chance to Riposte twice when you normally would Riposte once. This AA adds a little bit to your DPS and also a little bit to your threat as it is an extra attack. This is possibly the most useful Swarming AA ever (aside from Mortal Coil) as almost all of your damage while Swarming is done via Riposte.
Flurry
This AA increases your chance of performing 2 additional attacks from your primary hand. Further ranks increase the chances of this happening. This AA requires Combat Fury 3. Also this AA is a very good boost in DPS. Get it at your earliest convience.
Veteran's Wrath
This AA increases the damage caused when you land a critical melee hit. This AA is probably one of the biggest DPS boosts a melee oriented class can recieve. Requires max Combat Fury to start spending AAs here.
Tactical Mastery
This AA allows your attacks to "strike through" enemies defenses causing them to dodge, parry, block, riposte your attacks less. This AA will not only increase the amount of damage you deal throughout a fight but it will also increase your threat generation as your attacks will make contact with the enemy more often.
Shield Block (Shield Only)
This AA grants you the chance to fully block an attack when using a shield. Additional ranks of this AA increase the chance to fully block an attack. This is a great AA for Tanks but as you could imagine worthless for anything else.
Death Peace
This AA gives you an additional way to Feign Death. This is a useful AA if you want to free up a spell slot or incase your mem'd Feign fails. I recommend you get this AA after you've gotten all the important general AAs and some good DPS AAs.
Soul Abrasion
Each rank in this AA give you increased damage off of your lifetap procs which come from your self buffs. This is an extremely important AA as increased damage will not only mean more threat and more DPS; it also means more self healing!
Spell Casting Fury
This AA gives all non wizard classes a chance to crit with their spells and further ranks increase the chance to crit with this AA. This AA is a must for all classes that cast direct damage spells, even classes such as Rangers, Beastlords and Shadow Knights. Their nukes may have a long cooldown but they hit like a truck and with this AA if they crit they will hit more like a semi-truck. Note: Spell Crit helps with Lifetaps you proc off melee swings.
Fury of Magic
This AA further increases the chances of a critical hit for non wizard classes. For any class that has direct damage nukes, this AA is a must. I recommend you always max out this AA before moving on to a higher level each time it becomes available.
Spell Casting Mastery
This AA lowers the mana cost of each spell by a percentage. It is a must amongst pure spell casters as the reduced mana cost of spells will add up quick and assist them in killing more without having to med as well as healing more without having to med. Since Shadow Knights are always looking for ways to regen and preserve their mana this AA is a great AA to have.
Spell Casting Reinforcement
This AA increases the amount of time your self buffs stay on you (or how long any of your spells last when cast on anyone). This also works for the Spells of yours that go into the 'Songs' window such as your 'of power' line that gives you increased Armor Class and your Mortal Coil buff. This is extremely important to get.
Touch of The Cursed
This AA grants the Shadow Knight the ability to have a chance of draining the life of any target he/she attacks with a melee attack. This AA is great because of the self healing it provides for the SK, but it also provides added DPS as well as threat. This is a must have AA for all Shadow Knights. Get it as soon as possible.
Knight's Advantage
This AA increases your chance of performing a double attack during combat. Very useful as a Double Attack will increase your DPS as well as your threat. Get this AA shortly after Combat Agility/Stability.
Theft of Life
This gives and increases the chance of your Lifetaps to critically heal you. This is an extremely important AA as it increases your survivability. Get this as early as you possibly can.
Mortal Coil
Mortal Coil is one of the most popular Shadow Knight AAs because it is the main AA used in Swarming. If you plan to Swarm you need to get Mortal Coil as quickly as possible and even max it out at 85 right as you get to that level. It's invaluable.
Visage of Death
This is one of the best Shadowknight clicky AAs for Swarming. Absolutely nothing will keep you alive and help you kill faster than this AA when it comes to Swarming. I strongly recommend you get this AA the first level it is available (85) and max it out every level after that possible.
Hastened Visage of Death
This AA will decrease the cooldown on Visage of Death. Knowing how useful Visage of Death is, it should become quickly evident how useful this AA would be to make Visage of Death have a lesser cooldown. The first three ranks you can get at 85 for this AA, get them and then you will be able to use Visage of Death twice in one Lesson or Potion, allowing you to almost double the XP you would make every 30 minutes.
Eyes Wide Open
MOST USEFUL FOR SWARMING. Unless you are a SK that wants to focus entirely on Swarming, save this AA for further down the line. What this AA does is increase the amount of targets shown in your Extended Target Window. The first 3 ranks are cheap, the other ones past that get more and more expensive.
Fundament: First Spire, Second & Third
These AAs are available for every single class in the game and they change depending on what class you're playing. The first AA in the line is one that will grant you a small amount of Health or Mana and an increase to the cap of the most useful attribute to your class. You will be able to do this AA 3 times each for a total of 9 inbetween the First, Second and Third spires.
The First, Second and Third spires all give you clicky abilities that do different things for every class. I strongly recommend you read over these, determine which would be the most useful and go to it. On a few characters the Third and even sometimes Second won't be *as* useful early on so I don't get them until later, or sometimes they just aren't useful at all.
This is a great AA for you to get.
Shaman
Gate
This is a weird AA for me to talk about because I want to say it isn't an OMG Useful AA like something such as an amazing clicky that boosts your damage but it is an AA that is ungodly useful. Anyone with the Gate spell knows this. Anyone that uses Gate Potions knows this. Anyone who plays Everquest knows this. It's up to you how long you don't mind leaving Gate memorized and want this AA instead. Whenever you feel as if you have too many useful spells to leave it memorized, get this AA.
Critical Affliction
Gives and increases the chance of your DoT (Damage of Time) effects to critically strike. Very important for all classes that use DoT spells or songs.
Spell Casting Fury
This AA gives all non wizard classes a chance to crit with their spells and further ranks increase the chance to crit with this AA. This AA is a must for all classes that cast direct damage spells, even classes such as Rangers, Beastlords and Shadow Knights. Their nukes may have a long cooldown but they hit like a truck and with this AA if they crit they will hit more like a semi-truck.
Fury of Magic
This AA further increases the chances of a critical hit for non wizard classes. For any class that has direct damage nukes, this AA is a must. I recommend you always max out this AA before moving on to a higher level each time it becomes available.
Spell Casting Mastery
This AA lowers the mana cost of each spell by a percentage. It is a must amongst pure spell casters as the reduced mana cost of spells will add up quick and assist them in killing more without having to med as well as healing more without having to med. Definitely one of the most important AAs to get.
Spell Casting Subtlety
This AA decreases the threat generation of your spells. This is useful since Shamans are expected to Slow mobs in almost all groups and Slow spells generate a lot of hate.
Silent Casting
This AA decreases the amount of threat you generate from casting spells, much like Spell Casting Subtlety, just this is a clicky. If you do anything but solo this is an extremely important AA to have as it will allow you to DPS non stop without pulling any agro at all. In fact your threat will stay at 0% the entire time this AA is active. Ultimately allowing you to chain nuke without any worry of the mob attacking you. It is usually next to useless when you solo but invaluable in a group or raid situation.
Cannibalization
This AA gives you a version of your Cannibalize spell that does not require a spell gem and is stronger than your regular Cannibalize spell.
Virulent Paralysis
This AA is an activated ability that pushes the target back and roots them in place. Very useful ability; a must for soloing and groups for Shamans.
Turgur's Swarm
This AA will slow the target, decreasing their attack speed. This ability will take the place of slow on your spell bar allowing you an extra spell slot.
Fundament: First Spire, Second & Third
These AAs are available for every single class in the game and they change depending on what class you're playing. The first AA in the line is one that will grant you a small amount of Health or Mana and an increase to the cap of the most useful attribute to your class. You will be able to do this AA 3 times each for a total of 9 inbetween the First, Second and Third spires.
The First, Second and Third spires all give you clicky abilities that do different things for every class. I strongly recommend you read over these, determine which would be the most useful and go to it. On a few characters the Third and even sometimes Second won't be *as* useful early on so I don't get them until later, or sometimes they just aren't useful at all.
This is a great AA for you to get.
Warrior
Ambidexterity (Dual Weild Only)
This AA allows you to dual wield weapons more efficiently increasing damage and hit chance.
Sinister Strikes (Dual Weild Only)
This ability increases the damage you cause when attacking with an ability in your secondary hand. As it says this ability increases the damage of any weapon held in your offhand. (Requires Ambidexterity)
Slippery Attacks (Dual Weild Only)
This AA makes it more difficult for opponents to to riposte your offhand attacks. This not only improves your DPS but will help you live a bit longer too since when an opponent Ripostes they don't take damage from your attack and return with their own attack that deals damage.
Combat Fury
This AA gives all non warrior classes a chance to crit with their melee attacks and further ranks increase the chance to crit with this AA. For all melee damage dealing classes this is one of the most important AAs you can get. Max this AA out as soon as possible.
Ferocity
This AA gives you a better chance of performing a double attack during combat. Further ranks increase the chance of this happening. This is a great AA for those looking to boost their DPS. Be sure to get Combat Fury and all of the AAs in the "General" section up top before this AA.
Weapon Affinity
This AA increases the chance that your weapon will proc their effects. Whether it is an Aug in your weapon or a proc on the weapon itself this AA will increase the chance that the proc is used on each swing.
Area Taunt
This AA is an AoE Taunt, allowing you to Taunt every enemy in a small radius around your character. This is probably the most important AA tanks can get. If you plan to do any tanking at all you will want to get this AA immediately upon reaching level 59.
Flurry
This AA increases your chance of performing 2 additional attacks from your primary hand. Further ranks increase the chances of this happening. This AA requires Combat Fury 3. Also this AA is a very good boost in DPS. Get it at your earliest convience.
Veteran's Wrath
This AA increases the damage caused when you land a critical melee hit. This AA is probably one of the biggest DPS boosts a melee oriented class can recieve. Requires max Combat Fury to start spending AAs here.
Tactical Mastery
This AA allows your attacks to "strike through" enemies defenses causing them to dodge, parry, block, riposte your attacks less. This AA will not only increase the amount of damage you deal throughout a fight but it will also increase your threat generation as your attacks will make contact with the enemy more often.
Armor of Wisdom
Every rank of this AA increases your Armor Class. AC is extremely important for tanks so as you could imagine this is an extremely important AA for any Tank class to get. You will want to get this AA immediately upon reaching level 81 (when it first comes available). This AA is also extremely important for anyone who focuses primarily on soloing where they will be taking a lot of hits all the time.
Stalwart Endurance
This AA will increase your chance to not be stunned from any angle. This is an extremely important AA for tanks since when you're stunned you are left completely defenseless and also can't generate threat. Get this AA at your earliest possible convience.
Double Riposte
This AA increases the chances of the player successfully executing a Double Riposte when they Riposte. This does not increase your chance to Riposte, just your chance to Riposte twice when you normally would Riposte once. This AA adds a little bit to your DPS and also a little bit to your threat as it is an extra attack.
Ingenuity
This AA increases the chance of your item and weapon procs to critically hit. Since this class doesn't have any spells this will only work towards item effects as stated in the AA. It is a great boost in DPS as well as a boost in threat which is good if you're tanking.
Empowered Ingenuity
This AA requires Ingenuity to purchase and what this AA does is increase the damage of the critical hits from your weapon procs through Ingenuity. This is a good AA to get once you've already gotten Ingenuity as it just increases its usefulness.
Shield Block (Shield Only)
This AA grants you the chance to fully block an attack when using a shield. Additional ranks of this AA increase the chance to fully block an attack. This is a great AA for Tanks but as you could imagine worthless for anything else.
Lightning Reflexes
Sturdiness
Battle Hardened
Reflexive Mastery
Precognition
Thick Skin
Fundament: First Spire, Second & Third
These AAs are available for every single class in the game and they change depending on what class you're playing. The first AA in the line is one that will grant you a small amount of Health or Mana and an increase to the cap of the most useful attribute to your class. You will be able to do this AA 3 times each for a total of 9 inbetween the First, Second and Third spires.
The First, Second and Third spires all give you clicky abilities that do different things for every class. I strongly recommend you read over these, determine which would be the most useful and go to it. On a few characters the Third and even sometimes Second won't be *as* useful early on so I don't get them until later, or sometimes they just aren't useful at all.
This is a great AA for you to get.
Wizard
Gate
This is a weird AA for me to talk about because I want to say it isn't an OMG Useful AA like something such as an amazing clicky that boosts your damage but it is an AA that is ungodly useful. Anyone with the Gate spell knows this. Anyone that uses Gate Potions knows this. Anyone who plays Everquest knows this. It's up to you how long you don't mind leaving Gate memorized and want this AA instead. Whenever you feel as if you have too many useful spells to leave it memorized, get this AA.
Spell Casting Fury
This AA gives all non wizard classes a chance to crit with their spells and further ranks increase the chance to crit with this AA. This AA is a must for all classes that cast direct damage spells, even classes such as Rangers, Beastlords and Shadow Knights. Their nukes may have a long cooldown but they hit like a truck and with this AA if they crit they will hit more like a semi-truck.
Spell Casting Mastery
This AA lowers the mana cost of each spell by a percentage. It is a must amongst pure spell casters as the reduced mana cost of spells will add up quick and assist them in killing more without having to med as well as healing more without having to med. Definitely one of the most important AAs to get.
Spell Casting Fury Mastery
This AA increases the chance to score critical hits with your direct damage spells. Starting at rank 15 your crits will also start doing more damage. This is probably one of the biggest boosts in DPS for a Wizard. Fill this AA out as you level.
Spell Casting Subtlety
This AA decreases the threat generation of your spells. Useless if all you do is solo and group in medium to semi difficult places. But this is probably one of the most important AAs for those who plan to raid frequently.
Silent Casting
This AA decreases the amount of threat you generate from casting spells, much like Spell Casting Subtlety, just this is a clicky. If you do anything but solo this is an extremely important AA to have as it will allow you to DPS non stop without pulling any agro at all. In fact your threat will stay at 0% the entire time this AA is active. Ultimately allowing you to chain nuke without any worry of the mob attacking you. It is usually next to useless when you solo but invaluable in a group or raid situation.
Ro's Flaming Familiar
This ability supplies you with a familiar that strengthens your fire based spells. Very important to get this and keep it up to your level as most of your high damaging spells are fire based.
Frenzied Devastation
This AA increases your spells chance to crit but causes them to cost more mana. It is an activated ability so don't worry about it weighing you down when you're low on mana. A great boost in DPS for those looking to burn down a target quickly.
Exodus
This AA is an extremely fast casting no mana cost succor spell. Great for Wizards that group a lot or constantly put themselves in danger.
Destructive Fury
Each rank of this AA increases the damage of your critical hits via spells. This is a giant boost in DPS per point of AA. Very, very important that you get this AA asap.
Mind Crash
This AA gives the Wizards an instant threat reduction ability. THIS AA IS EXTREMELY IMPORTANT IF YOU PLAN TO RAID. That needed caps to emphasis the importance.
Improved Twincast
This is one of the best burn clickies in the game for pure casters. What it does is give you a buff that lasts for 2 minutes or so that makes your next 10 spells that can be Twincast, a Twincast. This is one of those clicky AAs you want to get as soon as you possibly can and one you will be using all of the time. If you are pulling too much agro with this AA try to pair using it up with Silent Casting.
Fundament: First Spire, Second & Third
These AAs are available for every single class in the game and they change depending on what class you're playing. The first AA in the line is one that will grant you a small amount of Health or Mana and an increase to the cap of the most useful attribute to your class. You will be able to do this AA 3 times each for a total of 9 inbetween the First, Second and Third spires.
The First, Second and Third spires all give you clicky abilities that do different things for every class. I strongly recommend you read over these, determine which would be the most useful and go to it. On a few characters the Third and even sometimes Second won't be *as* useful early on so I don't get them until later, or sometimes they just aren't useful at all.
This is a great AA for you to get.