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Ganeden
07-31-2007, 02:15 PM
<p><b>Bruiser </b></p><ul><li>Enhance: Heavy Scarring: Also improves reuse speed by 6 seconds per rank. </li><li>Enhance: Close Mind: No longer requires both Stone Deaf and Heavy Scarring achievements. Improved reuse speed from 5 to 7 seconds per rank. </li><li>Enhance: Intervene, Intercept, Intercede: Also grants a temporary damage absorption bonus to your target by 3% per rank. </li><li>Enhance: Impose: Also reduces resistability by 1% per rank. </li><li>Enhance: Brag: Also reduces resistability by 1% per rank. </li><li>Soak Hit: Whenever you are the target of an Intervene ability, you receive a temporary damage absorption bonus of 9%. </li><li>Drag: Reduced duration from 5 to 4 seconds. </li><li>Alternate: Shiftiness: Increased detaunt effectiveness. </li><li>Evade: Renamed Control Hate: If Shiftiness is active, it reduces a hate position. Otherwise, it increases a hate position with an enemy. </li><li>Retribution of Stone: Increased trigger percentage from 20% to 25%. Damage by all ripostes are increased by 35%.</li></ul><p>I don't use the majority of these AA so they don't really effect me. I like the hate increase on Shiftiness, but a higher trigger % would have been nicer. Everything (except drag, see below) is a small upgrade to pretty useless AAs anyway. I didn't have time to go through all the AA, but knowing SoE other fighters and scouts probably got major upgrades and continue to pull away from us.</p><p>Drag got another second shaved off it's duration. I guess devs have come to some insane conclusion that we're too effective in raids and have to nerf our sole ability a bit to tone us down. Pretty soon drag is only going to be an extra taunt every 1.5 minutes. I can't understand their thinking here, why was it necessary to reduce it by one freaking second? We scream for some help to make us more useful on raids and they only see fit to nerf our raid ability. Man, the decisions these devs make are hard to understand sometimes</p>

MadGiggler
07-31-2007, 04:24 PM
couldnt agree more... another USELESS LU...  ah well... what else can we expect from dev's that dont ever listen to Brawlers...  meh..

Etchii
07-31-2007, 05:05 PM
<p>VERY important thread..</p><p> <a href="http://forums.station.sony.com/eq2/posts/list.m?topic_id=373996" target="_blank" rel="nofollow">http://forums.station.sony.com/eq2/...topic_id=373996</a></p>

ganjookie
07-31-2007, 06:56 PM
We did get an improvement raid waide on our DPS buff, I wouldnt call that useless

Agaxiq
07-31-2007, 09:18 PM
FYI, I went down STR/INT and Conditioning with the final line. I have 8 points in Claw Reversal, which gives a 5% riposte I have 7 points in Eagle's Talon, which increases parry by 14.7 I'm wearing the Foreordained Leggings, which add +2 parry I was grouped with a warlock who had propagations (4% increased chance for procs) but it did not help Retribution of Stone, it stayed at 25%. I was gonna get some parry adornments etc, but - In 11 encounters with 49 mobs total, (all green mobs) The Stoneskin proc'ed once, for 850 damage prevention.  Yes there are factors at work here, but still, for RNG to be this bad.... Its still not enough.  Save your AA's. agressiv

MadGiggler
07-31-2007, 11:36 PM
useless may have been a bit strong...however as always i was hoping for "everyday" changes that would enhance my everyday play... on a different note....  anyone else having their F/D spell fail allot after LU37??  i seem to be failing about 1/2 the time now...  maybe its just a run of bad luck...but never happened with such propensity before.

Kaycerzan
07-31-2007, 11:37 PM
I'm going to go with string of bad luck.  I haven't noticed any issues with it.

Etchii
08-01-2007, 10:33 AM
*whispers* <span style="font-size: xx-small">brawler aa abilites don't share a timer anymore...eagle spin, baton flurry, and the ranged one all on diffrent timers.  Didn't test others.  </span> 

tt66
08-01-2007, 11:21 AM
<cite>Etchii wrote:</cite><blockquote>*whispers* <span style="font-size: xx-small">brawler aa abilites don't share a timer anymore...eagle spin, baton flurry, and the ranged one all on diffrent timers.  Didn't test others.  </span> </blockquote><b>ACHIEVEMENTS</b> <ul><li>All second row achievement abilities in the class tree no longer share reuse timers with each other.</li></ul>

Java
08-01-2007, 11:59 AM
<blockquote><p><b>Bruiser </b></p><ul><li>Soak Hit: Whenever you are the target of an Intervene ability, you receive a temporary damage absorption bonus of 9%. </li></ul></blockquote><p> Why did they completely bork this AA final ability?  Its no longer worth it to take at all.  I looked at it yesterday after the update and the above is what it got changed to, not added.</p><p>Soak Hits now is only active when you are the target, meaning you have to have somone else attempting to take a hit for you, at which point it will absorb 9% of the damage from 1 hit before its gone.  For this to be effective, we would have to be in the group with another tank, and the Bruiser the tank, but as a trade, we lost 10% hit points.  This made the entire AA line completely useless where as it was simply an inconvience that we had to spend 10 points to get to Soak Hits.</p><p>Unless I am missing something, maybe a bug, but what ever it is, this change made it pointless to spend 11 points on the line.</p>

Etchii
08-01-2007, 12:13 PM
<cite>tt66 wrote:</cite><blockquote><cite>Etchii wrote:</cite><blockquote>*whispers* <span style="font-size: xx-small">brawler aa abilites don't share a timer anymore...eagle spin, baton flurry, and the ranged one all on diffrent timers.  Didn't test others.  </span> </blockquote><b>ACHIEVEMENTS</b> <ul><li>All second row achievement abilities in the class tree no longer share reuse timers with each other.</li></ul></blockquote> Cool lol I should learn to read

Entrari
08-01-2007, 01:15 PM
<cite>Java wrote:</cite><blockquote><blockquote><p><b>Bruiser </b></p><ul><li>Soak Hit: Whenever you are the target of an Intervene ability, you receive a temporary damage absorption bonus of 9%. </li></ul></blockquote><p> Why did they completely bork this AA final ability?  Its no longer worth it to take at all.  I looked at it yesterday after the update and the above is what it got changed to, not added.</p><p>Soak Hits now is only active when you are the target, meaning you have to have somone else attempting to take a hit for you, at which point it will absorb 9% of the damage from 1 hit before its gone.  For this to be effective, we would have to be in the group with another tank, and the Bruiser the tank, but as a trade, we lost 10% hit points.  This made the entire AA line completely useless where as it was simply an inconvience that we had to spend 10 points to get to Soak Hits.</p><p>Unless I am missing something, maybe a bug, but what ever it is, this change made it pointless to spend 11 points on the line.</p></blockquote>The only time I thought this line might have been even remotely cool was when I thought it was based off the shrug line not the intercede line. a permanent increase to HP woulda been cool. Once i Figured out it was the intercede line, I respecced immediately.

tt66
08-01-2007, 02:31 PM
<cite>Java wrote:</cite><blockquote><blockquote><p><b>Bruiser </b></p><ul><li>Soak Hit: Whenever you are the target of an Intervene ability, you receive a temporary damage absorption bonus of 9%. </li></ul></blockquote><p> Why did they completely bork this AA final ability?  Its no longer worth it to take at all.  I looked at it yesterday after the update and the above is what it got changed to, not added.</p><p>Soak Hits now is only active when you are the target, meaning you have to have somone else attempting to take a hit for you, at which point it will absorb 9% of the damage from 1 hit before its gone.  For this to be effective, we would have to be in the group with another tank, and the Bruiser the tank, but as a trade, we lost 10% hit points.  This made the entire AA line completely useless where as it was simply an inconvience that we had to spend 10 points to get to Soak Hits.</p><p>Unless I am missing something, maybe a bug, but what ever it is, this change made it pointless to spend 11 points on the line.</p></blockquote>Hey, look at it this way : The "protection line" is still useless (apart from 5 points in self-heal), the intercede line is useless.. it makes setting up Bruiser AA trees easy! 5 in heal, 21 in aggro management, 24 in dps. You have 4 points to upgrade single target taunt(3), feign death(3) and rescue(0). That's the only decision required <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" />

Madmoon
08-01-2007, 03:13 PM
Ganeden wrote: <blockquote>I didn't have time to go through all the AA, but knowing SoE other fighters and scouts probably got major upgrades and continue to pull away from us.</blockquote><p>I don't know why they nerfed Drag, but they did try to get us more involved in raids, thus the hate transfer work.  I don't like the nerf, because with the lag in raids, you needed all those seconds to spam the taunts.  But I do like the hate transfer changes, though I don't know whether they will actually make us more useful in raids or not. <shrug> The scouts, however, are not happy.  Brigands and rangers seem to be screaming the most, but none are happy.  This may go down as the Brawler Correction, much as the stun nerfs were seen to help the enchanters at the expense of everyone else.</p><p>Kithian wrote: </p><p>"We did get an improvement raid waide on our DPS buff, I wouldnt call that useless."</p><p>Kithian, where'd you see this?  I reviewed the update note, I didn't see anything to that effect.  Raid wide?  Is there a range?</p><p>Redmouser Bruiser, AB</p>

Entrari
08-01-2007, 03:46 PM
Only things I've seen that are raid wide are intercede and shrug lines. Rabid Cry is still group only =(

EQ2Luv
08-01-2007, 05:07 PM
Entrari@Guk wrote: <blockquote>Only things I've seen that are raid wide are intercede and shrug lines. Rabid Cry is still group only =( </blockquote> Raid wide Rabid Cry is slotted for LU 38.

Etchii
08-01-2007, 05:35 PM
How do you know this?

Cornbread Muffin
08-01-2007, 05:40 PM
Because Lockeye said so over in the Monk forum.

Madmoon
08-02-2007, 11:10 AM
Raid-wide Rabid Cry and hate management.... with what we have always brought (Drag, off-tanking, moderate DPS, taunting, etc.,) think this'll finally put to rest Bruiser concerns for EoF raids?

Thail
08-04-2007, 02:16 AM
Totally pathetic Bruiser update. Yay, they fixed out AA timers. BACK TO THE WAY THEY WERE! They Nerfed Dragg. Yay our only raid worthy skill and didn't add raid wide Rapid Cry (which is a total bandaide anyway) They nerfed Calious Stomp and Soak hit. Seriously whats left? Oh, yes Devs. I remember. I'll be home all this week. For the running jump kick in the balls.

Bobbette
08-05-2007, 08:49 AM
Well I'm pleased with the change to Rabid Cry.  Yesterday I duo'ed with an assassin and it was pretty easy for him to dump aggro back to me each time he hit his detaunts.  Later that night I grouped with the same assassin on my SK, we had a coercer in the group so my SK had the hate buffage and it was noticeably harder for the assassin to detaunt aggro back to me.  Manageable yes, but required noticeably more work for him to shake it. I like the idea that as fighters we'll be responsible for helping to manage aggro in the raid, even if it is through a proverbial side door.  SOE has taken a step in the right direction.  Now they need to take the next step in addressing brawler tankability to ensure we don't become raid buff bots. I know I kept mentioning raids but whatever they do to fix our tanking capability will help our grouping too.

PhozFa
08-07-2007, 06:22 PM
Velda@Antonia Bayle wrote: <blockquote>Well I'm pleased with the change to Rabid Cry.  Yesterday I duo'ed with an assassin and it was pretty easy for him to dump aggro back to me each time he hit his detaunts.  Later that night I grouped with the same assassin on my SK, we had a coercer in the group so my SK had the hate buffage and it was noticeably harder for the assassin to detaunt aggro back to me.  Manageable yes, but required noticeably more work for him to shake it. I like the idea that as fighters we'll be responsible for helping to manage aggro in the raid, even if it is through a proverbial side door.  SOE has taken a step in the right direction.  Now they need to take the next step in addressing brawler tankability to ensure we don't become raid buff bots. I know I kept mentioning raids but whatever they do to fix our tanking capability will help our grouping too. </blockquote>buff bot > useless