View Full Version : Rabid Cry Changers
Why1984
09-12-2007, 07:30 PM
<p>Well I'm unsure if 89.6+dmg to CA's is better then +25% DPS mod.</p><p>However I'm assumeing last night's changers Monks got too keep there self haste mob (along with there haste%+ with there offensive stance) So I'm just wounder if were'v been basicly screwd over in terms of DPS?</p><p> Fully masterd monk can basicly hit X2-X3 faster then us so any one elles think Monks now get a huge advantige over a Bruiser now?</p>
Kaycerzan
09-12-2007, 07:46 PM
I think the early math was showing that we do slightly higher burst dps, but lower overall dps in the long run.As for changes to us vurses monks, I would highly doubt any kind of changes were made or it would be all over the place. I'm still waiting for the nitwit who put Scared Still and Instill Panic on the same timer to fess up.
Cornbread Muffin
09-12-2007, 09:40 PM
<p>+89 CA damage works out to about 40 DPS. For me, solo, I do about 400 DPS from autoattacks. That means I only break even when the +25 DPS from Rabid Cry hits enough of the DPS curve to be worth only a 10% increase. If I am lower on the curve than that (meaning the +25 DPS mod is worth more) then this change is bad for me. If I am higher on the dps curve than this change is good for me.</p><p>As I said, solo I do about 400 DPS from autoattacks and have a 43 DPS mod, which works out to about 45% damage increase. Now my DPS mod is 18, which works out to about 20%. At 70 you have 69%. If I recall correctly, at 121 you have 103%. The curve gets pretty steep after your reach 110 or so.</p><p>So, solo I just lost 68 DPS, which is about 8.5% of my total DPS. That is including the 40 DPS increase from my CAs.</p><p>In a raid str ring proc up I would I would need a dirge and a zerker, or a dirge and an inq, or a coercer for this change to be advantageous for me. My weapons are Fist of Bashing and Twin Calamities. I don't even have quality EOF raid weapons let alone contested weapons. If I did then I would do much more autoattack DPS while my CA dps would stay the same, making this change still worse for me. So, if you're in a highly DPS-buffed raid group or single group all the time then you probably work out alright. If you aren't (which I suspect is most of the bruisers out there) or while you are soloing you got [Removed for Content].</p><p>Like everything else they've shoveled on us recently, this new ability doesn't upgrade when my gear upgrades. I'm surprised more people aren't fuming over this.</p>
Well all I can say is that I don't know the mechanics of this all, but I feel that when I can't notice an increase in dps, then it is bad. I did like having the dps mod because others in group could benefit from it as well and they can't now or am I wrong on this one?. I am sure that soe did a parse test of this "maybe" before they made the change. Anyways I am not impressed. I am just the same ole bruiser that I once was. My other bruiser friend said " I can't see any difference" so what gives? Yes my cousins monk is still hasted like a bolt of lightening! Oh well just another day in soe's world. I just feel that my bruiser should at least come close to the melee damage of my zerker (not including devistation fist here). Sorry just ranting. Not sure where to go with this toon anymore.
deadsidedemon
09-13-2007, 07:49 AM
<p>I'm not a big fan of the change. This, plus the change to DF, just makes the bruisers that much better soloing ... as if that was necessary. But I think the +25 dps mod to the whole raid would have been more beneficial -- but maybe they felt it was *too* beneficial, hence the change.</p><p>That said, I'm pretty constantly over 100 dps mod during fights anyway ... so it actually helps my personal overall dps some. Last night I was still sitting around +110 dps mod more often than not.</p>
kooking
09-13-2007, 08:00 AM
<p>well another change and yet again not for the better.</p><p>i have a monk and a bruiser at 70 and while i dont raid i have no objection to spending money on the broker so my toons arent kitted out too badly.</p><p>the conversation i saw in the 60's chat about this basically had a few bruisers who were very unhappy with it and one guy who replied to them 'well it works raid wide now so i dont see what you are [I cannot control my vocabulary] at'</p><p>from all the other threads you see on brawlers raiding its not like they are a wanted class in raids. ok now there may be room for one monk and one bruiser on a raid for the raid buff, but you see here is the thing...............</p><p>MOST BRAWLERS DONT RAID</p><p>most of us solo or like me tend to do small to full groups where im sorry but i fail to see how this change is anything but another case of soe saying 'ok drop em and bend over, nerf incoming'.</p><p>even in raids which as i say i dont do, the chances of this being a good change dps wise is very minimal. change it back to +dps please and try to think of the majority of your brawler customer base instead of how it will effect the tiny minority in their pursuit of uberness. as i have yet to see a single briuser say 'oh wow wonderful change thanks very much' i dont think you have the backing of the bruiser community on this one. not of course that that normally makes a blind bit of difference.</p><p>while most of us who like brawlers will carry on im sure, so yes you will still keep getting my money, i do however think a good number of us get a little bit tired of classed by alot of players as being the [I cannot control my vocabulary] end of the tank classes then being told by you that we have to 'take one for the team' and not even being given the option of a bit of lubrication to ease the pain.</p><p>so bruisers please raise your glasses and give a toast to soe and wish them good health and long life......... whichever planet they are bloody living on.</p>
<p>Ok someone help me here, but why is it that a monk has the ability to be self hasted over 100 (if I am wrong on that forgive me), and us bruisers now have to attain dps through adornments? Doesn't the monk have this haste through the offensive stance, group haste, and everburning fire ( or what ever it is)?....all I know is they can stack. So why is it that bruisers cannot have a dps mod similar to how a monk gets haste? I am not asking for bruisers to have haste or anything else that a monk has...if so then we would be monks. I was under the impression when I roled a bruiser that the bruiser class had the ability to hit a mob HARD, not hit the mob twenty five times in one sec. If the monks haste was taken away then what would classify them as monks? NOTE : I do not want a monks haste taken away from them or nerfed!! Monks are suppose to be quick and agile fighters, bruisers should be hard hitting, counterattacking fighters..this is the impression that I had by reading about the bruiser class. Anyway I always felt that the dps mod we did have was small boost but still did nothing in comparison to what it should have been. So if monks can augment there attack with haste, then what now does a bruiser get to augment there attacks? I just feel that since we are somewhat like a monk that bruisers too should be able to modify at least dps through offensive stance, group dsp mod, and a combat art that drains either power or heal, and they all stack...similar to how a monks haste works. Thanks for your time.</p>
Why1984
09-14-2007, 02:44 AM
<p>I betrayed over to a monk last night..</p><p> Needless to say haste mod with 3 of the haste skills on M1 = 106 haste (94% faster atks)</p><p>Whil I did lose a hell of alot of M1s due to the change I'm much prefering there buffs over what We got yesturday.... CA's maybe a slight bit weaker but with basicly haveing double attack now due to the haste when out of power I'm assumeing My dps is a hell of alot higher.</p><p> Though from the change I'v notice Bruiser had better taunts and mitt/advoidence buffs so it seems to Me anyways Bruiser make a better tank despite there name....Which I find odd.</p>
grish
09-14-2007, 11:20 AM
<cite>deadsidedemon wrote:</cite> <blockquote><p> But I think the +25 dps mod to the whole raid would have been more beneficial -- but maybe they felt it was *too* beneficial, hence the change.</p></blockquote><p>Nah, if anything it wouldnt have benificial enough when in terms of a raid wide buff. Any self respecting raid has someone buffing some kind of dps in the groups with melee in it, my guess is most dps classes are sitting at least at 50 dps, if not 70-90 easily (my assassin sits at 130dps in his normal group). So everyone is either beyond the dimishing curve, or pretty darn close to it.</p><p> Also, this is the type of change that can have longevity in the game as far as being benificial. When ROK comes out they can increase the taunt/detaunt and change the CA damage amount and this skill will still be good, where dps mod in expantion with adornments and groups would def put you over the diminishing return point for dps. Eventually either these +mod skill buffs are all going to be nerfed down like they did to hate transfers, or changed to be something you will use long term.</p><p> Just picture this for all you monk vs bruiser ppl... Next expansion monk gets more haste and casting speed? WOW more haste?! How happy they must be that they already are swinging at max speed and getting more haste! Now we on the other hand may get 100+ more on all of our combat arts! Who is getting the shaft here, certainly not us.</p><p>Now, a lot of ppl who compare monks to bruisers use the haste vs dps argument still, but really folks there aer some things you can do to level the playing field</p><p>Get DT access done +23 haste+2 Haste Adorn for Belt+10 dps mods on neck and thrown weapon1 str and 1 agi master crafted ring (dps and haste mods, they proc a lot)</p><p>The rings proc quite a bit, and really level the playing field. When compairing the two classes, when you do this you really are taking away one of the big advantages monks have (in terms of auto attack) by self buffinf our own haste. And while you may think 60 haste isnt much, the majority of ppl that argue monks vs bruisers are the ill geared ones, and chances are you all are using twin calamities and fists of bashing, both very fast weapons which dont take a lot of haste to get swinging a lot faster.</p>
Cornbread Muffin
09-14-2007, 01:42 PM
<cite>grish wrote:</cite> <blockquote><p>Nah, if anything it wouldnt have benificial enough when in terms of a raid wide buff. Any self respecting raid has someone buffing some kind of dps in the groups with melee in it, my guess is most dps classes are sitting at least at 50 dps, if not 70-90 easily (my assassin sits at 130dps in his normal group). So everyone is either beyond the dimishing curve, or pretty darn close to it.</p></blockquote><p>When soloing +CA damage is worse. In most (not all, but most) heroic groups +CA damage is worse. There's two out of three aspects of the game where this is almost always the lesser of the two options.</p><p>For raiding, 70 dps = 69%, 89 dps = 87%. 121 dps = 103% (I think). As an assassin you are probably the absolute best case scenario for the +CA damage. You get 39.565 CA attacks per minute on average in a perfect scenario. That is 59 DPS - almost 50% more than we get out of the buff. You self buff your DPS by 69, plus an easily-obtained earring and a pair of adornments that is 97 right away. Assassins can do what, 3k damage? How much is autoatack, 40%? That's 1200 autoattack DPS. With these numbers, for you to break even the +25 DPS you could have had needs to be diminished down to 4.9%. With a ring proc up another +25 DPS is almost guaranteed to be 4.9% or less.</p><p>In your normal group you sit at 130, but anyone else in your spot would only sit at 61. With a ring proc up that is 89. Another +25 would put them at 114. Unfortunately I don't know the number for 114 but I believe it is around 99%. So that is a 12% DPS increase. For a bruiser getting 40 DPS out of the +CA damage this is only an equal trade if my autoattack dmg (at 50% of my total) is less than 333 DPS. In reality, my autoattack damage on a raid in a good group is 2.4 times that much and I use KOS gear.</p><p>Will it be better when ROK comes out? Almost assuredly not for solo and group play. Time will tell for raids.</p>
EQ2Luv
09-14-2007, 05:34 PM
<cite>Cornbread Muffin wrote:</cite><blockquote>So, solo I just lost 68 DPS, which is about 8.5% of my total DPS. That is including the 40 DPS increase from my CAs.</blockquote>From the numbers you gave, it seems like you lost 69 dps but gained 40, for a net loss of 29 dps, no? I think grish makes a good point that as the expansion rolls out the dps mods on items will increase and hence the effective gain from 25dps mod will go down. So it may well end up that the + CA damage will equal out or become better. Presumably there will be an upgrade to the spell in RoK so it will not stay flat at +90 to CA. Also you are rolling in KoS gear as you said. There's quite a bit of 'frenzy' gear in EoF and items that proc dps mods, again signs that in RoK people will have a higher base dps mod. Also, dirges and inqui will get upgrades to their DPS buffs, so that it may only take one or the other to get your base dps mod high into the diminishing returns curve. In short, it's very possible (though not definite) that base dps mods in RoK will be well into the diminishing returns curve.
Cornbread Muffin
09-15-2007, 01:31 PM
No, I lost 25% of my 400 autoattack dmg, which is 100. I gain back 40, though, putting me at -60. I honestly have no idea where I came up with 68...I guess I just fat fingered the keyboard or something because I see no numbers that would lead to 68. <img src="http://forums.station.sony.com/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" width="15" height="15" />
LordKaelix
09-16-2007, 12:54 PM
Odd I'm not seeing the impact on solo DPS and Raid DPS has gone up.Just like Assassins the lions share of our DPS is from our CAs & Procs so this doesn't surprise me.KinshiruUnrest
Novusod
09-16-2007, 02:42 PM
Between the monk casting buff and the bruiser melee buff my troubador which benifits from both was doing almost 200 extra dps. I went from parsing in the 700s to parsing in the 900s and even broke a 1000 a few times. The bruiser was doing 800dps and the monk doing 1100dps which is overall lower for them.
Cornbread Muffin
09-16-2007, 08:50 PM
<cite>LordKaelix wrote:</cite><blockquote>Odd I'm not seeing the impact on solo DPS and Raid DPS has gone up.Just like Assassins the lions share of our DPS is from our CAs & Procs so this doesn't surprise me.KinshiruUnrest</blockquote>Half of my DPS is from autoattack, the other half is a mixture of procs and CAs. I'm pretty sure that is the standard breakdown.
Kaycerzan
09-17-2007, 01:33 AM
I would take note of the fact that if this buff was supposed to be the thing that gets us back into raids as a class, they failed in one particular aspect. Raid Wide buff means that this gets one bruiser in. One. Since all our other buffs are self only, and the raidwide doesn't stack...
Sheirark
09-17-2007, 08:38 AM
<p>Well, i humbly submit my opinion heh. I'd say that this buff is a great addition to our spells. I am not seeing any less dps solo, and on raids i'm actually seeing about 200 more dps. Our ca's are what truly seperate us from monks damage wise. Yes a monk will always out dps u with his haste if u just auto atk, but rarely is anyone ever just auto atk'ing. Furthermore, ur strait auto atk dps should have been increased by the change to all one handers. And something i havn't heard anyone talk about is the 20% effectiveness modifier of taunts and detaunts. Seriously if u are a raider or have aspirations of such, then that alone as a raid buff is golden to you. And i must step in and say, guys bruisers arn't supposed to top the dps charts. I can pull off a 3k dps fight in a raid, but that's when i blow crane flock and knockout combo on a 45 second fight. Also if u raid, look at the damage u are now giving all ur melee buddies. I do solo alot as well and "farm" for lack of a better word solo, i see really no big difference. Now after saying all that, i am totally fabled, with 80+ rating one handers, so maybe the difference is less noticable for me, but overall i like the changes very much. </p><p>P.S. Neone ever tells u that bruisers can't tank, tell em to come watch me tank epics in eof <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /></p>
Junaru
09-17-2007, 10:19 AM
If I'm not mistaken didn't the DPS mod only benefit melee classes? The new changes let your buff help all classes now. My best guess is they wanted to make your raid wide buff help all classes and since they already gave Monks a spell haste the best they could come up with for Bruisers was this. Sad part is this skill helps Monks more then Bruisers. Since we have fast recast/low damage CA's I'll take advantage of it more then a Bruiser.Now this next part I'm sure a lot of you wont like but you need to think of this buff as a group/raid buff not a self buff. It's meant to increase your group/raid DPS. You might not like the changes but understand this over the DPS buff not increases the raid wide DPS more then the old DPS even if the DPS buff was raid wide.As for Monk haste. I've said it before it's not all it's cracked up to be. Self buffed I sit at 129 haste. In a raid I'm WELL beyond max haste. I don't even wear a STR ring (or is it STA ring. Anyways the haste proc one) because the proc is wasted on me. In a solo area we do around the same DPS so the added haste doesn't benefit us over you. In a raid I max out haste where as the Bruisers have room to grow. This alone gives you the upper hand.
Sheirark
09-17-2007, 10:27 AM
Yes this buff prob does help out monks a bit more, but if it's helping u then that means i'm grabbing ur haste buff for myself which makes me happy lol
Junaru
09-17-2007, 11:19 AM
Watch what you wish for. They might make one toon from both classes Monuiser or Bruisonk. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />
Kaycerzan
09-17-2007, 12:26 PM
I'm not sure I follow, Junaru. +25dps mod affected anyone who used autoattack. +90CA damage affects anyone who uses combat arts. In both cases, it pretty much affected only melee classes. The only bonus to mages and priests is that they get hit by the +20% taunt / detaunt portion.And in terms of increasing raid dps, I'll combine the two arguments already made in this thread..... Bruisers don't get on raids much, and this buff means raids only need to take one bruiser to get everyone the buff. If this was supposed to get us off the raiding blacklist, it has failed for 99% of the community.
kooking
09-17-2007, 05:00 PM
<p>Maybe this change to me is classed as a nerf because i generally two box a tank and a dps class with my friend playing the healer. This obviously means im generally relying on autoattack while i click buttons on the other box.</p><p>For the style of gaming i tend to play, while it hasnt killed off the bruiser it has however made a rather large and very noticeable difference to dps.</p><p>Seemingly from the replies in this post overall it has had little difference one way or the other. Solo seems to not have changed to an overly large degree.</p><p>Well im glad that the majority dont seem to have been whacked with a large nerf, for me though it was a rather large hit. As previous people have said there will now be room for one bruiser on a raid more than likely, personally i would have preferred they left well enough alone and stuck with the +dps. </p><p>They certainly wont change it back as it takes a small army of raiders crying before that happens. Not having a pop at the raiders there its just generally the way the forums run in my experience.</p><p>Well the bruiser gets somewhat sidelined for now it looks like until soe do their usual trick of nerfing the hell out of one of the other tanks and make the bruiser a more viable option for me.</p><p>Have fun till the next nerf.......... sorry i mean gameplay enhancement feature</p><p>(SoE Disclaimer....... gameplay enhancement features may or may not actually enhance gameplay. We reserve the right to screw over your class at any point)</p>
Kaycerzan
09-17-2007, 07:11 PM
Oh, and in the continuing debate of bruiser vs monk, I'd also like to point out that crafted rings are designed towards monks rather than us as well. Haste ring : 3% chance to proc on a CA. (low proc rate on our high refresh CAs) DPS ring : 1.8 ppm on melee (higher proc rate on any melee combat)Meaning that a dps ring is the hands of a monk is going to boost them more frequently than a haste ring would us. I sometimes wonder why I still carry that dang agi ring around.
Quicksilver74
09-18-2007, 09:37 AM
<cite>kooking wrote:</cite><blockquote><p>MOST BRAWLERS DONT RAID</p></blockquote><p>I'd like to know where you get your information from. That is a bold statement, and I don't believe for a second that it is true. Maybe you are not wanted in raids on your brawler, but don't make a false statement labelling brawlers across the globe without some solid facts to back it up. </p><p> Are you including players who have a bruiser or monk Alt in your figureing? Or only mains? I find it hard to believe that over 51% (which would count as most) of monks and bruisers who finally get up to level 70, never have gone on a raid. </p>
Siatfallen
09-18-2007, 01:11 PM
Monks and haste/dps rings:I play a monk, and I would never use the haste ring; It'd be an utter waste of a ring slot. As a bruiser, you can benfit from both. What's your issue? Sure, you get the proc less often that we would... But we don't want it in the first place. We're so far into diminishing returns on haste, it's not remotely useful (124 selfhasted right now).Rabid cry changes:I suppose it will provide slightly less of a benefit for melee classes DPSwise on the first look. But consider the following:I'm currently playing a monk. We have 0 dps mod from class features. Using gear only, it is possible to hit 34 DPS mod selfbuffed permanently, with procs taking this up to 62 (from the imbued str ring) for pretty much all of the fight once it goes off and further to 77 (cloak of Valor) for 15 seconds now and then (theoretically with both luck of the dirge and blessings it should be up far over 50% of the time).* This is obtainable without ever touching a x4 raid. The hardest part will be the 6 dps mod from the gi, which is from the mold you can get from the last of the city writ raids at t7.Bruisers can get all of the above items except for the cloak of valor (Rageweave Gi from city writ raids, Ivy-Shrouded Earring of Tunare, 2x DPS mod adornments on neck and ranged slot, the mastercrafted strength imbued t7 ring). For the Cloak, pick up the Rallos Zek cloak (which is actually superior to Mith Marr cloak for DPS due to the very powerful proc on it). If you add 25 DPS mod to the existing modifiers from your former rabid cry, you hit 102, just on the edge of diminishing returns. Now slab your bruiser into a dirge group, and you have so much DPS, you get very little out of the added +25. In other words, the modifier begins to come into competition with the dirge's group buff, or the inquisitor and coercer single target buff.In the example given above, the only brawler specific item is the rageweave gi. Hence, predators and rogue can hit much the same equipment modifiers. Subtract 6 from the result and it should be spot on, and that's wihtout any specifc scout/fighter gear out there they can use with an additional benefit and possible CAs to futher enhance their DPS mod (it occurs to me some of them may have something, but I'm essentially clueless on scout CAs, sadly). Hence, they have the same problem.If anyone here does not know how to obtain any of the items listed above and would like to know, please send me a PM; I have handwavily given the location on some of it above, but I'd not mind specifying one bit. To me as a monk, these are hugely effective items for raiding, and likely stuff I would use over whatever else I might come across.This is a raiding situation, but I believe this is part of why the change was made. In an optimised DPS group (or any group with a dirge really), brawlers and, I would assume, any melee class set up for DPS mod is going to get much more out of the +90 CA damage.Of course, this hinges on the logic that enchanters and bards are cornerstones of succesful raiding... Which I believe is a problem in need of serious attention; it is however in my view the sad state of things to begin with. This change means your buff will now work regardless of dirges and the like, as it operates on different terms, and that should be a clear advantage.If, as many state here, you cannot reliably get into a DPS group (or a group with a dirge, inquisitor or coercer willing to give you their DPS buff), then I understand the problem, and for soloing, yes, this should reduce your DPS by a bit.As it stands, if you can get into a raid set up to accomodate melee DPSers, then this change will provide a large DPS increase raidwide. For grouping, to more than make up for this loss, team up with a dirge, an inquisitor or a coercer.I believe a large part of why people cannot agree how this buff is a good or a bad thing has to do with itemization and group setups.Wether requiring such optimization of equipment as a basis for calculating buffs is a good or a bad thing... Is a matter very much open to debate. I don't like it much myself. [edit: It goes to show that the content of this expansion has been stretched thin, the caps are being hit too easily by too many, and hopefully a new expansion will set this straight.]*I should note that I do not posses all of this equipment myself yet. I lack the rageweave gi and the ranged adornment. Hence, I am 16 "behind" the calculation given here.Edit: I thought I should add, if you want more DPS mod: There is a repeatable quest in TT on the froglok isle where you have to kill approximately 15 scaleborn warriors (grey at level 70), whose reward is a charm, useable from inventory, with two charges that gives +10 DPS for 5 minutes (next to that quest chest is one that gives a quest much like it, the reward giving 15 haste instead of 10 DPS by the way). Dragging three of each of these into a lyceum run the other day was just quite entertaining. Additionally, if you really want to stretch DPS mod potential, there's the severed werewolf paw.... Which is a raid reward for EoF, though, and hence out of the range of most, including myself.
Kaycerzan
09-18-2007, 05:29 PM
My issue is that there's no reason for the rings to be different. A monk using a DPS ring will proc is almost constantly. I would be suprised to see much outside an erroneous parse that shows it NOT activated for a majority of the fighting time.A brawler using a haste ring has a very low chance to proc on their first volley of CAs, and if it doesn't go we go without for the next 30 seconds before most of the CAs are up again. I've had this ring for a while, and truth be told, it's usually not worth the stats I give up to get the proc with how infrequently it goes off.Also, you're putting this rabid cry change into an ideal environment and calling it even. Such is usually not the case.The counter to your ideal situation is any fight where power is consumed / drained at any substantial rate, everyone loses. no power = no CAs = buff is doing nothing, as opposed to dps mod where you're still getting the increased autoatk damage.
ganjookie
09-18-2007, 10:01 PM
WB Crabbock!
Siatfallen
09-19-2007, 12:07 AM
As for the haste ring, fair enough, I have not used one since I was level 40-something I think (and I was a monk even then), so you would know better than I how often it procs nowadays.<cite>Kaycerzan wrote:</cite><blockquote>Also, you're putting this rabid cry change into an ideal environment and calling it even. Such is usually not the case.The counter to your ideal situation is any fight where power is consumed / drained at any substantial rate, everyone loses. no power = no CAs = buff is doing nothing, as opposed to dps mod where you're still getting the increased autoatk damage.</blockquote>Which returns us to the subject of bards and enchanters.The only thing required for the "optimal" setup is one of these four classes in your group. Incidentally, not only will that increase DPS as explained above (though of course I concede that the margin of gain is naturally greater with coercers and dirges than troubadours and illusionists in this case), they will also provide mana regen.This is, I think, how raid setups are envisioned by now, and so, the buff has been changed to reflect that. I think the reason this is happening, once again, is that the present expansion is wearing thin, caps are being reached too easily by too many, and hence they are trying to spread out to cover more areas.Is that development positive? No, I don't think it is, but I do hope RoK will mitigate it. Is the bruiser changes, with raids in mind, desirable with this development in mind? Yes, I think they are, if and only if you happen to belong to a raidforce with members to set up optimal groups.
Skratttt
09-19-2007, 08:39 AM
Well i dont know but it could show some real potential... now is it normalized to 3 seconds?? (for example the +12 dmg adornments for weapons faster than 3 seconds hit for less.. aka a weapon with 1 sec delay hits for 1/3 advertised dmg ad up)What i did notice it only increased the damage of the first swing of my multi hit CA's <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" />
Kaycerzan
09-19-2007, 04:38 PM
It was already stated that for dots / multi-hit arts it would only affect the initial impact.
vBulletin® v3.7.5, Copyright ©2000-2025, Jelsoft Enterprises Ltd.