PDA

View Full Version : What would bruisers need to make them more raid viable?


evilgamer
04-17-2008, 01:10 PM
<p>Buffs?</p><p> DPS?</p><p>Increased tanking ability?</p><p>Content that requires multiple tanks in stead of just a MA and SA?</p><p>Thoughts?</p>

Aull
04-17-2008, 02:11 PM
<p>Well I have read many things about bruisers and from what I gather a bruiser "uses a fast offense before a defense". I read that from the eqII players guide and there is more than that as well. So if anything I would figure that a bruiser should have some kind of dps buff(s) for the group/raid. We do have a +112 to ca damage with the 20% to taunts and detaunts on the master lvl that is nice, but I feel that since the fear and mezz are now on the same timer that the fear should be removed and replaced with a + chance to hit with melee and spells. I think that would be appropriate for the raid wide buff. The + as of now is a variable since I do not know of a number that would be satisfactory but not over powering. This would possibly be my first choice since it would help both the melee and spell casters alike.</p><p>For just a grouping ability this maybe a far shot but maybe even make a separate group version similar to knockout combo but less damage and without the stuns that lasts for like ten seconds and a three min recast. Something like adds 100-350 damage to all group member combat arts. That is just a thought.</p><p>Again from what I have been reading is that bruisers are more inclined to offense than defense so anything that can help with offense of self and others would be good.</p><p>Those are just some thoughts. Thanks</p>

Owa
04-17-2008, 03:48 PM
<span style="font-size: medium;font-family: times new roman,times;">Everyone loves more DPS on raids, right? An easy way to make Bruisers wanted on raids which fits in with the lore of the class and without treading on any other classes' toes too much would be to <i>substantially</i> boost the CA buffs (raid only, not group) on our Bruising Cry. It might [Removed for Content] the Bards off a bit at first, but if you make our buff stack only with theirs everyone should be happy.</span>

Moongloom
04-17-2008, 04:19 PM
To me, it might even be better just to redesignate brawlers under the Scout archetype tree.  This may solve many of the problems we see now.

ganjookie
04-17-2008, 06:09 PM
I wouldn't mind a group version of KO wit ha reduced timer, and a 2 min cool down, or a group melee +%

Aull
04-17-2008, 09:26 PM
<p>I just want to give this quote about the description of the bruiser from the EQII players guide. So if you never read this here it is.</p><p>"Bruisers come from one of the several orders of brawlers based in Freeport - most notoriously, the Dreadnoughts - who have honed their bodies into veritable killing machines. They do not concern themselves with the artistry of their style or with any sort of ethical or moral quandaries regarding combat. They simply learn to fight, and fight well. Because the style seems to lack sophistication, it's certainly not evident that the art of the bruiser originated from the founders of the Dreadnoughts who were former monks of the Ashen Order."</p><p>Attributes: " The bruiser is physically very tough, and can both take and deal out a great deal of punishment. She does not rely heavily on skills, but focuses on developing her physical prowess, using her hands, feet, and other body parts as devastating weapons. Even more than a brawler, the bruiser relies on quick and effective offense over defense, relying on her high health and damage reduction to take the edge off her opponent's attacks."</p><p>Sounds like we are meant to be more dps inclined to me.</p><p>Thanks</p>

CorpseGoddess
04-17-2008, 10:23 PM
The easy answer is more raid-wide---heck, even *group-wide*---buffs for us.Personally?  Since we seem to be the "Jack of most trades, master of none" class, I'd like to see more utilities for us.  Give us group invis or track---or both.  Give us group rez (it makes sense, with our FD.  Just have to figure out the lore aspect details, I guess).I like my bruiser best of all my toons because she's well-rounded and her survivability level is high.  I think they should play that up more.Of course, that being said, I am definitely more of a solo or duo player---not much of a raider at all.

evilgamer
04-18-2008, 02:58 AM
<cite>Quugut@Mistmoore wrote:</cite><blockquote>To me, it might even be better just to redesignate brawlers under the Scout archetype tree.  This may solve many of the problems we see now.</blockquote><p>I dont know about that, we get taunts and such, we are tanks, just avoidence dps orientated tanks.</p><p>I tank grp content just fine.</p>

Pnaxx
04-18-2008, 10:12 AM
<cite>Quugut@Mistmoore wrote:</cite><blockquote>To me, it might even be better just to redesignate brawlers under the Scout archetype tree.  This may solve many of the problems we see now.</blockquote>What?

Pnaxx
04-18-2008, 10:30 AM
<p>Strengths of Bruiser's that could translate to great Raid buffs: ( I know we offer some of these but I am talking about improving them to the point that we get the Yippy factor)</p><p>Stuns. We could offer a buff that allows the MT/Group to Stun/Knock Down the mobs on a short reuse timer to be effective throughout the long fights.</p><ol><li>Heal. Offer a heal to group or MT throughout fight.</li><li>Avoidance. Offer Group/MT a serious boost in Avoidance for periods of time.</li><li>DPS. Boost Raid/MT damage for bursts not as haste.</li><li>FD. Single target FD which would be used on those who pick up agro.</li><li>Bob and Weave buff.</li><li>K.O. Combo for gorup or MT.</li></ol><p>I know all of these can't be offered, but a couple could be. These would fit into our given attributes already and would be welcome additions to a group. I know other classes can offer some of these, but hey, the point is to be able to fit into a slot and still benefit the team.</p>

Sorffats
04-21-2008, 03:53 AM
<p>We have one group/raid buff.  While it is decent since it increases the effectiveness of taunts and detaunts and adds a bit to CA dmg, it is certainly not something that will make or break a raid.   That is what we need to be a wanted class for raids.   Clerics and Shaman are heavily needed for their hp buffs and debuffs as well as the reactives and wards.   Druids are relied upon for their fast heals.   Enchanters for crowd control and the various buffs they give (i admit, playing pvp on FP side, I don't know much about illusionists, but I know that coercers add hate for tanks as well as being able to replenish power).   Rogues and predators for their amazing dps (and brigands, specifically, for dispatch).   Sorcerors and summoners for the great damage output they spend for raids.  Bards for their group utility.   Plate tanks for the obvious.</p><p>Bruisers seem to be the only class left in the cold as for having anything needed for a raid.</p><p>We need something to make our guilds say, "HOORAY!  this raid is a success, we have a BRUISER!"</p><p>Some suggestions (probably most stated above):1.  Give us another raid utility buff and/or increase the effectiveness of the one we have.   A raid wide DPS increase buff would be sweet.2.  I like the idea of a raid/group knockout.   Even if it only lasts 20 seconds and has a reduced effectiveness as the knockout we now have.  That would be ideal for increasing raid wide dps.   Put it on the same timer as the one we have now, so that we aren't able to use them both at the same time or back to back3.  Decrease our cooldowns on most of our CA's.  I can see gut punch and Chin Break having a bit more of a cooldown than the rest, but adamantine fist, etc should be more along the cooldown as our front kick or hammer is.4.  Give us a bruiser only upgrade to intercede.  Make it where it will intercede 100% of dmg taken from our target but with like a 25% chance for us to completely avoid taking the dmg ourselves.   Put it in an aa line that will increase the chance to avoid as we put more aa's in it.5.  Make Chi a group/raid wide temp buff.  How awesome would that be?</p><p>There are many ideas out there, some of them not as great as others, but give us a hand, here, SOE.  You've nerfed us to H3LL and back (dps, avoidance, tankability, mitigation, etc.).  The least you could do is give us some utility where we can play somewhat of a necessary role in raids and groups.</p>

Nazgul
04-21-2008, 06:48 AM
<cite>Quugut@Mistmoore wrote:</cite><blockquote>To me, it might even be better just to redesignate brawlers under the Scout archetype tree.  This may solve many of the problems we see now.</blockquote>Good idea, or maybe the Priest tree?

Severin
04-22-2008, 05:15 AM
I'm a new bruiser, but from what I'm seeing, I agree with either a raid-wide DPS buff (although that might be stepping on the Bard's toes) or a single-target FD.  Single-target FD sounds like a lot of fun to me, and it'd add enough use (I think) to make us more raid viable.

TheSpin
04-22-2008, 05:37 AM
<cite>Severin wrote:</cite><blockquote>I'm a new bruiser, but from what I'm seeing, I agree with either a raid-wide DPS buff (although that might be stepping on the Bard's toes) or a single-target FD.  Single-target FD sounds like a lot of fun to me, and it'd add enough use (I think) to make us more raid viable.</blockquote><p>SKs have single target FD and it doesn't make people bring em on raids.Bruisers already have some potential for a seriously awesome role to fill in raids, it's just a matter of either players perfecting the tactic, or slightly modifying some abilities, or both.</p><p>Bruisers should be the guys that make the mob go where it needs to go.  Whether it's back onto the tank, or onto another specific spot.  We don't raid with a bruiser, but if we did have one along in pawbuster, I'd make him spec in the stamina line and use drag to teleport pawbuster on top of the grate when it was time for him to break it open.  Alternatively the bruiser could/should be the guy that grabs a mob if a necro pulls aggro, or even if the MT dies and the OT doesn't snag aggro right away.</p><p>Maybe bruisers currently don't have the hate management tools to do this stuff, or the surviveability, but that's what they should be doing imo.</p>

Pnaxx
04-22-2008, 07:57 AM
<cite>TheSpin wrote:</cite><blockquote><cite>Severin wrote:</cite><blockquote>I'm a new bruiser, but from what I'm seeing, I agree with either a raid-wide DPS buff (although that might be stepping on the Bard's toes) or a single-target FD.  Single-target FD sounds like a lot of fun to me, and it'd add enough use (I think) to make us more raid viable.</blockquote><p>SKs have single target FD and it doesn't make people bring em on raids.<b><u>Bruisers already have some potential for a seriously awesome role to fill in raids, it's just a matter of either players perfecting the tactic, or slightly modifying some abilities, or both.</u></b></p><p>Bruisers should be the guys that make the mob go where it needs to go.  Whether it's back onto the tank, or onto another specific spot.  <b><u>We don't raid with a bruiser</u></b>, but if we did have one along in pawbuster, I'd make him spec in the stamina line and use drag to teleport pawbuster on top of the grate when it was time for him to break it open.  Alternatively the bruiser could/should be the guy that grabs a mob if a necro pulls aggro, or even if the MT dies and the OT doesn't snag aggro right away.</p><p><b><u>Maybe bruisers currently don't have the hate management tools to do this stuff, or the surviveability, but that's what they should be doing imo.</u></b></p></blockquote>Ummmm.....yea. Our point is right now, we are not needed. Not sure what ur trying to say.

Moongloom
04-22-2008, 08:14 AM
<cite>evilgamer wrote:</cite><blockquote><cite>Quugut@Mistmoore wrote:</cite><blockquote>To me, it might even be better just to redesignate brawlers under the Scout archetype tree.  This may solve many of the problems we see now.</blockquote><p>I dont know about that, we get taunts and such, we are tanks, just avoidence dps orientated tanks.</p><p>I tank grp content just fine.</p></blockquote><p>As a Brigand, I have taunts also.  But I am still in the Scout archetype.  I was just suggesting that if Brawlers were moved to the Scout archetype they could be used more on raids as DPS.  Yes, you tank group content just fine but as a Brigand I can too.  With the move to the Scout archetype would come some more utility and maybe a bit more DPS even.  </p><p>I don't think it would be too hard of a stretch to move Brawlers there.  Since this topic was about Raid viability and not group content.  Heck in group content you could use a Summoner pet if you need to in a pinch.  </p><p>I am not trying to take anything away from Brawlers, just add something more to them, and adding them to the Scout archetype might just do that...if done right.  <img src="http://forums.station.sony.com/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" width="15" height="15" /></p><p>Not to mention since in most raids there are only what...2ish tanks but there are 18ish DPS slots?</p><p>-edit slaying those dastardly typos</p>

evilgamer
04-22-2008, 03:09 PM
<cite>Quugut@Mistmoore wrote:</cite><blockquote>As a Brigand, I have taunts also.  But I am still in the Scout archetype.  I was just suggesting that if Brawlers were moved to the Scout archetype they could be used more on raids as DPS.  Yes, you tank group content just fine but as a Brigand I can too.  With the move to the Scout archetype would come some more utility and maybe a bit more DPS even.  <p>I don't think it would be too hard of a stretch to move Brawlers there.  Since this topic was about Raid viability and not group content.  Heck in group content you could use a Summoner pet if you need to in a pinch.  </p><p>I am not trying to take anything away from Brawlers, just add something more to them, and adding them to the Scout archetype might just do that...if done right.  <img src="http://forums.station.sony.com/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" width="15" height="15" /></p><p>Not to mention since in most raids there are only what...2ish tanks but there are 18ish DPS slots?</p><p>-edit slaying those dastardly typos</p></blockquote>

evilgamer
04-22-2008, 03:31 PM
<blockquote><cite><a rel="nofollow" href="mailto:Quugut@Mistmoore" target="_blank">Quugut@Mistmoore</a> wrote:</cite><blockquote>As a Brigand, I have taunts also.  But I am still in the Scout archetype.  I was just suggesting that if Brawlers were moved to the Scout archetype they could be used more on raids as DPS.  Yes, you tank group content just fine but as a Brigand I can too.  With the move to the Scout archetype would come some more utility and maybe a bit more DPS even.  <p>I don't think it would be too hard of a stretch to move Brawlers there.  Since this topic was about Raid viability and not group content.  Heck in group content you could use a Summoner pet if you need to in a pinch.  </p><p>I am not trying to take anything away from Brawlers, just add something more to them, and adding them to the Scout archetype might just do that...if done right.  <img src="http://forums.station.sony.com/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" width="15" height="15" /></p><p>Not to mention since in most raids there are only what...2ish tanks but there are 18ish DPS slots?</p><p>-edit slaying those dastardly typos</p></blockquote></blockquote><p>Why SOE gave scouts taunts is beyond my comprehension.  Taunts are a fighter defining ability, we get taunts at level 1.</p><p>Leave us as fighters and increase our dps so we can dps in raid content, just like scouts can tank group content.</p><p>Fair is fair.  Scouts being able to fill our roles in group content means we should be able to fill your role in raid content.</p>

Moongloom
04-22-2008, 05:18 PM
Either way is fine with me.  But I was just thinking it would be cool for Brawlers to get evac, tracking, and stealth but if you all don't want it then I can't force it down your throats.  <img src="http://forums.station.sony.com/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" width="15" height="15" />

evilgamer
04-22-2008, 06:07 PM
<cite>Quugut@Mistmoore wrote:</cite><blockquote>Either way is fine with me.  But I was just thinking it would be cool for Brawlers to get evac, tracking, and stealth but if you all don't want it then I can't force it down your throats.  <img src="http://forums.station.sony.com/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" width="15" height="15" /></blockquote><p>I dont care what we get, just as long  when it comes raid time, the RL doesnt say, "No we cant bring you, you dont offer anything we can use to waste a spot on."</p><p>Which is the current situation.</p>

Gilasil
04-23-2008, 05:46 PM
<cite>evilgamer wrote:</cite> <blockquote><p>Why SOE gave scouts taunts is beyond my comprehension.  Taunts are a fighter defining ability, we get taunts at level 1.</p><p>Leave us as fighters and increase our dps so we can dps in raid content, just like scouts can tank group content.</p><p>Fair is fair.  Scouts being able to fill our roles in group content means we should be able to fill your role in raid content.</p></blockquote><p>How good are those taunts?  (I'm asking as I honestly don't know)  My Iksar has some stealth ability but it in no way compares to what a scout gets -- it lasts one minute, has a 5 minute recycle, and chews through power like there's no tomorrow which means I don't want to come out of stealth fighting.   I use it rarely and mainly for getting past encounters I want to avoid when I'm soloing.</p><p> If the scout taunt were way weaker then any fighter taunt then it shouldn't be a problem.   If it's almost as good then SoE really messed up.</p>

Aull
04-23-2008, 07:10 PM
I am not sure how good/great the rogue's taunts are but I do think they are on a slightly longer reuse timer. The problem is they have super dps and even without using this taunt can make any fighter (cept a paladin with amends) work their [I cannot control my vocabulary] off trying to get the aggro back and for the most part do a better tanking job than most brawlers! If it was my way since leather is lighter than chain and plate armor brawlers would have greater dps and avoidance than what brawlers currently have in the game. Thanks

Moongloom
04-24-2008, 10:21 AM
<p>Rogues get two basic taunts.  One that is a straight taunt that is on a bit of a reuse timer but it is no where near as strong as an actual tanks taunt.  The other leaves us kind of out of the loop for a bit.  We kind of sit there and wait to be hit.  Weird taunt and if it doesn't work then you sit there.  (<a href="http://eq2.wikia.com/wiki/Shenanigans" rel="nofollow" target="_blank">http://eq2.wikia.com/wiki/Shenanigans</a>)   You can get another taunt at the end of the Stam line that is not too bad but many Brigs prefer dual wield to sword and board.  </p><p>For the agro part...For that other 20 points we get after level 70 I invested it into the Int line which gives us some more ways for deagro.  May not have increased my dps but that isn't god to me like it seems to be now adays. I figure if I get agro and die then that will definitely put a hurt on my dps.  I play my brigand to do damage but to also use my utility in debuffing (some of best debuffs in game) and the other ways I help the group.</p>

Gungo
04-24-2008, 10:44 AM
Bottom line is you make bruiser more raid deisreable tank wise and you take the offtanks spot.You make them more desirable dps wise and you take either a scout or monk spot. Only way to include all 6 fighters on raids is to make it so all 6 fighters are needed.Only way to do that is for fighters to buff themselves and other fighters for tanking and survival or buff thier groups survival. 1 fighter should reduce physical incoming damage(bruiser), 1 fighter should reduce magical incoming damage(paladin), 1 fighter should boost agro(shadowknight), 1 fighter should boost physical avoidance(monk), 1fighter should be single target maintank(guard)., 1 fighter should be multitarget offtank (zerk). If your just looking to make bruiser wanted and boot out another class imho then just change + Ca damage on raid wide buff to +10% autoatk damage.

evilgamer
04-24-2008, 02:52 PM
<cite>Gungo@Crushbone wrote:</cite><blockquote>1 fighter should reduce physical incoming damage(bruiser), 1 fighter should reduce magical incoming damage(paladin), 1 fighter should boost agro(shadowknight), 1 fighter should boost physical avoidance(monk), 1fighter should be single target maintank(guard)., 1 fighter should be multitarget offtank (zerk). </blockquote><p>I like this idea, I dont want to exclude other tanks, just make tanks as a whole more wanted.</p><p>To me the ideal raid would be 1 of each class, each bringing something unique to the raid that is so desireable to include all classes.</p><p>I would like to see raids with 1 of each class personally.</p><p>1 necro,  1 conjuer, 1 monk, 1 sk, etc..</p><p>Now granted I dont think this will always be possible, and I do think raids should be able to be successful with a less then ideal set up, but I think that the deveilopers should make it so, that the "idea" raid is 1 of each class so nobody gets left out.</p>

evilgamer
04-29-2008, 02:59 PM
<cite>Owain wrote:</cite><blockquote><span style="font-size: medium;font-family: times new roman,times;">Everyone loves more DPS on raids, right? An easy way to make Bruisers wanted on raids which fits in with the lore of the class and without treading on any other classes' toes too much would be to <i>substantially</i> boost the CA buffs (raid only, not group) on our Bruising Cry. It might [Removed for Content] the Bards off a bit at first, but if you make our buff stack only with theirs everyone should be happy.</span></blockquote>Actually I think this would be the simplest way to make our class more desirable.

Aull
04-30-2008, 04:06 PM
<p>I really like the thought of the intercede or sacrifice line being upgraded some. I know bruisers cannot heal others but what if with aa points that interecede would actually allow a ward/stoneskin to recipients that the bruiser places this on? </p><p>Ok lets say that a bruiser uses this ability on the main tank or healer, that they would receive a ward/stoneskin that is a third of the bruisers hit points. With the bruiser having 8500 hit points the bruiser would be warding the target approximately 2800 hp's for say 20 secs or if the ward is used up then the refresh of 15 or 30 seconds would begin.</p><p>I think this could be a great step in the right direction for us all. It isn't overpowering us dps wise, nor is it giving us something that monks have like a targetable heal or group fd, but it will allow us actually give something that could potentially save an encounter. This would be a unique ability and I feel that it would really help us gain some group/raid status again.</p><p>Another thought would be to completely remove the fear combat art and possibly replace that with a targetable stoneskin that would prevent up to 45% of targets hp's of damage and with a 90 sec reuse timer. </p><p>Any thoughts? Suggestions please.</p><p>Thanks</p>

evilgamer
04-30-2008, 05:14 PM
<cite>Aull wrote:</cite><blockquote><p>I really like the thought of the intercede or sacrifice line being upgraded some. I know bruisers cannot heal others but what if with aa points that interecede would actually allow a ward/stoneskin to recipients that the bruiser places this on? </p><p>Ok lets say that a bruiser uses this ability on the main tank or healer, that they would receive a ward/stoneskin that is a third of the bruisers hit points. With the bruiser having 8500 hit points the bruiser would be warding the target approximately 2800 hp's for say 20 secs or if the ward is used up then the refresh of 15 or 30 seconds would begin.</p><p>I think this could be a great step in the right direction for us all. It isn't overpowering us dps wise, nor is it giving us something that monks have like a targetable heal or group fd, but it will allow us actually give something that could potentially save an encounter. This would be a unique ability and I feel that it would really help us gain some group/raid status again.</p><p>Another thought would be to completely remove the fear combat art and possibly replace that with a targetable stoneskin that would prevent up to 45% of targets hp's of damage and with a 90 sec reuse timer. </p><p>Any thoughts? Suggestions please.</p><p>Thanks</p></blockquote><p>Seems like a good idea to me, except I dont know why you replace the fear, I rarely use it, only when soloing mostly.  I dont think our little fear ability overpowers or anything.</p><p> Just enhance the intercede ability all all the fighers would be a good ideal.  Make them all more raid worthy.</p>

Aull
04-30-2008, 05:29 PM
<p>The reason I would remove the fear combat art is simply because it cannot be used with mezz since it is on the same timer. They didin't share the same timer before and bruisers could  both fear one mob and mezz another, but now we can't. Mezz actually has some aa use for allowing the mezz to be a few seconds longer where fear doesn't. </p><p>I think that fear is just a waste and I never use it anymore since my mezz will last longer, but again that is just me and many of you all possibly still use fear and that is cool.</p><p>I am just trying to think of ways to make bruisers just a tad more group friendly is all. I felt that the intercede area would be a nice place to start since we can't heal but in an antithesis way of monks we prevent damage occasionally.</p><p>Again just my thoughts. Please help me out here if possible. We need some more ideas.</p>

Aull
04-30-2008, 05:44 PM
<cite>evilgamer wrote:</cite> <blockquote><p>Seems like a good idea to me, except I dont know why you replace the fear, <span style="font-size: small;color: #ff0033;">I rarely use it, only when soloing mostly.  I dont think our little fear ability overpowers or <span style="font-size: large;">anything</span>.</span></p><p> Just enhance the intercede ability all all the fighers would be a good ideal.  Make them all more raid worthy.</p></blockquote><p>I just wanted to highlight that area but that is why I think fear should be removed my friend. I think (though I could be wrong) most bruisers rarely use it and yeah it really isn't anything or of use to us as it once was. I just thought that replacing that with a targetable stoneskin would help us possibly have just a tad more utility. </p><p>I really enjoy this class very much and I am just thinking of ways that could make bruisers an interesting class to have as a group mate.</p><p>Thanks for your responses Evil.</p>

evilgamer
04-30-2008, 07:25 PM
<cite>Aull wrote:</cite><blockquote><cite>evilgamer wrote:</cite> <blockquote><p>Seems like a good idea to me, except I dont know why you replace the fear, <span style="font-size: small;color: #ff0033;">I rarely use it, only when soloing mostly.  I dont think our little fear ability overpowers or <span style="font-size: large;">anything</span>.</span></p><p> Just enhance the intercede ability all all the fighers would be a good ideal.  Make them all more raid worthy.</p></blockquote><p>I just wanted to highlight that area but that is why I think fear should be removed my friend. I think (though I could be wrong) most bruisers rarely use it and yeah it really isn't anything or of use to us as it once was. I just thought that replacing that with a targetable stoneskin would help us possibly have just a tad more utility. </p><p>I really enjoy this class very much and I am just thinking of ways that could make bruisers an interesting class to have as a group mate.</p><p>Thanks for your responses Evil.</p></blockquote><p>I just logged in and checked.  Instill doubt and Intimidate <b><u>are not on the same timer</u></b> .</p><p>I cast Instill doubt on a mob and then immediately casted Intimidate on another.</p><p>I personally would like to seem them left alone.</p>

Aull
04-30-2008, 08:58 PM
<p>Ok I will check this once I am able to play my bruiser again. Sorry for any inaccuracies.</p><p>Thanks.</p>

Aull
04-30-2008, 09:20 PM
<p>Ok this is the description of my mezz combat art called trepidation. "Prevents the target from doing anything and removes them from being affected by area effect spells for a short duration. It will break if the target is struck for damage. <span style="font-size: small;">This ability shares its reuse timer with instill doubt line of combat arts</span>". I read that directly off of the trepidation combat art but do to time factor I wasn't able to "test" them to see if they are working but last time I did which has been many months ago if I used  the lvl 52 unnerve to mezz then it would make the lvl 50 instill panic fear be blacked out and would remain unusable till the refresh timer expired.</p><p>Thanks.</p>