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View Full Version : Suggestion for Sedition, Sword of Bloodmoon


Phank
07-19-2008, 10:38 AM
<p>Posted in Testing Feedback forum <a href="http://forums.station.sony.com/eq2/posts/list.m?start=0&topic_id=424027&" rel="nofollow" target="_blank">HERE.</a></p><p>As long as Devs are actively seeking feedback from players regarding the Mythical changes on Test, I figured I would come here and offer up one quick and easy change to the SK Mythical that might just offer us hope for a future return to balance with fellow Fighters.  Our class is mainly crippled this expansion by lack of 1) Raid utility, 2) low DPS, and 3) Itemization.  If anyone cares to read further on this subject please take the time to visit our class forums which have been inundated this expansion.</p><p>Seething Hatred as it stands is undesirable for the following reasons;</p><p>A) Most raiding SKs are not in a tanking role, therefore their health pool is normally not under strain.  Hence, full health = no gain from Seething Hatred. </p><p>B) This Effect is a "proc" or chance to process instead of being "passive" or always on.  Berserker's Mythical Effect is passive.  If the proc was viable, we could live with this discrepancy.</p><p>C) The hate gain only runs off Lifetaps which forces the SK to specialize in Reaver line (which most have anyway) in order to get the most bang for the buck with the Mythical.  </p><p>D) Seething Hatred triggers an average of 2.4 times per minute.  Marr's Fury (Paladin) triggers an average of 3.0 times per minute.</p><p>Onto the Quick and easy fix!</p><p>When Equipped:</p><p>On any successful attack this spell has a chance to cast Seething Anger on caster.  Lasts for 12.0 seconds.  This effect will trigger an average of 3.0 times per minute.</p><p>- Drains 693 - 846 life from target, and returns a portion as health replenishment to the Shadowknight.</p><p>- Caster will deal 100% more damage while angered.</p><p>- This spell cannot be modified except by direct means</p><p>This change, while still a proc, grants the SK more DPS which in turn generates more Hate without the use of limited Lifetap / health pool conditions.  Removing the conditions from the weapon bring it in line with some of the other Fighter options.  While still being the only Plate Fighter Mythical without a defensive boost, this change would fit into the original vision of what a Shadowknight is as defined by Sony Online Entertainment,</p><p>"Shadowknights conjure dark magic with which they can <b>enhance their abilities</b> and <b>drain away the life force of their enemies."</b></p>

BMonkeeus
07-19-2008, 02:25 PM
This is not a flame but a genuine question, what % of SK's currently in-game actually have their "Mythical" weapons?

Soefje
07-19-2008, 09:02 PM
<cite>BMonkeeus wrote:</cite><blockquote>This is not a flame but a genuine question, what % of SK's currently in-game actually have their "Mythical" weapons? </blockquote>I believe I have only been on 2 raids with my SK the entire time.  One was for Rohatep.  Don't remember the other, but it was a pick up raid to finish a quest.Sad state is that my guild is too small to raid, and SK are never wanted, so probably won't ever get it. <img src="/eq2/images/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" width="15" height="15" />

Mallfoy
07-21-2008, 09:15 AM
<cite>BMonkeeus wrote:</cite><blockquote>This is not a flame but a genuine question, what % of SK's currently in-game actually have their "Mythical" weapons? </blockquote><p>Well you'd need to break down your question even further.....</p><p>1. What % of SK mains have their mythicals?</p><p>2. What % of SK alts have their mythicals?</p><p>On the Runnyeye server I know of 4 SKs for sure that have it and maybe there's a 5th SK out there, although I believe I'm the only SK main and the others are alts.  </p>

Mallfoy
07-21-2008, 09:25 AM
<p>I suggest if anyone has 15 minutes to spare, log on to the test server and /feedback on our updated mythical. Here's what I've posted...</p><p><u>Stats</u>: Crusaders are still lacking a stat... why? All other fighters (Berserkers, Guardians, Monks and Bruisers) mythicals have an extra stat giving either +10 to deflection or +10 to defense. Why are we left out of our +10 to a defensive capability?</p><p><u>Bonus Abilities</u>: Almost the entire Crusader community is PLEADING for a removal of <i>+100 spell and combat art damage</i> for some type of <i>Shield Block</i> percentage. Avoidance is the key when you get to this level of the game and the <i>+100 spell and combat art damage</i> becomes obsolete to end game Crusaders who can obtain their mythicals.  </p><p><u>Seething Hatred</u>: Please reconsider making this a passive ability like the Berserker's mythical. This proc really only helps if we're taking hits and most SKs aren't always offtanking. Therefore this proc is doing nothing to help generate agro, nor keeping us high on the hate list. If there is an issue giving SKs a 300% passive hate generation ability, then perhaps knock the percentage down to 250% in order for it to be full time passive.</p><ul><li>Suggestion -   <b>When Equipped:  </b><b>250% of any lifetap casted will be applied as hate to engaged targets</b></li></ul><p><u>Splurt</u>: Although some SKs like this ability I wish we had something unique to our own class that we didn't share with the necros. Most SKs wanted to see some kind of enhancement to Death March, either being raid wide or an increase to the DM timer. Remove Splurt for...</p><ul><li>Suggestion -   <b>March of Death:  <b>Removes the "On the March" component of Death March</b></b></li></ul>

Seolta
07-31-2008, 03:21 PM
<p>Well, after what? 3 weeks? It went live today exactly the same as it was when the devs first started "asking for feedback" on the test change. </p>

Xanoth
07-31-2008, 04:43 PM
Ideally I'd like the clicky (not on my SK alt atm, can't remember the name) to give more coverage for the stone skin, not just "over 50%". Seathing Hatred to be removed/altered. It just isn't effective in over 90% of RAID encounters. I quite like the OP's idea for it to be a DPS boost instead... does the same thing (hate), only is useful. Splurt is weak, just give us some base damage boost. Change the +100 for some block chance/damage absorb. or to keep us DPS melee crit would work if one of the 3 effects was more of a permanent defensive buff. P.S. Fix Death March.

rabid.pooh
07-31-2008, 09:46 PM
<cite>Seolta@Unrest wrote:</cite><blockquote><p>Well, after what? 3 weeks? It went live today exactly the same as it was when the devs first started "asking for feedback" on the test change. </p></blockquote><p>Ya that was pretty funny, pretend to actually care what the community thought and do what you were going to do anyways.  Crusaders have the worst mythical straight up.</p><p>At least the mythical/Epic got a bit of an increase in DPS, just get that mele crit up.</p>

MirageKnight
07-31-2008, 10:24 PM
Since SK epic is only epic among fighter without any defensive stats, and considering paladin get 20% dmg reduction, SK should have 10% dmg reduction and 10% of dmg taken is returned to target.Splurt.... if developer know what the base dmg of SK's dot, this shouldn't be even exist. Probably need raw dmg up to DoT from tic 1.Seething Hatred... as many said, this is too conditional for hate gaining. Even making this as permanent probably won't help. Redesign is needed.Touch of Death... if this is meant to be SK's defensive stats, then totally remove this 8sec defense part which is only usable for every 6min. Give the permanent reduction 10% and 10% of dmg taken return to target. Touch of Death as clicky is enough if 8sec snap hate towards SK and probably tap/heal of SK increase 300% for 8sec.