View Full Version : The big wildcatting thread on the new AA Lines
Nakash
08-22-2008, 04:43 AM
<p><img src="http://eq2.allakhazam.com/images/Random%20Images/FanFaire2008/Expak/AA%20Slide.JPG" alt="" border="0" /></p><p>(more infos generall on the New AA see: <a href="http://eq2.allakhazam.com/sdetail.html?story=14718" rel="nofollow" target="_blank">http://eq2.allakhazam.com/sdetail.html?story=14718</a>) </p><p>A picture is all we have to this time:</p><p>I start with guessing:</p><p>That the 3 of the Crusader Tree is somthing that enhance the use of 2H weapons.</p><p>First in the SK Line could be an enhance to Death March.</p><p>Third in SK Line could be an buff to Harm touch line.</p><p>Remember this is just guessing !</p>
Jeffmaster
08-22-2008, 01:57 PM
<p>A line for 2 hdrs would be useless for everyone with the mythical, which will be more and more the case when the expansion comes out..</p><p>I say a 1hdr + shield line would be best </p>
Nakash
08-22-2008, 02:47 PM
<cite>Jeffmaster wrote:</cite><blockquote><p>A line for 2 hdrs would be useless for everyone with the mythical, which will be more and more the case when the expansion comes out..</p><p>I say a 1hdr + shield line would be best </p></blockquote><p>Wrong Topic : This Thread is about guessing what the symbols of the AA Tree could stand for.</p><p> ...and beside that: Not everyone is 80, not everyone has the mythical, and even for 80 there are a few 2H wich are useful over the mythical for DPS. Depending on what a 2H AA would bring it would even make sense for DPS with some 2H that are less powerfull then the mythical. Many of the SKs wanted a special AA for 2H a long time.</p><p>But as already said this went offtopic we should start a new thread if we want to discuss this further.</p>
RanmaBoyType
08-22-2008, 02:57 PM
<p>ill start with my theories on the crusader line</p><p>1) Ehhance taunts - bonus to direct taunt or taunt over time for crusaders</p><p>2) Enhance Lucans leadership(and pally version) a bonus to the raidwide buff of some sort. what exactly, hrm.. not sure really</p><p>3) 2H da bonus/2h block bonus/2h something bonus</p><p>4) Looks like our self proc line - ehance lifetap/ enhance damage or perhaps add a taunt to the proc?</p><p>5) looks like a round shield or shield of some sort - perhaps a bonus then to sword n board similiar to guardians</p><p>6 and 7) no idea</p><p>SK line</p><p>1) enhance DM - adds dps mod/int bonus per rank to help with sacling - possible overpowered request - turn DM to raidwide buff?</p><p>2) Ehnahce group lifetap proc - more damage - more life healed - possible overpowered - raidwide version?</p><p>3) Enhance Tickle Touch - adds damage and reduces recast per rank?</p><p>4) enhance Malice - adds damage per rank</p><p>5) Looks like a kite shield - not sure but perhaps then a bonus to using kite shields? Extra da? Block?</p><p>6 7 <img src="/smilies/b2eb59423fbf5fa39342041237025880.gif" border="0" alt="SMILEY" /> no idea at all, but 8 looks like a nuclear blast.</p>
DMIstar
08-23-2008, 06:13 PM
<p>So I'm a bit up this day ... So instead of saying what i truly thing it is.. how about overboard ;P</p><p>Shadowknight Tree:</p><p>DM = Raid Wide upgarde.. 5% base increase per rank</p><p>Everlasting Hunger = 50% boost, is now effected by any type of attack.</p><p>Death Touch = CH ability / 10x The Damage per rank</p><p>Malice = Siphon Life DoT add on additional Per Rank</p><p>whatever pic that is 1: Uncontested Avoidence Buff</p><p>Whatever Pic That is 2: STR/INT Booster per rank. / Convertes Wis into INT gain on def stance</p><p>Whatever pic that is 3: Reflect all inc spells and abilities for 30s</p><p>Whatever Pic that is 4: Increase all Diesiese Damage by 50%</p><p>Crusader:</p><p>Taunt: adds 10 position per Rank</p><p>Lucans Leadership = INTbuff / Removes Spell Damage cap mod over raid. </p><p>Whatever pic that is 5: DA increase 50%</p><p>Unholy Arms = Increase to life taps by 50% effected by all attacks </p><p>Shield Bash = Additional Hate Position </p><p>Whatever pic that is 6: block all inc spells for 20s</p><p>whatever pic that is 7:all Spells are converted to CA's</p><p>Fighter: </p><p>whatever pic that is 8: Increase Mit by 20%</p><p>Pariahs Stirke = 50% dmg increase </p><p>Rescue = 20 hate positon</p><p>Whatever pic that is 9: Haste Modifer by 20%</p><p>whatever pic that is 10: Melee Crit mod by 40%</p><p>Whatever pic that is 11: Defense increase by 20</p><p>Whatever Pic that is 12: Full Repostile ward for 20s</p><p>Yep I'm smokeing something good. =P .... In reality its probably a bunch of reuse junk, and stuff that falls short of anything ... </p>
Giral
08-24-2008, 04:50 PM
<p>i read these couple things on that AA link : </p><p>Aeralik said that the tank class AA's "focus a lot on the issues that you guys have been discussing in the forums."</p><p>and </p><p>(Fyreflyte) It takes a lot of time to design whole sets for each class, so I do tend to stick to some of the archetypes for the majority of the gear. But I've definitely been focusing a lot more on on splitting that up from just having four. I've been doing a lot of like specially bard items, and crusader items, and then priests will hopefully be happy. I've separated out all of their armor types and put them on smartloot tables. So templars won't be running around in leather and yelling at me on the forums. So I will be doing some specific stuff, I can't tell you how much just yet. The majority of it will be archetype based. </p><p>and we know that Aerlick said that Tanks jobs are to Tank , and they know that guardians are above other tanks currently .. and there looking at Long term changes </p><p>i also believe i read somewhere that class aa's wouldnt be changed but there could be some class aa's that get tweaked and i also remember reading that there will be alot of multiple mob encounters in the next expansion </p><p>so the good news is that :</p><p>A ) we will be getting more gear designed for crusaders and specific items and weopons for Sk's </p><p>B) that the new Tank Aa's also took into consideration everything thats been being discussed on forums </p><p>C) and that there is a long term tank balance being worked on </p><p>so all in all i think these aa's will try to even out the current disparities between tanks on a short term basis and after that the long term changes will be tweaked around whatever the aa's cant change or make up for. </p><p>altho def/agil would be nice and i assume there will be some in there , i am leaning towards having Lifetaps increased Vs Hard hitting mobs and even more vs Raid encounters also our damage shield increased vs raid mobs , and some other abilities that fall short vs heavy damage/raid damage. </p><p>since we are an AE tank i also am hopefull there will be some increases in there for Agro on multiple mobs besides Deathmarch, its not always up and it only works 1/2 the time, we realy do need a secondary AE snap Agro tool. </p><p>i think the AA's might make death march Proc of any kill in a raid and possibly always proc </p><p>and also maybe an aa that makes bloodletter undebuffable </p><p>and also i am hopefull there is an Increase in Syphon hate to atleast 8 % if not 10 % cuase 3 % of 10,000 hate = 300 hate for us is a joke complete joke for an endline AA </p><p>anyway our issues are survivability, dps , and agro control , itemization and lack of multiple mobs </p><p>Itemization is on the table and multiple mobs are also and that was " Half " of our issue's in ROK . </p><p>now we get down to class specific issue's like needing STR/INT ,Spell/Melle , lack of Aviodance/Def and underpowered skills , and 2handed weopons and adornments underpowered < all of these can be minorly addressed with the AA's(excpet adornments) and some minor tweaks to class ablities and we should be alot closer to where we should be = An AE tank that holds agro thru DPS and keeps themselves alive thru various means lifetaps,damage sheild,bloodletter,pool of blood, etc,,, if they can tweak up all our abilities to the levels they should be we wouldnt need the aviodance/def or stone skin ability. we could Tank Our way with equal but differant tools.</p><p>anyway im never hopefull about sk issue's as i have seen us stay underpowered and not needed in raids since release, but atleast we know the forums are being read, that class itemization for certain classes is now a known issue , and the tank imbalance is also via the forums a known issue. so that is all good news,</p><p>and lastly the thing i think Most sk's are the most concerned about a Tank rebalancing is that Sk's will NOT get drasticly changed , and it appears that they are just trying to Add things where needed and not take away ( or else the guard mythical would have seen a Huge nerf and Sk mythical a Huge increase) from things we already have and the way our class functions, we needed Tweaks to bring us up to equal, not the class redone from the ground up ( well somethings from the ground up but there neeeds to be balance so we should have weaknesses and strenghts) up and it looks so far like that is what we are getting, increases where needed , and for Me with proper itemization,and multiple mobs, and tweaks this is the best news so far for hope for our class staying the way we like it and getting improved and not changed. </p><p>it all comes down to what the Other classes are going to get in there AA's realy, if Guardians get to much they will remain above and beyond all others as MT for almost everything,,, and if they get to litttle you know they are going to cry a river of sadness (and rust that Bucket of a helm ) </p><p>thing i would most like to see in the TSO aa's is something New that fits our class = Morphs us into a truely evil looking demon for 10 seconds and lets us Deathtap our group or raid using there hitpoints(life) to deal massive disease damage to the encounter (only drains group members or raid members to 50 % health Max ) ... could have a realy cool graphic like having tendrils of purple and red smokishness with tiny see thru skulls pouring out of group/raid into us and then shooting out of our hands to every mob in the encounter as green and black diseased burning mist (ahh dare to dream ) </p><p>Edited to add i also hope there is something in the aa to reduce interupts and/or cast times : ) </p>
Vaelaen
08-24-2008, 09:18 PM
<p>the sixth one in the crusader line looks like a shield blocking (deflecting) something, so i assume that is for shield enhancement. the last one looks like a hand holding a heart.... kind of stumped on that one... I wouldnt assume that any of the line will be for modifying 2 handed weapon abilities, unless it makes us able to tank as well as we do with a shield. they (soe) have stated that all fighters will be considered tanks, so if anything it may be a + to parry when a 2hander is equiped? I think i would be more interested in a double attack enhancement... </p><p>the second to last one in the sk line looks to be some sort of deflect/ reflect ability... the last one is very hard to make out. first one through fourth one are obvious as to what they will enhance, but what that enhancement is, is anyone guess....</p><p>it sure would be nice to have a teaser from a dev on just one of the abilities <img src="http://forums.station.sony.com/eq2/images/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" width="15" height="15" /></p>
Mallfoy
08-25-2008, 05:49 AM
<p>I have no idea about most of these, but what the heck, I'll take a stab at guessing - starting from the left. </p><p><span style="font-size: small;"><b><u>General</u></b><b>:</b></span></p><p><b>2<sup>nd</sup> AA</b>: Looks like a bottle and loaf of bread </p><ul><li><span style="font-size: xx-small;">EQ had an AA skill where you consumed less food/drink so maybe this increases the timer to food/drink so we consume less.</span></li></ul><p><b>4<sup>th</sup> AA</b>: Looks like a purple heart with black border</p><ul><li><span style="font-size: xx-small;">Increase health regen?</span> </li></ul><p><span style="font-size: small;"><b><u>Fighter</u></b><b>:</b></span></p><p><b>1<sup>st</sup> AA</b>: Can't remember the name, but looks like one of the guardian's buffs</p><ul><li><span style="font-size: xx-small;">Maybe it's an increase to that (for guardians), and for classes that don't have, they can get</span></li></ul><p><b>2<sup>nd</sup> AA</b>: Looks like our Painful Swing icon (I think)</p><ul><li><span style="font-size: xx-small;">Increases dmg dealt and adds that to fighters who don't have</span></li></ul><p><b>3<sup>rd</sup> AA</b>: Looks like Rescue:</p><ul><li><span style="font-size: xx-small;">Probably adds hate positioning</span></li></ul><p><b>4<sup>th</sup> AA</b>: Once again, looks like one of the guardian's buffs:</p><ul><li><span style="font-size: xx-small;">No clue</span></li></ul><p><b>5<sup>th</sup> & 6<sup>th</sup> AA</b>: New icon and have no clue as to these </p><ul><li><span style="font-size: xx-small;">Maybe one of these is that Boost Taunt they were talking about at FF</span></li></ul><p><span style="font-size: small;"><b><u>Crusader</u></b><b>:</b></span></p><p><b>1<sup>st</sup> AA</b>: Looks like our Goading Gesture spell</p><ul><li><span style="font-size: xx-small;">Something dealing with taunts</span></li></ul><p><b>2<sup>nd</sup> AA</b>: Looks like Lucan's Leadership</p><ul><li><span style="font-size: xx-small;">Adding the STR portion back possibly. </span></li><li><span style="font-size: xx-small;">I'd like to see spell crit added</span></li><li><span style="font-size: xx-small;">Maybe they're increasing spell dmg done (waste of an AA if so) </span></li></ul><p><b>3<sup>rd</sup> AA</b>: Hilt of a sword</p><ul><li><span style="font-size: xx-small;">Hopefully a nice 2hder ability. I'd like to see double attack and a increase (significantly) per rank</span></li></ul><p><b>4<sup>th</sup> AA</b>: Looks like Unholy Arms</p><ul><li><span style="font-size: xx-small;">Increasing the proc chance</span></li></ul><p><b>5<sup>th</sup> AA</b>: Looks like buckler shield</p><ul><li><span style="font-size: xx-small;">I wouldn't mind a shield block % increase per rank. Definitely hope this doesn't require us to use a buckler (kite shield is what we asked for)</span></li></ul><p><b>6<sup>th</sup> AA</b>: Looks like a shield with a beam of light reflecting off it.</p><ul><li><span style="font-size: xx-small;">Some kind of % to deflect incoming spells?</span> </li></ul><p><b>Final AA</b>: Hand holding a heart</p><ul><li><span style="font-size: xx-small;">Maybe something dealing with "upon death, the crusader has a % chance to revive with X amount of life.</span></li></ul><p><span style="font-size: small;"><b><u>Shadow Knight</u></b><b>:</b></span></p><p><b>1<sup>st</sup> AA</b>: Looks like Deathmarch</p><ul><li><span style="font-size: xx-small;">Hoping it increases "On the March" timer vise a reduction in overall recast time. Increase of 2.5 seconds per rank, 8 ranks = full 30 seconds of "On The March" before reproc. </span></li><li><span style="font-size: xx-small;">Raid wide... maybe, but I'd prefer DM to be active for a longer time.</span></li></ul><p><b>2<sup>nd</sup> AA</b>: Looks like Relentless Hunger</p><ul><li><span style="font-size: xx-small;">Possibly adding addition proc chance - so unoriginal & disappointing if so</span></li></ul><p><b>3<sup>rd</sup> AA</b>: Looks like Death Touch</p><ul><li><span style="font-size: xx-small;">Either a reduction in the recast timer or increase in damage. Personally I'd rather see a nice increase to damage per rank.... maybe 1500 or 2000 per rank.</span></li></ul><p><b>4<sup>th</sup> AA</b>: Looks like Malice</p><ul><li><span style="font-size: xx-small;">Increasing either damage done, or taunting ability.</span> </li></ul><p><b>5<sup>th</sup> AA</b>: Looks like shield</p><ul><li><span style="font-size: xx-small;">So maybe this one is our kite shield for double attack</span></li></ul><p><b>6<sup>th</sup> AA</b>: Looks like blue lightning swirling around</p><ul><li><span style="font-size: xx-small;">No idea</span></li></ul><p><b>1<sup>st</sup> Final AA</b>: Looks like a little stick figure behind a blue wall / shield</p><ul><li><span style="font-size: xx-small;"><span style="font-size: xx-small;">Looks like a reflect ability. Maybe "when active, any melee and spell damage received, X amount will be deflected and returned to your target".</span> </span></li><li><span style="font-size: xx-small;">Or SKs are getting their own Stone skin type ability</span></li></ul><p><b>2<sup>nd</sup> Final AA</b>: Looks like fire blast</p><ul><li><span style="font-size: xx-small;">I'm thinking this AA will be some kind of increase to DPS / offensive ability, especially since the first one looks like some kind of defensive one.</span> </li></ul>
Arech Sallazar
08-25-2008, 08:37 AM
<p>iono casting speed on death tickle was pretty non-existent if i remember correctly sicne its insta cast <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /></p><p>reuse reduction on it is probly capped after set chest and jcap</p><p>dmg increase would need to be x2 x3 x4 x5 to make it a decent spell for such long recast</p><p>i very much hope there are no "you must use THIS shield to get this ability types" - traks shield with amazing agro clickie and block are two of the things SK need more than anything else, so any aa's enforcing any other shield will be waste of points (anyone even heard of a kite shield? :o) (oh yeh one got nerfed -_- )</p><p>i really like whoevers idea of an SK rays of disintegration type thing - grp interrupt but low or no cast time for the actual grp members just the SK is cool - personally think rays is pretty low end dmg and just annoys anyone since always seems to pop up when casting something better than it ;p</p><p>But lifetapping the group (including self) for 50% dmg and dumping the amount on a mob has merits, 10k hp per person in high end raiding (as average across a grp) making a 60k hit is cool</p>
Kaarim
08-25-2008, 08:35 PM
I have a feeling the multiple lightening icon or the final icon are Spell Double Attack.
DMIstar
08-26-2008, 12:59 AM
<cite>Darkwarrior@Blackburrow wrote:</cite><blockquote>I have a feeling the multiple lightening icon or the final icon are Spell Double Attack. </blockquote>I realy hope not... That would screw us over since DoT will not Double Attack off it ....
Kaarim
08-26-2008, 05:09 AM
<cite>Istar@Mistmoore wrote:</cite><blockquote><cite>Darkwarrior@Blackburrow wrote:</cite><blockquote>I have a feeling the multiple lightening icon or the final icon are Spell Double Attack. </blockquote>I realy hope not... That would screw us over since DoT will not Double Attack off it .... </blockquote>Idk how it will work, logically i can see it double attacking the initial DoT my shadow coil initial crit hits for 1k+ so maybe it can spell double attack the initial tick and carry out the rest of the DoTs regularly. in= initial d=duration, s=recast in seconds, SDA= spell double attack, **=special cases(with my current build)DD:Siphon Vitae(1400in 13s), Malice(1800in 18s), Legionnarie's Smite(1100in 27s) Pain Wrath(3300in 54s), Tap Arteries(2900 45s), Death Touch(11,000in 13m)SDA= 2800 SDA= 3600 SDA= 2200 SDA= 6600 SDA= 5800 SDA= 22,000**Thermal Shocker(3000in 3min.50s)SDA= 6000(with my current build)DoT (spells only): Shadow Coil(1000in 20d 18s), Insinuate(300in 10d 9s), Contagion(540in 12d 54s), Painful Aura(730in 12d 27s)SDA= 2000 SDA= 600 SDA= 1080 SDA= 1460I am assuming this is how DoTs may work with SDA, the "in" will be taken as the double attack and tick afterwards. If SDA works like DA there is a chance the SDA will not crit I am assuming crits into the calculation since our spell crit is so high, and even higher in a raid setting. I can see SDA very useful for us despite the DoTs, we have and equal amount of DD and coinsdering DoT spells recast timers. The initial numbers were taken from one of my random parses off the KJ training wall, I rounded off the numbers just so it will show cleaner. If DoT spells will not initiate a SDA the DD spells will at least get some boosts, but I'm sure that this will not be the case.
DMIstar
08-29-2008, 08:33 AM
<cite>Darkwarrior@Blackburrow wrote:</cite><blockquote><cite>Istar@Mistmoore wrote:</cite><blockquote><cite>Darkwarrior@Blackburrow wrote:</cite><blockquote>I have a feeling the multiple lightening icon or the final icon are Spell Double Attack. </blockquote>I realy hope not... That would screw us over since DoT will not Double Attack off it .... </blockquote>Idk how it will work, logically i can see it double attacking the initial DoT my shadow coil initial crit hits for 1k+ so maybe it can spell double attack the initial tick and carry out the rest of the DoTs regularly. in= initial d=duration, s=recast in seconds, SDA= spell double attack, **=special cases(with my current build)DD:Siphon Vitae(1400in 13s), Malice(1800in 18s), Legionnarie's Smite(1100in 27s) Pain Wrath(3300in 54s), Tap Arteries(2900 45s), Death Touch(11,000in 13m)SDA= 2800 SDA= 3600 SDA= 2200 SDA= 6600 SDA= 5800 SDA= 22,000**Thermal Shocker(3000in 3min.50s)SDA= 6000(with my current build)DoT (spells only): Shadow Coil(1000in 20d 18s), Insinuate(300in 10d 9s), Contagion(540in 12d 54s), Painful Aura(730in 12d 27s)SDA= 2000 SDA= 600 SDA= 1080 SDA= 1460I am assuming this is how DoTs may work with SDA, the "in" will be taken as the double attack and tick afterwards. If SDA works like DA there is a chance the SDA will not crit I am assuming crits into the calculation since our spell crit is so high, and even higher in a raid setting. I can see SDA very useful for us despite the DoTs, we have and equal amount of DD and coinsdering DoT spells recast timers. The initial numbers were taken from one of my random parses off the KJ training wall, I rounded off the numbers just so it will show cleaner. If DoT spells will not initiate a SDA the DD spells will at least get some boosts, but I'm sure that this will not be the case.</blockquote><p>With Current Set path on implementing Stuff like this, It Wouldn't Effect our DoTs nor Double Attack them what so Ever... Leaving Just our DD's Benefiting From it, which is realy no Gain To us. </p><p>However Forceing The First hit of Our DoT to be shown as DD is pretty much what they would probably do .. Which Wouldn't Enchance our DoTs wwhat so Ever .. But More Emphasize on Our DoTs not Being DoTS but DD's... </p><p>What we need is something that Is actaully going to Help Our DPS overall, Not Broken Implementation of things. We are working off of under 1khit dots, When our DoTs should be doing over 2k, as a whole .. Thats Reason for them .. Bigger hit, but have have to wait over time for these to be successfullly through ... Spell Damage wise.. Shadow Coil is the only one DoT that realy works right with it.. It pretty much welll tells me how much Spell Damage your working with, but the others are just lackluster on gains. </p>
Kaarim
08-29-2008, 11:18 AM
<cite>Istar@Mistmoore wrote:</cite><blockquote><cite></cite><p>With Current Set path on implementing Stuff like this, It Wouldn't Effect our DoTs nor Double Attack them what so Ever... Leaving Just our DD's Benefiting From it, which is realy no Gain To us. </p><p>However Forceing The First hit of Our DoT to be shown as DD is pretty much what they would probably do .. Which Wouldn't Enchance our DoTs wwhat so Ever .. But More Emphasize on Our DoTs not Being DoTS but DD's... </p><p>What we need is something that Is actaully going to Help Our DPS overall, Not Broken Implementation of things. We are working off of under 1khit dots, When our DoTs should be doing over 2k, as a whole .. Thats Reason for them .. Bigger hit, but have have to wait over time for these to be successfullly through ... Spell Damage wise.. Shadow Coil is the only one DoT that realy works right with it.. It pretty much welll tells me how much Spell Damage your working with, but the others are just lackluster on gains. </p></blockquote>Yeah it's just a guess, but who knows what they might do. I was curious myself with the SDA and DoT spells so I asked our wizzys in guild who have their mythicals how SDA works with DoTs, they said it's based off the first initial hit, but ticks normally after that. As for SK's with SDA who knows if we get it or not I think it would be something neat on top of whatever they plan on doing with the class, at least it would place us in a better DPS position than what the current DPS is. Hahah my friend had a crazy idea saying that the multiple lightening icon probably turns all our DD's into AoEs LOL! For the warlock mythical they have a clicky that turns all their AoEs into DDs. Who knows what will happen but I think most ppl will be pleased in the next expansion.
With new AA, I wish that Death March will have an upgrade to T8, more duration of "On the March", and even snap aggro like Reinforcement or Holy Ground if possible.
MirageKnight
08-31-2008, 05:03 PM
Just because they are adding new AA will not fix the balance problem, it will be more likely add even more. It's not like SK is the only class getting new AA. Instead of just adding new AA, the existing AA and spell/ca should have been revamped as well.Still.... just hope new AA follows SK's primary role - tank.If want dps then play pure dps class. SK will never be one and no group/raid grab SK as for dps over pure dps class.AA which follows dps direction probably kill SK even worse.All fighters should suffer survivility bad for offensive, for utility while not tanking (while warrior do both at same time currently), and get big boost on dps. But this should be 2ndary role for SK and should be few AA that for this role.<p>But always the last thing we need is more worthless-mediocre SK AA and for guardians to have more godly AA. That's how current EQ2 DEV approach.I hope I'm wrong but don't be suprised if we got screwed over once again, just like our mythical epic weapon.</p>
Margen
09-01-2008, 05:51 PM
<cite>MirageKnight wrote:</cite><blockquote>Just because they are adding new AA will not fix the balance problem, it will be more likely add even more. It's not like SK is the only class getting new AA. Instead of just adding new AA, the existing AA and spell/ca should have been revamped as well.Still.... just hope new AA follows SK's primary role - tank.If want dps then play pure dps class. SK will never be one and no group/raid grab SK as for dps over pure dps class.AA which follows dps direction probably kill SK even worse.All fighters should suffer survivility bad for offensive, for utility while not tanking (while warrior do both at same time currently), and get big boost on dps. But this should be 2ndary role for SK and should be few AA that for this role.<p>But always the last thing we need is more worthless-mediocre SK AA and for guardians to have more godly AA. That's how current EQ2 DEV approach.I hope I'm wrong but don't be suprised if we got screwed over once again, just like our mythical epic weapon.</p></blockquote><p>I agree with alot of what you are saying, but I disagree with you a bit on the dps statement. Remember we are SUPPOSED to be keeping agro with dps, to make up for out very limted agro abilities. We all know our dps is lacking at this time, but many of us liked the idea of a dps tank vs a straight forward agro tank ... unfortunatly Guardians have both at this time.</p><p>What ever they do with our AA's it better be kick butt compared to many of the other fighter class aa's. Guardians should have weak ones if Sony has any concept of balance. But they will likely just give us some crap like they did the last two sets and give Guardians lighting bolts out of their butts and invulnerablity to damage every 30 seconds with a 1 min recast (yeah I am a bit jaded on fighter balance at this time).</p><p>I totally agree they need to readjust our actually spells/CA's, a slight increase to garbage abilities from aa's will still keep it garbage!</p>
Kurindor_Mythecnea
09-05-2008, 12:55 PM
<span style="color: #ffff00;">What is the source of this picture? I don't doubt its actuality it's just neato of course. <img src="http://forums.station.sony.com/eq2/images/smilies/ed515dbff23a0ee3241dcc0a601c9ed6.gif" border="0" alt="SMILEY" width="15" height="15" /></span>
Giral
09-05-2008, 06:50 PM
<cite>Seliri@Nagafen wrote:</cite><blockquote><span style="color: #ffff00;">What is the source of this picture? I don't doubt its actuality it's just neato of course. <img src="http://forums.station.sony.com/eq2/images/smilies/ed515dbff23a0ee3241dcc0a601c9ed6.gif" border="0" alt="SMILEY" width="15" height="15" /></span></blockquote>Ummm.... there is a link directly under the pic .......umm
Kurindor_Mythecnea
09-06-2008, 12:38 PM
<cite>Giralus wrote:</cite><blockquote><cite>Seliri@Nagafen wrote:</cite><blockquote><span style="color: #ffff00;">What is the source of this picture? I don't doubt its actuality it's just neato of course. <img src="http://forums.station.sony.com/eq2/images/smilies/ed515dbff23a0ee3241dcc0a601c9ed6.gif" border="0" alt="SMILEY" width="15" height="15" /></span></blockquote>Ummm.... there is a link directly under the pic .......umm </blockquote><span style="color: #ffff00;">Dude, I was totally thinking that when I asked this question there was going to be information I was missing that was right in front of me.</span>
<p>SK has only low DPS, low aggro keep, and low survivability.</p><p>With new AAs of new expansion, will SK be able to come up with Guardian in DPS, aggro keep, and survivability?</p><p>With new AAs, will SK's DPS come up with Guardian's DPS?With new AAs, will SK's aggro keep come up with Guardian's aggro keep?With new AAs, will SK's survivability come up with Guardian's survivability?</p><p>I know that fixing fighter's class balance is a long-term fix problem.But new AAs will preface the fix of fighters' class balance.I'm looking forward to new AAs as class balance very much.</p>
DMIstar
09-09-2008, 01:49 PM
<p>Well Illucide's Projection on the balance thing with mages, is the AA's are supposed to tip the tide again, For balanceing out spells Vs Melee Inbalance </p><p>But thats Illucide's side on this, I dont know whether the devs coincide at this point .. Not only do our New AAs have to Bring us up back in par with Berserks/guards, but they also have to take in affect the new AA's those classes get... </p><p>Though Im betting as always its going to fall short, Our spells DPS capability is a mess right now and I realy dont see where AA's are going to fix this at this point. </p><p>What we need is one beta, where they have Set Suits (aka like the Fabled Buffed one) But in legendary and lower gear, have People run and test them out and gain a tweaking balance from there, and move on.</p>
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