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View Full Version : Class Issues in Battlegrounds - specifically monk


slaw
03-15-2010, 07:31 PM
<p>What are the problems?  </p><p><ol><li>Our AOE taunt AA have been removed in BG. Monks have graciously been given an AA ability this expansion which adds threat to their Dragonfire AoE line... THANK YOU!!! BUT has been removed in BG.  WHY? "The Lord Giveth and the Lord Taketh away?"<ol><li>All other tank classes remain with PVP ability that changes their AOE threat increase abilities and now forces-target-to-switch.<ol><li> <ol><li>For example - blue team healer grabs relic... zerker throws up blue aoe and voila no one can touch healer because everyone is forced to target the zerker.  Add another AOE taunt class and another healer and you have a no fail situation because no one can target anything.</li><li>Yes true brawlers and monks in particular can use our single target threat increase to force-change targets... mildly annoying at best I assure you.  The other alternative is to hit every  single opposing team member when you have Dragon Rage buff on and this will for a split second change target.  Not long enough to help at all.</li></ol></li><li>SOLUTION - WHY make us zone into battlegrounds with AAs that are useless? What the monk community is asking is to allow us to KEEP our AA ability in BG to help keep our squishies and healers alive.  Every brawler I have spoken to has the same concern.  </li></ol></li></ol></li><li>Spell Damage mitigation in PVP in general - specifically monk tanks do not possess an ability to properly resist/mitigate spell damage and resists DON'T SEEM TO BE WORKING?  <ol><li>"Outward Calm" gives us 15seconds ward for about 6-7k in PVP.  This lasts all of about .002seconds against any casters. In comparison... Pallies have Divine Aura, Zerks have Adrenaline, Sks have Furor... cmon now... monks put up Tsunami for 20seconds which gives 100% melee resistance... but get eaten by spell dmg. Screw you guys... Monks meditate 24/7... thoughtful... spiritual beings that float above clouds in temples built in the sky and kill people from the inside out</li><li>Checking the figures against ACT it seems spell mitigation is not working in PVP.  I have routinely seen people getting 1 shotted or 2 shotted who have 20k+ HP and 10k+ resists.<ol><li>10k resists = 70% dmg absorbtion. This mean to 1 shot a person with 20k HP you need to hit for 66k dmg.  I know Ice Comet rocks... but the math isn't adding up.  </li><li>Combat Abilities are severely lowered in PVP - do these align with the lowered spell dmg amounts? Seems to - but then again... resists are not factoring in... ACT logs seems to agree.</li></ol></li><li>Solution - Make Tsunami spell resist also this would be fair in line with other tank classes.</li></ol></li></ol></p>

slothmister
03-15-2010, 08:13 PM
<p>Oh deer, I play a tank class that can not hold its own in pvp /cry cry cry.</p><p>Two options - LIVE WITH IT or ROLL A SK</p>

slaw
03-15-2010, 11:37 PM
<p>Yeah yeah yeah - heard it all before.  Pls dont comment unless you have something constructive to add.  I was asked by the GM to post this concern in the forums so that is what I am doing.</p>

Baztien
03-16-2010, 12:45 AM
<p>Don't taunt mages?</p><p>I've seen only brawlers and berskers take on multiple melee at once.</p><p>From what I hear, brawlers are nearly impossible to down without spell damage...</p><p>but I wouldnt know since I habitually kill them when they taunt me.</p>

skylancer
03-16-2010, 12:50 AM
<p><a href="http://forums.station.sony.com/eq2/posts/list.m?start=30&topic_id=470699">http://forums.station.sony.com/eq2/...topic_id=470699</a></p>

Dorsan
03-16-2010, 01:10 AM
<p><cite>skylancer wrote:</cite></p><blockquote><p><a href="http://forums.station.sony.com/eq2/posts/list.m?start=30&topic_id=470699">http://forums.station.sony.com/eq2/...topic_id=470699</a></p></blockquote><p>The thread you linked is from PvP section. Battlegrounds and PvP do not share the exact same game mechanics and the OP was complaining about other stuff not only about a resist</p>

Am
03-16-2010, 01:12 AM
Skylancer thinks linking to his thread in every other thread will make people take him seriously.

Dorsan
03-16-2010, 01:15 AM
Nah it's not his thread. I think he became a moderator in his imagination and he is imagining himself closing all these threads by putting a link to a thread he thinks is a duplicate.

Am
03-16-2010, 01:16 AM
Another good hypothesis. lol

slaw
03-16-2010, 03:35 AM
<p>actually that thread covered pretty much everything - they must be fixing the exploits etc and have at least confirmed they know of the broken DPS mechanics as well.</p>

Darkonx
03-16-2010, 03:44 AM
<p><cite>slaw wrote:</cite></p><blockquote><p>What are the problems?  </p><p><ol><li>Our AOE taunt AA have been removed in BG. Monks have graciously been given an AA ability this expansion which adds threat to their Dragonfire AoE line... THANK YOU!!! BUT has been removed in BG.  WHY? "The Lord Giveth and the Lord Taketh away?"<ol><li>All other tank classes remain with PVP ability that changes their AOE threat increase abilities and now forces-target-to-switch.<ol><li> <ol><li>For example - blue team healer grabs relic... zerker throws up blue aoe and voila no one can touch healer because everyone is forced to target the zerker.  Add another AOE taunt class and another healer and you have a no fail situation because no one can target anything.</li><li>Yes true brawlers and monks in particular can use our single target threat increase to force-change targets... mildly annoying at best I assure you.  The other alternative is to hit every  single opposing team member when you have Dragon Rage buff on and this will for a split second change target.  Not long enough to help at all.</li></ol></li><li>SOLUTION - WHY make us zone into battlegrounds with AAs that are useless? What the monk community is asking is to allow us to KEEP our AA ability in BG to help keep our squishies and healers alive.  Every brawler I have spoken to has the same concern.  </li></ol></li></ol></li><li>Spell Damage mitigation in PVP in general - specifically monk tanks do not possess an ability to properly resist/mitigate spell damage and resists DON'T SEEM TO BE WORKING?  <ol><li>"Outward Calm" gives us 15seconds ward for about 6-7k in PVP.  This lasts all of about .002seconds against any casters. In comparison... Pallies have Divine Aura, Zerks have Adrenaline, <strong><span style="font-size: small;">Sks have Furor</span></strong>... cmon now... monks put up Tsunami for 20seconds which gives 100% melee resistance... but get eaten by spell dmg. Screw you guys... Monks meditate 24/7... thoughtful... spiritual beings that float above clouds in temples built in the sky and kill people from the inside out</li><li>Checking the figures against ACT it seems spell mitigation is not working in PVP.  I have routinely seen people getting 1 shotted or 2 shotted who have 20k+ HP and 10k+ resists.<ol><li>10k resists = 70% dmg absorbtion. This mean to 1 shot a person with 20k HP you need to hit for 66k dmg.  I know Ice Comet rocks... but the math isn't adding up.  </li><li>Combat Abilities are severely lowered in PVP - do these align with the lowered spell dmg amounts? Seems to - but then again... resists are not factoring in... ACT logs seems to agree.</li></ol></li><li>Solution - Make Tsunami spell resist also this would be fair in line with other tank classes.</li></ol></li></ol></p></blockquote><p>You realize, Furor is just like Tsunami right? It does NOTHING against spells. Just didn't want you to have misconceptions.</p>

Sambone
03-16-2010, 03:59 AM
<p>Are spell resists working correctly?  Far as I can tell they weren't and thought i read somewhere else as well that there was a problem with them in BG.  Anyone know if that has been fixed at all?</p>

urgthock
03-16-2010, 10:36 AM
<p>I know that spell resists and even melee mitigation to an extent are somewhat borked on the PVP server. It's possible there is a similar issue in BG. I don't know for sure though.</p>