View Full Version : Which Class Mythical is better?
<p>I want to start a new character to play with my friend and we both plan on getting our Mythical class weapons. I want to choose a class which once the Mythical weapon is attained the weapon totally doesn't suck.</p><p>I read somewhere that the Troubadour Mythical completely sucks? Can anyone confirm this as the truth of did someone make it up?</p><p>I was also thinking about playing a Berzerker based on the Mythical weapon or maybe even a Wizard.</p>
iwillbackha
04-06-2011, 02:27 PM
<p>Dirge is the best myth proc hands down, end of discussion.</p>
Raahl
04-06-2011, 02:39 PM
<p>No the Troubador Myth buff does not completely suck. Though it could use some tweaking to make it fit better with the recent DoV changes. Any discussions on the issues with this should be taken to the Troubador forum where there is already a thread on it.</p><p>IMO you are better off trying to pick a class that compliments your friends class than worrying about the myth buff. </p><p>If you plan on Duo'ing you might look at a healer/tank or healer/scout combo. If you go the scout route you probably don't want to play a bard. Though you could go Healer/Conjurer. Let the pet tank.</p>
Raahl
04-06-2011, 02:41 PM
<p><cite>iwillbackhand wrote:</cite></p><blockquote><p>Dirge is the best myth proc hands down, end of discussion.</p></blockquote><p>I'm sure there are other classes that will disagree with you.</p>
Geothe
04-06-2011, 02:45 PM
<p><cite>Raahl wrote:</cite></p><blockquote><p><cite>iwillbackhand wrote:</cite></p><blockquote><p>Dirge is the best myth proc hands down, end of discussion.</p></blockquote><p>I'm sure there are other classes that will disagree with you.</p></blockquote><p>[Removed for Content].Only if they are clueless about how the game works.Fact is that the Dirge mythical effect is in a complete class of its own compared every other class in the game.NO OTHER mythical increases a class's DPS as much as the dirge effect. Nothing even comes close. </p>
Lcneed
04-06-2011, 02:57 PM
<p><cite>Nrgy wrote:</cite></p><blockquote><p>I want to start a new character to play with my friend and we both plan on getting our Mythical class weapons. I want to choose a class which once the Mythical weapon is attained the weapon totally doesn't suck.</p><p>I read somewhere that the Troubadour Mythical completely sucks? Can anyone confirm this as the truth of did someone make it up?</p><p>I was also thinking about playing a Berzerker based on the Mythical weapon or maybe even a Wizard.</p></blockquote><p>The berzerker mythical is not that great actually. 100% AE attack is really cool, but you can now get 80% AE attack with any fighter class because of the 40% DoV rune + 40% fighter AA.</p><p>The dirge mythical sounds pretty cool though. It makes me want to make a dirge.</p><p>If you are thinking that you could actually use the weapon, then you will be disappointed. Just about any DoV weapons are better the actual epic weapon. You will only be using the Mythical buff itself minus the weapon at level 90. You may want to use it for appearance though.</p>
thegriss
04-06-2011, 03:05 PM
<p>For Melee I would agree with the dirge myth being best. As a healer you look from a different prospective. My inq Myth is to me one of the best myths in the game. 15% Healing spell Reuse/Casting speed, 1200-1700 damage proc, daze/stifle immunity group proc and a 50% chance to add addition heal to a few of our healing spells. Also it gives us the ultimate group cure. It cast while moving its nearly insta cast and procs a heal for each debuff it removes with a short cool down.</p>
<p>The Paladin Myth buff is pretty awesome.</p><p><a href="http://eq2.wikia.com/wiki/Marr%27s_Favor"><span style="color: #ffff00;">http://eq2.wikia.com/wiki/Marr%27s_Favor</span></a></p>
Ge'Sar
04-06-2011, 03:21 PM
<p><cite>Raahl wrote:</cite></p><blockquote><p><cite>iwillbackhand wrote:</cite></p><blockquote><p>Dirge is the best myth proc hands down, end of discussion.</p></blockquote><p>I'm sure there are other classes that will disagree with you.</p></blockquote><p>Not if they undrestand them.</p>
Maamadex
04-06-2011, 04:17 PM
<p>Dirge is pretty much the best dps wise. Trouby one doesn't even come close nor other classes. Paladin is really great for mitigating inc damage. Shouldn't base what you play on just a myth tho, like others have said. Having a mediocre myth doesn't mean the class itself is mediocre <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /> Not something to base a choice on tbh.</p>
Raahl
04-06-2011, 04:23 PM
<p>Lets add each buff here to be able to compare them. While I won't disagree that the Dirge buff is really good, lets take a look at all the buffs and base it more on the data than opinion.</p><p>Data from: <a rel="nofollow" href="http://eq2.wikia.com " target="_blank">http://eq2.wikia.com </a> Note: If these have changed and are not correct, please post the new info.</p><p><span style="font-size: medium;"><span style="text-decoration: underline;"><strong>Fighters</strong></span></span></p><p><strong><span style="text-decoration: underline;">Beserker</span></strong></p> <ul type="disc"><li>Wall of Hatred (Until Cancelled)<ul type="circle"><li>25% of the damage done to the berserker will be added back to the attacker as additional hate. </li><li>Has a 33% chance to force players who hate the berserker to target them for 3 seconds. </li><li>Add a hate position increase to the initial taunt portion of Insolence. </li><li>On a successful melee attack this spell has a chance to cast Enrage on target of attack. Lasts for 12.0 seconds. This effect will trigger an average of 2.4 times per minute. If a melee attack is used, only the primary weapon can trigger this effect. <ul type="square"><li>Caster will Double Attack on 10.0% of attacks </li><li>Increases Crit Chance of caster by 15.0 </li><li>Inflicts 562 - 842 heat damage on target encounter </li><li>This spell can not be modified except by direct means </li></ul></li><li>This spell can not be modified except by direct means </li></ul></li><li>Whirlwind (Until Cancelled)<ul type="circle"><li>Caster has a 100.0% chance of having their primary weapon's autoattack affect multiple targets they are facing, who are within melee range. </li><li>Reduces physical damage done to caster by 5% </li></ul></li></ul> <p><strong><span style="text-decoration: underline;">Bruiser</span></strong></p> <ul type="disc"><li>Fist of Gorynn (Until Cancelled)<ul type="circle"><li>On a combat hit this spell may cast Strike of Anger on target of attack. Lasts for 12.0 seconds. Triggers about 2.4 times per minute. <ul type="square"><li>Increases Crit Chance of caster by 12.0 </li><li>Inflicts 754 - 1131 crushing damage on target </li><li>Cannot be modified except by direct means </li><li>Attacker must be behind or flanking </li></ul></li><li>On a combat hit this spell may cast Strike of Anger on target of attack. Lasts for 12.0 seconds. Triggers about 2.4 times per minute. <ul type="square"><li>Increases Threat to target by 4,578 </li><li>Inflicts 676 - 1014 crushing damage on target </li><li>Increases Crit Chance of caster by 12.0 </li><li>Cannot be modified except by direct means </li><li>Attacker must be in front of </li></ul></li><li>Caster will deflect 5.0% of incoming attacks. </li><li>Reduces physical damage done to caster by 10% </li><li>Cannot be modified except by direct means </li></ul></li><li>Unyielding Resolve (Recast 5 minutes 22 seconds, Duration 10 seconds)<ul type="circle"><li>Caster will Dodge 100.0% of incoming attacks </li><li>Heals caster for 12.5% of max health </li><li>Heals caster for 6.3% of max health every second <ul type="square"><li>This effect cannot be critically applied. </li></ul></li></ul></li></ul> <p><strong><span style="text-decoration: underline;">Guardian</span></strong></p> <ul type="disc"><li>Wrath of Vel'Arek (Until Cancelled)<ul type="circle"><li>Caster is immune to riposte damage. </li><li>On a successful attack this spell has a chance to cast Shielding of Vel'Arek on caster. Lasts for 10.0 seconds. This effect will trigger an average of 1.8 times per minute. If a melee attack is used, only the primary weapon can trigger this effect. <ul type="square"><li>Makes caster immune to Stun effects </li><li>Makes caster immune to Stifle effects </li><li>Makes caster immune to Fear effects </li><li>Makes caster immune to Root effects </li><li>Makes caster immune to Daze effects </li><li>This spell can not be modified except by direct means. </li></ul></li><li>On a successful melee attack this spell has a chance to cast Wrath of the Warrior on target of attack. Lasts for 12.0 seconds. This effect will trigger an average of 2.4 times per minute. If a melee attack is used, only the primary weapon can trigger this effect. <ul type="square"><li>Reduces physical damage done to caster by 5%. </li><li>Inflicts 635-953 slashing damage on target. </li><li>This spell can not be modified except by direct means. </li></ul></li><li>This spell can not be modified except by direct means</li></ul></li></ul> <p><strong><span style="text-decoration: underline;">Monk</span></strong></p> <ul type="disc"><li>Perfect Serenity (Until Cancelled)<ul type="circle"><li>On a successful melee attack this spell has a chance to cast Serene Strike on target of attack. Lasts for 12.0 seconds. This effect will trigger an average of 2.4 times per minute. If melee attack is used, only the primary weapon can trigger this effect. <ul type="square"><li>Inflicts 586-1088 crushing damage on target. </li><li>Caster will Double Attack on 15.0% of attacks. </li><li>This spell can not be modified except by direct means. </li></ul></li><li>Gives caster an extra 20.0% mitigation to their worn armor. </li><li>Gives caster a 50.0% chance to strikethrough a successful avoidance check. </li><li>Increases caster's chance to block by 15.0%. </li><li>This spell can not be modified except by direct means. </li></ul></li></ul> <p><strong><span style="text-decoration: underline;">Paladin</span></strong></p> <ul type="disc"><li>Marr's Favor (Until Cancelled)<ul type="circle"><li>Reduces physical damage done to caster by 10% </li><li>When the paladin takes damage, they will heal themselves for 10% of the damage amount. </li><li>On a successful combat attack this spell has a chance to cast Marr's Fury on target of attack. This effect will trigger an average of 3.0 times per minute. If a melee attack is used, only the primary weapon can trigger this effect. <ul type="square"><li>Inflicts 1041 - 1272 divine damage on target </li></ul></li><li>When target casts a spell this spell has a 15% chance to cast Marr's Favor on caster. Lasts for 15.0 seconds. <ul type="square"><li>Increases the healing and damage of spells by up to 25% of your total strength </li></ul></li><li>This spell can not be modified except by direct means </li></ul></li><li>Holy Avenger (Recast 6 minutes, Duration 24.0 seconds)<ul type="circle"><li>Summons a Holy Avenger that transfer's life from surrounding enemies to your allies.</li></ul></li></ul> <p><strong><span style="text-decoration: underline;">Shadow Knight </span></strong></p> <ul><li> Touch of Death (Recast: 5 minutes 1 second, Duration:<strong> </strong>8.0 seconds)<ul><li> Will absorb physical damage when the amount is greater than 60% of the target's maximum health. </li><li> Forces target to change their selected target to caster instantly. Hate gain increased 10% for the duration. </li></ul></li></ul> <ul type="disc"><li>Seething Hatred (Until Cancelled)<ul type="circle"><li>On any successful combat or spell attack this spell has a chance to cast Seething Hatred on target of attack. Lasts for 15.0 seconds. This effect will trigger an average of 2.4 times per minute. If melee attack is used, only the primary weapon can trigger this effect. <ul type="square"><li>300% of health regained from lifetaps will be applied as hate to engaged targets. </li><li>Inflicts 836 - 1022 disease damage on target. </li><li>This spell can not be modified except by direct means. </li></ul></li><li>Damage over time spells increase damage with each tick. <ul type="square"><li>Damage ceases after 5 ticks. </li></ul></li><li>This spell can not be modified except by direct means. </li></ul></li></ul>
Raahl
04-06-2011, 04:24 PM
<p><span style="font-size: medium;"><span style="text-decoration: underline;"><strong>Scouts</strong></span></span></p><p> </p><p><strong><span style="text-decoration: underline;">Assassin </span></strong></p> <ul type="disc"><li>Assassin's Flurry (Until Cancelled)<ul type="circle"><li>Caster has a 15% chance of having one of their weapons' autoattack affect the target multiple times. </li><li>Increases the damage of stealth attacks by 30%. </li><li>On a combat hit this spell may cast Flurry of Poison on target of attack. Lasts for 12.0 seconds. Triggers about 2.3 times per minute. <ul type="square"><li>Increases Crit Chance of caster by 15.0 </li><li>Inflicts 548 - 972 poison damage on target </li><li>Cannot be modified except by direct means. </li></ul></li><li>Cannot be modified except by direct means. </li></ul></li></ul> <p><strong><span style="text-decoration: underline;">Brigand</span></strong></p> <ul type="disc"><li>Havoc's Treachery (Until Cancelled)<ul type="circle"><li>Improves the damage of all rear based combat arts by 30% </li><li>On a combat hit this spell may cast Havoc's Treachery on target of attack. Last's for 12 seconds. Triggers about 2.3 times per minute. <ul type="square"><li>Caster will Double Attack on 15% of attacks </li><li>Inflicts 550-830 piercing damage </li><li>Cannot be modified except by direct means </li></ul></li><li>Improves the Brigand's profession debuffs by 10% </li><li>Cannot be modified except by direct means </li></ul></li></ul> <p><strong><span style="text-decoration: underline;">Dirge</span></strong></p> <ul type="disc"><li>March of Blades (Until Cancelled)<ul type="circle"><li>On a melee hit this spell may cast Intrepid Strike on caster. Lasts for 12.0 seconds. Triggers about 2.3 times per minute. <ul type="square"><li>Allows caster to hit all melee based attacks for maximum damage. <ul type="square"><li>Must not be engaged in PVP combat </li></ul></li><li>Improves base auto attack multiplier by 0.200. <ul type="square"><li>Must be engaged in PVP combat </li></ul></li><li>Cannot be modified except by direct means </li></ul></li><li>Riana's Relentless Tune will improve combat art damage by 10% </li><li>Applies the effects of Cacophony of Blades to all raid members. </li><li>Cannot be modified except by direct means </li></ul></li></ul> <p><strong><span style="text-decoration: underline;">Ranger</span></strong></p> <ul type="disc"><li>Eagle's Talon (Until Cancelled)<ul type="circle"><li>Improves base auto attack multiplier by 0.200 </li><li>On a ranged hit this spell may cast Talon Strike on target of attack. Lasts for 10.0 seconds. Triggers about 2.2 timers per minute. <ul type="square"><li>Gives caster a 60% chance to not use ammunition on an attack </li><li>Inflicts 454 - 680 slashing damage on target </li><li>Adds normalized combat art damage based on 20% of your current agility. </li><li>Cannot be modified except by direct means. </li></ul></li><li>Improves combat art damage of the ranger by 10% </li><li>Cannot be modified except by direct means. </li></ul></li></ul> <p><strong><span style="text-decoration: underline;">Swashbuckler</span></strong></p> <ul type="disc"><li>Swarthy Ways (Until Cancelled)<ul type="circle"><li>Flamboyant Strike will gain an additional effect that causes the target to reduce their spell damage by 10%. </li><li>On a successful melee attack this spell has a chance to cast Swarthy Chaos on target of attack. Lasts for 12.0 seconds. This effect will trigger an average of 3.0 times per minute. If a melee attack is used, only the primary weapon can trigger this effect. <ul type="square"><li>Adds an additional 8% hate transfer to Swarthy Deception IV. </li><li>Inflicts piercing damage on target. </li><li>Inflicts piercing damage on target every 3 seconds. </li><li>This spell cannot be modified except by direct means. </li></ul></li><li>Increases the potency of all abilities by 10%. </li><li>This spell cannot be modified except by direct means. </li></ul></li></ul> <p><strong><span style="text-decoration: underline;">Troubador</span></strong></p> <ul type="disc"><li>Ayonic Inspiration (Until Cancelled)<ul type="circle"><li>Applies the effects of Perfection of the Maestro to all raid members. </li><li>Aria of Magic will improve hostile spell damage by 10% </li><li>On any successful attack this spell has a chance to cast Ayonic Hymn on target of attack. Lasts for 12.0 seconds. This effect will trigger an average of 2.3 times per minute. <ul type="square"><li>Increases Damage Spell Crit Chance of caster by 15.0% </li><li>Inflicts 705-1057 mental damage on target</li><li>This spell cannot be modified except by direct means</li></ul></li></ul></li></ul>
Yimway
04-06-2011, 04:24 PM
<p>Obvious troll is obvious =)</p>
Raahl
04-06-2011, 04:24 PM
<p><span style="text-decoration: underline;"><strong><span style="font-size: medium;">Priests</span></strong></span></p><p><strong><span style="text-decoration: underline;">Defiler</span></strong></p> <ul type="disc"><li>Tribal Spirit (Until Cancelled)<ul type="circle"><li>Adds additional healing to Ancient Shroud </li><li>Adds additional healing to Carrion Warding </li><li>On a beneficial spell cast this spell has a 12% chance to cast Tribal Spirit on the group. Lasts for 12.0 seconds. <ul type="square"><li>Reduces elemental,noxious,arcane damage done to group members(AE) by 5% </li><li>Improves the value of healing and warding spells by 8% </li><li>Cannot be modified except by direct means. </li></ul></li><li>Cannot be modified except by direct means. </li></ul></li><li>Nightmares (Recast: 1 minute, Duration: 24.0 seconds)<ul type="circle"><li>Inflicts 714 - 869 disease damage on target encounter </li><li>Inflicts 698 - 853 disease damage on target encounter every 4 seconds </li><li>Heals group members (AE) for 539 - 656 </li><li>Heals group members (AE) for 523 - 640 every 4 seconds </li></ul></li></ul> <p><strong><span style="text-decoration: underline;">Fury</span></strong></p> <ul type="disc"><li>Nature's Wrath (Until Cancelled)<ul type="circle"><li>On a successful hostile spell, this spell has a 12% chance to cast Nature's Wrath on target of spell. Lasts for 10.0 seconds. <ul type="square"><li>On a successful attack, this spell will cast Nature's Soothing on target of attack. <ul type="square"><li>Heals target for 374-694. </li></ul></li><li>Inflicts 622-933 heat damage on target. </li><li>This spell can not be modified except by direct means. </li></ul></li><li>Improves the Fury's heals by 10% of their wisdom. </li><li>Improves the damage of hostile spells by 10% of the fury's wisdom. </li><li>This spell can not be modified except by direct means. </li></ul></li><li>Wrath's Blessing (Recast: 2.0 Seconds)<ul type="circle"><li>Grants a healer ally bonus healing based on your last damage spell amount. This bonus changes every time you cast a damage spell.</li></ul></li></ul> <p><strong><span style="text-decoration: underline;">Inquisitor </span></strong></p> <ul><li> Cleansing of the Soul (Recast: 15.0 seconds, Max AOE Targets: 6)<ul><li> Dispels 176 levels of physical, elemental, noxious, arcane hostile effects on group members (AE) </li><li> Casts Penitent Cleansing for each successful Dispel.<ul><li>Heals target for 1007 - 1511</li></ul></li></ul></li></ul> <ul type="disc"><li>Absolution (Until Cancelled)<ul type="circle"><li>On a combat hit this spell may cast Penitent Smite on target of attack. Lasts for 12.0 seconds. Triggers about 1.8 times per minute. <ul type="square"><li>Inflicts 652 - 978 divine damage on target </li><li>Makes group members (AE) immune to Daze and Stifle effects </li><li>Cannot be modified except by direct means </li></ul></li><li>Has a 50% chance to cast an additional heal 0.5 seconds after Alleviation, Fanatical Healing or Ministration is cast. </li><li>Improves the casting and reuse speed of heals by 15% </li><li>Cannot be modified except by direct means. </li></ul></li></ul> <p><strong><span style="text-decoration: underline;">Mystic </span></strong></p> <ul><li> Spirit Tap (Recast: 9 minutes 21 seconds, Duration: 30.0 seconds)<ul><li> When a target enemy takes damage, that damage is converted into a heal and power restore for the Mystic's group. </li></ul></li></ul> <ul type="disc"><li>Spiritual Warding (Until Cancelled)<ul type="circle"><li>On a beneficial spell cast this spell has a 12% chance to cast Tribal Rage on the group. Lasts for 12.0 seconds. <ul type="square"><li>Group members (AE) will Double Attack on 15% of attacks </li><li>Cannot be modified except by direct means </li></ul></li><li>Increases the power of wards by 30% of the mystic's wisdom </li><li>Cannot be modified except by direct means </li></ul></li></ul> <p><strong><span style="text-decoration: underline;">Templar</span></strong></p> <ul><li> Divine Light (Recast: 5 minutes, Duration: 20.0 seconds)<ul><li> Reduces all damage done to the target by 8%. 50% of the reduced damage is reflected on the attacker.</li></ul></li></ul> <ul type="disc"><li>Impenetrable Faith (Until Cancelled)<ul type="circle"><li>Increases the heal amount of Supplicant's Prayer and Divine Prayer by 20% of the templar's wisdom. </li><li>Makes Aegolism a group wide spell adding additional haste, defense, parry, deflection and aggression </li><li>When target casts a beneficial spell this spell has a 12% chance to cast Impenetrable Faith on caster. Lasts for 15.0 seconds. <ul type="square"><li>Makes caster immune to Stun effects and increases casting speed by 20% </li></ul></li><li>This spell can not be modified except by direct means </li></ul></li></ul> <p><strong><span style="text-decoration: underline;">Warden</span></strong></p> <ul type="disc"><li>Nature's Restoration (Until Cancelled)<ul type="circle"><li>Heal over time spells increase healing with each tick. Healing ceases to increase after 5 ticks. </li><li>When target casts a healing spell this spell has a 50% chance to cast Splash of Nature on caster. <ul type="square"><li>Increases power of caster by 443-664 </li><li>This spell can not be modified except by direct means </li></ul></li><li>This spell can not be modified except by direct means. </li></ul></li><li>Infuriating Thorns (Recast: 3 minutes)<ul type="circle"><li>Will absorb physical, elemental, noxious, arcane damage. </li><li>When target is damaged this spell will cast Infuriating Thorns on target's attacker. <ul type="square"><li>Inflicts 1021 piercing damage on target </li><li>This spell can not be modified except by direct means.</li><li>Grants a total of 3 triggers of the spell.</li></ul></li></ul></li></ul>
Raahl
04-06-2011, 04:25 PM
<p><span style="font-size: medium;"><span style="text-decoration: underline;"><strong>Mages</strong></span></span></p><p> </p><p><strong><span style="text-decoration: underline;">Coercer</span></strong></p> <ul type="disc"><li>Siren's Gift (Until Cancelled)<ul type="circle"><li>On a damage spell hit this spell has a 12% chance to cast Siren's Gift <ul type="square"><li>Reduces the power cost of group members' spells by 20% </li></ul></li><li>Modifies mana flow to be group targeted. Also reduces duration and fuel cost. </li><li>Removes the concentration cost of Possess Essence. </li><li>Reduces the reuse timers of all spells by 10%. </li><li>This spell can not be modified except by direct means. </li></ul></li><li>Siren's Stare (Until Cancelled)<ul type="circle"><li>Applies Siren's Stare when Activated. <ul type="square"><li>Adds mental damage to a fighter's single target and AE taunts </li></ul></li></ul></li></ul> <p><strong><span style="text-decoration: underline;">Conjuror</span></strong></p> <ul type="disc"><li>Elemental Mastery (Until Cancelled)<ul type="circle"><li>Increases the base damage of hostile spells by 10%. </li><li>On a hostile spell cast this spell has a 12% chance to cast Inferno on target of spell. Lasts for 12.0 seconds. <ul type="square"><li>Applies Inferno. Lasts for 12.0 seconds. <ul type="square"><li>Prevents AOE (except when direct) </li><li>Increases Crit Chance of pet by 20.0 </li></ul></li><li>Inflicts 674 - 1011 heat damage on target. </li><li>Inflicts 221 - 332 heat damage on target every 3 seconds. </li><li>Cannot be modified except by direct means. </li></ul></li><li>Improves the damage of the Conjuror's pet. </li><li>Cannot be modified except by direct means. </li></ul></li></ul> <p><strong><span style="text-decoration: underline;">Illusionist</span></strong></p> <ul type="disc"><li>Mirage Mastery (Until Cancelled)<ul type="circle"><li>Changes Rapidity to a group buff and adds 10% double attack. </li><li>Removes the concentration cost of Personae Refelction. </li><li>On a successful hostile spell this spell has a 12% chance to cast Soothing Mind on target. Lasts for 15.0 seconds. <ul type="square"><li>On any successful combat or spell attack this spell will cast Soothing Mind on target. Lasts for 15.0 seconds. <ul type="square"><li>Increases power of target by 360. </li><li>Grants a total of 1 trigger of the spell </li></ul></li><li>This spell can not be modified except by direct means. </li></ul></li><li>This spell can not be modified except by direct means. </li></ul></li></ul> <p><strong><span style="text-decoration: underline;">Necromancer</span></strong></p> <ul type="disc"><li>Secrets of Vazaelle (Until Cancelled)<ul type="circle"><li>Improves damage of the Necromancer's pet. </li><li>Damage over time spells increase damage with each tick. <ul type="square"><li>Damage ceases after 5 ticks. </li></ul></li><li>On a successful hostile spell this spell has a 12% chance to cast Poisonous Blast on target of spell. Lasts for 12.0 seconds. <ul type="square"><li>Inflicts 674 - 1011 Poison damage on target. </li><li>Inflicts 221 - 332 Poison damage on target every 3 seconds. </li><li>Applies Poisonous Blast. Lasts for 12.0 seconds. <ul type="square"><li>Prevents AOE (except when direct) </li><li>Increases Crit Chance of pet by 20.0 </li></ul></li><li>This spell can not be modified except by direct means. </li></ul></li><li>This spell can not be modified except by direct means. </li></ul></li></ul> <p><strong><span style="text-decoration: underline;">Warlock</span></strong></p> <ul type="disc"><li>Acid Rain (Until Cancelled)<ul type="circle"><li>Increase Crit Bonus of caster y 10.0% </li><li>On a successful spell attack this spell has a 12% chance to cast Acid Rain on target of spell. <ul type="square"><li>Inflicts 751-1126 poison damage on target encounter. </li><li>Decrease threat priority of target encounter by 1 position </li><li>This spell cannot be modified except by direct means. </li></ul></li><li>This spell cannot be modified except by direct means.</li></ul></li><li> Negative Void (Until Cancelled)<ul type="circle"><li>Changes damage based encounter AE spells into single target. Improves their damage by 30%</li></ul></li></ul> <p><strong><span style="text-decoration: underline;">Wizard</span></strong></p> <ul type="disc"><li>Focused Mind (Until Cancelled)<ul type="circle"><li>Increases the damage of all hostile spells by 10%. </li><li>Increases Spell Double Attack Chance of caster by 10.0%. </li><li>On a successful spell atack this spell has a 12% chance to cast Fire of Intellect on target of spell. Lasts for 15.0 seconds. <ul type="square"><li>Inflicts 588-881 heat damage on target. </li><li>Adds normalized spell damage based on 30% of the wizard's intelligence. </li><li>This spell can not be modified except by direct means. </li></ul></li><li>This spell can not be modified except by direct means. </li></ul></li></ul>
Maamadex
04-06-2011, 04:33 PM
<p>Its mainly the procs that set the bards apart. Everything else is similar on their weapons.</p><p>Dirge.</p><p>On a melee hit this spell may cast Intrepid Strike on caster. Lasts for 12.0 seconds. Triggers about 2.3 times per minute.</p><ul type="square"><li>Allows caster to hit all melee based attacks for maximum damage.</li></ul><p>Trouby proc is laughable.</p><p>On any successful attack this spell has a chance to cast Ayonic Hymn on target of attack. Lasts for 12.0 seconds. This effect will trigger an average of 2.3 times per minute.</p><ul type="square"><li>Increases Damage Spell Crit Chance of caster by 15.0% </li><li>Inflicts 705-1057 mental damage on target</li></ul><p>Myths aren't the only factor as a reason to play a class tho.</p>
Raahl
04-06-2011, 04:49 PM
<p>Here's the top Myth buffs by class type, IMO.</p><p>Fighters: Shadow Knight</p><p>Scouts: Dirge</p><p>Healers: Inquisitor</p><p>Mage: Conjuror</p><p>So if the OP is looking only at the Myth Buffs, the above classes are probably the best in each class.</p><p>[Edit] BTW - I am in no way saying that any of these should be changed. They are just what I consider the best in the each class.</p>
Banditman
04-06-2011, 06:03 PM
<p>Saying the SK Myth is the best Fighter buff pretty much tells me all I need to know about your knowledge of the game . . .</p>
Geothe
04-06-2011, 06:07 PM
<p><cite>Banditman wrote:</cite></p><blockquote><p>Saying the SK Myth is the best Fighter buff pretty much tells me all I need to know about your knowledge of the game . . .</p></blockquote><p>qft. lol</p>
Raahl
04-06-2011, 08:46 PM
<p><cite>Banditman wrote:</cite></p><blockquote><p>Saying the SK Myth is the best Fighter buff pretty much tells me all I need to know about your knowledge of the game . . .</p></blockquote><p>Well if you believe differently, then why don't you tell us which you think is better and why. </p><p>I was looking at it from the standpoint that the lifetap element would make it much easier for the Shadow Knight to tank. Though many of the fighter mythical buffs are pretty darn good also.</p><p>Same goes to Geothe.</p>
Lethe5683
04-06-2011, 10:16 PM
<p><cite>Raahl wrote:</cite></p><blockquote><p><cite>iwillbackhand wrote:</cite></p><blockquote><p>Dirge is the best myth proc hands down, end of discussion.</p></blockquote><p>I'm sure there are other classes that will disagree with you.</p></blockquote><p>Then they would be wrong.</p>
Banditman
04-07-2011, 09:40 AM
<p><cite>Raahl wrote:</cite></p><blockquote><p>Well if you believe differently, then why don't you tell us which you think is better and why. </p></blockquote><p>Because this thread was over with the second post.</p><p>The Dirge mythical is the best, and it's not really all that close. Seems like just about everyone but you knows it.</p>
Raahl
04-07-2011, 09:56 AM
<p><cite>Banditman wrote:</cite></p><blockquote><p><cite>Raahl wrote:</cite></p><blockquote><p>Well if you believe differently, then why don't you tell us which you think is better and why. </p></blockquote><p>Because this thread was over with the second post.</p><p>The Dirge mythical is the best, and it's not really all that close. Seems like just about everyone but you knows it.</p></blockquote><p>No the thread wasn't over at the second post.</p><p>The OP asked the following.</p><p><cite>Nrgy wrote:</cite></p><blockquote><p>I want to start a new character to play with my friend and we both plan on getting our Mythical class weapons. I want to choose a class which once the Mythical weapon is attained the weapon totally doesn't suck.</p><p>I read somewhere that the Troubadour Mythical completely sucks? Can anyone confirm this as the truth of did someone make it up?</p><p>I was also thinking about playing a Berzerker based on the Mythical weapon or maybe even a Wizard.</p></blockquote><ol><li>They want a mythic that doesn't totally suck. Well there are a number of ones that don't totally suck.</li><li>Will be playing with a friend so they will be looking for more than just 2 Dirges in the group.</li><li>Heard that the Troubador myth sucked and wanted to know the truth. Which I answered after the second post.</li><li>They are thinking of playing a Berserker or Wizard. I believe a Berserker gave a comment on what they thought about their mythic after the second post also. Don't think a Wizard has said anything yet.</li></ol>
Hamervelder
04-07-2011, 01:49 PM
<p><cite>Banditman wrote:</cite></p><blockquote><p>Saying the SK Myth is the best Fighter buff pretty much tells me all I need to know about your knowledge of the game . . .</p></blockquote><p>This. Indeed.</p>
Kilnger
04-07-2011, 02:03 PM
<p><cite>Raahl wrote:</cite></p><blockquote><p><cite>Banditman wrote:</cite></p><blockquote><p>Saying the SK Myth is the best Fighter buff pretty much tells me all I need to know about your knowledge of the game . . .</p></blockquote><p>Well if you believe differently, then why don't you tell us which you think is better and why. </p><p>I was looking at it from the standpoint that the lifetap element would make it much easier for the Shadow Knight to tank. Though many of the fighter mythical buffs are pretty darn good also.</p><p>Same goes to Geothe.</p></blockquote><p>The Shadowknight one is arguably the worst right now because lifetaps cannot crit, so the effective hate you get from it is much lower than it first appears. The best ones are likely paladin, bruiser, and guardian in that order, in my opinion (though bruiser can be equal to paladin). All three give some manner of straight % damage reduction, with paladin giving the highest, while bruiser gives a good amount of hate + a survivability timer and guardian gives a nice CC immunity ability.</p>
Raahl
04-07-2011, 03:41 PM
<p><cite>Kilnger wrote:</cite></p><blockquote><p><cite>Raahl wrote:</cite></p><blockquote><p><cite>Banditman wrote:</cite></p><blockquote><p>Saying the SK Myth is the best Fighter buff pretty much tells me all I need to know about your knowledge of the game . . .</p></blockquote><p>Well if you believe differently, then why don't you tell us which you think is better and why. </p><p>I was looking at it from the standpoint that the lifetap element would make it much easier for the Shadow Knight to tank. Though many of the fighter mythical buffs are pretty darn good also.</p><p>Same goes to Geothe.</p></blockquote><p>The Shadowknight one is arguably the worst right now because lifetaps cannot crit, so the effective hate you get from it is much lower than it first appears. The best ones are likely paladin, bruiser, and guardian in that order, in my opinion (though bruiser can be equal to paladin). All three give some manner of straight % damage reduction, with paladin giving the highest, while bruiser gives a good amount of hate + a survivability timer and guardian gives a nice CC immunity ability.</p></blockquote><p>Didn't know the lifetap wouldn't crit. I was really close to saying Paladin because of the 10% damage reduction.</p>
Jasuo
04-07-2011, 08:51 PM
<p><cite>Raahl wrote:</cite></p><blockquote><p>Here's the top Myth buffs by class type</p><p>Fighters: Monk</p><p>Scouts: Dirge</p><p>Healers: Inquisitor</p><p>Mage: Wizard</p></blockquote><p>fixed to make it correct</p>
Spite
04-08-2011, 12:49 PM
<p><cite>Sciomar@Unrest_old wrote:</cite></p><blockquote><p><cite>Raahl wrote:</cite></p><blockquote><p>Here's the top Myth buffs by class type</p><p>Fighters: Monk</p><p>Scouts: Dirge</p><p>Healers: Inquisitor</p><p>Mage: Wizard</p></blockquote><p>fixed to make it correct</p></blockquote><p>Like many have said the fighter one is debatable on which is best. 50% Strikethrough on the monk's is appealing. I would say that barring the SK the others are situationally better which makes fighters pretty balanced in the regards to myth buffs.</p>
Talathion
04-09-2011, 01:15 AM
<p>Best Mythical is Monks/Dirges.</p><p>it used to be mystics, but they doubled the recast on Spirit Tap.</p>
wullailhuit
04-09-2011, 01:57 AM
<p>For healers , Inq myth is def the best , it adds so much...and for raiding , the click cure with fast recast is godly.</p>
Couching
04-10-2011, 03:56 PM
<p><cite>Sciomar@Unrest_old wrote:</cite></p><blockquote><p><cite>Raahl wrote:</cite></p><blockquote><p>Here's the top Myth buffs by class type</p><p>Fighters: Monk</p></blockquote><p>fixed to make it correct</p></blockquote><p>I disagreed.</p><p>50% strikethrough sounds appealing but it has nothing to do with survivability. If a tank has no aggro issue, extra dps is just a bonus. The survivability effect on monk myth is disappointing comparing to other fighter myth.</p><p>The best fighter mythical is pal then bruiser since their mythical help them a lot in survivability. Moreover, they have no problem in holding aggro.</p>
kelvmor
04-10-2011, 04:31 PM
<p>IMO, Guard Epic probably has the best abilities for a fighter.</p><p><span style="color: #cae0e6; font-family: verdana, arial, helvetica, sans-serif; -webkit-border-horizontal-spacing: 1px; -webkit-border-vertical-spacing: 1px;"><p style="font-family: verdana, arial, helvetica, sans-serif;"><strong><span style="text-decoration: underline;">Guardian</span></strong></p><ul type="disc"><li>Wrath of Vel'Arek (Until Cancelled)<ul type="circle"><li>Caster is immune to riposte damage.</li><li>On a successful attack this spell has a chance to cast Shielding of Vel'Arek on caster. Lasts for 10.0 seconds. This effect will trigger an average of 1.8 times per minute. If a melee attack is used, only the primary weapon can trigger this effect.<ul type="square"><li>Makes caster immune to Stun effects</li><li>Makes caster immune to Stifle effects</li><li>Makes caster immune to Fear effects</li><li>Makes caster immune to Root effects</li><li>Makes caster immune to Daze effects</li><li>This spell can not be modified except by direct means.</li></ul></li><li>On a successful melee attack this spell has a chance to cast Wrath of the Warrior on target of attack. Lasts for 12.0 seconds. This effect will trigger an average of 2.4 times per minute. If a melee attack is used, only the primary weapon can trigger this effect.<ul type="square"><li>Reduces physical damage done to caster by 5%.</li><li>Inflicts 635-953 slashing damage on target.</li><li>This spell can not be modified except by direct means.</li></ul></li><li>This spell can not be modified except by direct means</li></ul></li></ul></span></p>
Notsovilepriest
04-10-2011, 05:07 PM
Guardian one the worst IMO, the best part of it is a proc that is better on other items that they can wear (CC Immunity)
The_Cheeseman
04-11-2011, 12:18 AM
<p>Correction: the monk mythical buff was changed to a +20% mitigation increase when they fixed the +mitigation bug.</p><p>I think that looking at the mythical effects in a vacuum is just silly. The buffs have to be viewed from the perspective of the class's role and their existing abilities. Saying the Dirge myth is hands-down the best of all is short-sighted and ignores the purpose of the class. The Dirge myth buff does add a huge amount of personal DPS to the bard, but bard DPS isn't all that impressive on its own, so the buff has a lot of room to improve it. Give that proc to an assassin and its a game breaker, sure, but in the hands of a bard its merely very good. People don't invite bards to a group for their personal DPS, they bring them along for their support buffs, after all. (Note: I am not claiming that bards are poor DPS'ers, I am merely stating that they are not, and never have been, a top-tier DPS class).</p><p>In my opinion, the "best" myth buff is the one that improves that class's ability to perform its intended function the greatest. A fighter with the Dirge myth buff would do a lot more DPS, but it wouldn't really help their survivability all that much, and survivability is a large factor in the success of a fighter. Measuring everything by the metric of DPS is a gross oversimplification of mechanics.</p><p>As an example, I am a monk. The monk mythical buff grants me a fairly significant increase to my physical mitigation score, often allowing me to reach close to plate-level mitigation values. The 5% minimum block chance is added to my existing minimum block chance from my defensive stance, and that composite value is modified by the +15% block chance mod to grant me a significant increase to my uncontested avoidance. The 50% Strikethrough is extremely useful for improving melee hit rates when in front of MOBs--which is where I will usually be when tanking--and this allows me to focus less on acquiring bonuses to accuracy and melee weapon skills while making my Dragon Rage (+threat proc) more reliable. When taken together, the buff has a profound effect on my tanking ability, even if the DPS it adds isn't all that incredible. As a fighter, my primary role is tanking, DPS is secondary.</p>
Raahl
04-11-2011, 11:45 AM
<p><cite>The_Cheeseman wrote:</cite></p><blockquote><p>Correction: the monk mythical buff was changed to a +20% mitigation increase when they fixed the +mitigation bug.</p></blockquote><p>So instead of 4% it should be 20%? Just want to make sure before I change it.</p>
Banditman
04-11-2011, 12:01 PM
<p><cite>The_Cheeseman wrote:</cite></p><blockquote><p>I think that looking at the mythical effects in a vacuum is just silly. The buffs have to be viewed from the perspective of the class's role and their existing abilities. Saying the Dirge myth is hands-down the best of all is short-sighted and ignores the purpose of the class. The Dirge myth buff does add a huge amount of personal DPS to the bard, but bard DPS isn't all that impressive on its own, so the buff has a lot of room to improve it. Give that proc to an assassin and its a game breaker, sure, but in the hands of a bard its merely very good. People don't invite bards to a group for their personal DPS, they bring them along for their support buffs, after all. (Note: I am not claiming that bards are poor DPS'ers, I am merely stating that they are not, and never have been, a top-tier DPS class).</p></blockquote><p>What is silly is that someone can't see how ridiculously good the Dirge myth buff is. Even more silly, is equating "Bard" DPS to "Dirge" DPS. Troubs are bards too, and believe me, their DPS is not where it needs to be.</p>
The_Cheeseman
04-12-2011, 02:54 AM
<p><cite>Raahl wrote:</cite></p><blockquote><p><cite>The_Cheeseman wrote:</cite></p><blockquote><p>Correction: the monk mythical buff was changed to a +20% mitigation increase when they fixed the +mitigation bug.</p></blockquote><p>So instead of 4% it should be 20%? Just want to make sure before I change it.</p></blockquote><p>Yes, this is correct. It was chsnged from +4% to +20%.</p>
The_Cheeseman
04-12-2011, 03:13 AM
<p><cite>Banditman wrote:</cite></p><blockquote><p><cite>The_Cheeseman wrote:</cite></p><blockquote><p>I think that looking at the mythical effects in a vacuum is just silly. The buffs have to be viewed from the perspective of the class's role and their existing abilities. Saying the Dirge myth is hands-down the best of all is short-sighted and ignores the purpose of the class. The Dirge myth buff does add a huge amount of personal DPS to the bard, but bard DPS isn't all that impressive on its own, so the buff has a lot of room to improve it. Give that proc to an assassin and its a game breaker, sure, but in the hands of a bard its merely very good. People don't invite bards to a group for their personal DPS, they bring them along for their support buffs, after all. (Note: I am not claiming that bards are poor DPS'ers, I am merely stating that they are not, and never have been, a top-tier DPS class).</p></blockquote><p>What is silly is that someone can't see how ridiculously good the Dirge myth buff is. Even more silly, is equating "Bard" DPS to "Dirge" DPS. Troubs are bards too, and believe me, their DPS is not where it needs to be.</p></blockquote><p>My point wasn't that the Dirge myth buff isn't really good, it was that to get that myth buff, you have to play a Dirge, whose personal DPS isn't anything to write home about, anyway. My point is simply that the purpose of a Dirge is not personal DPS, so while their myth buff does increase their DPS by a huge amount, it isn't really significantly better than another class's buff that has a more role-relevant effect on their performance.</p><p>If the question was, "Which myth buff increases the user's personal DPS the most?" then I would agree with you that the Dirge buff is superior. However, the question is, "Which class has the best myth buff?" and that is a question that needs to be framed by the intended role of each class in question.</p><p>As to the state of Troubador DPS, I am not qualified to comment on that, as I do not play one and haven't studied the class in depth. However, I do maintain that the main benefit a bard of either sort brings to a group is their support buffs, which have a large impact on the overall DPS of the group. This impact can be very difficult to quantify, since parsers can only show how much damage each individual personally contributed, but not how much each individual's damage was affected by the group's buffs. As such, I am very hesitant to advocate increasing the personal DPS of a support class like a bard, because adding good personal DPS on top of the significant DPS improvements they bring to the group could easily unbalance the equation. Again, I am not a Troubador expert and do not claim that this would definitely be the case, but as a person with a great deal of experience in analyzing game design, I feel that some careful consideration is warranted.</p>
theriatis
04-12-2011, 03:39 AM
<p>Hi there...</p><blockquote><ol><li>They want a mythic that doesn't totally suck. Well there are a number of ones that don't totally suck.</li><li>Will be playing with a friend so they will be looking for more than just 2 Dirges in the group.</li><li>Heard that the Troubador myth sucked and wanted to know the truth. Which I answered after the second post.</li><li>They are thinking of playing a Berserker or Wizard. I believe a Berserker gave a comment on what they thought about their mythic after the second post also. Don't think a Wizard has said anything yet.</li></ol></blockquote><p>here's a Wizard:</p><p>I love my mythical. Although it was responsible for many deaths <strong>(</strong>One night in Veeshans Peak (T8)... Wizard: *falls dead to the ground* Tank: "[Removed for Content] ?" Dead Wizard: "Hey, you know that 20k Icenova ? Tank:"Yeah, right ?" Dead Wizard: "The one i casted just as Dispatch was running ?" Tank: "Yes ?" Dead Wizard: "Well... it just crittet and <strong><em>doubled</em></strong> for about 120k"... Tank: "W-T-F ?"<strong>)</strong> i still love it. I must admit, i don't think about other classes mythicals and how much better they might be.I'll play a Wizard - and "just a weapon, be it also the end-all&best of the game", will not make me think twice.</p><p>Regards, theriatis.(Wizard, and not a another twink higher than 40 since EQ2 Beta.)</p>
Raahl
04-12-2011, 09:48 AM
<p><cite>The_Cheeseman wrote:</cite></p><blockquote><p><cite>Raahl wrote:</cite></p><blockquote><p><cite>The_Cheeseman wrote:</cite></p><blockquote><p>Correction: the monk mythical buff was changed to a +20% mitigation increase when they fixed the +mitigation bug.</p></blockquote><p>So instead of 4% it should be 20%? Just want to make sure before I change it.</p></blockquote><p>Yes, this is correct. It was chsnged from +4% to +20%.</p></blockquote><p>It's been corrected. Thanks.</p>
Raahl
04-12-2011, 09:50 AM
<p><cite>The_Cheeseman wrote:</cite></p><blockquote><p>If the question was, "Which myth buff increases the user's personal DPS the most?" then I would agree with you that the Dirge buff is superior. However, the question is, "Which class has the best myth buff?" and that is a question that needs to be framed by the intended role of each class in question.</p></blockquote><p>I agree. The Dirge buff is totally sucky for healing or survivability. <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /></p>
Memne
04-12-2011, 10:48 AM
<p><cite>Maamadex wrote:</cite></p><blockquote><p>Dirge is pretty much the best dps wise. Trouby one doesn't even come close nor other classes. Paladin is really great for mitigating inc damage. Shouldn't base what you play on just a myth tho, like others have said. Having a mediocre myth doesn't mean the class itself is mediocre <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /> Not something to base a choice on tbh.</p></blockquote><p>The dirge mythical is completely broken. The mytical buff is always up. With 200 multi attack I hit 3 times on both weapons (dual weilding) for 14k each hit... so i'm hitting for something near 80k.</p>
<p><cite>Memne wrote:</cite></p><blockquote><p><cite>Maamadex wrote:</cite></p><blockquote><p>Dirge is pretty much the best dps wise. Trouby one doesn't even come close nor other classes. Paladin is really great for mitigating inc damage. Shouldn't base what you play on just a myth tho, like others have said. Having a mediocre myth doesn't mean the class itself is mediocre <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /> Not something to base a choice on tbh.</p></blockquote><p>The dirge mythical is completely broken. The mytical buff is always up. With 200 multi attack I hit 3 times on both weapons (dual weilding) for 14k each hit... so i'm hitting for something near 80k.</p></blockquote><p>Guess you're a raider with good raid gear... thats not the results most of the normal Dirges are seeing for sure.</p>
<p><cite>Banditman wrote:</cite></p><blockquote><p><cite>The_Cheeseman wrote:</cite></p><blockquote><p>I think that looking at the mythical effects in a vacuum is just silly. The buffs have to be viewed from the perspective of the class's role and their existing abilities. Saying the Dirge myth is hands-down the best of all is short-sighted and ignores the purpose of the class. The Dirge myth buff does add a huge amount of personal DPS to the bard, but bard DPS isn't all that impressive on its own, so the buff has a lot of room to improve it. Give that proc to an assassin and its a game breaker, sure, but in the hands of a bard its merely very good. People don't invite bards to a group for their personal DPS, they bring them along for their support buffs, after all. (Note: I am not claiming that bards are poor DPS'ers, I am merely stating that they are not, and never have been, a top-tier DPS class).</p></blockquote><p>What is silly is that someone can't see how ridiculously good the Dirge myth buff is. Even more silly, is equating "Bard" DPS to "Dirge" DPS. Troubs are bards too, and believe me, their DPS is not where it needs to be.</p></blockquote><p>Yeah so Troubs need a fix. No one has said anything different.</p>
Elwin
04-13-2011, 03:16 AM
<p><cite>Nrgy wrote:</cite></p><blockquote><p>I want to start a new character to play with my friend and we both plan on getting our Mythical class weapons. I want to choose a class which once the Mythical weapon is attained the weapon totally doesn't suck.</p><p>I read somewhere that the Troubadour Mythical completely sucks? Can anyone confirm this as the truth of did someone make it up?</p><p>I was also thinking about playing a Berzerker based on the Mythical weapon or maybe even a Wizard.</p></blockquote><p>Pick a class you want to play and play it. If you don't suck neither will your toon no matter what the [Removed for Content] buff is.</p>
Raahl
04-13-2011, 10:32 AM
<p><cite>Memne wrote:</cite></p><blockquote><p><cite>Maamadex wrote:</cite></p><blockquote><p>Dirge is pretty much the best dps wise. Trouby one doesn't even come close nor other classes. Paladin is really great for mitigating inc damage. Shouldn't base what you play on just a myth tho, like others have said. Having a mediocre myth doesn't mean the class itself is mediocre <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /> Not something to base a choice on tbh.</p></blockquote><p>The dirge mythical is completely broken. The mytical buff is always up. With 200 multi attack I hit 3 times on both weapons (dual weilding) for 14k each hit... so i'm hitting for something near 80k.</p></blockquote><p>The only parts of the Dirge Mythical buff that is always up are the following. Neither of which are broken.</p><li>Riana's Relentless Tune will improve combat art damage by 10. (Group) </li><li>Applies the effects of Cacophony of Blades to all raid members. (Raid - only during CoB timers)</li><p>Unless there is something I'm missing that make the others proc more than 2.3 times per minute. </p><p>Great for you that your hitting near 80k. My best on trash is ~22k.</p>
Banditman
04-13-2011, 10:59 AM
<p>You are doing something dreadfully wrong if you are only parsing 22k. Our Dirges are parsing 75 - 100k already, and we just took down our first two Hard Mode mobs 2 days ago.</p>
Tainae
04-13-2011, 12:59 PM
<p>I love how pathetic my fury myth reactive proc is... heals for maybe 2k tops in an expansion where mobs are hitting for 20-30k constantly.. woo...</p><p>At least give us back the 10% potency it used to give us before it was nerfed to 10% from wisdom is now ability mod... how useless for DoTs / HoTs</p>
Notsovilepriest
04-13-2011, 01:41 PM
Fury myth is amazing for the other healers(namely shaman)
Raahl
04-13-2011, 02:21 PM
<p><cite>Banditman wrote:</cite></p><blockquote><p>You are doing something dreadfully wrong if you are only parsing 22k. Our Dirges are parsing 75 - 100k already, and we just took down our first two Hard Mode mobs 2 days ago.</p></blockquote><p>Not geared like your dirges and around 239AA. Also my groups are probably not as well jigged out. <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /> Still working SF raids and attempting a few of the early DoV raids.</p>
Tainae
04-14-2011, 10:42 AM
<p><cite>Notsovilepriest@Nagafen wrote:</cite></p><blockquote>Fury myth is amazing for the other healers(namely shaman)</blockquote><p>hence i said reactive proc, not the boost to other healer <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>
Gimmiethat
04-19-2011, 11:40 AM
<p>Well, I have both a dirge and troub... relatively evenly equipped. I can say for sure the dirge myth makes a HUGE impact on personal dps and group dps. That makes the tank generally more effective holding aggro -- on top of the obvious getting more dps outta the support class makes the group better. </p><p>Let's compared 'worst case' instance groups including the bards:</p><p>Tank, dirge, caster dps, and healer. The dirge myth buff significantly increases the dps of atleast 2 in the group -- tank and dirge auto attacks.</p><p>Tank, troub, melee dps, and healer. The troub buff significantly increases dps of no one in the group. Since no one is casting a significant number of damaging spells on the mob. Not to mention that everyone has maxxed crit chance through itemization at this point.</p><p>There is no doubt that the dirge myth buff is one of the best in the game, and the troub myth buff is one of the worst. It's more obvious than ever in this expansion because of uncapping MA and weapons with higher damage ratings.</p><p>My question... there will always be a winner/loser when comparing classes and myth buffs: Pally/SK, Monk/Bruiser, Wizzy/Lock ect. But is there a more obvious winner/loser than dirge/troub right now?</p>
Loldawg
04-19-2011, 05:20 PM
<p><cite>Gimmiethat wrote:</cite></p><blockquote><p>Tank, dirge, caster dps, and healer. The dirge myth buff significantly increases the dps of atleast 2 in the group -- tank and dirge auto attacks.</p><p>Tank, troub, melee dps, and healer. The troub buff significantly increases dps of no one in the group. Since no one is casting a significant number of damaging spells on the mob. Not to mention that everyone has maxxed crit chance through itemization at this point.</p></blockquote><p>This is a red herring. Troubs are still awesome to have in caster groups. Their personal DPS is nowhere near as high as dirges - and this expac has favored dirges significantly just like other melee DPS - my gut says this is your real problem...</p>
Gimmiethat
04-23-2011, 01:09 PM
<p><cite>Lolkat@Nagafen wrote:</cite></p><blockquote><p><cite>Gimmiethat wrote:</cite></p><blockquote><p>Tank, dirge, caster dps, and healer. The dirge myth buff significantly increases the dps of atleast 2 in the group -- tank and dirge auto attacks.</p><p>Tank, troub, melee dps, and healer. The troub buff significantly increases dps of no one in the group. Since no one is casting a significant number of damaging spells on the mob. Not to mention that everyone has maxxed crit chance through itemization at this point.</p></blockquote><p>This is a red herring. Troubs are still awesome to have in caster groups. Their personal DPS is nowhere near as high as dirges - and this expac has favored dirges significantly just like other melee DPS - my gut says this is your real problem...</p></blockquote><p>Red Herring, Pink Pickrel, Tan Tuna... it all smells fishy to me!</p><p>Yes, troubs are awesome with casters. And dirges are more awesomer with melee. We all agree on that.</p><p>It's about way more than personal dps, it's about the effectiveness of the two toons: troub & dirge. Personal dps is a big part of the effectiveness equation, and as you pointed out... each expansion is widening the gap in favor of the dirge more and more. It's pretty obvious that the myth buff is a major facor along with uncapping multi-attack and increased dps rating of DoV weapons.</p><p>There will always be a pecking order as far as 'which class/mythical is better'... Right now, there isn't a more obvious better - worse comparison than troubs and dirges.</p>
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