View Full Version : All Tanks Recieving 100% AOE AE Soon.
Talathion
08-21-2011, 06:56 PM
<p><span style="color: #444444; font-family: verdana, arial, helvetica, sans-serif; font-size: 11px; background-color: #f3f5ff;"><p><img src="http://i1002.photobucket.com/albums/af142/Raviel1/EQ2_000003.png" /></p><div></div><div>Check out the gear on test, nice of you to give everyone else my Mythical in one update.</div></span></p>
Landiin
08-21-2011, 09:52 PM
Cry me a river
Elskidor
08-22-2011, 01:52 AM
<p>Don't worry...they have a plan. They'll add something to your myth that allows you to turn into a fairy and fly, and maybe even proc nice 10% SC discounts 1.8 times a minute. They got this figured out!!! </p>
Boli32
08-22-2011, 06:10 AM
<p>Wizard's Myth buff10% SDA (on runes, adorns, procs, other spells) they used to have the *only* way to get spell double attack</p><p>Assasin15% flurry; flurry is everywhere now; before they had the ONLY source of flurry</p><p>paladin / brusier / zerker / guardiandamage reduction - DR is in procs (war rune) some pieces of old gear and even for a time on beserker spells</p><p>paladin10% of incoming damage is healed: now up to 50% on zerker adrenaline spell and actually a cleric endline AA choice in the herioc tree.</p><p>Troub / Dirge10% potency on CAs / Spells - this used to be a lot... now it is nothing</p><p>Monk50% strikethrough - whilst no-one can reach 50%, SK's new endline gives 15% guards get 15% pallys get 15% crusaders give 10% to group for a short time and you can get like 20% from gear until TSO monks were the only class with strikethough.</p><p>Dirgemax damage on CAs/Autoattack - now a group buff given by brawlers</p><p>A could go on.... but suffice to say no unique effect given by a class will remain unique for long. What the zerker myth gives... and what you completly FAIL to mention all the time is the bonus without actually needing to spec it or equip items or farm procs. Yes... every tank class could cap out on AoE autoattack... BUT:</p><p>that's two items you have to farmthey are only procs and not up 100% of the timetwo items/rune slots you have to use JUST to get an effect which zerkers have innately - instead of using the PQ rune you could use the rune which gives you a 30% MA proc or 10% potecy to group.... or rime strike... or.... well you get the picture.</p><p>Nothing stays unique for long in this game; tusnami used to be the *only* 100% parry/block/riposte ability in the game. now everyone has or wants one. Bards *used* to be the only class whcih gave crit chance outside of AA choices. guardians *used* to have the only stoneskin ability - one which was rated so powerful it literally broke their own shields to use it.</p><p>Deal with it.</p>
Bremer
08-22-2011, 07:41 AM
Thank you Boli for your list of great effects that all stack, unlike AOE attack.
Cratoh
08-22-2011, 08:29 AM
<p>Your mythical is serveral expansions old, and its boring to keep reading this same post in so many different forms.</p>
Boli32
08-22-2011, 08:30 AM
<p><cite>Bremer wrote:</cite></p><blockquote>Thank you Boli for your list of great effects that all stack, unlike AOE attack.</blockquote><p>Last time I checked flurry, SDA, "healed % when hit", "damage reduction" and "hit for max damage" all have caps.</p>
Bremer
08-22-2011, 09:20 AM
<p>Yeah, because everyone is at the flurry and SDA cap. So let's say the damage reduction cap was 10 % and damage reduction was the primary defensive effect of Paladins. First you have an AA line, that grants 4 % reduction. Then they make your ward a shorttime 10 % dmg reduction buff. Then they add the mythical with 10 % reduction. Then they put a 1 % dmg reduction on every item and add procs for 5 % dmg reduction. So every Fighter can easily get 10 % dmg reduction while also having tons of other defensive buffs, while you, as a Paladin, can get 40 % reduction with a cap of 10 % and no other buffs. Then you, as Paladin would say "Deal with it, nothing stays unique."? You must be a player from wet dreams of bad game designers.</p>
Cyrdemac
08-22-2011, 09:30 AM
<p><cite>Boli@Splitpaw wrote:</cite></p><blockquote>...<p> pallys get 15% .. strikethough.</p><p>...</p></blockquote><p>Last time I checked, it was 10% ST on Paladin TSO line Boli, or did I miss some memo? <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p>
Silzin
08-22-2011, 09:40 AM
Last time i heard guards have a temp buff for 75% strikethough. its what i heard.
<p><cite>Boli@Splitpaw wrote:</cite></p><blockquote><p>Wizard's Myth buff10% SDA (on runes, adorns, procs, other spells) they used to have the *only* way to get spell double attack</p><p>Assasin15% flurry; flurry is everywhere now; before they had the ONLY source of flurry</p><p>paladin / brusier / zerker / guardiandamage reduction - DR is in procs (war rune) some pieces of old gear and even for a time on beserker spells</p><p>paladin10% of incoming damage is healed: now up to 50% on zerker adrenaline spell and actually a cleric endline AA choice in the herioc tree.</p><p>Troub / Dirge10% potency on CAs / Spells - this used to be a lot... now it is nothing</p><p>Monk50% strikethrough - whilst no-one can reach 50%, SK's new endline gives 15% guards get 15% pallys get 15% crusaders give 10% to group for a short time and you can get like 20% from gear until TSO monks were the only class with strikethough.</p><p>Dirgemax damage on CAs/Autoattack - now a group buff given by brawlers</p><p>A could go on.... but suffice to say no unique effect given by a class will remain unique for long. What the zerker myth gives... and what you completly FAIL to mention all the time is the bonus without actually needing to spec it or equip items or farm procs. Yes... every tank class could cap out on AoE autoattack... BUT:</p><p>that's two items you have to farmthey are only procs and not up 100% of the timetwo items/rune slots you have to use JUST to get an effect which zerkers have innately - instead of using the PQ rune you could use the rune which gives you a 30% MA proc or 10% potecy to group.... or rime strike... or.... well you get the picture.</p><p>Nothing stays unique for long in this game; tusnami used to be the *only* 100% parry/block/riposte ability in the game. now everyone has or wants one. Bards *used* to be the only class whcih gave crit chance outside of AA choices. guardians *used* to have the only stoneskin ability - one which was rated so powerful it literally broke their own shields to use it.</p><p>Deal with it.</p></blockquote><p>Are you complete newbsauce?</p>
circusgirl
08-22-2011, 11:12 AM
<p>I think we're all forgetting the important question here, which is where does that stuff drop?</p>
Talathion
08-22-2011, 11:33 AM
<p><cite>Vinka@Antonia Bayle wrote:</cite></p><blockquote><p>I think we're all forgetting the important question here, which is where does that stuff drop?</p></blockquote><p>from Throne of Storms! <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p><p>You don't even have to quest for my mythical!</p>
Talathion
08-22-2011, 11:44 AM
<p><cite>Boli@Splitpaw wrote:</cite></p><blockquote><p>Wizard's Myth buff10% SDA (on runes, adorns, procs, other spells) they used to have the *only* way to get spell double attack</p><p><span style="color: #ff0000;">Not Capped.</span></p><p>Assasin15% flurry; flurry is everywhere now; before they had the ONLY source of flurry</p><p><span style="color: #ff0000;">Not Capped.</span></p><p>paladin / brusier / zerker / guardiandamage reduction - DR is in procs (war rune) some pieces of old gear and even for a time on beserker spells</p><p><span style="color: #ff0000;">Capped at 50%, you have 4% from War Rune and 10% from Paladin Mythical, a little short of 50% amiright?</span></p><p>paladin10% of incoming damage is healed: now up to 50% on zerker adrenaline spell and actually a cleric endline AA choice in the herioc tree.</p><p><span style="color: #ff0000;">Capped at 100%, you have 10%, long way to go!</span></p><p>Troub / Dirge10% potency on CAs / Spells - this used to be a lot... now it is nothing</p><p><span style="color: #ff0000;">No Cap for Potency! <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></span></p><p>Monk50% strikethrough - whilst no-one can reach 50%, SK's new endline gives 15% guards get 15% pallys get 15% crusaders give 10% to group for a short time and you can get like 20% from gear until TSO monks were the only class with strikethough.</p><p><span style="color: #ff0000;">Cap for Strikethrough is 100%! and looks like only one class can make it half way across that line!</span></p><p>Dirgemax damage on CAs/Autoattack - now a group buff given by brawlers</p><p><span style="color: #ff0000;">No Cap for this spell either!</span></p><p>A could go on.... but suffice to say no unique effect given by a class will remain unique for long. What the zerker myth gives... and what you completly FAIL to mention all the time is the bonus without actually needing to spec it or equip items or farm procs. Yes... every tank class could cap out on AoE autoattack... BUT:</p><p><span style="color: #ff0000;">I would wear that bracelet for the 25% Critical Chance and 20% Multi-Attack Chance forever... the 50% AOE Autoattack Chance is ICING On the Cake!</span></p><p>that's two items you have to farmthey are only procs and not up 100% of the timetwo items/rune slots you have to use JUST to get an effect which zerkers have innately - instead of using the PQ rune you could use the rune which gives you a 30% MA proc or 10% potecy to group.... or rime strike... or.... well you get the picture.</p><p><span style="color: #ff0000;">Yes they are up 100% all the time! Its a 10% chance to proc it for 24 Seconds, Manalink is the same chance and it lasts 16 seconds, thats 8 seconds less, and its up ALL THE TIME! </span><img src="/eq2/images/smilies/2786c5c8e1a8be796fb2f726cca5a0fe.gif" border="0" /></p><p>Nothing stays unique for long in this game; tusnami used to be the *only* 100% parry/block/riposte ability in the game. now everyone has or wants one. Bards *used* to be the only class whcih gave crit chance outside of AA choices. guardians *used* to have the only stoneskin ability - one which was rated so powerful it literally broke their own shields to use it.</p><p><span style="color: #ff0000;">I'm Pretty sure warriors had it before monks did, look at the Desert of Flames Chest Plate from the Djinn Master "Warrior's Wish". Since Desert of Flames came out before Kingdom of Sky! </span><img src="/eq2/images/smilies/e8a506dc4ad763aca51bec4ca7dc8560.gif" border="0" /></p><p>Deal with it.</p><p><span style="color: #ff0000;">I am, I'm not angry that you guys got my mythical for free from a common trash drop in throne of storms! didn't even have to quest for it either!</span></p></blockquote>
Bremer
08-22-2011, 11:52 AM
<p><cite>Silzin@Crushbone wrote:</cite></p><blockquote>Last time i heard guards have a temp buff for 75% strikethough. its what i heard.</blockquote><p>Warriors, 5 min reuse.</p>
Talathion
08-22-2011, 11:56 AM
<p><cite>Bremer wrote:</cite></p><blockquote><p><cite>Silzin@Crushbone wrote:</cite></p><blockquote>Last time i heard guards have a temp buff for 75% strikethough. its what i heard.</blockquote><p>Warriors, 5 min reuse.</p></blockquote><p>I'd rather have 5% Strikethrough Forever then that ****, I only use it for the Hate Proc :/</p>
Alpharaz
08-22-2011, 12:10 PM
<p>Awesome!!! I've been so jealous of the zerkers ever since i saw a buddy of mine (zerker) get his myth buff I often even thought of rolling a zerker just for that. Now it saves me the trouble of rolling a zerker i can do the same thing on my pally now woot!!</p>
Alpharaz
08-22-2011, 12:18 PM
<p><cite>Alpharaz wrote:</cite></p><blockquote><p>Awesome!!! I've been so jealous of the zerkers ever since i saw a buddy of mine (zerker) get his myth buff I often even thought of rolling a zerker just for that. Now it saves me the trouble of rolling a zerker i can do the same thing on my pally now woot!!</p></blockquote><p>lol no sorry i know that's rude and you guys are getting shafted it is not fair. i can't help to be a little excited at the same time though almost like a guilty pleasure, even tho it is truly wrong and i will agree with that whats the point of a myth buff if you just giving it to every class.</p>
Bremer
08-22-2011, 12:32 PM
The problem is not that everyone gets the effect, but that Berserkers are running around with 250 % AE attack (procs not included) since RoK and nothing stacks.
Boli32
08-22-2011, 12:45 PM
<p><cite>Bremer wrote:</cite></p><blockquote>The problem is not that everyone gets the effect, but that Berserkers are running around with 250 % AE attack (procs not included) since RoK and nothing stacks.</blockquote><p>I've always been in favour of open wounds being changed to somethgin other than the mythical effect (i.e. 100% MA instead oa 100% AoE Auto) but you cannot complain that your mythical effect has been given to other peopel in the form of items.... it has been avial to more than zerkers since DoF... in fact swashies should be moaning more.</p><p>However you moan about this change no-one is gettign a pernament 100% AoE auto.... it is only from procs and unlike zerkers other classes have to invest adorn slots as well as items slots which at this current time break their wrist set bonus if they have access to at the very least EM gear.</p><p>What zerker have is the flexibility NOT to spend AA or NOT to adorn their gear a certain way. Mythical effects are not, or will never be completely unique... that was made very clear with TSO.</p>
Bremer
08-22-2011, 12:51 PM
<p><cite>Boli@Splitpaw wrote:</cite></p><blockquote><p><cite>Bremer wrote:</cite></p><blockquote><span style="color: #ff0000;">The problem is not that everyone gets the effect</span>, but that Berserkers are running around with 250 % AE attack (procs not included) since RoK and nothing stacks.</blockquote><p><span style="color: #ff0000;"> you cannot complain that your mythical effect has been given to other peopel </span></p></blockquote><p>Where do I complain?</p><p>And instead of spending AA points or farming gear for AE attack I should spend my AA points and farm for a or Grave Sacrament proc? If it only was an AA choice or drop.</p>
Talathion
08-22-2011, 12:59 PM
<p><cite>Boli@Splitpaw wrote:</cite></p><blockquote><p><cite>Bremer wrote:</cite></p><blockquote>The problem is not that everyone gets the effect, but that Berserkers are running around with 250 % AE attack (procs not included) since RoK and nothing stacks.</blockquote><p>I've always been in favour of open wounds being changed to somethgin other than the mythical effect (i.e. 100% MA instead oa 100% AoE Auto) but you cannot complain that your mythical effect has been given to other peopel in the form of items.... it has been avial to more than zerkers since DoF... in fact swashies should be moaning more.</p><p>However you moan about this change no-one is gettign a pernament 100% AoE auto.... it is only from procs and unlike zerkers other classes have to invest adorn slots as well as items slots which at this current time break their wrist set bonus if they have access to at the very least EM gear.</p><p>What zerker have is the flexibility NOT to spend AA or NOT to adorn their gear a certain way. Mythical effects are not, or will never be completely unique... that was made very clear with TSO.</p></blockquote><p>Wheres the bracelet with Amends? I want to transfer 40% of the targets hate to myself for my berserker <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>
Boli32
08-22-2011, 01:23 PM
<p><cite>Talathion@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Boli@Splitpaw wrote:</cite></p><blockquote><p><cite>Bremer wrote:</cite></p><blockquote>The problem is not that everyone gets the effect, but that Berserkers are running around with 250 % AE attack (procs not included) since RoK and nothing stacks.</blockquote><p>I've always been in favour of open wounds being changed to somethgin other than the mythical effect (i.e. 100% MA instead oa 100% AoE Auto) but you cannot complain that your mythical effect has been given to other peopel in the form of items.... it has been avial to more than zerkers since DoF... in fact swashies should be moaning more.</p><p>However you moan about this change no-one is gettign a pernament 100% AoE auto.... it is only from procs and unlike zerkers other classes have to invest adorn slots as well as items slots which at this current time break their wrist set bonus if they have access to at the very least EM gear.</p><p>What zerker have is the flexibility NOT to spend AA or NOT to adorn their gear a certain way. Mythical effects are not, or will never be completely unique... that was made very clear with TSO.</p></blockquote><p>Wheres the bracelet with Amends? I want to transfer 40% of the targets hate to myself for my berserker <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p></blockquote><p>Trak shield... which was only removed due to brawlers moaning.</p>
Gungo
08-22-2011, 02:14 PM
<p><cite>Talathion@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Boli@Splitpaw wrote:</cite></p><blockquote><p>Wizard's Myth buff10% SDA (on runes, adorns, procs, other spells) they used to have the *only* way to get spell double attack</p><p><span style="color: #ff0000;">Not Capped.</span></p><p>Assasin15% flurry; flurry is everywhere now; before they had the ONLY source of flurry</p><p><span style="color: #ff0000;">Not Capped.</span></p><p>paladin / brusier / zerker / guardiandamage reduction - DR is in procs (war rune) some pieces of old gear and even for a time on beserker spells</p><p><span style="color: #ff0000;">Capped at 50%, you have 4% from War Rune and 10% from Paladin Mythical, a little short of 50% amiright?</span></p><p>paladin10% of incoming damage is healed: now up to 50% on zerker adrenaline spell and actually a cleric endline AA choice in the herioc tree.</p><p><span style="color: #ff0000;">Capped at 100%, you have 10%, long way to go!</span></p><p>Troub / Dirge10% potency on CAs / Spells - this used to be a lot... now it is nothing</p><p><span style="color: #ff0000;">No Cap for Potency! <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></span></p><p>Monk50% strikethrough - whilst no-one can reach 50%, SK's new endline gives 15% guards get 15% pallys get 15% crusaders give 10% to group for a short time and you can get like 20% from gear until TSO monks were the only class with strikethough.</p><p><span style="color: #ff0000;">Cap for Strikethrough is 100%! and looks like only one class can make it half way across that line!</span></p><p>Dirgemax damage on CAs/Autoattack - now a group buff given by brawlers</p><p><span style="color: #ff0000;">No Cap for this spell either!</span></p><p>A could go on.... but suffice to say no unique effect given by a class will remain unique for long. What the zerker myth gives... and what you completly FAIL to mention all the time is the bonus without actually needing to spec it or equip items or farm procs. Yes... every tank class could cap out on AoE autoattack... BUT:</p><p><span style="color: #ff0000;">I would wear that bracelet for the 25% Critical Chance and 20% Multi-Attack Chance forever... the 50% AOE Autoattack Chance is ICING On the Cake!</span></p><p>that's two items you have to farmthey are only procs and not up 100% of the timetwo items/rune slots you have to use JUST to get an effect which zerkers have innately - instead of using the PQ rune you could use the rune which gives you a 30% MA proc or 10% potecy to group.... or rime strike... or.... well you get the picture.</p><p><span style="color: #ff0000;">Yes they are up 100% all the time! Its a 10% chance to proc it for 24 Seconds, Manalink is the same chance and it lasts 16 seconds, thats 8 seconds less, and its up ALL THE TIME! </span><img src="/eq2/images/smilies/2786c5c8e1a8be796fb2f726cca5a0fe.gif" border="0" /></p><p>Nothing stays unique for long in this game; tusnami used to be the *only* 100% parry/block/riposte ability in the game. now everyone has or wants one. Bards *used* to be the only class whcih gave crit chance outside of AA choices. guardians *used* to have the only stoneskin ability - one which was rated so powerful it literally broke their own shields to use it.</p><p><span style="color: #ff0000;">I'm Pretty sure warriors had it before monks did, look at the Desert of Flames Chest Plate from the Djinn Master "Warrior's Wish". Since Desert of Flames came out before Kingdom of Sky! </span><img src="/eq2/images/smilies/e8a506dc4ad763aca51bec4ca7dc8560.gif" border="0" /></p><p>Deal with it.</p><p><span style="color: #ff0000;">I am, I'm not angry that you guys got my mythical for free from a common trash drop in throne of storms! didn't even have to quest for it either!</span></p></blockquote></blockquote><p>Your wrongGuards can cap strikethrough and hate gainAssassins after LU 61 will either be VERY close or overcapped on flurry soon depending on haste.</p><p>While i beleive aoe auto needs to be uncapped, a few mroe stats need to be uncapped as well and a few adjustments to classes such as zerkers need to be done before they uncap aoe auto.</p>
Talathion
08-22-2011, 02:25 PM
<p><cite>Gungo@Crushbone wrote:</cite></p><blockquote><p><cite>Talathion@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Boli@Splitpaw wrote:</cite></p><blockquote><p>Wizard's Myth buff10% SDA (on runes, adorns, procs, other spells) they used to have the *only* way to get spell double attack</p><p><span style="color: #ff0000;">Not Capped.</span></p><p>Assasin15% flurry; flurry is everywhere now; before they had the ONLY source of flurry</p><p><span style="color: #ff0000;">Not Capped.</span></p><p>paladin / brusier / zerker / guardiandamage reduction - DR is in procs (war rune) some pieces of old gear and even for a time on beserker spells</p><p><span style="color: #ff0000;">Capped at 50%, you have 4% from War Rune and 10% from Paladin Mythical, a little short of 50% amiright?</span></p><p>paladin10% of incoming damage is healed: now up to 50% on zerker adrenaline spell and actually a cleric endline AA choice in the herioc tree.</p><p><span style="color: #ff0000;">Capped at 100%, you have 10%, long way to go!</span></p><p>Troub / Dirge10% potency on CAs / Spells - this used to be a lot... now it is nothing</p><p><span style="color: #ff0000;">No Cap for Potency! <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></span></p><p>Monk50% strikethrough - whilst no-one can reach 50%, SK's new endline gives 15% guards get 15% pallys get 15% crusaders give 10% to group for a short time and you can get like 20% from gear until TSO monks were the only class with strikethough.</p><p><span style="color: #ff0000;">Cap for Strikethrough is 100%! and looks like only one class can make it half way across that line!</span></p><p>Dirgemax damage on CAs/Autoattack - now a group buff given by brawlers</p><p><span style="color: #ff0000;">No Cap for this spell either!</span></p><p>A could go on.... but suffice to say no unique effect given by a class will remain unique for long. What the zerker myth gives... and what you completly FAIL to mention all the time is the bonus without actually needing to spec it or equip items or farm procs. Yes... every tank class could cap out on AoE autoattack... BUT:</p><p><span style="color: #ff0000;">I would wear that bracelet for the 25% Critical Chance and 20% Multi-Attack Chance forever... the 50% AOE Autoattack Chance is ICING On the Cake!</span></p><p>that's two items you have to farmthey are only procs and not up 100% of the timetwo items/rune slots you have to use JUST to get an effect which zerkers have innately - instead of using the PQ rune you could use the rune which gives you a 30% MA proc or 10% potecy to group.... or rime strike... or.... well you get the picture.</p><p><span style="color: #ff0000;">Yes they are up 100% all the time! Its a 10% chance to proc it for 24 Seconds, Manalink is the same chance and it lasts 16 seconds, thats 8 seconds less, and its up ALL THE TIME! </span><img src="/eq2/images/smilies/2786c5c8e1a8be796fb2f726cca5a0fe.gif" border="0" /></p><p>Nothing stays unique for long in this game; tusnami used to be the *only* 100% parry/block/riposte ability in the game. now everyone has or wants one. Bards *used* to be the only class whcih gave crit chance outside of AA choices. guardians *used* to have the only stoneskin ability - one which was rated so powerful it literally broke their own shields to use it.</p><p><span style="color: #ff0000;">I'm Pretty sure warriors had it before monks did, look at the Desert of Flames Chest Plate from the Djinn Master "Warrior's Wish". Since Desert of Flames came out before Kingdom of Sky! </span><img src="/eq2/images/smilies/e8a506dc4ad763aca51bec4ca7dc8560.gif" border="0" /></p><p>Deal with it.</p><p><span style="color: #ff0000;">I am, I'm not angry that you guys got my mythical for free from a common trash drop in throne of storms! didn't even have to quest for it either!</span></p></blockquote></blockquote><p>Your wrongGuards can <span style="color: #ff0000;">cap strikethrough</span> and hate gainAssassins after LU 61 will either be VERY close or overcapped on flurry soon depending on haste.</p><p>While i beleive aoe auto needs to be uncapped, a few mroe stats need to be uncapped as well and a few adjustments to classes such as zerkers need to be done before they uncap aoe auto.</p></blockquote><p>Yes.. for 30 seconds every 5 minutes, which is almost nothing.</p><p>I also want a bracelet with 50% Strikethrough!</p>
Raviel
08-22-2011, 02:31 PM
<p><cite>Talathion@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Bremer wrote:</cite></p><blockquote><p><cite>Silzin@Crushbone wrote:</cite></p><blockquote>Last time i heard guards have a temp buff for 75% strikethough. its what i heard.</blockquote><p>Warriors, 5 min reuse.</p></blockquote><p>I'd rather have 5% Strikethrough Forever then that ****, I only use it for the Hate Proc :/</p></blockquote><p>are you seriously complaining about experienced insight? you b**** and moan about hitrates, then say the one spell we have that gives us almost 100% hit rates for the duration is bad? wow.</p>
Talathion
08-22-2011, 02:55 PM
<p><cite>Raviel wrote:</cite></p><blockquote><p><cite>Talathion@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Bremer wrote:</cite></p><blockquote><p><cite>Silzin@Crushbone wrote:</cite></p><blockquote>Last time i heard guards have a temp buff for 75% strikethough. its what i heard.</blockquote><p>Warriors, 5 min reuse.</p></blockquote><p>I'd rather have 5% Strikethrough Forever then that ****, I only use it for the Hate Proc :/</p></blockquote><p>are you seriously complaining about experienced insight? you b**** and moan about hitrates, then say the one spell we have that gives us almost 100% hit rates for the duration is bad? wow.</p></blockquote><p>Its bad because its a temp buff, temp buffs are not what are class is, our class has and always will be passive.</p><p>What would be better is 25% Strikethrough Chance for 30 Seconds on a 2min Reuse Timer.</p><p>Or 20% Strikethrough Forever and a Hate Gain Proc.</p>
circusgirl
08-23-2011, 06:17 PM
<p><cite>Talathion@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Vinka@Antonia Bayle wrote:</cite></p><blockquote><p>I think we're all forgetting the important question here, which is where does that stuff drop?</p></blockquote><p>from Throne of Storms! <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p><p>You don't even have to quest for my mythical!</p></blockquote><p>Which version of the zone?</p>
Raviel
08-23-2011, 06:35 PM
<p><cite>Talathion@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Raviel wrote:</cite></p><blockquote><p><cite>Talathion@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Bremer wrote:</cite></p><blockquote><p><cite>Silzin@Crushbone wrote:</cite></p><blockquote>Last time i heard guards have a temp buff for 75% strikethough. its what i heard.</blockquote><p>Warriors, 5 min reuse.</p></blockquote><p>I'd rather have 5% Strikethrough Forever then that ****, I only use it for the Hate Proc :/</p></blockquote><p>are you seriously complaining about experienced insight? you b**** and moan about hitrates, then say the one spell we have that gives us almost 100% hit rates for the duration is bad? wow.</p></blockquote><p>Its bad because its a temp buff, temp buffs are not what are class is, our class has and always will be passive.</p><p>What would be better is 25% Strikethrough Chance for 30 Seconds on a 2min Reuse Timer.</p><p>Or 20% Strikethrough Forever and a Hate Gain Proc.</p></blockquote><p>looking at my ui right now, i see 11 temp buffs. what class are you playing again?</p>
Yimway
08-24-2011, 02:08 PM
<p><cite>Boli@Splitpaw wrote:</cite></p><blockquote><p>that's two items you have to farmthey are only procs and not up 100% of the timetwo items/rune slots you have to use JUST to get an effect which zerkers have innately - instead of using the PQ rune you could use the rune which gives you a 30% MA proc or 10% potecy to group.... or rime strike... or.... well you get the picture.</p><p>Deal with it.</p></blockquote><p>Dead on Boli.</p><p>I don't see any tanks running these adorns in raid content. Maybe if I really care I'll have a second set of gear adorned for PLing only with these on them, but even then I don't see it being a very big deal or particularly worth the effort.</p><p>I'm certainly not going to give up anything MA, CB, or Flurry related to pick up AoE auto.</p>
Talathion
08-24-2011, 02:36 PM
<p><cite>Atan@Unrest wrote:</cite></p><blockquote><p><cite>Boli@Splitpaw wrote:</cite></p><blockquote><p>that's two items you have to farmthey are only procs and not up 100% of the timetwo items/rune slots you have to use JUST to get an effect which zerkers have innately - instead of using the PQ rune you could use the rune which gives you a 30% MA proc or 10% potecy to group.... or rime strike... or.... well you get the picture.</p><p>Deal with it.</p></blockquote><p>Dead on Boli.</p><p>I don't see any tanks running these adorns in raid content. Maybe if I really care I'll have a second set of gear adorned for PLing only with these on them, but even then I don't see it being a very big deal or particularly worth the effort.</p><p>I'm certainly not going to give up anything <span style="color: #ff0000;">MA</span>, <span style="color: #ff0000;">CB</span>, or Flurry related to pick up AoE auto.</p></blockquote><p>these new types of procs offer all of that.. but meh.</p>
LygerT
08-25-2011, 01:54 PM
<p>while i despise tuor's approach at attention for the class, it is so heartwarming to see so many coming to our aid when i see such a grim future for the class this expansion and dragging on into the next.</p><p>thank you all.</p><p>i have a better proc for all fighter mythicals, a permanent buff that turns you into the FOTM class for the duration of an expansion.</p>
Drumstix
09-07-2011, 02:52 AM
<p>Not sure about the other items, but the Steel Bracelet got nerfe to 5% ae auto on the proc.</p>
Nulgara
09-09-2011, 05:05 PM
<p><cite>Talathion@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Boli@Splitpaw wrote:</cite></p><blockquote><p>Nothing stays unique for long in this game; tusnami used to be the *only* 100% parry/block/riposte ability in the game. now everyone has or wants one. Bards *used* to be the only class whcih gave crit chance outside of AA choices. guardians *used* to have the only stoneskin ability - one which was rated so powerful it literally broke their own shields to use it.</p><p><span style="color: #ff0000;">I'm Pretty sure warriors had it before monks did, look at the Desert of Flames Chest Plate from the Djinn Master "Warrior's Wish". Since Desert of Flames came out before Kingdom of Sky! </span><img src="/eq2/images/smilies/e8a506dc4ad763aca51bec4ca7dc8560.gif" border="0" /></p></blockquote></blockquote><p><span style="color: #ff0000;">Nope. Tsunami came out in DoF dude. lvl 55 spell that existed the day DoF was released. but really who cares whop had what first.</span></p><p>your griping about procs that can in no way give you a 100% up time of these stats. Does it really matter. I mean honestly.</p><p>man its crazy I think you spend more time comparing crap that doesnt matter between multiple different classes, in the time it takes you to do that you coudl easily create a strong arguement on what changes your zerker requires.. I feel for you I do. I've played jsut about every class that others deem to have been under-powered at the time. I raid tanked as an SK long before TSO ever came out. I raid tanked as a monk from orginal release until EoF. every class gets the ups and downs. but as you all know the skilled player overcomes numerical in-efficiencies.</p><p>your a good zerker you know that, some of us know that.</p><p>my own opinion but I think you'lkd get more accomplished by being a proponent of your own class then constantly griping about what other classes can get or have gotten</p>
Gungo
09-09-2011, 05:32 PM
<p><cite>Nulgara@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Talathion@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Boli@Splitpaw wrote:</cite></p><blockquote><p>Nothing stays unique for long in this game; tusnami used to be the *only* 100% parry/block/riposte ability in the game. now everyone has or wants one. Bards *used* to be the only class whcih gave crit chance outside of AA choices. guardians *used* to have the only stoneskin ability - one which was rated so powerful it literally broke their own shields to use it.</p><p><span style="color: #ff0000;">I'm Pretty sure warriors had it before monks did, look at the Desert of Flames Chest Plate from the Djinn Master "Warrior's Wish". Since Desert of Flames came out before Kingdom of Sky! </span><img src="/eq2/images/smilies/e8a506dc4ad763aca51bec4ca7dc8560.gif" border="0" /></p></blockquote></blockquote><p><span style="color: #ff0000;">Nope. Tsunami came out in DoF dude. lvl 55 spell that existed the day DoF was released. but really who cares whop had what first.</span></p><p>your griping about procs that can in no way give you a 100% up time of these stats. Does it really matter. I mean honestly.</p><p>man its crazy I think you spend more time comparing crap that doesnt matter between multiple different classes, in the time it takes you to do that you coudl easily create a strong arguement on what changes your zerker requires.. I feel for you I do. I've played jsut about every class that others deem to have been under-powered at the time. I raid tanked as an SK long before TSO ever came out. I raid tanked as a monk from orginal release until EoF. every class gets the ups and downs. but as you all know the skilled player overcomes numerical in-efficiencies.</p><p>your a good zerker you know that, some of us know that.</p><p>my own opinion but I think you'lkd get more accomplished by being a proponent of your own class then constantly griping about what other classes can get or have gotten</p></blockquote><p>Tsuami also cam out the day DOF was released, Djinn master loot was reitemized like midway through DOF.</p>
SisterTheresa
09-10-2011, 02:21 PM
<p>Eh, you can keep your AoEs ... this Guard doesn't want them.</p>
Wasuna
09-12-2011, 01:16 PM
<p>If an item is an upgrade I'll take it. And, if your Guardian doesn't want AoE attack then you obviously don't want to hold agro on some classes. I have my AA for AoE attack up to 40% and I also have wild swings on my weapon. It helps keep agro a ton!</p>
LygerT
09-12-2011, 02:01 PM
<p><cite>Ridolain@Antonia Bayle wrote:</cite></p><blockquote><p>Eh, you can keep your AoEs ... this Guard doesn't want them.</p></blockquote><p>sure, so you always fight only one mob at a time as well as your group/raid.... that's an ignorant statement.</p>
circusgirl
09-12-2011, 02:44 PM
<p><cite>Lyger@Permafrost wrote:</cite></p><blockquote><p><cite>Ridolain@Antonia Bayle wrote:</cite></p><blockquote><p>Eh, you can keep your AoEs ... this Guard doesn't want them.</p></blockquote><p>sure, so you always fight only one mob at a time as well as your group/raid.... that's an ignorant statement.</p></blockquote><p>Honestly, it's pretty easy to get away with only fighting one mob at a time in a raid if you're the MT. Most fights you CAN'T have aggro on more than one mob or you instadie from cooperative strike, and OTs are usually more than happy to tank adds on the tiny fractions of fights that have non-coop adds.</p>
LygerT
09-12-2011, 04:01 PM
<p><cite>Vinka@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Lyger@Permafrost wrote:</cite></p><blockquote><p><cite>Ridolain@Antonia Bayle wrote:</cite></p><blockquote><p>Eh, you can keep your AoEs ... this Guard doesn't want them.</p></blockquote><p>sure, so you always fight only one mob at a time as well as your group/raid.... that's an ignorant statement.</p></blockquote><p>Honestly, it's pretty easy to get away with only fighting one mob at a time in a raid if you're the MT. Most fights you CAN'T have aggro on more than one mob or you instadie from cooperative strike, and OTs are usually more than happy to tank adds on the tiny fractions of fights that have non-coop adds.</p></blockquote><p>i can understand perhaps if this person ONLY EVER fights raid bosses and that is all. but when level cap comes around EVERYONE has to go out and gather up mass mobs at some point. sure he can always switch his AA, of course utilizing the part of the tree that almost no level 90 zerk touches.</p><p>i'm pretty sure that just about every player hits up a heroic instance now and then, and lacking any AE attack AT ALL is wasteful and will likely wind up destroying the armor on any class with more than a small grip on AE attacks.</p><p>as a side note, unless i'm mistaken in DoV(again admitting i'm a retired raid vet), even raid trash comes in packs of more than 1.</p>
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