View Full Version : Heroic tree, Critical Bulwark AA---What would you like?
Tekadeo
02-02-2012, 03:54 PM
<p>With Crit Mit going the way of the Dodo, what would you like to see in place of it on our Heroic AA Critical Bulwark?</p><p>As always I would like to see something unique, and I'm going to be disappointed if they make it a HP temp buff. I'm all for HP buffs, but as a temp buff it would be weak and not really add much to the game. IF they wanted to make it a permanent HP buff, awesome.</p><p>But let's see what we can come up with and maybe try to sway some devs' thinking on what we could get here. What could be something unique defensively for us to have here? A group AoE avoid? Wouldn't help us much, but would be great for group. Damage Reduction? Too similar to the Hunker Down AA right next to it.</p><p>Keep in mind that this will be and should be a defensive buff to go along with the mit buff it's attached to.</p>
Talathion
02-02-2012, 03:56 PM
<p>We have some of the worst heroic AA in the game, (besides that for raiding.).</p><p>Its going to have to be something different.</p><p>How about "Increases the damage and threat done by Autoattacks."</p>
Tekadeo
02-02-2012, 05:07 PM
<p><cite>Talathion@Antonia Bayle wrote:</cite></p><blockquote><p>We have some of the worst heroic AA in the game, (besides that for raiding.).</p><p>Its going to have to be something different.</p><p>How about "Increases the damage and threat done by Autoattacks."</p></blockquote><p>Dear God please no---go away Tala we dont want your input</p>
Talathion
02-02-2012, 07:34 PM
<p><cite>Tekadeo wrote:</cite></p><blockquote><p><cite>Talathion@Antonia Bayle wrote:</cite></p><blockquote><p>We have some of the worst heroic AA in the game, (besides that for raiding.).</p><p>Its going to have to be something different.</p><p>How about "Increases the damage and threat done by Autoattacks."</p></blockquote><p>Dear God please no---go away Tala we dont want your input</p></blockquote><p>I love my ideas.</p>
Destraum
02-04-2012, 11:04 PM
<p><cite>Talathion@Antonia Bayle wrote:</cite></p><blockquote><p>I love my ideas.</p></blockquote><p>Your ideas are just as good as a Liberals. So good they have to be Mandatory.</p>
Gungo
02-04-2012, 11:51 PM
<p>My idea reverse it Instead of damage reduction temp buff.Zerkers are suppose to be the better AOE tank then guards. They are suppose to tank AOE mobs better. How about an blue AOE melee damage reduction DEBUFF. This way all the adds you hit do less physical damage. Its also unique as the ONLY AOE melee damage reduction debuff in game. Just tie it to one of your AOE atks.</p><p>The only issue this would be a heroic AA shared by guards, but thats not such a bad thing.</p>
Talathion
02-05-2012, 04:31 AM
<p><cite>Gungo@Crushbone wrote:</cite></p><blockquote><p>My idea reverse it Instead of damage reduction temp buff.Zerkers are suppose to be the better AOE tank then guards. They are suppose to tank AOE mobs better. How about an blue AOE melee damage reduction DEBUFF. This way all the adds you hit do less physical damage. Its also unique as the ONLY AOE melee damage reduction debuff in game. Just tie it to one of your AOE atks.</p><p>The only issue this would be a heroic AA shared by guards, but thats not such a bad thing.</p></blockquote><p>Or AOE Damage Reduction. (or is that the same thing?)</p>
Coopendor
02-13-2012, 09:38 PM
<p><cite>Tekadeo wrote:</cite></p><blockquote><p>With Crit Mit going the way of the Dodo, what would you like to see in place of it on our Heroic AA Critical Bulwark?</p><p>As always I would like to see something unique, and I'm going to be disappointed if they make it a HP temp buff. I'm all for HP buffs, but as a temp buff it would be weak and not really add much to the game. IF they wanted to make it a permanent HP buff, awesome.</p><p>But let's see what we can come up with and maybe try to sway some devs' thinking on what we could get here. What could be something unique defensively for us to have here? A group AoE avoid? Wouldn't help us much, but would be great for group. Damage Reduction? Too similar to the Hunker Down AA right next to it.</p><p>Keep in mind that this will be and should be a defensive buff to go along with the mit buff it's attached to.</p></blockquote><p>How about something to eliminate the power drain that comes from adrenaline?? <img src="/eq2/images/smilies/e8a506dc4ad763aca51bec4ca7dc8560.gif" border="0" /></p>
Destraum
02-13-2012, 11:40 PM
<p><cite>Coopendor wrote:</cite></p><blockquote><p><cite>Tekadeo wrote:</cite></p><blockquote><p>With Crit Mit going the way of the Dodo, what would you like to see in place of it on our Heroic AA Critical Bulwark?</p><p>As always I would like to see something unique, and I'm going to be disappointed if they make it a HP temp buff. I'm all for HP buffs, but as a temp buff it would be weak and not really add much to the game. IF they wanted to make it a permanent HP buff, awesome.</p><p>But let's see what we can come up with and maybe try to sway some devs' thinking on what we could get here. What could be something unique defensively for us to have here? A group AoE avoid? Wouldn't help us much, but would be great for group. Damage Reduction? Too similar to the Hunker Down AA right next to it.</p><p>Keep in mind that this will be and should be a defensive buff to go along with the mit buff it's attached to.</p></blockquote><p>How about something to eliminate the power drain that comes from adrenaline?? <img src="/eq2/images/smilies/e8a506dc4ad763aca51bec4ca7dc8560.gif" border="0" /></p></blockquote><p>We already have that....it's called an enchanter class. There are also 2 red adorns that pretty much make adrenaline's power drain non-existent as well.</p><p>Since it deals with group damage reduction, maybe an ability that procs a group reactive heal on inc damage. Not necessarily a ward, but something similar to our Battle Frenzy, but group wide. Something in the area of 3 to 5 triggers of say maybe 5-10% heals. Being that it would be up nearly every 40 seconds, it would have to be small enough to not be OP, but definately something that would be of added benefit to casting. </p>
Netty
02-14-2012, 03:48 AM
<p><cite>Roehl@Guk wrote:</cite></p><blockquote><p><cite>Coopendor wrote:</cite></p><blockquote><p><cite>Tekadeo wrote:</cite></p><blockquote><p>With Crit Mit going the way of the Dodo, what would you like to see in place of it on our Heroic AA Critical Bulwark?</p><p>As always I would like to see something unique, and I'm going to be disappointed if they make it a HP temp buff. I'm all for HP buffs, but as a temp buff it would be weak and not really add much to the game. IF they wanted to make it a permanent HP buff, awesome.</p><p>But let's see what we can come up with and maybe try to sway some devs' thinking on what we could get here. What could be something unique defensively for us to have here? A group AoE avoid? Wouldn't help us much, but would be great for group. Damage Reduction? Too similar to the Hunker Down AA right next to it.</p><p>Keep in mind that this will be and should be a defensive buff to go along with the mit buff it's attached to.</p></blockquote><p>How about something to eliminate the power drain that comes from adrenaline?? <img src="/eq2/images/smilies/e8a506dc4ad763aca51bec4ca7dc8560.gif" border="0" /></p></blockquote><p>We already have that....it's called an enchanter class. There are also 2 red adorns that pretty much make adrenaline's power drain non-existent as well.</p><p>Since it deals with group damage reduction, maybe an ability that procs a group reactive heal on inc damage. Not necessarily a ward, but something similar to our Battle Frenzy, but group wide. Something in the area of 3 to 5 triggers of say maybe 5-10% heals. Being that it would be up nearly every 40 seconds, it would have to be small enough to not be OP, but definately something that would be of added benefit to casting. </p></blockquote><p>That or a groupwide ward. I like your idea. But im thinking something to reduce the inc damage on the group somehow that would be cool. Damage reduction on the group is another nice idea. And that will even help the guardian being abit better at protecting their group (not that they need that much more help) But it would balance them abit better vs brawlers.</p>
Soul_Dreamer
02-14-2012, 07:06 AM
250 hp ward every point, last point grants group wide NONE fighter deathsave. Total of a 2500 ward and deathsave. Just my idea (guardian)
Soul_Dreamer
02-14-2012, 07:19 AM
Hmmm, iPhone doesn't like anything except quick reply... Group wide death save is probably too op but it wouldn't let me edit. Maybe give the deathsave 2 triggers so it can only save 2 people. Whatever thy do though, the current hp change blows.
Yimway
02-14-2012, 06:08 PM
<p>Being heroic, its the wrong place to add something specific to zerkers.</p>
Netty
02-15-2012, 09:40 AM
<p><cite>Atan@Unrest wrote:</cite></p><blockquote><p>Being heroic, its the wrong place to add something specific to zerkers.</p></blockquote><p>Im not saying you are wrong. But fix it to a ward or what ever would help to balance guards abit better vs brawlers aswell. We all know brawlers are the kings of taking damage atm. Guards should be very defensiv aswell but protect the group/raid and with this it would bring them inline and help zerks abit aswell. However zerks needs so many changes that this will do close to nothing to do i agree with that. But it still would be worth fixing to something good.</p><p>Guards can tank anything atm i agree but they still need a small bump in protecting the group imo since thats their thing atm and since stonecold is so super... making the groupwide mit buff into something like add a ward or damage reduction would even it out.</p>
Bruener
02-15-2012, 10:57 AM
<p>I would prefer to see something NOT a heal/ward of any type. They have already crossed the line too much giving non-Crusader's heal/ward type abilities.</p><p>Damage reduction would be nice.</p>
Tekadeo
02-15-2012, 02:11 PM
<p><cite>Bruener wrote:</cite></p><blockquote><p>I would prefer to see something NOT a heal/ward of any type. They have already crossed the line too much giving non-Crusader's heal/ward type abilities.</p><p>Damage reduction would be nice.</p></blockquote><p>More trolling ftw, eh Bruener? Maybe they "crossed the line" by giving non-warriors the ability to use tower shields?</p><p>But seriously, I would love to have the old Adrenaline back. Honestly this class has been the worst Fighter in the game since they nerfed Adrenaline for no reason and gave us nothing but a LOL in return.</p>
Bruener
02-15-2012, 04:04 PM
<p><cite>Tekadeo wrote:</cite></p><blockquote><p><cite>Bruener wrote:</cite></p><blockquote><p>I would prefer to see something NOT a heal/ward of any type. They have already crossed the line too much giving non-Crusader's heal/ward type abilities.</p><p>Damage reduction would be nice.</p></blockquote><p>More trolling ftw, eh Bruener? Maybe they "crossed the line" by giving non-warriors the ability to use tower shields?</p><p>But seriously, I would love to have the old Adrenaline back. Honestly this class has been the worst Fighter in the game since they nerfed Adrenaline for no reason and gave us nothing but a LOL in return.</p></blockquote><p>Never ceases to amaze me how dumb some people are.</p>
<p><cite>Tekadeo wrote:</cite></p><blockquote><p><cite>Bruener wrote:</cite></p><blockquote><p>I would prefer to see something NOT a heal/ward of any type. They have already crossed the line too much giving non-Crusader's heal/ward type abilities.</p><p>Damage reduction would be nice.</p></blockquote><p>More trolling ftw, eh Bruener? <span style="color: #00ff00; font-size: x-small;"><strong><span style="text-decoration: underline;">Maybe they "crossed the line" by giving non-warriors the ability to use tower shields</span></strong></span>?</p><p>But seriously, I would love to have the old Adrenaline back. Honestly this class has been the worst Fighter in the game since they nerfed Adrenaline for no reason and gave us nothing but a LOL in return.</p></blockquote><p>If I remember correctly when the game originally launched guards were the only plate fighter that could wear the strongest/heaviest armor of that time. Now all plates can wear armor just as durable as the other. I know many will state that it made guards to strong while other fighters lagged behind defensively. If that is the case then why didn't players roll a guardian if being tough was so important?</p><p>I agree with Bruener as well. My zerker should have never received any type of heal/ward no matter how big or small cause that is not what zerker are about. Zerkers should have never become self healers. They sure didn't have it in the beginning and they shouldn't have it now.</p><p>Crossing the lines is what borked the fighter individuality all up. I seen this coming when bruisers received a tsunami type ability with their mythical years ago. Then sk's got furor or whatever it is called. In all honesty no other fighter should have received a tsunami spin off ability even if that fighter subclass sucked defensively. Tsunami should have been monk only and stayed that way. If other fighters wanted tsunami then they should have rolled a monk. But that is yesterday and not today.</p><p>I noticed that new games that come out give far better descriptions of what is expected of each class in that particular game. I think other mmo companies seen where eqII messed up and made sure to move around these mistakes.</p>
LygerT
02-15-2012, 09:38 PM
<p><cite>Bruener wrote:</cite></p><blockquote><p>I would prefer to see something NOT a heal/ward of any type. They have already crossed the line too much giving non-Crusader's heal/ward type abilities.</p><p>Damage reduction would be nice.</p></blockquote><p>kidding me? this class used to be based on health regeneration(for many many years in fact and then it turned to heal procs and DR as mobs started hitting harder and harder), ie a heal over time class. of course it was a joke but that is what it was.</p><p>you must be a cutter, as you go around picking fights with the most ignorant arguments known to man.</p>
Tekadeo
02-16-2012, 03:22 PM
<p><cite>Bruener wrote:</cite></p><blockquote><p><cite>Tekadeo wrote:</cite></p><blockquote><p><cite>Bruener wrote:</cite></p><blockquote><p>I would prefer to see something NOT a heal/ward of any type. They have already crossed the line too much giving non-Crusader's heal/ward type abilities.</p><p>Damage reduction would be nice.</p></blockquote><p>More trolling ftw, eh Bruener? Maybe they "crossed the line" by giving non-warriors the ability to use tower shields?</p><p>But seriously, I would love to have the old Adrenaline back. Honestly this class has been the worst Fighter in the game since they nerfed Adrenaline for no reason and gave us nothing but a LOL in return.</p></blockquote><p>Never ceases to amaze me how dumb some people are.</p></blockquote><p>Color me confused on how anything I said was "dumb"? You made the ridiculous inference that Crusaders should be the only Fighters who heal, when Berserkers have had HP regen and HP procs since launch too. Ridiculous claims are ridiculous.</p><p>And if you think there isnt 100% truth behind my second statement, it's time for you to hang it up. </p><p>All you do is complain about SK's, when in reality the last two fixes to come your way were -exactly- what you were asking for (Strikethrough and a HP buff). Zerkers have been given nothing that they ask for in years.</p>
Tekadeo
02-16-2012, 03:23 PM
<p><cite>Lyger@Permafrost wrote:</cite></p><blockquote><p><cite>Bruener wrote:</cite></p><blockquote><p>I would prefer to see something NOT a heal/ward of any type. They have already crossed the line too much giving non-Crusader's heal/ward type abilities.</p><p>Damage reduction would be nice.</p></blockquote><p>kidding me? this class used to be based on health regeneration(for many many years in fact and then it turned to heal procs and DR as mobs started hitting harder and harder), ie a heal over time class. of course it was a joke but that is what it was.</p><p>you must be a cutter, as you go around picking fights with the most ignorant arguments known to man.</p></blockquote><p>^This</p>
<p>I will stand corrected on this but I do not remember my zerker having hp regen and proc in the beginning. Again I could be totally wrong here but I really don't remember that. With all the changes I am sure just have me confused.</p><p>I agree with Tekadeo that I would like to just have adrenaline back the way it was.</p>
Bruener
02-16-2012, 07:35 PM
<p><cite>Tekadeo wrote:</cite></p><blockquote><p><cite>Bruener wrote:</cite></p><blockquote><p><cite>Tekadeo wrote:</cite></p><blockquote><p><cite>Bruener wrote:</cite></p><blockquote><p>I would prefer to see something NOT a heal/ward of any type. They have already crossed the line too much giving non-Crusader's heal/ward type abilities.</p><p>Damage reduction would be nice.</p></blockquote><p>More trolling ftw, eh Bruener? Maybe they "crossed the line" by giving non-warriors the ability to use tower shields?</p><p>But seriously, I would love to have the old Adrenaline back. Honestly this class has been the worst Fighter in the game since they nerfed Adrenaline for no reason and gave us nothing but a LOL in return.</p></blockquote><p>Never ceases to amaze me how dumb some people are.</p></blockquote><p>Color me confused on how anything I said was "dumb"? You made the ridiculous inference that Crusaders should be the only Fighters who heal, when Berserkers have had HP regen and HP procs since launch too. Ridiculous claims are ridiculous.</p><p>And if you think there isnt 100% truth behind my second statement, it's time for you to hang it up. </p><p>All you do is complain about SK's, when in reality the last two fixes to come your way were -exactly- what you were asking for (Strikethrough and a HP buff). Zerkers have been given nothing that they ask for in years.</p></blockquote><p>Well it seems like you and your cronies here can't say anything useful at all....as usual. I really don't care about the health "regen" that was a constant complaint for Zerkers from the beginning, which btw EVERY SINGLE class in the game has.</p><p>Both warriors were about temp buffs more than anything. Specifically temp mit type buffs. These made a big difference in the past and were supposed to be what Crusader heals were balanced against, although they were far from balanced.</p><p>It is extremely "dumb" that as a Zerker a few of you are asking for wards and heals. There are a huge list on better mechanics that would fit a Zerker role way better...and yet you ask for heals? If you want lame heals I really hope that is what they give you. It would be just great to see you get some 1k heal proc for the group and than we can really watch you guys whine at how ineffective that is.</p><p>Wards and heals. You have got to be kidding me. I recommend something useful and you cry babies get up in arms and flame as if Zerkers should be doing all sorts of healing now.</p><p>And no, Adrenaline should not be made OP'd again. It was nerfed for a reason. Unfortunately OP'd Brawlers make that reason seem pretty lame right now, but that is just more proof in how much Brawlers need to be brought back into line. Unfortunately for all of us Fighters DYoD and other fluff junk is too important for development right now.</p>
Destraum
02-16-2012, 08:29 PM
<p><cite>Bruener wrote:</cite></p><blockquote><p>I would prefer to see something NOT a heal/ward of any type. They have already crossed the line too much giving non-Crusader's heal/ward type abilities.</p><p>Damage reduction would be nice.</p></blockquote><p>You must have forgotten Bruener that one of the biggest abilities for Zerker was their self-healing abilities. Like SK's and Paly's, it's what helps them survive the fights. Albiet, both SK's and Paly's abilities are more of a proactive rather than a reactive like a Zerkers. This is where I think Zerks got hit the hardest when SOE removed critical healing. So, asking for something small in return I don't think was to far out of line.</p><p>And yeah Atan, I realized later that day after I had posted that what i suggested was more Zerk specific and wouldn't work due to that. Hard to get out of the mindset sometimes when your in it.</p>
LygerT
02-17-2012, 07:56 PM
<p><cite>Bruener wrote:</cite></p><blockquote><p><cite>Tekadeo wrote:</cite></p><blockquote><p><cite>Bruener wrote:</cite></p><blockquote><p><cite>Tekadeo wrote:</cite></p><blockquote><p><cite>Bruener wrote:</cite></p><blockquote><p>I would prefer to see something NOT a heal/ward of any type. They have already crossed the line too much giving non-Crusader's heal/ward type abilities.</p><p>Damage reduction would be nice.</p></blockquote><p>More trolling ftw, eh Bruener? Maybe they "crossed the line" by giving non-warriors the ability to use tower shields?</p><p>But seriously, I would love to have the old Adrenaline back. Honestly this class has been the worst Fighter in the game since they nerfed Adrenaline for no reason and gave us nothing but a LOL in return.</p></blockquote><p>Never ceases to amaze me how dumb some people are.</p></blockquote><p>Color me confused on how anything I said was "dumb"? You made the ridiculous inference that Crusaders should be the only Fighters who heal, when Berserkers have had HP regen and HP procs since launch too. Ridiculous claims are ridiculous.</p><p>And if you think there isnt 100% truth behind my second statement, it's time for you to hang it up. </p><p>All you do is complain about SK's, when in reality the last two fixes to come your way were -exactly- what you were asking for (Strikethrough and a HP buff). Zerkers have been given nothing that they ask for in years.</p></blockquote><p>Well it seems like you and your cronies here can't say anything useful at all....as usual. I really don't care about the health "regen" that was a constant complaint for Zerkers from the beginning, which btw EVERY SINGLE class in the game has.</p><p>Both warriors were about temp buffs more than anything. Specifically temp mit type buffs. These made a big difference in the past and were supposed to be what Crusader heals were balanced against, although they were far from balanced.</p><p>It is extremely "dumb" that as a Zerker a few of you are asking for wards and heals. There are a huge list on better mechanics that would fit a Zerker role way better...and yet you ask for heals? If you want lame heals I really hope that is what they give you. It would be just great to see you get some 1k heal proc for the group and than we can really watch you guys whine at how ineffective that is.</p><p>Wards and heals. You have got to be kidding me. I recommend something useful and you cry babies get up in arms and flame as if Zerkers should be doing all sorts of healing now.</p><p>And no, Adrenaline should not be made OP'd again. It was nerfed for a reason. Unfortunately OP'd Brawlers make that reason seem pretty lame right now, but that is just more proof in how much Brawlers need to be brought back into line. Unfortunately for all of us Fighters DYoD and other fluff junk is too important for development right now.</p></blockquote><p>yes there is mechanics that would work to suit some tanks better but not for others, once again you continually just think of yourself.</p><p>adrenaline was one of the decent abilities that made this class viable for a short while, every class has had it's decent and great abilities including the SK. too bad your skull is too thick to ever admit it.</p>
Netty
02-18-2012, 05:22 AM
<p><cite>Bruener wrote:</cite></p><blockquote><p><cite>Tekadeo wrote:</cite></p><blockquote><p><cite>Bruener wrote:</cite></p><blockquote><p><cite>Tekadeo wrote:</cite></p><blockquote><p><cite>Bruener wrote:</cite></p><blockquote><p>I would prefer to see something NOT a heal/ward of any type. They have already crossed the line too much giving non-Crusader's heal/ward type abilities.</p><p>Damage reduction would be nice.</p></blockquote><p>More trolling ftw, eh Bruener? Maybe they "crossed the line" by giving non-warriors the ability to use tower shields?</p><p>But seriously, I would love to have the old Adrenaline back. Honestly this class has been the worst Fighter in the game since they nerfed Adrenaline for no reason and gave us nothing but a LOL in return.</p></blockquote><p>Never ceases to amaze me how dumb some people are.</p></blockquote><p>Color me confused on how anything I said was "dumb"? You made the ridiculous inference that Crusaders should be the only Fighters who heal, when Berserkers have had HP regen and HP procs since launch too. Ridiculous claims are ridiculous.</p><p>And if you think there isnt 100% truth behind my second statement, it's time for you to hang it up. </p><p>All you do is complain about SK's, when in reality the last two fixes to come your way were -exactly- what you were asking for (Strikethrough and a HP buff). Zerkers have been given nothing that they ask for in years.</p></blockquote><p>Well it seems like you and your cronies here can't say anything useful at all....as usual. I really don't care about the health "regen" that was a constant complaint for Zerkers from the beginning, which btw EVERY SINGLE class in the game has.</p><p>Both warriors were about temp buffs more than anything. Specifically temp mit type buffs. These made a big difference in the past and were supposed to be what Crusader heals were balanced against, although they were far from balanced.</p><p>It is extremely "dumb" that as a Zerker a few of you are asking for wards and heals. There are a huge list on better mechanics that would fit a Zerker role way better...and yet you ask for heals? If you want lame heals I really hope that is what they give you. It would be just great to see you get some 1k heal proc for the group and than we can really watch you guys whine at how ineffective that is.</p><p>Wards and heals. You have got to be kidding me. I recommend something useful and you cry babies get up in arms and flame as if Zerkers should be doing all sorts of healing now.</p><p>And no, Adrenaline should not be made OP'd again. It was nerfed for a reason. Unfortunately OP'd Brawlers make that reason seem pretty lame right now, but that is just more proof in how much Brawlers need to be brought back into line. Unfortunately for all of us Fighters DYoD and other fluff junk is too important for development right now.</p></blockquote><p>Adrenaline was not OP as you claim. Since zerks kinda much have nothing els than that one in the past. Sure it was powerfull but compare SK AB:s vs zerk. It was not OP. That fact that SK:s get the same effect with out the power drain on the myth cloak makes me laugh about your statement. And the way that this game is heading. Soe is making it clear that dont dont care about the free classes. So i bet we will see more good stuff inc for the none free classes.</p><p>Ppl are talking about ONE ability here ONE! with the AA that is getting changed in the heroic tree. Thats why you see stuff like wardens and so on since we share that one with guardians. More heals wont do much for this class. iagree with that. But this thread is not about how to fix the class.</p>
<p>Ward of Rage - 250-290 point ward. [ this procs mostly when i'm hit, meaning I have to sacrifice block chance, additionally this only would proc once on one melee attack, and it does not count flurrys and multiattacks.]</p><p>This wards me for 164x less then my current health pool.</p><p>Blood Rage, 33% chance when hit with a melee attack. [this is not counting flurrys/multi-attacks, meaning I could be hit with a melee attack and 3 attacks from flurry and 2 multiattacks and this would only go off once, which really doesn't say much about the class itself, its very squishy, also since I have to get hit for this to work, it makes stacking other defenses harder for my class, I literally have to sacrifice all my block chance to get this to actually heal me, and its really not worth it.] - heals for 1k.</p><p>This heals me for 46x less then my current health pool.</p><p>These are my primary base healing buffs, as you can see they are not really good, as you can see, because we have to get hit to even have this healing, we cannot even use a shield if we want it, and why would you not want to use a shield for something that heals so piddly.</p>
Gungo
02-18-2012, 03:53 PM
<p><cite>Bruener wrote:</cite></p><blockquote><p>And no, Adrenaline should not be made OP'd again. It was nerfed for a reason. Unfortunately OP'd Brawlers make that reason seem pretty lame right now, but that is just more proof in how much Brawlers need to be brought back into line. Unfortunately for all of us Fighters DYoD and other fluff junk is too important for development right now.</p></blockquote><p>So adrenaline(40% dam reduction temp with a massive power drain) is to overpowered for a zerker but its not overpowered for a shadowknight (myth cloak 40% damage reduction temp with an aoe rescue).No bias here at all. Its not like shadowknights are currently already better then zerkers. O wait they are that too.</p><p>P.s. to be clear before bruener tries to spin his lies I dont think the sk myth cloak is OP nor do i think a return of damage reduction to adrenaline in some form (at least 25%) is OP as well.</p>
Bruener
02-18-2012, 09:56 PM
<p><cite>Gungo@Crushbone wrote:</cite></p><blockquote><p><cite>Bruener wrote:</cite></p><blockquote><p>And no, Adrenaline should not be made OP'd again. It was nerfed for a reason. Unfortunately OP'd Brawlers make that reason seem pretty lame right now, but that is just more proof in how much Brawlers need to be brought back into line. Unfortunately for all of us Fighters DYoD and other fluff junk is too important for development right now.</p></blockquote><p>So adrenaline(40% dam reduction temp with a massive power drain) is to overpowered for a zerker but its not overpowered for a shadowknight (myth cloak 40% damage reduction temp with an aoe rescue).No bias here at all. Its not like shadowknights are currently already better then zerkers. O wait they are that too.</p><p>P.s. to be clear before bruener tries to spin his lies I dont think the sk myth cloak is OP nor do i think a return of damage reduction to adrenaline in some form (at least 25%) is OP as well.</p></blockquote><p>Now I understand why Gungo makes mistakes like this...I mean he is just a terrible player. But others too? Let me make it real simple and point out the obvious flaws in the aboves argument.</p><p>Duration : Adrenaline Pre-DoV - app. 32 seconds ; SK Mythical in PoW - 8 seconds</p><p>Reuse : Adrenaline Pre-DoV - app 1 min ; SK Mythical in PoW - 3 minutes unmodifiable</p><p>Damage Reduction : Adrenaline Pre-DoV - 50% ; SK Mythical in PoW - 40%</p><p>I mean really guys, talk about one huge, giant stretch. 1/4 the duration, 1/3 of the recast capability, and 10% less damage reduction. And people say that that cloak is too much and you still wonder why they changed Adrenaline? Again I don't agree with what they did to Adrenaline, but something needed to be done and it should have been done back in SF beta when it was pointed out how often the ability could be up. Recommendation back than was to shorten the duration and extend the reuse.</p><p>All I did is recommend not some crappy heal for Zerkers on Critical Bulwark and instead something better like Damage Reduction which would be not only more beneficial but also more in-line for Zerkers. You get a couple Zerkers that obviously just luv having heals that do jack in the game for them, one zerker that hasn't played his zerker in like 2 years, and of course the token Bruiser who will join any argument to deflect away from him playing one of the most OP'd tank classes the game has ever seen for the last 2 years going strong.</p><p>But by all means maybe SOE will give you guys exactly what you ask for with some 1k heal proc....seriously.</p>
<p>Every heal in the game that does not heal atleast 10% of your health/health over time or ward atleast 5% should be revamped or changed to something else.</p><p>Also, currently I wish ward of rage was changed to critical bonus (5% for the group while berserk with full aa.), and Blood Rage was changed to damage reduction and a max health buff.</p><p>Berserkers should not get healing abilities.</p><p>Then again, I also wish juggernaut was not useless, but we don't always get what we want.</p>
Destraum
02-19-2012, 12:54 PM
<p><cite>Bruener wrote:</cite></p><blockquote><p>You get a couple Zerkers that obviously just luv having heals that do jack in the game for them, one zerker that hasn't played his zerker in like 2 years, and of course the token Bruiser who will join any argument to deflect away from him playing one of the most OP'd tank classes the game has ever seen for the last 2 years going strong.</p></blockquote><p>You forgot to add in about the whiney SK that loves going to all the other fighter threads trying to get their abilities nerfed so that SK's can return to their former glory in TSO.</p><p><cite>Beko@Antonia Bayle wrote:</cite></p><blockquote><p>Berserkers should not get healing abilities.</p></blockquote><p>Then go play a guardian. Zerks have had this healing abilitiy since launch and if you don't like it, then why play the class? I mean really, you'd probably be better off playing a scout than a tank.</p>
LygerT
02-19-2012, 02:53 PM
<p>how about we all head on over to the SK section and crap all over their ideas and call their past abilities overpowered and that they should get nothing.</p><p>i really wish they would add an /ignore add feature here since there is 0 moderation any longer(not that i like over moderation but this watering down of idea threads is getting a bit out of hand). keep your sh^t posting to the general fighter forum, not the class specific sections. we're no better off than you are.</p><p>ironically SOEmod0x will wander in here and moderate my posts and leave the rest intact.</p><p>if you want my opinion on it, i think a 2.5% HP increase is fine. this class needs more tweaks in class specific areas, not subclass specific.</p>
Soul_Dreamer
02-20-2012, 09:08 AM
<p>I know Zerks need help but if you look at some of the things other classes get at this level of the AA tree (Auto attack modifier, double application of CA's etc) then I think a minor amount of HP is pretty crappy.</p><p>Emboldened and Experienced Insight are realistically the only AA's that will be taken from this level of the tree now. You get more for your points with CB/Pot instead of 2.5% HP. Previously it was at least useful while progressing.</p><p>My personal opinion is it should be something Defensive for the group, Guardians are ok and don't need much help at the moment but Zerks do. If it's for the group then both gain benefit but it's not something else to add to the Guardians personal defensive arsenal.</p><p>How about:"Robust Ballwark" The Warrior will have a chance to protect their group against possible effects.On any Combat or spell hit this spell may cast "Robust Ballwark" on group (If not fighter). Triggers 2.4 times per min, duration of 10 seconds.</p><p>point 2. Fear + Daze Immune.point 4. + Stifle + Stun Immune.point 6. + Snare + Root Immune.point 8. + Interupt + Mezz Immune.point 10. + 1 hit Stoneskin.</p>
Zeuhl
02-20-2012, 03:27 PM
<p> Whatever it gets changed to it needs to be something in-line with guards since its in the Heroic tree. As it is a defensive ability the change should reflect that as well. I would suggest a percentage chance to avoid AoE's unless direct type of effect that is groupwide. The ability already affects the group and since it is a temp buff with a reasonably short recast the percentage could be small, say 15% or so. Nothing OP or incredibly game changing, but on a pull or if someone pulls aggro and the mob is suddenly facing the group, something that <em>may </em>save someone.</p><p> On a related note, the poo flinging should really stop. We know classes aren't balanced, they never have been. I agree with Lyger that the game shouldn't be balance around the end game, but that's how SoE has been doing it for years. I've got a 90 SK and a 90 zerker and even though aggro is a bit better on the SK I've always felt more comfortable tanking on my zerker. Zerkers have had health regen abilities since vanilla EQ2 so people crying about self heals and wards don't really have a leg to stand on.</p><p> If you can't really take the time to think about mechanics and class skills without sh**ting all over another class or being mad that they have an ability that you "think" is "yours" you're not really helping the community. That is why our ideas and suggestions are constantly ignored. I don't care what brawlers are doing or what crusaders are up to. My only concerns are about how the class I choose to play is performing and how we stack up to our counterpart.</p>
lostsandman
02-21-2012, 09:40 AM
<p><p >Given the current game mechanics where fighter heals and wards don't crit, isn't damage reduction better for raids?</p></p>
Kimber
02-21-2012, 02:08 PM
<p>How about somthing that would give us a real DW spec maybe allow us to ""block"" with our off hand weapon. I know I have 20% block that does nothing for me since I DW most of the time.</p>
Netty
02-21-2012, 02:32 PM
<p>I like the way you are thinking. Since DWing is so importent for the warrior class to be able to keep up with dps. Imo zerks shouldent be able to use shields at all and just be all about damage reduction and reactiv heals to get the job done and only being able to use 2handers or dwing. Thats the way a zerk should work imo... It would take alot of damage reduction tho to come up to the same lvl of taking damage.... Alot of the berserker Abilitys are based at taking damage so i would say if done right it could be a amazing way of doing it.</p>
Netty
02-21-2012, 02:34 PM
<p><cite>Drona@Splitpaw wrote:</cite></p><blockquote><p><p>Given the current game mechanics where fighter heals and wards don't crit, isn't damage reduction better for raids?</p></p></blockquote><p>No one is saying it isent. However we share this one with guardians and this one will not fix the berserker problem in any way as said a number of times this thread.</p>
<p><img src="http://img195.imageshack.us/img195/8405/loltrc.png" /></p><p>I guess this will be my heroic AA tree.</p><p>Enhance: Experienced Insight -worthless. (Lol, adds MORE accuracy to an almost 100% accuracy buff?)</p><p>Enhance: Cry of the Warrior - worthless. (Lol, adds threat to a "Force Target?")</p><p>Enhance: Rebust Bulwark - worthless. (Lol, temp health gain while some classes get permament stats and cool buffs.)</p><p>Enhance: Emboldened - not worthless, but also not very good. (less they redo it and make the final rank of it make the duration: until canceled or change it so the reuse starts right after you use the spell.)</p>
Netty
02-21-2012, 02:41 PM
<p><cite>Beko@Antonia Bayle wrote:</cite></p><blockquote><p><img src="http://img195.imageshack.us/img195/8405/loltrc.png" /></p><p>I guess this will be my heroic AA tree.</p><p>Enhance: Experienced Insight -worthless. (Lol, adds MORE accuracy to an almost 100% accuracy buff?)</p><p>Enhance: Cry of the Warrior - worthless. (Lol, adds threat to a "Force Target?")</p><p>Enhance: Rebust Bulwark - worthless. (Lol, temp health gain while some classes get permament stats and cool buffs.)</p><p>Enhance: Emboldened - not worthless, but also not very good. (less they redo it and make the final rank of it make the duration: until canceled or change it so the reuse starts right after you use the spell.)</p></blockquote><p>EI is good to have for the immune vs controlleffects that you get at the end rank. Not amazing but still good and alot better than 10% pot.</p><p>Emboldened is very good as it is. Since the duration is long and recast not to bad.</p>
Soul_Dreamer
02-21-2012, 02:43 PM
<p>I like the idea of Avoidance while DWing, 1.5-2% of "Riposte" per point?</p><p>Crusaders have jack in this section of their heroic tree as well so a some addition of avoidance for them when using a 2 hander would be good and then all shield using tanks are being brought up a little.</p>
<p><cite>Netty wrote:</cite></p><blockquote><p><cite>Beko@Antonia Bayle wrote:</cite></p><blockquote><p><img src="http://img195.imageshack.us/img195/8405/loltrc.png" /></p><p>I guess this will be my heroic AA tree.</p><p>Enhance: Experienced Insight -worthless. (Lol, adds MORE accuracy to an almost 100% accuracy buff?)</p><p>Enhance: Cry of the Warrior - worthless. (Lol, adds threat to a "Force Target?")</p><p>Enhance: Rebust Bulwark - worthless. (Lol, temp health gain while some classes get permament stats and cool buffs.)</p><p>Enhance: Emboldened - not worthless, but also not very good. (less they redo it and make the final rank of it make the duration: until canceled or change it so the reuse starts right after you use the spell.)</p></blockquote><p>EI is good to have for the immune vs controlleffects that you get at the end rank. Not amazing but still good and alot better than 10% pot.</p><p>Emboldened is very good as it is. Since the duration is long and recast not to bad.</p></blockquote><p>10% Potency is very nice, alot better then most people give it credit for, i'd rather take 10% damage for everything (except auto attack), over a temp buff that temporarly makes me immune to control effects.</p><p>Guardians are already immune to control effects, so the buff is worthless to them.</p>
Netty
02-21-2012, 04:26 PM
<p><cite>Beko@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Netty wrote:</cite></p><blockquote><p><cite>Beko@Antonia Bayle wrote:</cite></p><blockquote><p><img src="http://img195.imageshack.us/img195/8405/loltrc.png" /></p><p>I guess this will be my heroic AA tree.</p><p>Enhance: Experienced Insight -worthless. (Lol, adds MORE accuracy to an almost 100% accuracy buff?)</p><p>Enhance: Cry of the Warrior - worthless. (Lol, adds threat to a "Force Target?")</p><p>Enhance: Rebust Bulwark - worthless. (Lol, temp health gain while some classes get permament stats and cool buffs.)</p><p>Enhance: Emboldened - not worthless, but also not very good. (less they redo it and make the final rank of it make the duration: until canceled or change it so the reuse starts right after you use the spell.)</p></blockquote><p>EI is good to have for the immune vs controlleffects that you get at the end rank. Not amazing but still good and alot better than 10% pot.</p><p>Emboldened is very good as it is. Since the duration is long and recast not to bad.</p></blockquote><p>10% Potency is very nice, alot better then most people give it credit for, i'd rather take 10% damage for everything (except auto attack), over a temp buff that temporarly makes me immune to control effects.</p><p>Guardians are already immune to control effects, so the buff is worthless to them.</p></blockquote><p>10% pot does nearly nothing for a berserk. Try and parse it with out and with it. For heroics EI might be a waste but on raids its a god bless. Guardians arnt immune to them its a proc... And last time i checked this is the zerk forum so even guards where 100% immune to it that wouldent matter. The fact that the adorn is better than the guardian immune effect says alot really. And i have found many uses for EI.</p>
<p><cite>Netty wrote:</cite></p><blockquote><p><cite>Beko@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Netty wrote:</cite></p><blockquote><p><cite>Beko@Antonia Bayle wrote:</cite></p><blockquote><p><img src="http://img195.imageshack.us/img195/8405/loltrc.png" /></p><p>I guess this will be my heroic AA tree.</p><p>Enhance: Experienced Insight -worthless. (Lol, adds MORE accuracy to an almost 100% accuracy buff?)</p><p>Enhance: Cry of the Warrior - worthless. (Lol, adds threat to a "Force Target?")</p><p>Enhance: Rebust Bulwark - worthless. (Lol, temp health gain while some classes get permament stats and cool buffs.)</p><p>Enhance: Emboldened - not worthless, but also not very good. (less they redo it and make the final rank of it make the duration: until canceled or change it so the reuse starts right after you use the spell.)</p></blockquote><p>EI is good to have for the immune vs controlleffects that you get at the end rank. Not amazing but still good and alot better than 10% pot.</p><p>Emboldened is very good as it is. Since the duration is long and recast not to bad.</p></blockquote><p>10% Potency is very nice, alot better then most people give it credit for, i'd rather take 10% damage for everything (except auto attack), over a temp buff that temporarly makes me immune to control effects.</p><p>Guardians are already immune to control effects, so the buff is worthless to them.</p></blockquote><p>10% pot does nearly nothing for a berserk. Try and parse it with out and with it. For heroics EI might be a waste but on raids its a god bless. Guardians arnt immune to them its a proc... And last time i checked this is the zerk forum so even guards where 100% immune to it that wouldent matter. The fact that the adorn is better than the guardian immune effect says alot really. And i have found many uses for EI.</p></blockquote><p>10% Potency is amazing, what are you talking about?</p><p>10% more damage on Abandoned Fury/10% more damage and threat for insolence/10% more damage for procs you get from other classes on raids. (example, COB/Mystics Group Buff's Proc.)</p><p>For Raids 10% Potency is amazing, it ADDS up.</p>
Zeuhl
02-21-2012, 11:38 PM
<p>10% potency for our terrible combat arts is amazing for raids? lulz</p><p>I'll take the temp bonus from EI any day. And 10% damage reduction for a temp buff that I can cast often? Yes thank you.</p>
Talathion
02-24-2012, 01:07 AM
<p><cite>Soul_Dreamer wrote:</cite></p><blockquote><p>I know Zerks need help but if you look at some of the things other classes get at this level of the AA tree (Auto attack modifier, double application of CA's etc) then I think a minor amount of HP is pretty crappy.</p><p>Emboldened and Experienced Insight are realistically the only AA's that will be taken from this level of the tree now. You get more for your points with CB/Pot instead of 2.5% HP. Previously it was at least useful while progressing.</p><p>My personal opinion is it should be something Defensive for the group, Guardians are ok and don't need much help at the moment but Zerks do. If it's for the group then both gain benefit but it's not something else to add to the Guardians personal defensive arsenal.</p><p>How about:"Robust Ballwark" The Warrior will have a chance to protect their group against possible effects.On any Combat or spell hit this spell may cast "Robust Ballwark" on group (If not fighter). Triggers 2.4 times per min, duration of 10 seconds.</p><p>point 2. Fear + Daze Immune.point 4. + Stifle + Stun Immune.point 6. + Snare + Root Immune.point 8. + Interupt + Mezz Immune.point 10. + 1 hit Stoneskin.</p></blockquote><p>I love this idea.</p>
Zeuhl
02-24-2012, 06:27 PM
<p>Thought you quit. My hopes are crushed...</p>
LygerT
02-24-2012, 08:28 PM
<p><cite>Talathion@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Soul_Dreamer wrote:</cite></p><blockquote><p>I know Zerks need help but if you look at some of the things other classes get at this level of the AA tree (Auto attack modifier, double application of CA's etc) then I think a minor amount of HP is pretty crappy.</p><p>Emboldened and Experienced Insight are realistically the only AA's that will be taken from this level of the tree now. You get more for your points with CB/Pot instead of 2.5% HP. Previously it was at least useful while progressing.</p><p>My personal opinion is it should be something Defensive for the group, Guardians are ok and don't need much help at the moment but Zerks do. If it's for the group then both gain benefit but it's not something else to add to the Guardians personal defensive arsenal.</p><p>How about:"Robust Ballwark" The Warrior will have a chance to protect their group against possible effects.On any Combat or spell hit this spell may cast "Robust Ballwark" on group (If not fighter). Triggers 2.4 times per min, duration of 10 seconds.</p><p>point 2. Fear + Daze Immune.point 4. + Stifle + Stun Immune.point 6. + Snare + Root Immune.point 8. + Interupt + Mezz Immune.point 10. + 1 hit Stoneskin.</p></blockquote><p>I love this idea.</p></blockquote><p>you would</p><p>i can hear the crying now of all other fighters over several stoneskins per minute.</p>
Kimber
02-26-2012, 05:32 PM
<p>Like I said DW spec is what we need. Change the Fighter Tree around some. Us the Wis and Stam lines make one for shields the other for DW spec. Then change a few things in the Shadows tree to support both specs. Then do the same in the Heroic tree and be done with it.</p>
Rageincarnate
02-27-2012, 01:39 PM
<p>I 100% support buffs to zerks.. personally i'd love to see you guys in raids again. </p><p>I dont even know of any zerkers on unrest that play. Except 1 terrible one.</p><p>Not a troll.. I'd honestly like to see some serious buffage. OR massive mob damage reduction.</p><p>Other tanks complaining put fighters into this current state.. Unless you play a zerk.. you should NOT be giving input on them. It doesn't make you kool, or get mad "respect". Matter of fact it's just annoying.</p><p>Anything futher shouldn't be humored and just ignored. </p><p>Heaven forbid a dev actually reads this thread.. the good input you guys have is buried in 50 pages of pointless rambling.</p><p> Maybe even click the link on the side that says report this post to a moderator.</p><p>GL ZERKS! I play an sk and a monk <img src="/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" /></p>
Yimway
02-28-2012, 05:47 PM
<p>In order for me to consider bringing a zerker back into a raid force, they're going to have to buff melee dps significantly, like at least to the degree they impacted it in EoF / RoK.</p><p>To do this thogh, requires a pretty significant re-work of the class and careful consideration given to how we're already able to effectively cap too much in the game.</p><p>I mean something crazy, and I mean really crazy like 33% combat art reuse speed for the group when berzerk. Perhaps an auto attack modifier on group buff, etc.</p><p>BTW, I only posted cause Rage said zerkers should be the only ones to post =P</p>
Soul_Dreamer
03-01-2012, 09:27 AM
<p><cite>Lyger@Permafrost wrote:</cite></p><blockquote><p><cite>Talathion@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Soul_Dreamer wrote:</cite></p><blockquote><p>I know Zerks need help but if you look at some of the things other classes get at this level of the AA tree (Auto attack modifier, double application of CA's etc) then I think a minor amount of HP is pretty crappy.</p><p>Emboldened and Experienced Insight are realistically the only AA's that will be taken from this level of the tree now. You get more for your points with CB/Pot instead of 2.5% HP. Previously it was at least useful while progressing.</p><p>My personal opinion is it should be something Defensive for the group, Guardians are ok and don't need much help at the moment but Zerks do. If it's for the group then both gain benefit but it's not something else to add to the Guardians personal defensive arsenal.</p><p>How about:"Robust Ballwark" The Warrior will have a chance to protect their group against possible effects.On any Combat or spell hit this spell may cast "Robust Ballwark" on group (If not fighter). Triggers 2.4 times per min, duration of 10 seconds.</p><p>point 2. Fear + Daze Immune.point 4. + Stifle + Stun Immune.point 6. + Snare + Root Immune.point 8. + Interupt + Mezz Immune.point 10. + 1 hit Stoneskin.</p></blockquote><p>I love this idea.</p></blockquote><p>you would</p><p>i can hear the crying now of all other fighters over several stoneskins per minute.</p></blockquote><p>Which is why it's "Non fighter", it would only benefit the groups DPS/Heals. The Shammy pet offers more, AOE avoid/cures(Admittedly very few take the cure AA)/wards/haste and stonekin to the pet and shammy...</p><p>My AA will stay as it currently is if the change goes in with HP, it's too weak to spent points on. Currently it's 10 HP, 8 CB, 10 reuse, 10 EI, 10 Emboldened, 2 Percect C. </p><p>I wouldn't accept a Zerker in my raid force in their current state.</p><p>1. There aren't any good ones left.2. Even if there were, a Good zerk is light years behind other tank classes especially the brawlers.</p>
Zeuhl
03-05-2012, 08:00 AM
<p><cite>Soul_Dreamer wrote:</cite></p><blockquote><p><cite>Lyger@Permafrost wrote:</cite></p><blockquote><p><cite>Talathion@Antonia Bayle wrote:</cite></p><blockquote><p><cite>Soul_Dreamer wrote:</cite></p><blockquote><p>I know Zerks need help but if you look at some of the things other classes get at this level of the AA tree (Auto attack modifier, double application of CA's etc) then I think a minor amount of HP is pretty crappy.</p><p>Emboldened and Experienced Insight are realistically the only AA's that will be taken from this level of the tree now. You get more for your points with CB/Pot instead of 2.5% HP. Previously it was at least useful while progressing.</p><p>My personal opinion is it should be something Defensive for the group, Guardians are ok and don't need much help at the moment but Zerks do. If it's for the group then both gain benefit but it's not something else to add to the Guardians personal defensive arsenal.</p><p>How about:"Robust Ballwark" The Warrior will have a chance to protect their group against possible effects.On any Combat or spell hit this spell may cast "Robust Ballwark" on group (If not fighter). Triggers 2.4 times per min, duration of 10 seconds.</p><p>point 2. Fear + Daze Immune.point 4. + Stifle + Stun Immune.point 6. + Snare + Root Immune.point 8. + Interupt + Mezz Immune.point 10. + 1 hit Stoneskin.</p></blockquote><p>I love this idea.</p></blockquote><p>you would</p><p>i can hear the crying now of all other fighters over several stoneskins per minute.</p></blockquote><p>Which is why it's "Non fighter", it would only benefit the groups DPS/Heals. The Shammy pet offers more, AOE avoid/cures(Admittedly very few take the cure AA)/wards/haste and stonekin to the pet and shammy...</p><p>My AA will stay as it currently is if the change goes in with HP, it's too weak to spent points on. Currently it's 10 HP, 8 CB, 10 reuse, 10 EI, 10 Emboldened, 2 Percect C. </p><p><strong><em>I wouldn't accept a Zerker in my raid force in their current state.</em></strong></p><p>1. There aren't any good ones left.<strong><em>2. Even if there were, a Good zerk is light years behind other tank classes especially the brawlers.</em></strong></p></blockquote><p>Sadly what I bolded is why I roll with a brigand in raids and my zerk sits at home...</p>
LygerT
03-06-2012, 04:13 PM
<p>2 words: class consolidation</p><p>i don't foresee this rotation of tanks changing anytime soon otherwise. shelfing a toon you love for several years at a time is getting very old. it's obvious SOE doesn't have the resources to balance the classes.</p><p>zerks aren't the only ones crying this expansion.</p>
Zeuhl
03-06-2012, 04:52 PM
<p> You're very much correct Lyger. What they should have done in the beginning is released the game with fewer classes. You really only need half of them. They could have just used the resources spent making 24 (25 now) and instead made 12 with a more indepth AA system. That way it's easier for SoE to balance the archtypes against each other and we can use the AA trees to fit our individual playstyles.</p><p> I really don't like the fact that my zerker is forced to the sidelines as much as he is. Unless I'm with guildies each time I try to get my zerker into something I have to prove that I can handle my job. All I ever see tanking these days are brawlers and SK's. It's not just zerkers that are getting the short end of the stick, I can't remember the last time I saw a paladin. People snatch up my brigand constantly for groups or pick up raids, but if I try to join on my zerker the first thing I hear is,"Dude you sure he can handle this?" Or, "You sure you'll be able to hold aggro?"</p>
LygerT
03-07-2012, 03:21 PM
<p>don't get me wrong, i like that the game has diversity of good and evil reverse role classes. but this late in the game with the amount of specialized gear it is just beyond anyone's control to make the classes ever truly feel balanced again. SOE knows this, there will always be moaning whiners claiming that one class is better because it has better DPs versus their own defensive prowess.. where to draw the line? you can't make everyone happy, they tried with the tank revamp but they had their own ideas on that and it wound up a disaster with little choice of offensive or defensive.. why choose an offensive tank class if you have no DPS?</p><p>so now we have gaps from casual to hardcore, some classes benefit more and some less as they progress. ours generally less with our DPS buffs having been compromised for many expansions by diminishing returns and our defensives being nerfed by complainers of other tank classes saying we were too powerful in the very endgame roles.</p><p>so what to do? my answer was i hung up my horns to show my disproval, as many others have done and ultimately given my only ultimatum as consolidation which will never happen. SOE is too proud of having so many classes and will keep with the FoTM role is has taken on of buffing certain classes each expansions. eventually zerks will have a place again, even if it is as the jack of all trades/master of none class(unless you count destroying gobs of green mobs a specialty, keep in mind most raid settings do not even require this class focus) again along with SK as the redheaded stepchildren of EQ2.</p><p>i would rather have a combination warrior which has a true offensive DPS stance and true defensive stance versus what we currently have(the issue of switching instantly was cured when gear could not be swappable in combat). but again, if i hold my breathe i would die before it happens. i consider myself a zerker, if i could accept that i believe others could also just in order to enjoy the game again. i have never been approached about this as my idea and that is(or rather was) my job.</p><p>it appears SOE has stopped taking many people's feedback and returned to designing the game on their own again, of which i certainly can understand to a point, if you take the wrong ideas it can blow up in your face. as i was at one time a promoter of the tank revamp but it ultimately was up to 1 or 2 people within SOE to make the real decisions, one of which was a high DPS class who obviously felt tanks should not be doing much more than what a healer could accomplish.</p><p>about the only thing i really would hope for is a forum where zerks can give their feedback without every other class **itting on it, watering it down, being ignored of notice because of that.</p>
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