View Full Version : The new Tier, 7.5 where will it lead us... Both fact and speculation...
KazzySoJaz
09-04-2006, 02:34 AM
<div></div><div></div>I have been hearing a lot of very nice rumors lately. Thought I would get some discussion going.I have heard about where our new aa paths might be heading. One possibility being better tanking abilities, either through -avoidance +miti, or +miti with some other downside. Another possibility that has been tossed around is the ability for us to mitigate,transfer,deflect aggro via AA.Another thing going through the grapevine right now is a change to the caps. This would make sense to me considering that most people can cap themselves now solo. Haste, DPS, stats, avoidance, and for the plates mitigation. I personally hate that they are not giving us a level cap increase, but if they changed the caps I would be even happier than if they upped our levels.That is all I have for now. If I can think of something else I will add it on. Please feel free to post whatever you find, or have heard. So far we do not know much as we are what 2 months away from release, but speculation at this point is as good as anything.<div></div><p>Message Edited by KazzySoJazzy on <span class="date_text">09-04-2006</span> <span class="time_text">05:02 AM</span></p><p>Message Edited by KazzySoJazzy on <span class=date_text>09-04-2006</span> <span class=time_text>01:59 PM</span>
Cusashorn
09-04-2006, 03:39 AM
<DIV>So far absolutely nothing has been revealed about the new achievement paths.</DIV> <DIV> </DIV> <DIV>I thought this thread was going to be about what new type of equipment to expect from Echoes.</DIV>
KazzySoJaz
09-04-2006, 06:05 AM
This thread could be anything about echoes bro, all I have heard from the rumor mill though is about AA's.As for equipment I do not know what to expect, but I just hope it doesn't have FT...<div></div>
KazzySoJaz
09-05-2006, 01:05 AM
Well this isnt working out how I thought it might [Removed for Content]... Either no one wants to talk about the future or *shrugs*I forgot to mention what we do know, so here it goes...It looks like everyone will be getting another earring slot, while we do know for sure that we will get a cloak slot. I kind of wonder how they could give a monk a cloak wihtout making him look stupid, or superhero like...I for one am happy about another earring, will help with resists, however, I know I am very close to maxing out stats so what good would another earring slot be to a raider...*shrugs*<div></div>
selch
09-05-2006, 05:38 AM
I am not sure if there is "Class" specific cloaks unlike hats.So just hoping /hidecloak option as a monk.
JudyJudy
09-05-2006, 07:06 PM
<P><EM>These all sound like very positive hopeful changes for both the dps and the tank geared monk.</EM></P> <P><EM>What would make me a happy camper? I'm sure everyone is dying to know. :smileywink:</EM></P> <P><EM>1. Increased mitigation via AA's</EM></P> <P><EM>2. More reliability with our avoidance rolls</EM></P> <P><EM>3. No haste cap - This will increase our agro potential</EM></P> <P><EM>On a side note, the thought of a de-agro for the dps built brawler may indeed take us from mediocre dps in the raiding situation and give us a chance to hit high end, thus increasing our desirability. However, would that be a bit too much? Would that allow us to become a scout class with flare? I can only speculate.</EM></P>
selch
09-05-2006, 07:18 PM
<blockquote><hr>JudyJudy wrote:<P><EM>These all sound like very positive hopeful changes for both the dps and the tank geared monk.</EM></P><P><EM>What would make me a happy camper? I'm sure everyone is dying to know. :smileywink:</EM></P><P><EM>1. Increased mitigation via AA's</EM></P><P><EM>2. More reliability with our avoidance rolls</EM></P><P><EM>3. No haste cap - This will increase our agro potential</EM></P><P><EM>On a side note, the thought of a de-agro for the dps built brawler may indeed take us from mediocre dps in the raiding situation and give us a chance to hit high end, thus increasing our desirability. However, would that be a bit too much? Would that allow us to become a scout class with flare? I can only speculate.</EM></P><hr></blockquote>Considering the rumors of Mitigation / Avoidance mechanics change, may be we would not need Mitigation as "must-have-a-lot-to-survive" as it is now.However, I share the same fear that we would be labeled as "dps" class if "deaggro" option is in place even into grouping. May be it should come with great penalties through tanking if people wants to pick them so. I'm not sure many monks would like to loose "farming" abilities to "de-aggro" ability.While I feel great imrpovement coming for us "tanks", at least a little bit close to on-par with plates (or may be even prefered on more raid mobs) But still have fear and disappointment a bit from Stun and Tsunami fixes(!) carpet changes without guessing consequences from Brawler side.
Gaige
09-06-2006, 11:44 PM
<BR> <BLOCKQUOTE> <HR> Cusashorn wrote:<BR> <DIV>So far absolutely nothing has been revealed about the new achievement paths.<BR> <HR> </DIV></BLOCKQUOTE>Is that so :o<BR>
KazzySoJaz
09-07-2006, 12:21 AM
tell us gaige tell us =P[expletive haxx0red by Raijinn] nda...<div></div>
jeffdo
09-07-2006, 03:57 AM
Sorry if this is posted elsewhere, but when is it going to be released?<div></div>
KazzySoJaz
09-07-2006, 05:11 AM
<div><blockquote><hr>jeffdo wrote:Sorry if this is posted elsewhere, but when is it going to be released?<div></div><hr></blockquote>November 14th, 2006 I believe is the release date. Is a tuesday I took the week off for my rl anniversary sucks it has to fall the same week [Removed for Content] I will be on vaca reliving last years marriage *sighs*</div>
Schaestm
09-11-2006, 10:48 AM
<DIV>Here's a few ideas for making brawlers a better option for tanking..</DIV> <DIV> </DIV> <DIV>Monk tanks generally suffer from excessive spikes in damage. Perhaps they could get an achievement line that allows us to take a hit and divide it over time, something like instead of 1 hit for 7k, make it 1 hit for 3.5k and 2 seconds later another hit for 3.5k. This would make our base method of avoiding damage still based on avoidance rather than mitigation, but not pwn us instantly when we do get hit. </DIV> <DIV> </DIV> <DIV>Second idea, is they could give a buff to us that when we get hit, we get an increased chance of avoiding the next hit. If we get hit again, we again get an increased chance of avoiding the next hit. This keeps going, until we do avoid a hit by parry/block/deflect/miss, at which point the extra avoidance buff resets to normal avoidance. This also would make it more manageable to heal a monk tank.. how many of you have been tanking something fine, and then just happened to take 3 hits in a row and got owned?..</DIV>
<P>I dunno looking like a superhero might scare the mobs a bit more :smileytongue:</P> <P> </P> <P> </P> <P>I think I'm most excited about new content... earring is not as exciting to me and cloaks didnt seem that great to begin with</P> <P> </P> <P> </P> <P>I have heard rumors of new class sets too... any truth to that one?</P>
atreyu
09-11-2006, 05:53 PM
<DIV>I love that idea Schaestmos</DIV> <DIV> </DIV> <DIV>I was thinking that they should have our Avoid play in w/ our Mit in a way like take some of our avoid and put it in our mit or somin (lol) /hide</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>but yours i like better ... alot.</DIV>
selch
09-11-2006, 07:26 PM
<blockquote><hr>Schaestmos wrote:<DIV>Here's a few ideas for making brawlers a better option for tanking..</DIV><DIV> </DIV><DIV>Monk tanks generally suffer from excessive spikes in damage. Perhaps they could get an achievement line that allows us to take a hit and divide it over time, something like instead of 1 hit for 7k, make it 1 hit for 3.5k and 2 seconds later another hit for 3.5k. This would make our base method of avoiding damage still based on avoidance rather than mitigation, but not pwn us instantly when we do get hit. </DIV><DIV> </DIV><DIV>Second idea, is they could give a buff to us that when we get hit, we get an increased chance of avoiding the next hit. If we get hit again, we again get an increased chance of avoiding the next hit. This keeps going, until we do avoid a hit by parry/block/deflect/miss, at which point the extra avoidance buff resets to normal avoidance. This also would make it more manageable to heal a monk tank.. how many of you have been tanking something fine, and then just happened to take 3 hits in a row and got owned?..</DIV><hr></blockquote>Second idea is definitely is good idea without being excessive. If you got hit, you focus better not to get hit next time. Sounds logical to me. Since our avoidance high and can avoid "next attack" already, buff does not seem to be making us godly at all other than protecting from small percentage of spikes, but for that, they also need to remove "unavoidable" CA's too, because with 100% Tsunami, they already break through.<p>Message Edited by selch on <span class=date_text>09-11-2006</span> <span class=time_text>08:30 AM</span>
Kainsei
09-11-2006, 08:04 PM
<div></div><blockquote><hr>selch wrote:<blockquote><hr>Schaestmos wrote:<div>Here's a few ideas for making brawlers a better option for tanking..</div><div> </div><div>Monk tanks generally suffer from excessive spikes in damage. Perhaps they could get an achievement line that allows us to take a hit and divide it over time, something like instead of 1 hit for 7k, make it 1 hit for 3.5k and 2 seconds later another hit for 3.5k. This would make our base method of avoiding damage still based on avoidance rather than mitigation, but not pwn us instantly when we do get hit. </div><div> </div><div>Second idea, is they could give a buff to us that when we get hit, we get an increased chance of avoiding the next hit. If we get hit again, we again get an increased chance of avoiding the next hit. This keeps going, until we do avoid a hit by parry/block/deflect/miss, at which point the extra avoidance buff resets to normal avoidance. This also would make it more manageable to heal a monk tank.. how many of you have been tanking something fine, and then just happened to take 3 hits in a row and got owned?..</div><hr></blockquote>Second idea is definitely is good idea without being excessive. If you got hit, you focus better not to get hit next time. Sounds logical to me. Since our avoidance high and can avoid "next attack" already, buff does not seem to be making us godly at all other than protecting from small percentage of spikes, but for that, they also need to remove "unavoidable" CA's too, because with 100% Tsunami, they already break through.<p>Message Edited by selch on <span class="date_text">09-11-2006</span> <span class="time_text">08:30 AM</span></p><hr></blockquote> TheSummoned brought up some good ideas too on <a href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=combat&message.id=113703&page=1" target="_blank">this post</a> about mobs and avoidance issues. I especially like this one : <hr size="2" width="100%">TheSummoned wrote : <font color="#3300cc"> </font><font color="#6666ff"> Ok, here's an idea for a mob that would prefer a brawler tank that ploped into my head while examining crushing fury...</font><font color="#6666ff"> </font> <font color="#6666ff"> </font><font color="#6666ff"> Make a mob that does more damage each successive hit and the only way to stop that cycle is if you avoided a hit. Then the cycle goes from the beginning. Now, if you wish you can also make it so that this mob would<u> ignore mitigation, just like most mobs ignore avoidance these days...</u> Of course, the hits will start out small because of this.</font><font color="#6666ff"> </font> <font color="#6666ff"> </font><font color="#6666ff"> I belive that a brawler will have an easier time survivng this mob...</font> <hr size="2" width="100%"> <div></div><p>Message Edited by Kainsei on <span class=date_text>09-11-2006</span> <span class=time_text>09:05 AM</span>
Gungo
09-11-2006, 09:41 PM
<P>I would like to see a <BR>+mitigation AA<BR>+wpn skill AA's<BR>+ ranged procs<BR>+atk combos= (the more consecutive hits you do the more damage each consecutive hit does)<BR>an unavoidable atk<BR>Aoe atk + knockdown<BR>FD+ deagro<BR>max monk group haste an overcap and bruiser dps buff overcap for group<BR>Add HoT to mitigation Stun buff. (so while stunned and 2k mit you get ~300hp every 3 secs healed.)<BR>Snare atk<BR>a buff that gives us an extra avoid chance after we got hit. <BR>an atk that makes the next combat art crit<BR>an atk that increases the damage of the next combat art<BR>an atk that reduces recast of next combat art. <BR>an atk reduces fire mitigation (bruiser) /cold mitgation (monk) for 5 secs<BR>an atk that increases cast speed of next combat art by 25%</P> <P>These extra atk would create combos for bruisers to try and figure out thier own best combo. </P>
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