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View Full Version : Master II Choice at 14?


Shait
09-20-2006, 08:03 AM
So I just hit 14.  I'm looking at the Master 2 choices and seeing as I'm trying to build more of a DPS bruiser I'm basically looking at these three: -Burn Through: Inflicts 53 - 89 melee damage on target.  Inflicts 24 heat damage on target instantly every 6 seconds. Resistability: 31% -Dodge and Strike: Increase STR of caster by 17.2.  Increase AGI of Caster by 26. -Shoulder Charge: Inflicts 35 - 106 crushing damage on target. Applies knockdown. Lasts for 4 seconds. Resistability: 31% I think Burn through and Shoulder Charge have about equal usefulness, but I'm mostly unsure as to how much str and agi direcetly affect dodge and power.  Like is 17.2 str a lot of bonus power or no?  Same goes for agi and defense.  I guess I'm just curious what people would suggest for a DPS bruiser. <div></div>

Mol
09-20-2006, 02:14 PM
I had to choose this last night with my new bruiser. I looked at the same three as i tend to solo a lot! What my thinking was... -Burn Through: Good dps upgrade though will be upgraded again first out of the 3 -Dodge and Strike:  Seems a good boost at this time but will be upgraded and never used again even if mentoring -Shoulder Charge:  This is good dps increase. Will be upgraded last. Could use when mentoring as it would add more damage than the next skill nerfed back down to 14 ? The last fact i am unsure of as I have only played this game for 2 weeks now... A Master II guide seems hard to find I have looked for quite a while now... just my 2cp MoleH <div></div>

Kri
09-20-2006, 03:28 PM
<P>I picked Shoulder Charge for a couple of reasons:</P> <UL> <LI>It lasts longer than the others before being replaced.</LI> <LI>With good gear and in a balanced group both STR and AGI might be capped anyway, making the buff useless.</LI> <LI>Knockdown is great for keeping the mobs from hurting you plus it can be combined with Stamp (Crash) for extra damage.</LI></UL>

Shait
09-20-2006, 03:53 PM
Thanks for the replies.  I actually got antsy of waiting for responses and I came to the same decision myself haha.  Shoulder ftw.  What is this about adding extra damage when comboed with stomp?  That intrigues me a bit.

Kri
09-20-2006, 04:37 PM
<BR> <BLOCKQUOTE> <HR> Shaitin wrote:<BR> Thanks for the replies.  I actually got antsy of waiting for responses and I came to the same decision myself haha.  Shoulder ftw.  What is this about adding extra damage when comboed with stomp?  That intrigues me a bit.<BR> <HR> </BLOCKQUOTE><BR>The description here: <A href="http://home.comcast.net/~eq2gamedata/bruiser.html" target=_blank>http://home.comcast.net/~eq2gamedata/bruiser.html</A> says it does extra damage if the target has been knocked down recently plus it knocks them down again. Haven't tried it myself yet.

Pnaxx
09-20-2006, 04:40 PM
<P>Yea, you should combine those 2 for the max effect. Shouldr Charge followed by the Crash line (Stomp). So, the Shoulder Charge , imo, is the best suggestion as it will yield the best dmg when combined with Stomp (Crash).</P> <P>Edit...and in general, as most of you know, if you are blowing through the early levels, it is not wise to invest too much money in the toon til you know you will be slowing down a bit...unless ofc you have a main that is able to easily fund your Bruiser, then go fer it! Plus, you can take out named mobs fer some coin at different times to make up for the g spent. </P><p>Message Edited by Pnaxx on <span class=date_text>09-20-2006</span> <span class=time_text>05:45 AM</span>

Pnaxx
09-20-2006, 08:45 PM
<P>I will say this though, in regards to using the knockdown before the Crash line. I would like to know if the extra damage is really worth the using of a stun back to back. </P> <P>There have been many times when fighting casters that i wish i had an interupt/stufle/stun to hit the mob with. My thinking is that that, possibly, saving the Knockdown fo use when we actually interupt the caster, thus saving alot of damage to ourselves, may be the way to go.</P> <P>Again, it all has to do with how much extra damage is being done by the Combo. I have a sneaky suspicion that it will be wiser to avoid the casters damage than to pile on a bit of extra damage but end up taking a big hit by the caster.</P> <P>So, those of you you have access to this info, maybe share your thoughts on this. Once I play again on Sunday, I will try to test this out too, but would appriciate your views. But my thinking is, if you don't take much damage, then you don't have to hit as hard.</P> <P>I also know that getting my resists up is another way to do this, but at the moment, I donot have a seperate set of gear for Poison/Disease/Heat/Cold....so I need to resist other ways til I get the resist gear I need.</P>

chOgg
09-20-2006, 09:17 PM
Another way to get extra damage from your knockdown attack is to use, immediately run forward putting you behind your attacker, use your sucker punch CA, and then run backward putting you back in your original place.  You can still do this if you chain your stuns together, though.Thoral, 56 Bruiser, Mistmoore<div></div>

Shaidown
09-20-2006, 09:22 PM
<DIV>I've tried the stun then try to get behind them, using the same tactic as you...just running forward..however in the time it takes to get forward, and then get the CA off, the stun is usually over with</DIV> <DIV> </DIV> <DIV>I've been fearing them and then using sucker punch right after, regardless of which direction they run...I can get sucker punch off from behind or beside them before they get out of range...and when I hit, they come right back</DIV> <DIV> </DIV> <DIV>kinda a crappy use of fear....but i rarely if ever use it otherwise</DIV>

Owa
09-20-2006, 09:53 PM
<P><FONT face=Garamond size=4>I would advise going with the +STR and AGI - you'll see an increase in your attack <EM>and</EM> avoidance rather than just one CA and capping out your stats is probably not too much of a possibility. The fact is though that this is not the most important decision you're going to make and unless your bruiser is XP-locked you're gong to be level 20 in a minute anyway.</FONT></P> <P><FONT face=Garamond size=4> More important is to master your array of stuns and knockback because knowing how to get the most out of these will be crucial to success right up til, and beyond, lvl 70. Only use the extra damage from chaining the knockdowns when you can get away with it - keeping the extra stun handy is often more useful  than the extra damage. Also, there's no reason why you shouldn't be able to get off Sucker Punch after a knockdown - if you can't run round behind fast enough, JUMP.</FONT></P>

Pnaxx
09-20-2006, 11:10 PM
<P>Shaidown, try using Haymaker...or your version of it b4 Sucker Punch. Thats what I have been using, and for the most part, I am having no problems gettin off the Suck Punch. A couple other things I do to enhance the rate of landing it...</P> <P>1. Get real close to the mob while fightig so that you are literally toe to toe (or even closer). That way, you have only a fraction of the way to go to land Sucker Punch.</P> <P>2. Also, I don't think you need to be behind the mob, a side shot will do fine too. So again. if you are real close to the mob, a side shot should also enhance your chances of landing our blessed Sucker Punch.</P> <P>I am wondering how you even catch up to the a Feared mob to land Sucker Punch.:smileyvery-happy: They are running all over the place...and i can just imagine you cashing this mob down trying to ht it as it runs away. Yes, you are correct, not a good use of fear...but Mezz would be an OK use of to land Sucker Punch if you still have no luck.</P> <P>Let us know how it goes.</P> <P> </P>

Shaidown
09-20-2006, 11:22 PM
<BR> <BLOCKQUOTE> <HR> Pnaxx wrote:<BR> <P>Shaidown, try using Haymaker...or your version of it b4 Sucker Punch. Thats what I have been using, and for the most part, I am having no problems gettin off the Suck Punch. A couple other things I do to enhance the rate of landing it...</P> <P>1. Get real close to the mob while fightig so that you are literally toe to toe (or even closer). That way, you have only a fraction of the way to go to land Sucker Punch.</P> <P>2. Also, I don't think you need to be behind the mob, a side shot will do fine too. So again. if you are real close to the mob, a side shot should also enhance your chances of landing our blessed Sucker Punch.</P> <P>I am wondering how you even catch up to the a Feared mob to land Sucker Punch.:smileyvery-happy: They are running all over the place...and i can just imagine you cashing this mob down trying to ht it as it runs away. Yes, you are correct, not a good use of fear...but Mezz would be an OK use of to land Sucker Punch if you still have no luck.</P> <P>Let us know how it goes.</P> <P> </P><BR> <HR> </BLOCKQUOTE> <P><BR>I've found when they are mezzed they turn toward me....or at least....getting even to the side of them is such a pain I gave it up</P> <P>I havent thought of using Haymaker...i cant remember the stun time of that CA atm....but if it's 1.5 or so....it should be enough (cast time on sucker punch is like 0.5 secs right?)   that's worth a try</P>

chOgg
09-20-2006, 11:28 PM
<div><blockquote><hr>Pnaxx wrote:<div></div> <p>Shaidown, try using Haymaker...or your version of it b4 Sucker Punch. Thats what I have been using, and for the most part, I am having no problems gettin off the Suck Punch. A couple other things I do to enhance the rate of landing it...</p> <p>1. Get real close to the mob while fightig so that you are literally toe to toe (or even closer). That way, you have only a fraction of the way to go to land Sucker Punch.</p> <p>2. Also, I don't think you need to be behind the mob, a side shot will do fine too. So again. if you are real close to the mob, a side shot should also enhance your chances of landing our blessed Sucker Punch.</p> <p>I am wondering how you even catch up to the a Feared mob to land Sucker Punch.:smileyvery-happy: They are running all over the place...and i can just imagine you cashing this mob down trying to ht it as it runs away. Yes, you are correct, not a good use of fear...but Mezz would be an OK use of to land Sucker Punch if you still have no luck.</p> <p>Let us know how it goes.</p> <hr></blockquote>I agree, Haymaker is actually what I use before Sucker Punch.  Thanks for clarifying what I meant, Pnaxx.Thoral, 56 Bruiser, Mistmoore</div>

Pnaxx
09-21-2006, 12:26 AM
<P>During Mez, I know they turn to face you initially, but i use to use it all the time to go behind for Sucker Punch before they adjusted the Mezz to nothiness. I will have to try it again just for my own recon to see if on Mezz the mob turns with me.</P> <P>But at anyrate, Haymaker, coupled with being toe to toe or closer, will make all the difference in the world.:smileyhappy:</P>

ganjookie
09-22-2006, 05:50 PM
I'd say whatever you want, you wont be using it anymore once you hit 28 and on...<div></div>

TheSummoned
09-23-2006, 04:59 AM
<blockquote><hr>Shaidown wrote:<div></div> <blockquote> <hr> Pnaxx wrote: <div></div> <p>Shaidown, try using Haymaker...or your version of it b4 Sucker Punch. Thats what I have been using, and for the most part, I am having no problems gettin off the Suck Punch. A couple other things I do to enhance the rate of landing it...</p> <p>1. Get real close to the mob while fightig so that you are literally toe to toe (or even closer). That way, you have only a fraction of the way to go to land Sucker Punch.</p> <p>2. Also, I don't think you need to be behind the mob, a side shot will do fine too. So again. if you are real close to the mob, a side shot should also enhance your chances of landing our blessed Sucker Punch.</p> <p>I am wondering how you even catch up to the a Feared mob to land Sucker Punch.:smileyvery-happy: They are running all over the place...and i can just imagine you cashing this mob down trying to ht it as it runs away. Yes, you are correct, not a good use of fear...but Mezz would be an OK use of to land Sucker Punch if you still have no luck.</p> <p>Let us know how it goes.</p> <hr> </blockquote> <p><b><font color="#ffcc00">I've found when they are mezzed they turn toward me</font></b>....or at least....getting even to the side of them is such a pain I gave it up</p> <p>I havent thought of using Haymaker...i cant remember the stun time of that CA atm....but if it's 1.5 or so....it should be enough (cast time on sucker punch is like 0.5 secs right?)   that's worth a try</p><hr></blockquote>Often mobs will turn to your direction even if they were stuned before. Don't let that confuse you and ignore that. The game still considers the mob at the same position you left him before the stun, just the graphics are a bit off... <img src="/smilies/283a16da79f3aa23fe1025c96295f04f.gif" border="0" alt="SMILEY" /> Haymaker line is 2.5 second stun on a 1 minute timer, so it should be more then enough for you to jump behind the mob. On a simular note, I've found Eagle spin invaluable and saves me time when soloing cause I don't have to jump behind the mob. And if I'm really close to adds (just enough to not aggro them) while fighting, I can use sucker punch because of eagle spin without fear of aggroing the adds, it's just soo nice!<div></div>