View Full Version : Devs, Plz Improve Death March.
YummiOger
07-14-2006, 03:56 PM
<DIV>Death March is a good spell/ buff in theory, but its activation requirements make it useless on a Raid.</DIV> <DIV> </DIV> <DIV>an Upgrade to Deathmarch would be a wonderful thing. would only require a simple change.</DIV> <DIV> </DIV> <DIV>-If Mob in engaged Encounter Dies</DIV> <DIV> </DIV> <DIV>Cast Deathmarch on the group, then IF a Mob dies while active it works. That keeps it Effectively the same ability in Group setting, BUT makes it useful on raids due to one of ur group memebers not having to land the death blow.</DIV> <DIV> </DIV> <DIV>This would be an Improvement to a SK spell that would add more desireability to a raid. to consistantly give Death March's effect to a group, improving their overall DPS.</DIV> <DIV> </DIV> <DIV>i got NP being a DPS Tank, but PLZ PLZ give me the tools to do it with.</DIV> <DIV> </DIV> <DIV>Yummy Izbad</DIV> <DIV>70 SK/Armorer</DIV><p>Message Edited by YummiOger on <span class=date_text>07-14-2006</span> <span class=time_text>04:58 AM</span>
Ultimatum
07-14-2006, 05:43 PM
<div></div><div></div><div></div><div></div>Personally I'd rather see the spell change more drastically than that. As it is now, I hate that spell with every fiber of my being. 15 seconds of +104% AUTOATTACK DPS?! Wow where do I sign up for this huge improvement? first of all, the extra 4% is worthless since you can only get +100%DPS, and thats the adept 3. The Master 1 is completely useless as it adds 19% OVER THE DPS CAP....what a great idea!! Also, if you arent capping your int from the +127 of the adept 3, I doubt you'll cap it from the whopping +145 of the Master 1. Back to the 15 seconds of dps thing, first of all, it is very likely that your raid group (or solo group for that matter) is going to have at least 1 healer and 1 mage in it. That effectively cuts the number of people who benefit from this buff to 4/6 people. That would give the group as a whole about 30 swings with this buff in 15 seconds. Taking into account parries, blocks, misses and repostes against a raid encounter, the number of landed hits is realistically going to be about 15 in 15 seconds from 4 people. In a word, pathetic.Now, granted, the parent buff lasts a minute, but you have to consider that even if this buff triggered on the mob dying rather than your group landing the killing blow as you suggested, you are going to have overlapping triggers (i.e. you kill a mob, trigger On the March, kill the next mob in 7 seconds, trigger it again etc.) so all in all you are going to miss out on roughly 40% of the buff's time, not to mention once you get to the named in the encounter, this buff is going to wear off in 15 seconds and the rest of the time you are back to where you started. But alas, as it stands now, this only triggers off your own group getting the kill, so in a raid setting the spell effectively reads "whenever a mob dies, this spell has a 25% chance to trigger 'Crappy Buff' for 15 seconds"Let us not forget that against raid nameds who have no adds (roughly 75% of them) this spell is complete and utter garbage. Death March needs a complete reworking to be useful in any situation, weather it be Solo, Group, or Raid, but I've been preaching this since 2 weeks after I got the spell, and it falls on deaf ears.My idea for the spell at adept 3 would be to have it be a maintained solo buff, and read:On a successful hostle spell, this spell has a 5% chance to trigger On the March, lasts for 20 seconds -dispells 80 levels of hostile spell effects (AE) -makes group immune to root, stun, stifle, fear, and pacify effects -reduces spell casting times by 10% (AE) -increases DPS of group by 75% -Inflicts 150-250 damage instantly and every 5 seconds -Heals caster by 50-100 instantly and every 5 secondsMight need a little balancing work, but something in that vein would make SKs much more valuable on raids IMO. Just my 2cp<div></div><p>Message Edited by Razerblaze on <span class=date_text>07-14-2006</span> <span class=time_text>06:48 AM</span>
YummiOger
07-14-2006, 06:09 PM
<DIV>i waz under the impression that straight up +DPS effected all Damage Applied, be it Spell, Melee, dot whatever. is that wrong?.</DIV> <DIV> </DIV> <DIV>yummy</DIV>
Ultimatum
07-14-2006, 06:48 PM
<div></div>Nope, +DPS modifiers only apply to melee auto attack, which is why that spell might as well be sold by the Fighter Trainer as a joke spell. And anything over +100% is useless so having the adept 3 at +104% and the Master 1 at +119% is just poor utilization imo.<div></div><p>Message Edited by Razerblaze on <span class=date_text>07-14-2006</span> <span class=time_text>07:49 AM</span>
Addex
07-14-2006, 07:41 PM
The spell is worthless in raids....
Nicholai24
07-14-2006, 08:22 PM
At the moment, yes. However, no one ever seems to mention the complete immunity to hostile control spells which On the March provides. The spell is free, fast-casting, and pretty useful in groups. If you're using a 2-hander, and you're hasted, you can land around 4 hits of 1,400+ on a single enemy with autoattacks alone, and no matter how little Death March adds to DPS output for whatever encounter you're engaged in, the fact remains that it's free, so the ratio will still be X Damage / 0 mana. If anything, I'd like On the March changed to a 30 Second buff that effects the group ( or possibly the raid ) immediately upon being cast, and <i>then </i>switches over to the 'if group/raid strikes a death blow, refresh On the March'. <div></div>
Ultimatum
07-14-2006, 08:34 PM
Your argument is very valid, however Templars provide a MUCH more reliable immunity to control spells. Also, another thing many people overlook, is if you are raiding, an SK is most likely going to be in a DPS group to begin with, and other classes in that group will provide a PERMANENT DPS boost around 70%, so death march is only really going to give you +30% DPS in such situations, not to mention an SK's Int is more than likely going to be capped in said group as well, so NOTHING about that spell is attractive to the raiding community. In small groups it is slightly more viable, but still has far too many limitations to be a reliable source of DPS and immunity. The spell has a good concept, but it is much too narrow in utilization. What I don't get is why Pestilence was changed from the broken garbage it once was, to the most power-efficient spell in an SK's arsenal in only a week or so when it wasnt complained about NEARLY as much as Death March, yet after a year Death March is still a piece of hot trash that doesnt even waste a slot on most raiding SKs hotbars. I guess those fancy player crafted clothes are that much more impotant...I'm still wondering where SOE's priorities lie with this game...<div></div>
tanis147
07-14-2006, 10:14 PM
i love this spell personally.i play on a pvp server and have found this spell to be godmode for my groups.i will agree tho that some change is needed to maybe make it more useful in raids.
Kryptonix
07-15-2006, 07:41 AM
I only use death march when I am harvesting in Gazer Isle and I pull en entire section. Death MArch saves me from dealign with the gazers' annoying stuns. Other than that, I never use it. <div></div>
Zoradan
07-15-2006, 09:04 PM
<DIV>Prity much worthless now, I'll admit I bought the master just to have it /shrug</DIV> <DIV> </DIV> <DIV>I like the poster's idea, I would start using it if it procked when the raid killed a mob.</DIV>
Nicholai24
07-15-2006, 09:23 PM
I'm amazed at how people think the spell is worthless because the DPS buff might not give its maximum benefit in a group or raid. Could it be improved? Of course.. but how is making yourself immune to stuns and stifles while you're in the Vaults or Halls of Fate useless? Those're the two most annoying effects in the game, and Death March allows you to pull hordes of enemies and chain your AEs without much fear of interruption, and with no fear of being silenced halfway through Tap Veins. I love the spell in groups, but I'd like to see more functionality on raids. That's all.<div></div>
Ultimatum
07-15-2006, 09:51 PM
<div><blockquote><hr>Nicholai24 wrote:<b>I'm amazed at how people think the spell is worthless because the DPS buff might not give its maximum benefit in a group or raid.</b> So you're saying if you had a buff that gave you +200% haste when the cap is 100% that it would be acceptable? I don't think so. Creating a spell that gives you more of something than the game mechanics allow you to use is just unacceptable.<b>Could it be improved? Of course.. but how is making yourself immune to stuns and stifles while you're in the Vaults or Halls of Fate useless? Those're the two most annoying effects in the game, and Death March allows you to pull hordes of enemies and chain your AEs without much fear of interruption, and with no fear of being silenced halfway through Tap Veins.</b> The problem is when you cast the spell, you are NOT immune to control spells. You have to kill a mob first, and in a place like Vaults, the chances of being feared before the first mob is down is far too great for the spell to be useless imo. Just go for the Fearless AA or give me a Templar anyday. Also, while being silenced is annoying, nothing is more annoying than being interrupted halfway through a 4-5 second cast spell. If SOE would add "Prevents interrupts" or "+20 focus" the spell would be a lot better.<div></div><hr></blockquote></div>
Nicholai24
07-16-2006, 09:01 AM
Whatever.<div></div>
YummiOger
07-16-2006, 03:55 PM
<DIV>Guys i know about group and solo useage. </DIV> <DIV> </DIV> <DIV>But the topic of this thread is from a RAID standpoint Deathmarch is Useless and needs to be improved. </DIV> <DIV> </DIV> <DIV>and why r u guys just thinking of only the SK getting a damage boost?.. what about the Monk and Brigand in ur raid group?</DIV> <DIV> </DIV> <DIV>Additions to Deathmarch would make it Overpowered. it already gives group Immune, +Major DPS, and + Int for vertually free IF u can meet its requirements. WHY add more abilities?.. why not Just make the requirement more freindly and leave the effects be? with several of the T7 encounters having multiple adds and grouped encounters in RAID zones, it would prove to be useful even in its current abilities state.</DIV> <DIV> </DIV> <DIV>if it proced on Mob Death : </DIV> <DIV> </DIV> <DIV>1) Solo would be the same</DIV> <DIV>2) Group would be the same</DIV> <DIV>3) RAID would be the only differance. You could time the effects to proc to consistantly give the group buff every 3 mins. </DIV> <DIV> </DIV> <DIV>I see no Overpowered ability due to there woud be no changes in effects, only more control over its proc.</DIV> <DIV> </DIV> <DIV>yummy izbad</DIV>
Xanoth
07-16-2006, 04:56 PM
<blockquote><hr>YummiOger wrote:<DIV>1) Solo would be the same</DIV><DIV>2) Group would be the same</DIV><DIV>3) RAID would be the only differance. You could time the effects to proc to consistantly give the group buff every 3 mins. </DIV><hr></blockquote>actually solo would be better as would group.im sure i pointed it out somewhere, but dumbfire pets dont proc death march. so if your skellie gets a killing blow death amrch doesnt work...
SonnyA
07-17-2006, 05:39 PM
<P>It's actually very good against classes with dumbfire pets or other pets that dies in a couple of blows.</P> <P>A pet death will trigger it and let you whack at the parent mobs with a little extra damage. I've parsed some solo fights and 25% damage or so comes from my autoattack. To have that doubled isn't bad.</P> <P>Remember Depeche Mode's words... It's a competitive world. Everything counts in large amounts.</P>
Ultimatum
07-17-2006, 09:16 PM
<div></div><div><blockquote><hr>YummiOger wrote:<div>Guys i know about group and solo useage. </div> <div> </div> <div>But the topic of this thread is from a RAID standpoint Deathmarch is Useless and needs to be improved. </div> <div> </div> <div>and why r u guys just thinking of only the SK getting a damage boost?.. what about the Monk and Brigand in ur raid group?<font color="#cc0000"><b>A better choice for a group would be a Wizard (for int/str buff and the group wide hostile spell proc buff) and a troubador for the hostile spell buff. Monks and Brigands are better when grouped with a class that gives a permanent +DPS and +% haste buff, and an SK doesnt benefit well from Haste.</b></font></div> <div> </div> <div>Additions to Deathmarch would make it Overpowered. it already gives group Immune, +Major DPS, and + Int for vertually free IF u can meet its requirements. WHY add more abilities?.. why not Just make the requirement more freindly and leave the effects be? with several of the T7 encounters having multiple adds and grouped encounters in RAID zones, it would prove to be useful even in its current abilities state.</div> <div><font color="#cc0000"><b>My argument has always been that the DPS does not scale well across the tiers. IMO it should be something like:Adept 1 - +50% DPSAdept 3 - +75% DPSMaster 1 - +100% DPSAs it stands now there is absolutely no reason to upgrade this spell. I think the Adept 1 is +94% DPS if I remember right. If that is the case, you can only possibly get +6% DPS max and that (besides the immunity to control effects) is the main selling point of the spell, the +INT is a joke since most raid SKs will cap that in a group with a Wizard pretty easily. I feel that the DPS needs to scale to make the Master 1 a sought after spell rather than vender trash, and replace the Int buff with something that is actually useful. I also like an earlier poster's suggestion of having On the March trigger while the spell is cast so it is at least of SOME use without hinging on weather or not you can kill a mob quick...that should be an added bounus. Named Raid encounters are usually solo so this spell has no use at all during the really important fights. I don't know about the rest of you, but I don't want some spell that is only marginally usefull on raids when you are clearing trash mobs.</b></font></div> <div>if it proced on Mob Death : </div> <div> </div> <div>1) Solo would be the same</div> <div>2) Group would be the same</div> <div>3) RAID would be the only differance. You could time the effects to proc to consistantly give the group buff every 3 mins. </div> <div> </div> <div>I see no Overpowered ability due to there woud be no changes in effects, only more control over its proc.</div> <font color="#cc0000"><b>I also agree with this. Making it trigger on a mobs death instead of so-and-so getting the killshot would make all kinds of sense, and should have functioned that way since DoF was released. Also, I thing the buff should be raid wide as well as that would single-handedly make SKs much more desireable for end game content. I have no hopes for anyone to ever change this spell into anything useful though. Such a shame.</b></font> <hr></blockquote></div><p>Message Edited by Razerblaze on <span class=date_text>07-17-2006</span> <span class=time_text>10:20 AM</span>
Ellestil
07-18-2006, 01:06 AM
<P>I was under the impression that when a spell has a % amount greater than the cap, it is intended to help counteract getting debuffed. Say, for example, haste is capped at 100%. You have an ability that grants 110%. Normally you will only get the limit of 100% since that is the cap. Unless a mob debuffs you. If he slows your attacks by 20%, your not at 80%, but 90%. That's why a master puts you even more over the max cap limit. It is basically trying to make debuffs on you negligable. That was my impression anyway. I could very well be wrong and if so, then I agree, it's senseless to have spells that have no upgradeable purpose.</P> <P>Ellestil</P>
Pitt Hammerfi
07-18-2006, 03:52 AM
A lil tip for you nubs: Group with an Inquisitor in raid and youll see DM proc 90% of the time<p>Message Edited by Pitt Hammerfist on <span class=date_text>07-17-2006</span> <span class=time_text>04:53 PM</span>
YummiOger
07-18-2006, 06:06 AM
<DIV>Pitty, i can see u know something most other SKs do not, or at least me.</DIV> <DIV>Iv looked over the Inq, spell list and for the life of me cant see anything there. </DIV> <DIV> </DIV> <DIV>SPILL THE BEANZ NOOBER_SK01 !!!! :smileyvery-happy:</DIV> <DIV> </DIV> <DIV>yummy</DIV>
SonnyA
07-18-2006, 11:39 AM
<P>Inquisitors has a spell that will trigger upon mob death and cause damage to the encounter. However, this spell will take credit for the kill shot and thus also trigger death march.</P> <P><FONT color=#000080 size=2><FONT color=#ff0000>68 Heretic's Destiny (Scribed) Interrogations 2.0s 0.5s 15.0s 0 </FONT></FONT></P> <P><FONT color=#000080 size=2><FONT color=#ff0000>An impairment that deals instant heat damage to the enemy's allies when the enemy is slain. </FONT></FONT></P>
Ultimatum
07-18-2006, 06:25 PM
I think Coercers have a similar spell that triggers death march most of the time, but I still think it should be raid wide. Class combos usually end up getting nerfed anyway...remember the old Templar/Ranger Sanctuary/Stream of Arrows BS? Yeah...combos ftl.<div></div>
Pitt Hammerfi
07-18-2006, 06:37 PM
<blockquote><hr>YummiOger wrote:<DIV>Pitty, i can see u know something most other SKs do not, or at least me.</DIV><DIV>Iv looked over the Inq, spell list and for the life of me cant see anything there. </DIV><DIV> </DIV><DIV>SPILL THE BEANZ NOOBER_SK01 !!!! :smileyvery-happy:</DIV><DIV> </DIV><DIV>yummy</DIV><hr></blockquote>hehe yeah the Inqi has a spell that for some reason always lands the death blowits one that procs upon mobs death to deal dmg to the encounter, but counts as a killing blow.now you just gotta work out which classes will benefit from 100% dps and 145 intmost of our scouts can be dps capped anyway with right combo, so they dont really need it
wakkogooch
07-19-2006, 02:00 AM
ok, as for the op, in case you have not figured it out yet, not every spell is meant to be useful in all situations, thats why you get a large variety of spells, not so you can cast them all in order, it's so you can cast spells based on the encounter, otherwise, this game would get old in a hurry of just pressing the same buttons every time you fight no matter the dynamic of the encounter.
Beldin_
07-19-2006, 06:18 AM
<BR> <BLOCKQUOTE> <HR> Pitt Hammerfist wrote:<BR><BR>now you just gotta work out which classes will benefit from 100% dps and 145 int<BR><BR>most of our scouts can be dps capped anyway with right combo, so they dont really need it<BR> <HR> </BLOCKQUOTE>Poison procs are at least int based <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /><BR>
tooloose
07-28-2006, 12:17 AM
I have this in ad3, I use it and most people in the group ask me what its supposed to do because it never seems to do anything. It does need some serious help, because the stun immunity seems to be broke.
gnarkill
07-28-2006, 03:49 AM
just make it raid wide...fixed<div></div>
Agamemno
07-28-2006, 09:25 AM
<div></div><div><blockquote><hr>tooloose wrote:<div></div>I have this in ad3, I use it and most people in the group ask me what its supposed to do because it never seems to do anything. It does need some serious help, because the stun immunity seems to be broke.<hr></blockquote>Nah stun/fear immunity isn't broke. Used this in roost earlier (yeah yeah ima nub, shoosh) and didn't get feared till it wore off which was most of the way though the fight vs. the named that fears, don't remember the name. But he usually fears me right off the bat and all i saw was "IMMUNE" this time.Popped death march on the final mob before we fought him and charged his monkey [expletive haxx0red by Raijinn] after. Did help.I am less than impressed with the duration of the buff that is granted upon proc of DM though, could use an increase IMHO but what do I know.</div><p>Message Edited by Agamemnoch on <span class=date_text>07-27-2006</span> <span class=time_text>10:27 PM</span>
Kryptonix
07-28-2006, 09:36 PM
<div><blockquote><hr>Pitt Hammerfist wrote:<blockquote><hr>YummiOger wrote:<div>Pitty, i can see u know something most other SKs do not, or at least me.</div><div>Iv looked over the Inq, spell list and for the life of me cant see anything there. </div><div> </div><div>SPILL THE BEANZ NOOBER_SK01 !!!! :smileyvery-happy:</div><div> </div><div>yummy</div><hr></blockquote>hehe yeah the Inqi has a spell that for some reason always lands the death blowits one that procs upon mobs death to deal dmg to the encounter, but counts as a killing blow.now you just gotta work out which classes will benefit from 100% dps and 145 intmost of our scouts can be dps capped anyway with right combo, so they dont really need it<hr></blockquote>Just got done reading this, and yea its ture. What I wanna know is if this is the same for pestilence. Since the Inq spell procs on the mobs death like pestilence. Does anyone know?? If pestilence does do the same as the Inq spell, then problem solved.</div>
YummiOger
07-29-2006, 04:03 PM
<DIV>WOW .. good question .. some1 try it out!</DIV> <DIV> </DIV> <DIV>yummy</DIV>
Mistmoore-Milaga
07-30-2006, 07:59 AM
So have we established this is not completely useless than?Seems to me this is a great thing to use when you are in the MT group. For 15 seconds the MT will be getting a great DPS boost to get some more aggro. And will be immune to stuns and stifles etc. Since it's a safe bet that the MT (even if it's you) won't be close to capped in INT, the INT part of the deathmarch will boost spell and proc damage. More damage and more hate.I'm going to try this tonight if our Inqy logs in.<div></div>
Xanoth
07-30-2006, 01:34 PM
using an inquisitor is more of a work around really, i'd rahter see it working reliably than through half open logic gates that rely on a certain class to be in your group using one of their spell in order to achieve the true condition.
Chaaz
07-30-2006, 07:59 PM
<BR> <BLOCKQUOTE> <HR> SonnyA wrote:<BR> <P>Inquisitors has a spell that will trigger upon mob death and cause damage to the encounter. However, this spell will take credit for the kill shot and thus also trigger death march.</P> <P><FONT color=#000080 size=2><FONT color=#ff0000>68 Heretic's Destiny (Scribed) Interrogations 2.0s 0.5s 15.0s 0 </FONT></FONT></P> <P><FONT color=#000080 size=2><FONT color=#ff0000>An impairment that deals instant heat damage to the enemy's allies when the enemy is slain. </FONT></FONT></P><BR> <HR> </BLOCKQUOTE> <P><BR>Not only Inquisitors, but also Conjurers. The Proc buff called "Ember Seed" also does a burst effect when the mob dies giving you credit (or whom ever it's on, which is usually the pet of the summoner). If you have either of these in your raid group, you are set for at least 90% of the kill shots. I have no problem with Death March with a Conjurer in group, let alone an Inquisitor. Stack them both in your group once... you will rarely have an issue with Death March proccing.</P> <P>So, just to sum it up.</P> <P>Ember Seed + Heritic's Destiny = Death March</P> <P>I hope this helps everyone with Death March. I fully enjoy this spell.</P>
Chaaz
07-30-2006, 08:03 PM
<BR> <BLOCKQUOTE> <HR> Kryptonix wrote:<BR> <DIV><BR> <BLOCKQUOTE> <P>Just got done reading this, and yea its ture. What I wanna know is if this is the same for pestilence. Since the Inq spell procs on the mobs death like pestilence. Does anyone know?? If pestilence does do the same as the Inq spell, then problem solved.</P> <P><BR></P> <HR> </BLOCKQUOTE></DIV></BLOCKQUOTE><BR>Pestilence isn't the same as the Inquisitor or Conjurer spells. It passes to 2 other nearby creatures apon death. Th Inquisitor and Conjurer spells proc group damage on the encounter (Which, consequently, procs on the mob that was dieing.) Thus giving last damage for a kill shot.
Voliere
07-31-2006, 07:30 AM
Does Death March work in PvP? Because if it does it would be an AMAZING group PvP buff in my opinion =).<div></div>
Mistmoore-Milaga
07-31-2006, 12:21 PM
<div><blockquote><hr>Xanoth wrote:using an inquisitor is more of a work around really, i'd rahter see it working reliably than through half open logic gates that rely on a certain class to be in your group using one of their spell in order to achieve the true condition.<hr></blockquote>I see it as a limitation, and it is kind of neat to have this inquisitor/sk one-two punch.Fortunately, I usually have an inquisitor in my group. It took a little while to get used to, but then we were able to nail it ... two "On the March" procs per fight every other fight, just about. We got to Lord Vyemm in labs in the shortest time ever. Those three-group droags were falling like wheat to a scythe.I've got a newfound appreciation for this spell.</div>
tanis147
07-31-2006, 03:04 PM
<blockquote><hr>Voliere wrote:Does Death March work in PvP? Because if it does it would be an AMAZING group PvP buff in my opinion =).<div></div><hr></blockquote>it is
ykaerflila
08-04-2006, 07:22 AM
Use and inquistor or the Right wizzy or other heavy hitter in your group and you'll get DM to proc in Raid = ) just let them know its up. Most folks i've grouped with are aware of the spell and like it to proc. I have the master for DM but have had mine since before the DPS Cap.. They just never changed the spell after the cap. At one point back in T6 when DM proc'ed the ranger in my group had over 300% dps mod on him( groups like that may be why the nerf happend = ). As for useless never grouping this spell is Awsome.. pull 5 encounters that have 4 mobs or more and cast DM couple that with pestlince, and our AOE's and your dps will go through the roof. Not to mention DM is the best way i've found to hold aggro on multi mob encounters it proc's and the mobs are yours. I myself would also love to see this spell tweaked as DPS is way to easy to cap anyways. In a raid DPS group i'm sitting at 40-70% mod before it procs so another 119% means nothing. Honeslty what i'd like to see is this spell be nerfed in the amout in DPS and INT provided(Keep the immuinty) and make it preform like the Zerkers "Beserk" spell... On a Resonable % chance of proc'n when Dmg is dealt or recived to Group members. It dont need to do dmg or heal anyone just proc at a resonable rate.Take careYour frendly neighborhood Troll<div></div>
Tasmai
08-06-2006, 01:39 AM
<DIV>I don't believe we have established this spell is useful at all. It's the same as it was when it came out, and still just as useless as it always will be. I still have this at adept 1 and don't plan on changing that. </DIV>
Mistmoore-Milaga
08-06-2006, 06:08 AM
<div><blockquote><hr>Tasmai wrote:<div>I don't believe we have established this spell is useful at all. It's the same as it was when it came out, and still just as useless as it always will be. I still have this at adept 1 and don't plan on changing that. </div><hr></blockquote>My mistake. <b>We </b>haven't, but <b>I</b> have.</div>
YummiOger
08-09-2006, 03:55 AM
<DIV>Ok .. i think Raids are all about Buff quality and effectivness on raid or Raid group.</DIV> <DIV> </DIV> <DIV>iv thought long and hard on it and i would be happy with this (like DM will ever change tho /roll eyes)</DIV> <DIV> </DIV> <DIV>Death March (Adept 1)</DIV> <DIV>100 pow</DIV> <DIV>2 sec cast </DIV> <DIV>3 min recast</DIV> <DIV>1 min duration group buff</DIV> <DIV>-Cast Death March on Group, lasts for 20 secs.</DIV> <DIV> -Increase Power by 151</DIV> <DIV> -Increase Critical Melee chance by 30%</DIV> <DIV> -Increase Critical Spell chance by 30%</DIV> <DIV> -Target is immune to stun, stifle, fear effects</DIV> <DIV>-If a Mob dies in engaged encounter.</DIV> <DIV> </DIV> <DIV>i would use this in a Raid enviroment, and to my knowledge no class can give a + Critical buff so it would be unique to SKs only. Sks then could go in either the Mage group or the melee group </DIV> <DIV> </DIV> <DIV>that would be a good buff imo and not overpowered.</DIV> <DIV> </DIV> <DIV>yummy izbad</DIV> <DIV>70/70/50 SK</DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV><p>Message Edited by YummiOger on <span class=date_text>08-08-2006</span> <span class=time_text>05:08 PM</span>
plantb
08-11-2006, 07:45 PM
<DIV>I've posted this on another thread in combat i think.</DIV> <DIV> </DIV> <DIV>Lu22</DIV> <DIV> </DIV> <DIV><FONT color=#ffff00>- Haste and DPS will no longer display over 100% in the persona window (this is only a visual change).</FONT></DIV> <DIV><FONT color=#ffff00></FONT> </DIV> <DIV>Like i said in the other thread... 104% dps , is still that, however persona only shows 100%. So NO cap (unless stealth change or somethin i missed).</DIV> <DIV> </DIV> <DIV>I like the OPs ideas though <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></DIV> <DIV> </DIV> <DIV>Plant</DIV>
Ultimatum
08-11-2006, 07:59 PM
<div><blockquote><hr>plantboy wrote:<div>I've posted this on another thread in combat i think.</div> <div> </div> <div>Lu22</div> <div> </div> <div><font color="#ffff00">- Haste and DPS will no longer display over 100% in the persona window (this is only a visual change).</font></div> <div><font color="#ffff00"></font> </div> <div>Like i said in the other thread... 104% dps , is still that, however persona only shows 100%. So NO cap (unless stealth change or somethin i missed).</div> <div> </div> <div>I like the OPs ideas though <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></div> <div> </div> <div>Plant</div><hr></blockquote>That only means that instead of displaying 104% dps while you are only getting 100% dps, it now correctly caps at 100% in the display window as well. The cap has always been 100%.</div>
plantb
08-11-2006, 08:41 PM
<BR> <BLOCKQUOTE> <HR> Razerblaze wrote:<BR> <DIV><BR> <BLOCKQUOTE> <HR> plantboy wrote:<BR> <DIV>I've posted this on another thread in combat i think.</DIV> <DIV> </DIV> <DIV>Lu22</DIV> <DIV> </DIV> <DIV><FONT color=#ffff00>- Haste and DPS will no longer display over 100% in the persona window (this is only a visual change).</FONT></DIV> <DIV><FONT color=#ffff00></FONT> </DIV> <DIV>Like i said in the other thread... 104% dps , is still that, however persona only shows 100%. So NO cap (unless stealth change or somethin i missed).</DIV> <DIV> </DIV> <DIV>I like the OPs ideas though <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></DIV> <DIV> </DIV> <DIV>Plant</DIV><BR> <HR> </BLOCKQUOTE>That only means that instead of displaying 104% dps while you are only getting 100% dps, it now correctly caps at 100% in the display window as well. The cap has always been 100%.<BR></DIV><BR> <HR> </BLOCKQUOTE> <P><BR>So tell me why the Devs would make a spell do 114% Dps increase if there is a 100% cap?</P> <P>Plant</P>
Ultimatum
08-11-2006, 09:11 PM
<div></div><div><blockquote><hr>plantboy wrote:<div></div> <p>So tell me why the Devs would make a spell do 114% Dps increase if there is a 100% cap?</p> <p>Plant</p><hr></blockquote>That is one of my main arguments as to why Death March needs looked at. The spell sucks and needs to be completely reworked from the ground up. I beta tested KoS back in the day and there was a bug with AAs not resetting when you respecced...you would get all your points back, but every passive ability would remain on you. At one point I had well over 600% Haste and 600% DPS and I can assure you from personal knowledge that in no way, shape, or form was I doing 6x auto attack damage or attacking 6x faster. I think back in DoF days it was possible to go up to 150% or something, but SOE has since capped it at 100%.</div><p>Message Edited by Razerblaze on <span class=date_text>08-11-2006</span> <span class=time_text>01:12 PM</span>
SonnyA
08-14-2006, 05:40 PM
<BR> <BLOCKQUOTE> <HR> plantboy wrote:<BR> <BR> <P><BR>So tell me why the Devs would make a spell do 114% Dps increase if there is a 100% cap?</P> <P>Plant</P><BR> <HR> </BLOCKQUOTE> <P><BR>Because there are several debuffs that will reduce the dps as well.</P> <P>114 - 20 = 94%</P> <P>100 - 20 = 80%</P> <P>So it matters.</P>
plantb
08-14-2006, 09:37 PM
<BR> <BLOCKQUOTE> <HR> SonnyA wrote:<BR> <BR> <BLOCKQUOTE> <HR> plantboy wrote:<BR> <BR> <P><BR>So tell me why the Devs would make a spell do 114% Dps increase if there is a 100% cap?</P> <P>Plant</P><BR> <HR> </BLOCKQUOTE> <P><BR>Because there are several debuffs that will reduce the dps as well.</P> <P>114 - 20 = 94%</P> <P>100 - 20 = 80%</P> <P>So it matters.</P><BR> <HR> </BLOCKQUOTE> <P><BR>Timing DM for a dps debuff seems a bit far fetched. </P> <P>Razer - Will you be beta testing EoF?</P> <P>I think it would be very good, if we could get a handful of dedicated Sks to beta test EoF to make sure we get some love. I dont mind giving up my current game time to make sure 1) EoF is bug free 2)We as Sks have a smooth ride into EoF.</P> <P>Plant</P>
Ultimatum
08-14-2006, 09:59 PM
<div><blockquote><hr>plantboy wrote:<div></div><p>Timing DM for a dps debuff seems a bit far fetched. </p> <p>Razer - Will you be beta testing EoF?</p> <p>I think it would be very good, if we could get a handful of dedicated Sks to beta test EoF to make sure we get some love. I dont mind giving up my current game time to make sure 1) EoF is bug free 2)We as Sks have a smooth ride into EoF.</p> <p>Plant</p><hr></blockquote>I agree with the DPS debuff statement...adding +11% DPS to allow for debuffs is stupid. I've always though the progression should be Adept1 +50%, Adept 3 +75%, Master 1 +100% but I guess that's too logical <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />As for beta, I'll definately be signing up as soon as it becomes available. I gave much input over the course of the KoS beta so hopefully they let me into EoF...Though I must admit I do miss the old AA that practically doubled SK's spell and heal numbers with 8 points in it <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /> Maybe we'll get that in EoF hah. It was definately ridiculous though. We're what, 2 months away from Beta probably though.</div>
Tarkin-Wretch
08-14-2006, 11:44 PM
i find myself with a dps debuff regularly so the fact it gives over 100% makes sense to me. its quite possible DM needs improvement or revamping entirely but clearly some sk's like it in its present form and it really doesnt matter what you or i think. its all about whether the devs feel its working well or not. to be honest though, i dont think any of them play sk's or paladins for that matter.
plantb
08-15-2006, 03:46 PM
<BR> <BLOCKQUOTE> <HR> Razerblaze wrote:<BR> <DIV><BR> <BLOCKQUOTE> <HR> plantboy wrote:<BR> <P><BR>Timing DM for a dps debuff seems a bit far fetched. </P> <P>Razer - Will you be beta testing EoF?</P> <P>I think it would be very good, if we could get a handful of dedicated Sks to beta test EoF to make sure we get some love. I dont mind giving up my current game time to make sure 1) EoF is bug free 2)We as Sks have a smooth ride into EoF.</P> <P>Plant</P><BR> <HR> </BLOCKQUOTE>I agree with the DPS debuff statement...adding +11% DPS to allow for debuffs is stupid. I've always though the progression should be Adept1 +50%, Adept 3 +75%, Master 1 +100% but I guess that's too logical <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /><BR><BR>As for beta, I'll definately be signing up as soon as it becomes available. I gave much input over the course of the KoS beta so hopefully they let me into EoF...Though I must admit I do miss the old AA that practically doubled SK's spell and heal numbers with 8 points in it <img src="/smilies/9d71f0541cff0a302a0309c5079e8dee.gif" border="0" alt="SMILEY" /> Maybe we'll get that in EoF hah. It was definately ridiculous though. We're what, 2 months away from Beta probably though.<BR></DIV><BR> <HR> </BLOCKQUOTE> <P><BR>I read on one of the Commons chat that they will be starting Beta earlier this year, something like July or August, but that might be "in house" beta.</P> <P>And yeah.. I dont think Devs play Sks.</P> <P>Plant</P>
Mmaster
08-15-2006, 06:03 PM
<div></div><blockquote><hr>Tarkin-Wretched wrote:<div></div>i find myself with a dps debuff regularly so the fact it gives over 100% makes sense to me. its quite possible DM needs improvement or revamping entirely but clearly some sk's like it in its present form and it really doesnt matter what you or i think. its all about whether the devs feel its working well or not. to be honest though, i dont think any of them play sk's or paladins for that matter.<hr></blockquote> You are from a PvP standpoint, which is reasonable, but this spell was around before then, and has sucked since then for PvE. Someone mentioned scouts poison which is influenced by intelligent, it is only when the poison is applied. I think crit chance would be a little to uber for this buff, but coming from the name "Death March" it should put us into a frenzy, increased casting times, and something gained after each mob dies would be cool. Unless you are fighting a bunch of mobs, it really wont get proced very many times, and even when you are in those situations where the immunity to stun and stifle affects are helpful it doesnt help the fact that you still cast spells, which can still be interupted. sooo.. 30 second buff Decrease casting times by 10% Increase Disruption/Subjugation by 20 -Can proc up to 3 times. -When ally achieves a deathblow. +Decrease Casting times by 1.5% -Allies recieve Death's Wail for 10 seconds. +On a successfull attack ally has a 15% chance to proc Death's Wail on target. -Deaths Wail Slows Target attack and movement speed by 10% for 4 seconds. 150 Disease damage every 2 seconds for 4 seconds. If fear was useful it would be pretty cool for this spell instead of slow, but I hate fear so, NO! this spell is still to uber, but its a basic premise of something that I would like to see. But of course with increased casting times this would be made incredibly insane with PoM/Dispatch ect. So I digress, possibly made a little hard to initiate would make it more acceptable? Or they should let us sacrifice our [expletive haxx0red by Raijinn] squires. =) <div></div><p>Message Edited by Mmaster on <span class=date_text>08-21-2006</span> <span class=time_text>06:35 AM</span>
Kelkirra
08-15-2006, 07:45 PM
<BR> <BLOCKQUOTE> <HR> plantboy wrote:<BR> <BR> <BLOCKQUOTE> </BLOCKQUOTE> <P><BR>I read on one of the Commons chat that they will be starting Beta earlier this year, something like July or August, but that might be "in house" beta.</P> <P><FONT color=#ffff00>And yeah.. I dont think Devs play Sks.</FONT></P> <P>Plant</P><BR> <HR> </BLOCKQUOTE>They do but our DEV is a little funny from what I've heard. I know a guy that knows him and several of the other Dev's and GM's.<BR>
Xanoth
08-15-2006, 11:59 PM
funny haha or funny quick run in the other direction?
Tarkin-Wretch
08-16-2006, 01:06 AM
<P>a little funny? i cant tell if you are implying he is [Removed for Content] or a comedian. regardless, neither of those have anything to do with playing an sk. has he ever posted on this forum? has any dev? personally i dont think they read 95% of the posts on any forum. its a place for us to spin our wheels so we feel like we are doing something to effect the game to make it better. i think the only thing they may read is the survey when you cancel your account because thats really the only thing that effects their pocket.</P> <P>if each class has a specific dev assigned to it, we should certainly hear alot more from them. the game is built by its community. it would be nice to have a dev come and say, one way or another, that the sk class is balanced and not being considered for any improvements. at least then we would know that the tools we currently have are working as intended and are going to be changed. id have to say though, after this long, if they were going to change DM, they would have by now. i think those looking for improvements will either have to learn to like it or keep hating it. i certainly can see room for improvement but unless soe says it needs attention im going to assume it wont get any.</P><p>Message Edited by Tarkin-Wretched on <span class=date_text>08-15-2006</span> <span class=time_text>05:13 PM</span>
Voliere
08-16-2006, 03:35 AM
I got an idea, might not make it the "best" in a raid, but would be nice in xp groups and such. How about if it was a group only buff (as it is now) that stays active until canceled. Maybe that could also help the dps groups in raids when burning through the trash mobs too, who knows? But i do know it would make a nifty little tool solo or in small groups, sure the duration isnt too long, but i think in small groups it would be kinda cool. =)
Mmaster
08-21-2006, 05:36 PM
<blockquote><hr>Mmaster wrote:<div></div><b> Decrease casting times</b> by 10% Increase Disruption/Subjugation by 20 -Can proc up to 3 times. -When ally achieves a deathblow. +Decrease Casting times by 1.5% -Allies recieve Death's Wail for 10 seconds. +On a successfull attack ally has a 15% chance to proc Death's Wail on target. -Deaths Wail Slows Target attack and movement speed by 10% for 4 seconds. 150 Disease damage every 2 seconds for 4 seconds. If fear was useful it would be pretty cool for this spell instead of slow, but I hate fear so, NO! this spell is still to uber, but its a basic premise of something that I would like to see. But of course with increased casting times this would be made incredibly insane with PoM/Dispatch ect. So I digress, possibly made a little hard to initiate would make it more acceptable? Or they should let us sacrifice our [expletive haxx0red by Raijinn] squires. =) <div></div><p>Message Edited by Mmaster on <span class="date_text">08-21-2006</span> <span class="time_text">06:35 AM</span></p><hr></blockquote> <a href="http://eqiiforums.station.sony.com/eq2/board/message?board.id=9&message.id=23584" target=_blank>BAM!</a><div></div>
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