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View Full Version : Discuss GU #64 PvP Abilities/AA Changes


Seliri
06-28-2012, 03:12 PM
<p><span style="color: #ff6600;">What are your thoughts on the ability & AA changes slated for PvP in GU #64?</span></p><p><cite>Bunji wrote, in <a href="http://forums.station.sony.com/eq2/posts/preList.m?topic_id=519515&post_id=5767935" target="_blank">Update Notes: Tuesday, June 26, 2012 "Qeynos Rises"</a>:</cite></p><blockquote><p><span><span style="font-family: arial,helvetica,sans-serif;"><span style="font-size: small;">“QEYNOS RISES”</span></span></span></p><p><span style="text-decoration: underline;"><em><strong>PVP ABILITIES / ALTERNATE ADVANCEMENT</strong></em></span></p> <p><em>General</em></p> <p>The duration of control effects in PVP combat has been reduced.</p> <p><strong><em>Mage PVP Updates</em></strong></p> <p><em>Enchanter</em></p> <p>Mesmerizing Trance – now has a 20% chance to trigger in PVP combat.</p> <p>Psychic Trauma – now has an upper limit of 10 hits in PVP combat.</p> <p><em>Illusionist</em></p> <p>Chromatic Shower – duration lowered in PVP combat. Overall damage remains the same.</p> <p><em>Sorcerer</em></p> <p>Manashield – duration is now 12 seconds in PVP combat.</p> <p><em>Wizard</em></p> <p>Rays of Disintegration – damage has been increased in PVP combat.</p> <p><em>Summoner</em></p> <p>Pet summon spells are now a 5 second cast in PVP combat.</p> <p><em>Conjuror</em></p> <p>Shattered Earth – duration lowered in PVP combat. Overall damage remains the same.</p> <p><strong><em>Priest PVP Updates</em></strong></p> <p><em>General</em></p> <p>Wrath – damage has been increased in PVP combat. Now reduces the incoming heals of target.</p> <p><em>Shaman</em></p> <p>Group Ward cast times are now 3 seconds in PVP combat.</p> <p><em>Mystic</em></p> <p>The slow effect on torpor is now 20% in PVP combat.</p> <p><em>Cleric</em></p> <p>Group Reactive cast times are now 3 seconds in PVP combat.</p> <p>Divine Assistance prestige now increases trigger count of group reactive heals by 1 in PVP combat.</p> <p>Divine Assistance prestige now increases trigger count of reactive single target heals by 1 in PVP combat.</p> <p>Divine Guidance now has a max trigger count of 10 when cast in PVP combat.</p> <p><em>Templar</em></p> <p>Divine Strike – Damage has been increased in PVP combat.</p> <p>Healing Fate – Now instant cast in PVP combat. Duration has been reduced.</p> <p>Divine Fate is now instant cast in PVP combat.</p> <p>Involuntary Gift – Now instant cast in PVP combat.</p> <p>Mark of Divinity – Casting time has been reduced to 1 second in PVP combat. Healing effect has been increased.</p> <p>Sanctuary – Effect radius has been increased to 25m in PVP combat. Duration has been reduced to 10-16s in PVP combat.</p> <p><em>Druid</em></p> <p>Howling with the Pack – now lasts for 15 seconds in PVP combat.</p> <p>Serenity – now lasts for 10 seconds in PVP combat. The recast has been reduced to 3 minutes if cast in PVP combat.</p> <p><em>Fury</em></p> <p>Pact of the Cheetah is once again usable in PVP combat.  Its speed has been reduced in PVP combat.</p> <p><em>Warden</em></p> <p>Nature Walk – If in PVP combat, reduces slow effects on group members by 20%, and grants a 5% chance to resist root effects.</p> <p>Cyclone – now lasts for 3 seconds when cast in PVP combat.</p> <p>Regenerating Spores – now heals for less in PVP combat.</p> <p>Winds of Healing – over time effect now lasts for 3 seconds in PVP combat.</p> <p>Sylvan Bloom – over time effect now lasts for 3 seconds in PVP combat.</p> <p>Nature’s Embrace – over time effect now lasts for 5 seconds in PVP combat.</p> <p>Hierophantic Genesis – now lasts for 12 seconds in PVP combat.</p> <p><strong><em>Fighter PVP Updates</em></strong></p> <p><em>Crusaders</em></p> <p>Doom Judgement – no longer dispels in PVP combat. Will now reduce incoming heals of struck targets by 10% in PVP combat.</p> <p>Aura of the Crusader – now lasts for 15 seconds in PVP combat.</p> <p><em>Paladin</em></p> <p>Amends – now applies a damage reduction proc to the target in PVP combat.</p> <p><em>Guardian</em></p> <p>Recapture – now forces the target encounter to target the guardian in PVP combat.</p> <p>Shoulder the Burden – now applies a damage reduction proc to the target in PVP combat.</p> <p>Hold the Line – now has a small damage shield in PVP combat.</p> <p><em>Brawler</em></p> <p>Hostility – now has a small damage effect in PVP combat.</p> <p><em>Bruiser</em></p> <p>Wild Beating – now forces targets in AOE to clear their target in PVP combat.</p> <p>Knockout Combination no longer stuns in PVP combat.</p> <p><em>Monk</em></p> <p>Dragon Rage – now has a small damage effect in PVP combat.</p> <p>Dragon’s Roar – the slow effect from this prestige ability is now 25% in PVP combat.</p> <p><strong><em>Scout PVP Updates</em></strong></p> <p><em>General</em></p> <p>Evasive Maneuvers – now forces your target to clear their target in PVP combat.</p> <p><em>Predator</em></p> <p>Predator’s Final Trick – no longer grants PVP crit bonus.</p> <p>Fatal Combination damage in PVP combat has been reduced.</p> <p><em>Assassin</em></p> <p>Intoxication – no longer blurs vision of target in PVP combat.</p> <p>Murderous Design – now grants an avoidance proc in PVP combat.</p> <p><em>Ranger</em></p> <p>Primal Reflexes – now has a chance to grant extra avoidance when hit in PVP combat.</p> <p><em>Brigand</em></p> <p>Befuddle – now grants a damage proc in PVP combat.</p> <p><em>Swashbuckler</em></p> <p>Avoid Blame – now grants a damage proc in PVP combat.</p> <p>Swarthy Deception – now grants an avoidance proc in PVP combat.</p> <p><em>Bard</em></p> <p>cadence of Destruction – no longer adds PVP potency.</p> <p>Dexterous Sonata – no longer adds PVP crit bonus.</p> <p><em>Troubador</em></p> <p>Sonic Interference – interrupt chance is now 25% in PVP combat.</p> <p>Alin’s Serene Serenade – now grants a damage proc to the group in PVP combat.</p> <p>Abhorrent Verse – now grants an avoidance bonus to the group in PVP combat.</p></blockquote><p><span style="color: #ff6600;">I personally think the nerf to Doom Judgement -- erasing its dispelling -- is uncalled for, considering that Assassins, Wizards, Brawlers, & all priests can beat a Crusader or force a tie. n_n</span></p><p><span style="color: #ff6600;">Pact of the Cheetah also shouldn't have its speed reduced for in-combat PvP.</span></p><p><span style="color: #ff6600;">Cleric & Shaman group heals shouldn't have their cast time a forced 3 seconds in PvP, either...that's too much pro-Warden handicapping...</span></p><p><span style="color: #ff0000;">And of course, the continuous nerfing of crowd control shouldn't be exacerbated, but entirely reverted to the state prior to the initial crowd control nerfs.</span></p><p><span style="color: #ff0000;">The power of having sound strategy with effective utility & priest partnerships shouldn't continue to be undermined.</span></p>

Proud_Silence
06-28-2012, 07:34 PM
<p><span style="color: #ff6600;">I personally think the nerf to Doom Judgement -- erasing its dispelling -- is uncalled for, considering that Assassins, Wizards, Brawlers, & all priests can beat a Crusader or force a tie. n_n</span></p><p><span style="color: #00ccff;">way overdue imo, no other class can even remotely dispell as many targets as hard as SK with DJ, essentielly rendering a caster useless for the duration it takes to get those crucial selfbuffs back up and running. wouldn't mind if it was altered from blue AE to targeted dispell. How nerfing the dispell on Dj has anything to do with the outcome of fights vs brawlers or assassins is beyond me tho. you cant dispell anything off an assassin with DJ except Neurotoxic coating.</span></p><p><span style="color: #ff6600;">Pact of the Cheetah also shouldn't have its speed reduced for in-combat PvP.</span></p><p><span style="color: #00ccff;">it wasnt usable in pvp at all so far, instead its cast before enterning pvp mechanics, and (ab)using the PVE in combat run speed values to gain advantage in pvp combat, running around at 100%+ runspeed offers a vast advntage. so unless that "trick" is being nerfed i don't see your issues.</span></p><p><span style="color: #ff6600;">Cleric & Shaman group heals shouldn't have their cast time a forced 3 seconds in PvP, either...that's too much pro-Warden handicapping...</span></p><p><span style="color: #00ccff;"></span></p><p><span style="color: #00ccff;">i agree, 3 sec is epic cast time in pvp. but i don't know how dps/hps is going to look like with new pvp gear coming up, so i'd hold off with a judgement for now.</span></p><p><span style="color: #ff0000;">And of course, the continuous nerfing of crowd control shouldn't be exacerbated, but entirely reverted to the state prior to the initial crowd control nerfs.</span></p><p><span style="color: #00ccff;">personally i prefer current CC immunity timers, altho there's a dire need of adjustment to various effects, eg. stun cloak generates no stun immunity, snares need imunity timers added.</span></p><p><span style="color: #ff0000;">The power of having sound strategy with effective utility & priest partnerships shouldn't continue to be undermined.</span></p><p><span style="color: #00ccff;">Charm was mainly used as tool to save fame, or lock someone down while waiting for the rest of your gank squad to arrive. I know this because i rolled with you in SS back in the days. Godspell mez a grp, kill the person with highest title, evac before mez ran out.</span></p><p><span style="color: #00ccff;">If i have to chose between current CC immunity system and old days with the constant dealing of getting mezzed, stunned, stifled and melted down with almost no timewindow to react, i pick current system.</span></p>

Seliri
06-28-2012, 11:13 PM
<p><cite>Proud_Silence wrote:</cite></p><blockquote><p><span style="color: #00ccff;">way overdue imo, no other class can even remotely dispell as many targets as hard as SK with DJ, essentielly rendering a caster useless for the duration it takes to get those crucial selfbuffs back up and running. wouldn't mind if it was altered from blue AE to targeted dispell. How nerfing the dispell on Dj has anything to do with the outcome of fights vs brawlers or assassins is beyond me tho. you cant dispell anything off an assassin with DJ except Neurotoxic coating.</span></p></blockquote><p><span style="color: #ff6600;">Your idea of balance is mistaken...</span></p><p><span style="color: #ff6600;">In stacked group run-offs, timing dispelling can be vital, otherwise there will absolutely be a greater liability for perpetual stalemates.</span></p><p><span style="color: #ff6600;"></span></p><p><span style="color: #ff6600;">Because there are classes that are just as powerful & moreso than Crusaders, the idea that their dispel is "overpowered" is mistakenly conceived.</span></p><p><span style="color: #ff0000;">Doom Judgement as a dispel is appropriate utility for Crusaders who tend to have less survivability & aggression control in PvP than Brawlers & Warriors, respectively.</span></p><p><cite>Proud_Silence wrote:</cite></p><blockquote><p><span style="color: #ff0000;">And of course, the continuous nerfing of crowd control shouldn't be exacerbated, but entirely reverted to the state prior to the initial crowd control nerfs.</span></p><p><span style="color: #00ccff;">personally i prefer current CC immunity timers, altho there's a dire need of adjustment to various effects, eg. stun cloak generates no stun immunity, snares need imunity timers added.</span></p><p><span style="color: #ff0000;">The power of having sound strategy with effective utility & priest partnerships shouldn't continue to be undermined.</span></p><p><span style="color: #00ccff;">Charm was mainly used as tool to save fame, or lock someone down while waiting for the rest of your gank squad to arrive. I know this because i rolled with you in SS back in the days. Godspell mez a grp, kill the person with highest title, evac before mez ran out.</span></p><p><span style="color: #00ccff;">If i have to chose between current CC immunity system and old days with the constant dealing of getting mezzed, stunned, stifled and melted down with almost no timewindow to react, i pick current system.</span></p></blockquote><p><span style="color: #ff6600;">And you're also a bit deluded here...I never really used miracles & never had a diety I consistently used...</span></p><p><span style="color: #ff6600;">I truly never used a godspell mesmerize spell to control a group & kill a titled target & then evacuate.</span></p><p><span style="color: #ff0000;">Regardless, that method reeks of quality strategy of which one ought be aware.</span></p><p><span style="color: #ff0000;">But now such cunning tactics are truly irrelevant, as again, title advancement <strong>REMAINS</strong> an easymode pastime without serious, competitive progression when everyone gives PvP rank XP.</span></p><p><cite>Proud_Silence wrote:</cite></p><blockquote><p><span style="color: #ff6600;">Pact of the Cheetah also shouldn't have its speed reduced for in-combat PvP.</span></p><p><span style="color: #00ccff;">it wasnt usable in pvp at all so far, instead its cast before enterning pvp mechanics, and (ab)using the PVE in combat run speed values to gain advantage in pvp combat, running around at 100%+ runspeed offers a vast advntage. so unless that "trick" is being nerfed i don't see your issues.</span></p></blockquote><p><span style="color: #ff6600;">Furies deserve a minor utility to aid in chasing/fleeing considering them being the weakest of the 6 for optimal PvP longevity.</span></p>

Daalilama
06-29-2012, 03:49 AM
<p>Not exactly happy with the nerf to my reactives cast times and losing 60% of sanctuary's duration...but at least they increased my divine strike damage in pvp..lulz...does anyone in dev community even play a temp at end tier let alone in pvp?</p><p>Templars generate by far the least dps of any healer class yet we get a very weak tweak...still not anything about unnerfing healer cures for pvp...cause with those cast times on my reactives gonna need them more than ever.</p>

Ahlana
06-29-2012, 10:07 AM
<p>I posted in another thread that Doom Judgement should not be removed entirely.</p><p>I think it should have an immunity put on it like /root/mex/ ect... Say 1 min after you have been hit for it, you are immune to being hit again. This keeps its utility in PVP while not allowing you to be hit up by more than one crusader in a 1 min span.</p>

Seliri
06-29-2012, 11:21 AM
<p><cite>[email protected] wrote:</cite></p><blockquote><p>Not exactly happy with the nerf to my reactives cast times and losing 60% of sanctuary's duration...but at least they increased my divine strike damage in pvp..lulz...does anyone in dev community even play a temp at end tier let alone in pvp?</p><p>Templars generate by far the least dps of any healer class yet we get a very weak tweak...still not anything about unnerfing healer cures for pvp...cause with those cast times on my reactives gonna need them more than ever.</p></blockquote><p><span style="color: #ff6600;">I agree that Sanctuary's duration should definitely not be reduced...its recast is long enough as it is. O_o</span></p><p><span style="color: #ff6600;">And Serenity also shouldn't be nerfed considering its 3 min 40 sec reuse with AAs (or less with reuse).</span></p>

Daalilama
06-29-2012, 05:30 PM
<p><cite>Seliri wrote:</cite></p><blockquote><p><cite>[email protected] wrote:</cite></p><blockquote><p>Not exactly happy with the nerf to my reactives cast times and losing 60% of sanctuary's duration...but at least they increased my divine strike damage in pvp..lulz...does anyone in dev community even play a temp at end tier let alone in pvp?</p><p>Templars generate by far the least dps of any healer class yet we get a very weak tweak...still not anything about unnerfing healer cures for pvp...cause with those cast times on my reactives gonna need them more than ever.</p></blockquote><p><span style="color: #ff6600;">I agree that Sanctuary's duration should definitely not be reduced...its recast is long enough as it is. O_o</span></p><p><span style="color: #ff6600;">And Serenity also shouldn't be nerfed considering its 3 min 40 sec reuse with AAs (or less with reuse).</span></p></blockquote><p>But hey I get an increase to divine strike as a parting gift...lol</p>

Twinbladed
06-30-2012, 02:22 AM
<p>As far as Assassin or any scout for that matter is concerned, halfing the times of stun/stifle is not short enough I would hope they lower some of them a lot lower, I'm glad to see cb removed out of pred trick, no one in this game should be locked down forever from any class. I hope a lot of damage gets a tad bit lowered would really like longer fights.</p><p>(Would like to see the reuse timer on Freedom pots lowered)</p><p>Wish coe's would have got a lot more love, but I guess since it is still in test we will see the end result.</p><p>Templar's are not very unique anymore as it is, so to lower sanctuary does not seem like a great idea, it is one of templars very few unique class feature's.</p><p>When I did test wiz/warlock still blowing stuff up pretty easy, would at least like to see a dmg reduct on some of the locks hits, and turn manaburn into a spell that can be actually mitigated. Manasheild was never really a problem, you can burn threw it or dispel it, it's was more of the damage you got inbetween trying to do so.</p><p>Summoner's would have like to see some better defense added to them.</p><p>Fury should be back at mid quality of balance between damage and heals in pvp, not over the top on either or. </p><p>Wishful thinking</p><p>Auto attacks,multi attack and flurry are reduced across the board for all classes.</p><p>Stone skins and immunity on extreme timers get reduced on there time's, or change it to when your in pvp combat you can no longer fight back while those abilities are up. No class should be walking around completely immune to damage of any kind and still be able to hit back. </p><p>In all I see a lot of thngs on there that are uncalled for, and not really of strong pvp favor, but I am glad they are looking into everything and the dev's are playing the classes them selve's to understand the issue's</p>

Daalilama
06-30-2012, 03:08 AM
<p><cite>[email protected] wrote:</cite></p><blockquote><p>As far as Assassin or any scout for that matter is concerned, halfing the times of stun/stifle is not short enough I would hope they lower some of them a lot lower, I'm glad to see cb removed out of pred trick, no one in this game should be locked down forever from any class. I hope a lot of damage gets a tad bit lowered would really like longer fights.</p><p>(Would like to see the reuse timer on Freedom pots lowered)</p><p>Wish coe's would have got a lot more love, but I guess since it is still in test we will see the end result.</p><p><strong>Templar's are not very unique anymore as it is, so to lower sanctuary does not seem like a great idea, it is one of templars very few unique class feature's.</strong></p><p>When I did test wiz/warlock still blowing stuff up pretty easy, would at least like to see a dmg reduct on some of the locks hits, and turn manaburn into a spell that can be actually mitigated. Manasheild was never really a problem, you can burn threw it or dispel it, it's was more of the damage you got inbetween trying to do so.</p><p>Summoner's would have like to see some better defense added to them.</p><p>Fury should be back at mid quality of balance between damage and heals in pvp, not over the top on either or. </p><p>Wishful thinking</p><p>Auto attacks,multi attack and flurry are reduced across the board for all classes.</p><p>Stone skins and immunity on extreme timers get reduced on there time's, or change it to when your in pvp combat you can no longer fight back while those abilities are up. No class should be walking around completely immune to damage of any kind and still be able to hit back. </p><p>In all I see a lot of thngs on there that are uncalled for, and not really of strong pvp favor, but I am glad they are looking into everything and the dev's are playing the classes them selve's to understand the issue's</p></blockquote><p>But....But...I got an increase to divine strike...lol</p>

Ecklipse
07-01-2012, 01:18 AM
<p>Now they just need to nerf zerker aoe auto attack taunt,</p><p>Bard 22 second uncontested dodge,</p><p>Divine aura that lasts forever,</p><p>And wizards 40k manaburns.</p><p>And maybe pvp will be fun?</p><p>-Raacs</p><p>I Really hope the devs don't keep listening to the people that suck at pvp, In that case the game will be ruined again. That's the only reason pvp got screwed to how it is today.</p>

Ecklipse
07-01-2012, 01:32 AM
<p>1. If scouts had there timers reduced that big of amount, it would take away the skill level of pvp. plus then we would have no chance at killing templars/wardens.</p><p>2. Try other items as well, again with lowering this timer it will take from the skill level of pvp.</p><p>3. Coercers have been one of the most over powered pvp classes since launch of pvp. just not many players. As long as you have decent gear and the understanding of your dazes and such you'll win.</p><p>4. templars have quite a few unique features, including Repent, and Divine arbitration? (equals out group members health) as well as a stoneskin buff and mythical click. making this the one of the top pvp healing classes.</p><p>5. What do you expect? they are hard hitting casters. the only more nerf they need is nullmail to be contested instead of 50% uncontested dodge. and manaburn needs a nerf.</p><p>6. Summoners have lots of defences, including killing there pets for heals, fears, stoneskin buffs and lifetaps and pet taunts.</p><p>7. Furies are fine the way that they are, it's better that they can actually use some in combat runspeed now though.</p><p><cite>[email protected] wrote:</cite></p><blockquote><p>1</p><p>As far as Assassin or any scout for that matter is concerned, halfing the times of stun/stifle is not short enough I would hope they lower some of them a lot lower, I'm glad to see cb removed out of pred trick, no one in this game should be locked down forever from any class. I hope a lot of damage gets a tad bit lowered would really like longer fights.</p><p>2.(Would like to see the reuse timer on Freedom pots lowered)</p><p>3,Wish coe's would have got a lot more love, but I guess since it is still in test we will see the end result.</p><p>4.Templar's are not very unique anymore as it is, so to lower sanctuary does not seem like a great idea, it is one of templars very few unique class feature's.</p><p>5.When I did test wiz/warlock still blowing stuff up pretty easy, would at least like to see a dmg reduct on some of the locks hits, and turn manaburn into a spell that can be actually mitigated. Manasheild was never really a problem, you can burn threw it or dispel it, it's was more of the damage you got inbetween trying to do so.</p><p>6.Summoner's would have like to see some better defense added to them.</p><p>7.Fury should be back at mid quality of balance between damage and heals in pvp, not over the top on either or. </p><p>Wishful thinking</p><p>Auto attacks,multi attack and flurry are reduced across the board for all classes.</p><p>Stone skins and immunity on extreme timers get reduced on there time's, or change it to when your in pvp combat you can no longer fight back while those abilities are up. No class should be walking around completely immune to damage of any kind and still be able to hit back. </p><p>In all I see a lot of thngs on there that are uncalled for, and not really of strong pvp favor, but I am glad they are looking into everything and the dev's are playing the classes them selve's to understand the issue's</p></blockquote>

Daalilama
07-01-2012, 04:23 AM
<p><cite>[email protected] wrote:</cite></p><blockquote><p>1. If scouts had there timers reduced that big of amount, it would take away the skill level of pvp. plus then we would have no chance at killing templars/wardens.</p><p>2. Try other items as well, again with lowering this timer it will take from the skill level of pvp.</p><p>3. Coercers have been one of the most over powered pvp classes since launch of pvp. just not many players. As long as you have decent gear and the understanding of your dazes and such you'll win.</p><p>4. <strong>templars have quite a few unique features, including Repent, and Divine arbitration? (equals out group members health) as well as a stoneskin buff and mythical click. making this the one of the top pvp healing classes</strong>.</p><p>5. What do you expect? they are hard hitting casters. the only more nerf they need is nullmail to be contested instead of 50% uncontested dodge. and manaburn needs a nerf.</p><p>6. Summoners have lots of defences, including killing there pets for heals, fears, stoneskin buffs and lifetaps and pet taunts.</p><p>7. Furies are fine the way that they are, it's better that they can actually use some in combat runspeed. now though.</p><p><span style="color: #ffff00;">*Do not quote forum violations*</span></p><p><cite>[email protected] wrote:</cite></p><blockquote><p>1</p><p>As far as Assassin or any scout for that matter is concerned, halfing the times of stun/stifle is not short enough I would hope they lower some of them a lot lower, I'm glad to see cb removed out of pred trick, no one in this game should be locked down forever from any class. I hope a lot of damage gets a tad bit lowered would really like longer fights.</p><p>2.(Would like to see the reuse timer on Freedom pots lowered)</p><p>3,Wish coe's would have got a lot more love, but I guess since it is still in test we will see the end result.</p><p>4.Templar's are not very unique anymore as it is, so to lower sanctuary does not seem like a great idea, it is one of templars very few unique class feature's.</p><p>5.When I did test wiz/warlock still blowing stuff up pretty easy, would at least like to see a dmg reduct on some of the locks hits, and turn manaburn into a spell that can be actually mitigated. Manasheild was never really a problem, you can burn threw it or dispel it, it's was more of the damage you got inbetween trying to do so.</p><p>6.Summoner's would have like to see some better defense added to them.</p><p>7.Fury should be back at mid quality of balance between damage and heals in pvp, not over the top on either or. </p><p>Wishful thinking</p><p>Auto attacks,multi attack and flurry are reduced across the board for all classes.</p><p>Stone skins and immunity on extreme timers get reduced on there time's, or change it to when your in pvp combat you can no longer fight back while those abilities are up. No class should be walking around completely immune to damage of any kind and still be able to hit back. </p><p>In all I see a lot of thngs on there that are uncalled for, and not really of strong pvp favor, but I am glad they are looking into everything and the dev's are playing the classes them selve's to understand the issue's</p></blockquote></blockquote><p>DA is iffy at best as its a crapshot if it kills the person or persons in group before hp is equalized(most templars know this and have repeatedly asked for this to be fixed...).  As for divine light our myth buff 8% DR with a 50% reflect of the initial 8%...again at one time this semi worked well in pvp now its another iffy buff(I've seen more no damage taken from mages/tanks and scouts when used its not my goto ability anymore (it is a focus damage go figure)).  As for the changes Sactuary will lose 25 secs of its 40 sec duration the extra 5 meter range was unneded, reactives will cast at 3 sec (longer than now same as shaman wards in this change)..few passive heals/buffs being switched to instant cast ohhh and divine strikes damage in pvp has been slightly increased.  Not exactly make or break tweaks if you wanna call them that and aside from the fact that healer cures remain nerfed on the amount of dots they can cure per cast I'm not particluarly found of the temp specific changes...but what do I know only played 7 years on pvp servers as one.</p><p>P.S. an unmentioned sidenerf will be physical mitigation for healers since they are removing that choice from the character developement tab so every class loses 1656 mitigation right there and their fix that adds personal mit to self buffs (sorry priests dont get that) may help bring that back up to current levels in conjunction with healer physical mit buffs for group (however these do not stack with other priest physical mit buffs and only the highest will be maintained)...at best case I'm looking at about 1036 mit that I'm losing.</p>

Ecklipse
07-01-2012, 06:36 AM
<p>Man you're a templar, You shouldn't be casting dps spells. Find someone to duo with. You guys will never die..</p><p><cite>[email protected] wrote:</cite></p><blockquote><p><cite>[email protected] wrote:</cite></p><blockquote><p>1. If scouts had there timers reduced that big of amount, it would take away the skill level of pvp. plus then we would have no chance at killing templars/wardens.</p><p>2. Try other items as well, again with lowering this timer it will take from the skill level of pvp.</p><p>3. Coercers have been one of the most over powered pvp classes since launch of pvp. just not many players. As long as you have decent gear and the understanding of your dazes and such you'll win.</p><p>4. <strong>templars have quite a few unique features, including Repent, and Divine arbitration? (equals out group members health) as well as a stoneskin buff and mythical click. making this the one of the top pvp healing classes</strong>.</p><p>5. What do you expect? they are hard hitting casters. the only more nerf they need is nullmail to be contested instead of 50% uncontested dodge. and manaburn needs a nerf.</p><p>6. Summoners have lots of defences, including killing there pets for heals, fears, stoneskin buffs and lifetaps and pet taunts.</p><p>7. Furies are fine the way that they are, it's better that they can actually use some in combat runspeed. now though.</p><p><span style="color: #ffff00;">*Do not quote forum violations*</span></p><p><cite>[email protected] wrote:</cite></p><blockquote><p>1</p><p>As far as Assassin or any scout for that matter is concerned, halfing the times of stun/stifle is not short enough I would hope they lower some of them a lot lower, I'm glad to see cb removed out of pred trick, no one in this game should be locked down forever from any class. I hope a lot of damage gets a tad bit lowered would really like longer fights.</p><p>2.(Would like to see the reuse timer on Freedom pots lowered)</p><p>3,Wish coe's would have got a lot more love, but I guess since it is still in test we will see the end result.</p><p>4.Templar's are not very unique anymore as it is, so to lower sanctuary does not seem like a great idea, it is one of templars very few unique class feature's.</p><p>5.When I did test wiz/warlock still blowing stuff up pretty easy, would at least like to see a dmg reduct on some of the locks hits, and turn manaburn into a spell that can be actually mitigated. Manasheild was never really a problem, you can burn threw it or dispel it, it's was more of the damage you got inbetween trying to do so.</p><p>6.Summoner's would have like to see some better defense added to them.</p><p>7.Fury should be back at mid quality of balance between damage and heals in pvp, not over the top on either or. </p><p>Wishful thinking</p><p>Auto attacks,multi attack and flurry are reduced across the board for all classes.</p><p>Stone skins and immunity on extreme timers get reduced on there time's, or change it to when your in pvp combat you can no longer fight back while those abilities are up. No class should be walking around completely immune to damage of any kind and still be able to hit back. </p><p>In all I see a lot of thngs on there that are uncalled for, and not really of strong pvp favor, but I am glad they are looking into everything and the dev's are playing the classes them selve's to understand the issue's</p></blockquote></blockquote><p>DA is iffy at best as its a crapshot if it kills the person or persons in group before hp is equalized(most templars know this and have repeatedly asked for this to be fixed...).  As for divine light our myth buff 8% DR with a 50% reflect of the initial 8%...again at one time this semi worked well in pvp now its another iffy buff(I've seen more no damage taken from mages/tanks and scouts when used its not my goto ability anymore (it is a focus damage go figure)).  As for the changes Sactuary will lose 25 secs of its 40 sec duration the extra 5 meter range was unneded, reactives will cast at 3 sec (longer than now same as shaman wards in this change)..few passive heals/buffs being switched to instant cast ohhh and divine strikes damage in pvp has been slightly increased.  Not exactly make or break tweaks if you wanna call them that and aside from the fact that healer cures remain nerfed on the amount of dots they can cure per cast I'm not particluarly found of the temp specific changes...but what do I know only played 7 years on pvp servers as one.</p><p>P.S. an unmentioned sidenerf will be physical mitigation for healers since they are removing that choice from the character developement tab so every class loses 1656 mitigation right there and their fix that adds personal mit to self buffs (sorry priests dont get that) may help bring that back up to current levels in conjunction with healer physical mit buffs for group (however these do not stack with other priest physical mit buffs and only the highest will be maintained)...at best case I'm looking at about 1036 mit that I'm losing.</p></blockquote>

Twinbladed
07-01-2012, 01:48 PM
<p><cite>[email protected] wrote:</cite></p><blockquote><p>1. If scouts had there timers reduced that big of amount, it would take away the skill level of pvp. plus then we would have no chance at killing templars/wardens.</p><p>2. Try other items as well, again with lowering this timer it will take from the skill level of pvp.</p><p>3. Coercers have been one of the most over powered pvp classes since launch of pvp. just not many players. As long as you have decent gear and the understanding of your dazes and such you'll win.</p><p>4. templars have quite a few unique features, including Repent, and Divine arbitration? (equals out group members health) as well as a stoneskin buff and mythical click. making this the one of the top pvp healing classes.</p><p>5. What do you expect? they are hard hitting casters. the only more nerf they need is nullmail to be contested instead of 50% uncontested dodge. and manaburn needs a nerf.</p><p>6. Summoners have lots of defences, including killing there pets for heals, fears, stoneskin buffs and lifetaps and pet taunts.</p><p>7. Furies are fine the way that they are, it's better that they can actually use some in combat runspeed. now though.</p><p><span style="color: #ffff00;">*Do not quote forum violations*</span></p><p><cite>[email protected] wrote:</cite></p><blockquote><p>1</p><p>As far as Assassin or any scout for that matter is concerned, halfing the times of stun/stifle is not short enough I would hope they lower some of them a lot lower, I'm glad to see cb removed out of pred trick, no one in this game should be locked down forever from any class. I hope a lot of damage gets a tad bit lowered would really like longer fights.</p><p>2.(Would like to see the reuse timer on Freedom pots lowered)</p><p>3,Wish coe's would have got a lot more love, but I guess since it is still in test we will see the end result.</p><p>4.Templar's are not very unique anymore as it is, so to lower sanctuary does not seem like a great idea, it is one of templars very few unique class feature's.</p><p>5.When I did test wiz/warlock still blowing stuff up pretty easy, would at least like to see a dmg reduct on some of the locks hits, and turn manaburn into a spell that can be actually mitigated. Manasheild was never really a problem, you can burn threw it or dispel it, it's was more of the damage you got inbetween trying to do so.</p><p>6.Summoner's would have like to see some better defense added to them.</p><p>7.Fury should be back at mid quality of balance between damage and heals in pvp, not over the top on either or. </p><p>Wishful thinking</p><p>Auto attacks,multi attack and flurry are reduced across the board for all classes.</p><p>Stone skins and immunity on extreme timers get reduced on there time's, or change it to when your in pvp combat you can no longer fight back while those abilities are up. No class should be walking around completely immune to damage of any kind and still be able to hit back. </p><p>In all I see a lot of thngs on there that are uncalled for, and not really of strong pvp favor, but I am glad they are looking into everything and the dev's are playing the classes them selve's to understand the issue's</p></blockquote></blockquote><p>1. They have there reused being lowered as it is, or did you not read that part? There is a reason (Only some) Assassin don't have a chance because they only rely on 2 ca's. Rogue's can dispel and slow casting and reuse. I don't see much of the issue here....next</p><p>2. The whole point of lowering recast would actually help across the board, I think someone just doesn't like the idea that they might have to actually think when they pvp, you can go to every merchant and get lil raid items for immunities but most people don't feel like calling back to there home town every single time they need to get a immunity item.</p><p>3. As long as you have a rune, or any item to inflict small a dot on yourself your immune to mezz, and a quick cure to stifle/stun/daze = a dead coe. </p><p>4. Your speaking 1 majority only for Necro's, they are auto attack dead in one or two hits half the of the time. No heal or pet sacrifice cures that. Let us continue...</p><p>5. I expect with that the same ground rule's are layed down when it comes to a class that can be just as defensive as a tank in cloth and do high end damage needs to be looked at. Manaburn is a problem, so is PB. A class that can cast focus damage and with nothing to mitigate it is a problem. Moving on...</p><p>6. Fury's used to be a half/half class, you don't see many of them out killing people, they are way to busy healing themselve's over even having the time to do what there class was intended to do.</p><p>Do your homework, you seem a little mad, lol, I think I know why</p>

Daalilama
07-01-2012, 03:15 PM
<p><cite>[email protected] wrote:</cite></p><blockquote><p><strong>Man you're a templar, You shouldn't be casting dps spells. Find someone to duo with. You guys will never die..</strong></p><p><cite>[email protected] wrote:</cite></p><blockquote><p><cite>[email protected] wrote:</cite></p><blockquote><p>1. If scouts had there timers reduced that big of amount, it would take away the skill level of pvp. plus then we would have no chance at killing templars/wardens.</p><p>2. Try other items as well, again with lowering this timer it will take from the skill level of pvp.</p><p>3. Coercers have been one of the most over powered pvp classes since launch of pvp. just not many players. As long as you have decent gear and the understanding of your dazes and such you'll win.</p><p>4. <strong>templars have quite a few unique features, including Repent, and Divine arbitration? (equals out group members health) as well as a stoneskin buff and mythical click. making this the one of the top pvp healing classes</strong>.</p><p>5. What do you expect? they are hard hitting casters. the only more nerf they need is nullmail to be contested instead of 50% uncontested dodge. and manaburn needs a nerf.</p><p>6. Summoners have lots of defences, including killing there pets for heals, fears, stoneskin buffs and lifetaps and pet taunts.</p><p>7. Furies are fine the way that they are, it's better that they can actually use some in combat runspeed. now though.</p><p><span style="color: #ffff00;">*Do not quote forum violations*</span></p><p><cite>[email protected] wrote:</cite></p><blockquote><p>1</p><p>As far as Assassin or any scout for that matter is concerned, halfing the times of stun/stifle is not short enough I would hope they lower some of them a lot lower, I'm glad to see cb removed out of pred trick, no one in this game should be locked down forever from any class. I hope a lot of damage gets a tad bit lowered would really like longer fights.</p><p>2.(Would like to see the reuse timer on Freedom pots lowered)</p><p>3,Wish coe's would have got a lot more love, but I guess since it is still in test we will see the end result.</p><p>4.Templar's are not very unique anymore as it is, so to lower sanctuary does not seem like a great idea, it is one of templars very few unique class feature's.</p><p>5.When I did test wiz/warlock still blowing stuff up pretty easy, would at least like to see a dmg reduct on some of the locks hits, and turn manaburn into a spell that can be actually mitigated. Manasheild was never really a problem, you can burn threw it or dispel it, it's was more of the damage you got inbetween trying to do so.</p><p>6.Summoner's would have like to see some better defense added to them.</p><p>7.Fury should be back at mid quality of balance between damage and heals in pvp, not over the top on either or. </p><p>Wishful thinking</p><p>Auto attacks,multi attack and flurry are reduced across the board for all classes.</p><p>Stone skins and immunity on extreme timers get reduced on there time's, or change it to when your in pvp combat you can no longer fight back while those abilities are up. No class should be walking around completely immune to damage of any kind and still be able to hit back. </p><p>In all I see a lot of thngs on there that are uncalled for, and not really of strong pvp favor, but I am glad they are looking into everything and the dev's are playing the classes them selve's to understand the issue's</p></blockquote></blockquote><p>DA is iffy at best as its a crapshot if it kills the person or persons in group before hp is equalized(most templars know this and have repeatedly asked for this to be fixed...).  As for divine light our myth buff 8% DR with a 50% reflect of the initial 8%...again at one time this semi worked well in pvp now its another iffy buff(I've seen more no damage taken from mages/tanks and scouts when used its not my goto ability anymore (it is a focus damage go figure)).  As for the changes Sactuary will lose 25 secs of its 40 sec duration the extra 5 meter range was unneded, reactives will cast at 3 sec (longer than now same as shaman wards in this change)..few passive heals/buffs being switched to instant cast ohhh and divine strikes damage in pvp has been slightly increased.  Not exactly make or break tweaks if you wanna call them that and aside from the fact that healer cures remain nerfed on the amount of dots they can cure per cast I'm not particluarly found of the temp specific changes...but what do I know only played 7 years on pvp servers as one.</p><p>P.S. an unmentioned sidenerf will be physical mitigation for healers since they are removing that choice from the character developement tab so every class loses 1656 mitigation right there and their fix that adds personal mit to self buffs (sorry priests dont get that) may help bring that back up to current levels in conjunction with healer physical mit buffs for group (however these do not stack with other priest physical mit buffs and only the highest will be maintained)...at best case I'm looking at about 1036 mit that I'm losing.</p></blockquote></blockquote><p>Raacs I pointed out the flaws in the updates wherein they were concerned with templars...temp dps (is there such a thing) is not even an issue.</p>

Ecklipse
07-02-2012, 03:28 AM
<p><cite>[email protected] wrote:</cite></p><blockquote><p><cite>[email protected] wrote:</cite></p><blockquote><p>1. If scouts had there timers reduced that big of amount, it would take away the skill level of pvp. plus then we would have no chance at killing templars/wardens.</p><p>2. Try other items as well, again with lowering this timer it will take from the skill level of pvp.</p><p>3. Coercers have been one of the most over powered pvp classes since launch of pvp. just not many players. As long as you have decent gear and the understanding of your dazes and such you'll win.</p><p>4. templars have quite a few unique features, including Repent, and Divine arbitration? (equals out group members health) as well as a stoneskin buff and mythical click. making this the one of the top pvp healing classes.</p><p>5. What do you expect? they are hard hitting casters. the only more nerf they need is nullmail to be contested instead of 50% uncontested dodge. and manaburn needs a nerf.</p><p>6. Summoners have lots of defences, including killing there pets for heals, fears, stoneskin buffs and lifetaps and pet taunts.</p><p>7. Furies are fine the way that they are, it's better that they can actually use some in combat runspeed. now though.</p><p><span style="color: #ffff00;">*Do not quote forum violations*</span></p><p><cite>[email protected] wrote:</cite></p><blockquote><p>1</p><p>As far as Assassin or any scout for that matter is concerned, halfing the times of stun/stifle is not short enough I would hope they lower some of them a lot lower, I'm glad to see cb removed out of pred trick, no one in this game should be locked down forever from any class. I hope a lot of damage gets a tad bit lowered would really like longer fights.</p><p>2.(Would like to see the reuse timer on Freedom pots lowered)</p><p>3,Wish coe's would have got a lot more love, but I guess since it is still in test we will see the end result.</p><p>4.Templar's are not very unique anymore as it is, so to lower sanctuary does not seem like a great idea, it is one of templars very few unique class feature's.</p><p>5.When I did test wiz/warlock still blowing stuff up pretty easy, would at least like to see a dmg reduct on some of the locks hits, and turn manaburn into a spell that can be actually mitigated. Manasheild was never really a problem, you can burn threw it or dispel it, it's was more of the damage you got inbetween trying to do so.</p><p>6.Summoner's would have like to see some better defense added to them.</p><p>7.Fury should be back at mid quality of balance between damage and heals in pvp, not over the top on either or. </p><p>Wishful thinking</p><p>Auto attacks,multi attack and flurry are reduced across the board for all classes.</p><p>Stone skins and immunity on extreme timers get reduced on there time's, or change it to when your in pvp combat you can no longer fight back while those abilities are up. No class should be walking around completely immune to damage of any kind and still be able to hit back. </p><p>In all I see a lot of thngs on there that are uncalled for, and not really of strong pvp favor, but I am glad they are looking into everything and the dev's are playing the classes them selve's to understand the issue's</p></blockquote></blockquote><p>1. They have there reused being lowered as it is, or did you not read that part? There is a reason (Only some) Assassin don't have a chance because they only rely on 2 ca's. Rogue's can dispel and slow casting and reuse. I don't see much of the issue here....next</p><p>2. The whole point of lowering recast would actually help across the board, I think someone just doesn't like the idea that they might have to actually think when they pvp, you can go to every merchant and get lil raid items for immunities but most people don't feel like calling back to there home town every single time they need to get a immunity item.</p><p>3. As long as you have a rune, or any item to inflict small a dot on yourself your immune to mezz, and a quick cure to stifle/stun/daze = a dead coe. </p><p>4. Your speaking 1 majority only for Necro's, they are auto attack dead in one or two hits half the of the time. No heal or pet sacrifice cures that. Let us continue...</p><p>5. I expect with that the same ground rule's are layed down when it comes to a class that can be just as defensive as a tank in cloth and do high end damage needs to be looked at. Manaburn is a problem, so is PB. A class that can cast focus damage and with nothing to mitigate it is a problem. Moving on...</p><p>6. Fury's used to be a half/half class, you don't see many of them out killing people, they are way to busy healing themselve's over even having the time to do what there class was intended to do.</p><p>Do your homework, you seem a little mad, lol, I think I know why</p></blockquote><p>1.Assassins rely on a lot more than 2 CA's, you would know that if you left immune when PFT wasn't up.</p><p>3. What if these items are down as you said? also, they are crazy good in group pvp.</p><p>4. The problem is that no one has enough crit mit to cover the crit bonus, if they stacked more cm they would live fine.</p><p>5. Manaburn and PB are both a problem, and so is nullmail. (if it was parry it would make more sense)</p><p>6. There isn't a big enough player base to show how good they really can be, I'm sure if dramasetter came back he could show the true power of a fury.</p><p>Why would I be mad? - I'm very happy pvp is being looked at and I'm happy about all the changes, I just think there needs to be a couple more. (I'm just scared that they will overdue everything resulting in fail pvp)</p>

Twinbladed
07-02-2012, 05:30 AM
<p><cite>[email protected] wrote:</cite></p><blockquote><p><cite>[email protected] wrote:</cite></p><blockquote><p><cite>[email protected] wrote:</cite></p><blockquote><p>1. If scouts had there timers reduced that big of amount, it would take away the skill level of pvp. plus then we would have no chance at killing templars/wardens.</p><p>2. Try other items as well, again with lowering this timer it will take from the skill level of pvp.</p><p>3. Coercers have been one of the most over powered pvp classes since launch of pvp. just not many players. As long as you have decent gear and the understanding of your dazes and such you'll win.</p><p>4. templars have quite a few unique features, including Repent, and Divine arbitration? (equals out group members health) as well as a stoneskin buff and mythical click. making this the one of the top pvp healing classes.</p><p>5. What do you expect? they are hard hitting casters. the only more nerf they need is nullmail to be contested instead of 50% uncontested dodge. and manaburn needs a nerf.</p><p>6. Summoners have lots of defences, including killing there pets for heals, fears, stoneskin buffs and lifetaps and pet taunts.</p><p>7. Furies are fine the way that they are, it's better that they can actually use some in combat runspeed. now though.</p><p><span style="color: #ffff00;">*Do not quote forum violations*</span></p><p><cite>[email protected] wrote:</cite></p><blockquote><p>1</p><p>As far as Assassin or any scout for that matter is concerned, halfing the times of stun/stifle is not short enough I would hope they lower some of them a lot lower, I'm glad to see cb removed out of pred trick, no one in this game should be locked down forever from any class. I hope a lot of damage gets a tad bit lowered would really like longer fights.</p><p>2.(Would like to see the reuse timer on Freedom pots lowered)</p><p>3,Wish coe's would have got a lot more love, but I guess since it is still in test we will see the end result.</p><p>4.Templar's are not very unique anymore as it is, so to lower sanctuary does not seem like a great idea, it is one of templars very few unique class feature's.</p><p>5.When I did test wiz/warlock still blowing stuff up pretty easy, would at least like to see a dmg reduct on some of the locks hits, and turn manaburn into a spell that can be actually mitigated. Manasheild was never really a problem, you can burn threw it or dispel it, it's was more of the damage you got inbetween trying to do so.</p><p>6.Summoner's would have like to see some better defense added to them.</p><p>7.Fury should be back at mid quality of balance between damage and heals in pvp, not over the top on either or. </p><p>Wishful thinking</p><p>Auto attacks,multi attack and flurry are reduced across the board for all classes.</p><p>Stone skins and immunity on extreme timers get reduced on there time's, or change it to when your in pvp combat you can no longer fight back while those abilities are up. No class should be walking around completely immune to damage of any kind and still be able to hit back. </p><p>In all I see a lot of thngs on there that are uncalled for, and not really of strong pvp favor, but I am glad they are looking into everything and the dev's are playing the classes them selve's to understand the issue's</p></blockquote></blockquote><p>1. They have there reused being lowered as it is, or did you not read that part? There is a reason (Only some) Assassin don't have a chance because they only rely on 2 ca's. Rogue's can dispel and slow casting and reuse. I don't see much of the issue here....next</p><p>2. The whole point of lowering recast would actually help across the board, I think someone just doesn't like the idea that they might have to actually think when they pvp, you can go to every merchant and get lil raid items for immunities but most people don't feel like calling back to there home town every single time they need to get a immunity item.</p><p>3. As long as you have a rune, or any item to inflict small a dot on yourself your immune to mezz, and a quick cure to stifle/stun/daze = a dead coe. </p><p>4. Your speaking 1 majority only for Necro's, they are auto attack dead in one or two hits half the of the time. No heal or pet sacrifice cures that. Let us continue...</p><p>5. I expect with that the same ground rule's are layed down when it comes to a class that can be just as defensive as a tank in cloth and do high end damage needs to be looked at. Manaburn is a problem, so is PB. A class that can cast focus damage and with nothing to mitigate it is a problem. Moving on...</p><p>6. Fury's used to be a half/half class, you don't see many of them out killing people, they are way to busy healing themselve's over even having the time to do what there class was intended to do.</p><p>Do your homework, you seem a little mad, lol, I think I know why</p></blockquote><p>1.Assassins rely on a lot more than 2 CA's, you would know that if you left immune when PFT wasn't up.</p><p>3. What if these items are down as you said? also, they are crazy good in group pvp.</p><p>4. The problem is that no one has enough crit mit to cover the crit bonus, if they stacked more cm they would live fine.</p><p>5. Manaburn and PB are both a problem, and so is nullmail. (if it was parry it would make more sense)</p><p>6. There isn't a big enough player base to show how good they really can be, I'm sure if dramasetter came back he could show the true power of a fury.</p><p>Why would I be mad? - I'm very happy pvp is being looked at and I'm happy about all the changes, I just think there needs to be a couple more. (I'm just scared that they will overdue everything resulting in fail pvp)</p></blockquote><p>No longer worth responding to he doesn't want to talk pvp, he feels the need to talk to me, argue's his own point. Go to eq2flames.com if you feel the need to express yourself, so some of us can keep this about pvp, I mean, I saw where the mod already shot you down for trolling.</p>

Seliri
07-02-2012, 07:12 AM
<p><span style="color: #ff6600;">I think summa jeh are a little overboard in asking for nerfs to Scouts & Warlocks...</span></p><p><span style="color: #ff6600;">...and I definitely think forcing 3 sec group reactives/wards is liable to be a HEAVY game changer that is utterly unjustified...</span></p><p><span style="color: #ff6600;"></span></p><p><span style="color: #ff6600;">But DPS shouldnt be so nerfed that fights "last longer"...fights can still last long now...priests are still solid now...</span></p><p><span style="color: #ff6600;">IMO, PvP tests finalizing any of these things should be based around fully stacked 6 vs 6 groups in the most premium gear, with the highest combat veterancy.</span></p><p><span style="color: #ff6600;">Just, considering things like Necromancers (upping their survivability), why not have Dorsan perform in PvP in a stacked group, & even 1 vs 1, to truly understand what some Necros are capable of in PvP?</span></p><p><span style="color: #ff6600;">Not sure if a quality Necromancer has as much trouble as players make them out to have, but it's possible they're innately poor... <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" /></span></p>

Daalilama
07-02-2012, 08:35 PM
<p><cite>Seliri wrote:</cite></p><blockquote><p><span style="color: #ff6600;">I think summa jeh are a little overboard in asking for nerfs to Scouts & Warlocks...</span></p><p><span style="color: #ff6600;">...and I definitely think forcing 3 sec group reactives/wards is liable to be a HEAVY game changer that is utterly unjustified...</span></p><p><span style="color: #ff6600;"></span></p><p><span style="color: #ff6600;">But DPS shouldnt be so nerfed that fights "last longer"...fights can still last long now...priests are still solid now...</span></p><p><span style="color: #ff6600;">IMO, PvP tests finalizing any of these things should be based around fully stacked 6 vs 6 groups in the most premium gear, with the highest combat veterancy.</span></p><p><span style="color: #ff6600;">Just, considering things like Necromancers (upping their survivability), why not have Dorsan perform in PvP in a stacked group, & even 1 vs 1, to truly understand what some Necros are capable of in PvP?</span></p><p><span style="color: #ff6600;">Not sure if a quality Necromancer has as much trouble as players make them out to have, but it's possible they're innately poor... <img src="/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" /></span></p></blockquote><p>Prob from a healer perspective which some on the forums like to sweep under the rug is given the cast times we are getting now for shamans and clerics and couple that with the still existing healer cure nerf in pvp add a dash of pysical mitigation nerf and many relatively good healers in pvp will find the chips have just been stacked against them....as for the healer cure nerf let me put it this way...the devs nerfed the amount of dots one healer could cure via single target or group cures...may I ask about the dps/tank nerf to the amount of dots they could keep placing on an individual or group? Since there never was one there is no argument for keeping this nerf and since this came in if I remember correctly around the time of gear seperation or the period of time before it and makes exactly no sense just as gear seperation did hense remove this or good luck runing groups with 3-4 healers.</p>

Seliri
07-02-2012, 08:51 PM
<p><cite>[email protected] wrote:</cite></p><blockquote><p><cite>Seliri wrote:</cite></p><blockquote><p><span style="color: #ff6600;">I think summa jeh are a little overboard in asking for nerfs to Scouts & Warlocks...</span></p><p><span style="color: #ff6600;">...and I definitely think forcing 3 sec group reactives/wards is liable to be a HEAVY game changer that is utterly unjustified...</span></p><p><span style="color: #ff6600;"></span></p><p><span style="color: #ff6600;">But DPS shouldnt be so nerfed that fights "last longer"...fights can still last long now...priests are still solid now...</span></p><p><span style="color: #ff6600;">IMO, PvP tests finalizing any of these things should be based around fully stacked 6 vs 6 groups in the most premium gear, with the highest combat veterancy.</span></p><p><span style="color: #ff6600;">Just, considering things like Necromancers (upping their survivability), why not have Dorsan perform in PvP in a stacked group, & even 1 vs 1, to truly understand what some Necros are capable of in PvP?</span></p><p><span style="color: #ff6600;">Not sure if a quality Necromancer has as much trouble as players make them out to have, but it's possible they're innately poor... <img src="/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" /></span></p></blockquote><p>Prob from a healer perspective which some on the forums like to sweep under the rug is given the cast times we are getting now for shamans and clerics and couple that with the still existing healer cure nerf in pvp add a dash of pysical mitigation nerf and many relatively good healers in pvp will find the chips have just been stacked against them....as for the healer cure nerf let me put it this way...the devs nerfed the amount of dots one healer could cure via single target or group cures...may I ask about the dps/tank nerf to the amount of dots they could keep placing on an individual or group? Since there never was one there is no argument for keeping this nerf and since this came in if I remember correctly around the time of gear seperation or the period of time before it and makes exactly no sense just as gear seperation did hense remove this or good luck runing groups with 3-4 healers.</p></blockquote><p><span style="color: #ff6600;">I highly agree that nerfing cures was uncalled for & a setback for promoting & setting apart the deciding factors of skill.</span></p><p><span style="color: #ff6600;">It should be reverted, too... .__.</span></p>

Twinbladed
07-05-2012, 07:47 PM
<p><cite>Seliri wrote:</cite></p><blockquote><p><cite>[email protected] wrote:</cite></p><blockquote><p><cite>Seliri wrote:</cite></p><blockquote><p><span style="color: #ff6600;">I think summa jeh are a little overboard in asking for nerfs to Scouts & Warlocks...</span></p><p><span style="color: #ff6600;">...and I definitely think forcing 3 sec group reactives/wards is liable to be a HEAVY game changer that is utterly unjustified...</span></p><p><span style="color: #ff6600;"></span></p><p><span style="color: #ff6600;">But DPS shouldnt be so nerfed that fights "last longer"...fights can still last long now...priests are still solid now...</span></p><p><span style="color: #ff6600;">IMO, PvP tests finalizing any of these things should be based around fully stacked 6 vs 6 groups in the most premium gear, with the highest combat veterancy.</span></p><p><span style="color: #ff6600;">Just, considering things like Necromancers (upping their survivability), why not have Dorsan perform in PvP in a stacked group, & even 1 vs 1, to truly understand what some Necros are capable of in PvP?</span></p><p><span style="color: #ff6600;">Not sure if a quality Necromancer has as much trouble as players make them out to have, but it's possible they're innately poor... <img src="/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" /></span></p></blockquote><p>Prob from a healer perspective which some on the forums like to sweep under the rug is given the cast times we are getting now for shamans and clerics and couple that with the still existing healer cure nerf in pvp add a dash of pysical mitigation nerf and many relatively good healers in pvp will find the chips have just been stacked against them....as for the healer cure nerf let me put it this way...the devs nerfed the amount of dots one healer could cure via single target or group cures...may I ask about the dps/tank nerf to the amount of dots they could keep placing on an individual or group? Since there never was one there is no argument for keeping this nerf and since this came in if I remember correctly around the time of gear seperation or the period of time before it and makes exactly no sense just as gear seperation did hense remove this or good luck runing groups with 3-4 healers.</p></blockquote><p><span style="color: #ff6600;">I highly agree that nerfing cures was uncalled for & a setback for promoting & setting apart the deciding factors of skill.</span></p><p><span style="color: #ff6600;">It should be reverted, too... .__.</span></p></blockquote><p>For once I agree with you sel, don't tell anyone</p><p>I don't understand half the nerfs place on all the healers, you have druids with fast casting speed and decent reuse, but you look at a cleric and shaman, there casting speed is horrid, so why would you put them on a slow reuse, clerics can barely even use there group and single target reactive for the reason it doesn't count multple attacks being used, so you take out two heals that almost go worthless, then you got the point blank heals, that also cast slow, I understand a few healers getting a bat but not all the healers</p><p>Side thought- Some of the mit decrease I can slighty agree with, but why would you do it to a leather wearing class? When I saw that I wasn't sure if it was pvp only or pve and pvp....</p>