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View Full Version : Zerker 2H AA


Mordicus
01-24-2007, 02:31 AM
Thought id take this opportunity to give some positive feedback and see what the rest of the community thinks the direction of the berserker should be for EQ2s next expansion. EoF AAs had Cyclone which increased AE dps and KoS had the buckler line which increased dps through double attack. These two lines were above and beyond the most popular of any other option, so its clear that people who chose the berserker prefer dps over defense. It may be a bit late for this, im not sure how far they plan on taking AAs. But i always saw myself wielding massive 2handers, it just fits the archetype. Not sure why they never put in AAs for 2Hs. Might be something like increases agi by 200, Str 100, + 50% crit chance, Haste/DPS etc, with 25% chance to cast Annihilation : inflicts 1200 damage on target encounter. Wielding a 2H also plays a big role in the look and feel of the game, as it stands right now you cant tell the difference between my character and a cleric.

Kaberu
01-24-2007, 12:03 PM
There are FOUR Warrior AA lines that are made to use with 2-handed weapons, ONE Warrior AA line to use without. Just because you don't use them doesn't mean they aren't there.And, er... that mock ability you listed looks more like a GM buff than a player one!Aside from that, I'm tired of the AAs already. It's not that I don't want them but there are just far too many abilities to click as it is. Personally, I'd love to see them reduce the amount of clickables as best as possible before potentially adding more in with a new set of AAs. We have so many bonuses from different AAs, buffs, adornments and so on that anything they do add will probably see even smaller bonuses than EoF stuff (like the 1% increase chance to trigger on our group berserk).First, get rid of the Master Strikes, Rages, etc... I have a hotbar nearly full of icons that all look the same. Make us pick an Enemy but make it an inherent proc or effect.Also, stop with the seperate upgrades! I don't need Kick, Boot, Stomp or whatever else... I just need a Kick that scales with my level or that upgrades with books at set levels. Instead of getting Kick and Stomp, you find Kick (Lvl 1), Kick (Lvl 10), Kick (Lvl 20), etc... each book allowing a new range of improvement. My personal preference would be that different books add different effects. Kick at Apprentice 1 is just a low damage attack. At Apprentice 4 it offers better damage and a better power ratio. Adept levels would add an interrupt effect while Master level adds a short stun or knockdown. It's silly to make new abilities since they do the same exact thing as their previous incarnation... just with a seperate range of damage. At the very least, it would be nice if the upgraded ability just flat out replaced the old one <span>:smileysad:</span>Combine buffs! I have a group Strength buff and a group regen buff. Both on the same recast timers and both always up at the same time anyway. Just combine the effects, add the power costs and even add the cast times together if you have to, just clear up those hot bars! Ya, I can make a macro, but the macro doesn't show the recast timing.Oh, and do we really need Breach? Is it really necessary? Why not just make Stomp able to trigger solo HOs and we're set! That's pretty much all Breach is... an HO triggering version of Stomp!Why isn't Buckler Reversal just an inherent and passive effect (like most of the EoF finals)? If Buckler Reversal can self refresh every 30 seconds, why can't our Weapon Aegis? I've clicked Weapon Aegis so many time when tanking that I now click it whenever I'm not tanking. Sometimes I'll just be running around town and I'll click it just out of habit. I mean seriously, I was browsing the broker and when i finished, I turned to run to the docks and clicked on Weapon Aegis not just once, but twice... all because I'm so used to clicking it now.Oh! But not our lovely self regen proc! I'm either refreshing it every 30 seconds or every 30 minutes. I'm so use to not catching it as it wears out that I feel all uber and super-aware if I catch it at the prime time to rebuff. Just make it persistant already!They really need to think of something before they start raising levels again though. Last thing I need is for them to run out of names for abilities. Who wants to run around with Smashing Attack With Thing On Arm (Master 1) or a Make Things Not Kill Me As Fast (Adept III).For new AAs, I'd love to see some based off of race or ones that improve current racial abilities and traits. Maybe even a set of AAs that just improve basic stuff like stats, resists and other generic numbers.Honestly though, it's going to be hard to get excited about another set of bonuses that are probably just around to compensate for another increase in mob difficulty.<div></div>

uux
01-25-2007, 01:24 AM
<div><blockquote>Kaberu wrote:First, get rid of the Master Strikes, Rages, etc... I have a hotbar nearly full of icons that all look the same. Make us pick an Enemy but make it an inherent proc or effect.</blockquote>AFAIK, they are doing just that.  Also, instead of having to pick between say Orcs and Goblins, you can earn both via Lore & Legend quests or something to that effect.<blockquote>Also, stop with the seperate upgrades! I don't need Kick, Boot, Stomp or whatever else... I just need a Kick that scales with my level or that upgrades with books at set levels. Instead of getting Kick and Stomp, you find Kick (Lvl 1), Kick (Lvl 10), Kick (Lvl 20), etc... each book allowing a new range of improvement. My personal preference would be that different books add different effects. Kick at Apprentice 1 is just a low damage attack. At Apprentice 4 it offers better damage and a better power ratio. Adept levels would add an interrupt effect while Master level adds a short stun or knockdown. </blockquote>I still call most of the abilities by their level 50 names.  <span>:smileysad:</span>Pre LU#13, the class abilities you picked to upgrade to master quality would also add a new effect to it.  It was pretty nice in adding some variety.  Instead of just simply making Mad Cry a master II taunt, it would have added a 6 second stifle and the named changed to Berik's Stifling Cry (or something like that).  I would love to see something added to allow us to add new effects to some of the existing abilities again.   Also pre LU#13, while leveling up, the Stomp line gained an encounter AE.  It seems they moved completely away from this stuff.<span></span><blockquote>Combine buffs! I have a group Strength buff and a group regen buff. Both on the same recast timers and both always up at the same time anyway. Just combine the effects, add the power costs and even add the cast times together if you have to, just clear up those hot bars! Ya, I can make a macro, but the macro doesn't show the recast timing.Oh, and do we really need Breach? Is it really necessary? Why not just make Stomp able to trigger solo HOs and we're set! That's pretty much all Breach is... an HO triggering version of Stomp!</blockquote>LOL.  All I use Breach for is HOs as well.  Though, we have quite a few abilities to trigger solo HOs.  I would rather see Stomp unchanged as it's our only boot icon for group HOs.  I understand what you're saying though.  Breach is pretty weak as it is.<blockquote>Why isn't Buckler Reversal just an inherent and passive effect (like most of the EoF finals)? If Buckler Reversal can self refresh every 30 seconds, why can't our Weapon Aegis? I've clicked Weapon Aegis so many time when tanking that I now click it whenever I'm not tanking. Sometimes I'll just be running around town and I'll click it just out of habit. I mean seriously, I was browsing the broker and when i finished, I turned to run to the docks and clicked on Weapon Aegis not just once, but twice... all because I'm so used to clicking it now.</blockquote>My only guess here is that they want it to cost power for every use.  I'm sure they could work that into a perma buff though.  Destruction uses power when it triggers, why not this too?  There are several abilities I find myself always clicking on.  Subdued Rage before a big pull (and offhand I don't think it even costs any power, has a 30s duration and recast is 30s).  Accelerated Strike can also be annoying.<blockquote>Oh! But not our lovely self regen proc! I'm either refreshing it every 30 seconds or every 30 minutes. I'm so use to not catching it as it wears out that I feel all uber and super-aware if I catch it at the prime time to rebuff. Just make it persistant already!</blockquote>I complained about that almost a year ago.  I was told perma buffs use concentration slots and so we don't want it to use another.  Seems to be a different story today as we have AA abilities not using any concentration.</div>

RufusDeMar
01-26-2007, 12:43 AM
<DIV>Answers to most of those questions are because database simplification I would guess anyway.</DIV> <DIV> </DIV> <DIV>But I forgot about pre-#13 about the master2 choices adding abilities!  That was so cool, made it seem like a really special ability. </DIV> <DIV> </DIV> <DIV>To be honest...I'm not all about having all these freaking buffs and abilities for each character.   I feel like they are in there just to add to tradeskills (which they might be).</DIV>