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Old 08-01-2011, 01:20 AM   #4
fxdurand888

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Join Date: Sep 2006
Posts: 23
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I am going to post this in a few places in hopes that it is seen.  I will start with replying to your post of things that could be done to help/fix brigands some.

EQ2 Brigands:  Since it is game update time soon, I will go over the brigand’s CAs and AAs in hope that by some miracle the gods of gaming will have my post looked at, and any of it will be used to improve our class or fix broken things about our class.  CAs or AAs with a * in front of them are in my opinion the ones that need to be addressed first.  In some cases I give a commentary of the CA/AA before giving a suggestion to fix it… sometimes you can just look for Fix: and get details about how I think the skill can be improved without having to read any opinions I may have.  I realize giving use everything asked for would make us OP, I am not asking for all of it, but some combination of the ideas below to help/fix brigands.  Anyone with constructive feedback or other ideas they would like for the brigand class, feel free to post your thoughts.  When coming up with suggestions, I tried to stay away from making changes to skills the could negatively effect a particular play style for the class.  The changes I proposed should be beneficial to solo, group, raid, pvp, and tank play as a brigand.  Try to keep this in mind when making additional suggestions or bashing mine.

 

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Class specific CAs that need fixing

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*Band of Thugs - This skill is disappointing because it has the potential to be a class defining skill and yet instead is in its current state.  33.6 seconds for the Thugs to do 20,633 damage in 54 total hits; combat arts and poisons included - or 614 damage per second and about 382 damage each hit.  Woopee.

 

Fix:

 

A velious double vv Lv 90 = 396 per hit average.  Now transforming this into a CA lets take into account potency since they are pets and should share mine.  total from agi and pot = 289% average hit of 396 * 3.89 = 1540 per hit... now they should share my crit chance as well which means they will crit 100% of the time so critically hitting they should be doing 327% more damage for a total of about 6577 damage each hit(when it crits).  Assuming they are out the whole duration and land all 54 hits, that would be 355,158 Damage from the CA instead of 20,633 and much more appropriate.  The dps for the 33.6 duration would be 10570.  Take that amount over a minute and it is only 5919 dps and if you take into account the reuse is 187 seconds, in that time it only does 1899 dps... far from overpowered so lets beef it up some... remember we are going for class defining here.

 

Since we are revamping AA... lets go back in time and unask that they remove the band of thugs AA skill from the final line in the shadows tree.  So the new skill has 2 ranks at 3 points each and grants: +1 Thug, +30% aoe avoid (for the thugs), and 15 second reuse reduction per rank.  Get rid of the useless Noxious Toxin AA... how worthless can it get really?

 

If the devs are unwilling to do this, there are still many cool things that could be done with this skill.  I personally like the idea of them becoming a buff that is always active.  Now to get away with this, they would need to do a good deal less damage, but also be on a 10-15 second refresh, where 1 Thug will come back every 10-15 seconds if you have lost any.  There is a lot of potential and I hope they can make this skill class defining.  Lets say for arguments sake they make them only able to do 75,000 in a 33.6 second time frame as a buff; in this case, my enhance thug aa from above should have 3 levels at the cost of 2 points each granting +1 thug, +25% aoe avoid(for the thugs), and +5% to their inflicted damage per rank.

 

*Shenanigans - The skill is actually a great skill, it just can not be used in all phases of game play with the same effectiveness.  What I am going to suggest for this skill is something that can be applied to more than just 1 of our skills, but in summary, would make the skill have 2 effects - one effect for when in Defense stance, and one effect for when in Offense stance.

 

Fix:

 

For starters make ability mod actually increase the damage of this skill.  Why it does not now, I have no clue.  Defense stance - Same effect as normal, but include: increased hate gain for 10 seconds, about 20% more damage output, and your enemy is unable to switch targets for 3 seconds.  Offense stance - Same effect as normal, but remove requirement of being hit to do the damage, as an additional disadvantage for not having the being hit requirement, make the effect of lowering our defense and parry last 6 seconds.  Note the 20% damage increase is only for the CA when used in defense stance.  From offense stance, you should be able to double up this CA.  Note:  Use the skill in offense stance with care; it still increases your hate position.

 

*Amazing Reflexes - This used to be a class defining ability, but now it would be more appropriate to call this skill Reflexes because a whole lot of other classes are much more amazing at getting around aoes than we are now.  Do not worry, I am not asking for 100% aoe avoid again or any more aoe avoidance for that matter, but I do want to put the "Amazing" back in the skill.

 

Fix:

 

Add a passive buff to the skill that gives +10% Reuse, +10% Casting Speed, +10% Recovery.  When Amazing reflexes triggers, have it give +15 Haste, and lower any CAs currently on a reuse by 1 second.  Also, when Amazing Reflexes triggers, it should extend the effect to our Thugs.  Alternatively, +10% proc chance passive, and when the skill triggers double proc rate for the duration it triggers.  There are a lot of things that could be done with this skill.

 

*Thieves Guild - First of all, thank you for making this skill worth something.  The only thing this needs is to allow spells to trigger thieves guild for the brigand as well as CAs.  Currently it is limiting as far as targets go, since we only get the benefit if a CA is used (confirm?).

 

*Double up - This is truly a class defining skill.  All it needs is to work with every and any CA from our class and from AAs.  This needs to be remembered for all future AAs that are CAs.  Currently it is missing this capability with: Shenanigans, Sunder, Change of Engagement, Dance of Metal (this would not be a good use for the skill in my opinion though), Band of Thugs (I should be able to have 6 thugs if I want), Beg for Mercy, Honor Among Thieves, and Pris de Fer.

 

*Daring Advance - Let ability modifier add to the damage portion of the CA.

 

Rob – Here is a case where the debuff effect of the CA lowers the targets offense instead of defense.  Something as easy as the next hit after Rob does +10% damage would work, but something that makes the enemy die quicker in the end is more up the brigands ally.

 

Puncture - Again with lowering the attack skill instead of defense skill.  Now this one I personally happen to like, but to be consistent, it should help the target die faster in some way instead.

 

Beg for Mercy - Great skill, but the reuse was increased by a bit too much.  I'd like to see 20 seconds shaved off the reuse.

 

 

To be continued... 20,480 character limit, why? 

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