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Unread 04-17-2011, 05:01 AM   #1
Talathion
Server: Antonia Bayle
Guild: Cladire Mortii
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Final Stand

Mythical

Guardian:

Main Hand Only

120 Strength, 120 Stamina

2% Flurry Chance

20% Multi-Attack Chance

50% Critical Chance

6% Critical Bonus

6% Potency

4% Strikethrough

140-730 Slashing Damage

70 - 356 Crushing Damage (If shield equipped in Secondary)

6.0 Second Delay

Will to Protect (Self Buff)

3 min Recast

Lasts 30 Seconds. (Caster)

- Prevents and Reflects 10% of all Damage to the caster, back to the Target.

As long as a shield is equipped in Secondary, Weapon Deals Additional Crushing Damage. 

________

Marr's Mercy

Mythical

Paladin:

Main Hand Only

120 Strength, 120 Stamina

2% Flurry Chance

20% Multi-Attack Chance

50% Critical Chance

6% Critical Bonus

6% Potency

4% Strikethrough

140-730 Slashing Damage

40 - 430 Divine Damage (If Retribution is Activated)

6.0 Second Delay

Smite The Dead (Damage Spell)

Retribution (Activated Self Buff)

1.5 min Recast.

Group Cure +

Deals 3000 - 6000 Divine Damage on Target.

Deals Double Damage to Undead, Or Possibly Evil Targets!

Has a High Chance to Kill Undead Under 5% Health. (raid)

Has a High Chance to Kill Undead Under 25% Health. (heroic)

Has a High Chance to Kill Undead Under 90% Health. (solo)

Applies "Retribution" when Activated

Reduces the Paladins Non-Percent based Heal's by Half.

Weapon Deals Additional Divine Damage.

_____

Death's Note

Mythical

Dirge:

Main Hand Only

120 Agility, 120 Stamina

2% Flurry Chance

20% Multi-Attack Chance

50% Critical Chance

6% Critical Bonus

6% Potency

4% Strikethrough

90-510 Piercing Damage

4.0 Second Delay

Ballad of the Fallen (Damage Group Buff)

2.5 Minute Recast: 

Lasts 30 Seconds.

On Successful Combat Hit: (Group)

Deals 1000 - 2000 Disease Damage on target.

Increases Proc Chance of Caster by 20%

_____

Theer's Judgement

Mythical

Inquisitor:

Two-Handed Crushing Weapon

270 Wisdom, 270 Stamina

10% Flurry Chance

50% Multi-Attack Chance

100% Critical Chance

15% Critical Bonus

15% Potency

5% Reuse Speed

200 - 1050 Crushing Damage

5.0 Delay

No Mercy For All! (Passive Buff)

Increases Caster's chance for his weapon to hit Multiple Targets by 60%.

_____

Luck of the Draw

Mythical

Swashbuckler:

Main Hand Only

120 Agility, 120 Stamina

2% Flurry Chance

20% Multi-Attack Chance

50% Critical Chance

6% Critical Bonus

6% Potency

4% Strikethrough

90-510 Piercing Damage

4.0 Second Delay

Bristlebane's Strike (Flip a Coin Damage Spell, or Self Debuff)

1.2 Min Reuse:

(this spell has 3 Effects)

33.34% Chance to Increase Caster's Multi-Attack Chance by 100%, lasts 15 seconds.

33.34% Chance to Increase the Caster's Strikethrough Chance by 100%, lasts 15 seconds.

33.34% Chance to 25% Chance to Increase Hate Gain of Caster by 110%, Lasts 15 Seconds.

______

Act of Treason

Mythical

Brigand:

Main Hand Only

120 Agility, 120 Stamina

2% Flurry Chance

20% Multi-Attack Chance

50% Critical Chance

6% Critical Bonus

6% Potency

4% Strikethrough

90-510 Piercing Damage

4.0 Second Delay

Betrayed (Debuff Effect, for Caster and Target)

3 Minute Recast:

Target:

Increases Damage Taken of Target by 20%.

Target is No Longer Immune to Strikethrough.

Caster:

Increases Damage Taken of Caster by 20%

Target is No Longer Immune to Strikethrough.

Increases Caster's Chance to Strikethrough by 100%.

Lasts 24 Seconds.

_______

Will to Protect

Mythical

Templar:

Secondary

120 Wisdom, 120 Stamina

25% Block Chance

40% Milti-Attack Chance

6% Critical Bonus

6% Potency

5% Reuse Speed

Protection: 1886

Angel's Mercy (Passive Group Buff)

Group (AE)

10% Chance to Cast Angel's Mercy When Damage is Taken.

Will Absorb 1 Attack

________

Devourer, Eater of Dreams

Mythical

Defiler:

Main Hand Only

120 Wisdom, 120 Stamina

50% Critical Chance

15% Critical Bonus

15% Potency

90-510 Piercing Damage

4.0 Second Delay

Dream Eater (Self Buff)

Applies "Dream Eater" When Activated.

Reduces all Defiler's Damage spell abilitys reuse and casting speed by half.

Increases Spell Damage of Caster by 10%

____________

Bark of the Ancients

Mythical

Mystic:

Two-Handed Crushing Weapon

270 Wisdom, 270 Stamina

50% Multi-Attack Chance

100% Critical Chance

30% Critical Bonus

30% Potency

200 - 1050 Crushing Damage

5.0 Delay

Spirit of the Ancient Warrior (Self Buff)

Applies "Spirit of an Ancient Warrior" When Activated.

On A Successful Combat hit, this has a chance to proc "Ancient Spirit", this effect will trigger an average of 2.0 times per minute.

Increases Damage Per Second of Caster by 25.

Increases Haste of Caster by 25.

Increases Caster's Chance for their weapon to strike there target multiple times by 25%.

Heals Caster for 400 Mana.

(lasts 10 seconds).

_____________

Ballad of Errolisi

Mythical

Troubador:

Main Hand Only

120 Agility, 120 Stamina

2% Flurry Chance

20% Multi-Attack Chance

50% Critical Chance

6% Critical Bonus

6% Potency

4% Strikethrough

90-510 Piercing Damage

4.0 Second Delay

The Strength of Love (Self Buff AND Friend Buff)

Applies "Strength of Love" on self AND a group-friend When Activated

Increases Caster's Potency by 30%.

Increases Caster's Strength, Wisdom, Intelligence, Agility by 150.

Increases Proc Chance of Caster by 20%

_______________

Shade, The Black Blade

Mythical

Shadowknight:

Main Hand Only

120 Strength, 120 Stamina

2% Flurry Chance

20% Multi-Attack Chance

50% Critical Chance

6% Critical Bonus

6% Potency

4% Strikethrough

140-730 Slashing Damage

70 - 356 Disease Damage

6.0 Second Delay

Pure Hatred (Self Buff)

Weapon deals additional Disease Damage

Applies "Pure Hatred" on Caster.

Wards Caster Against 0 points of All damage, Ward does not Regenerate itself.

15% of All Damage Refreshes the Ward, the Ward's Max Strength is 2500.

___________________

Blood Rage, Axe of Revenge

Mythical

Berserker:

Two-Handed Slashing Weapon

270 Strength, 270 Stamina

40% Multi-Attack Chance

100% Critical Chance

25% Critical Bonus

200 - 1250 Slashing Damage

100 - 625 Crushing Damage

6.0 Delay

Bloody Vengence (Self Buff)

- Increases Caster's Auto-Attack Modifier by 0.25

- Weapon Deals Additional Crushing Damage.

________________________________

Reaping Scythe of Rot

Mythical

Necromancer

Two-Hand Piercing Weapon

270 Intelligence, 270 Stamina

100% Critical Chance

20% Critical Bonus

20% Potency

5% Ability Reuse Speed

25% Ability Casting Speed

200 - 1250 Piercing Damage

6.0 Delay

Haste

Soul Rot (Damage Spell)

Reaper's Will (Activatable Buff)

Applies "Soul Rot" when Activated, lasts 5 Seconds, 3 minute recast.

Inflicts x-y disease damage on target every second for 5 seconds.

Inflicts x-y disease damage on target every second for 5 seconds.

Inflicts x-y disease damage on target every second for 5 seconds.

Inflicts x-y disease damage on target every second for 5 seconds.

Inflicts x-y disease damage on target every second for 5 seconds.

Inflicts x-y disease damage on target every second for 5 seconds.

Inflicts x-y disease damage on target every second for 5 seconds.

Inflicts x-y disease damage on target every second for 5 seconds.

Inflicts x-y disease damage on target every second for 5 seconds.

Inflicts x-y disease damage on target every second for 5 seconds.

Inflicts x-y disease damage on target every second for 5 seconds.

Inflicts x-y disease damage on target every second for 5 seconds.

Inflicts x-y disease damage on target every second for 5 seconds.

Inflicts x-y disease damage on target every second for 5 seconds.

Inflicts x-y disease damage on target every second for 5 seconds.

Must be engaged in combat.

Applies Reaper's Will When Activated.

- Converts Pet's Intelligence to Strength and Agility.

________________________________

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Unread 04-17-2011, 07:45 AM   #2
EndevorX

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Lol @ new Swash/Paladin (too much) & Dirge/SK (way too little) hypothetical myth clickies

Lol @ Brig reuse compared to Swash reuse

Defiler/Inq clickies kinda pointless & not that special

No Summoner/Enchanter entries :[

I think some new things to make new nifty myths could include:

· linking abilities within a certain timeframe (triggers moderate flurry/DA/potency/CB/double heal)

· linking specific ability types in specific orders (spawns local/private heroic opportunity window, discludes player from normal heroic opportunity participation while up)

· (temporary) player decided doubling to specific buffs or spells/CAs (group friend [duration, general affects, proc rate])

· charm (even for raid mobs)

· 1 choice of instant spell refresh (8 sec, 2 x a min)

· max accuracy groupwide

· debuffs procing reactives/wards/HOTs

· double DOT triggers w/ halved trigger rates (maintained duration)

· DOTs having a chance to summon triple-up adds w/ substantial health (no AOEs 1-shotting them) that do moderate dps

· CA/spells give (long root/snare/fear/daze/stun/stifle/+2 CB per CA/spell hit within 1 sec of another) if sprinting/jumping or running into a mob (2 x a min, 8 sec)

· more/varied traps like those Rangers set (gaseous abysses, skeletal hands, rumblers chomping, energetic coils, imbued/shifting runes [possibly for priest mods?])

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Unread 04-17-2011, 08:25 AM   #3
Griffildur
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good jokes there, i am assuming these are all jokes, right ?

your idea of future defiler mythical is sooooo funny , made me laugh quite a lot, hard to imagine something more useless, even if you try really really really really really hard.

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Unread 04-17-2011, 12:29 PM   #4
minichimi

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It's Talathion...  There couldn't possibly be any good ideas.

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Unread 04-17-2011, 12:33 PM   #5
Talathion
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Seliri@Nagafen wrote:

Lol @ new Swash/Paladin (too much) & Dirge/SK (way too little) hypothetical myth clickies

Lol @ Brig reuse compared to Swash reuse

Defiler/Inq clickies kinda pointless & not that special

No Summoner/Enchanter entries :[

I think some new things to make new nifty myths could include:

· linking abilities within a certain timeframe (triggers moderate flurry/DA/potency/CB/double heal)

· linking specific ability types in specific orders (spawns local/private heroic opportunity window, discludes player from normal heroic opportunity participation while up)

· (temporary) player decided doubling to specific buffs or spells/CAs (group friend [duration, general affects, proc rate])

· charm (even for raid mobs)

· 1 choice of instant spell refresh (8 sec, 2 x a min)

· max accuracy groupwide

· debuffs procing reactives/wards/HOTs

· double DOT triggers w/ halved trigger rates (maintained duration)

· DOTs having a chance to summon triple-up adds w/ substantial health (no AOEs 1-shotting them) that do moderate dps

· CA/spells give (long root/snare/fear/daze/stun/stifle/+2 CB per CA/spell hit within 1 sec of another) if sprinting/jumping or running into a mob (2 x a min, 8 sec)

· more/varied traps like those Rangers set (gaseous abysses, skeletal hands, rumblers chomping, energetic coils, imbued/shifting runes [possibly for priest mods?])

Well, the Inquisitor and Defiler's Weapons have 3x the Potency/Crit Bonus, and the Inquisitor Weapon has ALOT OF MA/Flurry on it, Of course the effect won't be that good if the weapon's blue stats are good.

Plus, some classes are alot more powerful then others, IMO.

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Unread 04-18-2011, 07:30 PM   #6
Frain
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I liked some of them, showed some insight in how classes are played. Defiler and SK are horrible and need to be reworked. Defiler "debuff" doesnt debuff and if i read it right fears the caster?? Any ae dps thing for defiler is kinda wasted at this point as they have more then enough and as they are pritty heal to the core. Some powerfull debuff could be interesting, maybe a blue debuff even.

Otherwise it could be a short duration buff that increases ward amounts by 100% but all your wards go down when the buff runs out. It seems silly atm that wards are powerless if the tank will take some huge hits. You can put all you have but in the end only a deathsave could do the trick. Boosting ward amount with 100% would let you deal with that huge damage spike but has to be timed correctly as all your wards dissapear when it runs out.

SK damage converted into heal and hate is a no go as it would make them even more OP for soloing and grinding. SKs needs some kind of survivability that doesnt come in shape of a heal to help their currently poor raid performance.

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Unread 04-18-2011, 08:04 PM   #7
Talathion
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How about this, I changed SK/Defiler.

Redid the Defiler's Spell.

Added Necromancer.

Redid Swashbuckler to be more balanced.

Added something to the guardian mythical.

Added something to the paladin mythical.

Redid the Dirge Mythical's Effects, reduced recast.

The Troubador's Mythical now works on a target AND the troubador both.

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Unread 04-19-2011, 04:58 AM   #8
feldon30

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How about: They'll never do class mythicals again.
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Unread 04-19-2011, 10:20 AM   #9
Frain
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Zenanthir@Antonia Bayle wrote:

How about this, I changed SK/Defiler.

Redid the Defiler's Spell.

Added Necromancer.

Redid Swashbuckler to be more balanced.

Added something to the guardian mythical.

Added something to the paladin mythical.

Redid the Dirge Mythical's Effects, reduced recast.

The Troubador's Mythical now works on a target AND the troubador both.

The defiler effect is even worse then before. Cast and recast is pritt much caped already and their damage spells arnt impressive. Maelstorm/nightmare and defile being their only good damage spells this buff doesnt help them at all.

Are you unwilling to give defilers something that would help their heals because you think they are overpowerd? They havnt got anything that would make them stronger tank healer then a mystic in a long long time.

Dirge spell was dull. Necro buff worthless as all pets use int as primary stat.

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Unread 04-19-2011, 08:03 PM   #10
Talathion
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Scout Pets Use Agi, Tank Pets use Strength, Dog Dog Uses Strength. 

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Unread 04-19-2011, 08:04 PM   #11
Talathion
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Im talking about Base Reuse/Cast Speed, not actual Reuse/Cast Speed.

Base Reuse/Cast Speed =

Cuts the Casting Speed by half nomatter what the cast speed is.

Cuts the reuse by half nomatter what the reuse is.

Even if your capped on both, it would cut them in half.

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Unread 04-19-2011, 10:35 PM   #12
Frain
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Zenanthir@Antonia Bayle wrote:

Scout Pets Use Agi, Tank Pets use Strength, Dog Dog Uses Strength. 

That was changed with dov shared stats. Pets sharing their owners stats and summoners only getting INT from gear would make all pets except mage pet useless. Cant find it in the update notes so i guess it was a dev saying it on beta forums, cant remember

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Unread 04-19-2011, 11:55 PM   #13
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someone make a paladin mythical that DOESN'T involved Mithaniel already, geeze. he's not the only Pally god for crying out loud. in fact, he's probbly even with Tunare or Brell as a pally god from an RP standpoint since 99.9% of elves and dwarves and gnomes worship one of those two.

Make a Tunare one that bumps up/effects Heals/Buffs and maybe gives pallies thier Root back from EQ1

or one on Brell that gives them an eq1 pally Stun back.

Or how about one based on those two dieties that gives us Slay Undead back...the Eq1 version of Slay undead.

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Unread 04-20-2011, 12:14 AM   #14
hellfire

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Preety sure they said mythical wepons was a bad idea and they wont do it again.

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Summoner pets are 1/3 the dps of a summoner and yet our stats and modifiers do not affect them.Since a pet is 1/3 a summoners dps,a summoner receives 2/3 benefit from gear when compared to any other class.

SHARED STATS AND MODIFIERS ARE A MUST!

FIX SUMMONERS IN 08!

FIX SUMMONERS IN 09!

FIX SUMMONERS IN 10!


2011 and Finally we are Fixed!

/Rides off into the sunset
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Unread 04-20-2011, 11:46 AM   #15
Frain
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Bigron@Unrest wrote:

Preety sure they said mythical wepons was a bad idea and they wont do it again.

Yup. Wont see it again in a long time is my guess. This thread is interesting from the point of what each class could need for balance, nothing else;D

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