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Old 03-22-2010, 04:03 AM   #31
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Revised primary, secondary and tertiary posts to streamline the content and to be updated to what's current now. Primary - just the important stuff that needs fixing Secondary - review of profession abilities Tertiary - review of AA's
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Old 03-29-2010, 05:13 PM   #32
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need bruiser myth fixed too. i have the +5 min deflection on my myth still and this needs to be fixed. atm there is no reason for me to use another weapon because the 2 i have found (1 with 20.4 block and other with +15 block) are not enough of an increase to matter. this should be put on the spell. i saw somewhere they said they were doing it but that was atleast over a week ago and nothing still.

also would love to have the death prevent made to until canceled. and make the recast 10 mins if you have to. jsut not worth getting because it only last 20 sec which is near impossible to have go off if you have a healer. because you use it healer get you back up and it goes to waste.

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Old 03-29-2010, 07:00 PM   #33
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http://forums.station.sony.com/eq2/...topic_id=474754 Was already fixed, just hasn't gone live yet. That was 4 days ago, not at least over a week.
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Old 03-30-2010, 01:20 PM   #34
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http://forums.station.sony.com/eq2/...475326&#5287337 Thread discussion for brawler's tenacity change in duration to 45s.
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Old 06-07-2010, 03:53 PM   #35
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Updated for last couple months, nothing really has changed though. All I really did was update the primary post with the general consensus from this board and the-board-that-shall-not-be-named as to what the primary issues are now.
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Old 06-07-2010, 07:20 PM   #36
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I would like to add to smoldering fists. offensive damage increase from this stance is marginal at best. I would like to see the base proc rate doubled to 4.0ppm and the target be encounter wide. 

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Old 06-07-2010, 08:41 PM   #37
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Updated to add Gungo's note.
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Old 06-07-2010, 09:35 PM   #38
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Gungo wrote:

I would like to add to smoldering fists. offensive damage increase from this stance is marginal at best. I would like to see the base proc rate doubled to 4.0ppm and the target be encounter wide. 

I totally agree. Back when my sk had his epic the seething hatred proc had a rating of 1.8 ppm and it would have more success at procing per fight than what my bruisers engulf could ever imagine. Even in todays game engulf's proc chance at 2.0 ppm is pitiful. I think something at the core mechanics of engulf is off set and really isn't procing as intended.

I know there are other issues but I would like for engulf to be more reliable when bruisers are in there offensive stance.

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Old 06-10-2010, 05:52 PM   #39
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I truly enjoy the fact our defensive stance is meaningful for defensive tanking. It is the only way to receive a large portion of our uncontested avoidance.It is the only way to be immune to strikethrough.And it provides a significant amount of our mitigation.

Our mid stance imho is fine for what it is at the moment. A soloing/heroic stance.

Our offensive stance does not provide the Dps gain nor the difference offensively needed. It does highlight however the defenisve benefits of our tanking stance. Honestly I am not sure just a 4.0ppm and encounter proc would be enough to differentiate this stance. It likely would require a higher base proc rate of 6.0-8.0 ppm to see any difference or in addition to the increase proc rate/encounter proc an AA that would double the damage as well as fixing this effect to make it melee instead of spell. In order for our Melee damage modifer to increase it.

I would like to see dps bruisers in offensive and when tanking in defensive(w/o lack of agro). This would require all our taunt effects to be fixed to be increased by taunt increasers.

If they did this then ideally bruisers should be the mold for how all fighters should be balanced. A choice between offensive and defensive.

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Old 06-10-2010, 06:46 PM   #40
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Right now every single bruiser runs with the def-stance.. Only using off-stance when i'm testing on the dummy or as dps in a raid where there is little aoe's etc..

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Old 06-10-2010, 10:14 PM   #41
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I have been thinking that manhandle should basically be incorporated into all three of our stances.

Offensive stance would add what ever damage portion of manhandle to what engulf currently has without the threat portion and the proc rating up'ed to 4.9 ppm.

Mid stance would incorporate manhandle as it currently is....xxx-yyy damage and aaa-bbb threat with 4.9 ppm.

Defensive stance would be an increased raw threat portion without any damage portion with 4.9 ppm.

Yes it should not be configured as a spell but as melee damage.

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Old 06-10-2010, 11:18 PM   #42
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Aull wrote:

I have been thinking that manhandle should basically be incorporated into all three of our stances.

Offensive stance would add what ever damage portion of manhandle to what engulf currently has without the threat portion and the proc rating up'ed to 4.9 ppm.

Mid stance would incorporate manhandle as it currently is....xxx-yyy damage and aaa-bbb threat with 4.9 ppm.

Defensive stance would be an increased raw threat portion without any damage portion with 4.9 ppm.

Yes it should not be configured as a spell but as melee damage.

I agreeThe fighter changes aerilik was putting in had this idea. And I thought it should of been implemented for bruisers and monks. While I am sure not every monk would like this idea.I think Haste should be stripped of the mid and off stance for monks. They are overcapped at higher levels and they will still have everburning flame/raidwide. This would also make thier offensive stance a better benefit for them in raids. Instead bruisers should have a 5.0ppm encounter proc and monks a 10ppm single target proc on offensive stance.Bruisers should have a 5.0ppm encounter hate proc and monks a 10ppm single target hate proc on defensive stance.Mid stance for both classes should keep the proc rate but divide the amounts in half for damage/hate gain.

I could honestly care less which class gets the aoe proc and which class gets the single target proc as long as the damage/hate is balanced. That could mean making the encounter proc not proc off of aoe auto atks or simply doubling the single targets procs damage and proc rate. Honestly as a bruiser i wouldnt mind the 10ppm proc with double the damage of the encounter proc. This would make the single target proc significant increase in damage over the encounter proc (4x) except in instances of multiple procs during aoe auto atk.

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Old 07-18-2010, 10:12 PM   #43
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Gungo wrote:

I agreeThe fighter changes aerilik was putting in had this idea. And I thought it should of been implemented for bruisers and monks. While I am sure not every monk would like this idea.I think Haste should be stripped of the mid and off stance for monks. They are overcapped at higher levels and they will still have everburning flame/raidwide. This would also make thier offensive stance a better benefit for them in raids. Instead bruisers should have a 5.0ppm encounter proc and monks a 10ppm single target proc on offensive stance.Bruisers should have a 5.0ppm encounter hate proc and monks a 10ppm single target hate proc on defensive stance.Mid stance for both classes should keep the proc rate but divide the amounts in half for damage/hate gain.

I could honestly care less which class gets the aoe proc and which class gets the single target proc as long as the damage/hate is balanced. That could mean making the encounter proc not proc off of aoe auto atks or simply doubling the single targets procs damage and proc rate. Honestly as a bruiser i wouldnt mind the 10ppm proc with double the damage of the encounter proc. This would make the single target proc significant increase in damage over the encounter proc (4x) except in instances of multiple procs during aoe auto atk.

Well since bruisers are configured currently at 5.0ppm on manhandle I would think it would be only fair to keep that rating. Monks have the 10 ppm so again only fair to keep that rating.

I think that bruisers are where they need to be as far as defensive abilities are concerned. This and last years expansion addressed this more than anything bruisers got offensively. While bruisers did receive a tsunami spin off myth clicky and impenatrable will. These abilities are nice even though there duration is half of what my monks are. Well at least tsunami is twice the duration and roughly refreshes 50% quick than my bruisers defensive abilities.

So my next recommendation for next expac would be giving bruisers some type of unique offensive ability. Berserkers have had berserk which is a dps mod/haste ability that is a proc but for the most part is up 80% of all fights. Monks can get incredible haste three ways. Offensive stance, everburning, and their group/raid buff and it is constant haste as long as they are active.

For the bruiser I would like to see something and that would be in the form of an auto attack multiplier. Change lightning fist to an until canceled self only auto attack multiplier buff. While using this the bruiser's auto attacks would be more powerful but it would cost the bruiser defensively. This ability can only be used when the bruiser is in offensive stance.

This auto attack multiplier would also replace our 16% to taunts/detaunts on brutality increasing all our group/raid members dps as well. Similar to how monk self and group haste stack this to would do the same for the bruiser. Monks faster attack while bruisers on the opposite end are slower but would hit harder.

Any thoughts please.

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Old 07-22-2010, 12:23 AM   #44
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I still wish bruisers had a group buff or 2.  I would like for raids to be less reliant on having so many support classes.  I 'd like bruisers to buff something unique.  

  •   Increase double-attack damage of the group.
  •   5% Flurry to group.
  •  +10% AE attack to group
  • 2.0PPM 10 second buff that allows everything to hit for max damage for the group. 
Also change smoldering fists's Engulf to be a minimum of 4 times a minute and be an encounter proc.
Give Savage Assault a max of 8 hits instead of 4!
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Old 07-22-2010, 01:02 AM   #45
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Interesting suggestions Crabb. I again really feel that if any changes are to come to the bruiser class it should be focused to our offensive abilites and some very minor group utilty. Defensively bruisers are where they need to be but I do feel that the offensive side has not really received any significant boosts the last two expacs which is why many bruisers now roll defensive stance most of the time.

I have been doing some ingame feedbacks on engulf's proc being so lack luster. Not sure that the feedback are ever given any attention but I am definately doing it.

Another thought was changing one hundred hands to have an increasing damage range. Instead of eight hits being 190-596 maybe having it as 1st 190-596, 2nd 200-610, 3rd 210-630, 4th 220-660, 5th 230-700, 6th 240-750, 7th 250-800, and 8th 260-860. Just something different since bruisers do not get any aa's that give a quicker reuse on this ability. Also the ability to have greater chance of all eight hits executing.

Thoughts??

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Old 07-22-2010, 02:09 AM   #46
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Make knockout combination and close mind group wide. Stone deaf too for good measure. Comparable equivalents for monks. Then change offensive stance proc to be 4x damage and grant 6 or 8s group buff of something awesome like 8% flurry. Oh and then give us a group buff that does a little bit of everything like the conjy one that is 3% to lotsa stuff.
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Old 07-22-2010, 05:15 PM   #47
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I feel that bruisers were given better defense and utility this expac so for the this next expac I hope it is more offensively focused. Just remember even though we can tank we need to bruise better. =)

Sure group wide knock out would be nice and that could be a possible consideration further in the future. Brutal inspiration is a great utility now so i don't forsee any group wide version of that yet.

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Old 08-03-2010, 07:52 PM   #48
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Aull wrote:

 Just remember even though we can tank we need to bruise better. =)

Fact

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Old 08-04-2010, 08:29 PM   #49
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Another combat art I would like to see upgraded is our blaze kick. The dot portion duration should be removed and what ever damage that comes from that dot should be added to the high end damage for the ability.

We don't need dots....those are for sk's.

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Old 08-23-2010, 07:01 PM   #50
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Cross-posting from the Monk forums:

As a quick update, internally, we have changed Crane Twirl to grant a total of 20% AE Auto-Attack in addition to the proc it currently grants.

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Old 08-23-2010, 07:30 PM   #51
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Xelgad wrote:

Cross-posting from the Monk forums:

As a quick update, internally, we have changed Crane Twirl to grant a total of 20% AE Auto-Attack in addition to the proc it currently grants.

Sounds awesome Xelgad, combined with the dual wield changes this should put give us quite an edge on crusaders. Thanks!

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Old 08-23-2010, 08:35 PM   #52
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Oh good deal!
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Old 08-24-2010, 12:55 PM   #53
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Does "changed internally" mean it won't be live until the next GU?  Just curious.

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Old 08-24-2010, 02:43 PM   #54
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Corydonn wrote:

Xelgad wrote:

Cross-posting from the Monk forums:

As a quick update, internally, we have changed Crane Twirl to grant a total of 20% AE Auto-Attack in addition to the proc it currently grants.

Sounds awesome Xelgad, combined with the dual wield changes this should put give us quite an edge on crusaders. Thanks!

what is the dual wielding change? just wondering have not seen anything on it

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Old 08-24-2010, 03:26 PM   #55
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Revised for last month and a half and added notes pending changes Xelgad has mentioned in various places.
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Old 08-24-2010, 04:04 PM   #56
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Mosha DKhan wrote:

what is the dual wielding change? just wondering have not seen anything on it
Originally Posted by Xelgad
These changes are intended to balance the damage from dual wielding, two handers and bows. As part of that, off-hand weapons will no longer be restricted from Flurry and AE auto-attack, so that dual wielding will scale at the same rate as two handed weapon and bow damage. Bows will see the greatest benefit from these changes as they gave less auto-attack damage than both dual wield and two handed weaponry prior to this change. Following this change, they will give approximately the same Auto-Attack damage. Anyone who is Auto-Attacking with more than just a one-handed weapon will see their damage increase with this change, but those who use bows as their primary means of attack will see the greatest increase.
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Old 10-26-2010, 11:43 AM   #57
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How about some hate attached to Mantis Star?

even hate applied through AA's would work. Yes, this is an issue as I see it

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Old 10-26-2010, 03:43 PM   #58
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Originaal wrote:

How about some hate attached to Mantis Star?

even hate applied through AA's would work. Yes, this is an issue as I see it

The debuff portion of mantis star already creates additional hate.   What situation are you needing additional hate from it?  If during pull, you'll have already hit once with your ranged auto attack before mantis star even lights up, and can probably hit with the auto attack again as the mob gets to where you're pulling it.

Is it maintaining hate position on an everybody-needs-to-joust aoe like the Xilaxis side of Arkatanthis fight?  There's a few ways of dealing with that already.   I personally chose to spec for mantis leap due to how significantly useful it is on this fight and on RnR.

What are the circumstances that are resulting in this being an issue as you see it?  Maybe we can address the underlying issue instead.

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Old 02-21-2011, 07:35 PM   #59
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Thread is now obsolete and should be un-stickied. I am not purchasing the expansion nor updating this thread going forward.
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