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#31 |
Server: Antonia Bayle
Guild: Cladire Mortii
Rank: Initiate/Slave
Loremaster
Join Date: Mar 2007
Posts: 3,780
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![]() yzyh wrote:
No, brawlers **** on AOE parses because of Crane Twirl/AE Auto+Mantis Strike, just need an AE auto Adorn Or illy. Unfortuntely, alot of brawlers have no idea how to play there overpowered class. |
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#32 |
Loremaster
Join Date: Jun 2005
Posts: 58
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![]() DPS 1.Brawler 2.Brawler 3.Brawler 4.Brawler 5.Brawler 6.Brawler Survivability. 1.Brawler 2.Brawler 3.Brawler 4.Brawler 5.Brawler 6.Brawler Heals 1.Brawler 2.Brawler 3.Brawler 4.Brawler 5.Brawler 6.Brawler Utility 1.Brawler 2.Brawler 3.Brawler 4.Brawler 5.Brawler 6.Brawler SOE: all brawlers. |
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#33 |
Server: Antonia Bayle
Guild: Cladire Mortii
Rank: Initiate/Slave
Loremaster
Join Date: Mar 2007
Posts: 3,780
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![]() LOL I like that they even have better healing then Paladins. |
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#34 |
Loremaster
Join Date: Jun 2006
Location: las vegas, NV
Posts: 2,144
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![]() [email protected] Bayle wrote:
brawlers have large gaps between AE abilities, it comes in short durations but hits pretty hard. |
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#35 |
Loremaster
Join Date: Nov 2004
Posts: 1,285
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![]() Brawlers are awesome this expansion, only took them 6 years... That being said, playing a brawler to its potential requires more knowledge and familiarity with the class than most others, so I still don't see many decent brawlers around. Oh well, just makes me look better, I suppose. |
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#36 |
Loremaster
Join Date: Dec 2004
Posts: 2,010
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![]() The_Cheeseman wrote:
Playing a Brawler right now requires less skill than any other tank. Hey, incoming AE...push button. Stand in front of mob and avoid 90% of the hits... Decent tanks in general are rare, but it is all the things outside of the class abilities that make a good tank. Situational awareness, etc. Even that doesn't matter though when you play a Fighter class that currently has all the tools to put them head and shoulders above everybody else. |
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#37 |
Loremaster
Join Date: Nov 2004
Posts: 1,285
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![]() Bruener wrote:
Yes, you're absolutely right, Bruner. Brawlers are obviously and irrefutably overpowered at all tiers of play, and harnessing this power is so simple a caveman could do it (apologies in advance to any GEICO employees reading this). This is why the brawler population has exploded since DoV, and why all those FotM shadowknights who started their characters in TSO have now abandoned that class. Oh, wait, that hasn't happened at all. Hmm... |
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#38 |
Server: Antonia Bayle
Guild: Cladire Mortii
Rank: Initiate/Slave
Loremaster
Join Date: Mar 2007
Posts: 3,780
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![]() The_Cheeseman wrote:
because most of them quit. |
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#39 |
Loremaster
Join Date: Dec 2004
Posts: 2,010
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![]() The_Cheeseman wrote:
Well actually it has. Most of the SKs that were here a year ago are gone. Most of the high end raiding SKs that were here a year ago are gone. Actually it goes for both Crusaders. Now, if your guilds Brawlers don't show up good luck making progression. Right now a mediocre tank of a Brawler is greater than a phenomenal Tank of any other Fighter simply because they are that much easier to keep alive and have that many more tools to handle the spike 1 shots. |
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#40 |
Loremaster
Join Date: Dec 2004
Location: Crushbone
Posts: 5,378
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![]() Bruener wrote:
Your wrong guardians, (if played well) can do amazingly well if played right. Better then most brawlers, currently. Since they have more stoneskins then any other tank on a much faster recast. Co-op strike is basically a joke now its barely a normal auto atk hit. If your dieing to coop strike you suck and stop casting AOE SNAPS. Yes we all know you have the problem bruener. So whats your complaint now strikethrough? Which has been severely nerfed on all raid mobs as well and is down to 20% at most on most raid npc. All the major complaints of raid mechanics benefiting brawlers have been severely neutered. Co-op doesnt even take effect until 6 secs after spawn and does no more then a regular auto atk hit. Strikethrough has been removed from all buff packages and the static amount was reduced to SF levels. You know the expansion you said was perfect. p.s most of the raiding brawlers no longer play either. So whats your point? There is still high end guilds using a sk maintank. |
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#41 |
Loremaster
Join Date: Dec 2004
Posts: 2,010
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![]() I am not going to sit here and completely spell it out for you again. This game is dying and Fighters especially have been dropping off this game left and right specifically because of how terrible the current mechanics and balancing are. Strike through is still a problem and still causes a ton of damage. Coop is still a problem and causes a lot of damage. Avoidance is still a ridiculous gap. And the biggest problem that Crusaders and Zerkers are having serious problems with are all the 1 shot mechanics that Brawlers thrive in. So yeah, as my agenda was early in DoV beta when the writing was clear on the wall. Strike-through problem - recognized. Coop problem - recognized. DPS - still needs to be fixed, but looks to be recognized going forward. If a Crusader/Zerk has to use a Warden/Temp to be able to do the same thing a Brawler can do with just an Inq there better be some serious gains in other areas. |
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#42 |
Loremaster
Join Date: Sep 2005
Posts: 2,095
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![]() LOL he's still trying to get more dps isnt he. |
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#43 |
Loremaster
Join Date: Nov 2008
Posts: 227
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![]() [email protected] wrote:
Really ? time after time i see you put up stuff you dont under at all. Sure guards can tank fine this expansion. however... claiming that they are sometimes better since they have more stoneskin buffs is bs. Avoidance > stone skin for anything that isent a huge aoe death touch you name it. With only 1 death save with nearly 10 min recast when brawlers have 3 triggers to it. Mit? well you are right there up where plate tanks are. The diff arnt that much. And can you pls name a high end guild that still use a SK as MT? |
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#44 |
Server: Antonia Bayle
Guild: Cladire Mortii
Rank: Initiate/Slave
Loremaster
Join Date: Mar 2007
Posts: 3,780
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![]() 3 triggers of it on a 2 minute recast. and guardian one you must spend 10 aa on to make it not kill you/lower recast from 20 mins to 10. |
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#45 |
Loremaster
Join Date: Mar 2006
Posts: 1,719
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![]() All this talk is nothing but irrevant blabbering because the game is going casual now. How 99% of the casuals view the tank classes: Link Svoy wrote:
Crash course on how Free 2 Play tank balance works: - For players with silver/bronze subscription SK/Pally/Zerker is the best tank - Brawlers are bad when we're talking about a person that's bronze with treasured and adepts and no AA - Brawlers = high end raid tank - SK/Pally/Zerker = N o o b tank - Brawlers and SK/Pally = Station Cash paid class - As $ ballance SK/Pally brings in more money than brawlers - Zerker = FREE tank so this class bring in $0 - Thus we have ballance even if the raiders whine about it Typical Casual Player Feedback Link Gilasil wrote: 10/24/11
Barret wrote: 12/24/10 Link
If you don't think the devs are getting bombarded with thousands of casuals calling SKs and plate tanks in general over powered and this has not affected class direction for the last year then you not paying attention. SK will forever be the casual preferred tank with launch of AoD the fates have sealed it. Hahahaha You guys are in my world now. Free 2 Play world.
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#46 |
Loremaster
Join Date: Dec 2004
Posts: 2,010
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![]() Novusod wrote:
Which is why most of us are waiting in anticipation of TOR in a couple weeks. Your world is garbage and killed the game. Gratz. |
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#47 |
Loremaster
Join Date: Dec 2004
Location: Crushbone
Posts: 5,378
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![]() Netty wrote:
Darkonx in strike. The only thing killing tanks now is huge aoe damage, co-op strike is no worse then an auto atk hit. When you deal with any fight with 2 aoe's a GOOD gaurd can block every AOE. Learn to time aoe's, use act and/or GC. |
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#48 |
Loremaster
Join Date: Dec 2004
Posts: 2,010
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![]() [email protected] wrote:
Dark hasn't switched to his Monk full time yet? And hadn't heard from him much so wasn't sure of their current raiding... But do me a favor, go ahead and ask Dark about his feelings on the disparity between Brawlers and Crusaders right now. |
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#49 |
Loremaster
Join Date: Nov 2008
Posts: 227
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![]() [email protected] wrote:
And your point is? I have never said a guard cant block AoE:s and so on my point was that brawlers have just about the right tools to block them aswell. And have a over all lower inc damage on the lower damage. So how are a well played guardian more defensiv again? It was you that said it. Again im not saying guards cant tank stuff they can and they do it well brawlers just do it better. |
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#50 |
Server: Antonia Bayle
Guild: Cladire Mortii
Rank: Initiate/Slave
Loremaster
Join Date: Mar 2007
Posts: 3,780
|
![]() Guardians are ok, but brawlers are just 3 steps ahead of them. Warriors have been red headed step children ever since they nerfed the buckler line. |
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#51 |
Loremaster
Join Date: Dec 2004
Posts: 2,010
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![]() [email protected] Bayle wrote:
No. Guards are great tanks right now, but probably close to where they should be. Brawlers are both more defensive and a lot more offensive than Guards though. A well played Guard in todays game though is a very valuable toon to have in raids. Its real simple to see what has happened, its just ridiculous that it has gone on for as long as it has while being blatantly obvious. Brawlers were given certain tools to perform a certain role very well. They were given great temps to survive shorter durations on fast reuses along with great snap capability. Operating as an OT with unparalleled burst survivability. They complained. Than the gap in physical damage overall was closed a ton by more given to them along with some even beefier short term survivability cool downs while maintaining a huge gap in avoidance with strike through immunity. SOE knows the problem. They are just very stretched atm especially with a push to get Beastlords out and the new xpac. Unfortunately for me the fighter fix will probably come too late because I will be off wielding a light saber. |
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#52 |
Loremaster
Join Date: Dec 2004
Location: Crushbone
Posts: 5,378
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![]() Bruener wrote:
He never has he plays his monk for like 1-2 fights. Apparently you dont know any of this since he thinks his shadowknight is better on most other fights. More talking out your rear again. |
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#53 |
Loremaster
Join Date: Dec 2004
Location: Crushbone
Posts: 5,378
|
![]() Netty wrote:
Learn to read instead of making up stuff like bruener. I said nothing about guards being more defensive. I said a well played guard is just as good as most brawlers. So it was YOU who made up that BS. And yoru final statement is WRONG. Due to the number of stoneskins on some fights gaurds do it better, right now. On many fights brawlers rely on thier death save to eat numerous one shot Aoe's. If they go beyond that count they need the healer in group to cast thier death save until temps are back up. Monks are better then bruisers because they have a single trigger stoneskin on a 45 sec recast. A guard in general has a stoneskin ability up on nearly every aoe. The death save is mostly just insurance if something goes wrong. Personally i think the duration should be permanant. With the reduction of strikethrough and the fact any brawler can give the guard more avoid. The avoid difference is negliable. Alot of this stuff was fixed when the mechanics changes were made. Strikethrough was reduced to SF levels and coop was neutered into a barely noticable proc. |
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#54 |
Loremaster
Join Date: Dec 2004
Location: Crushbone
Posts: 5,378
|
![]() Bruener wrote:
You have no idea what your talking about. In SF your supposed perfect expansion brawlers had HIGHER mit then they do now. Mit % was broken and everyone was capped at high end. I am sure you will complain in TOR until whatever class you play is overpowered enough to give you the crutch you need. |
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#55 |
Loremaster
Join Date: Dec 2004
Posts: 2,010
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![]() [email protected] wrote:
I am pretty sure most of us here are sick of your garbage tool bag. The facts are there...you can't get any more black and white. Expect nerfs. Expect buffs to others. It doesn't get anymore simple than that. |
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#56 |
Loremaster
Join Date: Nov 2008
Posts: 227
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![]() [email protected] wrote:
Your wrong guardians, (if played well) can do amazingly well if played right. Better then most brawlers, currently. Since they have more stoneskins then any other tank on a much faster recast. <------------------------- Your own words Better then most brawlers if played well. I guess you mean that stone skin gives guardian more dps? oh wait... You better read what you write befor you start claiming other. Guardian stone skin is tower of stones 60secs Reuse cap. last man standing 2.30 reusecap (you need 100% reuse to get it there... Perfect counter 2min at reuse cap same there you need 100% reuse for it to cap. Monk one caps at 30 sec reuse(with 100% reuse) With other words monk will win in the long run. Anything els? |
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#57 |
Loremaster
Join Date: Feb 2010
Posts: 214
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![]() Brawlers have a lot of advantages, but Guardians are great as well. Big hp buff for group, too, and the stoneskin proc for group that lasts quite a while is extremely nice (super useful in say, large trash packs in drunder). My only complaints about guard really are: DPS is pretty low, but meh. Death save cooldown is a bit too long imho. Guards are in a good place. I love in heroic as well cuz you have a super easy time w/aggro and you can death save group (multiple times if u adorn, can be handy in say EOW heroic where stuff memwipes nonstop, I dunno about x4 stuff probably not as useful ther). Also guards have an effect on legs that boosts avoidance a bit when using an ability, and that is basically always up. You have a couple stoneskins on a fairly short cooldown, enough for the "red text" stuff....or for say, one grouping drunder x2, you have enough abilities to turtle up to kill the boar packs and stuff without dying or needing a death save, it does take some skill and common sense to time everything though. The class really feels very balanced. Only thing I'd change would probably be to drop the re-use on the death save to 12 minute base or so. |
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#58 |
Server: Antonia Bayle
Guild: Cladire Mortii
Rank: Initiate/Slave
Loremaster
Join Date: Mar 2007
Posts: 3,780
|
![]() Amanathia wrote:
Monks and Bruisers have the best healing ability in the game, a 3 trigger death prevention with a short cooldown (2-3 minutes.) and heals you for 100%. Guardians get a death prevention thats 10 minute reuse and only prevents 1 death, and heals only about 50% of your life. |
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#59 |
Loremaster
Join Date: Nov 2008
Posts: 227
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![]() [email protected] Bayle wrote:
No they dont. dident you say that you where quiting not to long ago? was close to happy. |
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