EQ2 Forum Archive @ EQ2Wire

 

Go Back   EQ2 Forum Archive @ EQ2Wire > EverQuest II > Class Discussion > Scout's Den > Troubador
Members List Search Mark Forums Read

Notices

Reply
 
Thread Tools
Old 09-15-2011, 10:29 AM   #31
Onoddil

Loremaster
Onoddil's Avatar
 
Join Date: Oct 2008
Posts: 6
Default

Given that, after weapons, spell procs and then spells are my most damage, and I'm a spell buffer, I personally don't see what's wrong with spell double attack (if they can get it to double up procs too and add it to fortissimo so I continue to buff mages, which is, you know, my job) and max spell damage. If you want the dirge proc, just betray... I want to be different from that. If I wanted to just do dpsdpsdps, I'd roll a wizard. That aside, I think Countersong should remain at a 20 second duration, just because even at 20s it only catches one aoe (two if they are being spammed at us by several mobs), and it just reduces the chance of catching the cast of the aoe and it bugging out. Ono
Onoddil is offline   Reply With Quote
Old 09-15-2011, 10:43 AM   #32
Errrorr
Server: Splitpaw
Guild: Validus
Rank: The Action Boys

Lord
Errrorr's Avatar
 
Join Date: Feb 2011
Posts: 88
Default

tfetterman wrote:

Onoddil wrote:

I agree. While these changes are all nice, they're just things that are long overdue to fix things that are broken; they're not a revamp, or an overhaul, or a fix to the imbalance of troub/dirge/whatever dps potential. I don't want the copy/paste dirge myth though, because that doesn't seem fitting with the class... I'd much rather have max spell damage, which while not adding as much dps (due to not affecting our autos) will affect spells which we buff, and perhaps procs (not sure how that would be calculated)... If it max damaged spell procs it'd be quite nice, tbh. Spell double attack would be nice as well (perhaps adding it to the two MA items in the STA line, so we can gain 20spell ma, and mages can get 10 from fortissimo, making it more relevant again?). At present these changes are too balanced (Tap being encounter but its damage being reduced) to "fix" the class. It's nice, but it's only a start. Ono

Spell double attack is worthless to a troub.  If they aren't going to make all of our CAs spells, then max spell damage is worthless too.  The programming for something like this for spells would be way more difficult than the melee proc.  That's why it should be a bard proc and not just a dirge proc.  We are scouts after all.  Don't forget that.  Your largest amount of damage comes from your weapons.

Have you ever played a troub?

Check your dps, and see how much of it comes from Auto attack, in comparison to spells. Spell double attack would boost a troubs DPS a lot, as well as max spell damage would.

Yes, it wouldn't be as high as a dirges myth proc, as that effects all there CA's as well as autos, but it would be a good start.

If you want the Dirge mythical, I suggest you go betray, its a different class, and just asking for the proc is idiotic. You don't see Bruisers demanding the 50% strikethrough effect from monks, or Furies wanting the endless warden power proc.

The main problem for troubs at the moment, is that they are unable to measure their personal dps in comparison to dirges, because of the benefits they bring to a group. The DPS a troub gives to a mage group, far outweights the dps a dirge gives to a tank group. This isn't likely to change soon unfortunately.

These changes outlined, while positive that they are actually listening, are pretty irrelevant in the long run. A blue aoe, ok, it's useful, but then the changes remove TO. For single target fights, its going to nerf troub dps more than anything.

Jcap - Either a troub is going to just self cast it all fight long, or is going to get bullied into casting it on one person in a raid. This is just going to cause arguments and annoy the other 23 classes in raid.

Tap Essence - The change is quite nice, I have to admit I like this one. Its for those 'oops we've been powerdrained' moments, where you click manastone, click tap essence, and your group has some power again for a cure.

Countersong - Its semi useful, 12 seconds of a mob with 90% less damage. But no change to reuse? So every 10 minutes I can have 12 seconds of not having to joust an aoe. Positive change, still needs work. Could be made more like the Predator buff Noxious Enfeeblement, and could be enhanced by AA.

Other changes, all kind of irrelevant in any way in my opinion.

To sum up: Positive Start, long, long way to go.

__________________
Errrorr is offline   Reply With Quote
Old 09-15-2011, 11:37 AM   #33
ffd700

Lord
ffd700's Avatar
 
Join Date: Jul 2010
Posts: 318
Default

Errror wrote:

...Spell double attack would boost a troubs DPS a lot, as well as max spell damage would...

I think that would be a nice addition to the troubador mythical proc, both spell Double Cast and max spell damage, and while the proc is active it converts all their combat arts into spells.

Also, I would like to see the immunity timer removed off of Gravitas for dirges. 

ffd700 is offline   Reply With Quote
Old 09-15-2011, 11:41 AM   #34
Silzin
Server: Crushbone
Guild: Revelations
Rank: Raider

Loremaster
Silzin's Avatar
 
Join Date: Feb 2010
Posts: 537
Default

Xelgad wrote:

*Snip*Some individual spells are going to do less DPS in some situations, but others were buffed to more than compensate.*Snip*

This line tells me that there was more changes to damage of abilities that didnt make the list and the other all damage output of the class should be much higher.  This with the other changes makes we very happy and hopeful to see the changes on test. 

__________________
Silzin is offline   Reply With Quote
Old 09-15-2011, 12:41 PM   #35
inzewood

Loremaster
inzewood's Avatar
 
Join Date: Apr 2005
Location: france
Posts: 76
Default

tfetterman wrote:

Everything sounds great, but where is this effect that is going to be better than an OP myth?

an op myth is the only thing make peoples play dirge, remove the epic and dirges will become an unplayed class and still needed by guilds.

i played troub for years and tbh dirge is 1000x more boring to play, plus the fact you have to rez.

too bad troub get changes now i betrayed SMILEY (and 90% of eq2 troubs leaved probably)

__________________
inzewood is offline   Reply With Quote
Old 09-15-2011, 01:28 PM   #36
Gungo

Loremaster
Gungo's Avatar
 
Join Date: Dec 2004
Location: Crushbone
Posts: 5,378
Default

Changes for troubs I recommend a short term buff like Combat mastery for troubs but self only atm that maxes spell damage. A single target buff that increases spell auto atk multi 20%, spell auto flurry 5% and spell auto dps by 20%.A troubs group haste buff should also have spell auto haste.A group buff for each person that procs a 15sec spell auto aoe 20% buff.

Gungo is offline   Reply With Quote
Old 09-15-2011, 01:35 PM   #37
Hikkymouse

Loremaster
Hikkymouse's Avatar
 
Join Date: Feb 2005
Posts: 11
Default

Nice to see revamp draft! Hope can see next draft soon. Here is my feedback/request.

**Bria's Entrancing Sonnet Needs longer duration and shorter reuse.

**Countersong No longer has an Immunity/Doesn't dispel till expire is good change! But wanna see shorter reuse(3~5min).

**Daelis' Dance of Blades Adds Piercing, Slashing and Ranged skill(+50 at lv90). and adds Casting Skills to dirgeselfbuff(forgot name) also 

**Jester's Cap Immunity shouldn't be removed completely. Need something to prevent to stack multiple JC effects...

**Lyrical Mastery Add double spell attack chance(+15%).

**Perfection of the Maestro Add Potency, Ability Mod or Casting Speed instead of INT, now works only for Mage.

Hikkymouse is offline   Reply With Quote
Old 09-15-2011, 02:01 PM   #38
Banditman

Loremaster
Banditman's Avatar
 
Join Date: Nov 2004
Posts: 7,459
Default

The 100 pound gorilla no one seems to want to talk about is, surprisingly, still not being talked about.

__________________
Banditman is offline   Reply With Quote
Old 09-15-2011, 02:06 PM   #39
Gaige

Loremaster
Gaige's Avatar
 
Join Date: Nov 2004
Location: Arizona
Posts: 9,500
Default

tfetterman wrote:

I understand it can be used raidwide, but this will change that.  It removes the silliness of removing the immunity.  If you remove the timer, it will just be two people getting it anyway.  Why not just give it to the group and call it a day?

Pointless because as sir Buffrat pointed out mages don't need JCap and troubs aren't normally grouped with DPS scouts.

Banditman wrote:

The 100 pound gorilla no one seems to want to talk about is, surprisingly, still not being talked about.

Give us a hint!

__________________
Gaige is offline   Reply With Quote
Old 09-15-2011, 02:15 PM   #40
Shotneedle

Loremaster
Shotneedle's Avatar
 
Join Date: Jun 2005
Posts: 695
Default

I play both a dirge and troub. My point to Raxxyl's/Dance of Blades is because troubs have always had a higher agi self buff because of the lack of AGI on their group buff. Now that they're getting AGI on their group buff there's no reason their self buff shouldn't match dirges /shrug

Also, I would be for giving troubs +15% doublecast chance on their tso endline. Maybe even 20%. Adding any buffs to spell auto attack is dumb because the dps is so terrible, it wouldn't be noticed anyway.

I think Jcap immunity should be 1 minute instead of 2 minutes/nothing.

__________________
Buffratx - 92 Beastlord - AB

Buffrat - 92 Troubador - AB

Arbitrat - 92 Berserker - AB

Guarddog - 92 Warden - AB
Shotneedle is offline   Reply With Quote
Old 09-15-2011, 02:27 PM   #41
Brienae
Server: Lucan DLere
Guild: Bloodsworn
Rank: Officers

Loremaster
Brienae's Avatar
 
Join Date: Oct 2009
Posts: 813
Default

I look forward to testing all of these changes. I'm sure more could be done, but for now this is a step in the right direction.

__________________
A true bard performs not for their own glory but the glory of others~Lady Brienae De`Esaloda

I am Nature's Wrath incarnate like the fire I destroy and rejuvenate~Tetriemmy Windfoot
Brienae is offline   Reply With Quote
Old 09-15-2011, 02:31 PM   #42
DeciimusTiger

Loremaster
 
Join Date: Apr 2009
Posts: 31
Default

I know playing a bard means you're support. That's your role - you chose the class to play, no deal with it... but my primary issue with the WHOLE thing - is every single thing a Dirge casts which is a benefit to his group - is also a direct benefit to himself while 95% of what a Troubador's role is in a functioning raid group - doesnt benefit the Troubador for squat.

THAT'S the problem.

I agree with previous posts - Make all of our CAs into Spells... give us a WORTHWHILE Mythical buff - etc... make it so playing a troubador who buffs mages - is ACTUALLY BENEFICIAL to the Troubador as well...

Why do we have to fall on the sword as a support class while Dirges dont? Balance.

DeciimusTiger is offline   Reply With Quote
Old 09-15-2011, 02:49 PM   #43
latesttoon

Loremaster
 
Join Date: Jan 2009
Posts: 59
Default

Troubadour Charm as indicated in the previous post does require a much longer duration. 8 minutes like it used to be would be great, or longer (until cancelled).

PvP

Mez/Charm are a troubadours speciality, yet are both useless in PVP. Mez is cured by any class using abilities or multiple items. Charm in PvP is a mez, which has a 2second cast time and cannot be cast while moving, and lasts less than our normal mez + resists. Pretty useless. 

not a very powerful solo class, especially when our buffs are for magic--

there isn't much point in being a troub when you can be a dirge in pvp (except on those rare occassions you have a stacked group).

latesttoon is offline   Reply With Quote
Old 09-15-2011, 03:04 PM   #44
Achzizra

Loremaster
Achzizra's Avatar
 
Join Date: Nov 2004
Posts: 3
Default

They should leave Thunderous Overture as it is today. Instead make Painful Lamentations a PBAoE spell, shorten its cast time and increase its damage. Leave in the interrupt. 

The change to Tap Essence.. I like that it's affecting the group, that'll probably make up for the damage nerf against single targets. 

Countersong should have an increased duration like suggested above, if it's going to retain its 10min recast. 18s or 20s base duration with 5-7min base recast would be better, if it's meant to be used actively, perhaps even a shorter base recast. Cast time should remain instant. Or, if the recast remains at 10 minutes, why not increase the duration to 30-45 seconds? Then it's almost guaranteed to make a difference, while still only being useable once during a raid encounter.

In my opinion, it's better with an effect that can be used actively, and makes a difference each time, than a one-off that may or may not make a difference that very moment and after that returns to the oblivion from whence it came.

Not sure what to think about the JC immunity being taken out. The immunity means the ability is cycled across more people (4-5 generally, including the troub), while taking out the immunity would make it more likely to be cycled across only 3 (troub included), though it definitely offers a bit more flexibility of use. Why not increase the JC duration a bit instead? Add some spell double-attack to it?

As for Breathtaking Bellow - why not a higher-level version?

Achzizra is offline   Reply With Quote
Old 09-15-2011, 03:09 PM   #45
Laiina

Loremaster
Laiina's Avatar
 
Join Date: Nov 2004
Posts: 622
Default

tfetterman wrote:

Can you make Chaos Anthem debuff something other than WIS?  STA would be AWESOME.  The only time that's any good is if you are fighting a healer mob.  How often does that happen?

I have been playing for years, raidng for about 2 years of that, and to this day I am still not sure that any of the WIS, INT, and similar stat debuffs on the mobs really do much good.

If they work on mobs the same way that they work on players (??), it seems to be that the actual effects would be pretty close to nothing on raid mobs. Another problem - with all classes that have debuffs - is that instead of a percentage debuff, it is a number. And that number does not seem to scale very well at all with the large power increases in DoV.

I would like to know from a developer how the mechanics of such debuffs actually work. In the old system of stats - where for example a WIS debuff would presumably actually reduce the mobs resists, it now apparently would do nothing at all to a mob in that respect. It's only effect would be on a priest mob, where at best it would perhaps reduce the power pool + a slight decrease in heal effectiveness.

__________________
Laiina is offline   Reply With Quote
Old 09-15-2011, 03:12 PM   #46
DeciimusTiger

Loremaster
 
Join Date: Apr 2009
Posts: 31
Default

Decrease the power pool SMILEY

When was the last time a raid mob/encounter was OOM :-p

So - so useless.

DeciimusTiger is offline   Reply With Quote
Old 09-15-2011, 03:18 PM   #47
Laiina

Loremaster
Laiina's Avatar
 
Join Date: Nov 2004
Posts: 622
Default

Davngr1 wrote:

why is removing the immunity silly?

  every one is rocking enough reuse to pretty much render the spell almost useless other then the 10% cb and recovery(for some classes).      yes classes with 85%+ reuse should not take priority over classes with 30% reuse, it would be silly.

In raids there is a lot of truth to that. In the past, raids in SF and other older zones I could actually see a big difference when Jcap was cast on my mage. Nowadays, with DoV raid gear.. not so much. In fact, if not for the audio trigger set up for when I get Jcap, I probably would not even notice it. It sued to be that people in my Troubs group would fight over getting Jcap - nowadays it is hardly ever mentioned at all since so many are at or close to the (useful) cap.

Perhaps what needs to be looked at is what Jcap itself does, not the immunity timers.

__________________
Laiina is offline   Reply With Quote
Old 09-15-2011, 03:31 PM   #48
Onoddil

Loremaster
Onoddil's Avatar
 
Join Date: Oct 2008
Posts: 6
Default

I very much like keeping Overture as it is and just changing Painful to be a blue - perhaps with a slight (very slight) damage boost coz it's just so terrible atm. Overture is nice as it is. Reduce CSong reuse and keep original duration imo. Add spell ma somewhere (fort or myth buff), and add something extra to PotM I quite like too, as it's a bit bleh atm. Pot sounds good, but whatever really. JC immunity removal altogether sounds a bit daft, but I guess a good troub will still cycle between several people so it's just giving you the choice rather than the requirement... Spell haste on Allegretto should be there imo (just coz we're mage buffers), but it doesn't matter either way. Ono
Onoddil is offline   Reply With Quote
Old 09-15-2011, 03:35 PM   #49
Laiina

Loremaster
Laiina's Avatar
 
Join Date: Nov 2004
Posts: 622
Default

A few general comments. First, I appreciate the devs finally taking a look at troubs - if these tweaks actually end up being effective I may actually get back into raiding with my troub.

However...

Countersong will still remain essentially useless with the super long recast timer. Right now I can't even recall the last time I ever used it.

Some spells/CA's do not affect epic mobs - how about giving us something that DOES affect epics?

The Jcap immunity removal may help some, but the fact is in raids most people are at or near their caps anyway, and Jcap simply does not do much in DoV.

Not sure how useful the PB AoE will be - OK for soloing I guess, but overall I just don't see it doing much for troubs in groups or raids.

As others have mentioned - dirge buffs also help the dirge - troub buffs, eh.. not so much.

__________________
Laiina is offline   Reply With Quote
Old 09-15-2011, 03:54 PM   #50
DeciimusTiger

Loremaster
 
Join Date: Apr 2009
Posts: 31
Default

Also - is there something in the works for our class specific gear sets? Last I noticed - most of it doesnt address any of our spell casting time, reuse, dmg, etc...

wazzup with that?

DeciimusTiger is offline   Reply With Quote
Old 09-15-2011, 04:03 PM   #51
Lcneed

Lord
 
Join Date: Aug 2010
Posts: 289
Default

inzewood wrote:

tfetterman wrote:

Everything sounds great, but where is this effect that is going to be better than an OP myth?

an op myth is the only thing make peoples play dirge, remove the epic and dirges will become an unplayed class and still needed by guilds.

i played troub for years and tbh dirge is 1000x more boring to play, plus the fact you have to rez.

too bad troub get changes now i betrayed (and 90% of eq2 troubs leaved probably)

I am hoping troubie gets a huge boost, because that will give me an option to betray now that they nerfed dirge mythical into oblivion on test...

__________________
Lcneed is offline   Reply With Quote
Old 09-15-2011, 04:18 PM   #52
Lempo

Loremaster
 
Join Date: Aug 2010
Posts: 2,179
Default

Lcneed wrote:

I am hoping troubie gets a huge boost, because that will give me an option to betray now that they have made the dirge mythical more reasonable

I fixed that for you.

__________________
All actions have consequences and repercussions.



Somewhere in Norrath a guild is about to dissolve.
Lempo is offline   Reply With Quote
Old 09-15-2011, 04:55 PM   #53
tfetterman

Loremaster
 
Join Date: Jul 2008
Posts: 145
Default

Yeah, I'm very happy that they are working on troubs, but they totally screwed the pooch on the dirge nerf.  I'm really getting sick of this game.

tfetterman is offline   Reply With Quote
Old 09-15-2011, 05:00 PM   #54
Lempo

Loremaster
 
Join Date: Aug 2010
Posts: 2,179
Default

tfetterman wrote:

Yeah, I'm very happy that they are working on troubs, but they totally screwed the pooch on the dirge nerf.  I'm really getting sick of this game.

tfetterman wrote:

Everything sounds great, but where is this effect that is going to be better than an OP myth?

Yet you have nothing constructive to say about the dirge mythical and what could be done to balance it but you did proclaim that it was OP. 

__________________
All actions have consequences and repercussions.



Somewhere in Norrath a guild is about to dissolve.
Lempo is offline   Reply With Quote
Old 09-15-2011, 05:03 PM   #55
tfetterman

Loremaster
 
Join Date: Jul 2008
Posts: 145
Default

Errror wrote:

tfetterman wrote:

Onoddil wrote:

I agree. While these changes are all nice, they're just things that are long overdue to fix things that are broken; they're not a revamp, or an overhaul, or a fix to the imbalance of troub/dirge/whatever dps potential. I don't want the copy/paste dirge myth though, because that doesn't seem fitting with the class... I'd much rather have max spell damage, which while not adding as much dps (due to not affecting our autos) will affect spells which we buff, and perhaps procs (not sure how that would be calculated)... If it max damaged spell procs it'd be quite nice, tbh. Spell double attack would be nice as well (perhaps adding it to the two MA items in the STA line, so we can gain 20spell ma, and mages can get 10 from fortissimo, making it more relevant again?). At present these changes are too balanced (Tap being encounter but its damage being reduced) to "fix" the class. It's nice, but it's only a start. Ono

Spell double attack is worthless to a troub.  If they aren't going to make all of our CAs spells, then max spell damage is worthless too.  The programming for something like this for spells would be way more difficult than the melee proc.  That's why it should be a bard proc and not just a dirge proc.  We are scouts after all.  Don't forget that.  Your largest amount of damage comes from your weapons.

Have you ever played a troub?

Check your dps, and see how much of it comes from Auto attack, in comparison to spells. Spell double attack would boost a troubs DPS a lot, as well as max spell damage would.

Yes, it wouldn't be as high as a dirges myth proc, as that effects all there CA's as well as autos, but it would be a good start.

If you want the Dirge mythical, I suggest you go betray, its a different class, and just asking for the proc is idiotic. You don't see Bruisers demanding the 50% strikethrough effect from monks, or Furies wanting the endless warden power proc.

The main problem for troubs at the moment, is that they are unable to measure their personal dps in comparison to dirges, because of the benefits they bring to a group. The DPS a troub gives to a mage group, far outweights the dps a dirge gives to a tank group. This isn't likely to change soon unfortunately.

These changes outlined, while positive that they are actually listening, are pretty irrelevant in the long run. A blue aoe, ok, it's useful, but then the changes remove TO. For single target fights, its going to nerf troub dps more than anything.

Jcap - Either a troub is going to just self cast it all fight long, or is going to get bullied into casting it on one person in a raid. This is just going to cause arguments and annoy the other 23 classes in raid.

Tap Essence - The change is quite nice, I have to admit I like this one. Its for those 'oops we've been powerdrained' moments, where you click manastone, click tap essence, and your group has some power again for a cure.

Countersong - Its semi useful, 12 seconds of a mob with 90% less damage. But no change to reuse? So every 10 minutes I can have 12 seconds of not having to joust an aoe. Positive change, still needs work. Could be made more like the Predator buff Noxious Enfeeblement, and could be enhanced by AA.

Other changes, all kind of irrelevant in any way in my opinion.

To sum up: Positive Start, long, long way to go.

Your post humors me.  The basic fact that troubs are scouts overrides any of your logic.  The dirge proc will cause more dps on a troub than any of the ideas they would come with here.  However, since they are nerfing that proc, I can see that the best we are going to get are the changes they gave us.

tfetterman is offline   Reply With Quote
Old 09-15-2011, 05:03 PM   #56
Xenxex
Server: Antonia Bayle
Guild: Azure Skies
Rank: Raider

Loremaster
Xenxex's Avatar
 
Join Date: Feb 2005
Posts: 177
Default

Dirge change is kinda of ridiculous - Instead of properly buffing you guys to bring you more in line with us. They went the greater evil route to nerf our myth and buff you guys anyways. Im sure somewhere some desk jockey dev is doing fail math on how your changes and our nerf will closer together parse wise. However without testing it things are still up in the air, but this does not bode well. 

Xenxex is offline   Reply With Quote
Old 09-15-2011, 05:04 PM   #57
tfetterman

Loremaster
 
Join Date: Jul 2008
Posts: 145
Default

[email protected] wrote:

tfetterman wrote:

Yeah, I'm very happy that they are working on troubs, but they totally screwed the pooch on the dirge nerf.  I'm really getting sick of this game.

tfetterman wrote:

Everything sounds great, but where is this effect that is going to be better than an OP myth?

Yet you have nothing constructive to say about the dirge mythical and what could be done to balance it but you did proclaim that it was OP. 

That's funny how you take all of that our of context.  If you actually read all of the other posts I have out there, you would know what I thought would change it.

tfetterman is offline   Reply With Quote
Old 09-15-2011, 05:08 PM   #58
Bruener

Loremaster
Bruener's Avatar
 
Join Date: Dec 2004
Posts: 2,010
Default

As a Tank I was hoping they would address the lack of Tank utility that Troubs give compared to Dirges.  In the current raid game mechanics it is a lot harder to tank from a Troub group versus a Dirge group.  Dirges offer not only DPS buffs for melee type, but they also offer much greater survivability and hate to a Tank.  Fighters are constantly requesting encounters that require more than 2 Fighters to tank...and with the lack of buffing to a Tank that means more Dirge group set ups.

It would be nice if Troubs could offer more survivability and better hate management for a Fighter in their group based on active game play.

__________________
Bruener is offline   Reply With Quote
Old 09-15-2011, 05:27 PM   #59
Buzzing
Server: Butcherblock
Guild: The Cartel
Rank: Alt's/Inactive

Loremaster
Buzzing's Avatar
 
Join Date: May 2006
Posts: 317
Default

MUAHAHAHAA I love me some troubies!!!

Buzzing is offline   Reply With Quote
Old 09-15-2011, 05:32 PM   #60
Shotneedle

Loremaster
Shotneedle's Avatar
 
Join Date: Jun 2005
Posts: 695
Default

Dirges buff themselves, yes. Troubs buff their group infinitely more than dirges do, imo.

You guys spend too much time directly comparing troub personal dps vs dirge personal dps. In short these changes will make troubs a lot better than dirges for raids, but I know you guys won't complain. You obviously couldn't handle being pretty balanced to dirges (boo hoo you did 40-50k less dps than dirges but made up for it by buffing other people with more than 40-50k worth of buffs), and need to be the best at personal dps, best at buffing, and best at debuffing.

__________________
Buffratx - 92 Beastlord - AB

Buffrat - 92 Troubador - AB

Arbitrat - 92 Berserker - AB

Guarddog - 92 Warden - AB
Shotneedle is offline   Reply With Quote
Reply

Thread Tools

Forum Jump


All times are GMT. The time now is 06:29 AM.

vBulletin skin by: CompleteGFX.com
Powered by vBulletin® Version 3.7.5
Copyright ©2000 - 2021, Jelsoft Enterprises Ltd.
All threads and posts originally from the EQ2 and Station forums operated by Sony Online Entertainment. Their use is by express written permission.