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#1 |
Loremaster
Join Date: Nov 2004
Posts: 146
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![]() Just like the subject states. Please change the only two unique abilities Assassins have to buff others, Murderous Design (et. al.) and Apply Poison, (all scouts have pathfinding) to allow assassins to cast them on ANYone in the raid. Never do I EVER find myself in the 'main tank' group. NO one wants Murderous Design in the group I'm in because they don't want to lose aggro to the main tank. AND, please make them stackable. It would GREATLY help the raid if there was more than one assassin there transferring their aggro to the MT . . . maybe then we'd be desired MORE in raids. That would be nice . . . Add to that, allow Apply Poison to be cast on any member in a raid as well. It would help increase the damage of the MT thus helping with his aggro production. This one, though, I can understand if it didn't stack . . . although adding a multiplier (or at least bonus damage) to the proc, if more than one assassin buffs the MT, would be nice . . . ( - : Also, please, either give us better "ranged" damage, or allow us an ability to avoid/reduce AOE damage and/or stuns. Countless times I've been in raids where all but the Main Tank is asked to stand as far away from the Epic Mob as possible, avoiding the AoE stun and damage. Rangers, wizards, warlocks, healers, and many others are VERY effective this far out, pumping out tons of dps or heals. I know there are other classes that HAVE to go into melee to do their damage, but as assassins, we tend to have lower hps (than, for example, bruisers, monks, or beserkers that do high melee dps damage) and MUCH less intelligence and wisdom, giving us little or no chance to withstand these magical attacks. So I can either opt to do "auto attack" damage with my bow, with the occasional "long recast" ranged CA thrown in, or go into melee and die, hope I can revive in zone, and "zerg" the mob . . . . add in my poisons dropping after each death and the cost of repairs . . . and darn if I don't have to hit that goblin lotto to be effective in raids . . . ::sigh:: So far, you've made some steps in the right direction. I'm happier with the changes thus far, we assassins still need more work, though, to be, at the very least, a "fun" class. Please, I just want to be able to contribute to my group, the raid, and/or my guild. Right now, and I'm sure there are some others out there that may agree, I don't feel I'm helping as much as I'd like, even with the added DPS . . . we've no utility . . . fine. But shouldn't that mean if the ONLY thing we have is DPS, we should do the MOST damage to make US a "unique" class? Otherwise, (to quote Dr. Evil) "Throw us a fricken' bone, here." . . . - Charn the Loyal, 58 Assassin, Toxxulia Message Edited by Kabahl on 11-14-2005 02:34 PM |
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#2 |
Join Date: Jan 2005
Posts: 427
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I've given up on this type of request. Partially because we can aggro transfer buff our Fluff pets and partially because it stinks of asking for utility. As far as Apply Poison is concerned, I would prefer for it to go away completely.
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#3 |
Loremaster
Join Date: Dec 2004
Posts: 360
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![]() It would be nice if Murderous Intent was Raid friendly, but personally I don't see it happening... The reason is simple... If you get more than 1 person transfering hate to the MT, you will end up with a nearly 0% chance of the MT losing agro, and where is the fun if you never have to worry about the mob turning on everyone else in the raid.... I'd have to say that Apply Poison is fine the way it is.... Partially for the same reason I stated about the hate transfer... It doesn't really matter who you put it on (I try to stick it on the lowest DPS melee class in my group), it's added DPS .... As far as Ranged attacks due to AEs, I really think they screwed the pooch on how resists are done.... Resists are based on Wisdom, which means that Priest classes (and mages to an extent because most INT items are also high in Wisdom) have it made when it comes to resists... Priest main stats is wisdom, and in most cases they can max out thier Wisdom with little or no problems.... This means that the priest classes have it the easiest when it comes to resists... Now, let's look at this in a raid setting.... Let's say the mob does and AE attack... Priest classes are almost always standing out of AE range (would be stupid to stand inside as they can easily heal from outside and not risk getting killed by the AE), so technically they need the resists less than anyone else.... Mage classes, because most Int gear has wis on it also, have the second highest natural resists... Mage classes also stand outside the AE range to prevent taking AE....
Fighter Strength – Power Pool, Attack, Melee Damage Stamina – Health Pool Wisdom – Resists
Scout (except bards) Strength – Attack, Melee Damage Agility – Power Pool Wisdom – resists
Scout (Bards) Strength – Attack, Melee Damage Agility – Power Pool Intelligence – Spell Damage Wisdom – Resists
Priests Wisdom – Power Pool, Resists Intelligence – Spell Damage
Mages Intelligence – Power Pool, Spell Damage Wisdom – Resists
Priests and Mages have the easiest time when it comes to stat management… They only require 2 stats to be maintained, and you have to keep in mind that the majority of the items that have Wisdom on them, also has Intelligence This means that Priests and Mages have a significant advantage over every other class when it comes down to having the ability to increase their main stats while maintaining high resists… With that being said, Bards have the hardest time, as they have 4 stats that they need in order to be efficient.. Fighter and Scouts (non-bard) have a difficult time as they have 3 stats they must maintain in order to be efficient… If you want to correct this and make it fair to all people, Resists should be based off the same stat that affects your Power Pool…. IE… Fighter – Strength Scouts – Agility Priest – Wisdom Mage – Intelligence Just because someone plays a Priest class, it does not justify giving them a free ride when it comes to resists.... Seriously doubt it will change, but I still think it should have been something like this... Gwern - 60 Assassin / Pardoy - 51 Troubador
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#4 |
Join Date: Jan 2005
Posts: 427
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Aienaa/Gwern -- your attribute listing is a gross oversimplification as I'm sure you realize. Everyone needs Intelligence now for non-melee proc damage (as well as DoTs if you have them): e.g. Shadowknights are largely dependant on +Int for their spell casting in order to maintain any semblance of aggro management while Assassins can make use of large group +Int buffs for poison procs, DoTs, and other proc damage just to name a few examples. Now, that being said, I do find that many Mages and some Priests can easily max out their power pool stat. For some of these classes this is still only possible due to group buffs leaving maybe a few classes able to self-buff over their power pool and/or damage bonus attribute cap. I don't have a problem with our Priests having insane resists, I'd prefer that they not die.
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#5 |
General
Join Date: Nov 2004
Posts: 317
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![]() Didn't we all know that tank and scout are hardest to play in EQ2?
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-- Ongbak The Loyal -- Level 70 Assassin no guild atm Nektolus Server |
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#6 |
Loremaster
Join Date: Dec 2004
Posts: 360
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![]() Aienaa/Gwern -- your attribute listing is a gross oversimplification as I'm sure you realize. Everyone needs Intelligence now for non-melee proc damage (as well as DoTs if you have them): e.g. Shadowknights are largely dependant on +Int for their spell casting in order to maintain any semblance of aggro management while Assassins can make use of large group +Int buffs for poison procs, DoTs, and other proc damage just to name a few examples. Since I seemed to have over simplified, just how many times do you swap out gear to boost your int to increase your non-melee proc damage? Personally I can't recall a single time where I swapped out my grear to boost my Int... I'd probably guess that the stats you mainly worry about are str, agi and sta when it comes to gear and leave the int to group buffs... Continuing on the over simplification.... SKs I bet still gear mainly for Str and Sta and squeeze in what Int they can, and again rely on groups to buff thier Int... Now the question is, am I over-simplifying or are you making it over-complex??... You could say everyone has to worry about every stat, but that isn't how people gear up thier characters... They pick usually 2-3 main stats to worry about and what ever they end up with on the rest, is what they end up with... Now, that being said, I do find that many Mages and some Priests can easily max out their power pool stat. For some of these classes this is still only possible due to group buffs leaving maybe a few classes able to self-buff over their power pool and/or damage bonus attribute cap. The majority of priest / mage classes can easily max thier wis through gear alone as they are only really interested in capping 1 stat (either Wis or Int)... Unlike melee classes that have multiple stats they are trying to get as high as they can get them and always fall short on self buffs I don't have a problem with our Priests having insane resists, I'd prefer that they not die. LOL, like they are going to die when thier not even standing in the AE... If anything they are going to pull agro because of healing all the people that are standing in the AE that don't have the resists because thier not priests...
Gwern - 60 Assassin / Parody - 52 Troubador |
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#7 |
Join Date: Jan 2005
Posts: 427
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![]() My argument is based on the fact that I regularly get group buffed to the point of swapping out my primary equipment for situational gear that can increase my intelligence and wisdom. From what you are saying, it doesn't sound like this is the case for you.Now, while I can agree that some classes can effectively ignore some attributes (I can't see a reason why a caster would equip for agility in a raid situation unless they have a self-buff that pushes them high enough to get a reasonable return), that doesn't mean that there isn't something to be gained by increasing most attributes. Everyone can gain benefits by chasing the cap for wisdom and stamina, in almost any case having more of these two attributes while maintaining your primary attribute at maximum will provide obvious benefits. My example noted two classes that can benefit greatly if equipment and self/group buffs allow them to approach the intelligence cap. I'm not sure what other attributes Mages might need (aside from enough strength to carry some bank boxes) but our Priests have found it useful to work on various attributes other than wisdom including intelligence and stamina. Our tanks that stand in the AE usually have either reasonable resists from gear and group buffs or awesome wisdom scores themselves, the priests tend to lack for hit points until they max their wisdom and start concentrating on stamina gear so their high resists seem to work our rather nicely. When strategy dictates having healers on the edge of AE range or even within it concentrating on resists and hit points has proven most valuable. |
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