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Unread 02-09-2006, 02:54 AM   #1
Arthire

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Now that the NDA has been lifted (supposedly), anyone have any word on the Pally AA"s?  Very curious to know what's in store, and if the rewards will be retroactive, or if the 50-60's are at a disadvantage cause we've already done so much of it. 
 
 
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Unread 02-09-2006, 02:57 AM   #2
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Arthireon wrote:
Now that the NDA has been lifted (supposedly), anyone have any word on the Pally AA"s?  Very curious to know what's in store, and if the rewards will be retroactive, or if the 50-60's are at a disadvantage cause we've already done so much of it. 

Rewards are not retroactive, but once you reach your level cap, all experience earned goes directly to Achievements. 

 

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Unread 02-09-2006, 03:38 AM   #3
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The NDA has been lifted, so here goes (copied from boards):UPDATED 1/24/05 1:30pm ESTIt costs 1 point to raise an item 1 rank (so far) and there are 8 ranks per item.  The last item on each list only has ONE rank  but requires 8 points to gain it.Path of Strength   Crusader's Fury - Increases STR   Avenging Zeal - Requires above to be at rank 4 -- Gain Haste for a short time each time you cast a spell   Swiftaxe of the Avenger - Requires above to be at rank 4 -- You gain melee haste if you wield an axe   Idolic Blade - Requires above at rank 4 - You generate more hate if weilding an axe   Avenging Invigoration - Requires above at rank 4 - Recovery times reducedFor the sake of typing, all items require the one above it at rank 4Path of Agility   Adroitness - Increases AGI   Joust - Melee does more damage when mounted   Trample - AE melee attack from horse   Higher Ground - Defense buff that resists some stuns   Lance - Powerful spear attackPath of Stamina   Determined Heart - Increases STA   Hammer Ground - Knocks down all enemies in AOE   Fervor of Faith - Increases critical hit rate   Bulwark of the Faithful - +magic resist   Divine Aura - 10 second invulnerability to every attack that would not do more than 50% of the caster's life (omg)Path of Wisdom   Guiding Vision - Increases WIS   Combat Leadership - Next attack chance of extra divine damage   Battle Leadership - Increase combat ability of group   Aura of Leadership - Increase Health regen of group   Fearless - Immune to fearPath of Intelligence   Legionaire Insight - Increases INT   Legionaire's Pact - Many damage/heal spells increased in effectiveness   Legionaire's Wrath - Damage spells Critical rate up   Legionaire's Pact (duplicate name) - Heal spells have increased critical heal rate   Reflect - Short duration reflect the next spell cast at you
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Unread 02-09-2006, 04:13 AM   #4
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Woah....
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Unread 02-09-2006, 04:15 AM   #5
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Does anyone else find these to be an insult?Look at the Warrior and Brawler ones.  They both get the ability to be immune to all frontal attacks which is going to be a lot more than the one AE that hits for over 50% of your HP while you have divine aura up.  We get extra hate if we are using an axe?  Please about about slashing immune mobs Oh I guess we leave that to others now. (Which is not that big of a deal)  Oh hey we get horse ability too bad half the raid zones you can't ride a horse in.  Oh and where is our Mit buff.  Both other lines have a mit buff we not us?Not sure if this is just a knee jerk reaction on my part but this feel a lot like SOE saying no your not a tank you are a support class.  Yet again we have to deal with the whole well guards are better tanks problem because SOE has caved to their desire to be a one trick pony and not even considered there are other classes that built round the idea that all fighters are tanks.Bah sorry for the rant just a little disgusted right now.
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Unread 02-09-2006, 04:19 AM   #6
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I agree the choices aren't fantastic but, no mobs are completely immune to a damage type so wielding an axe for extra hate wont be a bad thing.

Looking at the strength and stamina trees I see lots of good stuff for how I play.

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Unread 02-09-2006, 04:34 AM   #7
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Anzak wrote:Does anyone else find these to be an insult?Look at the Warrior and Brawler ones.  They both get the ability to be immune to all frontal attacks which is going to be a lot more than the one AE that hits for over 50% of your HP while you have divine aura up.  We get extra hate if we are using an axe?  Please about about slashing immune mobs Oh I guess we leave that to others now. (Which is not that big of a deal)  Oh hey we get horse ability too bad half the raid zones you can't ride a horse in.  Oh and where is our Mit buff.  Both other lines have a mit buff we not us?Not sure if this is just a knee jerk reaction on my part but this feel a lot like SOE saying no your not a tank you are a support class.  Yet again we have to deal with the whole well guards are better tanks problem because SOE has caved to their desire to be a one trick pony and not even considered there are other classes that built round the idea that all fighters are tanks.Bah sorry for the rant just a little disgusted right now.

This information came out in the past hour or two.  Do we even have numbers on these things? What if the immune to frontal attacks is for 10 seconds on a 30 minute timer?  What if paladins immune to all damage is on a 15 minute timer?  Still too not enough info for us to be disgusted or not.
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Unread 02-09-2006, 05:44 AM   #8
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MeridianR wrote:The NDA has been lifted, so here goes (copied from boards):

Don't suppose there's a list of Conjuror AAs on the beta boards anywhere? If so, any chance you or another beta player can copy/paste it into the Conjuror board?SMILEY
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Unread 02-09-2006, 05:45 AM   #9
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I saw them.  Might be in necro forums if they arent in conj ones.  I know they are there though.
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Unread 02-09-2006, 05:54 AM   #10
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FlintAH wrote:I saw them.  Might be in necro forums if they arent in conj ones.  I know they are there though.

Yah I just noticed that they seem to be the same by subclass. I'd seen the necro ones but didn't know they're same as conjuror.
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Unread 02-09-2006, 06:52 AM   #11
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Rhianni wrote:

Anzak wrote:Does anyone else find these to be an insult?Look at the Warrior and Brawler ones.  They both get the ability to be immune to all frontal attacks which is going to be a lot more than the one AE that hits for over 50% of your HP while you have divine aura up.  We get extra hate if we are using an axe?  Please about about slashing immune mobs Oh I guess we leave that to others now. (Which is not that big of a deal)  Oh hey we get horse ability too bad half the raid zones you can't ride a horse in.  Oh and where is our Mit buff.  Both other lines have a mit buff we not us?Not sure if this is just a knee jerk reaction on my part but this feel a lot like SOE saying no your not a tank you are a support class.  Yet again we have to deal with the whole well guards are better tanks problem because SOE has caved to their desire to be a one trick pony and not even considered there are other classes that built round the idea that all fighters are tanks.Bah sorry for the rant just a little disgusted right now.

This information came out in the past hour or two.  Do we even have numbers on these things? What if the immune to frontal attacks is for 10 seconds on a 30 minute timer?  What if paladins immune to all damage is on a 15 minute timer?  Still too not enough info for us to be disgusted or not.
I'm disgruntal because they both already had this and now not only do they get another but better.  Monks have Tsunami, guards have tower of stone.  Now Tsunami is more than likely the better of the 2.  But now Guards get 100% frontal block.  I'm going to guess for 10 seconds and monks get not one but 2 100% frontal blocks one of which will do damage.  Both classes also have a Mit buff.  While the Monks is temp, I can't be sure if the guard one is temp or perm.  Guards already had the Mit advantage with temp buffs not to mention we are the only class that can give a mit boost like ours.  So unless you have a second pally in your MT group which is not really the best idea there is no way you can beat a guard for base Mit.Now lets look at the 100% blocks for a moment.  Lets assume they are all 10seconds to be fair with say a 5 Minute recast.  So now in 10 seconds a decent raid mob will hit about 8 times for lets say 2-5K  So on ave. 3.5K per hit or 28K  That is there normal auto-attack.  Now we get to block all damage that is over 50% of our HP.  Hmmm well since the 5K is about where that is we will assume we get lucky and one of the auto-attack hits was blocked.  Plus if we time it right we get to block and AE which would have hit for 7K or 8K tops  if we are really lucky we will get both AEs on a duel AE mob but in that case you are looking at only 5K for the second one.  So now we are looking at what 18K blocked and that is only if we are really lucky and time it right.   And the mob happens to get a few lucky hits in.  So we are out 10K just from the basics.This is again Sony playing to the guards to make them the better tank so that the extreme high end mobs become impossible to tank without a guard because no other class can take the damage.While I'm ranting here what is with the Axe.  Are they just trying to force us to use something other than a sword.  We are knights swords are our calling card.  The Axe abilities should be for swords.  I can understand the spear with the mounts.  Though again what is the point to them since we can't have mounts in half the raid instances and as such the ability becomes useless there so yet another place where we can't tank.Oh and Look we get a Magic resist buff.  As if it is hard for us to completely blow the magic resist cap out of the water already.  Which is another beef I have in that I have noticed a large amount of T6 fabled plate armor has divine and magic resist on it.  So look now a Guard can get good enough Divine and magic resist for tanking mobs that should be the pally play ground while pallies can't even come close to guards for heat resists so heat mobs are completely theirs.No I'm not bitter... Not at all...I have just worked my tail off to become decent raid tank for my guild only to have it throw in my face by SOE basicaly giving me the finger because they want to go back to the old way of guards are the only tanks bs.
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Unread 02-09-2006, 06:55 AM   #12
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On these new AA's, can you only take ONE "path" or are you able to take a path until completion and then move onto another path? It would be very difficult for me to decide which path I would prefer....
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Unread 02-09-2006, 06:58 AM   #13
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Read some other posts before asking questions.  It makes you look lazy.  Who wants to help someone that is too lazy to help themself?
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Unread 02-09-2006, 07:05 AM   #14
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For those who had the same question as me, here is the answer:http://eqiiforums.station.sony.com/eq2/board/message?board.id=kingdomofsky&message.id=6113

FlintAH wrote:Read some other posts before asking questions.  It makes you look lazy.  Who wants to help someone that is too lazy to help themself?
Thanks for all your help there Flint. I am sure I will look for your posts in the future for thoughtful and insightful answers.

Message Edited by Leawyn on 02-08-200606:18 PM

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Unread 02-09-2006, 09:10 AM   #15
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Can anyone post screenshots of the actual AA spells?
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Unread 02-09-2006, 10:30 AM   #16
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Anzak wrote:Now lets look at the 100% blocks for a moment.  Lets assume they are all 10seconds to be fair with say a 5 Minute recast.  So now in 10 seconds a decent raid mob will hit about 8 times for lets say 2-5K  So on ave. 3.5K per hit or 28K  That is there normal auto-attack.  Now we get to block all damage that is over 50% of our HP.  Hmmm well since the 5K is about where that is we will assume we get lucky and one of the auto-attack hits was blocked.  Plus if we time it right we get to block and AE which would have hit for 7K or 8K tops  if we are really lucky we will get both AEs on a duel AE mob but in that case you are looking at only 5K for the second one.  So now we are looking at what 18K blocked and that is only if we are really lucky and time it right.   And the mob happens to get a few lucky hits in.  So we are out 10K just from the basics.

*SNIP*No I'm not bitter... Not at all...I have just worked my tail off to become decent raid tank for my guild only to have it throw in my face by SOE basicaly giving me the finger because they want to go back to the old way of guards are the only tanks bs.


I'm not really sure if I follow your logic here. Granted that we don't have specifics yet, immunity to all attacks that would do less then 50% max health is killer.  Absolutely terrifying in many respects. Following your above logic (Which I admit is a bit difficult to do...) an average raid mob hits for 3-5k. Assuming that you have a fully raid buffed tank, a Paladin can crack 10k HP's with little effort. Thus -every- hit below 5k is negated. It simply doesn't land. Get feared? AOE knockbacked? It doesn't matter how you land, because you're -still- negating those hits. EVERY attack below 5k? Also note, our apparently specificies every attack. AE or magic hits? Our holds that potential, while a frontal attack immunity almost certainly does not. This ability, frankly, boggles the mind, an add onto that the more AA points invested into it increases that percentage. Would it suit you more to invest 8 points into it and be immune to 80% of your total health?

Testing will determine various recast timers and whatnot, but to decry this as a slap in the face is little more then inflammatory and over-reactionary. 

And as an aside... I've used an axe for 10 levels now, and will probably do so for 10 more. SMILEY

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Unread 02-09-2006, 05:24 PM   #17
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This is the time I think Divine Aura would be the most beneficial ..(raid wise)-- Monk pulls with Tsunami-- Debuffs are landed on mobs-- Monk FD's or Paladin uses Rescue-- Paladin uses Divine AuraNow people can land more debuffs (if they weren't all landed in the first 10 secs) or just attack away.Either way you pretty much have just doubled the amount of time you have in the beginning.Group wise I think it will be great at any time.
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Unread 02-09-2006, 05:57 PM   #18
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Divine Aura is non upgradable, you spent 8 points to get 1 lvl of it, it's the master ability of the stamina line
it may seem awesome, you must realize that the hardest raidmobs usually have hits taht go around 7-8k dmg, they don't kid around, what this is good for is small time ae's, small raidmobs, and is overal a nice utility to have.
 
btw, you can only spend 50 achievement points into this, so you either max out one line, or you divide it so you can finish 2 lines...overal this is not that bad, there are some stuff I would've loved a lot more...like the magic resist upgrade might be better if it was mititgation, the stamina line would be a lot more attractive to me should it have an HP increase in it...but in general, this is nice, we can choose wether we go offensive (int and str line), we might go for the group utility line (wis), hell there are some people who wanna RP (the agi line~altho this is pretty nice for the offensive line too imho) and for those who desire more tanking might want to go Str and Sta.
 
all in all this isn't bad, but certainly not something to throw a party for...
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Unread 02-09-2006, 06:06 PM   #19
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Emoec wrote:
Divine Aura is non upgradable, you spent 8 points to get 1 lvl of it, it's the master ability of the stamina line
it may seem awesome, you must realize that the hardest raidmobs usually have hits taht go around 7-8k dmg, they don't kid around, what this is good for is small time ae's, small raidmobs, and is overal a nice utility to have.
 
btw, you can only spend 50 achievement points into this, so you either max out one line, or you divide it so you can finish 2 lines...overal this is not that bad, there are some stuff I would've loved a lot more...like the magic resist upgrade might be better if it was mititgation, the stamina line would be a lot more attractive to me should it have an HP increase in it...but in general, this is nice, we can choose wether we go offensive (int and str line), we might go for the group utility line (wis), hell there are some people who wanna RP (the agi line~altho this is pretty nice for the offensive line too imho) and for those who desire more tanking might want to go Str and Sta.
 
all in all this isn't bad, but certainly not something to throw a party for...

I think you hit the nail on the head.....even with the new AA system we still do not get a self HP buff, or self mitigation buff.  Throw those into the lines, and I am sure you would make many Paladin's happy campers.
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Unread 02-09-2006, 06:08 PM   #20
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Thanks for the post Phov.  Some of them sound really spiffy SMILEY
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Unread 02-09-2006, 07:33 PM   #21
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it looks like you are required to spend 1 point on a starter AA for each class. which is it for crusaders?
 
 
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Unread 02-09-2006, 08:24 PM   #22
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I think it's unreasonable to directly compare the Paladin line with the Guardian line.  I think it's unreasonable to think that Paladin's should what Guardian's do as well as they do it.  Paladin's were meant to be a more diverse class.  It's unreasonable to think we should be the "jack of all trades" *and* "master of one".It's the same as the debate that rages between Templar's and other healing classes.Guard's do one thing, and they do it very, very well.  I don't want to do just one thing, therefore I am a Paladin.  And I am rather excited about the list I see above.
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Unread 02-09-2006, 08:34 PM   #23
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Looks great to me...looking forward to it. SKs can already tank any current raid mob as is...this is only gunna make us stronger.
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Unread 02-09-2006, 09:57 PM   #24
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Pathin Merrithay wrote:


Anzak wrote:Now lets look at the 100% blocks for a moment.  Lets assume they are all 10seconds to be fair with say a 5 Minute recast.  So now in 10 seconds a decent raid mob will hit about 8 times for lets say 2-5K  So on ave. 3.5K per hit or 28K  That is there normal auto-attack.  Now we get to block all damage that is over 50% of our HP.  Hmmm well since the 5K is about where that is we will assume we get lucky and one of the auto-attack hits was blocked.  Plus if we time it right we get to block and AE which would have hit for 7K or 8K tops  if we are really lucky we will get both AEs on a duel AE mob but in that case you are looking at only 5K for the second one.  So now we are looking at what 18K blocked and that is only if we are really lucky and time it right.   And the mob happens to get a few lucky hits in.  So we are out 10K just from the basics.

*SNIP*No I'm not bitter... Not at all...I have just worked my tail off to become decent raid tank for my guild only to have it throw in my face by SOE basicaly giving me the finger because they want to go back to the old way of guards are the only tanks bs.


I'm not really sure if I follow your logic here. Granted that we don't have specifics yet, immunity to all attacks that would do less then 50% max health is killer.  Absolutely terrifying in many respects. Following your above logic (Which I admit is a bit difficult to do...) an average raid mob hits for 3-5k. Assuming that you have a fully raid buffed tank, a Paladin can crack 10k HP's with little effort. Thus -every- hit below 5k is negated. It simply doesn't land. Get feared? AOE knockbacked? It doesn't matter how you land, because you're -still- negating those hits. EVERY attack below 5k? Also note, our apparently specificies every attack. AE or magic hits? Our holds that potential, while a frontal attack immunity almost certainly does not. This ability, frankly, boggles the mind, an add onto that the more AA points invested into it increases that percentage. Would it suit you more to invest 8 points into it and be immune to 80% of your total health?

Testing will determine various recast timers and whatnot, but to decry this as a slap in the face is little more then inflammatory and over-reactionary. 

And as an aside... I've used an axe for 10 levels now, and will probably do so for 10 more. SMILEY


Holy crap did I miss read that.  I thought it only blocked the attacks that would do over 50% of your HP.  Which would be very very few.  Below 50% yeah that is going to rock if you time it to an AE and the AE does not break 50%  I mean that basically means we are completely untouchable for 10 seconds.  None of the other classes make them completely immune to damage.  They can still get with with spells AEs and attacks from the side.  Wow talk about a mess up on my part.  I feel stupid now.I still hold my ground on Axe and Mitigition issue though.  I mean our two best options for Prismatic 2.0 (tanking wise) are not axes yet to get the extra hate that will be useful in tanking we have to have an axe.  That is pretty weak.  And there is the fact that both other fighter lines get a Mitigation buff and we get Magic?  That is just wrong.  Mit > all for tanking so we need something that allows us to buff mit on par with other tanks plain and simple.
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Unread 02-09-2006, 09:57 PM   #25
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Oh that looks nice.. Which path line selection would you prefer when you are primirially want to maintank..
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Unread 02-09-2006, 10:15 PM   #26
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After looking it over for a Few minutes.  Here is what I think is a good MT set up.Determined Heart - 8 Ranks (Max STA)Hammer Ground - 4 Ranks (Wasted)Fervor of Faith - 4 Ranks (Wasted)Bulwark of the faithful - 4 Ranks (Wasted unless changed to Mit buff in which case I would change my set up)Divine Aura - 8 RanksCrusader Fury - 4 Ranks (good for power pool)Avenging Zeal - 4 Ranks (Wasted)Swiftaxe of the Avenger - 4 Ranks (Haste good)Idolic Blade - 8 Ranks (Not sure if you can put 8 ranks here with only 4 ones before it but Max hate)Guilding Vision - 2 Ranks (Up resists though if at Wis cap maybe put these in STR or AGI depending on your needs)To be honest I don't see much help for us in the MT role but we do get some.  It just requires a lot of wasted ranks to do it.  On a side note.  Warriors and Monks have their abilitiies more spread out and from the looks of it getting the best tanking load out for them is going to be harder than it is for us.
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Unread 02-09-2006, 10:24 PM   #27
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Haven't seen it mentioned anywhere else so I'll just ask here: what is the affect of the starter ability?  Shamen get a pet from theirs and warriors get an out of combat regen fore example.  Does ours have any utility?
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Unread 02-09-2006, 10:27 PM   #28
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Since when did Paladins become masters of the Axe?  Did they get us confused with Berserkers or something?
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Unread 02-09-2006, 10:32 PM   #29
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stamina ftw for me
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Unread 02-09-2006, 10:47 PM   #30
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Let's see what the new Axes look like in tier 7...or a new nice new lvl 70 HQ Axe would be nice. Would like to see more Mit buffs too but we'll also have to see what kinda new lifetap/dammage shields are coming up for us, and compare the class specific armors. Never worried too much about having a bit less Mit so far...since with our tapping and shields we have much more HP available over a longer fight and can regain HP very quickly even after a high dammage hit. Things still look quite balanced to me. SMILEY
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