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Old 02-18-2009, 02:05 PM  
The Troll King
 
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Default Berserker Vs Shadowknight, Ideas to bring us closer to them.

This is Only some changes I think that need done, if the Developers Plan on Making GU51 Live...

GU51 Fighter Balance. - Offensive AOE Tanks (Berserkers/Shadowknights)
This Balance would make us Closer to SKs In Survivability and DPS in Higher end Grouping and Raiding.
[We Are pretty much the same until we get 125 AA, then shadowknight's Slowly Get Stronger... not to mention they can still heal while we can't....]

Warrior Shadow AA Changes.
Weapon Mastery - Increases Weapon Damage bonus of caster by 5.0, and Weapon Accuracy By 1% (per point) [Instead of Rescue thing...]

Veteran's Shielding - Increases the physical mitigation bonus of the Warrior by 1.0%, Reduces all physical damage done to caster by up to 25 (per point)

(This Also Should Help Guardians)

Berserker Shadow AA Changes.
Unstoppable Will - Adds an effect which increases the amount melee attacks will critical for (While BERSERK) Instead of (While Juggernaught is Active).

Berserker's Rage - Caster will have their chance to hit with a weapon increased by 1.0%, Increases Weapon Damage bonus of caster by 5.0 (While Berserk, per point).


Kill Meter - Adds a Kill Meter to your UI, Also Adds Additional Bonuses and Effects. (effects below)
When You Kill something, a Percent is added to the Kill Meter, The Kill Meter Increases a number of things on a berserker, but is very limited, and isn't very effective when your alone.
[Effect]: When you or a group member slays an enemy, you gain 1% On the KillMeter.
- If Under 10%...
- Every 15 Seconds, you lose 1% on the Kill Meter.
- If Over 10%...
- Every 10 Seconds, you lose 1% on the Kill Meter.
- If Over 20%...
- Every 5 Seconds, you lose 1% on the Kill Meter.
- If Over 30%...
- Every 5 Seconds, you lose 2% on the Kill Meter.
- If Over 40%...
- Every 5 Seconds, you lose 3% on the Kill Meter.
- If 50% And Over...
Cap = 99%. 1% =
Reduces Damage done by spells by 1%,
Reduces all physical damage done to caster by 10,
Increases Spell Reflect Chance by 1%,
Increases Damage Spell Critical Chance by 1%,
Increases Weapon Damage bonus of caster by 1.0,
Increases Chance for Blood Regeneration to proc twice by 1%,
Increases Chance of Blood Regeneration's Proc by 0.5%,
Increases Heal Amount of Blood Regeneration by 1%,
Increases Caster's Reuse Speed by 0.5%,
Increases Damage of Combat Arts by 1%,
Decreases the Amount of Mana you use when you use a Spell or Combat Art by 1%.
- [Hidden Effects] Fierce Assault - An X Chance to Cast Fierce Assault on successful melee attack.
- 1050 Crushing Damage on Target.
- 150 Slashing Damage on All Targets in Area. (7m)...
- 300 Slashing Damage on All Targets in Area. (5m)...
- 600 Slashing Damage on All Targets in Area. (3m)...

- This Effect Cannot be Modified by Direct Means

Reasoning behind this Spell "A Berserker is a frothing homicidal maniac with an axe. A Berserker is also a warrior so absorbed in the flow of battle that his body will continue fighting even after any medic in the land would have long declared him dead.

He is an unholy, fearsome, howling monstrosity charging his foes and breaking their morale through the sheer terror and ferocity of his assault."
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Last edited by Nektulos-Tuor; 02-18-2009 at 02:10 PM.
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Old 02-18-2009, 02:10 PM  
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Default Re: Berserker Vs Shadowknight, Ideas to bring us closer to them.

First post in a Tuor thread.
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Solistcey says,
AHHHHHHHH------HAHAHAHAHAHA Master3's don't exist, did you hack the game like MR T hacked WoW and make your own spells.
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Old 02-18-2009, 02:24 PM  
The Troll King
 
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Default Re: Berserker Vs Shadowknight, Ideas to bring us closer to them.

The Thing I like most about this post is the kill meter, I like the fact that it doesn't effect your soloing at all [Less you exploit it, but it would be Very hard to do since you would lose the effects before you could level them up, its so you cant kill 100 mobs then go try and kill an epic and expect to kill him, hell you might damage him with the kill meter, but it would tick to lower and youd eventually couldnt exploit it any longer], but it greatly effects your groups and some raids.
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Old 02-18-2009, 02:27 PM  
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Default Re: Berserker Vs Shadowknight, Ideas to bring us closer to them.

Quote:
Originally Posted by Endoplasmic View Post
First post in a Tuor thread.
This post is win!
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Old 02-18-2009, 03:43 PM  
get off my ass!
 
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Default Re: Berserker Vs Shadowknight, Ideas to bring us closer to them.

why do you waste your time? simple answer to this "question" is that they simply made SKs too powerful. what does that mean? take a fucking guess.
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Old 02-18-2009, 05:56 PM  
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Default Re: Berserker Vs Shadowknight, Ideas to bring us closer to them.

just LOL. See this is what I love about tuor threads
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Old 02-19-2009, 10:42 AM  
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Default Re: Berserker Vs Shadowknight, Ideas to bring us closer to them.

The thing that can be done is to nerf their damn too high spell crit AA now that there is lots of items with spellcrit and tanking stats on them they don't need that anymore.
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Old 02-19-2009, 03:02 PM  
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Default Re: Berserker Vs Shadowknight, Ideas to bring us closer to them.

Lemme guess Tala, you did not write this one either? A friend wrote it and sent it to you and told you to post it?
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Old 02-23-2009, 01:32 PM  
Zerg Defiler?! no! EQ2 Defiler!
 
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Default Re: Berserker Vs Shadowknight, Ideas to bring us closer to them.

here's an idea tuor.. suck less
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Old 02-23-2009, 03:48 PM  
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Default Re: Berserker Vs Shadowknight, Ideas to bring us closer to them.

Quote:
Originally Posted by Vormav View Post
The thing that can be done is to nerf their damn too high spell crit AA now that there is lots of items with spellcrit and tanking stats on them they don't need that anymore.
Or...you could spec for more spell crit since it is so easy for you to cap melee crit and DA.

And the majority of gear for tanking (not including patterns) still has just melee increasers.
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