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Old 07-10-2007, 06:33 AM  
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Default Re: Ideas for RoK Epic

would rather have the stoneskin on my (insert armor here) and another damage proc on my weapon instead
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Old 07-10-2007, 09:35 AM  
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Default Re: Ideas for RoK Epic

I think chance for stoneskin on a successful attack is an interesting idea, but what I would really like is for the epic to help define our class. To me, we are the masters of AE damage and since we will not be getting an upgrade to destruction in the expansion, something that had a similar proc would be valuable. The other thing I think would be extremely nice is to have a double attack proc similar to our berserk buffs.

Something like this:
1.8x/min proc that lasts for 12 seconds
15 double attack
15 crit chance
500-800 encounter damage
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Old 07-10-2007, 10:12 AM  
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Default Re: Ideas for RoK Epic

Axe of Rage
FABLED
LORE NO-TRADE
+70 str +65 sta +50 agi
+280 health +190 power
+10 Slashing
+10 Parry

Method to the Madness
Destrucive Roar
Devistating Swing

Axe
One Handed Slashing
Damage 85 - 370 (130.0 rating)
Delay 3.5 seconds
Weight 2.0
Level 80
Berserker

Effects:

When Equipped:
On a sucessful melee attack this spell has a chance to cast Method and Madness on caster of spell. Lasts for 15 seconds. This effect will trigger an average of 1.0 times per minute.
Increases Damage Per Second of caster by 20
Increases Attack Speed of caster by 20
Increases Double Attack of caster by 20
Increases Crit Chance of caster by 20

When Equipped:
On a sucessful melee attack this spell has a chance to cast Devistation on target of spell. Lasts for 30 seconds. This effect will trigger an average of 2.0 times per minute.
Decreses Mitigation of target encounter vs Slashing by 800
Inflicts 200 - 260 Slashing damage on target encounter
Inflicts 200 - 260 Slashing damage on target encounter
Inflicts 200 - 260 Slashing damage on target encounter
Inflicts 200 - 260 Slashing damage on target encounter

When Activated:
Applies Destrucive Roar on group. On a sucessful melee attack this spell will cast Destructive Slash on target of attack.
Inflict 430-700 Slashing damage on target encounter.
Grants 6 triggers on each group member.
Recast: 8 minutes



Just something i came up with randomly. Its damn powerful, but its our freaking epic. You should expect to see the uber guild on the server using nothing but thier epics. I know stats or DR, or the damage of procs might not be inline with what t8 has to offer, its just a general idea of what i feel would do a berserker justice. I also would like to impliment a 2 hander version of it. They would be EQ1 style where they can morph from 1 hander to 2 hander
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Old 07-10-2007, 10:33 AM  
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Default Re: Ideas for RoK Epic

Nice Skel.

I love everything about it and stats aside I think the procs do a really nice job defining what a berserker is. Hell I'd even throw in something like "Evil Grin" when equipped the berserker's hate gain is raised by 10% (maybe 20%). Just be nice to have a perma buff from just holding the thing.
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Old 07-10-2007, 01:41 PM  
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Default Re: Ideas for RoK Epic

So I think that there are a ton of ways that our epic item could go, but I think there is one underlying similarity that needs to be in all of them: it needs to bring us up to the tanking ability of guards or at least closer to them while keeping our desire to kick ass and own the dps parse (at least AE-wise). With that in mind here are some of my ideas.

One idea is to go back to what zerkers were in eq1 and that was ranged attack users. An axe or a hammer that can be used as 1h or ranged would be pretty sweet, both with a plus to dbl atk. Maybe if it was a hammer it could have an encounter stun proc that works on epics. If it was an axe a nice cripple to defenses or even a ‘super critical’ proc would be nice (kind of like the crippling blow for warriors in eq1).

Another idea is to have dual wield weps with a flurry proc that would increase our haste and daze target encounter including epics and have it last around 5s, maybe 10 (the idea is that your weapons are swinging so fast that your enemy finds no openings to hit you).

Another neat idea would be to have a clickable (or even proccable) drink (alcoholic of course!) that last around 15-30mins and will increase crit chance as well as giving a significant dmg absorption (10-20%?), and maybe some more dbl atk or something, but maybe a little decrease in defense (hey, you’re drunk, you gotta decrease something).

As for maybe a 2h idea, an increase to duration of open wounds would be nice (maybe 20s) or even enhance open wounds to hit more than 4 targets. Also a defense proc like what the Sword of Pure Valor has would be helpful to make it a more suitable tanking wep. Although surely I wouldn’t want just a 2h, maybe just for trash mobs use it as 2h and on named have it changeable into 1h. So I suppose this one isn’t much of a uber tanking one, but dpsing can just be so much fun sometimes .

So those are my ideas, i'm not gonna bother try and make up stats or dmg rating or anything, because that's all easy, it's the procs and special abilities is what is gonna define this wep.
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Old 07-11-2007, 02:48 AM  
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Default Re: Ideas for RoK Epic

I dont understand why you would want defensive traits on a weapon when auto attack is our largest source of DPS. We are already able to easily tank the same thing guards are so i dont understand what you mean by bringing our tanking ability closer to guards. Having an offensive weapon is our bigest source for DPS/agro and IMO keeping agro is a MT one and only job. Let the healers heal, while i am in offensive smashing juggernaut.
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Old 07-11-2007, 11:13 AM  
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Default Re: Ideas for RoK Epic

Let the healers heal, while i am in offensive smashing juggernaut.

LOL awesome. Good times though "How do you have horns over your head?" "Shhh just heal me and go with it".
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Old 07-11-2007, 01:28 PM  
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Default Re: Ideas for RoK Epic

LOL. My healers only had a problem with it AFTER they found out what it was doing. But hey, they kept that agro-whore warlock alive, so why not? Anytime I saw them keep a squishy alive, it just gave me more and more of an excuse to go offensive.

I'll take a wild stab in the dark here and guess that in t8, dps classes will be getting more dps. Sounds ridiculous, I know. I would hate to see the weapon become a requirement to hold agro, but anything that will help is okay in my book. I'm in agreement with Skel. I'd prefer an offensive weapon.
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Old 07-11-2007, 01:41 PM  
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Default Re: Ideas for RoK Epic

Guards have more hp, more avoidance, ToS, AA that prevents an attack, stonesphere that can give them 5 stoneskins, just saying guards have a lead on us. I don't think it's pure luck that the guilds getting world wide firsts have a guard tanking. Zerkers already own in aggro control, and i love your ideas for some of the procs Skel, but just saying if we get a dps wep, guards will most likely be getting a defensive item and spread the gap a little. If the only thing we worried about was aggro, then we'd be having a wizard tank. That's all i'm saying, if u wanna tank everything in offensive stance so the mobs get burned down quicker but dieing a few more times and taking a week or two more to beat mobs, that's cool, i know for sure my healers couldn't handle that and my guild leader would yell at me. My ideas were based around the idea that we'd be the kings of AE tanking, inlcuding survivability and not just dps/aggro, gut roar has given us a bit of that already and things like AE stuns and dazes on epics would further that. Maybe i just take some of my own survivability as my responsibility /shrug.
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Old 07-11-2007, 02:36 PM  
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Default Re: Ideas for RoK Epic

Quote:
Originally Posted by Mexule View Post
Guards have more hp, more avoidance, ToS, AA that prevents an attack, stonesphere that can give them 5 stoneskins, just saying guards have a lead on us. I don't think it's pure luck that the guilds getting world wide firsts have a guard tanking.
Of course guards have a lead on us with defense. They are the defensive warrior. Just ask a guard though, how much of that is necessary? It also would be pure luck if guilds were getting server wide firsts due to a guard vs a zerk. It's the player behind the wheel, and the team, not the class. I would also find it hard to believe if any of those guilds' guards were running around completely defensive.

Quote:
Originally Posted by Mexule View Post
Zerkers already own in aggro control, and i love your ideas for some of the procs Skel, but just saying if we get a dps wep, guards will most likely be getting a defensive item and spread the gap a little. If the only thing we worried about was aggro, then we'd be having a wizard tank. That's all i'm saying, if u wanna tank everything in offensive stance so the mobs get burned down quicker but dieing a few more times and taking a week or two more to beat mobs, that's cool, ...
When it comes to tanking, you already have the survivability. Do you tell yourself, "oh, we could beat that encounter if I had 1% more avoidance, or 3% more mitigation"? Or "that encounter would be trivial if we had a guard and ToS"? Probably not. Personally, I don't recall a single death due to what stance I'm in. It's always something else. You learn to play with your team. You learn what they can handle and when it's okay and not okay to switch stances and use juggernaut. I've been in guilds where the support just wasn't there to allow me to go offensive. As I geared up, I slowly made trade offs. Kept survivability at the same level and tried to increase offense. Playing smart is your responsibility.

Quote:
Originally Posted by Mexule View Post
My ideas were based around the idea that we'd be the kings of AE tanking, inlcuding survivability and not just dps/aggro, gut roar has given us a bit of that already and things like AE stuns and dazes on epics would further that. Maybe i just take some of my own survivability as my responsibility /shrug.
Even though dazes or AE stuns would help survivability, I feel that is more in the realm of a chanter than a zerker. It would also probably mean a period of immunity, which if the stun/daze were a proc, would mean it was uncontrolled.
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