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Old 02-17-2009, 08:08 PM  
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Default Re: Ideas for new loot

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Originally Posted by Crabbok View Post
I think he's afraid a dev will end up breaking it if the CA is up for change. Lord knows it's happened before. THats why I only ask for a focus or AA, so the CA itself will stay the same, and you have the option to upgrade or boost it if you wish.

True, they do fuck up a lot of the time, I mean just look @ what happened to the swash myth lmao.
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Old 02-18-2009, 03:23 AM  
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Default Re: Ideas for new loot

Really some nice ideas..
I like the teleport attack focus idea, and it sure would be nice if our Myth could make one of our temps raidwide, like the Bard's do..
Would make us even more wanted in raids..

Also with the incoming changes, the no damage offhander that helps on aggro/defensive skills is a VERY nice idea for sure..

Yesterday someone in the allmonks channel said that LU51 is a myth, starting to think the same, but even so, I'm trying to prepare for it the best way possible, with pure dps and pure tank gear.
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Old 02-18-2009, 02:22 PM  
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Default Re: Ideas for new loot

These are effects that can and should be added to eq2. I actually posted this list in like January/februrary of 2008. Oddly enough some of these effects appeared during the end of rok beginning of tso. Effects in yellow were added in some form in TSO.


Triple atk- % chance to triple atk off a double auto atk
Quad atk- % chance to quad atk off a triple auto atk
+ CA% - % or numerical base combat art damage
Strikethrough X-5% per rank up to 25% chance to land a missed atk
Spell break X-5% per rank up to 25% chance to land a resisted spell
Double Crit - increases crit amount from 1.3 to 1.6
Triple Crit- increases crit amount from 1.3 to 1.9
Lesser repent- proc absorbs next hit up to 3k (no more 100% stoneskin)
Repent-procs absorbs next hit up to 5k
Greater repent proc- absorbs next hit up to 8k
Hastened reflex X-8% per rank to riposte up to 80% in addtion to the base 20% of parries (100% total)
Strengthened reflex X-5% per rank up to +50% riposte damage
Fire absorbtion X - absorbs % of heat up to 10%
Cold absorbtion X - Absorbs % of cold up to 10%
Poisen absorbtion X- " "
Disease absorbtion X- " "
Magic absrobtion X-
Divine absorbtion X-
Mental Absorbtion X-
Double up- % chance to double strike on a combat art
+ melee damage- # or % to auto atk damage (not proc)
Splash damage- adds a # or % pbaoe to single target ranged/spell atks
Hatred V- increases taunts by up to 50%
Timid V- increases detaunts by up to 50%
trauma absorbtion X- absorbs % of melee damage up to 10%
elemental rejuve X- converts a % of cold/heat dam into life up to 10%
noxious rejuve X- poisen/disease
arcane rejuveX- magic/mental/divine
trauma rejuve X- converts % of melee dam into life up to 10%
elemental conversion X- converts a % of cold/heat into pwr up to 10%
Mana shield X- converts a % of magic damage into power damage up to 10%
Trample X-% chance at a double riposte atk up to 100%
Aoe atk X- 5% per rank frontal based aoe auto atk up to 50%
Flurry X-% chance for up to 3-5 atks
Stun resist X- up to 10%
Stifle resist X-%
Daze resist X-%
riposte X- adds up to 10% direct chance to riposte
riposte reduction X- reduces riposte damage by 5% per rank up to 50%
spell range X- increase range up to 10m
beneficial spell/song duration- up to 10%
range distance X- up to 10m
Accuracy X- up to 10% melee/ranged accuracy
Spell accuracy X- up to 10% spell accuracy
Poisen expertise X- up to 10% posien damage
toxicoligy- allows bards to use poisens.
Spell double atk X- up to 10% chance to spell double atk

Toughen X-absorbs up to an additional 10% of critical damage
Slowed Poisen X- up to 100% to duration of damage based dots cast on self (allows caster more time between dot ticks IE spreads out the damage more)

Shock X- 5% each rank up to 50% to break stuns and allows caster to cast (but still rooted) at a much slower rate instead of an outright resist (+300% casting slowed).

Minimum Base deflection chance- This Effect they can add to other high end items. It is the deflection effect on our mythical that adds to the MINIMUM BASE defleciton chance. This is completely uncontested avoidance that works in addition to the defensive stance minimum. Making a bruisers minimum deflection chance score w aa's up to 27% (not including regular deflection chance %).

Last edited by gungo; 02-18-2009 at 02:53 PM.
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Old 02-18-2009, 03:09 PM  
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Default Re: Ideas for new loot

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Originally Posted by Crabbok View Post
- An effect that improves the percent chance of our avoid buff to work on it's target.

- A Clicky effect or ability that burns a percentage of our power and turns it into an AoE attack.

- A Focus effect on our lightning fists line, which not only significantly increases it's damage, but makes it group-wide.

- a 15 minute recast clicky, that when used, instantly readies all CAs/Abilities.

- A Focus effect for Sonic Punch, that not only increases it's damage and/or range, but also removes the minimum range, allowing us to have an additional CA while in melee.

- A Focus effect for our intercede line, which prevents any successful intercept from actually killing us. Any intercept that would kill us leaves us with 1 HP or something similar.
All great ideas.

Quote:
Originally Posted by Crabbok View Post
- A raidwide focus to either Chi, Knockout, Close Mind, or Stone Deaf.
Making any of those raidwide is totally overpowered. Self buffs logically upgrade to group buffs not raidwide. Raidwide close mind would be the only one I think the devs might even consider, but seeing as they love their control effects so much I highly doubt they'd ever do it. Groupwide close mind is just sanctuary - but without the needed precast penalty. Would be cool.

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Originally Posted by Crabbok View Post
- Double CA - Wizzies got double spells, and I have been waiting for the Double CA... it'll get here someday hopefully.

- Flurry - yeah I know assasins have it, but now that dirges can give it to anyone, why not start including it on gear?
Wizzies get double spells but they have no auto attack to speak of. Auto attack is a significant portion of melee dps and it is affected by multiple mods (haste,dps,crit,da,flurry) whereas wizards only have their spells (crit,+spell damage,casting speed). Adding double CA mechanics, while not overpowered as far as -bruisers- go, would only further increase the disparity between melee dps and mage dps in the long run.

Flurry seems to be on its way in as a mechanic, adding something to a buff is usually a precursor to eventually adding it to gear. Still, if you think about it.. the top two dps classes both got new mechanics added to the game in their mythicals, each one affecting their DPS significantly.. If either of those were to become available to everyone, I think they'd be pretty aggravated
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Old 02-18-2009, 03:26 PM  
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Default Re: Ideas for new loot

just like monks were aggrivated when bruisers got a mit increase and other classes got strikethrough?

I don't think it woudl be unfair to give flurry to either extremely rare items, or wait until next expac to start putting it on items. After the level cap is raised, and our current mythicals are no longer the end-all be-all of weapons, then maybe we'll see this stuff on more gear.

Of course I'm assuming they will have epic 2.0's or something similar to replace our epics. Some of the effects are irreplacable, such as bards etc.
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Old 02-19-2009, 03:37 PM  
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Default Re: Ideas for new loot

i would like to see some accuracy procs on our gear, and would also like to see them scrap lu51 and put the +- hate gain onto the gear already in game.
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Old 02-19-2009, 05:58 PM  
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Default Re: Ideas for new loot

I'd also like the 4 set to be changed to something more useful.
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Old 02-25-2009, 07:25 PM  
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Default Re: Ideas for new loot

Focus effects :

100 hands : Adds two extra hits to 100 hands

Savage assault : Adds an extra hit to savage assault

Gut punch : Removes flanking position from gut punch ( tbh why do i hafta sneak behind my opponent to hit their gut...which is in front. )

Fury of the bruiser : Makes all CA's with a knockdown effect function like double stomp ( extra damage is target if alrdy knocked down. )

Body flail : adds a dot effect to body flail

Knockout : adds a 2nd proc to Knockout, does 2/5ths of original damage, procs only on auto attacks.

Knockout : increases duration by 5 seconds

Knockout : Increases casting/recovery speed of caster while knock out is in effect by 25% ( or lower if thats OP or w/e )


Lighting fist : Change completely to a 30 sec buff/45 sec recast | While active increases casting/recovery speed of caster by 25% ( or lower if its OP ) I feel this change wud greatly help us in that we are like the only fighter that doesnt get casting/recovery buffs iirc, tho i guess Chi helps, but thats an AA and is only 30secs every 6 mins or so. Also the recovery CA from agi AA line helps but again thats an AA /shrug

Lighting fist : Change proc to an AOE proc, increase to 10 triggers.

Thats all i got for now, obviously some effects shud be raid only, while others i think cud be on group/x2 zones.


Also i was trying to think of ways to help with AOE aggro since were "aoe tanks" supposedly.
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Old 02-26-2009, 12:09 AM  
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Default Re: Ideas for new loot

How about a clicky that takes the stun off of Rock Skin for 30sec
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Old 02-26-2009, 12:10 AM  
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Default Re: Ideas for new loot

My goal is to some day make Rock Skin a more useful spell
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