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Old 07-09-2007, 10:30 PM  
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Default Re: RoK EPIC WEAPONS

Tying into our initial AA sounds nice.

I like the idea of having a proc that decreases aggro of an encounter towards your group.
A temporary buff (group/single) proc that removes cost of all spell casts.
A proc on hit that increases Str(thinking about 200) by a lot and adds a 300 ward on every succesful hit while up.
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Old 07-10-2007, 12:32 AM  
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Default Re: RoK EPIC WEAPONS

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Originally Posted by Slix View Post
Ok how about

If target is Winterwolf:
On succesful hostile spell this effect will trigger 1.8 times per minute
Casts: Essence of Storms lasts for 10s, increase mana of group by 500, next hostile spell will do 50% more damage

(grp mana dps proc)


If Target is Treeshape:
On succesful benifical spell this effect will trigger 1.8 timer per minute
Casts: Growths Fury, targets area effect will gain 500hp every 2s for 10s

(raidwide pbaoe heal)

================================================== =====

Its hard to say really what these should be and what scope of power they should have....i mean look at how uber avatar loot is now....now add 10 more levels and the possibility of new loot to come.

OK first step.....Staff or Scimitar graphic ? seems like a good place to start
I like the idea of a power proc for the entire group. Sort of like Mayong's blanket but reversed.

And a scimitar of course, this expansion has alot of staff type items with the SoD and avatars.
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Old 07-10-2007, 08:33 AM  
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Default Re: RoK EPIC WEAPONS

The effects as far as what this possible weapon have been covered, but what would you like to see this weapon appear in game?

I like the look of a scimitar. Instead of a flowing leaf graphic surrounding the blade and its user as in EQ1 style....how about alternating snowflake/flame graphics swirling around the blade (seeing that we are the 'stormcaller') when not in use, then an eruption of said graphic during battle?

Just a thought.
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Old 07-10-2007, 10:17 AM  
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Default Re: RoK EPIC WEAPONS

Instead of a mana proc what about something that will proc a duration buff that reduces mana cost to 1 and increase...

Stormwalker's Scimitar of Rain
30STR, 40AGI, 50WIS, 50INT
250hp, 250mana
1HD Slashing

150-500 Damage
1.5s delay

(If any of these effect trigger the animation will be raising the weapon in the air then the lv 45 fluff spell call storm goes off, its the black cloud and then lightning chain casts down to the player)


If Target is Winterwolf:
On sucessful hostile spell this effect will trigger 1.8time per minute.
Cast Stormcaller's Fury this effect will last for 10s, all hostile spells are reduced to 1mana cost and casting speed increased by 50%

If Target is Treeshape:
On Sucessful benifical spell: ------ no idea yet

If Target is Tiger Form:
On sucessful melee attack this effect will trigger 2.0 times per minute
(Lame Spell name here) will increase the DPS and Attack Speed of group by 85 for 10s
(Basically a group agitate buff that the fury has to proc)


Without feedback from the Dev's its hard to say if this will be balanced for what they want to do or not.
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Old 07-10-2007, 10:20 AM  
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Default Re: RoK EPIC WEAPONS

A 6th Con slot is not a big deal imo...unless you want to VIM your whole group + run other grp buffs.. and i dont think they can code in a 6th con slot
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Old 07-10-2007, 11:42 AM  
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Default Re: RoK EPIC WEAPONS

Quote:
Originally Posted by Slix View Post
A 6th Con slot is not a big deal imo...unless you want to VIM your whole group + run other grp buffs.. and i dont think they can code in a 6th con slot

They probably could code it, it would just be a pain in the ass, and I guarantee items would suffer as a result. I would much rather see some better effects on weapons, and maybe some nice secondary/ranged as well. Please don't do class sets unless every class will have something useful. I would hate to see another gear set up like this last one for furies as far as the bonuses.
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Old 07-10-2007, 11:57 AM  
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Default Re: RoK EPIC WEAPONS

As for the weapon itself I actually would prefer a wand over a sword... Wardens tend to be the sword weidling loonies these days :P Obviously there are build that allow us to melee effectively I tend to lean towards the spell caster druid these days.

I had a lot of fun designing an epic weapon in my lunch hour... but overall it got a *tad* overpowered I don't mind admitting. The jist was this tho; I was playing to the fury's strengths and weakness' tho I can see a lot of furys running out of power very fast with this setup :P



Wand of Woven Vines

Nature's Fury
Nature's Benevolence

Effects:
  • When Equipped:
    • On any successful spell attack this has a chance to cast Natures Fury on caster. Lasts for 30.0 seconds. This effect will trigger an average of 1.8 times per minute.
      • Reduces Recovery time on all hostile spells by 100%
      • On a successful hostile spell the the caster will cast Nature's Revenge on target
        • Inflict 40-80 Magic Damage on target
      • Unless Nature's Protection is up
      • Dazes Caster
      • This effect can be toggled off early if desired
    • On any successful beneficial spell this has a chance to cast Nature's Benevolence on caster. Lasts for 30.0 seconds. This effect will trigger an average of 1.8 times per minute.
      • Reduces cast time on Cures by 75%
      • On any successful beneficial spell there is a 20% chance to cast Nature's Return on caster This lasts for 4.0s
        • Reduces cast time on your next beneficial spell by 80%
      • Dazes Caster
      • Unless Nature's Fury is up
      • This effect can be toggled off early if desired

Last edited by boli; 07-10-2007 at 12:01 PM.
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Old 07-10-2007, 12:11 PM  
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Default Re: RoK EPIC WEAPONS

Alright heres a list of things that i have seen posted that im really not all for and explanations why.

Reduced Timers, Faster Casting: Through our AA lines lets use thunderbolt and starnova as an example.
- thunderbolt is a 15sec recast with a 3 sec cast and after AA is 10sec recast with 2 second cast.
- starnova is a 20sec recast with a 4 second cast and after AA is 15sec recast with a 3sec
now the cap on casting timers and recast timers is a 50% reduction or in essence as how buffs work 100% reuse and 100% casting speed...which for people who dont know equate to halving your recast and casting timers.

with this being said the way the game works the fastest you can possible even cast thunderbolt is 1.5 sec with a recast of 10sec so effectively you only need 33% casting speed buff and 33%recast to cap the spell.
starnova's fastest possible cast is 2sec with 10sec recast or another 50% casting speed and reuse to cap.

with this being said just through our own AA lines we are already pretty close to capping what we do and i think adjusting these numbers any further would be a waste of an epic effect when many of these buffs come with other classes and through other gear even currently available.

as for we do not have ant speed bonus to heal spells they are already so fast casting that you are debating the difference between a 1 second cast timer and a .75sec cast timer. so even that is minimal.
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AE immunity. Tortoise shell is already retardely overpowered when you can avoid 4 out 5 aes with it if your troub time jesters accordingly and u unclick it at the correct time.
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A self power proc whether it be straight power to your self or something that reduces the cost of your spells is completely unnecessary. We already have so many tools for getting power back even at this stage power management is just a joke.
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A damage proc will also be very minimal just parse yourself and see that most damage procs you currently have are maybe doing 20dps.
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A proc that adds str. i really didnt understand why this is at all b/c furies have not been designed to be a melee class in any way whatsoever i mean crush/slash will do 80dps tops unless you are in a melee group then your prolly going to do 150dps thats pretty much pointless.
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Old 07-10-2007, 12:28 PM  
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Default Re: RoK EPIC WEAPONS

I think the reason everyone is more concered with "casting timers" and guff like that is for the time simple fact is: it scales; and if we're level 100 it still might be very handy to have one of the old epics around for some fights.

For example on my suggestion I choose the "momemtum" approach start spamming heals and you'll trigger the effect; and as long as you as you keep to mainly heals you can keep it up for most of the fight improving our healing/curing much more. Likewise with the damage part.. my biggest bane right now is recover timers of "wasted space"; and if they were replaced with a small spell proc instead replacing our autoattack I'll be very happy :-)

Tho... glancing at the effects I forgot to remove my "daze effect" on the healing half likewise I think the damage proc might be a bit too low; was thinking T7 :/

Last edited by boli; 07-10-2007 at 12:29 PM.
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Old 07-10-2007, 12:39 PM  
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Default Re: RoK EPIC WEAPONS

it just seems a lot of this looks to be very solo oriented...IE daamage procs, str increase, self power procs.

this needs to be smething that makes a raid want you...but heres something else

slix if you have any direct dev contact please push hard the idea of the multiple progresion epic quest lines...starting off solo or just heroic group and the end of that reward is a lot of what the casual base is wanting. then furthering the questline in instances such as what now would be MMIS and EH and further making a reward for killing a series of contested mobs.

here you can satisfy many different bases with different procs. many times casuals are looking for something that benefits themself directly whereas from my standpoint i want something that is directly benefiting the raid and my group.

an example would be like RoK epic 1.0 would a the next spell cast costs 1 power thing. RoK epic 2.0 upgrades it to a group buff that makes the next spell cost 1 power and then further more RoK epic 3.0 would in addition another proc that would be a group wide damage proc like fae pyre but something everyone could use.

it just seems like some of these things arent very raid oriented and probably wouldnt even be used by a raiding fury.
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