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Old 07-19-2008, 10:40 AM  
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Default Suggested change to Mythical

As long as Devs are actively seeking feedback from players regarding the Mythical changes on Test, I figured I would come here and offer up one quick and easy change to the SK Mythical that might just offer us hope for a future return to balance with fellow Fighters. Our class is mainly crippled this expansion by lack of 1) Raid utility, 2) low DPS, and 3) Itemization. If anyone cares to read further on this subject please take the time to visit our class forums which have been inundated this expansion.

Seething Hatred as it stands is undesirable for the following reasons;

A) Most raiding SKs are not in a tanking role, therefore their health pool is normally not under strain. Hence, full health = no gain from Seething Hatred.

B) This Effect is a "proc" or chance to process instead of being "passive" or always on. Berserker's Mythical Effect is passive. If the proc was viable, we could live with this discrepancy.

C) The hate gain only runs off Lifetaps which forces the SK to specialize in Reaver line (which most have anyway) in order to get the most bang for the buck with the Mythical.

D) Seething Hatred triggers an average of 2.4 times per minute. Marr's Fury (Paladin) triggers an average of 3.0 times per minute.

Onto the Quick and easy fix!
When Equipped:
On any successful attack this spell has a chance to cast Seething Anger on caster. Lasts for 12.0 seconds. This effect will trigger an average of 3.0 times per minute.

- Drains 693 - 846 life from target, and returns a portion as health replenishment to the Shadowknight.
- Caster will deal 100% more damage while angered.
- This spell cannot be modified except by direct means
This change, while still a proc, grants the SK more DPS which in turn generates more Hate without the use of limited Lifetap / health pool conditions. Removing the conditions from the weapon bring it in line with some of the other Fighter options. While still being the only Plate Fighter Mythical without a defensive boost, this change would fit into the original vision of what a Shadowknight is as defined by Sony Online Entertainment,

"Shadowknights conjure dark magic with which they can enhance their abilities and drain away the life force of their enemies."
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Old 07-21-2008, 01:12 AM  
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Default Re: Suggested change to Mythical

Seething Hatred really needs to be passive - its too conditional as is. That would make my job as an OT so much easier. It sucks balls to blow all my AE's (including Tap Art) on an AE pull to build agro, and none of the taps going to agro because the damn thing didnt proc yet.

However, we shouldn't be pushing to change our dps or class problems though with 1 weapon. I think the mythical (for a tank) should focus on helping that tank, tank effectively. The thought is good, but the mechanics are busted the way they currently have it. Passive would fix it though, both for raiding and groups.
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Last edited by SKAR; 07-21-2008 at 01:13 AM.
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Old 07-21-2008, 06:25 AM  
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Default Re: Suggested change to Mythical

I miss the 3% avoid that the Soulfire weapon gave me, hard enough to get any avoidance as it is without sacrificing too much offensive gear.
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Old 07-22-2008, 02:10 PM  
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Default Re: Suggested change to Mythical

I really do hope that the Dev's are willing to listen to you Drool. But I see things a bit differently than you. You mentioned that most Raid guilded Shadowknights do not tank. I am of the minority then because I do tank as OT and MT for my guild. We have recently reached VP (killed only Protector and Elder so far) but I have tanked every other boss prior to theses.

The most obvious thing that EVERY Shadowknight agrees on with our mythical is lack of DPS from it, and lack of ability to TANK with it. Below is the list of what ALL other fighter have available to them. It shows what we don't have. BELOW that is what I would like to see in our Mythical, it provided both the THREAT we need and the TANKING and the DPS, without even coming close to being overpowered.

--------------------------------------------------------------
Bruiser Myth:
+10 Deflection
+5 Minimum Deflection Chance
10% reduction of physical dmg taken
616-923 crusing dmg proc

Monk Myth:
+8 Deflection
+5 Minimum Deflection Chance
Increases leather armor to take chain armor mit (10% or better)
560-1040 crusing dmg proc

Beserker Myth:
+10 Defense
+5 Shield Effectiveness
547-821 heat dmg proc / 10% Double Attack for 12 sec / 15% melee crit for 12 sec.

Guardian Myth:
+10 Defense
+5 Shield Effectiveness
10% reduction in physical dmg taken proc 12 sec / 616-923 slashing dmg
Caster is immune to riposte dmg
Removes shield restrictions from guardian achievements

Paladin Myth:
9% chance to increase dmg by 50% of total wisdom for 15 sec
10% reduction in physical dmg taken
10% of dmg taken will heal the paladin


Shadowknight Myth:
0 defense
0 shield effectiveness
0 proc
0 dmg reduction
-------------------------------------------------------------

(My suggestion below)

Sedition, Sword of the Bloodmoon
Mythical
LORE NO-TRADE

+52 str +48 sta +40 agi +45 int
+275 health +275 power
+10 slashing +10 parry
+8 Double Attack Chance
+100 Combat Art damage/spell damage

Seething Hatred
Touch of Death
Death's Bond

Sword
Main Hand Slashing (Primary)
Damage 73-411 (120.9 Rating)
Delay 4.0 seconds
Weight 2.5
Level 80
Shadowknight

Effects:
When Equipped:
- On any successful attack this spell has a chance to cast Seething Hatred on the caster. Increases threat by 720-950. This effect will trigger on an average of 2.4 times per minute
When Equipped:
- On any succesful attack this spell has a chance to cast Touch of Death on the target. This effect will trigger an average of 2.4 times per minute
-Inflicts 620-930 disease damage on target
When Equipped:
- Reduces all physical damage done to target by 10%



If you want a mythical that can server as both a DPS item and a TANKING item that ISN'T in the least bit over powered. THERE IT IS.

Drool, this is what we need man, it offers everything everyone else has, but its what we need.
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