I want to say a few things.
First off, Marauder is a middle of the road class. I don't (honestly I don't) think that we are the worst class in the game, I don't think we are hopelessly waiting for some amazing patch. I think that the Marauder, if played properly is a fine DPS class with lots of kill power and is a threat on the battle field.
If you go to the official Warhammer Online forums and go to the Melee Damage Dealer threads it's a constant strain of Marauders crying about how we are being ignored. That is fair, we are being ignored and to the point that it makes me want to move on at this point in time (ie my Knight). However it's all the QQ about the lack of damage, how everyone out damages a Marauder, how tanks and other classes do more damage and how even as one Marauder who I think was renown rank 45 says that Rune Priests are better DPS classes then a Marauder is.
L 2 Marauder.
I mean seriously, it's just stupid to buy into all of that. Agreeing for the thousandth time that Brutality needs a buff I go out into the lakes or Scenarios and don't worry about my ability to kill. And I've been like that long before rr80 and wearing all the gear I have. I did a bunch of scenarios last night with a 3 man, a DoK and a Chosen and in every scenario but 1 I was top Damage and in every scenario but that 1 I was out DPSd and one more I was top Death Blows. Most Scenarios I didn't die or died at most 3 times which was from Isha's Will burning me out. In a slew of those SC's another higher RR Marauder (Morend) was out there and kicking ass as well and was always the next highest DPS for Destro behind me and often times not by a heck of a lot. If you Learn the class then you will kick some ass. Most people just don't want to have to work for it, so they roll a Choppa and apprently just spam Lots of Choppin (as I have seen in Volkmar, it's very comical actually).
Point being, don't buy into the crying baby Marauders bitching about this class. They have no idea what they're talking about. You will find most of the higher RR Marauders are comfortable and helpful with the class and will tell you that, Yes there are rough patches but you fight through them and you'll be just fine.
I remember back when the Marauder was a shell of it's current self back on Dark Crag and there were maybe 5 Marauders active in T4, one of them still plays on Badlands actually. A guildie at the time said to me "stick to the class and get good at it. When they buff you, you're going to own everyone". He was right, when the AP Fix came in and AP drain was overpowered I did own just about everyone. Now that is not really an option anymore so you baby Marauders have to wait your turn.
It'll come, just work with what you have and eventually you'll get your due.
Tuesday, July 27, 2010
Monday, July 26, 2010
1.3.6 some PTS thoughts
Cutting claw has had it's AP cost reduced...
So the hell what? Marauders have the option of near unlimited Action Points with Subvert Strength. I'm sure this is to bring the new Forced Opportunity and Cutting Claw into mirrors exactly of each other, however screwing around on a White Lion on the PTS, the Cutting Claw version hits harder then the White Lion's mirror. I chalk that up to overall DPS on a WL being higher or just it being broken. Ok, moving on.
The first night I tested I was playing with the Offensive set, I went 6 pieces with LOTD Set not full Sovereign as imo 7 and 8 pieces are trash and all anyone was doing was dueling or ganking. At this time the Melee Power proc was broken and thus I was getting rolled by a lot of people in full defensive set up. I did go back to it when they fixed the proc and I ended up with essentially a 321 damage bonus with the proc and the %5dmg from the LOTD set with a 37% chance to crit (melee power and wounds talisman) so that could go up higher with a melee crit liniment. Which is quite nice. I ran with feeding on fear because the heal debuff is still broken on the PTS as well as live so I was basically running around with a 57% crit and got good mileage out of it. The Offensive set is very good, especially I am assuming with protection and in a group.
The Defensive set is just stupidly unbalanced for Melee. I was able to duel tanks in offensive gear easily, I had 2 Witch Hunters try to gank me and took them both out of the picture with 1/3 of my health to spare. I was able to do this still with 970 strength a 220 damage bonus with almost 10k health 4.4k armor etc etc etc. You might see a lot of Monstro Marauders back after this patch rocking Sovereign solo around not being able to be killed.
So the hell what? Marauders have the option of near unlimited Action Points with Subvert Strength. I'm sure this is to bring the new Forced Opportunity and Cutting Claw into mirrors exactly of each other, however screwing around on a White Lion on the PTS, the Cutting Claw version hits harder then the White Lion's mirror. I chalk that up to overall DPS on a WL being higher or just it being broken. Ok, moving on.
The first night I tested I was playing with the Offensive set, I went 6 pieces with LOTD Set not full Sovereign as imo 7 and 8 pieces are trash and all anyone was doing was dueling or ganking. At this time the Melee Power proc was broken and thus I was getting rolled by a lot of people in full defensive set up. I did go back to it when they fixed the proc and I ended up with essentially a 321 damage bonus with the proc and the %5dmg from the LOTD set with a 37% chance to crit (melee power and wounds talisman) so that could go up higher with a melee crit liniment. Which is quite nice. I ran with feeding on fear because the heal debuff is still broken on the PTS as well as live so I was basically running around with a 57% crit and got good mileage out of it. The Offensive set is very good, especially I am assuming with protection and in a group.
The Defensive set is just stupidly unbalanced for Melee. I was able to duel tanks in offensive gear easily, I had 2 Witch Hunters try to gank me and took them both out of the picture with 1/3 of my health to spare. I was able to do this still with 970 strength a 220 damage bonus with almost 10k health 4.4k armor etc etc etc. You might see a lot of Monstro Marauders back after this patch rocking Sovereign solo around not being able to be killed.
Sunday, July 25, 2010
The End of the Kruel Blog?
My Marauder account is near it's end.
I won't be re-subbing it. I'll be continuing to play on my Order account until it runs out and then make a decision about what to do from there. Since I know that I have people who read this (marauders mostly) I will give my reasons listed not in any particular order.
First
The Marauder has been, since the 1.2 Patch an ignored and nerf'd class without any reason what so ever. Mythic's concept that Utility is equal to DPS is inaccurate. Marauder, in my opinion is a class that needs help, significantly because of this miss match between Utility vs DPS. Clearly this mistake on Mythic's part has ruined a class that was intended to be a Damaging class. Mythic has let the Chaos careers sink into shit (except for the Chosen) and I don't see any changes coming to the Marauder or Magus that would revitalize the class. Our Mutation procs is the completion of our Mechanic and brought us up to the Shadow Warrior level mechanic (which is horrible to say that we were buffed up to Shadow Warriors)
Obviously, there are plenty of Marauders out there and some do well in spite of some of the Career's short comings and I think that the class if played by a competent player, or a decent enough level and gear level is effective and should be welcomed into any party for whatever it be PvE, RvR or Premades. However, with the state of the class, looking for DPS comes down to people would much rather have a Choppa or Sorc over a Marauder any day of the week, and I don't blame them.
Builds and Broken Abilities
The Marauder has 1 viable mastery path, Savagery. Yes, sure lots of Marauders go Brutality and spam impale and guillotine and good for them. However they probably haven't done the testing or research to know that the Utility tree does more damage over all with the Sav dot proc, debuffs etc then brutality does by a significant Margin. The marauder then must choose between a Knock Down or added Burst DPS, so more Utility in the KD or more lackluster DPS bump from Brutality.
Flail doesn't belong in Monstro
Pulverize should be in Savagery
Ferocious Assault shouldn't be restricted, neither should several other abilities that make no sense to have them put in 2 mutations and not all Mutations.
Our Healing Debuff is broken, and I'm pretty sure Cutting Claw is broken atm as it's supposed to be un-defendable and I've had WHers parry it with Repel Blasphemy.
I'm keeping my eyes on Marauders, and if they offer up something to us next patch or the patch after or whatever I could consider resubbing to play Kruelhand. I think it's sad that an rr80 toon can be shelved because of the fact that Mythic just doesn't care about the career.
I've rolled a Knight on Volkmar and am enjoying it. I wish I could transfer my Order toons to Volkmar but I cannot until my account has been unsubbed for a certain period of time. But for know my Knight is my main and I might be jumping on Kruelhand periodically until the 18th of August but I just cannot be motivated to do it.
I will continue to blog, but I won't be blogging much about Marauders, as I won't be playing one.
I won't be re-subbing it. I'll be continuing to play on my Order account until it runs out and then make a decision about what to do from there. Since I know that I have people who read this (marauders mostly) I will give my reasons listed not in any particular order.
First
The Marauder has been, since the 1.2 Patch an ignored and nerf'd class without any reason what so ever. Mythic's concept that Utility is equal to DPS is inaccurate. Marauder, in my opinion is a class that needs help, significantly because of this miss match between Utility vs DPS. Clearly this mistake on Mythic's part has ruined a class that was intended to be a Damaging class. Mythic has let the Chaos careers sink into shit (except for the Chosen) and I don't see any changes coming to the Marauder or Magus that would revitalize the class. Our Mutation procs is the completion of our Mechanic and brought us up to the Shadow Warrior level mechanic (which is horrible to say that we were buffed up to Shadow Warriors)
Obviously, there are plenty of Marauders out there and some do well in spite of some of the Career's short comings and I think that the class if played by a competent player, or a decent enough level and gear level is effective and should be welcomed into any party for whatever it be PvE, RvR or Premades. However, with the state of the class, looking for DPS comes down to people would much rather have a Choppa or Sorc over a Marauder any day of the week, and I don't blame them.
Builds and Broken Abilities
The Marauder has 1 viable mastery path, Savagery. Yes, sure lots of Marauders go Brutality and spam impale and guillotine and good for them. However they probably haven't done the testing or research to know that the Utility tree does more damage over all with the Sav dot proc, debuffs etc then brutality does by a significant Margin. The marauder then must choose between a Knock Down or added Burst DPS, so more Utility in the KD or more lackluster DPS bump from Brutality.
Flail doesn't belong in Monstro
Pulverize should be in Savagery
Ferocious Assault shouldn't be restricted, neither should several other abilities that make no sense to have them put in 2 mutations and not all Mutations.
Our Healing Debuff is broken, and I'm pretty sure Cutting Claw is broken atm as it's supposed to be un-defendable and I've had WHers parry it with Repel Blasphemy.
I'm keeping my eyes on Marauders, and if they offer up something to us next patch or the patch after or whatever I could consider resubbing to play Kruelhand. I think it's sad that an rr80 toon can be shelved because of the fact that Mythic just doesn't care about the career.
I've rolled a Knight on Volkmar and am enjoying it. I wish I could transfer my Order toons to Volkmar but I cannot until my account has been unsubbed for a certain period of time. But for know my Knight is my main and I might be jumping on Kruelhand periodically until the 18th of August but I just cannot be motivated to do it.
I will continue to blog, but I won't be blogging much about Marauders, as I won't be playing one.
Monday, July 19, 2010
As the DPS Turns, Rotations
Got asked yesterday by a Guildie who plays a Marauder alt (strange I think we have more alt Marauders in our guild then any other guild but only 1 active main (myself)) about DPS rotations in Savagery.
In Brutality it's simple, you want to use Impale as much as possible popping your dmg buffs as you get them off Cooldown, also you want to be tossing in Pulverize as an opener and Guillotine as often as it's off cooldown. Pulverize is a great ability that hits decently and it should not be mutation limited (same old song). Great thing about Brutlity is that you get GI and Mutated Agressor with the knockdown and the Flail dmg isn't that far off Impale dmg if you get stuck in 1v1 situations where getting their back isn't as easy.
In Savagery you have a long rotation of debuffs and not a lot of time to waste spamming Flail or Corruption. The challenge of Marauder DPS is that there is no 1 button that will get you anywhere but dead. Many other classes can dish out superior dmg just spamming Torment/Agonizing Wounds/Ravage etc etc. A Marauder has to follow a loose yet adaptable rotation of their debuffs to be effective, and the rotation varies from Archtype to Archtype.
Vs any class
Thunderous Blows needs to be your opening attack if it isn't on cooldown. This is to maximize your wounds debuff. Most Marauders who are up to Draining Swipes get 150 wounds debuff which is 1500 hp that cannot be healed or mitigated. However that is off the top of their max hp so that if you do more then 1500 dmg to them before you apply the wounds debuff then you've wasted the debuff, probably the best wounds debuff available to any class. Therefore, TB is first before you do any mitigation debuffing, and by the time your next two attacks are up TB will be available again to use as max dmg to a single target in Savagery.
Regularily TB hits non-tanks for about 1500 after Cutting Claw which isn't a big deal in terms of WE or Choppas but it is as hard as we can hit 1 target in Savagery. Of course opening up with it for 1k + 1.5K off the top of their HP is a significant blow.
Vs Melee Classes
After TB you want to debuff Armor. Even on light armored WHers you want to debuff their armor because it will pretty much leave them naked against you after a corruption and won't be mitigating much of your damage (or anyone elses). The other bonus, Cutting Claw is undefendable, thus a WHer with Repel up still gets hit by your Cutting Claw which is always nice.
Tainted Claw is next, while the debuff is not currently functioning properly with the tactic this still will hit for around 800 to 1k on crits and still %25 debuff on their healing
Corruption and Flail. This is up to you, you can go either way. Flail hits harder, Corruption costs few AP and debuffs Toughness. You won't really need to debuff toughness on squishie targets like AM, Slayers enraged or Bright Wizards. Against a White Lion or any Tank class, DPS spec or not you want to debuff them.
This simple rotation will get you a long way, it also leaves room for things you need to anticipate
Knock Down when you have them between 60% and 40% then while they are down apply Draining Swipes when they are down repeat the rotation while they are hurting now for action points.
Vs Casters
Debuffing Armor with Cutting Claw is not important unless you're against a Warrior Priest. You're going to want to use Touch of Instability on Arch Mages and Rune Priests especially. You also will want to use Debilitate right away after TB. Our Snare is horrible but expect to be punted the second they feel threatened, this will save you from using your KD or Pull to get back into combat as they will be snared.
The Pull Kill
Marauders are pretty important on assist trains since Magus are rare to find and Marauders are more abundant. The Pull Kill requires some co-ordination with your team mates. I recommend a MOD called Calling or working up a Macro that lets your people know when you are pulling a target. Here are some tips
Don't pull Tanks
Wait for Healers to finish casting a big heal or putting down their big CC's (RP Staggers, AM MotM) to pull them. Secondly, when pulling a healer don't stand in 1 place and wait for them with open arms, Shift your position to one side or the other and time your knockdown OR better yet get a tank to knock down the target so you can save yours since an AoE knockdown is so much more useful then blowing it on one person. You can get 2 free shots most of the time on the knockdown, Thunderous Blows and Debilitate unless you're coordinating in vent with tanks who will handle the snare, which is a thing of beauty.
One thing that works so well is a Shamman assisting the pull with his Sticky Feetz, this works better then a knockdown assist as if you place it behind you and the victim punts/KD he will naturally turn to run, and will run right into the snare puddle. Awesome stuff!
In Brutality it's simple, you want to use Impale as much as possible popping your dmg buffs as you get them off Cooldown, also you want to be tossing in Pulverize as an opener and Guillotine as often as it's off cooldown. Pulverize is a great ability that hits decently and it should not be mutation limited (same old song). Great thing about Brutlity is that you get GI and Mutated Agressor with the knockdown and the Flail dmg isn't that far off Impale dmg if you get stuck in 1v1 situations where getting their back isn't as easy.
In Savagery you have a long rotation of debuffs and not a lot of time to waste spamming Flail or Corruption. The challenge of Marauder DPS is that there is no 1 button that will get you anywhere but dead. Many other classes can dish out superior dmg just spamming Torment/Agonizing Wounds/Ravage etc etc. A Marauder has to follow a loose yet adaptable rotation of their debuffs to be effective, and the rotation varies from Archtype to Archtype.
Vs any class
Thunderous Blows needs to be your opening attack if it isn't on cooldown. This is to maximize your wounds debuff. Most Marauders who are up to Draining Swipes get 150 wounds debuff which is 1500 hp that cannot be healed or mitigated. However that is off the top of their max hp so that if you do more then 1500 dmg to them before you apply the wounds debuff then you've wasted the debuff, probably the best wounds debuff available to any class. Therefore, TB is first before you do any mitigation debuffing, and by the time your next two attacks are up TB will be available again to use as max dmg to a single target in Savagery.
Regularily TB hits non-tanks for about 1500 after Cutting Claw which isn't a big deal in terms of WE or Choppas but it is as hard as we can hit 1 target in Savagery. Of course opening up with it for 1k + 1.5K off the top of their HP is a significant blow.
Vs Melee Classes
After TB you want to debuff Armor. Even on light armored WHers you want to debuff their armor because it will pretty much leave them naked against you after a corruption and won't be mitigating much of your damage (or anyone elses). The other bonus, Cutting Claw is undefendable, thus a WHer with Repel up still gets hit by your Cutting Claw which is always nice.
Tainted Claw is next, while the debuff is not currently functioning properly with the tactic this still will hit for around 800 to 1k on crits and still %25 debuff on their healing
Corruption and Flail. This is up to you, you can go either way. Flail hits harder, Corruption costs few AP and debuffs Toughness. You won't really need to debuff toughness on squishie targets like AM, Slayers enraged or Bright Wizards. Against a White Lion or any Tank class, DPS spec or not you want to debuff them.
This simple rotation will get you a long way, it also leaves room for things you need to anticipate
Knock Down when you have them between 60% and 40% then while they are down apply Draining Swipes when they are down repeat the rotation while they are hurting now for action points.
Vs Casters
Debuffing Armor with Cutting Claw is not important unless you're against a Warrior Priest. You're going to want to use Touch of Instability on Arch Mages and Rune Priests especially. You also will want to use Debilitate right away after TB. Our Snare is horrible but expect to be punted the second they feel threatened, this will save you from using your KD or Pull to get back into combat as they will be snared.
The Pull Kill
Marauders are pretty important on assist trains since Magus are rare to find and Marauders are more abundant. The Pull Kill requires some co-ordination with your team mates. I recommend a MOD called Calling or working up a Macro that lets your people know when you are pulling a target. Here are some tips
Don't pull Tanks
Wait for Healers to finish casting a big heal or putting down their big CC's (RP Staggers, AM MotM) to pull them. Secondly, when pulling a healer don't stand in 1 place and wait for them with open arms, Shift your position to one side or the other and time your knockdown OR better yet get a tank to knock down the target so you can save yours since an AoE knockdown is so much more useful then blowing it on one person. You can get 2 free shots most of the time on the knockdown, Thunderous Blows and Debilitate unless you're coordinating in vent with tanks who will handle the snare, which is a thing of beauty.
One thing that works so well is a Shamman assisting the pull with his Sticky Feetz, this works better then a knockdown assist as if you place it behind you and the victim punts/KD he will naturally turn to run, and will run right into the snare puddle. Awesome stuff!
Wednesday, July 14, 2010
New Sovereign Set
Str - 232
WS - 134
Wou - 116
Tou - 106
Spi - 294
Cor - 289
Ele - 289
This I have no particular issue with, clearly a heavy set on WS and Str which was to be expected. I don't know why you don't have all resistances equal but whatever.
6% melee crit chance
40 melee power
20% auto attack speed
3 AP/s
2% parry strikethrough
All this looks nice as well, especially the %6 crit and the AAH. I could care less about AP/s since Marauders don't worry about AP if they slot Subvert Str, plus with two royal weapons they should be regenning a lot as is.
3 piece - 85 Str
Obvious
4 piece - 85 WS
Ok, this I don't care for. One of the good things about the current Sov set is the wounds buff. Sov pieces as themselves contain a lot of wounds and Marauders don't need to worry a lot about WS since if you wanted WS you just slot Scything Talons. Since this set also has very little Initiative you'll want to try ST anyway to try and balance that... now high WS set with a 1500 armor debuff, seems redundant
5 piece - 5% DPS
Will be able to stack with 5 piece LOTD Set which is very very nice. I approve of this bonus
6 piece - On Hit: 10% chance to increase melee power by 130 for 10s.
For a Marauder this is going to be a huge bump to damage. DPS with marauder is 9 times out of 10 in Savagery, with dots from the mechanic plus the odd Rend, Wave of Mutation this proc should be pretty much always on. 130 Melee Power will also be available with 5 LOTD Set which has 158 Melee Power on it which means with this proc buff you get 288 Melee Power not including individual pices, Glove Talisman, and Royal weapons! Should see a nice bump in numbers for a Marauder here, not as much for other classes in Melee who don't have as much DoT damage or already burst fast enough to kill without needing a proc like this. IMO Significant improvement to the Marauder.
7 piece - On Hit: 10% chance to increase parry/block strikethrough by 10% for 10s.
Useless, the Tyrant 5 piece bonus is significantly better.
8 piece - 2m cooldown - Increases movement speed by 40%, auto attack speed by 25% and you will gain 60 AP over 10s.
Very cool, in fact I'd say worth wearing full Sovereign for this + the first 6 piece bonus. However 6 Sovereign + 5 LOTD Set will be the best option for a Marauder imo. The 8 piece will be nice if you're dueling kiters but not super practical in a regular RVR setting.
WS - 134
Wou - 116
Tou - 106
Spi - 294
Cor - 289
Ele - 289
This I have no particular issue with, clearly a heavy set on WS and Str which was to be expected. I don't know why you don't have all resistances equal but whatever.
6% melee crit chance
40 melee power
20% auto attack speed
3 AP/s
2% parry strikethrough
All this looks nice as well, especially the %6 crit and the AAH. I could care less about AP/s since Marauders don't worry about AP if they slot Subvert Str, plus with two royal weapons they should be regenning a lot as is.
3 piece - 85 Str
Obvious
4 piece - 85 WS
Ok, this I don't care for. One of the good things about the current Sov set is the wounds buff. Sov pieces as themselves contain a lot of wounds and Marauders don't need to worry a lot about WS since if you wanted WS you just slot Scything Talons. Since this set also has very little Initiative you'll want to try ST anyway to try and balance that... now high WS set with a 1500 armor debuff, seems redundant
5 piece - 5% DPS
Will be able to stack with 5 piece LOTD Set which is very very nice. I approve of this bonus
6 piece - On Hit: 10% chance to increase melee power by 130 for 10s.
For a Marauder this is going to be a huge bump to damage. DPS with marauder is 9 times out of 10 in Savagery, with dots from the mechanic plus the odd Rend, Wave of Mutation this proc should be pretty much always on. 130 Melee Power will also be available with 5 LOTD Set which has 158 Melee Power on it which means with this proc buff you get 288 Melee Power not including individual pices, Glove Talisman, and Royal weapons! Should see a nice bump in numbers for a Marauder here, not as much for other classes in Melee who don't have as much DoT damage or already burst fast enough to kill without needing a proc like this. IMO Significant improvement to the Marauder.
7 piece - On Hit: 10% chance to increase parry/block strikethrough by 10% for 10s.
Useless, the Tyrant 5 piece bonus is significantly better.
8 piece - 2m cooldown - Increases movement speed by 40%, auto attack speed by 25% and you will gain 60 AP over 10s.
Very cool, in fact I'd say worth wearing full Sovereign for this + the first 6 piece bonus. However 6 Sovereign + 5 LOTD Set will be the best option for a Marauder imo. The 8 piece will be nice if you're dueling kiters but not super practical in a regular RVR setting.
Alts alts alts Pt2
My Marauder is, for all intents and purposes beaten the game.
No, I haven't just kidding. But in terms of progression I only miss very minor pieces of gear that I have no desire to PvE for (World Boss Weapon, missing some Tomb pocket items and some Dark Promise). I still love my Marauder and play him all the time, but at this point it's only going to be in a proper premade. I'm sick of pugging on that toon because I get focused fast when I'm not supported.
So it's been alts. My Witch Hunter especially whom yesterday rolled so much face with in LOTD that I earned all 12 anks for my cloak, got my tomb sword and half a renown rank defending the warcamp for about 2hrs against wave after wave of Destro, not just lowbees but 40s and some higher RR ppl helping level up their guildies. My dmg bonus went from 222 to 264 after all the upgrades to my gear yesterday and I'm looking forward to getting back on him today.
What he really needs is 3 pieces of Dark Promise right now, that %5 is something I certainly have to get my paws on since my crit is not even at %20 right now (sadface).
No, I haven't just kidding. But in terms of progression I only miss very minor pieces of gear that I have no desire to PvE for (World Boss Weapon, missing some Tomb pocket items and some Dark Promise). I still love my Marauder and play him all the time, but at this point it's only going to be in a proper premade. I'm sick of pugging on that toon because I get focused fast when I'm not supported.
So it's been alts. My Witch Hunter especially whom yesterday rolled so much face with in LOTD that I earned all 12 anks for my cloak, got my tomb sword and half a renown rank defending the warcamp for about 2hrs against wave after wave of Destro, not just lowbees but 40s and some higher RR ppl helping level up their guildies. My dmg bonus went from 222 to 264 after all the upgrades to my gear yesterday and I'm looking forward to getting back on him today.
What he really needs is 3 pieces of Dark Promise right now, that %5 is something I certainly have to get my paws on since my crit is not even at %20 right now (sadface).
Sunday, July 11, 2010
The Sovereign
Well, I've completed my Sovereign set officially when I won my shoulders in a lewt bag the other night. Man I look awesome. Fortunately as well the upcoming changes to the Sovereign gear look impressive, although the Melee DPS class set has yet to be unveiled, probably should see something on that I'm suspecting this week, early.
Considering how huge of a bump the Tank set is giving them I'm suspect on what the melee Classes will get. Many in the healing world are split on what they're getting but at least the proc of 130 melee/range/healing/magic power which seems to be a 6 piece theme looks very good to me. Especially at %10 chance to proc. I'm curious to see what the 8th bonus will be, Healers are getting %50 crit dmg, which makes sense but you can't do that for Range or Melee DPS because those classes get those sort of bumps already, unless you're going to design the DPS sets around the mirrors and not just a large group as we've seen thus far.
Considering how huge of a bump the Tank set is giving them I'm suspect on what the melee Classes will get. Many in the healing world are split on what they're getting but at least the proc of 130 melee/range/healing/magic power which seems to be a 6 piece theme looks very good to me. Especially at %10 chance to proc. I'm curious to see what the 8th bonus will be, Healers are getting %50 crit dmg, which makes sense but you can't do that for Range or Melee DPS because those classes get those sort of bumps already, unless you're going to design the DPS sets around the mirrors and not just a large group as we've seen thus far.
Subscribe to:
Posts (Atom)