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PvP Armour. What do you want on yours?
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EverQuest II » Top » General EverQuest II Discussion » PVP Discussion Previous Topic  |  Next Topic      Go to Page: 1 , 2 , 3 , 4 , 5 , 6 , 7 , ...  11  Next
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Lord

Joined: Jun 8, 2008
Messages: 1331
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PvP gear, love it or hate it, seems to be here to stay. The devs however, cannot play all the classes in pvp. They cannot know exactly what each and every class wants for their PvP gear. So I figured I'd make a thread and ask the players what they actually want for their gear. Listed below are (hopefully!) some effects and skills that the community has suggested that they might like to have on their PvP set for the next expansion.

Please keep your posts on-topic. Any posts about how hard/easy the gear is and about how good it should/shouldnot should be made in other threads please. This is an ideas thread so that hopefully the next set of gear wont have effects that your class doesn't want.

Feedback should be given on the following:
1. Set Bonuses you would like to see.
2. Skills you would like to see focus effects for your class.

General procs like 'heal me when I get hit' are good for most classes and should be left out of this. Also, try to be serious. I'd rather not have to wade through requests for Vorpal Weapons or other stupidly overpowered effects to get to the ones that might have a chance of happening.

Hopefully this gets going and I'll maintain it. If it doesn't, then you have no reason to be complaining about the next set of PvP gear if it isnt up to your expectations. Keep in mind that Im on Aussie (GMT+8) time and so updates to the main posts are likely to be done while you're asleep.

General Requests:
- Can we get some jewelery as well as armor for the next expansion. Players don't want to be forced to run zones to get jewelery.
- Less spell/melee crit on gear please, especially since you put crit mit on the gear and basically made all that crit you gave us useless. Either that or fix the crit mit, its annoying when crits hit for less than non-crits.
- A revamp of lower tier armor would be welcomed by most people.


Message edited by Paikis on 05/28/2009 09:57:03.



Lord

Joined: Jun 8, 2008
Messages: 1331
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Fighters
- +Mitigation
- +Parry, Defence, Deflection
- Reduce all incoming Physical damage by x
- % increase in hitpoints
- Melee crit, +CA damage, Melee DA.
- +Aggression

Berserker:
- Extra damage prevention on Adrenaline
- Increase the CA damage multiplier on Juggernaught.
- Increase and/or remove max targets on Zerker's AoEs and Open Wounds/Myth-clicky.

Guardian:
- Stoneskin proc, when hit.
- PBAoE taunt proc on being hit. No taunt lock.
- Immunity to control effects, proc when hit.
- Add a daze or stiffle effect to Immobility.
- Immunity to Snare. Not a proc, just always immune.
- Add taunt locks to Dragoon's Spin and Seige.
- Add mental damage to taunts.
- Damage Shield for a decent amount.
- Increase trigger chance of Hold the Line.
- Add a taunt-lock on sucessful intercept.

Monk:
- Add an immunity to mez, stun, stifle, etc. for 15s or so to Will of the Wise
- Add a knockback to Lightning Fists.

Bruiser:
- Reduce recast on Eye Rip
- Increase duration on Closed Mind
- Reduce reuse on Ignore Agony
- Extra triggers on Stone Deaf
- Increase trigger chance of Manhandle
- Make Knockout group wide
- Make Impenetrable will group wide.

- Remove the stun on Rockskin

Paladin:
- Mitigation comparable to PvE raid set.
- Heal crit
- Haste on gloves.
- Spell crit

Shadowknight:
- Spell crit
- Extra triggers on Life Pact.
- Remove group requirement on Bloodletter triggers, but reduce heal to compensate.
- Extra triggers on Bloodletter.
- -x% resistability.
- +x% chance to hit.
- Reduce casting time of Life Pact
- Reduce recast timer on Harm Touch
- Add a power tap to Mana Sieve.
- Make Mana Sieve encounter.
- Make Devour Vitae encounter.
- Increase trigger chance on Grim Harbinger
- Increase the heal amount on Reaver
- Add a power proc to Reaver, 1.5% on any spell attack same as the heal


Message edited by Paikis on 07/18/2009 10:19:41.



Lord

Joined: Jun 8, 2008
Messages: 1331
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Healers
- Transposition (or any other stoneskin proc)
- Heal crit, +heal amount, +base heals
- Overloaded Heals Procs
- Reduce all incoming damage by x
- Cure procs, when hit, on heal, on nuke (for furies)
- Immunity to Knockbacks/knockdowns
- Self ward/regen/reactive on successful heal spells.
- Manawell and/or Pondwash
- Casting and recast speed.
- Runic Cover (or other large ward procs)

Templar:
- Unyielding Benediction: make it group-wide.
- Unyielding Benediction: give it a chance to reflect spells (10-15%)
- Glory: Give it a small regen when it procs.
- Glory: proc power for the group.
- Aegolism: small regenerating ward for the group.
- Focussed Intervention no longer stuns caster.
- Extra triggers on heal reactives.
- Mutagenic Burst
- Faster (BASE!) recast on Word of Redemption

Inquisitor:
- Increase trigger chance of inquest/increase power returned
- Group-wide tenacity
- Change DPS component of tenacity to Weapon Damage Bonus
- Increase duration of Divine Aura
- Remove all penalties from Devotion, reduce recuring power cost.
- Heretic's Demise on the encounter. Each death triggers it.
- Increase melee crit bonus.
- Knockdown proc
- Frontal auto-attack
- Fervent Faith group-wide
- Control immunities on Fervent Faith

- Reduce break chance on confine
- Increase range and reduce tick's on Inquisition
- Make Condemned encounter based
- Make Heretic's Doom encounter based.
- Remove penalties from heal/damage stances.

Warden:
- Add a ward to Photosynthesis
- Add DA to Instinct
- Make Instinct groupwide

- Reduce recast timer on Tide of Healing
- Reduce the time between 'ticks' on Purity.
- DPS mod.
- Gale no longer roots caster.
- Extra damage on Thorns.
- Thorns buff group-wide

Fury:

Mystic:
- Casting speed. Casting speed. Casting speed. Casting speed. Casting speed. Casting speed. Casting speed. Casting speed.
- Increase (BASE!) ward size of group (and single?) ward.
- Group heal procs on melee attacks.
- Increase damage, reduce resistability and add a knockback to Scourge.
- Make the group ward apply to individuals, instead of the whole group.
- Add knockback and interupt immunity to Immunize
- Make immunize group-wide.
- Make Slothiness a combat art, increase damage, increase triggers.

Defiler:
- Casting speed.
- Increase (BASE!) size of group (and single?) ward.
- Make the group ward apply to individuals, instead of shared accross the whole group.


Message edited by Paikis on 06/26/2009 23:59:37.



Lord

Joined: Jun 8, 2008
Messages: 1331
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Scouts
- Melee(Ranged) DA and Crit, +CA damage, Base CA damage.

Assasin:
- Reduce recast on Execute
- Faster reuse or increase duration on root and/or stiffle
- Extra damage on mortal blade.
- Strikethrough during concealment
- +CA damage for duration of concealment
- Ranged double attack.
- Increase chance to drop target during concealment.

Ranger:
- Reduce casting time on Sniper Arrow.
- Root proc when hit.
- Lifetaps
- Increase ranged weapon range.
- Root immunity
- Snare immunity/resistance

Troubador:
- Clicky-Snare that doesn't break on damage.
- Snare proc on hostile spells.
- Stun/fear/root proc on hostile spells.
- Base spell damage.
- Increase range on Thunderous Overture.
- Reduce recast on Perfection of the Maestro
- Increase damage on Perfection of the Maestro
- Increase Trigger chance of Requiem of Reflection, or allow it to reflect effects at full (or not quite as reduced) strength.
- Add an INT, STA and WIS debuff to Devigorating Discante, equal to what it already debuffs for STR and AGI
- Add a base damage (and heal?) reduction to Devigorating Discante (trying to make this worth casting)
- Increase trigger chance for Aria of Magic
- Increase damage for Aria of Magic
- Increase the amount of health/power drained by Vexing Verses (by alot, it hardly does anything atm)
- Add a group health-tap proc to Rejuvenating Celebration. On spell or melee attack.

Dirge:

Brigand:

Swashbuckler:


Message edited by Paikis on 07/13/2009 07:48:25.



Lord

Joined: Jun 8, 2008
Messages: 1331
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Mages
- Transposition (or other stoneskin effects)
- Ward procs, either when attacked or on hostile spells.
- +Spell damage, Spell Crit, Spell double attack.
- +Base damage
- Casting on the run for x seconds.
- Some sort of 100% parry ability, something like Divine Aura or the scout's parry belt.
- Control effect procs when hit.
- Reduce resistability.
- % chance to avoid attacks.

Coercer:
- Increase duration of Amnesia
- Extra triggers for Tyrannous Mind.
- Increase duration of Tashania
- Make Tashania (or Assylum, or Obliterated Psyche) an encounter-based spell.
- Make Impetus group wide.

- +casting speed added to Soothing.
- Extra triggers on Hostage
- Extra triggers on Spell Curse

Illusionist:
- Focus: Illuminate: (strikethrough) % chance to ignore the resist check of target.
- Phase: snares target by 70%. Or make it encounter based.
- Blink: add a snare or short duration root component.
- Magis shielding: adds X% uncontested avoidance to magis shielding, or a stoneskin proc.
- Tandem: add a snare component to tandem.
- Make tandem heal for each proc.
- Prismatic adornment: heals target for X for each trigger
- DOTS: Add a knockback to some dot ticks
- DOTS: Decrease duration of all DOTS
- Increase duration of all Crowd Control spells
- Spellshield: chance to reflect CAs too
- Chance to drop target (when getting hit/on successfull hostile spell)
- Personae: chance to force target to personae (when getting hit/on successfull hostile spell)
- Personae: pet intercepts %X of incoming damage (or X% chance). Could be good for illusory allies line too.
- Manacloak: absorbs X next incoming attacks
- Doppleganger: make it castable on yourself

Wizard:

Warlock:

Necromancer:
- Taunt (lock) procs (for the pet). 
- Snare proc, on spell, or give it to the pets.
- Increase range on snare, reduce resistability, and make it stop breaking itself. Also want it castable on the run.
- Make Horror less resistable (unresistable would be nice) and reduce (or remove) the chance to break on damage.
- Fear proc on spell attacks.
- Increase damage and life returned on Drain Life, Bloodcloud, Demilich and/or Consumption.
- Necro gets a small heal whenever one of their dumbfire pets dies. Also heal on termination.
- Increase the duration (or damage) on Consumption
- Add a life-tap to Pandemic. Triggers for each target it hits.
- Make Lifetap an encounter spell. (and let it heal us for each target hit)
- Increase the % chance to intercept/avoid on Minion's Warding and Cabalist's Cover.

Conjuror:


Message edited by Paikis on 07/21/2009 00:45:10.



Loremaster

Joined: Aug 24, 2007
Messages: 432
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Necromancer.

I want like a taunt proc on ouer gear. 2 sec lock 3 times/min.

I want a defensive stuff like displacement. or a ward that procs when we are getting hit.

I want increases run speed for kiting.

I want a iteam that we can run and cast for like 10sec, like the melee classes get their bumerang. They loose ther range weakness why cant we loose ouer kiting weakness?

I want a 10sec parry belt like the scouts.



Lord

Joined: Jun 8, 2008
Messages: 1331
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Ha, I'm still messing around with the first post Guld, but I'll throw your ideas in the necro section... might have to make a general section as well. Thanks for contributing!




Loremaster

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Coercer Set Bonuses:

2) Current ward proc is decent (same for all mages)

4) Increase Duration of Amnesia by x seconds (2-3 maybe)

6) Increase Tyrannous Mind count by 2 (procs).

Stats on each piece: Same goes for all classes, needs to buff more than 5-7 to one stat. Remove the +5 casting speed and the +5 reuse from 2 of the Coercer pieces respectively, or keep them while adding another stat (+base, crit, spell damage etc).


Server: Nagafen
Guild: Champions of Sebilis
Rank: Member

Loremaster

Joined: Mar 23, 2006
Messages: 824
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I want a charm that gives +50 to all stats +200 health/power +3 to all base spell damage has tracking ability that all classes can use for 40 pvp tokens.

Some sort of clicky on pvp armor could make your next 3 spells unresistable.


Server: Nagafen

Augur

Joined: Mar 24, 2009
Messages: 349
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Warden Set Bonus:

  • Base Healing Amount + 35
  • Heal Crit Chance + 15
  • Gale no longer stuns the caster.
  • Purity triggers every 2 seconds instead of every 15 seconds.
  • Mitigation increase equal to avoidance amount if wearing a 2 hander
  • Mana Leak / Pond Wash triggers 5.0 times a minute
  • Thorns do 100% more damage
  • If wearing a 2 handed weapon, DPS and Haste increased by 50

 




Lord

Joined: Jan 21, 2008
Messages: 285
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Warden....

 

Chestpiece: currently has an upgrade to a damage spell on it. Change this to a 300 point ward to be added onto Photosynthesis.

 

Set bonuses:

2pc -Adds 10% DA to Instinct and makes it groupwide

4pc - reuse timer on Tide of Healing reduced by 10%

6pc - Enhance:  Purity - causes each tic on Purity to be reduced to 7 seconds instead of 15.

 

I never want to see JUST damage spell crit on a warden set piece again. The melee CAs don't even make damage spell crit a viable stat to boost. For that matter, I never want to see another piece with Enhance: Winds of permafrost again. Adds need to be a mix of melee skills and heal skills....one pc with 100 heal amt/CA damage, keep the two with 7 heal crit, add the Photosynthesis mod onto the chest, one pc with a crapton of DPS mod on it, and add a weak Dispersion proc to the legs.

 

Edited because smileys are invading my post.


Message edited by Desna_Venekor on 05/27/2009 09:34:31.



Lord

Joined: Jan 21, 2008
Messages: 285
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Vanand@Nagafen wrote:

Warden Set Bonus:

  • Base Healing Amount + 35
  • Heal Crit Chance + 15
  • Gale no longer stuns the caster.
  • Purity triggers every 2 seconds instead of every 15 seconds.
  • Mitigation increase equal to avoidance amount if wearing a 2 hander
  • Mana Leak / Pond Wash triggers 5.0 times a minute
  • Thorns do 100% more damage
  • If wearing a 2 handed weapon, DPS and Haste increased by 50

 

Gale doesn't stun the caster. It roots them. Not that you're doing a crapton of moving while spamhealing anyway.

 

Pond wash, really? Since when in a group battle does the group EVER run out of power before the fight ends, esp if you're wearing mana leak/pondwash belt? Rarely if ever happens to me....maybe one person being stupid with power, but never all.

 

Thorns 100% damage...it does M1 about 60-70 damage per melee  hit if someone hits that one person it's on...and that's doubling it to 140 per, about. I'd rather go with a proc that covers the whole group....making thorns groupwide would be cool though.

 

i'd rather some avoidance love than more mitigation, I'm usually sitting at crap plate mitigation as is, but avoidance is down in the 20-30% ranges....make my avoid and mit the same value, mmmmmmm.....




Lord

Joined: Jun 8, 2008
Messages: 1331
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Try to avoid generic things like 'I want more pondwash!' Pondwash is good for all classes. Just want set bonuses and focus effects for now. Might add in other stuff later. Also, tell your friends. The more feedback/opinions we get, the better our gear (should) be.

I'm not going to throw numbers up there, so if you say 'I want 35% base heals!' I'm going to write it up there as +base heals. I'm not even going to pretend like I know how to balance this stuff, and its the dev's job anyways. Im just doing this to consolidate the ideas in one place.

Was kind of annoyed that this suggestion was met with the following comment in qeynos chat though: The devs dont care.



Server: Nagafen

Augur

Joined: Mar 24, 2009
Messages: 349
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So I was thinking Tortoise Shell when I thought Gale

 

Warden Set Bonus (revised):

I would also like my warden to have the abilities of the following mutants:

  • Doctor Strange
  • Cable
  • Iceman
  • Scarlet Witch
  • Magneto
  • also Cyclops



Loremaster

Joined: Aug 24, 2007
Messages: 432
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I would like a slow iteam aslo, or a upgrade on Dooming darkness (ouer slow)

 
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