Brawler Archive

Thread: Tanking Viability Suggestion...

Grimror
Wed Aug 06, 2003 5:55 pm
#1

Make Warcry = EQ's slow spells, meaning longer duration, and slows the mobs attack round considerably more then it supposedly does. So people don't whine about it being overpowered in pvp, make it only work on mobs. Just an idea. Disscuss.
Grimror
Wed Aug 06, 2003 5:57 pm
#2

This is also to sorta make up for us loosing the ability to spam knockdowns due to increased HAM usage on test. As it were, the only way we could tank anything large was to use KD to prevent them from attacking and landing blows on us. If that test KD nerf goes live, our tanking job becomes even more daunting then it already is...
Xol11
Wed Aug 06, 2003 7:19 pm
#3

First off, every brawler should get master medic on the side. It's invaluable as it lets you use your skills and heal from the HAM hits. Second, you can solo without spamming knockdown. Intimidate drops damage done by that creature by half. Wearing a good set of padded armor drops that by another 50% or more. Warcry gives you 10 seconds of the enemy not being able to attack. Knockdown gives you 15 seconds of the enemy not being able to attack. Soo...


Start with warcry so you have some time to get your initial hits off. Follow it with some state hits such as blind, stun, dizzy, etc. Then do a knockdown (the warcry is probably starting to wear off) to keep them from hitting you for the next 15-20 seconds. Then fire off an intimidate followed by a berserk. Since both have the same duration you are taking 50% damage while you are berserk, and the first 10-15 seconds of berserk your opponent can't hit you (knockdown). So you get 15-20 seconds of hits at 50% damage while you are berserked. Assuming your enemy isn't dead yet, you can hit them with knockdown, followed by intimidate and berserk to finish them off. I am able to solo 10k health monsters _without_ using a stim by this meathod. With a stim pack or two and my master medic skills I can solo them non stop and even tank 20k HAM MOBs (stimming before and after each berserk).


With ranged weapons I find that there isn't a lot of skill involved, it is mostly spamming your powerfull hits at them non-stop or kiting your enemy. If you try to play a brawler this way you will die fast and often. But by incorperating your various skills you can be quite powerfull.


NOTE: I am also master brawler so having +20 intimidate, warcry, and berserk helps a lot. If you don't have this you can look for or trade for some high mod skill enhancers in those 3.


-Micah

Grimror
Wed Aug 06, 2003 7:59 pm
#4

My definition of spam is to re-apply KD towards the end of the KD period, not each attack being KD. From your description, the thing that is letting "tank" the mobs is by re-applying KD every time it ends, so by my def, that is spamming the skill. Int/stun and warcry are really not doing anything for you, at least not as much as the "spammed" KD. You don't even need to throw those moves in to be honest.

TheOtherDernth
Thu Aug 07, 2003 11:32 am
#5

Maybe my lunge is broken, but the mob pops up in under 1 second when I use it, at most saving me from being hit once.


Not a big gain in my opinion.





D'ernth - Corbantis Galaxy

"The sky is blue, water is wet and Jimmy, ol' Satan Claws, he's out there"
ZalMalkel
Thu Aug 07, 2003 1:03 pm
#6

D'ernth, what weapon are you using? The only ones with an actual knockdown move under brawler are Pikeman, TKA, and Master Brawler. There is a big difference between posture change and knockdown.



Zal Malkel

Grimror
Thu Aug 07, 2003 1:08 pm
#7

The lunge2's are Knockdowns as well, and they are in the brawl tree, albeit at the very top, so essentially every profession could have access to a knockdown if he so choose.
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