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Old 10-01-2013, 02:51 PM
Splorf22 Splorf22 is offline
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Join Date: Mar 2011
Posts: 3,237
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I think you are picking bad examples. Sure if you have 20+ L60 toons for Hate/Fear then you're going to roflstomp it and who cares if the enchanter is tanking 90% of the time. Or if you are duo with say a shaman in the crypt, they'll be fine if they have to tank for a bit while getting something slowed. There are only six mobs, and most shamans can solo the camp anyway. So sure, in those cases you could afk and have a beer with your friends and things would still be fine.

But let's move you to a more challenging camp, like the spore king in Sebilis (or even islands 4+ in Sky assuming you have 20ish). Shrooms (or spirocs, etc) have very high MR; you're going to need tash, malo, and multiple attempts to get them slowed. The spore king is all about dps; you'd really like to unleash the rogues as soon as possible. Your healer will be busy keeping the enchanter alive when he gets multiple mez resists/charm breaks. Sure, you can push all the responsibility for threat onto your team. But you'd really prefer to let them do their jobs correctly. Suppose you have solid dps and you are kiling those shrooms every 50 seconds. Your enchanter/shaman are disciplined so they'll wait until they can throw one tash/slow without pulling aggro. Let's say with two proccing weapons they can get stuff slowed in 15 seconds on average; with one it takes 20 (with a Paladin tanking it would take 10 seconds).

Paladin: 10s unslowed, 40s slowed / 75% slow = 20s
Sakuragi: 15s unslowed, 35s slowed / 75% slow = 23.75s (+19%)
Elements: 20s unslowed, 30s slowed / 75% slow = 27.5s (+35%)

Again these are just made-up numbers, and you can certainly cry min-max, but the point is that two proccing weapons are going to give you far more reduction in damage taken by allowing your teammates to do their job than any other slot in terms of HP/AC unless you burn some mallet charges.
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