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Old 12-01-2010, 09:28 PM
Estu Estu is offline
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Quote:
Originally Posted by knottyb0y [You must be logged in to view images. Log in or Register.]
I wanted to try to answer a few questions asked earlier in the thread

What is different in Kunark that makes Warriors so much better than now?

1. Gear Upgrades. Warrior gear in kunark is better over all. As far as weapons warriors have more weapons that deal higher dps (higher aggro then) and more aggro proccing weapons become more readily available. A warrior is only as good as his gear. Also there are more armor options in kunark that have a better AC, +HP, and +STR/DEX/STA stats on them that are warrior only, thus raising the mitigation gap between them and knights at high ends at the very least.

2. Taunt Fix. In Kunark taunt get's fixed (this affects knights too, but with spells they could always build aggro). This gives the warrior the ability to atleast snap back aggro when it is lost.

3. Mobs hit harder and have more HP. As previously stated the longer a fight goes the bigger the mitigation curve moves in favor of warriors.

These probably effect the warrior's tanking ability the most in groups and raid situations.

With this said, for an xp group a warrior or shadow knight or paladin can all tank fine. SK/Pal have the advantage of snap aggro and some utility. Warriors have more hp/ac and a little higher dps is equipped right. The formula is really as simple as that.

In raid situations after kunark the defensive discipline really is what makes warriors the end all be all of raiding (even more so than before just because of hp/ac). Defensive gives them such a boost in mitigation it makes many raid encounters possible at the very least easier.

These probably effect the warrior's tanking ability the most in groups and raid situations.
Nice. Are SKs and PALs very unpopular in Kunark and Velious, then, or do they also have nice bonuses?
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