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Originally Posted by DeathsSilkyMist
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Indeed look at that thread, and your gameplay videos, for further proof of how suboptimally you play the game.
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Originally Posted by Keebz
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In raiding, tracking is useful in the planes for getting mob counts, but when looking for specific targets, pet tracking is the norm since it can be done from zone in or other safe spot.
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I feel like pet tracking had a smaller range in classic, I remember very clearly knowing the mechanic to have the pet attack something even when you couldn't see the target (Hermit in South Karana for example) and trying to test how far I could use this from; at a certain distance from MOBs I seem to remember the pet not responding at all, which runs counter to p99 where it gives an emote. Logically there should be documentation of guilds using this back then if it worked, because plenty of people knew the command to do it; has anyone actually found evidence? I certainly don't remember guilds on my servers doing it.
Quote:
Originally Posted by Keebz
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My main issue with Rangers is the lack of power 50+ non-raiding. Yea, you can track and do questing and what not, but in a dungeon you're very blah. Paladins at least lull, root their way around, face tank, stun casters, etc.
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Do you mean solo? Because for me that just goes back to the point of how a Paladin isn't going to make better "gains" solo in a dungeon than a Ranger can elsewhere.
If you mean for groups, well yeah a Paladin can do some things better, but they become weaker if the group already has a tank. Ranger can add a good amount of damage to a melee-heavy group and they also have Root, plus Snare. I wouldn't say a Paladin necessarily duos better with Enchanter all the time, being able to Snare everything is the safer option when charming sometimes, and Ranger's healing is often sufficient to fill the gaps an Enchanter might need.
I don't rate Lull super highly tbh, because if you are depending on it to move past a deadly spot in a closed-off area, then a crit resist simply means you die. I'm pretty sure Lull got crit resisted more frequently in actual classic than it does here. I remember an Enchanter friend complaining about how much that happened and how frustrating it was to watch Rangers be able to Harmony with no danger in a bunch of zones as compared to Lull (and I remember similar things playing an Enchanter for myself starting in late 2000). In safer areas with targets that aren't resisting at all, then Root can be nearly the same as Lull anyway, you just run past them after rooting and /camp before moving on.