Quote:
Originally Posted by Zuranthium
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You want the tank to be able to absorb the punishment from several monsters at once if there is an overambitious pull or ill-timed adds.
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The point is, a well played ranger never HAS to do this. Harmony means bad pulls should never happen (if the ranger is alert for resists, and you're outdoors... yeah, it's not perfect), and adds can be root parked and aggro kept at the same time with smart spell usage. Meaning that when CC breaks, they head for the tank and not the clerics/enchanter. Multiple mobs may be on the ranger for a short time, but if they know their business then not for long.
I'll sidestep here and acknowledge that we do have inferior mitigation, and are not suitable as MT's for raids or when killing mobs more then 3-4 levels higher then us. In this case they would be OT and mob controller, using spell aggro to drag mobs to a desired position and parking them, controlling a bad pull almost as well as any enchanter could. Better in some situations, since they can drag mobs out of/into aoe's, away from the clerics, out of patrolling paths, etc. Then they DPS when not busy doing that. And on that point, if they are DWing and not using their nukes, they are doing less damage then they are capable of. 2h+spells between swings is > any DW combination (in this era, and until epics anyway. also assuming your MT can hold aggro through that storm of damage and the ranger doesn't need to hold back). If you're seeing rangers with crappy DPS, what you're seeing is players that don't know the class.