Quote:
Originally Posted by Twilight-Sparkle
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Why so few Paladins? They get good heals (Superior/Celestial) and buffs (Resolution/90%res), and can't they tank raids like Warriors and SK's?
Also, they get Fiery Defender, THE coolest looking weapon in the game.
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They get root too. Root is awesome for survival purposes and sometimes for kiting. Ofc, their root only lasts up to 12 seconds, but that's long enough to cast a few heals. Rangers get a root at 49 that lasts for over a minute. Still, even a 12 second root can be very useful and only 30mana per cast. Good for indoors. Snaring works best outdoors. Indoors snaring isn't nearly as good because of close proximity to other aggroes.
(Note: Paladins do get a 1 minute-plus root at level 54.)
Warriors own tanking in the upper game. I think when EQ first started there was a unfair advantage to other classes in terms of tanking but they had to fill that hole afterwards to stop the complaints. You can notice this when leveling up. Even a wizard can tank somewhat. The difference got bigger with time.
In some RPGs warriors are the simplest class and also the least capable overall. They're a good way to introduce yourself to the game. AFter that you'd multi-class or add non-warrior skills for more power. But this idea is kind of lost in most MMORPGs due to classes being equally powerful. I wish it could see more experimentation. IMHO, there's only so many ways to skin a sheep. Warriors are warriors are close-combat fighters, you know? That gets awfully boring after a while. There's healing, there's crowd control, there's long range attacks, there's spell casting and buffing, there's traps and poisons, there's traveling, there's knowledge skills and what else? A game has to try REAL hard to give a close-combat fighter enough tricks to stay interesting. It's futile, IMHO.