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Old 08-11-2010, 10:09 AM
Estu Estu is offline
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Default Agility on a tank

I just yesterday decided to remake my level 7 ogre warrior as a dwarven paladin (this is once I realized that all I'd ever be able to actively do would be essentially to taunt, bash, and kick). I've been contemplating what starting stats to go for and what stats to eventually get gear for, and one thing I never hear much of is Agility on a tank. Yet, it seems like the logical base stat to go for other than Stamina. Obviously taking hits is more important than DPSing, and I can aggro with spells as a paladin, so it seems like Strength and Dexterity are relatively low priorities. My question is, then, shouldn't Agility be the logical next stat to max out after Stamina (assuming, of course, that I'm also working on the actual AC on my gear, not just going for AGI at any cost)? At the low levels I've been playing, Agility seems to make a much bigger difference in AC than Stamina does in HP; two points of Stamina on my warrior only increased his HP by one point. What's the situation at higher levels?
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Old 08-11-2010, 10:16 AM
mgellan mgellan is offline
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Quote:
Originally Posted by Estu [You must be logged in to view images. Log in or Register.]
I realized that all I'd ever be able to actively do would be essentially to taunt, bash, and kick)
Jeez, dunno what kind of warrior you play but my warrior pulls, positions mobs, manages aggro (as best I can with limited tools,) moves mobs around so chanters can target them easier, watches the entire group health to make sure no one is being beaten on, and otherwise runs the whole encounter for the group cooperatively with other classes as might be in the group. Whether I do this successfully is something I'm skilling up on, but saying all a tank does is taunt bash and kick means a pretty crappy tank... you don't have to be a caster to have stuff to do!!! Level up to the point where you can get into a close dungeon like UGuk and you'll find a whole new dimension of tanking...

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Mg
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Old 08-11-2010, 10:39 AM
Seeatee Seeatee is offline
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Quote:
Originally Posted by mgellan [You must be logged in to view images. Log in or Register.]
Jeez, dunno what kind of warrior you play but my warrior pulls, positions mobs, manages aggro (as best I can with limited tools,) moves mobs around so chanters can target them easier, watches the entire group health to make sure no one is being beaten on, and otherwise runs the whole encounter for the group cooperatively with other classes as might be in the group. Whether I do this successfully is something I'm skilling up on, but saying all a tank does is taunt bash and kick means a pretty crappy tank... you don't have to be a caster to have stuff to do!!! Level up to the point where you can get into a close dungeon like UGuk and you'll find a whole new dimension of tanking...

Regards,
Mg
a SK and a pally does all the same stuff as well when tanking, so that doesn't really enter the equation, any good tank does those things, on top of that , a war only has 2 or 3 buttons to press where as a knight has more options to make things slightly more interesting with spells on top of taunt / bash .

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Old 08-11-2010, 10:18 AM
Estu Estu is offline
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Dude, I'm aware that tanking includes all those factors. My point was that I only had something like four active skills to work with. A paladin would do all those things you listed while having a lot more to work spell-wise. Let's not derail the thread into what tanks do or don't do.
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Old 08-11-2010, 10:29 AM
Harmonicdeth Harmonicdeth is offline
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See I am curious on the returns of agility as well...With my ranger I have feet like Cat, when I cast it on myself it gives me something like 5 ac total... So I am unsure of the actual calculation, maybe MMiles will enlighten us.
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Old 08-11-2010, 09:24 PM
mmiles8 mmiles8 is offline
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Quote:
Originally Posted by Harmonicdeth [You must be logged in to view images. Log in or Register.]
See I am curious on the returns of agility as well...With my ranger I have feet like Cat, when I cast it on myself it gives me something like 5 ac total... So I am unsure of the actual calculation, maybe MMiles will enlighten us.
Ask and ye shall receive.

For your displayed AC, your agility is added to 16/9 of your defense skill, and added to other things that influence overall melee damage prevention. The server handles the individual avoidance and mitigation components individually. Enchanter AC buffs will cause you to avoid more attacks. Cleric and Shaman AC buffs will grant you more mitigation from those attacks. Not all AC is created equal, but equal AC should result in equal damage prevention. There are soft caps on worn AC returns.

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If you stand around taking damage for an hour, you'll avoid some of it, and you'll mitigate some of it. Think of your displayed AC as the average of all of those things, after law of large numbers is applied.

Your agility is also combined with your dodge skill to affect how often you dodge. So you do get to double dip agility beyond your displayed AC in this sense.

To get to the deeper question, you can't break it all down into one nutshell stat that you should max beyond all else. In Kunark, the mantra was AC is king. In Velious, two opposing camps sprung up over AC vs resists. Resists in theory are great, but in the verant era, resistances were futile.

Here, I've observed clear benefits from small changes in resists. Resists also offer utility beyond damage prevention. It's hard to calculate and measure the value of not getting rooted or feared.

Dex could be argued to be equally important because all the mitigation in the world isn't doing anyone any good if you aren't getting the PPM to keep sufficient, sustained aggro.

I'd advocate well rounded stat choices over bottlenecking yourself into one stat.
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Old 08-11-2010, 10:51 AM
Itchybottom Itchybottom is offline
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If the hate code hasn't been thoroughly gutted from KimLS's version on this server, strength would be the next logical stat to invest points into if your gear does not cap you (which I guess, it might depending on race) because hate is generated based on calculated damage, and not actual. So a miss for 65 damage, is still 65 damage worth of hate. Stuns are the great (even resisted) at keeping aggro on EQEMU, so I'm not sure it would really matter that much either way. Maybe think ahead for a Jeldorin and go dex?
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Old 08-11-2010, 10:56 AM
Estu Estu is offline
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Interesting weapon, Itchybottom, but I hesitate to base my entire stat development on getting a single weapon. I'll keep in mind that procs can be useful defensively as well as offensively, though.
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Old 08-11-2010, 11:01 AM
Braveguard Braveguard is offline
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Mitigation versus avoidance makes my head hurt.
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Old 08-11-2010, 11:10 AM
Molitoth Molitoth is offline
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Keep in mind AGI is one of the hardest stats to find on items for a paladin... so putting some into base stats may be a wise thing to do.

STR/STA/WIS are really easy to get on items.
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