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#1
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![]() Since the -Tanks- forum is practically bone dry maybe people with some knowledge of our tanks could inform newcomers on what a good beginning and end game choice for tanking would be.
Here's some basic info. -Warrior- 10% exp bonus- Offensive and Defensive Disciplines- Additional Level abilities- obtained- Bash 6 Dodge 6 Parry 10 Duel Wield 13 Double Attack 15 Riposte 25 Disarm 35 -Paladin- 40% exp reduction- Beginning at level 9 they get Cleric-based spells- Lay on Hands, single target instant heal- Additional Level abilities- obtained- Bash 6 Dodge 10 Parry 17 Double Attack 20 Riposte 30 Disarm 40 -Shadow Knight- 40% exp reduction- The solo Tank/Hybrid- Beginning at level 9 they get Necromancer-based spells- Harm Touch, single target instant DD- Additional Level abilities- obtained- Bash 6 Dodge 10 Parry 17 Double Attack 20 Riposte 30 Disarm 40 If anyone knows some end-game raid info on the efficiency of these classes please don't hesitate to post. | ||
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#2
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![]() Idk about end game but I know pros for tanking
The pally as said has cleric spells ,at 49 they get Rez and extra heals can help a ton at spots ,i think at 59 they get full exp Rez .. And un dead dds as they lvl helps Sk biggest con. They get feign death. As a spell but makes for a good puller | ||
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#3
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![]() I don't know about on p99 but Shadow Knights can hold aggro better than Paladins due to threat created by Disease Cloud. Once that gets nerfed (Velious?) though, all bets are off.
IMO LoH is very powerful, HT is just mediocre and FD can be godlike. You don't get FD until 30 though, so take that FWIW
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#4
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#5
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I think the real benefit besides saving the player a corpse run and exp loss, is the reduced downtime. Depending on who is or isn't saved can have a fairly dramatic effect on the group and sustained exp gain. If that's important to each player, respectively. [You must be logged in to view images. Log in or Register.]
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#6
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![]() sk and pally dont mitigte damage as well as warriors, and when it comes to raid targets you can't go past warrior
grp situations are different though. the mitigation gap can be reduced with spell abilities sk's have str stealing and life draining abilities to reduce damage (albiet slightly) and self heal pallies get stuns (from 30+) which prevent damage during stun and interupt those pesky casters. They can self heal (and later on excluding regen, can actually do it almost as well as a druid. both get superior healing Dru at 53 Pal at 57) as has been noted, sk can fd. as has not been noted, pallies can lull lines to pull instead of fd all 3 have there own +'s and -'s in summary... Warrior - best mitigation at all times and really the only option for tanking end game velious SK - Best solo class (fear kite), best snap agro, FD, good dps Pally - Lowest dps, Heals, Rezes, better snap agro than warrior, stuns, HP/AC buffs (where cleric is not present), lull | ||
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#7
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![]() On warriors ,what's pros and cons of a iskar warrior
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#8
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![]() I vaguely remember Iksars not being able to wear plate back in the old days, but I'm not sure if that applies to this server... (?)
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"Everything can at all times be stated, for it will always be understood by those who are able to understand."
- Eliphas Levi | ||
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#9
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Also iksars get a racial bonus to armor class. | |||
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#10
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