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#11
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I liked How EQ2 initially designed healers and tanks.
All healers were equally potent, but healed via different means: Cleric - direct big heals Druid - heal over time Shaman - large runes At the same time tanks (war, pal, sk) all had similar tanking/mitigation potential but each came with its own side perks, where one was better for single target agro, another for multi target agro, one could pump out extra melee dps, while another could add some healing, etc (encounters were also designed in such way that they would call for a different optimal tank) So it wasn't just war+cler as the ultimate ONLY raid set up - it was variations of 3 healers/3 tanks that could produce different results based on encounter in question.
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