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Old 11-16-2023, 01:29 AM
Troxx Troxx is offline
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Warriors are more than fine.

Discussion here relates to mob/mobs are in camp and you have an option for a tank. When you factor in all of the "other" .. Paladins have a huge toolkit with a ton of useful spells.

If your group needs a tank .. given a choice between me playing my 60 Paladin, Monk (TStaff) or Warrior (Frostreaver) for group as a tank you'll get a choice between:


Threat:
-all 3 are going to hold aggro without problems, group isn't going to suffer.
-Paladin, unlike warrior/monk, will have 100% snap aggro from the start and throughout every fight.
-My warrior will hold aggro a bit better than my monk due to higher dexterity
-Warrior solidifies the advantage over the monk with taunt snap-back as needed

Winner: Paladin >> warrior > monk

Baseline "Tankiness"
-Paladin will take the most damage out of the 3
-Monk has the lowest hp pool but will take less damage than the Paladin.
-Warrior will take the least damage at baseline
-Warrior has significantly more hp than the other 2

Winner: Warrior >> Paladin (more hp) = Monk (more avoidance)

DPS:
-My paladin isn't a slacker here. 53/46 ratio Spear. Still will be doing the least damage of the 3
-Warrior and monk are really close. You'd have to do a long string of parses over an extended duration to reliably see a difference between the 2. Warrior's weapon ratio is a tiny bit better but 30 delay is the "sweet spot" for capitalizing on dmg bonus. Monk 2hb caps 252 Warrior 2hs 250. Same offense skill caps. Same Riposte skill cap. Both have triple attack main hand at 60. Warrior can critical hit and while tanking will have higher damage ripostes. My experience playing both is that the warrior puts out more damage while tanking by a small margin.

Winner: Warrior = Monk >> Paladin

Extras that each class has available while tanking:
-Paladin: can self heal pretty well - not to be discounted. Stuns can help defer some of the damage intake and the utility.
-Monk: Stonestance is a brief discipline (12 sec) but 60% dmg reduction on a fairly brief reuse timer. Quite useful in a pinch. Oh ... and mend. It's good stuff.
-Warrior: kicks 55+ (or slam if large race) interrupt casters. Evasive up-time 3 minutes out of every 7 puts them in a tanky-tier all their own.

Winner: Warrior (evasive/kick_interrupts) > paladin (on-demand self heals and stun) > monk (stonestance/mend)

Special Caveat: small grouping certain areas that require FD ... monk is really your only choice.

All 3 options will work. Most will prefer the Paladin because we're spoiled and love not having to think twice about aggro. For the dedicated role of tank where nothing else is expected other than tanking? Warrior properly geared will perform better than monk.

TLDR: Everquest is easy. P99 is Everquest. All 3 choices are 99% interchangeable 99% of the time if appropriately geared. The game ain't hard.
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