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Old 03-07-2011, 11:59 AM
Folksie Folksie is offline
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Originally Posted by Extunarian [You must be logged in to view images. Log in or Register.]
If you don't care about utility then play a warrior. The reason you play a knight is because you want to be warrior-ish but have all those neat utility spells.

However, I think if you are really looking to play the 6-person group game you may want to play a class that has more at its disposal even if it takes a durability hit. Sure there are things you can do with mob placement and the like but for the most part as a warrior you're autoattacking, kicking and hoping for procs. Also, remember that taunt mechanics don't get fixed for quite some time yet, so warriors will still be unable to get agro at will on yellow and red cons.
Thankyou for answer Extun.

So you'd say, even levelling 56-60, a reasonably geared paladin won't need that much more healing than a tank? And will be able to handle the tougher named's that one gets doing pickup groups in old seb/karnos or whatever?

I think that's the crux of what I want to get at, I would quite enjoy tossing in roots/stuns on mobs as pally, but also don't want to worry about being mana-sponge for clerics in endgame.
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Old 03-07-2011, 01:04 PM
Extunarian Extunarian is offline
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Quote:
Originally Posted by Folksie [You must be logged in to view images. Log in or Register.]
I would quite enjoy tossing in roots/stuns on mobs as pally, but also don't want to worry about being mana-sponge for clerics in endgame.
Obviously we don't know exactly how everything will be tuned here, but I think a pally or sk would not have anything to worry about for any groupable content. Tanking is a big part of their class and they can hold up just fine. Lets face it, tanks are a bit harder to come by on this server and any cleric is going to be happy to drop cheals on a pally or sk because it means the ranger and monk aren't tanking.

Not only is the survivability difference negligible in a group context, but any talk of a pally not being the 'ideal' tank in a PUG will come to a halt as soon as you save the group with a well-timed LoH on the chanter or cleric. Same goes for the SK who HT's down that nasty caster add before it nukes the cleric to oblivion.
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Old 03-07-2011, 01:05 PM
milsorgen milsorgen is offline
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So, bearing that in mind, I'm wondering for those who played in Kunark era, as tanks and especially as healers, was there a noticeable difference between durability of warriors vs hybrid tanks? Did it take a lot more mana to heal the bybrid tanks? Also, far less crucially, just how big is gap in dps and did it make any difference to group effectiveness.

As a warrior I played a bit of Kunark mostly outside and inside of KC, and while outside I could get away grouping with a hybrid or pairing up with my buddies mage, inside was a different story and generally a warrior was called upon to tank in most circumstances. Now I can't relate as to the durability vs as I never played a hybrid in the area but there was a definite push to have a well formed group as defined by standard roles.
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Old 03-07-2011, 01:11 PM
Bubbles Bubbles is offline
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Evasive and Defensive are pretty awe-inspriing and have quick reuse times (like 7 and 10mins?).. It starts to separate the warrior from the pack in terms of mitigation.. Of course, quick and reliable aggro-generation still is another story.
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