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This is inarguable. The random shit you're saying is wrong. Quote:
There are a few things that can be argued in favor of Rangers: 1.) Snare - this is mostly irrelevant to the situations you're talking about. Root already provides crowd control. Where snare does help is keeping a Charm pet snared, providing more room and time to react on breaks. 2.) Access to 50% slow proc (whereas otherwise slow will just be 35%). While this can help, it's not reliable, and a Ranger tanking a 50% slowed target is still going to take more damage than a Monk tanking a 35% snared target. Compared to a Pally/SK, the Ranger may have a small advantage in damage reduction. I'd need to see some more detailed number crunching for that. However, the Pally getting a bigger return from C-heal and having better healing of their own certainly tips the scale in their favor overall. 3.) Better DPS (things dying faster = less damage taken). Some direct testing will be required to further debate this. I'd very much like to see someone set up a Paladin vs Ranger test scenario (will require "equal level" of gear) where the trio has to kill some very hard MOB. Let's see in which scenario the Cleric ends the fight with more mana. What I do know for sure is MONKS have the highest DPS and damage reduction, plus the amazing feign death addition, making them the best choice of any melee class for this trio.
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#2
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That's just one example of the type of monks I've dealt with. Paladins aren't all that much better from my experience. Sure they can tank, but I've seen rangers tank better, warriors and shadowknights are clearly the best tanks since they require so little healing simply by comparison. Paladins are about on average with the same as rangers, they both bleed, but rangers have higher technical skills than paladin. I've seen paladins struggle heavily with aggro before, and when they finally do get it, they just bleed. I've honestly NEVER seen a ranger have problems holding aggro, which is one of the primary rolls of the tank archetype. Yes, that's right, I've seen paladins fail to hold aggro, and when they do, they bleed. Rangers bleed too, but they actually kill the monsters. Doesn't take a genius to see the enormous difference in these 2 statements, the dps actually matters from a healing standpoint, especially when talking about the "Best Trio" that doesn't include enchanter. I'll try to explain this in mathematics since you're focused more on the code than the results. lets' say it takes me 12% mana to heal a paladin or a ranger from half health to full health. If the med time it takes for me to regenerate that 12% mana is more than the health loss of said paladin/ranger, I will be playing a losing game trying to catch up mana and will eventually have to call to stop pulls. That's simple math. Let's say, for example, I only regenerate 6% mana before needing to heal again. This means that eventually I WILL have to call for a stop. At that point, the only difference in the party will how many monsters will be killed in that time. You can argue what things should be and how they're coded all day, but time is a factor that cannot be ignored, abused, or sidelined. Even a single round can be life or death, which leads to minutes of recovery, which leads to minutes of loss. Trying to calculate all of these variables leads to one ultimate conclusion, that the "best" option is the most viable and least outlandish. Much like how Tom Brady was the best Quarterback in the NFL, despite being so mediocre, the best party combination is the same way. It's stability that the BEST needs, not arbitrary stats. Rangers can tank. Rangers can pull. Rangers can do CC. Rangers can DPS. These are inarguable facts. I'll give you this question to think about.... Why do Monks always die on pulls but rangers never die on pulls? [You must be logged in to view images. Log in or Register.] | |||
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#3
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#4
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You just assert that they do because they are "light-dark" inversion in your mind. Treat them as separate classes like they should be and you'll see SK are far better than paladin tanks. "If you want to make this real stupid then I can go that route too... *AHEM* SK/Paladin/Ranger are just the Light/Dark/Nature inversions of each other. They all are the same, and have the same basic tanking abilities." ^-- see that up there, that's me putting stupid, like you're doing, into the equation. I wouldn't compare a necro to an enchanter just because they can both charm undead, have fear spells, and roots, and can give others mana. Stop comparing SK to Paladin, they're different classes entirely, solely because of their skillsets. I partied with a shadowknight yesterday down in guk, because of their ability to drain compared to heal, they could keep up the action without tiring the cleric out.(I was not the cleric in this party). A paladin in the same situation would lose time healing, and as such, would make the party clunkier. You could argue ghoulbane or some other shenanigans but there's a clear difference between SK and Pal. Pal's are fun as heck to play, but they are far from the best tanks in the game. Warrior and ShadowKnight are simply superior. Maybe you've just never seen a truly good ShadowKnight and can't tell the difference. I've seen quite a few and they're on their way upwards. Quote:
literally all the fking time rofl. [You must be logged in to view images. Log in or Register.] failure monk death(fmd for short), a term I just invented, is how I learned how to target corpses and drag them back to safe zones. you can talk smack on the monks all you want, but monks dying is the standard. [You must be logged in to view images. Log in or Register.] It goes like this, on the scale of possible death chart: Enchanter -> Monk -> Wizard -> Cleric(myself) -> Druid -> everyone else. If you can't figure out how or why that is, it's fairly clear you don't even play. [You must be logged in to view images. Log in or Register.] | ||||
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#5
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#6
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Animation pet was OP during p99's early years, doesn't seem like Rimitto was playing during that time though. If you're playing mostly AFK and just camping a single spawn the pet is still useful, can unload your mana bar on direct damage spells while the pet tanks, return to AFK, then when you get back you're full mana with a pet still ready to go. Also if you're grouping somewhere that only has higher level MOBs compared to your level, then charm will break a lot and it can be nice to just use the animation to add safe DPS.
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And the big thing you were trying to talk about before was aggro and crowd control. How are SK's doing that better? Quote:
Yeah I prefer SK's as a whole because they do more DPS and fear kiting can be very strong. That doesn't mean they are a better "tank". Against really hard NPC's the Paladin healing is better too, SK spells get resisted.
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#7
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Why are you guys even bothering to respond to this guy?
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#8
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Last edited by Jimjam; 07-30-2024 at 02:10 AM..
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#9
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I'm not stupid cindy, I know monsters do 'more' damage in some cases, but animations are far more reliable, and in some situations, reliability trumps dps. If magic were a weapon, the animation spells would have the finesse quality on it. [You must be logged in to view images. Log in or Register.] I'll give an example, albeit an odd one. I could go to seafury island, charm something, watch both monsters die and then go for the snipe double-kill. This leaves me with less mana but then I repeat the process. Alternatively I could take the exp-hit, summon an animation, and just rely on that to kill seafurries. There's no risk of charm break, or wasting of any mana to double-kill at the end. The exp loss is definitely there, but is easily rectified by adding 1 other person to a party. Even without that party, it's still faster in the sense that I can focus more on keeping a steady flow of exp rather than deep diving into charm double-kill hope-it-works tactics. (this is the #1 cause of enchanter deaths, don't even argue that charmbreak isn't) It's simply a question of steady vs risky from my point of view. I prefer steady. people that choose risky just simply cannot understand that methods outside of trying to kill yourself in the stupidest way possible exist. in example: hurrdurr don't mind me, I"m just gonna charm this super GM mob, give him maximum haste, dual-wield him, give him buffs, yup he's a murder machine noCHARMBREAK ohshitsohstihoshit. *proceeds to blame the cleric* Quote:
as far as HP/AC/Defense, I simply do not see them being comparable in any way shape or form. I'll even take it a step further to add insult to injury on this one. If you're comparing a human paladin to a troll shadowknight, the regen factor alone is going to make the SK better. If you're comparing an dwarven paladin to an ogre shadowknight, the fact that ogres have frontal stun immunity is going to make a world of difference. It's just a simple matter of logistics that the evil races getting shadowknight are simply better at tanking because of their racial bonuses. We can keep going by comparing an erudite paladin to an iksar shadowknight if you want.... They're better at tanking, just admit it. Quote:
You may be noticing at this point that I'm making quite a few small points here and there. What I'm truly getting at is that every single one of these small things adds up to a greater whole. Every single one of these small details is what makes SK the better tank. That's why it's recognizable to me, who is always picky about the small things, that there's a huge difference between paladin and shadowknight. Even rangers are better overall tanks when properly geared. notice the wording I used there... "overall tanks".. You mentioned earlier that there are specific cases where paladins are better, but this isn't a "what is better" topic it's the "what is best" topic, which means that you are REQUIRED to at minimum, look at all the possible spots that each class would be applied to. That means in the 10's, the 20's, the 30's, the 40's, the 50's, and 60's. If you're going to argue raid tank, then that's well outside the concept of "best trio". | |||||
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#10
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The stuff you keep saying about Rangers is just crazy. Quote:
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