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Old 07-29-2010, 12:26 PM
erasser erasser is offline
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Originally Posted by xplodr [You must be logged in to view images. Log in or Register.]
I wonder how much thought actually went into making things up the way VI did. I mean, did they space mobs a certain way on purpose to make pulling a specific way the only way, or was it hodge podge and the monks/bards had to figure it out to make any sense out of things.
From my experience, it seemed like most high end raid zones there were specific paths and timings for each mob. In order to successfully pull 1 mob at a time, you had to perfectly hit the mob when it was in a certain location. Sometimes it would take 30 minutes to pull a mob just because there might have been 2-3 pathing in different directions and you had to wait till they were all gone and that little opening showed itself. The monks had to really pay attention and know exactly when to do it.

When you're talking about new zones that no one has been in, pulling was basically educated guesses. You weren't sure what you were pulling or if anything else was nearby. One mistake by a puller could result in hours of corpse retrievals and re-clearing of zones. One pullers mistake could make a 4 hour raid into an 8 hour raid. That is a lot of responsibility and it takes a lot of skill to not rush pulls and keep the guild safe.
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Old 07-29-2010, 12:04 PM
guineapig guineapig is offline
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I think the most difficult classes to master in no particular order are:

Enchanter
Bard
Warrior
Monk

I think when you are extremely good at those classes it stands out and gets noticed.

Other classes really have to do some pretty amazing out of the norm things to get noticed either because their utility in a group setting is limited or it's just a simple job function.

Reasoning:

Paladins and SKs have a very easy time managing agro when compared to warriors due to their spells.
Rogues basically just dish out damage and evade to avoid agro
Wizards... mcuh the same as rogues
Mages and necros: with a few exceptions their job in the group is limited to damage dealing. They can be called upon for crowd control occasionally which is when you start to see differences between the good and bad players.

(Stand out necros will also use mez, snare, root mana syphon, twitch and their limited heal spells. When you see necros doing all this in a group setting without being asked to, you should take notice.)

Rangers: Rangers do have some great utility but are often discriminated against for not being the best at anything. They have it rough simply based on common opinion.
Shaman: Tons of great things to add to groups and can even tank in a pinch. However they are often relegated to just buffing and slowing which doesn't often garner much praise.
Clerics: In a group setting their role is often extremely limited. You either keep people alive or you don't. Not to say that their aren't great clerics, but again they often don't get recognized as such.
Druids: Same as the above 2. In groups they simply don't get noticed for greatness.


These are just my opinions based on my years of playing in groups.

Enchanters, Bards, Warrior and lastly Monks tend to get the most praise for being awesome at their jobs.
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Old 07-29-2010, 12:08 PM
Barkingturtle Barkingturtle is offline
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Originally Posted by guineapig [You must be logged in to view images. Log in or Register.]
Enchanters, Bards, Warrior and lastly Monks tend to get the most praise for being awesome at their jobs.
I understand they position the mob, but other than that what does a warrior do? Wait for procs expertly?
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Old 07-29-2010, 12:11 PM
guineapig guineapig is offline
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Originally Posted by Barkingturtle [You must be logged in to view images. Log in or Register.]
I understand they position the mob, but other than that what does a warrior do? Wait for procs expertly?
I listed warriors because of all the tank classes they have the hardest time keeping agro and have very little utility.

Knowing when to taunt (instead of mashing taunt), knowing when to bash or slam for interrupts. Later on using disciplines. Switching weapons when needing certain procs to deal with adds if there is no CC available (for example AoE procs). And of course positioning for spells etc.

Yeah, it's not rocket science, I played a warrior on live up to level 66 myself. But good warriors do get noticed. That's what i felt this thread was about which is why I mention them.
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Old 07-29-2010, 12:17 PM
Phelp Phelp is offline
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Quote:
Originally Posted by Barkingturtle [You must be logged in to view images. Log in or Register.]
I understand they position the mob, but other than that what does a warrior do? Wait for procs expertly?
Good warrior can make a crappy healer look ok, by maintaing aggro from other classes that dont know how to evade or stay off aggro. Make a bad pull with no cc recoverable as they by time for the cleric to camp. Lots of little things. Picking up adds before the cc does when its beating on a healer or even the enchanter.
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Old 07-29-2010, 12:21 PM
Barkingturtle Barkingturtle is offline
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Right on, I've never played a warrior, but I always just read about them being so proc-reliant. It's good to know there's more to it than just gear.
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Old 07-29-2010, 12:28 PM
guineapig guineapig is offline
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Originally Posted by Barkingturtle [You must be logged in to view images. Log in or Register.]
Right on, I've never played a warrior, but I always just read about them being so proc-reliant. It's good to know there's more to it than just gear.
Sadly gear is still extremely vital but yes, there is more to it. I remember chain smoking back when I was leveling up my warrior doing LDoN hard dungeons with people I didn't know. It could get pretty nerve wrecking when you are actually trying to do everything just right. Impressed a few people and got invited to tank a pick up raid in PoKnightmare for my efforts.

That was a long time ago... I would probably suck now.
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Old 07-29-2010, 01:14 PM
Cars Cars is offline
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I don't think people should overlook the praise the knight tanks get. It is really easy to be a shitty paladin or a shitty SK. I play a Paladin and I get praised all the time for tanking the way I do and now I can log on for like 5 minutes and I usually get between 2 or 3 tells right out the gate inviting me to various groups. I understand that from the healers prospective having a warrior as a meat shield to utilise CH's it makes sense, but as the chanter or bard or the damage classes it must be nicer to have a class that interupts almost every spell cast by mobs due to stuns and bash, not to mention a back up healer who can root mobs in a bind and pull solo with the lull line of spells. We dont have to wait for taunt to pop cause of blind/stun and its a rare day indeed that I lose aggro on the mobs I pull. Pally's might not be "Mr.Raid" but they are definitely not a class to be overlooked in group scenarios. i don't play an Sk but I assume they are pretty similar in dynamics.
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  #9  
Old 07-29-2010, 01:20 PM
Filwen Filwen is offline
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Not much love for the Wizards. =p
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Old 07-29-2010, 02:55 PM
Daywolf Daywolf is offline
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Quote:
Originally Posted by Filwen [You must be logged in to view images. Log in or Register.]
Not much love for the Wizards. =p
Well, when I had my ranger on live, my friend played the wizard class. Great damage, but high aggro so I had to keep an eye on him even when we got in groups... which is one of the things rangers are good at with protecting casters. But when he had to log, the party didn't disband. But when the cleric had to go, and we could not find a replacement, game over. When I maxed my ranger, that fact got me building a cleric, which wound up getting me constant tells for invites most any zone I entered, even begging. Of course then my friend made a wood elf warrior... lol mana burn keeping him up.

Hmmm... maybe later on in the game the other classes became more sufficient in groups, but from the beginning and for some time, no cleric meant no group camp in many cases, not in tough spots anyhoot. Of course being a bad cleric didn't help.
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