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Old 10-16-2013, 07:02 PM
Splorf22 Splorf22 is offline
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Originally Posted by Elements [You must be logged in to view images. Log in or Register.]
Ah so the line right below the table that states "damage is 1 hate per" is only refering to the procs?
Yes. Updated the guide to make that more clear.

In fact this is generally an issue for Wizards: they generate way more hate per damage. IIRC the Wizard Velious nukes have some sort of penalty there; otherwise Wizards would never be able to use them.
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Old 10-16-2013, 09:38 PM
pharmakos pharmakos is offline
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so splorf, when are you gonna start your SK? =p
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Old 10-28-2013, 01:48 PM
Splorf22 Splorf22 is offline
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Added some parses showing the difference between Paladins and Warriors.
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  #4  
Old 10-28-2013, 08:26 PM
Splorf22 Splorf22 is offline
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OK so I didn't actually share this but:

Sakuragi: hit 42% of the time, average of 95
Azzudnor: hit 46% of the time, average of 95
Pint: hit 50% of the time, average of 94 (one of the three was 94 and I can't remember but I think it was Pint)

So I'm guessing that the increased defense/parry/riposte etc skill caps for Warriors are what result in that lower hitrate. Presumably in Velious those numbers would be much closer.

The magelo shows Pint at about 20AC more the Sakuragi, which really isn't huge, but I would expect it to be maybe 5-10% and generate some mildly noticeable difference.
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  #5  
Old 10-28-2013, 09:09 PM
Arteker Arteker is offline
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Quote:
Originally Posted by Splorf22 [You must be logged in to view images. Log in or Register.]
OK so I didn't actually share this but:

Sakuragi: hit 42% of the time, average of 95
Azzudnor: hit 46% of the time, average of 95
Pint: hit 50% of the time, average of 94 (one of the three was 94 and I can't remember but I think it was Pint)

So I'm guessing that the increased defense/parry/riposte etc skill caps for Warriors are what result in that lower hitrate. Presumably in Velious those numbers would be much closer.

The magelo shows Pint at about 20AC more the Sakuragi, which really isn't huge, but I would expect it to be maybe 5-10% and generate some mildly noticeable difference.
i dont know what is the table devs here follow im not aswell a it guy good with maths.

but i think people memorys clouds exactly what ac did and how it worked. i mean back in the day . my rl brother, realy someone i should try to get you to talk wanted to test the shield ac theory in pop and the modifiers such shielding etc.

so we picked up and killed aow with 2 groups of potime elemental class people.

aow still Hitting as did with velious / luclin but the difference was not exactly the ac but the rather largue difference in hit points of the warrior ( with 10k+) the aow migthing multiple flurry attack was not longer as troublesome as it was in velious.

to make fun we then cleaned ntov and spawned vulak ring, there the AC of 2k + with the 1450ac of the velious gear made it clear. the lords and vulak did vastly mitigated dmg on him upon being hitten.


one clearly example is a classic npc with high AC code , sir lucan or the ssra nameds. where the players atk was not enough to make a dent in the ac of the mob thus making them harder to go down (someone who farmed vt and sra would notice how different mob ac was coded in both raid zones).

you are a enchanter loraen , did you notice or put in your parses ac / str atk debuffs moddifiers such cripple effects?.
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Old 10-28-2013, 10:51 PM
Vexenu Vexenu is offline
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So knowing what you know now, would you have rolled a Paladin to tank with? (Or maybe an SK?)

Is the extra utility and superior threat generation more valuable in 99% of situations than the Warrior's extra DPS and disciplines? It certainly seems like that's what the numbers are showing, which would support the accepted wisdom of hybrid tanks being better outside of raids. And it definitely seems like stuns, root, HP buffs, Disease/Poison/Magic Cures, Superior Heal, DA and 90% rez would be a lot more useful than some added DPS and tanking disciplines that are only rarely essential.
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Old 10-30-2013, 12:13 PM
Splorf22 Splorf22 is offline
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Well I think Sakuragi and Pint are very close here. I'm not going to count the fungi, but just subtracting out Sakuragi's iksar regeneration and 10% greater CH efficiency Pint's tanking advantage drops to 10%, which is about equivalent to Sakuragi's offensive advantage. As long as the cleric isn't out of mana, I'd rather have the offense. Pint's ability to heal/loh the enchanter probably makes it about equal. In a camp with lower level mobs (say the Disco) the equation changes but the result is probably about the same: taunt works more, but stuns become extremely useful.

The key variable here though is that Sakuragi has the best weapons in the game. Just check out my magelo vs Pint: he's saved over a million pp. If you swap his epic/shissar combo for a RMoY/Trochilic's Skean, then suddenly Pint is going to be much better. So if you have elite gear as a warrior you're roughly equivalent to a hybrid in XP groups (and much better for bosses). The problems are a) during your leveling process you won't have that gear and b) getting that gear requires either a lot of farming or a lot of batphoning. Again, I think warriors are a strong class. They are just very endgame oriented and rather 1-dimensional.

Would I do it again? Sakuragi has been the only really consistent tank for the A-Team over the past year, and he's extremely useful for minibosses like Ixi and General V'ghera as well. Plus I had the enchanter to farm up the pp needed to buy my gear. The biggest reason I would consider rolling monk/sk/paladin is they have somewhat more complicated gameplay where skill matters more than gear. At this point if I had to do it over again I think I'd go Monk, but maybe Velious will come out and Sakuragi will finally get some actual armor/be extremely useful with discs and I'll change my mind again.
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Quote:
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Last edited by Splorf22; 10-30-2013 at 12:28 PM..
  #8  
Old 10-30-2013, 05:36 PM
Dantragg Dantragg is offline
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Hi !

Really enjoyed your guide and thanks for writing. One thing I have noticed that seperates good warriors and grat warriors are how they target and pick up on mobs.

I would like to hear exactly how you target mobs while playing , it cant be just tab'ing.

Ogres cant see the mob half the time would love to hear their prespective.

Like when pulls go to shit , you get 3 mobs instead of two and do not have any crowd control.

Thanks,

Dantragg
  #9  
Old 10-30-2013, 08:02 PM
Peekae Peekae is offline
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I generally tab target mobs and start disc early on big pulls while back pedaling around so that way my casters can root cc the mobs apart from each other. You can get a little aggro on each mob however try not to push more than 1 into summoning range.

If no root at all just try to tank all with evasive up. Focus 1 but try to proc atleast once on each mob however it is highly unlikely you won't have root as all healers get it.

+ Side note tab targeting won't target charm pets which is good
Last edited by Peekae; 10-30-2013 at 08:05 PM..
  #10  
Old 12-10-2013, 12:41 PM
Elements Elements is offline
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When does blade of strategy become off-hand wieldable?
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