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#1
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I routinely root mobs anyways, and aggro is essentially a non-issue. Rangers on the other hand I cannot stand having in my groups. I have had so many 5-man groups who were easily holding a camp and then they get the bright idea to invite a ranger and it wipes us because his constant aggro and inability to mitigate damage means I have to spam heals on him the entire time — and then I don’t have mana to heal the essential players. Rogues have at least pulled my corpses on numerous occasions. I’ve yet to have a Ranger do anything other than get on my nerves. Wizard is pretty shitty too. Imagine if Wizards couldn’t teleport to the Planes, they would essentially serve no purpose. My Cleric can solo camp stuff easier than most Wizards and that’s really sad. | |||
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#2
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#4
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A competent ranger can definitely pull their weight. It's the scrubs that just melee and occasionally snare mobs and do nothing else that aren't worth having. | |||
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#5
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#6
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Rangers tend to opt for low delay weapons like EBWs, we get a 14-delay rat whip in Hate, and we'll invariably go for 19-delay lammies or 18-delay lupine daggers/jade maces in Kunark (unless we go the Woodsman's Staff route), and then some wonder why they're rising up the hate list faster than the tank. This caused us issues in Kunark back on Live because our mitigation did not scale well after level 50, and taunt was broken for warriors for quite some time if I recall correctly. Pre-Kunark, a planar-geared ranger was pretty damn solid in Live if played well. Kunark era was peak squishiness for rangers and when we really started becoming the butt of jokes. The fix? The Jolt/Cinder Jolt spells for aggro management. I've seen rangers tell me they're gonna camp for dual yaks. Or they leave their flux axe out during raids or while grouping without being the designated tank. Why? They're fixated on the DPS without fully understanding the consequences of the pain they're causing everyone else when aggro shifts off the tank. They've probably exhausted all of their mana using Call of Flame instead of saving it to heal themselves or root the mob so they can back off. Once the mob starts flipping towards them, they can always turn auto-attack off and let the tank build aggro again. But rangers have some sort of inferiority complex (justified by the way they are shunned by min-maxers) and in my opinion incorrectly seek to justify their group invite with DPS at the risk of over-aggroing, instead of the utility they bring with their arsenal of tools.
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Another witty, informative, and/or retarded post by:
![]() "You know you done fucked up when Yendor gives you raid commentary." - Tiggles | |||
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#7
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Wizards can quadkite, root 'n nuke, and at earlier levels, shoot three 300 range bolts at a mob before it has a chance to deal damage. | |||
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#8
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#9
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Unrelated, but there was one encounter in CT where a Paladin decked out in full rubi and a Mith 2H said I should be the one pulling while I was keeping up Conflags on pulls for a good while because yes, I make a point to make friends with Enchanters, one grouped with me. Dude called me a pussy and I just left the group, what a self-entitled prick. Back on thread topic...hard to say, NEC/MAG/ENC are on an entirely different level compared to every other class in terms of soloing / damage dealing in Vanilla. Ranger or Rogue gets my pick. | |||
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#10
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I'd much rather have a Necromancer as the insurance class than a Wizard. With a Wizard if your group gets trained, he evacuates the group and under P1999 rules you've lost claim to whatever it was you were camping. In contrast the Necromancer gamely feigns out while the others die then he rezzes people (at least the cleric) back in, maintaining camp presence the entire time. Essence emeralds are cheap.
------------------------------------------------------------ If some guy keeps pulling unwanted aggro and running you (as the healer) out of mana, endangering the group, then your job is clear: Stop healing the twit until he either gets the memo or eats dirt. Danth | ||
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