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#1
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![]() http://www.project1999.org/forums/sh...ad.php?t=39361
Found it. Now how to implement it in to fix war agro is the question [You must be logged in to view images. Log in or Register.] | ||
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#2
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![]() Quote:
Just like everybody else, I recall keeping aggro fine with non-proc weapons on live. I didn't play past Velious so I have no memories of later expansions to confuse things with. Believe me I hope they fix it, but it's not as terrible as some people make it sound. There's a lot of warriors out there with shit gear who were powerleveled or purchased, naturally they're going to suck. But don't let a few bad apples ruin the whole class, there's some awesome Warriors out there.
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Dantes Infernus
57th Level Champion of Rallos Zek "Life's short and hard like a body building elf." | |||
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#3
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![]() I dont think ive ever even posted but please explain how a warrior sucks, all you do is auto attack and press taunt every few seconds, seems pretty simple. It is obviously a mechanics problem and not a skill problem due to the lack of complexity of the exp group warrior tank. I would be interested what aspect of warrior agro is related to skill though.
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#4
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#5
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![]() During kunark and velious a warrior was the best tank. Period. Dont even remember seeing other tanks around. And its not like the mechanics of holding aggro is difficult for any class. But being a good tank in general undoubtedly takes the most skill of any role
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Last edited by Cippofra; 06-15-2011 at 08:14 AM..
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#6
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![]() Quote:
Back to the 2H thing... I would hope that means that the bonus applied to low delay weapons will be re-applied back when epics are released. It sounds like something that wasn't supposed to be implemented yet, so they yanked it.
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Dantes Infernus
57th Level Champion of Rallos Zek "Life's short and hard like a body building elf." | |||
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#7
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![]() Quote:
The change that should be implemented about 5 months after Kunark will be: delay < 28: bonus reduced 28 <= delay <= 39: bonus stays the same delay > 40: bonus is increased
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Jorg Shaman
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#8
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![]() Regardless of when you press it or not, warriors have two things that make them, obtain additional threat. Weapon procs, and in your example pressing taunt when threat is loss. I don't understand how the argument that being more knowledgeable about the snap mechanic makes you a better tank in an exp group. Aside from mob placement (read: available for melee to strike), and taunting prior to breaking met i see very little dynamic content available to the warrior class. Perhaps, and i don't know you so im not suggesting this is the case, you are under simplifying warriors to validate yourself as a warrior.
I don't know you, and don't think i have ever grouped with you. I would very much be interested in hearing beyond the knowledge of the snap agro of a tank, what differentiates a good tanks threat and a bad tanks threat in an exp group situation that CAN be controlled by the warrior (i.e. not random proccing of ykesha or similar threat inducing weapon effects). I ask this because your proposal suggests that the warrior class is acceptable in threat generation and that the problem is player skill. I have heard anecdotal evidence from warriors with 2 x Ringed Mace of the Ykesha, and other top agro producing weapons (read: BBoDE) that they are encountering problems when grouping with T-staff equipped monks and rogues above the 55th level. In short, it seems like you attribute to some extent the warrior agro problem to skill while i would contend at this point its purely a mechanical issue in part because a warrior in an exp party setting is one of the least dynamic classes in kunark on this server. There is no decision tree play style. You simply pick an npc , auto-attack, hope for weapon procs, and if snap agro is needed press taunt (although ill continue to press taunt every time its up just in case). | ||
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#9
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![]() It is amazing how nobody can stay on topic on these boards...
An actual interesting talk on 2hndrs turns into pissing about gimp class mechanics....really? | ||
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#10
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![]() The agro thing is also a function of the rest of the group being watchful and learning when to turn off attack/not overnuke etc.
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