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#1
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__________________
Member of <Divinity>
Estuk Flamebringer - 60 Gnomish Wizard | Kaam Armnibbler - 55 Ogre Shaman | Aftadae Roaminfingers - 54 Halfling Rogue Aftadai Beardhammer - 50 Dwarven Cleric | Aftae Greenbottom - 49 Halfling Druid Need a port or a rez? Hit me up on IRC! | |||
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#2
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It's almost like Verant did a good job at this! [You must be logged in to view images. Log in or Register.] | |||
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#3
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Great thread.....
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#4
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The best tank is the one who's LFG and has the smallest distance to run to your camp [You must be logged in to view images. Log in or Register.]
__________________
Dantes Infernus
57th Level Champion of Rallos Zek "Life's short and hard like a body building elf." | ||
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#5
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i agree. ive never been turned away from a group because of the exp penalty i bring, hell what group doesnt have at least 1 hybrid in it?
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#6
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I must say. That's a refreshing thing for me. On the Rathe and Maelin Starpyre back in the day (99-05), I really can't recall that happening to me. I hope folks don't quit trying to invite me [You must be logged in to view images. Log in or Register.] I'll be accepting soon enough. Or if you have two spots, and we have the time, you get a PAL and a DRU.
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Lagaidh Smif
Proud Paladin of the Rathe | |||
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#7
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Exactly. Each class is different and requires different strategies but all can be successful.
__________________
"I just want to remind everyone it's only 1 Cheeseburger per park resident."
Randy Cheeseburger - 53 Enchanter | ||
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#8
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From a cleric's point of view, the trade off is that although there is an exp penalty with a knight class (versus a warrior) the amount of damage being done to the rest of the group is limited to to the ease of which they can generate snap aggro.
This leads to less downtime for medding and more mobs being pulled per session. Pretty sure it all evens out. Yes without hybrids in the group you can actually notice the difference on your exp bar but that exp bar does not show you how how much time downtime you had. | ||
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#9
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I wanted to try to answer a few questions asked earlier in the thread
What is different in Kunark that makes Warriors so much better than now? 1. Gear Upgrades. Warrior gear in kunark is better over all. As far as weapons warriors have more weapons that deal higher dps (higher aggro then) and more aggro proccing weapons become more readily available. A warrior is only as good as his gear. Also there are more armor options in kunark that have a better AC, +HP, and +STR/DEX/STA stats on them that are warrior only, thus raising the mitigation gap between them and knights at high ends at the very least. 2. Taunt Fix. In Kunark taunt get's fixed (this affects knights too, but with spells they could always build aggro). This gives the warrior the ability to atleast snap back aggro when it is lost. 3. Mobs hit harder and have more HP. As previously stated the longer a fight goes the bigger the mitigation curve moves in favor of warriors. These probably effect the warrior's tanking ability the most in groups and raid situations. With this said, for an xp group a warrior or shadow knight or paladin can all tank fine. SK/Pal have the advantage of snap aggro and some utility. Warriors have more hp/ac and a little higher dps is equipped right. The formula is really as simple as that. In raid situations after kunark the defensive discipline really is what makes warriors the end all be all of raiding (even more so than before just because of hp/ac). Defensive gives them such a boost in mitigation it makes many raid encounters possible at the very least easier. These probably effect the warrior's tanking ability the most in groups and raid situations.
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<~ Maleek * Necro * Project 1999 >< Gagresh * Warrior * Tallon Zek || Project 1999 ~>
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#10
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Quote:
__________________
Member of <Divinity>
Estuk Flamebringer - 60 Gnomish Wizard | Kaam Armnibbler - 55 Ogre Shaman | Aftadae Roaminfingers - 54 Halfling Rogue Aftadai Beardhammer - 50 Dwarven Cleric | Aftae Greenbottom - 49 Halfling Druid Need a port or a rez? Hit me up on IRC! | |||
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