Classes: The Warrior

Warriors - the tank class. Combining a powerful offense with a strong defense, warriors are best suited to slugging it out toe to toe with the monsters they face.

What is the best way to develop and play your warrior? What skills are the most useful for a warrior to develop and master? Can a warrior be soloed, and if so how? How should the warrior be played within a group? What weapons and armor whould the warrior seek out?

Post your strategies on how to best play and develop the Warrior and read, rate and comment on what others have to say.

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Warrior's AA's versus Mage's pet tanking abilitiesFollow

Warrior's AA's versus Mage's pet tanking abilities
#1 Feb 06 2015 at 3:09 AM Rating: Decent
7 posts
Dear program designers.

While looking at my EQ box and reading some old material I had printed out back in 2000. I came upon some interesting reading. I'm not sure If I can explain this or even know if I'm correct but here goes. A Warrior's Agility AA's are suppose to be for avoidance and Dexterity AA's was supposed to be for mitigation while in combat. Over time this game has changed not all of them (changes were) for the better. I must say straight up, I'm not happy at all about the new TDS expansion coming with a Nerf bat, or a CLUB over Magician's air pet abilities. Someone on your staff decided that Mages air pet's were too powerful, they brought in a chart explaining that air pets avoidance was at 80%, during the initial release of this expansion it was lowered to 35%. Wow a 45% decrease in a pets avoidance abilities. I knew that was a mistake and due to feedback from the players, it was changed not to the old standards, but was increased. I play both classes, an am fond of both until this expansion. I heard rumors that some Top geared warriors were complaining that air pets were tanking raid mobs, and that is why the reduction in Mages pet abilities. This is my problem with a argument like this and the Nerf club being applied. The air pet comes with a stun component while in combat, was that factored in the chart. If so no one discussed it. What percentage of their avoidance was due to the stunning of the Mob. Now for my point, to be made. Mage's cannot root, snare, slow, feign death, fade or memblur a mob, only direct damage it, but a Mage was supposed to be able to solo with his mighty pet tanking for him. I remember a time when Wizards didn't have a snare or root, but it was given to them because of the complaints and honestly it was the right thing to do. Please don't give the explanation about Mages having root, its not true, the Pet has the root and applies it on it's own mechanics. in fact its why mages prefer air pets when in groups the root would cause the mob to turn and fight, sometimes it used to get groups wiped. Now if Warriors were complaining about this before the expansion here's my argument to them. Instead of complaining about another players abilities, how about requesting what should be applied to them. Maybe a Combat Dexterity AA' (mitigation) along with and increase in the Agility area (there wasn't one in this new expansion). How about and increase in the damage shield to avoid damage. How about and increase in a Warrior damage output while dual wielding instead of relying on a shield. How about and increase in the Flurry alternate abilities or adding some form of Rampage AA's. My point is, everything anyone can come up with had nothing to do with what a Mage pet should be able to do (its like comparing apples to oranges). Right now a Warrior can Max out his AA's at around 11300 +, ever other class in this game Max's their AA's at or around 13k + low end, to 15K+ high end, maybe even more. Mages were suppose to be second only to Wizards in Damage output, but that's not the case and hasn't been for along time, the ice line of spells were taking away which isn't a bad thing but it would be nice to have. Our ability to heal our pets were never up to par for this game, and honestly there are better way's to make changes. STOP the Foolishness, I don't expect the programmer's to read this or give back what was taking away from mages but to be fair, an increase in the pets ability to tank a named is not the same as tanking a raid mob solo. Suggestions: Increase Warriors AA abilities to make them more competent in their tanking endeavors, give back some or all of what's been nerfed from Mages, or at least look at some form of defensive snare or rooting ability. Class balancing doesn't always have to cripple another characters play style to satisfy the objective, it may require the boosting of another class instead. Break the nerf bat in half throw it in the trash can where it belongs. there are better ways to make this game fun for all. My ranting is done . Thanks
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