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Old 03-21-2007, 03:20 PM   #2 (permalink)
Zanos
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Last Online: 04-18-2007 04:59 AM
Join Date: Mar 2007
Posts: 7

Level: 1

HP: 0 / 15
MP: 2 / 81
EXP: 60%
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As it stands right now warriors and death knights are better main tanks than paladins.
You're crazy.

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The warrior defensive stance gives 10% block/mitigation.
Pallies get 15% mit/part ac buff. (it's a joke really, it was actually balanced when it was glitched to be 30%, as is I almost always use the offensive aura just because the added bonus to the group burns down the monster faster so the cleric uses less heals then with the mitigation on -_-)
The Dread Knight give 10-15% mitigation..15 if you're lucky enough to get to DC5 eventually. Oh, and the extra theat is less than the Paladin Defensive Aura.



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5%block is far superior to 5% mitigation let alone 10%. The main reason is because when you are in a full group many people have ac buffs, but no one has block buffs. The reason why our stance is sub par is because it gives ac to the whole group, but the thing is no one else should be getting attacked so it is really just fluff.
I'm a firm believer that in multi-group encounters where you would have a designated MT, mitigation > avoidance nearly every time. But hey, there's more than one way to tank a boss, you just have to set up the raid differently.



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Just look over the skill lists and it is pretty obvious that paladins are the worst MT of the 3 tank classes. This is because the majority of the paladins abilites benefit the entire group, instead abilities focusing solely on himself. For this reason whenever there is another similar level tank in the group they are always the mt (unless my gear is far superior).

IMO the death knight is the superior tank at this time. His defensive abilities alone outmatch other tanks, and he has drain life abilities.

Also paladin virtue abilities do not help you tank, except in emergencys (do to short durations and high costs) so are not really viable in raid situations where the fight lasts longer than 15 minutes.

What, you're joking right? Yes, paladins get abilities that benefit the group, nevermind that they're better than the abilities that their counterparts get that only benefit that class. As a Dread Knight, I'd kill for an AC buff.

You don't really think DRK is a better tank than Paladin, do you? Not right now at least. I'd list reasons why, but I really don't have enough time on my hands, let alone the stamina to type it all. Drain life abilities? Do you mean the one that costs 48 endurance and is only really used against groups in AOE/emergency situations, or the 28 endurance one that is every 15 seconds and heals for far less than the 15sec Paladin heal?




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Also paladin virtue abilities do not help you tank, except in emergencys (do to short durations and high costs) so are not really viable in raid situations where the fight lasts longer than 15 minutes.
I beg to differ...double damage for two minutes? How invaluable is that against dungeon bosses? You really can't tell me that you're not generating more threat than the rest of the group with Zeal+MC on.



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The only thing I am unhappy with right now is how hard it is to keep agro as a paladin (and by this I mean keeping agro off the cleric). You have a dehate buff for melee, but that does nothing for magic/healing agro. This is partly due to our hate generating spells sucking, you know there is an issue when you hold agro better by using your high damage abilities over hate generating ones.

We have no abilities besides rescues to make an enemy attack us (at least at 35), and with other party members generating hate faster than you (whether you use the broken hate skills or not) you have to use rescues to get them to attack you, god forbid your rescue is resisted (which happens alot when you are fighting hard enemies). God forbid they go after your parties sorc and 2 shot him (god forbid 1 shot him) while you are changing defensive target to rescue.
Newsflash: Nobody holds aggro 100% of the time unless your group coordinates accordingly. There's probably a reason you have more rescues than any other Def. Fighter. You may (in theory when all the classes are properly balanced) have the lowest sustained threat generation, but by no means will you have that much trouble in single-group situations. This is assuming you don't think you're supposed to have aggro 100% of the time. Becuase what challenge is a game where the tank just sits there and does nothing except generate threat? That's the whole reason the rescue system was implemented; to make tanking an active role. That sorc? Just pop your universal aggro wipe rescue. Problem solved I bet for the rest of the fight. Or if you don't have time for that yet, pop your AE invuln and then rescue up to three times before it wears off. Or better yet, tell your sorcerer to wait for a few seconds for you to generate threat. God forbid your party doesn't go all out on DPS on T+0:01. Remember the old WOW adage, "Wait for sunders"?

You have so many panic buttons with those five virtue points you get an hour. In fact, you mention a perfect group setup..my dream group setup would probably have to be: Bard, Paladin, Paladin, Paladin, Paladin, x, where x is any non-defensive fighter.

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I just hate it when my group wipes because my rescue was resisted twice, or a low hp character gets 2 shotted before I can rescue. I don't mind being subpar defensively (our other abilities even it out) but I hate being subpar agro wise.
Your group didn't wipe because your rescue was resisted twice. It wiped because someone did something wrong to get to the top of the hatelist, and died. Now if that low hp character gets 2-shotted before you can rescue, that's your fault. Rescue faster. So you say you're subpar aggro wise...okay. You're superior in utility, damage, and defense. You still win.

This post may seem harsh, but OP was nothing short of misleading.
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\"Zanos Starfall\"
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