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Old 05-09-2007, 08:03 PM   #35 (permalink)
Cobalty2004
Junior Member
 
 Additional Info
Last Online: 05-28-2007 08:59 PM
Join Date: Jan 2007
Posts: 22

Level: 3

HP: 0 / 60
MP: 7 / 343
EXP: 41%
Quote:
Originally Posted by velzevul
Quote:
Originally Posted by Cobalty2004
Ok I just read this whole thread and I need to post again.

Warriors having a heal = bad

Warriors having some form of HP regen = Good; HOWEVER

First mitigation needs to be looked into (from Venge it is already). Second all tanks need to have equal mitigation potential. aka, buffs need to be equal. How we raise our MIT might be a tad different, but as we all know from EQ2 higher MIT = better raid tank.

Right now almost every tank class can hit the MIT cap. Once they nerf MIT, they will need to probably nerf Warders Bulwark a tad. 20% that I can MAINTAIN ontop of my 15% from D-stance is overboard, especially when the whole problem is the ease of getting to the cap!!

(The MIT cap needs to be raised as well to like 75%, but anyway)

For those against the warrior regen, ask yourself this:

If my MIT is the same as your MIT (which will likely be the case soon) what will us warriors have that will counter your lifetaps or a Paladins heals? Yea I know a paladin will never use Healing Touch on himself in a raid, but you get the idea.

Our Stuns make a little difference, but in a raid... yea lol. Stuns will mean nothing.

Anyway, I cannot wait for the MIT changes to come about. Then I will actually care about upgrading my yellow/blue 40-45 armor :P

I am so tired of typing the same thing... every warrior post that sounds credible, and honest, and tries to compare wars vs drk or wars vs pal, complain about utility and such things, what will set wars apart...

lets see... the things you conveniently forgot to mention -

you can really complain, when your class will not have these commands:
withdraw - wipe aggro
chain - -20% mob mitigation
something - next atk is a crit for entire grp
something - some seconds of double dps
chain - lower mob dps by 100 each hit it does
some more, i can't remember.


these are all buffs/debuffs though they are very short term, they are much much stronger than what wars or pals can do. It is a matter of using them. And so long as wars have that option, they have their own spot in a group or a raid. these debuffs are huge. don't you compare wars vs drk vs pal, and "conveniently" not mention these options.

and to counter your favorite "8 seconds don't matter, it is not viable" - i disagree, it is VERY much viable, and my friend war uses his to great success, and I am sure Venge does too. Mob is constantly debuffed courtesy of your neighborhood warrior. my DC supplies crits, he supplies real debuffs thats how our symbiosis works with him, as an example.
Hey buddy, I don't go by abilities on paper and numbers. I go by performance and what really happens when grouped/solo/raided.
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