04-28-2007, 11:25 AM
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#5 (permalink)
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Member
Additional Info
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Last Online: 05-30-2007 12:24 PM
Join Date: Feb 2007
Posts: 52
Level: 6
HP: 2 / 126
MP: 17 / 610
EXP: 5%
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Quote:
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Originally Posted by ellestil
2. Pal's heal. Let DK's restore mana, Let War's restore endurance.
The value of restoring endurance is not even close to the value of healing -- if this were to work, we'd have to be able to do something with that endurance that would equal the longevity self healing allows you -- like kill faster.
Of course this has been discussed ad nauseam for years so I'm not adding anything new. In other games imbalance was "fixed" by making warr's mitigate better, gain more hp's, and grab hate better. In other words, they excel at the basics of the tanking job. That's what led to them becoming the only desired tank after awhile.
What game was this in? The only other MMORPG I've played is EQ, and this was balanced throughout most of that game's life by the knight's ability to grab snap aggro which made him much more valuable as a grouping tank, to the point that for years it was nearly impossible to level up a warrior if you didn't have friends willing to carry you through content 1-65. Until content became balanced enough to put serious value into the knight's raid offtank roll, and the incite line helped the warrior become a viable group tank, the warrior had zero value as anything other than a raid tank. What game are you coming from?
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Warrior for Ex Umbris on Woefeather
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