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#1 (permalink) | |
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Junior Member
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Fix My Taunt!! Reverse The Nerf!!!
I was posting my concerns in the DC thread. I am starting this thread with the hopes it gets a "On Topic" response and suggestions for fix. Our own thread with "Fix My Taunt" should get the eyes of a DEV in the rare chance that a Dev reads this this board. I would love to hear a cry out from our class on this issue and would like to see similar threads (if not this one) on the top of the board until we are fixed. As it is in life, "The squeeky wheel gets the fix".
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REVERSE THE NERF Billy Woofle Ball Bat DK Kura of Targonor
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#2 (permalink) | ||
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Senior Member
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Re: Fix My Taunt!! Reverse The Nerf!!!
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I can not agree more with you. Our class is a pure and simple a tank class thta generates hate solely through DPS. By removing our DPS as they have done, they have shown us all just how poor a class it is skill wise. I never really paid close attention till now and all I have to say is, Sigil get over the fact you have a DPS tanker and just revert this silly refresh timer increase. THis allows us to do what we are designed to do and that is maintain control and keep others alive. Sadly they are like every other MMO publisher they can really care less what we think or really how poorly their quick decisions adversely screw up the game. |
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#4 (permalink) |
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Senior Member
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- Malice on a 6 second recast.
- Spell resists cycle faster. - Defensive form fixed. Those three things and we will be fine. If your group knows what they are doing then you can tank fine in offensive form with a good DPS 2h weapon. You still mitigate damage better than anyone else in your group even without a defensive form. PS: Once they fix defensive form the best tanking option will go back to being fast, high DPS 1h + shield.
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Demise (Umbra Lepus) Dread Knight Shidreth |
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#5 (permalink) |
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Junior Member
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I agree, the recast cast time on Malice is too long. For now playing a DK only level 13 on Gelenia (EU server) i save our word of Doom to get back the aggro in case of emergency. I keep the aggro only with a fast 2H weapon (using Axe of the Dreadknight a higher level friend gave me - axe = level 18 item if i remember exactly) - yes, already twinked ;-)
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#6 (permalink) |
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Senior Member
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Keris is correct. If Torture was treated properly as spells instead of as melee we wouldn't need to wait the full recast in order to reuse it when resisted. As it stands right now, I can fight my group if Torture lands on the pull. If it "misses" I am screwed. I will not be able to hold agro in a group that is going all out or even mildly restraining. Blood Mages are the worst about this... my god they are agro stealing machines!
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Xerokill DreadFist - Lesser Giant Dread Knight (Hanseatica) - Thunderaxe
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#7 (permalink) | |
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Senior Member
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Absolutely wrong. The warrior is designed from base up to be the multi-purpose weapons skill smith combined with the best taunts the game can offer. They excel at skillful taunts that control the mob. Dreads are designed to be in your face taking a beating and dealing out a large can of foot to the balls through superior DPS but weak taunt skills. This is exactly the reason we have only one pure taunt skill and it is a P.O.S. such that you have to use it ever time it has refreshed. Every single one of our skills is designed to deal damage thereby building hate which leads to mob control through DPS. They created the class and they just have to accept that one of their tanks will by superior DPS but weaker taunting skills. Our skills for taunting are in fact the worst of the three tanks (of course JMO). Our taunt is very weak at all levels, our rescues sure will pull agro but are often resisted as they are linked to our INT, which if you are a smart DK will be on the lower end in favor of buffing up STR and DEX that so compliements our skill set for higher DPS. In fact we even have a STR tap, which supports higher DPS. Soon as they dig their heads from their rears, they will just let it be what it is and that is DK with higher DPS potential from any other current tanker. |
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#9 (permalink) |
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Member
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As far as I know, Sigil's vision of the protective fighters goes as follows:
Primary role: Tanking, all equal. Secondary: Warrior - DPS Dread Knight - Debuffs, Utility (DoTs, Fears, Shadowstep, Invis) Paladins - Buffs, Heals, Anti-undead Inquisitors - Anti-magic Warriors are supposed to make up from their lack of utility from superior DPS in offensive stance. In fact, they are so devoid of utility no amount of DPS can make it up. Seriously, have you ever played a Warrior? You sit there spam taunting strike and taunt, wait till a light pops up and press another button. In beta, they hardly out-DPSed DKs either, hence probably the source of our nerf come live. However, Sigil say they want to keep the tanks equal in aggro generation. At the moment though, it's Warrior > Paladin > DK. To top it off Paladins have better rescues too. |
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