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Old 01-12-2007, 06:03 PM   #11 (permalink)
XeroKill
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I know you asked Venge, but I would like to chime in on that. As far as using 2H or DW when tanking, it is always an option for normal group stuff and easier content. Unfortunately when it comes to high end raiding, you need every single advantage you can muster up to win.

Now I know most people in pick up groups get all uppity when a tank goes 2Her or DWs, but if you are with intelligent folks then they will know that the group isn't in much danger unless a mega-bad named comes along or you are fighting a little bit above your head for the thrill of it. In those cases, yea you will probably be going Board and Sword, but the rest of the time, it is all gravy baby.
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Old 01-14-2007, 06:59 PM   #12 (permalink)
Venge
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Paladins/Warriors/DKs all get the same mitigation/hp when unbuffed and put into a natural state.
However, paladins get more hp just for the fact that they can buff themselves, that's it. DKs don't get an HP buff. Warriors don't get an HP buff. For mitigation it goes as follows:
Defensive Stance:
Warriors - 15%
Paladins - 15%
Dread Knights - 10% (15% when in DC5)

For tanking, you can use any combination for tanking, however when fighting tougher mobs, its safer and smarter to use a sword and shield as mobs will dig into you much more if you can't block/mitigate more with a shield.
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Old 01-15-2007, 11:59 AM   #13 (permalink)
drmccollum
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I've pretty much decided to play a warrior when VG launches, but I do have some concerns with our role in the game. In past MMO's I've played Paladins or SK's because I like the extra utilities that they get, but always ended up second best to warriors for raiding.

I understand why they want to make all the Tank classes equal in Mit/HP, but my concern is that warriors will get the shaft since the Knights will be better soloers, and groupers. Since they're all equal in raiding, this leaves the warrior with no clear advantage in any realm.

Venge, do you have any insight into this?
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Old 01-15-2007, 03:41 PM   #14 (permalink)
Venge
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As far as soloing is concerned, warriors tend to be the better end for the fact that we can dish out more damage quicker and in bigger chunks than both the pally and dk. Mobs hit hard so trying to keep life tap and healing yourself and drawing out the fight will most likely end in defeat. For myself, I've never had a problem soloing what so ever. Its not the easiest thing but its doable and with decent rewards. We're balanced for the fact that dks, paladins, and warriors can pretty much solo the same thing just differently.
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Old 01-15-2007, 05:24 PM   #15 (permalink)
Cynical
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hi all :

Quick questions for you warrior enthusiasts.

1: since all tanks mitigate damage evenly in their natural state, it would seem pallys have the upper hand. do pallys self buffs stack? if so, how does that even out for wars and dks?

2: do certain races get bonuses in terms of ac/defensive mods, or do all races maintain the same: leaving armor as the only way to improve ones ac/hp?

3: what do wars bring to the table other than the fact they are able to deal damage? since pallys can heal/buff and dks can crowd control, im curious of the advantages the warrior posesses in terms of grouping over the magical capabilities of the other classes.

4: Other than constittution, dex, and str; what other stat is most beneficial to the tank? I am asking because i am relatively certain maxing more than 2 or three would most likely be an impossibility.

any help would be most appreciatted :wink:
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Old 01-15-2007, 05:31 PM   #16 (permalink)
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Quote:
Originally Posted by Cynical
hi all :

Quick questions for you warrior enthusiasts.

1: since all tanks mitigate damage evenly in their natural state, it would seem pallys have the upper hand. do pallys self buffs stack? if so, how does that even out for wars and dks?

-Yes their self buffs do stack. However when combining all their defensive abilities to increase mitigation to the warrior, the warrior comes out on top. The DK has the least, but has runes, debuffs, some mitigation to make up for it.

2: do certain races get bonuses in terms of ac/defensive mods, or do all races maintain the same: leaving armor as the only way to improve ones ac/hp?

- All start with the same, just different attributes I believe. Yes armor improves the ac/hp. Racial traits help but they are hardly sustained.

3: what do wars bring to the table other than the fact they are able to deal damage? since pallys can heal/buff and dks can crowd control, im curious of the advantages the warrior posesses in terms of grouping over the magical capabilities of the other classes.

- High dps, great ability to tank, can buff mitigation/dps/self-buff dps like a madman, can debuff, and can stun. We're more physical as you noticed.

4: Other than constittution, dex, and str; what other stat is most beneficial to the tank? I am asking because i am relatively certain maxing more than 2 or three would most likely be an impossibility.

- Those 3 are probably the only ones that would even come close to concerning a protective fighter heh.

any help would be most appreciatted :wink:
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Old 01-15-2007, 05:58 PM   #17 (permalink)
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right on venge! thanks for the speedy reply.

another quick one for you lol .

in terms of racial abilities for war races, do you forsee an overabundance of lesser giants made. 50% increase in hp is huge, especially in high end mob situations.

personally i plan on playing orc. i think their racial works nicely with the wars dps output. however, i am concerned about this when tanking higher end mobs because of a raid mobs usual uber defense. will players still hit high end mobs for the same amount of damage or will it be greatly reduced?
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Old 01-15-2007, 06:17 PM   #18 (permalink)
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Yeah I must admit, the Lesser giant 50% hp racial trait is very nice as well as the Varathari 25% mitigation. It depends on how you value it, however the 50% hp right now is kinda iffy as it increases your hp by 50% but it doesn't heal you. I value the mitigation more because it can be stacked upon our other abilities. I mean even if you have the hps...the mob can still smack it out of ya
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Old 01-15-2007, 06:55 PM   #19 (permalink)
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Quote:
Qalian Barbarians: Desert Skin
- For the next 15 seconds after this ability is activated, you will mitigate 25% of all damage, and every mob that attacks you has a 50% chance of being stunned for 2 seconds.
Venge,

in WoW, when you see a word "EVERY MOB" in spell description, you can rephrase it as "every regular mob, not a boss mob". in EQ it is even worse, it gets rephrased to "any mob that is lower level than the spell" - example being paladin stuns in EQ (ok for agro, but useless as a stun in endgame content).

What does it rephrase to in VG:SoH? Do they actually mean EVERY mob, by saying EVERY? Will I be able to get major raid bosses(unless they are specifically immune to stun) stunned with this ability in particular? And how much agro would such a stun effect generate if any? Also, if Sigil is going to put in stun immuned raid bosses into the game, is it going to be like a severely cut down stun duration time (like to 10% from time marked on the spell), or just a total immunity?

Thanks for answering.
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Old 01-15-2007, 09:17 PM   #20 (permalink)
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The Lesser Giant ability doesn't heal you any more? Was this patched in because every one I have spoken to over the past 2 days is saying that when you hit that button it gives you those hit points back.
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