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Old 01-26-2007, 01:57 PM   #1 (permalink)
artha
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Warrior Commands

From what I can gather, the warrior command line provides short-term, highly situational buffs or debuffs to those around us. Such abilities are billed as our 'utility' line, by comparison to the Palladin and DK utility lines.

While warriors are also billed as being the highest dmg dealers of the protective fighters, this is debatable. Pallies will surely out dps us when fighting undead, and DK's will surely out dps us in long fights, when they reach DC-5.

Venge has reported that at higher levels warriors also get more agro management skills than the other two classes, but whether more = better has yet to be seen.

With respect to actually tanking, or absorbing dmg, all three classes are supposed to be on par.

Warriors do get some additional stuns that the other two classes do not. But they hardly make up for the difference.

So our extra utility essentially boils down to our command line, which seems pretty weak to me. Their short-term, and highly situational nature likely means that they will take up a significant portion of our attention, and a lot of button mashing, to make any difference. At this point, there is no comparison whatsoever between warrior's commands and the fun or more useful utilities of the DK and Pally.

If we are gonna be stuck with a command line, then I would hope that the commands will eventually be changed to longer lasting and less situational buffs or debuffs for those around us, and possibly even for ourselves.

I would love to see a tactical command, where the warrior could draw upon the intelligence and wisdom pools of those around him to gain better tactical insight into the mob's future moves--thus supplementing his own tactical insight.

Or a general dps command that increases the dmg of those around him for a certain period of time, say for 10-15 secs. Similar commands that temporarily enhance mitigation, avoidance, strength, dexterity, or constitution would also be welcomed. These are all things that warriors specialize in, and should have some command over.

Let the commands be mutually exclusive, so only one command can be in effect at a time. Thats fine. But give us something that is actually useful, and that doesnt require obsessive amounts of ADD attention switching, or button spamming. Its hard enough to keep agro, watch for adds, mob pathing, etc. without having to pay micro attention to the positional states of other players to take advantage of our commands--which last for a whopping two seconds or two attacks, and affect only one other player.

Im trying to make some constructive suggestions.

Your thoughts?
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Old 01-26-2007, 07:58 PM   #2 (permalink)
velzevul
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the blight of warriors in all other games so far that I have seen, seems to be that after certain level of gear is reached, compared to the level of content said warrior encounters, warrior's job comes down largely to autoattack and afk.

Now, I always played a cleric before, so I treated warriors into a good and bad according to what you have said - watching mob pathing, dealing with adds, etc. Say a group is chain pulling, new mob came into camp, and a warrior is on the old mob until it is dead. I tell him few times to pick up the new mob, and if not, than I find a new warrior generally fast - lots of people want to group with a decent healer.

I guess what I am trying to say, is Sigil is trying to eliminate this mentality of "autoatk - afk - next mob". They are trying to give warriors a job that is something different, and I am sure they will adjust it to player demands.

However problem comes in, when players start saying "I want to be just as powerful as some other class", as opposed to "This ability needs to get better or that ability needs to be nerfed". Constructive criticism is key imho.
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Old 01-27-2007, 07:14 PM   #3 (permalink)
Buuncha
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I agree with Velze.

In other games if two tanks are equipped similairily there was ways the other 5 members could negate the impact a crappy player would make on their ability as a group. Being a good tank wasn't nearly as "valued" as gear.

In this game I have joined a couple of two warrior groups where the group instantly started doing better and members would go so far as to comment after the other tank left on the difference. I am sure this becomes even more important and obvious as we climb in level.

It truly puts us in a position to shine as *players* and not as manequins carrying around various quality levels of gear.
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Old 01-28-2007, 05:57 AM   #4 (permalink)
Dajag
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I have been scared by the lack of warrior vision so I have built a warrior and a pally and they are both lvl 11 now. (i played a warrior in beta also).

So far i must say that the Pally does equal DPS as my warrior which might change as lvls grow.

Both classes hold argo equal which is not saying much because i group with a ranger a lot and I can only hold argo as long as he lets me. But then again thats par for MMO course.

My warrior shout is bugged i do believe keeps telling me that the reuse timer is not up when it is so the full benefit of this command i have not been able to fully test :?

Fun, so far both classes are fun but I had my hopes set on playing a (Zerker) and warrior seemed the next best thing because in the warrior vision statment it said highest dps of the protective fighters. So far I can't say that my warrior out dpses anyone which saddens me.
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Old 01-28-2007, 06:42 AM   #5 (permalink)
Dajag
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ops: ok Above post was ment for other thread :roll:

I have posted that in other games equipment was king and that the tank with the best equipment a lot of time 90% of the time got the tank job for raids. Of course in those posts others have said no thats just not so :roll:

Normally I like to have a tank assist in my groups a person who the dps can target through that way when a new mob enters the fray I can (as the Tank) grab that mob and then come back to the orginal mob without all the dps switching targets too, which makes it hard grab argo and hold argo on two mobs in this game.

So often in pick up groups u have to spell everything out for everyone to make sure they use assist and control their dps and dont go hog wild. Argo control is a group effort 8)

One of my major concerens is my endurence bar with keeping up enough dps to hold argo and watching for needed rescues I am forever nursing my endurance bar a lot of times I can't cast a need ability because i have no power to cast it.
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Old 01-28-2007, 06:57 AM   #6 (permalink)
Neoptolemus
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It seems to me that SGO are trying to make tanking a challenge and not just "get good gear and you'll be fine". WoW has very simple tanking: you spam sunder armour and revenge and let your armour do the rest of the work.

In Vanguard it's much more based on your skill and ability to think on your feet, and this is a blessing in disguise because it doesn't mean that you will be at the bottom of the tanking pecking order just because you can't spend 8 hours a day grinding for Akir's Shield of Absorbing Lots of Damage.

With regards to the command buffs, it's clear that SGO wants warriors to need SKILL to use them. It's not just a case of remembering to refresh it when the cooldown wears off, it's designed to make the warrior more attractive when not tanking, and also to seperate the men from the boys.

It might sound complicated, but I'm sure that as you progress and get the hang of it, you will be wondering what all the worry was about.
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Old 01-28-2007, 10:56 AM   #7 (permalink)
Garbar
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I keep agro in defensive stance fine with a ranger and monk 2 levels higher then me, Giveing them "Press the attack" and haveing enough agro to admantam foeman afew times during a 4dot (red to me.) Granted this is only at level 11, but I didnt have issues in beta even before they fixed taunting strike.


I do beleive the warrior commands are atouch lackluster tho. "the next 2 hits" Just doesnt cut it IMO. The suggestion to change them to a Toggelable ability akin to power attack sounds good to me, I would like more moves that use mana.
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