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#11 (permalink) |
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Senior Member
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i dont know what you guys are referring to, but I was 35 DRK vs 35 WAR in my grp. I could take his aggro if i tried without much hardship, but than it turned out he wasnt trying hard either. So he started trying to keep it, and if had chain going, I would need a rescue. So we were about even on aggro at both lvl 35. However I dinged 36, and it became a different ballgame. He would be spamming everything he got, and I would only be debuffin/snaring/using regular melee abils - no taunts or rescues or other stuff like that, and I would randomly pull it off of him. Than we took a 36 ranger and the story was same - he would randomly pull it off. 37 Disciple had to seriously hold back to let him have aggro while having me tank would let him do more dps, and ranger too.
I think level is a major factor in who gets the aggro somehow. DEF, Off - dont matter. ur +hate compensates by +dmg and visa versa - same result in both stances. Tank needs to either work hard for his aggro, or be 2 levels higher than every1 else in group. simple as that. and I have seen war and drk hold aggro "workably fine" - grp could move on and be K. I didnt grp enough with paladins to say anything about their tanking. |
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#12 (permalink) |
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Junior Member
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Please keep updated with these threads:
Fixes - http://www.silkyvenom.com/forums/showthread.php?t=15248 Bugs - http://www.silkyvenom.com/forums/showthread.php?t=16265 *Follow the format for posting bugs! |
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#13 (permalink) |
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Member
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Yea, I saw a thread in SV and we're getting some love in defensive stance. Our finishers blade's bite and stinging cut are getting juiced up a bit. That for me is huge because atm they do very little.
Our commands are also getting changed. Now the single target and group commands will be on different timers. Plus the mitigation penalty is gone from.... forgot the name of the ability... but the one that increases damage if you're below 50% health. Little stuff adds up. I'm happy and we'll see what happens at the end of all of this. |
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#14 (permalink) |
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Junior Member
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Thanks for the links Venge, some very promising info over there.
Looking forward to the next patch. Just a quick note, whilst a lot of people are wanting to be able to solo 3 dot mobs I'd be perfectly happy with a consistent and reliable ability to solo similar level 2 dots. I see 3 dots as group mobs and have no wish to be able to solo them even if others can. I do find however that soloing 2 dots is incredibly slow and dangerous, I'm taking 75 -80% damage per mob and almost completely reliant on my Kick>Decimate>Obliterate combo for decent damage. I'm not pressing a damage increase right now as I believe the upcoming endurance reduction and damage increase of Killing blow will help a little and the long awaited replacement for Leap Attack may totally redeem our damage if and when it makes it's appearance. Increasing damage as well as these subtle changes could lead to us being overpowered which will lead to a nerf possibly put us right back where we started. So in short.... Thanks for your work up until now. Please keep stressing to the devbs how much we need a leap attack replacement to fill the DPS gap. Right now soloing as a warrior is soul destroying, and as stated before...whilst I have no wish to solo 3 dot group mobs I am after all a warrior and 2 dot mobs should not bring me to my knees. |
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#15 (permalink) | |
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Member
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Quote:
__________________
Warrior for Ex Umbris on Woefeather |
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#16 (permalink) | ||
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Junior Member
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Quote:
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#18 (permalink) |
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Junior Member
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I think a lot of warriors would like to at least have the option of soloing 3-dot mobs. Certainly not as efficiently as most other classes, but I don't see why we should be the only class that can't take down minos for the Zaraj Arena quests for instance.
I think the next patch will bring a significant boost to our grouping capabilities, but there is no mention of anything that will help us with soloing. We'll still be hands down the worst soloers in the game. And don't get me wrong, I never expected to be a great solo class as a warrior, I just didn't expect it to be so damn hard to get a group if my guildies aren't on. It's damn near impossible between 35-40. So then, we're forced to try and solo. And the 2 minute downtime between fights is just a flat-out waste of time. |
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#19 (permalink) |
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Senior Member
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I find the Temple of the Moon area on Thestra to have the most concentrated population of 30ish players (at least on my server). This is because of the armor you get from there. It's like how CIS usually has more grouping going on in the 20's (also related to armor and rewards).
I think warriors could benefit from a self-only healing ability like a HoT. This would surely help with soloing and not be unbalancing because its self only. Like a bind wounds ability, except in combat as well as out of combat. They could also use a "throw dirt" ability, something that blinds a mob temporarily, this would help with adds. Finally, a hamstring type of ability that slows a mobs movement (so you can get away if need be, or even kite a tad with a bow). Those three simple abilities alone would greatly help warriors solo. One is a healing ability that's not overpowered, but it helps when soloing. The other is a CC ability to help with an add, and the third is a kiting/escape ability that ups survivability. Add to that improved commands for groups and warriors become well rounded tanks. |
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#20 (permalink) | |
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Junior Member
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Quote:
1. Pull 2dot even con mob 2. Pray for a few crits 3. Kill mob 4. Health check, hrrmmm... scary. 5. Eat several food 6. Wait for regens or... 1. Pull 2dot even con mob 2. Pray for a few crits 3. Gasp, an ADD! 4. Get off a stun! 5. Run like hell 6. Pray you out run the ADD. 7. Franctically search for the nearest chunk line I'm not looking to be the best solo class out there. Don't feel that warriors should be. But heck, give us a fighting chance at least to solo a bit if we know and play our class well. |
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