Forum Settings
       
1 2 Next »
Reply To Thread

Best Tank?Follow

#27 Apr 16 2004 at 6:38 AM Rating: Decent
*
72 posts
Quote:
Keeping them occupied allows the rest to do their jobs.

I couldn't agree more great Post=) Ya alot of peps think a warrior's job is too kill mobs nope. It depends on the balance of the group. Warriors unlike SK and Pallys are totally group oriented meaning they need the help of other, or GROUP MEMBERS to kill mobs. Balance you say=) Ok my point is if you have a wizard in a group trust me, that lol will be the one finshing the mob off not you everytime.
Most peps over think the whole thing! It up too the whole group too help the main tank TANK! What doo you mean everyone in group needs too help? Well first let me say not everyone that plays EQ buys there character or PLATS from EQ TRADER or other web sites like that. So not every tank you group with is going too have two 80k pluss weapons in each hand too keep agro of your little pewee ***=) Point being if your not main tank why in the hell are you getting hit. OK OK not every person that plays a tank can tank or know how too keep agro, I toally agree. I read some where in one post that disarm is a help, and they are totally right. Man when I play my tank I got three main buttons I hit. Normally in this sequence TAUNT KICK DISARM (repeat)! TAUNT KICK DISARM (repeat)!
As a tank in EQ you have to keep your eyes always open if that mob takes off and trys too rip my group member a new one. LOL I make it my personal business too DOT that stupid mob up with as many critical hits and crippling blows as possible. WHAT? you have no control on that? YA you doo if you a master or grand master in the WEPONS THAT YOU USE! Man I get alot of critical hits and crippling blows if a mob is foolish enough to turn its back on me even cricitcal kicks start too pop alot. HEHEH ya thats right. Iam half MONK lol=P
Point being always watch for text you can't see your target. Also watch for that lol *** wizzy that nukes way to soon, and that shammy or druid that love to drop a slow spell and dots no sooner as you return with a mob. Let the mob slap some sense in his or her ***. Then you drop your TUANT and KICK and you will get agro right back, if you done this your whole EQ life.
I do not think a warrior can out taunt a Pally or SK on any day. Unlike alot of peps wrote SK has nice little love slave that well dps a mob up plus even die for there lover HEHEHE. SK can life tap and dot and slow like baby necro another real agro getter. Pally what can I say, they can chain Stun Heal the whole group, which any true Pally worth there salt KNOWS thats a real agro keeper. LOL nothing like that Stun spell that stops a mob in its tracks and make it focus all of its attention on you=)
OK lol warrior are kings and Queens when it comes too multi mobs handling which I have not seen one post about. Ya they have alot of HIT POINTS and pluss they can where plate armor but you peps forgot the main thing about warriors unlike any other character. They get hit for less and far less damage too. Ya thats right they get DODGE PARRY and the infamous RIPOSTE. YA I know ranger get those big three two. What I mean by multi mobs handling is alot of peps don't know this yet thats why I love EQ HEHEH. OK got too go into a short story mode for you. I was in KC with my warrior at entrance a while ago when KC was the spot to be pre POP. I was in a group and got train, I had like five Drovage on me at start. Two or three of group members zone. So it was me and a cleric that was unwilling too let me die HEHEH and a wizard. Trick is get in corner or get your back against the wall where all the mobs is in FRONT of you and not BEHIND you. Only Warrior take less damage from mutli mobs than any other character. Yes I know monks hold title on single mobs, not when it comes too Multi mobs a warrior well get hit far less and for less damage ONLY if he or she is smart enough too keep the mobs in FRONT of them not on the side or behind them. Ya I had a smart wizard that rooted mobs far enough away from fight when they decided too agro cleric when she drop a heal on me. OO ya thats right back where we started from. You have too have smart peps to group with that can help you tank. Point being WE KILLED all FIVE before my other group member rezone and pluss a few adds.

#28 Apr 16 2004 at 6:44 AM Rating: Decent
****
5,372 posts
Quote:
Palladins and then ShadowKnights make excellent second choices and there are numerous situations where they can perform just as well (meaning that actually the warrior is bringing overkill to the situation), but the "best tank", because they have the best mitigation, defense, avoidance and the most HP will always be the Warrior.


I would disagree slightly. Stuns act like a slow and reduce spell damage taken, and therefore against hard hitting stunnable mobs a Paladin may well avoid taking more damage than a Warrior, especially when you factor in additional ripostes that a Warrior takes from fast weapons, and being able to debuff a mob faster.

If boss mobs were stunnable, a Paladin would be the first choice tank. None of them are which is why the Warrior is, for the reasons you mention.
#29 Apr 16 2004 at 7:01 AM Rating: Decent
At the end of the day the best tank class is the one who is played by the person who enjoys being the focal point of the groups attack. It is the class played by the person who care less about whereer they die than, about wheather the group killed the mob. It is the class played by the person who is willing to bite the big one to give the group enough time to excape.

At one time it was actually important for lower lvl tank classes to hold agro, but with the cabilar of equipment used by most lower lvl folks the mob has a hard time doing signiffent damage to any member of the group. When playing my lvl lvl tanks i never worry too much if some other class take agro for a bit. i do want i can to get it back, but at some point folks will learn how not to gain agro....this will happen at about the time the mob can do serious damage to them.

On weapons and agro generation.
At lower lvl is it very common for two hand weapons to out agro sets of one hand weapons. This is do to the low DW skill lvl. Now it has been a while since I've played a lowere lvl warrior. However it was my expeance that the snark battelhammer and the centi warspear were very competative for agro until lvl 40 or so.

Low delay vs high dps weapons.
At lowere lvl the ratio or the dps of a weapon is a much better indacator of how well it will hold agro than the delay. As a case in point the Wurm Slayer will out agro the Lamatition till lvl 50 or so.

Soloing a warrior
It is true that a warrior has a harder time soloing than most other classes. However with decent equipment it is a symple thing to solo a warrior to lvl 50. By decent equipment I mean a haste item as good as the fbss, and armor as good as crafted. Race also plays a role in soloing. An Oger warrior can solo much better than a half elf warrior.

#30 Apr 16 2004 at 7:11 AM Rating: Excellent
Tanking is down to gear and AAs.

I have consistently proven this by out-taking pallies, SKs and Warriors in pickup groups with my Ranger Smiley: eek

Best Tank = Best equipped and most AA's WITH a good mind controlling the character.

All the equipment and AAs in the world will not help you if someone in the group needs to point out what the 'taunt' skill is Smiley: laugh
#31 Apr 16 2004 at 7:17 AM Rating: Decent
Scholar
Avatar
***
3,166 posts
I wonder if you even play a Warrior.


Quote:
From Omri:
OK not every person that plays a tank can tank or know how too keep agro, I toally agree. I read some where in one post that disarm is a help, and they are totally right. Man when I play my tank I got three main buttons I hit. Normally in this sequence TAUNT KICK DISARM (repeat)! TAUNT KICK DISARM (repeat)!


Taunt - as plentifully described above - raises you to the top of aggro list. Mashing it like this is not only pointless but it means that the moment you actually need it it is probably not refreshed

Quote:
From Omri:
As a tank in EQ you have to keep your eyes always open if that mob takes off and trys too rip my group member a new one. LOL I make it my personal business too DOT that stupid mob up with as many critical hits and crippling blows as possible. WHAT? you have no control on that? YA you doo if you a master or grand master in the WEPONS THAT YOU USE! Man I get alot of critical hits and crippling blows if a mob is foolish enough to turn its back on me even cricitcal kicks start too pop alot. HEHEH ya thats right. Iam half MONK lol=P


Last time I looked Crippling Blow only happened when you were below about 20% health and was an automatic conversion from what would have been Critical Hits. Also the chance to Crit is DEX related.

Quote:

Point being always watch for text you can't see your target.


Sage advice for any melee Smiley: smile

Quote:
Also watch for that lol *** wizzy that nukes way to soon, and that shammy or druid that love to drop a slow spell and dots no sooner as you return with a mob. Let the mob slap some sense in his or her ***. Then you drop your TUANT and KICK and you will get agro right back, if you done this your whole EQ life.


Actually with some mobs it is better for the slow to land on incoming. Shaman can take a few hits from a slowed mob usually. And then when you taunt it off there is nothing more to pull aggro. Taunt is a special tool. Kick is just another attack, it has no special benefits.

The other point is that with this attitude it is no wonder those Shaman and wizards prefer a knight tank.

Quote:
OK lol warrior are kings and Queens when it comes too multi mobs handling which I have not seen one post about. Ya they have alot of HIT POINTS and pluss they can where plate armor but you peps forgot the main thing about warriors unlike any other character. They get hit for less and far less damage too. Ya thats right they get DODGE PARRY and the infamous RIPOSTE.


I'm sure paladins and SK will be shocked to learn that they don't get Dodge (Level 10), Parry (Level 17) or Riposte (Level 30).

The technique you describe is by no means a warrior-only skill. Any decent tank could use it. Being aware that stuff hitting you from behind does more damage is hardly rokcet science(TM).

I take it back - you do play a warrior. I've met warriors like you /shudder.

____________________________
Wherever I go - there I am.
#32 Apr 16 2004 at 8:13 AM Rating: Good
****
8,619 posts
Quote:
Trick is get in corner or get your back against the wall where all the mobs is in FRONT of you and not BEHIND you.
Wrong wrong wrong!!!! do not ever get your back to the wall thats where the DPS should be stood since they don't get reposted and if you have a rogue in the group you have just haved thier DPS.
Quote:
I have consistently proven this by out-taking pallies, SKs and Warriors in pickup groups with my Ranger
I actively encourage rangers with superior Hit points /AC to tank in xp groups, they can if played well hold aggro easily and i take an off tank / Mini crowd control <with roots> role.
#33 Apr 16 2004 at 8:44 AM Rating: Decent
Scholar
Avatar
***
3,166 posts
Quote:
Wrong wrong wrong!!!! do not ever get your back to the wall thats where the DPS should be stood since they don't get reposted and if you have a rogue in the group you have just haved thier DPS.


Sorry Tarv. He is right on this. If the MA is walled then the mob has it's back to the widest possible arc. This maximises dps and gives Rogues the most room to work. It also prevents the fight wandering all over the place which loses rogue dps.

This is the standard way of taking something like Vindi. Get the MA in the corner and the rest of the raid has a clear shot at the mob's back.

You are talking as if he'd said to put the mob in the corner in which case you'd be right.


As for rangers tanking over knights or warriors, Jennock is right it is about gear. A ranger has probably the best tools for grabbing and holding aggro (if you exclude Shaman). Their usual problem is they don't have the ac/hp to match. Given this they are very good.

However I think that you would have to agree that given they have equivalent gear the ranger is probably better letting a knight/warrior tank and applying their dps.

Actually this reminds me of a group a while ago which personified the equipment problem. Two paladins trying to decide who would be MA. One has noticeably higher hp/ac so the other agrees and takes SA. However the SA has 31% haste and is using his new toy a 1HS with 21/24 or such. MA has no haste and is using a 2HS. Given that the SA should have done something about his weapon but the aggro just bounced the whole time.
____________________________
Wherever I go - there I am.
#34 Apr 16 2004 at 9:07 AM Rating: Decent
***
1,876 posts
Well, everything's been covered pretty much at this point (and btw, playing my warrior yesterday, it seems the taunt bug is fixed :)) with one exception.

Quote:
I know I get provoke at 20, but I'm not sure what that does,


Provoke does 2 things. First it adds a set amount of hate. Second it adds a multiplier to your hate generation. At this time I am unsure of the exact numbers as I simply cannot find them. This is a *very* useful tool in the warrior's ******* when used correctly. The duration is about 1-2mins (not sure exactly) and refresh is 30seconds. End cost is 85, so may be a bit of a drain at the lower levels, but then again, isn't everything? ;).

Good luck playing the warrior class. It is the 2nd most fun class I've played (enc in high CC conditions being the most).
#35 Apr 16 2004 at 12:01 PM Rating: Good
****
8,619 posts
yeah you right i miss read that sorry dude 8o)

* Edit if you start pushing mobs into the wall in some zones they have a nasty habit of disappearing

Edited, Fri Apr 16 13:09:21 2004 by tarv
#36 Apr 16 2004 at 12:38 PM Rating: Good
***
2,272 posts
Pfft I can pull aggro off any warrior in the entire game, but a naked paladin or SK can probably hold aggro with me going all out.
#37 Apr 16 2004 at 2:52 PM Rating: Good
**
564 posts
gbaji wrote:

90% of the time, the end result of this is a nice big agro lead for the warrior. By letting the paladin generate a bunch of agro right off the bat, you can use taunt to leapfrog yourself to a huge agro lead over everyone else in the group. Since that paladin is using a slow 2h weapon and doesn't have DW, as long as he doesn't do anything else, he'll never catch up to you. You'll start with an agro lead and keep it for the rest of the battle. Using combat abilities to push it even more is just gravy at that point.


I agree with you gbaji, but I think you're not taking into consideration The amount of aggro a paladin with a slow delay two hander can generate at times. The amount of aggro generated by an attack is dependent on the amount of damage done. That's why wizards have so many problems with aggro. They insist on using those huge, inefficient nukes that tick the mobs off to no end. Sometimes I think they just like to hear the group say,"Wow! Awesome nuke there. Now hold on a second while the cleric memorizes rez."

A paladin using a high delay 2 handed weapon is going to be getting a pretty big damage bonus. This makes for some pretty nice damage. If you stun right away, then get say a double attack for max damage, a warrior can have a heck of a time keeping aggro off you. The point of my rambling is, for those young paladins out there, I wouldn't try that technique unless you're sure the warrior knows what they're doing. Of course if the mob heads for a caster, by all means throw a stun on it to get that snap aggro, even if it means the warrior has to fight for a bit to get it off you. It's always better for the paladin to be getting beaten on than the caster, no matter what the situation(unless you're the main healer for the group as a paladin, but then I'd say better you than meSmiley: wink2).

Oh, and one more thing for you young fighters. If you're not the main tank and having trouble with getting aggro, feel free to /attack off and back up for a second to let the MT generate a bit of aggro. It works wonders sometimes.Smiley: smile
#38 Apr 16 2004 at 2:57 PM Rating: Good
**
564 posts
OutcastNecro the Silent wrote:
Pfft I can pull aggro off any warrior in the entire game, but a naked paladin or SK can probably hold aggro with me going all out.


Actually, any caster that wants to could pull aggro off any tank. They have a wider range of spells to use and more mana to play with, and in the end, spells generate more aggro than anything else in the game. That's why casters need to know when, how often and what spells they can use so that they don't pull mobs off the tank.
#39 Apr 16 2004 at 5:31 PM Rating: Good
Encyclopedia
******
35,568 posts
danreynolds wrote:
I agree with you gbaji, but I think you're not taking into consideration The amount of aggro a paladin with a slow delay two hander can generate at times. The amount of aggro generated by an attack is dependent on the amount of damage done.


Yes. This is true. You do get 'burst agro' from a large 2h weapon. But agro is a continually adding total. What matters most is agro over time. DW fast 1h weapons will always outagro a 2h weapon over time. That's why warriors use DW for agro generation. Sure. If I drop a stun, and then immediately follow up with a nice whopping 2h DA hit, I'll be quite a bit ahead of the warrior. Honestly, it doesn't matter. Let me give an example:


Mob's pulled by ranger using a bow hit. He's got say 25 agro points on him.

Warrior runs up, hits taunt and smacks the mob. Taunt fails lets say, but first attack gives the warrior 30 agro. Mob stops chasing ranger and turns on warrior.

Paladin drops stun on mob, generating 500 agro points. Mob is now agroed on paladin, but is stunned.

Warrior attempts to taunt, but fails a second time. He's still beating on the mob though, so maybe he's up around 100 agro at this point.

Shaman drops a slow on the mob, generating 300 agro points for him. Mob is still on paladin, and is still stunned.

Paladin whacks the mob with a big hefty 2h hit, generating a nice extra 100 points of agro, bringing his total to 600.

Warrior finally succeeds at taunt, giving him 601 agro. Mob recovers from stun and turns on the warrior.

Now. At this point, the paladin might get another big hit that'll put him ahead of the warrior for a few seconds. However, the warrior will generate more agro over time on average from this point on. He will very quickly pull ahead of the paladin and stay ahead of him for the rest of the fight. Note also, that due to the actions of the paladin, the warrior now has a 600+ agro lead on everyone else. The druid can comfortably dot/nuke the mob at this point in the battle. Basically, everyone in the group can start casting spells now. They still have to worry about not generating more agro over time then the warrior, but they have a nice amount of cushion to deal with, and no single spell will put them ahead of the warrior. It's a standard "time your spells" tactic from this point on.

If the paladin had not assisted the way he did, the warrior probably would have had maybe 100-150 agro points about the time the shaman dropped slow. This means that without using a tactic like this, either your shaman will get the crap beat out of him, or he'll have to wait an additional 10 seconds or so to drop that first slow. How important that is really depends on where you are hunting. In PoP, many mobs can do a huge amount of damage in 10 seconds when unslowed.


As far as what role to play in a group? I generally leave that up to the group leader. I tend to let warriors tank if they want to (helps their egos really). I'm more then happy to play offtank and caster saver for the group. However, I will not hesitate to use my stuns if I think they'll allow us to more efficiently kill mobs. It's not like I can't self heal anyway. If I've got a KEI going, it literally costs the group nothing for me to do this each fight, even if I get beat on for 5 or 10 seconds as a result. I can heal my own damage while the healer focuses on the MT. The tiny bit of damage I'll take from a slowed mob before the warrior takes agro back is easily within my ability to heal.

If I'm sitting there with full mana and not using stuns to aid the fight then I'm not doing my part for the group. I will find ways for me to help my group kill stuff faster.
____________________________
King Nobby wrote:
More words please
#40 Apr 16 2004 at 7:06 PM Rating: Decent
No, don't reroll into a knight. Fact is, as it stands now, Warriors are the better tank, even better than the knights in experience groups. The knights once held the experience group spot with their snap aggro ability, but thanks to the new taunt upgrade for the warriors, they can do the same thing just fine. But they also got an increase in damage mititation and another hp increase.

Only thing is, is that SoE realizes that knights have a big disadvantage now, not so much in xp groups (even though wars are better now), but in raid encounters, and especially GoD. If they fix the knight class, then the knights would be a good class to play. But as it is now, you're much better off with a War, because you know where you stand. With knights, it's an IF if SOE will give us the proper upgrade/fix... and well personally, i'm not holding my breath.
#41 Apr 16 2004 at 7:50 PM Rating: Good
Encyclopedia
******
35,568 posts
How about a better piece of advice:

Play whatever class you think you'll enjoy the most.

By the time you get your character up to a level where any particular changes will affect you significantly, SOE will have probably made a half dozen changes to every class in the game. The pendulum swings all the time. Deciding to make a particular class because it's got some advantage *now* is just silly. Make a class because it's one you are interested in playing. Don't worry about the specifics of game mechanics and class balance. They'll change over time anyway...
____________________________
King Nobby wrote:
More words please
#42 Apr 17 2004 at 1:45 AM Rating: Good
****
8,619 posts
Moral look at his post he's level 17 i don't think he will be doing GoD trials for a while and without doubt from 16-65 <108AA> pally's and Sk's will out Tank warrior in all but tier 3 and other high end raiding situations.

but and it's a big but this is the MOST important piece of advice given in this series of posts so listen to it very closely
Gbaji wrote:
How about a better piece of advice:

Play whatever class you think you'll enjoy the most.
1 2 Next »
Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 178 All times are in CST
Anonymous Guests (178)