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Are Paladins getting screwed?Follow

#77 Jun 10 2005 at 1:04 PM Rating: Good
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elorianBLAH apparently you havn't read what we've been talking about.

Also unless something rediculous has changed since OoW, warriors are not MUCH better agro generators. In fact all they have to generate agro are Procs with +#, taunt which just places them on top, and discs with +#.

So basically what you have when a MT goes down is a Warrior who can Taunt (top of list) and do a Disc + 700 agro, then hope for procs. A pally can taunt and just start chaining the hell out of stuns. This is a continuous and reliable source of agro that can also be stopped at any time (unlike procs.) I used to f-ck around with warriors on raids all the time on the nonessential mobs, trust me a warrior can only grab agro off a Paladin for seconds at a time. And yes, those were 70 Warriors with their new magical discs.

any time+ weapon combo WILL outaggro any paladin. even a bloodfrenzy/EoE both augged comes pretty close. we had our top paladin try to outaggro our top warrior a bit after we broke in to qvic... and he was completely unable to.
#78 Jun 10 2005 at 1:08 PM Rating: Good
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Just for the record I can keep agro off a wizzy trying his hardest if I know he's going to be trying his hardest ahead of time. A good friend of mine tried this quite a few times (as he was getting frusterated that I could keep agro off him), he wasn't the uberest of ubers but he was a damn good wizzy and once in a while the mob would turn to him and id either just taunt or stun him and wait for taunt then stun again.

no you can't. if paladins are guaranteed to keep aggro off of wizards, then guaranteed then why is it than whenever fenanebae tanks (#10 paladin serverwide) usually at least a couple wizards die?

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yes I did raid post-pop, in fact I was raiding GOD while many others were waiting for another expac and level 70 before they'd attempt it

there was not a single guild that was waiting for 70 before they atttempted god, some may not have attempted god raids until after 70, but that had way more to do with their progession then just waiting for 70.

I do believe that you raided highend pop and god though, every guild is bound to have a few morons...
#79 Jun 10 2005 at 2:17 PM Rating: Good
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I really don't know why you keep saying that paladins didn't tank raid mobs in PoP, that's simply not true. Paladins were constantly tanking Cazic in Time or even Innoruuk, and that was before guilds started the farming process of maxxing out on Time gear. Even earlier than that, paladins tanked during the Rathe council and on coirnav, as well as the countless pissant raids that required lots of clearing. And of course, paladins tanked a ton on LDoN raids.

If you contrast that with Kunark/Luclin, you simply didn't see that sort of thing, except perhaps on bosses that were already trivial when you entered the expansion.

Edited, Fri Jun 10 15:26:11 2005 by Tehom
#80 Jun 10 2005 at 3:55 PM Rating: Default
rofl...

You know GOD was ment for level 70s, they had to cut back to 65 when they realized they sucked *** at balancing and had already set back their deadline.

On my server, quellious, by the time OOW came out only the top % of guilds were raiding GOD progression, our guild wasn't raiding progression for sake of progression. Hell, we were just raiding for gear.

The fact is most guilds weren't raiding GoD for progression (or at all for that matter) until OOW upped the level to 70.

I quit before this movement even started, but from reading on how everyones doing GoD Progression now, its pretty obvious.

How many Guilds were Tacvi flagged by the time OoW was released on your server... on mine it was litterally 3... litterally.

On your question on Wizzies I'm not sure, since this is such a sweeping example. When I was allowed to tank on Raids the only time I lost agro was if I was stunned for a lengthy period of time or when melees did Taunt to try to **** me off... Wizzies usually die from AE type effects or adds not direct attacks.

And about whoever said Pallies could tank trash and low-tier mobs thats what I said in the first place.
#81 Jun 10 2005 at 4:05 PM Rating: Good
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You know GOD was ment for level 70s, they had to cut back to 65 when they realized they sucked *** at balancing and had already set back their deadline.

umm, no it wasnt. some areas were aimed for 67 (NOT 70!) and made easier (aimed at 65) after release. *MOST* of GoD was aimed at 65 to begin with.

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How many Guilds were Tacvi flagged by the time OoW was released on your server... on mine it was litterally 3... litterally.

... that's a perfectly reasonable number of guilds per server to have access to the end zone of an expansion when the next expansion is released. I'm pretty sure that's higher than it was for most previous expansions.
#82 Jun 10 2005 at 4:11 PM Rating: Good
you know, for that matter, that's a completely flawed line of thinking.

of COURSE more guilds gain access to zones as time goes on.

of COURSE making things easier will increase the number of people in zones.

there's a ten times as many guilds with ep access now, does that mean the eps were aimed at 70?
#83 Jun 10 2005 at 8:31 PM Rating: Decent
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How many Guilds were Tacvi flagged by the time OoW was released on your server... on mine it was litterally 3... litterally.

If this was the case, GoD was maybe too easy. How many guilds in the whole game had hit time by the time the next expansion came out (LOY)?

ZERO

Afterlife (the first guild to enter time) broke in early in May, almost 4 moths after LoY release.
#84 Jun 10 2005 at 10:24 PM Rating: Good
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dfrnchman wrote:
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How many Guilds were Tacvi flagged by the time OoW was released on your server... on mine it was litterally 3... litterally.

If this was the case, GoD was maybe too easy. How many guilds in the whole game had hit time by the time the next expansion came out (LOY)?

ZERO

Afterlife (the first guild to enter time) broke in early in May, almost 4 moths after LoY release.


While I'll be the first to admit that I can't remember the exact order of every expansion, I could have sworn that LoY came out before PoP. At least I seem to remember the map feature working in PoK the first day I zoned in.

You sure you're not talking about LDoN?


Also, you have to make a distinction between verticle and horizontal expansions. There are some that increase the total content and add new "features" to the game, but don't actually inncrease the top end (horizontal, the game gets "fatter"). Others expand the top end, but don't add much else (verticle, the game gets "taller"). SoE has tended to alternate expansions of those two types, with some exceptions (the GoD->OoW->DoN expansions actually have a bit of both). Regardless of order, neither LoY or LDoN really added to the top of the raid game at all. The first raid extention expansion after PoP is GoD. And there were quite a number of Time capable guilds prior to GoD release. Heck. The top guilds were itching for something new since they'd been doing nothing but farming Time for the last 6 months...
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#85 Jun 10 2005 at 11:07 PM Rating: Good
loy was indeed after pop
#86 Jun 11 2005 at 12:20 AM Rating: Decent
The Lost Continent of Kunark
The Frozen Lands of Velious
The Moon, Luclin
The Planes of Power
The Legacy of Ykesha
The Lost Dungeons of Norrath
The Gates of Discord
The Omens of War
Dragons of Norrath

is the order

LoY just seems like it should have come before PoP(typically exp progress in difficulty and LoY doesn't offer much(at least raid wise) in difficulty. But it did come after.


Edited, Sat Jun 11 01:27:52 2005 by elorianBLAH
#87 Jun 11 2005 at 5:33 AM Rating: Good
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Hah. Ok. I did always kinda "blur" that part of the expansion history. Maybe LoY just wasn't memorable enough?

In any case, as I stated, it doesn't change the point I was making. Neither LoY or LDoN raised the top end of the game, so their relevance in terms of who was tanking what in Time when is somewhat irrelevant. I'm reasonably certain that no guilds broke into Time because of gear upgrades they gained in LDoN, much less LoY. Thus, the number of guilds in Time during those expansions is irrelevant if your point is to show the relative difficulty of advancement within an expansion's content without using "new" content to help you get there.

Um. I'd also argue that GoD had virtually zero pre-ep progression either, so any guild not already in or near Time couldn't really do much with it. While I suppose it's possible for a pre-EP guild to stop their PoP progression, advance through GoD, and then come back to planar progression towards Time, that kinda seems unlikely. I'd wager most guilds did it the other way around...

IMHO, OoW was the first expansion after PoP that both increased the top end *and* provided a completely internal gear up path within the expansion itself. Not that that's super relevant to the issue at hand. Just felt like pointing it out. Both expansions have a similar breadth to them, which is both good and bad.
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#88 Jun 13 2005 at 4:55 PM Rating: Decent
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Elorianblah:

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warriors are the best tanks hands down and that's that....


Yup, sweeping statements like that are always true. One could almost say that Rogues are the best DPS hands down.

However, thats quite a useful quote to help us support class balancing, which is of course appreciated.

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