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#1 Jan 05 2007 at 10:54 AM Rating: Decent
OK, I've played Berserker, Paladin, and Shadow Knight up to around lvl 30 each.

Shadow Knights are nice. Good DPS from the DOT's but a relatively low power pool(that or high cost spells). I have an ogre SK and I'm wondering exactly how much INT effects the power pool.

Paladins are relatively weak in comparison damage wise. Their heals are weak and practically useless. I have a Barbarian and the power pool is also kinda weak. Their saving grace is the ward line which doesn't necessarily compensate for their other deficiencies because a SK doesn't need a ward and neither does a berserker. I don't know how many times my SK has been victorious simply because of the lifetap procs. Pallies definitely seem more defensive, but...

Berserkers actually have good DPS and last longer than a SK or a PALLY. I can take out large numbers of mobs and still have plenty of power left. And this is hitting combat arts as soon as they pop up throughout the whole fight. I wouldn't even dream of taking on anything two lvls higher than me with a pally or SK, but I can do it without fear of death with a berserker.

What is it that crusaders do? I understand a guardian can hold aggro better because they are taunt machines(or so I hear). I simply don't see the point in either a SK or pally when you can be a Zerker... other than being a more viable melee option for the physically weaker races.

Post lvl 30 what do they bring to the table that balances them out with a zerker? What am I missing between lvl 1-30 that balances them out with a zerker?

#2 Jan 05 2007 at 12:06 PM Rating: Good
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Crusaders actually start with the highest initial pool of the fighters. Int and Str both contribute to your power pool..and a 25% bonus is applied for beeing a double Stat class.

SK's aggro control is pretty much top dog for multi mob encounters...and especially for multi-mob non-linked ones (though Zerkers are decent there as well with insolent gibe etc.). Their survivability in day to day adventuring is also higher than the other plate classes...Evac, FD, AA immunities/heal boosts, AOE knockdown/debuffs, DPS boosts/Effect immunities, proc heals, decent DPS etc..etc..etc.. make them pretty much third in line after the 2 brawler classes in this regard (kinda hard to top the brawlers FD abilities for survivability). With their 10 second immunity(AA choice), Despoil mitigation sypher, AA mitigation sypher, Augmented heals/lifetaps, AOE knockdown, 360 degree dammage shield/heal procs/hate increases etc...will see SKs walking out alive where the other 3 plate classes would not.

SKs also currently have the strongest snap aggro of the fighter classes. Some very nice debuffs and buffs (with nice AA buff/debuff choices/augmentations as well). They also have a very versatile nature....you can either spec/gear them for tanking, DPSing, or anywhere in the spectrum in-between. The thing a lot of SKs note is that the class really comes into it's own a bit late. A few of the spells/AAs/abilities that really make em shine come at longer intervals, and higher levels (such as the AOE lifetap/dammage as an example at lvl 55).

With my SK though, I never felt underpowered on the way up. With the right spell upgrades and gear, there is no reason you shouldn't be at least taking out mobs 2 to 3 levels above you 1up arrow...and even up to some heroic 3up arrows even con to 2 levels above (if all primo abilities are up), once you reach the higher echelons gear/AA/spell quality wise.



Edited, Jan 5th 2007 3:39pm by CHIMPNOODLE
#3 Jan 05 2007 at 2:37 PM Rating: Decent
CHIMPNOODLE wrote:
Crusaders actually start with the highest initial pool of the fighters. Int and Str both contribute to your power pool..and a 25% bonus is applied for beeing a double Stat class.


Then it must be that their moves require more power because after unleashing every move once my SK down to around 70% power. So basically I just put all the DOTS up and rely on normal attacks. Otherwise, I'll drain myself. I can go through a whole fight with my zerker and have 80-85% left(against an even).

CHIMPNOODLE wrote:
SK's aggro control is pretty much top dog for multi mob encounters...and especially for multi-mob non-linked ones (though Zerkers are decent there as well with insolent gibe etc.). Their survivability in day to day adventuring is also higher than the other plate classes...Evac, FD, AA immunities/heal boosts, AOE knockdown/debuffs, DPS boosts/Effect immunities, proc heals, decent DPS etc..etc..etc.. make them pretty much third in line after the 2 brawler classes in this regard (kinda hard to top the brawlers FD abilities for survivability). With their 10 second immunity(AA choice), Despoil mitigation sypher, AA mitigation sypher, Augmented heals/lifetaps, AOE knockdown, 360 degree dammage shield/heal procs/hate increases etc...will see SKs walking out alive where the other 3 plate classes would not.


I disagree. I was in blackburrow and got jumped by 6 lower lvl heroic^^ gnolls. I won the fight with my berzerker. My SK at the same lvl would have been dead and would have run out of power WAY before the fight was over... UNLESS I got really lucky with a string of lifetap procs which does happen sometimes. The pally would have been all but lost. And the SK feign death is only good if you can run away to a safe spot since you automatically get back up after the time is up.

I do agree that the multi-mob aggro abilities are pretty nice with SK.

CHIMPNOODLE wrote:
SKs also currently have the strongest snap aggro of the fighter classes. Some very nice debuffs and buffs (with nice AA buff/debuff choices/augmentations as well). They also have a very versatile nature....you can either spec/gear them for tanking, DPSing, or anywhere in the spectrum in-between. The thing a lot of SKs note is that the class really comes into it's own a bit late. A few of the spells/AAs/abilities that really make em shine come at longer intervals, and higher levels (such as the AOE lifetap/dammage as an example at lvl 55).


CHIMPNOODLE wrote:
With my SK though, I never felt underpowered on the way up. With the right spell upgrades and gear, there is no reason you shouldn't be at least taking out mobs 2 to 3 levels above you 1up arrow...and even up to some heroic 3up arrows even con to 2 levels above (if all primo abilities are up), once you reach the higher echelons gear/AA/spell quality wise.


Maybe anybody can kick butt with the best of everything. I'm talking about apprentice 1 abilities.

I didn't feel underpowered either. I figured that crusaders did more DPS seeing that they have less HP's. It wasn't until I played zerker that I realized the lack of staying power and dmg. To me, zerkers just seem superior in every way. All the other skills crusaders get seem to attempt to compensate for weaknesses the zerker doesn't have, but don't quite get the match them up to zerker. I don't need FD, wards, lifetaps, etc. it would be overkill. When in trouble I have so much power I can easily run away even through other groups of aggressives and live. With SK I didn't have that option because my power is so depleted. But at least SK get a FD. Pallies are just screwed.

I don't think SK sucks. I just think zerker is a better choice unless you were an elf, erudite, gnome, rotanga, or any other physically inept/INT heavy race.

Guardians are (TANKS^^^heroic)/dps. Zerkers are DPS^^/TANK^^^. Brawlers are DPS^^^/tank^. I just don't see where crusaders fit in. But don't read me wrong; I like SK.
#4 Jan 06 2007 at 1:20 AM Rating: Good
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251 posts
It's not that their moves require more power...they require a bit more finesse and knowledge(imo, and from what I've been told and read on the boards). There are particular sequences that will reduce your power by a large margin, and SKs actually get a mana tap later on as well. Certain moves do take a lot of power, but are often overused, or used when not needed.

As far as disagreeing. I can guarantee that you will change your mind when you are geting into the upper tiers, particularly after you get your Deathmarch (but not solely because of it, even though it is currently the single strongest AOE aggro ability in game...with a 50 meter radius as well). As far as needing a string of lucky procs...blessing is 100% proc, it will proc with every hit (and that is just 1 of the tools you will have).

As far as DPS...SKs can be configured to do some very nice DPS, but a similarly specced Zerker will out-DPS them (in theory anyway). If you are looking for DPS to make up for a lower initial HP pool, that's not what what makes up the difference. A large part of the equalizing comes from crusaders having a much larger amount of HPs than zerkers to draw on through "healing" themselves, and having a range of stuns, syphons, knockdowns and debuffs.

The skills that SKs have *are* their strenghts, but it takes some time to first aquire them, then learn to use them well. When used well...crusaders *will* walk away from many a fight that a zerker or guard would not hope to live through.

As far as this...."Guardians are (TANKS^^^heroic)/dps. Zerkers are DPS^^/TANK^^^. Brawlers are DPS^^^/tank^. I just don't see where crusaders fit in. But don't read me wrong; I like SK. "

Those ^^^s can be interchanged almost freely by all the tank classes depending on the encounter. If you think that the crusader skills don't match up (or even surpass) the Zerkers' abilities....well then good, you have narrowed your class choice down to Zerker and it sounds like you will enjoy it. It would not be the case in reality though.

Furthermore, regardless of tank class....if you stay at App 1s...none of the tank classes will excel, and you will be sure to wind up with some nice repair bills...and so will your groupmates. Tanks are pretty much *the* most gear/ability dependant archtypes in EQ2.


Just an interesting thing to note as well since you were a paritally focused on the HP aspect...equalization is very much more apparent in the higher lvls. If you check the SOE official "best in class leaderboards" you'll notice that the top SKs have considerably *more* HPs than the top zerkers. I actually camped out in some lower HP gear tonight that dropped me a few slots, but I'm on there regularly. I was 40th Worldwide (all servers) yesterday, 53 today. I alternate second to third highest HP for SKs on my server normally (depending if I'm in Raid tanking gear or not). There is only 1 Zerker ( of all the hundreds/thousands?)on my server (Unrest) that is currently higher in HPs than I was yesterday. Anyway, it's not all about the HPs, but it was interesting to see.

I sincerely hope you enjoy whatever class you pick to excel at. I also think that you haven't got nearly far enough along yet to realize exactly how strong SKs are. It sounds like you've made up your mind to go with zerker though. If you find over time you aren't enjoying the Zerker class anymore, or you notice SKs doing things you only wish you could...I would reccomend picking up where you left off at that point. SKs are a wild ride, it's hard to not have a blast playing one.



Edited, Jan 6th 2007 4:51am by CHIMPNOODLE
#5 Jan 06 2007 at 8:27 AM Rating: Decent
I've never died from a fight as zerker, unless I was fighting some yellow plus^^^ named for kicks. Fell off a cliff in Greater Faydark, though :) I have no problem beating things 2 lvls higher with app1. Armor is top of the line, but I've never needed any ability above app1. Maybe in higher lvls I'll get better taunts if need be, but haven't needed them at this point. Maybe SK's and pallies needs all adept skills to be useful. But I doubt that because I could hold aggro just fine with my SK and his app1 abilities.

If SK's have more HP I can't tell. My SK dies alot faster than my zerk.

On another note, it kinda pissed me off how my SK got jipped out of 30 lvls of AA points since I had no expansion when I was playing him. That really gets under my skin :)
#6 Jan 06 2007 at 12:16 PM Rating: Good
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251 posts
Ya, no fun missing out on AAs. You will see that eventually without upgrading your toons will start strugling really though. The thing is, that at lower levels not many people can, or do, upgrade a lot of spells and gear...they figure they are gaining levels so fast that it's not worth the time or money since everything gets replaced quite quickly.

Eventually you have a lot of upgraded players with you, and some instances that were designed to give even well geared/upgraded players a challenge. When DPS classes start unloading with pure adeptIII/Master ******** and your sitting on app1 or even adept 1....your hope of controlling the encounter is minimal. With your stances, stuns and other abilities not upgraded, you also end up not making a dent on some of the tougher mobs....you spells wear off early, you get a lot of resists, and you'll have a much tougher time. You'll see that without upgrades you won't have enough power/hp to make it through... AOE mobs will rip you up, and raid tanking will be out of the question.
#7 Jan 06 2007 at 11:16 PM Rating: Decent
At about what lvl would you say you need adeptIV/master abilities?
#8 Jan 07 2007 at 3:17 AM Rating: Decent
from what i remember the hp/power break down of the fighter classes is this, brawler types have the highest hp and lowest power pool, crusaders have the highest power but lowest hp, and the warriors have even hp and power. as far as what level you should start upgrading, i've played tanks before, and usually the adept1's for most abilities aren't that bad. it's been awhile since i've played one so that might be different now. but just to give you an idea, my main is an assassin, and i've NEVER had below an adept1 CA since late teens. now that i can actually afford it i'm starting to get all adeptIII and master spells when i can. upgrading is never hard unless you're a necro/conj since masterI's of the pets sell for ungodly amounts. but the same can be said for certain abilities from any class (taunts, backstabs, mezzes, heals). but in all honesty, major upgrading only matters if you plan on grouping at all. and since you have to for raids/hq's it might be a good idea.
#9 Jan 07 2007 at 8:31 AM Rating: Good
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251 posts
Personally, I seem to level pretty quick since I'm less of a quester and more of an instance hound. I upgraded as much as possible to adept 1 without blowing the bank all the way up, I used my Master II choices on taunts every time. I looked for the best gear I could get every time I leveled as a tank...and got the best I could afford. It was always a mish-mash of gear in my case (nice enough pieces, but not always the best of the best).

It would also really depend on how long you wish to stay at a particular level range. If you find a rare here and there cheap on the broker, or while harvesting...then having an adept III made for you can be quite cheap. It wasn't until I was on my final versions that I really started to upgrade all of them in earnest to Adept III and masters though. My final versions started at lvl 58.
#10 Sep 25 2007 at 12:29 PM Rating: Decent
The Power pool on shadowknights is dependant on two stats. you need to have high INT and high STR to have a high power pool no matter what you get that 25% bonus. when these stats are both high crusaders have more power than any other tank class. I have a zerker and a shadow knight. when I play my zerker ( both equally geared at the time) My zerker got PWNED. and the SK flourished. both of them deal a lot of damage in AoE. but the thing about the SK is the life taps. if your playing your SK and you dont use your reactive then yes the zerk will win in a solo bout against a group. but if you are using your reactive (keep in mind it heals my Sk for about 30% of his HP) The SK slaughters.

Edited, Sep 25th 2007 4:29pm by Firesys
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